Strengths and weaknesses
Good at
- Melee hits refill his ammo, so he rarely needs to reload
- Chain Gang yanks an entire team into his
- High close-range DPS (74.1)
- Lots of knock-ups and crowd control
Struggles with
- Reduced headshot bonus (-20%)
- Short range; kiting heroes frustrate him
- Chains break if enemies break line of sight
- Needs to be in melee range to get full value
Abilities
Ability order
Spend points in this order. Each ability's tiers cost 1, 2 and 5 points.
- Unlock Blasted
- Unlock Bashdown
- Unlock Rising Ram
- Blasted T1
- Bashdown T1
- Unlock Chain Gang
- Bashdown T2
- Rising Ram T1
- Chain Gang T1–T2
- Blasted T2
- Bashdown T3
- Chain Gang T3
- Rising Ram T3
- Blasted T3
- Rising Ram T2
Item build
A starting build that works in most games. Swap pieces based on the enemy team; the notes explain what each stage is for.
Checked against 18,995 Billy matches from October 6–7, 2026 (all ranks). It keeps the items most Billy players buy and fills the other slots with the items that won most often. See the item tier list for how we measure that.
WeaponVitalitySpirit
| Stage | Items |
|---|---|
| Laning (800-soul items)Close Quarters and Melee Lifesteal are on almost every Billy. Spirit Strike adds damage to your melee hits. | |
| Mid game core (1,600–3,200)The usual Billy core is Stalker, Melee Charge, Lifestrike and Spirit Snatch. Berserker has the strongest results here, and Rapid Recharge gives you more charges of your key ability. | |
| Late game (6,400)Crushing Fists for damage, then Colossus and Juggernaut so you survive diving into the enemy team. | |
| SituationalGreater Expansion is the best-performing optional item on Billy. Debuff Reducer against crowd control, Hunter's Aura for fights in their backline, Scourge for drawn-out brawls. |
Rate this build in the build rater → See its grade, and the heroes it does well and badly against.
How to play
Billy is a melee brawler and initiator. His innate playstyle mixes gun and bat: melee hits refill his ammo, and light melees don’t interrupt reloading. Bashdown and Rising Ram knock enemies up, Blasted makes him tankier with every hit, and Chain Gang drags the whole enemy team to him.
Laning phase (0–10 min)
- Weave melee into your shooting. Melee refills your ammo; heavy melee refills all of it.
- Rising Ram to trade. Launching yourself and the enemy into the air sets up free shots and melee hits. Landing it halves the cooldown.
- Bashdown knocks up enemies near you, which is great for trades and last hits.
Mid game (10–25 min)
- Pop Blasted before fights. Each melee hit boosts your max health and extends its duration.
- Gank with Rising Ram. It closes the gap and starts the fight.
- Bashdown T2 gives a second charge, which is great for repeated knock-ups.
Late game and team fights (25+ min)
- Chain Gang from a flank. Catch as many enemies as possible within 12 m, then pull them into your team.
- Keep line of sight. Chains break if enemies stay behind cover for about a second.
- T3 makes you Unstoppable for 1.3 seconds per hero pulled.
Combos
- Ram and bash: Rising Ram → land → Bashdown → melee chain (refills ammo) → shoot.
- Team pull: Chain Gang a group → Bashdown when they arrive → Blasted and brawl.
- Blasted brawl: Blasted → heavy melee (full reload) → empty the magazine → heavy melee again.
Matchups
- Good against: heroes that want to fight up close, and squishy backliners who can’t escape the chain.
- Hard against: long-range kiters and heroes who can break line of sight easily.
Pro tips
- Billy’s light melees recover faster and slow him less than other heroes’, so chain them freely.
- Blasted T2 gives you a Bashdown charge each time you use it.
Lore
Billy is anger in human form, raging at authority, magical regulations, bad service, or just whatever's in front of him. Nobody knows where the goat skull came from, and nobody is brave enough to ask.
Frequently asked questions
How does Billy's melee reload work?
Blasted's passive makes melee hits refill ammo, 100% on a heavy melee and 35% on a light one. His reload also isn't interrupted by light melees, so mixing melee into your shooting keeps the gun firing.
How does Chain Gang work?
It chains every enemy within 12 metres. While chained they can't use movement abilities and are slowed heavily if they pull away. After 2.8 seconds they're all yanked to Billy and take spirit damage. Breaking line of sight for about a second snaps the chain.
How do you counter Billy?
Keep your distance; his gun is close-range and his headshot bonus is reduced. If he ults, break line of sight to snap the chain, and save crowd control for when he dives in.
Ability numbers are checked against the game and the community-run Deadlock Wiki after every patch. Builds are our own recommendations, checked against public match data. Spotted something out of date? Tell us.