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Abrams vs Holliday

Abrams's team wins 54.9% Holliday's team wins 45.1%, across 41,281 games

Written for the Abrams player. Playing Holliday? See Holliday vs Abrams →

Abrams has the edge

Abrams usually wins 52.9% of games. Against Holliday that is 2.0% higher, over 41,281 games.

  • Whole match 54.9% +2.0% vs usual 41,281 games
  • Sharing a lane 55.3% +2.4% vs usual 12,710 games
  • Oracle and above 52.1% −1.0% vs usual 1,857 games

"Sharing a lane" counts only games where both were assigned the same lane — the laning matchup itself. "Oracle and above" counts only matches whose average rank was Oracle and above, against Abrams's usual win rate at that rank.

The fight at a glance

If you're Abrams

Has the edge
Bounce Pad 22s Duration41s Cooldown Drops a pad that launches any hero who touches it high into the air. Crowd Control tier 3 adds about +0.7s stun to the landing stomp Damage about 60 stomp damage on landing (deadlock.one) Mobility very large vertical launch for Holliday and all allies who step on it 1 about -10s cooldown 2 she and allies gain roughly +4 m/s movement speed for 4 seconds on landing 5 about +0.7s stun on the landing stomp

Wait out Bounce Pad 41s cooldown

ThenForce her to place it defensively, then commit while it is on cooldown.

Watch out
Powder Keg 28s Cooldown Throws a barrel that detonates after a short delay for spirit damage, applies a burn, and launches anyone caught in the blast into the air. Crowd Control knockup on detonation — hard CC that removes the target's ability to strafe Damage about 80 spirit at base plus burn damage over time; Mobility self-launch: detonating it under her own feet is her primary traversal tool 1 -10s cooldown 2 +40 impact damage, about +13.3 burn damage per second, roughly -5s charge time and… Powder Keg Knockup into a Crackshot Crackshot 20s Cooldown Her headshots deal bonus damage and apply a fading movement speed penalty. Crowd Control a fading movement speed penalty; Damage about 55 bonus damage at base; Defensive the slow is a kiting tool against a chasing bruiser 1 about -20% additional fading move speed penalty 2 about +49.5 damage and -6% Bullet Resist on the target for 5 seconds 5 about -6s cooldown on hero headshots and -3s on NPC headshots headshot is her kill combo.
Your edge
Abrams has more healing than Holliday, so you recover between fights and they do not.
Buy
Slowing Hex Slowing Hex 1,600 souls · Tier 2 · Tech · Press +29s Cooldown +3.5s Duration +0.1s Cast Delay +16% Move Speed -26% Dash Distance Buy it against Holliday's Spirit Lasso Spirit Lasso 20m Range2.3s Duration130s Cooldown Throws a lasso that deals spirit damage, pulls the target toward her, and stuns them. Crowd Control pull (displacement) plus stun (hard CC) Damage about 80 spirit at base (deadlock.one) Mobility she can relocate while lassoing, dragging the victim with her 1 +80 damage 2 -40s cooldown .

If you're Holliday

Shoulder Charge 1.4s Duration33s Cooldown Abrams barrels forward, scooping up any hero he contacts and carrying them along. Crowd Control Stun on wall impact only. Damage 30 base impact damage (deadlock.one). Mobility Forward charge with a speed bonus after connecting with a hero. 1 applies a 32% move-speed slow for 3s, giving the ability value even when no wall is… 2 +0.8s wall-slam stun duration 5 roughly -18s cooldown and +1.5 weapon damage for 6s after hitting a hero

Wait out Shoulder Charge 33s cooldown

ThenBait it by standing just inside its range near open ground, then dash laterally.

Watch out
Shoulder Charge into any nearby wall is a hard Stun that chains straight into Siphon Life Siphon Life 4s Duration42s Cooldown Abrams pulls health out of every enemy standing near him, ticking spirit damage over a short window and converting a share of that damage back into his own health. Damage 22 spirit damage per second base (deadlock.one, patch 09-16-2026 data). Defensive Heals Abrams for a portion of the damage it deals, scaling with how many… 1 large cooldown reduction (about 20s), letting him drain more often 2 +2s duration, extending the heal window through longer brawls 5 +2m radius and +22 damage per second, so it covers a real teamfight footprint and point-blank shotgun; in lane corridors and jungle chokes that combo alone kills a squishy.
Your edge
Holliday has more reach than Abrams, so you can trade from range.
Buy
Inhibitor Inhibitor 6,400 souls · Tier 4 · Armor · Passive +150 Bonus Health +5s Debuff Duration -30% Damage Penalty +10% Weapon Damage -40% Incoming Healing Buy it against Abrams' Siphon Life.

The full plan for Abrams, phase by phase, is below. Holliday's side in full →

What should I do right now?

Do

  • Plan for Slowing Hex Slowing Hex 1,600 souls Tier 2TechPress +29s Cooldown +3.5s Duration +0.1s Cast Delay +16% Move Speed -26% Dash Distance — know which tier it sits in so you are not improvising at the shop.
  • Know what Bounce Pad looks like. It is the cooldown this lane revolves around.

Avoid

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

Do

  • 10-round magazine at roughly 2.1 shots per second means whiffed shots are very expensive
  • No self-heal or sustain of any kind — chip damage accumulates on her with nothing to offset it
  • Siphon Life clears the enemy's last-hit window and heals him back up at the same time, which lets him contest orbs he should lose

Avoid

  • Powder Keg clears the wave quickly and pokes the enemy laner in the same cast
  • Crackshot ignores falloff, so she can harass from ranges where her opponent cannot answer

Do

  • Their first real spike is ult unlock — respect it from that point, not before.
  • Your spike is ult unlock: Seismic Impact Seismic Impact 215s Cooldown Abrams launches high into the air and then crashes down at a chosen point, damaging and stunning everyone in the impact zone. Crowd Control AoE stun on landing; Tier 2 adds about +0.8s. Damage 100 spirit damage base (deadlock.one). Mobility A long airborne jump to a chosen ground location; 1 roughly -30s cooldown 2 +0.8s stun duration 5 +6m impact radius and 5s Unstoppable on cast turns him from a lane bully with one charge into a real dive threat that can reach a backline over terrain

Avoid

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

Do

  • Watch for Spirit Lasso. Unstoppable Unstoppable 6,400 souls Tier 4ArmorInstantCast +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer pre-cast makes you immune to the Stun and the pull outright — hold it for her ult if she is on the enemy team
  • Hold Unstoppable for Spirit Lasso — it is a targeted Stun-and-pull and Unstoppable simply negates it

Avoid

  • Spending your own escape before Bounce Pad is on cooldown.

Holliday’s abilities

  • Spirit Lasso Ultimate

    The one cooldown worth tracking on its own timer: pull (displacement) plus Stun (Hard CC).

    • Unstoppable pre-cast makes you immune to the Stun and the pull outright — hold it for her ult if she is on the enemy team
    • It is a single-target targeted throw — keep a wall or corner between you and her sightline when her ult is up
    • Ethereal Shift Ethereal Shift 6,400 souls Tier 4TechInstantCast +37s Cooldown +4s Duration +5s Buff Duration +30% Spirit Resist +20 Spirit Power makes you untargetable through the pull window
  • Powder Keg Ability 1

    Holliday gets on top of you and then keeps you there — Knockup on detonation, Hard CC that removes the target's ability to strafe.

    • Shoot the barrel to detonate it early on your own terms, before you are in the blast radius
    • The delay is generous — simply walk out of the marked area rather than trading through it
    • If you get knocked up, do not panic-dash on landing; she is waiting for the predictable landing spot for her Crackshot headshot
  • Bounce Pad Ability 2

    Nothing to respect until the upgrade lands, and then tier 3 adds about +0.7s Stun to the landing stomp.

    • The pad is a visible placed object with a long lifetime — route around it rather than through it
    • Knockdown Knockdown 3,200 souls Tier 3TechPress +35s Cooldown +0.1s Cast Delay +2s Stun Delay +0.5s Stun Duration +75 Bonus Health +5% Ability Range +5% Radius hits her out of the launch arc; she is fully committed and cannot change direction mid-flight
    • The stomp only triggers once per person per pad, so absorbing it with a durable body neutralizes the AoE for the rest of the fight
  • Crackshot Ability 3

    This will not kill you on its own — it makes sure you cannot leave while the rest of Holliday's kit does. A fading movement speed penalty.

    • Strafe unpredictably and keep your head behind cover — a Crackshot that misses the head is just a 19.7 damage pistol shot
    • It is on a cooldown, so after eating one headshot the next several seconds are her weakest window — push in then
    • Fight her in close quarters where she cannot line up a head; her fire rate of about 2.1 per second punishes her badly in a brawl
  1. 1 Bounce Pad

    Bounce Pad first — it is her escape, her rotation and (at tier 3) her engage. Force her to place it defensively, then commit while it is on cooldown

  2. 2 Powder Keg

    Powder Keg second: make her spend it on the wave or on a durable frontliner, because without the Knockup her Crackshot combo is just a slow pistol shot

  3. 3 Spirit Lasso

    Spirit Lasso is best baited by a target holding Unstoppable or Ethereal Shift — the ult goes on full cooldown for zero value

The matchup in detail

  • Zero sustain and low durability — she cannot absorb a committed dive Strong evidence
  • Damage is entirely aim-gated; a Holliday who is not hitting heads contributes very little Strong evidence
  • Every one of her tools is telegraphed — a visible barrel, a visible pad, a targeted lasso Strong evidence
  • Powder Keg Knockup into a Crackshot headshot is her kill combo — while airborne you cannot strafe and the headshot is effectively guaranteed Strong evidence
  • Spirit Lasso pulls you out of your team and stuns you, and with a Bounce Pad she drags you even further before the Stun ends Strong evidence
  • Crackshot ignores damage falloff, so distance does not actually protect you from her burst the way it does against other gun heroes Strong evidence
  • Bounce Pad tier 3 delivers her whole team onto your backline from above with a landing Stun on arrival Strong evidence
  • Stacked overlapping barrels in a tight interior create a burn zone that punishes holding a chokepoint at all Strong evidence
  • Hold Unstoppable for Spirit Lasso — it is a targeted Stun-and-pull and Unstoppable simply negates it Strong evidence
  • Shoot Powder Keg barrels to detonate them early, before you are inside the blast, and deny the Knockup that sets up Crackshot Strong evidence
  • Buy Knockdown for her Bounce Pad launch arcs and for her keg self-launches — she is fully committed in the air with no direction control Strong evidence
  • Brawl her inside 10m: her roughly 2.1 shots per second and 10-round magazine lose badly to any SMG hero in close quarters Strong evidence
  • Break her sightline immediately after she lands a Crackshot headshot — the bonus is on cooldown and she is a weak pistol hero for those seconds Strong evidence
  • Stay grouped so that a lasso pull delivers you into your allies rather than into hers Strong evidence
  • Against Holliday the item that changes the matchup is Slowing Hex, and not for the slow. It silences movement abilities and movement items — that is their dash, their blink, their Warp Stone Warp Stone 3,200 souls Tier 3ArmorInstantCast +16s Cooldown +30% Bullet Resist +6s Buff Duration and their Phantom Strike Phantom Strike 6,400 souls Tier 4ArmorPress +35s Cooldown +0.35s Cast Delay +8 Spirit Power +15% Weapon Damage +40% Move Speed +3s Slow Duration all turned off at once — and raises their gravity to 120% on top. At Tier II Spirit for 1,600 it is the cheapest way to convert a mobility advantage into a stationary target, and you deal the Spirit Damage needed to apply the follow-up. Strong evidence
  • Holliday's bullets are among the fastest in the game and you have little mobility, so you will not dodge their gun; the answer is the item that changes what their bullets do rather than where you stand. Plated Armor Plated Armor 6,400 souls Tier 4ArmorPassive +1s Cooldown +30% Deflection Percent +50% On-Hit Prevention Percent +130 Bonus Health deflects bullets outright and — the part most players miss — strips their on-hit build-ups, which is the only clean answer to Silencer Silencer 6,400 souls Tier 4WeaponPassive +12% Spirit Resist -25% Spirit Damage Reduction +2.5s Silence Duration +6s Debuff Duration +10s Immunity Duration , Toxic Bullets Toxic Bullets 3,200 souls Tier 3WeaponPassive -40% Incoming Healing and Inhibitor Inhibitor 6,400 souls Tier 4ArmorPassive +150 Bonus Health +5s Debuff Duration -30% Damage Penalty +10% Weapon Damage -40% Incoming Healing stacks landing on you. If 6,400 is too far away, Battle Vest Battle Vest 1,600 souls Tier 2ArmorPassive +18% Bullet Resist +3 Out of Combat Regen +65% Life Threshold +22% Weapon Damage +7% Fire Rate at +18% Bullet Resist is the efficient Tier II step and Bullet Resilience Bullet Resilience 3,200 souls Tier 3ArmorPassive +35% Bullet Resist +5 Out of Combat Regen at +30% (with a further +15% below half health) the Tier III one. Strong evidence
  • The few seconds after any Crackshot headshot lands, while the bonus is on its own cooldown Strong evidence
  • Her reload — 2.75 seconds with only 10 rounds is a long, frequent dead window Strong evidence
  • Mid-air on Bounce Pad or a keg self-launch: she has no directional control and Knockdown ends the flight Strong evidence
  • Immediately after Spirit Lasso resolves — the pulled target is now standing next to a low-durability hero with her ult spent Strong evidence
  • Any close-quarters brawl she is forced into Strong evidence
  • Holliday'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. Strategic
  • Being stunned by Holliday now pauses your reload rather than restarting it, as of 09-16-2026. That quietly changes when it is safe to reload in this matchup: a reload caught by their Stun resumes where it left off instead of costing you the whole cycle, so the old rule of never reloading inside their engagement range is too conservative now. The compensating change is that parrying also pauses your reload, so a defensive parry no longer buys you free reload time. Documented
  • Holliday will shove the wave into your Guardian to push you off souls, and you are not fast enough to walk around it. The thing to protect is the floating orb — the ground orb drops and cannot be denied, so half your income is safe no matter what they do, and the contest is only ever over the other 50. Position on your Guardian's side of the wave so you are already in range of the floating orbs when they pop, and give up the forward orbs rather than crossing for them. Strategic
  • Around 6:00 the Guardians become realistically contestable and players start leaving lane for Haunt camps Haunts Neutral camps Lanes and Districts across the map Haunts replace the old neutral camps. They are not a reskin: each type behaves differently, and the health bar now shows a camp's soul value and how hard it is, so you can decide whether a camp is worth your time before you start shooting. Three eye colours mark the tier — teal for tier I, yellow for tier II, red for tier III. Souls 4168181 souls tier I / II / III a creep +0.44 / +0.73 / +1.95 a minute — which for you means the map stops being a 1v1 and Holliday gains the thing they are best at, the opening engagement onto a target with no way out. The last two minutes before that transition are your safest window to build a soul lead. After it, treat any position without a teammate in line of sight as a position they can start a fight in. Strategic
  • Powder Keg clears the wave quickly and pokes the enemy laner in the same cast Strong evidence
  • Crackshot ignores falloff, so she can harass from ranges where her opponent cannot answer Strong evidence
  • 10-round magazine at roughly 2.1 shots per second means whiffed shots are very expensive Strong evidence
  • No self-heal or sustain of any kind — chip damage accumulates on her with nothing to offset it Strong evidence
  • Siphon Life clears the enemy's last-hit window and heals him back up at the same time, which lets him contest orbs he should lose Strong evidence
  • Holliday will be their Urn runner and you are the one who can stop it. The Urn cannot be voluntarily dropped — it comes loose only on melee, a Stun, or death — so chip damage and slows do not deny a delivery, your Hard CC does. Hold it for the carry rather than spending it on the approach fight, and note the favoured team gets +50% Bullet and Spirit Resist in a 60m bubble while carrying and depositing, which is why trying to burst the runner down usually fails. Documented
  • There is a hard behavioural change at 20:00 in this matchup: respawn goes from 35 to 38 seconds as of 09-16-2026, and you are the hero Holliday can pick off without a fight starting. Three seconds does not sound like much until you price it against the Rift's 7-minute cadence and the Urn at 20 and 25 — a single death now reliably costs you presence at the next objective. Past 20:00, stop taking the solo camp that is one rotation from their side of the map. Documented
  • Spirit Lasso unlock — Gives her a guaranteed pick and the ability to remove one enemy from a fight entirely Strong evidence
  • Bounce Pad tier 3 — The roughly +0.7s landing Stun turns her mobility tool into a genuine engage Strong evidence
  • Crackshot tier 2 — About +49.5 damage plus a bullet-resist shred makes each headshot a real burst window Strong evidence
  • Mid 20-35min — Keg-launch plus Bounce Pad plus lasso is the window where her kidnap plays dictate objective fights Strong evidence
  • Seismic Impact unlock — Turns him from a lane bully with one charge into a real dive threat that can reach a backline over terrain Documented
  • Shoulder Charge T1/T2 (roughly 3k souls) — The 32% slow and the extended wall Stun make the charge kill-confirming even when the wall hit is imperfect Documented
  • Against Holliday's knockups, Debuff Reducer Debuff Reducer 1,600 souls Tier 2ArmorPassive +25% Debuff Resist +90 Bonus Health is a live answer where it used to be a dead one: Knockup durations were brought under debuff reduction on 05-22-2026, so the +25% from a 1,600 Tier II item genuinely shortens the airborne time. That matters more for you than for most, because you have no exit and the airborne window is when their follow-up lands. Worth pairing with the fact that Knockdown-style effects going the other way still cannot be shortened at all. Documented
  • Holliday 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. Uncertain
  • Holliday 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. Strong evidence
  • Fight Holliday under cover — indoors, under walkways, inside stairwells. Taking away the vertical axis removes most of their kit's value before you spend a single item slot on it. Strategic
  • Holliday fights from the air, which is exactly what Knockdown exists for: it applies +100% gravity to an airborne target (raised from +50% in March 2026) and its Stun scales with altitude, up to about +1.5s at 30m. The higher they commit, the harder the punish — and Debuff Resist will not shorten that Stun for them. Documented
  • Against Holliday'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. Documented
  • Slowing Hex (spirit T2) — Holliday's Spirit Lasso is what you are buying against here. Buy it when an enemy repeatedly uses a movement ability or item to dash, blink or fly out of your kill window. Documented
  • Knockdown (spirit T3) — Buy whenever an enemy fights from the sky — it answers flying and airborne heroes and channelled aerial ultimates. What you are answering here: Holliday's Bounce Pad. Documented
  • Phantom Strike (vitality T4) — Buy to catch flying or long-range heroes who otherwise never enter your range, and to Disarm a gun carry mid-burst. What you are answering here: Holliday's Bounce Pad. Documented
  • The instinct here is to buy Dispel Magic Dispel Magic 3,200 souls Tier 3ArmorInstantCast +45s Cooldown +10% Spirit Resist +3s Buff Duration +250 Heal Amount as your answer to Holliday and then find it greyed out at the exact moment you need it. Dispel Magic cannot be cast while you are stunned or asleep, and it cannot remove a Stun at all — it purges what comes with the Stun, not the Stun itself. Against Holliday the item you actually want is the pre-cast kind (Unstoppable, which also cannot be activated once you are already stunned) or the automatic kind (Indomitable Indomitable 6,400 souls Tier 4ArmorPassive +55s Cooldown +10s Duration +10% Bullet Resist +10% Spirit Resist +20s Cooldown On Apply +2 Out of Combat Regen Builds from Reactive Barrier , which cleanses the next Hard CC with no input from you). Documented
  • The losing pattern against Holliday is deciding to leave, walking to the zipline and finding you cannot attach. Any damage from an enemy hero or objective blocks zipline attachment for 3 seconds, and Holliday has the chip range to keep that 3-second timer rolling indefinitely. Break line of sight first, wait out the lockout, then attach — do not walk to the rope while still taking fire. Documented
  • Players buy Dispel Magic for Holliday and then discover it does nothing about Spirit Lasso. Dispel Magic purges non-ultimate negative effects only — anything sourced from an ultimate is outside its scope entirely. Work out which of Holliday's disables come off abilities and which come off the ult before you spend 3,200: the ability-sourced ones are purgeable, the ult is not, and for the ult you need either Unstoppable pre-cast or the discipline not to be there. Documented

Next

Abrams’s other hard matchups

Every Abrams matchup →

All of Holliday

Who beats Holliday, the items that shut Holliday down, and every ability.

How to counter Holliday →

Facing more than Holliday?

Add the other five enemies: who to focus first and what to buy against the whole team.

Open in the matchup tool →

Sources and method for this page

Everything on this page is generated for Deadlock patch 10-30-2026 from Holliday's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.

Data-supported Measured: you win 54.9% of these, which is 2.0% above your overall win rate (41,281 matches). The kit-based model reads this as moderate instead — treat the measured number as primary and the gap as a sign this matchup is more about execution than kit.

Holliday's kit and counterplay were compiled from 5 sources, cross-checked for patch 10-30-2026. Threat ratings compare this pairing against Abrams'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 →