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Shiv vs Billy

Shiv's team wins 46.1% Billy's team wins 53.9%, across 56,223 games

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

About even

Shiv usually wins 44.8% of games. Against Billy that is 1.3% higher, over 56,223 games.

  • Whole match 46.1% +1.3% vs usual 56,223 games
  • Sharing a lane 46.0% +1.2% vs usual 19,887 games
  • Oracle and above 46.0% −1.1% vs usual 2,008 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 Shiv's usual win rate at that rank.

The fight at a glance

If you're Shiv

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
Shiv 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

Slice and Dice 16s Cooldown Shiv dashes forward, cutting everything along the line he travels. Damage 75 impact damage base, 12m range, 16s cooldown; Mobility A fixed-length 12m forward dash (14m at 2 AP) — the only repositioning tool… Defensive Usable to escape, but only along the direction he is already facing, so it… 1 1 AP: -6s cooldown (16s to 10s) 2 2 AP: -4% spirit resistance on hit (stacking) and +2m range 5 5 AP: -2s cooldown per hero hit (max -8s) and +50 impact damage

Wait out Slice and Dice 16s cooldown

WhyIt is his engage and his disengage on one 16s cooldown; a Shiv who dashes at a trooper wave or a durable frontliner has no way to reach or leave your backline for the next 10-16 seconds.

Watch out
Killing Blow 12m Range145s Cooldown Shiv leaps to an enemy hero and instantly kills them if they are below a health threshold; Damage Instant kill below 18% of the target's health (23% at 2 AP); Mobility The leap itself is a 12m-18m targeted gap-close, separate from Slice and… Defensive none directly, though the 5 AP reset on kill effectively removes the risk of… 1 1 AP: +2 m/s move speed at full Rage and +6m range (12m to 18m) 2 2 AP: -25s cooldown (145s to 120s), +5% execute threshold (18% to 23%) and +16%… 5 5 AP: resets cooldown on a successful elimination and allows a recast within 12s on a… Killing Blow executes you outright below 18% (23% with 2 ability points) from 12-18m away.
Your edge
Billy has more crowd control than Shiv.
Buy
Divine Barrier Divine Barrier 6,400 souls · Tier 4 · Armor · Press +55s Cooldown +0.2s Cast Delay +1.5 Out of Combat Regen +6s Buff Duration +600 Barrier +10% Ability Range +10% Radius Buy it against the backline assassination from Shiv.

The full plan for Shiv, 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
  • Serrated Knives Serrated Knives 16s Cooldown Shiv throws a knife that damages and bleeds the target. Crowd Control Applies a movement slow with the bleed; Damage 32 impact damage plus 10 bleed DPS per knife stack over a 5s debuff; 1 1 AP: +2s debuff duration 2 2 AP: +2 charges (four knives available for a full stack dump) 5 5 AP: +7 bleed DPS per stack, and +0.01 spirit scaling on the full-Rage impact damage give him free chip at range with 2 charges on a 16s cooldown, which wins the health-bar war without him ever entering shotgun range

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 ult unlock: Killing Blow makes every low-health enemy within 12m a guaranteed kill and turns on the Rage passive that upgrades all three basic abilities

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
  • Neither of you deletes the other, so this matchup is decided by multipliers rather than damage. Resists stack multiplicatively, which means your fourth resist item buys much less percentage than your first; shred is subtracted from the total afterward, which means it is worth more the tankier they get; and healing reduction stacks multiplicatively too, so a second anti-heal source on top of a first is worth far less than the first. The efficient build against Billy is one anti-heal, one shred, and damage after that. Strong evidence
  • 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
  • Parry is your best tool against Billy'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
  • 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
  • You get value from moving around the map and Billy 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 Billy or on the Guardian, not by the breakables you pick up on the way. Documented
  • 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
  • Serrated Knives give him free chip at range with 2 charges on a 16s cooldown, which wins the health-bar war without him ever entering shotgun range 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
  • Killing Blow unlock — Makes every low-health enemy within 12m a guaranteed kill and turns on the Rage passive that upgrades all three basic abilities Strong evidence
  • 1 AP into Slice and Dice — -6s cooldown (16s to 10s) lets him engage and still hold an exit dash in the same fight 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
  • 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
  • Your instinct is to jump on Billy's backline the moment you see an opening, and the mistake is not checking what is above you. A Walker's Stomp is 350 damage + 15% of your max health inside 15m with a 2-second Stun on a 7-second cooldown — a 2-second Stun handed to a team with peel is a death. Dive under their Walker only with Unstoppable pre-cast or after the Stomp has just gone off. Strong evidence

Next

Shiv’s other hard matchups

Every Shiv 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 46.1% of these, which is 1.3% above your overall win rate (56,223 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 Shiv'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 →