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Infernus vs Grey Talon

Infernus's team wins 51.4% Grey Talon's team wins 48.6%, across 37,747 games

Written for the Infernus player. Playing Grey Talon? See Grey Talon vs Infernus →

Infernus has the edge

Infernus usually wins 49.4% of games. Against Grey Talon that is 2.0% higher, over 37,747 games.

  • Whole match 51.4% +2.0% vs usual 37,747 games
  • Sharing a lane 51.9% +2.5% vs usual 11,941 games
  • Oracle and above 52.9% +5.1% vs usual 1,479 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 Infernus's usual win rate at that rank.

The fight at a glance

If you're Infernus

Has the edge
Rain of Arrows 4s Duration25s Cooldown Launches Grey Talon high into the air and lets him glide down slowly, gaining bonus weapon damage and firing multiple arrows per shot while airborne. Crowd Control tier-1 upgrade adds roughly a 24% movement slow to his arrows while airborne Damage no direct damage; tier 1 adds about +3 weapon damage and a 24% movement slow… Mobility high vertical displacement plus a slow controlled glide 1 +3 weapon damage and a 24% movement slow applied by his shots 2 -12s cooldown 5 +30% bullet lifesteal, +30% spirit lifesteal and +30% bullet evasion

Wait out Rain of Arrows 25s cooldown

ThenShow a fake commit, make him launch, then engage on the landing when he has neither the glide nor the evasion.

Watch out
A Charged Shot Charged Shot 17s Cooldown Draws back a heavy shot that can be held at full charge and pierces straight through everything it hits. Damage about 80 at base spirit power, +54 at tier 2 (deadlock.one, metabot.gg) 1 +54 damage and -2s charge delay 2 the shot bounces once off a wall (it cannot hit the same target twice), plus improved… hits your whole wave and you behind it, from roughly 50m, and at tier 3 it can bounce off a wall to reach you behind an angle.
Your edge
Infernus has more sustained damage than Grey Talon, so longer fights favour you.
Buy
Knockdown Knockdown 3,200 souls · Tier 3 · Tech · Press +35s Cooldown +0.1s Cast Delay +2s Stun Delay +0.5s Stun Duration +75 Bonus Health +5% Ability Range +5% Radius Buy it against Grey Talon's Rain of Arrows.

If you're Grey Talon

Flame Dash 3s Duration38s Cooldown Dashes forward with slow resistance, leaving a burning trail behind that damages anyone standing in it. Damage about 30 damage per second from the trail; Mobility a substantial forward dash, extendable by holding forward Defensive slow resistance during the dash makes it reliable as an escape even into… 1 -12s cooldown 2 +1.0s trail duration and about +20 damage per second 5 2 ability charges with about a 14s recharge

Wait out Flame Dash 38s cooldown

ThenFeint an approach, make him dash to close, then focus him with no escape available.

Watch out
Napalm 20m Range25s Cooldown Sprays a burning mixture in front of him that deals spirit damage, slows whoever it touches, and leaves them coated in napalm that keeps burning. Crowd Control movement slow on everyone hit Damage about 40 spirit at base plus the napalm coating over time (deadlock.one) Mobility none directly, though the slow effectively closes distance 1 +20% lifesteal 2 applies about +17% Damage Taken and -33% Healing to affected targets Napalm plus Afterburn Afterburn His weapon hits build a burning effect that deals spirit damage over time. Damage about 14 spirit damage per second at base (deadlock.one) 1 +16 DPS on the burn 2 burning targets suffer about -35% spirit damage 5 +3.0s maximum burn duration means you keep taking damage after the fight appears to be over.
Your edge
Grey Talon has more reach than Infernus, so you can trade from range.
Buy
Majestic Leap Majestic Leap 3,200 souls · Tier 3 · Armor · InstantCast +45s Cooldown +5s Interrupt Cooldown +100% Air Control +50% Air Control +32% Move Speed +2.5s Slow Duration +8s Barrier Duration Buy it against Infernus' Flame Dash.

The full plan for Infernus, phase by phase, is below. Grey Talon's side in full →

What should I do right now?

Do

  • Plan for Knockdown Knockdown 3,200 souls Tier 3TechPress +35s Cooldown +0.1s Cast Delay +2s Stun Delay +0.5s Stun Duration +75 Bonus Health +5% Ability Range +5% Radius — know which tier it sits in so you are not improvising at the shop.
  • Know what Rain of Arrows looks like. It is the cooldown this lane revolves around.

Avoid

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

Do

  • Low durability — a successful gap-close in lane is lethal
  • Bow is a slow projectile with travel time; a strafing target is genuinely hard to hit, so his lane damage depends on aim rather than being guaranteed
  • Napalm harasses the enemy laner and clears the wave in a single cast, so he farms and pressures simultaneously

Avoid

  • Charged Shot pierces the wave, so he farms and pokes with the same button from outside his opponent's range
  • Bow falloff runs to about 54m — he can contest soul orbs and harass from range

Do

  • Their first real spike is Charged Shot tier 2 — respect it from that point, not before.
  • Your spike is laning 0-10min: Napalm plus Afterburn is a lane harass package

Avoid

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

Do

  • Watch for Rain of Arrows. Knockdown is the direct answer — it pulls him out of the air and stuns him, and he has no second escape
  • Dive him — he has the lowest durability in the group and only one escape; Phantom Strike Phantom Strike 6,400 souls Tier 4ArmorPress +35s Cooldown +0.35s Cast Delay +8 Spirit Power +15% Weapon Damage +40% Move Speed +3s Slow Duration , Haze Smoke Bomb Smoke Bomb 8s Duration33s Cooldown Vanishes from sight and gains bonus sprint speed. Mobility significant sprint speed bonus while active; Defensive an escape — at tier 3 it also purges non-ultimate debuffs and grants 50%… 1 grants 2 ability charges 2 removes non-ultimate debuffs on cast and grants 50% bullet lifesteal for 5 seconds approach, or Abrams charge kills him outright

Avoid

Grey Talon’s abilities

  • Rain of Arrows Ability 2

    Only a control tool once Grey Talon has paid for it: tier-1 upgrade adds roughly a 24% movement slow to his arrows while airborne.

    • Knockdown is the direct answer — it pulls him out of the air and stuns him, and he has no second escape
    • While gliding he cannot dodge; any rapid-fire hero (Haze, Infernus, Ivy, Wraith) simply out-damages him mid-air
    • Step under cover or into a building — the glide gives him no ability to change angle quickly
  • Spirit Snare Spirit Snare 34s Cooldown Throws down a trap that arms after a short delay and triggers when an enemy enters its radius, applying Curse and a movement slow. Crowd Control Curse (silence + disarm + item lockout + interrupt) plus a movement slow; Damage minimal direct damage; Defensive the primary anti-dive tool — placed at his own feet or on the approach, it… 1 -20s cooldown 2 applies -15% Bullet Resist for 10 seconds 5 +1s Curse duration and +1.5m radius Ability 3

    A second source of hard control: curse (Silence + Disarm + item lockout + interrupt) plus a movement slow.

    • It has an arming delay and a visible model — watch the ground on approach routes and around soul orbs and simply walk around it
    • Pre-cast Unstoppable Unstoppable 6,400 souls Tier 4ArmorInstantCast +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer BEFORE contact; once Curse lands you cannot activate items at all
    • Force the trap by sending a durable body (Abrams, Kelvin, Ivy in Stone Form Stone Form 3s Duration40s Cooldown Turns Ivy into impervious stone and slams her into the ground, stunning and damaging nearby enemies and healing her for a portion of her maximum health. Crowd Control area stun on landing; tier 3 extends the stun duration Damage about 75 at base spirit power (deadlock.one); Mobility a downward slam — it repositions her vertically, especially when combined… 1 -25s cooldown 2 increased stun duration and improved damage scaling ) through the approach first, then follow with the carry
  • Guided Owl Guided Owl 125s Cooldown After a short cast, Grey Talon takes control of a spirit owl and flies it across the map; Crowd Control area stun on detonation Damage about 230 at base spirit power (deadlock.one) Mobility none for Grey Talon — in fact he is locked in place 1 +85 damage 2 -40s cooldown 5 instantly kills enemies below about 22% health and grants permanent Spirit Power per… Ultimate

    Grey Talon's fight-ender: area Stun on detonation.

    • Grey Talon is a stationary, silent statue for roughly 1.5s of cast plus the whole flight — that is a window to kill him
    • The owl is a controllable but visible projectile; break line of sight around a corner or drop off a ledge as it approaches
    • Never sit below about 22% health in the open once he has tier 3 — that is an unavoidable execute, not a dodgeable ability
  1. 1 Rain of Arrows

    Rain of Arrows first — it is his only escape. Show a fake commit, make him launch, then engage on the landing when he has neither the glide nor the evasion

  2. 2 Spirit Snare

    Spirit Snare second: force it with a durable body walking the obvious approach lane, since the Curse is what actually stops your dive

  3. 3 Guided Owl

    Guided Owl is worth baiting only when you can punish the cast — pull him into using it on a target with Ethereal Shift Ethereal Shift 6,400 souls Tier 4TechInstantCast +37s Cooldown +4s Duration +5s Buff Duration +30% Spirit Resist +20 Spirit Power or full health, then kill him during the flight

The matchup in detail

  • Very low health and no damage mitigation — he dies to any committed dive Strong evidence
  • Everything meaningful in his kit has a visible cast tell (charge draw, snare arming, 1.5s owl cast) Strong evidence
  • Airborne during Rain of Arrows means Knockdown counters both his escape and his damage window at once Strong evidence
  • You out-lane Grey Talon and they out-scale the lane phase, so the whole matchup lives in the first six minutes. The lead you build there has to be spent before Guardians fall and the map turns into grouped objectives — souls banked are not a lead against a hero who is better in the format that follows. Convert into their Guardian, into the Urn at 10:00, or into map control ahead of the first Rift around 11:00, and treat any minute where your advantage is sitting unspent as a minute given back. Strategic
  • A Charged Shot hits your whole wave and you behind it, from roughly 50m, and at tier 3 it can bounce off a wall to reach you behind an angle Strong evidence
  • Spirit Snare's Curse silences, disarms and blocks item use — if you step on it you cannot press Dispel Magic Dispel Magic 3,200 souls Tier 3ArmorInstantCast +45s Cooldown +10% Spirit Resist +3s Buff Duration +250 Heal Amount , Unstoppable or Warp Stone Warp Stone 3,200 souls Tier 3ArmorInstantCast +16s Cooldown +30% Bullet Resist +6s Buff Duration to get out Strong evidence
  • Guided Owl at tier 3 executes anyone under about 22% health anywhere on the map; retreating at low health is not actually safe Strong evidence
  • Rain of Arrows plus multishot from directly above means your cover on the ground is worth nothing Strong evidence
  • Spirit Snare tier 2's -15% Bullet Resist turns his trap into a damage amp for his entire team's follow-up Strong evidence
  • Grey Talon can Silence, which means your escape is only real if it is already active. Pre-empt rather than react: if you are walking into a position where the Silence lands, your defensive cooldown should be spent getting out of that position, not saved for after. Strong evidence
  • Dive him — he has the lowest durability in the group and only one escape; Phantom Strike, Haze Smoke Bomb approach, or Abrams charge kills him outright Strong evidence
  • Buy Knockdown specifically for Rain of Arrows: it drops him out of the glide and stuns him, removing his escape and his damage window simultaneously Strong evidence
  • Pre-activate Unstoppable BEFORE approaching a trapped choke, because Spirit Snare's Curse blocks item activation after it lands Strong evidence
  • Strafe laterally against Charged Shot and Guided Owl — both are slow projectiles with travel time Strong evidence
  • Kill him during the roughly 1.5s Guided Owl cast; he is rooted and defenceless for the full duration plus the flight Strong evidence
  • Fight in enclosed interiors and tunnels where his 54m falloff advantage and his vertical glide are both worthless Strong evidence
  • Roughly 1.5s of Guided Owl cast plus the entire owl flight — he is rooted, looking elsewhere, and cannot defend himself Strong evidence
  • The whole Rain of Arrows glide against any rapid-fire gun or against Knockdown — he cannot change direction Strong evidence
  • While drawing Charged Shot, where he is slowed and committed to a firing line Strong evidence
  • The moment after Spirit Snare is placed and before it arms — the trap does nothing during the arming delay Strong evidence
  • Reload windows: at roughly 1.67 shots per second, a missed arrow is a long dead interval where he has no output at all Strong evidence
  • Grey Talon beats you at range, so your win condition is arrival, not attrition. Do not chip. Spend the early game reaching a position where your first engagement is already inside your range, and accept losing the poke exchange to get there. Strong evidence
  • Your trades against Grey Talon changed on 09-16-2026: dashes and light melees no longer pause gun cycle time. Your damage output and your repositioning are no longer competing for the same seconds, which is the single biggest gain for a long-cycle weapon in this patch. Practically, that means you can now dodge the opening of their burst and keep your cycle running, so the correct trade against a burst hero is no longer stand-and-shoot — it is move-and-shoot, and it costs you nothing to do it. Documented
  • Being stunned by Grey Talon now pauses your reload rather than restarting it, as of 09-16-2026. That quietly changes when it is safe to reload in this matchup: a reload caught by their Stun resumes where it left off instead of costing you the whole cycle, so the old rule of never reloading inside their engagement range is too conservative now. The compensating change is that parrying also pauses your reload, so a defensive parry no longer buys you free reload time. Documented
  • You have to close distance to do anything and Grey Talon exists to stop that, so the lane is about approach geometry. Move between cover on their reload or their cooldown rather than in a straight line, and treat every open crossing as something you only do with a purpose. Trading chip damage at their range is a losing exchange you never have to accept. Strong evidence
  • Grey Talon's chip damage is not primarily about your health bar in lane — it is about your map access. Every point of damage they land resets a 3-second zipline lockout, so a hero who can touch you once every two seconds has effectively removed the zipline from your game. Plan rotations from behind cover with a clean gap, and when you intend to leave lane, leave before you are being shot at rather than because you are. Strong evidence
  • You are a strong laner, so know where the income actually goes. Trooper souls are split among players within roughly 45m of the orb or 30m of the killer, and two players nearby take 54% each rather than 50% — a duo lane is slightly net-positive for the team and clearly negative for you individually. If you are winning the lane against Grey Talon, holding the wave alone at range from your partner is worth real souls per minute. Treat the exact distances as community-sourced. Uncertain
  • Charged Shot pierces the wave, so he farms and pokes with the same button from outside his opponent's range Strong evidence
  • Bow falloff runs to about 54m — he can contest soul orbs and harass from range Strong evidence
  • Low durability — a successful gap-close in lane is lethal Strong evidence
  • Bow is a slow projectile with travel time; a strafing target is genuinely hard to hit, so his lane damage depends on aim rather than being guaranteed Strong evidence
  • Napalm harasses the enemy laner and clears the wave in a single cast, so he farms and pressures simultaneously Strong evidence
  • Charged Shot tier 2 — +54 damage and 2s less charge delay make his setpiece poke hit harder and come round sooner Strong evidence
  • Charged Shot tier 3 — A wall bounce lets the shot reach around a corner, and better spirit scaling rewards a spirit build Strong evidence
  • Spirit Snare tier 2 — -15% Bullet Resist for 10s makes his trap a team-wide damage amp on top of the Curse lockdown Strong evidence
  • Guided Owl unlock — Gives him cross-map pick potential and a Stun for his team to fight around Strong evidence
  • Guided Owl tier 3 — The sub-22% execute plus permanent Spirit Power per kill makes his ult a self-scaling snowball Strong evidence
  • Laning 0-10min — Napalm plus Afterburn is a lane harass package Strong evidence
  • Napalm tier 3 — +17% damage taken and -33% healing turns him into a native anti-heal and a team-wide damage amp Strong evidence
  • Fight Grey Talon under cover — indoors, under walkways, inside stairwells. Taking away the vertical axis removes most of their kit's value before you spend a single item slot on it. Strategic
  • Riding a zipline in Grey Talon's line of sight is worse than walking. Enemy hero damage while you are riding knocks you off for 15% of your max health, a 2.5-second Stun and a fall — for a hero with your health pool that is most of a death handed over for free. You gain knockoff immunity only after 3 consecutive seconds of riding, signalled by a blue particle effect, so the dangerous part is the first three seconds. Mount out of their sight line, not near it. Documented
  • Grey Talon 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
  • Grey Talon fights from the air, which is exactly what Knockdown exists for: it applies +100% gravity to an airborne target (raised from +50% in March 2026) and its Stun scales with altitude, up to about +1.5s at 30m. The higher they commit, the harder the punish — and Debuff Resist will not shorten that Stun for them. Documented
  • Your escape is a big part of why you survive fights, and Grey Talon can turn it off. Debuff Resist shortens the lockout, and a cleanse removes it outright — one of the two is worth a slot specifically because of this hero. Strategic
  • Knockdown (spirit T3) — Buy whenever an enemy fights from the sky — it answers flying and airborne heroes and channelled aerial ultimates. What you are answering here: Grey Talon's Rain of Arrows. Documented
  • Phantom Strike (vitality T4) — Buy to catch flying or long-range heroes who otherwise never enter your range, and to Disarm a gun carry mid-burst. What you are answering here: Grey Talon's Rain of Arrows. Documented
  • Debuff Reducer Debuff Reducer 1,600 souls Tier 2ArmorPassive +25% Debuff Resist +90 Bonus Health (vitality T2) — Grey Talon creates that through Grey Talon's Guided Owl. The standard early buy when the enemy team chains crowd control; it is also the component for Spellbreaker Spellbreaker 6,400 souls Tier 4ArmorPassive +9s Cooldown +18% Spirit Resist +25% Debuff Resist +175 Damage Threshold +65% Spirit Damage Reduction +90 Bonus Health Builds from Debuff Reducer and Unstoppable. Documented
  • The usual error against Grey Talon is treating Rain of Arrows as something to react to rather than something to pre-empt. By the time it is on you, the decision has already been made. Strategic

Next

Infernus’s other hard matchups

Every Infernus matchup →

All of Grey Talon

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

How to counter Grey Talon →

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Sources and method for this page

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

Data-supported Measured: you win 51.4% of these, which is 2.0% above your overall win rate (37,747 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.

Grey Talon's kit and counterplay were compiled from 6 sources, cross-checked for patch 10-30-2026. Threat ratings compare this pairing against Infernus'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 →