Graves and Paige
The No. 9 duo in Deadlock right now: they win more together than either one's own record predicts.
On the same team
- Duo Win %
- 63.2%
- Expected from their own win rates
- 56.6%
- Above expected
- +6.6 points
- Games together
- 14,356
Graves on their own: 56.3% · Paige on their own: 56.9%. Matches in City Never Sleeps on patch 09-29-2026, updated 14 October. Source: deadlock-api.com.
Why it works
- Plot Armor covers her weakness. Graves has no dash or escape, and her early falloff keeps her at the short range where divers want her. Paige's
Plot Armor
Plot Armor Paige grants a chosen ally a barrier, and for as long as that barrier is still standing the ally's weapon damage is increased. Damage No damage. 125 barrier and +25% weapon damage at base (deadlock.one). T2… Mobility None, though it is her main way of keeping a diving ally alive. Defensive Direct barrier on an ally at 35m range (urgametips.com), 28s cooldown. 1 while barriered, +14% fire rate. 2 +100 barrier, +2s duration. 5 affects up to 2 additional allies with increased barrier scaling. puts a barrier on her and raises her weapon damage and fire rate while it holds, so she lives long enough for
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 to build. - Two roots on one choke.
Grasping Hands
Grasping Hands Raises a line of undead hands out of the ground that damages and immobilizes anyone passing through, 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 roots anyone crossing a stairwell or corridor, and
Captivating Read
Captivating Read Paige marks an area with latent magic that slows anyone standing in it, then after a short delay the magic goes off, dealing spirit damage and locking enemies caught in it in place. Crowd Control A slow on entry, then an immobilize (root) when the zone detonates. Damage 90 spirit damage (deadlock.one). Defensive Immobilizing a diver is her only real self-peel, since she has no movement… 1 increased cooldown reduction. 2 +2m radius, on hit reduce spirit resist by 18% for 6s, and doubled range. slows and then immobilizes in the same kind of choke.
Bookwyrm
Bookwyrm Paige conjures a dragon that materialises at a chosen spot and then flies forward, damaging enemies along the way and leaving a strip of fire burning behind it. Damage 60 initial damage plus 30 damage per second from the trail (deadlock.one). Defensive The trail is a soft wall; 1 -12s cooldown. 2 +1 charge, +2s trail duration, +1m radius. 5 +12m travel range, +100 damage, +30 DPS. 's burning trail pushes enemies into those zones, where Deadheads and Ghouls keep hitting them. - Stacked spirit resist shred.
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 strips Spirit Resist from Graves's targets, and
Captivating Read
Captivating Read Paige marks an area with latent magic that slows anyone standing in it, then after a short delay the magic goes off, dealing spirit damage and locking enemies caught in it in place. Crowd Control A slow on entry, then an immobilize (root) when the zone detonates. Damage 90 spirit damage (deadlock.one). Defensive Immobilizing a diver is her only real self-peel, since she has no movement… 1 increased cooldown reduction. 2 +2m radius, on hit reduce spirit resist by 18% for 6s, and doubled range. 's tier 3 strips more on hit. Graves's
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 ,
Grasping Hands
Grasping Hands Raises a line of undead hands out of the ground that damages and immobilizes anyone passing through, 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 and
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 and faster spawn cadence (about -0.3s spawn time) 5 Ghouls deal roughly +5% of the target's current health as damage when they die all deal Spirit Damage, so they hit much harder on a target caught by both.
Written from both heroes' ability data on patch 09-29-2026; the numbers above are the measured results.
Graves's other best partners
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Rat King
Rat King Makes his whole team's guns better: stacking bullet-resist shred from Rat Swarm Durability high (2/3) Burst high (2/3) Mobility low (1/3) Healing low (1/3) — 64.4% duo win, +7.3 duo → -
Seven
Seven Best-in-class wave and jungle clear, so he reaches item breakpoints ahead of most mid-laners Durability low (1/3) Burst high (2/3) Mobility none (0/3) Healing none (0/3) — 62.1% duo win, +6.3 duo → -
Kelvin
Kelvin Frozen Shelter is a hard physical barrier that stops ranged damage and ultimates outright Durability high (2/3) Burst low (1/3) Mobility high (2/3) Healing very high (3/3) — 61.2% duo win, +6.2 duo → -
Haze
Haze Highest single-target sustained DPS in the roster once Fixation is stacked Durability low (1/3) Burst high (2/3) Mobility high (2/3) Healing high (2/3) — 61.1% duo win, +5.5 duo → -
Ivy
Ivy True flight — she can go places no other hero in this group can reach, with an ally in tow Durability high (2/3) Burst low (1/3) Mobility very high (3/3) Healing high (2/3) — 59.9% duo win, +5.2 duo →
Paige's other best partners
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Dynamo
Dynamo Singularity is a multi-target hard CC long enough to decide a teamfight outright Durability high (2/3) Burst low (1/3) Mobility high (2/3) Healing very high (3/3) — 62.7% duo win, +8.0 duo → -
Haze
Haze Highest single-target sustained DPS in the roster once Fixation is stacked Durability low (1/3) Burst high (2/3) Mobility high (2/3) Healing high (2/3) — 62.6% duo win, +6.7 duo → -
Rat King
Rat King Makes his whole team's guns better: stacking bullet-resist shred from Rat Swarm Durability high (2/3) Burst high (2/3) Mobility low (1/3) Healing low (1/3) — 63.4% duo win, +6.0 duo → -
Ivy
Ivy True flight — she can go places no other hero in this group can reach, with an ally in tow Durability high (2/3) Burst low (1/3) Mobility very high (3/3) Healing high (2/3) — 61.0% duo win, +6.0 duo → -
Seven
Seven Best-in-class wave and jungle clear, so he reaches item breakpoints ahead of most mid-laners Durability low (1/3) Burst high (2/3) Mobility none (0/3) Healing none (0/3) — 61.6% duo win, +5.5 duo →

