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Infernus portrait

Infernus vs Violet

Not out yet

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

Violet is announced but not out yet. New heroes release Tuesdays and Fridays at 2:00 pm Pacific, in an order set by player vote; the next slot is Friday 16 October.

This page becomes the full matchup guide on release day: the measured win rate, who is favoured, how to win, a phase-by-phase plan and the abilities to watch. Everything known about Violet so far →

Your side: Infernus in lane

Lane strengths

  • Napalm 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 +15% lifesteal 2 applies about +17% Damage Taken and -33% Healing to affected targets harasses the enemy laner and clears the wave in a single cast, so he farms and pressures simultaneously
  • 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 burning targets suffer about -35% spirit damage 2 +3.0s maximum burn duration keeps damaging after the trade ends, so every exchange is worth more than it looks
  • Flame Dash 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 +1.0s trail duration and about +20 damage per second 2 2 ability charges with about a 14s recharge covers the lane quickly for orb denial or a step-up kill

Lane weaknesses

  • Very low burst — if he cannot sustain contact, his damage never materializes
  • Before Flame Dash 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 +1.0s trail duration and about +20 damage per second 2 2 ability charges with about a 14s recharge tier 3 he has one charge, so committing forward is genuinely risky
  • Loses badly to long-range poke heroes who never let him inside Napalm 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 +15% lifesteal 2 applies about +17% Damage Taken and -33% Healing to affected targets 's cone

Power spikes

  • Laning 0-10min — Napalm 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 +15% lifesteal 2 applies about +17% Damage Taken and -33% Healing to affected targets 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 burning targets suffer about -35% spirit damage 2 +3.0s maximum burn duration is one of the strongest lane harass packages in the game
  • Napalm 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 +15% lifesteal 2 applies about +17% Damage Taken and -33% Healing to affected targets tier 3 — +17% damage taken and -33% healing turns him into a native anti-heal and a team-wide damage amp
  • Flame Dash 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 +1.0s trail duration and about +20 damage per second 2 2 ability charges with about a 14s recharge tier 3 — Two dash charges turn him from a committal diver into a repeatable skirmisher

Infernus build → · Infernus’s hardest matchups →

What Valve has shown of Violet

Abilities not shown yet. Valve's words for Violet: ambitious, nimble, creative. A painter. Likely a zoning or terrain-painting kit; nothing confirmed yet.

Other new heroes against Infernus