Abilities
Bashdown
Ability 1 · ground slam with anti-air pull and a knockup shockwave Billy drives his bat into the ground. The slam yanks airborne enemies down to the floor and deals melee damage, and the resulting shockwave deals spirit damage and throws nearby enemies into the air.
What it is for: Simultaneously his anti-air tool and his crowd control. Against heroes who live in the air — Vindicta, Grey Talon, Wraith mid-dash, Calico mid-leap — the downward pull is a hard counter, and the shockwave knockup interrupts everything on the ground.
- Damage
- 35 spirit damage scaling with Spirit Power (deadlock.one); Tier 3 adds 50% heavy melee damage.
- Crowd control
- Pulls airborne enemies downward plus a knockup shockwave on the ground — two distinct control effects in one cast.
- Defensive
- The knockup interrupts an incoming dive or a channelled ability.
How to play against it
- It has a visible slam wind-up and a fixed radius — step out of the circle rather than trying to jump over it, since jumping is exactly what the pull punishes
- Do not use an air-mobility escape while he has Bashdown available; the pull drags you straight back down and wastes your stamina
- Bait the charges — at base he only has one on a 35s cooldown, so a spent Bashdown means several seconds of no control from him
Interactions
- The downward pull is the single most distinctive thing in his kit — it makes air-mobility heroes a favourable matchup for him
- Blasted T2 refunds a Bashdown charge on use, which is what lets him chain control
- Tier 2 grants a second charge and +2m radius, turning it from a single interrupt into an area lockdown tool
- 35s base cooldown with an 8s charge delay makes it expensive to waste
Upgrade tiers
- T1: -10s cooldown (from a 35s base)
- T2: +1 charge and +2m radius
- T3: -3s charge time and now deals 50% heavy melee damage
Rising Ram
Ability 2 · charging gap-close that launches both hero and target airborne Billy lowers his head and charges into an enemy, carrying both himself and them up into the air. Hitting a target cuts the cooldown in half.
What it is for: His engage and the setup half of his combo. Launching a target airborne removes their ground movement entirely and delivers them into his close-range gun.
- Damage
- 40 spirit damage scaling with Spirit Power (deadlock.one).
- Crowd control
- Knockup on the target — they are carried airborne alongside Billy.
- Mobility
- A committed forward charge with a 0.35s cast delay and a short 0.3s duration; it is a gap-close, not an escape.
- Defensive
- Poor — it moves him toward danger, not away from it.
How to play against it
- It is a straight-line charge with a 0.35s cast delay — sidestep rather than back up, and the miss costs him the full 32s cooldown instead of 16s
- Fight him in open ground where a missed charge leaves him fully exposed with no follow-up
- Hold a stun for the charge wind-up; interrupting it denies both the cooldown refund and the knockup
Interactions
- The 50% cooldown refund on impact means a hitting Billy can re-engage far sooner than a missing one — punishing the miss is disproportionately valuable
- Tier 3 grants +10% max health for 16s on hero hit, which is his main durability spike in a fight
- Launching a target upward denies them their ground dash for the airborne duration
- A missed Rising Ram is his single biggest liability; urgametips specifically flags missing it as his core vulnerability
Upgrade tiers
- T1: +25% weapon damage for 5s on impact
- T2: +0.4s charge duration
- T3: -13s cooldown (from a 32s base) and +10% max health for 16s on hero hit
Blasted
Ability 3 · melee-driven ammo restore and damage-amplification debuff Billy's melee hits refill his gun's ammunition and leave the victim 'wrecked' for several seconds. The active portion makes his bullets hit wrecked targets substantially harder.
What it is for: The engine of the hero. It converts him from a gun with a 2.90s reload into a melee-shoot loop that never has to stop, and it is why his sustained damage is genuinely top-tier at close range.
- Damage
- 70 melee bonus health scaling with Spirit Power at base (deadlock.one); Tier 2 adds +7% wrecked bullet amplification.
- Crowd control
- none (the wrecked status is a damage debuff, not crowd control)
- Mobility
- Tier 1 grants +2.25 m/s bonus movement speed.
- Defensive
- Tier 3 grants +50 melee bonus health, which is real effective health inside the melee loop.
How to play against it
- Do not let him land the melee hit that starts the loop — outside melee range the wrecked status never applies and his gun is just a 74 DPS close-range weapon with a 2.90s reload
- The 7s wrecked duration is the window to disengage; breaking away resets his amplification
- Anti-melee itemisation and any effect that keeps you at range defeats the entire mechanic
Interactions
- Bashdown also applies wrecked, so he does not need to land a raw melee swing to start the loop
- Tier 2 refunds a Bashdown charge on use, tying his damage engine to his crowd control
- The wrecked status lasts 7s, which is his effective damage window against a target
- It sidesteps the 2.90s reload penalty entirely, which is why his DPS number understates him at point-blank range
Upgrade tiers
- T1: +2.25 m/s bonus movement speed
- T2: +1 Bashdown charge on use and +7% wrecked bullet amplification
- T3: +50 melee bonus health and improved spirit scaling
Chain Gang
Ultimate · multi-target tether that disables movement abilities, then yanks Billy chains every nearby enemy to himself. While chained they cannot use movement abilities at all and are heavily slowed if they try to pull against the chain. After a short delay he hauls everyone back to him for spirit damage. Losing line of sight for long enough breaks the chain.
What it is for: The best anti-mobility ultimate among these eight heroes. It does not just slow escapes, it switches them off — a chained Wraith cannot blink, a chained Calico cannot Leaping Slash, a chained Apollo cannot Disengaging Sigil.
- Damage
- 120 spirit damage scaling with Spirit Power on the yank (deadlock.one).
- Crowd control
- Movement-ability lockout plus heavy slow for the ~2.8s duration, ending in a forced displacement toward Billy.
- Mobility
- none for Billy
- Defensive
- Tier 1 grants +40% spirit and bullet resist for the duration, so he can stand in the middle of the chained group and survive; Tier 3 gives +1.3s Unstoppable per hero pulled.
How to play against it
- Break line of sight — the chain explicitly snaps if he loses sight of you for a short period, so ducking behind a pillar or a building corner frees you
- Do not group inside 12m of a Billy with ultimate available; the cast range is short and spreading out means he catches one hero instead of four
- Save a cleanse or CC-immunity item specifically for this rather than for his Bashdown knockup
- Note that mobility items and abilities are switched off, not merely slowed — plan the escape around walking behind geometry rather than dashing
Interactions
- The line-of-sight break clause is the key counterplay — getting a wall between yourself and Billy severs the chain
- Because it disables movement abilities rather than merely slowing, it hard-counters escape-reliant heroes in a way ordinary CC does not
- Tier 3's Unstoppable scales with how many heroes he caught, so a multi-hero Chain Gang makes him uncontrollable for several seconds
- 175s base cooldown, dropping 40s at Tier 2 — a wasted cast is a long liability
- Cast range is only 12m base (+5m at T3), so he must already be in the middle of the enemy team
Upgrade tiers
- T1: +40% spirit and bullet resist
- T2: -40s cooldown (from a 175s base)
- T3: +5m range and +1.3s Unstoppable per hero pulled