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Spells:
Exhaust
Flash
Ability Order
New Destiny (PASSIVE)
Graves Passive Ability
His lore
Unfortunately Graves made the mistake of hustling a hefty sum from Dr. Aregor Priggs, a high-ranking Zaunite official and businessman. When Priggs discovered how he’d been played, he became obsessed with revenge. He learned about Twisted Fate’s all-consuming desire to control magic and he promptly offered him a trade: serve Graves up in exchange for enrollment in a procedure which would grant his wish. Twisted Fate took the deal – both he and Graves knew the stakes of their arrangement, but the offer was too good. Once acquired, Priggs had Graves taken to a special location built to hold men whose crimes – or more precisely their punishments – were meant to stay off the books. Graves endured years of captivity at the hands of Zaun’s most unscrupulous wardens before he managed to escape. One of his fellow detainees introduced him to an eccentric gunsmith who modified a shotgun exactly to his specifications. He named it “Destiny.” After he paid a visit to Priggs, Graves joined the League of Legends with two targets in his sights: Twisted Fate and payback.
“They got a saying in the locker: ain’t got nothin’ but time to plan.” –Graves, the Outlaw
Pros
- Strong Burst
- High/Consistent Damage Output
- Mobile compared to other AD Carries
- Can take a hit for such a damaging character (Survivability)
- Great finishing abilities
- Good Poke and Harass
- Farming ability is above average
- Abilities are effective for team fights
- Excellent Carry overall
Cons
- Range is shorter than other AD Carries
- Items are needed to produce winning results
- Needs Farm
- Not as tough out of battle (Lower Defenses)
- Susceptible to CC's that can take him out of the fight
- Strong Burst
- High/Consistent Damage Output
- Mobile compared to other AD Carries
- Can take a hit for such a damaging character (Survivability)
- Great finishing abilities
- Good Poke and Harass
- Farming ability is above average
- Abilities are effective for team fights
- Excellent Carry overall
Cons
- Range is shorter than other AD Carries
- Items are needed to produce winning results
- Needs Farm
- Not as tough out of battle (Lower Defenses)
- Susceptible to CC's that can take him out of the fight
Passive: Gunslinger - Graves gains increasing armor and magic resistance the longer he remains in combat.
Graves gains 1 / 2 / 3 / 4 bonus Armor and Magic Resist every second he remains in combat (stacks up to 10 times).
Graves is treated as in combat if he has dealt or taken damage in the last 4 seconds.
Q: Buckshot - Graves shoots three bullets in a cone, each dealing 60 / 105 / 150 / 195 / 240 (+80% of attack damage) physical damage to all enemies in their path.
Enemies hit with multiple bullets take 35% damage from each additional bullet.
Cooldown 12/11/10/9/8 seconds
Cost 60/75/70/75/80 mana
Range 750
W: Smoke Screen - Graves fires a smoke canister dealing 60 / 110 / 160 / 210 / 260 (+60% of ability power) magic damage on impact and creating a smoke cloud at the location that lasts (5) seconds. Enemies inside the cloud have their sight radius reduced and are slowed by 15 / 20 / 25 / 30 / 35 % while they remain in the cloud.
Cooldown 20/19/18/17/16 seconds
Cost 70/75/80/85/90 mana
Range 300
E: Quickdraw - Graves dashes forward gaining 40 / 50 / 60 / 70 / 80 % increased Attack Speed for 4 seconds.
Each of his basic attacks lowers the cooldown of Quickdraw by 1 second.
Cooldown 22/20/18/16/14 seconds
Cost 50/50/50/50/50 mana
R: Collateral Damage - Graves fires off an explosive shell dealing 250 / 375 / 500 (+150% of attack damage) physical damage to the first enemy champion hit. After hitting a champion or reaching the end of its range, Collateral Damage deals 150 / 275 / 400 (+120% of attack damage) physical damage in a cone behind the target.
Cooldown 80/70/60 seconds
Cost 100 mana
Range 700
Graves gains 1 / 2 / 3 / 4 bonus Armor and Magic Resist every second he remains in combat (stacks up to 10 times).
Graves is treated as in combat if he has dealt or taken damage in the last 4 seconds.
Q: Buckshot - Graves shoots three bullets in a cone, each dealing 60 / 105 / 150 / 195 / 240 (+80% of attack damage) physical damage to all enemies in their path.
Enemies hit with multiple bullets take 35% damage from each additional bullet.
Cooldown 12/11/10/9/8 seconds
Cost 60/75/70/75/80 mana
Range 750
W: Smoke Screen - Graves fires a smoke canister dealing 60 / 110 / 160 / 210 / 260 (+60% of ability power) magic damage on impact and creating a smoke cloud at the location that lasts (5) seconds. Enemies inside the cloud have their sight radius reduced and are slowed by 15 / 20 / 25 / 30 / 35 % while they remain in the cloud.
Cooldown 20/19/18/17/16 seconds
Cost 70/75/80/85/90 mana
Range 300
E: Quickdraw - Graves dashes forward gaining 40 / 50 / 60 / 70 / 80 % increased Attack Speed for 4 seconds.
Each of his basic attacks lowers the cooldown of Quickdraw by 1 second.
Cooldown 22/20/18/16/14 seconds
Cost 50/50/50/50/50 mana
R: Collateral Damage - Graves fires off an explosive shell dealing 250 / 375 / 500 (+150% of attack damage) physical damage to the first enemy champion hit. After hitting a champion or reaching the end of its range, Collateral Damage deals 150 / 275 / 400 (+120% of attack damage) physical damage in a cone behind the target.
Cooldown 80/70/60 seconds
Cost 100 mana
Range 700
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