PDee's Silly Billy [#1 BILLY OTP NA] (06/19)

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Hero

Billy

Billy
Bashdown
Bashdown
Slam your bat into the ground, pulling enemies down and dealing melee damagemelee damage.

The slam creates a shockwave that deals spirit damage and applies knockup.Read more
Rising Ram
Rising Ram
Charge head-first into an enemy and send them into the air along with Billy.

Cooldown reduced by 50% on impact.
Read more
Blasted
Blasted
Passive: Melee hits restore ammo and inflict wrecked on the victim for 7.0s.Read more
Chain Gang
Chain Gang
Chain nearby enemies to you. Chained enemies cannot use movement abilities and receive a heavy slowslow 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.Read more
Build id
358231
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How to Billy Lane

Billy's lane is a bit weaker now, and characters with strong poke can be a struggle. Clear waves safely very early on. [ - ] Enemies are forced to respect you as walking up to the bridge and beyond gives you enough space to punish them hard. With Blasted you win every melee trade, and with Rising Ram and Bashdown you keep them out of position. [ - ] Look for opportunities to punish overextension whenever possible. Ideally wave prio is more important but if the enemy is disrespecting your space or hard pressuring your lane partner on your side you need to be there immediately. [ - ] Smart enemies will not give you space to kill them with, so in this scenario, shove wave hard and leave to go box/gank and get even stronger. The enemy will either make an aggressive play for you to punish or you will get strong enough from farming other sources to dive them under their tower easily. [ - ] When your ultimate comes up, try to force value on it as soon as possible. The moment they give you space instantly dive with ult. [ - ] Golden rule: communicate with your lane partner when you're diving !!!

#Citadel_HeroBuilds_EarlyGame

13.6k Souls

Slowing Bullets
Slowing Bullets
Weapon
1 600
Melee Lifesteal
Melee Lifesteal
Vitality
800
Battle Vest
Battle Vest
Vitality
1 600
Enchanter's Emblem
Enchanter's Emblem
Vitality
1 600
Healbane
Healbane
Vitality
1 600
Spirit Snatch
Spirit Snatch
Spirit
3 200
Weakening Headshot
Weakening Headshot
Weapon
1 600
Stalker
Stalker
Weapon
1 600
Lane Alternatives
Healing Rite
Healing Rite
Vitality
800
Rebuttal
Rebuttal
Vitality
800
Cultist Sacrifice
Cultist Sacrifice
Weapon
3 200
Golden Goose Egg
How to Billy Mid-Game

After lane with our Early Game items we are looking to level up as fast as possible in order to get ahead and control the mid-game. [ - ] Using Blasted in jungle will allow you to leave camps with more HP than you entered with. [ - ] Make sure to pause jungling to prioritize catching the nearest wave EVERY time, the jungle is worth less than troopers. Having wave prio forces enemies to respond and sets up better fights for your team. [ - ] When you're strong start roaming and gathering boxes + enemy jungle while staying close to your carries so you can quickly peel for them. [ - ] When ult is off cooldown or near it, look at your map and find a lane to gank, your ult is OP and forces good fights for you. DO NOT blow your Chain Gang too close to urn spawn time! The resists are very good for not instantly dying.

Mid-Game

23.2k Souls

Berserker
Berserker
Weapon
3 200
Enduring Speed
Enduring Speed
Vitality
1 600
Superior Duration
Superior Duration
Spirit
3 200
Spirit Resist
Spirit Resilience
Spirit Resilience
Vitality
3 200
Dispel Magic
Dispel Magic
Vitality
3 200
Spirit Shielding
Spirit Shielding
Vitality
1 600
Spellbreaker
Spellbreaker
Vitality
6 400
Bullet Resist
Bullet Resilience
Bullet Resilience
Vitality
3 200
Metal Skin
Metal Skin
Vitality
3 200
Suppressor
Suppressor
Spirit
1 600
Weapon Shielding
Weapon Shielding
Vitality
1 600
Situational Counters
Fleetfoot
Fleetfoot
Weapon
1 600
Warp Stone
Warp Stone
Vitality
3 200
Return Fire
Return Fire
Vitality
1 600
Fortitude
Fortitude
Vitality
3 200
Phantom Strike
Phantom Strike
Vitality
6 400
Unstoppable
Unstoppable
Vitality
6 400
Slowing Hex
Slowing Hex
Spirit
1 600
Knockdown
Knockdown
Spirit
3 200
Silence Wave
Silence Wave
Spirit
3 200
Counterspell
Counterspell
Vitality
3 200
Divine Barrier
Divine Barrier
Vitality
6 400
Indomitable
Indomitable
Vitality
6 400
How to Billy WIN!!!

As the game progresses past the 20 minute mark, respawn timers will get much longer and deaths will result in opportunities for teams to make plays for objectives like walkers or mid-boss. [ - ] In the late game communicate with your team to keep waves shoved safely and avoid anyone being caught alone. [ - ] Prioritize looking for opportunities to get picks on the enemy team. Depending on the target, you may be able to mid-boss off one pick (high value pit fighters such as Dynamo or Abrams), but in most cases two picks is the safest mid-boss scenario. [ - ] Adjust your build to what is most necessary, EVERY game it's worth grabbing at least one different item.One game you might need antiheal so Healbane or Crippling is important, and another you need to avoid negative effects so Counterspell or Dispel Magic is better. Use your head and be smart in how you build. [ - ] Ultimately, winning the game requires you to turn on your mic, be at the right place, and work together.

Anti-Tank
Toxic Bullets
Toxic Bullets
Weapon
3 200
Siphon Bullets
Siphon Bullets
Vitality
6 400
Tankbuster
Tankbuster
Spirit
3 200
Scourge
Scourge
Spirit
6 400
Antiheal
Crippling Headshot
Crippling Headshot
Weapon
6 400
Decay
Decay
Spirit
3 200
Inhibitor
Inhibitor
Vitality
6 400
Spirit Burn
Spirit Burn
Spirit
6 400
Late Game Punching Bag
Heroic Aura
Heroic Aura
Weapon
3 200
Lifestrike
Lifestrike
Vitality
3 200
Colossus
Colossus
Vitality
6 400
Plated Armor
Plated Armor
Vitality
6 400
Juggernaut
Juggernaut
Vitality
6 400
Late Game Damage
Hunter's Aura
Hunter's Aura
Weapon
3 200
Point Blank
Point Blank
Weapon
3 200
Alchemical Fire
Alchemical Fire
Weapon
3 200
Frenzy
Frenzy
Weapon
6 400
Weighted Shots
Weighted Shots
Weapon
3 200
Crushing Fists
Crushing Fists
Weapon
6 400
Late Game Spells & Utility
Greater Expansion
Greater Expansion
Spirit
3 200
Rapid Recharge
Rapid Recharge
Spirit
3 200
Ethereal Shift
Ethereal Shift
Spirit
6 400
Vortex Web
Vortex Web
Spirit
6 400
Arctic Blast
Arctic Blast
Spirit
6 400
Mercurial Magnum
Mercurial Magnum
Spirit
6 400
Witchmail
Witchmail
Vitality
6 400
Boundless Spirit
Boundless Spirit
Spirit
6 400
About Ability Points Order

This order of AP is generally what I find to be currently the most consistent order for upgrades, but sometimes it's NOT a good idea to mindlessly pick the same order every time!! [ - ] For example if you've been winning fights really hard with a lot of HP left there's nothing wrong with getting max Rising Ram early, I would actually highly suggest it if that's your scenario since max Rising Ram is very strong right now and helps you maintain your tempo. [ - ] If you can or need to focus on tanking more so your team can deal damage for you then max Bashdown + Blasted before Rising Ram to help you walk into the enemy more and create more space. [ - ] Lane upgrades feel non-negotiable right now, Lv2 Blasted rush is still meta, Lv1 Chain Gang makes you really strong at eating spells as you ult, and Lv2 Rising Ram is so broken right now that not getting it is crippling yourself. [ - ] Max Bashdown can be grabbed early or if you're comfortable and with having less AoE damage you can max Rising Ram first. Rising Ram first is OP right now so that's what I focus.

AP ORDER MILESTONES

[ INITIAL AP ORDER ] Blasted Lv1 - 900 souls Blasted Lv2 - 2.8k souls Chain Gang Lv1 - 4.4k souls Rising Ram Lv1 - 5.2k souls Rising Ram Lv2 - 6.8k souls

MAX BASHDOWN FIRST

Max Bashdown - 15k souls Max Ram or Blasted - 23k souls Max Ram or Blasted - 30k souls Max Chain Gang - 41k souls

MAX RAM FIRST

Max Rising Ram - 12k souls Max Bashdown - 23k souls Max Blasted - 30k souls Max Chain Gang - 41k souls

HALF BASHDOWN, THEN MAX RAM FIRST

Bashdown Lv2 - 9.6k souls Max Ram - 15k souls Max Bashdown or Blasted - 23k souls Max Bashdown or Blasted - 30k souls Max Chain Gang - 41k souls

The order of leveling abilities

Ability
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
Bashdown
Bashdown
1
2
5
Rising Ram
Rising Ram
1
2
5
Blasted
Blasted
1
2
5
Chain Gang
Chain Gang
1
2
5
Infernal Resilience
Infernal Resilience
1
2
Shoulder Charge
Shoulder Charge
1
2

News

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