Review rerolls and the shared bench, then leave with an opening that fits this champion and the team around it.
ARAM · Howling AbyssMatchup guidePatch 16.20.1
Graves vs Rell
Build, runes, abilities and practical pre-game checks in one queue-aware reference.
ARAM context
One shared lane, one champion-specific plan
The page uses ARAM starting, shopping and teamfight rules. Its internal build source is not shown as a Rift assignment.
Review patch unknownRecommendation review pending
These patches track recommendation review, build validation and item lookup separately. Updating item data does not complete a build review.
- Recommendation patch
- — Data Dragon
- Build validation patch
- 16.19.1 Data Dragon
- Item lookup patch
- 16.20.1 Data Dragon
Howling Abyss rules
Prepare for one shared lane
ARAM removes the normal Rift role map. Build around the champion, the five-player team and the next fight instead.

You cannot Recall to buy. Plan components before leaving the shop and use each death timer deliberately.
A relic heals nearby allies after a short delay. Signal it and avoid taking the trigger when a lower-health teammate needs the area.
Minions create structure pressure and safer space. Clearing first can be more useful than forcing another low-health engage.
ARAM · Howling Abyss
ARAM marksman reference
Compare the opening with Riot's ARAM Recommended shop before leaving base. After that, purchases happen only while dead; the six usable inventory slots do not increase.

Guardian's Hammer
950 goldAn ARAM attack-damage and sustain starter to compare with the current Recommended shop.

Berserker's Greaves
1,100 goldAdds attack speed and movement for repeated attacks.

Kraken Slayer
3,000 goldBuilds a reliable repeated-attack damage core.

Infinity Edge
3,500 goldIncreases critical-strike damage after critical chance is established.

Lord Dominik's Regards
3,300 goldAdds percentage armour penetration against meaningful armour.

Bloodthirster
3,400 goldAdds high attack damage and sustain for extended late fights.

Immortal Shieldbow
3,000 goldCompletes the permanent inventory with critical strike and a low-health shield after the damage core is established.
Buy this only after selling the Guardian starter when all six permanent slots are needed.
Complete build choices
Choose the route before play
Recommendation review pending
AlternativeToo much healingMortal Reminder combines armour penetration with anti-heal.View full route▾
Best when: Mortal Reminder combines armour penetration with anti-heal.
Attack-speed BootsBerserker's Greaves
Repeated-attack coreKraken Slayer
Critical damageInfinity Edge
Mortal Reminder
Late sustainBloodthirster
Final optionImmortal Shieldbow
Buy this only after selling the Guardian starter when all six permanent slots are needed.
AlternativeMagic damage reaches meWit's End adds magic resistance without giving up attack speed.View full route▾
Best when: Wit's End adds magic resistance without giving up attack speed.
Attack-speed BootsBerserker's Greaves
Repeated-attack coreKraken Slayer
Critical damageInfinity Edge
Wit's End
Late sustainBloodthirster
Final optionImmortal Shieldbow
Buy this only after selling the Guardian starter when all six permanent slots are needed.
Runes and summoner spells
Runes and summoner spellsGravesHowling Abyss
The marksman page preserves sustained damage and spacing. Flash and Ghost provide two player-controlled movement tools on the narrow Howling Abyss.
Precision
Sorcery
Mark and Clarity are mode-specific choices. Do not copy this pair onto a Summoner's Rift page.
Choose the second spell around access, survival and team resources rather than treating every ARAM champion as a diver.
Matchup notes
What changes when Rell is opposite you?
Compare reliable reach and repeatable value
Track which champion can apply damage, control or protection without crossing the enemy team's safe space. ARAM does not turn this kit comparison into a lane-counter claim.
Team context firstRerolls, allied range, engage and protection can matter more than either champion in isolation.
Use the route you prepared
Use the champion-specific ARAM build as a starting reference, then check the current Recommended shop, your five-player composition and the next available death shop.
Graves reminders
- Smoke Screen can be used both to escape and to set up a kill.
- Using Quickdraw to get into range and delivering a point blank Buckshot can do lots of damage.
Static alternatives
Compare the problem before changing the plan
These choices are not selected from live scores. Use one only after you identify the stated match problem yourself.

Mortal Reminder
Mortal Reminder combines armour penetration with anti-heal.

Wit's End
Wit's End adds magic resistance without giving up attack speed.
Ability reference
Compare both kits
Ability reference Data Dragon 16.20.1
Cooldown (s) / Cost / Listed range (units) Data Dragon 16.20.1
Graves
- PNew Destiny
Graves' shotgun has some unique properties. He must reload when he runs out of ammo. Attacks fire 4 bullets, which cannot pass through units. Non-champions struck by multiple bullets are knocked back.
- QEnd of the Line
Graves fires an explosive shell that detonates after 1 second, or after colliding with terrain.
Cooldown (s) 13/11.25/9.5/7.75/6 · Cost 80 · Listed range (units) 925 - WSmoke Screen
Graves fires a smoke canister at the target area creating a cloud of smoke that reduces sight range. Enemies caught in the initial impact are dealt magic damage and have their Move Speed reduced briefly.
Cooldown (s) 26/24/22/20/18 · Cost 70/75/80/85/90 · Listed range (units) 950 - EQuickdraw
Graves dashes forward gaining an Armor and Magic Resist boost for several seconds. If Graves dashes towards an enemy champion, gain two stacks of True Grit instead. Hitting enemies with basic attacks lowers the cooldown of this skill and refreshes the resistance boost.
Cooldown (s) 16/15/14/13/12 · Cost 40 · Listed range (units) 425 - RCollateral Damage
Graves fires an explosive shell dealing heavy damage to the first champion it hits. After hitting a champion or reaching the end of its range, the shell explodes dealing damage in a cone.
Cooldown (s) 100/80/60 · Cost 100 · Listed range (units) 1000
Rell
- PBreak the Mold
Rell's Attacks and Abilities deal additional magic damage and steal Armor and Magic Resist on hit.
- QShattering Strike
Rell deals magic damage to units in a line, breaking their shields and stunning them.
Aim through shielded enemies to break their shields and stun them.
Cooldown (s) 11/10.5/10/9.5/9 · Cost 50 · Listed range (units) 600 - WFerromancy: Crash Down
Mounted: Rell Dismounts, crashing down in her armor, Knocking enemies up and gaining a large Shield. While dismounted, she gains Armor, Magic Resist, Attack Speed, and Attack Range, but is Slowed. Dismounted: Rell forms her Mount, gaining a burst of speed and Knocking Up the next enemy she attacks.
Cooldown (s) 10 · Cost 40 · Listed range (units) 450 - EFull Tilt
Passive: Rell gains out of combat Move Speed. Active: Rell and an ally gain ramping Move Speed, doubled toward enemies and each other. Her next Attack explodes, dealing magic damage.
Cooldown (s) 14/13/12/11/10 · Cost 40 · Listed range (units) 1200 - RMagnet Storm
Rell explodes in a magnetic fury, violently Pulling nearby enemies toward herself. Then Rell constantly Drags nearby enemies toward herself for a short while, dealing magic damage over time.
Cooldown (s) 120/100/80 · Cost 100 · Listed range (units) 200
Adapt the plan
What to do when the game changes
Judge the whole lane or map state, not only personal kills. Choose the situation closest to the current game.
Protect the lead while the lane stays shared
Clear together and keep enough health to use the next structure window.
Use brushes and the available healing safely; there are no side lanes to abandon.
Keep useful allies in reach and avoid giving away shutdowns through an isolated chase.
Trade around health, range and the next wave
Let the team clear without spending every important cooldown at once.
Track the shared lane, brush control and available relics rather than looking for a Rift rotation.
Use the champion's reliable range, protection or control before forcing a low-percentage engage.
Use structure space and coordinated clears
Clear from safety and avoid dying before the next minion wave reaches the structure.
Wait for teammates to respawn instead of walking into the shared lane alone.
Punish overextension and preserve the cooldown that can stop the first enemy commitment.
Shared-lane plan
Graves on Howling Abyss
Read health, range, wave position and respawn timing together. ARAM has no side-lane rotation, neutral-objective setup or normal ward-control loop.
Clear or escort the wave, check which allies are alive and preserve enough health to use the champion's reliable range, protection or engage.
Use the nearest safe target and the team's reachable follow-up. Do not cross the whole enemy formation for a single low-health champion.
Push with surviving minions, take the safe structure damage available and reset only through a real death rather than donating one alone.
Keep preparing
Stay with Howling Abyss information
Open the complete ARAM build or compare another champion. Rift role counters are intentionally kept out of this page.