Wraith vs Grey Talon
Wraith's team wins 52.0% Grey Talon's team wins 48.0%, across 35,276 games
Written for the Wraith player. Playing Grey Talon? See Grey Talon vs Wraith →
Wraith has the edge
Wraith usually wins 49.9% of games. Against Grey Talon that is 2.1% higher, over 35,276 games.
- Whole match 52.0% +2.1% vs usual 35,276 games
- Sharing a lane 52.3% +2.4% vs usual 10,610 games
- Oracle and above 55.7% +4.3% vs usual 2,059 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 Wraith's usual win rate at that rank.
The fight at a glance
If you're Wraith
Has the edgeWait 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 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
- Wraith has more sustained damage than Grey Talon, so longer fights favour you.
- Buy
Knockdown
Knockdown +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
Wait out Project Mind 50s cooldown
ThenForce her to spend it defensively and, before Tier 3, she has no way into or out of a fight for 50 seconds.
- Watch out
- Telekinesis lifts you helpless for about 2.25 seconds, slams you for 100-200, and then blocks your Stamina and every movement-based ability and item for 2.25-3.75 seconds.
- Your edge
- Grey Talon has more reach than Wraith, so you can trade from range.
- Buy
Slowing Hex
Slowing Hex +29s Cooldown +3.5s Duration +0.1s Cast Delay +16% Move Speed -26% Dash Distance Buy it against Wraith's
Project Mind.
The full plan for Wraith, phase by phase, is below. Grey Talon's side in full →
What should I do right now?
Do
- Plan for
Knockdown
Knockdown +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
- The
Rake
Rake A close slash that deals spirit damage scaled up by how much health the target is missing, executes weakened non-hero units outright, and refunds health to Mina on a kill. Damage 60 base damage with 25 heal per kill. Defensive Heal per kill (+30 more at T2) is her only sustain; 1 +60 damage. 2 +30 heal per kill, -8s cooldown. 5 +7% missing-health damage and increased heal-per-kill spirit scaling. 's 52-round magazine and high fire rate win extended weapon trades against burst laners
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
Full Auto
Full Auto For a short window Wraith's fire rate increases and every bullet carries bonus spirit damage. Damage +2 spirit damage per bullet on top of her weapon damage 1 -20s cooldown (45s base down to 25s) 2 +10% fire rate and +3s duration 5 unlimited ammo and increased scaling on spirit damage per bullet T1 (-20s cooldown): A 25s
Full Auto means she has a damage window every skirmish instead of every other fight
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 +35s Cooldown +0.35s Cast Delay +8 Spirit Power +15% Weapon Damage +40% Move Speed +3s Slow Duration , Haze
Smoke Bomb
Smoke Bomb 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
- Spending your own escape before
Rain of Arrows is on cooldown.
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 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 +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 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 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
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
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
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 +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 +45s Cooldown +10% Spirit Resist +3s Buff Duration +250 Heal Amount ,
Unstoppable or
Warp Stone
Warp Stone +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
- 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
- Grey Talon builds almost no resist, which is the case where shred stops being a tank-buster and becomes raw amplification. Because shred is subtracted from total resist, a target sitting near zero goes negative — and negative resist is a damage multiplier, with −30% meaning they take 130%. Against a hero this fragile, one shred source in your build is doing the work of a damage item for the whole team's bullets, not just yours. 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
- You get value from moving around the map and Grey Talon does not, but the 09-16-2026 patch made that harder to convert early: tunnel breakables Crates Streets, rooftops and tunnels — about 500 of them Ordinary breakables. Each has a 60% chance to drop souls; a Tough Crate always drops, for double. Souls 23 souls a crate, 60% of the time +2 a minute now spawn and respawn on 5 minutes rather than 3. The off-lane income that used to make a rotation pay for itself is roughly 40% less frequent, so before 6:00 a rotation has to be justified by pressure on Grey Talon or on the Guardian, not by the breakables you pick up on the way. Documented
-
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
- The
Rake's 52-round magazine and high fire rate win extended weapon trades against burst laners 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
-
Full Auto T1 (-20s cooldown) — A 25s
Full Auto means she has a damage window every skirmish instead of every other fight Strong evidence -
Telekinesis unlock — Gives her a 2.25s single-target removal plus a movement lockout that guarantees her damage window lands 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
- With no self-sustain of your own, Grey Talon's chip damage compounds across a lane. Regeneration or Lifesteal early is worth more here than it looks on paper, because it converts their poke from permanent attrition into something you reset between waves. 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 +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 +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
- Your instinct is to jump on Grey Talon's backline the moment you see an opening, and the mistake is not checking what is above you. A Walker's Stomp is 350 damage + 15% of your max health inside 15m with a 2-second Stun on a 7-second cooldown — a 2-second Stun handed to a team with peel is a death. Dive under their Walker only with
Unstoppable pre-cast or after the Stomp has just gone off. Strong evidence
Next
Wraith’s other hard matchups
All of Grey Talon
Who beats Grey Talon, the items that shut Grey Talon down, and every ability.
Facing more than Grey Talon?
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 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 52.0% of these, which is 2.1% above your overall win rate (35,276 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 Wraith'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%.