BabaBabaControllerMageMid rangeSpirit damageThree kinds of control in one kit: silence, a hex and several slowsDurabilitylow (1/3)Bursthigh (2/3)Mobilityhigh (2/3)Healinglow (1/3) — Deadman Danny wins 28.5% matchup →
KelvinKelvinSupportControllerMid rangeHybrid damageFrozen Shelter is a hard physical barrier that stops ranged damage and ultimates outrightDurabilityhigh (2/3)Burstlow (1/3)Mobilityhigh (2/3)Healingvery high (3/3) — Deadman Danny wins 30.0% matchup →
Rat KingRat KingBruiserSupportClose rangeBullet damageMakes his whole team's guns better: stacking bullet-resist shred from Rat SwarmDurabilityhigh (2/3)Bursthigh (2/3)Mobilitylow (1/3)Healinglow (1/3) — Deadman Danny wins 30.2% matchup →
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 HexSlowing Hex1,600 soulsTier 2TechPress+29sCooldown+3.5sDuration+0.1sCast 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
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 HexSlowing Hex1,600 soulsTier 2TechPress+29sCooldown+3.5sDuration+0.1sCast 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 SalvoStrix Salvo35m Range30s CooldownDanny fires a salvo of spirit missiles that stick in the ground along a line he aims by holding and dragging.Crowd ControlA 40% slow that fades over 1.5s each time a charged shot consumes a mark.Damage27 spirit damage per missile (+0.74 per Spirit) in a 3.5m blast.DefensiveA line of missiles across a street or a doorway punishes anyone who chases…1-12s cooldown2+20 damage and +35 marked damage5+2 missiles, longer range, and better Spirit scaling zones the lane and marks a laner for extra damage from his charged shots
Jettison FuelJettison Fuel22m Range2s Duration22s CooldownDanny sprays fuel in front of him for a couple of seconds, dealing weapon damage over time and stripping bullet resist.Crowd Controlnone on enemies. The backblast knocks Danny himself backwards.Damage30 weapon damage per second (+0.8 per weapon damage) for 2s, then a 35…MobilityThe backblast throws him backwards, which works as a short escape or a…1-8s cooldown2+60 backblast damage, and a backblast hit gives +18% fire rate for 7s5-10% 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 Mk1Chimera Mk121s CooldownDanny holds the jump key to fly on his jetpack, building heat as he goes.Crowd ControlThe landing launches nearby enemies into the air.DamageThe landing explosion deals 70 spirit damage (+1.5 per Spirit) plus 70…MobilitySustained flight for as long as his heat allows, and air dashes cost heat…1heat vents faster while grounded2on hero hit, heal and take no self-damage5on hero hit, -40% cooldown and +120 spirit damage dive stuns him for 1.3s in the middle of the lane
Close The DealClose The Deal10m Range135s CooldownDanny grabs a nearby enemy and flies them high into the air, then crashes back to the ground.Crowd ControlThe grab itself takes the target out of the fight, then a 0.5s stun on…Damage70 spirit damage on impact (+1 per Spirit) plus 3 per metre fallen (+0.09…MobilityFlies Danny and the target high into the air and lands them nearby.1+50 damage2-35s cooldown5+0.5s stun and +8 damage per metre unlock — Adds a grab that carries one enemy out of a fight and stuns them
Chimera Mk1Chimera Mk121s CooldownDanny holds the jump key to fly on his jetpack, building heat as he goes.Crowd ControlThe landing launches nearby enemies into the air.DamageThe landing explosion deals 70 spirit damage (+1.5 per Spirit) plus 70…MobilitySustained flight for as long as his heat allows, and air dashes cost heat…1heat vents faster while grounded2on hero hit, heal and take no self-damage5on 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 SalvoStrix Salvo35m Range30s CooldownDanny fires a salvo of spirit missiles that stick in the ground along a line he aims by holding and dragging.Crowd ControlA 40% slow that fades over 1.5s each time a charged shot consumes a mark.Damage27 spirit damage per missile (+0.74 per Spirit) in a 3.5m blast.DefensiveA line of missiles across a street or a doorway punishes anyone who chases…1-12s cooldown2+20 damage and +35 marked damage5+2 missiles, longer range, and better Spirit scaling T3 — Five missiles and better Spirit scaling give him more marks and more bonus damage
Jettison FuelJettison Fuel22m Range2s Duration22s CooldownDanny sprays fuel in front of him for a couple of seconds, dealing weapon damage over time and stripping bullet resist.Crowd Controlnone on enemies. The backblast knocks Danny himself backwards.Damage30 weapon damage per second (+0.8 per weapon damage) for 2s, then a 35…MobilityThe backblast throws him backwards, which works as a short escape or a…1-8s cooldown2+60 backblast damage, and a backblast hit gives +18% fire rate for 7s5-10% 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
48DPS
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.
12Bullet Damage
1Pellets per Shot
4Bullets per sec
14Ammo
3.20sReload Time
178m/sBullet Velocity
50Light Melee
116Heavy Melee
Vitality and movement
680Health
2.50Health Regen
6.40m/sMove Speed
1.60m/sSprint Speed
3Stamina
5sStamina Cooldown
Base values on patch data. Items and boons change all of these.
Abilities
1
Strix Salvo
Ability 1Line 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
2
Chimera Mk1
Ability 2Jetpack 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 HexSlowing Hex1,600 soulsTier 2TechPress+29sCooldown+3.5sDuration+0.1sCast 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 FuelJettison Fuel22m Range2s Duration22s CooldownDanny sprays fuel in front of him for a couple of seconds, dealing weapon damage over time and stripping bullet resist.Crowd Controlnone on enemies. The backblast knocks Danny himself backwards.Damage30 weapon damage per second (+0.8 per weapon damage) for 2s, then a 35…MobilityThe backblast throws him backwards, which works as a short escape or a…1-8s cooldown2+60 backblast damage, and a backblast hit gives +18% fire rate for 7s5-10% 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 HexSlowing Hex1,600 soulsTier 2TechPress+29sCooldown+3.5sDuration+0.1sCast Delay+16%Move Speed-26%Dash Distance disables the jetpack
Cold effects (Cold FrontCold Front1,600 soulsTier 2TechInstantCast+25sCooldown+4sDuration+0.6sSpread Duration:+48%Move Speed+6%Spirit Resist, Arctic BlastArctic Blast6,400 soulsTier 4TechInstantCast+24sCooldown+0.6sSpread Duration:+48%Move Speed+4sSlow Duration+10%Spirit Resist+1sFreeze DurationBuilds from Cold Front, Kelvin's Frost GrenadeFrost Grenade30s CooldownLobs a grenade that bursts into a freezing cloud, healing allies caught in it while dealing spirit damage and cutting enemy movement speed.Crowd Controlmovement slow on enemies;Damageabout 60 spirit at base, with a matching heal of about 60;Defensivethe primary heal in his kit outside the ultimate, and the stamina freeze…1+30 damage and +30 heal2about -10s cooldown and freezes enemy stamina regeneration5+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
3
Jettison Fuel
Ability 3Short 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 ReducerDebuff Reducer1,600 soulsTier 2ArmorPassive+25%Debuff Resist+90Bonus 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 ReducerDebuff Reducer1,600 soulsTier 2ArmorPassive+25%Debuff Resist+90Bonus 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
R
Close The Deal
UltimateSingle-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 UnstoppableUnstoppable6,400 soulsTier 4ArmorInstantCast+60sCooldown+5.5sDuration+125Bonus Health+25%Debuff ResistBuilds 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
UnstoppableUnstoppable6,400 soulsTier 4ArmorInstantCast+60sCooldown+5.5sDuration+125Bonus Health+25%Debuff ResistBuilds 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
Reactive BarrierReactive Barrier1,600 soulsTier 2ArmorPassive+55sCooldown+10sDuration+1Out of Combat RegenBuilds from Grit and IndomitableIndomitable6,400 soulsTier 4ArmorPassive+55sCooldown+10sDuration+10%Bullet Resist+10%Spirit Resist+20sCooldown On Apply+2Out of Combat RegenBuilds 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 HexSlowing Hex1,600 soulsTier 2TechPress+29sCooldown+3.5sDuration+0.1sCast 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 UnstoppableUnstoppable6,400 soulsTier 4ArmorInstantCast+60sCooldown+5.5sDuration+125Bonus Health+25%Debuff ResistBuilds from Debuff Reducer or keep a dispel ready against Close The DealClose The Deal10m Range135s CooldownDanny grabs a nearby enemy and flies them high into the air, then crashes back to the ground.Crowd ControlThe grab itself takes the target out of the fight, then a 0.5s stun on…Damage70 spirit damage on impact (+1 per Spirit) plus 3 per metre fallen (+0.09…MobilityFlies Danny and the target high into the air and lands them nearby.1+50 damage2-35s cooldown5+0.5s stun and +8 damage per metre, and stay above half health
Walk around Strix SalvoStrix Salvo35m Range30s CooldownDanny fires a salvo of spirit missiles that stick in the ground along a line he aims by holding and dragging.Crowd ControlA 40% slow that fades over 1.5s each time a charged shot consumes a mark.Damage27 spirit damage per missile (+0.74 per Spirit) in a 3.5m blast.DefensiveA line of missiles across a street or a doorway punishes anyone who chases…1-12s cooldown2+20 damage and +35 marked damage5+2 missiles, longer range, and better Spirit scaling's line of missiles instead of through it
Bait these first
Chimera Mk1Chimera Mk121s CooldownDanny holds the jump key to fly on his jetpack, building heat as he goes.Crowd ControlThe landing launches nearby enemies into the air.DamageThe landing explosion deals 70 spirit damage (+1.5 per Spirit) plus 70…MobilitySustained flight for as long as his heat allows, and air dashes cost heat…1heat vents faster while grounded2on hero hit, heal and take no self-damage5on 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 SalvoStrix Salvo35m Range30s CooldownDanny fires a salvo of spirit missiles that stick in the ground along a line he aims by holding and dragging.Crowd ControlA 40% slow that fades over 1.5s each time a charged shot consumes a mark.Damage27 spirit damage per missile (+0.74 per Spirit) in a 3.5m blast.DefensiveA line of missiles across a street or a doorway punishes anyone who chases…1-12s cooldown2+20 damage and +35 marked damage5+2 missiles, longer range, and better Spirit scaling second — make him spend the missiles on an empty street
Close The DealClose The Deal10m Range135s CooldownDanny grabs a nearby enemy and flies them high into the air, then crashes back to the ground.Crowd ControlThe grab itself takes the target out of the fight, then a 0.5s stun on…Damage70 spirit damage on impact (+1 per Spirit) plus 3 per metre fallen (+0.09…MobilityFlies Danny and the target high into the air and lands them nearby.1+50 damage2-35s cooldown5+0.5s stun and +8 damage per metre last — stay grouped with UnstoppableUnstoppable6,400 soulsTier 4ArmorInstantCast+60sCooldown+5.5sDuration+125Bonus Health+25%Debuff ResistBuilds 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 SalvoStrix Salvo35m Range30s CooldownDanny fires a salvo of spirit missiles that stick in the ground along a line he aims by holding and dragging.Crowd ControlA 40% slow that fades over 1.5s each time a charged shot consumes a mark.Damage27 spirit damage per missile (+0.74 per Spirit) in a 3.5m blast.DefensiveA line of missiles across a street or a doorway punishes anyone who chases…1-12s cooldown2+20 damage and +35 marked damage5+2 missiles, longer range, and better Spirit scaling marks you, and every charged rocket that follows deals bonus damage and slows you
Jettison FuelJettison Fuel22m Range2s Duration22s CooldownDanny sprays fuel in front of him for a couple of seconds, dealing weapon damage over time and stripping bullet resist.Crowd Controlnone on enemies. The backblast knocks Danny himself backwards.Damage30 weapon damage per second (+0.8 per weapon damage) for 2s, then a 35…MobilityThe backblast throws him backwards, which works as a short escape or a…1-8s cooldown2+60 backblast damage, and a backblast hit gives +18% fire rate for 7s5-10% 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 DealClose The Deal10m Range135s CooldownDanny grabs a nearby enemy and flies them high into the air, then crashes back to the ground.Crowd ControlThe grab itself takes the target out of the fight, then a 0.5s stun on…Damage70 spirit damage on impact (+1 per Spirit) plus 3 per metre fallen (+0.09…MobilityFlies Danny and the target high into the air and lands them nearby.1+50 damage2-35s cooldown5+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 DealClose The Deal10m Range135s CooldownDanny grabs a nearby enemy and flies them high into the air, then crashes back to the ground.Crowd ControlThe grab itself takes the target out of the fight, then a 0.5s stun on…Damage70 spirit damage on impact (+1 per Spirit) plus 3 per metre fallen (+0.09…MobilityFlies Danny and the target high into the air and lands them nearby.1+50 damage2-35s cooldown5+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?
Hero
Deadman Danny wins
vs usual
BabaBabaControllerMageMid rangeSpirit damageMeasured 51.9% win rate on this patch.Three kinds of control in one kit: silence, a hex and several slowsDurabilitylow (1/3)Bursthigh (2/3)Mobilityhigh (2/3)Healinglow (1/3)
28.5%
-7.8 pts
KelvinKelvinSupportControllerMid rangeHybrid damageMeasured 53.7% win rate on this patch.Frozen Shelter is a hard physical barrier that stops ranged damage and ultimates outrightDurabilityhigh (2/3)Burstlow (1/3)Mobilityhigh (2/3)Healingvery high (3/3)
30.0%
-6.3 pts
Rat KingRat KingBruiserSupportClose rangeBullet damageMeasured 57.8% win rate on this patch.Makes his whole team's guns better: stacking bullet-resist shred from Rat SwarmDurabilityhigh (2/3)Bursthigh (2/3)Mobilitylow (1/3)Healinglow (1/3)
30.2%
-6.1 pts
GravesGravesControllerSummonerClose rangeHybrid damageMeasured 56.3% win rate on this patch.Best-in-class unattended map pressure via Borrowed Decree Ghouls marching at objectivesDurabilitylow (1/3)Burstlow (1/3)Mobilitynone (0/3)Healinglow (1/3)
31.5%
-4.8 pts
HazeHazeAssassinCarryClose rangeBullet damageMeasured 54.9% win rate on this patch.Highest single-target sustained DPS in the roster once Fixation is stackedDurabilitylow (1/3)Bursthigh (2/3)Mobilityhigh (2/3)Healinghigh (2/3)
31.5%
-4.8 pts
PaigePaigeSupportControllerMid rangeSpirit damageMeasured 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.Durabilitylow (1/3)Burstlow (1/3)Mobilitynone (0/3)Healinghigh (2/3)
31.6%
-4.7 pts
SevenSevenMageControllerMid rangeSpirit damageMeasured 55.3% win rate on this patch.Best-in-class wave and jungle clear, so he reaches item breakpoints ahead of most mid-lanersDurabilitylow (1/3)Bursthigh (2/3)Mobilitynone (0/3)Healingnone (0/3)
32.0%
-4.3 pts
IvyIvySupportInitiatorMid rangeHybrid damageMeasured 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 towDurabilityhigh (2/3)Burstlow (1/3)Mobilityvery high (3/3)Healinghigh (2/3)
33.1%
-3.2 pts
Who does Deadman Danny counter?
Hero
Deadman Danny wins
vs usual
SilverSilverCarrySkirmisherMid rangeBullet damageMeasured 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 bothDurabilityhigh (2/3)Bursthigh (2/3)Mobilityhigh (2/3)Healinghigh (2/3)
43.4%
+7.1 pts
MirageMirageCarrySkirmisherMid rangeHybrid damageMeasured 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.Durabilitylow (1/3)Bursthigh (2/3)Mobilityhigh (2/3)Healingvery high (3/3)
42.1%
+5.8 pts
VyperVyperAssassinSkirmisherClose rangeHybrid damageMeasured 48.0% win rate on this patch.Exceptional close-range sustained DPS, with effectively infinite ammo while slidingDurabilitylow (1/3)Bursthigh (2/3)Mobilityvery high (3/3)Healingnone (0/3)
41.8%
+5.5 pts
ViscousViscousSupportControllerMid rangeSpirit damageMeasured 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 outrightDurabilityhigh (2/3)Burstlow (1/3)Mobilityhigh (2/3)Healinghigh (2/3)
41.6%
+5.3 pts
ShivShivAssassinBruiserClose rangeHybrid damageMeasured 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 lowDurabilityhigh (2/3)Bursthigh (2/3)Mobilityhigh (2/3)Healinghigh (2/3)
41.5%
+5.2 pts
PocketPocketAssassinSkirmisherClose rangeSpirit damageMeasured 44.8% win rate on this patch.Two independent escapes (Flying Cloak teleport and an untargetable satchel) make him extremely hard to actually kill.Durabilitylow (1/3)Bursthigh (2/3)Mobilityvery high (3/3)Healingnone (0/3)
41.4%
+5.1 pts
BillyBillyBruiserControllerClose rangeHybrid damageMeasured 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 floorDurabilityhigh (2/3)Bursthigh (2/3)Mobilityhigh (2/3)Healinglow (1/3)
41.1%
+4.8 pts
SinclairSinclairMageControllerLong rangeSpirit damageMeasured 47.1% win rate on this patch.One of the longest effective weapon ranges in this group (60m falloff end) combined with a steerable skillshotDurabilitylow (1/3)Bursthigh (2/3)Mobilityhigh (2/3)Healingnone (0/3)
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.
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.