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Game patch 26.20Data Dragon 16.20.1

Reference patch 16.20.1

Graves Jungle · Normal Draft

Graves has an established clear and map plan that can function without lane income while contesting camps and objectives.

Primary roleStandard Summoner's Rift preparation
Champion overview
Review patch unknownRecommendation review pending

These patches track recommendation review, build validation and item lookup separately. Updating item data does not complete a build review.

Recommendation patch
— Data Dragon
Build validation patch
16.19.1 Data Dragon
Item lookup patch
16.20.1 Data Dragon

Normal Draft · Jungle

Marksman jungle

Follow the completed-item order as a pre-game reference. Components and owned items do not create extra inventory slots.

Primary role
S
Draft / Ranked opening · separate from item 1

Scorchclaw Pup

450 gold

Provides Smite and a jungle companion before the first camp.

1
First item

Youmuu's Ghostblade

2,800 gold

Builds the first physical-damage power spike for ganks and objectives.

2
Boots

Ionian Boots of Lucidity

900 gold

Supports movement and ability cycles between camps and lanes.

3
Core damage

Black Cleaver

3,000 gold

Adds damage for longer physical fights after the first item.

4
Late sustain

Bloodthirster

3,400 gold

Adds sustain once the damage core is established.

5
Safety

Guardian Angel

3,200 gold

Adds a revive for high-value late fights.

6
Attack speed and safety

Phantom Dancer

2,650 gold

Move through units.

Complete build choices

Choose the route before play

Recommendation review pending

AlternativeMagic damage reaches meWit's End adds magic resistance without giving up attack speed.View full route

Best when: Wit's End adds magic resistance without giving up attack speed.

  1. First itemYoumuu's Ghostblade
  2. BootsIonian Boots of Lucidity
  3. Core damageBlack Cleaver
  4. Wit's End
  5. SafetyGuardian Angel
  6. Attack speed and safetyPhantom Dancer

Complete build comparison

Complete build comparison

Recommendation review pending

AlternativeMagic damage reaches meWit's End adds magic resistance without giving up attack speed.View full route

Best when: Wit's End adds magic resistance without giving up attack speed.

  1. First itemYoumuu's Ghostblade
  2. BootsIonian Boots of Lucidity
  3. Core damageBlack Cleaver
  4. Wit's End
  5. SafetyGuardian Angel
  6. Attack speed and safetyPhantom Dancer

Runes and summoner spells

Runes and summoner spellsGravesJungle

Fleet supports camp-to-camp health and kiting for a ranged clear. Smite remains reserved for progression and secure timing.

Normal Draft
Primary tree

Precision

Fleet FootworkTriumphLegend: AlacrityCut Down
Secondary tree

Domination

Sudden ImpactRelentless Hunter
Summoner spells
FlashSmite
Keep Smite

Smite is part of Jungle companion progression and objective security. The movement or combat spell beside it is the adjustable slot.

Change the movement spell

Ghost can fit sustained access; Flash can fit one immediate reposition. Use the champion's route and intended fights to choose.

Static alternatives

Compare the problem before changing the plan

These choices are not selected from live scores. Use one only after you identify the stated match problem yourself.

Magic damage reaches me

Wit's End

Wit's End adds magic resistance without giving up attack speed.

Kit reference

Graves abilities

Ability names, descriptions and numeric fields come from Riot Data Dragon. Practical reads are independently written; the current in-game tooltip remains authoritative.

Abilities Data Dragon 16.20.1Cooldown / Cost / Range Data Dragon 16.20.1
P
Passive

New Destiny

What it doesGraves' 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.

Practical readNew Destiny is the always-on rule shaping Graves's normal trading and fight pattern. Watch its in-game state before committing.

Q
Q ability

End of the Line

What it doesGraves fires an explosive shell that detonates after 1 second, or after colliding with terrain.

Practical readEnd of the Line is a ranged cast involving its listed effect. Respect its line or target area, and avoid spending it when the opponent can simply step away before the important exchange.

Cooldown13/11.25/9.5/7.75/6 secCost80Listed range925 units
W
W ability

Smoke Screen

What it doesGraves 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.

Practical readSmoke Screen is a ranged cast involving vision information and damage. Respect its line or target area, and avoid spending it when the opponent can simply step away before the important exchange.

Cooldown26/24/22/20/18 secCost70/75/80/85/90Listed range950 units
E
E ability

Quickdraw

What it doesGraves 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.

Practical readQuickdraw is part of Graves's E pattern. Read its listed effect first, then track the cooldown and condition that make the next use valuable.

Cooldown16/15/14/13/12 secCost40Listed range425 units
Reset condition

Meeting the listed condition refreshes or reduces downtime. Missing that condition changes the next available cast.

Movement

The cast changes position or access. Account for where the champion finishes, not only where the ability begins.

R
Ultimate

Collateral Damage

What it doesGraves 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.

Practical readCollateral Damage is a ranged cast involving damage. Respect its line or target area, and avoid spending it when the opponent can simply step away before the important exchange.

Cooldown100/80/60 secCost100Listed range1000 units

Adapt the plan

What to do when the game changes

Judge the whole lane or map state, not only personal kills. Choose the situation closest to the current game.

Even plan

Keep the clear moving and choose high-information plays

1
Pathing

Track opposing camps and lane states instead of forcing the first visible target.

2
Map play

Trade sides of the map when contesting would require weaker lanes to move first.

3
Fights

Save important control for the enemy who threatens your carries or objective access.

Pings, movement and objectives

Graves Jungle map plan

Link each clear to the next informed decision. Pings should tell lanes where you are pathing and whether the team is contesting or trading an objective.

Ahead

Turn tempo into controlled territory

Ping
Use On My Way before entering a lane, Assist Me before an objective and Danger when nearby lanes cannot move to an invade.
Path or gank
Gank when the lane has reach, damage and a safe exit. Do not wait beside a protected target while camps and the next objective disappear.
Objective
Establish vision with the nearest winning lane, keep Smite available and avoid chasing away from the objective after gaining control.
Even

Choose the play with the clearest information

Ping
Use On My Way early enough for the lane to prepare, Assist Me only when nearby lanes can move, and Retreat when the contest has already become late.
Path or gank
Prefer a lane with crowd control, damaged opponents or a favourable wave. A visible opponent is not automatically a usable gank.
Objective
Check Mid and Bot priority before Dragon, or Mid and Top before Herald. Set a safe entrance before beginning the objective.
Behind

Trade the map instead of forcing recovery

Ping
Ping Retreat from lost contests, Danger on likely invades and On My Way when covering a vulnerable lane or remaining camp.
Path or gank
Counter-gank or help only when allies can survive until arrival. Repeated low-chance ganks deepen the camp and level deficit.
Objective
If entry is unsafe, trade for camps, a wave, vision or the opposite objective. Keep Smite and crowd control for a contest the team can actually reach.
Objective setup

Four calls, in order

Pings create a shared plan; they do not replace checking waves, vision and who can move.

  1. 1
    Before the route

    Decide which camps lead toward the objective and ping the nearby lanes before they spend the wave or recall timing.

  2. 2
    Check priority

    Confirm which nearby lanes can move first. Do not convert an isolated objective marker into a forced fight.

  3. 3
    Control entry

    Move with a teammate, sweep one entrance and keep Smite available before committing damage to the objective.

  4. 4
    Finish or turn

    Call whether the team is finishing, fighting or leaving. Mixed decisions are more dangerous than either clear choice.

Later objectives: Repeat the same process around later major objectives: handle nearby income, communicate the route, enter through vision and agree on the fight before committing.

Use the guide

Put Graves into a real matchup

Compare a specific opponent, return to the champion overview, or choose another champion without losing the queue distinction.

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