I'd like to talk about Jungle Graves
Yes, yes, i know this isn't a new topic. But i haven't really found an up to date discussion about a few points id like to talk about.
First off, Build wise. What do you think is better on him (items).
Give him some Magic Damage on hit, more attack speed, faster stacking up on his buck shots, or the
for flat out damage and some CDR, sadly it doesnt give Armor Pen anymore. My typical build i usually go with Graves is,
then my last item would either be
if i needed more mana for prolonged fights and CDR + armor for survivability, or
for the extra utility and damage. I find that
is a great item, you AA, Q, AA and youll unload alot of damage, i find myself in situations after a Warrior, BT, and Sheen that i can usually 3-4 hit people without using my ult.
For runes i like to go, 9x Flat AD Marks. 9x Armor Per Lvl Seals. 9x MR per lvl Glpyhs. 1 Flat AD Quin. 2 Attack Speed Quins. Total- 11 AD. 9% Attack Speed. 27 Armor at 18. 27 MR at 18. This gives him a decent Attack speed boost, and AD boost, while giving him a bonus in armor/mr scaling for higher levels, giving me room to build raw damage early.
Masteries i like to go 12-18-0. Yes, going thunder lord. In Ferocity, i get the 5 in Fury ( attack speed ), 1 in Feast ( hp per unit killed ), 5 in Natural Ability (Ad and AP per lvl), 1 in Oppressor (extra damage to CC units, i believe this works with his smoke and passive, so thats great?). In Cunning i go 5 in Wanderer to give him the extra movespeed to get from camp to camp/lane. 1 in Secret Stash (extra on pots), 5 in Merciless (extra damage to those under 40%), 1 in Dangerous Game (hp and mana restore on kills/assists), 5 in precision (armor pen/mrpen per lvl), and 1 in thunder lord.
This is pretty much to give him as much damage as possible for prolonged fights+burst overall, and some armor/mr scaling for mid game, where you can buy more defensive items after your core damage items.
What is everyones thoughts on this?