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Paige vs Billy

Paige's team wins 57.4% Billy's team wins 42.6%, across 53,902 games

Written for the Paige player. Playing Billy? See Billy vs Paige →

About even

Paige usually wins 56.6% of games. Against Billy that is 0.8% higher, over 53,902 games.

  • Whole match 57.4% +0.8% vs usual 53,902 games
  • Sharing a lane 57.6% +1.0% vs usual 20,296 games
  • Oracle and above 54.8% +1.0% vs usual 1,375 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 Paige's usual win rate at that rank.

The fight at a glance

If you're Paige

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

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 12m Range2.8s Duration175s Cooldown Billy chains every nearby enemy to himself. Crowd Control Movement-ability lockout plus heavy slow for the ~2.8s duration, ending in a… Damage 120 spirit damage scaling with Spirit Power on the yank (deadlock.one). Mobility none for Billy 1 +40% spirit and bullet resist 2 -40s cooldown (from a 175s base) 5 +5m range and +1.3s Unstoppable per hero pulled Chain Gang does not slow your escape, it deletes it.
Your edge
Paige has more reach than Billy, so you can trade from range.
Buy
Scourge Scourge 6,400 souls · Tier 4 · Tech · Press +35s Cooldown +10s Duration +0.25s Cast Delay +40% Spirit Resist +100 Bonus Health +20% Debuff Resist Buy it against Billy's Bashdown.

If you're Billy

Captivating Read 30m Range30s Cooldown Paige marks an area with latent magic that slows anyone standing in it, then after a short delay the magic goes off, dealing spirit damage and locking enemies caught in it in place. Crowd Control A slow on entry, then an immobilize (root) when the zone detonates. Damage 90 spirit damage. 30s cooldown. Defensive Immobilizing a diver is her only real self-peel, since she has no movement… 1 increased cooldown reduction. 2 +2m radius, on hit reduce spirit resist by 18% for 6s, and doubled range.

Wait out Captivating Read 30s cooldown

WhyIt is her only Hard CC and her only self-peel; with it on cooldown she cannot stop a dive at all.

Watch out
Captivating Read detonates in a choke and immobilizes you in place, and at Tier 3 it also strips 18% of your Spirit Resist for 6s so everything her team follows up with hits harder.
Your edge
Billy is more mobile than Paige, so you choose when to fight.
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 Paige's Bookwyrm Bookwyrm 5s Duration33s Cooldown Paige conjures a dragon that materialises at a chosen spot and then flies forward, damaging enemies along the way and leaving a strip of fire burning behind it. Damage 60 initial damage plus 30 damage per second from the trail. Defensive The trail is a soft wall; 1 -12s cooldown. 2 +1 charge, +2s trail duration, +1m radius. 5 +12m travel range, +100 damage, +30 DPS. .

The full plan for Paige, phase by phase, is below. Billy's side in full →

What should I do right now?

Do

  • Plan for Scourge Scourge 6,400 souls Tier 4TechPress +35s Cooldown +10s Duration +0.25s Cast Delay +40% Spirit Resist +100 Bonus Health +20% Debuff Resist — know which tier it sits in so you are not improvising at the shop.
  • Know what Bashdown looks like. It is the cooldown this lane revolves around.

Avoid

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

Do

  • Zero ranged threat — he has no poke whatsoever and cannot contest a laner who stays at distance
  • Both Bashdown (35s) and Rising Ram Rising Ram 0.3s Duration32s Cooldown Billy lowers his head and charges into an enemy, carrying both himself and them up into the air. Crowd Control Knockup on the target — they are carried airborne alongside Billy. Damage 40 spirit damage scaling with Spirit Power (deadlock.one). Mobility A committed forward charge with a 0.35s cast delay and a short 0.3s… 1 +25% weapon damage for 5s on impact 2 +0.4s charge duration 5 -13s cooldown (from a 32s base) and +15% max health for 20s on hero hit (32s) have long base cooldowns, so a baited cast leaves a large dead window
  • 32 damage per shot on a projectile rifle lets her contest a lane rather than only assist.

Avoid

  • The melee-reload loop from Blasted Blasted 8s Duration25s Cooldown 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
  • Rising Ram into the sidewalk of a lane converts into a Knockup and a full 74 DPS magazine at point-blank range

Do

  • Their first real spike is Bashdown T2 (+1 charge, +2m radius) — respect it from that point, not before.
  • Your spike is Plot Armor Plot Armor 35m Range5s Duration28s Cooldown Paige grants a chosen ally a barrier, and for as long as that barrier is still standing the ally's weapon damage is increased. Damage No damage. 125 barrier and +25% weapon damage at base. T2 adds +100 barrier… Mobility None, though it is her main way of keeping a diving ally alive. Defensive Direct barrier on an ally at 35m range (urgametips.com), 28s cooldown. 1 while barriered, +14% fire rate. 2 +100 barrier, +2s duration. 5 affects up to 2 additional allies with increased barrier scaling. + Captivating Read early (laning 0-10min): Plot Armor protects her lane partner while Captivating Read controls the choke from the first levels.

Avoid

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

Do

  • Watch for Rising Ram. It is a straight-line charge with a 0.35s cast delay — sidestep rather than back up, and the miss costs him the full 32s cooldown instead of 16s
  • Break line of sight against Chain Gang — the chain explicitly snaps when he loses sight of you, so putting a pillar, crate 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 or building corner between you is the intended escape rather than a dash

Avoid

  • Spending your own escape before Bashdown is on cooldown.

Billy’s abilities

  • Rising Ram Ability 2

    The gap-close arrives with control attached — Knockup on the target, they are carried airborne alongside Billy.

    • It is a straight-line charge with a 0.35s cast delay — sidestep rather than back up, and the miss costs him the full 32s cooldown instead of 16s
    • Fight him in open ground where a missed charge leaves him fully exposed with no follow-up
    • Hold a Stun for the charge wind-up; interrupting it denies both the cooldown refund and the Knockup
  • Chain Gang Ultimate

    Billy's fight-ender: movement-ability lockout plus heavy slow for the ~2.8s duration, ending in a forced displacement toward Billy.

    • Break line of sight — the chain explicitly snaps if he loses sight of you for a short period, so ducking behind a pillar or a building corner frees you
    • Do not group inside 12m of a Billy with ultimate available; the cast range is short and spreading out means he catches one hero instead of four
    • Save a cleanse or CC-immunity item specifically for this rather than for his Bashdown Knockup
  • Bashdown Ability 1

    Billy decides where you are standing for the next second or two — pulls airborne enemies downward plus a Knockup shockwave on the ground, two distinct control effects in one cast.

    • It has a visible slam wind-up and a fixed radius — step out of the circle rather than trying to jump over it, since jumping is exactly what the pull punishes
    • Do not use an air-mobility escape while he has Bashdown available; the pull drags you straight back down and wastes your stamina
    • Bait the charges — at base he only has one on a 35s cooldown, so a spent Bashdown means several seconds of no control from him
  • Blasted Ability 3

    The engine of the hero. It converts him from a gun with a 2.90s reload into a melee-shoot loop that never has to stop, and it is why his sustained damage is genuinely top-tier at close range.

    • Do not let him land the melee hit that starts the loop — outside melee range the wrecked status never applies and his gun is just a 74 DPS close-range weapon with a 2.90s reload
    • The 7s wrecked duration is the window to disengage; breaking away resets his amplification
    • Anti-melee itemisation and any effect that keeps you at range defeats the entire mechanic
  1. 1 Bashdown

    Bashdown first — at base he has a single charge on a 35s cooldown, and it is both his interrupt and his anti-air. Force it against a trooper wave or a non-committal step and his next several seconds have no control

  2. 2 Rising Ram

    Rising Ram second — it is his only gap-close, and a miss puts it on the full 32s rather than the halved cooldown. Bait it by standing just inside charge range in open ground and dashing laterally

  3. 3 Chain Gang

    Chain Gang is best denied rather than baited: stay spread and keep geometry between yourself and him so the 175s ultimate catches one target and then breaks on line of sight

The matchup in detail

  • No ranged capability at all — he is completely neutralised at distance Strong evidence
  • Highly commitment-dependent; a missed Rising Ram or a Chain Gang broken by line of sight leaves him stranded in melee range Strong evidence
  • Long base cooldowns (35s Bashdown, 32s Rising Ram, 175s Chain Gang) punish misplays severely Strong evidence
  • You fight at mid range and Billy 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
  • Chain Gang does not slow your escape, it deletes it — while chained you cannot use Wraith's blink, Calico's Leaping Slash Leaping Slash 9m Range13s Cooldown Calico lunges forward and then sweeps everything around her with a melee slash. Damage 10 impact damage plus 40 heal scaling per Spirit Power at base… Mobility A committed forward dash — good for closing, mediocre for escaping since it… Defensive Heals on hero hit (+25 at Tier 1), giving her a reason to stay in a fight… 1 +25 heal amount 2 +200 bonus gold on kill and +3s bounty duration 5 +10 damage, +50% cooldown refund and +90 impact damage , Apollo's Disengaging Sigil Disengaging Sigil 12s Cooldown Apollo inscribes a glowing sigil in the air ahead of him and springs backwards as it bursts, damaging and slowing anyone standing in it. Crowd Control Movement slow on enemies caught in the blast. Damage 85 base damage (deadlock.one). Mobility A backwards leap; at Tier 2 it also restores 1 stamina and resets his air… 1 +25% fire rate and +25% bullet velocity for 8s 2 restores 1 stamina and resets air jump / dash limit on hitting player targets 5 can be recast within 4 seconds or any other movement ability, and pulling against it heavily slows you before the yank Strong evidence
  • Bashdown yanks airborne heroes straight to the ground, so air-mobility escapes (Vindicta, Grey Talon, a Calico mid-leap, anyone mid-dash) are actively worse than standing still against him Strong evidence
  • Rising Ram launches you into the air alongside him, where you cannot dash and cannot dodge his 74 DPS gun at point-blank range Strong evidence
  • Once Blasted's wrecked status is on you, his bullets are amplified for 7 seconds and he never has to reload because melee hits refill his ammunition Strong evidence
  • At Chain Gang T3 he gains Unstoppable Unstoppable 6,400 souls Tier 4ArmorInstantCast +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer scaling per hero pulled, so counter-CC on him stops working exactly when he has caught the most people Strong evidence
  • Break line of sight against Chain Gang — the chain explicitly snaps when he loses sight of you, so putting a pillar, crate 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 or building corner between you is the intended escape rather than a dash Strong evidence
  • Do not stand within 12m of a Billy holding his ultimate; his cast range is short and a spread formation turns a four-man Chain Gang into a one-man one Strong evidence
  • Fight him at range. He has literally no ranged tool — kiting outside his gun's effective band makes him a non-factor Strong evidence
  • Sidestep Rising Ram rather than backing up; the 0.35s cast delay is readable, and the miss costs him 32s instead of the 16s a hit would Strong evidence
  • Deny the melee hit that starts the Blasted loop — no wrecked status means no bullet amplification and he is stuck with a 2.90s reload Strong evidence
  • Do not use air mobility to escape him while Bashdown is up; walk out along the ground instead, because the pull punishes exactly the jump you want to make Strong evidence
  • Fight in open ground; his entire kit assumes confined space and short distances 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 Billy'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
  • Immediately after a missed Rising Ram — he is at close range, has no gap-close for up to 32s, and pays full cooldown instead of the halved on-hit version Strong evidence
  • After Bashdown is spent at base rank: up to 35 seconds with no Knockup, no anti-air pull and no way to start the wrecked loop without a raw melee swing Strong evidence
  • The moment Chain Gang breaks on line of sight — he has committed a 175s ultimate, is standing in the middle of your team, and the resist buff runs out Strong evidence
  • Any engagement at range: with zero ranged tools, a Billy being kited is contributing nothing at all Strong evidence
  • While the wrecked debuff has expired and he has not re-applied it — his bullet amplification is off and his gun is back to a plain 74 DPS with a 2.90s reload Strong evidence
  • Billy's pull is the whole matchup. Until it is on cooldown you are playing around it; once it misses you have a window that is worth committing into. Make it the first thing you bait — show a sliver of yourself from behind cover rather than walking a clean line they can lead. Strategic
  • Billy 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
  • The melee-reload loop from Blasted means he never has to stop shooting to reload in an extended lane trade Strong evidence
  • Rising Ram into the sidewalk of a lane converts into a Knockup and a full 74 DPS magazine at point-blank range Strong evidence
  • Zero ranged threat — he has no poke whatsoever and cannot contest a laner who stays at distance Strong evidence
  • Both Bashdown (35s) and Rising Ram (32s) have long base cooldowns, so a baited cast leaves a large dead window Strong evidence
  • 32 damage per shot on a projectile rifle lets her contest a lane rather than only assist. 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 Billy 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
  • 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
  • Chain Gang unlock — Gives him the ability to switch off enemy escapes entirely, which reframes every fight around whether he gets close Strong evidence
  • Chain Gang T3 (late 35min+) — +1.3s Unstoppable per hero pulled makes a multi-target Chain Gang effectively uninterruptible Strong evidence
  • Against Billy's knockups, Debuff Reducer Debuff Reducer 1,600 souls Tier 2ArmorPassive +25% Debuff Resist +90 Bonus Health is a live answer where it used to be a dead one: Knockup durations were brought under debuff reduction on 05-22-2026, so the +25% from a 1,600 Tier II item genuinely shortens the airborne time. That matters more for you than for most, because you have no exit and the airborne window is when their follow-up lands. Worth pairing with the fact that 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 -style effects going the other way still cannot be shortened at all. Documented
  • Stacking a second damage-reduction debuff onto Billy 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
  • Billy brings enough lockdown that Stun sequencing matters. Community reporting describes Stun diminishing returns of roughly 10% then 30% inside an 8-second window, applying to stuns only and not to silences, slows, disarms or hexes — so their follow-up chain may be shorter than the first one felt. Treat this as unconfirmed, but it is worth knowing before you burn a cleanse on the opening Stun. Uncertain
  • Billy decides where you stand, not you. The practical rule is to never hold a position whose failure case is being moved — stand so that being yanked or knocked puts you somewhere survivable rather than inside their whole team. Cover at your back is worth more than cover in front. Strong evidence
  • Billy 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
  • Against Billy's crowd control, understand what Debuff Resist actually buys you: it shortens duration, never magnitude. It is excellent against long disables and close to worthless against a short hard slow. Two things it explicitly does not shorten at all are the parry Stun and the Knockdown item's Stun. Documented
  • Scourge (spirit T4) — Buy on supports to harden a focused ally against a caster team while adding pressure damage. What you are answering here: Billy's Bashdown. Documented
  • 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 (vitality T3) — Buy to escape ground-based lockdown and to rotate across the map quickly. That matters here because of the zoning and area denial from Billy. 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) — Billy's Bashdown — that is the stuns and Hard CC this answers. Buy when dodging telegraphed abilities and disengaging is how you survive. Strong evidence
  • The specific error is walking into Billy's area denial after it is already down, because your team is in there and you feel late. You are slow enough that entering a committed zone is a one-way decision — you will be inside it for its full duration, not for the two seconds you intended. Arrive before the zone or arrive from the other side of it; arriving into it is how this matchup is lost even when your team wins the fight. Strategic

Next

Paige’s other hard matchups

Every Paige matchup →

All of Billy

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

How to counter Billy →

Facing more than Billy?

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

Data-supported Measured: you win 57.4% of these, which is 0.8% above your overall win rate (53,902 matches). The kit-based model agrees.

Billy's kit and counterplay were compiled from 8 sources, cross-checked for patch 10-30-2026. Threat ratings compare this pairing against Paige'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 →