Infernus is a Deadlock hero whose role is to lights up enemies and watches them burn. Across 1,766,393 tracked matches, Infernus has a 49.2% win rate, placing them in the C tier on the SoulLock.gg hero tier list. This Infernus guide covers abilities, base stats, recommended playstyle and live performance.
SoulLock starter plans, authored from each hero's current kit and the current shop. Ability names, upgrade effects and item availability were checked against the installed game files on October 7, 2026. These are starting points for normal six-versus-six matches, not ranked build win-rate results or a fixed shopping script. Buy the defense or utility that solves your present fight before a damage luxury.
Sustained burn skirmisher. Infernus turns repeated weapon contact into Afterburn spirit damage. His build therefore needs both enough firing time to ignite a target and enough durability to remain in the fight. This is a sustained-pressure plan, not a dash-first burst combo. A target already burning can still be a better use of your next shots than an untouched target you cannot keep in range.
Reviewed 2026-10-07; balance patch 2026-10-05; game build 6759.
Use cover to keep firing windows long enough to build Afterburn, then step back while the burn works. Napalm helps slow a reachable target; casting it at maximum range is less useful if you cannot follow with weapon hits. Keep Flame Dash available when the opposing lane can punish an exposed position. Taking a soul and preserving health is often better than following a burning opponent under their guardian.
Start from a side angle where you can shoot without spending Flame Dash to get in. Apply Napalm and keep weapon contact on an accessible target. Plan Concussive Combustion around its visible delay: pressure an objective entrance or join an ally's control rather than expecting enemies to stand still. A Flame Dash route should end at cover or allies, not in the middle of every enemy gun.
Use modest weapon support to establish Afterburn, then improve the spirit damage and sustain it creates. Toxic Bullets is a response to enemies who heal through long trades; it is not a compulsory first expensive purchase. Escalating Exposure belongs later, when you can apply repeated spirit damage without dying before the stacks matter.
| When | Item | Souls | Reason and tradeoff |
|---|---|---|---|
| Opening | Rapid Rounds | 800 | More firing speed supports repeated weapon contact for Afterburn. It does not fix poor range or a lane where you must spend first on recovery. |
| Opening | Healing Rite | 800 | Recover behind cover after a trade so you can keep collecting souls. Enemy hero or objective damage ends the effect, so activate it after disengaging. |
| Core | Spirit Lifesteal | 1,600 | Supports sustain while burn and abilities damage heroes. Healing reduction or a quick burst kill can make resistance a more urgent purchase. |
| Core | Mystic Vulnerability | 1,600 | Spirit resistance reduction helps your burn plan after you start landing reliable hits. Prioritize staying in range over amplification you cannot apply. |
| Situational | Toxic Bullets | 3,200 | Adds healing reduction to repeated shots against sustain-heavy targets. Buy it because healing is winning the enemy's trades, not just for another damage icon. |
| Situational | Escalating Exposure | 6,400 | Rewards repeated spirit damage with growing amplification. It is an expensive continuation for long fights; buy the needed survival item first. |
If an enemy can interrupt your approach, shoot from the edge of the fight until that control is used. If healing reduction is already widespread, more lifesteal may fail to change the outcome: buy resistance and improve your route through cover. If your team needs a start, coordinate the delayed explosion with an ally's control instead of dashing in alone.
References: Infernus ability reference · Current game data · October 5 balance patch
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.
| Stat | Value |
|---|---|
| Max Move Speed | 6.7 |
| Sprint Speed | 1.6 |
| Crouch Speed | 4.75 |
| Move Acceleration | 4 |
| Light Melee Damage | 50 |
| Heavy Melee Damage | 116 |
| Max Health | 830 |
| Weapon Power | 0 |
| Reload Speed | 1 |
| Weapon Power Scale | 1 |
| Proc Build Up Rate Scale | 1 |
| Stamina | 3 |
| Base Health Regen | 2 |
| Stamina Regen Per Second | 0.222222 |
| Ability Resource Max | 0 |
| Ability Resource Regen Per Second | 0 |
| Crit Damage Received Scale | 1 |
| Tech Duration | 1 |
| Tech Range | 1 |
| Ground Dash Distance In Meters | 10 |
| Ground Dash Duration | 0.68 |
| Air Dash Distance In Meters | 8 |
| Air Dash Duration | 0.47 |
| OOCHealth Regen | 0 |
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.
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