deadlock.io
Billy Live

Billy

~55.1% WR ~7.0% pick
Hard Close Range PunkChaoticG.O.A.T.
Signature abilities4
Bashdown Rising Ram Blasted Chain Gang ult at lvl 6
Ability 1
Bashdown
35s
Instant cast

Slam your bat into the ground, Pulling enemies down and dealing Melee Damage. The slam creates a shockwave that deals Spirit Damage and applies Knock Up.

1
Charges
8s
Charge cooldown
0.3s
Channel time
4m
Cast range
1AP 35s Cooldown — Cooldown -10s
2AP +1 Charge and +4m Radius — Cast range +2m, Charges +1
5AP 8s Charge Time Now deals 60% Heavy Melee Damage — Counts As Light Melee -1, Counts As Heavy Melee +1, Heavy Melee +0.6, Heavy Melee +0, Melee Damage +0, Melee Damage +0, Charge cooldown -3s
Ability 2
Rising Ram
32s
Instant cast

Charge head-first into an enemy and send them into the air along with Billy. Cooldown reduced by 50% on impact.

0.35s
Cast delay
0.3s
Duration
40↑1.9
Damage
1AP On Impact: +0% Weapon Damage for 0s — Weapon Damage Burst +25, Weapon Damage Burst Duration +5s
2AP 0.3s Charge Duration — Duration +0.4s
5AP 32s Cooldown On Impact: Deal 0% max health as Spirit Damage — Deal Max Health Damage Pct +10, Deal Max Health Damage Pct +0.02, Cooldown -13s
Ability 3
Blasted
27s
Instant cast

Passive: Melee hits restore ammo and inflict wrecked on the victim for 7s.

0.28s
Cast delay
8s
Duration
70↑0.6
Max Health Melee
10
Bullet Damage Amp
1AP While Blasted: +0m/s Bonus Move Speed — Move speed +2.25m
2AP +1 Bashdown Charge on use and +10% Wrecked Bullet Amp — Gain Slam On Use +1, Bullet Damage Amp +7
5AP +70 Melee Bonus Health and increases spirit scaling — Max Health Melee +50, Max Health Melee +0.6
Ability 4
Chain Gang
150s
Instant cast

Chain nearby enemies to you. Chained enemies cannot use movement abilities and receive a heavy slow when they pull on the chain. After a delay, yank everyone towards Billy and deal Spirit Damage. The chain breaks if you lose line of sight for a short while.

12m
Cast range
2.8s
Duration
0
Status Effect Unstoppable
120↑1
Damage
1AP +0% Spirit Resist & Bullet Resist — Bullet Resist +40%, Spirit Resist +40%
2AP Cooldown -50s
5AP +12m Range +0s of Unstoppable Per Hero pulled in — Unstoppable Per Hero +1.3, Cast range +5m
Guidehow to play

Billy is a weapon-led close-range bruiser who lives in your face: he closes with Rising Ram, weaves melee into his 30-round clip, and his Blasted passive reloads the whole magazine off a single melee while stacking Wrecked. His win condition is picking a priority target and either isolating one carry or chaining a whole cluster with Chain Gang, which mutes movement abilities in a mobility-heavy meta. He's a 3/5-complexity dive hero for players who want to brawl, not poke.

Early game

Play the lane at range with your Close Range gun until Blasted hits level 2, because that's when your trade pattern comes online. Once it's up, trade with the 1-3-1: light melee, gun burst, light melee, so the clip refills mid-trade and you out-sustain your laner. Do NOT open with heavy melee into a competent opponent, a parry there just kills you. Secure last hits with the gun since your innate wave clear is weak, and pair with a brawly partner like Dynamo, Kelvin, Ivy or Drifter. First buys are Melee Lifesteal and Monster Rounds; add Restorative Shot or Healing Rite if you're getting poked out. Fear ranged kiters like Talon, Vindicta and Geist, and respect parry-happy duelists like Abrams.

Mid game

This is Billy's peak. With Chain Gang up plus a couple of cooldown and charge items you become the best ganker on the map: Rising Ram in, Bashdown, then ult to lock the squishy. After lane, farm the enemy jungle, Blasted sustains you through camps for free. Roam and force picks, and contest the Urn capture circle, where your lifesteal sustain plus the Chain Gang yank are elite for clearing and holding a ring. Rapid Recharge is your first real spike; Spirit Snatch makes Bashdown's shockwave steal resist so you get tankier and hit harder at once.

Late game

Late, Billy is a frontline-ish bruiser but you flank, you don't facecheck. Your tankiness is conditional, it comes from melee lifesteal and Blasted procs, so you're only tanky while you're actually hitting someone. Pop Blasted active before you dive for the weapon empower and max-HP bump, then ult to either delete one carry or scatter-lock a clustered team for your followup. Heavy-melee scaling carries you here: Crushing Fists turns the Bashdown slam into a nuke since it counts as a melee at its third upgrade. Round out with Leech, Frenzy and a survivability item like Colossus or Diviner's Kevlar.

Combos & tricks

Core burst: Rising Ram (it launches the target and you), then Bashdown on the airborne target, then a light melee to proc Blasted for an instant clip refill plus Wrecked, then empty the close-range clip point-blank; re-Ram if it refunded its cooldown. Melee-reload weave: dump 30 rounds, then light-melee chain to reload via Blasted instead of a slow reload, so you never stop DPS, and mixing light melee with the gun dodges parry punishes. Wombo: Chain Gang a clustered team so their dashes are muted, drop Cold Front for AoE slow, yank, then gun cleanup. Heavy-melee scaling: at Bashdown level 3 it's a melee, so Crushing Fists and Melee Charge scale the slam and double-proc Blasted stacks on heavy hits. Escape tech: aim Rising Ram up and jump to rocket onto high ground or out of a gank, it also crosses Paradox's wall without eating the silence.

Buildsbuy order matters
Laning1600

Sustain plus melee-trade core. Melee Lifesteal heals every weave, Extra Charge gives a second Bashdown, Spirit Strike pads the slam, Monster Rounds eases his weak clear, and Close Quarters amps a gun that's always at point-blank range.

Mid game3200

Power spike plus lockdown. Lifestrike is the safe big buy (weapon, heavy-melee and heal for his weave), Rapid Recharge is the first real spike, Spirit Snatch trades resist on the shockwave, and Point Blank keeps you fed in kill range.

Late game6400

Heavy-melee bruiser scaling. Crushing Fists nukes the Bashdown slam and stacks Blasted, Leech and Frenzy are near-every-game weapon and sustain spikes, and Colossus or Diviner's Kevlar give you the HP to ride out Chain Gang.

Situational

Bullet Armor vs gun comps, Spirit Armor vs casters. Knockdown for anti-fly (Vindicta, Talon), Unstoppable to channel the ult through CC, Toxic Bullets for anti-heal, and Warp Stone or Refresher to either bail from kiters or fire a second Chain Gang.

Tips & tricks
Reload with melee, not the reload button: dump the clip, then light-melee to refill it via Blasted so your DPS never stops.
Trade with the 1-3-1 (light melee, gun, light melee). Never open with heavy melee into a competent laner, it's a free parry kill.
Pop Blasted active before you dive, not after, for the weapon empower and max-HP bump on entry.
Chain Gang only works on clusters or to isolate one carry, and it breaks if you lose line of sight, so stay glued to them.
Aim Rising Ram up and jump to escape a gank or reach high ground, it's mobility, not just engage.
You're only tanky while you're hitting someone, so keep a target in melee or your lifesteal dries up.
Common questions

Is Billy weapon or spirit?

Weapon-led hybrid. Build gun, melee and survivability, and take spirit items like Extra Charge, Spirit Strike and Rapid Recharge for Bashdown burst and cooldown, not a full caster shell. Blasted makes M1 so ammo-efficient that you never need a Boundless-Spirit build.

Is Billy good for beginners?

No, he's 3/5 complexity. The two-part Bashdown hitbox, the melee parry risk, and managing Chain Gang's line-of-sight all need reps, and spamming heavy melee gets you punished fast.

How do I play Chain Gang well?

Use it on a cluster or to lock one carry mid-fight, never on scattered enemies. Keep them in line of sight or the chain breaks, pre-place Bashdown or Cold Front for the pull, and consider Unstoppable so you can't be interrupted mid-channel. Refresher gives you two.

How do I stop dying to parry early?

Don't open with heavy melee. Trade with the 1-3-1, bait the parry with light melee and gun, and itemize Melee Lifesteal and sustain instead of going all-in on raw melee.

Profilevs roster
Health 76 Mobility 59 Burst 91 Sustain 59 Range 9 Ammo 80
Health 820
Regen 2.5/s
Move speed 7 m/s
Stamina 3
Burst DPS 74.1
Sustained 34.7
Range 32 m
Ammo 30
Primary weapon
Biquette
Close Range
74.1
DPS
6.3
Bullet damage
11.8rps
Fire rate
30
Ammo
2.9s
Reload
34.7
Sustained DPS
124
Shots to down
22.06s
Time to kill
75
Weak-spot shots
189
Clip damage
vs 780 HP · body · no resist
Damage falloff100% → 10%
0m14m31.8m177.8m
Melee 50Light 116Heavy
Matchups

Billy is a white hot ball of rage, furious at the very notion of...something. Maybe it’s the cops. Maybe it’s magic regulations. Maybe it’s the service at the gyro place downtown. (Not the good one. The other one.)

Don't ask him how he got the goat head.

Win rate, skill order, builds and matchups are sample until the match API lands. Abilities, weapon math and the stat profile are real client data.

Update history12
  • Health per boon increased from +48 to +59
  • Bullet damage per boon reduced from 0.165 to 0.142
  • Rising Ram cooldown increased from 30s to 32s
  • Rising Ram T2 increased from +0.3s Duration to +0.4s
  • Rising Ram T3 increased from -10s Cooldown to -13s
  • Rising Ram T3 now also reduces cooldown by 10s
04-10-2026 UpdateApr 11, 2026
  • Bashdown T3 increased from -2s Charge Time to -3s
  • Rising Ram T3 damage increased from 8% to 10%
03-21-2026 UpdateMar 21, 2026
  • Rising Ram now uses a break-off angle when grounded, allowing upward movement if looking up enough
  • Bashdown radius reduced from 4.5m to 4m
  • Bashdown T2 changed from "+1.3m Radius" to "+1 Charge and +2m Radius"
  • Bashdown T3 now also reduces charge time by 2s
  • Rising Ram damage reduced from 55 to 40
  • Rising Ram damage spirit scaling increased from 1.7 to 1.9
01-30-2026 UpdateJan 30, 2026
  • Bullet damage growth reduced from 0.18 to 0.165
  • Blasted Amp increased from 9% to 10%
  • Blasted Melee Bonus Health reduced from 80 to 70
  • Blasted Melee Bonus Health spirit scaling increased from 0.7 to 0.8
  • Chain Gang damage reduced from 150 to 120
12-16-2025 UpdateDec 16, 2025
  • Health regen reduced from 3 to 2.5
  • Blasted non-player effectiveness reduced from 35% to 25%
  • Blasted light melee effectiveness reduced from 50% to 40%
  • Chain Gang will now break slightly faster when target is out of LOS
11-21-2025 UpdateNov 21, 2025
  • Rising Ram T2 increased from +25% Weapon Damage to +35%
  • Rising Ram T3 increased from 6% Max Health as spirit damage to 6.5%
Raw data & APIopen JSON from the client
billyslug72heroIdpunkgoatcodeName3complexityfalsenewPlayer2026-06-06T16:23:38.392ZupdatedAt