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Deadlock Infernus Guide: Build, Abilities & Tips (Oct 2026)

A current Infernus guide for Deadlock's City Never Sleeps patch: two item builds (Flame Dash spirit and Afterburn shooting) by phase, every ability with wiki-checked numbers, a skill order, and how to lane, teamfight and counter him.

Intermediate 19 min read 20 viewsUpdated 8 days ago
Adapted from Infernus Build Guide – 2 Powerful Builds You Should Try | Deadlock

🎯 The core idea

Infernus is Deadlock's damage-over-time chaser: he coats targets in Napalm, keeps them burning with Afterburn and finishes fights with a stun ultimate. There are two good ways to build him on the City Never Sleeps patch: a Flame Dash spirit build with charges and cooldown, or an Afterburn shooting build with fire rate and lifesteal. Pick one by the third item and commit.

  • free costs nothing
  • cheap small cost
  • setup needs preparation
  • grind pays off slowly
  • skip the thing to stop doing

Who Infernus is after City Never Sleeps

Infernus is an Ixian bartender with fire powers, and in a match he plays as a mobile damage dealer who wins by keeping enemies on fire. The deadlock.wiki stat card gives him 830 base health (+39 per boon), 2 health regen, 6.7 m/s move speed and 3 stamina. His gun, Incendiary Remarks, is a rapid-fire medium-range weapon: 5.5 damage per bullet, 27 bullets per magazine, 9.52 bullets per second and a 2.25 s reload, with damage falloff from 18 m to 55 m. Every bullet also builds his Afterburn passive, which is why even his spirit build keeps shooting.

This deadlock infernus guide is built on hello Tomi's video "Infernus Build Guide – 2 Powerful Builds You Should Try", uploaded September 10, 2026. That is after the June 30 Soul Urn and Unstable Rift update but before the September 16 balance patch and the September 29 City Never Sleeps map rework. Infernus himself has not been changed since June 30, 2026 according to his wiki update history, so every ability number below is current. Several items in the video's builds were changed on September 16, and those changes are called out where they matter.

The short version of how to play infernus in deadlock: Napalm first to slow and amplify, Flame Dash to engage or escape through your own fire, shoot to keep the burn going, and save Concussive Combustion for a moment when the enemy team is grouped and cannot run.

Napalm: slow, damage amp and lifesteal

Napalm (the ability older guides call Catalyst) spews an incendiary mixture up to 20 m ahead. On the current wiki it deals 40 spirit damage (x0.6 spirit scaling), slows by 28% for 4 s and coats every target hit in napalm for 8 s. Napalmed enemies take 16% more damage from you. Base cooldown is 25 s.

TierUpgradeWhat it does for you
1+1 chargeTwo casts: one for the wave, one for the hero
2+15% lifesteal against napalmed targetsYour sustain in lane and in fights
3+17% damage taken and -33% healing on the targetA built-in anti-heal and a 33% total damage amp

free Open every trade with Napalm. The 16% amp applies to your bullets and to Afterburn ticks, so casting it after you start shooting wastes damage. The cone also hits troopers, which makes it your main last-hit and wave-clear tool in lane. The video's Napalm tooltip still shows a 35% slow; the September 16 patch cut every slow in the game by roughly 20%, and the wiki now lists 28%. Do not expect the slow alone to catch a hero with movement items; the amp is the reason to land it.

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Flame Dash: engage, escape and trail damage

Flame Dash sends Infernus forward for 3 s at up to 20 m/s, leaving a 4.5 m wide fire trail that lasts 4 s and deals 30 spirit damage per second (x0.7 spirit scaling). You also get 50% slow resistance while dashing. Hold the move-forward key to go faster and strafe with left and right. Base cooldown is 38 s.

TierUpgradeNotes
1-12 s cooldown26 s base cooldown
2+1 s trail duration and +20 DPSThe trail becomes real damage
32 charges with a 14 s rechargeThe whole point of the Flame Dash build

setup The wiki notes worth knowing: you are not silenced during the dash, so you can cast Napalm or use items such as Warp Stone without breaking it. Enemies who step off the trail keep burning for 1 more second. The trail does only half damage to objectives, so it is not a pushing tool. Slowing Hex disables Flame Dash and Dispel Magic can remove it, so dash in after those are used.

In the video's dash build, Flame Dash is the ability you max. Tier 3 gives 2 charges, Extra Charge adds one more, and Rapid Recharge (which builds from Extra Charge) gives +2 charges instead, so you end up with 4. That number matches the wiki. With that many charges the dash also becomes your camp-clearing tool, since you can run circles through a Haunt camp and let the trail do the work.

Infernus Afterburn: how the burn really works

Infernus Afterburn is the passive that defines him. Every bullet builds up a burn meter on the target; once it fills, the enemy burns for 14 spirit damage per second (x0.66 spirit scaling) for a base 3 s. The wiki lists 8.1% buildup per body shot and 15.4% per headshot, so a full ignite takes about 13 body shots or 7 headshots. After the burn starts, each body shot adds 0.5 s and each headshot 1 s, up to the maximum duration. Your abilities refresh the burn to its base duration but cannot push it past that.

TierUpgradeNotes
1+16 DPSMore than doubles the base burn (14 to 30)
2Burning enemies deal 35% less spirit damageA defensive tool against casters
3+3 s max burn durationKeeps the burn up through short gaps in your shooting

free Three details from the wiki change how you play. Buildup is affected by distance falloff, so at long range you ignite much more slowly, while extending an existing burn is not. A light melee gives 20% buildup and a heavy melee 35%, so a melee can finish an ignite. And Plated Armor stops Afterburn from being applied at all, which matters for your counters.

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Concussive Combustion: the stun ultimate

Infernus Concussive Combustion turns him into a living bomb. After a 3.25 s delay, he explodes for 125 spirit damage (x0.975 spirit scaling) and stuns every enemy within 12 m for 1.25 s. Once cast it cannot be interrupted, even by a stun on Infernus. The base cooldown is 190 s, raised from 165 s in the June 30 global ultimate change.

TierUpgradeNotes
1+100 damageDoubles the explosion damage
2-65 s cooldown and +100% explosion lifesteal125 s cooldown and a full heal off the damage dealt
3+0.9 s stun and +10 m radius2.15 s stun in a 22 m radius

setup A burning ring shows the radius to everyone during the delay, so enemies get 3.25 s to leave. The wiki notes that casting an ability does not break Flame Dash, so the cleanest delivery is to dash into the group first and cast the ultimate mid-dash, giving enemies less time to react to the ring. Being invisible hides the ring until you are revealed.

Infernus skill order and ability upgrades

The video only gives one explicit rule: in the dash build, put five ability points into Flame Dash so you reach its tier 3 charges before buying Rapid Recharge. The rest of this order is our recommendation from the wiki upgrade values, not something the video states.

PriorityFlame Dash buildAfterburn shooting build
UnlockNapalm, Flame Dash, Afterburn, then Concussive CombustionSame
First pointsAfterburn T1 (+16 DPS), Flame Dash T1Afterburn T1, Napalm T1
CoreFlame Dash T2 and T3 (charges)Napalm T2 (lifesteal), Afterburn T3
ThenConcussive Combustion T2 (cooldown)Concussive Combustion T2
LastNapalm, Afterburn T3, Combustion T1 and T3Napalm T3, Flame Dash, Combustion T1 and T3

cheap Afterburn tier 1 is the best early point for either build, since it more than doubles your passive burn for one point. Infernus ability upgrades cost 1, 2 and 5 points for tiers 1 to 3, so Flame Dash tier 3 is a big investment. Plan for it around the time you buy Rapid Recharge, not before.

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Infernus items both builds start with

Both builds in the video open the same way, because early on you want to harass hard in lane:

ItemCostWhy
Rapid Rounds800+9% fire rate, faster Afterburn buildup
Extra Spirit, then Improved Spirit800 / 1,600+10 then +18 spirit power for every ability
Sprint Boots800+2 m sprint, +2 out-of-combat regen; builds into Enduring Speed
Spirit Lifesteal1,600+13% spirit lifesteal, +90 health, +6 spirit power

The video's advice on Spirit Lifesteal is to buy it at the end of the early set, not first. Its value is staying on the map without walking back to heal, rather than winning trades by itself. If you need sustain earlier, Mystic Regeneration (800) heals you for 4 HP/s for 7 s whenever you deal spirit damage to a hero, which Afterburn does constantly.

skip The video recommends Sprint Boots over Extra Stamina for both builds. Sprint Boots also builds into Trophy Collector; the video's "4.4 sprint" figure for it is the wiki's +2 m base plus 0.15 m per stack at the 16-stack cap. Trophy Collector also cuts your weapon damage to NPCs by 15%, which hurts a farming hero, so take Enduring Speed unless you are already getting a lot of kills and assists.

Infernus spirit build: Flame Dash and cooldowns

The first build is an infernus spirit build around Flame Dash charges: you dash through enemies and camps, burn everything with the trail and refresh Afterburn with abilities.

PhaseItemsNotes
EarlyRapid Rounds, Extra Spirit, Improved Spirit, Sprint Boots, Spirit LifestealThe shared start
Early to midDuration Extender (imbue Flame Dash), Extra Charge, Compress Cooldown (imbue Flame Dash)Duration Extender gives +22% duration to the imbued ability
MidRapid Recharge, Enduring Speed, Escalating ExposureRapid Recharge only after Flame Dash T3
LateBoundless Spirit, Superior Cooldown, Superior Duration, Spirit BurnUpgrade the cooldown and duration items
SurvivalCheat Death, Reactive Barrier into Indomitable, JuggernautInstead of plain resist items
OptionalTranscendent Cooldown, Mystic Reverb, Ethereal Shift, InfuserInfuser over Leech for this build

setup The video's key purchase is Escalating Exposure (6,400, upgraded from Mystic Vulnerability). It shreds 8% spirit resist and stacks a 4.5% spirit amp per hit up to 12 stacks, which is what lets the trail and burn kill big Haunt camps and heroes. The video prefers it over Boundless Spirit as the first 6,400 item.

Spirit Burn (6,400) triggers after you deal 500 spirit damage to one enemy within 5 s, then burns them for 24 DPS and cuts their healing by 70% for 8 s. Infernus hits that threshold easily in a fight.

skip The video says not to build Torment Pulse on this build, and to leave Leech for later because it delays your damage items. On the dash build you are not shooting enough for bullet lifesteal, so Infuser (+70% spirit lifesteal and +30 spirit power active for 7 s) is the better upgrade of Spirit Lifesteal.

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Afterburn shooting build: the infernus late game build

The second build focuses on Afterburn instead of Flame Dash. You shoot more, keep the burn at max duration, and become an infernus late game build that melts frontliners.

PhaseItemsNotes
EarlyRapid Rounds, Extra Spirit, Improved Spirit, Sprint Boots, Spirit LifestealThe video calls this start mandatory
Early to midToxic Bullets or Burst FireBoth help apply and keep the burn
MidEscalating Exposure, Boundless Spirit, Mercurial Magnum (imbue Napalm)Your first big damage spike
LateRicochet, Spiritual Overflow, Extra Stamina or Enduring SpeedOverflow upgrades from Spirit Lifesteal
LastSiphon Bullets, Inhibitor, Bullet or Spirit Resilience (or Cheat Death)Pick the Resilience item by the enemy damage type

grind Toxic Bullets (3,200) adds a bleed and -35% incoming healing on the target. Burst Fire (3,200, from Rapid Rounds) gives +32% fire rate and +1.25 m move speed for 4.5 s whenever you hit a hero, on a 9 s cooldown. Ricochet (6,400) makes your bullets bounce to two nearby enemies for 65% damage and applies bullet procs, so it spreads Afterburn across a group.

Two of this build's items were changed on September 16, after the video was recorded. Spiritual Overflow now builds up 35% slower and gives +30 spirit power and +25% fire rate when charged, down from +40 and +30%. Mercurial Magnum's bonus bullet damage was cut from 25% to 20% of base, with lower spirit scaling. Both are still in the build, but they are weaker than the video makes them look. Leech went the other way (25% to 28% lifesteal), so it is a fair late-game swap if Spiritual Overflow feels slow.

Survival items: Cheat Death, Indomitable and Juggernaut

Infernus has no self-heal outside lifesteal, so your defensive items decide how long you live in a fight. The video skips plain resistance items and rushes these instead:

  • setup Cheat Death (6,400): +200 health and +15% bullet resist; on lethal damage you become death-immune for 4.5 s and lose non-stun debuffs, but you deal 60% less damage. Use those seconds to dash out through your trail.
  • Reactive Barrier (1,600) into Indomitable (6,400): buy it into heavy stuns, chains and silences. Indomitable cleanses the next one, gives a 325 barrier, cuts your cooldowns by 20% when it triggers and adds +10% bullet and +10% spirit resist.
  • Juggernaut (6,400, from Enduring Speed): +50% slow resist, +2.5 m move speed, and anyone who shoots you has their fire rate slowed by 40% for 4 s.
  • Ethereal Shift (6,400): 4 s of invulnerability, then +20 spirit power, +30% spirit resist and +3 m move speed for 5 s. The video suggests spamming dashes with it; note the wiki says activating Ethereal Shift interrupts Flame Dash, so dash first, shift after the dash ends.

Mystic Slow and Suppressor are situational picks from the video. Suppressor (1,600) lowers the fire rate of anyone you hit with spirit damage by 28%, which is strong into gun carries.

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Infernus laning and farming Haunts

free Infernus laning is about trading on your terms. Napalm the enemy hero when they step up for a last hit, then shoot until Afterburn ignites. Their trade back comes into a 16% damage amp and a 28% slow, so the trade usually goes your way. Keep a Flame Dash available to escape a gank instead of using it to chase in lane.

Flame Dash's trail and the Napalm cone make Infernus a good wave and camp clearer, which matters more on the City Never Sleeps map. The neutral camps were reworked into Haunts on September 29. The wiki notes that a Haunt gives souls to every player who damaged it, that shooting a Haunt in the eye deals critical damage, and that Haunts gain 2.1% health per minute. The video was recorded on the old map, so its farming footage does not show the new camp layout; the habit it teaches, clearing camps between waves with Flame Dash, still applies.

Teamfights and when to ult

Your teamfight job is to spread fire, not to tank. Napalm the biggest group you can reach, shoot the nearest target to ignite, and use Flame Dash to cut a fire line between the enemy and their escape route. The trail does damage per second to everyone standing in it, so dash across a group, not into one person.

setup Concussive Combustion wins fights when enemies cannot leave the 12 m ring in time: when they are fighting your frontline, sitting on an objective, or slowed by Napalm. Dash into the middle, cast it during the dash, and keep shooting while it counts down. With tier 3 the radius grows to 22 m and the stun to 2.15 s, which is enough for your team to land their own ultimates. With tier 2 the explosion heals you for its full damage, so a five-hero ult can bring you back from low health.

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Infernus counter: what beats him and how to play around it

If you are looking for an infernus counter, the wiki notes point at four things:

  • Plated Armor stops Afterburn from applying on bullets, which shuts off his passive.
  • Debuff Resist (Debuff Reducer, Spellbreaker) shortens the burn and Napalm durations, though it does not slow the buildup.
  • Dispel Magic removes Napalm and Flame Dash effects, and Slowing Hex disables Flame Dash.
  • Reactive Barrier triggers on the ultimate's stun, and Indomitable cleanses it.

As Infernus, play around those by keeping Afterburn tier 2 when the enemy has a lot of spirit damage, and by holding your ultimate until key counters such as Dispel Magic are on cooldown. Against healers and lifesteal heroes, Napalm tier 3 (-33% healing), Toxic Bullets and Spirit Burn give you anti-heal without a dedicated item.

What changed since the video

The video was uploaded on September 10, 2026. Three updates landed after it:

  • September 16, 2026 balance patch: Spiritual Overflow, Mercurial Magnum, Leech and Toxic Bullets were changed (see the shooting build section), all slows in the game were cut by about 20%, and the Unstable Rift comeback resist now scales with game time. No Infernus abilities were changed.
  • September 29, 2026 City Never Sleeps update: a new map, neutral camps reworked into Haunts, Steam Vents, Tough Crates, Corrupted Items and a refreshed shop. The shop and map shown in the video were recorded before this update.
  • October 2026 patches: hero releases and balance changes to other heroes (Baba, Deadman Danny, Rat King and others) and a Radiant Regeneration nerf. Nothing touched Infernus or the items in these builds.

So both of the infernus builds in the video still work in October 2026; only the exact item numbers changed. The infernus build for City Never Sleeps is the same idea with weaker Spiritual Overflow and Mercurial Magnum. That makes this infernus build october 2026 a slightly stronger case for the Flame Dash spirit route.

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How this guide was fact-checked

Every ability number (Napalm, Flame Dash, Afterburn, Concussive Combustion, their tier upgrades and notes) comes from Infernus's deadlock.wiki page and his wiki update history, checked October 19, 2026. Item costs and stats come from each item's wiki page, and the patch details come from the wiki's update pages for September 16, September 29, October 5 and October 14, 2026. The two builds, the item order and the advice on what to skip come from hello Tomi's video and the build screen shown in it.

Corrections and additions to the video:

  • Napalm's slow: the video's tooltip shows 35%; the wiki puts it at 28% after the September 16 global slow reduction.
  • Flame Dash charges: the video's "two stacks, then four with Rapid Recharge" matches the wiki (tier 3 gives 2 charges, Rapid Recharge +2).
  • The video's "4.4 sprint" for Trophy Collector is only the maximum after 16 stacks; the item starts at +2 m.
  • The video suggests spamming Flame Dash with Ethereal Shift; the wiki says Ethereal Shift interrupts Flame Dash.
  • Spiritual Overflow and Mercurial Magnum were nerfed and Leech buffed on September 16, after the video.
  • The skill order beyond "five points into Flame Dash" is our recommendation, not the video's.

What this guide doesn't answer

  • Matchups against each of the new City Never Sleeps heroes: most were released in October 2026 and have little settled data yet.
  • Exact Haunt camp locations and timers on the new map: those belong in a map or farming guide, not a hero guide.
  • Where Infernus sits on a tier list: rankings change every patch and are covered by a separate tier list.
  • Corrupted Item choices for Infernus: the video predates them and the wiki lists their debuffs as random.
  • Street Brawl: the mode drafts items from a pool, so these builds do not apply there.

Frequently asked

What is the best Infernus build in Deadlock right now?

There are two strong builds on the City Never Sleeps patch. The Flame Dash spirit build goes Duration Extender and Compress Cooldown on Flame Dash, Extra Charge into Rapid Recharge, then Escalating Exposure, Boundless Spirit and Spirit Burn. The Afterburn shooting build goes Toxic Bullets or Burst Fire, Escalating Exposure, Boundless Spirit, Mercurial Magnum on Napalm, Ricochet and Spiritual Overflow. Both start with Rapid Rounds, Extra Spirit, Improved Spirit, Sprint Boots and Spirit Lifesteal.

What is the Infernus skill order?

Unlock Napalm, Flame Dash and Afterburn, then Concussive Combustion. Put your first point into Afterburn tier 1 (+16 burn DPS). For the dash build, take Flame Dash up to tier 3 for 2 charges with a 14 s recharge before buying Rapid Recharge; for the shooting build, prioritise Napalm tier 1 and 2 and Afterburn tier 3. Take Concussive Combustion tier 2 (-65 s cooldown and +100% explosion lifesteal) once the core is done.

How does Infernus Afterburn work?

Each bullet builds a burn meter on the target: 8.1% per body shot and 15.4% per headshot, so about 13 body shots or 7 headshots ignite it. The burn deals 14 spirit DPS (x0.66 spirit scaling) for a base 3 s; each body shot adds 0.5 s and each headshot 1 s up to the max duration. Light and heavy melee add 20% and 35% buildup, distance falloff slows buildup, and Plated Armor blocks it.

How do you counter Infernus?

Buy Plated Armor to stop Afterburn from applying on bullets, and Debuff Resist items such as Debuff Reducer or Spellbreaker to shorten the burn and Napalm. Dispel Magic removes his Napalm and Flame Dash effects, Slowing Hex disables Flame Dash, and Reactive Barrier or Indomitable answers the Concussive Combustion stun. Step out of the 12 m burning ring during the 3.25 s ult delay.

Did City Never Sleeps change Infernus?

No. Infernus's abilities have not changed since the June 30, 2026 global ultimate change, which raised Concussive Combustion's cooldown to 190 s. The September 16 patch nerfed Spiritual Overflow and Mercurial Magnum, buffed Leech and cut all slows by about 20% (Napalm now slows 28%), and the September 29 City Never Sleeps update reworked the map and turned neutral camps into Haunts.

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