Infernus is somewhat of a boring character to play and a frustrating character to fight. Playing him amounts to mostly just point and clicking like most gun heroes nearly at the same level as Haze. His kit is mostly uninteresting and the upgrades for his abilities seem a bit all over the place. Fighting him on the other hand is incredibly annoying as he is nearly impossible to duel in a 1v1 making him difficult to solo lane against. Getting hit with stray Afterburn or a Flame Dash DOT can deal around 200-300 damage in the mid game at minimum duration. Because of these reasons, I wanted to propose a rework.
My rework changes Infernus from a character focused on damage to one focused on debuffing. While you should be able to get a lot of spirit power to scale his damage, you will need to lean much more heavily into that build than previous. With that being said, let's take a look at the rework.
Stats:
Gun:
Bullets Per Second: From 9.52 to 11
Health:
Base Health: From 750 to 700
Health Per Boon: From 39 to 41
Abilities:
Napalm (Charged Ability):
1 Charge | 6s Charge Cooldown | 25s Cooldown | 20m Range
Spew an incendiary mixture dealing spirit damage and applying Napalm.
46 Base Damage (0.3 Spirit Scaling)
Napalm (8s Duration): +15% damage taken from all sources.
Upgrade 1:
+1 Charge
On Hit: -100% Accuracy for 2.5s.
Upgrade 2:
+10m Range
Napalm: -33% Healing Effectiveness
Upgrade 3:
Hitting an enemy with Afterburn active causes an explosion that deals damage and builds up Afterburn to the target and all other enemies around them. Each enemy can only be hit by an explosion once per Napalm cast. (10m Radius | 60 Base Damage (1.1 Spirit Scaling) | 15% Afterburn Buildup/Duration)
Napalm: +15% damage taken from all sources.
Flame Dash (Movement Ability):
38s Cooldown | 3s Duration
Run forward leaving a trail of fire that deals spirit damage. During the run you have slow resist.
Hold W to run faster.
30 Base DPS (0.6 Spirit Scaling)
Run Speed: 12m/s - 20m/s
50% Slow Resist
4s Trail Duration | 4.5m Trail Width
Upgrade 1:
On Hit: -20% Movement Speed and -10% Dash Distance for 4s.
Upgrade 2:
+1m Trail Width
+0.5s Trail Duration
Upgrade 3:
-20s Cooldown
On Hit: Additional -15% Movement Speed and -10% Dash Distance.
Afterburn (Passive):
Hits from your weapon and some abilities build up Afterburn, dealing spirit damage over time.
Against burning targets, your hits restore some of Afterburn's duration.
Afterburn (4s Duration): 16 Base DPS (1 Spirit Scaling)
9% Buildup/Duration Per Bullet/Light Melee | 15% Buildup/Duration Per Headshot/Heavy Melee
9% Buildup/Duration Per Flame Dash Hit | 30% Buildup/Duration Per Concussive Combustion Hit
Upgrade 1:
Afterburn: Each hit reduces the target's Bullet and Spirit Resists by 2% to a maximum of 30% each.
Upgrade 2:
+1s Afterburn Duration
Upgrade 3:
Afterburn: Each hit steals 1 Spirit Power from the target and reduces their Weapon Damage by 1% up to a maximum of 20 Spirit Power and 18% Weapon Damage.
Concussive Combustion:
140s Cooldown
Become a living bomb, dealing spirit damage and applying stun to all enemies around you after a delay.
This ability cannot be interrupted.
150 Base Damage (1 Spirit Scaling)
3s Explosion Delay
1.25s Stun Duration
13m Radius
Upgrade 1:
-35s Cooldown
Upgrade 2:
+0.5s Stun Duration
+3m Radius
Upgrade 3:
+105 Damage
Heal for 70% of the damage dealt to heroes.
Heroes hit have their Bullet and Spirit Resists reduced by 30% for 4s.
My rework changes Infernus from a character focused on damage to one focused on debuffing. While you should be able to get a lot of spirit power to scale his damage, you will need to lean much more heavily into that build than previous. With that being said, let's take a look at the rework.
Stats:
Gun:
Bullets Per Second: From 9.52 to 11
Health:
Base Health: From 750 to 700
Health Per Boon: From 39 to 41
Abilities:
Napalm (Charged Ability):
1 Charge | 6s Charge Cooldown | 25s Cooldown | 20m Range
Spew an incendiary mixture dealing spirit damage and applying Napalm.
46 Base Damage (0.3 Spirit Scaling)
Napalm (8s Duration): +15% damage taken from all sources.
Upgrade 1:
+1 Charge
On Hit: -100% Accuracy for 2.5s.
Upgrade 2:
+10m Range
Napalm: -33% Healing Effectiveness
Upgrade 3:
Hitting an enemy with Afterburn active causes an explosion that deals damage and builds up Afterburn to the target and all other enemies around them. Each enemy can only be hit by an explosion once per Napalm cast. (10m Radius | 60 Base Damage (1.1 Spirit Scaling) | 15% Afterburn Buildup/Duration)
Napalm: +15% damage taken from all sources.
Flame Dash (Movement Ability):
38s Cooldown | 3s Duration
Run forward leaving a trail of fire that deals spirit damage. During the run you have slow resist.
Hold W to run faster.
30 Base DPS (0.6 Spirit Scaling)
Run Speed: 12m/s - 20m/s
50% Slow Resist
4s Trail Duration | 4.5m Trail Width
Upgrade 1:
On Hit: -20% Movement Speed and -10% Dash Distance for 4s.
Upgrade 2:
+1m Trail Width
+0.5s Trail Duration
Upgrade 3:
-20s Cooldown
On Hit: Additional -15% Movement Speed and -10% Dash Distance.
Afterburn (Passive):
Hits from your weapon and some abilities build up Afterburn, dealing spirit damage over time.
Against burning targets, your hits restore some of Afterburn's duration.
Afterburn (4s Duration): 16 Base DPS (1 Spirit Scaling)
9% Buildup/Duration Per Bullet/Light Melee | 15% Buildup/Duration Per Headshot/Heavy Melee
9% Buildup/Duration Per Flame Dash Hit | 30% Buildup/Duration Per Concussive Combustion Hit
Upgrade 1:
Afterburn: Each hit reduces the target's Bullet and Spirit Resists by 2% to a maximum of 30% each.
Upgrade 2:
+1s Afterburn Duration
Upgrade 3:
Afterburn: Each hit steals 1 Spirit Power from the target and reduces their Weapon Damage by 1% up to a maximum of 20 Spirit Power and 18% Weapon Damage.
Concussive Combustion:
140s Cooldown
Become a living bomb, dealing spirit damage and applying stun to all enemies around you after a delay.
This ability cannot be interrupted.
150 Base Damage (1 Spirit Scaling)
3s Explosion Delay
1.25s Stun Duration
13m Radius
Upgrade 1:
-35s Cooldown
Upgrade 2:
+0.5s Stun Duration
+3m Radius
Upgrade 3:
+105 Damage
Heal for 70% of the damage dealt to heroes.
Heroes hit have their Bullet and Spirit Resists reduced by 30% for 4s.