Infernus
Male
Infernus is a **Zone Controller** - a mobile skirmisher who excels at area denial and persistent damage over time. He uses his flame-based abilities to create burning zones that punish enemies for standing still while using Flame Dash to reposition aggressively. Perfect for applying constant pressure, zoning enemies from objectives, and burning down targets over extended fights through his stacking damage-over-time effects.
Base Stats
Vitality
- Health
- 800 (+39/boon)
- Stamina
- 3
- Move Speed
- 6.7 m/s
- Sprint Speed
- 8.3 m/s
Weapon
- DPS
- 52
- Bullet Damage
- 5.5 (+0.088/boon)
- Ammo
- 27
- Fire Rate
- 9.52/s
- Reload Time
- 2.49s
- Falloff
- 18m-55m
Melee
- Light Melee
- 50 (+1.58/boon)
- Heavy Melee
- 116 (+3.67/boon)
Abilities
Napalm
Spew an incendiary mixture, dealing spirit damage, applying slow, and coating targets in napalm that increases their damage taken and reduces healing received.
Flame Dash
Dash forward, gaining slow resistance while leaving a flaming trail that deals spirit damage over time. Hold Move Forward button while active to dash farther.
Afterburn
Weapon hits build up a burning effect, dealing spirit damage over time. Bullets and abilities refresh the burn duration. Melee attacks also build up afterburn (20% for light melee, 35% for heavy).
Concussive Combustion
Become a living bomb, dealing spirit damage and applying stun to all nearby enemies after a delay. Once cast, Concussive Combustion cannot be interrupted.
Strengths
- + Excellent zone control with persistent fire damage that forces enemies to reposition
- + High mobility with Flame Dash allows aggressive plays and quick escapes
- + Strong area denial through burning trails that limit enemy movement options
- + Stacking damage-over-time effects excel in extended team fights
- + Concussive Combustion provides powerful team fight disruption with AoE stun
- + Afterburn rewards accuracy with additional persistent damage
- + Napalm debuff amplifies team damage output on prioritized targets
- + Rapid fire weapon provides consistent damage application for Afterburn buildup
Weaknesses
- − Average health pool (800 base, +39/boon) but no mobility escape makes him vulnerable to coordinated dives
- − Limited range - struggles against heroes who can kite effectively
- − Most damage is dealt over time rather than instantly, making him weak against burst-heavy compositions
- − Heavy reliance on positioning and ability cooldowns for effectiveness
- − Napalm and Flame Dash have relatively long cooldowns early game
- − Afterburn requires sustained accuracy to maximize damage potential
- − No hard CC on basic abilities beyond slow effects
- − Ultimate channel can be interrupted if stunned before activation completes