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.
Live
Bashdown
→
Rising Ram
→
Blasted
→
Chain Gang
ult at lvl 6
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.
Charge head-first into an enemy and send them into the air along with Billy. Cooldown reduced by 50% on impact.
Passive: Melee hits restore ammo and inflict wrecked on the victim for 7s.
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.
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.
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.
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, 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.
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.
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.
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.
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.
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.
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.
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.