Abilities
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.
What it is for: Turns every lane creep and jungle camp 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 Exposure-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 that damages and immobilizes anyone passing through, spawns a Ghoul, and leaves a lingering rift behind. Alt-fire rotates the line before placing it.
What it is for: 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: jump, Bounce Pad, Rain of Arrows 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
- 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.
What it is for: 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 falloff bottoms out near 17m, so fighting at 25m+ makes the steal nearly 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 Rounds, Ricochet) 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.
What it is for: 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 and faster spawn cadence (about -0.3s spawn time)
- Tier 3: Ghouls deal roughly +5% of the target's current health as damage when they die