Build file · 28 Oct to 4 Nov

Infernus build and item order

What Infernus players buy, what a long game ends with, what changes against each enemy, and the in-game builds they pick.

Matches

494.4k

last 7 days

Finished build

≈11 items

44k souls held in items at the end

Build type

Hybrid

39% of item souls in spirit

Games past 35 min

55%

the finished build is read from these

The Infernus build in brief

Most Infernus players open with Improved Spirit and Extended Magazine, then pick up Toxic Bullets (around 20 minutes, 67% of games) and Superior Duration (around 22 minutes, 69% of games).

The build splits in the mid game: the most common big buys from 9 to 20 minutes are Toxic Bullets (42%), Superior Duration (32%) and Rapid Recharge (20%).

In games past 35 minutes, a finished Infernus carries about 11 items, 43.9k souls, 39% of them spirit; most end with Superior Duration (84%), Toxic Bullets (79%) and Titanic Magazine (79%).

Beyond the core items, the commonest big buy from 20 to 30 minutes is Spirit Rend (13% of games); the late-game duel sets it against Rapid Recharge (11% of games).

The clearest change by opponent: against Haze, Infernus players buy Metal Skin at about ×4.55 the usual rate (28,141 buyers; adjusted, with small samples pulled towards ×1).

The most used in-game build is "SN|P3R : Molten Fury" by SN|P3R, picked in 43,851 games (51% won).

SpiritWeaponVitality
Hybrid39% of item souls in spiritWeapon 38% · vitality 23% · spirit 39%. The diamond is the average hero.7 days · games over 35 min (55%)

The finished build 7 days · games over 35 min (55%)

AgainstPick up to 6 enemies to see what players change. Enemies that move the finished build come first.

What Infernus games of 35 minutes or more end with, slot by slot: the share of those games still holding each item at the end, and when it's bought. Pick an item for its upgrade chain and numbers.

  • usually empty
  • usually empty
  • usually empty
  • usually empty
  • usually empty

Games over 35 minutes end with about 11 items, so 5 sockets read “usually empty”. Solid frames: held at the end of at least half of those games; dashed: fewer. Flex slots take any slot type, and each flex item keeps its own slot colour. From 260,588 long games (55% of Infernus games).

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The finished Infernus build in games over 35 minutes, with alternates
SlotItemHeldBoughtSold or upgradedBuy timeCost
WeaponToxic Bullets79%80%2%~20:343,200
WeaponTitanic Magazine79%85%8%~11:201,600
WeaponSpiritual Overflow63%64%1%~30:316,400
WeaponRicochet61%61%1%~29:486,400
VitalityHealbane45%57%21%~13:071,600
SpiritSuperior Duration84%85%1%~22:363,200
SpiritEscalating Exposure77%77%0%~28:406,400
SpiritBoundless Spirit68%69%1%~32:276,400
SpiritRapid Recharge40%40%2%~22:033,200
Flex (weapon)Swift Striker55%70%21%~9:361,600
Flex (weapon)Spirit Rend36%38%3%~29:223,200
Weapon, alternateBurst Fire27%28%3%~25:203,200
Vitality, alternateLeech30%30%1%~33:116,400
Vitality, alternateSpirit Resilience23%24%5%~30:463,200
Vitality, alternateDispel Magic23%24%7%~23:123,200
Spirit, alternateSpirit Burn17%17%1%~36:266,400

Against other heroes 21 days

What players change, not proof it works. ★ marks an item whose buyers win at least 1 point more against that enemy than buyers of other items of its tier, after checking for chance, over 21 days: ★ all pools every hero's buyers, ★ Infernus is Infernus players only.

The 8 clearest changes in what Infernus players buy, across every enemy. Pick enemies above the board to see one lineup.

Lifts compare how often Infernus players buy an item in games against a hero with how often they buy it otherwise, over 21 days, with the build's usual items set to ×1 and small samples pulled towards ×1. Cells need 200 buyers. Several enemies are combined from separate match-ups (a weighted average of their lifts), not games against that exact team.

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What Infernus players buy more or less of against each enemy
EnemyItemBuy rate changeBuyersEvidence
HazeMetal Skin×4.5528k★ +2.0 pts over tier III · 28k buyers, Infernus only
VindictaKnockdown×3.618.9k—
LashCounterspell×2.4416k—
HazePlated Armor×2.0315k—
AbramsRebuttal×2.086.7k—
ShivDispel Magic×1.3343k—
ApolloSlowing Hex×2.204.6k—
HazeSpirit Resilience×0.8049k—

What you hold, minute by minute 7 days

Each band is one item: the share of Infernus games still going at that minute that hold it. The bands stack, so the top edge is the whole inventory. Press play, or drag the slider, to watch a game fill up. Hover a band for its numbers.

45:00about 12.4 items54,980 souls16% of games still going4.8 weapon3.3 vitality4.4 spirit
83% of games still going at 30:00Swift StrikerTitanic MagazineToxic Bullets481212 items · base slots full, flex aboveitems0m5m10m15m20m25m30m35m40m45m60k soulsWeapon4.8 itemsVitality3.3 itemsSpirit4.4 items
83% still going at 30:004812items0m10m20m30m40m60k souls

At 45:00 you'd typically hold

Estimated from when players buy and sell; assumes what they buy doesn't depend on how long the game will last. Hatched minutes rest on fewer than a quarter of games. The 12-item line is where the base slots are full and flex slots start.

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Share of Infernus games still going that hold each item, every five minutes
Item5:0010:0015:0020:0025:0030:0035:0040:00
Rapid Rounds54%46%9%3%3%3%3%3%
Swift Striker5%49%62%66%68%68%68%65%
Burst Fire0%1%5%10%15%20%23%26%
Extended Magazine32%48%9%2%2%2%2%2%
Titanic Magazine7%47%70%77%81%82%83%83%
Toxic Bullets0%1%13%43%65%73%77%79%
Spirit Rend0%0%1%6%12%20%28%35%
Ricochet0%0%1%6%15%31%46%56%
Spiritual Overflow0%0%0%3%13%31%48%60%
Other weapon items0.10.20.20.30.40.30.30.4
Healbane1%21%45%50%52%54%55%52%
Spirit Lifesteal1%17%56%73%75%45%25%24%
Leech0%0%0%1%5%11%18%26%
Other vitality items0.20.60.91.11.21.41.61.8
Extra Spirit46%11%1%1%1%1%1%1%
Improved Spirit40%79%88%90%90%74%46%42%
Boundless Spirit0%0%1%3%10%24%43%64%
Duration Extender1%15%48%48%15%7%7%7%
Superior Duration0%1%8%32%59%73%80%83%
Mystic Vulnerability0%7%30%56%54%25%16%16%
Escalating Exposure0%0%0%5%25%48%63%73%
Rapid Recharge0%1%12%21%27%32%36%39%
Other spirit items0.10.30.50.60.50.60.70.8
Items held, in all2.34.56.27.99.09.510.311.3

Items show the share holding them; other items show the average number held.

Buy windows: clock against souls 7 days

When Infernus players buy each big item, and how its buyers did. Bars are buyers; the line is the share of them who won, with its 95% band. Switch to souls at purchase to see how much of the early-buyer edge is just being ahead.

  • buyers
  • won, 95% band
  • 200–500 buyers
  • the item's own overall

Escalating Exposure by the clock: 63% → 47%. By souls at purchase: 51–60%.

  1. Rapid Recharge

    161,130 buyers · 50.9% won overall

    most buy it 14–26 min

    50.9% of all its buyers won.

    Show as table
  2. Toxic Bullets

    332,472 buyers · 49.7% won overall

    most buy it 16–23 min

    49.7% of all its buyers won.

    Show as table
  3. Superior Duration

    343,221 buyers · 50.6% won overall

    most buy it 18–25 min

    50.6% of all its buyers won.

    Show as table
  4. Escalating Exposure

    279,586 buyers · 53.2% won overall

    most buy it 23–31 min

    By the clock: 63% → 47%. By souls at purchase: 51–60%.

    Show as table
  5. Spirit Rend

    132,141 buyers · 51.3% won overall

    most buy it 22–33 min

    51.3% of all its buyers won.

    Show as table
  6. Ricochet

    211,927 buyers · 53.5% won overall

    most buy it 24–33 min

    53.5% of all its buyers won.

    Show as table
  7. Spiritual Overflow

    220,782 buyers · 52.9% won overall

    most buy it 25–33 min

    52.9% of all its buyers won.

    Show as table
  8. Boundless Spirit

    224,315 buyers · 53.3% won overall

    most buy it 27–36 min

    53.3% of all its buyers won.

    Show as table

For Escalating Exposure, buying early wins more mostly because early buyers are already ahead: by souls at purchase the line is much flatter. Win rates describe; they don't say an item wins games.

Two late games, side by side 7 days

What Infernus players buy after 30 minutes, split by the big item they took at 20–30 minutes. Bars are the share of each side's games reaching 30 minutes that bought the item. Pick the two sides to compare.

Spirit Rend at 20–30 min

61,362 games · 50.9% won · 75% reach 30 min

Rapid Recharge at 20–30 min

50,485 games · 49.7% won · 76% reach 30 min

Either way, 7 of the top 8 late items are the same.

Late items (30 minutes on) for Spirit Rend at 20–30 min against Rapid Recharge at 20–30 min: share of each side's games reaching 30 minutes that bought each, and how they did
A wonA buysLate itemB buysB won
53.0%52.0%
52.6%51.4%
54.9%55.0%
47.5%46.1%
52.3%51.6%
52.9%51.2%
52.9%52.0%
51.6%49.5%
52.6%52.4%

Shares are of each side's games reaching 30 minutes; an item a side doesn't list was bought by fewer than its smallest listed share. ⇄: both sides buy it in 15% or more of games. Win dots run from 40% to 60%, with a tick at 50%, adjusted for souls at purchase where upstream gives it, with 95% whiskers, hollow under 2,000 buyers. They describe; they don't prove.

Either/or, and sets 7 days · games over 35 min (55%)

Items Infernus players choose between in games over 35 minutes, and items they buy as a package. Every number is printed under its cards; click a card to outline the item in every chart.

Sets

  • 2.0× as likely together

    14% of long games · 37,355 games

  • 1.9× as likely together

    14% of long games · 37,317 games

  • 2.0× as likely together

    8% of long games · 20,775 games

Descriptive: players who pick one may play differently from those who pick the other. Pairs that are one item's upgrade path are left out.

How players get there, 0–30 min 7 days

The items most bought in each phase of the game, and what their buyers bought next. Pick a mid-game item to follow only the players who bought it. Hover an item for its numbers.

  • Weapon
  • Vitality
  • Spirit
0–9 min9–20 min20–30 min30 min +Improved SpiritExtra SpiritExtended MagazineRapid RoundsSwift StrikerTitanic MagazineSpirit LifestealDuration ExtenderMystic VulnerabilityToxic BulletsTitanic MagazineHealbaneEscalating ExposureSuperior DurationToxic BulletsSpiritual OverflowRicochetBoundless SpiritBoundless SpiritSpiritual OverflowEscalating ExposureRicochetLeechSpirit RendEvery game100% reach 9 min96% reach 20 min70% reach 30 min
Show as table
Infernus's most bought items by phase
PhaseItemBought inWon (souls-adjusted)Games
0–9 minImproved Spirit75%50.1%355,466
0–9 minExtra Spirit75%49.7%352,342
0–9 minExtended Magazine72%49.6%339,035
0–9 minRapid Rounds71%49.4%336,763
0–9 minSwift Striker43%50.3%201,980
0–9 minTitanic Magazine37%50.7%174,354
9–20 minSpirit Lifesteal62%50.1%292,705
9–20 minDuration Extender54%50.2%256,583
9–20 minMystic Vulnerability52%50.6%243,538
9–20 minToxic Bullets42%49.7%199,557
9–20 minTitanic Magazine40%49.8%187,266
9–20 minHealbane37%50.2%176,172
20–30 minEscalating Exposure40%52.7%186,733
20–30 minSuperior Duration38%51.1%181,130
20–30 minToxic Bullets29%50.2%136,129
20–30 minSpiritual Overflow26%51.7%121,399
20–30 minRicochet24%53.0%112,208
20–30 minBoundless Spirit19%51.7%90,571
30 min +Boundless Spirit29%51.6%136,062
30 min +Spiritual Overflow21%51.9%100,770
30 min +Escalating Exposure19%52.0%88,715
30 min +Ricochet19%51.7%88,210
30 min +Leech12%52.1%58,610
30 min +Spirit Rend12%51.5%55,268

Bar heights compare how often items are bought within a phase; fewer items are bought late, and the row underneath shows how many games last that long. Win rates are adjusted for the buyer's souls at purchase, so players who are already ahead don't make an item look better than it is; they still describe, not prove.

Ability order

Napalm591112
Flame Dash341013
Afterburn1268
Concussive Combustion71415

The most played full upgrade path (9% of matches, 50.1% won). Afterburn is maxed first in 65% of matches.

In-game builds players pick 7 days

  1. SN|P3R : Molten Furyby SN|P3R · 24,438 players11 of 11 board items
    43,851 games
    51.0% won

    1. Early

    Early Options

    2. CORE

    Armors

    End Game : Attack

    End Game : Defense

    End Game : Good Greens

    Good Gun Options

    Good Green Options

    Good Spirit Options

  2. Infernus - Hybrid-DPS [50% WR] [tracklock.gg]by Tracklock · 23,024 players11 of 11 board items
    39,393 games
    48.9% won
  3. Renon's Eternus Infernus (Twitch.tv/renon)by Renon · 11,616 players11 of 11 board items
    19,641 games
    47.8% won
  4. zxc | арбузный ебака (t.tv/qtarsis)by сerf · 6,143 players8 of 11 board items
    9,662 games
    49.0% won
  5. BURN IT ALL DOWNby VoidMashi · 4,687 players7 of 11 board items
    8,060 games
    47.1% won

The build each player had selected when the match started; known for 41% of Infernus games, mostly at higher ranks. The tag counts how many of the finished build's items each one includes.

About these numbers

7 days
28 Oct to 4 Nov. The build, timing, the late game, the path and in-game builds, from standard ranked and unranked Infernus matches.
21 days
14 Oct to 4 Nov. Versus: a longer window, so rarer match-ups have enough games.
Games past 35 min
260,588 (55% of Infernus games). The finished build, choices and the soul split read only these.
Patch
The latest big patch was 29 Sept; no window reaches back before it.
Sample sizes
5,000+ games 1,000 to 5,000 200 to 1,000Nothing under 200 is drawn.
Win rates
Shown with their 95% range and the games behind them. They describe rather than prove: players who buy an item may differ in other ways.

Via deadlock-api. Updated 4 Nov. Not affiliated with or endorsed by Valve.