Graves - The Outlaw

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The Outlaw
Release Date: October 19, 2011
Cost: 6300IP 975RP
Attributes: Marksman
Resource: Mana
Real Name: Malcolm Graves
Health: 551.12 (+84)
HP Regen: 6.675 (+0.7)
Mana: 322.2 (+40)
Mana Regen: 7.925 (+0.7)
Move Speed: 340

Attack Damage: 60.83 (+2.41)
Attack Speed: 0.481 (+2.9%)
Range: 425
Armor: 24.376 (+3.4)
Magic Resist: 30 (+0)

Graves, The Outlaw is a Jungler with strong early game burst damage and dueling power. He is most often played in the jungle.

Champion Spotlight


Malcolm Graves is a wanted man in every realm, city-state, and empire he has visited. Tough, strong-willed, and above all relentless, through his life of crime he has amassed (then invariably lost) a small fortune.

Raised in the wharf alleys of Bilgewater,
Malcolm quickly learned how to fight and how to steal, skills that have served him very well over the years. Smuggling himself to the mainland in the bilge of an outgoing cargo ship as a youth, he stole, lied, and gambled his way from place to place. But it was across the table of a high-stakes card game that
Malcolm met the man who would change his life: the trickster now known as
Twisted Fate
. Both men saw the same reckless love of danger and adventure in the other, and a dysfunctional partnership that lasted nearly a decade was born.

Combining their unique skills,
Graves and
Twisted Fate
were an effective team, pulling off scores of heists. They stole from and swindled the rich and foolish for cash, fame, and the sheer thrill. Adventure became as much of a lure as the payoff.

On the borderlands of Noxus, they set two renowned houses at each other’s throats as cover for the rescue of an heir apparent being held hostage. That they pocketed the reward money only to ransom the vile young man to the highest bidder should have come as no surprise to their employer. In Piltover, they hold the distinction of being the only thieves ever to crack the supposedly impenetrable Clockwork Vault. Not only did the two empty the vault of its treasures, but they tricked its guards into loading it onto their hijacked cargo ship. Only once the pair were over the horizon was the theft discovered, along with
’s trademark playing card.

But eventually their luck ran out. During a heist that went wrong,
Twisted Fate
seemingly betrayed and abandoned his partner.
Graves was taken alive and thrown in the infamous prison known as the Locker.

Years of imprisonment and torture followed, during which time
Graves nursed his hatred for his former partner. A lesser man would surely have broken, but
Malcolm Graves endured it all and finally escaped. He clawed his way to freedom and began his pursuit of
Twisted Fate
, the man whose treachery consigned him to a decade of unspeakable misery.

Years later,
Graves finally had his showdown with
Twisted Fate
. Yet, after learning the truth of what had gone down between them and escaping certain death at the hands of
with his old comrade,
Graves put his vengeance aside. Older, if not wiser, the pair look to pick up where they left off, seeking to make themselves rich using their unique blend of trickery, heists, and focused violence.

Holed up in an empty bar, bleeding from a dozen wounds and surrounded by armed men who wanted him dead,
Malcolm Graves had seen better days. He’d seen worse ones, too, so he wasn’t worried yet. Graves leaned over the smashed bar and helped himself to a bottle, sighing as he read the label.

“Demacian wine? That all you got?”

“It’s the most expensive bottle I have...” said the innkeeper, cowering below the bar in a glittering ocean of broken glass.
Graves looked around the bar and grinned.

“I reckon it’s the only bottle you got left.”

The man had panic written all over him. He clearly wasn’t used to being in the middle of a gunfight. This wasn’t Bilgewater, where fatal brawls broke out ten times a day. Piltover was regarded a more civilized city than
Graves’s hometown. In some ways, at least.

He yanked the cork free with his teeth and spat it to the floor before taking a swig. He swilled it around his mouth like he’d seen rich folks do before swallowing it.

“Pisswater,” he said, “but beggars can’t be choosers, huh?”

A voice shouted through the broken windows, buoyed with confidence it hadn’t earned and the false bravado of numbers.

“Give it up,
Graves. There’s seven of us to one of you. This ain’t going to end well.”

“Damn straight it ain’t,” hollered
Graves in return. “If you want to walk away from this, you best go fetch more men!”

He took another swig from the bottle, then put it down on the bar.

“Time to get to work,” he said, lifting his one-of-a-kind shotgun from the bar.

Graves reloaded, pushing fresh shells home. The weapon snapped together with a satisfyingly lethal sound, loud enough to carry to the men outside. Anyone who knew him would know that sound and what it meant.

The outlaw slid off the barstool and made his way to the door, glass crunching beneath his boot heels. He stooped to glance through a cracked window. Four men crouched behind makeshift cover: two on the upper floor of a fancy workshop, another two in shadowed doorways to either side. All held crossbows or muskets at the ready.

“We tracked you halfway across the world, you son of a bitch,” shouted the same voice. “Bounty didn’t say nothin’ about you being alive or dead. Walk out now with that cannon of yours held high and there don’t need to be no more bloodshed.”

“Oh, I’m comin’ out,” shouted
Graves. “Don’t you worry none about that.”

He drew a silver serpent from his pocket and flipped it onto the bar, where it spun through a pool of spilled rum before landing heads up. A trembling hand reached up to take it. Graves grinned.
“That’s for the door,” he said.“What about the door?” asked the innkeeper.

Graves hammered his boot into the inn’s front door, smashing it from its hinges. He dived through the splintered frame, rolling to one knee, gun blasting from the hip.

“Alright, you bastards!” he roared. “Let’s finish this!”
“We’re here for your gold, not your heads, so don’t nobody decide to be a hero.”

Malcolm Graves, the Outlaw


PassiveNew Destiny
(Innate: Buckshot) Graves' basic attack is now a cone of 4 bullets whose AD ratio scales with level. Bullets stop on first unit hit. Structures take 25% reduced damage from Graves' basic attacks. Graves also stores 2 shells at any time and expends them when he basic attacks. After using them, Graves reloads, delaying his next basic attack significantly. Graves' reload time is slightly reduced by attack speed. Graves time between attacks is greatly reduced by attack speed. Graves fires 8 bullets upon critical strikes (10 bullets with Infinity Edge).
(Buckshot Damage) 0.75 - 1.1 total attack damage (+25 - 33% bonus Attack Damage) per additional Bullet.

QEnd of the LineBanshee's Veil.png
End of the Line.png
(Active) Fires a narrow missile in a line. After 1 second, the line detonates, dealing high damage in a 'T' shape from where Graves fired it. If end of the line hits a wall, it detonates immediately.
Range: 700
Cost: 50 / 55 / 60 / 65 / 70 mana
Cooldown: 14 / 13 / 12 / 11 / 10 seconds
Initial Physical Damage: 60 / 80 / 100 / 120 / 140
(+75% bonus Attack Damage)
Detonation Physical Damage: 80 / 125 / 170 / 215 / 260
(+0.4 / 0.6 / 0.8 / 1 / 1.2 bonus Attack Damage)

WSmokescreenBanshee's Veil.pngCleanseQss.png
(Active) Graves fires a smoke canister at the target area, dealing magic damage upon landing and creating a cloud of smoke for 4 seconds. Enemies inside the smoke cloud will be slowed and will have their vision impaired and cannot see for any reason; everything else will look like it is in the Fog of War.
Range: 950
Area of Effect Radius:250-300 (estimate)
Cost: 70 / 75 / 80 / 85 / 90 mana
Cooldown: 26 / 24 / 22 / 20 / 18 seconds
Magic Damage: 60 / 110 / 160 / 210 / 260
(+60% Ability Power)
Slow: 15 / 20 / 25 / 30 / 35%

(Active) Graves dashes forward granting him 10 / 15 / 20 / 25 / 30 Armor and Magic Resist for 4 seconds stacking up to a total of 8 times on Graves each cast. Damaging non-minions refreshes True Grit Quickdraw resets Graves' basic attack timer and refills 1 Shell. Using autoattacks on enemy units, but not structures, lowers the cooldown of Quickdraw.jpg Quickdraw by .5 second per bullet hit.
Cost: 40 mana
Range: 425
Cooldown: 18 / 17 / 16 / 15 / 14 seconds
Attack Speed: 30 / 40 / 50 / 60 / 70%

RCollateral DamageBanshee's Veil.png
(Active) Graves fires an explosive shell in a straight line, dealing heavy physical damage to the first champion it hits (also damages non-champion enemies whilst in flight). After hitting a champion or reaching the end of its range, the shell explodes dealing physical damage in a cone behind the target. Graves recoils 300 units backwards upon firing.
Cost: 100 mana
Range: 1000
Cone Range: 800 (estimate)
Cone Width:
Cooldown: 100 / 90 / 80 seconds
Initial Physical Damage: 250 / 400 / 550
(+150% bonus Attack Damage)
Explosion Physical Damage: 200 / 320 / 440
(+120% bonus Attack Damage)

Competitive Usage

In Premier Tournaments
Event Bans Picks Wins Losses Win % Picked/Banned in % of Games
Worlds Logosmall.png 2015 World Championship 0 1 1 0 100 1.4
Esltumbnail.png IEM Season IX World Championship 4 3 0 3 0 36.8
Esltumbnail.png IEM Season IX - Cologne 0 6 4 2 66.7 42.9
WC2014.png 2014 World Championship 0 2 1 1 50 2.6
LPL.png 2014 Season China Regional Finals 0 1 1 0 100 6.7

Patch History

Patch Notes 6.21

Quickdraw now gives fewer resists when not dashing in.
Quote.png Graves is the marksman for players who want to get right up in the enemy’s face. True Grit gives Graves enough durability to take a few hits when going toe-to-toe with opponents, but it’s also making him too tanky when he’s kiting away from a fight. Graves’s defenses are meant to enable aggressive Quick Draws, so we’re weakening the reward when he isn’t dashing in. Unquote.png
  • Quickdraw.jpg E - Quickdraw
    • TRUE GRIT CAP: 4 stacks ⇒ 8 stacks
    • LET’S SEE YOU GRIT THOSE TEETH: Now gains 2 stacks of True Grit upon dashing towards an enemy champion
    • RESISTS PER STACK: 10/15/20/25/30 armor and magic resist ⇒ 5/7.5/10/12.5/15 armor and magic resist (max resists unchanged)

Patch Notes 6.15

    • Cancelling Graves’s basic attack no longer fails to reset his basic attack timer

Patch Notes 6.14

  • Graves is no longer briefly stunned if an enemy tries to displace him as he casts R - Collateral Damage
  • Graves’s W - Smoke Screen no longer fizzles if cast immediately before Graves fires his second basic attack charge

Patch Notes 6.8

Basic attacks deal less damage, but crits are more valuable.
Quote.png Graves doesn’t know the first thing about time-travel, but he and Ekko share a lot of similarities this patch - they deal tons of damage, and they’re practically unkillable. While Graves isn’t building pure defense, his unique interactions with lifesteal and basic-attack scaling let him get away with prioritizing efficient hybrid defensive items (Death’s Dance, Maw, Sterak’s) to wreck early and wreck late. We’re retuning New Destiny’s specs so Graves has to make a choice between being critting people’s heads off or being the gritty, sustained cleanup crew. Unquote.png
  • TrueGrit.jpg Passive - New Destiny
    • RATIO ON FIRST HIT: 0.75 - 1.1 total attack damage (from levels 1-18) ⇒ 0.7 - 1.0 total attack damage (from levels 1-18)
    • BULLETS ON CRIT: 8 ⇒ 6
    • NEW CRITICAL THINKING: Each crit bullet deals 140% damage (Infinity Edge increases this to 160%)

Patch Notes 6.3

Q damage down, and now has a brief delay upon colliding with terrain. Q/R no longer cancel his recoil animation.
Quote.png Now that the dust has settled and builds are optimized, the results are in: Graves bursts you real fast, and he's not a fan of taking damage. We're cool with the G-man doin' his thing (as long as he's not smoking), but we're addressing his dominance in two ways.

First, we want to force Graves' to make a bigger tradeoff for his damage vs defenses, seeing as his baseline output is so high that he transitions into tank stats early while still managing to make heads roll. Next, we're targeting just how quickly he pumps lead into his targets - often obliterating challenges in a series of animation-cancelled spellcasts.

Graves being the slow-moving, burly guy makes sense for a shotgun-toting gritty outlaw, but introducing more counterplay to his patterns should help you settle the score. Unquote.png
  • TrueGrit.jpg Passive - New Destiny
    • REMOVED DEAD CRAB SCUTTLIN': Basic attacks no longer stun the Rift Scuttler
    • TAKE YOUR TIME: Graves can no longer interrupt the 0.25 second recoil after his basic attacks with Q - End of the Line or R - Collateral Damage.
  • End of the Line.png Q - End of the Line
    • SECOND HIT BASE DAMAGE: 85/145/205/265/325 ⇒ 80/125/170/215/260
    • WARNING SHOT: Now plays a brief animation before detonating after colliding with terrain
  • Quickdraw.jpg E - Quickdraw
    • TOO QUICK: Fixed a bug where casting Quickdraw would interrupt Graves' reload animation
    • NEVER FORGET: Graves will remember his last attack/movement command after using Quickdraw

Patch Notes 6.3

  • Fixed a bug where leveling up caused Graves's E - Quick Draw's armor and magic resistance bonus to become inconsistent until refreshed

Patch Notes 5.22

Quote.png The beefiest of the Marksman lineup, Graves' burst and tankiness were hallmarks of the carry you'd call when you needed some fighting done - that is, until other bot laners simply started outshining him. Be it rockets, piercing light or laser barrages, Ol' Malcolm's struggled to set himself apart from the pack beyond his bad attitude and big gun.

That is, until he got himself a new big gun.

Armed with New Destiny, Graves finally has the tools to live up to the up-close-and-personal fantasy he's always promised. While most carries kite the front lines, the burden's on the enemy to kite Graves, lest they take the full brunt of New Destiny's rounds to the gut. Unquote.png
  • General
    • BASE ATTACK DAMAGE: 54.2 ⇒ 60.83
    • ATTACK RANGE: 525 ⇒ 425
    • MOVEMENT SPEED: 330 ⇒ 345
    • ARMOR GROWTH STAT: 3.2 ⇒ 3.4
  • NEW TrueGrit.jpg Passive - New Destiny
    • BUCKSHOT: Graves' basic attack is now a cone of 4 bullets whose AD ratio scales with level
    • DAMAGE FROM FIRST BULLET: 0.75 - 1.1 total attack damage
    • BONUS DAMAGE: 25-33% per bullet beyond the first
    • ONE AT A TIME: Bullets stop on the first unit hit
    • TOUGHER THAN LEATHER: Structures take 25% reduced damage from Graves' basic attacks
    • DOUBLE BARREL: Graves stores two Shells at any time and expends them when he basic attacks. After using them, Graves reloads, delaying his next basic attack significantly.
    • WAIT YOUR TURN: Graves' reload time is slightly reduced by attack speed
    • DOUBLE TAP: Graves time between attacks is greatly reduced by attack speed
    • 12-GAUGE: Instead of dealing bonus damage, Graves fires 8 bullets upon critically striking (10 with Infinity Edge)
  • NEW End of the Line.png Q - End of the Line
Fires a narrow missile in a line. After 1 second, the line detonates, dealing high damage in a 'T' shape from where Graves fired it.
    • INITIAL DAMAGE: 60/80/100/120/140 (+0.75 bonus Attack Damage)
    • DETONATION DAMAGE: 90/155/220/285/350 (+0.4/0.6/0.8/1/1.2 bonus Attack Damage)
    • COST: 50/55/60/65/70 mana
    • COOLDOWN: 14/13/12/11/10 seconds
    • FISH IN A BARREL: If End of the Line strikes a wall, it detonates immediately.
  • Smokescreen.jpg W - Smoke Screen
    • LIGHTS OUT: Enemy units inside Smoke Screen cannot see out for any reason
    • COOLDOWN: 20/19/18/17/16 seconds ⇒ 26/24/22/20/18 seconds
  • Quickdraw.jpg E - Quickdraw
    • REMOVED WASTE OF AMMO: No longer grants attack speed
    • LOCK AND LOAD: Now resets Graves' basic attack timer and refills 1 Shell
    • THIS IS GONNA TICKLE: Now grants 10/15/20/25/30 Armor and Magic Resist for 4 seconds. This can stack up to 4 times on Graves on each cast. Damaging non-minions refreshes True Grit.
    • COOLDOWN: 22/20/18/16/14 seconds ⇒ 18/17/16/15/14 seconds
    • COOLDOWN REFUND: 1 second per basic attack ⇒ 0.5 seconds per bullet hit
  • CollateralDamage.jpg R - Collateral Damage
    • BARN-BURNER: Graves now recoils 300 units backwards upon firing

Patch Notes 5.8

Buckshot deals less damage at max range and slightly more damage at close range.
Quote.png Tough as nails and strong like Gromp, Malcolm Graves is the go-to when you need a lane demolished. We want him to keep his signature explosiveness (and all that southern Bilgewater charm), but at a distance he prefers: up close and personal. Simply put, trading at long-range will see Graves getting less bang for his buck-shot but, once he gets in their comfort zone, it's the end of the line. Unquote.png
  • Buckshot.jpg Q - Buckshot
    • BASE DAMAGE: 60/95/130/165/200 ⇒ 60/90/120/150/180
    • RATIO: 0.8 bonus attack damage ⇒ 0.75 bonus attack damage
    • BONUS DAMAGE PER BULLET: 40% ⇒ 50%
    • MAXIMUM DAMAGE (3 HITS): 108/171/234/297/360 (+1.44 bonus Attack Damage) ⇒ 120/180/240/300/360 (+1.5 bonus Attack Damage)

Patch Notes 4.15

"We're documenting the collateral in Collateral Damage (this is now the third time we have used this joke)."

  • CollateralDamage.jpg R - Collateral Damage
    • UNDOCUMENTED BUFF: Back in patch v4.13, we increased the damage of Collateral Damage but forgot to mention that this would also buff Collateral Damage's Explosion Damage to 200/280/360 ⇒ 200/320/440. There is no functional change from v4.13, but we're just documenting it.

Patch Notes 4.13

Graves is putting more damage back into collateral damage. We may have used this joke before, but that doesn't matter. Also Buckshot does more damage for each extra bullet hit. "We're buffing Graves' ability to shoot people with a shotgun."

  • Buckshot.jpg Q - Buckshot
    • THIS IS GONNA TICKLE: Hitting a target in the face with Buckshot deals 35% ⇒ 40% damage for each additional bullet
  • CollateralDamage.jpg R - Collateral Damage
    • BASE PHYSICAL DAMAGE: 250/350/450 ⇒ 250/400/550

Patch Notes 4.5

Quickdraw costs less mana to use, Collateral Damage's explosion damage is now the same as the impact damage. "We're emphasizing the collateral part of Collateral Damage."

  • Quickdraw.jpg E - Quickdraw
    • MANA COST: 50 mana ⇒ 40 mana
  • CollateralDamage.jpg R - Collateral Damage
    • EXPLOSION DAMAGE: 140/250/360 (+1.2 bonus attack damage) ⇒200/280/360 (+1.2 bonus Attack Damage)

Patch Notes

  • Base Movement Speed increased by 25.

Patch Notes

  • Riot Graves is now properly flagged as having sunglasses

Patch Notes

  • Base attack speed reduced to 0.625 from 0.638
  • Quickdraw attack speed reduced to 30 / 40 / 50 / 60 / 70% from 40 / 50 / 60 / 70 / 80%

Patch Notes

  • Smokescreen sight reduction range reduced to 675 from 800

Patch Notes

  • Updated tooltips

Patch Notes

  • Buckshot
    • Damage reduced at later ranks to 60 / 95 / 130 / 165 / 200 form 60 / 105 / 150 / 195 / 240
    • Damage per extra bullet increased to 35% from 25%
  • Smoke Screen duration reduced to 4 seconds from 5 seconds

Patch Notes

  • Fixed a bug where using a ward could break Buckshot's sound

Patch Notes

  • Fixed a bug where Collateral Damage could cost mana and go on cooldown without firing

Patch Notes

  • Buckshot Mana cost increased to 60 / 70 / 80 / 90 / 100 from 60 / 65 / 70 / 75 / 80
  • Collateral Damage
    • Initial damage reduced to 250 / 350 / 450 from 250 / 375 / 500
    • Explosion damage reduced to 140 / 250 / 360 from 140 / 275 / 400
    • Cooldown increased to 100 / 90 / 80 from 80 / 70 / 60

Patch Notes

  • Attack range reduced to 525 from 550
  • Base mana lowered to 295 from 342
  • Buckshot damage per additional missile reduced to 25% from 30%
  • Fixed a few small tooltip errors

Patch Notes

  • True Grit
    • Buff duration reduced to 3 seconds from 4
    • Armor and magic resistance per stack reduced to 3 from 4 at max level
  • Buckshot damage per additional missile reduced to 30% from 35%

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