Arrr, VRC.LOL

Game patch, matey 26.21Data Dragon 16.21.1

Arrr, reference patch 16.20.1

Graves

the Outlaw

Graves be a ranged damage dealer who needs seaworthy spacing and time to keep attacking. This overview keeps th' explanation practical and leaves patch-sensitive numbers to Riot's structured data and th' present in-battle tooltip.

JungleArrr, mostly physical damageArrr, ranged attacks
Arrr, usual roleJungle
ClassMarksman
DifficultyArrr, low · 3/10
Arrr, basic attacksRangedArrr, ranged basic attacks · 425 range.
Arrr, damage profileArrr, mostly physical damageMost normal kit pressure be physical. Armour may lend a hand, but inspect whether attacks or tricks be th' main source.
Arrr, reference patch16.20.1

Arrr, strengths and limits

What Graves does well, and what can go wrong

These be kit-level patterns, nay a promise that every course or matchup plays th' same way.

Arrr, good patterns

  • Can maintain ranged damage when positioning and target access remain seaworthy.
  • Ranged basic attacks can contribute without entering melee distance when spacing be preserved.

Arrr, limits to respect

  • Loses reliable output when forced astern, controlled or reached afore creating distance.
  • Needs th' sailor to respect cooldowns, resources and th' foe's course into th' fight.

Arrr, riot ally tips

Use these while learning th' champion
1

Arrr, smoke Screen can be used both to escape and to set up a kill.

2

Using Quickdraw to get into range and delivering a point blank Buckshot can do lots o' damage.

Riot foe tips

What an foe be told to watch fer
1

Graves deals mostly physical damage so Armor be an effective counter.

2

Leaving th' Smoke Screen's area o' effect removes th' harmful effect immediately.

Arrr, source boundaryTip text and kit data come from Riot Data Dragon 16.20.1. VRC.LOL’s strength and limit summaries be independently written.

Arrr, practical champion reading

Arrr, how to read Graves in a real fight

Use these patterns to ask better questions afore choosing an gear, target or commitment. They describe th' kit, nay a promised result.

Arrr, damage delivery

Arrr, primarily physical pressure

Armour can reduce th' broad physical profile. Separate basic attacks from physical tricks afore relying on an gear passive that only affects attacks.

Arrr, fight rhythm

Arrr, repeated access matters

Th' threat grows while this champion can keep attacking a useful target. Break target access, create distance or use control afore th' repeated pattern settles in.

Arrr, range and access

Arrr, spacing protects repeated output

Ranged attacks be useful only while a seaworthy line to th' target remains. Flanks, hard control and blocked escape routes can remove that advantage quickly.

Typical crew job

Maintain seaworthy, repeatable damage

Target access and survival time most often matter more booty than one ambitious hit. Reposition betwixt attacks and avoid giving up th' seaworthy damage line.

Control inspect

Identify th' exact movement restriction

Tenacity can shorten only eligible control. Displacements, airborne effects and repeated slows need their own positioning, blocking or movement captain's answer.

Arrr, protection and sustain

Do nay buy a counter that has no target

Reserve anti-heal and anti-shielding fer a visible problem in th' full crew composition; they be nay default answers to every champion.

Arrr, resource pattern

Arrr, mana and cooldowns both matter

A spell being available does nay mean th' shipshape sequence be sustainable. Watch th' resource bar as well as th' setup and escape cooldowns.

Read th' whole crewTh' same champion can create a different problem after changing role, gear or crewmates. Re-inspect th' visible clash afore committing to a defensive captain's answer.

Defensive gear reference

What can help against Graves?

Set sail wit' th' threat that be actually affecting th' clash. These be conditional comparisons, nay an automatic counter loadout.

Pre-battle choices
Arrr, dEFENSIVE BOOTS

Plated Steelcaps most often fit better

Armour and attack reduction address repeated physical basic attacks. Th' passive does nay reduce every physical trick.

Pick Mercury's Treads instead when magic damage or reducible crowd control across th' full crew matters more booty.
Arrr, repeated attacksDisplacementArrr, possible critical strikes
Arrr, pHYSICAL DEFENCE

Arrr, physical defence

Armour · health · role-appropriate defence

Armour can reduce physical damage, but Plated Steelcaps' passive be specific to attacks.

Clash th' gear to attacks, critical strikes or trick burst rather than buying armour from th' label alone.
Arrr, rEPEATED ATTACKS

Arrr, repeated attacks

Plated Steelcaps · Frozen Heart

These can reduce attack-focused pressure when their stats fit yer champion.

Do nay use this as an captain's answer to physical spells that be nay attacks.
Arrr, cRITICAL STRIKES

Arrr, critical strikes

Randuin's Omen

Critical-strike reduction can matter after a real critical loadout appears.

Champion identity alone does nay prove that critical strikes will be purchased.
Arrr, cONTROL AND ONE KEY SPELL

Arrr, control and one key spell

Mercury's Treads · Quicksilver Sash · Banshee's Veil · Edge of Night

Tenacity and a removable-control active can lend a hand agin' th' relevant disabling effects. Airborne and displacement effects be nay solved simply by stacking Tenacity.

Inspect th' present tooltip and whether th' exact effect can be shortened, removed or blocked.
Sailor decidesChampion identity be a starting point, nay an automatic purchase. Compare th' full opposing crew, present gear tooltips and th' problem that be actually deciding fights. Ne'er buy two completed pairs o' Boots.

Normal Draft and Ranked role sea chart

Where Graves fits on Summoner's Rift

Each course be assessed separately. Unfurl a role to reach its queue-specific loadout and matchup preparation.

TopsideUnestablished course

Old chart, matey. Recommendations await inspection. Graves be normally played Jungle and does nay currently have a reviewed Top course. Top most often needs independent laning, durable trading or reliable side-course pressure. Treat this as a deliberate experiment, nay a standard recommendation.

Inspect this role
MidshipsUnestablished course

Old chart, matey. Recommendations await inspection. Graves be normally played Jungle and does nay currently have a reviewed Mid course. Mid most often needs solo-course safe harbour plus wave control, roaming or reliable burst pressure. Treat this as a deliberate experiment, nay a standard recommendation.

Inspect this role
BottomsideUnestablished course

Old chart, matey. Recommendations await inspection. Graves be normally played Jungle and does nay currently have a reviewed Bot course. Bot most often needs dependable duo-course scaling and sustained damage wit' shared early pressure. Treat this as a deliberate experiment, nay a standard recommendation.

Inspect this role
SupportUnestablished course

Old chart, matey. Recommendations await inspection. Graves be normally played Jungle and does nay currently have a reviewed Support course. Support most often needs useful engage, peel or utility while operating on low doubloons income. Treat this as a deliberate experiment, nay a standard recommendation.

Inspect this role

Arrr, kit reference

Graves tricks

Trick names, descriptions and numeric fields come from Riot Data Dragon. Practical reads be independently written; th' present in-battle tooltip remains authoritative.

Tricks Data Dragon 16.20.1Wait fer reload (s) / Cost / Charted reach (units) Data Dragon 16.20.1
P
Passive

New Destiny

Arrr, what it doesEnglishGraves' 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.

Q
Q trick

End of the Line

Arrr, what it doesEnglishGraves fires an explosive shell that detonates after 1 second, or after colliding with terrain.

Wait fer reload (s)13/11.25/9.5/7.75/6Cost80Charted reach (units)925
W
W trick

Smoke Screen

Arrr, what it doesEnglishGraves 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.

Wait fer reload (s)26/24/22/20/18Cost70/75/80/85/90Charted reach (units)950
E
E trick

Quickdraw

Arrr, what it doesEnglishGraves 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.

Wait fer reload (s)16/15/14/13/12Cost40Charted reach (units)425
R
Ultimate

Collateral Damage

Arrr, what it doesEnglishGraves 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.

Wait fer reload (s)100/80/60Cost100Charted reach (units)1000

Arrr, levels 1–18

Graves · Health, arr / Mana, arr · Tricks

Base values exclude gear, runes, temporary buffs and mode-specific modifiers. Cooldowns be th' listed base cooldown afore trick haste.

Arrr, level 1625 Health, arr325 Mana, arr
Arrr, level 3781 Health, arr384 Mana, arr
Arrr, level 61,044 Health, arr483 Mana, arr
Arrr, level 111,555 Health, arr676 Mana, arr
Arrr, level 162,159 Health, arr904 Mana, arr
Arrr, level 182,427 Health, arr1,005 Mana, arr

Wait fer reload (s) Data Dragon 16.20.1

Q
Basic trickEnd of the Line

Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Arrr, rank 113Arrr, rank 211.25Arrr, rank 39.5Arrr, rank 47.75Arrr, rank 56
W
Basic trickSmoke Screen

Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Arrr, rank 126Arrr, rank 224Arrr, rank 322Arrr, rank 420Arrr, rank 518
E
Basic trickQuickdraw

Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Arrr, rank 116Arrr, rank 215Arrr, rank 314Arrr, rank 413Arrr, rank 512
R
UltimateCollateral Damage

First aboard rank becomes available at level 6; later ranks normally become available at levels 11 and 16.

Arrr, rank 1100Arrr, rank 280Arrr, rank 360
Unfurl every levelHull and mana from level 1 to 18
RankHealth, arrMana, arrTrick milestone
1625325 Mana, arrPick th' first aboard basic trick
2701354 Mana, arrStow another basic trick or rank
3781384 Mana, arrStow another basic trick or rank
4865416 Mana, arrSpend one trick point
5953449 Mana, arrSpend one trick point
61,044483 Mana, arrFirst aboard ultimate rank normally available
71,139519 Mana, arrSpend one trick point
81,237556 Mana, arrSpend one trick point
91,339595 Mana, arrSpend one trick point
101,445635 Mana, arrSpend one trick point
111,555676 Mana, arrArrr, second ultimate rank normally available
121,669719 Mana, arrSpend one trick point
131,786763 Mana, arrSpend one trick point
141,907809 Mana, arrSpend one trick point
152,031856 Mana, arrSpend one trick point
162,159904 Mana, arrArrr, final ultimate rank normally available
172,291954 Mana, arrSpend one trick point
182,4271,005 Mana, arrSpend one trick point
How th' numbers be calculatedLevel values use Riot Data Dragon 16.20.1 base and growth statistics wit' League’s non-linear champion-stat growth curve. Queue starting levels can differ: Normal Draft and Ranked normally begin at level 1, while ARAM and Swiftplay use faster starting rules.

Pick th' next aboard query

Turn th' profile into a pre-battle course

Pick a queue-aware loadout, compare a course foe, or return to th' full champion library.

Unfurl Graves buildsArrr, prepare a matchupArrr, browse champions