lockfu
Deadman Danny
Marksman

Deadman Danny

RecklessHigh-flyingExplosive
AgunAspiritAhybridD46.7% win rateOpen in simulator

Builds

optimised by the simulator · generated 2026-10-23
≥ 25% of offensive souls in each; vitality is free.

Lane

5k≈ 6–9 min
124 DPS1,565 EHP> 10 s TTKSimulate
Buy
19%Opening Rounds1,6008%Extra Health8008%ActiveGrit8008%Extra Spirit8008%ActiveRusted Barrel800
Abilities
Inventory
4.8k

Early mid

12k≈ 13–16 min
285 DPS2,683 EHP4.1 s TTKSimulate
Buy next
9%Mystic Shot1,60015%Spirit Shredder1,60017%Enchanter's Emblem1,60050%ActiveEcho Shard6,400
Sold:
Abilities
Inventory
12k

Mid game

20k≈ 20–24 min
434 DPS5,715 EHP4.2 s TTKSimulate
Buy next
45%ActiveInfuser6,4005%Extra Spirit80012%Mystic Vulnerability1,600
Sold:
Abilities
Inventory
20k

Late game

32k≈ 30–35 min
716 DPS6,877 EHP4.1 s TTKSimulate
Buy next
5%Opening Rounds1,6004%Titanic Magazine1,6008%Battle Vest1,600Upgrade9%Improved Spirit1,60026%ActiveFocus Lens6,400
Upgraded:
Abilities
Inventory
32k

Very late

45k≈ 40 min +
958 DPS7,835 EHP4 s TTKSimulate
Buy next
3%Kinetic Dash1,60013%ActiveAlchemical Fire3,200Upgrade21%Boundless Spirit6,400Upgrade25%Escalating Exposure6,400
Upgraded: Sold:
Abilities
Inventory
44.8k

Each phase lists what to buy since the previous one; the % on a card is how much of the build's score you lose without it. Lit pips under an ability are its upgrade tiers (green: new in this phase). Hover anything for details.

How builds are chosen

For each net worth, the optimiser searches items and ability upgrades that maximise the score: damage per second against the reference enemy × effective health^weight, averaged over short, standard and long fights, each both fresh and mid-match (long cooldowns still recovering from the previous fight). Each checkpoint starts from the previous one's items, so the builds read as a path.

Gun, spirit and hybrid differ only in where the offensive souls go. The fight assumptions (accuracy, distance, the target…) are on the Data page and adjustable in the simulator.

Abilities

Ability 1
Strix Salvo
25s

Launch a salvo of spirit missiles that lodge into the ground along a line. The missiles explode after a delay or upon detecting an enemy, dealing
spirit damage and marking the target.

Shooting a marked enemy with a charged shot consumes a mark to deal
bonus spirit damage and apply a fading slow.

Hold and drag to select the angle.

27
Damage
+0.74 × spirit power
45
Marked Damage
+1.1 × spirit power
40%
Fading Slow
Mark Duration
10s
scales with ability duration
Slow Duration
1.5s
scales with ability duration
Explode Delay
6s
scales with ability duration
  1. 1Tier 1
    -12s Cooldown
  2. 2Tier 2
    +30 Damage
    +45 Marked Damage
  3. 5Tier 3
    +2 Missiles, Longer Range, and Improved Spirit Scaling
Partly simulated

• The missiles lodge along a line: the target trips the zone uptime share of them (assumption zone-uptime); each one that hits marks it.

• Marks are consumed one per shot that lands, as if every follow-up shot were a charged shot (the duel does not simulate charging).

• The fading slow is not scored.

Values are base values with their scaling; the simulator shows them at a chosen net worth and build.

Growth without items

HealthGun DPS ×10Spirit power ×10
01,0002,0003,00008k16k24k32k40k48k
Value by net worth

Boons come with net worth; gun DPS is every bullet hitting at close range, no headshots. Items and investment bonuses come on top (see builds).

Patch history

Changed in the game files
  • ▲ Deadman Danny: Chimera Mk1: Cooldown (multi scaling): -0.25 → -0.45 (6782 → 6815)
  • ▲ Deadman Danny: Chimera Mk1 T2: Heal On Hit (scaling): 1 → 2 (6782 → 6815)
  • ▲ Deadman Danny: Close The Deal T1: Damage: 50 → 90 (6782 → 6815)
  • ▲ Deadman Danny: Strix Salvo T3: Marked Damage (scaling): 0.2 → 0.35 (6782 → 6815)
  • ▲ Deadman Danny: Strix Salvo T3: Damage (scaling): 0.225 → 0.35 (6782 → 6815)
  • ▲ Deadman Danny: Strix Salvo T2: Damage: 20 → 30 (6782 → 6815)
  • ▲ Deadman Danny: Close The Deal: Bonus Damage: 50 → 75 (6782 → 6815)
  • ▲ Deadman Danny: weapon bullet damage: 12 → 15 (6782 → 6815)
  • ▲ Deadman Danny: Strix Salvo T2: Marked Damage: 35 → 45 (6782 → 6815)
  • ▼ Deadman Danny: Chimera Mk1 T3: OverheatLockoutDurationReductionOnPlayerHitPercent: 40 → 50 (6782 → 6815)
  • ▲ Deadman Danny: Strix Salvo: Marked Damage (spirit scaling): 0.9 → 1.1 (6782 → 6815)
  • ▲ Deadman Danny: Chimera Mk1: Explosion Damage (weapon scaling): 1.15 → 1.4 (6782 → 6815)
  • ▲ Deadman Danny: base health regen: 2.5 → 3.25 (6782 → 6815)
  • ▲ Deadman Danny: Strix Salvo: Cooldown: 30 → 25 (6782 → 6815)
  • ▲ Deadman Danny: Chimera Mk1: Self Damage: 12 → 10 (6782 → 6815)
  • ▲ Deadman Danny: max health: 680 → 730 (6782 → 6815)
  • ▲Health regen increased from 2.5 to 3.25 2026-10-15
  • ▲Base health increased from 680 to 730 2026-10-15
  • ▲Gun - Base bullet damage for uncharged shots from 12 to 15 and charged shots from 44 to 48 2026-10-15
  • ▲Chimera Mk1 - Cooldown boon scaling increased from -0.25 to -0.45 2026-10-15
  • ▲Chimera Mk1 - Heal on hit spirit scaling increased from 1 to 2 2026-10-15
  • ▲Chimera Mk1 weapon scaling increased from 1.15 to 1.4 2026-10-15
  • ▲Strix Salvo - Cooldown from 30s to 25s 2026-10-15
  • ▲Strix Salvo - Damage spirit scaling from 0.9 to 1.1 2026-10-15
  • ▲Strix Salvo - T2 increased from "+20 damage / +35 mark damage" to "+30 damage / +45 mark damage" 2026-10-15
  • ▲Strix Salvo - T3 increased from +0.2 spirit scaling to +0.35 2026-10-15
  • ▲Close the Deal - 1AP increased from +50 to +90 2026-10-15
  • ▼Chimera Mk1 - Slow effectiveness in air reduced by 15% 2026-10-15
  • ▲Rocket Jumping - Self damage from 6.5% max HP to 5% and is now spirit damage 2026-10-15
  • ▲Close The Deal - Bonus damage to under half health targets increased from +50% to +75% 2026-10-15

Weapon

Chimera Peace Bringer
Bullet damage
15
Fire rate
4 /s
Magazine
14
Reload
3.2 s
Falloff
18–47 m
Headshot
×1.65
DPS
60 / 31.3

Base stats

Health
730
Health regen
3.25
Move speed
6.4
Sprint speed
1.6
Stamina
3
Light melee
50
Heavy melee
116
Headshot damage taken
1

Per boon

Bullet damage
+0.42
Alt-fire bullet damage
+1.6
Health
+39
Melee damage
+1.58
Spirit power
+1.1

35 boons in all, the last at 49.2k souls.

Investment bonuses

SoulsWeapon dmgBase healthSpirit
800+9%+9%+7
1.6k+12%+12%+11
2.4k+15%+15%+15
3.2k+18%+20%+19
4.8k+46%+38%+38
6.4k+54%+42%+45
8k+62%+46%+52
11.2k+74%+50%+59
16k+86%+54%+66
22.4k+100%+60%+75
28.8k+115%+66%+100

Souls spent in a category (each owned item's full price) unlock the highest tier reached. The biggest step is at 4.8k; after it each tier adds less per soul (weapon: +17.5% per 1k souls up to it, +5% per 1k to the next), so piling souls into one category has diminishing returns. Builds and tier lists include it.

Model notes

  • Neither firing mode can headshot (deadlock.wiki).
  • The duel fires uncharged shots only: charged shots (two ammo, splash weapon damage) are not simulated.