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Graves Jungle Guide

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Deekayer

Senior Member

10-07-2011

This is my idea for a fairly viable Graves jungle build. Basically the idea is that by building Spell Vamp and AP after armor, your Q will essentially heal you for 15% each cast. Please note, this could be entirely ineffective as I haven't managed to complete this build in game, but the theory is solid.

Runes:
Magic Pen Reds
Armor/lvl Yellows
AP/lvl Blues
Flat HP Quints

Masteries:
21/0/9

Build:
Merc Treads
Hextech Revolver
IE
Guardian Angel
Morellos Evil Tomb
WIll of the Ancients

Theory:
With this build, you have (with "Gunslinger's Aim&quot ~150AD, and each attack deals around 200 (+20% of enemy AD + AP thanks to his passive "Crackshot&quot to the enemy. With 50% spell vamp, you are of course being healed for around 30 each attack. Additionally, your "Collect Bounty" is dealing 35 DPS, so that's (after MR) healing you for 10-15 hp per second per enemy target nearby. The fun thing is, with such high AD/AP, the enemy champ has to have quite high Armor to avoid healing you with each hit. Add the 250 DPS AOE your Ultimate: "Bloodshed" has from the AP items (healing for half of that the enitre time) you would be quite difficult to kill. This build still offers about 100 MR, so your effective magic health is still about 3000. Also, if you get focused down by AP, your GA will leave them raging.

Post your thoughts .


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Quarzark

Senior Member

10-07-2011

Didn't build trinity force for tons of damage imho.


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Can I Play Teemo

Senior Member

10-07-2011

He hasnt been released lol


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A Hungry Grue

Senior Member

10-07-2011

TARDIS is missing


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Aacron

Senior Member

10-07-2011

1) you dont know his skills
2) he's probably the long awaited male AD carry
3) successful troll is successful


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Unclephillip

Member

10-07-2011

Are you stupid


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Renekton Bot

Senior Member

10-07-2011

How do you people keep falling for this stuff?


edit: Kudos to you, OP.


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