Deadman Danny vs The Doorman
Written for the Deadman Danny player. Playing The Doorman? See The Doorman vs Deadman Danny →
Deadman Danny is favoured. Deadman Danny wins 39.6% of 2,133 games against The Doorman (+3.3 points vs Deadman Danny’s usual 36.3%).
How to win as Deadman Danny
- RuleDo not commit before
Doorway
Doorway The Doorman places two connected doors in the world. Damage No damage. 65-70m maximum door separation (mobalytics lists 65m… Mobility Effectively a team-wide teleport, though it must be set up in advance and is… Defensive His only escape, and at 2 AP it grants a barrier to the first person who… 1 1 AP: +20s duration 2 2 AP: grants a barrier on first transit through a door 5 5 AP: +40m door separation and +30m cast range is gone.
Doorway
Doorway The Doorman places two connected doors in the world. Damage No damage. 65-70m maximum door separation (mobalytics lists 65m… Mobility Effectively a team-wide teleport, though it must be set up in advance and is… Defensive His only escape, and at 2 AP it grants a barrier to the first person who… 1 1 AP: +20s duration 2 2 AP: grants a barrier on first transit through a door 5 5 AP: +40m door separation and +30m cast range first. It is his only mobility and his only escape, on a 45s cooldown. Force him to open it defensively — or simply wait for it to expire — and you have a 7.9 m/s hero with nowhere to go - Watch out
Hotel Guest
Hotel Guest The Doorman sends a targeted enemy's body away to the Baroness Hotel. Crowd Control A full removal from the fight — mechanically the strongest CC effect in this… Damage 75 initial damage plus 125 on an extended stay; Defensive Banishing the hero who is killing you is his best defensive option, though… 1 1 AP: -1 stamina cost and -25s cooldown (120s to 95s) 2 2 AP: +1.5s stun on failed checkout and 150 extended damage 5 5 AP: caster becomes unstoppable while the hotel is occupied, and a 15s cooldown on… simply deletes your best hero from the fight for the duration — no escape, no immunity, no counterplay once cast — and charges 75 damage on entry + 125-150 if you do not reach the exit elevator in time - 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 The Doorman 1/3).
- Buy
Majestic Leap
Majestic Leap +45s Cooldown +5s Interrupt Cooldown +100% Air Control +50% Air Control +32% Move Speed +2.5s Slow Duration +8s Barrier Duration — Buy to escape ground-based lockdown and to rotate across the map quickly. That matters here because of the zoning and area denial from The Doorman.
The numbers: lane, whole match
| Games | Deadman Danny wins | vs Deadman Danny's usual | Sample |
|---|---|---|---|
| Whole match | 39.6% | +3.3 pts (36.3% overall) | 2,133 games |
| Sharing a lane | 39.2% | +2.9 pts (36.3% overall) | 706 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 39.6% of these, which is 3.3 points above your overall win rate (2,133 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
Majestic Leap
Majestic Leap +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
Doorway
Doorway The Doorman places two connected doors in the world. Damage No damage. 65-70m maximum door separation (mobalytics lists 65m… Mobility Effectively a team-wide teleport, though it must be set up in advance and is… Defensive His only escape, and at 2 AP it grants a barrier to the first person who… 1 1 AP: +20s duration 2 2 AP: grants a barrier on first transit through a door 5 5 AP: +40m door separation and +30m cast 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 The Doorman's engage range.
Do
- 755 max health with 0% base resists and no healing in the kit
- 1.47 shots per second with a 203 m/s projectile means he cannot punish a strafing opponent and cannot clear a wave quickly
-
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
- 24 damage per shot is heavy per-bullet value, so he last-hits and denies comfortably despite low overall DPS
-
Call Bell
Call Bell The Doorman throws out a call bell that damages on impact, then explodes after a short delay for further damage, wrecking the weapon accuracy and movement speed of everyone caught. Crowd Control -100% weapon accuracy and -35% movement speed in a 5.5m radius. Damage 40 impact damage plus 55-85 explosion damage (deadlock.one lists 55… Defensive The accuracy debuff is a hard shutdown on any gun-primary hero trying to… 1 1 AP: +1 charge 2 2 AP: +30 impact and +40 explosion damage 5 5 AP: +26s lifetime, continuous slow application, and +4.5m radius at a 16s cooldown is constant lane harass, and the -100% accuracy debuff makes it a hard shutdown against a gun-primary opponent
Do
- Their first real spike is 2 AP into
Luggage Cart
Luggage Cart The Doorman sends out a luggage cart that deals spirit damage and pulls enemy heroes along with it as it travels. Crowd Control Forced displacement along the cart's path. Damage 60-80 spirit damage (deadlock.one lists 60, mobalytics lists 80); Mobility The friendly alt-cast is a mobility tool for allies (and a way to bring a… 1 1 AP: +80 damage 2 2 AP: +25m cast range (20m to 45m) 5 5 AP: +1.25s stun when the target is slammed into a wall, and -15s cooldown — 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 The Doorman on their spike timing when you could take the same fight ten minutes later on yours.
Do
- Watch for
Luggage Cart
Luggage Cart The Doorman sends out a luggage cart that deals spirit damage and pulls enemy heroes along with it as it travels. Crowd Control Forced displacement along the cart's path. Damage 60-80 spirit damage (deadlock.one lists 60, mobalytics lists 80); Mobility The friendly alt-cast is a mobility tool for allies (and a way to bring a… 1 1 AP: +80 damage 2 2 AP: +25m cast range (20m to 45m) 5 5 AP: +1.25s stun when the target is slammed into a wall, and -15s cooldown . It travels along a path — step off the line rather than backing away from it - Never let him within 7m of your carry.
Hotel Guest
Hotel Guest The Doorman sends a targeted enemy's body away to the Baroness Hotel. Crowd Control A full removal from the fight — mechanically the strongest CC effect in this… Damage 75 initial damage plus 125 on an extended stay; Defensive Banishing the hero who is killing you is his best defensive option, though… 1 1 AP: -1 stamina cost and -25s cooldown (120s to 95s) 2 2 AP: +1.5s stun on failed checkout and 150 extended damage 5 5 AP: caster becomes unstoppable while the hotel is occupied, and a 15s cooldown on… is the shortest-range ultimate in this group and his walking speed is 7.9 m/s with no dash — this is a positioning rule that wins the matchup outright
Avoid
- Spending your own escape before
Doorway
Doorway The Doorman places two connected doors in the world. Damage No damage. 65-70m maximum door separation (mobalytics lists 65m… Mobility Effectively a team-wide teleport, though it must be set up in advance and is… Defensive His only escape, and at 2 AP it grants a barrier to the first person who… 1 1 AP: +20s duration 2 2 AP: grants a barrier on first transit through a door 5 5 AP: +40m door separation and +30m cast range is on cooldown.
The Doorman’s abilities
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Luggage Cart
Luggage Cart The Doorman sends out a luggage cart that deals spirit damage and pulls enemy heroes along with it as it travels. Crowd Control Forced displacement along the cart's path. Damage 60-80 spirit damage (deadlock.one lists 60, mobalytics lists 80); Mobility The friendly alt-cast is a mobility tool for allies (and a way to bring a… 1 1 AP: +80 damage 2 2 AP: +25m cast range (20m to 45m) 5 5 AP: +1.25s stun when the target is slammed into a wall, and -15s cooldown Ability 3 It puts you somewhere you did not choose to be — forced displacement along the cart's path.
- It travels along a path — step off the line rather than backing away from it
- Fight in open areas against a 5 AP Doorman; the wall Stun requires geometry to slam you into, and open ground removes it entirely
- Once pulled, immediately move away from the
Call Bell
Call Bell The Doorman throws out a call bell that damages on impact, then explodes after a short delay for further damage, wrecking the weapon accuracy and movement speed of everyone caught. Crowd Control -100% weapon accuracy and -35% movement speed in a 5.5m radius. Damage 40 impact damage plus 55-85 explosion damage (deadlock.one lists 55… Defensive The accuracy debuff is a hard shutdown on any gun-primary hero trying to… 1 1 AP: +1 charge 2 2 AP: +30 impact and +40 explosion damage 5 5 AP: +26s lifetime, continuous slow application, and +4.5m radius radius and out of his 7m
Hotel Guest
Hotel Guest The Doorman sends a targeted enemy's body away to the Baroness Hotel. Crowd Control A full removal from the fight — mechanically the strongest CC effect in this… Damage 75 initial damage plus 125 on an extended stay; Defensive Banishing the hero who is killing you is his best defensive option, though… 1 1 AP: -1 stamina cost and -25s cooldown (120s to 95s) 2 2 AP: +1.5s stun on failed checkout and 150 extended damage 5 5 AP: caster becomes unstoppable while the hotel is occupied, and a 15s cooldown on… range — the pull itself is survivable, the combo that follows is not
-
Hotel Guest
Hotel Guest The Doorman sends a targeted enemy's body away to the Baroness Hotel. Crowd Control A full removal from the fight — mechanically the strongest CC effect in this… Damage 75 initial damage plus 125 on an extended stay; Defensive Banishing the hero who is killing you is his best defensive option, though… 1 1 AP: -1 stamina cost and -25s cooldown (120s to 95s) 2 2 AP: +1.5s stun on failed checkout and 150 extended damage 5 5 AP: caster becomes unstoppable while the hotel is occupied, and a 15s cooldown on… Ultimate The Doorman's fight-ender: a full removal from the fight — mechanically the strongest CC effect in this group, since the target cannot act in the real world at all.
- The cast range is only 7m — the single best counter is never letting The Doorman get within 7m of your carry. That is a positioning rule, not a reaction
- If you are sent, get to the exit elevator quickly. The ~6.5s timer and the 125-150 overstay damage (plus a 1.5s Stun at 2 AP) are avoidable, unlike the 75 entry damage
- You return to the position you left, so before you are banished it is worth being somewhere safe — and your team should clear that spot for your return
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Call Bell
Call Bell The Doorman throws out a call bell that damages on impact, then explodes after a short delay for further damage, wrecking the weapon accuracy and movement speed of everyone caught. Crowd Control -100% weapon accuracy and -35% movement speed in a 5.5m radius. Damage 40 impact damage plus 55-85 explosion damage (deadlock.one lists 55… Defensive The accuracy debuff is a hard shutdown on any gun-primary hero trying to… 1 1 AP: +1 charge 2 2 AP: +30 impact and +40 explosion damage 5 5 AP: +26s lifetime, continuous slow application, and +4.5m radius Ability 1 Not lockdown, but it makes disengaging cost more than it should: -100% weapon accuracy and -35% movement speed in a 5.5m radius.
- Shoot the bell to detonate it early on your own terms, before your team has to walk through the space
- The -100% accuracy debuff is only in a 5.5m radius — step out of it rather than trying to fight through it, since shooting is literally not an option inside
- If you are a spirit-damage hero, the accuracy debuff barely affects you; contest the zone with abilities rather than the gun
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Doorway
Doorway The Doorman places two connected doors in the world. Damage No damage. 65-70m maximum door separation (mobalytics lists 65m… Mobility Effectively a team-wide teleport, though it must be set up in advance and is… Defensive His only escape, and at 2 AP it grants a barrier to the first person who… 1 1 AP: +20s duration 2 2 AP: grants a barrier on first transit through a door 5 5 AP: +40m door separation and +30m cast range Ability 2 The map-control tool the whole hero is named for. It is a pre-placed flank route, a pre-placed escape, a way to move a whole team around a defended chokepoint, and a way to redirect projectiles.
- The doors are visible objects — find them and treat the area as a known flank route, or use them yourself to reach him
- Play around the 45s cooldown: once the doorway closes, The Doorman moves at 7.9 m/s with 3 stamina and no movement ability
- Stand where the exit door leads and punish whoever comes through; the transit is predictable and one-directional per entry
- 1
Doorway
Doorway The Doorman places two connected doors in the world. Damage No damage. 65-70m maximum door separation (mobalytics lists 65m… Mobility Effectively a team-wide teleport, though it must be set up in advance and is… Defensive His only escape, and at 2 AP it grants a barrier to the first person who… 1 1 AP: +20s duration 2 2 AP: grants a barrier on first transit through a door 5 5 AP: +40m door separation and +30m cast range Doorway first. It is his only mobility and his only escape, on a 45s cooldown. Force him to open it defensively — or simply wait for it to expire — and you have a 7.9 m/s hero with nowhere to go
- 2
Luggage Cart
Luggage Cart The Doorman sends out a luggage cart that deals spirit damage and pulls enemy heroes along with it as it travels. Crowd Control Forced displacement along the cart's path. Damage 60-80 spirit damage (deadlock.one lists 60, mobalytics lists 80); Mobility The friendly alt-cast is a mobility tool for allies (and a way to bring a… 1 1 AP: +80 damage 2 2 AP: +25m cast range (20m to 45m) 5 5 AP: +1.25s stun when the target is slammed into a wall, and -15s cooldown Then Luggage Cart. It is his initiation and his peel on one 30s cooldown; a Doorman who has spent the cart cannot pull your carry in and cannot pull his own diver out
- 3
Call Bell
Call Bell The Doorman throws out a call bell that damages on impact, then explodes after a short delay for further damage, wrecking the weapon accuracy and movement speed of everyone caught. Crowd Control -100% weapon accuracy and -35% movement speed in a 5.5m radius. Damage 40 impact damage plus 55-85 explosion damage (deadlock.one lists 55… Defensive The accuracy debuff is a hard shutdown on any gun-primary hero trying to… 1 1 AP: +1 charge 2 2 AP: +30 impact and +40 explosion damage 5 5 AP: +26s lifetime, continuous slow application, and +4.5m radius Bait Call Bell with a durable body walking a chokepoint — the 16s cooldown makes this drainable, and a bell spent on a frontliner is a bell not spent blinding your carry
The matchup in detail
- 755 HP, no resists, no healing and no movement ability — the most positionally punishing profile in this group Strong evidence
- An ultimate with a 7m cast range on a hero who cannot close distance without setting up
Doorway
Doorway The Doorman places two connected doors in the world. Damage No damage. 65-70m maximum door separation (mobalytics lists 65m… Mobility Effectively a team-wide teleport, though it must be set up in advance and is… Defensive His only escape, and at 2 AP it grants a barrier to the first person who… 1 1 AP: +20s duration 2 2 AP: grants a barrier on first transit through a door 5 5 AP: +40m door separation and +30m cast range first Strong evidence - 35 DPS means he contributes almost nothing outside his cooldowns Strong evidence
-
Hotel Guest
Hotel Guest The Doorman sends a targeted enemy's body away to the Baroness Hotel. Crowd Control A full removal from the fight — mechanically the strongest CC effect in this… Damage 75 initial damage plus 125 on an extended stay; Defensive Banishing the hero who is killing you is his best defensive option, though… 1 1 AP: -1 stamina cost and -25s cooldown (120s to 95s) 2 2 AP: +1.5s stun on failed checkout and 150 extended damage 5 5 AP: caster becomes unstoppable while the hotel is occupied, and a 15s cooldown on… simply deletes your best hero from the fight for the duration — no escape, no immunity, no counterplay once cast — and charges 75 damage on entry + 125-150 if you do not reach the exit elevator in time Strong evidence -
Luggage Cart
Luggage Cart The Doorman sends out a luggage cart that deals spirit damage and pulls enemy heroes along with it as it travels. Crowd Control Forced displacement along the cart's path. Damage 60-80 spirit damage (deadlock.one lists 60, mobalytics lists 80); Mobility The friendly alt-cast is a mobility tool for allies (and a way to bring a… 1 1 AP: +80 damage 2 2 AP: +25m cast range (20m to 45m) 5 5 AP: +1.25s stun when the target is slammed into a wall, and -15s cooldown at 2 AP reaches 45m and drags you out of your position into his team, and at 5 AP slams you into a wall for a 1.25s Stun Strong evidence -
Call Bell
Call Bell The Doorman throws out a call bell that damages on impact, then explodes after a short delay for further damage, wrecking the weapon accuracy and movement speed of everyone caught. Crowd Control -100% weapon accuracy and -35% movement speed in a 5.5m radius. Damage 40 impact damage plus 55-85 explosion damage (deadlock.one lists 55… Defensive The accuracy debuff is a hard shutdown on any gun-primary hero trying to… 1 1 AP: +1 charge 2 2 AP: +30 impact and +40 explosion damage 5 5 AP: +26s lifetime, continuous slow application, and +4.5m radius 's -100% weapon accuracy in a 5.5m radius means a gun carry inside it is not doing reduced damage, they are doing effectively none Strong evidence -
Doorway
Doorway The Doorman places two connected doors in the world. Damage No damage. 65-70m maximum door separation (mobalytics lists 65m… Mobility Effectively a team-wide teleport, though it must be set up in advance and is… Defensive His only escape, and at 2 AP it grants a barrier to the first person who… 1 1 AP: +20s duration 2 2 AP: grants a barrier on first transit through a door 5 5 AP: +40m door separation and +30m cast range lets his team appear behind you from up to 70m away (110m at 5 AP), so a defended chokepoint is not actually defended Strong evidence - The full combo —
Luggage Cart
Luggage Cart The Doorman sends out a luggage cart that deals spirit damage and pulls enemy heroes along with it as it travels. Crowd Control Forced displacement along the cart's path. Damage 60-80 spirit damage (deadlock.one lists 60, mobalytics lists 80); Mobility The friendly alt-cast is a mobility tool for allies (and a way to bring a… 1 1 AP: +80 damage 2 2 AP: +25m cast range (20m to 45m) 5 5 AP: +1.25s stun when the target is slammed into a wall, and -15s cooldown pull into
Call Bell
Call Bell The Doorman throws out a call bell that damages on impact, then explodes after a short delay for further damage, wrecking the weapon accuracy and movement speed of everyone caught. Crowd Control -100% weapon accuracy and -35% movement speed in a 5.5m radius. Damage 40 impact damage plus 55-85 explosion damage (deadlock.one lists 55… Defensive The accuracy debuff is a hard shutdown on any gun-primary hero trying to… 1 1 AP: +1 charge 2 2 AP: +30 impact and +40 explosion damage 5 5 AP: +26s lifetime, continuous slow application, and +4.5m radius into
Hotel Guest
Hotel Guest The Doorman sends a targeted enemy's body away to the Baroness Hotel. Crowd Control A full removal from the fight — mechanically the strongest CC effect in this… Damage 75 initial damage plus 125 on an extended stay; Defensive Banishing the hero who is killing you is his best defensive option, though… 1 1 AP: -1 stamina cost and -25s cooldown (120s to 95s) 2 2 AP: +1.5s stun on failed checkout and 150 extended damage 5 5 AP: caster becomes unstoppable while the hotel is occupied, and a 15s cooldown on… — takes one hero out of the fight while blinding and slowing everyone around them Strong evidence - At 5 AP he is unstoppable while the hotel is occupied, so stunning him out of the play after the cast is no longer an option Strong evidence
- Your mobility is a real advantage here, and The Doorman'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
- Never let him within 7m of your carry.
Hotel Guest
Hotel Guest The Doorman sends a targeted enemy's body away to the Baroness Hotel. Crowd Control A full removal from the fight — mechanically the strongest CC effect in this… Damage 75 initial damage plus 125 on an extended stay; Defensive Banishing the hero who is killing you is his best defensive option, though… 1 1 AP: -1 stamina cost and -25s cooldown (120s to 95s) 2 2 AP: +1.5s stun on failed checkout and 150 extended damage 5 5 AP: caster becomes unstoppable while the hotel is occupied, and a 15s cooldown on… is the shortest-range ultimate in this group and his walking speed is 7.9 m/s with no dash — this is a positioning rule that wins the matchup outright Strong evidence - Kill him. 755 HP, 0% base resists, no healing and no movement ability means any committed gap-closer removes him, and he loses everything the moment
Doorway
Doorway The Doorman places two connected doors in the world. Damage No damage. 65-70m maximum door separation (mobalytics lists 65m… Mobility Effectively a team-wide teleport, though it must be set up in advance and is… Defensive His only escape, and at 2 AP it grants a barrier to the first person who… 1 1 AP: +20s duration 2 2 AP: grants a barrier on first transit through a door 5 5 AP: +40m door separation and +30m cast range is on cooldown Strong evidence - Find the
Doorway
Doorway The Doorman places two connected doors in the world. Damage No damage. 65-70m maximum door separation (mobalytics lists 65m… Mobility Effectively a team-wide teleport, though it must be set up in advance and is… Defensive His only escape, and at 2 AP it grants a barrier to the first person who… 1 1 AP: +20s duration 2 2 AP: grants a barrier on first transit through a door 5 5 AP: +40m door separation and +30m cast range pair and either camp the exit or walk through it yourself — both teams can use it, and its destination is a known flank route for 45 seconds at a time Strong evidence - If you are sent to the hotel, sprint straight for the exit elevator; the 125-150 overstay damage and the 1.5s return Stun at 2 AP are the avoidable part Strong evidence
- Shoot the
Call Bell
Call Bell The Doorman throws out a call bell that damages on impact, then explodes after a short delay for further damage, wrecking the weapon accuracy and movement speed of everyone caught. Crowd Control -100% weapon accuracy and -35% movement speed in a 5.5m radius. Damage 40 impact damage plus 55-85 explosion damage (deadlock.one lists 55… Defensive The accuracy debuff is a hard shutdown on any gun-primary hero trying to… 1 1 AP: +1 charge 2 2 AP: +30 impact and +40 explosion damage 5 5 AP: +26s lifetime, continuous slow application, and +4.5m radius to detonate it early on your terms, and contest his zones with Spirit Damage rather than weapon damage, since the accuracy debuff does not touch abilities Strong evidence - Fight him in open areas: the 5 AP
Luggage Cart
Luggage Cart The Doorman sends out a luggage cart that deals spirit damage and pulls enemy heroes along with it as it travels. Crowd Control Forced displacement along the cart's path. Damage 60-80 spirit damage (deadlock.one lists 60, mobalytics lists 80); Mobility The friendly alt-cast is a mobility tool for allies (and a way to bring a… 1 1 AP: +80 damage 2 2 AP: +25m cast range (20m to 45m) 5 5 AP: +1.25s stun when the target is slammed into a wall, and -15s cooldown wall Stun needs geometry, and without it his only Hard CC disappears Strong evidence -
Hotel Guest
Hotel Guest The Doorman sends a targeted enemy's body away to the Baroness Hotel. Crowd Control A full removal from the fight — mechanically the strongest CC effect in this… Damage 75 initial damage plus 125 on an extended stay; Defensive Banishing the hero who is killing you is his best defensive option, though… 1 1 AP: -1 stamina cost and -25s cooldown (120s to 95s) 2 2 AP: +1.5s stun on failed checkout and 150 extended damage 5 5 AP: caster becomes unstoppable while the hotel is occupied, and a 15s cooldown on… is one cast aimed at one person and that person is likely you, which changes the shape of the answer. Effective health is the wrong axis — a hero who can pick you out of a fight will simply wait until the number is beatable.
Counterspell
Counterspell +23s Cooldown +20 Spirit Power +6s Buff Duration +0.8s Spell Parry Duration +50 Bonus Health +5 Spirit Power negates a single ability outright, which against a one-cast threat is a hundred percent mitigation for 3,200, and the read is easier than it sounds because a single-target ultimate has to be aimed at you to work. Strategic - The Doorman 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 time
Doorway
Doorway The Doorman places two connected doors in the world. Damage No damage. 65-70m maximum door separation (mobalytics lists 65m… Mobility Effectively a team-wide teleport, though it must be set up in advance and is… Defensive His only escape, and at 2 AP it grants a barrier to the first person who… 1 1 AP: +20s duration 2 2 AP: grants a barrier on first transit through a door 5 5 AP: +40m door separation and +30m cast range is on cooldown or expired (45s base) — this is the single largest window on the hero, because he has zero other mobility Strong evidence - Immediately after
Luggage Cart
Luggage Cart The Doorman sends out a luggage cart that deals spirit damage and pulls enemy heroes along with it as it travels. Crowd Control Forced displacement along the cart's path. Damage 60-80 spirit damage (deadlock.one lists 60, mobalytics lists 80); Mobility The friendly alt-cast is a mobility tool for allies (and a way to bring a… 1 1 AP: +80 damage 2 2 AP: +25m cast range (20m to 45m) 5 5 AP: +1.25s stun when the target is slammed into a wall, and -15s cooldown is used (30s base, 15s at 5 AP): no initiation, no peel, and no way to reposition an ally Strong evidence - During the 2.40s reload on an 8-round clip fired at 1.47 shots/second — his damage output is negligible and stays negligible Strong evidence
- While he is walking to get within 7m for
Hotel Guest
Hotel Guest The Doorman sends a targeted enemy's body away to the Baroness Hotel. Crowd Control A full removal from the fight — mechanically the strongest CC effect in this… Damage 75 initial damage plus 125 on an extended stay; Defensive Banishing the hero who is killing you is his best defensive option, though… 1 1 AP: -1 stamina cost and -25s cooldown (120s to 95s) 2 2 AP: +1.5s stun on failed checkout and 150 extended damage 5 5 AP: caster becomes unstoppable while the hotel is occupied, and a 15s cooldown on… , before the 5 AP unstoppable upgrade — a Stun or knockdown at that moment saves a 120s cooldown's worth of value Strong evidence - In the open, away from walls, against a 5 AP Doorman — no wall means no
Luggage Cart
Luggage Cart The Doorman sends out a luggage cart that deals spirit damage and pulls enemy heroes along with it as it travels. Crowd Control Forced displacement along the cart's path. Damage 60-80 spirit damage (deadlock.one lists 60, mobalytics lists 80); Mobility The friendly alt-cast is a mobility tool for allies (and a way to bring a… 1 1 AP: +80 damage 2 2 AP: +25m cast range (20m to 45m) 5 5 AP: +1.25s stun when the target is slammed into a wall, and -15s cooldown Stun and no Hard CC in the kit Strong evidence - Early lane before the 1 AP charge on
Call Bell
Call Bell The Doorman throws out a call bell that damages on impact, then explodes after a short delay for further damage, wrecking the weapon accuracy and movement speed of everyone caught. Crowd Control -100% weapon accuracy and -35% movement speed in a 5.5m radius. Damage 40 impact damage plus 55-85 explosion damage (deadlock.one lists 55… Defensive The accuracy debuff is a hard shutdown on any gun-primary hero trying to… 1 1 AP: +1 charge 2 2 AP: +30 impact and +40 explosion damage 5 5 AP: +26s lifetime, continuous slow application, and +4.5m radius , when a single 16s-cooldown bell is his whole toolkit and he is a 755 HP hero holding a 35 DPS pistol Strong evidence - The Doorman's pull is the whole matchup. Until it is on cooldown you are playing around it; once it misses you have a window that is worth committing into. Make it the first thing you bait — show a sliver of yourself from behind cover rather than walking a clean line they can lead. Strategic
- Being stunned by The Doorman 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 The Doorman'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
- 24 damage per shot is heavy per-bullet value, so he last-hits and denies comfortably despite low overall DPS Strong evidence
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Call Bell
Call Bell The Doorman throws out a call bell that damages on impact, then explodes after a short delay for further damage, wrecking the weapon accuracy and movement speed of everyone caught. Crowd Control -100% weapon accuracy and -35% movement speed in a 5.5m radius. Damage 40 impact damage plus 55-85 explosion damage (deadlock.one lists 55… Defensive The accuracy debuff is a hard shutdown on any gun-primary hero trying to… 1 1 AP: +1 charge 2 2 AP: +30 impact and +40 explosion damage 5 5 AP: +26s lifetime, continuous slow application, and +4.5m radius at a 16s cooldown is constant lane harass, and the -100% accuracy debuff makes it a hard shutdown against a gun-primary opponent Strong evidence - 755 max health with 0% base resists and no healing in the kit Strong evidence
- 1.47 shots per second with a 203 m/s projectile means he cannot punish a strafing opponent and cannot clear a wave quickly 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
- 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. The Doorman 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
- 2 AP into
Luggage Cart
Luggage Cart The Doorman sends out a luggage cart that deals spirit damage and pulls enemy heroes along with it as it travels. Crowd Control Forced displacement along the cart's path. Damage 60-80 spirit damage (deadlock.one lists 60, mobalytics lists 80); Mobility The friendly alt-cast is a mobility tool for allies (and a way to bring a… 1 1 AP: +80 damage 2 2 AP: +25m cast range (20m to 45m) 5 5 AP: +1.25s stun when the target is slammed into a wall, and -15s cooldown — +25m cast range (20m to 45m) converts it from a close-range tool into a long-range initiation that he can use without exposing himself Strong evidence -
Hotel Guest
Hotel Guest The Doorman sends a targeted enemy's body away to the Baroness Hotel. Crowd Control A full removal from the fight — mechanically the strongest CC effect in this… Damage 75 initial damage plus 125 on an extended stay; Defensive Banishing the hero who is killing you is his best defensive option, though… 1 1 AP: -1 stamina cost and -25s cooldown (120s to 95s) 2 2 AP: +1.5s stun on failed checkout and 150 extended damage 5 5 AP: caster becomes unstoppable while the hotel is occupied, and a 15s cooldown on… unlock — Turns every fight into a potential 5v4 and gives him a way to remove the single hero his team cannot handle Strong evidence - 1 AP into
Hotel Guest
Hotel Guest The Doorman sends a targeted enemy's body away to the Baroness Hotel. Crowd Control A full removal from the fight — mechanically the strongest CC effect in this… Damage 75 initial damage plus 125 on an extended stay; Defensive Banishing the hero who is killing you is his best defensive option, though… 1 1 AP: -1 stamina cost and -25s cooldown (120s to 95s) 2 2 AP: +1.5s stun on failed checkout and 150 extended damage 5 5 AP: caster becomes unstoppable while the hotel is occupied, and a 15s cooldown on… — -25s cooldown (120s to 95s) makes the banish available for most objective fights rather than one per game phase Strong evidence - 5 AP into
Hotel Guest
Hotel Guest The Doorman sends a targeted enemy's body away to the Baroness Hotel. Crowd Control A full removal from the fight — mechanically the strongest CC effect in this… Damage 75 initial damage plus 125 on an extended stay; Defensive Banishing the hero who is killing you is his best defensive option, though… 1 1 AP: -1 stamina cost and -25s cooldown (120s to 95s) 2 2 AP: +1.5s stun on failed checkout and 150 extended damage 5 5 AP: caster becomes unstoppable while the hotel is occupied, and a 15s cooldown on… (late 40min+) — Becoming unstoppable while the hotel is occupied removes the main risk of casting a 7m ultimate inside an enemy team Strong evidence - 5 AP into
Luggage Cart
Luggage Cart The Doorman sends out a luggage cart that deals spirit damage and pulls enemy heroes along with it as it travels. Crowd Control Forced displacement along the cart's path. Damage 60-80 spirit damage (deadlock.one lists 60, mobalytics lists 80); Mobility The friendly alt-cast is a mobility tool for allies (and a way to bring a… 1 1 AP: +80 damage 2 2 AP: +25m cast range (20m to 45m) 5 5 AP: +1.25s stun when the target is slammed into a wall, and -15s cooldown — The 1.25s wall Stun plus -15s cooldown gives him a repeatable Hard CC he otherwise lacks 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
- The Doorman brings enough lockdown that Stun sequencing matters. Community reporting describes Stun diminishing returns of roughly 10% then 30% inside an 8-second window, applying to stuns only and not to silences, slows, disarms or hexes — so their follow-up chain may be shorter than the first one felt. Treat this as unconfirmed, but it is worth knowing before you burn a cleanse on the opening Stun. Uncertain
- Your habit of taking the fight vertical to reset spacing against The Doorman 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
- The Doorman decides where you stand, not you. The practical rule is to never hold a position whose failure case is being moved — stand so that being yanked or knocked puts you somewhere survivable rather than inside their whole team. Cover at your back is worth more than cover in front. Strong evidence
- Riding a zipline in The Doorman'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
- The Doorman 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
- Against The Doorman's crowd control, understand what Debuff Resist actually buys you: it shortens duration, never magnitude. It is excellent against long disables and close to worthless against a short hard slow. Two things it explicitly does not shorten at all are the parry Stun and the
Knockdown
Knockdown +35s Cooldown +0.1s Cast Delay +2s Stun Delay +0.5s Stun Duration +75 Bonus Health +5% Ability Range +5% Radius item's Stun. Documented -
Majestic Leap
Majestic Leap +45s Cooldown +5s Interrupt Cooldown +100% Air Control +50% Air Control +32% Move Speed +2.5s Slow Duration +8s Barrier Duration (vitality T3) — Buy to escape ground-based lockdown and to rotate across the map quickly. That matters here because of the zoning and area denial from The Doorman. Documented -
Stamina Mastery
Stamina Mastery +2 Stamina +18% Stamina Recovery +23% Air Jump/Dash Distance Builds from Extra Stamina (vitality T3) — The Doorman's
Luggage Cart
Luggage Cart The Doorman sends out a luggage cart that deals spirit damage and pulls enemy heroes along with it as it travels. Crowd Control Forced displacement along the cart's path. Damage 60-80 spirit damage (deadlock.one lists 60, mobalytics lists 80); Mobility The friendly alt-cast is a mobility tool for allies (and a way to bring a… 1 1 AP: +80 damage 2 2 AP: +25m cast range (20m to 45m) 5 5 AP: +1.25s stun when the target is slammed into a wall, and -15s cooldown — 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 +16s Cooldown +30% Bullet Resist +6s Buff Duration (vitality T3) — The Doorman's
Luggage Cart
Luggage Cart The Doorman sends out a luggage cart that deals spirit damage and pulls enemy heroes along with it as it travels. Crowd Control Forced displacement along the cart's path. Damage 60-80 spirit damage (deadlock.one lists 60, mobalytics lists 80); Mobility The friendly alt-cast is a mobility tool for allies (and a way to bring a… 1 1 AP: +80 damage 2 2 AP: +25m cast range (20m to 45m) 5 5 AP: +1.25s stun when the target is slammed into a wall, and -15s cooldown 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
- Players buy
Dispel Magic
Dispel Magic +45s Cooldown +10% Spirit Resist +3s Buff Duration +250 HP Healed On Activate for The Doorman and then discover it does nothing about
Hotel Guest
Hotel Guest The Doorman sends a targeted enemy's body away to the Baroness Hotel. Crowd Control A full removal from the fight — mechanically the strongest CC effect in this… Damage 75 initial damage plus 125 on an extended stay; Defensive Banishing the hero who is killing you is his best defensive option, though… 1 1 AP: -1 stamina cost and -25s cooldown (120s to 95s) 2 2 AP: +1.5s stun on failed checkout and 150 extended damage 5 5 AP: caster becomes unstoppable while the hotel is occupied, and a 15s cooldown on… .
Dispel Magic
Dispel Magic +45s Cooldown +10% Spirit Resist +3s Buff Duration +250 HP Healed On Activate purges non-ultimate negative effects only — anything sourced from an ultimate is outside its scope entirely. Work out which of The Doorman's disables come off abilities and which come off the ult before you spend 3,200: the ability-sourced ones are purgeable, the ult is not, and for the ult you need either
Unstoppable
Unstoppable +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer pre-cast or the discipline not to be there. Documented - Your instinct is to jump on The Doorman'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 +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
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 The Doorman
Who beats The Doorman, the items that shut The Doorman down, and every ability.
Facing more than The Doorman?
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 The Doorman's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.
The Doorman's kit and counterplay were compiled from 4 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%.