Spew an incendiary mixture, dealing Spirit Damage, applying slow, and coating targets in napalm.
Live
Infernus has many ways to deal damage over time, burning foes before swooping in for the kill. Due to Infernus' blazing speed, his enemies won't be able to escape the flames.
Napalm
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Flame Dash
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Afterburn
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Concussive Combustion
ult at lvl 6
Spew an incendiary mixture, dealing Spirit Damage, applying slow, and coating targets in napalm.
Dash forward, gaining Slow Resistance while leaving a flaming trail that deals Spirit DPS. HoldMove Forwardwhile active to dash farther.
Weapon hits build up a burning effect, dealing Spirit DPS. Abilities refresh the base burn duration.
Become a living bomb, dealing Spirit Damage and applying Stun to all nearby enemies after a delay. Once cast, Concussive Combustion cannot be interrupted.
Infernus is Deadlock's ramping damage-over-time bruiser — he doesn't burst you down, he sets you on fire and out-sustains you while you melt. His SMG isn't the damage, it's the lighter: every hit stacks Afterburn, Napalm coats targets in flame, and the kit all scales with Spirit, so souls go mostly into spirit with a small weapon line just to spread the burn. Complexity 1 and flagged new-player friendly, he's a great first hero — light them up, dash in and out, and let the DoT do the work.
You win lane on consistency, not burst, because Afterburn takes a few bullets to fully ramp. Hold steady fire on one target instead of tapping — the burn keeps ticking after they break line of sight, so even a brief window pays off. Use Napalm to secure last hits, contest denies, and refresh your burn between mags. Flame Dash is your safety valve: dash out of a dive, or through a creep wave and let the flaming trail chip them. Put an early point in Afterburn — its 1-AP upgrade roughly triples burn damage around 1,000 souls, the moment Infernus actually turns on. Buy a couple of cheap spirit items and a little HP/regen so you don't die; you're squishy before lifesteal, so respect early dive from burst heroes and don't over-extend chasing a kill.
This is where Infernus comes alive. Rush Toxic Bullets — its %-max-HP bleed and healing cut, stacked on top of Afterburn, is unbearable for tanks and healers and shreds them in any extended trade. Add Spirit Lifesteal so the DoT brawl actually heals you, and imbue Napalm with Quicksilver Reload so you never run dry mid-fight. Now rotate hard: your AoE ult is excellent for clearing or contesting a packed circle, so Flame Dash into Concussive Combustion lets you jump on the Urn king-of-the-hill point, steal a neutral camp, or contest a Guardian. Pick off isolated targets, light them, and back off — the fire finishes the job after you disengage.
Late, you're a full teamfight DoT engine. The job is simple: walk into a clump, drop Napalm and ult to light everyone, then kite at full move speed while they cook. Stack spirit shred — Spirit Rend plus Escalating Exposure — so your burns punch straight through enemy Spirit Resilience instead of plateauing, and add Ricochet so Afterburn and Toxic spread off one target onto the whole group. Pile raw spirit with Boundless Spirit to scale every tick. Because you have to walk in to apply the fire, hold a Divine Barrier or Ethereal Shift to survive your own commit, and buy Inhibitor when the team needs the lockdown on a fleeing carry.
Napalm into Concussive Combustion: cast Napalm first so the slow glues them in place, then ult — it can't be interrupted once it's out, so nobody walks out of the bomb radius. Flame Dash into Concussive is your go-to engage and the cleanest way to drop onto a contested point. Remember every ability cast refreshes your base burn, so weave Napalm between mags to keep Afterburn at full uptime even when you stop shooting. Quicksilver Reload imbued on Napalm hands you a free reload plus fire rate the instant you cast, fixing the 'out of ammo mid-fight' problem. Spirit Rend, Escalating Exposure and Mystic Vulnerability together make every burn tick ramp instead of flattening. And Echo Shard lets you double-cast Concussive Combustion for a second detonation in a stacked fight.
Cheap spirit to pump Napalm and Afterburn, a second Napalm charge for double burn and waveclear, plus a little HP so you survive the squishy phase.
Toxic Bullets
Improved Spirit
Quicksilver Reload
Mystic Vulnerability
Spirit Lifesteal
Superior Duration
Toxic Bullets is the priority spike — %-max-HP bleed and heal-cut on top of burn melts tanks. Spirit Lifesteal to sustain the brawl, Quicksilver on Napalm to stay fed, Superior Duration as your first big spirit spike.
Spirit Rend and Escalating Exposure shred resist so burns ignore Spirit Resilience, Ricochet spreads the fire to the whole clump, Boundless Spirit and Mystic Reverb pile on AoE spirit, and Inhibitor locks the fight down.
Healbane vs heavy healing/lifesteal comps, Ethereal Shift or Metal Skin to survive the focus right after you commit your ult, Knockdown to pin a slippery target in your fire, Spirit Armor vs spirit-burst lineups, Echo Shard to re-cast your bomb.
Is Infernus good for beginners?
Yes — he's complexity 1 and officially flagged new-player friendly. The inputs are simple (light them up, dash in and out) and the damage-over-time is forgiving, so he's a great recommended first hero.
Is Infernus weapon or spirit?
Spirit-primary hybrid. Afterburn, Napalm and the ult all scale with Spirit, so most souls go into spirit; you keep just enough weapon (Toxic Bullets, Ricochet) to apply and spread the burn. Pure-gun Infernus is off-meta.
What should I rush on Infernus?
A point in Afterburn plus cheap spirit early — the 1-AP Afterburn upgrade roughly triples burn around 1,000 souls. Then Toxic Bullets and Spirit Lifesteal as your first mid spike, followed by Superior Duration.
How do I play Concussive Combustion well?
It has a wind-up but is uninterruptible once cast, so commit it through enemy CC — ideally after Napalm or Flame Dash has locked them in melee range. Hold Ethereal Shift or Divine Barrier if you expect to get focused during the detonation delay.
Like most teenagers; Infernus was wild, rebellious, and impetuous. Unlike most teenagers, Infernus was a creature from another plane and had a supernatural mastery over fire. Needless to say: his youth was filled with no small amount of arson, murder, and evidence disposal. But that was then. Now an adult, Infernus has mellowed out considerably. He’s happy working at a bar with good live music, and talking to interesting people. That being said when someone at the bar gets belligerent or violent, he’s not afraid to dust off the skills he once honed.
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.