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.
Game patch, matey 26.21Data Dragon 16.21.1
Arrr, reference patch 16.20.1
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.
Arrr, strengths and limits
These be kit-level patterns, nay a promise that every course or matchup plays th' same way.
Arrr, smoke Screen can be used both to escape and to set up a kill.
Using Quickdraw to get into range and delivering a point blank Buckshot can do lots o' damage.
Graves deals mostly physical damage so Armor be an effective counter.
Leaving th' Smoke Screen's area o' effect removes th' harmful effect immediately.
Arrr, practical champion reading
Use these patterns to ask better questions afore choosing an gear, target or commitment. They describe th' kit, nay a promised result.
Armour can reduce th' broad physical profile. Separate basic attacks from physical tricks afore relying on an gear passive that only affects attacks.
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.
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.
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.
Tenacity can shorten only eligible control. Displacements, airborne effects and repeated slows need their own positioning, blocking or movement captain's answer.
Reserve anti-heal and anti-shielding fer a visible problem in th' full crew composition; they be nay default answers to every champion.
A spell being available does nay mean th' shipshape sequence be sustainable. Watch th' resource bar as well as th' setup and escape cooldowns.
Defensive gear reference
Set sail wit' th' threat that be actually affecting th' clash. These be conditional comparisons, nay an automatic counter loadout.
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.Normal Draft and Ranked role sea chart
Each course be assessed separately. Unfurl a role to reach its queue-specific loadout and matchup preparation.
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.
Old chart, matey. Recommendations await inspection. Graves has an established clear th' deck and sea chart course that can function without course income while contesting camps and prizes.
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.
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.
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.
Arrr, kit reference
Trick names, descriptions and numeric fields come from Riot Data Dragon. Practical reads be independently written; th' present in-battle tooltip remains authoritative.

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.

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

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.

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.

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.
Arrr, levels 1–18
Base values exclude gear, runes, temporary buffs and mode-specific modifiers. Cooldowns be th' listed base cooldown afore trick haste.
Wait fer reload (s) Data Dragon 16.20.1
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
First aboard rank becomes available at level 6; later ranks normally become available at levels 11 and 16.
| Rank | Health, arr | Mana, arr | Trick milestone |
|---|---|---|---|
| 1 | 625 | 325 Mana, arr | Pick th' first aboard basic trick |
| 2 | 701 | 354 Mana, arr | Stow another basic trick or rank |
| 3 | 781 | 384 Mana, arr | Stow another basic trick or rank |
| 4 | 865 | 416 Mana, arr | Spend one trick point |
| 5 | 953 | 449 Mana, arr | Spend one trick point |
| 6 | 1,044 | 483 Mana, arr | First aboard ultimate rank normally available |
| 7 | 1,139 | 519 Mana, arr | Spend one trick point |
| 8 | 1,237 | 556 Mana, arr | Spend one trick point |
| 9 | 1,339 | 595 Mana, arr | Spend one trick point |
| 10 | 1,445 | 635 Mana, arr | Spend one trick point |
| 11 | 1,555 | 676 Mana, arr | Arrr, second ultimate rank normally available |
| 12 | 1,669 | 719 Mana, arr | Spend one trick point |
| 13 | 1,786 | 763 Mana, arr | Spend one trick point |
| 14 | 1,907 | 809 Mana, arr | Spend one trick point |
| 15 | 2,031 | 856 Mana, arr | Spend one trick point |
| 16 | 2,159 | 904 Mana, arr | Arrr, final ultimate rank normally available |
| 17 | 2,291 | 954 Mana, arr | Spend one trick point |
| 18 | 2,427 | 1,005 Mana, arr | Spend one trick point |
Pick th' next aboard query
Pick a queue-aware loadout, compare a course foe, or return to th' full champion library.