lockfu
Billy
Brawler · Close Range

Billy

PunkChaoticG.O.A.T.
CgunCspiritChybridD47.4% win rateOpen in simulator

Builds

optimised by the simulator · generated 2026-10-23
≥ 25% of offensive souls in each; vitality is free.

Lane

5k≈ 6–9 min
96 DPS1,516 EHP> 10 s TTKSimulate
Buy
35%ActiveAlchemical Fire3,20019%ActiveCold Front1,600
Abilities
Inventory
4.8k

Early mid

12k≈ 13–16 min
205 DPS3,220 EHP8.2 s TTKSimulate
Buy next
30%Titanic Magazine1,60028%Sharpshooter3,2007%ActiveGrit80013%Battle Vest1,60011%Extra Charge80011%ActiveRusted Barrel80016%Bullet Resist Shredder1,600
Sold:
Abilities
Inventory
12k

Mid game

20k≈ 20–24 min
325 DPS5,763 EHP7.9 s TTKSimulate
Buy next
4%Rapid Rounds80019%Hollow Point3,20014%Enchanter's Emblem1,600Upgrade15%Spirit Shielding1,6009%Quicksilver Reload1,600Upgrade28%Rapid Recharge3,200
Upgraded: Sold:
Abilities
Inventory
20k

Late game

32k≈ 30–35 min
540 DPS6,743 EHP5.1 s TTKSimulate
Buy next
10%Weakening Headshot1,60015%Berserker3,20013%Headhunter3,20029%ActiveFury Trance3,200Upgrade22%Mercurial Magnum6,400
Upgraded: Sold:
Abilities
Inventory
32k

Very late

45k≈ 40 min +
700 DPS9,062 EHP4.9 s TTKSimulate
Buy next
23%Lucky Shot6,40025%Spellslinger6,4006%Enchanter's Emblem1,60029%ActiveVampiric Burst6,40019%ActiveFocus Lens6,400
Sold:
Abilities
Inventory
44.8k

Each phase lists what to buy since the previous one; the % on a card is how much of the build's score you lose without it. Lit pips under an ability are its upgrade tiers (green: new in this phase). Hover anything for details.

How builds are chosen

For each net worth, the optimiser searches items and ability upgrades that maximise the score: damage per second against the reference enemy × effective health^weight, averaged over short, standard and long fights, each both fresh and mid-match (long cooldowns still recovering from the previous fight). Each checkpoint starts from the previous one's items, so the builds read as a path.

Gun, spirit and hybrid differ only in where the offensive souls go. The fight assumptions (accuracy, distance, the target…) are on the Data page and adjustable in the simulator.

Abilities

Ability 1
Bashdown
35s

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.

35
Damage
+1.1 × spirit power
Channel Duration
0.3s
Charge Delay
8s
scales with charge cooldown reduction
  1. 1Tier 1
    -10s Cooldown
  2. 2Tier 2
    +1 Charge and +2m Radius
  3. 5Tier 3
    -3.0s Charge Time
    Now deals 50% Heavy Melee Damage
Partly simulated

• The slam is a melee hit: it triggers Blasted (wreck, ammo, melee bonus health).

• Melee values grow with boons and melee/weapon damage (the engine's melee scaling), resisted as weapon damage.

• The pull-down and knockup are not scored.

Values are base values with their scaling; the simulator shows them at a chosen net worth and build.

Growth without items

HealthGun DPS ×10Spirit power ×10
01,0002,0003,00008k16k24k32k40k48k
Value by net worth

Boons come with net worth; gun DPS is every bullet hitting at close range, no headshots. Items and investment bonuses come on top (see builds).

Patch history

  • ▼Base health regen reduced from 2.5 to 2.0 2026-08-12
  • ▲Rising Ram T3 changed from "On Impact: Deal 7% max health as spirit damage" to "On hero hit: +10% Max HP for 16s" 2026-08-12
  • ▼Chain Gang spirit scaling reduced from 1 to 0.7 2026-08-12
  • ▼Rising Ram T3 reduced from 8% Max Health to 7% 2026-07-28
  • ▼Rising Ram T3 spirit scaling reduced from 0.035 to 0.03 2026-07-09
  • ▼Bullet damage per boon reduced by 10% 2026-06-30
  • ▼Bashdown melee scaling reduced from 1.1 to 0.9 2026-06-30
  • ▼Bashdown T3 reduced from 60% Heavy Melee damage to 50% 2026-06-30
  • ▼Rising Ram T3 Max HP Damage reduced from 10% to 8% 2026-06-30
  • ▲Rising Ram T3 Max HP Damage spirit scaling increased from 0.017 to 0.035 (break even at 111 spirit power) 2026-06-30
  • ▲Health per boon increased from +48 to +59 2026-05-22
  • ▼Bullet damage per boon reduced from 0.165 to 0.142 2026-05-22
  • ▼Rising Ram cooldown increased from 30s to 32s 2026-05-22
  • ▲Rising Ram T2 increased from +0.3s Duration to +0.4s 2026-05-22
  • ▲Rising Ram T3 increased from -10s Cooldown to -13s 2026-05-22
  • •Rising Ram T3 now also reduces cooldown by 10s 2026-04-30
  • ▼Bashdown radius reduced from 4.5m to 4m 2026-03-06
  • ▼Bashdown T2 changed from "+1.3m Radius" to "+1 Charge and +2m Radius" 2026-03-06
  • •Bashdown T3 now also reduces charge time by 2s 2026-03-06
  • ▼Rising Ram damage reduced from 55 to 40 2026-03-06
  • ▲Rising Ram damage spirit scaling increased from 1.7 to 1.9 2026-03-06
  • ▲Rising Ram cooldown reduced by 50% on impact 2026-03-06
  • ▼Rising Ram charge duration reduced from 0.51s to 0.3s 2026-03-06
  • ▼Rising Ram T1 changed from "On Impact: -50% Cooldown" to "On Impact: +25% Weapon Damage for 5s" 2026-03-06
  • ▼Rising Ram T2 changed from "On Impact: +35% Weapon Damage for 5s" to "+0.3s Charge Duration" 2026-03-06
  • ▲Rising Ram T3 increased from 6.5% Max Health to 8% 2026-03-06
  • ▼Blasted spirit scaling reduced from 0.8 to 0.6 2026-03-06
  • ▼Blasted active duration no longer slows down the decay when doing bullet damage (melee still extends it though) 2026-03-06
  • ▼Blasted passive no longer reduces enemy fire rate by -14% 2026-03-06
  • •Blasted tooltip simplified 2026-03-06
  • •Blasted T3 now also increases spirit scaling by +0.6 2026-03-06
  • ▼Chain Gang radius reduced from 13m to 12m 2026-03-06
  • ▼Chain Gang no longer grants +15% Spirit and Bullet Resist 2026-03-06
  • ▼Chain Gang cooldown increased from 125s to 150s 2026-03-06
  • ▼Chain Gang T1 changed from "-25s Cooldown" to "+40% Spirit and Bullet Resist" 2026-03-06
  • ▲Chain Gang T2 changed from "+15% Spirit and Bullet Resist" to "-50s Cooldown" 2026-03-06
  • ▼Chain Gang T3 changed from 2s Unstoppable to +1.3s Unstoppable for each hero pulled in 2026-03-06
  • ▼Chain Gang T3 no longer grants +90 damage 2026-03-06
  • •Chain Gang T3 now also increases the radius by +5m 2026-03-06
  • •Rising Ram now uses a break-off angle when grounded, allowing upward movement if looking up enough 2026-03-06
  • ▲Rising Ram T2 increased from +25% Weapon Damage to +35% 2025-11-21
  • ▲Rising Ram T3 increased from 6% Max Health as spirit damage to 6.5% 2025-11-21

Weapon

Biquette
Bullet damage
6.3
Fire rate
11.8 /s
Magazine
30
Reload
2.9 s
Falloff
14–32 m
Headshot
×1.65
DPS
74.1 / 34.7

Base stats

Health
820
Health regen
2
Move speed
7
Sprint speed
1.6
Stamina
3
Light melee
50
Heavy melee
116
Headshot damage taken
1

Per boon

Bullet damage
+0.127
Health
+53
Melee damage
+1.58
Spirit power
+1.1

35 boons in all, the last at 49.2k souls.

Investment bonuses

SoulsWeapon dmgBase healthSpirit
800+9%+9%+7
1.6k+12%+12%+11
2.4k+15%+15%+15
3.2k+18%+20%+19
4.8k+46%+38%+38
6.4k+54%+42%+45
8k+62%+46%+52
11.2k+74%+50%+59
16k+86%+54%+66
22.4k+100%+60%+75
28.8k+115%+66%+100

Souls spent in a category (each owned item's full price) unlock the highest tier reached. The biggest step is at 4.8k; after it each tier adds less per soul (weapon: +17.5% per 1k souls up to it, +5% per 1k to the next), so piling souls into one category has diminishing returns. Builds and tier lists include it.