Deadlock Infernus Guide
Infernus is a marksman with 840 health and a rapid fire / medium range kit. What each ability does and when to request Infernus on a boost.
Infernus is a Marksman whose damage keeps ticking after the shooting stops: Afterburn turns sustained weapon hits into a burn that abilities refresh and bullets extend, and Napalm slows targets and makes them take more damage while the napalm lasts. The booster leverages that lingering pressure to win trades, force retreats, and finish fights other heroes would have to leave.
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Ability kit
Infernus snapshot
Deadlock Wiki lists Infernus as a marksman with 840 base health, 6.7 move speed, 3 stamina, and a rapid fire / medium range weapon profile.
The ability set is Napalm, Flame Dash, Afterburn, Concussive Combustion.
Infernus is a Marksman whose damage keeps ticking after the shooting stops: Afterburn turns sustained weapon hits into a burn that abilities refresh and bullets extend, and Napalm slows targets and makes them take more damage while the napalm lasts. The booster leverages that lingering pressure to win trades, force retreats, and finish fights other heroes would have to leave.
Solo boost fit
In a solo boost, an Eternus 6 booster takes the account after an encrypted credential handoff and plays Infernus around Afterburn uptime: keep bullets landing, let the burn build, and use Napalm to slow and soften anyone who backs off. Flame Dash is both the engage and the escape, so the booster manages its cooldown and only commits when the flaming trail can be laid across a choke or a retreat path. Concussive Combustion cannot be interrupted once cast, which makes it a reliable stun on grouped enemies, so Infernus is a stable request as long as the booster trades close and avoids being burst first.
Duo boost notes
In a duo boost you stay on your own account and play beside the booster, so coordination is about timing rather than handoffs. Agree on who commits first: when Flame Dash goes in, the other player follows the same path so the target is taking trail damage and weapon fire at once, and when Napalm lands, that slowed target becomes the shared focus. Concussive Combustion is the clearest call in the kit, because the delay before it detonates gives the partner time to close in and follow up on the stun.
When to request this hero
Request Infernus by name if you already main him and want the account's hero record to keep growing on the hero you actually play. If you have no attachment to the hero, let the booster pick, since Infernus asks for committed trading close enough to land Concussive Combustion, and the booster may want a safer pick for a given lobby.
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FAST ANSWERS
Should I request Infernus for a Deadlock boost?
Yes, if Infernus is a hero you play or want on your record. His kit is self-sufficient: Afterburn builds a burn out of weapon hits and Napalm makes targets slower and easier to finish, so a booster does not need a specific team composition to make him work. If you have no preference, the booster's own pick is usually the steadier route.
Is Infernus better for solo or duo boosting?
Both work. Solo suits Infernus well because the whole kit sits in one player's hands, and Afterburn uptime is easier to keep when one person controls every trade. Duo works when you and the booster agree on Napalm targets and follow each other through Flame Dash trails.
What makes Infernus different to boost with?
Infernus keeps dealing damage after the shooting stops. Afterburn burns targets over time and weapon hits extend it, Napalm slows targets and raises the damage they take, and Concussive Combustion is a delayed area stun centered on Infernus that cannot be interrupted once it starts. The booster plays around those timers rather than around raw burst, which changes how fights are picked.