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Deadman DannyNew hero

SkirmisherInitiatorAssassin Mid Range Hybrid Damage Mid Game

36.3% win rate (#42 of 42), 0.2% pick rate on patch 09-29-2026 across 22,579 matches; 28.8% at Oracle and above.

Playing Deadman Danny yourself? Build · Hardest matchups · Combos

How to counter Deadman Danny

Best picks against Deadman Danny

  • Baba Baba ControllerMageMid rangeSpirit damage Three kinds of control in one kit: silence, a hex and several slows Durability low (1/3) Burst high (2/3) Mobility high (2/3) Healing low (1/3) — Deadman Danny wins 28.5% matchup →
  • Kelvin Kelvin SupportControllerMid rangeHybrid damage Frozen Shelter is a hard physical barrier that stops ranged damage and ultimates outright Durability high (2/3) Burst low (1/3) Mobility high (2/3) Healing very high (3/3) — Deadman Danny wins 30.0% matchup →
  • Rat King Rat King BruiserSupportClose rangeBullet damage Makes his whole team's guns better: stacking bullet-resist shred from Rat Swarm Durability high (2/3) Burst high (2/3) Mobility low (1/3) Healing low (1/3) — Deadman Danny wins 30.2% matchup →

How to play against Deadman Danny

  • Move away from where he dives so the landing hits no one — he stuns himself for 1.3 seconds
  • Slow him while he flies; slows work on him in the air, and Slowing Hex Slowing Hex 1,600 souls Tier 2TechPress +29s Cooldown +3.5s Duration +0.1s Cast Delay +16% Move Speed -26% Dash Distance disables the jetpack
  • Punish him right after an overheat, when he can't fly until the jetpack cools

Full counterplay · Every counter, ranked · Plan a game against Deadman Danny

How Deadman Danny plays

  • Free flight: he picks his angles and reaches heroes others can't
  • A dive that launches everyone near the landing, then a grab that takes one enemy away
  • Shreds Bullet Resist and slows marked targets, which sets up his team as well as himself
  • Can't be killed by his own self-damage
  • Very low health (680) and his own kit hurts him
  • A missed dive stuns him for 1.3 seconds
  • Slows work on him in the air, and Slowing Hex Slowing Hex 1,600 souls Tier 2TechPress +29s Cooldown +3.5s Duration +0.1s Cast Delay +16% Move Speed -26% Dash Distance shuts his jetpack off
  • Slow rockets that have to be led, from a short clip with a long reload
  • 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
  • Jettison Fuel Jettison Fuel 22m Range2s Duration22s Cooldown Danny sprays fuel in front of him for a couple of seconds, dealing weapon damage over time and stripping bullet resist. Crowd Control none on enemies. The backblast knocks Danny himself backwards. Damage 30 weapon damage per second (+0.8 per weapon damage) for 2s, then a 35… Mobility The backblast throws him backwards, which works as a short escape or a… 1 -8s cooldown 2 +60 backblast damage, and a backblast hit gives +18% fire rate for 7s 5 -10% more bullet resist shred, and a backblast hit applies a mark shreds Bullet Resist for an easy trade in close
  • He can fly over the lane to get angles nobody on the ground can
  • 680 health, among the lowest in the game, and his own charged shots and crash landings cost him health
  • Slow rockets are easy to dodge at range, and his 14-round clip reloads slowly
  • A missed 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 dive stuns him for 1.3s in the middle of the lane
  • 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
  • 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
  • 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 T3 — Five missiles and better Spirit scaling give him more marks and more bonus damage
  • Jettison Fuel Jettison Fuel 22m Range2s Duration22s Cooldown Danny sprays fuel in front of him for a couple of seconds, dealing weapon damage over time and stripping bullet resist. Crowd Control none on enemies. The backblast knocks Danny himself backwards. Damage 30 weapon damage per second (+0.8 per weapon damage) for 2s, then a 35… Mobility The backblast throws him backwards, which works as a short escape or a… 1 -8s cooldown 2 +60 backblast damage, and a backblast hit gives +18% fire rate for 7s 5 -10% more bullet resist shred, and a backblast hit applies a mark T3 — 25% bullet-resist shred and a free mark on the backblast make every trade hit hard

Weapon

Slow Rocket Launcher with a Charged Splash Shot

Burst FireMedium Range

48 DPS

Falloff Range 18m 47m

The Chimera Peace Bringer fires slow rockets of 12 damage, four a second, from a 14-round clip with a 3.2s reload: about 48 DPS while firing and about 25 sustained. Holding the trigger charges a shot that fires by itself at full charge, costs two ammo and adds splash damage; it can hurt and knock back Danny himself, which is how he rocket-jumps. The rockets travel at about 178 m/s, so they have to be led at range. Falloff runs from 18m to 47m. His innate: he cannot be killed by his own weapon or abilities. Game data, 13 October 2026.

  • 12 Bullet Damage
  • 1 Pellets per Shot
  • 4 Bullets per sec
  • 14 Ammo
  • 3.20s Reload Time
  • 178m/s Bullet Velocity
  • 50Light Melee
  • 116Heavy Melee
Vitality and movement
  • 680 Health
  • 2.50 Health Regen
  • 6.40m/s Move Speed
  • 1.60m/s Sprint Speed
  • 3 Stamina
  • 5s Stamina Cooldown

Base values on patch data. Items and boons change all of these.

Abilities

Strix Salvo

Ability 1 Line of Spirit Mines That Mark Enemies for His Charged Shots

Danny fires a salvo of spirit missiles that stick in the ground along a line he aims by holding and dragging. Each missile explodes after a delay, or as soon as an enemy comes near it, dealing Spirit Damage and marking that enemy. A charged shot from his gun into a marked enemy uses up a mark for bonus Spirit Damage and a slow that fades.

Purpose: His lane and setup tool. The missiles zone a path or a doorway, and every mark they leave turns his next charged rockets into extra damage and a slow.

Damage
27 Spirit Damage per missile (+0.74 per Spirit) in a 3.5m blast. Each mark consumed by a charged shot deals 45 more (+0.9 per Spirit). Game data, 13 October 2026.
Crowd control
A 40% slow that fades over 1.5s each time a charged shot consumes a mark.
Defensive
A line of missiles across a street or a doorway punishes anyone who chases him through it.

How to play against it

  • Don't walk down the line of missiles — they go off when you get close, so walk around them or wait them out
  • Once marked, break line of sight or close the distance before he can land a charged shot
  • Spirit Resist cuts both the missiles and the bonus damage from his marks

Interactions

  • 30s cooldown (18s at Tier 1), cast up to 35m away
  • Three missiles along the line (five at Tier 3, which also lengthens the line)
  • The missiles arm after 0.3s and stay in the ground for up to 6s before going off on their own
  • Marks last 10s; only a charged shot consumes them, not normal rockets
  • Tier 3 also adds Spirit scaling to both the missile and the mark damage
Upgrade tiers
  • T1: -12s cooldown
  • T2: +20 damage and +35 marked damage
  • T3: +2 missiles, longer range, and better Spirit scaling

Chimera Mk1

Ability 2 Jetpack Flight That Overheats into a Crash-Landing Explosion

Danny holds the jump key to fly on his jetpack, building heat as he goes. At maximum heat the jetpack overheats: after a short delay he dives to the ground, and the impact explodes, damaging and launching him and every nearby enemy. If the blast hits no hero, he stuns himself. He can press the ability to dive early. After an overheat the jetpack has to cool down before he can fly again. Slows work on him while he is in the air, and he always explodes when he dies.

Purpose: His whole way of playing. He flies over the street to get angles and reach backliners, then turns the overheat into a dive onto a target. Missing the dive is his biggest risk.

Damage
The landing explosion deals 70 Spirit Damage (+1.5 per Spirit) plus 70 Bullet Damage (+1.15 per weapon damage) in an 8m radius. The crash costs Danny 12% of his max health. Tier 3 adds 120 Spirit Damage. Game data, 13 October 2026.
Crowd control
The landing launches nearby enemies into the air. If it hits no hero, Danny stuns himself for 1.3s.
Mobility
Sustained flight for as long as his heat allows, and air dashes cost heat too. The dive can be started early at any time.
Defensive
Flying keeps him above melee heroes and out of reach of ground pressure, but after an overheat he is grounded until the jetpack cools.

How to play against it

  • Step away from where he is diving and let the landing hit nothing — he stuns himself for 1.3 seconds
  • Slow him while he flies; slows work on him in the air, and Slowing Hex Slowing Hex 1,600 souls Tier 2TechPress +29s Cooldown +3.5s Duration +0.1s Cast Delay +16% Move Speed -26% Dash Distance shuts the jetpack off
  • Once he has overheated he can't fly for a while — that is when to commit to him

Interactions

  • 21s cooldown after an overheat, getting shorter as he levels
  • Heat builds while he flies; air dashes add more, and Jettison Fuel Jettison Fuel 22m Range2s Duration22s Cooldown Danny sprays fuel in front of him for a couple of seconds, dealing weapon damage over time and stripping bullet resist. Crowd Control none on enemies. The backblast knocks Danny himself backwards. Damage 30 weapon damage per second (+0.8 per weapon damage) for 2s, then a 35… Mobility The backblast throws him backwards, which works as a short escape or a… 1 -8s cooldown 2 +60 backblast damage, and a backblast hit gives +18% fire rate for 7s 5 -10% more bullet resist shred, and a backblast hit applies a mark vents heat whenever it deals damage
  • After overheating there is a 2.5s delay before the dive
  • Slows hit him while he is airborne, and Slowing Hex Slowing Hex 1,600 souls Tier 2TechPress +29s Cooldown +3.5s Duration +0.1s Cast Delay +16% Move Speed -26% Dash Distance disables the jetpack
  • Cold effects ( Cold Front Cold Front 1,600 souls Tier 2TechInstantCast +25s Cooldown +4s Duration +0.6s Spread Duration: +48% Move Speed +6% Spirit Resist , Arctic Blast Arctic Blast 6,400 souls Tier 4TechInstantCast +24s Cooldown +0.6s Spread Duration: +48% Move Speed +4s Slow Duration +10% Spirit Resist +1s Freeze Duration Builds from Cold Front , Kelvin's Frost Grenade Frost Grenade 30s Cooldown Lobs a grenade that bursts into a freezing cloud, healing allies caught in it while dealing spirit damage and cutting enemy movement speed. Crowd Control movement slow on enemies; Damage about 60 spirit at base, with a matching heal of about 60; Defensive the primary heal in his kit outside the ultimate, and the stamina freeze… 1 +30 damage and +30 heal 2 about -10s cooldown and freezes enemy stamina regeneration 5 +2m radius with improved spirit scaling ) take 10% off his stored heat
  • Tier 2: hitting a hero with the landing heals him and cancels the self-damage; Tier 3: a hero hit also cuts the cooldown by 40%
Upgrade tiers
  • T1: heat vents faster while grounded
  • T2: on hero hit, heal and take no self-damage
  • T3: on hero hit, -40% cooldown and +120 Spirit Damage

Jettison Fuel

Ability 3 Short Flamethrower That Shreds Bullet Resist and Ends in a Backblast

Danny sprays fuel in front of him for a couple of seconds, dealing weapon damage over time and stripping Bullet Resist. The spray builds up to a big backblast that deals Spirit Damage and throws Danny backwards. Every bit of damage it deals vents heat from his jetpack.

Purpose: His close-range trade and his way to keep flying. It softens a target for his rockets and cools the jetpack so he can stay in the air longer.

Damage
30 weapon damage per second (+0.8 per weapon damage) for 2s, then a 35 Spirit Damage backblast (+0.95 per Spirit). Tier 2 adds 60 to the backblast. Game data, 13 October 2026.
Crowd control
None on enemies. The backblast knocks Danny himself backwards.
Mobility
The backblast throws him backwards, which works as a short escape or a reposition.
Defensive
The backward throw gets him out of melee range after he's done damage.

How to play against it

  • Get out of the spray's line quickly — the shred lasts 7 seconds once it lands
  • Watch for the backblast at the end; he is thrown backwards and can be out of position afterwards
  • Debuff Reducer Debuff Reducer 1,600 souls Tier 2ArmorPassive +25% Debuff Resist +90 Bonus Health or a dispel clears the bullet-resist shred

Interactions

  • 22s cooldown (14s at Tier 1), 22m reach, 2s duration
  • Venting heat on damage lets him fly longer in a fight
  • Tier 2: a backblast hit gives him +18% fire rate for 7s
  • The bullet-resist shred is a debuff, so it can be dispelled and Debuff Reducer Debuff Reducer 1,600 souls Tier 2ArmorPassive +25% Debuff Resist +90 Bonus Health shortens it
Upgrade tiers
  • T1: -8s cooldown
  • T2: +60 backblast damage, and a backblast hit gives +18% fire rate for 7s
  • T3: -10% more Bullet Resist shred, and a backblast hit applies a mark

Close The Deal

Ultimate Single-Target Grab That Flies the Victim up and Crashes Down

Danny grabs a nearby enemy and flies them high into the air, then crashes back to the ground. Both of them take Spirit Damage for every metre they fall and more Spirit Damage on impact. The damage is higher against an enemy below half health.

Purpose: His pick. It takes one enemy out of the fight, carries them away from their team and drops them with a Stun, usually onto Danny's own team.

Damage
70 Spirit Damage on impact (+1 per Spirit) plus 3 per metre fallen (+0.09 per Spirit). +50% damage to enemies below 50% health. Danny takes 25% of the damage too. Game data, 13 October 2026.
Crowd control
The grab itself takes the target out of the fight, then a 0.5s Stun on landing (1s at Tier 3). Blocked by Unstoppable Unstoppable 6,400 souls Tier 4ArmorInstantCast +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer .
Mobility
Flies Danny and the target high into the air and lands them nearby.
Defensive
He can grab a diver off a teammate and carry them away.

How to play against it

  • Stay more than 10m from him when he's in the air near your backline — the grab is short range
  • Unstoppable Unstoppable 6,400 souls Tier 4ArmorInstantCast +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer stops the grab outright; keep your health above half so the bonus damage doesn't apply
  • After the crash he is stunned for a moment and hurt by his own ultimate, so turn on him when you land

Interactions

  • 135s cooldown (100s at Tier 2), 10m range, 0.5s cast delay
  • Danny is stunned for 0.4s himself after the crash
  • Reactive Barrier Reactive Barrier 1,600 souls Tier 2ArmorPassive +55s Cooldown +10s Duration +1 Out of Combat Regen Builds from Grit and Indomitable Indomitable 6,400 souls Tier 4ArmorPassive +55s Cooldown +10s Duration +10% Bullet Resist +10% Spirit Resist +20s Cooldown On Apply +2 Out of Combat Regen Builds from Reactive Barrier trigger for the target on the grab, and for Danny after the drop
  • Tier 3 adds 8 damage per metre fallen, so the high drop hits much harder
Upgrade tiers
  • T1: +50 damage
  • T2: -35s cooldown
  • T3: +0.5s Stun and +8 damage per metre

Playing against Deadman Danny

  • Move away from where he dives so the landing hits no one — he stuns himself for 1.3 seconds
  • Slow him while he flies; slows work on him in the air, and Slowing Hex Slowing Hex 1,600 souls Tier 2TechPress +29s Cooldown +3.5s Duration +0.1s Cast Delay +16% Move Speed -26% Dash Distance disables the jetpack
  • Punish him right after an overheat, when he can't fly until the jetpack cools
  • Hitscan and fast-firing guns trade well with his slow rockets and 680 health
  • Buy Unstoppable Unstoppable 6,400 souls Tier 4ArmorInstantCast +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer or keep a dispel ready against 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 , and stay above half health
  • Walk around 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 's line of missiles instead of through it

Bait these first

  • 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 first — look like an easy dive target, then step out of the landing so he stuns himself
  • 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 second — make him spend the missiles on an empty street
  • 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 last — stay grouped with Unstoppable Unstoppable 6,400 souls Tier 4ArmorInstantCast +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer or a dispel nearby so the grab buys him nothing

What Deadman Danny does to you

  • He flies above the fight and dives onto you, exploding for about 140 damage and launching everyone near the landing
  • 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 marks you, and every charged rocket that follows deals bonus damage and slows you
  • Jettison Fuel Jettison Fuel 22m Range2s Duration22s Cooldown Danny sprays fuel in front of him for a couple of seconds, dealing weapon damage over time and stripping bullet resist. Crowd Control none on enemies. The backblast knocks Danny himself backwards. Damage 30 weapon damage per second (+0.8 per weapon damage) for 2s, then a 35… Mobility The backblast throws him backwards, which works as a short escape or a… 1 -8s cooldown 2 +60 backblast damage, and a backblast hit gives +18% fire rate for 7s 5 -10% more bullet resist shred, and a backblast hit applies a mark strips your Bullet Resist for 7 seconds, so everyone's guns hit you harder
  • 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 grabs you, flies you away from your team and drops you stunned, with extra damage if you're under half health

Punish windows

  • The 1.3-second self-Stun after a dive that hits no hero
  • After an overheat, until his jetpack has cooled and he can fly again
  • The reload: 3.2 seconds after 14 rockets
  • The moment after 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 lands: he is stunned briefly and hurt by his own crash

Deadman Danny's hardest and easiest matchups

Ranked by how far each pairing lands from Deadman Danny's own baseline win rate — not by raw win rate, which mostly measures how strong the other hero is in general.

Who counters Deadman Danny?

HeroDeadman Danny winsvs usual
Baba Baba ControllerMageMid rangeSpirit damage Measured 51.9% win rate on this patch. Three kinds of control in one kit: silence, a hex and several slows Durability low (1/3) Burst high (2/3) Mobility high (2/3) Healing low (1/3) 28.5% -7.8 pts
Kelvin Kelvin SupportControllerMid rangeHybrid damage Measured 53.7% win rate on this patch. Frozen Shelter is a hard physical barrier that stops ranged damage and ultimates outright Durability high (2/3) Burst low (1/3) Mobility high (2/3) Healing very high (3/3) 30.0% -6.3 pts
Rat King Rat King BruiserSupportClose rangeBullet damage Measured 57.8% win rate on this patch. Makes his whole team's guns better: stacking bullet-resist shred from Rat Swarm Durability high (2/3) Burst high (2/3) Mobility low (1/3) Healing low (1/3) 30.2% -6.1 pts
Graves Graves ControllerSummonerClose rangeHybrid damage Measured 56.3% win rate on this patch. Best-in-class unattended map pressure via Borrowed Decree Ghouls marching at objectives Durability low (1/3) Burst low (1/3) Mobility none (0/3) Healing low (1/3) 31.5% -4.8 pts
Haze Haze AssassinCarryClose rangeBullet damage Measured 54.9% win rate on this patch. Highest single-target sustained DPS in the roster once Fixation is stacked Durability low (1/3) Burst high (2/3) Mobility high (2/3) Healing high (2/3) 31.5% -4.8 pts
Paige Paige SupportControllerMid rangeSpirit damage Measured 56.9% win rate on this patch. Currently among the strongest heroes in the game: deadlocklabs.gg records 54.1% win rate at 2.8% pick, S tier, after a recent buff package worth about +2.2 points. Durability low (1/3) Burst low (1/3) Mobility none (0/3) Healing high (2/3) 31.6% -4.7 pts
Seven Seven MageControllerMid rangeSpirit damage Measured 55.3% win rate on this patch. Best-in-class wave and jungle clear, so he reaches item breakpoints ahead of most mid-laners Durability low (1/3) Burst high (2/3) Mobility none (0/3) Healing none (0/3) 32.0% -4.3 pts
Ivy Ivy SupportInitiatorMid rangeHybrid damage Measured 53.1% win rate on this patch. True flight — she can go places no other hero in this group can reach, with an ally in tow Durability high (2/3) Burst low (1/3) Mobility very high (3/3) Healing high (2/3) 33.1% -3.2 pts

Who does Deadman Danny counter?

HeroDeadman Danny winsvs usual
Silver Silver CarrySkirmisherMid rangeBullet damage Measured 45.5% win rate on this patch. Two distinct kits means she covers both the mid-range and close-range phases of a fight without itemising for both Durability high (2/3) Burst high (2/3) Mobility high (2/3) Healing high (2/3) 43.4% +7.1 pts
Mirage Mirage CarrySkirmisherMid rangeHybrid damage Measured 44.7% win rate on this patch. Best-in-class split pressure: a global teleport means he is never out of position on the macro map. Durability low (1/3) Burst high (2/3) Mobility high (2/3) Healing very high (3/3) 42.1% +5.8 pts
Vyper Vyper AssassinSkirmisherClose rangeHybrid damage Measured 48.0% win rate on this patch. Exceptional close-range sustained DPS, with effectively infinite ammo while sliding Durability low (1/3) Burst high (2/3) Mobility very high (3/3) Healing none (0/3) 41.8% +5.5 pts
Viscous Viscous SupportControllerMid rangeSpirit damage Measured 45.6% win rate on this patch. Best-in-class single-target save: The Cube is invulnerability, not a shield, and it eats any ultimate outright Durability high (2/3) Burst low (1/3) Mobility high (2/3) Healing high (2/3) 41.6% +5.3 pts
Shiv Shiv AssassinBruiserClose rangeHybrid damage Measured 43.7% win rate on this patch. The most reliable single-target removal tool in this group; Killing Blow ignores positioning once the target is low Durability high (2/3) Burst high (2/3) Mobility high (2/3) Healing high (2/3) 41.5% +5.2 pts
Pocket Pocket AssassinSkirmisherClose rangeSpirit damage Measured 44.8% win rate on this patch. Two independent escapes (Flying Cloak teleport and an untargetable satchel) make him extremely hard to actually kill. Durability low (1/3) Burst high (2/3) Mobility very high (3/3) Healing none (0/3) 41.4% +5.1 pts
Billy Billy BruiserControllerClose rangeHybrid damage Measured 46.8% win rate on this patch. Best-in-class anti-mobility — Chain Gang disables movement abilities outright and Bashdown pulls airborne heroes to the floor Durability high (2/3) Burst high (2/3) Mobility high (2/3) Healing low (1/3) 41.1% +4.8 pts
Sinclair Sinclair MageControllerLong rangeSpirit damage Measured 47.1% win rate on this patch. One of the longest effective weapon ranges in this group (60m falloff end) combined with a steerable skillshot Durability low (1/3) Burst high (2/3) Mobility high (2/3) Healing none (0/3) 41.0% +4.7 pts

Every Deadman Danny matchup

Deadman Danny combos

Deadman Danny's named sequences have not been researched and sourced yet, but the combo builder reads the game's own cooldown, cast-delay and item data for every hero, and the universal movement and melee tech is on the page too.

Open Deadman Danny combos

Analyse a full enemy team

Matchup pages cover one enemy. The tool reads all six together.

Open the tool as Deadman Danny

Deadman Danny: quick answers

How do you counter Deadman Danny in Deadlock?
Move away from where he dives so the landing hits no one — he stuns himself for 1.3 seconds. Slow him while he flies; slows work on him in the air, and Slowing Hex disables the jetpack. Heroes that do well against Deadman Danny: Baba, Kelvin, Rat King.
Who counters Deadman Danny?
On patch 09-29-2026, Deadman Danny does worst against Baba (Deadman Danny wins 28.5%), Kelvin (Deadman Danny wins 30.0%), Rat King (Deadman Danny wins 30.2%) — measured against Deadman Danny's own 36.3% baseline.
What items counter Deadman Danny?
For air mobility: Cold Front, Slowing Bullets, Slowing Hex; for backline assassination: Guardian Ward, Slowing Hex, Disarming Hex; for stuns and hard cc: Extra Stamina, Debuff Reducer, Reactive Barrier.
What is Deadman Danny's win rate?
36.3% on patch 09-29-2026 across 22,579 matches, number 42 of 42 heroes. Refreshed daily.
What are Deadman Danny's abilities?
Strix Salvo, Chimera Mk1, Jettison Fuel, and the ultimate Close The Deal.
Sources and confidence for this record

Record confidence: Strategic. Compiled for patch 09-29-2026, researched 2026-10-13.