The default Billy build in Deadlock is a bruiser setup: max his engagement tool first, take the ultimate the moment the game offers it, and spend early souls on survivability rather than damage. Buy 500-soul utility in lane, layer in 1,250-soul armour and sustain through the mid game, and only commit to 6,200-soul carry items once you are reliably winning your lane. Everything below is about when to break that default, because Billy’s build should shift more than most heroes’ from match to match.
One note on naming before we start: Deadlock renames and reworks abilities between patches, so this guide refers to Billy’s kit by role — engagement tool, damage tool, utility tool, ultimate — rather than by label. The priorities survive a rename; check the in-game hero panel for the current names.
Billy’s role, in three lines
Billy is a close-range bruiser: he wants to be the first body into a fight and the last one standing in it. That gives his build one non-negotiable requirement — you have to survive the two seconds after you commit — and one flexible one: how much personal damage you need depends on how much your team already brings.
Read your roster before you buy anything. With two other frontliners, a damage-leaning build is fine. If you are the only initiator on the team, every soul spent on offence is a soul not spent on living long enough to matter.
Skill priority: what to max, and why
Ability points are the cheapest power in Deadlock — they cost nothing but levels — so the order you spend them is the highest-value decision in the whole build.
- Engagement tool first. Billy’s ability to start a fight on his own terms is what makes him useful, and a maxed engagement tool is usually shorter cooldown, longer reach, or both. Without it you are a melee-range hero with no way to reach melee range.
- Ultimate as soon as it appears. Ultimate points are the most efficient in the game: a long-cooldown, fight-swinging ability for one point. Never bank a point waiting for a “better” moment. Whichever level the current patch unlocks the ultimate at, take it on the first level it shows up.
- Primary damage third. Damage is a multiplier on your ability to stay in a fight, not a replacement for it. Maxing damage first produces a hero who kills one target and dies to the next two.
- Utility last. Defensive or mobility-utility slots scale on their own timers and rarely need points early. Treat them as the kit’s dump stat.
| Priority | Slot role | Points to commit | Why this order |
|---|---|---|---|
| 1 | Engagement / gap-close | First 3 points | Reach and uptime decide whether Billy gets to play the game at all |
| 2 | Ultimate | 1 point, on first availability | Best value-per-point in the kit |
| 3 | Primary damage | Next 3 points | Converts time-in-fight into kills |
| 4 | Utility / defensive | Whatever is left | Low marginal value per point in the early game |
A concrete example: if your first five points go engagement → damage → engagement → engagement → ultimate, you have a functioning Billy by the time the first real teamfight happens. If they go damage → damage → utility → damage → utility, you have a hero with good numbers and no way to apply them.
Item build: four tiers, four slots each
The shop is built on four soul tiers — 500, 1,250, 3,000 and 6,200 — and the Weapon, Vitality and Spirit categories each hold four items, plus four Flex slots that accept anything. That is 16 items in a finished build, and the cost curve is brutal: your last item costs more than your first eight combined.
| Tier | Cost (souls) | Typical Billy pickups | Job it does |
|---|---|---|---|
| Early | 500 each | Extra Health, Extra Stamina, Basic Magazine, Healing Rite | Winning lane trades and staying on the map |
| Mid | 1,250 each | Bullet Armor, Spirit Armor, Restorative Locket, Divine Barrier, Slowing Bullets | Surviving the burst that arrives once ultimates come online |
| Late | 3,000 each | Fortitude, Metal Skin, Debuff Remover, Toxic Bullets, Burst Fire | Winning extended fights, not just short ones |
| Endgame | 6,200 each | Leech, Colossus, Unstoppable, Frenzy, Lucky Shot | Closing games — these are win conditions, not upgrades |
Prices are set by tier rather than by item, so the numbers above are the shop’s standard costs. Individual item stats do get tuned between patches, so read the tooltip before you buy rather than trusting a build written three patches ago.
Worked example: what a full build actually costs
Say you fill all four Weapon slots at one item per tier (500 + 1,250 + 3,000 + 6,200) and do the same in Vitality and Spirit:
- One category, top to bottom: 500 + 1,250 + 3,000 + 6,200 = 10,950 souls
- Three categories: 10,950 × 3 = 32,850 souls
- Four Flex slots at the top tier: 6,200 × 4 = 24,800 souls
- Total for a full 16-item build: 57,650 souls
At a strong farming pace of roughly 1,200–1,500 souls per minute, that is a 38–48 minute build. Most matches end before then, which is the practical lesson: you will finish most games holding 8–10 items, not 16. Plan around “what are my six core items and which two come first”, not a fixed shopping list you tick off in order.
There is a second reason to think in sixes. Flex slots unlock through map objectives — typically the early walkers and the mid-boss — so the four items that go into them are decided by how the map is going, not by a plan you made in the loading screen.
Adapting the build: a decision matrix
| If this is true… | Change this | Reason |
|---|---|---|
| You are the only frontliner | Buy Vitality before Weapon; take Colossus over a damage 6,200 | Nobody else can absorb the first round of enemy cooldowns |
| Enemy has two or more hard crowd-control abilities | Debuff Remover at 3,000, Unstoppable at 6,200 | Billy’s entire job is undone by being locked out of the fight |
| Enemy is poke-heavy and never commits | Skip the tank item; buy reach and mobility instead | Armour does nothing against a team you cannot touch |
| You are ahead by two or more objectives | Buy your 6,200 earlier; skip a 1,250 | Snowballing is about converting a lead into a fight you cannot lose |
| You are behind and losing lane | Two cheap 500s and one 1,250 before anything else | Cheap stats per soul are the only route back into a losing game |
| Enemy carry is fed | Buy the counter-item for their damage type, not generic health | Targeted mitigation beats raw stats against a single threat |
| Your team has no engage besides you | Max engagement before damage, always | You
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