🎯 The core idea
Deadman Danny is a hybrid diver: Strix Salvo marks a target, charged rocket shots cash those marks in, Jettison Fuel shreds bullet resist and adds a second mark, and Close the Deal finishes anyone under half health. Build spirit and mobility first (Surge of Power, Shadow Weave), keep Reactive Barrier for botched dives, and pick fights from the air.
- free costs nothing
- cheap small cost
- setup needs preparation
- grind pays off slowly
- skip the thing to stop doing
Who Deadman Danny is and how he wins fights
Deadman Danny is the rocket-launcher salesman from Fairfax Industries who joined Deadlock on October 13, 2026 in the City Never Sleeps hero rollout. Valve buffed him one day later, on October 14. Everything in this Deadman Danny guide uses the post-buff numbers from the official wiki: 730 base health (up from 680), 3.25 health regen (up from 2.5), 15 damage on uncharged shots and 48 on charged shots.
He plays as a reckless burst hero who spends half his life in the air. His kit pays you for being aggressive. Every damage tool he has either marks a target or cashes in a mark, his jetpack turns into a dive bomb when it overheats, and his ultimate carries one enemy into the sky and slams them into the ground. The guide video (Mightycookie) builds him as a spirit/gun hybrid rather than a pure gunner. Our recommendation follows that build, with the numbers checked against the wiki.
Chimera Peace Bringer: charged shots and rocket jumps
free Danny's gun has two firing modes. If you release the trigger early, you fire a 15-damage uncharged shot. If you hold it to full charge, a rocket fires on its own. That rocket costs 2 ammo, travels at 66 m/s and explodes for 48 weapon damage in a 2.5 m radius, with only 70% damage at the edge. According to the wiki, charged shots also apply three times the normal build-up on items like Toxic Bullets and Slowing Bullets.
Some quirks to know before you buy anything:
- Neither mode can headshot, so the shop won't sell Danny headshot items. He can't buy Ricochet either.
- More fire rate means a faster charge. That is why fire-rate items such as Swift Striker and Quicksilver Reload work so well on him.
- A charged shot that explodes near you knocks you back like a rocket jump and costs 5% of your max health as spirit damage. The October 14 patch lowered this from 6.5%. If the blast also hits an enemy hero or a haunt, you take no self-damage but still get the knockback, so blast jumping off a target is free.
Strix Salvo: the mark that powers everything
Strix Salvo fires a line of spirit missiles that lodge in the ground. Each missile explodes when an enemy comes close or after 6 seconds, deals 27 spirit damage and marks the target for 10 seconds. When you hit a marked enemy with a charged shot, you use up the mark for 45 bonus spirit damage and a 40% fading slow. Hold the key for up to a second to aim the line. It fires 3 missiles before the third upgrade.
| Tier | Upgrade |
|---|---|
| 1 | -12s cooldown |
| 2 | +30 damage, +45 marked damage |
| 3 | +2 missiles, longer range, better spirit scaling |
The October 14 buff cut the cooldown from 30s to 25s and raised the tier 2 upgrade from +20/+35 to +30/+45. In lane, Mightycookie fires Salvo on cooldown to keep the enemy under constant pressure. He says that if it lands every time, the enemy never gets above half health. Place the missiles across the enemy's path to their cover, not where they are standing now.
Chimera Mk1: flight, heat and the overheat dive
Chimera Mk1 is a passive jetpack. Hold Jump to fly, which builds heat. At max heat it overheats. After a short delay, or right away if you press Ability 2, you dive into the ground and explode for 70 damage, launching nearby enemies. If the dive hits no hero, you stun yourself for 1.3 seconds and lose 10% of your max health. After that, the jetpack can't be used until it cools down (21s base cooldown).
Rules from the wiki that change how you fly:
- The jetpack beeps at 70% heat. After overheating, you can keep flying for 2.5 seconds before the dive.
- The overheat explosion resets your air-dash and double jump. You can't double jump while the jetpack is usable.
- Every air-dash adds 4% heat. Holding Jump on a normal jump or wall jump starts burning fuel right away, so tap Jump to hop without using fuel.
- Slows still work on you in the air. The buff made in-air slows 15% weaker, but they still matter.
- You always explode when you die.
Ability upgrades: tier 1 vents heat faster on the ground (7% per second instead of 3%), tier 2 heals you and removes self-damage when the dive hits a hero, and tier 3 halves the cooldown and adds +120 spirit damage on a hero hit.
Jettison Fuel: resist shred, venting and a second mark
Jettison Fuel sprays fuel at enemies in front of you for 2 seconds. The spray deals 30 weapon damage per second and shreds 15% bullet resist for 7 seconds. It finishes with a backblast that deals 35 spirit damage and knocks you backwards. It also vents your jetpack while it deals damage, so you can stay airborne longer in a fight.
| Tier | Upgrade |
|---|---|
| 1 | -8s cooldown |
| 2 | +60 burst damage; backblast hit gives +18% fire rate for 7s |
| 3 | -10% more bullet resist shred; backblast hit applies a mark |
The tier 3 upgrade is why the video maxes this ability. Its backblast applies the same mark as Strix Salvo, which gives you two marks to cash in with charged shots in one engagement. The video compares this to how Billy uses his third ability to get an extra charge. Because the spray counts as weapon damage, it applies on-hit and build-up item effects. The wiki also notes that Metal Skin and Plated Armor don't reduce it. You can't ground-dash while you channel it.
Close the Deal: the execute ultimate
Close the Deal sends Danny in a straight line to the target. He grabs them, flies high into the air and crashes back down. Both of you take spirit damage while falling (3 per meter) and on impact (70 base), and the target is stunned for 0.5s. You take 25% self-damage. Targets under 50% health take 75% bonus damage, up from 50% before the October 14 patch.
| Tier | Upgrade |
|---|---|
| 1 | +90 damage (was +50 before the buff) |
| 2 | -35s cooldown |
| 3 | +0.5s stun, +8 damage per meter |
Base cooldown is 135 seconds. The video says the ultimate comes up every 80 seconds in the late game, and the frame-confirmed ability bar shows 80 at the end of the build. That matches the wiki: 135 − 35 (tier 2) = 100, and Superior Cooldown's 20% reduction brings it to 80. Obstacles and abilities like Frozen Shelter stop the dash. Enemy Reactive Barrier and Indomitable trigger on the grab, so check for them before you commit.
Deadman Danny skill order
The video's skill order, which you can see in its in-game build:
| Priority | Ability | Why |
|---|---|---|
| 1 | Strix Salvo (early points) | Lane poke and the -12s cooldown upgrade |
| 2 | Chimera Mk1 (early points) | Faster venting and safer dives |
| 3 | Jettison Fuel to tier 3 | The second mark and the extra shred |
| 4 | Close the Deal | Get tier 2's -35s cooldown before you add damage |
| 5 | Remaining tiers | Strix Salvo tier 3, Chimera Mk1 tier 3 |
Mightycookie describes the opening as "two points" each in Strix Salvo and Chimera Mk1, then maxing Jettison Fuel. Upgrades cost 1, 2 and 5 points per tier, so treat this as Salvo first, Chimera second, and Jettison Fuel's 5-point tier 3 as your first big spend. The video doesn't spell out the ultimate's upgrades. We put tier 2 first because the 80-second cooldown it shows depends on it.
Deadman Danny item build by phase
cheap The build's in-game page (titled "How I Learned to Stop Worrying and Love The Danny") lists these early-game items:
| Phase | Items (tier) | Job |
|---|---|---|
| Early | High-Velocity Rounds (1), Extra Health (1), Extra Spirit (1), Mystic Burst (1), Grit (1) | Cheap stats and the components for later items |
| Early | Reactive Barrier (2), Quicksilver Reload (2, imbued on Strix Salvo) | Safety for missed dives; more Salvo damage |
| Mid | Swift Striker (2), Surge of Power (3), Fortitude (3), Shadow Weave (3), Express Shot (3), Improved Spirit (2), Tankbuster (3) | Burst, mobility, sustain |
| Late | Boundless Spirit (4), Indomitable (4), Torment Pulse (3), Superior Cooldown (3), Spirit Burn (4) | Spirit scaling, cooldowns, CC protection |
| Alternatives | Burst Fire, Spiritual Overflow, Enduring Speed, Counterspell, Juggernaut, Diviner's Kevlar | Carry or survival swaps |
Reactive Barrier is there for a reason specific to Danny. A dive that misses stuns you, and the wiki confirms that this self-stun triggers Reactive Barrier. That means you can dive aggressively and still survive the miss. Quicksilver Reload charges up bonus spirit damage on the imbued ability and reloads your whole magazine when you cast it, so your gun is full for the follow-up. The video estimates about 25% more damage per Strix Salvo with it. That figure comes from the video's own testing, not the wiki.
Mid game: Surge of Power before Express Shot
skip Don't rush Express Shot. Mightycookie tested both items and found that Surge of Power gave the bigger spike. Surge of Power permanently adds spirit power to one ability (+28 at base). Each time you use that ability, you also get 20% fire rate and +1.75 m move speed for 8 seconds, which helps you chase someone down to execute range. The imbue-suggestion icon on the build page appears to be Strix Salvo's. The video puts this spike at about 10,400 souls. At that point Danny wins most one-on-ones.
Next come Fortitude (+375 health, regen after 10s without damage, +1.5 m speed above 75% health) and Shadow Weave. Shadow Weave makes you invisible for 13 seconds on a 37s cooldown. When you break stealth with an attack, you get an ambush window with +25% fire rate and +25 spirit power. The video calls Shadow Weave overpowered for rotations. Pair it with your jetpack and you can arrive anywhere unseen. Express Shot, Improved Spirit and Tankbuster fill the remaining mid-game slots for extra burst.
Late-game build: Boundless Spirit, Indomitable and Torment Pulse
grind For the late game, the video upgrades Improved Spirit into Boundless Spirit and Reactive Barrier into Indomitable. Indomitable cleanses the next stun and lowers your cooldowns by 20% when it triggers. The wiki says it triggers for Danny after his own ultimate's drop. Superior Cooldown gives the 20% cooldown reduction that brings Close the Deal down to 80 seconds. Spirit Burn adds an explosion and a -70% healing burn after you deal enough spirit damage, which is easy with Danny's combo.
Torment Pulse fits Danny better than it looks. It pulses spirit damage on the two closest enemies every 1.4 seconds. Since your ultimate keeps you right next to your target, the video counts four pulses during one Close the Deal, worth about 200 extra damage. If your team needs you to carry, the video suggests switching toward Spiritual Overflow and Burst Fire. If you keep dying, take Counterspell, Juggernaut or Diviner's Kevlar from the alternatives row.
The burst combo: two marks, dive, slam
The video's combo on a jungling Infernus:
- Throw Strix Salvo and cash in the mark with a charged shot.
- Jettison Fuel into them. The backblast applies a second mark, which you cash in with another charged shot.
- Dive in and cast Close the Deal while they are under half health, for the 75% bonus damage.
In the video's sandbox, that sequence did about 4,400 total damage on the damage meter (the video says about 4,500). That is enough to kill most heroes from full health, and you can finish anyone with high resistances using a few more shots. Note that this was recorded with a full ~44,800-soul build before the October 14 buff, so the current numbers should be a little higher.
Flight tech: charged-shot jumps for extra air
setup The video shows a trick for getting more height. Start charging your weapon, then jump just as the charge circle reaches its outer ring. The charged rocket's knockback stacks with the jump and launches you much higher than flying alone. Use it to escape a bad fight or to get above an enemy you are chasing. It costs the normal charged-shot self-damage (5% max health) unless the rocket hits an enemy hero or a haunt.
Deadman Danny laning and teamfight tips
How to play Deadman Danny in lane: fire Strix Salvo every time it comes off cooldown to keep chip damage on the enemy. When they push you, take off and use Jettison Fuel to shred their bullet resist and punish the trade. Once Jettison Fuel has its tier 3, every backblast also marks the target. Once you have your ultimate, any enemy under half health is a kill threat, and you still have Reactive Barrier as a safety net if the dive goes wrong. Mightycookie's advice is to play without fear and make the enemy afraid to come to your lane.
In teamfights, look for the isolated or low-health target rather than the frontline. Your burst needs both marks and an execute-range ultimate, so open from stealth or from the air, use Jettison Fuel's knockback and the jetpack to get out, and come back once Strix Salvo is ready again.
How to counter Deadman Danny
- Slow him in the air. Slows affect Danny while he flies. Slowing Hex is especially strong: it stops him from diving early and makes him explode where he is when the overheat ends.
- Punish the missed dive. A dive that hits no hero stuns him for 1.3 seconds. Stay out of the landing spot and shoot him while he is stunned.
- Carry a stun answer. Reactive Barrier and Indomitable trigger on the target when he grabs with Close the Deal, and Unstoppable ignores his crowd control. Frozen Shelter and walls block the dash.
- Spirit resist and staying healthy. Most of his burst is spirit damage, and Close the Deal is weak against targets above 50% health. Heal before you take a fight with him.
- Don't count on Metal Skin. It doesn't reduce Jettison Fuel's weapon damage.
- Cold abilities help him. Cold Front, Arctic Blast and Kelvin's Frost Grenade each remove 10% of his stored heat, which actually lets him fly longer.
How this guide was fact-checked
Ability numbers, upgrades, item stats, base stats and the October 14, 2026 patch changes come from the official Deadlock wiki (deadlock.wiki): the Deadman Danny page and its update history, plus the item pages for Quicksilver Reload, Surge of Power, Shadow Weave, Fortitude, Reactive Barrier, Indomitable, Torment Pulse, Superior Cooldown, Spirit Burn, Express Shot, Swift Striker, Mystic Burst, Tankbuster and Boundless Spirit. The wiki has no separate abilities subpage for Danny, so we used the main hero page.
The item build, skill order, flight tech and combo come from Mightycookie's video, as shown on screen in its build page and damage meter. Video-only figures are labeled as such in the text: the 25% Quicksilver gain, the 200 Torment Pulse damage and the 4,500 combo.
Corrections and notes:
- The video was recorded before the buff. In its sandbox, Danny has 680 health with no items. That is the pre-patch base health; the wiki lists 730 after October 14. The build logic holds up, but all damage numbers in the video are slightly below current values.
- The video's captions call the first ability "strict salvo" or "swift salvo". The real name is Strix Salvo.
- The Surge of Power card in the video shows +1.8 m move speed. The wiki lists +1.75 m. This is display rounding.
- The video's 80-second ultimate claim is correct, as worked out above from the wiki (135s base, -35s tier 2, -20% from Superior Cooldown).
What this guide doesn't answer
- Deadlock Deadman Danny tier placement: he released a week ago and was buffed the next day, so no tier ranking would mean anything yet.
- A matchup-by-matchup lane guide: the video creator says a dedicated Danny laning video is still coming. This guide covers general lane play only.
- A pure gun build: we follow the video's hybrid build. A full weapon-only version wasn't tested here.
- Street Brawl: the wiki says Danny has no Street Brawl-specific changes, and item drafting there works differently from the shop build above.
- Future patches: everything here is current as of the October 14 buff (checked October 2026). Check the wiki's update history if Valve changes him again.
Frequently asked
What is the best Deadman Danny build in Deadlock?
A hybrid spirit build. Start with Reactive Barrier and Quicksilver Reload imbued on Strix Salvo. In the mid game, get Surge of Power before Express Shot, then Fortitude and Shadow Weave. Finish with Boundless Spirit, Indomitable, Torment Pulse, Superior Cooldown and Spirit Burn. Spiritual Overflow and Burst Fire are the swaps when you need to carry.
What is Deadman Danny's skill order?
Put the early points into Strix Salvo, then Chimera Mk1, then take Jettison Fuel to its tier 3. That upgrade adds 10% more bullet resist shred, and its backblast applies a second mark. Get Close the Deal's tier 2 (-35s cooldown) early: with Superior Cooldown, it takes the ultimate from 135 to 80 seconds.
How do you do Deadman Danny's combo?
Hit the target with Strix Salvo and pop the mark with a charged shot. Then use Jettison Fuel so the backblast marks them again, and pop that mark with another charged shot. Finish with Close the Deal once they're under 50% health, where it deals 75% bonus damage. In the guide video's sandbox, the full late-game build did about 4,400 damage on Infernus.
How do you counter Deadman Danny?
Slow him while he flies. Slowing Hex is best because it stops him from diving early. Punish a missed overheat dive, since it stuns him for 1.3 seconds. Reactive Barrier, Indomitable and Unstoppable all blunt Close the Deal, and staying above half health takes away its 75% execute bonus. Metal Skin doesn't reduce Jettison Fuel's damage.
What changed for Deadman Danny in the October 14 buff?
Base health went from 680 to 730 and health regen from 2.5 to 3.25. Uncharged shots now deal 15 damage and charged shots 48. Strix Salvo's cooldown dropped from 30s to 25s. Close the Deal's bonus damage against targets under half health rose from 50% to 75%, and its tier 1 upgrade from +50 to +90 damage. Rocket-jump self-damage fell to 5% of max health.
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