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Graves
the Outlaw

Graves

Passive · New Destiny

Graves's shotgun fires multiple pellets in a cone, and his basic attack has two ammo charges.

DamageDurabilityMagicDifficultyMobilityCC
Champion profile (Riot)
  • Damage8
  • Durability5
  • Magic3
  • Difficulty3
  • Mobility8
  • CC3
Counters by laneEach lane has counters + tips
Top

How to play as Graves

Top: hold CS, run TP or Ghost depending on the matchup.

How to beat Graves

Top: punish wave-states and ward river/jungle to dodge ganks.

Jungle
Primary

How to play as Graves

  • Kite with E (Quickdraw) — each dash refunds an ammo reload
  • Q (End of the Line) in fog or choke points — true damage punches through
  • Build Eclipse + Bloodthirster + Edge of Night
  • Passive gives bush vision — use for surprise engages
  • R (Collateral Damage) cone — aim through multiple clumped targets
  • Jungle clear: Q + auto on thick camps

How to beat Graves

  • Don't fight in fog — passive (New Destiny) gives him vision there
  • Stay grouped to soak Q (End of the Line) — true damage AOE
  • Quicksilver Sash breaks R (Collateral Damage) cone displacement
  • Avoid walls — he uses E (Quickdraw) reload + dash off them
  • Stay out of ammo range — autos are 2 shells then long reload
  • Ward jungle — he wants to power farm before ganks
Mid

How to play as Graves

Mid: shove wave fast and roam to side lanes.

How to beat Graves

Mid: watch for roams and save Flash for the next gank.

ADC

How to play as Graves

ADC: kite the frontline, hit the closest tank then the carries.

How to beat Graves

ADC: stay behind minions and focus the enemy ADC in fights.

Support

How to play as Graves

Support: keep vision + peel for ADC, build Locket Enchant + Knight's Vow.

How to beat Graves

Support: dodge hooks/engages, buy Mikael's into heavy CC.

Strong against

No data yet

Weak against

No data yet

Abilities

New Destiny

Passive

Innate - Double Barrel: Graves' basic attacks consume ammunition within 2 rounds, he will briefly reload immediately after expending all rounds or withholding leftover rounds for a while. The reload time is reduced by Graves' level and bonus attack speed, and can be interrupted by declaring an attack or casting an ability.

Innate - 12-Gauge: Graves' basic attack sprays 4 pellets in a cone that each collide with the first enemy unit or structure hit. This deals % AD physical damage plusfor each subsequent pellet hitting the same target, up to % AD physical damage. Only the first pellet to hit each enemy applies on-hit effects. The damage is reduced to 25% against turret.

Critical strikes spray 6 pellets over a 25% wider cone, with each pellet dealing .

Range625 / 565

End of the Line

Q

Active: Graves fires a shell in the target direction that deals physical damage to enemies it passes through and leaves behind a powder trail.

After 1 second, or 0.25 seconds upon colliding with terrain, the shell detonates to deal physical damage to enemies within a wide perpendicular area and in a reverse wave along the powder trail.

End of the Line deals 105% damage against monsters.

Cooldown11.5 to 7 4Range800 / 900

Smoke Screen

W

Active: Graves fires a canister at the target location that deals magic damage to enemies within the area and slow them by 50% for 0.5 seconds.

This leaves a smoke screen for 4 seconds that inflicts nearsight of outside the area to enemies within every 0.25 seconds, reducing their sight radius relative to the center.

Cooldown20 to 14 4

Quickdraw

E

Active: Graves dashes to the target location, reloading 1 round and generating a stack of True Grit for 4 seconds, stacking up to 6 times. Dashing towards an enemy champion generates 2 stacks.

Quickdraw's remaining cooldown is reduced by 0.5 seconds for every pellet impacting an enemy.

True Grit: For each stack, Graves gains bonus armor. Subsequent casts of Quickdraw and attacks versus non-minions will refresh the duration.

Cooldown16 to 13 4

Collateral Damage

Ultimate

Active: Graves fires an explosive shot in the target direction that deals physical damage to enemies hit and makes him dash 300 units backward.

Upon hitting an enemy champion or reaching maximum range, the shot explodes in a cone that deals physical damage to additional enemies.

Cooldown75 to 45 3Range1100 / 1690