From Leaguepedia | League of Legends Esports Wiki
Jump to: navigation, search
General Information
TitleThe Outlaw
Real NameMalcolm Graves
Release DateOctober 19th, 2011
Cost4800 BE 880 RP

555 (+ 92)

HP Regen
8 (+ 0.7)

325 (+ 40)

Mana Regen
8 (+ 0.7)


Attack Dmg
68 (+ 3)

Attack Spd
0.481 (+ 2.6%)


33 (+ 3.4)

Magic Resist
30 (+ 1)

Graves is a champion in League of Legends.


For outdated and now non-canon lore entries, click here.
  • Biography
  • Story
Malcolm Graves is a wanted man in every realm, city, 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 FateSquare.png 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 Fate’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 GangplankSquare.png Gangplank 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.

“We’re here for your gold, not your heads, so don’t nobody decide to be a hero.”

- GravesSquare.png Graves


Holed up in an empty bar, bleeding from a dozen wounds and surrounded by armed men who wanted him dead, Malcom 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 dove through the splintered frame, rolling to one knee, gun blasting from the hip.

“Alright, you bastards!” he roared. “Let’s finish this!”


New Destiny.png New Destiny [Passive]

Innate: Graves' shotgun has some unique properties --
  • Double Barrel: Graves must reload when he runs out of ammo. Attack Speed reduces reload time only slightly, but reduces time between attacks dramatically
  • 12-Gauge: Attacks fire 4 bullets (6 on critical strikes). Units hit take physical damage plus an additional 33% for each bullet. Structures take 25% reduced damage.
  • Buckshot: Bullets cannot pass through units. Non Champions struck by multiple bullets are knocked back.
Physical Damage Per Bullet: (+70 - 100% total)
End of the Line.png End of the Line [Q]
Cost: 60 / 65 / 70 / 75 / 80 Mana Cooldown: 13 / 12 / 11 / 10 / 9 Range: 925

Active: Fires a powder round that deals physical damage to enemies in a line.

After 2 seconds, or on collision with terrain, the round detonates, dealing physical damage to all nearby enemies.

Initial Damage: 45 / 60 / 75 / 90 / 105 (+100% bonus)
Detonation Damage: 85 / 120 / 155 / 195 / 225
(+40 / 70 / 100 / 130 / 160% bonus)
Smoke Screen.png Smoke Screen [W]
Cost: 70 / 75 / 80 / 85 / 90 Mana Cooldown: 26 / 24 / 22 / 20 / 18 Range: 950 Area of Effect: 250

Active: Creates a cloud of Black Smoke lasting 4 seconds. Enemies inside Black Smoke cannot see out.

Deals magic damage and slows by 50% for 0.5 seconds on impact.

Magic Damage: 60 / 110 / 160 / 210 / 260 (+60%)
Quickdraw.png Quickdraw [E]
Cost: 40 Mana Cooldown: 16 / 15 / 14 / 13 / 12 Range: 425

Active: Dashes in a direction, reloading one shell. Graves gains True Grit for 4 seconds. If Graves dashes towards an enemy champion, gain two stacks of True Grit instead.

Basic attack hits lower the cooldown of Quickdraw by 0.5 seconds. Damage against non-minions also refresh True Grit.

True Grit grants Armor (stacks up to 8 times).

Bonus Armor per Stack: 8 / 11 / 14 / 17 / 20
Collateral Damage.png Collateral Damage [R]
Cost: 100 Mana Cooldown: 120 / 90 / 60 Range: 1000 Area of Effect: 800

Active: Fires an explosive shell with such force that it knocks Graves back. The Shell deals physical damage to the first enemy hit. After hitting an enemy Champion or reaching the end of its range, the shell explodes, dealing physical damage in a cone. Initial Physical Damage: 250 / 400 / 550 (+150% bonus)
Explosion Physical Damage: 200 / 320 / 440 (+120% bonus)

Patch History[edit]

Patch 9.24b

E cooldown decreased.

We've buffed Graves' stats in various ways over the past year, but he never landed exactly in the way we wanted him to. Pushing it a little further and targeting his mobility, reloading cadence, and ability to stack True Grit all in one change.

Quickdraw.png E - Quickdraw

COOLDOWN : [18/17/16/15/14]

Patch 9.19
Base attack damage increased. Rounding out some other base stats.

We're giving Graves some more reliable power via his base attack damage so he feels generally stronger at all points of a game. Also rounding out some other stats since we're here!

Base Stats

HEALTH : [551.1] 555
MANA : [322.2] 325
MANA REGEN : [7.9] 8

Patch 9.15
E armor per stack increased.

Graves is underperforming across the board right now, so we're buffing his defenses to help him survive better in the early game and generally be more comfortable brawling.

Quickdraw.png E - Quickdraw

ARMOR PER STACK : [5/7.5/10/12.5/15]

Patch 9.10
Q damage increased late.

Overall, Graves was feeling underwhelming, so we're giving him some power in a place that can be counterable.

End of the Line.png Q - End of the Line

DETONATION DAMAGE : [85/115/145/175/205]

Patch 9.5
Base attack damage increased.

9.2's jungle experience changes hit scaling champions like Graves the hardest, and 9.3's Stormrazor change was unfavorable to him as well. Given how effective -3 AD was at reining the Outlaw in toward the end of last season, +3 AD should be enough to get him back in gunning shape.

Base Stats


Base AD decreased.

For how well he scales, Graves takes over early games too reliably—even for an early-game-oriented champion.

Base Stats

BASE AD : [66] 63

Base attack damage decreased. R cooldown decreased at early ranks.

The new emphasis on early jungle scrapping is pretty much Graves' happy place, and it's left other champions six feet under. Dialing back his early dueling and putting a longer window on his full combo should slow the snowball a bit.

Base Stats


Collateral Damage.png R - Collateral Damage

COOLDOWN : [110/85/60]
120/90/60 seconds

Health growth increased. R cooldown decreased.

For a ranged champion, Graves has to get pretty up close and personal to contribute, and right now his baseline tankiness isn't enough to consistently sustain that.

Base Stats


Collateral Damage.png R - Collateral Damage

COOLDOWN : [120/100/80]

Attack damage growth and magic resist growth increased. W casts and applies vision reduction more quickly.

Base stats


Smoke Screen.png W - Smoke Screen

WIND-UP : [0.25] 0.15 seconds
LIGHTS OUT : Vision reduction now applies more quickly

Q cost and cooldown decreased. W slows more heavily but for less time.

Graves has unreliable in the early game. His burst damage is high enough that it doesn't need an increase, so we made some small changes to give him more room to shine early.

End of the Line.png Q - End of the Line

COST : [60/70/80/90/100]
60/65/70/75/80 mana
COOLDOWN : [14/13/12/11/10]
13/12/11/10/9 seconds

Smoke Screen.png W - Smoke Screen

SLOW STRENGTH : [15/20/25/30/35%]
50% at all ranks
SLOW DURATION : [1.5] 0.5 seconds


BASE ARMOR : [24.38] 33

End of the Line.png Q - End of the Line

LINE BASE DAMAGE : [40/60/70/90/100]
EXPLOSION BASE DAMAGE : [80/110/140/170/200]

Health regen increased. Q first shot scaling increased.

Graves isn’t getting ahead in the scenarios he should. The Outlaw is constantly being outpaced in the early game and is not able to get his ball rolling enough to dictate the game. With a little bit more health and damage in his rotation, Graves should to be able to clear the jungle without having to have perfect mechanics—and do so a little bit faster, enabling him to scale properly.

Base stats

HEALTH REGEN : [1.34 (6.67 per 5)] 1.6 (8 per 5)

End of the Line.png Q - End of the Line

FIRST SHOT RATIO : [0.8] 1.0 bonus attack damage

Q base damages down, ratios up. R cooldown increased at early ranks.

Despite changes earlier in the season, we’re still seeing enemies of the Outlaw torn asunder. Our approach this patch is to hit his early game in two-pronged fashion. First, we’re shifting some of End of the Line’s power to its bonus attack damage ratios, reducing his early game burst. We’re also hitting Collateral Damage’s cooldown in the early game, as it can often feel like his ult is always available. This should force Graves to really consider the best time to use Collateral Damage, rather than just firing it on cooldown.

End of the Line.png Q - End of the Line

Q1 BASE DAMAGE : [55/70/85/100/115] 40/55/70/85/100
Q1 RATIO : [0.75 bonus attack damage] 0.8 bonus attack damage
Q2 BASE DAMAGE : [80/125/170/215/260] 80/110/140/170/200
Q2 RATIO : [0.4/0.6/0.8/1.0/1.2 bonus attack damage] 0.4/0.7/1.0/1.3/1.6 bonus attack damage

Collateral Damage.png R - Collateral Damage

COOLDOWN : [100/90/80 seconds] 120/100/80 seconds


Collateral Damage can have strong combo potential, but Graves can't have a built-in way to ignore its tradeoffs.


ONE THING AT A TIME : Graves can no longer queue multiple spells during his basic attack animation
BUT WHY : This prevents an unintended interaction where Graves could remain in attack range after ulting by queuing both Collateral Damage and Quickdraw during the same attack animation

True Grit no longer grants magic resist.

We're pretty confident we could just say "Graves is absurd right now, so we're nerfing him" and leave it at that, but let's dive in. Right now the cowboy is just universally strong: he deals a hell of a lot of damage, he clears well, he's tanky for a marksman... the list goes on.

Graves needs some weaknesses for opponents to exploit, and we identified True Grit’s resistance stats as an opportunity to add one. He’s now significantly more vulnerable to magic damage threats, whether you’re attacking his early game (Elise says hi!) or trying to blow him up in teamfights. How to capitalize on this is up to you, but you now have better options to deal with a Graves than spamming the ban button in champion select.

Quickdraw.png E - Quickdraw

COWBOYS HATE MAGIC True Grit no longer grants 5/7.5/10/12.5/15 magic resist per stack (40/60/80/100/120 magic resist at max stacks)

True Grit refreshes off any instance of damage.

Back in 6.23, we shipped an under-the-hood fix to a general piece of code that True Grit uses. This corrected a bug causing True Grit to refresh off any instance of damage Graves dealt, rather than only basic attacks (as stated in the tooltip). Being correct, however, isn’t always the same as being right. The bug was in place for so long that we had balanced around it, and Graves mains had grown accustomed to the extra refreshes. So, we’re putting the behavior back in and changing the tooltip instead.

Quickdraw.png E - Quickdraw

BUGFIX-FIX : True Grit’s duration is refreshed by Graves’s [basic attacks against non-minions] basic attacks and spells against non-minions

Quickdraw now gives fewer resists when not dashing in.

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.

Quickdraw.png 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)

GravesSquare.png   Graves
Basic attacks deal less damage, but crits are more valuable.

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.

New Destiny.png 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)
CRITICAL THINKING Each crit bullet deals 140% damage (Infinity Edge increases this to 160%)

Q damage down, and now has a brief delay upon colliding with terrain. Q/R no longer cancel his recoil animation.

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.

New Destiny.png Passive - New Destiny

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.png 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


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.


BASE ATTACK DAMAGE : [54.2] 60.83
ATTACK RANGE : [525] 425
MOVEMENT SPEED : [330] 345

NEW New Destiny.png 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.

Smoke Screen.png 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.png E - Quickdraw

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

Collateral Damage.png R - Collateral Damage

BARN-BURNER : Graves now recoils 300 units backwards upon firing

Buckshot deals less damage at max range and slightly more damage at close range.

"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. "
  • Buckshot.png 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
    • MAXIMUM DAMAGE (3 hits) : 108/171/234/297/360 (+1.44 bonus attack damage) 120/180/240/300/360 (+1.5 bonus attack damage)


"We're making readability improvements to a bunch of the champion portrait icons which were added or updated over the past few months."
  • PORTRAITS : The following champion portrait icons have been updated:
    • Azir, Cho'Gath, Ezreal, Gragas, Graves, Janna, Jarvan IV, Kayle, Kog'Maw, Lee Sin, Malphite, Maokai, Orianna, Renekton, Rengar, Rumble, Shyvana, Sion, Talon, Tristana, Udyr, Vayne, Veigar, Viktor, Zilean

Splash Updates

"As we've mentioned previously, the splash art team is engaged in a long-term effort to update our oldest base splashes. A few more are ready to go this patch!"
  • SPLASH : The following champions have received updated base splashes (click the portraits for the full image!)


"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 4.13, 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 4.13, but we're just documenting it.

v4.13 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

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)


  • Base Movement Speed increased by 25.


  • Riot Graves is now properly flagged as having sunglasses


  • 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%


  • Smokescreen sight reduction range reduced to 675 from 800


  • Updated tooltips


  • 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


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


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


  • 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


  • 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


  • 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%

GravesSquare.png Graves released


  • 2014

Additional Content[edit]

Champion Information[edit]

Related Lore[edit]

Journal of Justice



Skin Release[edit]

Promotional Site




Champion Spotlight

Art Spotlight


Login Screen