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Graves vs McGinnis

Graves's team wins 54.3% McGinnis's team wins 45.7%, across 47,857 games

Written for the Graves player. Playing McGinnis? See McGinnis vs Graves →

McGinnis has the edge

Graves usually wins 57.2% of games. Against McGinnis that is 2.9% lower, over 47,857 games.

  • Whole match 54.3% −2.9% vs usual 47,857 games
  • Sharing a lane 53.6% −3.6% vs usual 15,950 games
  • Oracle and above 52.6% −1.6% vs usual 913 games

"Sharing a lane" counts only games where both were assigned the same lane — the laning matchup itself. "Oracle and above" counts only matches whose average rank was Oracle and above, against Graves's usual win rate at that rank.

The fight at a glance

If you're Graves

Spectral Wall 50m Range6s Duration50s Cooldown Projects a barrier of spirit panels that slows enemies who pass through it, and can be detonated early to split the terrain and damage anything nearby. Crowd Control Slow on anyone passing through, increased by +24% at T3. Damage 60 damage on eruption (deadlock.one). Defensive Blocks line of sight and physical pathing; 1 +20% damage amp for McGinnis on hit enemies for 7s. 2 -20s cooldown, +2s duration. 5 deploys 2 Mini Turrets near the wall for 8s, +24% slow.

Wait out Spectral Wall 50s cooldown

ThenFake an engage to force the wall, then commit when it is on cooldown.

Watch out
Spectral Wall drops between you and your team mid-fight, splits your team in two, and slows anyone who forces through it (+24% slow at Tier 3).
Your edge
Neither kit has a clear edge here; this one comes down to who uses their cooldowns better.
Buy
Inhibitor Inhibitor 6,400 souls · Tier 4 · Armor · Passive +150 Bonus Health +5s Debuff Duration -30% Damage Penalty +10% Weapon Damage -40% Incoming Healing Buy it against the unkillable frontline from McGinnis.

If you're McGinnis

Has the edge
Grasping Hands 24m Range5s Duration34s Cooldown Raises a line of undead hands out of the ground, after a 0.8s deploy, that damages and immobilizes anyone passing through at ground level, spawns a Ghoul, and leaves a lingering rift behind. Crowd Control immobilize (root) on enemies who pass through; Damage roughly 90 spirit at base, +90 more at tier 2 (metabot.gg, deadlock.one) Mobility none for Graves 1 +90 damage and +10m wall length 2 +1 Ghoul, about -14s cooldown and +0.75s immobilize

Wait out Grasping Hands 34s cooldown

ThenFake an approach down a chokepoint, let her place the wall, then commit from a different angle.

Watch out
Grasping Hands across a doorway or stair roots you in place while Deadheads and Ghouls grind you down.
Your edge
McGinnis has more reach than Graves, so you can trade from range.
Buy
Monster Rounds Monster Rounds 800 souls · Tier 1 · Weapon · Passive +25% Weapon Damage vs. NPCs +1 Out of Combat Regen +25% Bullet Resist vs. NPCs Buy it against the objective pressure from Graves.

The full plan for Graves, phase by phase, is below. McGinnis's side in full →

What should I do right now?

Do

  • Plan for Inhibitor Inhibitor 6,400 souls Tier 4ArmorPassive +150 Bonus Health +5s Debuff Duration -30% Damage Penalty +10% Weapon Damage -40% Incoming Healing — know which tier it sits in so you are not improvising at the shop.
  • Know what Spectral Wall looks like. It is the cooldown this lane revolves around.

Avoid

  • Walking to lane on the same path every wave against a hero with McGinnis's engage range.

Do

  • 0% move speed while firing and no mobility ability at all — if a dive actually reaches her she cannot leave.
  • 3.29s reload is a real window; a hero who counts her magazine gets a free engage every cycle.
  • Jar of Dead Jar of Dead Passively banks a charge whenever something dies near Graves. Crowd Control none at base; the tier-2 upgrade adds roughly a 30% movement slow for about… Damage roughly 16 spirit per Deadhead hit at base spirit power (deadlock.one, patch… Defensive tier-1 upgrade returns a small heal (about 5 health) when a death is… 1 heals Graves a small amount for each death collected 2 Deadhead hits apply roughly a 30% slow for about 1 second 5 +2 additional Deadheads and +4 seconds of lifetime charges off every creep death, so a lane Graves is winning snowballs the ability's uptime

Avoid

  • A 66-round magazine plus Mini Turret Mini Turret 20m Range18s Cooldown Places a small automated turret that fires spirit damage at nearby enemies for a limited lifetime. Damage 24 DPS per turret with 100 turret health (deadlock.one). Defensive Turrets act as a tripwire and a damage sponge; 1 +10 turret DPS, +10m attack range. 2 +25% turret fire rate, +12s turret lifetime. gives her sustained fire and turret pressure in lane.
  • Spectral Wall denies orb contests and safely secures her own last hits by cutting off the enemy's approach angle.

Do

  • Their first real spike is Spectral Wall unlock (level 1 priority) — respect it from that point, not before.
  • Your spike is ult unlock: Borrowed Decree Borrowed Decree 20m Range16s Duration140s Cooldown Plants a gravestone that spawns Ghouls over time. Crowd Control area slow on Ghoul detonation Damage roughly 115 spirit on Ghoul detonation and about 40 melee per upgrade tier; Defensive a gravestone placed on your own walker or guardian turns a defensive hold… 1 +25% Ghoul move speed and about -15s cooldown 2 +10s duration 5 Ghouls deal roughly +5% of the target's current health as damage when they die, and… converts her into permanent lane and objective pressure even while she is elsewhere on the map

Avoid

  • Taking an even fight against McGinnis on their spike timing when you could take the same fight ten minutes later on yours.

Do

  • Watch for Heavy Barrage Heavy Barrage 36m Range8s Duration200s Cooldown McGinnis unloads a continuous stream of rockets that home toward a designated location for a duration. Crowd Control T1 applies a 24% movement and dash slow for 1s to targets hit, which… Damage 21 damage per rocket (deadlock.one). Mobility She keeps moving and can use stamina during the channel, but is slowed. 1 24% movement and dash slow for 1s on hit. 2 -45s cooldown, +6s duration. 5 +2m radius, +15 damage per rocket with increased spirit scaling. . Leave the marked area immediately — the rockets home but the zone does not follow you, so lateral distance beats it every time.
  • Melee the Spectral Wall. It is destructible by melee attacks; a heavy melee opens a gap in seconds and is faster than the 20+ second walk around.

Avoid

McGinnis’s abilities

  • Heavy Barrage Ultimate

    Area denial as a win condition. It makes a chokepoint, an objective, or a downed team's escape route simply unstandable for several seconds, and forces a retreat even when it does not kill.

    • Leave the marked area immediately — the rockets home but the zone does not follow you, so lateral distance beats it every time.
    • Do not try to fight through it toward her; that is exactly the trade the ability is priced for.
    • She is slowed during the channel and cannot reposition quickly — this is a window to dive her personally.
  • Spectral Wall Ability 3

    The tool that keeps you inside everything else McGinnis throws — slow on anyone passing through, increased by +24% at T3.

    • Melee it. Spectral Wall panels break to melee attacks, and a heavy melee opens a hole faster than walking around.
    • Blink, teleport or displacement ignores it outright — Pocket's Flying Cloak Flying Cloak 26s Cooldown Pocket sends a living cloak flying forward, damaging enemies it passes. Damage 60 damage. T2 grants +5 weapon damage for 6s. Mobility Teleport to the cloak's live position, so the distance is chosen after the… Defensive Can be thrown backward as an escape route rather than forward as an engage. 1 +70 damage. 2 +5 weapon damage for 6s. 5 +1.6s cloak lifetime, -10s cooldown. , Mirage's Traveler Traveler 140s Cooldown Mirage designates a spot on the minimap and, after a 3s wait, teleports there and gains a barrier. Damage No damage. 140s cooldown. Mobility Global relocation, the split-pressure tool in his kit. Defensive Every Traveler grants a 400 barrier on arrival, so he lands into a fight… 1 +3m move speed and +20% fire rate for 12s on arrival (the 12s now comes from the base… 2 -65s cooldown. 5 damage can no longer cancel the channel, and the barrier gains 0.8 spirit scaling. and Paradoxical Swap Paradoxical Swap 25m Range95s Cooldown Paradox fires a bolt that, on hitting an enemy hero, trades her position with theirs. Crowd Control The displacement itself is the control effect — there is no stun attached at… Damage 150 damage, scaling with spirit power. Mobility It relocates her to the target's position, which is simultaneously a… 1 200 barrier for 8s (scales with Spirit). 2 -30s cooldown, +13m cast range. 5 swaps all enemies within 7m of the hit target, +10% max health damage. all bypass a wall.
    • Pre-commit before she can place it; the wall is reactive, so the punish is engaging on the cooldown, not through the wall.
  • Mini Turret Ability 1

    Free area denial and chip damage she does not have to aim. In lane they secure the wave and punish anyone who walks into her half; in fights they add damage she keeps producing while reloading.

    • Shoot them. At 100 HP a turret dies to a fraction of a magazine or any AoE ability, and killing them costs her the charge for the full cooldown.
    • Approach from outside turret attack range and force her to re-place them under pressure rather than pre-placed.
    • Turrets are static: break line of sight behind a pillar and they stop contributing entirely.
  • Medicinal Specter Medicinal Specter 15m Range6.5s Duration50s Cooldown Summons a spirit at a location that heals McGinnis and nearby allies for a duration. Damage No damage. Heals +25/sec (deadlock.one). Mobility None, though T2 grants +100% stamina recovery inside it. Defensive Primary defensive tool; 1 +1.5s duration. 2 -20s cooldown, +100% stamina recovery. 5 +2% max HP regen, +3m heal radius, +40% spirit resist. Ability 2

    The reason she can hold a lane or a choke indefinitely. It turns a defensive stand into a war of attrition she wins, and later becomes a full team sustain and spirit-resist station.

    • Apply anti-heal (Healbane Healbane 1,600 souls Tier 2ArmorPassive +8s Duration +7 Spirit Power -35% Incoming Healing / Toxic Bullets Toxic Bullets 3,200 souls Tier 3WeaponPassive -40% Incoming Healing ) before committing; the specter is a heal-over-time, so reducing the rate breaks the attrition math rather than the burst.
    • The specter is placed at a fixed point — force the fight to move, or displace her out of it (a Bebop hook or a Paradox swap drags her off her own healing).
    • Attacking from a flank that makes her step out of the radius to return fire wins the trade for free.
  1. 1 Spectral Wall

    Spectral Wall first, always. Fake an engage to force the wall, then commit when it is on cooldown — everything else in her kit is survivable without it.

  2. 2 Medicinal Specter

    Medicinal Specter second: make her drop it defensively on a trooper wave or a poke trade, then fight her when her attrition tool is gone.

  3. 3 Mini Turret

    Mini Turret charges third — destroy them as they are placed so she cannot hold charges for the actual fight.

The matchup in detail

  • Zero mobility and zero escape. There is no button that saves her from a successful engage. Strong evidence
  • Low burst — she cannot punish a mistake quickly, only grind. Strong evidence
  • Loses to heroes who ignore her geometry: blinks and teleports walk through her entire kit. Strong evidence
  • Read this matchup as one where the early deficit sticks. McGinnis is a top-tier laner, and the 09-16-2026 patch removed the fixed bonus souls for being modestly behind in net worth on both hero kill bounties and Rift bounties, with the notes explicitly naming early-to-mid game as the most affected window. What is left is a redistribution inside your own team, not a handout. The practical consequence is that a lane you lose 0-6 minutes no longer self-corrects — you have to not lose it, or take the game somewhere else quickly. Documented
  • You win by being somewhere else and McGinnis wins by being everywhere at once with four friends. That is a clock matchup with fixed hands: the Rift at roughly 11:00 and every 7 minutes after, and the Urn at 10, 15, 20 and 25. Your split has to be timed so that you are cashing a structure during the minutes they are grouped for one of those, and back or unreachable during the minutes they are not. Splitting on a schedule that ignores the objective clock just hands them a 5v4. Strategic
  • Neither of you can disengage well, so fights between you tend to go to completion. That makes the decision to start one much more important than anything you do inside it — commit only when you already have the advantage, because backing out is not available to either side. Strategic
  • Spectral Wall drops between you and your team mid-fight, splits your team in two, and slows anyone who forces through it (+24% slow at T3). Strong evidence
  • She walls your retreat and then drops Heavy Barrage on the pocket you are trapped in — homing rockets mean strafing does not save you. Strong evidence
  • A 66-round magazine plus 2-3 Mini Turrets means the total DPS pointed at you in her zone is far higher than the 72 DPS of her own minigun suggests. Strong evidence
  • Medicinal Specter with T3 gives her team +40% Spirit Resist and a constant heal, so spirit-burst compositions simply fail to kill anyone inside it. Strong evidence
  • Spectral Wall T1 amps her own damage +20% against anyone the wall touched, so being clipped by the wall makes the follow-up minigun burst hurt far more. Strong evidence
  • Melee the Spectral Wall. It is destructible by melee attacks; a heavy melee opens a gap in seconds and is faster than the 20+ second walk around. Strong evidence
  • Bring a blink, teleport or displacement. Pocket's Flying Cloak, Mirage's Traveler, Paradoxical Swap and similar ignore her walls entirely — this is why mobility burst heroes beat her. Strong evidence
  • Count her magazine and engage on the 3.29s reload. She has 0% move speed while firing and no escape ability, so a dive landed on reload is usually a kill. Strong evidence
  • Kill the Mini Turrets on sight — 100 HP each, and each kill puts a charge on full cooldown while she has no other chip damage. Strong evidence
  • Force fights away from her prepared ground. She cannot rotate quickly (6.7 m/s, 2 stamina), so take an objective on the opposite side of the map and she arrives late and un-set-up. Strong evidence
  • Apply anti-heal before engaging into Medicinal Specter; the zone is a heal-over-time, so cutting the rate breaks it more cleanly than trying to out-damage it. Strong evidence
  • Metal Skin Metal Skin 3,200 souls Tier 3ArmorInstantCast +24s Cooldown +5s Duration +12% Bullet Resist -20% Dash Distance +20% Gravity Scale is the right shape of answer to McGinnis's gun — 5 seconds of complete bullet immunity on a 24-second cooldown — but know its two holes before you rely on it. It does not stop on-bullet build-ups, so their Toxic Bullets bleed, Silencer Silencer 6,400 souls Tier 4WeaponPassive +12% Spirit Resist -25% Spirit Damage Reduction +2.5s Silence Duration +6s Debuff Duration +10s Immunity Duration stacks and slow build-ups keep landing while you are immune, and it costs you −1.5 m/s and −20% dash distance for the duration, which is the wrong trade if you were planning to walk out during it. Use it to win a stand-and-fight window, not to escape one. Documented
  • McGinnis's bullets are among the fastest in the game and you have little mobility, so you will not dodge their gun; the answer is the item that changes what their bullets do rather than where you stand. Plated Armor Plated Armor 6,400 souls Tier 4ArmorPassive +1s Cooldown +30% Deflection Percent +50% On-Hit Prevention Percent +130 Bonus Health deflects bullets outright and — the part most players miss — strips their on-hit build-ups, which is the only clean answer to Silencer, Toxic Bullets and Inhibitor stacks landing on you. If 6,400 is too far away, Battle Vest Battle Vest 1,600 souls Tier 2ArmorPassive +18% Bullet Resist +3 Out of Combat Regen +65% Life Threshold +22% Weapon Damage +7% Fire Rate at +18% Bullet Resist is the efficient Tier II step and Bullet Resilience Bullet Resilience 3,200 souls Tier 3ArmorPassive +35% Bullet Resist +5 Out of Combat Regen at +30% (with a further +15% below half health) the Tier III one. Strong evidence
  • Her 3.29s reload, with 0% move speed while shooting — she cannot fire and cannot flee simultaneously. Strong evidence
  • Immediately after Spectral Wall is spent or broken by melee: she has no other way to stop a gap-close. Strong evidence
  • During Heavy Barrage, when she is slowed and channel-committed to a target area away from herself. Strong evidence
  • Any rotation. Moving between lanes she has no turrets down, no wall placed and no heal zone, and at 6.7 m/s she cannot get away from a flank. Strong evidence
  • The first seconds after she places Medicinal Specter, since that zone anchors her to a known point you can pre-aim. Strong evidence
  • You have real objective damage, which makes the Guardian your win condition in this lane rather than McGinnis's health bar. Guardian resistance scales from +50% down to −50% across roughly the first twelve minutes since 05-22-2026 — it gets softer, not harder, so the pressure you can apply grows every minute from about 6:00. Guardians also have no ability-damage reduction, so spirit works on them at full value. Older guides claiming Guardians toughen over time are wrong. Documented
  • McGinnis will shove the wave into your Guardian to push you off souls, and you are not fast enough to walk around it. The thing to protect is the floating orb — the ground orb drops and cannot be denied, so half your income is safe no matter what they do, and the contest is only ever over the other 50. Position on your Guardian's side of the wave so you are already in range of the floating orbs when they pop, and give up the forward orbs rather than crossing for them. Strategic
  • McGinnis is one of the strongest laners in the game and the standard build order will lose to them. Tier I is 800 and Tier II is 1,600, so your first meaningful decision comes fast: against this hero the 1,600 that answers their specific threat (Healbane if they out-sustain you, Debuff Reducer Debuff Reducer 1,600 souls Tier 2ArmorPassive +25% Debuff Resist +90 Bonus Health if they out-lock you, Battle Vest at +18% if they out-gun you) is worth more than the damage item that wins you a lane you are not going to win anyway. Strategic
  • A 66-round magazine plus Mini Turret gives her sustained fire and turret pressure in lane. Strong evidence
  • Spectral Wall denies orb contests and safely secures her own last hits by cutting off the enemy's approach angle. Strong evidence
  • 0% move speed while firing and no mobility ability at all — if a dive actually reaches her she cannot leave. Strong evidence
  • 3.29s reload is a real window; a hero who counts her magazine gets a free engage every cycle. Strong evidence
  • Jar of Dead charges off every creep death, so a lane Graves is winning snowballs the ability's uptime Strong evidence
  • The first Unstable Rift lands around 11:00 and then every 7 minutes, and McGinnis beats you in exactly the fight it creates. Use the telegraph: a world-only visual appears on a random side-lane bridge roughly 60 seconds before the global announcement and map marker, which is the single biggest piece of free information in the mid game. Spend those 60 seconds either grouping or deliberately taking something elsewhere — the one thing you cannot afford is arriving at a Rift bridge late and alone. Strong evidence
  • Your objective damage is the lever in this matchup and the Walker timing is where it pays. Walkers sit around 65% damage resistance early and decay toward −65% by minute 18, so the same rotation that accomplishes nothing at 12:00 kills one outright at 17:00. Each Walker your team destroys also unlocks an extra item slot for the whole team, so the take is a build spike for five other people, not just souls. Remember a Walker is invulnerable unless someone is within 22m. Strong evidence
  • Spectral Wall unlock (level 1 priority) — Her defining tool is online immediately. Strong evidence
  • Spectral Wall T2 (mid game) — -20s cooldown means she can wall every fight rather than every other fight, which changes how the whole map is contested. Strong evidence
  • Heavy Barrage T2 — -45s cooldown and +6s duration turn the ultimate from a once-a-fight tool into a standing area-denial presence. Strong evidence
  • Late 40min+ with Boundless Spirit Boundless Spirit 6,400 souls Tier 4TechPassive +30 Spirit Power +75 Bonus Health +4 Out of Combat Regen +15% Spirit Power Builds from Improved Spirit — Turret and barrage spirit scaling makes her zone genuinely lethal rather than merely annoying. Strong evidence
  • Borrowed Decree unlock — Converts her into permanent lane and objective pressure even while she is elsewhere on the map Strong evidence
  • Grasping Hands tier 2 — +10m wall length turns it from a spot-block into a lane-wide cut, which is when her zoning starts controlling teamfights Strong evidence
  • Stacking a second damage-reduction debuff onto McGinnis is close to a wasted slot: since 05-22-2026 total damage-reduction debuffs stack diminishingly rather than additively. If someone on your team already brings one, your souls buy more as anti-heal or as resist shred, both of which sit on different multipliers. Coordinate this before the game rather than discovering it in the fight — two players independently buying Inhibitor against their carry is a common and invisible waste. Documented
  • McGinnis wins by choosing where the fight happens. Take your position before the zoning goes down, not after — once the area is committed you are fighting on their terms, and walking in to contest it is exactly the mistake the kit is built to farm. Strategic
  • When you go for their Walker against a team with McGinnis peeling, the 22m rule is your positioning constraint: a Walker is invulnerable while no enemy is within 22m, so somebody has to be inside that ring for any of your damage to count. Being that body is a commitment, not a poke. Backdoor protection also gives the Walker 65% damage reduction and 65 HP/s regeneration until your trooper wave arrives, so going without the wave is not a faster take, it is no take at all. Strong evidence
  • McGinnis heals through damage, so healing reduction is not optional here — but pick the right application route. Anti-heal arrives two ways: bullet-applied (Toxic Bullets, T3) builds up through gunfire, and spirit-applied (Healbane, T2) lands off Spirit Damage. Buy the one that matches how you actually deal damage, or it will never apply. Documented
  • Inhibitor (vitality T4) — This lineup gets its unkillable frontline from McGinnis. Buy on a gun hero when one enemy is both out-damaging and out-healing your team — it hits both problems at once. Documented
  • Alchemical Fire Alchemical Fire 3,200 souls Tier 3WeaponPress +30s Cooldown +5s Duration +0.2s Cast Delay +10 Spirit Power (weapon T3) — Buy for zone denial, or to punish enemies who must hold a choke. Aimed at McGinnis' Heavy Barrage in this lineup. Strong evidence
  • Restorative Locket Restorative Locket 1,600 souls Tier 2ArmorInstantCast +20s Cooldown +0.1s Cast Delay +8% Spirit Resist +25 Max Stacks +3 Max Stamina Restore (vitality T2) — McGinnis creates that through McGinnis' Heavy Barrage. Buy against ability-spam comps that poke constantly — the more they cast, the bigger your heal. Documented
  • The losing pattern against McGinnis is deciding to leave, walking to the zipline and finding you cannot attach. Any damage from an enemy hero or objective blocks zipline attachment for 3 seconds, and McGinnis has the chip range to keep that 3-second timer rolling indefinitely. Break line of sight first, wait out the lockout, then attach — do not walk to the rope while still taking fire. Documented
  • The specific error is walking into McGinnis's area denial after it is already down, because your team is in there and you feel late. You are slow enough that entering a committed zone is a one-way decision — you will be inside it for its full duration, not for the two seconds you intended. Arrive before the zone or arrive from the other side of it; arriving into it is how this matchup is lost even when your team wins the fight. Strategic
  • The Unstable Rift capture point is a 20m circle on a bridge, capture only progresses when no enemy is inside it, and everyone standing in it is revealed on the minimap. That is a purpose-built trap for McGinnis. The mistake is treating the circle as the objective: you do not need to stand in it, you need them not to. Contest from outside the radius, deny with a single body at the edge, and let their Area Damage land on empty bridge. Strategic

Next

Graves’s other hard matchups

Every Graves matchup →

All of McGinnis

Who beats McGinnis, the items that shut McGinnis down, and every ability.

How to counter McGinnis →

Facing more than McGinnis?

Add the other five enemies: who to focus first and what to buy against the whole team.

Open in the matchup tool →

Sources and method for this page

Everything on this page is generated for Deadlock patch 10-30-2026 from McGinnis's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.

Data-supported Measured: you win 54.3% of these, which is 2.9% below your overall win rate (47,857 matches). The kit-based model reads this as moderate instead — treat the measured number as primary and the gap as a sign this matchup is more about execution than kit.

McGinnis's kit and counterplay were compiled from 6 sources, cross-checked for patch 10-30-2026. Threat ratings compare this pairing against Graves's own baseline win rate rather than a flat 50%, because ranking by raw win rate produces the wrong answer for heroes whose overall win rate is not 50%.

Full source register →