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
Unlike traditional marksmen, Graves fights up close. His New Destiny passive replaces the standard rapid-fire pattern with a shotgun: each attack fires four bullets that cannot pass through units, non-champions hit by several pellets are knocked back, and he must reload when his ammo runs dry. Damage output therefore depends on positioning — point-blank blasts land every pellet, while long-range pokes lose most of their value. Despite that twist, his difficulty sits at a modest 3 out of 10.
Quickdraw drives his skirmishing rhythm. The dash grants armor and magic resist for several seconds, dashing toward an enemy champion grants two stacks of the defensive True Grit effect instead, and basic attacks lower its cooldown — so Graves weaves attack, dash, attack in a loop that keeps him durable and mobile mid-fight. End of the Line adds an explosive shell that detonates after a second or instantly on hitting terrain, rewarding fights near walls, while Smoke Screen drops a canister that cuts enemy sight range and briefly slows, blinding a duelist or covering a retreat.
Collateral Damage is his finisher: a heavy shell that blows through the first champion hit and explodes in a cone behind them, capable of executing a fleeing target or softening an entire clumped team.
Graves is listed for the ADC role and suits aggressive players who prefer brawling to safe backline positioning — trading, dashing through skirmishes, and managing shells rather than spamming attacks. His constraint is the reload itself: bad ammo management leaves him defenseless at the worst 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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