Collector base.
Final onslaught to the collector base aka suicide mission, Mass Effect 2. All hands on deck.
Also somewhat Shrios theme in here :)
Bonus for the request:
Honestly I made Twisted Fate awhile ago so Graves was on my To Do list. It does also help that he has become a bit of a main character in the Tales of Runeterra shorts, being featured in both the Bilgewater and Bandle City short. And his place in the League meta certainly helps too.
But truthfully most of the builds I make are rather spur of the moment. Graves was just one I had a sudden bit of inspiration to do, which is why he’s up now.
GOALS
Hope you weren't planning to die of natural causes - Two barrels of Destiny should be enough to blow the brains out of anyone who stands in your way, or any other squishy bits.
I ain't got time to bleed - Who has more armor? The woman riding a horse made of literal metal, or the guy with a shotgun who did a bunch of Wave Dashes?
Lights out - To keep foes in place you’re going to need to smoke them out... Smoke them in?
RACE
Because I’m sick of constantly making Variant Humans I’m still going for Eberron Dragonmarks. Nothing really makes sense for Graves except for the Mark of Passage. Your Dexterity increases by 2 and you can increase any ability of your choice by 1: bump up that Constitution for a bit more bulk in the jungle.
You have Courier’s Speed for 5 extra feet of movement and Intuitive Motion to drive land vehicles or make Acrobatics checks. But of course the main feature we’re here for is Magical Passage to cast Misty Step once per Long Rest. Since we won’t be getting Misty Step from elsewhere we’ll finally have an accurate cooldown for Flash!
If Dragonmarks aren’t an option: Variant Human with either the Crossbow Expert feat or the Fey Touched feat works fine.
ABILITY SCORES
15; DEXTERITY - DEX is the “shoot gun” stat, as well as your AC stat among other things. Turns out we’ll have to shoot our gun a lot.
14; CHARISMA - Graves has a gruff charm to him, and while Fate is the one who usually does the talking that doesn’t mean Graves is incapable of doing so.
13; CONSTITUTION - You’re deceptively tanky for a Markman, though that mostly comes from Grit.
12; STRENGTH - You’re also a fairly large man, and New Destiny is a heavy gun.
10; WISDOM - You can tell when folk are lying but you’re a little dense.
8; INTELLIGENCE - But if the Legends of Runeterra shorts have shown anything it’s that you’re only really getting by on dumb luck and determination.
BACKGROUND
LoL wiki says you’re a mercenary, but you tend to work alone (or sometimes with your partner Tobias) so Urban Bounty Hunter makes a lot more sense for finding the scum of Bilgewater. Insight is nice but I’d also grab Intimidation instead of Persuasion or Deception, because you don’t play nice. You also get some tool proficiencies: I’m sure your partner taught you how to play with Cards and Dice, if only to cheat you out of your money.
But what we’re mainly here for is the Ear to the Ground feature, letting you keep in contact with Bilgewater’s underbelly to know who needs a blasting. These connections can get you a contact for bounty work anywhere you may go.
(Artwork by Kelly Aleshire. Made for Riot Games.)
THE BUILD
LEVEL 1 - FIGHTER 1
If Fighter is the fastest way to learn how to shoot a gun then you must fight! Fighters get two proficiencies from the Fighter list: Athletics and Acrobatics will help you with all that “jungling” stuff.
You also get a Fighting Style and you may be surprised to hear but we’re going for Archery to shoot your gun better, and you also get Second Wind for some refillable potions.
Honestly the most interesting thing to talk about with Fighter levels is what you’re going to grab for a weapon. If you’ve got an Artificer who can give you a cool (Heavy) Crossbow then feel free to grab that, but for the most part we’ll be using Hand Crossbows to recreate the range limitations of Graves’ shotgun.
LEVEL 2 - FIGHTER 2
You’ve got two barrels on your gun so you should shoot both of them in a round thanks to Action Surge. Get another action on your turn! Yup that’s all she wrote chief.
LEVEL 3 - FIGHTER 3
Third level Fighters get to choose their Martial Archetype and Graves is simple, boring, but effective. Feel free to take something more fun (or just use the Dark Tides of Bilgewater Renegade subclass tbh) but it’s about time I crack out the good ol’ Champion Fighter! Buy a Collector for an Improved Critical range of either 19 or 20! That’s 10% crit chance! But any ADC main will tell you that 10% crit still isn’t much crit.
LEVEL 4 - FIGHTER 4
4th level Fighters get our first Ability Score Improvement but being able to shoot good is more important. Grab Crossbow Expert to shoot in melee, reload quickly in a fight, and shoot with your Bonus Action after shooting!
LEVEL 5 - FIGHTER 5
5th level Fighters get an Extra Attack to Blam and then Blam again. These two Blams are separate from your Crossbow Expert Blam which is also separate from Action Surge, allowing you to Blam another two times meaning by level 5 you can already Blam up to 5 times in one round!
(Artwork made for Riot Games.)
LEVEL 6 - SORCERER 1
What? Did you really think that we wouldn’t have any spellcaster levels? Sorry to say it but there’s no easy way for a martial character to shoot out a smoke cloud or Wave Dash enough to survive a sniper rifle shot in the head.
We’ll be going for the Clockwork Soul since your gun is certainly mechanical in nature, and it’s certainly the soul of your character. As a Clockwork Sorcerer you can use your reaction to Restore Balance and negate either Advantage or Disadvantage a number of times equal to your proficiency bonus, regaining all expended uses at the end of a Long Rest. I’d flavor this more as your skill from years in the business letting you steady your aim or dodge out of the way of a foe who thinks they have the upper hand.
You know what helps with getting the upper hand? Spellcasting, especially with extra spells from Clockwork Magic. The extra spells you can get can be from the Abjuration or Transmutation schools, and can be from the Wizard, Warlock, or Sorcerer spell list. This means you can grab Shield for some Grit AC, and Absorb Elements for some Magic Resistance as well. You also get 4 cantrips and 2 more leveled spells:
CANTRIPS
Mind Sliver will serve as your Challenging Smite, weakening enemies and damaging them.
Message will help you keep in team chat with TF.
Prestidigitation will let you do all sorts of minor tricks with your bullets and gas canisters.
Mending will help you fix up your outfit after getting in scuff.
SPELLS
Fog Cloud will serve as your Smoke Screen, obviously.
To shoot out some Galeforce projectiles, grab Magic Missile to execute! (Note: Magic Missile will not actually execute.)
LEVEL 7 - WARLOCK 1
I COULDN’T HELP IT I’M SORRY. Warlock levels give us an easy way to have spells ready with just a short rest. First level Warlocks can choose their Patron at level 1 and for a bit more lethality take the Genie Patron. You can choose your Genie Kind and a Djinni will give a couple of benefits: for one your Genie’s Vessel will let you do Thunder damage equal to your Proficiency bonus once per turn thanks to Genie’s Wrath. You also have Bottled Respite for a safe place to rest and store the two guns and three knives you are expected to stick onto your gun.
You also get Pact Magic which is like regular spell slots but they come back after a Short Rest. Thunderwave is a good way to give yourself some space with shotgun knockback, and is on your Warlock spell list since you took the Djinni patron! And Hex is just good to Smite a foe to do more damage to them.
LEVEL 8 - WARLOCK 2
Second level Warlocks get their second Pact Magic slot, which is the main reason we need at least 2 levels in Warlock. But you also get Eldritch Invocations: Devil’s Sight will let you see through the dark with your dumb human eyes. And to play dress up Mask of Many Faces will let you put on some skins!
You can also learn another first level spell from the Warlock list: honestly there isn’t much I want, so I guess you can grab Armor of Agathys for some Thornmail.
(Artwork by Bo “chenbowow” Chen. Made for Riot Games.)
LEVEL 9 - FIGHTER 6
Back to Fighterman, take me by the hand for Ability Scores and, +2 to Dexterity man.
LEVEL 10 - FIGHTER 7
7th level Champions are Remarkable Athletes, letting them add half their proficiency bonus to any STR, DEX, or CON check made which you aren’t already proficient in. Unfortunately you have proficiency in Athletics and Acrobatics but at least this buffs your Slight of Hand and Stealth. And since Initiative is a DEX check, this ability improves that too!
Oh and you can also increase the distance of a running long jump by a number of feet equal to your Strength modifier. A whole extra foot of jumping distance!
LEVEL 11 - FIGHTER 8
Hey more Ability Score Improvements! Cap off that Dexterity, and also put 1 in Charisma for later.
LEVEL 12 - FIGHTER 9
9th level Fighters get a QSS for Indomitable, rerolling a failed save to potentially succeed! Are you going to succeed any mental saving throws? Probably not, but you’ve got a good chance for Strength, Dexterity, and Constitution. And you can use this for Death Saves too!
(Artwork made for Riot Games.)
LEVEL 13 - FIGHTER 10
10th level Champions get a whole Additional Fighting Style! Wowie! Take Defense for a bit more Grit in a teamfight.
LEVEL 14 - FIGHTER 11
11th level Fighters get an extra Extra Attack, letting them attack 3 times in a round. This means 4 attacks with Crossbow Expert and 7 if you Action Surge!
LEVEL 15 - FIGHTER 12
12th level Fighters get another Ability Score Improvement, and you know what’s better than one Flash? Two Flashes! Grab the Fey Touched Feat to increase your Charisma by 1, get another once-per-day use of the Misty Step spell, and also grab the Heroism spell for a bit more grit that you can cast with your first level slots.
(Artwork made for Riot Games.)
LEVEL 16 - FIGHTER 13
13th level Fighters get another use of Indomitable. That’s two rerolls on any failed save! Wow I know basic math!
LEVEL 17 - FIGHTER 14
14th level means another Ability Score Improvement: more Charisma means better Definitely-Not-Spells. But feel free to get something like Sharpshooter or another more practical feat, as the only spells you really have which rely on Charisma are Mind Sliver and Thunderwave.
LEVEL 18 - FIGHTER 15
15th level Champions finally grab their Infinity Edge for a Superior Critical on an 18, 19, or 20! 15% crit chance!
LEVEL 19 - FIGHTER 16
16th level means another Ability Score Improvement: either cap off your Charisma or grab some better feats. Build flexibility is important. "Got any bright ideas?"
LEVEL 20 - FIGHTER 17
Our last level is the 17th level of Fighter for one more use of Indomitable (making it 3 uses total) as well as an extra use of Action Surge! You can’t Action Surge twice in the same turn but you can Action Surge two turns in a row to really put the DPS out!
FINAL BUILD
PROS
I like my enemies two ways: dead, or about to be - Your shots are as reliable as they are deadly. 4 shots per turn thanks to Crossbow Expert’s Bonus Action, all of which have a whopping +13 to hit! Not to mention Genie’s Wrath giving you a flat +6 damage every turn and Superior Critical allowing you to crit 15% of the time.
Let's settle the score - A little bit of magic never hurt anyone. A few Misty Steps and a few more Shields can keep you out of danger, and spells like Hex can let you up your DPS. Even Fog Cloud (while admittedly situational) can still give you cover for either an attack or an escape.
Easy, partner - All that magic along with Fighter abilities and Fighter hit die means that you’re sturdier than most, with plenty of ways to shrug off attacks or boost yourself up after getting hit.
CONS
Who's in the dark now? - Making a specific point of dumping both Intelligence and Wisdom leaves you very lacking in social encounters. It also means that you’ll have a lot of trouble with spells. Even Hold Person can really hinder you.
Everyone's a hero... till you shoot off a leg or two - Champion isn’t exactly the most exciting class and this is well-known, but unfortunately Graves isn’t exactly the most exciting champion. Trust me I’d love to make him a Battle Master, Arcane Archer, Samurai, or Renegade (Dark Tides of Bilgewater.) But Graves is a big man with big crits and not much else.
Go ahead; I like moving targets - One more level in Warlock would’ve given you Misty Steps that come back after a Short Rest, as well as the Darkness spell which is arguably stronger than Fog Cloud. It would’ve also given you your Pact Boon, all of which are very strong. Honestly while the 17th level of Fighter is stronger if you know that you aren’t going to get to level 20 I’d definitely recommend a third Warlock level for the reasons I just said.
But of course anyone can win if they can just wave their hands around to send giant flaming rocks out of the sky. You prove that all you need to win a fight is a big gun, good aim, and a whole lotta grit. Put one between their eyes and a hundred more into their chest, and don’t mind any potential Collateral Damage. Just watch out for traps and stay clear of Yordles; wouldn’t want to be featured in another animated short.
(Artwork by Xu “Crow God” Cheng. Made for Riot Games.)