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Game patch 26.20Data Dragon 16.20.1

Reference patch 16.20.1

Graves Support · Normal Draft

Graves is normally played Jungle and does not currently have a reviewed Support route. Support usually needs useful engage, peel or utility while operating on low gold income. Treat this as a deliberate experiment, not a standard recommendation.

Unestablished routeStandard 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

Unreviewed route

No reviewed Graves Support build

Graves is normally played Jungle and does not currently have a reviewed Support route. Support usually needs useful engage, peel or utility while operating on low gold income. 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 spellsGravesSupport

A marksman Support still operates on reduced income. Fleet supports short trades and retreat timing; Heal keeps the shared lane safer.

Normal Draft
Primary tree

Precision

Fleet FootworkPresence of MindLegend: AlacrityCut Down
Secondary tree

Inspiration

Biscuit DeliveryApproach Velocity
Summoner spells
FlashHeal
Coordinate the Bot pair

Check which defensive spell the Bot partner selected before duplicating Heal, Barrier or Exhaust.

Match the lane threat

Exhaust answers a committed damage dealer; Ignite adds pressure and anti-heal; Heal protects both nearby partners.

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

Balance lane pressure with protection for the carry

1
Lane

Hold the ability that makes opponents respect your lane and trade when both Bot-lane partners are ready.

2
Map play

Recall and move on safe wave timings; an unsupported roam can cost the carry an entire wave or a dive.

3
Fights

Control one approach and keep enough protection for the enemy's most likely engage.

Pings, movement and objectives

Graves Support map plan

Turn information into a shared decision. Move with an ally and preserve the tool that makes the next fight safe.

Ahead

Make the lead open the map

Ping
Use On My Way before changing angle, then Assist Me on Dragon after Bot is safe to move. Use Danger if the carry starts following through an unsafe route.
Map movement
Roam after a pushed wave, shared recall or when the carry can collect safely. Deep wards still require the Jungler or another nearby ally.
Objective
Arrive early, clear the enemy entrance and hold the key engage or peel spell. Do not chase away from Dragon and hand the opponent a free route back in.
Even

Create one clear numbers advantage

Ping
Use On My Way before an engage or roam, Enemy Missing as soon as a lane opponent disappears, and Danger when your carry cannot follow.
Map movement
Leave only on a safe wave or recall timing. If the carry would lose a full wave or face a dive, stay Bot and communicate that you are not moving.
Objective
Help Bot finish the wave, then enter river with the Jungler. Set vision before starting and avoid turning an even objective into an unseen gamble.
Behind

Stop the next loss before seeking a play

Ping
Use Retreat or Danger before an ally enters darkness, Enemy Missing immediately, and Assist Me when you need company to restore defensive vision.
Map movement
Do not abandon a crashing wave or vulnerable carry. Move after the wave is stable and use the nearest safe ward line rather than forcing deep vision.
Objective
If your team cannot enter river safely, ping Retreat and trade for farm, vision or another map resource. Contest only after creating a safe route together.
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 move

    Around a minute before Dragon, ping the plan, spend gold if needed and make sure Bot and Mid know whether they can move.

  2. 2
    Enter together

    Walk with the Jungler or another ally. Sweep one route, place useful entrance vision and never face-check alone.

  3. 3
    Before starting

    Check nearby waves and enemy positions. Hold the spell that either starts a reachable fight or protects your main damage dealer.

  4. 4
    During the contest

    Keep enemies away from the safe entrance, mark the reachable threat and avoid chasing so far that Dragon is left unprotected.

Later objectives: Use the same pattern for Rift Herald or Baron: communicate first, move through controlled vision with an ally, then choose engage or peel before the fight begins.

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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