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Infernus vs Celeste

Infernus's team wins 51.9% Celeste's team wins 48.1%, across 62,569 games

Written for the Infernus player. Playing Celeste? See Celeste vs Infernus →

Infernus has the edge

Infernus usually wins 49.4% of games. Against Celeste that is 2.5% higher, over 62,569 games.

  • Whole match 51.9% +2.5% vs usual 62,569 games
  • Sharing a lane 51.7% +2.3% vs usual 20,057 games
  • Oracle and above 48.0% +0.2% vs usual 1,143 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 Infernus's usual win rate at that rank.

The fight at a glance

If you're Infernus

Has the edge
Dazzling Trick 38s Cooldown Celeste wraps herself in a protective prism. Crowd Control Silence on nearby enemies when the barrier is destroyed; Damage Deals a portion of the barrier value as damage on break; Mobility Tier 1 grants +3.5m move speed while active. 1 +3.5m move speed 2 +80 combat barrier and +0.7 spirit scaling 5 +1.5s silence duration and -20s cooldown

Wait out Dazzling Trick 38s cooldown

ThenForce it with a feint from range, let the Silence expire, then dive for real.

Watch out
Once Light Eater Light Eater 10m Range8s Duration20s Cooldown Celeste fires a flare of light in a cone ahead of her. Damage 40 flare damage plus 15 per subsequent tagged hit, over an 8s duration… Defensive The spirit lifesteal it enables is her only meaningful in-combat healing. 1 +15% spirit lifesteal 2 -10s cooldown (from a 20s base) and +3m cast range 5 +22 damage and +0.2 spirit scaling tags you, every one of her bullets carries bonus Spirit Damage and heals her.
Your edge
Infernus has more sustained damage than Celeste, so longer fights favour you.
Buy
Arctic Blast Arctic Blast 6,400 souls · Tier 4 · Tech · InstantCast +24s Cooldown +0.6s Spread Duration: +48% Move Speed +4s Slow Duration +10% Spirit Resist +1s Freeze Duration Buy it against the gap closers and escapes from Celeste.

If you're Celeste

Flame Dash 3s Duration38s Cooldown Dashes forward with slow resistance, leaving a burning trail behind that damages anyone standing in it. Damage about 30 damage per second from the trail; Mobility a substantial forward dash, extendable by holding forward Defensive slow resistance during the dash makes it reliable as an escape even into… 1 -12s cooldown 2 +1.0s trail duration and about +20 damage per second 5 2 ability charges with about a 14s recharge

Wait out Flame Dash 38s cooldown

ThenFeint an approach, make him dash to close, then focus him with no escape available.

Watch out
Napalm 20m Range25s Cooldown Sprays a burning mixture in front of him that deals spirit damage, slows whoever it touches, and leaves them coated in napalm that keeps burning. Crowd Control movement slow on everyone hit Damage about 40 spirit at base plus the napalm coating over time (deadlock.one) Mobility none directly, though the slow effectively closes distance 1 +20% lifesteal 2 applies about +17% Damage Taken and -33% Healing to affected targets 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
Celeste has more burst damage than Infernus.
Buy
Majestic Leap Majestic Leap 3,200 souls · Tier 3 · Armor · InstantCast +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.

The full plan for Infernus, phase by phase, is below. Celeste's side in full →

What should I do right now?

Do

  • Plan for Arctic Blast Arctic Blast 6,400 souls Tier 4TechInstantCast +24s Cooldown +0.6s Spread Duration: +48% Move Speed +4s Slow Duration +10% Spirit Resist +1s Freeze Duration Builds from Cold Front — know which tier it sits in so you are not improvising at the shop.
  • Know what Dazzling Trick looks like. It is the cooldown this lane revolves around.

Avoid

  • Walking to lane on the same path every wave against a hero with Celeste's engage range.

Do

  • Genuinely awkward laning — the 50 m/s projectile speed and bounce mechanic take real practice, and mobalytics explicitly calls her laning phase weak
  • Around 690-700 maximum health puts her at the bottom of the roster for durability
  • Napalm harasses the enemy laner and clears the wave in a single cast, so he farms and pressures simultaneously

Avoid

  • Four stamina charges plus her air-control passive (enhanced air acceleration and reduced gravity effects) make her extremely hard to pin down in a lane
  • The bounce weapon's aim assistance means near-misses still connect, which forgives imperfect aim at awkward angles

Do

  • Their first real spike is Light Eater T1/T2 — respect it from that point, not before.
  • Your spike is laning 0-10min: Napalm plus Afterburn is a lane harass package

Avoid

  • Taking an even fight against Celeste on their spike timing when you could take the same fight ten minutes later on yours.

Do

  • Watch for Dazzling Trick. Break the barrier from range rather than in melee — the Silence only hits nearby enemies, so a ranged hero pops it for free
  • Use a dispel or debuff-removal item on Light Eater's mark — stripping it removes both her bonus Spirit Damage and her only real in-combat healing

Avoid

Celeste’s abilities

  • Dazzling Trick Ability 2

    Hard control, and the reason the rest of the kit ever connects: Silence on nearby enemies when the barrier is destroyed.

    • Break the barrier from range rather than in melee — the Silence only hits nearby enemies, so a ranged hero pops it for free
    • If you must dive her, break the barrier first from a step back, then close once the Silence has already fired
    • Note the 38s cooldown after the 09-16-2026 patch; once it is spent she is a sub-700-health hero with no defensive layer for over half a minute
  • Shining Wonder Shining Wonder 170s Cooldown Celeste launches an orb of light that damages the first target it strikes, slowing them and shortening their dash distance, then bounces on to other enemies in range. Crowd Control Movement slow plus a dash-distance reduction on each target hit; Damage 125 base spirit damage (Game data, 30 October 2026); Defensive Slowing a chase is a real disengage use for a hero this fragile. 1 +20% move-speed slow and -15% dash distance 2 +90 damage 5 +8 maximum bounces and -30s cooldown Ultimate

    This will not kill you on its own — it makes sure you cannot leave while the rest of Celeste's kit does. Movement slow plus a dash-distance reduction on each target hit.

    • Spread out — it bounces between enemies in range, so the entire value of the ultimate depends on your team being clustered
    • Post-09-16-2026 its radius is smaller, so maintaining even modest spacing at objectives substantially reduces the number of bounces
    • If you are hit, expect your dash distance to be shortened; plan the escape around walking behind cover rather than dash-chaining out
  • Light Eater Ability 1

    The keystone of her damage and sustain. Her weapon does almost nothing on its own; Light Eater is what converts her ordinary shots into Spirit Damage and healing, so almost every fight starts with this cast.

    • Break line of sight after she tags you — the mark only pays out on her subsequent attacks, so denying her shots denies both her damage and her healing
    • Use a dispel or debuff-removal item to strip the mark outright; mobalytics explicitly lists this as her cleanest counter
    • Stay outside the cone's arc when she is reloading or repositioning; the cone is frontal and short-ranged
  • Radiant Daggers Radiant Daggers 25m Range33s Cooldown Celeste calls a shaft of light down from above a chosen point. Damage 55 impact damage base (deadlock.one); Defensive Used behind her to deter a chase through a corridor. 1 +2 charges 2 +70 impact damage, -22s cooldown and +5m cast range 5 +5% spirit amp and +9% fire rate per stack Ability 3

    Her zone-control tool and her ramp. The delay makes it bad as a reactive damage source but excellent as an area denial on a choke or an objective, and the stacks are how her damage scales through a long fight.

    • Leave the marked area before the beam fully forms — the whole ability is a telegraph with a delay, and simply walking out denies both the damage and her stack
    • Denying her hero hits denies the stacking spirit amp, so her damage never ramps
    • Do not stand still in doorways, stairwells or on an objective while she has charges up; those are the only places the delay does not matter
  1. 1 Dazzling Trick

    Dazzling Trick first — after the 09-16-2026 patch it is on a 38s cooldown, and it is both her defensive layer and her anti-dive Silence. Force it with a feint from range, let the Silence expire, then dive for real

  2. 2 Light Eater

    Light Eater second — without the tag her weapon is a 31 DPS marksman rifle with a 2.00s reload and she has no healing at all. Breaking line of sight after she casts it wastes the entire 8s window

  3. 3 Shining Wonder

    Shining Wonder is denied by spacing rather than baited; it seeks targets, so there is no dodge, only spread

The matchup in detail

  • Around 690-700 health, so she dies quickly once she is caught Strong evidence
  • Very low raw weapon DPS (31) — her damage only exists once Light Eater has tagged the target Strong evidence
  • Her damage tools (Radiant Daggers' formation delay, Shining Wonder's bounces) are all telegraphed or spacing-dependent Strong evidence
  • You out-lane Celeste and they out-scale the lane phase, so the whole matchup lives in the first six minutes. The lead you build there has to be spent before Guardians fall and the map turns into grouped objectives — souls banked are not a lead against a hero who is better in the format that follows. Convert into their Guardian, into the Urn at 10:00, or into map control ahead of the first Rift around 11:00, and treat any minute where your advantage is sitting unspent as a minute given back. Strategic
  • Once Light Eater tags you, every one of her bullets carries bonus Spirit Damage and heals her — a trade you think you are winning on her low DPS is actually refilling her health bar Strong evidence
  • Diving her into Dazzling Trick silences you when you break the barrier, so the burst that was supposed to kill her leaves you unable to use abilities to finish or flee Strong evidence
  • Radiant Daggers denies chokepoints and objective circles outright; with T1's extra charges she can cover two exits at once Strong evidence
  • Shining Wonder shortens your dash distance as well as slowing you, which specifically breaks dash-chain escapes rather than merely delaying them Strong evidence
  • Her air-control passive plus four stamina charges means chasing her through vertical terrain usually just wastes your stamina Strong evidence
  • Celeste can Silence, which means your escape is only real if it is already active. Pre-empt rather than react: if you are walking into a position where the Silence lands, your defensive cooldown should be spent getting out of that position, not saved for after. Strong evidence
  • Use a dispel or debuff-removal item on Light Eater's mark — stripping it removes both her bonus Spirit Damage and her only real in-combat healing Strong evidence
  • Break Dazzling Trick from range rather than in melee; the Silence on break is proximity-based, so popping it from a step back costs you nothing Strong evidence
  • Punish her ~690-700 health directly with a single burst window; she has no untargetable escape and no real durability once the barrier is gone Strong evidence
  • Walk out of the Radiant Daggers marked area before the beam finishes forming — the delay is the entire counterplay and denies her the stacking spirit amp as well Strong evidence
  • Spread out at objectives; Shining Wonder bounces between clustered enemies and the 09-16-2026 radius nerf makes even modest spacing effective Strong evidence
  • Use knockups and displacement (Dynamo's Kinetic Pulse Kinetic Pulse 26s Cooldown Dynamo sends a wave of energy racing along the ground in front of him. Crowd Control Knockup — brief airborne loss of control. Damage 115 spirit damage base (deadlock.one); Defensive The knockup interrupts an incoming dive or channel, buying his team the… 1 +1 charge 2 applies -15% bullet resist and a 30% move-speed slow for 4s 5 +135 damage and +20m cast range , Billy's Bashdown Bashdown 4m Range35s Cooldown 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 , Bebop's Exploding Uppercut Exploding Uppercut 22s Cooldown Bebop swings upward, knocking back everyone close to him. Crowd Control Knockback/knockup on the initial hit, plus a fire-rate reduction applied by… Damage Not sourced as a single figure on current pages; Mobility none for Bebop himself; 1 roughly -11s cooldown (base is about 22s) 2 +9 uppercut hit buff and +30% weapon damage 5 on hero hit, resets Grapple Arm's cooldown and restores about +18% of his missing health ) to cut her air mobility mid-flight — mobalytics lists displacement as a direct counter Strong evidence
  • Force fights while her stamina is spent; the 09-16-2026 patch raised her stamina cooldown to 5.3s and she has no other escape layer Strong evidence
  • Against Celeste the item that changes the matchup is Slowing Hex Slowing Hex 1,600 souls Tier 2TechPress +29s Cooldown +3.5s Duration +0.1s Cast Delay +16% Move Speed -26% Dash Distance , and not for the slow. It silences movement abilities and movement items — that is their dash, their blink, their Warp Stone Warp Stone 3,200 souls Tier 3ArmorInstantCast +16s Cooldown +30% Bullet Resist +6s Buff Duration and their Phantom Strike Phantom Strike 6,400 souls Tier 4ArmorPress +35s Cooldown +0.35s Cast Delay +8 Spirit Power +15% Weapon Damage +40% Move Speed +3s Slow Duration all turned off at once — and raises their gravity to 120% on top. At Tier II Spirit for 1,600 it is the cheapest way to convert a mobility advantage into a stationary target, and you deal the Spirit Damage needed to apply the follow-up. Strong evidence
  • The 38s after Dazzling Trick is spent — she is a sub-700-health hero with no barrier, no Silence and no untargetable escape Strong evidence
  • Any moment she is out of stamina charges; her air mobility is her only real defence and the 5.3s stamina cooldown is slow to refill Strong evidence
  • The 8s Light Eater window when you have broken line of sight — she is doing 31 DPS with no Lifesteal and cannot ramp Radiant Daggers stacks Strong evidence
  • During her 2.00s reload with an 8-round clip; at 1.72 shots per second she empties and reloads frequently Strong evidence
  • While she is mid-air after a Knockup or displacement — she cannot correct her position and her air control is what she was relying on Strong evidence
  • Early game generally: mobalytics and dramalock both note her laning phase is weak and her sub-700 health makes her the easiest lane kill of this group Strong evidence
  • Your trades against Celeste changed on 09-16-2026: dashes and light melees no longer pause gun cycle time. Your damage output and your repositioning are no longer competing for the same seconds, which is the single biggest gain for a long-cycle weapon in this patch. Practically, that means you can now dodge the opening of their burst and keep your cycle running, so the correct trade against a burst hero is no longer stand-and-shoot — it is move-and-shoot, and it costs you nothing to do it. Documented
  • You are a strong laner, so know where the income actually goes. Trooper souls are split among players within roughly 45m of the orb or 30m of the killer, and two players nearby take 54% each rather than 50% — a duo lane is slightly net-positive for the team and clearly negative for you individually. If you are winning the lane against Celeste, holding the wave alone at range from your partner is worth real souls per minute. Treat the exact distances as community-sourced. Uncertain
  • Four stamina charges plus her air-control passive (enhanced air acceleration and reduced gravity effects) make her extremely hard to pin down in a lane Strong evidence
  • The bounce weapon's aim assistance means near-misses still connect, which forgives imperfect aim at awkward angles Strong evidence
  • Genuinely awkward laning — the 50 m/s projectile speed and bounce mechanic take real practice, and mobalytics explicitly calls her laning phase weak Strong evidence
  • Around 690-700 maximum health puts her at the bottom of the roster for durability Strong evidence
  • Napalm harasses the enemy laner and clears the wave in a single cast, so he farms and pressures simultaneously Strong evidence
  • Celeste will be their Urn runner and you are the one who can stop it. The Urn cannot be voluntarily dropped — it comes loose only on melee, a Stun, or death — so chip damage and slows do not deny a delivery, your Hard CC does. Hold it for the carry rather than spending it on the approach fight, and note the favoured team gets +50% Bullet and Spirit Resist in a 60m bubble while carrying and depositing, which is why trying to burst the runner down usually fails. Documented
  • Light Eater T1/T2 — The extra spirit Lifesteal and -10s cooldown turn her from a fragile poker into a hero who sustains through skirmishes Strong evidence
  • Radiant Daggers T1 (+2 charges) — Multiple charges let her actually cover the ground an enemy must walk through, which is when the delay stops mattering Strong evidence
  • Shining Wonder unlock — Gives her the multi-target slow and dash reduction she needs to matter in a real teamfight Strong evidence
  • Late 35min+ with Radiant Daggers T3 stacks — +5% more spirit amp and +9% fire rate per stack compound through a long fight, which is where her late-game scaling lives Strong evidence
  • 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
  • Fight Celeste under cover — indoors, under walkways, inside stairwells. Taking away the vertical axis removes most of their kit's value before you spend a single item slot on it. Strategic
  • Riding a zipline in Celeste's line of sight is worse than walking. Enemy hero damage while you are riding knocks you off for 15% of your max health, a 2.5-second Stun and a fall — for a hero with your health pool that is most of a death handed over for free. You gain knockoff immunity only after 3 consecutive seconds of riding, signalled by a blue particle effect, so the dangerous part is the first three seconds. Mount out of their sight line, not near it. Documented
  • Celeste 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
  • Celeste 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 Toxic Bullets 3,200 souls Tier 3WeaponPassive -40% Incoming Healing , T3) builds up through gunfire, and spirit-applied (Healbane Healbane 1,600 souls Tier 2ArmorPassive +8s Duration +7 Spirit Power -35% Incoming Healing , T2) lands off Spirit Damage. Buy the one that matches how you actually deal damage, or it will never apply. Documented
  • Celeste fights from the air, which is exactly what Knockdown Knockdown 3,200 souls Tier 3TechPress +35s Cooldown +0.1s Cast Delay +2s Stun Delay +0.5s Stun Duration +75 Bonus Health +5% Ability Range +5% Radius exists for: it applies +100% gravity to an airborne target (raised from +50% in March 2026) and its Stun scales with altitude, up to about +1.5s at 30m. The higher they commit, the harder the punish — and Debuff Resist will not shorten that Stun for them. Documented
  • Your escape is a big part of why you survive fights, and Celeste can turn it off. Debuff Resist shortens the lockout, and a cleanse removes it outright — one of the two is worth a slot specifically because of this hero. Strategic
  • Arctic Blast (spirit T4) — Celeste is where this lineup’s gap closers and escapes comes from. Buy to lock down a mobile enemy team or to peel a dive off your backline — slowed targets cannot regenerate stamina. Documented
  • Dispel Magic Dispel Magic 3,200 souls Tier 3ArmorInstantCast +45s Cooldown +10% Spirit Resist +3s Buff Duration +250 Heal Amount (vitality T3) — Buy when enemy debuffs — slows, silences, anti-heal, disarms, hexes — are what is killing you rather than raw damage. What you are answering here: Celeste's Dazzling Trick. Documented
  • Knockdown (spirit T3) — Celeste is where this lineup’s air mobility comes from. Buy whenever an enemy fights from the sky — it answers flying and airborne heroes and channelled aerial ultimates. Documented
  • The reflex buy against a hero who keeps deleting you is Metal Skin Metal Skin 3,200 souls Tier 3ArmorInstantCast +24s Cooldown +5s Duration +12% Bullet Resist -20% Dash Distance +20% Gravity Scale , and against Celeste it does nothing. Metal Skin is bullet-damage immunity only — Spirit Damage, abilities and every status effect pass straight through it, and you pay −1.5 m/s move speed and −20% dash distance for the privilege. The three big defensive actives are deliberately orthogonal: Metal Skin stops bullets, Unstoppable Unstoppable 6,400 souls Tier 4ArmorInstantCast +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer stops statuses, Ethereal Shift Ethereal Shift 6,400 souls Tier 4TechInstantCast +37s Cooldown +4s Duration +5s Buff Duration +30% Spirit Resist +20 Spirit Power stops everything but disables you. Celeste is a spirit threat, so it is the last two you are choosing between. Documented
  • Your damage arrives over time and Celeste converts damage dealt into health, which makes the natural instinct — stay in the fight, keep the pressure on — the exact thing that loses it. Their sustain scales with how many targets are in front of them and how long the fight runs; yours does not scale at all. Either break contact and force them to re-approach on a cooldown, or bring healing reduction so the long fight stops being their format. Strategic

Next

Infernus’s other hard matchups

Every Infernus matchup →

All of Celeste

Who beats Celeste, the items that shut Celeste down, and every ability.

How to counter Celeste →

Facing more than Celeste?

Add the other five enemies: who to focus first and what to buy against the whole team.

Open in the matchup tool →

Sources and method for this page

Everything on this page is generated for Deadlock patch 10-30-2026 from Celeste's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.

Data-supported Measured: you win 51.9% of these, which is 2.5% above your overall win rate (62,569 matches). The kit-based model reads this as moderate instead — treat the measured number as primary and the gap as a sign this matchup is more about execution than kit.

Celeste's kit and counterplay were compiled from 10 sources, cross-checked for patch 10-30-2026. Threat ratings compare this pairing against Infernus'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%.

Full source register →