Patch 09-16-2026 Data researched 2026-09-21 What changed
Celeste portrait Billy portrait

Playing Celeste against Billy

Low threat

Everything below is generated for Deadlock patch 09-16-2026 from Billy's current kit, a kit-based model and a mechanics rule base. Each line carries its own confidence label.

Quick summary

Threat
Low threat
Main problem
Chain Gang does not slow your escape, it deletes it — while chained you cannot use Wraith's blink, Calico's Leaping Slash, Apollo's Disengaging Sigil or any other movement ability, and pulling against it heavily slows you before the yank
Your main advantage
You win the range game (Celeste 2/3 against Billy 0/3).
Primary rule
Do not commit before Bashdown is gone. Bashdown first — at base he has a single charge on a 35s cooldown, and it is both his interrupt and his anti-air. Force it against a trooper wave or a non-committal step and his next several seconds have no control
Key item
Scourge — Billy gives this team real stuns and hard cc. Buy on supports to harden a focused ally against a caster team while adding pressure damage.

Strategic No measured result for this specific pairing, so this rating comes from the kit model: 2.4/12 pressure. The largest single factor is burst versus your durability — Billy burst 2/3 against your durability 1/3. Derived from trait ratings. Shown because this pairing was not in the harvested win-rate dataset.

What should I do right now?

Before lane

Do

  • Plan for Scourge — know which tier it sits in so you are not improvising at the shop.
  • Know what Bashdown looks like. It is the cooldown this lane revolves around.

Avoid

  • Walking to lane on the same path every wave against a hero with Billy's engage range.

During lane

Do

  • Zero ranged threat — he has no poke whatsoever and cannot contest a laner who stays at distance
  • Both Bashdown (35s) and Rising Ram (32s) have long base cooldowns, so a baited cast leaves a large dead window
  • Four stamina charges plus her air-control passive (enhanced air acceleration and reduced gravity effects) make her extremely hard to pin down in a lane

Avoid

  • The melee-reload loop from Blasted means he never has to stop shooting to reload in an extended lane trade
  • Rising Ram into the sidewalk of a lane converts into a knockup and a full 74 DPS magazine at point-blank range

Mid game

Do

  • Their first real spike is Bashdown T2 (+1 charge, +2m radius) — respect it from that point, not before.
  • Your spike is Light Eater T1/T2: The extra spirit lifesteal and -10s cooldown turn her from a fragile poker into a hero who sustains through skirmishes

Avoid

  • Taking an even fight against Billy on their spike timing when you could take the same fight ten minutes later on yours.

Teamfights

Do

  • Watch for Chain Gang. Break line of sight — the chain explicitly snaps if he loses sight of you for a short period, so ducking behind a pillar or a building corner frees you
  • Break line of sight against Chain Gang — the chain explicitly snaps when he loses sight of you, so putting a pillar, crate or building corner between you is the intended escape rather than a dash

Avoid

  • Spending your own escape before Bashdown is on cooldown.

Abilities to watch

  • Chain Gang Ultimate

    This is the ability that actually kills you — Movement-ability lockout plus heavy slow for the ~2.8s duration, ending in a forced displacement toward Billy. Everything else in the kit is set up by it.

    • Break line of sight — the chain explicitly snaps if he loses sight of you for a short period, so ducking behind a pillar or a building corner frees you
    • Do not group inside 12m of a Billy with ultimate available; the cast range is short and spreading out means he catches one hero instead of four
    • Save a cleanse or CC-immunity item specifically for this rather than for his Bashdown knockup
  • Rising Ram Ability 2

    This is the ability that actually kills you — Knockup on the target — they are carried airborne alongside Billy. Everything else in the kit is set up by it.

    • It is a straight-line charge with a 0.35s cast delay — sidestep rather than back up, and the miss costs him the full 32s cooldown instead of 16s
    • Fight him in open ground where a missed charge leaves him fully exposed with no follow-up
    • Hold a stun for the charge wind-up; interrupting it denies both the cooldown refund and the knockup
  • Blasted Ability 3

    This is the ability that actually kills you — none (the wrecked status is a damage debuff, not crowd control). Everything else in the kit is set up by it.

    • Do not let him land the melee hit that starts the loop — outside melee range the wrecked status never applies and his gun is just a 74 DPS close-range weapon with a 2.90s reload
    • The 7s wrecked duration is the window to disengage; breaking away resets his amplification
    • Anti-melee itemisation and any effect that keeps you at range defeats the entire mechanic
  • Bashdown Ability 1

    This is the ability that actually kills you — Pulls airborne enemies downward plus a knockup shockwave on the ground — two distinct control effects in one cast. Everything else in the kit is set up by it.

    • It has a visible slam wind-up and a fixed radius — step out of the circle rather than trying to jump over it, since jumping is exactly what the pull punishes
    • Do not use an air-mobility escape while he has Bashdown available; the pull drags you straight back down and wastes your stamina
    • Bait the charges — at base he only has one on a 35s cooldown, so a spent Bashdown means several seconds of no control from him

Abilities to bait — in this order

  1. 1. Bashdown

    Bashdown first — at base he has a single charge on a 35s cooldown, and it is both his interrupt and his anti-air. Force it against a trooper wave or a non-committal step and his next several seconds have no control

  2. 2. Rising Ram

    Rising Ram second — it is his only gap-close, and a miss puts it on the full 32s rather than the halved cooldown. Bait it by standing just inside charge range in open ground and dashing laterally

  3. 3. Chain Gang

    Chain Gang is best denied rather than baited: stay spread and keep geometry between yourself and him so the 175s ultimate catches one target and then breaks on line of sight

Matchup overview

  • Their structural weakness: No ranged capability at all — he is completely neutralised at distance Why this is shown: Billy's weaknesses. Strong evidence
  • Their structural weakness: Highly commitment-dependent; a missed Rising Ram or a Chain Gang broken by line of sight leaves him stranded in melee range Why this is shown: Billy's weaknesses. Strong evidence
  • Their structural weakness: Long base cooldowns (35s Bashdown, 32s Rising Ram, 175s Chain Gang) punish misplays severely Why this is shown: Billy's weaknesses. Strong evidence
  • You fight at mid range and Billy has to reach close range, but they have the movement to do it — which means the matchup is not a range advantage, it is a cooldown one. Their gap-closer is the only thing bridging the band, so track it rather than tracking their health. With it up you are in their range and should behave accordingly; with it down you are in a range they cannot reach and every second of that window is free. Why this is shown: Mid-range hero versus a close-range opponent with mobility 2+; the gap-closer cooldown gates the entire matchup. Strategic

What they do against you

  • Chain Gang does not slow your escape, it deletes it — while chained you cannot use Wraith's blink, Calico's Leaping Slash, Apollo's Disengaging Sigil or any other movement ability, and pulling against it heavily slows you before the yank Why this is shown: Authored from Billy's kit. Strong evidence
  • Bashdown yanks airborne heroes straight to the ground, so air-mobility escapes (Vindicta, Grey Talon, a Calico mid-leap, anyone mid-dash) are actively worse than standing still against him Why this is shown: Authored from Billy's kit. Strong evidence
  • Rising Ram launches you into the air alongside him, where you cannot dash and cannot dodge his 74 DPS gun at point-blank range Why this is shown: Authored from Billy's kit. Strong evidence
  • Once Blasted's wrecked status is on you, his bullets are amplified for 7 seconds and he never has to reload because melee hits refill his ammunition Why this is shown: Authored from Billy's kit. Strong evidence
  • At Chain Gang T3 he gains Unstoppable scaling per hero pulled, so counter-CC on him stops working exactly when he has caught the most people Why this is shown: Authored from Billy's kit. Strong evidence
  • Your mobility is a real advantage here, and Billy's slows exist to delete it. Note that Debuff Resist barely helps against short hard slows because it only trims duration — spacing and cover do more than an item will. Why this is shown: Debuff Resist reduces duration only; short slows are largely unaffected. Strong evidence

How you counter them

  • Break line of sight against Chain Gang — the chain explicitly snaps when he loses sight of you, so putting a pillar, crate or building corner between you is the intended escape rather than a dash Why this is shown: Authored counterplay against Billy. Strong evidence
  • Do not stand within 12m of a Billy holding his ultimate; his cast range is short and a spread formation turns a four-man Chain Gang into a one-man one Why this is shown: Authored counterplay against Billy. Strong evidence
  • Fight him at range. He has literally no ranged tool — kiting outside his gun's effective band makes him a non-factor Why this is shown: Authored counterplay against Billy. Strong evidence
  • Sidestep Rising Ram rather than backing up; the 0.35s cast delay is readable, and the miss costs him 32s instead of the 16s a hit would Why this is shown: Authored counterplay against Billy. Strong evidence
  • Deny the melee hit that starts the Blasted loop — no wrecked status means no bullet amplification and he is stuck with a 2.90s reload Why this is shown: Authored counterplay against Billy. Strong evidence
  • Do not use air mobility to escape him while Bashdown is up; walk out along the ground instead, because the pull punishes exactly the jump you want to make Why this is shown: Authored counterplay against Billy. Strong evidence
  • Fight in open ground; his entire kit assumes confined space and short distances Why this is shown: Authored counterplay against Billy. Strong evidence
  • Metal Skin is the right shape of answer to Billy's gun — 5 seconds of complete bullet immunity on a 24-second cooldown — but know its two holes before you rely on it. It does not stop on-bullet build-ups, so their Toxic Bullets bleed, Silencer stacks and slow build-ups keep landing while you are immune, and it costs you −1.5 m/s and −20% dash distance for the duration, which is the wrong trade if you were planning to walk out during it. Use it to win a stand-and-fight window, not to escape one. Why this is shown: Metal Skin: 5s bullet immunity, 24s cooldown, does not stop on-bullet-hit build-ups, −1.5 m/s and −20% dash distance while active. Verified

Trading

  • Immediately after a missed Rising Ram — he is at close range, has no gap-close for up to 32s, and pays full cooldown instead of the halved on-hit version Why this is shown: Billy's vulnerability windows. Strong evidence
  • After Bashdown is spent at base rank: up to 35 seconds with no knockup, no anti-air pull and no way to start the wrecked loop without a raw melee swing Why this is shown: Billy's vulnerability windows. Strong evidence
  • The moment Chain Gang breaks on line of sight — he has committed a 175s ultimate, is standing in the middle of your team, and the resist buff runs out Why this is shown: Billy's vulnerability windows. Strong evidence
  • Any engagement at range: with zero ranged tools, a Billy being kited is contributing nothing at all Why this is shown: Billy's vulnerability windows. Strong evidence
  • While the wrecked debuff has expired and he has not re-applied it — his bullet amplification is off and his gun is back to a plain 74 DPS with a 2.90s reload Why this is shown: Billy's vulnerability windows. Strong evidence
  • Billy's pull is the whole matchup. Until it is on cooldown you are playing around it; once it misses you have a window that is worth committing into. Make it the first thing you bait — show a sliver of yourself from behind cover rather than walking a clean line they can lead. Why this is shown: Pull abilities gate the engage; baiting them opens a committed window. Strategic
  • Parry is your best tool against Billy's arrival and it is now a commitment rather than a hedge. Since 09-16-2026, parrying during a dash cancels the dash and its momentum, so you cannot both reposition and hold F. The cooldown maths makes the decision for you: a successful parry costs 0.5 seconds and stuns them for 3 with no Debuff Resist reduction possible, while a whiff costs 4.5 seconds — against a hero who arrives on a cooldown, that whiff is the entire window they needed. Why this is shown: 09-16-2026 parry cancels an in-progress dash; parry cooldown 0.5s on success, 4.5s on whiff; 3s unreducible stun. Verified

Laning

  • What they want in lane: The melee-reload loop from Blasted means he never has to stop shooting to reload in an extended lane trade Why this is shown: Billy's laning strengths. Strong evidence
  • What they want in lane: Rising Ram into the sidewalk of a lane converts into a knockup and a full 74 DPS magazine at point-blank range Why this is shown: Billy's laning strengths. Strong evidence
  • What you can take from them in lane: Zero ranged threat — he has no poke whatsoever and cannot contest a laner who stays at distance Why this is shown: Billy's laning weaknesses. Strong evidence
  • What you can take from them in lane: Both Bashdown (35s) and Rising Ram (32s) have long base cooldowns, so a baited cast leaves a large dead window Why this is shown: Billy's laning weaknesses. Strong evidence
  • Your lever: Four stamina charges plus her air-control passive (enhanced air acceleration and reduced gravity effects) make her extremely hard to pin down in a lane Why this is shown: Celeste's laning strengths. Strong evidence
  • Your escape route is vertical and the 09-16-2026 patch aimed at exactly that: slows now affect air drag at 35% of their value, where previously they mostly did not bite in the air. Going airborne to break Billy's slow no longer restores your full movement — you carry a fraction of it into the air with you, at the moment you are also a stationary silhouette. The slow cut of ~20% partly offsets it, but the net is that air-escaping a slow is worse this patch than last. Why this is shown: 09-16-2026: slows now apply to air drag at 35% of their value, alongside the ~20% global slow reduction. Verified
  • You get value from moving around the map and Billy does not, but the 09-16-2026 patch made that harder to convert early: tunnel breakables now spawn and respawn on 5 minutes rather than 3. The off-lane income that used to make a rotation pay for itself is roughly 40% less frequent, so before 6:00 a rotation has to be justified by pressure on Billy or on the Guardian, not by the breakables you pick up on the way. Why this is shown: 09-16-2026: underground tunnel breakable initial spawn and respawn both raised 3 → 5 minutes. Verified

Mid game

  • Their spike — Bashdown T2 (+1 charge, +2m radius): Two charges turn his anti-air pull and knockup from a single interrupt into continuous area control Why this is shown: Billy's power spike timeline. Strong evidence
  • Their spike — Blasted T2: The Bashdown charge refund plus +7% wrecked amplification ties his damage engine to his CC and roughly doubles his effective output in a sustained brawl Why this is shown: Billy's power spike timeline. Strong evidence
  • Their spike — ult unlock: Chain Gang gives him the ability to switch off enemy escapes entirely, which reframes every fight around whether he gets close Why this is shown: Billy's power spike timeline. Strong evidence
  • Their spike — Chain Gang T3 (late 35min+): +1.3s Unstoppable per hero pulled makes a multi-target Chain Gang effectively uninterruptible Why this is shown: Billy's power spike timeline. Strong evidence
  • Your spike — Light Eater T1/T2: The extra spirit lifesteal and -10s cooldown turn her from a fragile poker into a hero who sustains through skirmishes Why this is shown: Celeste's power spike timeline. Strong evidence
  • Your spike — Radiant Daggers T1 (+2 charges): Multiple charges let her actually cover the ground an enemy must walk through, which is when the delay stops mattering Why this is shown: Celeste's power spike timeline. Strong evidence

Teamfights

  • Your silence may be worth more in a chain than a teammate's stun. The 03-06-2026 diminishing-returns system reduces subsequent CC by 10% then 30% inside an 8-second window, and community reporting holds it applies to stuns only — not to silences, slows, hexes or disarms. If that is right, sequencing your silence after an ally's stun costs you nothing, while a second stun in the chain is already 10% shorter. Treat it as community-reported rather than confirmed, but order your chain accordingly against Billy. Why this is shown: CC diminishing returns of 10%/30% in an 8s window (03-06-2026); the stun-only scope is a single community source. Uncertain
  • Stacking a second damage-reduction debuff onto Billy is close to a wasted slot: since 05-22-2026 total damage-reduction debuffs stack diminishingly rather than additively. If someone on your team already brings one, your souls buy more as anti-heal or as resist shred, both of which sit on different multipliers. Coordinate this before the game rather than discovering it in the fight — two players independently buying Inhibitor against their carry is a common and invisible waste. Why this is shown: 05-22-2026: total damage-reduction debuffs changed to stack diminishingly rather than additively. Verified
  • Billy brings enough lockdown that stun sequencing matters. Community reporting describes stun diminishing returns of roughly 10% then 30% inside an 8-second window, applying to stuns only and not to silences, slows, disarms or hexes — so their follow-up chain may be shorter than the first one felt. Treat this as unconfirmed, but it is worth knowing before you burn a cleanse on the opening stun. Why this is shown: Stun diminishing returns reported by community sources; not confirmed in official notes. Uncertain

Positioning

  • Your habit of taking the fight vertical to reset spacing against Billy is weaker on 09-16-2026 than it was. Slows now apply to air drag at 35% of their value, so the air is no longer a slow-free zone, and 2026 has been a steady closing of exactly these loopholes — wall jumping costs 25% stamina regeneration for 5 seconds, and knockups came under debuff reduction in May. Going up is still correct against their ground CC; it is no longer a way to ignore their slows. Why this is shown: 09-16-2026: slows affect air drag at 35% of value; 05-22-2026 added the wall-jump stamina penalty and brought knockups under debuff reduction. Verified
  • Billy decides where you stand, not you. The practical rule is to never hold a position whose failure case is being moved — stand so that being yanked or knocked puts you somewhere survivable rather than inside their whole team. Cover at your back is worth more than cover in front. Why this is shown: Displacement kits convert bad positioning into a kill; failure-case positioning mitigates it. Strong evidence
  • Being knocked up against Billy is worse than being slowed because it removes your inputs and, since 09-16-2026, slows now bite in the air at 35% value so even the landing is compromised. Your mobility is your defence, so position with the airborne failure case in mind: stand where being launched leaves you above your own team rather than above theirs, and keep a dash in reserve for the landing rather than spending both on the approach. Why this is shown: 09-16-2026 slows apply to air drag at 35% of value; mobile low-durability hero versus an enemy knockup. Strategic
  • Billy wins by choosing where the fight happens. Take your position before the zoning goes down, not after — once the area is committed you are fighting on their terms, and walking in to contest it is exactly the mistake the kit is built to farm. Why this is shown: Zone-control kits convert space into damage; positioning must precede the cast. Strategic

Build adjustments

  • Against Billy's crowd control, understand what Debuff Resist actually buys you: it shortens duration, never magnitude. It is excellent against long disables and close to worthless against a short hard slow. Two things it explicitly does not shorten at all are the parry stun and the Knockdown item's stun. Why this is shown: Debuff Resist reduces duration only; parry stun and Knockdown stun are documented exclusions. Verified
  • Scourge (spirit T4) — Billy gives this team real stuns and hard cc. Buy on supports to harden a focused ally against a caster team while adding pressure damage. Why this is shown: Answers: enemy-hard-cc, enemy-frontline-durability, enemy-sustained-spirit, enemy-burst. Verified
  • Majestic Leap (vitality T3) — Billy gives this team real zoning and area denial. Buy to escape ground-based lockdown and to rotate across the map quickly. Why this is shown: Answers: enemy-zone-control, enemy-hard-cc, enemy-dive. Verified
  • Stamina Mastery (vitality T3) — Billy gives this team real stuns and hard cc. Buy when dodging telegraphed abilities and disengaging is how you survive. Why this is shown: Answers: enemy-hard-cc, enemy-zone-control, enemy-dive. Strong evidence

Common mistakes

  • The usual error against Billy is treating Chain Gang as something to react to rather than something to pre-empt. By the time it is on you, the decision has already been made. Why this is shown: Fallback line — no specific rule matched this pairing for this section. Strategic

Analyse this against your whole enemy team

A single matchup only tells you part of the story — which enemy to actually focus, and what to buy, depends on the other five. Open the tool with this matchup pre-loaded and add the rest.

Open in the matchup tool
Sources and method for this page

Billy's kit and counterplay were compiled from 7 sources, cross-checked for patch 09-16-2026. Threat ratings compare this pairing against Celeste's own baseline win rate rather than a flat 50%, because ranking by raw win rate produces the wrong answer for heroes whose overall win rate is not 50%.

Full source register →