Sinclair vs Billy
Sinclair's team wins 45.2% Billy's team wins 54.8%, across 18,523 games
Written for the Sinclair player. Playing Billy? See Billy vs Sinclair →
About even
Sinclair usually wins 45.0% of games. Against Billy that is 0.2% higher, over 18,523 games.
- Whole match 45.2% +0.2% vs usual 18,523 games
- Sharing a lane 45.1% +0.1% vs usual 6,252 games
- Oracle and above 48.8% +3.2% vs usual 377 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 Sinclair's usual win rate at that rank.
The fight at a glance
If you're Sinclair
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 does not slow your escape, it deletes it.
- Your edge
- Sinclair has more reach than Billy, so you can trade from range.
If you're Billy
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 is redirectable mid-flight, so dodging it early does nothing.
- Your edge
- Billy has more sustained damage than Sinclair, so longer fights favour you.
- Buy
Knockdown
Knockdown +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 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 .
The full plan for Sinclair, phase by phase, is below. Billy's side in full →
What should I do right now?
Do
- Plan for
Scourge
Scourge +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 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 - 16.5 damage per bullet with falloff not starting until 20m gives him a long comfortable poke range
Avoid
- The melee-reload loop from
Blasted
Blasted 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 1 AP into
Rabbit Hex: -10s cooldown (26s to 16s) makes the hard disable available in nearly every skirmish instead of once per fight
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 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
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
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
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
-
Chain Gang does not slow your escape, it deletes it — while chained you cannot use Wraith's blink, Calico's
Leaping Slash
Leaping Slash 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 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 +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 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 +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 -40% Incoming Healing bleed,
Silencer
Silencer +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
- You out-range Billy and that is the entire matchup. Every trade you take at your range is free; every trade you take at theirs is lost. The discipline is refusing the second kind even when the first kind is slow — you do not need to finish them, you need them to never reach you. 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
- 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
- 16.5 damage per bullet with falloff not starting until 20m gives him a long comfortable poke range Strong evidence
-
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
- 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
- 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 +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
- Being knocked up against Billy is worse than being slowed because it removes your inputs and, since 09-16-2026, slows now bite in the air at 35% value so even the landing is compromised. Your mobility is your defence, so position with the airborne failure case in mind: stand where being launched leaves you above your own team rather than above theirs, and keep a dash in reserve for the landing rather than spending both on the approach. Strategic
- 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
Knockdown +35s Cooldown +0.1s Cast Delay +2s Stun Delay +0.5s Stun Duration +75 Bonus Health +5% Ability Range +5% Radius 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 +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 +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 usual error against Billy is treating
Rising Ram 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
Sinclair’s other hard matchups
All of Billy
Who beats Billy, the items that shut Billy down, and every ability.
Facing more than Billy?
Add the other five enemies: who to focus first and what to buy against the whole team.
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 45.2% of these, which is 0.2% above your overall win rate (18,523 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.
Billy's kit and counterplay were compiled from 8 sources, cross-checked for patch 10-30-2026. Threat ratings compare this pairing against Sinclair'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%.