The Doorman vs Graves
The Doorman's team wins 38.9% Graves's team wins 61.1%, across 35,448 games
Written for the The Doorman player. Playing Graves? See Graves vs The Doorman →
Graves has a big edge
The Doorman usually wins 45.9% of games. Against Graves that is 7.0% lower, over 35,448 games.
- Whole match 38.9% −7.0% vs usual 35,448 games
- Sharing a lane 39.3% −6.6% vs usual 12,154 games
- Oracle and above 40.8% −7.5% vs usual 527 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 The Doorman's usual win rate at that rank.
The fight at a glance
If you're The Doorman
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
- The Doorman has more reach than Graves, so you can trade from range.
- Buy
Monster Rounds
Monster Rounds +25% Weapon Damage vs. NPCs +1 Out of Combat Regen +25% Bullet Resist vs. NPCs Buy it against the objective pressure from Graves.
If you're Graves
Has the edgeWait out Doorway 45s cooldown
ThenForce him to open it defensively — or simply wait for it to expire — and you have a 7.9 m/s hero with nowhere to go.
- Watch out
- Hotel Guest removes your best hero from the fight for the duration, and charges 75 damage on entry + 125-150 if you do not reach the exit elevator in time.
- Your edge
- Graves has more sustained damage than The Doorman, so longer fights favour you.
- Buy
Majestic Leap
Majestic Leap +45s Cooldown +5s Interrupt Cooldown +100% Air Control +50% Air Control +32% Move Speed +2.5s Slow Duration +8s Barrier Duration Buy it against the zoning and area denial from The Doorman.
The full plan for The Doorman, phase by phase, is below. Graves's side in full →
What should I do right now?
Do
- Plan for
Monster Rounds
Monster Rounds +25% Weapon Damage vs. NPCs +1 Out of Combat Regen +25% Bullet Resist vs. NPCs — know which tier it sits in so you are not improvising at the shop. - Know what
Grasping Hands looks like. It is the cooldown this lane revolves around.
Avoid
- Walking to lane on the same path every wave against a hero with Graves's engage range.
Do
- No dash, no vertical mobility and no escape beyond
Grasping Hands — a lane bully with a gap-close simply walks onto her - Her gun only reaches 20m, so she has to walk into range before it does any damage
- 24 damage per shot is heavy per-bullet value, so he last-hits and denies comfortably despite low overall DPS
Avoid
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
Grasping Hands across the lane chokepoint denies a safe approach to the soul orbs and punishes anyone who steps up to secure
Do
- Their first real spike is ult unlock — respect it from that point, not before.
- Your spike is 2 AP into
Luggage Cart
Luggage Cart The Doorman sends out a luggage cart that deals spirit damage and pulls enemy heroes along with it as it travels. Crowd Control Forced displacement along the cart's path. Damage 60 spirit damage (game data); Mobility The friendly alt-cast is a mobility tool for allies (and a way to bring a… 1 1 AP: +80 damage 2 2 AP: +25m cast range (20m to 45m) and +90 wall-impact damage 5 5 AP: +1.25s stun when the target is slammed into a wall, and -18s cooldown : +25m cast range (20m to 45m) converts it from a close-range tool into a long-range initiation that he can use without exposing himself
Avoid
- Taking an even fight against Graves on their spike timing when you could take the same fight ten minutes later on yours.
Do
- Watch for
Borrowed Decree
Borrowed Decree 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… . Two heavy melees kill the gravestone — walk to it and delete it instead of fighting the Ghoul stream forever - Fight her past 20m — her gun stops there, so Grey Talon, Vindicta or any mid-range poke makes
Essence Theft
Essence Theft Graves's bullets siphon weapon damage and spirit resist from whoever they hit, transferring it to Graves up to a per-target cap. Damage no direct damage of its own; Defensive indirectly defensive — a carry with stolen weapon damage kills Graves more… 1 +1 maximum steal target, and all Graves's summons apply Essence Theft impossible to build
Avoid
- Spending your own escape before
Grasping Hands is on cooldown.
Graves’s abilities
-
Borrowed Decree Ultimate This will not kill you on its own — it makes sure you cannot leave while the rest of Graves's kit does. Area slow on Ghoul detonation.
- Two heavy melees kill the gravestone — walk to it and delete it instead of fighting the Ghoul stream forever
- Ghouls have only around 180 health; any wave-clear ability (McGinnis turrets,
Charged Shot
Charged Shot 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… ,
Powder Keg
Powder Keg Throws a barrel that detonates after a short delay for spirit damage, applies a burn, and launches anyone caught in the blast into the air. Crowd Control knockup on detonation — hard CC that removes the target's ability to strafe Damage about 80 spirit at base plus burn damage over time; Mobility self-launch: detonating it under her own feet is her primary traversal tool 1 -10s cooldown 2 +40 impact damage, about +13.3 burn damage per second, roughly -5s charge time and… ,
Napalm
Napalm 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 ) erases a wave of them - Fight away from the gravestone — its value is entirely positional and it cannot be moved once placed
-
Jar of Dead Ability 1 No control at base; the upgrade is what changes that — the tier-2 upgrade adds roughly a 30% movement slow for about 1s on hit.
- Deadheads are short-lived and stationary-ish: leave the jar's area rather than trading inside it, since walking out ends the damage entirely
- Deny the passive by not dying near Graves and by contesting the wave so Graves is not the one soaking every creep death
- Spirit Resist items (Spirit Armor line) blunt the per-tick damage, which is small and resist-sensitive
-
Grasping Hands Ability 2 Another window where you do not get to answer: immobilize (Root) on enemies who pass through.
- It is a Root, not a Stun — keep shooting and keep using items;
Dispel Magic
Dispel Magic +45s Cooldown +10% Spirit Resist +3s Buff Duration +250 Heal Amount clears it outright - Watch the cast and strafe around the end of the line rather than dashing through it; the wall has finite length even at tier 2
- Air time beats it: a double jump,
Bounce Pad
Bounce Pad Drops a pad that launches any hero who touches it high into the air. Crowd Control tier 3 adds about +0.7s stun to the landing stomp Damage about 60 stomp damage on landing (deadlock.one) Mobility very large vertical launch for Holliday and all allies who step on it 1 about -10s cooldown 2 she and allies gain roughly +4 m/s movement speed for 4 seconds on landing 5 about +0.7s stun on the landing stomp ,
Rain of Arrows
Rain of Arrows 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 or any vertical mobility crosses over the hands
- It is a Root, not a Stun — keep shooting and keep using items;
-
Essence Theft Ability 3 Rewards long, grinding gunfights: the longer Graves holds the trigger on a target, the weaker that target's gun gets and the softer they become to her Spirit Damage.
- Break line of sight early — the steal accumulates per sustained hit, so a 2-second trade costs almost nothing while a 6-second one is devastating
- Spirit Armor mitigates the payoff of the stolen Spirit Resist since her damage is mostly spirit
- At tier 3 you also have to kill or walk away from her Ghouls and Deadheads, not just from Graves
- 1
Grasping Hands Grasping Hands first — it is her only defensive tool, has a long cooldown before tier 3, and once it is on cooldown she has no answer to a dive. Fake an approach down a chokepoint, let her place the wall, then commit from a different angle
- 2
Jar of Dead Then Jar of Dead, since a jar spent on a creep wave is a jar that is not slowing you during the dive (tier 2 onward)
- 3
Borrowed Decree Borrowed Decree is worth baiting only when you can immediately break the gravestone with heavy melees — otherwise let her use it in a bad spot and simply fight elsewhere
The matchup in detail
- No dash, blink or climbing tool of her own, so where she stands is decided before the fight starts Strong evidence
- Her very short gun forces her into the range band where divers want her Strong evidence
- Both her summons and her gravestone are destructible and can be cleared by any AoE Strong evidence
- 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
-
Grasping Hands across a doorway or stair roots you in place while Deadheads and Ghouls grind you down — the Root itself is what kills you, not the wall damage Strong evidence -
Essence Theft quietly strips up to about 25% of your weapon damage over a long fight; the carry who committed to a drawn-out duel with Graves loses it slowly and never notices why Strong evidence -
Borrowed Decree gravestones sit on your walker and chip the objective while your team is forced to rotate back and clear Ghouls Strong evidence -
Jar of Dead tier 2 slows stack with the Ghoul detonation slow, so walking out of her zone gets harder the deeper you are in it Strong evidence - She snowballs on contested lanes — every kill or creep death near her refunds
Jar of Dead charges, so a losing lane gives her more ability uptime, not less Strong evidence
- Fight her past 20m — her gun stops there, so Grey Talon, Vindicta or any mid-range poke makes
Essence Theft impossible to build Strong evidence - Dive her: she has no dash and no escape once
Grasping Hands is down, so a gap-closer (
Phantom Strike
Phantom Strike +35s Cooldown +0.35s Cast Delay +8 Spirit Power +15% Weapon Damage +40% Move Speed +3s Slow Duration , Abrams charge, Shiv dash) deletes her Strong evidence - Carry
Dispel Magic specifically for the
Grasping Hands immobilize — it is a Root, so you keep shooting and items keep working while you clear it Strong evidence - Kill the gravestone with two heavy melees rather than fighting the Ghoul stream; the ult's entire value is the object surviving Strong evidence
- Bring one wave-clear ability into the fight (
Napalm,
Charged Shot,
Powder Keg,
Arctic Beam
Arctic Beam Channels a beam of freezing energy in front of him that damages targets and progressively cuts their movement speed and fire rate the longer it stays on them. Crowd Control ramping movement speed and fire rate reduction; Damage about 45 damage per second at base; Mobility none — it constrains his own movement while he holds it 1 about -20% fire rate and move speed on targets 2 about +20 DPS with improved spirit scaling 5 about -13s cooldown and fires 2 additional beams at targets within 10m ) — Ghouls have roughly 180 health and evaporate to any AoE Strong evidence - Never take a long stationary gunfight inside 17m; two-second trades cost her the entire
Essence Theft payoff Strong evidence - Graves'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 +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
Silencer +12% Spirit Resist -25% Spirit Damage Reduction +2.5s Silence Duration +6s Debuff Duration +10s Immunity Duration ,
Toxic Bullets
Toxic Bullets -40% Incoming Healing and
Inhibitor
Inhibitor +150 Bonus Health +5s Debuff Duration -30% Damage Penalty +10% Weapon Damage -40% Incoming Healing stacks landing on you. If 6,400 is too far away,
Battle Vest
Battle Vest +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 +35% Bullet Resist +5 Out of Combat Regen at +30% (with a further +15% below half health) the Tier III one. Strong evidence - Graves does a lot of damage through summons rather than in person. Do not spend single-target cooldowns clearing them — Area Damage handles the summons while you keep your burst for the hero. Check whether the summons are what is actually killing you before you commit to fighting the hero at all. Strategic
- The moment
Grasping Hands is placed and rotated — the cast has a visible tell and she is stationary during it Strong evidence - Any time she is holding a sustained gun angle inside 20m, because she is standing still to build
Essence Theft stacks Strong evidence - Immediately after
Borrowed Decree is planted — she is committed to a location that you now know, and the gravestone is a two-heavy-melee object Strong evidence - When her
Jar of Dead charges are empty after a big wave clear, she has no chip damage and no slow for the next several seconds Strong evidence - Any fight she enters without
Grasping Hands available — with zero mobility that is a free kill for any diver Strong evidence
- Confirming and denying a soul orb is a hit-check, not a damage-check — one bullet or one pellet takes it regardless of how much damage it does. That is good news for you in the abstract and bad news against Graves specifically, because their bullets fly more than twice as fast as yours. On the contested floating orb you have to pre-fire: start the shot before the trooper dies and lead the orb's spawn point, because if you both react at the same instant their bullet arrives first. Strong evidence
- Graves 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
-
Jar of Dead charges off every creep death, so a lane Graves is winning snowballs the ability's uptime Strong evidence -
Grasping Hands across the lane chokepoint denies a safe approach to the soul orbs and punishes anyone who steps up to secure Strong evidence - No dash, no vertical mobility and no escape beyond
Grasping Hands — a lane bully with a gap-close simply walks onto her Strong evidence - Her gun only reaches 20m, so she has to walk into range before it does any damage Strong evidence
- 24 damage per shot is heavy per-bullet value, so he last-hits and denies comfortably despite low overall DPS Strong evidence
- Graves trades map for fights, and the reason that is more dangerous than it looks is item slots. Walker kills are reported to unlock an extra item slot for the destroying team, which means every structure they take while you win a fight elsewhere buys their whole team build flexibility you do not have. Count Walkers, not kills, when deciding whether a split is going your way. The slot mechanic is single-sourced — treat the direction as sound and the exact rule as unconfirmed. Uncertain
- Your kit is built around lockdown and that is worth less on the Mid Boss than on Graves — it carries 35% Debuff Resist as of 03-06-2026, so your disables run roughly two-thirds as long on it. Plan the take around damage and positioning rather than a CC chain, and spend the chain on Graves if they contest. The payoff is worth the trip: 3,000 souls + 50 per minute, two permanent buffs each, and a Rejuvenator crystal giving up to three single-use revives that return a player at full health after 3 seconds, for 3 minutes. Documented
-
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 -
Essence Theft tier 3 — Summons begin applying the steal, so Ghouls and Deadheads debuff targets Graves never shoots Strong evidence - Mid 20-35min — Objective phase — gravestones on walkers plus wall zoning is where her kit is built to work; her scaling is space, not raw damage Strong evidence
- 2 AP into
Luggage Cart — +25m cast range (20m to 45m) converts it from a close-range tool into a long-range initiation that he can use without exposing himself Strong evidence -
Hotel Guest unlock — Turns every fight into a potential 5v4 and gives him a way to remove the single hero his team cannot handle Strong evidence
- Graves 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
-
Monster Rounds (weapon T1) — Buy when you need to clear Haunt camps Haunts Lanes and Districts across the map Haunts replace the old neutral camps. They are not a reskin: each type behaves differently, and the health bar now shows a camp's soul value and how hard it is, so you can decide whether a camp is worth your time before you start shooting. Three eye colours mark the tier — teal for tier I, yellow for tier II, red for tier III. Souls 4168181 souls tier I / II / III a creep +0.44 / +0.73 / +1.95 a minute and waves quickly. That matters here because of the objective pressure from Graves. Strong evidence -
Split Shot
Split Shot +27s Cooldown +5 Weapon Multishot +12s Bonus Duration +8% Weapon Damage per Stack +5 Max Stacks (weapon T2) — Buy when enemies fight bunched together, or for faster wave clear. In this game that means Graves'
Borrowed Decree. Strong evidence -
Alchemical Fire
Alchemical Fire +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 Graves'
Grasping Hands in this lineup. Strong evidence
- The specific error is walking into Graves'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
Next
The Doorman’s other hard matchups
All of Graves
Who beats Graves, the items that shut Graves down, and every ability.
Facing more than Graves?
Add the other five enemies: who to focus first and what to buy against the whole team.
Sources and method for this page
Everything on this page is generated for Deadlock patch 10-30-2026 from Graves's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.
Data-supported Measured: you win 38.9% of these, which is 7.0% below your overall win rate (35,448 matches). The kit-based model reads this as low instead — treat the measured number as primary and the gap as a sign this matchup is more about execution than kit.
Graves's kit and counterplay were compiled from 8 sources, cross-checked for patch 10-30-2026. Threat ratings compare this pairing against The Doorman'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%.
- https://deadlock.one/en/heroes/graves
- https://metabot.gg/en/deadlock/hero/76/abilities
- https://deadlock.one/en/news/graves-hero-reveal-deadlock-january-30-2026
- https://deadlocklabs.gg/heroes/graves/
- https://tracklock.gg/articles/deadlock-update-09-16-26-patch-notes
- https://www.dtgre.com/2026/02/deadlock-graves-2026-guide-abilities-builds-strategies.html