Patch 09-16-2026 Data researched 2026-09-21 What changed
IN Infernus — carry frame

Infernus

CarrySkirmisherInitiator close range hybrid damage mid-game Low difficulty

Measured 49.2% win rate, 3.8% pick rate on patch 09-16-2026 across 87,693 matches.

Strengths

  • Excellent sustained damage that keeps ticking after he leaves line of sight
  • Hybrid damage profile means neither Bullet Armor nor Spirit Armor alone answers him
  • Native anti-heal at Napalm tier 3, which is scarce and highly valued
  • An uninterruptible AoE stun ultimate that cannot be cancelled once committed

Weaknesses

  • Almost no burst — every kill requires several seconds of contact
  • Must be at close range, where he is also easiest to focus down
  • Low durability with no defensive ability besides the dash
  • Loses completely to heroes who can hold him at 30m+ and refuse to be approached

Weapon

submachine gun. Fast-firing automatic weapon, roughly 9.5 rounds per second for about 5.5 damage each from a 27-round magazine, with fairly slow bullet travel (around 660 m/s) that must be led at distance. Falloff runs from about 18m to 55m, and every bullet feeds Afterburn, so uptime on target matters far more than individual shot damage.

Abilities

Napalm

Ability 1 · cone spray damage-over-time with slow

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.

What it is for: His lane harass, his wave-clear and his chase tool — it is the button that starts every fight and the reason he wins extended trades.

Damage
about 40 spirit at base plus the napalm coating over time (deadlock.one)
Crowd control
movement slow on everyone hit
Mobility
none directly, though the slow effectively closes distance
Defensive
the slow is a real disengage tool against a chasing melee hero

How to play against it

  • 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
  • Dispel Magic clears the coating and the slow together, resetting the Afterburn ramp with it

Interactions

  • Tier 3 applies about +17% damage taken and -33% healing, which makes it both a damage amp and a native anti-heal
  • The napalm coating is an ability-source burn, so it refreshes Afterburn's base duration
  • Hits cloaked heroes in the cone — a useful flush for Haze's Smoke Bomb
  • Clears creep waves fast, which is why he is a strong farmer despite low raw gun damage
Upgrade tiers
  • Tier 2: +15% lifesteal
  • Tier 3: applies about +17% Damage Taken and -33% Healing to affected targets

Flame Dash

Ability 2 · directional dash leaving a damaging trail

Dashes forward with slow resistance, leaving a burning trail behind that damages anyone standing in it. Holding forward extends the dash further.

What it is for: His gap-close and his escape, plus a lingering zone that makes retreating through the same corridor costly.

Damage
about 30 damage per second from the trail; tier 2 adds about +20 DPS (deadlock.one, metabot.gg)
Mobility
a substantial forward dash, extendable by holding forward
Defensive
slow resistance during the dash makes it reliable as an escape even into enemy slows

How to play against it

  • 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
  • Knockdown or a stun during the dash cancels the reposition and strands him in your team

Interactions

  • Trail damage is an ability source, so it refreshes Afterburn duration on anyone standing in it
  • Slow resistance during the dash specifically counters kiting slows like Crackshot, Malice and Frost Grenade
  • Tier 3's two charges turn it from a commitment into a genuine in-and-out skirmish tool
  • Laying the trail across a doorway is meaningful area denial in tight interiors
Upgrade tiers
  • Tier 2: +1.0s trail duration and about +20 damage per second
  • Tier 3: 2 ability charges with about a 14s recharge

Afterburn

Ability 3 · weapon-hit stacking burn passive

His weapon hits build a burning effect that deals spirit damage over time. Abilities reset the burn to its base duration and weapon hits extend it.

What it is for: The engine of the hero — it converts his low per-bullet damage into a persistent damage source that keeps ticking after he breaks line of sight.

Damage
about 14 spirit damage per second at base (deadlock.one)

How to play against it

  • Spirit Armor mitigates it since the burn is spirit damage despite being applied by bullets
  • Dispel Magic removes the burn outright, which is worth a slot against an Infernus-heavy team
  • Break contact fully — the burn only extends on weapon hits, so a few seconds behind hard cover lets it expire
  • Healing items are weak against him once Napalm is at tier 3 (-33% healing); positional disengage beats sustain here

Interactions

  • Abilities refresh to base duration while weapon hits extend it — so the optimal pattern is ability, then sustained gun, not the reverse
  • The burn is spirit damage from a weapon-hit trigger, which means both Spirit Power and fire-rate items increase his total output
  • Tier 2 adds a -35% spirit damage debuff to burning targets, which is meaningful against spirit-heavy enemies
  • Stacks naturally with Napalm's tier-3 damage amp and healing reduction
Upgrade tiers
  • Tier 2: burning targets suffer about -35% spirit damage
  • Tier 3: +3.0s maximum burn duration

Concussive Combustion

Ultimate · self-centered delayed AoE stun

Turns Infernus into a living bomb that detonates after a delay, dealing spirit damage and stunning every nearby enemy. Once cast, it cannot be interrupted.

What it is for: His teamfight opener and his all-in — an area stun he can commit to without fear of being cancelled, which is rare among ultimates.

Damage
about 125 spirit at base (deadlock.one)
Crowd control
area stun on detonation; tier 3 adds about +0.9s stun duration
Defensive
uninterruptible, so it functions as a panic button that punishes whoever dove him

How to play against it

  • Do not try to stun him out of it — it is explicitly uninterruptible; instead use the delay to leave the radius
  • Unstoppable pre-cast makes you immune to the stun even if you eat the damage
  • Ethereal Shift during the delay makes you untargetable through the detonation entirely
  • Before tier 3's +10m radius, simply walking or dashing out is reliable; after tier 3, plan to spend an item instead

Interactions

  • Cannot be interrupted once cast — stunning him mid-delay does NOT stop the explosion, unlike most channelled ults
  • Tier 2's 100% explosion lifesteal makes it a full heal when it lands on multiple enemies
  • Tier 3's +10m radius makes it very hard to simply walk out of
  • Pairs with Flame Dash: dash into the group, then detonate before they can scatter
Upgrade tiers
  • Tier 2: about -65s cooldown and +100% explosion lifesteal
  • Tier 3: +0.9s stun duration and +10m radius

Laning strengths

  • 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
  • Flame Dash covers the lane quickly for orb denial or a step-up kill
  • The combination of a persistent burn and a slow makes him one of the strongest lane bullies in the roster

Laning weaknesses

  • 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
  • Loses badly to long-range poke heroes who never let him inside Napalm's cone
  • Low durability for a hero whose plan requires standing at close range

Power spikes

  • laning 0-10min: Napalm plus Afterburn is one of the strongest lane harass packages in the game
  • Napalm tier 3: +17% damage taken and -33% healing turns him into a native anti-heal and a team-wide damage amp
  • Flame Dash tier 3: Two dash charges turn him from a committal diver into a repeatable skirmisher
  • Concussive Combustion tier 3: +10m radius and +0.9s stun makes his ult a genuine teamfight-winning AoE

Playing against Infernus

  • 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
  • Buy Spirit Armor, not just Bullet Armor: Napalm, Afterburn, Flame Dash trail and Concussive Combustion are all spirit damage
  • Carry Dispel Magic to strip the Afterburn burn and the Napalm slow together — it resets his whole damage ramp
  • Use the Concussive Combustion delay to LEAVE, not to CC him; it is uninterruptible, so a stun on him is a wasted cooldown
  • Collapse on him whenever Flame Dash is spent — pre-tier-3 he has exactly one escape and nothing else
  • Break line of sight completely for a few seconds; Afterburn only extends on weapon hits, so hard cover lets the burn expire

Bait these first

  • 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
  • Napalm second: force it onto a durable frontliner or the creep wave, since without the slow he cannot hold you in his SMG range
  • 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
  • Afterburn is a passive; deny it with hard cover breaks rather than trying to bait it

What Infernus does to you

  • Napalm plus Afterburn means you keep taking damage after the fight appears to be over — disengaging at 40% health frequently still kills you
  • Napalm tier 3 applies -33% healing, so your Restorative Locket, Lifestrike or support heals simply do not save you
  • Concussive Combustion cannot be interrupted — stunning him does nothing, and at tier 3 the radius is large enough that walking out is not reliable
  • Flame Dash with two charges lets him dive in, detonate, and still have a charge to leave with
  • His damage is split spirit and bullet, so a single-resist build is only half-effective against him

Punish windows

  • Any moment Flame Dash is on cooldown — he has no other escape and low durability
  • During the Concussive Combustion delay if you are already outside the radius: he is standing still, visible, and committed
  • His 2.25s reload on a 27-round magazine emptied at about 9.5 rounds per second
  • The first few seconds of any engagement, before Afterburn has ramped — his burst is the weakest in the group
  • Any time you can force the fight past 30m, where his cone, his trail and his bullet travel time all fail

Hardest matchups for Infernus

Ranked by how far below Infernus's own baseline each pairing measures — not by raw win rate.

Victor 43.7% -5.5 pts
Paige 45.4% -3.8 pts
Ivy 45.9% -3.3 pts
Seven 45.9% -3.3 pts
Kelvin 46.5% -2.7 pts
Lash 47.2% -2.0 pts
Haze 47.3% -1.9 pts
Calico 47.4% -1.8 pts

Best matchups for Infernus

Same measure, other direction.

Sinclair 54.8% +5.6 pts
Mirage 54.2% +5.0 pts
Bebop 53.1% +3.9 pts
Mina 53.0% +3.8 pts
The Doorman 52.4% +3.2 pts
Rem 52.3% +3.1 pts
McGinnis 50.7% +1.5 pts
Billy 50.6% +1.4 pts

Every Infernus matchup

Analyse a full enemy team

Matchup pages cover one enemy. The tool reads all six together.

Open the tool as Infernus
Sources and confidence for this record

Record confidence: Strong evidence. Compiled for patch 09-16-2026, researched 2026-09-21.

Difficulty rating: deadlocklabs.gg hero page lists in-game complexity as 1 of 3 stars (★☆☆)