Try a hero name, an item, a problem like “healing”, or two heroes with “vs”.

Deadman Danny portrait Mina portrait

Deadman Danny vs Mina

Low threat

Written for the Deadman Danny player. Playing Mina? See Mina vs Deadman Danny →

Deadman Danny is favoured. Deadman Danny wins 40.4% of 5,546 games against Mina (+4.1 points vs Deadman Danny’s usual 36.3%).

How to win as Deadman Danny

  1. RuleDo not commit before Sanguine Retreat Sanguine Retreat 9m Range0.7s Duration32s Cooldown Mina scatters into a cloud, becoming untargetable while she flies to a chosen point, and can recast within a short window to move again. Damage No damage. T1 grants +25% fire rate for 8s and adds 8 bullets on cast. Mobility 9m cast range, untargetable during flight, recastable within a brief window… Defensive Full untargetability during the flight — it dodges projectiles, hitscan and… 1 on cast, +25% fire rate for 8s and +8 bullets. 2 +1 recast and +4m range. is gone. Sanguine Retreat Sanguine Retreat 9m Range0.7s Duration32s Cooldown Mina scatters into a cloud, becoming untargetable while she flies to a chosen point, and can recast within a short window to move again. Damage No damage. T1 grants +25% fire rate for 8s and adds 8 bullets on cast. Mobility 9m cast range, untargetable during flight, recastable within a brief window… Defensive Full untargetability during the flight — it dodges projectiles, hitscan and… 1 on cast, +25% fire rate for 8s and +8 bullets. 2 +1 recast and +4m range. , unambiguously. Everything else in her kit is tolerable; this is the button that makes her hard to kill. Force it with a cheap ability and hold your combo.
  2. Watch out Love Bites Love Bites Mina's bullets carry extra spirit damage, and damage she deals builds toward a bite that detonates for a burst of bonus spirit damage. Crowd Control None at base. T1 adds a 30% slow for 3s when the bite procs. Damage 4 spirit damage per bullet and 45 bonus damage on the bite (deadlock.one). 1 on proc, +30% slow for 3s. 2 +3 spirit damage per bullet, +45 bonus damage. 5 -5s cooldown and on proc +25% fire rate for 5s. turns her weak pistol into constant spirit chip that builds to a 45+ burst bite, and she can re-proc on your teammate while yours is on cooldown, so the pressure never stops.
  3. Your edgeYou survive the opening and they cannot (Deadman Danny Deadman Danny New hero Released 13 October Released 13 October. A jetpack-flying rocketeer: Strix Salvo plants missiles that mark enemies for his charged rockets, Chimera Mk1 lets him fly until it overheats into a crash-landing explosion, Jettison Fuel sprays fire that strips bullet resist, and Close The Deal grabs an enemy, flies them up and drops them. 1/3 against Mina 0/3).
  4. Buy Slowing Hex Slowing Hex 1,600 souls · Tier 2 · Tech · Press +29s Cooldown +3.5s Duration +0.1s Cast Delay +16% Move Speed -26% Dash Distance — The community-standard answer to escape artists: buy it when an enemy repeatedly dashes, blinks or flies out of your kill window. Relevant here because of Mina.
The numbers: lane, whole match and Oracle and above
GamesDeadman Danny winsvs Deadman Danny's usualSample
Whole match 40.4% +4.1 pts (36.3% overall) 5,546 games
Sharing a lane 40.1% +3.8 pts (36.3% overall) 1,769 games
Oracle and above 29.8% +1.0 pts (28.8% at Oracle+) 309 games

"Sharing a lane" counts only games where both were assigned the same lane — the laning matchup itself. "Oracle and above" counts only matches whose average rank was Oracle and above. Source: deadlock-api.com, refreshed daily.

Data-supported Measured: you win 40.4% of these, which is 4.1 points above your overall win rate (5,546 matches). The kit-based model agrees. Ranked against this hero's own baseline win rate, not raw win rate. Source: deadlock-api.com.

What should I do right now?

Do

  • Plan for Slowing Hex Slowing Hex 1,600 souls Tier 2TechPress +29s Cooldown +3.5s Duration +0.1s Cast Delay +16% Move Speed -26% Dash Distance — know which tier it sits in so you are not improvising at the shop.
  • Know what Sanguine Retreat Sanguine Retreat 9m Range0.7s Duration32s Cooldown Mina scatters into a cloud, becoming untargetable while she flies to a chosen point, and can recast within a short window to move again. Damage No damage. T1 grants +25% fire rate for 8s and adds 8 bullets on cast. Mobility 9m cast range, untargetable during flight, recastable within a brief window… Defensive Full untargetability during the flight — it dodges projectiles, hitscan and… 1 on cast, +25% fire rate for 8s and +8 bullets. 2 +1 recast and +4m range. looks like. It is the cooldown this lane revolves around.

Avoid

  • Walking to lane on the same path every wave against a hero with Mina's engage range.

Do

  • 660 base health is among the lowest in the game; a single landed hard-CC plus follow-up removes her outright.
  • Her pistol's falloff starts at 20m and ends at 46m, the shortest effective window of her peer group — a long-range laner just out-ranges her.
  • Strix Salvo Strix Salvo 35m Range30s Cooldown Danny fires a salvo of spirit missiles that stick in the ground along a line he aims by holding and dragging. Crowd Control A 40% slow that fades over 1.5s each time a charged shot consumes a mark. Damage 27 spirit damage per missile (+0.74 per Spirit) in a 3.5m blast. Defensive A line of missiles across a street or a doorway punishes anyone who chases… 1 -12s cooldown 2 +20 damage and +35 marked damage 5 +2 missiles, longer range, and better Spirit scaling zones the lane and marks a laner for extra damage from his charged shots

Avoid

  • Love Bites Love Bites Mina's bullets carry extra spirit damage, and damage she deals builds toward a bite that detonates for a burst of bonus spirit damage. Crowd Control None at base. T1 adds a 30% slow for 3s when the bite procs. Damage 4 spirit damage per bullet and 45 bonus damage on the bite (deadlock.one). 1 on proc, +30% slow for 3s. 2 +3 spirit damage per bullet, +45 bonus damage. 5 -5s cooldown and on proc +25% fire rate for 5s. lets her deal real Spirit Damage from an unpunishable distance on a very short effective cooldown, so she wins poke wars she should lose on raw gun stats.
  • Sanguine Retreat Sanguine Retreat 9m Range0.7s Duration32s Cooldown Mina scatters into a cloud, becoming untargetable while she flies to a chosen point, and can recast within a short window to move again. Damage No damage. T1 grants +25% fire rate for 8s and adds 8 bullets on cast. Mobility 9m cast range, untargetable during flight, recastable within a brief window… Defensive Full untargetability during the flight — it dodges projectiles, hitscan and… 1 on cast, +25% fire rate for 8s and +8 bullets. 2 +1 recast and +4m range. means she can contest an orb or a soul she has no business contesting and blink out untargetable before the answer arrives.

Do

  • Their first real spike is Love Bites Love Bites Mina's bullets carry extra spirit damage, and damage she deals builds toward a bite that detonates for a burst of bonus spirit damage. Crowd Control None at base. T1 adds a 30% slow for 3s when the bite procs. Damage 4 spirit damage per bullet and 45 bonus damage on the bite (deadlock.one). 1 on proc, +30% slow for 3s. 2 +3 spirit damage per bullet, +45 bonus damage. 5 -5s cooldown and on proc +25% fire rate for 5s. unlocked first (laning 0-10min) — respect it from that point, not before.
  • Your spike is ult unlock: Close The Deal Close The Deal 10m Range135s Cooldown Danny grabs a nearby enemy and flies them high into the air, then crashes back to the ground. Crowd Control The grab itself takes the target out of the fight, then a 0.5s stun on… Damage 70 spirit damage on impact (+1 per Spirit) plus 3 per metre fallen (+0.09… Mobility Flies Danny and the target high into the air and lands them nearby. 1 +50 damage 2 -35s cooldown 5 +0.5s stun and +8 damage per metre adds a grab that carries one enemy out of a fight and stuns them

Avoid

  • Taking an even fight against Mina on their spike timing when you could take the same fight ten minutes later on yours.

Do

  • Watch for Nox Nostra Nox Nostra 40m Range150s Cooldown Mina releases a cloud of bats that home in on targets, each dealing spirit damage and silencing what it hits. Crowd Control Silence on every bat hit. Damage 4.6 damage per bat (deadlock.one), multiplied by the number of accumulated… Defensive Indirectly — silencing a diver mid-approach cancels their follow-up. 1 on hit, deal an additional 0.5% of current health as damage. . Do not group inside its reach at the start of a fight; bats seek, so distance rather than dodging is what works.
  • Buy Spirit Resist, not Bullet Resist. Her pistol is one of the weakest in the game; Love Bites Love Bites Mina's bullets carry extra spirit damage, and damage she deals builds toward a bite that detonates for a burst of bonus spirit damage. Crowd Control None at base. T1 adds a 30% slow for 3s when the bite procs. Damage 4 spirit damage per bullet and 45 bonus damage on the bite (deadlock.one). 1 on proc, +30% slow for 3s. 2 +3 spirit damage per bullet, +45 bonus damage. 5 -5s cooldown and on proc +25% fire rate for 5s. and Rake Rake 10m Range16s Cooldown A close slash that deals spirit damage scaled up by how much health the target is missing, executes weakened non-hero units outright, and refunds health to Mina on a kill. Damage 60 base damage with 25 heal per kill (deadlock.one). Defensive Heal per kill (+30 more at T2) is her only sustain; 1 +30 heal per kill, -8s cooldown. 2 +7% missing-health damage and increased heal-per-kill spirit scaling. are spirit, and cutting spirit removes most of her damage.

Avoid

  • Spending your own escape before Sanguine Retreat Sanguine Retreat 9m Range0.7s Duration32s Cooldown Mina scatters into a cloud, becoming untargetable while she flies to a chosen point, and can recast within a short window to move again. Damage No damage. T1 grants +25% fire rate for 8s and adds 8 bullets on cast. Mobility 9m cast range, untargetable during flight, recastable within a brief window… Defensive Full untargetability during the flight — it dodges projectiles, hitscan and… 1 on cast, +25% fire rate for 8s and +8 bullets. 2 +1 recast and +4m range. is on cooldown.

Mina’s abilities

  • Nox Nostra Nox Nostra 40m Range150s Cooldown Mina releases a cloud of bats that home in on targets, each dealing spirit damage and silencing what it hits. Crowd Control Silence on every bat hit. Damage 4.6 damage per bat (deadlock.one), multiplied by the number of accumulated… Defensive Indirectly — silencing a diver mid-approach cancels their follow-up. 1 on hit, deal an additional 0.5% of current health as damage. Ultimate

    Once this lands the fight is usually already decided — Silence on every bat hit.

    • Do not group inside its reach at the start of a fight; bats seek, so distance rather than dodging is what works.
    • Hold a Debuff Remover / Silence-cleanse for this specific cast — the Silence, not the 4.6-per-bat damage, is the ability.
    • Deny Love Bites Love Bites Mina's bullets carry extra spirit damage, and damage she deals builds toward a bite that detonates for a burst of bonus spirit damage. Crowd Control None at base. T1 adds a 30% slow for 3s when the bite procs. Damage 4 spirit damage per bullet and 45 bonus damage on the bite (deadlock.one). 1 on proc, +30% slow for 3s. 2 +3 spirit damage per bullet, +45 bonus damage. 5 -5s cooldown and on proc +25% fire rate for 5s. procs during laning and mid-game; a Mina who never got to chip you has a visibly smaller swarm.
  • Sanguine Retreat Sanguine Retreat 9m Range0.7s Duration32s Cooldown Mina scatters into a cloud, becoming untargetable while she flies to a chosen point, and can recast within a short window to move again. Damage No damage. T1 grants +25% fire rate for 8s and adds 8 bullets on cast. Mobility 9m cast range, untargetable during flight, recastable within a brief window… Defensive Full untargetability during the flight — it dodges projectiles, hitscan and… 1 on cast, +25% fire rate for 8s and +8 bullets. 2 +1 recast and +4m range. Ability 2

    The ability the community means when it calls Mina oppressive. It is a blink, a dodge, a gap-closer and a disengage on one button, and the untargetable state eats whatever was about to hit her.

    • Its cooldown (32s base) is the whole matchup. Force it early with a cheap threat, then commit your real burst in the window it is down.
    • 9m base range is short. Spreading your team so there is no safe landing spot within 9m of her means she blinks out of one threat and into another.
    • The untargetable state does not stop ground-persistent zones — McGinnis' Heavy Barrage Heavy Barrage 36m Range8s Duration200s Cooldown McGinnis unloads a continuous stream of rockets that home toward a designated location for a duration. Crowd Control T1 applies a 24% movement and dash slow for 1s to targets hit, which… Damage 21 damage per rocket (deadlock.one). Mobility She keeps moving and can use stamina during the channel, but is slowed. 1 24% movement and dash slow for 1s on hit. 2 -45s cooldown, +6s duration. 5 +2m radius, +15 damage per rocket with increased spirit scaling. , Pocket's Affliction Affliction 170s Cooldown An aura around Pocket that continuously damages nearby enemies. Crowd Control None at base. Damage 32 damage per second (deadlock.one). Defensive None directly, though the T3 heal prevention is effectively defensive… 1 +3s duration, +4m radius. 2 prevents all healing on affected enemies, +13 DPS with spirit scaling. and similar keep ticking when she lands.
  • Love Bites Love Bites Mina's bullets carry extra spirit damage, and damage she deals builds toward a bite that detonates for a burst of bonus spirit damage. Crowd Control None at base. T1 adds a 30% slow for 3s when the bite procs. Damage 4 spirit damage per bullet and 45 bonus damage on the bite (deadlock.one). 1 on proc, +30% slow for 3s. 2 +3 spirit damage per bullet, +45 bonus damage. 5 -5s cooldown and on proc +25% fire rate for 5s. Ability 3

    No control at base; the upgrade is what changes that — T1 adds a 30% slow for 3s when the bite procs.

    • Spirit Resist items are disproportionately effective — her raw Bullet Damage (7.3) is near the bottom of the roster, so cutting spirit cuts almost all of her output.
    • Denying her bullets on your body in lane denies both the damage and her Nox Nostra Nox Nostra 40m Range150s Cooldown Mina releases a cloud of bats that home in on targets, each dealing spirit damage and silencing what it hits. Crowd Control Silence on every bat hit. Damage 4.6 damage per bat (deadlock.one), multiplied by the number of accumulated… Defensive Indirectly — silencing a diver mid-approach cancels their follow-up. 1 on hit, deal an additional 0.5% of current health as damage. stacks; her ultimate is built out of your laning mistakes.
    • The per-target cooldown means she cannot re-proc on you immediately — after a bite lands you have a real window to trade back before the next one.
  • Rake Rake 10m Range16s Cooldown A close slash that deals spirit damage scaled up by how much health the target is missing, executes weakened non-hero units outright, and refunds health to Mina on a kill. Damage 60 base damage with 25 heal per kill (deadlock.one). Defensive Heal per kill (+30 more at T2) is her only sustain; 1 +30 heal per kill, -8s cooldown. 2 +7% missing-health damage and increased heal-per-kill spirit scaling. Ability 1

    Her finisher and her lane sustain in one button. Because it scales on missing health it is the reason a Mina who has already chipped you can convert from 'annoying' to 'dead' faster than the health bar implies.

    • It requires her to be at close range on a 16s cooldown. Once Rake is spent, she has no way to finish you and must disengage.
    • Anti-heal removes the heal-per-kill, which is the only thing letting her stay forward after a trade.
    • Because it scales on missing health, topping up between trades (a Restorative Locket Restorative Locket 1,600 souls Tier 2ArmorInstantCast +20s Cooldown +0.1s Cast Delay +8% Spirit Resist +25 Max Stacks +3 Max Stamina Restore , a return to base) resets her damage curve to base.
  1. 1 Sanguine Retreat Sanguine Retreat 9m Range0.7s Duration32s Cooldown Mina scatters into a cloud, becoming untargetable while she flies to a chosen point, and can recast within a short window to move again. Damage No damage. T1 grants +25% fire rate for 8s and adds 8 bullets on cast. Mobility 9m cast range, untargetable during flight, recastable within a brief window… Defensive Full untargetability during the flight — it dodges projectiles, hitscan and… 1 on cast, +25% fire rate for 8s and +8 bullets. 2 +1 recast and +4m range.

    Sanguine Retreat, unambiguously. Everything else in her kit is tolerable; this is the button that makes her hard to kill. Force it with a cheap ability and hold your combo.

  2. 2 Rake Rake 10m Range16s Cooldown A close slash that deals spirit damage scaled up by how much health the target is missing, executes weakened non-hero units outright, and refunds health to Mina on a kill. Damage 60 base damage with 25 heal per kill (deadlock.one). Defensive Heal per kill (+30 more at T2) is her only sustain; 1 +30 heal per kill, -8s cooldown. 2 +7% missing-health damage and increased heal-per-kill spirit scaling.

    Rake second — it is her finisher on a 16s cooldown, and it requires close range. Once spent she cannot convert your low health bar.

  3. 3 Love Bites Love Bites Mina's bullets carry extra spirit damage, and damage she deals builds toward a bite that detonates for a burst of bonus spirit damage. Crowd Control None at base. T1 adds a 30% slow for 3s when the bite procs. Damage 4 spirit damage per bullet and 45 bonus damage on the bite (deadlock.one). 1 on proc, +30% slow for 3s. 2 +3 spirit damage per bullet, +45 bonus damage. 5 -5s cooldown and on proc +25% fire rate for 5s.

    Do not bother baiting Love Bites; it is effectively always available. Instead deny it by breaking line of sight so it never builds.

The matchup in detail

  • Lowest-tier durability at 660 HP with no barrier, no damage reduction and no armour ability. Strong evidence
  • Very weak raw gun (7.3 per bullet, ~29 DPS); strip the spirit and there is almost nothing left, so Spirit Resist is brutally effective. Strong evidence
  • Measured performance does not match her reputation: deadlocklabs.gg records 45.3% win rate at 3.5% pick across 538,687 ranked matches, B tier. esportsinsider.com attributes the gap to a high skill floor and a flood of players picking her up expecting her to be overpowered — she improves at high rank but stays below average across all brackets. Strong evidence
  • Read this matchup as one where the early deficit sticks. Mina is a top-tier laner, and the 09-16-2026 patch removed the fixed bonus souls for being modestly behind in net worth on both hero kill bounties and Rift bounties, with the notes explicitly naming early-to-mid game as the most affected window. What is left is a redistribution inside your own team, not a handout. The practical consequence is that a lane you lose 0-6 minutes no longer self-corrects — you have to not lose it, or take the game somewhere else quickly. Documented
  • Love Bites Love Bites Mina's bullets carry extra spirit damage, and damage she deals builds toward a bite that detonates for a burst of bonus spirit damage. Crowd Control None at base. T1 adds a 30% slow for 3s when the bite procs. Damage 4 spirit damage per bullet and 45 bonus damage on the bite (deadlock.one). 1 on proc, +30% slow for 3s. 2 +3 spirit damage per bullet, +45 bonus damage. 5 -5s cooldown and on proc +25% fire rate for 5s. turns her weak pistol into constant spirit chip that builds to a 45+ burst bite, and she can re-proc on your teammate while yours is on cooldown, so the pressure never stops. Strong evidence
  • Rake Rake 10m Range16s Cooldown A close slash that deals spirit damage scaled up by how much health the target is missing, executes weakened non-hero units outright, and refunds health to Mina on a kill. Damage 60 base damage with 25 heal per kill (deadlock.one). Defensive Heal per kill (+30 more at T2) is her only sustain; 1 +30 heal per kill, -8s cooldown. 2 +7% missing-health damage and increased heal-per-kill spirit scaling. scales with your missing health (6% and +7% more at T3), so the last third of your health bar disappears far faster than the first two thirds did. Strong evidence
  • Sanguine Retreat Sanguine Retreat 9m Range0.7s Duration32s Cooldown Mina scatters into a cloud, becoming untargetable while she flies to a chosen point, and can recast within a short window to move again. Damage No damage. T1 grants +25% fire rate for 8s and adds 8 bullets on cast. Mobility 9m cast range, untargetable during flight, recastable within a brief window… Defensive Full untargetability during the flight — it dodges projectiles, hitscan and… 1 on cast, +25% fire rate for 8s and +8 bullets. 2 +1 recast and +4m range. makes her untargetable mid-flight with a recast, so your burst combo lands on empty air and your cooldowns are gone while hers are not. Strong evidence
  • Nox Nostra Nox Nostra 40m Range150s Cooldown Mina releases a cloud of bats that home in on targets, each dealing spirit damage and silencing what it hits. Crowd Control Silence on every bat hit. Damage 4.6 damage per bat (deadlock.one), multiplied by the number of accumulated… Defensive Indirectly — silencing a diver mid-approach cancels their follow-up. 1 on hit, deal an additional 0.5% of current health as damage. silences everything it touches with a swarm that has been growing all game off Love Bites Love Bites Mina's bullets carry extra spirit damage, and damage she deals builds toward a bite that detonates for a burst of bonus spirit damage. Crowd Control None at base. T1 adds a 30% slow for 3s when the bite procs. Damage 4 spirit damage per bullet and 45 bonus damage on the bite (deadlock.one). 1 on proc, +30% slow for 3s. 2 +3 spirit damage per bullet, +45 bonus damage. 5 -5s cooldown and on proc +25% fire rate for 5s. procs; your interrupt, your escape and your ultimate all stop working at once. Strong evidence
  • With T1 Sanguine Retreat Sanguine Retreat 9m Range0.7s Duration32s Cooldown Mina scatters into a cloud, becoming untargetable while she flies to a chosen point, and can recast within a short window to move again. Damage No damage. T1 grants +25% fire rate for 8s and adds 8 bullets on cast. Mobility 9m cast range, untargetable during flight, recastable within a brief window… Defensive Full untargetability during the flight — it dodges projectiles, hitscan and… 1 on cast, +25% fire rate for 8s and +8 bullets. 2 +1 recast and +4m range. she gains +25% fire rate and 8 free bullets on cast, so the blink that dodged your ability is also the start of her damage window. Strong evidence
  • Mina can Silence, which means your escape is only real if it is already active. Pre-empt rather than react: if you are walking into a position where the Silence lands, your defensive cooldown should be spent getting out of that position, not saved for after. Strong evidence
  • Buy Spirit Resist, not Bullet Resist. Her pistol is one of the weakest in the game; Love Bites Love Bites Mina's bullets carry extra spirit damage, and damage she deals builds toward a bite that detonates for a burst of bonus spirit damage. Crowd Control None at base. T1 adds a 30% slow for 3s when the bite procs. Damage 4 spirit damage per bullet and 45 bonus damage on the bite (deadlock.one). 1 on proc, +30% slow for 3s. 2 +3 spirit damage per bullet, +45 bonus damage. 5 -5s cooldown and on proc +25% fire rate for 5s. and Rake Rake 10m Range16s Cooldown A close slash that deals spirit damage scaled up by how much health the target is missing, executes weakened non-hero units outright, and refunds health to Mina on a kill. Damage 60 base damage with 25 heal per kill (deadlock.one). Defensive Heal per kill (+30 more at T2) is her only sustain; 1 +30 heal per kill, -8s cooldown. 2 +7% missing-health damage and increased heal-per-kill spirit scaling. are spirit, and cutting spirit removes most of her damage. Strong evidence
  • Bait Sanguine Retreat Sanguine Retreat 9m Range0.7s Duration32s Cooldown Mina scatters into a cloud, becoming untargetable while she flies to a chosen point, and can recast within a short window to move again. Damage No damage. T1 grants +25% fire rate for 8s and adds 8 bullets on cast. Mobility 9m cast range, untargetable during flight, recastable within a brief window… Defensive Full untargetability during the flight — it dodges projectiles, hitscan and… 1 on cast, +25% fire rate for 8s and +8 bullets. 2 +1 recast and +4m range. with a low-cost threat, then commit real burst in its 32s cooldown window. At 660 HP she dies to almost any full combo when it is down. Strong evidence
  • Use persistent ground zones rather than instant burst: McGinnis' Heavy Barrage Heavy Barrage 36m Range8s Duration200s Cooldown McGinnis unloads a continuous stream of rockets that home toward a designated location for a duration. Crowd Control T1 applies a 24% movement and dash slow for 1s to targets hit, which… Damage 21 damage per rocket (deadlock.one). Mobility She keeps moving and can use stamina during the channel, but is slowed. 1 24% movement and dash slow for 1s on hit. 2 -45s cooldown, +6s duration. 5 +2m radius, +15 damage per rocket with increased spirit scaling. , Pocket's Affliction Affliction 170s Cooldown An aura around Pocket that continuously damages nearby enemies. Crowd Control None at base. Damage 32 damage per second (deadlock.one). Defensive None directly, though the T3 heal prevention is effectively defensive… 1 +3s duration, +4m radius. 2 prevents all healing on affected enemies, +13 DPS with spirit scaling. , Paradox's Pulse Grenade Pulse Grenade 3.2s Duration32s Cooldown A grenade that sticks where it lands and then pulses repeatedly. Crowd Control Time slow on each pulse — a movement slow that compounds while you remain… Damage 35 base pulse damage (deadlock.one). Defensive Thrown at her own feet it is a real anti-dive tool, slowing anyone who… 1 +20 pulse damage with increased spirit scaling. 2 +4% damage amp, +1.6s duration. and similar keep damaging after she reforms, and untargetability does not remove them. Strong evidence
  • Hold a Debuff Remover specifically for Nox Nostra Nox Nostra 40m Range150s Cooldown Mina releases a cloud of bats that home in on targets, each dealing spirit damage and silencing what it hits. Crowd Control Silence on every bat hit. Damage 4.6 damage per bat (deadlock.one), multiplied by the number of accumulated… Defensive Indirectly — silencing a diver mid-approach cancels their follow-up. 1 on hit, deal an additional 0.5% of current health as damage. 's Silence; without it the Silence, not the damage, is what loses you the fight. Strong evidence
  • Deny her Love Bites Love Bites Mina's bullets carry extra spirit damage, and damage she deals builds toward a bite that detonates for a burst of bonus spirit damage. Crowd Control None at base. T1 adds a 30% slow for 3s when the bite procs. Damage 4 spirit damage per bullet and 45 bonus damage on the bite (deadlock.one). 1 on proc, +30% slow for 3s. 2 +3 spirit damage per bullet, +45 bonus damage. 5 -5s cooldown and on proc +25% fire rate for 5s. procs in lane. Every proc she lands on a hero permanently grows her ultimate, so playing behind cover in the first 10 minutes is measurably shrinking her late game. Strong evidence
  • Stack immobilize and Root effects over stuns where possible — she is dodging burst, not duration; an immobilize that outlasts her recast window strands her. Strong evidence
  • Against Mina the item that changes the matchup is Slowing Hex Slowing Hex 1,600 souls Tier 2TechPress +29s Cooldown +3.5s Duration +0.1s Cast Delay +16% Move Speed -26% Dash Distance , and not for the slow. It silences movement abilities and movement items — that is their dash, their blink, their Warp Stone Warp Stone 3,200 souls Tier 3ArmorInstantCast +16s Cooldown +30% Bullet Resist +6s Buff Duration and their Phantom Strike Phantom Strike 6,400 souls Tier 4ArmorPress +35s Cooldown +0.35s Cast Delay +8 Spirit Power +15% Weapon Damage +40% Move Speed +3s Slow Duration all turned off at once — and raises their gravity to 120% on top. At Tier II Spirit for 1,600 it is the cheapest way to convert a mobility advantage into a stationary target, and you deal the Spirit Damage needed to apply the follow-up. Strong evidence
  • Mina leaves fights on stamina, not on a single button, which is why slows underperform here and Arctic Blast Arctic Blast 6,400 souls Tier 4TechInstantCast +24s Cooldown +0.6s Spread Duration: +48% Move Speed +4s Slow Duration +10% Spirit Resist +1s Freeze Duration Builds from Cold Front over-performs: it freezes stamina regeneration, so they cannot dash out of the sequence rather than merely dashing out slower. Layer it with the fact that wall jumping already costs them 25% stamina regeneration for 5 seconds — if you can force a wall-jump exit first, the freeze lands on someone already short of charges. Strong evidence
  • The moment she reforms at the end of Sanguine Retreat Sanguine Retreat 9m Range0.7s Duration32s Cooldown Mina scatters into a cloud, becoming untargetable while she flies to a chosen point, and can recast within a short window to move again. Damage No damage. T1 grants +25% fire rate for 8s and adds 8 bullets on cast. Mobility 9m cast range, untargetable during flight, recastable within a brief window… Defensive Full untargetability during the flight — it dodges projectiles, hitscan and… 1 on cast, +25% fire rate for 8s and +8 bullets. 2 +1 recast and +4m range. — untargetability ends and she is a 660 HP target standing in a place you can pre-aim. Strong evidence
  • Sanguine Retreat Sanguine Retreat 9m Range0.7s Duration32s Cooldown Mina scatters into a cloud, becoming untargetable while she flies to a chosen point, and can recast within a short window to move again. Damage No damage. T1 grants +25% fire rate for 8s and adds 8 bullets on cast. Mobility 9m cast range, untargetable during flight, recastable within a brief window… Defensive Full untargetability during the flight — it dodges projectiles, hitscan and… 1 on cast, +25% fire rate for 8s and +8 bullets. 2 +1 recast and +4m range. on cooldown (32s base). This is the only stretch where she is a normal-durability hero, and it is when every kill on her happens. Strong evidence
  • Immediately after Rake Rake 10m Range16s Cooldown A close slash that deals spirit damage scaled up by how much health the target is missing, executes weakened non-hero units outright, and refunds health to Mina on a kill. Damage 60 base damage with 25 heal per kill (deadlock.one). Defensive Heal per kill (+30 more at T2) is her only sustain; 1 +30 heal per kill, -8s cooldown. 2 +7% missing-health damage and increased heal-per-kill spirit scaling. is used — 16s base cooldown, and she has no other close-range finisher. Strong evidence
  • After a Love Bites Love Bites Mina's bullets carry extra spirit damage, and damage she deals builds toward a bite that detonates for a burst of bonus spirit damage. Crowd Control None at base. T1 adds a 30% slow for 3s when the bite procs. Damage 4 spirit damage per bullet and 45 bonus damage on the bite (deadlock.one). 1 on proc, +30% slow for 3s. 2 +3 spirit damage per bullet, +45 bonus damage. 5 -5s cooldown and on proc +25% fire rate for 5s. proc lands on you specifically: the per-target cooldown means she cannot re-proc on you right away, so that is your trade-back window. Strong evidence
  • The 150s Nox Nostra Nox Nostra 40m Range150s Cooldown Mina releases a cloud of bats that home in on targets, each dealing spirit damage and silencing what it hits. Crowd Control Silence on every bat hit. Damage 4.6 damage per bat (deadlock.one), multiplied by the number of accumulated… Defensive Indirectly — silencing a diver mid-approach cancels their follow-up. 1 on hit, deal an additional 0.5% of current health as damage. cooldown after she uses it — her only contribution to a grouped fight is gone for over two minutes. Strong evidence
  • Your weapon has travel time and Mina is fast enough to make that matter. Lead into where their movement is constrained rather than where they are — the closer the fight, the less your projectile speed costs you. Strategic
  • Mina builds almost no resist, which is the case where shred stops being a tank-buster and becomes raw amplification. Because shred is subtracted from total resist, a target sitting near zero goes negative — and negative resist is a damage multiplier, with −30% meaning they take 130%. Against a hero this fragile, one shred source in your build is doing the work of a damage item for the whole team's bullets, not just yours. 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 Mina 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. 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 Mina'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. Documented
  • Mina is one of the strongest laners in the game and the standard build order will lose to them. Tier I is 800 and Tier II is 1,600, so your first meaningful decision comes fast: against this hero the 1,600 that answers their specific threat ( Healbane Healbane 1,600 souls Tier 2ArmorPassive +8s Duration +7 Spirit Power -35% Incoming Healing -35% Incoming Healing +275 Heal On Hero Kill if they out-sustain you, Debuff Reducer Debuff Reducer 1,600 souls Tier 2ArmorPassive +25% Debuff Resist +90 Bonus Health if they out-lock you, Battle Vest Battle Vest 1,600 souls Tier 2ArmorPassive +18% Bullet Resist +3 Out of Combat Regen +65% Life Threshold +18% Weapon Damage +7% Fire Rate at +18% if they out-gun you) is worth more than the damage item that wins you a lane you are not going to win anyway. Strategic
  • Love Bites Love Bites Mina's bullets carry extra spirit damage, and damage she deals builds toward a bite that detonates for a burst of bonus spirit damage. Crowd Control None at base. T1 adds a 30% slow for 3s when the bite procs. Damage 4 spirit damage per bullet and 45 bonus damage on the bite (deadlock.one). 1 on proc, +30% slow for 3s. 2 +3 spirit damage per bullet, +45 bonus damage. 5 -5s cooldown and on proc +25% fire rate for 5s. lets her deal real Spirit Damage from an unpunishable distance on a very short effective cooldown, so she wins poke wars she should lose on raw gun stats. Strong evidence
  • Sanguine Retreat Sanguine Retreat 9m Range0.7s Duration32s Cooldown Mina scatters into a cloud, becoming untargetable while she flies to a chosen point, and can recast within a short window to move again. Damage No damage. T1 grants +25% fire rate for 8s and adds 8 bullets on cast. Mobility 9m cast range, untargetable during flight, recastable within a brief window… Defensive Full untargetability during the flight — it dodges projectiles, hitscan and… 1 on cast, +25% fire rate for 8s and +8 bullets. 2 +1 recast and +4m range. means she can contest an orb or a soul she has no business contesting and blink out untargetable before the answer arrives. Strong evidence
  • 660 base health is among the lowest in the game; a single landed hard-CC plus follow-up removes her outright. Strong evidence
  • Her pistol's falloff starts at 20m and ends at 46m, the shortest effective window of her peer group — a long-range laner just out-ranges her. Strong evidence
  • Strix Salvo Strix Salvo 35m Range30s Cooldown Danny fires a salvo of spirit missiles that stick in the ground along a line he aims by holding and dragging. Crowd Control A 40% slow that fades over 1.5s each time a charged shot consumes a mark. Damage 27 spirit damage per missile (+0.74 per Spirit) in a 3.5m blast. Defensive A line of missiles across a street or a doorway punishes anyone who chases… 1 -12s cooldown 2 +20 damage and +35 marked damage 5 +2 missiles, longer range, and better Spirit scaling zones the lane and marks a laner for extra damage from his charged shots Strategic
  • Mina will be their Urn runner and you are the one who can stop it. The Urn cannot be voluntarily dropped — it comes loose only on melee, a Stun, or death — so chip damage and slows do not deny a delivery, your Hard CC does. Hold it for the carry rather than spending it on the approach fight, and note the favoured team gets +50% Bullet and Spirit Resist in a 60m bubble while carrying and depositing, which is why trying to burst the runner down usually fails. Documented
  • Love Bites unlocked first (laning 0-10min) — Her highest-win-rate opener is Love Bites then double Rake (61.8% WR per deadlocklabs.gg); the lane harassment starts immediately. Strong evidence
  • Love Bites Love Bites Mina's bullets carry extra spirit damage, and damage she deals builds toward a bite that detonates for a burst of bonus spirit damage. Crowd Control None at base. T1 adds a 30% slow for 3s when the bite procs. Damage 4 spirit damage per bullet and 45 bonus damage on the bite (deadlock.one). 1 on proc, +30% slow for 3s. 2 +3 spirit damage per bullet, +45 bonus damage. 5 -5s cooldown and on proc +25% fire rate for 5s. T2 (mid game) — +3 spirit per bullet and +45 bite damage roughly doubles her effective output at the point most heroes are still building. Strong evidence
  • Sanguine Retreat Sanguine Retreat 9m Range0.7s Duration32s Cooldown Mina scatters into a cloud, becoming untargetable while she flies to a chosen point, and can recast within a short window to move again. Damage No damage. T1 grants +25% fire rate for 8s and adds 8 bullets on cast. Mobility 9m cast range, untargetable during flight, recastable within a brief window… Defensive Full untargetability during the flight — it dodges projectiles, hitscan and… 1 on cast, +25% fire rate for 8s and +8 bullets. 2 +1 recast and +4m range. T3 — The extra recast plus +4m range makes her practically uncatchable; this is where the 'unbeatable' perception comes from. Strong evidence
  • Late 35min+ with a large accumulated bat count — Nox Nostra Nox Nostra 40m Range150s Cooldown Mina releases a cloud of bats that home in on targets, each dealing spirit damage and silencing what it hits. Crowd Control Silence on every bat hit. Damage 4.6 damage per bat (deadlock.one), multiplied by the number of accumulated… Defensive Indirectly — silencing a diver mid-approach cancels their follow-up. 1 on hit, deal an additional 0.5% of current health as damage. 's permanent stacking turns it from a minor Silence into a fight-deciding mass shutdown. Strong evidence
  • Close The Deal Close The Deal 10m Range135s Cooldown Danny grabs a nearby enemy and flies them high into the air, then crashes back to the ground. Crowd Control The grab itself takes the target out of the fight, then a 0.5s stun on… Damage 70 spirit damage on impact (+1 per Spirit) plus 3 per metre fallen (+0.09… Mobility Flies Danny and the target high into the air and lands them nearby. 1 +50 damage 2 -35s cooldown 5 +0.5s stun and +8 damage per metre unlock — Adds a grab that carries one enemy out of a fight and stuns them Strategic
  • Chimera Mk1 Chimera Mk1 21s Cooldown Danny holds the jump key to fly on his jetpack, building heat as he goes. Crowd Control The landing launches nearby enemies into the air. Damage The landing explosion deals 70 spirit damage (+1.5 per Spirit) plus 70… Mobility Sustained flight for as long as his heat allows, and air dashes cost heat… 1 heat vents faster while grounded 2 on hero hit, heal and take no self-damage 5 on hero hit, -40% cooldown and +120 spirit damage T2 — A dive that lands heals him and costs no health, so he can dive again and again Strategic
  • Fight Mina under cover — indoors, under walkways, inside stairwells. Taking away the vertical axis removes most of their kit's value before you spend a single item slot on it. Strategic
  • Mina fights from the air, which is exactly what Knockdown Knockdown 3,200 souls Tier 3TechPress +35s Cooldown +0.1s Cast Delay +2s Stun Delay +0.5s Stun Duration +75 Bonus Health +5% Ability Range +5% Radius exists for: it applies +100% gravity to an airborne target (raised from +50% in March 2026) and its Stun scales with altitude, up to about +1.5s at 30m. The higher they commit, the harder the punish — and Debuff Resist will not shorten that Stun for them. Documented
  • Your escape is a big part of why you survive fights, and Mina can turn it off. Debuff Resist shortens the lockout, and a cleanse removes it outright — one of the two is worth a slot specifically because of this hero. Strategic
  • Slowing Hex Slowing Hex 1,600 souls Tier 2TechPress +29s Cooldown +3.5s Duration +0.1s Cast Delay +16% Move Speed -26% Dash Distance (spirit T2) — The community-standard answer to escape artists: buy it when an enemy repeatedly dashes, blinks or flies out of your kill window. Relevant here because of Mina. Documented
  • Vortex Web Vortex Web 6,400 souls Tier 4TechPress +42s Cooldown +4s Duration +0.2s Cast Delay +0.5s Tether Duration +28% Move Speed -36% Dash Distance +8% Ability Range +8% Radius Builds from Slowing Hex (spirit T4) — Mina is where this lineup’s gap closers and escapes comes from. Buy to set up team wipes against scattered, mobile enemies — it groups them and takes away their escapes at once. Documented
  • Knockdown Knockdown 3,200 souls Tier 3TechPress +35s Cooldown +0.1s Cast Delay +2s Stun Delay +0.5s Stun Duration +75 Bonus Health +5% Ability Range +5% Radius (spirit T3) — The consensus answer to flying and airborne heroes and to channelled aerial ultimates — buy it whenever an enemy fights from the sky. What you are answering here: Mina's Sanguine Retreat Sanguine Retreat 9m Range0.7s Duration32s Cooldown Mina scatters into a cloud, becoming untargetable while she flies to a chosen point, and can recast within a short window to move again. Damage No damage. T1 grants +25% fire rate for 8s and adds 8 bullets on cast. Mobility 9m cast range, untargetable during flight, recastable within a brief window… Defensive Full untargetability during the flight — it dodges projectiles, hitscan and… 1 on cast, +25% fire rate for 8s and +8 bullets. 2 +1 recast and +4m range. . Documented
  • The usual error against Mina is treating Nox Nostra Nox Nostra 40m Range150s Cooldown Mina releases a cloud of bats that home in on targets, each dealing spirit damage and silencing what it hits. Crowd Control Silence on every bat hit. Damage 4.6 damage per bat (deadlock.one), multiplied by the number of accumulated… Defensive Indirectly — silencing a diver mid-approach cancels their follow-up. 1 on hit, deal an additional 0.5% of current health as damage. as something to react to rather than something to pre-empt. By the time it is on you, the decision has already been made. Strategic

Next

Deadman Danny’s other hard matchups

Every Deadman Danny matchup →

All of Mina

Who beats Mina, the items that shut Mina down, and every ability.

How to counter Mina →

Facing more than Mina?

Add the other five enemies: who to focus first and what to buy against the whole team.

Open in the matchup tool →

Sources and method for this page

Everything on this page is generated for Deadlock patch 09-29-2026 from Mina's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.

Mina's kit and counterplay were compiled from 6 sources, cross-checked for patch 09-29-2026. Threat ratings compare this pairing against Deadman Danny'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%.

Full source register →