Bullet or Spirit? Choosing Defense Against Danny, Violet and Harrow in Deadlock
Rockets, flames and glowing bullets can hide different damage types. Learn mixed damage, resistance choices and item triggers against the new heroes.

Danny sprays you with fire, Violet lands a glowing bullet, and your new defensive item helps less than expected. It all looked magical, but Deadlock classifies damage by its mechanics rather than the color of the effect.
The new heroes make that mistake particularly easy. One ability can contain multiple components, and a weapon hit can trigger separate Spirit damage. Buying protection against a hero’s entire identity is therefore less precise than buying against the source that repeatedly kills you.
This guide uses mechanics checked on October 24, 2026. The same reasoning helps with defensive purchases and with deciding which part of your own offense to improve.
Separate damage type, scaling and trigger conditions
These answer three different questions.
Damage type identifies a particular component as Bullet or Spirit damage. When buying resistance, you want the category that matches the incoming component.
Scaling describes which stats change an effect’s value. Check the specific property and its scaling in the ability card, rather than relying on the hero’s theme or the usual label attached to their build.
Trigger conditions describe what activates another effect: a bullet hit, Spirit damage, accumulated hits or a different action. An item may require one specific condition even when two attacks look similar.
Healbane, for example, responds to Spirit damage. That does not mean “any ability triggers it.” An ability can have a Bullet component, and a weapon attack can have an additional Spirit component.
A damage map for the new heroes
This table covers specific sources, not every possible component of a fully itemized hero. Additional item effects need their own consideration.
- Source: Deadman Danny’s weapon Damage type: Bullet
The easy mistake: A rocket-shaped projectile does not make ordinary weapon damage Spirit damage. - Source: Strix Salvo and its consumed mark Damage type: Spirit
The easy mistake: The mark adds a separate component to the connecting charged shot. - Source: Jettison Fuel’s spray Damage type: Bullet
The easy mistake: An ability button and flames do not guarantee Spirit damage. - Source: Jettison Fuel’s finishing blast Damage type: Spirit
The easy mistake: One action contains two damage types. - Source: Close The Deal Damage type: Spirit
The easy mistake: Do not choose resistance against the grab and crash from Danny’s weapon appearance. - Source: Violet’s Empower Damage type: Bullet + Spirit
The easy mistake: The enhanced bullet and area damage are separate components. - Source: Violet’s Flow State and Still Life Damage type: Spirit
The easy mistake: Do not group them with ordinary weapon fire. - Source: Harrow’s Leech Therapy and Lurking Terrors Damage type: Spirit
The easy mistake: Harrow’s healing is a separate mechanic from this incoming damage.
This makes a death easier to describe usefully. “Danny killed me” says little about the appropriate defense. “I stayed in his spray while it reduced my Bullet Resistance” gives you something to act on.
One resistance does not cover the whole combination
Imagine a hypothetical attack containing 100 Bullet damage and 100 Spirit damage. In a simplified example with no other modifiers, 20% Bullet Resistance reduces the first component to 80 while the second remains 100. The total becomes 180, not 160.
That is not a calculation for a particular ability or build. It illustrates an expectation error: resistance to one type cannot automatically be applied to an entire mixed hit.
Danny’s mark sequence makes this especially clear. The charged shot has a weapon component, while consuming the mark adds Spirit damage. Violet’s empowered Living Ink shots also contain separate components. One defensive item can help against part of the attack while leaving another part largely unchanged.
Does that mean you must always buy both resistances? No. Identify which components actually reach you frequently and at decisive moments. If you reliably avoid one source, its theoretical maximum matters less than the damage you take in every exchange.
Buy for the situation that keeps repeating
After a death, open the damage-taken summary and connect it to the exchange. Who dealt the important damage? Was it a short burst, or did you remain exposed for several seconds? Was resistance reduction involved? Could you have left the angle earlier?
Consider two matches against Danny. In one, he repeatedly hits you with his weapon and Jettison Fuel spray. In the other, you survive the shooting but die to the Spirit components of the salvo and ultimate. The same enemy portrait does not require the same first defensive purchase.
Violet presents a similar distinction. One opponent consistently lands empowered shots; another catches you with Still Life from a position you cannot contest. In the second case, preventing a comfortable completed drawing matters alongside resistance. The Violet guide explains that control condition.
Avoid rebuilding your entire understanding around one death to an enemy with a huge lead. Look for a repeating distance, damage source or retreat mistake. Your defense should improve the next fight you are likely to take.
Resistance does not replace a response to control
Spirit Resistance reduces the relevant damage, but buying it does not automatically cancel a stun, silence or fear. If you cannot act while several enemies attack, the problem may extend beyond your defensive percentage.
Harrow’s ultimate uses facing direction in its terror buildup. Violet must complete her Still Life drawing. Conditions like these suggest decisions to make before shopping: adjust your position, deny an easy target and preserve a retreat route.
Also distinguish damage immunity from crowd-control immunity. If an upgrade promises the former, do not assume it provides the latter without a separate reason. They are different protections even when both can help someone survive.
Apply the same reasoning to your offensive purchases
Before buying, ask which specific part of your action you are improving. If your Danny plan depends on Strix Salvo marks, inspect the salvo and mark properties. If weapon pressure is doing the work, assess that component. His practical guide connects those decisions to flight and landing choices.
Do not assume Spirit Power increases everything an ability does. Check the scaling of the property you need. Likewise, reducing a target’s Bullet Resistance does not automatically improve the Spirit blast merely because both effects belong to Jettison Fuel.
Check item triggers separately. Healbane requires Spirit damage, Toxic Bullets requires bullet buildup, and Decay’s own damage does not activate item effects. When the purchase is intended to restrict recovery, the anti-heal guide covers those distinctions in context.
Frequently asked questions
Do all Deadlock abilities deal Spirit damage?
No. Danny’s Jettison Fuel spray deals Bullet damage, while its finishing blast deals Spirit damage. The input used to launch an attack does not determine its damage category.
Are Danny’s primary weapon rockets Spirit damage?
The weapon component is Bullet damage. A charged shot against a Strix Salvo mark can add separate Spirit damage by consuming the mark. Distinguish the weapon hit from the effect it triggers.
Why did Bullet Resistance not stop Violet’s empowered shot?
Empower enhances a Bullet component and adds Spirit area damage. Bullet Resistance does not automatically cover that second part. Also account for the opponent’s item effects and other enemies contributing to the exchange.
Does Spirit Resistance counter Nurse Harrow’s healing?
No. Resistance to incoming Spirit damage and healing reduction are different stats. The former helps against the corresponding attacks; the latter reduces recovery received by the debuffed target.
Do I need to replace my whole build for each opponent?
Usually, start with a targeted adjustment to the recurring problem. You may need a different resistance, a safer distance or a response to crowd control while keeping your main build plan intact.
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