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.
the Outlaw
Graves doesn’t play like a typical marksman; he wants to be in the thick of it. His New Destiny passive swaps the usual rapid-fire rhythm for a shotgun blast: every attack sends out four pellets that can’t pass through units, non-champion targets struck by several pellets get pushed back, and once his ammo is spent he has to reload. That makes positioning the core of his damage. Up close, every pellet connects, while poking from far away wastes much of his output. Even with that drawback, he rates a fairly gentle 3 out of 10 for difficulty.
Quickdraw sets the pace of his skirmishes. The dash gives him armor and magic resist for a few seconds, and dashing at an enemy champion instead grants two stacks of the defensive True Grit effect. Basic attacks shorten its cooldown, so a steady cycle of attack, dash, attack keeps him sturdy and on the move during a fight. End of the Line loads an explosive shell that goes off after a second, or immediately if it strikes terrain, which makes fights along walls especially rewarding. Smoke Screen tosses a canister that reduces enemy sight range and briefly slows them, letting him blind a duelist or cover his retreat.
Collateral Damage serves as his finisher. It fires a heavy shell that passes through the first champion it hits and detonates in a cone behind that target, able to execute a fleeing enemy or chip down an entire bunched-up team.
Graves is classified as an ADC and fits aggressive players who would rather brawl than hang back safely in the backline, trading blows, diving into skirmishes, and managing his shells instead of simply spamming attacks. The reload is his main weakness: poor ammo management can leave him exposed at the worst possible moment.
PGraves' 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.
QGraves fires an explosive shell that detonates after 1 second, or after colliding with terrain.
WGraves 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.
EGraves 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.
RGraves 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.
| HP | 625 |
| HP per level | 106 |
| Mana | 325 |
| Resource per level | 40 |
| Armor | 33 |
| Magic Resist | 30 |
| Attack Damage | 66 |
| Attack Speed | 0.475 |
| Move Speed | 340 |
| Attack Range | 425 |
| HP Regen | 8 |
| Resource Regen | 8 |
Imported from op.gg · updated every 48 hours.
Win rates are Graves's results against each champion, imported from op.gg.
Graves is usually played in ADC.
Graves is classified as Marksman and uses Mana as a resource.
New Destiny (Passive), End of the Line (Q), Smoke Screen (W), Quickdraw (E), Collateral Damage (R).
Yes — current Graves builds are listed above.
Canyon, PraY, Tarzan, Flandre, Doublelift.

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