ARAM Mayhem Classements ARAM / builds / optimisations
T2 Rang #31 FAQ
Graves

Graves FAQ

Graves est actuellement classé T2 dans les données ARAM Mayhem.

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Graves FAQ

Graves the Outlaw

FAQ
Is Graves a frontliner or a backline carry in ARAM: Mayhem?

Graves is best played as a short-range carry who can briefly frontline when his team is ready to follow. If you dash in before crowd control is used, you get punished because your damage range is shorter than most poke champions. Let tanks or engage augments start fights, then step forward when enemies are already committed.

When should I pick Graves in Mayhem?

Pick Graves when your team needs physical damage, skirmish power, and someone who can punish enemies walking too close. He feels better with allies that create space, force brawls, or lock targets in place. If your team is all short range with no engage, you may spend the game getting poked before you can shoot.

What is Graves trying to do in fights?

Graves wants to fight at the edge of danger, not from maximum distance and not in the middle of five enemies. Walk up when a target is controlled or distracted, use your burst, then reposition before their retaliation lands. The tradeoff is simple: you hit hard up close, but every bad step gives enemies a clean punish window.

How should I use Smoke Screen?

Use Smoke Screen to deny a carry’s vision during the moment your team commits or when an enemy diver is trying to finish someone. It is not just a random poke spell; the value comes from cutting off targeting and making enemies misstep. If you throw it too early, they simply wait it out or back away for free.

Should I save Quickdraw defensively or use it for damage?

Use Quickdraw aggressively only when you know the enemy response is down or blocked by your team. It helps you close the last bit of distance and keep pressure, but it also becomes your escape tool. If you spend it into fresh crowd control, you usually have to burn Flash or die.

How do I play Graves into heavy poke teams?

Do not chase poke champions through open space unless your team has already started the fight. Stand behind minions or terrain when possible, wait for missed skillshots, then take short trades instead of forcing one long run forward. The tradeoff is that you may give up early pressure, but you preserve health for the fight that actually matters.

How do I play Graves into dive and assassins?

Hold your dash and Smoke Screen until the diver commits, then kite backward while firing into their path. Graves can punish melee champions that walk into him, but he still dies if he gets chain-controlled before moving. If your support or tank is nearby, bait the dive toward them instead of dueling alone.

What kind of augments does Graves usually want?

Graves usually wants augments that help him survive close-range trades, increase physical burst, or reward repeated skirmishing. If an augment only helps long-range poke, it may look tempting but can clash with how Graves actually deals damage. Prioritize effects that let you enter, fire, and leave without being instantly punished.

Do I build Graves for burst or sustained damage?

Build for burst when the enemy team is squishy and fights are decided by one fast engage. Build for more sustained damage when they have tanks, shields, or enough durability to live through your first rotation. The mistake is mixing goals too randomly; Graves needs his items to match the fight length he is being forced to play.

How important is Snowball on Graves?

Snowball can be strong when it lets Graves bypass poke and land directly where his short-range damage matters. Do not take the second activation just because it hits; check whether enemy crowd control and burst are still ready. A good Snowball creates a flank or follow-up, while a bad one delivers you into the enemy team alone.

What should I do when Graves falls behind?

Stop trying to solo carry every fight and play around cleanup windows. Farm safely, protect your health, and wait for enemies to overextend into your team’s control. Graves can still finish low-health targets well, but if you dash forward while behind, your short range becomes a liability instead of a threat.

How do I position around minion waves?

Use the wave to limit incoming poke, but do not let it trap you too far from the fight. Graves wants angles where he can step around minions and shoot priority targets when they come forward. If you stand too deep inside the wave, enemy area damage and crowd control can hit you while you have no clean path out.

Who should Graves focus in teamfights?

Hit the closest valuable target unless a carry is already controlled and safe to reach. Graves is not a long-range marksman who can freely choose anyone on the screen, so forcing past tanks often gets you killed. If the frontline overextends, burn them down first, then use the space to threaten the backline.

What is the biggest mistake Graves players make in Mayhem?

The biggest mistake is treating every dash forward like a guaranteed kill. Graves has strong close-range pressure, but Mayhem fights can turn fast with augments, burst, and layered crowd control. Before committing, ask what stops you from walking out; if the answer is “everything,” wait one more beat.

How do I close out games as Graves?

When your team is ahead, stand close enough to punish anyone clearing the wave or defending the tower, but do not dive before your team is in range. Graves is great at converting space into pressure because enemies cannot ignore his burst up close. If you overchase past objectives, you give the enemy the reset fight they were waiting for.