Dive him — he has the lowest durability in the group and only one escape; Phantom StrikePhantom Strike6,400 soulsTier 4ArmorPress+35sCooldown+0.35sCast Delay+8Spirit Power+15%Weapon Damage+40%Move Speed+3sSlow Duration, Haze Smoke BombSmoke Bomb8s Duration33s CooldownVanishes from sight and gains bonus sprint speed.Mobilitysignificant sprint speed bonus while active;Defensivean escape — at tier 3 it also purges non-ultimate debuffs and grants 50%…1grants 2 ability charges2removes non-ultimate debuffs on cast and grants 50% bullet lifesteal for 5 seconds approach, or Abrams charge kills him outright
Buy KnockdownKnockdown3,200 soulsTier 3TechPress+35sCooldown+0.1sCast Delay+2sStun Delay+0.5sStun Duration+75Bonus Health+5%Ability Range+5%Radius specifically for 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: it drops him out of the glide and stuns him, removing his escape and his damage window simultaneously
Pre-activate UnstoppableUnstoppable6,400 soulsTier 4ArmorInstantCast+60sCooldown+5.5sDuration+125Bonus Health+25%Debuff ResistBuilds from Debuff Reducer BEFORE approaching a trapped choke, because Spirit SnareSpirit Snare34s CooldownThrows down a trap that arms after a short delay and triggers when an enemy enters its radius, applying Curse and a movement slow.Crowd ControlCurse (silence + disarm + item lockout + interrupt) plus a movement slow;Damageminimal direct damage;Defensivethe primary anti-dive tool — placed at his own feet or on the approach, it…1-20s cooldown2applies -15% Bullet Resist for 10 seconds5+1s Curse duration and +1.5m radius's Curse blocks item activation after it lands
Strafe laterally against 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… and Guided OwlGuided Owl125s CooldownAfter a short cast, Grey Talon takes control of a spirit owl and flies it across the map;Crowd Controlarea stun on detonationDamageabout 230 at base spirit power (deadlock.one)Mobilitynone for Grey Talon — in fact he is locked in place1+85 damage2-40s cooldown5instantly kills enemies below about 22% health and grants permanent Spirit Power per… — both are slow projectiles with travel time
Kill him during the roughly 1.5s Guided Owl cast; he is rooted and defenceless for the full duration plus the flight
Fight in enclosed interiors and tunnels where his 54m falloff advantage and his vertical glide are both worthless
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
Spirit Snare's Curse silences, disarms and blocks item use — if you step on it you cannot press Dispel Magic, Unstoppable or Warp StoneWarp Stone3,200 soulsTier 3ArmorInstantCast+16sCooldown+30%Bullet Resist+6sBuff Duration to get out
Guided Owl at tier 3 executes anyone under about 22% health anywhere on the map; retreating at low health is not actually safe
Rain of Arrows plus multishot from directly above means your cover on the ground is worth nothing
Spirit Snare tier 2's -15% Bullet Resist turns his trap into a damage amp for his entire team's follow-up
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
Spirit Snare second: force it with a durable body walking the obvious approach lane, since the Curse is what actually stops your dive
Guided Owl is worth baiting only when you can punish the cast — pull him into using it on a target with Ethereal ShiftEthereal Shift6,400 soulsTier 4TechInstantCast+37sCooldown+4sDuration+5sBuff Duration+30%Spirit Resist+20Spirit Power or full health, then kill him during the flight
Charged Shot is not worth baiting; it comes back too quickly — deny it with angles instead, and away from walls once he has tier 3
Roughly 1.5s of Guided Owl cast plus the entire owl flight — he is rooted, looking elsewhere, and cannot defend himself
The whole Rain of Arrows glide against any rapid-fire gun or against Knockdown — he cannot change direction
While drawing Charged Shot, where he is slowed and committed to a firing line
The moment after Spirit Snare is placed and before it arms — the trap does nothing during the arming delay
Reload windows: at roughly 1.67 shots per second, a missed arrow is a long dead interval where he has no output at all
Do not linger in lane at low health, because Guided Owl can finish you from across the map and every kill makes him permanently stronger. (Mobalytics, Deadlock Labs)
Spirit Snare protects the approach to his guardian and makes a lane gank very costly
In lane, weak to
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
If Rain of Arrows is on cooldown he has no way out of a two-person gank
Charged Shot's charge time is long until tier 2, and holding it slows him, so aggressive laners can walk him down during the draw
Charged Shot tier 2 — +54 damage and 2s less charge delay make his setpiece poke hit harder and come round sooner
Charged Shot tier 3 — A wall bounce lets the shot reach around a corner, and better spirit scaling rewards a spirit build
Spirit Snare tier 2 — -15% Bullet Resist for 10s makes his trap a team-wide damage amp on top of the Curse lockdown
Guided Owl unlock — Gives him cross-map pick potential and a Stun for his team to fight around
Guided Owl tier 3 — The sub-22% execute plus permanent Spirit Power per kill makes his ult a self-scaling snowball
Bow
Medium RangeHeavy HitterProjectile
39.2DPS
Falloff Range 18m → 54m
Slow single-arrow projectile weapon — roughly 1.67 shots per second for about 23.5 damage each, with travel time that must be led on moving targets. Falloff only begins around 18m and extends to about 54m, a long effective band, and headshots are the majority of his damage output.
23.51Bullet Damage
1Pellets per Shot
1.67Bullets per sec
17Ammo
2.35sReload Time
495m/sBullet Velocity
50Light Melee
116Heavy Melee
Vitality and movement
780Health
1.50Health Regen
6.30m/sMove Speed
1.60m/sSprint Speed
4Stamina
4.50sStamina Cooldown
Base values on patch data. Items and boons change all of these.
The heroes Grey Talon wins most with, against what their two win rates would predict.
GravesGravesControllerSummonerClose rangeHybrid damageMap pressure while away from the fight via Borrowed Decree Ghouls marching at objectivesDurabilitylow (1/3)Burstlow (1/3)Mobilitynone (0/3)Healinglow (1/3)56.7% together+4.0% above expected
VictorVictorBruiserInitiatorClose rangeSpirit damageEffectively two health bars via Shocking Reanimation, which invalidates the normal 'focus the bruiser' planDurabilityvery high (3/3)Bursthigh (2/3)Mobilityhigh (2/3)Healingvery high (3/3)54.0% together+2.8% 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)53.4% together+1.6% above expected
DrifterDrifterAssassinSkirmisherMeleeHybrid damageA heavy 20.10-damage-per-bullet shotgun, with burst on top from RendDurabilitylow (1/3)Burstvery high (3/3)Mobilityhigh (2/3)Healinglow (1/3)51.2% together+1.5% 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)52.9% together+1.2% above expected
Lady GeistLady GeistBruiserSkirmisherClose rangeHybrid damagePersonal sustain between 100% Life Drain conversion and lifesteal itemisationDurabilityhigh (2/3)Bursthigh (2/3)Mobilitylow (1/3)Healingvery high (3/3)51.6% together+1.2% above expected
Grey Talon wins 48.1% of games overall.
Who counters Grey Talon and who Grey Talon counters: all 43 opponents, from Grey Talon's hardest to easiest, with how far each sits from that average. Grey Talon strugglesGrey Talon does well
Graves and Paige are strong against almost every hero this patch, so they sit near the top here too.
The counters that are about Grey Talon in particular: Kelvin (Grey Talon wins 41.8%) and Drifter (Grey Talon wins 46.4%).
Throws down a trap that arms after a short delay and triggers when an enemy enters its radius, applying Curse and a movement slow. The Curse interrupts, silences, disarms and blocks item use.
Purpose: His lockdown and self-peel — a diver who steps on it cannot shoot, cast, or use an escape item for the duration, which is usually the entire fight.
Damage
Minimal direct damage; the value is entirely the debuff
Crowd control
Curse (Silence + Disarm + item lockout + interrupt) plus a movement slow; tier 3 adds about +1s Curse duration
Defensive
The primary anti-dive tool — placed at his own feet or on the approach, it neutralizes an incoming assassin
How to play against it
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 BEFORE contact; once Curse lands you cannot activate items at all
Force the trap by sending a durable body (Abrams, Kelvin, Ivy in Stone FormStone Form3s Duration40s CooldownTurns 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 Controlarea stun on landing; tier 3 extends the stun durationDamageabout 75 at base spirit power (deadlock.one);Mobilitya downward slam — it repositions her vertically, especially when combined…1-25s cooldown2increased stun duration and improved damage scaling) through the approach first, then follow with the carry
The trap is a single placed object — approach from an unexpected vertical angle (zipline drop, 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 Arrows) to skip the approach lane he trapped
Interactions
Can be detonated manually with Charged Shot, so he does not have to wait for someone to walk onto it
Curse blocks item usage, which means Dispel Magic and Unstoppable must be used BEFORE it lands, not after
Tier 2 adds -15% Bullet Resist for 10s, which is a large damage amp for a bow-built Talon and for his team
Placed on an objective or a soul orb it becomes area denial rather than self-peel
Ultimate · Player-Piloted Projectile with AoE Stun
After a short cast, Grey Talon takes control of a spirit owl and flies it across the map; on impact it explodes, damaging and stunning enemies. He accumulates permanent Spirit Power for each enemy hero it kills.
Purpose: Long-range execute and cross-map initiation — it finishes retreating targets, opens fights from an angle no one can see, and its Stun is the setup for the rest of his team.
Damage
About 230 at base Spirit Power (deadlock.one)
Crowd control
Area Stun on detonation
Mobility
None for Grey Talon — in fact he is locked in place
Defensive
None; he is fully vulnerable while piloting
How to play against it
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
Ethereal Shift makes you untargetable through the detonation; Unstoppable prevents the Stun chain that follows
Interactions
About a 1.5s cast time before the owl launches, during which he is rooted and exposed
Tier 3 outright executes enemies below roughly 22% health, turning it from a Stun into a guaranteed kill
Permanent Spirit Power per hero killed means a Talon who gets early Owl kills scales harder all game
Best value is on someone already stunned or snared — the owl is dodgeable in the open
It leaves in exactly the direction he aims, steep downward angles included, so a Talon on high ground can drop it straight onto a target below
Upgrade tiers
Tier 1: +85 damage
Tier 2: -40s cooldown
Tier 3: instantly kills enemies below about 22% health and grants permanent Spirit Power per enemy hero killed
Grey Talon's win rate by game length
Grey Talon gets stronger the longer the game goes: 45.8% in games under 25 minutes (#31 of 44), 50.2% in games past 40 (#17 of 44). Worth knowing: the tag at the top says "Mid Game", but on this patch the long games are where Grey Talon pulls ahead of other heroes.
above 50%below 50%under 1,000 gameshow many games end then
See the numbers
Minutes
Wins
vs usual
Games
10–15
48.2%
+0.1%
1,194
15–20
46.9%
−1.2%
2,292
20–25
44.9%
−3.2%
6,117
25–30
44.2%
−3.9%
20,572
30–35
46.4%
−1.7%
45,730
35–40
48.8%
+0.7%
53,261
40–45
50.5%
+2.4%
36,454
45–50
50.2%
+2.1%
19,465
50–55
49.3%
+1.2%
9,127
55–60
50.3%
+2.2%
3,714
60+
48.5%
+0.4%
1,984
"vs usual" is against Grey Talon's 48.1% 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 Grey Talon 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 (★★☆)