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Infernus vs Sinclair

Infernus's team wins 54.3% Sinclair's team wins 45.7%, across 19,009 games

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

Infernus has a big edge

Infernus usually wins 49.4% of games. Against Sinclair that is 4.9% higher, over 19,009 games.

  • Whole match 54.3% +4.9% vs usual 19,009 games
  • Sharing a lane 54.9% +5.5% vs usual 6,487 games
  • Oracle and above 50.6% +2.8% vs usual 500 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
Rabbit Hex 24m Range26s Cooldown Sinclair hexes an area, turning every enemy inside it into a rabbit for a short time. Crowd Control A hard disable — hexed targets cannot use most actions for 2s (3s at 2 AP). Damage No direct damage; applies 15% increased damage taken (+7% at 5 AP). 26s… Mobility None for Sinclair. Hexed enemies move faster, which is a real drawback of… 1 1 AP: -10s cooldown (26s to 16s) 2 2 AP: +1s duration (2s to 3s) 5 5 AP: +7% damage amplification and +2m radius (was +3m before 5 October)

Wait out Rabbit Hex 26s cooldown

ThenAt 26s base (16s at 1 AP), baiting it with a durable body opens a clean dive window on a 730 HP mage.

Watch out
Vexing Bolt 500m Range24s Cooldown Sinclair fires a bolt of magic whose damage grows the further it travels. Crowd Control None at base. The 1 AP upgrade applies -25% fire rate for 5s. Damage 60 minimum to 120 maximum depending on distance travelled; Defensive The fire-rate slow at 1 AP is a genuine defensive debuff against gun-primary… 1 1 AP: applies -25% fire rate for 5s 2 2 AP: -13s cooldown (24s to roughly 11s) 5 5 AP: +50% maximum damage and +50% assistant bolt damage Vexing Bolt is redirectable mid-flight, so dodging it early does nothing.
Your edge
Infernus has more healing than Sinclair, so you recover between fights and they do not.
Buy
Knockdown Knockdown 3,200 souls · Tier 3 · Tech · Press +35s Cooldown +0.1s Cast Delay +2s Stun Delay +0.5s Stun Duration +75 Bonus Health +5% Ability Range +5% Radius Buy it against Sinclair's Spectral Assistant Spectral Assistant 15m Range6s Duration40s Cooldown Sinclair summons an Assistant at a targeted location. Damage 15 damage per Assistant attack, +14 at 5 AP. Mobility The swap is a functional blink to a pre-chosen location, usable twice per… Defensive His only escape tool — placing the Assistant behind cover and swapping is… 1 1 AP: -10s cooldown (40s to 30s) 2 2 AP: +7s duration and +5m placement range 5 5 AP: +60% Assistant fire rate and +14 Assistant damage .

If you're Sinclair

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
Sinclair has more reach than Infernus, so you can trade from range.
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. Sinclair's side in full →

What should I do right now?

Do

  • Plan for 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 — know which tier it sits in so you are not improvising at the shop.
  • Know what Rabbit Hex looks like. It is the cooldown this lane revolves around.

Avoid

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

Do

  • 730 max health with no healing whatsoever in the kit
  • 300 m/s projectile speed means his gun must lead moving targets — a strafing laner takes far less than the paper DPS suggests
  • Napalm harasses the enemy laner and clears the wave in a single cast, so he farms and pressures simultaneously

Avoid

  • 16.5 damage per bullet with falloff not starting until 20m gives him a long comfortable poke range
  • Vexing Bolt at 60-120 distance-scaled damage with a mid-flight redirect is extremely hard to fully avoid in a lane

Do

  • Their first real spike is 1 AP into Rabbit Hex — 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 Sinclair on their spike timing when you could take the same fight ten minutes later on yours.

Do

  • Watch for Audience Participation Audience Participation 20m Range85s Cooldown Sinclair copies an enemy hero's ultimate for a limited time. Crowd Control Whatever CC the copied ultimate provides Damage No inherent damage — output depends entirely on the copied ultimate. Mobility Whatever mobility the copied ultimate provides 1 1 AP / 2 AP / 5 AP: each tier upgrades the copied ultimate one additional step . It requires a target within 20m — staying outside that range with your ultimate-carrier denies the copy entirely
  • Pick or rotate a hard gap-closer. At 730 HP with no healing, any diver who gets past the Assistant swap kills him in one commit

Avoid

  • Spending your own escape before Rabbit Hex is on cooldown.

Sinclair’s abilities

  • Sinclair's fight-ender: whatever CC the copied ultimate provides.

    • It requires a target within 20m — staying outside that range with your ultimate-carrier denies the copy entirely
    • Use your ultimate before he can copy it, or bait the copy onto a hero whose ultimate is low-value in that moment
    • The copy lasts only 9s: if you force a disengage immediately after he copies, the window expires with nothing spent
  • Vexing Bolt Ability 1

    Nothing to respect until the upgrade lands, and then the 1 AP upgrade applies -25% fire rate for 5s.

    • Do not dodge early — the bolt is redirectable, so commit your strafe or your cover break at the last moment when he can no longer correct
    • Close the distance. Damage scales with travel distance, so fighting Sinclair inside 15m strips most of the bolt's value
    • Break line of sight with a hard object rather than strafing; a redirect cannot steer through geometry
  • Rabbit Hex Ability 3

    The other half of Sinclair's control: a hard disable — hexed targets cannot use most actions for 2s (3s at 2 AP).

    • If you are already mid-ability when it lands, keep going — the hex does not interrupt abilities in progress
    • Base duration is only 2s. The correct response is to keep moving toward cover (you move faster as a rabbit) rather than freezing in place inside the amplification
    • Spread out: the 6m radius is a group punish, and one hex catching three heroes into a 15% amp is what actually kills people
  • Spectral Assistant Ability 2

    It is three things at once: extra damage output, a free reload, and a pre-placed escape. Placing it behind him before a fight is effectively banking a teleport.

    • Look for where he placed the Assistant before you commit — that is where he will be standing when you dive him
    • Kill the Assistant or cut off the swap destination; with the Assistant gone he has no escape at all
    • Count the swaps. Two per cast, so after the second one he is a 730 HP hero with no mobility until the 40s (30s at 1 AP) cooldown returns
  1. 1 Rabbit Hex

    Rabbit Hex first. It is his only Hard CC, his only real peel, and his damage amplifier. At 26s base (16s at 1 AP), baiting it with a durable body opens a clean dive window on a 730 HP mage

  2. 2 Spectral Assistant

    Then Spectral Assistant. Force the swap — after two swaps he cannot reposition again for 40s (30s at 1 AP), and that is the kill window

  3. 3 Vexing Bolt

    Vexing Bolt is worth draining in lane given the 24s base cooldown, but at 2 AP (~11s with charges) baiting it stops being meaningful

The matchup in detail

  • 730 HP, zero sustain, and completely dependent on the Assistant being placed for any escape Strong evidence
  • Every meaningful cast is a skillshot or placement — misses are expensive on long base cooldowns Strong evidence
  • Rabbit Hex does not interrupt in-progress abilities, so it fails against channelled ultimates Strong evidence
  • You out-lane Sinclair 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
  • Vexing Bolt is redirectable mid-flight, so dodging it early does nothing — a long-travelled bolt lands for up to 120 base (180 at 5 AP) and the Assistant fires a second copy alongside it Strong evidence
  • Rabbit Hex catches everyone in a 6m radius (8m at 5 AP) for 2-3 seconds with 15-22% increased damage taken, which is how a poke mage converts a grouped team into a wipe Strong evidence
  • Hex into bolt into a stolen enemy ultimate is a full combo that can be executed from 24m away with no approach Strong evidence
  • Audience Participation copies your ultimate with its upgrade points intact, so your own fully-upgraded fight-winner gets used against you within 10 seconds Strong evidence
  • He fights at 60m falloff with a spectral clone giving him a second firing angle, so there is often no single position where you are safe from both Strong evidence
  • Pick or rotate a hard gap-closer. At 730 HP with no healing, any diver who gets past the Assistant swap kills him in one commit Strong evidence
  • Delay your dodge on Vexing Bolt until the last moment — it is steerable, so early strafes get corrected. Break line of sight with geometry instead, which a redirect cannot follow Strong evidence
  • If you are hexed mid-ability, finish the ability. Rabbit Hex does not interrupt casts already in progress, and you move faster as a rabbit, so run for cover rather than standing in the amplification Strong evidence
  • Find the Spectral Assistant before you dive and kill it or cut off the swap point; it is his only escape and it allows only 2 swaps per cast Strong evidence
  • Keep your ultimate-carrier outside 20m of him, or spend the ultimate before he can copy it — denying the copy puts Audience Participation on the full 85s instead of about 51s Strong evidence
  • Close inside 15m whenever possible: Vexing Bolt scales with travel distance, so short range weakens it, though his gun still does full damage there Strong evidence
  • Sinclair does a lot of damage through summons rather than in person. Do not spend single-target cooldowns clearing them — Area Damage handles the summons while you keep your burst for the hero. Check whether the summons are what is actually killing you before you commit to fighting the hero at all. Strategic
  • After both Spectral Assistant swaps are used, or while no Assistant is placed — he has literally no escape on a 730 HP frame Strong evidence
  • During the 2.50s weapon reload if he has already swapped (the swap reloads for free, so a reload means the swap is unavailable) Strong evidence
  • Rabbit Hex on cooldown (26s base) — he cannot stop a gap-closer and cannot amplify the damage he needs to trade back Strong evidence
  • Immediately after a Vexing Bolt is thrown and redirected: at 24s base with 4s between charges, an emptied charge bar is real dead time before the 2 AP upgrade Strong evidence
  • The 9 seconds after Audience Participation is cast and not used — the copy expires and he is left on the shorter (about 51s) cooldown with nothing gained Strong evidence
  • Any time he is in the open and further than 24m from a teammate: no hex range on you, no escape target, and a 300 m/s projectile that a strafing diver simply walks through Strong evidence
  • Sinclair beats you at range, so your win condition is arrival, not attrition. Do not chip. Spend the early game reaching a position where your first engagement is already inside your range, and accept losing the poke exchange to get there. Strong evidence
  • Your trades against Sinclair 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 have to close distance to do anything and Sinclair exists to stop that, so the lane is about approach geometry. Move between cover on their reload or their cooldown rather than in a straight line, and treat every open crossing as something you only do with a purpose. Trading chip damage at their range is a losing exchange you never have to accept. Strong evidence
  • Sinclair's chip damage is not primarily about your health bar in lane — it is about your map access. Every point of damage they land resets a 3-second zipline lockout, so a hero who can touch you once every two seconds has effectively removed the zipline from your game. Plan rotations from behind cover with a clean gap, and when you intend to leave lane, leave before you are being shot at rather than because you are. Strong evidence
  • 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 Sinclair, holding the wave alone at range from your partner is worth real souls per minute. Treat the exact distances as community-sourced. Uncertain
  • 16.5 damage per bullet with falloff not starting until 20m gives him a long comfortable poke range Strong evidence
  • Vexing Bolt at 60-120 distance-scaled damage with a mid-flight redirect is extremely hard to fully avoid in a lane Strong evidence
  • 730 max health with no healing whatsoever in the kit Strong evidence
  • 300 m/s projectile speed means his gun must lead moving targets — a strafing laner takes far less than the paper DPS suggests Strong evidence
  • Napalm harasses the enemy laner and clears the wave in a single cast, so he farms and pressures simultaneously Strong evidence
  • 1 AP into Rabbit Hex — -10s cooldown (26s to 16s) makes the hard disable available in nearly every skirmish instead of once per fight Strong evidence
  • 2 AP into Vexing Bolt — -13s cooldown (24s to ~11s) turns his poke from a punctuation mark into continuous pressure Strong evidence
  • Audience Participation unlock, plus a fed enemy ultimate — Copies with inherited upgrade points, so the spike is really the enemy's ultimate spike Strong evidence
  • 2 AP into Spectral Assistant — +7s duration (6s to 13s) makes the swap a reliably banked escape rather than a burst-window tool 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
  • Riding a zipline in Sinclair'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
  • Knockdown (spirit T3) — Sinclair creates that through Sinclair's Spectral Assistant. Buy whenever an enemy fights from the sky — it answers flying and airborne heroes and channelled aerial ultimates. Documented
  • 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 (vitality T4) — Sinclair creates that through Sinclair's Spectral Assistant. Buy to catch flying or long-range heroes who otherwise never enter your range, and to Disarm a gun carry mid-burst. Documented
  • High-Velocity Rounds High-Velocity Rounds 800 souls Tier 1WeaponPassive +45% Bullet Velocity +8% Weapon Damage (weapon T1) — Buy on heroes with slow bullets (under 275 m/s) fighting mobile or long-range opponents, where the extra Bullet Velocity cuts how far ahead each shot has to be led. Relevant here because of Sinclair. Strong evidence
  • 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 Sinclair 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. Sinclair is a spirit threat, so it is the last two you are choosing between. Documented

Next

Infernus’s other hard matchups

Every Infernus matchup →

All of Sinclair

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

How to counter Sinclair →

Facing more than Sinclair?

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 Sinclair's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.

Data-supported Measured: you win 54.3% of these, which is 4.9% above your overall win rate (19,009 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.

Sinclair's kit and counterplay were compiled from 5 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 →