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Mirage vs Infernus

Mirage's team wins 44.8% Infernus's team wins 55.2%, across 29,415 games

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

About even

Mirage usually wins 43.5% of games. Against Infernus that is 1.3% higher, over 29,415 games.

  • Whole match 44.8% +1.3% vs usual 29,415 games
  • Sharing a lane 44.6% +1.1% vs usual 10,361 games
  • Oracle and above 45.2% +3.1% vs usual 770 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 Mirage's usual win rate at that rank.

The fight at a glance

If you're Mirage

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
Mirage 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.

If you're Infernus

Dust Devil 20m Range36s Cooldown Mirage becomes a whirlwind that travels forward, damaging enemies in its path, slowing their movement and lifting them into the air. Crowd Control Movement slow plus a knockup/lift on enemies caught in the path. Damage 65 base damage. T1 adds +60 damage. 36s cooldown. Mobility A committed forward travel — he cannot change direction mid-tornado, which… 1 +60 damage. 2 -12s cooldown, +30% evasion. 5 recast within 6s, increased spirit scaling.

Wait out Dust Devil 36s cooldown

WhyIt is his only gap-closer and his only escape; bait it with a fake overextend and he has 36 seconds of being a 730 HP pistol hero with no mobility.

Watch out
Dust Devil closes distance and lifts you into the air, and while airborne you cannot dash away from the marks and pistol shots that follow.
Your edge
Infernus has more sustained damage than Mirage, so longer fights favour you.
Buy
Slowing Hex Slowing Hex 1,600 souls · Tier 2 · Tech · Press +29s Cooldown +3.5s Duration +0.1s Cast Delay +16% Move Speed -26% Dash Distance Buy it against Mirage's Traveler Traveler 140s Cooldown Mirage designates a spot on the minimap and, after a 3s wait, teleports there and gains a barrier. Damage No damage. 140s cooldown. Mobility Global relocation, the split-pressure tool in his kit. Defensive Every Traveler grants a 400 barrier on arrival, so he lands into a fight… 1 +3m move speed and +20% fire rate for 12s on arrival (the 12s now comes from the base… 2 -65s cooldown. 5 damage can no longer cancel the channel, and the barrier gains 0.8 spirit scaling. .

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

What should I do right now?

Do

  • Plan for Majestic Leap Majestic Leap 3,200 souls Tier 3ArmorInstantCast +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
  • 14.8 damage per bullet is high per-shot, so he punishes anyone who stands still to last hit.

Avoid

  • Napalm harasses the enemy laner and clears the wave in a single cast, so he farms and pressures simultaneously
  • Afterburn keeps damaging after the trade ends, so every exchange is worth more than it looks

Do

  • Their first real spike is laning 0-10min — respect it from that point, not before.
  • Your spike is Fire Scarabs Fire Scarabs 35s Cooldown Mirage infests an enemy with scarabs that siphon life from them back to him and reduce the damage they deal. Crowd Control No CC, but the damage reduction on the infested target is a meaningful soft… Damage Drains 8 health per second at base rank. Defensive The life steal plus the enemy damage reduction is a double-sided defensive… 1 +7 DPS. 2 increased spirit scaling. + Djinn's Mark Djinn's Mark 2.8s Cooldown Mirage's shots leave marks on enemies, with a per-target cooldown on application. Crowd Control None at base. T1 applies a fading 48% slow for 0.8s on proc; T3 adds a 0.5s… Damage 11 spirit damage per mark at base, with a doubling effect per stack. 1 fading 48% slow for 0.8s on proc. 2 +20 base damage, +3s multiplier duration. 5 -0.75s cooldown, +1 max mark, 0.5s stun at max marks. early (laning 0-10min): Fire Scarabs gives him sustain and Djinn's Mark gives his pistol a detonation, so he can take trades in lane.

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 190s Cooldown 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

  • 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 6,400 souls Tier 4ArmorInstantCast +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 6,400 souls Tier 4TechInstantCast +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. 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. 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. 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
  • You fight at mid range and Infernus has to reach close range, but they have the movement to do it — which means the matchup is not a range advantage, it is a cooldown one. Their gap-closer is the only thing bridging the band, so track it rather than tracking their health. With it up you are in their range and should behave accordingly; with it down you are in a range they cannot reach and every second of that window is free. Strategic
  • 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 1,600 souls Tier 2ArmorInstantCast +20s Cooldown +0.1s Cast Delay +8% Spirit Resist +25 Max Stacks +3 Max Stamina Restore , Lifestrike Lifestrike 3,200 souls Tier 3ArmorPassive +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 3,200 souls Tier 3ArmorInstantCast +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 3,200 souls Tier 3ArmorInstantCast +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 3,200 souls Tier 3WeaponPassive -40% Incoming Healing bleed, Silencer Silencer 6,400 souls Tier 4WeaponPassive +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
  • 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 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 1,600 souls Tier 2ArmorPassive +8s Duration +7 Spirit Power -35% Incoming Healing if they out-sustain you, Debuff Reducer Debuff Reducer 1,600 souls Tier 2ArmorPassive +25% Debuff Resist +90 Bonus Health if they out-lock you, Battle Vest Battle Vest 1,600 souls Tier 2ArmorPassive +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
  • You get value from moving around the map and Infernus does not, but the 09-16-2026 patch made that harder to convert early: tunnel breakables Crates Breakable Streets, rooftops and tunnels — about 500 of them Ordinary breakables. Each has a 60% chance to drop souls; a Tough Crate always drops, for double. Souls 23 souls a crate, 60% of the time +2 a minute now spawn and respawn on 5 minutes rather than 3. The off-lane income that used to make a rotation pay for itself is roughly 40% less frequent, so before 6:00 a rotation has to be justified by pressure on Infernus or on the Guardian, not by the breakables you pick up on the way. Documented
  • 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
  • 14.8 damage per bullet is high per-shot, so he punishes anyone who stands still to last hit. 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
  • 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
  • Fire Scarabs + Djinn's Mark early (laning 0-10min) — Fire Scarabs gives him sustain and Djinn's Mark gives his pistol a detonation, so he can take trades in lane. Strong evidence
  • Dust Devil T2 (mid game) — -12s cooldown and +30% evasion make his engages repeatable rather than once-per-fight. 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 6,400 souls Tier 4ArmorPassive +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 3,200 souls Tier 3ArmorPassive +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 3,200 souls Tier 3ArmorInstantCast +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 usual error against Infernus is treating Concussive Combustion as something to react to rather than something to pre-empt. By the time it is on you, the decision has already been made. Strategic

Next

Mirage’s other hard matchups

Every Mirage matchup →

All of Infernus

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

How to counter Infernus →

Facing more than Infernus?

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

Data-supported Measured: you win 44.8% of these, which is 1.3% above your overall win rate (29,415 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 Mirage'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 →