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Game patch 26.20Data Dragon 16.20.1

Reference patch 16.20.1

Graves Mid · Swiftplay

Graves is normally played Jungle and does not currently have a reviewed Mid route. Mid usually needs solo-lane safety plus wave control, roaming or reliable burst pressure. Treat this as a deliberate experiment, not a standard recommendation.

Unestablished routeFaster starting rules and queue evidence
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

Unreviewed route

No reviewed Graves Mid build

Graves is normally played Jungle and does not currently have a reviewed Mid route. Mid usually needs solo-lane safety plus wave control, roaming or reliable burst pressure. Treat this as a deliberate experiment, not a standard recommendation.

A different lane's items are not relabelled as correct. Role income, map access and starting rules can change the whole purchase order.

Champion guide Jungle

Runes and summoner spells

Runes and summoner spellsGravesMid

A marksman Mid route needs a controlled attack sequence and protection from the shorter lane's burst and gank angles.

Swiftplay
Primary tree

Precision

Press the AttackPresence of MindLegend: AlacrityCut Down
Secondary tree

Resolve

Bone PlatingOvergrowth
Summoner spells
FlashBarrier
Choose pressure or recovery

Ignite supports a short kill window; Teleport supports recall and map timing; Barrier protects against immediate burst.

Protect the wave plan

A more aggressive spell pair does not replace safe wave timing, river vision or an escape route.

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

Manage the wave and keep both sides of the map visible

1
Lane

Trade when your key ability and minion position favour you; an even lane does not require a forced solo kill.

2
Map play

Move on a completed wave and return before several waves are lost to the tower.

3
Fights

Position for the champion's reliable damage or control instead of beginning with the lowest-percentage spell.

Pings, movement and objectives

Graves Mid map plan

Mid can reach either side, but the wave pays for every move. Communicate the opponent first, then move only when the route and destination are credible.

Ahead

Use priority to arrive first, not recklessly

Ping
Ping Enemy Missing when the opponent leaves, On My Way before entering river and Danger on the route the opponent may use.
Stay or roam
Roam after clearing the wave and choose the side where allies can participate. Return before several waves are lost.
Objective
Reach river with the Jungler, control one entrance and preserve the spell that stops an enemy engage or secures the first target.
Even

Turn one managed wave into map pressure

Ping
Use Enemy Missing immediately, then On My Way only when you are genuinely moving rather than considering it.
Stay or roam
Move after the wave is handled. If following requires entering fog alone, ping Danger and take the safe route instead.
Objective
Help establish river vision before the start. Do not burn the only control spell on poke if it is needed to protect the entrance.
Behind

Clear safely and warn both side lanes

Ping
Ping Enemy Missing early and repeat Danger on the threatened side. Use Retreat if matching the roam would expose you to another kill.
Stay or roam
Follow through established vision or remain Mid and recover farm. A late blind follow often loses both positions.
Objective
Approach behind the front line and use reliable control or range. Trade the objective if the team cannot safely enter river.
Objective setup

Four calls, in order

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

  1. 1
    Handle the wave

    Push, catch or communicate the wave before leaving so the opponent does not gain a free move and free income.

  2. 2
    Signal the route

    Use On My Way for the route you are actually taking and Danger where an unseen opponent may arrive.

  3. 3
    Enter together

    Move through controlled vision with the Jungler or another ally instead of face-checking the objective alone.

  4. 4
    Choose the job

    Decide whether you are engaging, front-lining, flanking or protecting a carry before the fight begins.

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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