vs zoning and area denialEnduring SpeedEnduring Speed1,600 soulsTier 2ArmorPassive+25%Slow Resist+2Out of Combat RegenBuilds from Sprint BootsFleetfootFleetfoot1,600 soulsTier 2WeaponInstantCast+16sCooldown+5sDuration+100move speed penalty while shooting reduction+35%Slide Distance+6%Bullet Resist+40%Slow Resist+6%Weapon DamageRestorative LocketRestorative Locket1,600 soulsTier 2ArmorInstantCast+20sCooldown+0.1sCast Delay+8%Spirit Resist+25Max Stacks+3Max Stamina Restore
vs summons and turretsMonster RoundsMonster Rounds800 soulsTier 1WeaponPassive+25%Weapon Damage vs. NPCs+1Out of Combat Regen+25%Bullet Resist vs. NPCsSplit ShotSplit Shot1,600 soulsTier 2WeaponInstantCast+27sCooldown+5Weapon Multishot+12sBonus Duration+8%Weapon Damage per Stack+5Max StacksAlchemical FireAlchemical Fire3,200 soulsTier 3WeaponPress+30sCooldown+5sDuration+0.2sCast Delay+10Spirit Power
vs stuns and hard ccExtra StaminaExtra Stamina800 soulsTier 1ArmorPassive+1Stamina+12%Stamina RecoveryDebuff ReducerDebuff Reducer1,600 soulsTier 2ArmorPassive+25%Debuff Resist+90Bonus HealthReactive BarrierReactive Barrier1,600 soulsTier 2ArmorPassive+55sCooldown+10sDuration+1Out of Combat RegenBuilds from Grit
Fight her past 20m — her gun stops there, so Grey Talon, Vindicta or any mid-range poke makes Essence TheftEssence Theft4s DurationGraves's bullets siphon weapon damage and spirit resist from whoever they hit, transferring it to Graves up to a per-target cap.Damageno direct damage of its own;Defensiveindirectly 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
Dive her: she has no dash and no escape once Grasping HandsGrasping Hands24m Range5s Duration34s CooldownRaises a line of undead hands out of the ground, after a 0.8s deploy, that damages and immobilizes anyone passing through at ground level, spawns a Ghoul, and leaves a lingering rift behind.Crowd Controlimmobilize (root) on enemies who pass through;Damageroughly 90 spirit at base, +90 more at tier 2 (metabot.gg, deadlock.one)Mobilitynone for Graves1+90 damage and +10m wall length2+1 Ghoul, about -14s cooldown and +0.75s immobilize is down, so a gap-closer (Phantom StrikePhantom Strike6,400 soulsTier 4ArmorPress+35sCooldown+0.35sCast Delay+8Spirit Power+15%Weapon Damage+40%Move Speed+3sSlow Duration, Abrams charge, Shiv dash) deletes her
Carry Dispel MagicDispel Magic3,200 soulsTier 3ArmorInstantCast+45sCooldown+10%Spirit Resist+3sBuff Duration+250Heal Amount specifically for the Grasping Hands immobilize — it is a Root, so you keep shooting and items keep working while you clear it
Kill the gravestone with two heavy melees rather than fighting the Ghoul stream; the ult's entire value is the object surviving
Bring one wave-clear ability into the fight (NapalmNapalm20m Range25s CooldownSprays 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 Controlmovement slow on everyone hitDamageabout 40 spirit at base plus the napalm coating over time (deadlock.one)Mobilitynone directly, though the slow effectively closes distance1+20% lifesteal2applies about +17% Damage Taken and -33% Healing to affected targets, Charged ShotCharged Shot17s CooldownDraws back a heavy shot that can be held at full charge and pierces straight through everything it hits.Damageabout 80 at base spirit power, +54 at tier 2 (deadlock.one, metabot.gg)1+54 damage and -2s charge delay2the shot bounces once off a wall (it cannot hit the same target twice), plus improved…, Powder KegPowder Keg28s CooldownThrows 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 Controlknockup on detonation — hard CC that removes the target's ability to strafeDamageabout 80 spirit at base plus burn damage over time;Mobilityself-launch: detonating it under her own feet is her primary traversal tool1-10s cooldown2+40 impact damage, about +13.3 burn damage per second, roughly -5s charge time and…, Arctic BeamArctic Beam5s Duration28s CooldownChannels 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 Controlramping movement speed and fire rate reduction;Damageabout 45 damage per second at base;Mobilitynone — it constrains his own movement while he holds it1about -20% fire rate and move speed on targets2about +20 DPS with improved spirit scaling5about -13s cooldown and fires 2 additional beams at targets within 10m) — Ghouls have roughly 180 health and evaporate to any AoE
Never take a long stationary gunfight inside 17m; two-second trades cost her the entire Essence Theft payoff
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
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
Borrowed DecreeBorrowed Decree20m Range16s Duration140s CooldownPlants a gravestone that spawns Ghouls over time.Crowd Controlarea slow on Ghoul detonationDamageroughly 115 spirit on Ghoul detonation and about 40 melee per upgrade tier;Defensivea gravestone placed on your own walker or guardian turns a defensive hold…1+25% Ghoul move speed and about -15s cooldown2+10s duration5Ghouls deal roughly +5% of the target's current health as damage when they die, and… gravestones sit on your walker and chip the objective while your team is forced to rotate back and clear Ghouls
Jar of DeadJar of DeadPassively banks a charge whenever something dies near Graves.Crowd Controlnone at base; the tier-2 upgrade adds roughly a 30% movement slow for about…Damageroughly 16 spirit per Deadhead hit at base spirit power (deadlock.one, patch…Defensivetier-1 upgrade returns a small heal (about 5 health) when a death is…1heals Graves a small amount for each death collected2Deadhead hits apply roughly a 30% slow for about 1 second5+2 additional Deadheads and +4 seconds of lifetime tier 2 slows stack with the Ghoul detonation slow, so walking out of her zone gets harder the deeper you are in it
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
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
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)
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
Do not bait Essence Theft — it is a passive and cannot be spent; deny it with range and short trades instead
The moment Grasping Hands is placed and rotated — the cast has a visible tell and she is stationary during it
Any time she is holding a sustained gun angle inside 20m, because she is standing still to build Essence Theft stacks
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
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
Any fight she enters without Grasping Hands available — with zero mobility that is a free kill for any diver
Zone her in lane from long range, because her gun stops at 20m and Essence Theft cannot build on someone she cannot hit. (Mobalytics, Guides Factory)
Map pressure while away from the fight via Borrowed Decree Ghouls marching at objectives
Grasping Hands is a long, reusable Root wall that shapes every chokepoint fight
Essence Theft simultaneously buffs her and debuffs the enemy carry in sustained fights
Jar of Dead recharges off deaths rather than a pure timer, so uptime scales with how well her team is doing
Weak to
No dash, blink or climbing tool of her own, so where she stands is decided before the fight starts
Her very short gun forces her into the range band where divers want her
Both her summons and her gravestone are destructible and can be cleared by any AoE
Almost no burst — she needs time, and any hero who can end a fight in two seconds skips her entire kit
In lane, good at
Jar of Dead 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
Essence Theft makes extended gun trades favorable if the opponent lets her hold the trigger inside 20m
Deadheads chip the wave and the enemy simultaneously, so contesting last hits is costly
In lane, weak to
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
Essence Theft earns nothing in short trades, so hit-and-run opponents deny her whole slot-3 identity
Grasping Hands is on a long cooldown pre-tier-3; once it is spent she has no defensive answer at all
Borrowed Decree unlock — Converts her into permanent lane and objective pressure even while she is elsewhere on the map
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
Essence Theft tier 3 — Summons begin applying the steal, so Ghouls and Deadheads debuff targets Graves never shoots
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
Pistol ("The Teacher")
Beam WeaponClose Range
35.3DPS
Falloff Range 8m → 17m
Low per-shot damage (about 3.6) fired from a large 40-round magazine, so damage arrives as a steady stream rather than in chunks. Her gun only reaches 20m, so Graves has to fight at short range, and past 8m Essence Theft builds more slowly; heavy melee hits for around 116. Since the 09-29-2026 patch her gun also destroys Venator's Hex-Lined Snap Traps, so she can clear a trapped doorway before walking through it.
3.60Bullet Damage
1Pellets per Shot
9.80Bullets per sec
40Ammo
2.80sReload Time
635m/sBullet Velocity
50Light Melee
116Heavy Melee
Vitality and movement
730Health
1Health Regen
6.70m/sMove Speed
2.20m/sSprint Speed
2Stamina
4.50sStamina Cooldown
Base values on patch data. Items and boons change all of these.
The heroes Graves wins most with, against what their two win rates would predict.
Deadman DannyDeadman DannySkirmisherInitiatorMid rangeHybrid damageFree flight: he picks his angles and reaches heroes others can'tDurabilitylow (1/3)Bursthigh (2/3)Mobilityvery high (3/3)Healinglow (1/3)63.1% together+7.1% above expected
PaigePaigeSupportControllerMid rangeSpirit damagePeel — Plot Armor is a save and a damage buff on one button.Durabilitylow (1/3)Burstlow (1/3)Mobilitynone (0/3)Healinghigh (2/3)63.9% together+7.0% above expected
BabaBabaControllerMageMid rangeSpirit damageThree kinds of control in one kit: silence, a hex and several slowsDurabilitylow (1/3)Bursthigh (2/3)Mobilityhigh (2/3)Healinglow (1/3)63.3% together+7.0% above expected
KelvinKelvinSupportControllerMid rangeHybrid damageFrozen Shelter is a hard physical barrier that stops ranged damage and ultimates outrightDurabilityhigh (2/3)Burstlow (1/3)Mobilityhigh (2/3)Healingvery high (3/3)62.8% together+6.5% above expected
SevenSevenMageControllerMid rangeSpirit damageWave and jungle clear through Lightning Ball and Power Surge, which helps him reach item breakpoints soonerDurabilitylow (1/3)Bursthigh (2/3)Mobilitynone (0/3)Healingnone (0/3)62.4% together+6.1% above expected
HazeHazeAssassinCarryClose rangeBullet damageSingle-target sustained DPS ramps up once Fixation is stackedDurabilitylow (1/3)Bursthigh (2/3)Mobilityhigh (2/3)Healinghigh (2/3)61.3% together+5.9% above expected
Graves wins 57.2% of games overall.
Who counters Graves and who Graves counters: all 43 opponents, from Graves' hardest to easiest, with how far each sits from that average. Graves strugglesGraves does well
Paige is strong against almost every hero this patch, so it sits near the top here too.
Beyond that, the matchups that are hardest for Graves in particular: McGinnis (Graves wins 54.3%), Seven (Graves wins 50.7%) and Haze (Graves wins 52.6%).
Pick an ability to see what it does and how to play around it.
Jar of Dead
Ability 1 · Resource-Collecting Passive Plus Thrown Summon
Passively banks a charge whenever something dies near Graves. Throwing the jar releases Deadheads that repeatedly strike nearby enemies for Spirit Damage; with no enemy nearby they trail Graves instead.
Purpose: Turns every lane creep and jungle campHaunts Neutral camps Lanes and Districts across the mapHaunts 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.Souls41/68/181 soulstier I / II / IIIa creep+0.44 / +0.73 / +1.95 a minute death into stored offensive resource, then converts it into free chip damage on a contested point or a lane wave.
Damage
Roughly 16 spirit per Deadhead hit at base Spirit Power (deadlock.one, patch 09-16-2026)
Crowd control
None at base; the tier-2 upgrade adds roughly a 30% movement slow for about 1s on hit
Defensive
Tier-1 upgrade returns a small heal (about 5 health) when a death is collected
How to play against it
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
Once tier 2 is online the slow is the real threat, not the damage — hold Dispel Magic or a movement active for the jar plus Grasping Hands combination
Interactions
Charges build off ANY nearby death, so contested lanes and jungle rotations refill it far faster than a fixed cooldown would
Deadheads keep applying damage while Graves is behind cover, so it pairs with Grasping Hands to punish someone stuck in the wall
Spirit Power items raise the per-hit damage directly; Escalating ExposureEscalating Exposure6,400 soulsTier 4TechPassive+12sDuration+0.7sMax Frequency+4.5%Spirit Amp per Stack+17%Spirit Resist+12Max StacksBuilds from Mystic Vulnerability-style spirit amps benefit from the repeated small ticks
Upgrade tiers
Tier 1: heals Graves a small amount for each death collected
Tier 2: Deadhead hits apply roughly a 30% slow for about 1 second
Tier 3: +2 additional Deadheads and +4 seconds of lifetime
Grasping Hands
Ability 2 · Placed Line/wall with Root and Summon
Raises a line of undead hands out of the ground, after a 0.8s deploy, that damages and immobilizes anyone passing through at ground level, spawns a Ghoul, and leaves a lingering rift behind. Alt-fire rotates the line before placing it.
Purpose: Graves's only real defensive button and the core of her zoning — it cuts a lane, a stairwell or a doorway in half and freezes whoever tries to walk through it.
Damage
Roughly 90 spirit at base, +90 more at tier 2 (metabot.gg, deadlock.one)
Crowd control
Immobilize (Root) on enemies who pass through; tier 3 adds about +0.75s to the Root
Mobility
None for Graves
Defensive
Rooting a chaser behind the line is the main escape tool in the kit
How to play against it
It is a Root, not a Stun — keep shooting and keep using items; Dispel Magic 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 PadBounce Pad22s Duration41s CooldownDrops a pad that launches any hero who touches it high into the air.Crowd Controltier 3 adds about +0.7s stun to the landing stompDamageabout 60 stomp damage on landing (deadlock.one)Mobilityvery large vertical launch for Holliday and all allies who step on it1about -10s cooldown2she and allies gain roughly +4 m/s movement speed for 4 seconds on landing5about +0.7s stun on the landing stomp, Rain of ArrowsRain of Arrows4s Duration25s CooldownLaunches 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 Controltier-1 upgrade adds roughly a 24% movement slow to his arrows while airborneDamageno direct damage; tier 1 adds about +3 weapon damage and a 24% movement slow…Mobilityhigh vertical displacement plus a slow controlled glide1+3 weapon damage and a 24% movement slow applied by his shots2-12s cooldown5+30% bullet lifesteal, +30% spirit lifesteal and +30% bullet evasion or any vertical mobility crosses over the hands
Before tier 3 the cooldown is long — force it out on a throwaway approach, then commit on the follow-up
Interactions
Alt-cast rotation matters: laid across a chokepoint it blocks, laid along a corridor it chases
The rift persists after the initial hands, so re-entering the area can be punished
Root, not Stun — the victim can still shoot, use items and cast abilities
The hands only grab up to 1.75m high, so a double jump clears them
Tier 3 adds an extra Ghoul, which stacks with the Borrowed Decree summon pressure
Upgrade tiers
Tier 2: +90 damage and +10m wall length
Tier 3: +1 Ghoul, about -14s cooldown and +0.75s immobilize
Essence Theft
Ability 3 · Weapon Passive Stat Steal
Graves's bullets siphon weapon damage and Spirit Resist from whoever they hit, transferring it to Graves up to a per-target cap.
Purpose: 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.
Damage
No direct damage of its own; steals up to about 25% of the target's weapon damage (deadlock.one)
Defensive
Indirectly defensive — a carry with stolen weapon damage kills Graves more slowly
How to play against it
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
Range is the cleanest answer: her gun stops at 20m, so fighting at 25m+ makes the steal impossible to build
Interactions
Tier 3 lets her summons apply Essence Theft too, so Ghouls and Deadheads strip a target Graves is not even shooting
The Spirit Resist steal makes her ability damage hit harder on exactly the target she has been shooting
Wants sustained-fire weapon items (Rapid RoundsRapid Rounds800 soulsTier 1WeaponPassive+9%Fire Rate, RicochetRicochet6,400 soulsTier 4WeaponPassive+65%Ricochet Damage+18%Fire Rate) and anything that keeps her magazine on target
Upgrade tiers
Tier 3: +1 maximum steal target, and all Graves's summons apply Essence Theft
Borrowed Decree
Ultimate · Placed Summon Structure (Passive Plus Active)
Plants a gravestone that spawns Ghouls over time. The Ghouls march toward the enemy base and detonate near heroes or objectives for area Spirit Damage and a slow. Enemies can break the gravestone with two heavy melees.
Purpose: Free, unattended map pressure — it pushes a lane, contests an objective or adds a second front to a teamfight without Graves being present.
Damage
Roughly 115 spirit on Ghoul detonation and about 40 melee per upgrade tier; summons around 180 health (deadlock.one)
Crowd control
Area slow on Ghoul detonation
Defensive
A gravestone placed on your own walker or guardian turns a defensive hold into a stalemate the enemy has to spend time on
How to play against it
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, Powder Keg, Napalm) erases a wave of them
Fight away from the gravestone — its value is entirely positional and it cannot be moved once placed
At tier 3 the Ghoul death damage scales with your current health, so tanks specifically should not body-block the Ghouls
Interactions
Ghouls count as summons, so at Essence Theft tier 3 they also strip weapon damage and Spirit Resist from heroes they reach
Best value is on objectives — walkers, guardians and the Patron — where there is nobody to clear the Ghouls
The gravestone is a destructible object: two heavy melees remove it entirely, so cover matters more than placement range
Upgrade tiers
Tier 1: +25% Ghoul move speed and about -15s cooldown
Tier 2: +10s duration
Tier 3: Ghouls deal roughly +5% of the target's current health as damage when they die, and -0.3s spawn time
Graves' win rate by game length
Game length changes little for Graves compared with other heroes: #3 of 44 in games under 25 minutes, #1 of 44 from 25 to 40, #5 of 44 past 40.
above 50%below 50%under 1,000 gameshow many games end then
See the numbers
Minutes
Wins
vs usual
Games
10–15
51.1%
−6.2%
2,185
15–20
56.2%
−1.1%
5,265
20–25
61.1%
+3.8%
15,723
25–30
62.3%
+5.0%
47,325
30–35
59.9%
+2.6%
95,382
35–40
56.8%
−0.5%
106,137
40–45
54.0%
−3.3%
71,763
45–50
53.6%
−3.7%
37,638
50–55
53.4%
−3.9%
17,760
55–60
53.2%
−4.1%
6,851
60+
51.7%
−5.6%
3,581
"vs usual" is against Graves's 57.3% over all these games. Faded rows have under 1,000 games, where a few percent either way is noise; under 300, no win rate is shown.
Each point is how often Graves won games that ended at that length, not the chance of winning at that minute.
Short games are usually one-sided, so the left side is about closing out a lead and the right side about long, close games.
Games under 10 minutes are left out. Every hero by game length →
Sources and confidence for this record
Record confidence: Strong evidence. Compiled for patch 10-30-2026, researched 2026-10-30.
Difficulty rating: deadlocklabs.gg hero page lists in-game complexity as 2 of 3 stars (★★☆)