vs pulls and knockbacksUnstoppableUnstoppable6,400 soulsTier 4ArmorInstantCast+60sCooldown+5.5sDuration+125Bonus Health+25%Debuff ResistBuilds from Debuff Reducer
vs zoning and area denialEnduring SpeedEnduring Speed1,600 soulsTier 2ArmorPassive+25%Slow Resist+2Out of Combat RegenBuilds from Sprint BootsFleetfootFleetfoot1,600 soulsTier 2WeaponInstantCast+16sCooldown+5sDuration+100move speed penalty while shooting reduction+35%Slide Distance+6%Bullet Resist+40%Slow Resist+6%Weapon DamageRestorative LocketRestorative Locket1,600 soulsTier 2ArmorInstantCast+20sCooldown+0.1sCast Delay+8%Spirit Resist+25Max Stacks+3Max Stamina Restore
vs stuns and hard ccExtra StaminaExtra Stamina800 soulsTier 1ArmorPassive+1Stamina+12%Stamina RecoveryDebuff ReducerDebuff Reducer1,600 soulsTier 2ArmorPassive+25%Debuff Resist+90Bonus HealthReactive BarrierReactive Barrier1,600 soulsTier 2ArmorPassive+55sCooldown+10sDuration+1Out of Combat RegenBuilds from Grit
Break line of sight against Chain GangChain Gang12m Range2.8s Duration175s CooldownBilly chains every nearby enemy to himself.Crowd ControlMovement-ability lockout plus heavy slow for the ~2.8s duration, ending in a…Damage120 spirit damage scaling with Spirit Power on the yank (deadlock.one).Mobilitynone for Billy1+40% spirit and bullet resist2-40s cooldown (from a 175s base)5+5m range and +1.3s Unstoppable per hero pulled — the chain explicitly snaps when he loses sight of you, so putting a pillar, crateCrates Breakable Streets, rooftops and tunnels — about 500 of themOrdinary breakables. Each has a 60% chance to drop souls; a Tough Crate always drops, for double.Souls23 soulsa crate, 60% of the time+2 a minute or building corner between you is the intended escape rather than a dash
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
Fight him at range. He has literally no ranged tool — kiting outside his gun's effective band makes him a non-factor
Sidestep Rising RamRising Ram0.3s Duration32s CooldownBilly lowers his head and charges into an enemy, carrying both himself and them up into the air.Crowd ControlKnockup on the target — they are carried airborne alongside Billy.Damage40 spirit damage scaling with Spirit Power (deadlock.one).MobilityA committed forward charge with a 0.35s cast delay and a short 0.3s…1+25% weapon damage for 5s on impact2+0.4s charge duration5-13s cooldown (from a 32s base) and +15% max health for 20s on hero hit rather than backing up; the 0.35s cast delay is readable, and the miss costs him 32s instead of the 16s a hit would
Deny the melee hit that starts the BlastedBlasted8s Duration25s CooldownBilly's melee hits refill his gun's ammunition and leave the victim 'wrecked' for several seconds.Crowd Controlnone (the wrecked status is a damage debuff, not crowd control)Damage70 melee bonus health scaling with Spirit Power at base (deadlock.one);MobilityTier 1 grants +2.25 m/s bonus movement speed.1+2.25 m/s bonus movement speed2+1 Bashdown charge on use and +7% wrecked bullet amplification5+50 melee bonus health and improved spirit scaling loop — no wrecked status means no bullet amplification and he is stuck with a 2.90s reload
Do not use air mobility to escape him while BashdownBashdown4m Range35s CooldownBilly drives his bat into the ground.Crowd ControlPulls airborne enemies downward plus a knockup shockwave on the ground — two…Damage35 spirit damage scaling with Spirit Power (deadlock.one);DefensiveThe knockup interrupts an incoming dive or a channelled ability.1-10s cooldown (from a 35s base)2+1 charge and +2m radius5-3s charge time and now deals 50% heavy melee damage is up; walk out along the ground instead, because the pull punishes exactly the jump you want to make
Fight in open ground; his entire kit assumes confined space and short distances
Chain Gang does not slow your escape, it deletes it — while chained you cannot use Wraith's blink, Calico's Leaping SlashLeaping Slash9m Range13s CooldownCalico lunges forward and then sweeps everything around her with a melee slash.Damage10 impact damage plus 40 heal scaling per Spirit Power at base…MobilityA committed forward dash — good for closing, mediocre for escaping since it…DefensiveHeals on hero hit (+25 at Tier 1), giving her a reason to stay in a fight…1+25 heal amount2+200 bonus gold on kill and +3s bounty duration5+10 damage, +50% cooldown refund and +90 impact damage, Apollo's Disengaging SigilDisengaging Sigil12s CooldownApollo inscribes a glowing sigil in the air ahead of him and springs backwards as it bursts, damaging and slowing anyone standing in it.Crowd ControlMovement slow on enemies caught in the blast.Damage85 base damage (deadlock.one).MobilityA backwards leap; at Tier 2 it also restores 1 stamina and resets his air…1+25% fire rate and +25% bullet velocity for 8s2restores 1 stamina and resets air jump / dash limit on hitting player targets5can be recast within 4 seconds or any other movement ability, and pulling against it heavily slows you before the yank
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
Rising Ram launches you into the air alongside him, where you cannot dash and cannot dodge his 74 DPS gun at point-blank range
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
At Chain Gang T3 he gains Unstoppable scaling per hero pulled, so counter-CC on him stops working exactly when he has caught the most people
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
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
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
Blasted is not worth baiting; it is a passive loop, so the answer is distance rather than cooldown management
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
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
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
Any engagement at range: with zero ranged tools, a Billy being kited is contributing nothing at all
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
Chain Gang's 12m base cast range means he has to already be in danger to use it
In lane, good at
The melee-reload loop from Blasted 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
Bashdown punishes any laner who tries to jump or air-dash away from a trade by dragging them straight back down
In lane, weak to
Zero ranged threat — he has no poke whatsoever and cannot contest a laner who stays at distance
Both Bashdown (35s) and Rising Ram (32s) have long base cooldowns, so a baited cast leaves a large dead window
A missed Rising Ram in open ground is close to a free kill for the opponent
He is not durable enough to simply walk into a two-man lane without cooldowns available
Bashdown T2 (+1 charge, +2m radius) — Two charges turn his anti-air pull and Knockup from a single interrupt into continuous area control
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
Chain Gang unlock — Gives him the ability to switch off enemy escapes entirely, which reframes every fight around whether he gets close
A fast close-range gun at 6.30 per bullet and 11.77 shots per second (~74 DPS) with a 30-round clip and a long 2.90s reload. The reload is largely irrelevant because his Blasted passive restores ammunition on melee hits, so his real damage pattern is a melee-shoot-melee loop rather than a normal magazine cycle.
6.30Bullet Damage
1Pellets per Shot
11.77Bullets per sec
30Ammo
2.90sReload Time
513m/sBullet Velocity
50Light Melee
116Heavy Melee
Vitality and movement
820Health
2Health Regen
7m/sMove Speed
1.60m/sSprint Speed
3Stamina
4.50sStamina Cooldown
Base values on patch data. Items and boons change all of these.
The heroes Billy wins most with, against what their two win rates would predict.
PaigePaigeSupportControllerMid rangeSpirit damagePeel — Plot Armor is a save and a damage buff on one button.Durabilitylow (1/3)Burstlow (1/3)Mobilitynone (0/3)Healinghigh (2/3)56.9% together+3.9% above expected
SevenSevenMageControllerMid rangeSpirit damageWave and jungle clear through Lightning Ball and Power Surge, which helps him reach item breakpoints soonerDurabilitylow (1/3)Bursthigh (2/3)Mobilitynone (0/3)Healingnone (0/3)55.9% together+3.5% above expected
GravesGravesControllerSummonerClose rangeHybrid damageMap pressure while away from the fight via Borrowed Decree Ghouls marching at objectivesDurabilitylow (1/3)Burstlow (1/3)Mobilitynone (0/3)Healinglow (1/3)56.6% together+3.3% above expected
KelvinKelvinSupportControllerMid rangeHybrid damageFrozen Shelter is a hard physical barrier that stops ranged damage and ultimates outrightDurabilityhigh (2/3)Burstlow (1/3)Mobilityhigh (2/3)Healingvery high (3/3)55.4% together+3.0% above expected
Deadman DannyDeadman DannySkirmisherInitiatorMid rangeHybrid damageFree flight: he picks his angles and reaches heroes others can'tDurabilitylow (1/3)Bursthigh (2/3)Mobilityvery high (3/3)Healinglow (1/3)54.8% together+2.7% above expected
Rat KingRat KingBruiserSupportClose rangeBullet damageMakes his whole team's guns better: stacking bullet-resist shred from Rat SwarmDurabilityhigh (2/3)Bursthigh (2/3)Mobilitylow (1/3)Healinglow (1/3)54.2% together+2.5% above expected
Billy wins 49.4% of games overall.
Who counters Billy and who Billy counters: all 43 opponents, from Billy's hardest to easiest, with how far each sits from that average. Billy strugglesBilly does well
Graves and Paige are strong against almost every hero this patch, so they sit near the top here too.
The counters that are about Billy in particular: Deadman Danny (Billy wins 44.1%), McGinnis (Billy wins 47.9%) and Baba (Billy wins 43.6%).
Pick an ability to see what it does and how to play around it.
Bashdown
Ability 1 · Ground Slam with Anti-Air Pull and a Knockup Shockwave
Billy drives his bat into the ground. The slam yanks airborne enemies down to the floor and deals Melee Damage, and the resulting shockwave deals Spirit Damage and throws nearby enemies into the air.
Purpose: Simultaneously his anti-air tool and his crowd control. Against heroes who live in the air — Vindicta, Grey Talon, Wraith mid-dash, Calico mid-leap — the downward pull is a hard counter, and the shockwave Knockup interrupts everything on the ground.
Damage
35 Spirit Damage scaling with Spirit Power (deadlock.one); Tier 3 adds 50% heavy Melee Damage.
Crowd control
Pulls airborne enemies downward plus a Knockup shockwave on the ground — two distinct control effects in one cast.
Defensive
The Knockup interrupts an incoming dive or a channelled ability.
How to play against it
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
Interactions
The downward pull punishes air-mobility heroes by dragging them to the floor
Blasted T2 refunds a Bashdown charge on use, which is what lets him chain control
Tier 2 grants a second charge and +2m radius, turning it from a single interrupt into an area lockdown tool
35s base cooldown with an 8s charge delay makes it expensive to waste
Upgrade tiers
T1: -10s cooldown (from a 35s base)
T2: +1 charge and +2m radius
T3: -3s charge time and now deals 50% heavy Melee Damage
Rising Ram
Ability 2 · Charging Gap-Close That Launches Both Hero and Target Airborne
Billy lowers his head and charges into an enemy, carrying both himself and them up into the air. Hitting a target cuts the cooldown in half.
Purpose: His engage and the setup half of his combo. Launching a target airborne removes their ground movement entirely and delivers them into his close-range gun.
Damage
40 Spirit Damage scaling with Spirit Power (deadlock.one).
Crowd control
Knockup on the target — they are carried airborne alongside Billy.
Mobility
A committed forward charge with a 0.35s cast delay and a short 0.3s duration; it is a gap-close, not an escape.
Defensive
Poor — it moves him toward danger, not away from it.
How to play against it
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
Interactions
The 50% cooldown refund on impact means a hitting Billy can re-engage far sooner than a missing one — punishing the miss is disproportionately valuable
Tier 3 grants +15% max health for 20s on hero hit, which is his main durability spike in a fight
Launching a target upward denies them their ground dash for the airborne duration
A missed Rising Ram leaves him exposed; urgametips flags missing it as his core vulnerability
Upgrade tiers
T1: +25% weapon damage for 5s on impact
T2: +0.4s charge duration
T3: -13s cooldown (from a 32s base) and +15% max health for 20s on hero hit
Blasted
Ability 3 · Melee-Driven Ammo Restore and Damage-Amplification Debuff
Billy's melee hits refill his gun's ammunition and leave the victim 'wrecked' for several seconds. The active portion makes his bullets hit wrecked targets substantially harder.
Purpose: 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.
Damage
70 melee bonus health scaling with Spirit Power at base (deadlock.one); Tier 2 adds +7% wrecked bullet amplification.
Crowd control
None (the wrecked status is a damage debuff, not crowd control)
Mobility
Tier 1 grants +2.25 m/s bonus movement speed.
Defensive
Tier 3 grants +50 melee bonus health, which is real effective health inside the melee loop.
How to play against it
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
Interactions
Bashdown also applies wrecked, so he does not need to land a raw melee swing to start the loop
Tier 2 refunds a Bashdown charge on use, tying his damage engine to his crowd control
The wrecked status lasts 7s, which is his effective damage window against a target, and the active comes back on a 25s cooldown
It sidesteps the 2.90s reload penalty entirely, which is why his DPS number understates him at point-blank range
Upgrade tiers
T1: +2.25 m/s bonus movement speed
T2: +1 Bashdown charge on use and +7% wrecked bullet amplification
T3: +50 melee bonus health and improved spirit scaling
Chain Gang
Ultimate · Multi-Target Tether That Disables Movement Abilities, Then Yanks
Billy chains every nearby enemy to himself. While chained they cannot use movement abilities at all and are heavily slowed if they try to pull against the chain. After a short delay he hauls everyone back to him for Spirit Damage. Losing line of sight for long enough breaks the chain.
Purpose: An anti-mobility ultimate. It does not just slow escapes, it switches them off — a chained Wraith cannot blink, a chained Calico cannot Leaping Slash, a chained Apollo cannot Disengaging Sigil.
Damage
120 Spirit Damage scaling with Spirit Power on the yank (deadlock.one).
Crowd control
Movement-ability lockout plus heavy slow for the ~2.8s duration, ending in a forced displacement toward Billy.
Mobility
None for Billy
Defensive
Tier 1 grants +40% spirit and Bullet Resist for the duration, so he can stand in the middle of the chained group and survive; Tier 3 gives +1.3s Unstoppable per hero pulled.
How to play against it
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 BashdownKnockup
Note that mobility items and abilities are switched off, not merely slowed — plan the escape around walking behind geometry rather than dashing
Interactions
The line-of-sight break clause is the key counterplay — getting a wall between yourself and Billy severs the chain
Because it disables movement abilities rather than merely slowing, it hard-counters escape-reliant heroes in a way ordinary CC does not
Tier 3's Unstoppable scales with how many heroes he caught, so a multi-hero Chain Gang makes him uncontrollable for several seconds
175s base cooldown, dropping 40s at Tier 2 — a wasted cast is a long liability
Cast range is only 12m base (+5m at T3), so he must already be in the middle of the enemy team
T3: +5m range and +1.3s Unstoppable per hero pulled
Billy's win rate by game length
Game length changes little for Billy compared with other heroes: #30 of 44 in games under 25 minutes, #18 of 44 from 25 to 40, #22 of 44 past 40.
above 50%below 50%under 1,000 gameshow many games end then
See the numbers
Minutes
Wins
vs usual
Games
10–15
47.6%
−1.8%
2,007
15–20
45.2%
−4.2%
4,608
20–25
46.9%
−2.5%
13,125
25–30
48.9%
−0.5%
39,294
30–35
50.1%
+0.7%
80,849
35–40
50.2%
+0.8%
91,076
40–45
49.6%
+0.2%
61,883
45–50
49.1%
−0.3%
32,200
50–55
47.2%
−2.2%
14,905
55–60
47.5%
−1.9%
5,618
60+
48.4%
−1.0%
2,807
"vs usual" is against Billy's 49.4% over all these games. Faded rows have under 1,000 games, where a few percent either way is noise; under 300, no win rate is shown.
Each point is how often Billy won games that ended at that length, not the chance of winning at that minute.
Short games are usually one-sided, so the left side is about closing out a lead and the right side about long, close games.
Games under 10 minutes are left out. Every hero by game length →
Sources and confidence for this record
Record confidence: Strong evidence. Compiled for patch 10-30-2026, researched 2026-10-30.
Difficulty rating: Deadlock Labs hero difficulty guide (deadlocklabs.gg/heroes/difficulty/) lists Billy as Hard; Lockbuilds rates him Medium and urgametips rates his complexity 3 of 5 (medium-high). The two-source spread sits between Medium and Hard.