Billy vs Infernus
Billy's team wins 50.3% Infernus's team wins 49.7%, across 67,574 games
Written for the Billy player. Playing Infernus? See Infernus vs Billy →
About even
Billy usually wins 49.4% of games. Against Infernus that is 0.9% higher, over 67,574 games.
- Whole match 50.3% +0.9% vs usual 67,574 games
- Sharing a lane 50.2% +0.8% vs usual 23,812 games
- Oracle and above 55.8% +4.8% vs usual 1,536 games
"Sharing a lane" counts only games where both were assigned the same lane — the laning matchup itself. "Oracle and above" counts only matches whose average rank was Oracle and above, against Billy's usual win rate at that rank.
The fight at a glance
If you're Billy
Wait out Flame Dash 38s cooldown
ThenFeint an approach, make him dash to close, then focus him with no escape available.
- Watch out
- Napalm plus
Afterburn
Afterburn His weapon hits build a burning effect that deals spirit damage over time. Damage about 14 spirit damage per second at base (deadlock.one) 1 +16 DPS on the burn 2 burning targets suffer about -35% spirit damage 5 +3.0s maximum burn duration means you keep taking damage after the fight appears to be over. - Your edge
- Billy has more burst damage than Infernus.
- Buy
Majestic Leap
Majestic Leap +45s Cooldown +5s Interrupt Cooldown +100% Air Control +50% Air Control +32% Move Speed +2.5s Slow Duration +8s Barrier Duration Buy it against Infernus'
Flame Dash.
If you're Infernus
Wait out Bashdown 35s cooldown
ThenForce it against a trooper wave or a non-committal step and his next several seconds have no control.
- Watch out
- Chain Gang does not slow your escape, it deletes it.
- Your edge
- Infernus has more reach than Billy, so you can trade from range.
The full plan for Billy, phase by phase, is below. Infernus's side in full →
What should I do right now?
Do
- Plan for
Majestic Leap
Majestic Leap +45s Cooldown +5s Interrupt Cooldown +100% Air Control +50% Air Control +32% Move Speed +2.5s Slow Duration +8s Barrier Duration — know which tier it sits in so you are not improvising at the shop. - Know what
Flame Dash looks like. It is the cooldown this lane revolves around.
Avoid
- Walking to lane on the same path every wave against a hero with Infernus's engage range.
Do
- Very low burst — if he cannot sustain contact, his damage never materializes
- Before
Flame Dash tier 3 he has one charge, so committing forward is genuinely risky - 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
Avoid
Do
- Their first real spike is laning 0-10min — respect it from that point, not before.
- Your spike is
Bashdown T2 (+1 charge, +2m radius): Two charges turn his anti-air pull and Knockup from a single interrupt into continuous area control
Avoid
- Taking an even fight against Infernus on their spike timing when you could take the same fight ten minutes later on yours.
Do
- Watch for
Concussive Combustion
Concussive Combustion Turns Infernus into a living bomb that detonates after a delay, dealing spirit damage and stunning every nearby enemy. Crowd Control area stun on detonation; Damage about 125 spirit at base (deadlock.one) Defensive uninterruptible, so it functions as a panic button that punishes whoever… 1 +100 damage 2 about -65s cooldown and +100% explosion lifesteal 5 +0.9s stun duration, +10m radius and +0.4 spirit scaling on the damage . Do not try to Stun him out of it — it is explicitly uninterruptible; instead use the delay to leave the radius - Hold him at range —
Napalm is a short cone and his SMG has 660 m/s travel; Grey Talon, Vindicta or Holliday fight him from outside his entire kit
Avoid
- Spending your own escape before
Flame Dash is on cooldown.
Infernus’s abilities
-
Concussive Combustion Ultimate The one cooldown worth tracking on its own timer: area Stun on detonation.
- Do not try to Stun him out of it — it is explicitly uninterruptible; instead use the delay to leave the radius
Unstoppable
Unstoppable +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer pre-cast makes you immune to the Stun even if you eat the damage
Ethereal Shift
Ethereal Shift +37s Cooldown +4s Duration +5s Buff Duration +30% Spirit Resist +20 Spirit Power during the delay makes you untargetable through the detonation entirely
-
Napalm Ability 1 Sticking power rather than damage: movement slow on everyone hit.
- It is a short cone — back out of the arc rather than trading through it; the coating stops ticking once the burn expires
- Spirit Armor is the correct resist because all of it is Spirit Damage, not bullet
- At tier 3 the -33% healing means you cannot outsustain him — disengage instead of trying to heal through it
-
Flame Dash Ability 2 His gap-close and his escape, plus a lingering zone that makes retreating through the same corridor costly.
- Before tier 3 he has one charge — if he dashes in, he has no dash out; collapse on him immediately
- The dash is a fixed straight line; sidestep and he overshoots past you
- Do not walk back down the corridor he dashed through — the trail persists and refreshes his burn
- 1
Flame Dash Flame Dash first — before tier 3 it is his only mobility. Feint an approach, make him dash to close, then focus him with no escape available
- 2
Napalm Napalm second: force it onto a durable frontliner or the creep wave, since without the slow he cannot hold you in his SMG range
- 3
Concussive Combustion Concussive Combustion is not worth baiting for interruption (it cannot be cancelled), but it IS worth baiting for position — make him commit it on a target holding
Ethereal Shift or
Unstoppable
The matchup in detail
- Almost no burst — every kill requires several seconds of contact Strong evidence
- Must be at close range, where he is also easiest to focus down Strong evidence
- Low durability with no defensive ability besides the dash Strong evidence
- Read this matchup as one where the early deficit sticks. Infernus is a top-tier laner, and the 09-16-2026 patch removed the fixed bonus souls for being modestly behind in net worth on both hero kill bounties and Rift bounties, with the notes explicitly naming early-to-mid game as the most affected window. What is left is a redistribution inside your own team, not a handout. The practical consequence is that a lane you lose 0-6 minutes no longer self-corrects — you have to not lose it, or take the game somewhere else quickly. Documented
-
Napalm plus
Afterburn means you keep taking damage after the fight appears to be over — disengaging at 40% health frequently still kills you Strong evidence -
Napalm tier 3 applies -33% healing, so your
Restorative Locket
Restorative Locket +20s Cooldown +0.1s Cast Delay +8% Spirit Resist +25 Max Stacks +3 Max Stamina Restore ,
Lifestrike
Lifestrike +4s Cooldown +48% Move Speed +2.5s Slow Duration +16% Melee Damage +125 Bonus Health Builds from Melee Lifesteal or support heals simply do not save you Strong evidence -
Concussive Combustion cannot be interrupted — stunning him does nothing, and at tier 3 the radius is large enough that walking out is not reliable Strong evidence -
Flame Dash with two charges lets him dive in, detonate, and still have a charge to leave with Strong evidence - His damage is split spirit and bullet, so a single-resist build is only half-effective against him Strong evidence
- Hold him at range —
Napalm is a short cone and his SMG has 660 m/s travel; Grey Talon, Vindicta or Holliday fight him from outside his entire kit Strong evidence - Buy Spirit Armor, not just Bullet Armor:
Napalm,
Afterburn,
Flame Dash trail and
Concussive Combustion are all Spirit Damage Strong evidence - Carry
Dispel Magic
Dispel Magic +45s Cooldown +10% Spirit Resist +3s Buff Duration +250 Heal Amount to strip the
Afterburn burn and the
Napalm slow together — it resets his whole damage ramp Strong evidence - Use the
Concussive Combustion delay to LEAVE, not to CC him; it is uninterruptible, so a Stun on him is a wasted cooldown Strong evidence - Collapse on him whenever
Flame Dash is spent — pre-tier-3 he has exactly one escape and nothing else Strong evidence - Break line of sight completely for a few seconds;
Afterburn only extends on weapon hits, so hard cover lets the burn expire Strong evidence -
Metal Skin
Metal Skin +24s Cooldown +5s Duration +12% Bullet Resist -20% Dash Distance +20% Gravity Scale is the right shape of answer to Infernus's gun — 5 seconds of complete bullet immunity on a 24-second cooldown — but know its two holes before you rely on it. It does not stop on-bullet build-ups, so their
Toxic Bullets
Toxic Bullets -40% Incoming Healing bleed,
Silencer
Silencer +12% Spirit Resist -25% Spirit Damage Reduction +2.5s Silence Duration +6s Debuff Duration +10s Immunity Duration stacks and slow build-ups keep landing while you are immune, and it costs you −1.5 m/s and −20% dash distance for the duration, which is the wrong trade if you were planning to walk out during it. Use it to win a stand-and-fight window, not to escape one. Documented - You are the one standing in front of Infernus's gun, and its bullets are among the fastest in the game, so you will take most of what they fire rather than dodge it. That makes the fire-rate items pay for you in a way they do not for your backline.
Juggernaut
Juggernaut +25% Melee Resist +50% Slow Resist +40% Fire Rate +15 Health Regen +4s Duration Builds from Enduring Speed cuts fire rate by 40% on anyone shooting you — it is a passive tax on their entire damage output for as long as you hold the frontline — and
Return Fire
Return Fire +23s Cooldown +6.5s Duration +65% Bullet Damage Returned +25% Spirit Damage Returned +10% Bullet Resist punishes the same behaviour. Compare that against another resist item honestly: resists stack multiplicatively so your fifth resist source buys little, while a fire-rate cut applies to a number nothing else in your build is touching. Strong evidence
- Any moment
Flame Dash is on cooldown — he has no other escape and low durability Strong evidence - During the
Concussive Combustion delay if you are already outside the radius: he is standing still, visible, and committed Strong evidence - His 2.25s reload on a 27-round magazine emptied at about 9.5 rounds per second Strong evidence
- The first few seconds of any engagement, before
Afterburn has ramped — his burst is the weakest in the group Strong evidence - Any time you can force the fight past 30m, where his cone and trail cannot reach you and his gun has lost nearly a third of its damage Strong evidence
- Being stunned by Infernus now pauses your reload rather than restarting it, as of 09-16-2026. That quietly changes when it is safe to reload in this matchup: a reload caught by their Stun resumes where it left off instead of costing you the whole cycle, so the old rule of never reloading inside their engagement range is too conservative now. The compensating change is that parrying also pauses your reload, so a defensive parry no longer buys you free reload time. Documented
- Parry is your best tool against Infernus's arrival and it is now a commitment rather than a hedge. Since 09-16-2026, parrying during a dash cancels the dash and its momentum, so you cannot both reposition and hold F. The cooldown maths makes the decision for you: a successful parry costs 0.5 seconds and stuns them for 3 with no Debuff Resist reduction possible, while a whiff costs 4.5 seconds — against a hero who arrives on a cooldown, that whiff is the entire window they needed. Documented
- Infernus closes distance on a cooldown and you have no exit, so in the 0-6 minute window your Guardian is your escape item. Fight with it behind you and inside its range, not beside you: their gap-close has to end somewhere, and ending it inside 116 DPS of Guardian fire is the only punish you own before you have items. The moment the Guardian falls at around 6:00, that safety disappears and the matchup gets materially worse — plan your first defensive purchase for that timing. Strategic
- Infernus is one of the strongest laners in the game and the standard build order will lose to them. Tier I is 800 and Tier II is 1,600, so your first meaningful decision comes fast: against this hero the 1,600 that answers their specific threat (
Healbane
Healbane +8s Duration +7 Spirit Power -35% Incoming Healing if they out-sustain you,
Debuff Reducer
Debuff Reducer +25% Debuff Resist +90 Bonus Health if they out-lock you,
Battle Vest
Battle Vest +18% Bullet Resist +3 Out of Combat Regen +65% Life Threshold +22% Weapon Damage +7% Fire Rate at +18% if they out-gun you) is worth more than the damage item that wins you a lane you are not going to win anyway. Strategic
-
Napalm harasses the enemy laner and clears the wave in a single cast, so he farms and pressures simultaneously Strong evidence -
Afterburn keeps damaging after the trade ends, so every exchange is worth more than it looks Strong evidence - Very low burst — if he cannot sustain contact, his damage never materializes Strong evidence
- Before
Flame Dash tier 3 he has one charge, so committing forward is genuinely risky Strong evidence
- The melee-reload loop from
Blasted means he never has to stop shooting to reload in an extended lane trade Strong evidence
- There is a hard behavioural change at 20:00 in this matchup: respawn goes from 35 to 38 seconds as of 09-16-2026, and you are the hero Infernus can pick off without a fight starting. Three seconds does not sound like much until you price it against the Rift's 7-minute cadence and the Urn at 20 and 25 — a single death now reliably costs you presence at the next objective. Past 20:00, stop taking the solo camp that is one rotation from their side of the map. Documented
- Your kit is built around lockdown and that is worth less on the Mid Boss than on Infernus — it carries 35% Debuff Resist as of 03-06-2026, so your disables run roughly two-thirds as long on it. Plan the take around damage and positioning rather than a CC chain, and spend the chain on Infernus if they contest. The payoff is worth the trip: 3,000 souls + 50 per minute, two permanent buffs each, and a Rejuvenator crystal giving up to three single-use revives that return a player at full health after 3 seconds, for 3 minutes. Documented
- Laning 0-10min —
Napalm plus
Afterburn is a lane harass package Strong evidence -
Napalm tier 3 — +17% damage taken and -33% healing turns him into a native anti-heal and a team-wide damage amp Strong evidence -
Flame Dash tier 3 — Two dash charges turn him from a committal diver into a repeatable skirmisher Strong evidence -
Concussive Combustion tier 3 — +10m radius and +0.9s Stun makes his ult a genuine teamfight-winning AoE Strong evidence
-
Bashdown T2 (+1 charge, +2m radius) — Two charges turn his anti-air pull and Knockup from a single interrupt into continuous area control Strong evidence -
Blasted T2 — The
Bashdown charge refund plus +7% wrecked amplification ties his damage engine to his CC and roughly doubles his effective output in a sustained brawl Strong evidence
- Stacking a second damage-reduction debuff onto Infernus is close to a wasted slot: since 05-22-2026 total damage-reduction debuffs stack diminishingly rather than additively. If someone on your team already brings one, your souls buy more as anti-heal or as resist shred, both of which sit on different multipliers. Coordinate this before the game rather than discovering it in the fight — two players independently buying
Inhibitor
Inhibitor +150 Bonus Health +5s Debuff Duration -30% Damage Penalty +10% Weapon Damage -40% Incoming Healing against their carry is a common and invisible waste. Documented
- Infernus wins by choosing where the fight happens. Take your position before the zoning goes down, not after — once the area is committed you are fighting on their terms, and walking in to contest it is exactly the mistake the kit is built to farm. Strategic
- Infernus heals through damage, so healing reduction is not optional here — but pick the right application route. Anti-heal arrives two ways: bullet-applied (
Toxic Bullets, T3) builds up through gunfire, and spirit-applied (
Healbane, T2) lands off Spirit Damage. Buy the one that matches how you actually deal damage, or it will never apply. Documented -
Majestic Leap (vitality T3) — Infernus'
Flame Dash — that is the zoning and area denial this answers. Buy to escape ground-based lockdown and to rotate across the map quickly. Documented -
Stamina Mastery
Stamina Mastery +2 Stamina +18% Stamina Recovery +23% Air Jump/Dash Distance Builds from Extra Stamina (vitality T3) — Infernus'
Concussive Combustion — that is the stuns and Hard CC this answers. Buy when dodging telegraphed abilities and disengaging is how you survive. Strong evidence -
Warp Stone
Warp Stone +16s Cooldown +30% Bullet Resist +6s Buff Duration (vitality T3) — Infernus'
Concussive Combustion is what you are buying against here. Buy when you are repeatedly getting caught and killed out of position, or to close a gap onto a fleeing target. Documented
- The instinct here is to buy
Dispel Magic as your answer to Infernus and then find it greyed out at the exact moment you need it.
Dispel Magic cannot be cast while you are stunned or asleep, and it cannot remove a Stun at all — it purges what comes with the Stun, not the Stun itself. Against Infernus the item you actually want is the pre-cast kind (
Unstoppable, which also cannot be activated once you are already stunned) or the automatic kind (
Indomitable
Indomitable +55s Cooldown +10s Duration +10% Bullet Resist +10% Spirit Resist +20s Cooldown On Apply +2 Out of Combat Regen Builds from Reactive Barrier , which cleanses the next Hard CC with no input from you). Documented - Your damage comes through melee and Infernus fights at the range where parry is live, so the mistake that decides this matchup is throwing the heavy melee into a held F. Parry counters both light and heavy melee, stuns you for 3 seconds, and that Stun is one of the two disables Debuff Resist explicitly does not shorten. Bait the parry — the whiff costs them 4.5 seconds of cooldown, a success only costs them 0.5. Strong evidence
Next
Billy’s other hard matchups
All of Infernus
Who beats Infernus, the items that shut Infernus down, and every ability.
Facing more than Infernus?
Add the other five enemies: who to focus first and what to buy against the whole team.
Sources and method for this page
Everything on this page is generated for Deadlock patch 10-30-2026 from Infernus's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.
Data-supported Measured: you win 50.3% of these, which is 0.9% above your overall win rate (67,574 matches). The kit-based model reads this as low instead — treat the measured number as primary and the gap as a sign this matchup is more about execution than kit.
Infernus's kit and counterplay were compiled from 6 sources, cross-checked for patch 10-30-2026. Threat ratings compare this pairing against Billy's own baseline win rate rather than a flat 50%, because ranking by raw win rate produces the wrong answer for heroes whose overall win rate is not 50%.