Billy

Billy

Male

Billy is a **Brawler** who thrives in the thick of combat, using his bat and head-first charges to disrupt enemies. He excels at close-quarters combat, where his melee-focused kit allows him to sustain himself and amplify his weapon damage. Perfect for players who enjoy aggressive, high-impact playstyles that reward mechanical skill and positioning.

Base Stats

Vitality

Health
820 (+53/boon)
Health Regen
2/s
Stamina
3
Move Speed
7.0 m/s
Sprint Speed
8.6 m/s

Weapon

DPS
74
Bullet Damage
6.3 (+0.165/boon)
Ammo
30
Fire Rate
11.8/s
Reload Time
2.9s
Falloff
14m-32m

Melee

Light Melee
50 (+1.58/boon)
Heavy Melee
116 (+3.67/boon)

Abilities

1 Weapon

Bashdown

Slam your bat into the ground, pulling enemies down and dealing melee damage. The slam creates a shockwave that deals Spirit Damage and applies knockup. This ability effectively procs the melee effects for Blasted, making it a core part of Billy's sustain loop.

Cooldown: 35s Damage: 35 Duration: 0.75s Radius: 4m
2 Vitality

Rising Ram

Charge head-first into an enemy and send them into the air along with Billy. This ability serves as both a reliable gap closer and a powerful disruption tool, allowing Billy to isolate targets or escape dangerous situations. Cooldown is reduced by 50% on impact.

Cooldown: 32s Damage: 40 (+1.9 spirit) Duration: 0.3s
3 Spirit

Blasted

Passive: Melee hits restore ammo and inflict wrecked on the victim. Active: Empower your weapons. Melee boosts max health and bullets are amplified against wrecked enemies. Deal melee damage to remain Blasted longer (bullet damage no longer extends the duration).

Cooldown: 27s Duration: 8s
4 Ultimate

Chain Gang

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. Always goes on full cooldown after interruption.

Cooldown: 175s Damage: 120 (+0.7 spirit) Duration: 2.8s Radius: 12m

Strengths

  • + High sustain in fights through melee hits restoring ammo and boosting health via Blasted.
  • + Excellent crowd control with knockups from Bashdown and launches from Rising Ram.
  • + Strong lane presence due to melee-heavy playstyle ensuring 100% soul confirmation on last hits.
  • + High mobility for a brawler with a 8.6 m/s sprint speed and a gap-closing charge.
  • + Devastating close-range DPS when combining melee hits with amplified bullet damage.
  • + Effective at disrupting enemy movement and preventing escapes with the Chain Gang tether.
  • + Can easily secure Sinner's Sacrifice due to high melee damage and health scaling.
  • + Scales well into the late game with health-based damage and innate resistances.

Weaknesses

  • Heavily reliant on closing the gap; vulnerable to being kited by long-range heroes.
  • Long ultimate cooldown (150s) makes him less impactful when Chain Gang is unavailable.
  • Chain Gang can be broken by losing line of sight, requiring precise positioning.
  • High reliance on landing melee hits to maintain power spikes and sustain.
  • Vulnerable to anti-healing and damage reduction items that counter his brawling style.
  • Rising Ram can put him in dangerous positions if the charge is miscalculated.
  • Bullet falloff starts early (14m), forcing him to stay in the danger zone to be effective.
  • Limited effectiveness in open areas where cover is sparse and enemies can maintain distance.