Double Barrel:Graves' shotgun Destiny holds up to 2 shells. After firing both shells or sitting on one for a few seconds without attacking, Graves must reload for a few seconds. The reload speed is reduced by bonus attack speed.
12-Gauge: Basic attacks consume one shell and spray 4 pellets in a cone, dealing 70 - 100 (based on level)% ADphysical damage plus「 a third of that damage 」「 23.3 - 33.3 (based on level)% AD damage 」for each pellet beyond the first, up to a maximum of 140 - 200 (based on level)% AD physical damage.
Critical strikes spray 6 pellets over a 50% wider cone, dealing 40% (+ 20%) ADbonus damage. Basic attacks deal 25% reduced damage against turrets.
Buckshot:Pellets stop at the first enemy unit or structure they hit, meaning Graves is not guaranteed to hit his primary target. Each pellet applies on-hit effects, but enemies are affected by them once per shell (exception). Non-champion units hit by more than one pellet are knocked back.
The reload time after firing both shells and the time before reloading while sitting on one shell are the same, of 2.08 seconds. They're then reduced by 0.5% for every 1% bonus attack speed, to a minimum of 1.56 - 1.12 (based on level) seconds.
The reload time with one shell is of 1.3 seconds.
The in-game HUD displays Graves's reload speed in place of his attack speed. This is a visual bug, and his attack speed behaves normally.
Graves's reload speed is in the form of reloads per second:
Reload speed: 0.481. Scales less the more attack speed you have until it no longer increases, after which it will start decreasing up to a certain cap.
Reload speed cap: 0.651 - 0.891 (based on level).
Graves's bonus attack speed growth will affect his reload speed, although is affected by the scaling just like other sources of bonus attack speed.
The in-game tooltip for New Destiny states that bonus attack speed is less effective toward his reload time, which is true, but that it improves his attack speed dramatically, which appears to be false. His attack speed appears to function normally when compared to other champions - i.e. 100% bonus attack speed increases his base attack speed by 100%.
One-use on-hit effects will apply to the first target hit, and are not guaranteed to affect his attack target.
Active:Graves fires a round in the target direction that deals physical damage to all enemies it passes through and leaves behind a powder trail.
Initial Physical Damage:
45 / 60 / 75 / 90 / 105 (+ 100% bonus AD)
After 2 seconds, or after 0.25 upon impacting with a structure or terrain, the round detonates dealing physical damage to all enemies in a wide perpendicular area and in a reverse wave along the powder trail.
Active:Graves fires a smoke canister at the target area, dealing magic damage to all nearby enemies, slowing them upon impact by 50% for 0.5 seconds, and creating a cloud of smoke for 4 seconds that applies nearsight of outside the area to all enemies within.
60 / 110 / 160 / 210 / 260 (+ 60% AP)
Spell shields will block the instance of damage, but will not mitigate the persistent area of effect.
Despite being classified as crowd control for the purposes of Quicksilver, crowd control immunity will not resist nearsight.
Active:Gravesdashes in the target direction, resetting his attack timer, reloading one shell and gaining a stack of True Grit for 4 seconds, stacking up to 8 times. Dashing towards an enemy instantly grants 2 stacks of True Grit.
Each pellet reduces Quickdraw's cooldown by 0.5 seconds upon impacting an enemy.
True Grit:Graves gains bonus armor. Attacks versus non-minions will refresh the duration of True Grit.
5 / 7.5 / 10 / 12.5 / 15
40 / 60 / 80 / 100 / 120
Using Quickdraw while fully loaded will not grant any additional shells.
Active:Graves fires an explosive shell in the target direction, dealing physical damage to every non-champion enemy it passes through as well as the first enemy champion it collides with, while also dashing in the opposite direction.
250 / 400 / 550 (+ 150% bonus AD)
Explosion Physical Damage:
200 / 320 / 440 (+ 120% bonus AD)
After hitting a champion or reaching the end of its range the shell explodes, dealing 80% of its original damage in a cone.