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

Deadman Danny portrait Paige portrait

Deadman Danny vs Paige

Extreme threat

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

Paige is favoured. Deadman Danny wins 31.6% of 4,128 games against Paige (-4.7 points vs Deadman Danny’s usual 36.3%).

How to win as Deadman Danny

  1. RuleDo not commit before Captivating Read Captivating Read 30m Range30s Cooldown Paige marks an area with latent magic that slows anyone standing in it, then after a short delay the magic goes off, dealing spirit damage and locking enemies caught in it in place. Crowd Control A slow on entry, then an immobilize (root) when the zone detonates. Damage 90 spirit damage (deadlock.one). Defensive Immobilizing a diver is her only real self-peel, since she has no movement… 1 increased cooldown reduction. 2 +2m radius, on hit reduce spirit resist by 18% for 6s, and doubled range. is gone. Captivating Read Captivating Read 30m Range30s Cooldown Paige marks an area with latent magic that slows anyone standing in it, then after a short delay the magic goes off, dealing spirit damage and locking enemies caught in it in place. Crowd Control A slow on entry, then an immobilize (root) when the zone detonates. Damage 90 spirit damage (deadlock.one). Defensive Immobilizing a diver is her only real self-peel, since she has no movement… 1 increased cooldown reduction. 2 +2m radius, on hit reduce spirit resist by 18% for 6s, and doubled range. first. It is her only Hard CC and her only self-peel; with it on cooldown she cannot stop a dive at all.
  2. Watch out Captivating Read Captivating Read 30m Range30s Cooldown Paige marks an area with latent magic that slows anyone standing in it, then after a short delay the magic goes off, dealing spirit damage and locking enemies caught in it in place. Crowd Control A slow on entry, then an immobilize (root) when the zone detonates. Damage 90 spirit damage (deadlock.one). Defensive Immobilizing a diver is her only real self-peel, since she has no movement… 1 increased cooldown reduction. 2 +2m radius, on hit reduce spirit resist by 18% for 6s, and doubled range. detonates in a choke and immobilizes you in place, and at T3 it also strips 18% of your Spirit Resist for 6s so everything her team follows up with hits harder.
  3. Your edgeYou choose the terms of engagement (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. 3/3 against Paige 0/3).
  4. Buy Majestic Leap Majestic Leap 3,200 souls · Tier 3 · Armor · InstantCast +45s Cooldown +5s Interrupt Cooldown +100% Air Control +50% Air Control +32% Move Speed +2.5s Slow Duration +8s Barrier Duration — Paige's Plot Armor Plot Armor 35m Range5s Duration28s Cooldown Paige grants a chosen ally a barrier, and for as long as that barrier is still standing the ally's weapon damage is increased. Damage No damage. 125 barrier and +25% weapon damage at base (deadlock.one). T2… Mobility None, though it is her main way of keeping a diving ally alive. Defensive Direct barrier on an ally at 35m range (urgametips.com), 28s cooldown. 1 while barriered, +14% fire rate. 2 +100 barrier, +2s duration. 5 affects up to 2 additional allies with increased barrier scaling. — that is the zoning and area denial this answers. Buy to escape ground-based lockdown and to rotate across the map quickly.
The numbers: lane, whole match
GamesDeadman Danny winsvs Deadman Danny's usualSample
Whole match 31.6% -4.7 pts (36.3% overall) 4,128 games
Sharing a lane 33.1% -3.2 pts (36.3% overall) 1,346 games

"Sharing a lane" counts only games where both were assigned the same lane — the laning matchup itself. Source: deadlock-api.com, refreshed daily.

Data-supported Measured: you win 31.6% of these, which is 4.7 points below your overall win rate (4,128 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-api.com.

What should I do right now?

Do

  • Plan for Majestic Leap Majestic Leap 3,200 souls Tier 3ArmorInstantCast +45s Cooldown +5s Interrupt Cooldown +100% Air Control +50% Air Control +32% Move Speed +2.5s Slow Duration +8s Barrier Duration — know which tier it sits in so you are not improvising at the shop.
  • Know what Captivating Read Captivating Read 30m Range30s Cooldown Paige marks an area with latent magic that slows anyone standing in it, then after a short delay the magic goes off, dealing spirit damage and locking enemies caught in it in place. Crowd Control A slow on entry, then an immobilize (root) when the zone detonates. Damage 90 spirit damage (deadlock.one). Defensive Immobilizing a diver is her only real self-peel, since she has no movement… 1 increased cooldown reduction. 2 +2m radius, on hit reduce spirit resist by 18% for 6s, and doubled 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 Paige's engage range.

Do

  • urgametips.com is explicit: Paige has no personal movement skill in her kit. Any dive that gets to her connects.
  • 680-730 HP with no self-shield means she dies to a single focused burst.
  • 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

  • 35 damage per shot on a projectile rifle is high for a support — she can genuinely contest a lane rather than only assist.
  • Bookwyrm Bookwyrm 5s Duration33s Cooldown Paige conjures a dragon that materialises at a chosen spot and then flies forward, damaging enemies along the way and leaving a strip of fire burning behind it. Damage 60 initial damage plus 30 damage per second from the trail (deadlock.one). Defensive The trail is a soft wall; 1 -12s cooldown. 2 +1 charge, +2s trail duration, +1m radius. 5 +12m travel range, +100 damage, +30 DPS. clears the wave and denies the approach lane at the same time, which is unusually efficient in a 2v2.

Do

  • Their first real spike is Plot Armor Plot Armor 35m Range5s Duration28s Cooldown Paige grants a chosen ally a barrier, and for as long as that barrier is still standing the ally's weapon damage is increased. Damage No damage. 125 barrier and +25% weapon damage at base (deadlock.one). T2… Mobility None, though it is her main way of keeping a diving ally alive. Defensive Direct barrier on an ally at 35m range (urgametips.com), 28s cooldown. 1 while barriered, +14% fire rate. 2 +100 barrier, +2s duration. 5 affects up to 2 additional allies with increased barrier scaling. + Captivating Read Captivating Read 30m Range30s Cooldown Paige marks an area with latent magic that slows anyone standing in it, then after a short delay the magic goes off, dealing spirit damage and locking enemies caught in it in place. Crowd Control A slow on entry, then an immobilize (root) when the zone detonates. Damage 90 spirit damage (deadlock.one). Defensive Immobilizing a diver is her only real self-peel, since she has no movement… 1 increased cooldown reduction. 2 +2m radius, on hit reduce spirit resist by 18% for 6s, and doubled range. early (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 Paige on their spike timing when you could take the same fight ten minutes later on yours.

Do

  • Watch for Rallying Charge Rallying Charge 600m Range13s Duration210s Cooldown Paige sends a line of spectral knights and mounts charging across the entire city. Crowd Control None at base. T3 adds a 0.5s stun. Damage 125 damage and 125 heal at base, amplifying with distance travelled up to… Defensive The heal component is a genuine global save for a team losing a fight she is… 1 +4 steeds (wider), -45s cooldown. 2 +160 damage, +0.5s stun duration, +70% max amplification. . It is a directional wave, not a targeted AoE. Step laterally out of the line once the knights are visible and it passes you entirely.
  • Dive her. urgametips.com confirms she has no personal movement skill; any hero who reaches her kills her, which is why mobile flankers are her structural answer.

Avoid

  • Spending your own escape before Captivating Read Captivating Read 30m Range30s Cooldown Paige marks an area with latent magic that slows anyone standing in it, then after a short delay the magic goes off, dealing spirit damage and locking enemies caught in it in place. Crowd Control A slow on entry, then an immobilize (root) when the zone detonates. Damage 90 spirit damage (deadlock.one). Defensive Immobilizing a diver is her only real self-peel, since she has no movement… 1 increased cooldown reduction. 2 +2m radius, on hit reduce spirit resist by 18% for 6s, and doubled range. is on cooldown.

Paige’s abilities

  • Rallying Charge Rallying Charge 600m Range13s Duration210s Cooldown Paige sends a line of spectral knights and mounts charging across the entire city. Crowd Control None at base. T3 adds a 0.5s stun. Damage 125 damage and 125 heal at base, amplifying with distance travelled up to… Defensive The heal component is a genuine global save for a team losing a fight she is… 1 +4 steeds (wider), -45s cooldown. 2 +160 damage, +0.5s stun duration, +70% max amplification. Ultimate

    A global swing button. It can heal a team fighting on the far side of the map, finish a retreating group, or turn a lost objective fight at range — the distance-amplification means the biggest payoff comes from casting it from as far away as possible.

    • It is a directional wave, not a targeted AoE. Step laterally out of the line once the knights are visible and it passes you entirely.
    • Stand behind hard cover — the wave travels along the ground and geometry breaks it.
    • Anti-heal on her allies blunts half the ability's value even if the damage lands.
  • Captivating Read Captivating Read 30m Range30s Cooldown Paige marks an area with latent magic that slows anyone standing in it, then after a short delay the magic goes off, dealing spirit damage and locking enemies caught in it in place. Crowd Control A slow on entry, then an immobilize (root) when the zone detonates. Damage 90 spirit damage (deadlock.one). Defensive Immobilizing a diver is her only real self-peel, since she has no movement… 1 increased cooldown reduction. 2 +2m radius, on hit reduce spirit resist by 18% for 6s, and doubled range. Ability 3

    The other half of Paige's control: a slow on entry, then an immobilize (Root) when the zone detonates.

    • The detonation is delayed and the zone is visible. Leave the marked area before the timer expires — this is fully avoidable with attention.
    • Blink, teleport and dash effects used before the detonation get you out; used after the immobilize they do not.
    • Bait it by walking a durable hero through a choke first, then move your carry through once the 30s cooldown is running.
  • Bookwyrm Bookwyrm 5s Duration33s Cooldown Paige conjures a dragon that materialises at a chosen spot and then flies forward, damaging enemies along the way and leaving a strip of fire burning behind it. Damage 60 initial damage plus 30 damage per second from the trail (deadlock.one). Defensive The trail is a soft wall; 1 -12s cooldown. 2 +1 charge, +2s trail duration, +1m radius. 5 +12m travel range, +100 damage, +30 DPS. Ability 1

    Wave clear and space denial. The lingering trail is the real ability — it makes a corridor or a lane approach cost health to walk through, which is how she shapes where a fight happens.

    • The trail is a fixed strip on the ground — walk around it rather than through it, since the DPS is only dangerous if you commit to crossing.
    • The dragon flies a straight line from its spawn point; once you see where it materialises you know the whole path.
    • It has no CC, so pushing through it at full health is often correct if the alternative is giving her time to set up Captivating Read Captivating Read 30m Range30s Cooldown Paige marks an area with latent magic that slows anyone standing in it, then after a short delay the magic goes off, dealing spirit damage and locking enemies caught in it in place. Crowd Control A slow on entry, then an immobilize (root) when the zone detonates. Damage 90 spirit damage (deadlock.one). Defensive Immobilizing a diver is her only real self-peel, since she has no movement… 1 increased cooldown reduction. 2 +2m radius, on hit reduce spirit resist by 18% for 6s, and doubled range. .
  • Plot Armor Plot Armor 35m Range5s Duration28s Cooldown Paige grants a chosen ally a barrier, and for as long as that barrier is still standing the ally's weapon damage is increased. Damage No damage. 125 barrier and +25% weapon damage at base (deadlock.one). T2… Mobility None, though it is her main way of keeping a diving ally alive. Defensive Direct barrier on an ally at 35m range (urgametips.com), 28s cooldown. 1 while barriered, +14% fire rate. 2 +100 barrier, +2s duration. 5 affects up to 2 additional allies with increased barrier scaling. Ability 2

    Her core support action and the thing that makes her a top-tier duo partner. It is a save and a damage amp simultaneously, so shielding the right teammate at the right moment both prevents a death and wins the trade.

    • Burn through it rather than waiting it out — the damage buff lasts only while the barrier holds, so breaking it fast removes both effects at once.
    • Barrier-piercing and spirit-damage sources bypass or chew through it faster than sustained bullet fire.
    • Force her to spend it defensively on a poked teammate before the fight; the 28s cooldown means she rarely has it twice in one engagement.
  1. 1 Captivating Read Captivating Read 30m Range30s Cooldown Paige marks an area with latent magic that slows anyone standing in it, then after a short delay the magic goes off, dealing spirit damage and locking enemies caught in it in place. Crowd Control A slow on entry, then an immobilize (root) when the zone detonates. Damage 90 spirit damage (deadlock.one). Defensive Immobilizing a diver is her only real self-peel, since she has no movement… 1 increased cooldown reduction. 2 +2m radius, on hit reduce spirit resist by 18% for 6s, and doubled range.

    Captivating Read first. It is her only Hard CC and her only self-peel; with it on cooldown she cannot stop a dive at all.

  2. 2 Plot Armor Plot Armor 35m Range5s Duration28s Cooldown Paige grants a chosen ally a barrier, and for as long as that barrier is still standing the ally's weapon damage is increased. Damage No damage. 125 barrier and +25% weapon damage at base (deadlock.one). T2… Mobility None, though it is her main way of keeping a diving ally alive. Defensive Direct barrier on an ally at 35m range (urgametips.com), 28s cooldown. 1 while barriered, +14% fire rate. 2 +100 barrier, +2s duration. 5 affects up to 2 additional allies with increased barrier scaling.

    Plot Armor second — force her to spend it on a poked teammate before the engage, so her carry fights the real teamfight without the barrier or the damage buff.

  3. 3 Bookwyrm Bookwyrm 5s Duration33s Cooldown Paige conjures a dragon that materialises at a chosen spot and then flies forward, damaging enemies along the way and leaving a strip of fire burning behind it. Damage 60 initial damage plus 30 damage per second from the trail (deadlock.one). Defensive The trail is a soft wall; 1 -12s cooldown. 2 +1 charge, +2s trail duration, +1m radius. 5 +12m travel range, +100 damage, +30 DPS.

    Bookwyrm charges third: make her burn them on wave clear so she has no trail to fence the fight with.

The matchup in detail

  • Zero mobility and zero escape abilities — the most exploitable flaw in her design. Strong evidence
  • Captivating Read Captivating Read 30m Range30s Cooldown Paige marks an area with latent magic that slows anyone standing in it, then after a short delay the magic goes off, dealing spirit damage and locking enemies caught in it in place. Crowd Control A slow on entry, then an immobilize (root) when the zone detonates. Damage 90 spirit damage (deadlock.one). Defensive Immobilizing a diver is her only real self-peel, since she has no movement… 1 increased cooldown reduction. 2 +2m radius, on hit reduce spirit resist by 18% for 6s, and doubled range. has a visible telegraph and a delay, so an attentive opponent simply walks out of it. Strong evidence
  • Her control is all pre-placed; she is poor at reacting to something already happening. Strong evidence
  • Captivating Read Captivating Read 30m Range30s Cooldown Paige marks an area with latent magic that slows anyone standing in it, then after a short delay the magic goes off, dealing spirit damage and locking enemies caught in it in place. Crowd Control A slow on entry, then an immobilize (root) when the zone detonates. Damage 90 spirit damage (deadlock.one). Defensive Immobilizing a diver is her only real self-peel, since she has no movement… 1 increased cooldown reduction. 2 +2m radius, on hit reduce spirit resist by 18% for 6s, and doubled range. detonates in a choke and immobilizes you in place, and at T3 it also strips 18% of your Spirit Resist for 6s so everything her team follows up with hits harder. Strong evidence
  • Plot Armor Plot Armor 35m Range5s Duration28s Cooldown Paige grants a chosen ally a barrier, and for as long as that barrier is still standing the ally's weapon damage is increased. Damage No damage. 125 barrier and +25% weapon damage at base (deadlock.one). T2… Mobility None, though it is her main way of keeping a diving ally alive. Defensive Direct barrier on an ally at 35m range (urgametips.com), 28s cooldown. 1 while barriered, +14% fire rate. 2 +100 barrier, +2s duration. 5 affects up to 2 additional allies with increased barrier scaling. gives her carry a 125+ barrier AND +25% weapon damage with +14% fire rate simultaneously, so the duel you thought you were winning flips on one button press. Strong evidence
  • Bookwyrm Bookwyrm 5s Duration33s Cooldown Paige conjures a dragon that materialises at a chosen spot and then flies forward, damaging enemies along the way and leaving a strip of fire burning behind it. Damage 60 initial damage plus 30 damage per second from the trail (deadlock.one). Defensive The trail is a soft wall; 1 -12s cooldown. 2 +1 charge, +2s trail duration, +1m radius. 5 +12m travel range, +100 damage, +30 DPS. 's burning trail (30+ DPS) denies the corridor you wanted to retreat through, so you take the long route into her team's guns. Strong evidence
  • Rallying Charge Rallying Charge 600m Range13s Duration210s Cooldown Paige sends a line of spectral knights and mounts charging across the entire city. Crowd Control None at base. T3 adds a 0.5s stun. Damage 125 damage and 125 heal at base, amplifying with distance travelled up to… Defensive The heal component is a genuine global save for a team losing a fight she is… 1 +4 steeds (wider), -45s cooldown. 2 +160 damage, +0.5s stun duration, +70% max amplification. reaches you anywhere on the map, and it hits hardest when she casts from furthest away — she does not need to be in the fight to swing it. Strong evidence
  • Her Chapter's End rifle hits for about 35 per shot, which is real chip damage on top of everything else she is doing. Strong evidence
  • Your mobility is a real advantage here, and Paige'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. Strong evidence
  • Dive her. urgametips.com confirms she has no personal movement skill; any hero who reaches her kills her, which is why mobile flankers are her structural answer. Strong evidence
  • Watch the ground for Captivating Read Captivating Read 30m Range30s Cooldown Paige marks an area with latent magic that slows anyone standing in it, then after a short delay the magic goes off, dealing spirit damage and locking enemies caught in it in place. Crowd Control A slow on entry, then an immobilize (root) when the zone detonates. Damage 90 spirit damage (deadlock.one). Defensive Immobilizing a diver is her only real self-peel, since she has no movement… 1 increased cooldown reduction. 2 +2m radius, on hit reduce spirit resist by 18% for 6s, and doubled range. 's marked zone and leave before the delayed detonation. It is the single most avoidable piece of Hard CC in this group. Strong evidence
  • Focus the barriered target and burn Plot Armor Plot Armor 35m Range5s Duration28s Cooldown Paige grants a chosen ally a barrier, and for as long as that barrier is still standing the ally's weapon damage is increased. Damage No damage. 125 barrier and +25% weapon damage at base (deadlock.one). T2… Mobility None, though it is her main way of keeping a diving ally alive. Defensive Direct barrier on an ally at 35m range (urgametips.com), 28s cooldown. 1 while barriered, +14% fire rate. 2 +100 barrier, +2s duration. 5 affects up to 2 additional allies with increased barrier scaling. down rather than switching off — the weapon damage buff only lasts while the barrier holds. Strong evidence
  • Bait Captivating Read Captivating Read 30m Range30s Cooldown Paige marks an area with latent magic that slows anyone standing in it, then after a short delay the magic goes off, dealing spirit damage and locking enemies caught in it in place. Crowd Control A slow on entry, then an immobilize (root) when the zone detonates. Damage 90 spirit damage (deadlock.one). Defensive Immobilizing a diver is her only real self-peel, since she has no movement… 1 increased cooldown reduction. 2 +2m radius, on hit reduce spirit resist by 18% for 6s, and doubled range. with a durable hero walking through a choke first, then move your carry through during the 30s cooldown. Strong evidence
  • Do not fight in chokepoints. Bookwyrm Bookwyrm 5s Duration33s Cooldown Paige conjures a dragon that materialises at a chosen spot and then flies forward, damaging enemies along the way and leaving a strip of fire burning behind it. Damage 60 initial damage plus 30 damage per second from the trail (deadlock.one). Defensive The trail is a soft wall; 1 -12s cooldown. 2 +1 charge, +2s trail duration, +1m radius. 5 +12m travel range, +100 damage, +30 DPS. 's trail plus Captivating Read Captivating Read 30m Range30s Cooldown Paige marks an area with latent magic that slows anyone standing in it, then after a short delay the magic goes off, dealing spirit damage and locking enemies caught in it in place. Crowd Control A slow on entry, then an immobilize (root) when the zone detonates. Damage 90 spirit damage (deadlock.one). Defensive Immobilizing a diver is her only real self-peel, since she has no movement… 1 increased cooldown reduction. 2 +2m radius, on hit reduce spirit resist by 18% for 6s, and doubled range. together make a narrow corridor lethal; open ground neutralises both. Strong evidence
  • Step laterally out of the Rallying Charge Rallying Charge 600m Range13s Duration210s Cooldown Paige sends a line of spectral knights and mounts charging across the entire city. Crowd Control None at base. T3 adds a 0.5s stun. Damage 125 damage and 125 heal at base, amplifying with distance travelled up to… Defensive The heal component is a genuine global save for a team losing a fight she is… 1 +4 steeds (wider), -45s cooldown. 2 +160 damage, +0.5s stun duration, +70% max amplification. line or stand behind hard cover — it is a directional wave, not a targeted AoE. Strong evidence
  • Paige contributes through abilities, which makes a hard Silence worth more against them than any amount of resist. Focus Lens Focus Lens 6,400 souls Tier 4TechPress +45s Cooldown +4.5s Duration +0.1s Cast Delay +35% Damage On Expire +10% Fire Rate -9% Spirit Resist -30 Spirit Power +12s Resist Reduction Duration Builds from Spirit Sap is the sharpest version: 4.5 seconds of single-target Silence at 20m, plus 30% of all damage dealt during the window applied when it expires, on a 45-second cooldown. Against a caster that is not a defensive purchase — it deletes their entire fight participation and then charges them for it. Strong evidence
  • Paige adds barrier, not health, and barriers behave differently enough to change how you spend your combo. Resists apply before the barrier depletes, so a barrier multiplies with their resist rather than bypassing it — and it decays on its own. Overflow damage carries straight through to health, so one large hit does not stop at the barrier boundary. That argues for landing your whole burst in one window rather than chipping: chip is exactly what a decaying pool is designed to absorb. Strong evidence
  • Any moment she is caught out of position — with no dash, no blink and no movement ability at all, being reached is fatal for her. Strong evidence
  • Captivating Read Captivating Read 30m Range30s Cooldown Paige marks an area with latent magic that slows anyone standing in it, then after a short delay the magic goes off, dealing spirit damage and locking enemies caught in it in place. Crowd Control A slow on entry, then an immobilize (root) when the zone detonates. Damage 90 spirit damage (deadlock.one). Defensive Immobilizing a diver is her only real self-peel, since she has no movement… 1 increased cooldown reduction. 2 +2m radius, on hit reduce spirit resist by 18% for 6s, and doubled range. 's 30s cooldown after it detonates; she has nothing else that stops a gap-closer. Strong evidence
  • Her 2.5s rifle reload on a 1.67 shots/sec projectile weapon, which is a long dead window at close range. Strong evidence
  • The delay between Captivating Read Captivating Read 30m Range30s Cooldown Paige marks an area with latent magic that slows anyone standing in it, then after a short delay the magic goes off, dealing spirit damage and locking enemies caught in it in place. Crowd Control A slow on entry, then an immobilize (root) when the zone detonates. Damage 90 spirit damage (deadlock.one). Defensive Immobilizing a diver is her only real self-peel, since she has no movement… 1 increased cooldown reduction. 2 +2m radius, on hit reduce spirit resist by 18% for 6s, and doubled range. being placed and detonating — that is the window to move your whole team through the choke, not after. Strong evidence
  • Plot Armor Plot Armor 35m Range5s Duration28s Cooldown Paige grants a chosen ally a barrier, and for as long as that barrier is still standing the ally's weapon damage is increased. Damage No damage. 125 barrier and +25% weapon damage at base (deadlock.one). T2… Mobility None, though it is her main way of keeping a diving ally alive. Defensive Direct barrier on an ally at 35m range (urgametips.com), 28s cooldown. 1 while barriered, +14% fire rate. 2 +100 barrier, +2s duration. 5 affects up to 2 additional allies with increased barrier scaling. 's 28s cooldown: engage on the teammate she most wants to protect right after she has spent it elsewhere. Strong evidence
  • Being stunned by Paige now pauses your reload rather than restarting it, as of 09-16-2026. That quietly changes when it is safe to reload in this matchup: a reload caught by their Stun resumes where it left off instead of costing you the whole cycle, so the old rule of never reloading inside their engagement range is too conservative now. The compensating change is that parrying also pauses your reload, so a defensive parry no longer buys you free reload time. Documented
  • 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 Paige'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
  • 35 damage per shot on a projectile rifle is high for a support — she can genuinely contest a lane rather than only assist. Strong evidence
  • Bookwyrm Bookwyrm 5s Duration33s Cooldown Paige conjures a dragon that materialises at a chosen spot and then flies forward, damaging enemies along the way and leaving a strip of fire burning behind it. Damage 60 initial damage plus 30 damage per second from the trail (deadlock.one). Defensive The trail is a soft wall; 1 -12s cooldown. 2 +1 charge, +2s trail duration, +1m radius. 5 +12m travel range, +100 damage, +30 DPS. clears the wave and denies the approach lane at the same time, which is unusually efficient in a 2v2. Strong evidence
  • urgametips.com is explicit: Paige has no personal movement skill in her kit. Any dive that gets to her connects. Strong evidence
  • 680-730 HP with no self-shield means she dies to a single focused burst. 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
  • The first Unstable Rift lands around 11:00 and then every 7 minutes, and Paige beats you in exactly the fight it creates. Use the telegraph: a world-only visual appears on a random side-lane bridge roughly 60 seconds before the global announcement and map marker, which is the single biggest piece of free information in the mid game. Spend those 60 seconds either grouping or deliberately taking something elsewhere — the one thing you cannot afford is arriving at a Rift bridge late and alone. 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. Paige 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. Documented
  • Plot Armor + Captivating Read early (laning 0-10min) — Her highest-win-rate opener, present in 64.7% of 11,521 tracked games (deadlocklabs.gg). Strong evidence
  • Mystic Expansion into Greater Expansion (mid game) — Her strongest build path by win rate (54.9% then 55.7% per deadlocklabs.gg); the extra radius makes Captivating Read and Bookwyrm far harder to walk out of. Strong evidence
  • Plot Armor Plot Armor 35m Range5s Duration28s Cooldown Paige grants a chosen ally a barrier, and for as long as that barrier is still standing the ally's weapon damage is increased. Damage No damage. 125 barrier and +25% weapon damage at base (deadlock.one). T2… Mobility None, though it is her main way of keeping a diving ally alive. Defensive Direct barrier on an ally at 35m range (urgametips.com), 28s cooldown. 1 while barriered, +14% fire rate. 2 +100 barrier, +2s duration. 5 affects up to 2 additional allies with increased barrier scaling. T3 — Barriering 3 allies at once converts her from a single-target support into a team-wide damage amplifier. Strong evidence
  • Rallying Charge Rallying Charge 600m Range13s Duration210s Cooldown Paige sends a line of spectral knights and mounts charging across the entire city. Crowd Control None at base. T3 adds a 0.5s stun. Damage 125 damage and 125 heal at base, amplifying with distance travelled up to… Defensive The heal component is a genuine global save for a team losing a fight she is… 1 +4 steeds (wider), -45s cooldown. 2 +160 damage, +0.5s stun duration, +70% max amplification. T2/T3 (late) — -45s cooldown plus +160 damage and a 0.5s Stun makes the ultimate a repeatable global swing rather than a one-off. 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
  • Your habit of taking the fight vertical to reset spacing against Paige 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. Documented
  • Riding a zipline in Paige's line of sight is worse than walking. Enemy hero damage while you are riding knocks you off for 15% of your max health, a 2.5-second Stun and a fall — for a hero with your health pool that is most of a death handed over for free. You gain knockoff immunity only after 3 consecutive seconds of riding, signalled by a blue particle effect, so the dangerous part is the first three seconds. Mount out of their sight line, not near it. Documented
  • Paige 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. Strategic
  • Paige heals through damage, so healing reduction is not optional here — but pick the right application route. Anti-heal arrives two ways: bullet-applied ( Toxic Bullets Toxic Bullets 3,200 souls Tier 3WeaponPassive -35% Incoming Healing -35% Incoming Healing , T3) builds up through gunfire, and spirit-applied ( Healbane Healbane 1,600 souls Tier 2ArmorPassive +8s Duration +7 Spirit Power -35% Incoming Healing -35% Incoming Healing +275 Heal On Hero Kill , T2) lands off Spirit Damage. Buy the one that matches how you actually deal damage, or it will never apply. Documented
  • Majestic Leap Majestic Leap 3,200 souls Tier 3ArmorInstantCast +45s Cooldown +5s Interrupt Cooldown +100% Air Control +50% Air Control +32% Move Speed +2.5s Slow Duration +8s Barrier Duration (vitality T3) — Paige's Plot Armor Plot Armor 35m Range5s Duration28s Cooldown Paige grants a chosen ally a barrier, and for as long as that barrier is still standing the ally's weapon damage is increased. Damage No damage. 125 barrier and +25% weapon damage at base (deadlock.one). T2… Mobility None, though it is her main way of keeping a diving ally alive. Defensive Direct barrier on an ally at 35m range (urgametips.com), 28s cooldown. 1 while barriered, +14% fire rate. 2 +100 barrier, +2s duration. 5 affects up to 2 additional allies with increased barrier scaling. — that is the zoning and area denial this answers. Buy to escape ground-based lockdown and to rotate across the map quickly. Documented
  • Stamina Mastery Stamina Mastery 3,200 souls Tier 3ArmorPassive +2 Stamina +18% Stamina Recovery +23% Air Jump/Dash Distance Builds from Extra Stamina (vitality T3) — Paige's Rallying Charge Rallying Charge 600m Range13s Duration210s Cooldown Paige sends a line of spectral knights and mounts charging across the entire city. Crowd Control None at base. T3 adds a 0.5s stun. Damage 125 damage and 125 heal at base, amplifying with distance travelled up to… Defensive The heal component is a genuine global save for a team losing a fight she is… 1 +4 steeds (wider), -45s cooldown. 2 +160 damage, +0.5s stun duration, +70% max amplification. — that is the stuns and Hard CC this answers. Buy when dodging telegraphed abilities and disengaging is how you survive. Strong evidence
  • Warp Stone Warp Stone 3,200 souls Tier 3ArmorInstantCast +16s Cooldown +30% Bullet Resist +6s Buff Duration (vitality T3) — Paige's Rallying Charge Rallying Charge 600m Range13s Duration210s Cooldown Paige sends a line of spectral knights and mounts charging across the entire city. Crowd Control None at base. T3 adds a 0.5s stun. Damage 125 damage and 125 heal at base, amplifying with distance travelled up to… Defensive The heal component is a genuine global save for a team losing a fight she is… 1 +4 steeds (wider), -45s cooldown. 2 +160 damage, +0.5s stun duration, +70% max amplification. is what you are buying against here. Buy when you are repeatedly getting caught and killed out of position, or to close a gap onto a fleeing target. Documented
  • Your instinct is to jump on Paige's backline the moment you see an opening, and the mistake is not checking what is above you. A Walker's Stomp is 350 damage + 15% of your max health inside 15m with a 2-second Stun on a 7-second cooldown — a 2-second Stun handed to a team with peel is a death. Dive under their Walker only with Unstoppable Unstoppable 6,400 souls Tier 4ArmorInstantCast +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer pre-cast or after the Stomp has just gone off. Strong evidence
  • The Unstable Rift capture point is a 20m circle on a bridge, capture only progresses when no enemy is inside it, and everyone standing in it is revealed on the minimap. That is a purpose-built trap for Paige. The mistake is treating the circle as the objective: you do not need to stand in it, you need them not to. Contest from outside the radius, deny with a single body at the edge, and let their Area Damage land on empty bridge. Strategic

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Sources and method for this page

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

Paige'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%.

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