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Infernus

CarrySkirmisherInitiator Hybrid Damage Mid Game Low Difficulty

Patch 10-30-2026, 371,547 matches. Updated daily.

How to counter and play Infernus

Items to buy

  • vs healing and lifesteal Healbane Healbane 1,600 souls Tier 2ArmorPassive +8s Duration +7 Spirit Power -35% Incoming Healing Decay Decay 3,200 souls Tier 3TechPress +30s Cooldown +12s Duration +0.1s Cast Delay +8 Spirit Power -55% Incoming Healing +65 Bonus Health Toxic Bullets Toxic Bullets 3,200 souls Tier 3WeaponPassive -40% Incoming Healing
  • vs zoning and area denial Enduring Speed Enduring Speed 1,600 souls Tier 2ArmorPassive +25% Slow Resist +2 Out of Combat Regen Builds from Sprint Boots Fleetfoot Fleetfoot 1,600 souls Tier 2WeaponInstantCast +16s Cooldown +5s Duration +100 move speed penalty while shooting reduction +35% Slide Distance +6% Bullet Resist +40% Slow Resist +6% Weapon Damage Restorative Locket Restorative Locket 1,600 souls Tier 2ArmorInstantCast +20s Cooldown +0.1s Cast Delay +8% Spirit Resist +25 Max Stacks +3 Max Stamina Restore
  • vs slows Debuff Reducer Debuff Reducer 1,600 souls Tier 2ArmorPassive +25% Debuff Resist +90 Bonus Health Enduring SpeedDispel Magic Dispel Magic 3,200 souls Tier 3ArmorInstantCast +45s Cooldown +10% Spirit Resist +3s Buff Duration +250 Heal Amount
  • Hold him at range — Napalm Napalm 20m Range25s Cooldown 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. Crowd Control movement slow on everyone hit Damage about 40 spirit at base plus the napalm coating over time (deadlock.one) Mobility none directly, though the slow effectively closes distance 1 +20% lifesteal 2 applies 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, Afterburn Afterburn His weapon hits build a burning effect that deals spirit damage over time. Damage about 14 spirit damage per second at base (deadlock.one) 1 +16 DPS on the burn 2 burning targets suffer about -35% spirit damage 5 +3.0s maximum burn duration , Flame Dash Flame Dash 3s Duration38s Cooldown Dashes forward with slow resistance, leaving a burning trail behind that damages anyone standing in it. Damage about 30 damage per second from the trail; Mobility a substantial forward dash, extendable by holding forward Defensive slow resistance during the dash makes it reliable as an escape even into… 1 -12s cooldown 2 +1.0s trail duration and about +20 damage per second 5 2 ability charges with about a 14s recharge trail and Concussive Combustion Concussive Combustion 190s Cooldown Turns Infernus into a living bomb that detonates after a delay, dealing spirit damage and stunning every nearby enemy. Crowd Control area stun on detonation; Damage about 125 spirit at base (deadlock.one) Defensive uninterruptible, so it functions as a panic button that punishes whoever… 1 +100 damage 2 about -65s cooldown and +100% explosion lifesteal 5 +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, Lifestrike Lifestrike 3,200 souls Tier 3ArmorPassive +4s Cooldown +48% Move Speed +2.5s Slow Duration +16% Melee Damage +125 Bonus Health Builds 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 Shift Ethereal Shift 6,400 souls Tier 4TechInstantCast +37s Cooldown +4s Duration +5s Buff Duration +30% Spirit Resist +20 Spirit Power or Unstoppable Unstoppable 6,400 souls Tier 4ArmorInstantCast +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds 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

Plan a game against Infernus and the rest of their team →

Good at

  • 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

52.4 DPS

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.

  • 5.50 Bullet Damage
  • 1 Pellets per Shot
  • 9.52 Bullets per sec
  • 27 Ammo
  • 2.25s Reload Time
  • 660m/s Bullet Velocity
  • 50Light Melee
  • 116Heavy Melee
Vitality and movement
  • 830 Health
  • 2 Health Regen
  • 6.70m/s Move Speed
  • 1.60m/s Sprint Speed
  • 3 Stamina
  • 4.50s Stamina 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.

  • Paige Paige SupportControllerMid rangeSpirit damage Peel — Plot Armor is a save and a damage buff on one button. Durability low (1/3) Burst low (1/3) Mobility none (0/3) Healing high (2/3) 57.7% together +4.7% above expected
  • Graves Graves ControllerSummonerClose rangeHybrid damage Map pressure while away from the fight via Borrowed Decree Ghouls marching at objectives Durability low (1/3) Burst low (1/3) Mobility none (0/3) Healing low (1/3) 56.2% together +2.9% above expected
  • Seven Seven MageControllerMid rangeSpirit damage Wave and jungle clear through Lightning Ball and Power Surge, which helps him reach item breakpoints sooner Durability low (1/3) Burst high (2/3) Mobility none (0/3) Healing none (0/3) 55.2% together +2.8% above expected
  • Baba Baba ControllerMageMid rangeSpirit damage Three kinds of control in one kit: silence, a hex and several slows Durability low (1/3) Burst high (2/3) Mobility high (2/3) Healing low (1/3) 55.0% together +2.6% above expected
  • Rat King Rat King BruiserSupportClose rangeBullet damage Makes his whole team's guns better: stacking bullet-resist shred from Rat Swarm Durability high (2/3) Burst high (2/3) Mobility low (1/3) Healing low (1/3) 53.7% together +2.0% above expected
  • Deadman Danny Deadman Danny SkirmisherInitiatorMid rangeHybrid damage Free flight: he picks his angles and reaches heroes others can't Durability low (1/3) Burst high (2/3) Mobility very high (3/3) Healing low (1/3) 53.9% together +1.8% above expected

Every Infernus duo →

Every Infernus matchup

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 struggles Infernus 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%).

Only matches whose average rank was Oracle and above, where Infernus wins 47.8% overall.

Abilities

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 Bomb Smoke Bomb 8s Duration33s Cooldown Vanishes from sight and gains bonus sprint speed. Mobility significant sprint speed bonus while active; Defensive an escape — at tier 3 it also purges non-ultimate debuffs and grants 50%… 1 grants 2 ability charges 2 removes 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
  • 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 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 Crackshot 20s Cooldown Her headshots deal bonus damage and apply a fading movement speed penalty. Crowd Control a fading movement speed penalty; Damage about 55 bonus damage at base; Defensive the slow is a kiting tool against a chasing bruiser 1 about -20% additional fading move speed penalty 2 about +49.5 damage and -6% Bullet Resist on the target for 5 seconds 5 about -6s cooldown on hero headshots and -3s on NPC headshots , Malice Malice 6s Cooldown Spends more of her own health to fire blood shards that each apply a stack of Malice. Crowd Control stacking movement slow that decays over time Damage about 23 per shard at base spirit power; Defensive the slow helps her disengage, but the health cost partly offsets that 1 -3s cooldown 2 about +25.2 damage and +4 blood shards 5 about +8% additional damage amplification and Frost Grenade Frost Grenade 30s Cooldown Lobs a grenade that bursts into a freezing cloud, healing allies caught in it while dealing spirit damage and cutting enemy movement speed. Crowd Control movement slow on enemies; Damage about 60 spirit at base, with a matching heal of about 60; Defensive the primary heal in his kit outside the ultimate, and the stamina freeze… 1 +30 damage and +30 heal 2 about -10s cooldown and freezes enemy stamina regeneration 5 +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.

45% 50% 55% 0.6% of all games end at 10–15 minutes 1.2% of all games end at 15–20 minutes 3.4% of all games end at 20–25 minutes 11.0% of all games end at 25–30 minutes 23.2% of all games end at 30–35 minutes 26.4% of all games end at 35–40 minutes 17.9% of all games end at 40–45 minutes 9.4% of all games end at 45–50 minutes 4.3% of all games end at 50–55 minutes 1.7% of all games end at 55–60 minutes 0.8% of all games end at 60+ minutes 10–15 min: 52.3% over 2,131 games 52.3% 15–20 min: 51.3% over 4,843 games 51.3% 20–25 min: 52.2% over 13,072 games 52.2% 25–30 min: 50.0% over 40,368 games 50.0% 30–35 min: 49.5% over 85,851 games 49.5% 35–40 min: 49.5% over 98,187 games 49.5% 40–45 min: 49.5% over 67,221 games 49.5% 45–50 min: 48.3% over 35,509 games 48.3% 50–55 min: 48.3% over 16,449 games 48.3% 55–60 min: 47.8% over 6,300 games 47.8% 60+ min: 47.2% over 3,280 games 47.2% 10–1515–2020–2525–3030–3535–4040–4545–5050–5555–6060+
above 50% below 50% under 1,000 games how many games end then
See the numbers
MinutesWinsvs usualGames
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 (★☆☆)