Graves ARAM Build and Guide
Updated for patch 26.21. Ability details come from Riot’s official game data for this patch; ARAM balance numbers come from the League of Legends Wiki’s champion data.
A Graves ARAM build mixes Lethality, Armor Penetration and some Armor so the shotgun hits hard and Quickdraw keeps him alive in close range. The Howling Abyss leaves him alone. The Wiki lists 100% damage dealt for Graves and no other ARAM modifier, so he plays his usual kit.
Each item was picked by checking it against his patch 26.21 ability text. Win-rate sites weren’t involved.

How is Graves changed in ARAM?
| ARAM modifier | Graves |
|---|---|
| Damage dealt | 100% |
Not at all. One row, and it reads 100%, which is the same damage he deals on Summoner’s Rift. No damage taken line, no healing or shielding change, nothing on haste. That’s unusual for a champion who’s normally a jungler (most of what makes Graves good in his home role, clearing camps fast, simply doesn’t exist on this map). So what’s left? A 425-range shotgun carry with a dash, in a lane where the enemy is always nearby.
Why does Graves work on the Howling Abyss?
Short version: the fights come to him, and his kit wants close fights. Riot’s patch 26.21 data:
- New Destiny (passive): each attack fires 4 bullets that can’t pass through units, and he has to reload once the ammo runs out. Non-champions hit by several bullets are knocked back.
- End of the Line (Q): an explosive shell that goes off after 1 second, or early if it hits terrain. Cooldown 13/11.25/9.5/7.75/6.
- Smoke Screen (W): a smoke cloud that reduces sight range; enemies caught by the initial impact take magic damage and get slowed briefly. Cooldown 26/24/22/20/18.
- Quickdraw (E): a dash that grants Armor and Magic Resist for several seconds, or two True Grit stacks if he dashes toward an enemy champion. Basic attacks that hit lower its cooldown and refresh the boost. Cooldown 16/15/14/13/12.
- Collateral Damage (R): a shell that deals heavy damage to the first champion hit, then explodes in a cone behind it. Cooldown 100/80/60.
End of the Line detonates early when it collides with terrain, and the Howling Abyss is a corridor with a wall on each side. That makes the Q easier to time against a team pinned near the edge. Collateral Damage explodes in a cone after the first champion, and a bunched enemy team is precisely what a cone wants. The real draw, though, is Quickdraw. Every basic attack that hits shortens it, and in ARAM there’s always something to shoot, so a Graves in a long fight dashes more often and keeps his resistances up longer than he could on the Rift. The weak spot is the reload. When the gun is empty, he’s a champion with 425 range and nothing to shoot with.
What should a Graves ARAM build focus on?
Attack Damage first, then penetration and Ability Haste, then one defensive slot, because Quickdraw already gives him Armor and Magic Resist for free and the build only needs to finish the job. Four items and boots.
The Collector comes first: 50 Attack Damage, 10 Lethality and 25% Critical Strike Chance, with an execute on champions below 5% Health from its Death passive. In a mode where teamfights leave half the enemy team at a sliver of Health, that execute ends a lot of chases early. Taxes adds bonus gold per kill, which is nice in a mode where the only shopping trip comes after a death.
Serylda’s Grudge is next. Its 35% Armor Penetration goes straight through the tanks who stand in front, and alongside it come 45 Attack Damage and 15 Ability Haste. Its Bitter Cold passive slows enemies under 50% Health by 30% for 1 second whenever an ability damages them, so End of the Line and Collateral Damage both apply it.
Death’s Dance takes the third slot with 60 Attack Damage, 50 Armor and 15 Ability Haste. Ignore Pain delays part of incoming damage over 3 seconds, and Defy cleanses the rest and restores Health when a champion he damaged recently dies. Graves wants to be close. Close is where the damage is, and this item keeps him standing through it.
The fourth item follows the enemy comp. Against heavy Health stacks, Lord Dominik’s Regards gives 35% Armor Penetration and Giant Slayer deals up to 15% bonus damage based on the target’s bonus Health. If you’d rather have your ultimate back sooner, Axiom Arc refunds part of its cooldown when a champion you damaged within 3 seconds dies, and at 100 seconds on rank 1 that refund is worth having. For boots, Plated Steelcaps against attackers and Mercury’s Treads against crowd control (look at the enemy supports first).
How do you play Graves on the Howling Abyss?
- Shoot something every few seconds. Each basic attack that hits lowers Quickdraw’s cooldown, so idle time is wasted dash time.
- Bounce End of the Line off the lane walls. Hitting terrain detonates the shell right away instead of after 1 second.
- Dash toward champions, not away. Quickdraw toward an enemy champion gives two True Grit stacks rather than one, and the resistance boost comes with it.
- Aim Collateral Damage at the front of the pack. The shell hits the first champion, then the cone carries into whoever stands behind.
- Count your shells. New Destiny forces a reload when the ammo runs out, so start a trade with a full gun.
How do shopping, relics and Mark work for Graves?
Nobody recalls in ARAM. The fountain is the only shop, at the start and then each time you respawn, so plan purchases around The Collector and buy the biggest component you can afford each visit. Health relics along the lane restore Health, and Graves has no healing in his kit, so he’s a fair candidate to take them, though a tank who’s about to engage probably needs one more (real talk, that’s a team decision, not a rule).
Thing is, you lock your summoner spells in before loading, so choose with the comp in mind. Mark, the ARAM snowball, lets you dash to a champion it connects with. On Graves that pairs well with Quickdraw toward the same champion, two dashes into shotgun range, and his 425 range means he has to get close anyway. Does that make Mark better than Flash on him? Sure, sometimes. It depends on whether your team follows.
Is Graves good in ARAM?
Yes, as a close-range carry who plays his normal kit. His one listed modifier, 100% damage dealt, is no change, and the crowded lane helps him anyway: Quickdraw resets faster, the Q bounces off walls and the ultimate’s cone has people to hit. Long-range poke teams are the problem, honestly, since he has to walk into their range to fire back.
Who beats him in his usual jungle role is covered separately in the Graves counters guide, five picks with the reasons. Our guide to LoL roles explains what junglers and marksmen do in a normal match, every item above sits in the LoL items database, and his cosmetics are on the Graves skins page.
In practice, the Graves ARAM build is The Collector, Serylda’s Grudge, Death’s Dance and one item for the enemy comp, and the plan is to keep shooting so Quickdraw never sits on cooldown for long.
FAQ
Is Graves buffed in ARAM?
No. His only ARAM entry in the Wiki’s patch 26.21 data is damage dealt at 100%, so he keeps his Summoner’s Rift numbers.
What items does the Graves ARAM build use?
The Collector, Serylda’s Grudge and Death’s Dance, then Lord Dominik’s Regards or Axiom Arc, with Plated Steelcaps or Mercury’s Treads.
Does End of the Line explode on walls?
Yes. The shell detonates after 1 second or immediately after colliding with terrain, and the Howling Abyss lane has walls on both sides.
How does Graves lower Quickdraw’s cooldown?
Hitting enemies with basic attacks lowers Quickdraw’s cooldown and refreshes its Armor and Magic Resist boost.
Were win rates used to pick these items?
No. We read his patch 26.21 abilities, then went through item stats and passives until the four slots made sense together.