Billy

A-tier

Punk · Chaotic · G.O.A.T.

Overview

Identity

Billy wants company in a fight, whether the enemy likes it or not. He crashes into groups and keeps them close enough for a proper brawl.

Abilities

1. Bashdown

35 second cooldown

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.

First upgrade
-10 seconds Cooldown
Second upgrade
+1 Charge and +2m Radius
Third upgrade · 5 points
-3.0 seconds Charge Time Now deals 50% Heavy Melee Damage

How to use. Use Bashdown where the enemy is about to step or immediately after Rising Ram. The shockwave is the important part, so do not spend it on an empty wave when no trade is happening.

2. Rising Ram

32 second cooldown

Charge head-first into an enemy and send them into the air along with Billy. Cooldown reduced by 50% on impact.

First upgrade
On Impact: +25.0% weapon damage for 5 seconds
Second upgrade
0.4 Duration
Third upgrade · 5 points
+10.0 Max Health Buff Pct; +16.0 Max Health Buff Duration; -13.0 Cooldown

How to use. Use Rising Ram to close on a target you can follow or drive into a useful position. Landing the hit reduces its cooldown by 50%; missing leaves you exposed in the air.

3. Blasted

27 second cooldown

Passive: Melee hits restore ammo and inflict wrecked on the victim for 7.0s.

First upgrade
While Blasted: +2.25m/s bonus move speed
Second upgrade
+1 Bashdown Charge on use and +7% Wrecked Bullet Amp
Third upgrade · 5 points
+50 Melee Bonus Health and increases spirit scaling

How to use. Blasted has both a passive and an active. Melee hits restore ammo and apply Wrecked. Activate Blasted when you can stay on a Wrecked target; your bullets deal more damage to them, while melee hits give you bonus health and extend the effect.

4. Chain Gang

175 second cooldown

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.

First upgrade
+40% spirit resist & bullet resist
Second upgrade
-40 Cooldown
Third upgrade · 5 points
+5m Range +1.3 seconds of Unstoppable Per Hero pulled in

How to use. Use Chain Gang on two or more enemies after they have spent movement. Pull them toward your team or a wall, and avoid dragging a healthy frontliner into a position that helps the enemy.

Recent changes

August 12: Base regen went from 2.5 to 2.0. Rising Ram's third upgrade is now: on hero hit, plus 10 percent max health for 16 seconds. It no longer deals 7 percent max-health spirit damage. Chain Gang spirit scaling went from 1 to 0.7.

  • 12 August
  • Base regen 2.5 → 2.0
  • Rising Ram third upgrade 7% max health spirit damage → +10% max health / 16 seconds
  • Chain Gang spirit scaling 1 → 0.7