Deadman Danny Deadlock Guide: Abilities and How to Play Him
Deadman Danny is the fourth City Never Sleeps hero and Fairfax Industries' star salesman. He flies on the Chimera Mk1 jetpack until it overheats into an explosive dive, plants lines of Strix Salvo missiles that mark enemies, hoses them with Jettison Fuel and carries one into the sky with Close the Deal.
Written byMax CalderDeadlock journalist
Updated12 min read
Who is Deadman Danny?
Valve introduces Danny as the most valuable salesman of Fairfax Industries, and his hero card makes the pitch for him: a skull-faced pilot in goggles and a yellow jacket, strapped to a winged jetpack and giving a thumbs-up. The game tags him Reckless, High-flying and Explosive. He fights with the Chimera Peace Bringer, a rocket launcher, and flies over New York on the company's Chimera Mk1, sold as the latest in self-adhered aviation technology. The company's name is already on the map: the Old Fairfax Factories sit on York, the yellow lane of the new map.
Deadman Danny's hero card from City Never Sleeps, with his three tags.
Base stats
Deadman Danny's base stats since the October 14 update
Health
730
Weapon damage
15
Per shot
Ammo
14
Move speed
6.4 m/s
Health regen
3.25
Per second
Deadman Danny's gun and charged rockets
The Chimera Peace Bringer fires four shots a second for 60 DPS and takes 3.2 s to reload, with damage falling off between 18 and 47 m. Hold fire and it charges a rocket: after 0.8 s the rocket fires on its own for 48 damage and explodes in a 2.5 m radius, still dealing 70% at the edge. Charged rockets fly at about 66 m/s against 178 m/s for a normal shot, so lead moving targets.
A charged rocket that explodes next to Danny knocks him back and costs him 5% of his max health as spirit damage, so spirit resist softens it. That makes it a rocket jump, paid for in health, on top of the jetpack. Since October 14 a rocket against a wall pushes him about 30% harder than before.
Deadman Danny abilities
Abilities, sandbox footage and upgrades (tiers cost 1, 2 and 5 points)
Strix Salvo25 s cooldown, 35 m rangeFires three spirit missiles that lodge in the ground along a line. Each explodes after 6 s or when an enemy comes close, for 27 spirit damage in a 3.5 m radius and a 10 s mark. A charged rocket on a marked enemy uses the mark for 45 bonus spirit damage and a 40% slow that fades over 1.5 s. Hold and drag to set the angle.
112 s shorter cooldown
2+30 damage, +45 marked damage
3+2 missiles, longer range, better spirit scaling
Chimera Mk121 s cooldown, 8 m radiusHold jump to fly while the jetpack heats up. At max heat it overheats, and after a short delay Danny dives into the ground for an explosion of 70 spirit and 70 weapon damage that launches him and nearby enemies. A dive that hits no hero stuns him for 1.3 s, and every dive costs him 10% of his max health.
1Heat vents faster on the ground
2On hero hit: heal and take no self damage
3On hero hit: 50% shorter cooldown and +120 spirit damage
Jettison Fuel22 s cooldown, 22 m rangeSprays fuel for 2 s, dealing 30 weapon damage per second and shredding 15% bullet resist for 7 s, then ends in a backblast for 35 spirit damage that knocks Danny backwards.
18 s shorter cooldown
2+60 burst damage, and a backblast hit gives +18% fire rate for 7 s
310% more bullet resist shred, and a backblast hit applies a mark
Close the Deal135 s cooldown, 10 m rangeGrabs an enemy, flies high into the air and crashes back down. Both take 3 spirit damage per meter while falling and 70 on impact, which stuns the enemy for 0.5 s. Damage is 75% higher against enemies under half health, and Danny takes 25% of it himself.
1+90 damage
235 s shorter cooldown
3+0.5 s stun, +8 damage per meter
How his jetpack works
You do not have to wait for the overheat: pressing the ability key starts the dive early.
Every hit of Jettison Fuel vents heat from the jetpack, so the spray buys him more time in the air.
After an overheat the jetpack stays off until it has fully cooled down.
He always explodes when he dies.
Holding jump keeps Danny in the air on the Chimera Mk1, with the jetpack's thrust under him.
Items Deadman Danny can't buy
Danny can't buy six items. His shots never deal headshot damage, so the shop locks all five headshot items, and is locked for him as well. Three more stay in the shop but do nothing for him: they only work on abilities with charges, and none of his four abilities has any.
Shop items Deadman Danny can't use
Locked
Headshot BoosterWeapon, 800 souls
Weakening HeadshotWeapon, 1,600 souls
HeadhunterWeapon, 3,200 souls
Spirit RendWeapon, 3,200 souls
Crippling HeadshotWeapon, 6,400 souls
RicochetWeapon, 6,400 souls
No effect
Extra ChargeSpirit, 800 souls
Recharging RushWeapon, 1,600 souls
Rapid RechargeSpirit, 3,200 souls
Deadman Danny build: what players buy now
Most bought items on Deadman Danny since the October 14 update, in buying order
MinItemBought in
Share of Danny games where the item was bought, and the minute it is usually bought. All modes, 25,474 games on October 15.
The buffs turned Danny into a spirit hero in the shop. On his first day was in 67% of games and in 48%, and , the gun upgrade 76% of players bought, sat in the middle of the build. Now both spirit items are near the top of the list, has dropped out of it, and is the one gun item nearly everyone still opens with. We list how often items are bought rather than their win rates, because late items always look better: only games that last long enough get to buy them.
Two builds to copy: the popular hybrid and the spirit nuke
Two published builds stand out in the in-game browser. SN|P3R's Hold My Beer is one of the two most played Danny builds since his release and mixes gun and spirit items. Yeski's Spirit Nuke stops buying gun upgrades after lane, has the best record of any Danny build with a real sample, and still shows up in fewer than one Danny game in fifty. Switch between them below.
The hybrid build, phase by phase
SN|P3R : Hold My Beer ( Deadman Danny Hybrid )
Games since release
1,149
Games on October 15
246
Win rate, October 15
45.1%
Early
Gun and spirit side by side from the first minutes.
Lane extras
Sustain and poke for a hard lane.
Core
and both trigger from Jettison Fuel, and so do and later.
End game, any order
Vitality picks, 1,600 to 3,200 souls
Vitality picks, late
Spirit options
Gun options
From the in-game build browser, version 23 as of October 15. Games count matches that started with this build selected. Only analysed matches are included, so treat the numbers as a sample.
The spirit nuke build, phase by phase
Incoming! | Yeski Spirit Nuke! (ANNOTATED)
Games since release
1,120
Games on October 15
447
Win rate, October 15
48.8%
Early game
helps the charged rockets land. Until the Chimera has its tier 2 upgrade, pop before a dive so its barrier takes the self damage.
Lane needs
is there for wave clear and can grow into .
Core
can be rushed, and also triggers on the explosion when Danny dies.
Defense, one or two before tier 4
Against flyers
Late counters
In the order the author buys them most.
Extra gun
From the in-game build browser, version 29 as of October 15. Games count matches that started with this build selected. Only analysed matches are included, so treat the numbers as a sample.
The wider numbers point the same way once you compare items bought at the same point of a match, which takes out the edge late and expensive buys always have. Among tier 4 items bought between minutes 20 and 30, won 61.7% of 1,283 games, against 52.3% for the far more common . It blows up a target that takes 500 spirit damage within 5 seconds, and Danny's combo stacks Strix Salvo, the Chimera dive and the backblast inside that window. bought before minute 10 won 51.5%, six points above other tier 2 items bought that early. Gun upgrades go the other way: and bought between minutes 10 and 20 won only 40.5% and 37.4%.
How to play Deadman Danny
Lay Strix Salvo across the path enemies have to take, then cash in the marks with charged rockets before they run out.
Open with Jettison Fuel on the target you want to kill. The bullet resist shred makes every rocket after it hit harder.
Make the Chimera dive count. Steer it into a hero, or start it early with the ability key when one is under you, because an empty dive leaves you stunned.
Keep Close the Deal as a finisher for a target that is already low, and let your team use the stun when you land.
Deadman Danny tips and tricks
Players have been taking Danny apart in the sandbox since his release. These are the most useful finds from the community wiki and the official forum, checked against the game files where the files hold the numbers.
Three Danny tricks on video
Ethereal Shift diveLet the jetpack overheat, then turn on just before Danny hits the ground. The explosion still lands on enemies, but he takes none of its self damage while the item keeps him invulnerable, so the dive stops costing him health.
On-hit items through abilitiesJettison Fuel and the bullet half of the Chimera dive count as weapon damage, so on-hit items such as , , and trigger from them, and one spray across a group starts their effects on several heroes at once. Charged rockets count as three hits of build-up for items like and .
Rocket jumps on the moveFire a charged rocket into the roof or floor right under Danny while he runs or flies. The blast throws him up and forward, and in the air the push adds to the speed he already has, so a chain of these carries him across a whole street of rooftops.
Movement
Crouch rocket jump for height. Crouch, aim at your feet, hold fire and jump a moment before the rocket goes off. Keep crouch held through the jump, since crouching adds 12% to the push.
Dash rocket jump for distance. Aim at the floor about 30 degrees ahead, or straight at a wall about 4 m away, hold fire and crouch, then jump as the rocket goes off and dash away from the blast.
No Fuel Jump. Bind jump to the scroll wheel as well as the space bar. A scroll jump never starts the jetpack or adds heat, so it also keeps a dash rocket jump at full distance.
Wall push. A charged rocket fired into a wall right next to Danny throws him away from it, a quick way to turn sharply in the air.
Free launch off an enemy. When the blast also hits an enemy hero, Danny takes no self damage but still gets the full push.
Items
and do not reduce Jettison Fuel damage.
, and Kelvin's Frost Grenade cool the jetpack, each removing 10% of the heat it has stored.
is a trap on him. Close the Deal damages Danny as well, so the scroll's stun and bonus damage land on him too.
Close the Deal sets off and on both sides: the target's go off the moment you grab them, Danny's own after the landing.
Close the Deal, Jettison Fuel and the dive
Steer the flight. Danny keeps a little control while flying up and falling, enough to drop the target among your team or next to a Guardian.
Walls and Kelvin's Frozen Shelter stop the dash to the target, so check the line before you press it.
Parrying during Jettison Fuel pauses the spray until the parry ends, so a melee threat does not cost you the ability.
Viscous's The Cube saves Danny from his dive's self damage, and inside it the jetpack cools twice as fast on the ground.
How to fight Deadman Danny
Slow him while he flies. Slows still work on him in the air, though the October 14 update made them about 30% weaker there.
Spread out when the jetpack overheats, so the dive finds as few heroes as possible, and punish him if it lands on nobody.
Walk around a line of Strix Salvo missiles instead of through it.
Leave the fight early at low health while his ultimate is ready.
Trade back after his combo. His dives and his ultimate both cost him health.
Can you play Deadman Danny in Ranked?
Yes, for a limited time. New heroes skip the usual 15 Standard wins for a limited time after they arrive, but they do not count toward the three ranked heroes you need. Once the window closes, Danny needs 15 Standard wins like anyone else. A hero who flies and dives is easy to overextend with, so a few Standard games and some time in the sandbox are worth it before you take him into Ranked.
Deadman Danny trivia
Danny has been in the files far longer than the update. According to the Deadlock Wiki, he first appeared under the codename Airheart, likely a nod to the aviator Amelia Earhart, with Paradox's model and a rocket launcher as his only ability. He was later removed and came back with City Never Sleeps as Deadpack, the name his files still use. A texture also carried a proposed name, Hayward Hughes, which points to the aviation tycoon Howard Hughes. Strix, the name of his missiles, is the scientific name of a genus of owls.
His salesman's patter runs through everything he says. His in-game biography is a transcript of his opening speech at the Military Technology Expo, where he admits Fairfax Industries knows nothing about safety, calls that a good thing and claims he has been decapitated so often that he had to invent a word, quice, to count it. In the match, one voice line admits that in its first week of testing the Chimera blew up before it ever left the ground, and he counts the current version as an improvement.
FAQ
FILE No. 01
Not yet, though the October 14 buffs helped. Before them he won 37.5% of his games across all modes, the lowest of all 42 heroes. On October 15 he won 44.5% of 25,474 games, still 41st of 42.
FILE No. 02
Close the Deal, his grab-and-crash attack. Its Tier 2 upgrade brings the cooldown down to 100 s.
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