Hold him at range — NapalmNapalm20m Range25s CooldownSprays a burning mixture in front of him that deals spirit damage, slows whoever it touches, and leaves them coated in napalm that keeps burning.Crowd Controlmovement slow on everyone hitDamageabout 40 spirit at base plus the napalm coating over time (deadlock.one)Mobilitynone directly, though the slow effectively closes distance1+20% lifesteal2applies about +17% Damage Taken and -33% Healing to affected targets 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, AfterburnAfterburnHis weapon hits build a burning effect that deals spirit damage over time.Damageabout 14 spirit damage per second at base (deadlock.one)1+16 DPS on the burn2burning targets suffer about -35% spirit damage5+3.0s maximum burn duration, Flame DashFlame Dash3s Duration38s CooldownDashes forward with slow resistance, leaving a burning trail behind that damages anyone standing in it.Damageabout 30 damage per second from the trail;Mobilitya substantial forward dash, extendable by holding forwardDefensiveslow resistance during the dash makes it reliable as an escape even into…1-12s cooldown2+1.0s trail duration and about +20 damage per second52 ability charges with about a 14s recharge trail and Concussive CombustionConcussive Combustion190s CooldownTurns Infernus into a living bomb that detonates after a delay, dealing spirit damage and stunning every nearby enemy.Crowd Controlarea stun on detonation;Damageabout 125 spirit at base (deadlock.one)Defensiveuninterruptible, so it functions as a panic button that punishes whoever…1+100 damage2about -65s cooldown and +100% explosion lifesteal5+0.9s stun duration, +10m radius and +0.4 spirit scaling on the damage 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
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, LifestrikeLifestrike3,200 soulsTier 3ArmorPassive+4sCooldown+48%Move Speed+2.5sSlow Duration+16%Melee Damage+125Bonus HealthBuilds from Melee Lifesteal 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
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 ShiftEthereal Shift6,400 soulsTier 4TechInstantCast+37sCooldown+4sDuration+5sBuff Duration+30%Spirit Resist+20Spirit Power or UnstoppableUnstoppable6,400 soulsTier 4ArmorInstantCast+60sCooldown+5.5sDuration+125Bonus Health+25%Debuff ResistBuilds from Debuff Reducer
Afterburn is a passive; deny it with hard cover breaks rather than trying to bait it
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 and trail cannot reach you and his gun has lost nearly a third of its damage
Strong 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
Weak to
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
In lane, good at
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 lets him harass and pressure in lane
In lane, weak to
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
Laning 0-10min — Napalm plus Afterburn is a lane harass package
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
Submachine Gun
Rapid FireMedium Range
52.4DPS
Falloff Range 18m → 55m
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.
5.50Bullet Damage
1Pellets per Shot
9.52Bullets per sec
27Ammo
2.25sReload Time
660m/sBullet Velocity
50Light Melee
116Heavy Melee
Vitality and movement
830Health
2Health Regen
6.70m/sMove Speed
1.60m/sSprint Speed
3Stamina
4.50sStamina Cooldown
Base values on patch data. Items and boons change all of these.
The heroes Infernus 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)57.7% together+4.7% 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)56.2% together+2.9% 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)55.2% together+2.8% above expected
BabaBabaControllerMageMid rangeSpirit damageThree kinds of control in one kit: silence, a hex and several slowsDurabilitylow (1/3)Bursthigh (2/3)Mobilityhigh (2/3)Healinglow (1/3)55.0% together+2.6% 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)53.7% together+2.0% 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)53.9% together+1.8% above expected
Infernus wins 49.4% of games overall.
Who counters Infernus and who Infernus counters: all 43 opponents, from Infernus' hardest to easiest, with how far each sits from that average. Infernus strugglesInfernus does well
Graves and Paige are strong against almost every hero this patch, so they sit near the top here too.
Beyond them, the matchups that are hardest for Infernus in particular: Baba (Infernus wins 44.6%), Seven (Infernus wins 45.1%) and Deadman Danny (Infernus wins 45.2%).
Pick an ability to see what it does and how to play around it.
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.
Purpose: 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 BombSmoke Bomb8s Duration33s CooldownVanishes from sight and gains bonus sprint speed.Mobilitysignificant sprint speed bonus while active;Defensivean escape — at tier 3 it also purges non-ultimate debuffs and grants 50%…1grants 2 ability charges2removes non-ultimate debuffs on cast and grants 50% bullet lifesteal for 5 seconds
Clears creep waves fast, which is why he is a strong farmer despite low raw gun damage
Upgrade tiers
Tier 2: +20% 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.
Purpose: 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
KnockdownKnockdown3,200 soulsTier 3TechPress+35sCooldown+0.1sCast Delay+2sStun Delay+0.5sStun Duration+75Bonus Health+5%Ability Range+5%Radius 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 CrackshotCrackshot20s CooldownHer headshots deal bonus damage and apply a fading movement speed penalty.Crowd Controla fading movement speed penalty;Damageabout 55 bonus damage at base;Defensivethe slow is a kiting tool against a chasing bruiser1about -20% additional fading move speed penalty2about +49.5 damage and -6% Bullet Resist on the target for 5 seconds5about -6s cooldown on hero headshots and -3s on NPC headshots, MaliceMalice6s CooldownSpends more of her own health to fire blood shards that each apply a stack of Malice.Crowd Controlstacking movement slow that decays over timeDamageabout 23 per shard at base spirit power;Defensivethe slow helps her disengage, but the health cost partly offsets that1-3s cooldown2about +25.2 damage and +4 blood shards5about +8% additional damage amplification and Frost GrenadeFrost Grenade30s CooldownLobs a grenade that bursts into a freezing cloud, healing allies caught in it while dealing spirit damage and cutting enemy movement speed.Crowd Controlmovement slow on enemies;Damageabout 60 spirit at base, with a matching heal of about 60;Defensivethe primary heal in his kit outside the ultimate, and the stamina freeze…1+30 damage and +30 heal2about -10s cooldown and freezes enemy stamina regeneration5+2m radius with improved spirit scaling
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 1: -12s cooldown
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.
Purpose: 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 1: +16 DPS on the burn
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.
Purpose: 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 1: +100 damage
Tier 2: about -65s cooldown and +100% explosion Lifesteal
Tier 3: +0.9s Stun duration, +10m radius and +0.4 spirit scaling on the damage
Infernus' win rate by game length
Infernus wants the game over early: 52.0% in games under 25 minutes (#12 of 44), 48.9% in games past 40 (#24 of 44). Worth knowing: the tag at the top says "Mid Game", but on this patch Infernus falls behind other heroes in long games.
above 50%below 50%under 1,000 gameshow many games end then
See the numbers
Minutes
Wins
vs usual
Games
10–15
52.3%
+2.9%
2,131
15–20
51.3%
+1.9%
4,843
20–25
52.2%
+2.8%
13,072
25–30
50.0%
+0.6%
40,368
30–35
49.5%
+0.1%
85,851
35–40
49.5%
+0.1%
98,187
40–45
49.5%
+0.1%
67,221
45–50
48.3%
−1.1%
35,509
50–55
48.3%
−1.1%
16,449
55–60
47.8%
−1.6%
6,300
60+
47.2%
−2.2%
3,280
"vs usual" is against Infernus'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 Infernus 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: deadlocklabs.gg hero page lists in-game complexity as 1 of 3 stars (★☆☆)