How to play Billy
Best build by measured win rate · patch 09-29-2026 · updated Oct 14 · Billy wins 46.8% overall
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The Billy build
Each tier lists the items Billy players win with most often, out of 319,012 Billy games. Win % is how often Billy wins when the item is bought; the green or red number is how far that is above or below the rest of the same tier. Popularity is the share of Billy games the item was bought in; Bought at is the average time. Only items bought in at least 1,500 games and by at least 5% of Billy players count, so a lucky streak can’t make the list.
Lane · Tier 1 · 800 souls
Early mid game · Tier 2 · 1,600 souls
Mid game · Tier 3 · 3,200 souls
Late game · Tier 4 · 6,400 souls
Situational / optional
Fewer Billy players buy these, usually against particular enemies, but those who do win clearly more than the rest of the same tier. Each still has at least 1,500 games behind it.
-
Frenzy - Win %
- 59.4% +5.3
- Popularity
- 3.7%
- Games
- 11,940
- Bought at
- ~37 min
- Tier
- 4
-
Mystic Burst - Win %
- 50.2% +2.9
- Popularity
- 1.8%
- Games
- 5,866
- Bought at
- ~20 min
- Tier
- 1
-
Ballistic Enchantment - Win %
- 51.3% +2.7
- Popularity
- 1.8%
- Games
- 5,715
- Bought at
- ~27 min
- Tier
- 3
-
Superior Cooldown - Win %
- 51.0% +2.5
- Popularity
- 1.8%
- Games
- 5,630
- Bought at
- ~29 min
- Tier
- 3
-
Silencer - Win %
- 56.6% +2.5
- Popularity
- 3.4%
- Games
- 10,742
- Bought at
- ~38 min
- Tier
- 4
-
Transcendent Cooldown - Win %
- 56.3% +2.2
- Popularity
- 1.4%
- Games
- 4,382
- Bought at
- ~37 min
- Tier
- 4
Popular, but behind the rest of their tier
-
Cultist Sacrifice - Win %
- 45.9% -2.6
- Popularity
- 38%
- Games
- 119,875
- Bought at
- ~13 min
- Tier
- 3
-
Extra Regen - Win %
- 45.6% -1.8
- Popularity
- 23%
- Games
- 73,752
- Bought at
- ~5 min
- Tier
- 1
Not wrong to buy, and sometimes the right answer to a specific enemy. On average, Billy players who buy these win less than those who buy something else at that point.
How this build is chosen
Source: deadlock-api.com item results for Billy, City Never Sleeps matches since 2026-09-30, refreshed daily. Items are compared with the rest of their own tier, because late items always show higher raw win rates (only players who are ahead can afford them). Ranking uses the low end of each item’s 95% confidence range, so more games beat a lucky few. It shows what winning Billy players buy; it can’t prove the item caused the win. For what to change against a specific enemy team, use the matchup tool.
How Billy plays
Strengths
- Best-in-class anti-mobility —
Chain Gang
Chain Gang Billy chains every nearby enemy to himself. Crowd Control Movement-ability lockout plus heavy slow for the ~2.8s duration, ending in a… Damage 120 spirit damage scaling with Spirit Power on the yank (deadlock.one). Mobility none for Billy 1 +40% spirit and bullet resist 2 -40s cooldown (from a 175s base) 5 +5m range and +1.3s Unstoppable per hero pulled disables movement abilities outright and
Bashdown
Bashdown Billy drives his bat into the ground. Crowd Control Pulls airborne enemies downward plus a knockup shockwave on the ground — two… Damage 35 spirit damage scaling with Spirit Power (deadlock.one); Defensive The knockup interrupts an incoming dive or a channelled ability. 1 -10s cooldown (from a 35s base) 2 +1 charge and +2m radius 5 -3s charge time and now deals 50% heavy melee damage pulls airborne heroes to the floor - Very high sustained close-range damage thanks to the
Blasted
Blasted Billy's melee hits refill his gun's ammunition and leave the victim 'wrecked' for several seconds. Crowd Control none (the wrecked status is a damage debuff, not crowd control) Damage 70 melee bonus health scaling with Spirit Power at base (deadlock.one); Mobility Tier 1 grants +2.25 m/s bonus movement speed. 1 +2.25 m/s bonus movement speed 2 +1 Bashdown charge on use and +7% wrecked bullet amplification 5 +50 melee bonus health and improved spirit scaling melee-reload loop - Excellent in confined spaces: jungle corridors, lane chokes and objective pits all favour him
- Multiple layers of Knockup and displacement to break enemy formations
In lane
- The melee-reload loop from
Blasted
Blasted Billy's melee hits refill his gun's ammunition and leave the victim 'wrecked' for several seconds. Crowd Control none (the wrecked status is a damage debuff, not crowd control) Damage 70 melee bonus health scaling with Spirit Power at base (deadlock.one); Mobility Tier 1 grants +2.25 m/s bonus movement speed. 1 +2.25 m/s bonus movement speed 2 +1 Bashdown charge on use and +7% wrecked bullet amplification 5 +50 melee bonus health and improved spirit scaling means he never has to stop shooting to reload in an extended lane trade -
Rising Ram
Rising Ram Billy lowers his head and charges into an enemy, carrying both himself and them up into the air. Crowd Control Knockup on the target — they are carried airborne alongside Billy. Damage 40 spirit damage scaling with Spirit Power (deadlock.one). Mobility A committed forward charge with a 0.35s cast delay and a short 0.3s… 1 +25% weapon damage for 5s on impact 2 +0.4s charge duration 5 -13s cooldown (from a 32s base) and +10% max health for 16s on hero hit into the sidewalk of a lane converts into a Knockup and a full 74 DPS magazine at point-blank range -
Bashdown
Bashdown Billy drives his bat into the ground. Crowd Control Pulls airborne enemies downward plus a knockup shockwave on the ground — two… Damage 35 spirit damage scaling with Spirit Power (deadlock.one); Defensive The knockup interrupts an incoming dive or a channelled ability. 1 -10s cooldown (from a 35s base) 2 +1 charge and +2m radius 5 -3s charge time and now deals 50% heavy melee damage punishes any laner who tries to jump or air-dash away from a trade by dragging them straight back down
Power spikes
-
Bashdown
Bashdown Billy drives his bat into the ground. Crowd Control Pulls airborne enemies downward plus a knockup shockwave on the ground — two… Damage 35 spirit damage scaling with Spirit Power (deadlock.one); Defensive The knockup interrupts an incoming dive or a channelled ability. 1 -10s cooldown (from a 35s base) 2 +1 charge and +2m radius 5 -3s charge time and now deals 50% heavy melee damage T2 (+1 charge, +2m radius) — Two charges turn his anti-air pull and Knockup from a single interrupt into continuous area control -
Blasted
Blasted Billy's melee hits refill his gun's ammunition and leave the victim 'wrecked' for several seconds. Crowd Control none (the wrecked status is a damage debuff, not crowd control) Damage 70 melee bonus health scaling with Spirit Power at base (deadlock.one); Mobility Tier 1 grants +2.25 m/s bonus movement speed. 1 +2.25 m/s bonus movement speed 2 +1 Bashdown charge on use and +7% wrecked bullet amplification 5 +50 melee bonus health and improved spirit scaling T2 — The
Bashdown
Bashdown Billy drives his bat into the ground. Crowd Control Pulls airborne enemies downward plus a knockup shockwave on the ground — two… Damage 35 spirit damage scaling with Spirit Power (deadlock.one); Defensive The knockup interrupts an incoming dive or a channelled ability. 1 -10s cooldown (from a 35s base) 2 +1 charge and +2m radius 5 -3s charge time and now deals 50% heavy melee damage charge refund plus +7% wrecked amplification ties his damage engine to his CC and roughly doubles his effective output in a sustained brawl -
Chain Gang
Chain Gang Billy chains every nearby enemy to himself. Crowd Control Movement-ability lockout plus heavy slow for the ~2.8s duration, ending in a… Damage 120 spirit damage scaling with Spirit Power on the yank (deadlock.one). Mobility none for Billy 1 +40% spirit and bullet resist 2 -40s cooldown (from a 175s base) 5 +5m range and +1.3s Unstoppable per hero pulled unlock — Gives him the ability to switch off enemy escapes entirely, which reframes every fight around whether he gets close -
Chain Gang
Chain Gang Billy chains every nearby enemy to himself. Crowd Control Movement-ability lockout plus heavy slow for the ~2.8s duration, ending in a… Damage 120 spirit damage scaling with Spirit Power on the yank (deadlock.one). Mobility none for Billy 1 +40% spirit and bullet resist 2 -40s cooldown (from a 175s base) 5 +5m range and +1.3s Unstoppable per hero pulled T3 (late 35min+) — +1.3s
Unstoppable
Unstoppable +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer per hero pulled makes a multi-target
Chain Gang
Chain Gang Billy chains every nearby enemy to himself. Crowd Control Movement-ability lockout plus heavy slow for the ~2.8s duration, ending in a… Damage 120 spirit damage scaling with Spirit Power on the yank (deadlock.one). Mobility none for Billy 1 +40% spirit and bullet resist 2 -40s cooldown (from a 175s base) 5 +5m range and +1.3s Unstoppable per hero pulled effectively uninterruptible
Weak points to cover
- No ranged capability at all — he is completely neutralised at distance
- Highly commitment-dependent; a missed
Rising Ram
Rising Ram Billy lowers his head and charges into an enemy, carrying both himself and them up into the air. Crowd Control Knockup on the target — they are carried airborne alongside Billy. Damage 40 spirit damage scaling with Spirit Power (deadlock.one). Mobility A committed forward charge with a 0.35s cast delay and a short 0.3s… 1 +25% weapon damage for 5s on impact 2 +0.4s charge duration 5 -13s cooldown (from a 32s base) and +10% max health for 16s on hero hit or a
Chain Gang
Chain Gang Billy chains every nearby enemy to himself. Crowd Control Movement-ability lockout plus heavy slow for the ~2.8s duration, ending in a… Damage 120 spirit damage scaling with Spirit Power on the yank (deadlock.one). Mobility none for Billy 1 +40% spirit and bullet resist 2 -40s cooldown (from a 175s base) 5 +5m range and +1.3s Unstoppable per hero pulled broken by line of sight leaves him stranded in melee range - Long base cooldowns (35s
Bashdown
Bashdown Billy drives his bat into the ground. Crowd Control Pulls airborne enemies downward plus a knockup shockwave on the ground — two… Damage 35 spirit damage scaling with Spirit Power (deadlock.one); Defensive The knockup interrupts an incoming dive or a channelled ability. 1 -10s cooldown (from a 35s base) 2 +1 charge and +2m radius 5 -3s charge time and now deals 50% heavy melee damage , 32s
Rising Ram
Rising Ram Billy lowers his head and charges into an enemy, carrying both himself and them up into the air. Crowd Control Knockup on the target — they are carried airborne alongside Billy. Damage 40 spirit damage scaling with Spirit Power (deadlock.one). Mobility A committed forward charge with a 0.35s cast delay and a short 0.3s… 1 +25% weapon damage for 5s on impact 2 +0.4s charge duration 5 -13s cooldown (from a 32s base) and +10% max health for 16s on hero hit , 175s
Chain Gang
Chain Gang Billy chains every nearby enemy to himself. Crowd Control Movement-ability lockout plus heavy slow for the ~2.8s duration, ending in a… Damage 120 spirit damage scaling with Spirit Power on the yank (deadlock.one). Mobility none for Billy 1 +40% spirit and bullet resist 2 -40s cooldown (from a 175s base) 5 +5m range and +1.3s Unstoppable per hero pulled ) punish misplays severely
Next
Billy’s hardest matchups
- vs Graves -7.0 pts
- vs Paige -6.9 pts
- vs Rat King -6.2 pts
Best teammates
-
Rat King
Rat King Makes his whole team's guns better: stacking bullet-resist shred from Rat Swarm Durability high (2/3) Burst high (2/3) Mobility low (1/3) Healing low (1/3) 57.3% duo win -
Paige
Paige 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. Durability low (1/3) Burst low (1/3) Mobility none (0/3) Healing high (2/3) 55.5% duo win -
Seven
Seven Best-in-class wave and jungle clear, so he reaches item breakpoints ahead of most mid-laners Durability low (1/3) Burst high (2/3) Mobility none (0/3) Healing none (0/3) 52.8% duo win