| Graves | |
|---|---|
![]() | |
| General Information | |
| Title | The Outlaw |
| Real Name | Malcolm Graves |
| Pronouns | He/Him |
| Release Date | October 19th, 2011 |
| Cost | 4800 |
| Attribute | Marksman |
| Statistics | |
HP | 625 (+ 106) |
HPR | 8 (+ 0.7) |
MP | 325 (+ 40) |
MPR | 8 (+ 0.7) |
MS | 340 |
AD | 66 (+ 4) |
AS | 0.475 (+ 3%) |
RNG | 425 |
AR | 33 (+ 4.6) |
MR | 32 (+ 2.05) |
| Developer Info | |
| DDragon Key | Graves |
| Integer Key | 104 |
| External Links | |
| Universe | universe.leagueoflegends.com |
| Game Info Wiki | wiki.leagueoflegends.com |
Graves is a champion in League of Legends.
Lore
- For outdated and now non-canon lore entries, click here.
- Biography
- Story #1
- Story #2
| Malcolm Graves is a renowned mercenary, gambler, and thief—a wanted man in every city and empire he has visited. Even though he has an explosive temper, he possesses a sense of criminal honor, often enforced at the business end of his double-barreled shotgun Destiny. In recent years, he has reconciled a troubled partnership with Twisted Fate, and together they have prospered once more in the turmoil of Bilgewater’s criminal underbelly.
Raised in the wharf alleys of Bilgewater, Malcolm Graves quickly learned how to fight and how to steal, skills that would serve him very well in all the years ahead. He could always find work hauling contraband up from the smugglers’ skiffs that came into the bay each night—with a tidy side-gig as hired muscle for various other unsavory local characters, as they went about their business in the port. But the alleys were small-time, and he craved more excitement than they could offer. Still little more than a youth, Graves stole a blunderbuss and smuggled himself aboard a ship headed out of Bilgewater to the Shuriman mainland, where he stole, lied, and gambled his way from place to place along the coast. Across the table of a high-stakes—and highly illegal—card game in Mudtown, Graves met a man who would change the course of his life, and his career: the trickster now known to many as Twisted Fate. Each immediately saw in the other the same reckless passion for danger and adventure, and together they formed a most lucrative partnership. Between Graves’ raw brawn and Twisted Fate’s ability to talk his way out of (and occasionally back into) almost any situation, they were an unusually effective team from the outset. Their mutual sense of roguish honor grew into genuine trust, and together they stole from the rich, swindled the foolish, handpicked skilled crews for specific jobs, and sold out their rivals whenever they could. Though at times Twisted Fate would blow all their shares and leave them with nothing to show for it, Graves knew that the thrill of some new escapade was always just around the corner… On the southern borderlands of Valoran, they set two renowned noble houses of Noxus at each other’s throats as cover for the rescue of a kidnapped heir. That they pocketed the reward money, only to ransom the vile young man to the highest bidder, should really have come as no surprise to their original employer. In Piltover, they still hold the distinction of being the only thieves ever to crack the supposedly impenetrable Clockwork Vault. Not only did the pair empty the vault of all its treasures, they also tricked the guards into loading the loot onto their hijacked schooner, for a quick getaway through the Sun Gates. In almost every case, only once they and their accomplices were safely over the horizon were their crimes even discovered—usually along with one of Twisted Fate’s trademark calling cards left where it would be easily found. But, eventually, their luck ran out. During a heist that rapidly turned from complex to completely botched, Graves was taken by the local enforcers, while Twisted Fate merely turned tail and abandoned him. Thrown into the infamous prison known as the Locker, Graves endured years of torture and solitary confinement, during which time he nursed his bitter anger toward his old partner. A lesser man would surely have been broken by all this, but not Malcolm Graves. He was determined to have his revenge. When he finally clawed his way to freedom, with the prison warden’s brand new shotgun slung over his shoulder, Graves began his long-overdue pursuit of Twisted Fate. The search led him back home to Bilgewater, where he found that the wily old cardsharp had acquired a few new bounties on his head—and Graves would be only too happy to claim them. However, just as he got Twisted Fate in his sights, they were forced to put aside their differences in order to escape almost certain death in the ongoing conflict between the reaver king Gangplank and his rival ship captains. Once again, Graves found himself escaping his hometown… only this time, he had his old friend in tow. While both of them might have liked to pick up their partnership where they left off all those years ago, such resentment couldn't simply be forgotten overnight, and it would be a while before Graves could bring himself to trust Twisted Fate again. Still, he feels Bilgewater calling to him once more. Maybe this time around, the pair of them will find their stride and be able to pull off the ultimate heist… | |
| “We’re here for your gold, not your heads, so don’t nobody decide to be a hero.” |
| ONE LAST SHOT
Holed up in an empty bar, bleeding from a dozen wounds and surrounded by armed men who wanted him dead, Malcom Graves had seen better days. He’d seen worse ones, too, so he wasn’t worried yet. Graves leaned over the smashed bar and helped himself to a bottle, sighing as he read the label. “Demacian wine? That all you got?” “It’s the most expensive bottle I have...” said the innkeeper, cowering below the bar in a glittering ocean of broken glass. Graves looked around the bar and grinned. “I reckon it’s the only bottle you got left.” The man had panic written all over him. He clearly wasn’t used to being in the middle of a gunfight. This wasn’t Bilgewater, where fatal brawls broke out ten times a day. Piltover was regarded a more civilized city than Graves’s hometown. In some ways, at least. He yanked the cork free with his teeth and spat it to the floor before taking a swig. He swilled it around his mouth like he’d seen rich folks do before swallowing it. “Pisswater” he said “but beggars can’t be choosers, huh?” A voice shouted through the broken windows, buoyed with confidence it hadn’t earned and the false bravado of numbers. “Give it up, Graves. There’s seven of us to one of you. This ain’t going to end well.” “Damn straight it ain’t” hollered Graves in return. “If you want to walk away from this, you best go fetch more men!” He took another swig from the bottle, then put it down on the bar. “Time to get to work” he said, lifting his one-of-a-kind shotgun from the bar. Graves reloaded, pushing fresh shells home. The weapon snapped together with a satisfyingly lethal sound, loud enough to carry to the men outside. Anyone who knew him would know that sound and what it meant. The outlaw slid off the barstool and made his way to the door, glass crunching beneath his boot heels. He stooped to glance through a cracked window. Four men crouched behind makeshift cover: two on the upper floor of a fancy workshop, another two in shadowed doorways to either side. All held crossbows or muskets at the ready. “We tracked you halfway across the world, you son of a bitch” shouted the same voice. “Bounty didn’t say nothin’ about you being alive or dead. Walk out now with that cannon of yours held high and there don’t need to be no more bloodshed.” “Oh, I’m comin’ out” shouted Graves. “Don’t you worry none about that.” He drew a silver serpent from his pocket and flipped it onto the bar, where it spun through a pool of spilled rum before landing heads up. A trembling hand reached up to take it. Graves grinned. “That’s for the door” he said. “What about the door?” asked the innkeeper. Graves hammered his boot into the inn’s front door, smashing it from its hinges. He dove through the splintered frame, rolling to one knee, gun blasting from the hip. “Alright, you bastards!” he roared. “Let’s finish this!” |
Abilities
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Patch History
Base AD growth increased.
Graves is having a tough time farming in the new jungle, so we’re bolstering up his holster.
Base Stats
Patch 11.1 - January 6th Hotfix
Base Stats
Patch 10.21
E bonus armor decreased.
Graves' combination of clear speed and durability have made him a prominent Elite jungle pick. Reducing some of his innate tankiness so that Graves is more punishable when he missteps.
E - Quickdraw
| BONUS ARMOR : | [8/11/14/17/20] | |
| ⇒ | 6/9/12/15/18 |
E - Quickdraw
Patch 10.11
Q first shot damage ratio reduced.
Graves has smoked out his enemies in higher levels of play, so we’re quickdrawing back some of his Lethality-based power by curtailing his AD ratio which will also affect his ability to heavily snowball in gold. This shouldn't affect his other builds as much, since they're less reliant on the additional damage, so we’re hoping this encourages players to try those out too for shooting off the legs of his enemies.
Q - End of the Line
Patch 10.5
Base MR and MR growth increased. Q cost now flat; cooldown decreased.
Graves has been weak for higher tier play, and middling for everyone else. Giving him back some of the Magic Resist we pulled off his E, as well as a buff aimed to help both his jungle and laning.
Base Stats
Q - End of the Line
| COOLDOWN : | [13/12/11/10/9 seconds] | |
| ⇒ | 12/11/10/9/8 seconds |
Patch 9.24b
E cooldown decreased.
We've buffed Graves' stats in various ways over the past year, but he never landed exactly in the way we wanted him to. Pushing it a little further and targeting his mobility, reloading cadence, and ability to stack True Grit all in one change.
E - Quickdraw
| COOLDOWN : | [18/17/16/15/14] | |
| ⇒ | 16/15/14/13/12 |
Patch 9.19
Base attack damage increased. Rounding out some other base stats.
We're giving Graves some more reliable power via his base attack damage so he feels generally stronger at all points of a game. Also rounding out some other stats since we're here!
Base Stats
Patch 9.15
E armor per stack increased.
Graves is underperforming across the board right now, so we're buffing his defenses to help him survive better in the early game and generally be more comfortable brawling.
E - Quickdraw
| ARMOR PER STACK : | [5/7.5/10/12.5/15] | |
| ⇒ | 8/11/14/17/20 |
Patch 9.10
Q damage increased late.
Overall, Graves was feeling underwhelming, so we're giving him some power in a place that can be counterable.
Q - End of the Line
| DETONATION DAMAGE : | [85/115/145/175/205] | |
| ⇒ | 85/120/155/190/225 |
Patch 9.5
Base attack damage increased.
9.2's jungle experience changes hit scaling champions like Graves the hardest, and 9.3's Stormrazor change was unfavorable to him as well. Given how effective -3 AD was at reining the Outlaw in toward the end of last season, +3 AD should be enough to get him back in gunning shape.
Base Stats
v8.20
Base AD decreased.
For how well he scales, Graves takes over early games too reliably—even for an early-game-oriented champion.
Base Stats
v8.11
Base attack damage decreased. R cooldown decreased at early ranks.
The new emphasis on early jungle scrapping is pretty much Graves' happy place, and it's left other champions six feet under. Dialing back his early dueling and putting a longer window on his full combo should slow the snowball a bit.
Base Stats
R - Collateral Damage
| COOLDOWN : | [110/85/60] | |
| ⇒ | 120/90/60 | seconds |
v8.8
Health growth increased. R cooldown decreased.
For a ranged champion, Graves has to get pretty up close and personal to contribute, and right now his baseline tankiness isn't enough to consistently sustain that.
Base Stats
R - Collateral Damage
| COOLDOWN : | [120/100/80] | |
| ⇒ | 110/85/60 |
v8.6
Attack damage growth and magic resist growth increased. W casts and applies vision reduction more quickly.
Base stats
W - Smoke Screen
v8.1
Q cost and cooldown decreased. W slows more heavily but for less time.
Graves has unreliable in the early game. His burst damage is high enough that it doesn't need an increase, so we made some small changes to give him more room to shine early.
Q - End of the Line
| COST : | [60/70/80/90/100] | |
| ⇒ | 60/65/70/75/80 | mana |
| COOLDOWN : | [14/13/12/11/10] | |
| ⇒ | 13/12/11/10/9 | seconds |
W - Smoke Screen
| SLOW STRENGTH : | [15/20/25/30/35%] | |
| ⇒ | 50% at all ranks |
Q - End of the Line
| LINE BASE DAMAGE : | [40/60/70/90/100] | |
| ⇒ | 45/60/75/90/105 |
| EXPLOSION BASE DAMAGE : | [80/110/140/170/200] | |
| ⇒ | 85/115/145/175/205 |
v7.20
Health regen increased. Q first shot scaling increased.
Graves isn’t getting ahead in the scenarios he should. The Outlaw is constantly being outpaced in the early game and is not able to get his ball rolling enough to dictate the game. With a little bit more health and damage in his rotation, Graves should to be able to clear the jungle without having to have perfect mechanics—and do so a little bit faster, enabling him to scale properly.
Base stats
Q - End of the Line
v7.10
Q base damages down, ratios up. R cooldown increased at early ranks.
Despite changes earlier in the season, we’re still seeing enemies of the Outlaw torn asunder. Our approach this patch is to hit his early game in two-pronged fashion. First, we’re shifting some of End of the Line’s power to its bonus attack damage ratios, reducing his early game burst. We’re also hitting Collateral Damage’s cooldown in the early game, as it can often feel like his ult is always available. This should force Graves to really consider the best time to use Collateral Damage, rather than just firing it on cooldown.
Q - End of the Line
R - Collateral Damage
v7.9
Hmmm...
Collateral Damage can have strong combo potential, but Graves can't have a built-in way to ignore its tradeoffs.
General
v7.7
True Grit no longer grants magic resist.
We're pretty confident we could just say "Graves is absurd right now, so we're nerfing him" and leave it at that, but let's dive in. Right now the cowboy is just universally strong: he deals a hell of a lot of damage, he clears well, he's tanky for a marksman... the list goes on.
Graves needs some weaknesses for opponents to exploit, and we identified True Grit’s resistance stats as an opportunity to add one. He’s now significantly more vulnerable to magic damage threats, whether you’re attacking his early game (Elise says hi!) or trying to blow him up in teamfights. How to capitalize on this is up to you, but you now have better options to deal with a Graves than spamming the ban button in champion select.
E - Quickdraw
v7.2
True Grit refreshes off any instance of damage.
Back in 6.23, we shipped an under-the-hood fix to a general piece of code that True Grit uses. This corrected a bug causing True Grit to refresh off any instance of damage Graves dealt, rather than only basic attacks (as stated in the tooltip). Being correct, however, isn’t always the same as being right. The bug was in place for so long that we had balanced around it, and Graves mains had grown accustomed to the extra refreshes. So, we’re putting the behavior back in and changing the tooltip instead.
E - Quickdraw
v6.21
Quickdraw now gives fewer resists when not dashing in.
Graves is the marksman for players who want to get right up in the enemy’s face. True Grit gives Graves enough durability to take a few hits when going toe-to-toe with opponents, but it’s also making him too tanky when he’s kiting away from a fight. Graves’s defenses are meant to enable aggressive Quick Draws, so we’re weakening the reward when he isn’t dashing in.
E - Quickdraw
v6.8
Graves
Basic attacks deal less damage, but crits are more valuable.
Graves doesn’t know the first thing about time-travel, but he and Ekko share a lot of similarities this patch - they deal tons of damage, and they’re practically unkillable. While Graves isn’t building pure defense, his unique interactions with lifesteal and basic-attack scaling let him get away with prioritizing efficient hybrid defensive items (Death’s Dance, Maw, Sterak’s) to wreck early and wreck late. We’re retuning New Destiny’s specs so Graves has to make a choice between being critting people’s heads off or being the gritty, sustained cleanup crew.
Passive - New Destiny
v6.3
Q damage down, and now has a brief delay upon colliding with terrain. Q/R no longer cancel his recoil animation.
Now that the dust has settled and builds are optimized, the results are in: Graves bursts you real fast, and he's not a fan of taking damage. We're cool with the G-man doin' his thing (as long as he's not smoking), but we're addressing his dominance in two ways.
First, we want to force Graves' to make a bigger tradeoff for his damage vs defenses, seeing as his baseline output is so high that he transitions into tank stats early while still managing to make heads roll. Next, we're targeting just how quickly he pumps lead into his targets - often obliterating challenges in a series of animation-cancelled spellcasts.
Graves being the slow-moving, burly guy makes sense for a shotgun-toting gritty outlaw, but introducing more counterplay to his patterns should help you settle the score.
Passive - New Destiny
Q - End of the Line
E - Quickdraw
The beefiest of the Marksman lineup, Graves' burst and tankiness were hallmarks of the carry you'd call when you needed some fighting done - that is, until other bot laners simply started outshining him. Be it rockets, piercing light or laser barrages, Ol' Malcolm's struggled to set himself apart from the pack beyond his bad attitude and big gun.
That is, until he got himself a new big gun.
Armed with New Destiny, Graves finally has the tools to live up to the up-close-and-personal fantasy he's always promised. While most carries kite the front lines, the burden's on the enemy to kite Graves, lest they take the full brunt of New Destiny's rounds to the gut.
General
NEW
Passive - New Destiny
NEW
Q - End of the Line
Fires a narrow missile in a line. After 1 second, the line detonates, dealing high damage in a 'T' shape from where Graves fired it.
W - Smoke Screen
E - Quickdraw
R - Collateral Damage
v5.8
Buckshot deals less damage at max range and slightly more damage at close range.
- "Tough as nails and strong like Gromp, Malcolm Graves is the go-to when you need a lane demolished. We want him to keep his signature explosiveness (and all that southern Bilgewater charm), but at a distance he prefers: up close and personal. Simply put, trading at long-range will see Graves getting less bang for his buck-shot but, once he gets in their comfort zone, it's the end of the line. "
Q - Buckshot
- BASE DAMAGE :
60/95/130/165/200⇒ 60/90/120/150/180 - RATIO :
0.8 bonus attack damage⇒ 0.75 bonus attack damage - BONUS DAMAGE PER BULLET :
40%⇒ 50% - MAXIMUM DAMAGE (3 hits) :
108/171/234/297/360 (+1.44 bonus attack damage)⇒ 120/180/240/300/360 (+1.5 bonus attack damage)
- BASE DAMAGE :
- "We're making readability improvements to a bunch of the champion portrait icons which were added or updated over the past few months."
- PORTRAITS : The following champion portrait icons have been updated:
- Azir, Cho'Gath, Ezreal, Gragas, Graves, Janna, Jarvan IV, Kayle, Kog'Maw, Lee Sin, Malphite, Maokai, Orianna, Renekton, Rengar, Rumble, Shyvana, Sion, Talon, Tristana, Udyr, Vayne, Veigar, Viktor, Zilean
v4.19
Splash Updates
- "As we've mentioned previously, the splash art team is engaged in a long-term effort to update our oldest base splashes. A few more are ready to go this patch!"
- SPLASH : The following champions have received updated base splashes (click the portraits for the full image!)
Blitzcrank
Ezreal
Gragas
Graves
- "We're documenting the collateral in Collateral Damage (this is now the third time we have used this joke)."
R - Collateral Damage
- UNDOCUMENTED BUFF Back in patch 4.13, we increased the damage of Collateral Damage but forgot to mention that this would also buff Collateral Damage's Explosion Damage to
200/280/360⇒ 200/320/440. There is no functional change from 4.13, but we're just documenting it.
- UNDOCUMENTED BUFF Back in patch 4.13, we increased the damage of Collateral Damage but forgot to mention that this would also buff Collateral Damage's Explosion Damage to
v4.13 Graves is putting more damage back into collateral damage. We may have used this joke before, but that doesn't matter. Also Buckshot does more damage for each extra bullet hit.
- "We're buffing Graves' ability to shoot people with a shotgun."
Q - Buckshot
- THIS IS GONNA TICKLE Hitting a target in the face with Buckshot deals
35%⇒ 40% damage for each additional bullet
- THIS IS GONNA TICKLE Hitting a target in the face with Buckshot deals
R - Collateral Damage
- BASE PHYSICAL DAMAGE
250/350/450⇒ 250/400/550
- BASE PHYSICAL DAMAGE
v4.5
Quickdraw costs less mana to use, Collateral Damage's explosion damage is now the same as the impact damage.
"We're emphasizing the collateral part of Collateral Damage."
R - Collateral Damage
- COLLISION BONUS ATTACK DAMAGE RATIO:
1.4⇒ 1.5 - EXPLOSION DAMAGE:
140/250/360 (+1.2 bonus attack damage)⇒ 200/280/360 (+1.2 bonus attack damage)
- COLLISION BONUS ATTACK DAMAGE RATIO:
- Base Movement Speed increased by 25.
- Riot Graves is now properly flagged as having sunglasses
- Base attack speed reduced to 0.625 from 0.638
- Quickdraw attack speed reduced to 30 / 40 / 50 / 60 / 70% from 40 / 50 / 60 / 70 / 80%
- Smokescreen sight reduction range reduced to 675 from 800
- Updated tooltips
- Buckshot
- Damage reduced at later ranks to 60 / 95 / 130 / 165 / 200 form 60 / 105 / 150 / 195 / 240
- Damage per extra bullet increased to 35% from 25%
- Smoke Screen duration reduced to 4 seconds from 5 seconds
- Fixed a bug where using a ward could break Buckshot's sound
- Fixed a bug where Collateral Damage could cost mana and go on cooldown without firing
- Buckshot Mana cost increased to 60 / 70 / 80 / 90 / 100 from 60 / 65 / 70 / 75 / 80
- Collateral Damage
- Initial damage reduced to 250 / 350 / 450 from 250 / 375 / 500
- Explosion damage reduced to 140 / 250 / 360 from 140 / 275 / 400
- Cooldown increased to 100 / 90 / 80 from 80 / 70 / 60
- Attack range reduced to 525 from 550
- Base mana lowered to 295 from 342
- Buckshot damage per additional missile reduced to 25% from 30%
- Fixed a few small tooltip errors
- True Grit
- Buff duration reduced to 3 seconds from 4
- Armor and magic resistance per stack reduced to 3 from 4 at max level
- Buckshot damage per additional missile reduced to 30% from 35%
v1.0.0.127
Graves released
Articles
- 2014
- May 19th, Dead Man Walkin' - Graves in Pro Play from LoL Esports
Additional Content
Champion Information
- Graves's Champion Page
- Universe of League of Legends Page
- Graves Mechanics Preview
- Champion Sneak Peek Graves, the Outlaw
Related Lore
Journal of Justice
Video
Others
Skin Release
Promotional Site
Video
Teasers
Other
Champion Spotlight
Art Spotlight
Cinematic
- Tales of Runeterra: Don't Mess With Yordles
- Tales of Runeterra: Bilgewater | “Double-Double Cross”
- Absolution | Sentinels of Light 2021 Cinematic
- A New Dawn
Login Screen
- Battle Academia 2019
- Snowdown 2016
- Burning Tides: Unreleased Graves and Twisted Fate
- Pool Party Login Screen
Others






