Deadman Danny vs Silver
Written for the Deadman Danny player. Playing Silver? See Silver vs Deadman Danny →
Deadman Danny is favoured. Deadman Danny wins 43.4% of 3,567 games against Silver (+7.1 points vs Deadman Danny’s usual 36.3%).
How to win as Deadman Danny
- RuleDo not commit before
Entangling Bola
Entangling Bola Silver throws a bola that deals spirit damage, slows the target, and prevents them from using movement abilities, stamina or jumping for the duration. Crowd Control Slow plus a complete lockout on movement abilities, stamina use and jumping… Damage 40 spirit damage; -45% move speed for 1.5s at base with an additional -25%… Defensive Stopping a diver's dash mid-approach is her main defensive use 1 1 AP: additional -25% movement speed 2 2 AP: -8s cooldown (23s to 15s) 5 5 AP: bola ricochets to a second target is gone.
Entangling Bola
Entangling Bola Silver throws a bola that deals spirit damage, slows the target, and prevents them from using movement abilities, stamina or jumping for the duration. Crowd Control Slow plus a complete lockout on movement abilities, stamina use and jumping… Damage 40 spirit damage; -45% move speed for 1.5s at base with an additional -25%… Defensive Stopping a diver's dash mid-approach is her main defensive use 1 1 AP: additional -25% movement speed 2 2 AP: -8s cooldown (23s to 15s) 5 5 AP: bola ricochets to a second target first. It is her setup for everything, it is her only answer to a diver, and at 23s base (15s at 2 AP) an empty bola is the window to commit a dash-based engage that she cannot stop - Watch out
Entangling Bola
Entangling Bola Silver throws a bola that deals spirit damage, slows the target, and prevents them from using movement abilities, stamina or jumping for the duration. Crowd Control Slow plus a complete lockout on movement abilities, stamina use and jumping… Damage 40 spirit damage; -45% move speed for 1.5s at base with an additional -25%… Defensive Stopping a diver's dash mid-approach is her main defensive use 1 1 AP: additional -25% movement speed 2 2 AP: -8s cooldown (23s to 15s) 5 5 AP: bola ricochets to a second target into
Boot Kick
Boot Kick Silver dashes forward and kicks the first enemy she hits, dealing melee damage while pushing herself backward off them and leaving a mark. Crowd Control none, but the kick displaces Silver herself away from the target Damage 45 mark damage and 25 bonus spirit damage on the marked shot; Mobility A forward dash that ends in a backward push off the target — net… 1 1 AP: -6s cooldown (21s to 15s) 2 2 AP: restores stamina on hero hits 5 5 AP: applies enemy damage reduction to the target into
Slam Fire
Slam Fire Silver instantly reloads and gains a large fire rate bonus for a limited number of shots, with bonus weapon damage scaled to the target's health. Damage 3 shots at 300% fire rate, dealing 4% of the target's current health as… 1 1 AP: -4s cooldown 2 2 AP: damage boost with further cooldown reduction 5 5 AP: additional health-scaling damage : the bola removes your dash, stamina and jump for ~1.5s, the kick marks you, and
Slam Fire
Slam Fire Silver instantly reloads and gains a large fire rate bonus for a limited number of shots, with bonus weapon damage scaled to the target's health. Damage 3 shots at 300% fire rate, dealing 4% of the target's current health as… 1 1 AP: -4s cooldown 2 2 AP: damage boost with further cooldown reduction 5 5 AP: additional health-scaling damage empties 3 boosted shots into a target that cannot strafe - Your edgeYou choose the terms of engagement (Deadman Danny Deadman Danny 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 Silver 2/3).
- Buy
Knockdown
Knockdown +35s Cooldown +0.1s Cast Delay +2s Stun Delay +0.5s Stun Duration +75 Bonus Health +5% Ability Range +5% Radius — The consensus answer to flying and airborne heroes and to channelled aerial ultimates — buy it whenever an enemy fights from the sky. Relevant here because of Silver.
The numbers: lane, whole match
| Games | Deadman Danny wins | vs Deadman Danny's usual | Sample |
|---|---|---|---|
| Whole match | 43.4% | +7.1 pts (36.3% overall) | 3,567 games |
| Sharing a lane | 43.0% | +6.7 pts (36.3% overall) | 1,173 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 43.4% of these, which is 7.1 points above your overall win rate (3,567 matches). The kit-based model reads this as moderate 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
Knockdown
Knockdown +35s Cooldown +0.1s Cast Delay +2s Stun Delay +0.5s Stun Duration +75 Bonus Health +5% Ability Range +5% Radius — know which tier it sits in so you are not improvising at the shop. - Know what
Entangling Bola
Entangling Bola Silver throws a bola that deals spirit damage, slows the target, and prevents them from using movement abilities, stamina or jumping for the duration. Crowd Control Slow plus a complete lockout on movement abilities, stamina use and jumping… Damage 40 spirit damage; -45% move speed for 1.5s at base with an additional -25%… Defensive Stopping a diver's dash mid-approach is her main defensive use 1 1 AP: additional -25% movement speed 2 2 AP: -8s cooldown (23s to 15s) 5 5 AP: bola ricochets to a second target looks like. It is the cooldown this lane revolves around.
Avoid
- Walking to lane on the same path every wave against a hero with Silver's engage range.
Do
- Only 5.1 damage per bullet — her poke is chip, not pressure, and a healer on the other side erases it
- 7-round clip means her burst is entirely gated on
Slam Fire
Slam Fire Silver instantly reloads and gains a large fire rate bonus for a limited number of shots, with bonus weapon damage scaled to the target's health. Damage 3 shots at 300% fire rate, dealing 4% of the target's current health as… 1 1 AP: -4s cooldown 2 2 AP: damage boost with further cooldown reduction 5 5 AP: additional health-scaling damage 's 25s cooldown -
Strix Salvo
Strix Salvo 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
- 813 m/s bullet velocity with falloff only starting at 17m lets her win the early poke war against any close-range laner
-
Slam Fire
Slam Fire Silver instantly reloads and gains a large fire rate bonus for a limited number of shots, with bonus weapon damage scaled to the target's health. Damage 3 shots at 300% fire rate, dealing 4% of the target's current health as… 1 1 AP: -4s cooldown 2 2 AP: damage boost with further cooldown reduction 5 5 AP: additional health-scaling damage 's bonus damage against troopers and Haunts Haunts Lanes and Districts across the map Haunts replace the old neutral camps. They are not a reskin: each type behaves differently, and the health bar now shows a camp's soul value and how hard it is, so you can decide whether a camp is worth your time before you start shooting. Three eye colours mark the tier — teal for tier I, yellow for tier II, red for tier III. Souls 4168181 souls tier I / II / III a creep +0.44 / +0.73 / +1.95 a minute makes last-hitting and denying comfortable, and the 0.30s reload means almost no downtime
Do
- Their first real spike is ult unlock — respect it from that point, not before.
- Your spike is ult unlock:
Close The Deal
Close The Deal 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 Silver on their spike timing when you could take the same fight ten minutes later on yours.
Do
- Watch for
Lycan Curse
Lycan Curse Damaging enemies passively fills a bloodlust meter, filling faster at low health. Crowd Control No CC on the cast itself. Damage Sources disagree on the exact bonuses. Mobility Bonus move speed while transformed, plus Mauling Leap replacing Boot Kick as… 1 Upgrade tiers scale the transformation's bonuses (health, fire rate, move speed and… . Track the bloodlust meter, not the transformation animation — by the time she is a wolf it is too late. She builds it faster at low health, so hurting her without killing her accelerates it - Watch the bloodlust meter and disengage before it fills. Damaging her without killing her builds it faster, so a half-committed trade hands her the transformation
Avoid
- Spending your own escape before
Entangling Bola
Entangling Bola Silver throws a bola that deals spirit damage, slows the target, and prevents them from using movement abilities, stamina or jumping for the duration. Crowd Control Slow plus a complete lockout on movement abilities, stamina use and jumping… Damage 40 spirit damage; -45% move speed for 1.5s at base with an additional -25%… Defensive Stopping a diver's dash mid-approach is her main defensive use 1 1 AP: additional -25% movement speed 2 2 AP: -8s cooldown (23s to 15s) 5 5 AP: bola ricochets to a second target is on cooldown.
Silver’s abilities
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Lycan Curse
Lycan Curse Damaging enemies passively fills a bloodlust meter, filling faster at low health. Crowd Control No CC on the cast itself. Damage Sources disagree on the exact bonuses. Mobility Bonus move speed while transformed, plus Mauling Leap replacing Boot Kick as… 1 Upgrade tiers scale the transformation's bonuses (health, fire rate, move speed and… Ultimate The cooldown that decides the fight. The transformed Tail Whack applies a 2.5s Disarm and a -30% movement slow in an area around her.
- Track the bloodlust meter, not the transformation animation — by the time she is a wolf it is too late. She builds it faster at low health, so hurting her without killing her accelerates it
- Disengage when she transforms rather than trading: the transformed kit is melee-range, so the counter to a wolf is distance, and the form has a limited duration
- Buy healing reduction before she transforms; 40% Lifesteal on Go For The Throat and 30%-missing-health on the transformation are the whole reason she survives the melee window
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Entangling Bola
Entangling Bola Silver throws a bola that deals spirit damage, slows the target, and prevents them from using movement abilities, stamina or jumping for the duration. Crowd Control Slow plus a complete lockout on movement abilities, stamina use and jumping… Damage 40 spirit damage; -45% move speed for 1.5s at base with an additional -25%… Defensive Stopping a diver's dash mid-approach is her main defensive use 1 1 AP: additional -25% movement speed 2 2 AP: -8s cooldown (23s to 15s) 5 5 AP: bola ricochets to a second target Ability 3 A second source of hard control: slow plus a complete lockout on movement abilities, stamina use and jumping for ~1.5s.
- The debuff is short at base (~1.5s) — the correct response is to hold your dash and stamina rather than burning them into the lockout and getting nothing
- It is a thrown projectile: strafe it, or put a trooper wave between you (it can no longer be consumed by troopers since the patch, but geometry still blocks it)
- Air-mobility heroes must not be mid-flight when it lands; the patch made it interrupt flying abilities and add gravity, so commit airborne movement only after it is on cooldown
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Boot Kick
Boot Kick Silver dashes forward and kicks the first enemy she hits, dealing melee damage while pushing herself backward off them and leaving a mark. Crowd Control none, but the kick displaces Silver herself away from the target Damage 45 mark damage and 25 bonus spirit damage on the marked shot; Mobility A forward dash that ends in a backward push off the target — net… 1 1 AP: -6s cooldown (21s to 15s) 2 2 AP: restores stamina on hero hits 5 5 AP: applies enemy damage reduction to the target Ability 2 Her mobility, her disengage and her damage amplifier in one button. The self-knockback means she engages and retreats with a single cast, which is how a rifle hero survives being approached.
- The mark lasts only 3 seconds — break line of sight immediately after being kicked and the follow-up shot never lands
- Since the patch it only hits heroes and objectives, so standing behind a trooper wave no longer eats the kick but also means the dash passes straight through to you
- Deny the 2 AP stamina refund by not letting her connect on a hero: dodge the dash and it is a 21s (15s at 1 AP) cooldown with no refund
- 1
Entangling Bola
Entangling Bola Silver throws a bola that deals spirit damage, slows the target, and prevents them from using movement abilities, stamina or jumping for the duration. Crowd Control Slow plus a complete lockout on movement abilities, stamina use and jumping… Damage 40 spirit damage; -45% move speed for 1.5s at base with an additional -25%… Defensive Stopping a diver's dash mid-approach is her main defensive use 1 1 AP: additional -25% movement speed 2 2 AP: -8s cooldown (23s to 15s) 5 5 AP: bola ricochets to a second target Entangling Bola first. It is her setup for everything, it is her only answer to a diver, and at 23s base (15s at 2 AP) an empty bola is the window to commit a dash-based engage that she cannot stop
- 2
Boot Kick
Boot Kick Silver dashes forward and kicks the first enemy she hits, dealing melee damage while pushing herself backward off them and leaving a mark. Crowd Control none, but the kick displaces Silver herself away from the target Damage 45 mark damage and 25 bonus spirit damage on the marked shot; Mobility A forward dash that ends in a backward push off the target — net… 1 1 AP: -6s cooldown (21s to 15s) 2 2 AP: restores stamina on hero hits 5 5 AP: applies enemy damage reduction to the target Then Boot Kick. It is both her mark and her escape; a Silver who has kicked cannot disengage from your frontliner for 21s (15s at 1 AP), and dodging it denies the 2 AP stamina refund
- 3
Slam Fire
Slam Fire Silver instantly reloads and gains a large fire rate bonus for a limited number of shots, with bonus weapon damage scaled to the target's health. Damage 3 shots at 300% fire rate, dealing 4% of the target's current health as… 1 1 AP: -4s cooldown 2 2 AP: damage boost with further cooldown reduction 5 5 AP: additional health-scaling damage Slam Fire is worth draining in lane specifically: force her to use it on a wave and her burst is gone for 25 seconds
The matchup in detail
- The automatic transformation takes timing out of her hands and can strand her in melee form at range or at the wrong moment Strong evidence
- Base form has zero healing and only one escape on a 21s cooldown Strong evidence
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Slam Fire
Slam Fire Silver instantly reloads and gains a large fire rate bonus for a limited number of shots, with bonus weapon damage scaled to the target's health. Damage 3 shots at 300% fire rate, dealing 4% of the target's current health as… 1 1 AP: -4s cooldown 2 2 AP: damage boost with further cooldown reduction 5 5 AP: additional health-scaling damage 's accuracy penalty forces her closer than her falloff band wants Strong evidence
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Entangling Bola
Entangling Bola Silver throws a bola that deals spirit damage, slows the target, and prevents them from using movement abilities, stamina or jumping for the duration. Crowd Control Slow plus a complete lockout on movement abilities, stamina use and jumping… Damage 40 spirit damage; -45% move speed for 1.5s at base with an additional -25%… Defensive Stopping a diver's dash mid-approach is her main defensive use 1 1 AP: additional -25% movement speed 2 2 AP: -8s cooldown (23s to 15s) 5 5 AP: bola ricochets to a second target into
Boot Kick
Boot Kick Silver dashes forward and kicks the first enemy she hits, dealing melee damage while pushing herself backward off them and leaving a mark. Crowd Control none, but the kick displaces Silver herself away from the target Damage 45 mark damage and 25 bonus spirit damage on the marked shot; Mobility A forward dash that ends in a backward push off the target — net… 1 1 AP: -6s cooldown (21s to 15s) 2 2 AP: restores stamina on hero hits 5 5 AP: applies enemy damage reduction to the target into
Slam Fire
Slam Fire Silver instantly reloads and gains a large fire rate bonus for a limited number of shots, with bonus weapon damage scaled to the target's health. Damage 3 shots at 300% fire rate, dealing 4% of the target's current health as… 1 1 AP: -4s cooldown 2 2 AP: damage boost with further cooldown reduction 5 5 AP: additional health-scaling damage : the bola removes your dash, stamina and jump for ~1.5s, the kick marks you, and
Slam Fire
Slam Fire Silver instantly reloads and gains a large fire rate bonus for a limited number of shots, with bonus weapon damage scaled to the target's health. Damage 3 shots at 300% fire rate, dealing 4% of the target's current health as… 1 1 AP: -4s cooldown 2 2 AP: damage boost with further cooldown reduction 5 5 AP: additional health-scaling damage empties 3 boosted shots into a target that cannot strafe Strong evidence -
Slam Fire
Slam Fire Silver instantly reloads and gains a large fire rate bonus for a limited number of shots, with bonus weapon damage scaled to the target's health. Damage 3 shots at 300% fire rate, dealing 4% of the target's current health as… 1 1 AP: -4s cooldown 2 2 AP: damage boost with further cooldown reduction 5 5 AP: additional health-scaling damage deals 4% of your current health per shot, so being at full health does not make you safe from it — high-HP frontliners take the most from it, not the least Strong evidence - Transformed Tail Whack disarms everyone around her for 2.5s; if your gun carry is inside that radius the fight is over before it starts Strong evidence
- Mauling Leap applies reduced Bullet Resist for ~6s, which amplifies her entire team's weapon damage onto whoever she lands on Strong evidence
- Post-patch the bola increases gravity and interrupts flying abilities, so air-mobility escapes are simply deleted mid-flight Strong evidence
- Go For The Throat at 40% Lifesteal means trading damage into a transformed Silver actively heals her Strong evidence
- Your mobility is a real advantage here, and Silver'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
- Watch the bloodlust meter and disengage before it fills. Damaging her without killing her builds it faster, so a half-committed trade hands her the transformation Strong evidence
- Fight the wolf at range. The transformed kit is melee — Go For The Throat and Tail Whack both require adjacency, and Mauling Leap is a single committed gap-closer on a cooldown Strong evidence
- Buy healing reduction before the transformation window. 40% Lifesteal plus missing-health healing is the only sustain she has, and anti-heal removes it entirely Strong evidence
- Hold your dash and stamina through
Entangling Bola
Entangling Bola Silver throws a bola that deals spirit damage, slows the target, and prevents them from using movement abilities, stamina or jumping for the duration. Crowd Control Slow plus a complete lockout on movement abilities, stamina use and jumping… Damage 40 spirit damage; -45% move speed for 1.5s at base with an additional -25%… Defensive Stopping a diver's dash mid-approach is her main defensive use 1 1 AP: additional -25% movement speed 2 2 AP: -8s cooldown (23s to 15s) 5 5 AP: bola ricochets to a second target 's ~1.5s lockout rather than burning them into it, or cleanse it to restore movement immediately Strong evidence - Break line of sight within 3 seconds of being Boot Kicked — the mark expires and the bonus Spirit Damage never lands Strong evidence
- Stay past ~25m during
Slam Fire
Slam Fire Silver instantly reloads and gains a large fire rate bonus for a limited number of shots, with bonus weapon damage scaled to the target's health. Damage 3 shots at 300% fire rate, dealing 4% of the target's current health as… 1 1 AP: -4s cooldown 2 2 AP: damage boost with further cooldown reduction 5 5 AP: additional health-scaling damage ; the accuracy penalty means the boosted shots scatter, and the ability is only 3 shots long regardless Strong evidence
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Entangling Bola
Entangling Bola Silver throws a bola that deals spirit damage, slows the target, and prevents them from using movement abilities, stamina or jumping for the duration. Crowd Control Slow plus a complete lockout on movement abilities, stamina use and jumping… Damage 40 spirit damage; -45% move speed for 1.5s at base with an additional -25%… Defensive Stopping a diver's dash mid-approach is her main defensive use 1 1 AP: additional -25% movement speed 2 2 AP: -8s cooldown (23s to 15s) 5 5 AP: bola ricochets to a second target on cooldown (23s base) — she has no way to stop a dash-in and her only escape is a single 21s
Boot Kick
Boot Kick Silver dashes forward and kicks the first enemy she hits, dealing melee damage while pushing herself backward off them and leaving a mark. Crowd Control none, but the kick displaces Silver herself away from the target Damage 45 mark damage and 25 bonus spirit damage on the marked shot; Mobility A forward dash that ends in a backward push off the target — net… 1 1 AP: -6s cooldown (21s to 15s) 2 2 AP: restores stamina on hero hits 5 5 AP: applies enemy damage reduction to the target Strong evidence - Immediately after
Boot Kick
Boot Kick Silver dashes forward and kicks the first enemy she hits, dealing melee damage while pushing herself backward off them and leaving a mark. Crowd Control none, but the kick displaces Silver herself away from the target Damage 45 mark damage and 25 bonus spirit damage on the marked shot; Mobility A forward dash that ends in a backward push off the target — net… 1 1 AP: -6s cooldown (21s to 15s) 2 2 AP: restores stamina on hero hits 5 5 AP: applies enemy damage reduction to the target connects and pushes her backward: the dash is spent, and she is committed to whichever direction the recoil put her Strong evidence - After the third
Slam Fire
Slam Fire Silver instantly reloads and gains a large fire rate bonus for a limited number of shots, with bonus weapon damage scaled to the target's health. Damage 3 shots at 300% fire rate, dealing 4% of the target's current health as… 1 1 AP: -4s cooldown 2 2 AP: damage boost with further cooldown reduction 5 5 AP: additional health-scaling damage shot — the boosted window ends on shot count, not on a timer, so count the shots rather than waiting out a duration Strong evidence - The moment the transformation ends: she reverts to a 7-round rifle with no sustain, no Lifesteal and whatever cooldowns the wolf form did not restore Strong evidence
- Transformed but with Mauling Leap spent — a melee wolf with no gap-closer is a free kite, especially given the 17-42m falloff on the form she just left Strong evidence
- Early lane before the 1 AP cooldown cuts, when
Boot Kick
Boot Kick Silver dashes forward and kicks the first enemy she hits, dealing melee damage while pushing herself backward off them and leaving a mark. Crowd Control none, but the kick displaces Silver herself away from the target Damage 45 mark damage and 25 bonus spirit damage on the marked shot; Mobility A forward dash that ends in a backward push off the target — net… 1 1 AP: -6s cooldown (21s to 15s) 2 2 AP: restores stamina on hero hits 5 5 AP: applies enemy damage reduction to the target (21s) and
Entangling Bola
Entangling Bola Silver throws a bola that deals spirit damage, slows the target, and prevents them from using movement abilities, stamina or jumping for the duration. Crowd Control Slow plus a complete lockout on movement abilities, stamina use and jumping… Damage 40 spirit damage; -45% move speed for 1.5s at base with an additional -25%… Defensive Stopping a diver's dash mid-approach is her main defensive use 1 1 AP: additional -25% movement speed 2 2 AP: -8s cooldown (23s to 15s) 5 5 AP: bola ricochets to a second target (23s) are both at base and she cannot kick off troopers since the 09-16-2026 patch Strong evidence - Parry is your best tool against Silver's arrival and it is now a commitment rather than a hedge. Since 09-16-2026, parrying during a dash cancels the dash and its momentum, so you cannot both reposition and hold F. The cooldown maths makes the decision for you: a successful parry costs 0.5 seconds and stuns them for 3 with no Debuff Resist reduction possible, while a whiff costs 4.5 seconds — against a hero who arrives on a cooldown, that whiff is the entire window they needed. Documented
- You are not a close-range hero forced to walk them down, which makes this lane a range-band problem rather than an approach problem. There is a band where your damage is real and theirs is still comfortable — find it and hold it, because stepping back one band concedes the whole wave and stepping forward one gives them the free trade. Your orb contests should happen from that band, which means positioning before the trooper dies rather than walking in to secure. Strategic
- 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 Silver'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
- 813 m/s bullet velocity with falloff only starting at 17m lets her win the early poke war against any close-range laner Strong evidence
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Slam Fire
Slam Fire Silver instantly reloads and gains a large fire rate bonus for a limited number of shots, with bonus weapon damage scaled to the target's health. Damage 3 shots at 300% fire rate, dealing 4% of the target's current health as… 1 1 AP: -4s cooldown 2 2 AP: damage boost with further cooldown reduction 5 5 AP: additional health-scaling damage 's bonus damage against troopers and Haunts Haunts Lanes and Districts across the map Haunts replace the old neutral camps. They are not a reskin: each type behaves differently, and the health bar now shows a camp's soul value and how hard it is, so you can decide whether a camp is worth your time before you start shooting. Three eye colours mark the tier — teal for tier I, yellow for tier II, red for tier III. Souls 4168181 souls tier I / II / III a creep +0.44 / +0.73 / +1.95 a minute makes last-hitting and denying comfortable, and the 0.30s reload means almost no downtime Strong evidence - Only 5.1 damage per bullet — her poke is chip, not pressure, and a healer on the other side erases it Strong evidence
- 7-round clip means her burst is entirely gated on
Slam Fire
Slam Fire Silver instantly reloads and gains a large fire rate bonus for a limited number of shots, with bonus weapon damage scaled to the target's health. Damage 3 shots at 300% fire rate, dealing 4% of the target's current health as… 1 1 AP: -4s cooldown 2 2 AP: damage boost with further cooldown reduction 5 5 AP: additional health-scaling damage 's 25s cooldown Strong evidence
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Strix Salvo
Strix Salvo 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
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Lycan Curse
Lycan Curse Damaging enemies passively fills a bloodlust meter, filling faster at low health. Crowd Control No CC on the cast itself. Damage Sources disagree on the exact bonuses. Mobility Bonus move speed while transformed, plus Mauling Leap replacing Boot Kick as… 1 Upgrade tiers scale the transformation's bonuses (health, fire rate, move speed and… unlock — Adds a second kit with sustain, a leap and a 2.5s AoE Disarm, and the bloodlust passive starts building from the first damage she deals Strong evidence - 1 AP into
Boot Kick
Boot Kick Silver dashes forward and kicks the first enemy she hits, dealing melee damage while pushing herself backward off them and leaving a mark. Crowd Control none, but the kick displaces Silver herself away from the target Damage 45 mark damage and 25 bonus spirit damage on the marked shot; Mobility A forward dash that ends in a backward push off the target — net… 1 1 AP: -6s cooldown (21s to 15s) 2 2 AP: restores stamina on hero hits 5 5 AP: applies enemy damage reduction to the target — -6s cooldown (21s to 15s) makes her escape-and-mark loop available nearly every skirmish Strong evidence - 2 AP into
Entangling Bola
Entangling Bola Silver throws a bola that deals spirit damage, slows the target, and prevents them from using movement abilities, stamina or jumping for the duration. Crowd Control Slow plus a complete lockout on movement abilities, stamina use and jumping… Damage 40 spirit damage; -45% move speed for 1.5s at base with an additional -25%… Defensive Stopping a diver's dash mid-approach is her main defensive use 1 1 AP: additional -25% movement speed 2 2 AP: -8s cooldown (23s to 15s) 5 5 AP: bola ricochets to a second target — -8s cooldown (23s to 15s) turns the movement lockout from a situational catch into a reliable opener Strong evidence - Late 35min+ with Lifesteal items — Transformed Go For The Throat at 40% Lifesteal plus item Lifesteal makes the wolf window genuinely hard to burn down Strong evidence
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Close The Deal
Close The Deal 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 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 Silver 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 Silver'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
- Silver 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 -35% Incoming Healing -35% Incoming Healing , T3) builds up through gunfire, and spirit-applied (
Healbane
Healbane +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 - With no self-sustain of your own, Silver's chip damage compounds across a lane. Regeneration or Lifesteal early is worth more here than it looks on paper, because it converts their poke from permanent attrition into something you reset between waves. Strategic
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Knockdown
Knockdown +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. Relevant here because of Silver. Documented -
Phantom Strike
Phantom Strike +35s Cooldown +0.35s Cast Delay +8 Spirit Power +15% Weapon Damage +40% Move Speed +3s Slow Duration (vitality T4) — Buy to catch flying or long-range heroes who otherwise never enter your range, and to Disarm a gun carry mid-burst. Relevant here because of Silver. Documented -
High-Velocity Rounds
High-Velocity Rounds +60% Bullet Velocity +8% Weapon Damage (weapon T1) — Buy on projectile-weapon heroes fighting mobile or long-range opponents. Relevant here because of Silver. Strong evidence
- The usual error against Silver is treating
Lycan Curse
Lycan Curse Damaging enemies passively fills a bloodlust meter, filling faster at low health. Crowd Control No CC on the cast itself. Damage Sources disagree on the exact bonuses. Mobility Bonus move speed while transformed, plus Mauling Leap replacing Boot Kick as… 1 Upgrade tiers scale the transformation's bonuses (health, fire rate, move speed and… 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
- vs Baba -7.8 pts
- vs Kelvin -6.3 pts
- vs Rat King -6.1 pts
- vs Graves -4.8 pts
All of Silver
Who beats Silver, the items that shut Silver down, and every ability.
Facing more than Silver?
Add the other five enemies: who to focus first and what to buy against the whole team.
Sources and method for this page
Everything on this page is generated for Deadlock patch 09-29-2026 from Silver's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.
Silver'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%.