Playing Celeste against Graves
Everything below is generated for Deadlock patch 09-16-2026 from Graves's current kit, a kit-based model and a mechanics rule base. Each line carries its own confidence label.
Quick summary
- Threat
- Low 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 choose the terms of engagement (Celeste 3/3 against Graves 0/3).
- 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.
Strategic No measured result for this specific pairing, so this rating comes from the kit model: 1.3/12 pressure. The largest single factor is burst versus your durability — Graves burst 1/3 against your durability 1/3. Derived from trait ratings. Shown because this pairing was not in the harvested win-rate dataset.
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
- Four stamina charges plus her air-control passive (enhanced air acceleration and reduced gravity effects) make her extremely hard to pin down in a lane
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 Light Eater T1/T2: The extra spirit lifesteal and -10s cooldown turn her from a fragile poker into a hero who sustains through skirmishes
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
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
- Your mobility is a real advantage here, and Graves's slows exist to delete it. Note that Debuff Resist barely helps against short hard slows because it only trims duration — spacing and cover do more than an item will. Why this is shown: Debuff Resist reduces duration only; short slows are largely unaffected. 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
- 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: Four stamina charges plus her air-control passive (enhanced air acceleration and reduced gravity effects) make her extremely hard to pin down in a lane Why this is shown: Celeste's laning strengths. Strong evidence
- Confirming and denying a soul orb is a hit-check, not a damage-check — one bullet or one pellet takes it regardless of how much damage it does. That is good news for you in the abstract and bad news against Graves specifically, because your projectile has travel time and their hitscan does not. On the contested floating orb you have to pre-fire: start the shot before the trooper dies and lead the orb's spawn point, because if you both react at the same instant they win every time. Why this is shown: Soul confirm/deny resolves on hit rather than damage; projectile travel time versus a hitscan opponent. Strong evidence
- Your escape route is vertical and the 09-16-2026 patch aimed at exactly that: slows now affect air drag at 35% of their value, where previously they mostly did not bite in the air. Going airborne to break Graves's slow no longer restores your full movement — you carry a fraction of it into the air with you, at the moment you are also a stationary silhouette. The slow cut of ~20% partly offsets it, but the net is that air-escaping a slow is worse this patch than last. Why this is shown: 09-16-2026: slows now apply to air drag at 35% of their value, alongside the ~20% global slow reduction. Verified
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 — Light Eater T1/T2: The extra spirit lifesteal and -10s cooldown turn her from a fragile poker into a hero who sustains through skirmishes Why this is shown: Celeste's power spike timeline. Strong evidence
- Your spike — Radiant Daggers T1 (+2 charges): Multiple charges let her actually cover the ground an enemy must walk through, which is when the delay stops mattering Why this is shown: Celeste's power spike timeline. Strong evidence
- Urn spawns at 10, 15, 20 and 25 minutes, and you are the correct carrier in this matchup. Two changes make that stronger than old guides suggest: the runner is no longer revealed, and is no longer disarmed or silenced — you keep your whole kit while carrying. Graves cannot match your speed, so the only way they take it off you is melee, a stun, or a kill. Route around their stun range, not around their vision, and remember the bounty starts decaying after 45 seconds of carry. Why this is shown: Urn spawns 10/15/20/25; runner is no longer revealed, disarmed or silenced; bounty decays after 45s of carry. 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
Teamfights
- Your silence may be worth more in a chain than a teammate's stun. The 03-06-2026 diminishing-returns system reduces subsequent CC by 10% then 30% inside an 8-second window, and community reporting holds it applies to stuns only — not to silences, slows, hexes or disarms. If that is right, sequencing your silence after an ally's stun costs you nothing, while a second stun in the chain is already 10% shorter. Treat it as community-reported rather than confirmed, but order your chain accordingly against Graves. Why this is shown: CC diminishing returns of 10%/30% in an 8s window (03-06-2026); the stun-only scope is a single community source. Uncertain
Positioning
- Your habit of taking the fight vertical to reset spacing against Graves is weaker on 09-16-2026 than it was. Slows now apply to air drag at 35% of their value, so the air is no longer a slow-free zone, and 2026 has been a steady closing of exactly these loopholes — wall jumping costs 25% stamina regeneration for 5 seconds, and knockups came under debuff reduction in May. Going up is still correct against their ground CC; it is no longer a way to ignore their slows. Why this is shown: 09-16-2026: slows affect air drag at 35% of value; 05-22-2026 added the wall-jump stamina penalty and brought knockups under debuff reduction. Verified
- 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
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 usual error against Graves is treating Grasping Hands as something to react to rather than something to pre-empt. By the time it is on you, the decision has already been made. Why this is shown: Fallback line — no specific rule matched this pairing for this section. 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 Celeste 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 Celeste'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