Massive burst damage and dueling.
Burst damage and target access
Hitting a champion with 3 separate attacks or abilities in 2s deals bonus adaptive damage.
Gain a burst of Lethality and Magic Penetration after using a dash, leap, blink, teleport, or on leaving stealth.
Takedowns on enemy wards cause friendly Zombie Wards to sprout from their corpses. In addition, damaging a champion after destroying a ward inflicts bonus magic damage.
Heal for a percentage of damage dealt with your abilities. Increases with each unique takedown.
Improved attacks and sustained damage
Takedowns on enemies grant permanent Attack Speed.
Deal 7% more damage to low health champions. Gain AD/AP after kills or assists.
+9% Attack Speed
+5 AD or 9 AP
The burst damage from Electrocute is both easily accessible and highly beneficial to Graves wanting to blow up enemy champions
Sudden Impact allows you to gain a bit of Lethality after sliding in with [E] for more burst damage.
Zombie Ward is a great rune choice on junglers who often look to invade for deep wards. The extra bit of extended vision allows you to keep track of the enemy jungler for long periods of time.
The high base damage on [Q] and [R] ultimately grant Graves significant healing in duels.
Attack Speed is a nice stat on Graves to assist in faster clears and dumping his 2 shots as quickly as possible.
This is now your only source of Attack Speed due to the removal of Quints.
Grave's loves to blow up squishes as quickly as he can and Coup De Grace excels at that.
If you find yourself in a draft against multiple tanks, Cut Down might be a better option for early to mid game skirmishes especially