Ad blocker interference detected!
Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers
Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.
Hello, it's me again (again), talking about Graves again (again).
recently I did a blog post about Graves and some suggested changes. I received a lot of feedback, which is why I decided to take this feedback and redo my custom graves "rework" in order to make it appear more balanced.
For those who are familiar with my original post, I'm still referencing Graves' live status. If you want to see what has changed from my previous rework, read the blog again: 
Without further ado, here we go:
-Range reduced to 500
(Context: no change from last time, simply because I'm still focusing heavily on improving on his burst and close range combat)
-Stacks decay upon leaving combat by one per second, rather than dissappearing instantly.
(context: again, no change to original rework. should help him both in lane and drawn out teamfights.)
-Cooldown increased to 12 at all levels from 12/11/10/9/8 -Cooldown will be reduced by 1 second upon killing a unit -Cooldown will be reset upon scoring a kill or assist
(Context: Basically, this is supposed to help you keep your burst up in lane, as in: Q - farm - farm - Q again. Makes you less vulnerable after using Buckshot since it's your main source of damage. The on kill reset is for teamfights, in order to give his burst more importance. In other words: If graves gets rolling, he will be hard to stop in a fight. Changed from my initial concept of Cd reduction on hit, because I thought it would give him too much free pushing and in-fight potential.
-Smoke Screen now fires a projectile in a straight line that explodes upon colliding with an enemy dealing 90/140/190/240/290 magic damage (+60% AP) (up from 60 / 110 / 160 / 210 / 260) to all enemies hit. Upon explosion it will create a smokescreen around the target that slows it by 10/15/20/30/40% (changed from 15 / 20 / 25 / 30 / 35%) and reduces it's vision.
-Range reduced to 850 (from 950). vision reduction range decreased to 650 (that's a buff)
(Context: removed the AD scaling form my prior concept since people rightfully argued that the focus of this spell should be utility. Still upped the base damage, since it'S no a blockable skillshot)
-Dashe range increased to the effective range of Relentless Pursuit.png Relentless Pursuit.
(Context: Lucian has an overhead dash, which means evne though their range is the same, Lucian will dash slightly further and therefore be able to cross walls from a point that Graves can't. I donn't know how much of a range bonus there would have to be so I'll put it like this)
-Attackspeed bonus increased to 30/40/55/65/80% from 30/40/50/60/70%
-Mana cost changed to 40/30/20/10/0 from 40 at all ranks
-applies Collateral Damage's passive to the next basic attack and resets it's counter.
(Context: Away with the on kill reset, since that#S moved to Buckshot now. Improved the AS steroid by a little, to bring it somewhat up to a level with other steroids in the game. The other change is explained with his ultimate below)
-New Passive: After 5/4/3 autoattacks, Graves will use a special explosive shell causing his next basic attack to deal 10/15/20% Ad bonus damage to the target as well as all enemies in a 135/155/175 radius around it.
- now reduces the bonus armor of the first enemy hit with the initial projectile by 15/30/45% for 5/6/7 seconds.
(Context: since the uber steroid from last tiem was way too much, I decided on a Jax like apssive to add to his burst, escpecially if you combine it with E for quick combo. This way, Graves can powerspike at lvl 6 and gets pushed more into his raw physical damage dealer character. Also, burst. The ult change is basically there, ebcause graves is one of the only ADcs who get comepletely walled by armor, but still doesn't ahve the utility or mobility to mkae up for it. It basically lets you decide, do i want this ult as a finisher or additional burst against a squishy, or do i use it on their frontline to shred their tank. Combined with his range reduction that should be somewhat fair)
that's basically it, my remastered unnecessary graves "rework". I'M quite certain that i took care of the biggest flaws in the first attempt and I'd love to see your opinion on this one. Cheers.