Patch 09-16-2026 Data researched 2026-09-21 What changed
GT Grey Talon — ranged frame

Grey Talon

SniperCarryController long range hybrid damage mid-game Medium difficulty

Measured 47.4% win rate, 1.4% pick rate on patch 09-16-2026 across 31,975 matches.

Strengths

  • Longest effective engagement range in the roster — he dictates whether a fight even starts
  • Spirit Snare's Curse is one of the few effects that blocks item usage entirely, shutting down escape actives
  • Rain of Arrows gives him a vertical escape plus a damage buff in the same button
  • Guided Owl scales itself with permanent Spirit Power on every hero kill

Weaknesses

  • Very low health and no damage mitigation — he dies to any committed dive
  • Everything meaningful in his kit has a visible cast tell (charge draw, snare arming, 1.5s owl cast)
  • Airborne during Rain of Arrows means Knockdown counters both his escape and his damage window at once
  • Slow projectile weapon means his DPS falls off badly against mobile targets in close quarters

Weapon

bow. 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, the longest effective band in the game, and headshots are the majority of his damage output.

Abilities

Charged Shot

Ability 1 · chargeable piercing skillshot

Draws back a heavy shot that can be held at full charge and pierces straight through everything it hits.

What it is for: His main poke and wave-clear button — one charged arrow can hit a whole creep wave and the hero standing behind it, from outside most heroes' effective range.

Damage
about 80 at base spirit power, +54 at tier 2 (deadlock.one, metabot.gg)

How to play against it

  • It is a slow projectile on a line — strafe perpendicular to him, do not walk toward or away in a straight line
  • Break line of sight during the charge; the charge-up is long and visible before tier 3
  • Stand off to the side of your creep wave so one arrow cannot hit both wave and you
  • Bullet Armor does nothing here — Spirit Armor is what reduces it

Interactions

  • Pierces, so it hits the wave and the hero behind it in one cast — the cheapest farm-plus-poke in the game
  • Detonates an armed Spirit Snare from range, letting him trigger his own trap on a target who walked near it
  • Charging slows his movement, so it is a commitment, not a snap shot
  • Scales with Spirit Power, which is why spirit-heavy Talon builds exist alongside pure bow builds
Upgrade tiers
  • Tier 2: +54 damage
  • Tier 3: roughly -3s charge delay plus improved spirit scaling, turning it from a setpiece into a repeatable poke

Rain of Arrows

Ability 2 · self-launch with glide and weapon buff

Launches Grey Talon high into the air and lets him glide down slowly, gaining bonus weapon damage and firing multiple arrows per shot while airborne.

What it is for: Both his escape and his damage window — he goes vertical, becomes hard to reach, and rains multishot arrows on whatever is below.

Damage
no direct damage; tier 1 adds about +3 weapon damage and a 24% movement slow to the arrows
Crowd control
tier-1 upgrade adds roughly a 24% movement slow to his arrows while airborne
Mobility
high vertical displacement plus a slow controlled glide
Defensive
getting airborne removes him from most melee and gap-close threats; tier 3 adds about 30% bullet evasion

How to play against it

  • 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 hitscan tracking 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
  • Bait it out: once Rain of Arrows is on cooldown he is a 0-mobility, low-health hero on the ground

Interactions

  • Being airborne is his single biggest liability against Knockdown, which drops him out of the sky and stuns him
  • Combines with Spirit Snare: snare someone on the ground, then go airborne and multishot them while they are slowed and silenced
  • Tier 3's bullet and spirit lifesteal is his only real sustain, and it only exists during the glide
  • Glide makes him a large, slow, predictable target for anyone with hitscan tracking
Upgrade tiers
  • Tier 1: +3 weapon damage and a 24% movement slow applied by his shots
  • Tier 3: +30% bullet lifesteal, +30% spirit lifesteal and +30% bullet evasion

Spirit Snare

Ability 3 · placed arming trap with Curse

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.

What it is for: 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 Form) 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 Pad, 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
Upgrade tiers
  • Tier 2: applies -15% Bullet Resist for 10 seconds
  • Tier 3: +1s Curse duration and +1.5m radius

Guided Owl

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.

What it is for: 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 the single best window in his kit 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
Upgrade tiers
  • Tier 3: instantly kills enemies below about 22% health and grants permanent Spirit Power per enemy hero killed

Laning strengths

  • 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 positions most laners simply cannot answer
  • Rain of Arrows gives him an escape most solo-lane bullies cannot follow
  • Spirit Snare protects the approach to his guardian and makes a lane gank very costly

Laning weaknesses

  • Lowest durability tier in the roster — any 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 pre-tier-3 charge time is long, and holding it slows him, so aggressive laners can walk him down during the draw

Power spikes

  • Charged Shot tier 3: The charge delay drops by about 3s, turning his setpiece poke into a repeatable ranged attack
  • Spirit Snare tier 2: -15% Bullet Resist for 10s makes his trap a team-wide damage amp on top of the Curse lockdown
  • ult unlock: Guided Owl 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

Playing against Grey Talon

  • 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
  • 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
  • Pre-activate Unstoppable BEFORE approaching a trapped choke, because Spirit Snare's Curse blocks item activation after it lands
  • Strafe laterally against Charged Shot and Guided Owl — both are slow projectiles with travel time, not hitscan
  • 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

Bait these first

  • 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 Shift or full health, then kill him during the flight
  • Charged Shot is not worth baiting; it comes back too quickly at tier 3 — deny it with angles instead

What Grey Talon does to you

  • A tier-3 Charged Shot hits your whole wave and you behind it, from roughly 50m, on a short enough cooldown that you cannot hold the lane through it
  • Spirit Snare's Curse silences, disarms and blocks item use — if you step on it you cannot press Dispel Magic, Unstoppable or Warp Stone 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

Punish windows

  • 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 hitscan hero 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

Hardest matchups for Grey Talon

Ranked by how far below Grey Talon's own baseline each pairing measures — not by raw win rate.

Kelvin 42.3% -5.1 pts
Ivy 42.5% -4.9 pts
Seven 43.6% -3.8 pts
Paige 44.1% -3.3 pts
McGinnis 44.8% -2.6 pts
Lash 45.6% -1.8 pts
Haze 45.8% -1.6 pts
Celeste 46.0% -1.4 pts

Best matchups for Grey Talon

Same measure, other direction.

Silver 53.3% +5.9 pts
Venator 52.8% +5.4 pts
Mina 52.7% +5.3 pts
Pocket 52.7% +5.3 pts
Sinclair 51.8% +4.4 pts
Billy 50.5% +3.1 pts
Bebop 49.9% +2.5 pts
Paradox 49.7% +2.3 pts

Every Grey Talon matchup

Analyse a full enemy team

Matchup pages cover one enemy. The tool reads all six together.

Open the tool as Grey Talon
Sources and confidence for this record

Record confidence: Strong evidence. Compiled for patch 09-16-2026, researched 2026-09-21.

Difficulty rating: deadlocklabs.gg hero page lists in-game complexity as 2 of 3 stars (★★☆)