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Viscous vs Grey Talon

Viscous's team wins 48.8% Grey Talon's team wins 51.2%, across 14,481 games

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

Viscous has the edge

Viscous usually wins 46.9% of games. Against Grey Talon that is 1.9% higher, over 14,481 games.

  • Whole match 48.8% +1.9% vs usual 14,481 games
  • Sharing a lane 48.5% +1.6% vs usual 4,997 games
  • Oracle and above 54.1% +6.3% vs usual 654 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 Viscous's usual win rate at that rank.

The fight at a glance

If you're Viscous

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
Viscous is tankier than Grey Talon, so you survive the opening burst.
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

The Cube 20m Range3s Duration42s Cooldown Encases a target in a cube of restorative goo. Crowd Control The cubed target cannot take new actions for the duration; Mobility None directly; the cubed hero can escape early via Jump/mantle Defensive Complete invulnerability to all incoming damage for 3s (T2 adds +1s), plus… 1 increases Move Speed and Stamina Recovery (on exit) 2 +25 health regen and +1s duration 5 removes all non-ultimate debuffs from the target and -20s cooldown (42s base)

Wait out The Cube 42s cooldown

ThenThe Cube first, always — it only protects one hero, so forcing it out early is the plan against Viscous.

Watch out
The Cube makes your committed burst vanish.
Your edge
Grey Talon has more burst damage than Viscous.
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 Viscous' Splatter Splatter 26s Cooldown Throws a ball of goo that damages what it hits and bounces a couple of times, leaving behind puddles that slow any enemy standing in them for around ten seconds. Crowd Control -28% movement slow to enemies standing in the puddles Damage 55 base (about 0.7x spirit scaling); Defensive The puddles slow chasers, which is a soft disengage 1 +45 damage and +1.5m radius 2 -14s cooldown (26s base) 5 one additional bounce and improved spirit scaling .

The full plan for Viscous, 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
  • Splatter's bounces and puddles clear minion waves and hold a lane choke without him needing to step forward

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 The Cube unlock: A 3s full invulnerability save for any ally changes the maths of every early skirmish and gank

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
  • 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
  • You have an immunity window and Grey Talon has a burst combo, which makes this a timing matchup rather than a damage one. Their combo has a commit point; your window has to cover that point rather than open before it. Using it early is the same as not having it. Strategic
  • 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
  • You are not a close-range hero forced to walk them down, which makes this lane a range-band problem rather than an approach problem. There is a band where your damage is real and theirs is still comfortable — find it and hold it, because stepping back one band concedes the whole wave and stepping forward one gives them the free trade. Your orb contests should happen from that band, which means positioning before the trooper dies rather than walking in to secure. Strategic
  • 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
  • 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
  • Splatter's bounces and puddles clear minion waves and hold a lane choke without him needing to step forward 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
  • The Cube unlock — A 3s full invulnerability save for any ally changes the maths of every early skirmish and gank Strong evidence
  • Goo Ball Goo Ball 11s Duration150s Cooldown Viscous becomes a large ball of goo that rolls around the map, damaging and briefly stunning any enemy it slams into. Crowd Control 0.5s stun on impact (T3 adds +0.3s); Damage 110 base (about 1.0x spirit scaling); Mobility High-speed rolling with wall bounces and a double jump, for 11s (T3 adds… 1 -25s cooldown (150s base) 2 +70 damage and +20% to both resists 5 +7s duration, +0.3s stun duration, and +0.2 spirit scaling unlock — Gives him teamfight initiation, repeated stuns and a durable escape all at once 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
  • 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

Viscous’s other hard matchups

Every Viscous matchup →

All of Grey Talon

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

How to counter Grey Talon →

Facing more than Grey Talon?

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 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 48.8% of these, which is 1.9% above your overall win rate (14,481 matches). The kit-based model agrees.

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