lockfu
Infernus
Marksman · Rapid Fire

Infernus

Lights up enemies and watches them burn

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.

ArsonistExplosiveBurn Rubber
BgunBspiritBhybridC49% 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
106 DPS1,842 EHP> 10 s TTKSimulate
Buy
9%Extended Magazine8008%Extra Health8009%ActiveGrit80012%Extra Charge80017%Improved Spirit1,600
Abilities
Inventory
4.8k

Early mid

12k≈ 13–16 min
197 DPS3,616 EHP8.9 s TTKSimulate
Buy next
7%Headshot Booster80026%ActiveAlchemical Fire3,20012%Enchanter's Emblem1,60014%Extra Spirit80017%Mystic Vulnerability1,60019%Suppressor1,600
Sold:
Abilities
Inventory
12k

Mid game

20k≈ 20–24 min
288 DPS5,203 EHP8.9 s TTKSimulate
Buy next
13%Spirit Shredder1,600Upgrade13%Titanic Magazine1,60026%Toxic Bullets3,2007%ActiveGrit80016%Battle Vest1,60016%Spirit Lifesteal1,600Upgrade42%Escalating Exposure6,400
Upgraded: Sold:
Abilities
Inventory
20k

Late game

32k≈ 30–35 min
444 DPS6,723 EHP7.8 s TTKSimulate
Buy next
7%Mystic Shot1,600Upgrade21%Spirit Rend3,2008%Suppressor1,600Upgrade16%Rapid Recharge3,20022%Mercurial Magnum6,400
Upgraded: Sold:
Abilities
Inventory
32k

Very late

45k≈ 40 min +
726 DPS7,464 EHP5.7 s TTKSimulate
Buy next
10%Tesla Bullets3,20025%Boundless Spirit6,40026%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
Napalm
25s

Spew an incendiary mixture, dealing
spirit damage, applying slow, and coating targets in napalm.

40
Damage
+0.6 × spirit power
28%
Move Speed
4s
Slow Duration
scales with ability duration
+16%
Damage Taken
Debuff Duration
8s
scales with ability duration
Cast Delay
0.1s
Charge Delay
6s
scales with charge cooldown reduction
  1. 1Tier 1
    —
  2. 2Tier 2
    Napalm Effect: +15% Lifesteal
  3. 5Tier 3
    Napalm Effect: +17% Damage Taken and -33% Healing
Partly simulated

• T2 lifesteal counts for the debuff duration, weighted by the ability hit rate.

• T3 healing reduction on the target is not scored (the target doesn't heal in a duel).

• The slow is 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

  • •Fixed Afterburn Max duration refreshing not properly accounting for both Debuff Resist and +Ability Duration 2026-06-12
  • •Fixed Concussive Combustion cooldown not updating when getting the T2 or other CD reducing items when the ability is on cooldown 2026-06-12
  • ▲Bullet size increased from 3 to 4 2026-05-22
  • ▲Concussive Combustion T3 increased from +0.75s Stun Duration to +0.9s 2026-05-22
  • ▼Flame Dash DPS spirit scaling reduced from 1.0 to 0.7 2026-04-30
  • •Flame Dash DPS now does half damage to objective 2026-04-30
  • ▼Napalm damage reduced from 46 to 40 2026-03-06
  • ▲Napalm damage spirit scaling increased from 0.3 to 0.6 2026-03-06
  • ▼Napalm amplified damage taken reduced from 20% to 16% 2026-03-06
  • ▲Napalm T2 lifesteal increased from 10% to 15% 2026-03-06
  • ▲Flame Dash DPS spirit scaling increased from 0.8 to 1.0 2026-03-06
  • ▼Flame Dash T1 changed from "-25% Fire Rate" to "-12s Cooldown" 2026-03-06
  • ▼Flame Dash T2 DPS reduced from +27 to +20 2026-03-06
  • •Flame Dash T2 DPS now also increases trail duration by 1s 2026-03-06
  • ▼Flame Dash T3 no longer reduces cooldown by 15s 2026-03-06
  • ▲Flame Dash T3 now also grants +1 Charge 2026-03-06
  • ▼Flame Dash T3 time between charges reduced from 20s to 14s 2026-03-06
  • •Melee can now buildup afterburn (20% for light melee, 35% for heavy) 2026-03-06
  • ▲Afterburn T1 changed from "-20% Spirit Damage" to "+14 DPS" 2026-03-06
  • ▼Afterburn T2 changed from +1s Burn Duration to -35% Spirit Damage 2026-03-06
  • ▼Afterburn T3 changed from "+23 DPS" to "+3s Max Burn Duration" (Base duration is the same, but can buildup after igniting to grow to max burn duration, abilities only refresh up to the base) 2026-03-06
  • •Concussive Combustion cast now causes camera to move back a bit 2026-03-06
  • ▼Concussive Combustion delay increased from 3s to 3.25s 2026-03-06
  • ▼Concussive Combustion radius reduced from 13m to 12m 2026-03-06
  • ▼Concussive Combustion cooldown increased from 140s to 165s 2026-03-06
  • ▼Concussive Combustion damage reduced from 150 to 125 2026-03-06
  • ▼Concussive Combustion T1 changed from "-35s Cooldown" to "+100 Damage" 2026-03-06
  • ▲Concussive Combustion T2 changed from "+0.5s Stun and +3m Radius" to "-65s Cooldown and +65% Explosion Heal" 2026-03-06
  • ▼Concussive Combustion T3 changed from "+94 Damage and Heal for 70% damage" to "+0.75s Stun and +10m Radius" 2026-03-06
  • ▲Reload time reduced from 2.491 to 2.25 2026-03-06
  • ▲Flame Dash speed now moves faster by the same amount of speed above your base 2026-03-06
  • ▲Concussive Combustion T2 increased from +65% Explosion Lifesteal to +85% 2026-03-06
  • ▼Afterburn buildup is now 10% slower on body shots 2025-11-21
  • ▼Napalm T3 damage amp reduced from +20% to +17% 2025-11-21
  • ▲Flame Dash cooldown reduced from 40s to 35s. 2024-12-06
  • ▼Flame Dash T3 changed from -19s CD to -15s. 2024-12-06
  • •Flame Dash T3 now also makes the ability charged (15s charge time). 2024-12-06
  • ▲Afterburn spirit scaling increased from 0.5 to 0.6. 2024-12-06
  • ▼Catalyst slow reduced from 40% to 35%. 2024-11-08
  • ▼Afterburn buildup per bullet/headshot reduced from 10%/16% to 9%/14%. 2024-11-08

Weapon

Incendiary Remarks
Bullet damage
5.5
Fire rate
9.52 /s
Magazine
27
Reload
2.25 s
Falloff
18–55 m
Headshot
×1.65
DPS
52.4 / 29.2

Base stats

Health
830
Health regen
2
Move speed
6.7
Sprint speed
1.6
Stamina
3
Light melee
50
Heavy melee
116
Headshot damage taken
1

Per boon

Bullet damage
+0.088
Health
+39
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.