Playing Bebop against Graves
Everything below is generated for Deadlock patch 09-16-2026 from Graves's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.
Quick summary
- Threat
- Extreme threat
- Main problem
- 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
- Your main advantage
- You kill faster than they do (Bebop 3/3 against Graves 1/3).
- Primary rule
- Do not commit before Grasping Hands is gone. 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
- Key item
- Monster Rounds — Graves gives this team real objective pressure. Buy when you need to clear jungle camps and waves quickly, or to trade objectives with a pushing enemy.
Data-supported Measured: you win 41.5% of these, which is 5.3 points below your overall win rate (45,100 matches). The kit-based model reads this as low instead — treat the measured number as primary and the gap as a sign this matchup is more about execution than kit. Ranked against this hero's own baseline win rate, not raw win rate. Source: Deadlock Labs (deadlocklabs.gg/heroes/bebop/).
What should I do right now?
Before lane
Do
- Plan for Monster Rounds — know which tier it sits in so you are not improvising at the shop.
- Know what Grasping Hands looks like. It is the cooldown this lane revolves around.
Avoid
- Walking to lane on the same path every wave against a hero with Graves's engage range.
During lane
Do
- No dash, no vertical mobility and no escape beyond Grasping Hands — a lane bully with a gap-close simply walks onto her
- Very short falloff (about 8m to 17m) means she loses every mid-range poke lane outright
- The beam weapon's huge 66-round clip and hitscan behaviour make last-hitting and denying orbs very easy, giving him one of the strongest soul-economy lanes in the game
Avoid
- 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
Mid game
Do
- Their first real spike is ult unlock — respect it from that point, not before.
- Your spike is Grapple Arm T2 (roughly 3-5k souls): +30m cast range roughly doubles his hook threat radius and makes lanes and chokes unwalkable
Avoid
- Taking an even fight against Graves on their spike timing when you could take the same fight ten minutes later on yours.
Teamfights
Do
- Watch for Grasping Hands. It is a root, not a stun — keep shooting and keep using items; Dispel Magic clears it outright
- Fight her past 20m — her falloff bottoms out around 17m, so Grey Talon, Vindicta or any mid-range poke makes Essence Theft literally unbuildable
Avoid
- Spending your own escape before Grasping Hands is on cooldown.
Abilities to watch
- Grasping Hands Ability 2
This is the ability that actually kills you — immobilize (root) on enemies who pass through; tier 3 adds about +0.75s to the root. Everything else in the kit is set up by 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
- Borrowed Decree Ultimate
This is the ability that actually kills you — area slow on Ghoul detonation. Everything else in the kit is set up by 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
- Jar of Dead Ability 1
This is the ability that actually kills you — none at base; the tier-2 upgrade adds roughly a 30% movement slow for about 1s on hit. Everything else in the kit is set up by 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
- Essence Theft Ability 3
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.
- 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
Abilities to bait — in this order
- 1. Grasping Hands
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
- 2. Jar of Dead
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)
- 3. Borrowed Decree
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
Matchup overview
- Their structural weakness: Effectively zero personal mobility — no dash, no blink, no vertical tool Why this is shown: Graves's weaknesses. Strong evidence
- Their structural weakness: Extremely short weapon falloff forces her into the range band where divers want her Why this is shown: Graves's weaknesses. Strong evidence
- Their structural weakness: Both her summons and her gravestone are destructible and can be cleared by any AoE Why this is shown: Graves's weaknesses. Strong evidence
- You out-lane Graves and they out-scale the lane phase, so the whole matchup lives in the first six minutes. The lead you build there has to be spent before Guardians fall and the map turns into grouped objectives — souls banked are not a lead against a hero who is better in the format that follows. Convert into their Guardian, into the Urn at 10:00, or into map control ahead of the first Rift around 11:00, and treat any minute where your advantage is sitting unspent as a minute given back. Why this is shown: Hero laning 3 versus an opponent with laning ≤2 but teamfight 2+; the transition happens around 6:00. Strategic
- Neither of you can disengage well, so fights between you tend to go to completion. That makes the decision to start one much more important than anything you do inside it — commit only when you already have the advantage, because backing out is not available to either side. Why this is shown: Both heroes have mobility 0-1; low disengage on both sides. Strategic
What they do against you
- 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 Why this is shown: Authored from Graves's kit. Strong evidence
- 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 Why this is shown: Authored from Graves's kit. Strong evidence
- Borrowed Decree gravestones sit on your walker and chip the objective while your team is forced to rotate back and clear Ghouls Why this is shown: Authored from Graves's kit. Strong evidence
- Jar of Dead tier 2 slows stack with the Ghoul detonation slow, so walking out of her zone gets harder the deeper you are in it Why this is shown: Authored from Graves's kit. Strong evidence
- 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 Why this is shown: Authored from Graves's kit. Strong evidence
How you counter them
- Fight her past 20m — her falloff bottoms out around 17m, so Grey Talon, Vindicta or any mid-range poke makes Essence Theft literally unbuildable Why this is shown: Authored counterplay against Graves. Strong evidence
- Dive her: she has no dash and no escape once Grasping Hands is down, so a gap-closer (Phantom Strike, Abrams charge, Shiv dash) deletes her Why this is shown: Authored counterplay against Graves. Strong evidence
- Carry Dispel Magic specifically for the Grasping Hands immobilize — it is a root, so you keep shooting and items keep working while you clear it Why this is shown: Authored counterplay against Graves. Strong evidence
- Kill the gravestone with two heavy melees rather than fighting the Ghoul stream; the ult's entire value is the object surviving Why this is shown: Authored counterplay against Graves. Strong evidence
- Bring one wave-clear ability into the fight (Napalm, Charged Shot, Powder Keg, Arctic Beam) — Ghouls have roughly 180 health and evaporate to any AoE Why this is shown: Authored counterplay against Graves. Strong evidence
- Never take a long stationary gunfight inside 17m; two-second trades cost her the entire Essence Theft payoff Why this is shown: Authored counterplay against Graves. Strong evidence
- You cannot out-move Graves's gun, so the answer is the item that changes what their bullets do rather than where you stand. Plated Armor deflects bullets outright and — the part most players miss — strips their on-hit build-ups, which is the only clean answer to Silencer, Toxic Bullets and Inhibitor stacks landing on you. If 6,400 is too far away, Battle Vest at +18% Bullet Resist is the efficient Tier II step and Bullet Resilience at +30% (with a further +15% below half health) the Tier III one. Why this is shown: Plated Armor deflects bullets and strips on-hit build-ups; Battle Vest +18% and Bullet Resilience +30% are the T2/T3 stat steps. Strong evidence
- Graves does a lot of damage through summons rather than in person. Do not spend single-target cooldowns clearing them — area damage handles the summons while you keep your burst for the hero. Check whether the summons are what is actually killing you before you commit to fighting the hero at all. Why this is shown: Summoner kits split threat between hero and units. Strategic
Trading
- The moment Grasping Hands is placed and rotated — the cast has a visible tell and she is stationary during it Why this is shown: Graves's vulnerability windows. Strong evidence
- Any time she is holding a sustained gun angle inside 17m, because she is standing still to build Essence Theft stacks Why this is shown: Graves's vulnerability windows. Strong evidence
- 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 Why this is shown: Graves's vulnerability windows. Strong evidence
- 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 Why this is shown: Graves's vulnerability windows. Strong evidence
- Any fight she enters without Grasping Hands available — with zero mobility that is a free kill for any diver Why this is shown: Graves's vulnerability windows. Strong evidence
Laning
- What they want in lane: Jar of Dead charges off every creep death, so a lane Graves is winning snowballs the ability's uptime Why this is shown: Graves's laning strengths. Strong evidence
- What they want in lane: Grasping Hands across the lane chokepoint denies a safe approach to the soul orbs and punishes anyone who steps up to secure Why this is shown: Graves's laning strengths. Strong evidence
- What you can take from them in lane: No dash, no vertical mobility and no escape beyond Grasping Hands — a lane bully with a gap-close simply walks onto her Why this is shown: Graves's laning weaknesses. Strong evidence
- What you can take from them in lane: Very short falloff (about 8m to 17m) means she loses every mid-range poke lane outright Why this is shown: Graves's laning weaknesses. Strong evidence
- Your lever: The beam weapon's huge 66-round clip and hitscan behaviour make last-hitting and denying orbs very easy, giving him one of the strongest soul-economy lanes in the game Why this is shown: Bebop's laning strengths. Verified
- You have real objective damage, which makes the Guardian your win condition in this lane rather than Graves's health bar. Guardian resistance scales from +50% down to −50% across roughly the first twelve minutes since 05-22-2026 — it gets softer, not harder, so the pressure you can apply grows every minute from about 6:00. Guardians also have no ability-damage reduction, so spirit works on them at full value. Older guides claiming Guardians toughen over time are wrong. Why this is shown: 05-22-2026 changed Guardian scaling resist from +75%→−50% to +50%→−50%; Guardians have no ability-damage reduction. Verified
- Graves will shove the wave into your Guardian to push you off souls, and you are not fast enough to walk around it. The thing to protect is the floating orb — the ground orb drops and cannot be denied, so half your income is safe no matter what they do, and the contest is only ever over the other 50. Position on your Guardian's side of the wave so you are already in range of the floating orbs when they pop, and give up the forward orbs rather than crossing for them. Why this is shown: Each trooper drops one undeniable ground orb and one contestable floating orb; enemy wave-clear versus a low-mobility hero. Strategic
- You are a strong laner, so know where the income actually goes. Trooper souls are split among players within roughly 45m of the orb or 30m of the killer, and two players nearby take 54% each rather than 50% — a duo lane is slightly net-positive for the team and clearly negative for you individually. If you are winning the lane against Graves, holding the wave alone at range from your partner is worth real souls per minute. Treat the exact distances as community-sourced. Why this is shown: Soul sharing radii of 45m/30m and the 54%/36% split are single-source; the directional effect is reliable. Uncertain
Mid game
- Their spike — ult unlock: Borrowed Decree converts her into permanent lane and objective pressure even while she is elsewhere on the map Why this is shown: Graves's power spike timeline. Strong evidence
- Their spike — 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 Why this is shown: Graves's power spike timeline. Strong evidence
- Their spike — Essence Theft tier 3: Summons begin applying the steal, so Ghouls and Deadheads debuff targets Graves never shoots Why this is shown: Graves's power spike timeline. Strong evidence
- Their spike — mid 20-35min: Objective phase — gravestones on walkers plus wall zoning is where her win rate lives; her scaling is space, not raw damage Why this is shown: Graves's power spike timeline. Strong evidence
- Your spike — Grapple Arm T2 (roughly 3-5k souls): +30m cast range roughly doubles his hook threat radius and makes lanes and chokes unwalkable Why this is shown: Bebop's power spike timeline. Verified
- Your spike — Exploding Uppercut T3: Hook resets on uppercut hit, enabling chained picks and taking two heroes out of a fight Why this is shown: Bebop's power spike timeline. Verified
- Graves trades map for fights, and the reason that is more dangerous than it looks is item slots. Walker kills are reported to unlock an extra item slot for the destroying team, which means every structure they take while you win a fight elsewhere buys their whole team build flexibility you do not have. Count Walkers, not kills, when deciding whether a split is going your way. The slot mechanic is single-sourced — treat the direction as sound and the exact rule as unconfirmed. Why this is shown: Single-source claim that each Walker destroyed unlocks a team-wide item slot; enemy splitPressure 3. Uncertain
- Your kit is built around lockdown and that is worth less on the Mid Boss than on Graves — it carries 35% Debuff Resist as of 03-06-2026, so your disables run roughly two-thirds as long on it. Plan the take around damage and positioning rather than a CC chain, and spend the chain on Graves if they contest. The payoff is worth the trip: 3,000 souls plus 50 per minute, two permanent buffs each, and a Rejuvenator crystal giving up to three single-use revives that return a player at full health after 3 seconds, for 3 minutes. Why this is shown: Mid Boss has 35% Debuff Resist (03-06-2026); reward is 3,000 souls +50/min, two buffs, and Rejuvenator revive credits. Verified
Positioning
- Graves wins by choosing where the fight happens. Take your position before the zoning goes down, not after — once the area is committed you are fighting on their terms, and walking in to contest it is exactly the mistake the kit is built to farm. Why this is shown: Zone-control kits convert space into damage; positioning must precede the cast. Strategic
- When you go for their Walker against a team with Graves peeling, the 22m rule is your positioning constraint: a Walker is invulnerable while no enemy is within 22m, so somebody has to be inside that ring for any of your damage to count. Being that body is a commitment, not a poke. Backdoor protection also gives the Walker 65% damage reduction and 65 HP/s regeneration until your trooper wave arrives, so going without the wave is not a faster take, it is no take at all. Why this is shown: Walkers are invulnerable with no enemy inside 22m; backdoor protection grants 65% damage reduction and 65 HP/s regen. Strong evidence
Build adjustments
- Monster Rounds (weapon T1) — Graves gives this team real objective pressure. Buy when you need to clear jungle camps and waves quickly, or to trade objectives with a pushing enemy. Why this is shown: Answers: enemy-objective-pressure, enemy-summons. Strong evidence
- Split Shot (weapon T2) — Graves gives this team real summons and turrets. Buy when you need faster wave clear or want extra close-range burst. Why this is shown: Answers: enemy-summons, enemy-objective-pressure. Strong evidence
- Alchemical Fire (weapon T3) — Graves gives this team real zoning and area denial. Buy for zone denial and faster objective damage, or to punish enemies who must hold a choke. Why this is shown: Answers: enemy-zone-control, enemy-summons. Strong evidence
Common mistakes
- The specific error is walking into Graves's area denial after it is already down, because your team is in there and you feel late. You are slow enough that entering a committed zone is a one-way decision — you will be inside it for its full duration, not for the two seconds you intended. Arrive before the zone or arrive from the other side of it; arriving into it is how this matchup is lost even when your team wins the fight. Why this is shown: Enemy zone-control against a hero with mobility 0-1; committed entry cannot be aborted. Strategic
Analyse this against your whole enemy team
A single matchup only tells you part of the story — which enemy to actually focus, and what to buy, depends on the other five. Open the tool with this matchup pre-loaded and add the rest.
Open in the matchup toolOther Bebop matchups
The other side
Want to know how Graves is supposed to play this?
Sources and method for this page
Graves's kit and counterplay were compiled from 7 sources, cross-checked for patch 09-16-2026. Threat ratings compare this pairing against Bebop's own baseline win rate rather than a flat 50%, because ranking by raw win rate produces the wrong answer for heroes whose overall win rate is not 50%.
- https://deadlock.one/en/heroes/graves
- https://metabot.gg/en/deadlock/hero/76/abilities
- https://deadlock.one/en/news/graves-hero-reveal-deadlock-january-30-2026
- https://deadlocklabs.gg/heroes/graves/
- https://tracklock.gg/articles/deadlock-update-09-16-26-patch-notes
- https://www.dtgre.com/2026/02/deadlock-graves-2026-guide-abilities-builds-strategies.html