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Abrams vs Wraith

Abrams's team wins 53.4% Wraith's team wins 46.6%, across 56,376 games

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

About even

Abrams usually wins 52.9% of games. Against Wraith that is 0.5% higher, over 56,376 games.

  • Whole match 53.4% +0.5% vs usual 56,376 games
  • Sharing a lane 53.4% +0.5% vs usual 19,212 games
  • Oracle and above 52.1% −1.0% vs usual 2,884 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

Project Mind 25m Range50s Cooldown After a brief channel, Wraith teleports to a chosen location at range. Mobility Teleport up to 25m (T1 adds +15m, so up to 40m) after a 1s interruptible… Defensive T2 grants a 300 barrier for 5s on arrival, scaling with Spirit Power 1 +15m cast range (25m base up to 40m) 2 300 barrier for 5s on arrival, scaling with Spirit Power 5 -32s cooldown (50s base down to 18s)

Wait out Project Mind 50s cooldown

ThenForce her to spend it defensively and, before Tier 3, she has no way into or out of a fight for 50 seconds.

Watch out
Telekinesis 10m Range2.3s Duration150s Cooldown Lifts one enemy hero into the air, holding them helpless for a couple of seconds, then slams them toward a location Wraith chooses. Crowd Control stunned during the 1.25s channel, then the target is airborne and unable to… Damage 100 spirit base (about 1.0x spirit scaling); Mobility none for Wraith — she channels for 1.25s while aiming the throw 1 +100 damage 2 -45s cooldown (150s base down to 105s) 5 +1.5s debuff duration and +6m throw and cast range Telekinesis lifts you helpless for about 2.25 seconds, slams you for 100-200, and then blocks your Stamina and every movement-based ability and item for 2.25-3.75 seconds.
Your edge
Abrams has more healing than Wraith, 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 Wraith's Project Mind.

If you're Wraith

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
Wraith 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. Wraith'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 Project Mind looks like. It is the cooldown this lane revolves around.

Avoid

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

Do

  • 730 max health, so she loses any trade she does not win with her gun
  • Card Trick Card Trick 500m Range0.6s Cooldown Dealing weapon damage generates cards of a random suit, which she can then throw. Crowd Control none directly Damage 45 spirit base (about 0.55x spirit scaling); Mobility A Club card grants +24% move speed 1 +2 charges 2 +40 damage and increased spirit scaling 5 all suits improved and a higher chance for Jokers requires her to land weapon damage first, so a laner who denies shooting windows starves her entire kit
  • 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

  • The Rake Rake 10m Range16s Cooldown A close slash that deals spirit damage scaled up by how much health the target is missing, executes weakened non-hero units outright, and refunds health to Mina on a kill. Damage 60 base damage with 25 heal per kill. Defensive Heal per kill (+30 more at T2) is her only sustain; 1 +60 damage. 2 +30 heal per kill, -8s cooldown. 5 +7% missing-health damage and increased heal-per-kill spirit scaling. 's 52-round magazine and high fire rate win extended weapon trades against burst laners
  • Card Trick converts lane chip damage into stored burst and Heart heals, making her trades net-positive

Do

  • Their first real spike is Full Auto Full Auto 5s Duration45s Cooldown For a short window Wraith's fire rate increases and every bullet carries bonus spirit damage. Damage +2 spirit damage per bullet on top of her weapon damage 1 -20s cooldown (45s base down to 25s) 2 +10% fire rate and +3s duration 5 unlimited ammo and increased scaling on spirit damage per bullet T1 (-20s cooldown) — 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 Wraith on their spike timing when you could take the same fight ten minutes later on yours.

Do

  • Watch for Telekinesis. It is single-target and 10m range at base, so simply standing spread out and beyond 10m of Wraith denies it entirely
  • Interrupt her channels: Project Mind is 1s and Telekinesis is 1.25s, both interruptible. A Viscous Puddle Punch Puddle Punch 40m Range24s Cooldown Materialises a fist at a chosen point up to a long distance away, punching everyone in a small area upward. Crowd Control Knockup on everyone in the 4m radius plus a -24% movement slow for 3s Damage 20 damage base plus about 0.6x melee scaling; Mobility Grants Viscous and allies increased air control when caught in it 1 +1 charge and +20 damage 2 +1.5m radius and +60% lifesteal 5 -14s cooldown and deals Heavy Melee damage , Warden Binding Word Binding Word 15m Range34s Cooldown Curses a targeted enemy hero. Crowd Control 1.75s immobilise (T2 adds +0.75s, so up to 2.5s) if the target fails the… Damage 110 (about 2.44x spirit scaling) when it lands Defensive Rooting a diver in place is a strong self-peel 1 Warden deals +20% bullet damage to trapped heroes for 5s 2 +0.75s immobilise duration 5 -14s cooldown (34s base) and silences the target until they escape or are immobilised , Venator Gutshot Gutshot 10m Range23s Cooldown A point-blank shotgun burst within about 10m that shoves everyone hit backwards. Crowd Control knockback on everyone hit; Damage 60 base (about 0.7x weapon scaling) plus 30 bonus (about 0.8x scaling) when… Mobility none for Venator himself 1 +25 damage 2 -10s cooldown (23s base) and +0.4s stun duration 5 after a wall stun, Venator's next heavy melee becomes blessed wall Stun or Vyper Petrifying Bola Petrifying Bola 115s Cooldown Throws an explosive bola. Crowd Control 2.2s petrify on a direct hit (T3 adds +1s, up to 3.2s); Damage 50 area damage (about 0.74x spirit scaling); Defensive Petrifying an incoming diver removes them from the fight for over two… 1 +49.5 petrify damage 2 -20s cooldown 5 +1s petrify duration and petrifies all enemies in the area, not just direct hits landed on the channel wastes a 50s or 150s cooldown

Avoid

  • Spending your own escape before Project Mind is on cooldown.

Wraith’s abilities

  • Telekinesis Ultimate

    The one cooldown worth tracking on its own timer: stunned during the 1.25s channel, then the target is airborne and unable to act for roughly 2.25s.

    • It is single-target and 10m range at base, so simply standing spread out and beyond 10m of Wraith denies it entirely
    • Once lifted you cannot act, but your team can: the counterplay belongs to your allies, who should focus Wraith during the 1.25s channel to break it
    • Cast Unstoppable Unstoppable 6,400 souls Tier 4ArmorInstantCast +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer before the lift, or carry slow resist or Debuff Reducer Debuff Reducer 1,600 souls Tier 2ArmorPassive +25% Debuff Resist +90 Bonus Health for the slow after the slam (Telekinesis is her ultimate, so Dispel Magic Dispel Magic 3,200 souls Tier 3ArmorInstantCast +45s Cooldown +10% Spirit Resist +3s Buff Duration +250 Heal Amount cannot purge it), because the movement lockout is what actually kills you, not the 100-200 damage
  • Card Trick Ability 1

    Her resource loop and her flexible utility slot. Shooting builds cards; throwing them converts sustained gunfire into burst, healing, resist shred or chase speed depending on what she draws.

    • Deny the shooting window and you deny the cards — breaking line of sight before she can land sustained weapon damage starves the entire ability
    • The card throw is a visible projectile on a 0.6s cycle; strafing through the throw avoids the Spade burst
    • Heart healing was nerfed in the 09-16-2026 patch, so anti-heal (Healbane Healbane 1,600 souls Tier 2ArmorPassive +8s Duration +7 Spirit Power -35% Incoming Healing , Venator's Consecrating Grenade Consecrating Grenade 25s Cooldown Lobs a grenade that bounces once or twice before detonating in a roughly 4.5m area. Damage 35 impact (about 1.0x weapon scaling) plus roughly 10 burn DPS (about 1.6x… 1 -5s cooldown (25s base) 2 +1.5m radius and +1s burn duration 5 an additional 20% healing reduction on top of the base 30%, and grants extra charges , Vindicta's T1 Crow) now cuts her only self-sustain
  • Project Mind Ability 2

    Her entry and her exit, but not both at once. The core Wraith decision is whether Project Mind is being spent to reach a backliner or saved to get out afterwards.

    • Interrupt the channel. It is 1s and interruptible, so a Viscous Puddle Punch, a Warden Binding Word, a Venator Gutshot wall Stun or a Vyper Petrifying Bola at the right moment wastes her whole escape
    • Track the cooldown. Before T3 it is 50s, so a Wraith who has used Project Mind to enter has no exit for nearly a minute — collapse from multiple angles
    • Strip the 300 T2 barrier with a cheap ability first so your real damage lands on health
  1. 1 Project Mind

    Project Mind first — it is both her entry and her exit. Force her to spend it defensively and, pre-T3, she has no way into or out of a fight for 50 seconds

  2. 2 Telekinesis

    Telekinesis second: it is her only Hard CC and on a 105-150s cooldown. Baiting it onto a durable target means your carry is untouchable for the rest of the fight

  3. 3 Full Auto

    Full Auto third: make her burn the 5-8s window on a target that breaks line of sight, then all-in her during the 25-45s cooldown

The matchup in detail

  • 730 max health with no innate durability outside Project Mind's T2 barrier Strong evidence
  • Project Mind is her entry AND her exit but can only be one at a time before T3's 18s cooldown Strong evidence
  • Both Project Mind's 1s channel and Telekinesis's 1.25s channel are interruptible, so CC-heavy teams shut her down Strong evidence
  • Telekinesis lifts you helpless for about 2.25 seconds, slams you for 100-200, and then blocks your Stamina and every movement-based ability and item for 2.25-3.75 seconds — that post-slam lockout, not the damage, is what kills you Strong evidence
  • Project Mind teleports her 25-40m past every piece of cover and terrain, so distance and walls do not protect a backliner from her Strong evidence
  • Full Auto with T3 gives her unlimited ammo at +30% fire rate for 8 seconds, which is enough to delete a squishy that cannot break line of sight Strong evidence
  • Card Trick Spades add +60 burst on top of her gun, and Diamonds strip your bullet and Spirit Resist so everything she and her team do lands harder Strong evidence
  • The full chain — Project Mind in, Telekinesis your carry, Full Auto while they cannot use Stamina — is a scripted backline deletion Strong evidence
  • Interrupt her channels: Project Mind is 1s and Telekinesis is 1.25s, both interruptible. A Viscous Puddle Punch, Warden Binding Word, Venator Gutshot wall Stun or Vyper Petrifying Bola landed on the channel wastes a 50s or 150s cooldown Strong evidence
  • Stay beyond 10m of her and spread out — Telekinesis is single-target at 10m base range and cannot reach a dispersed formation Strong evidence
  • Collapse from multiple angles after an aggressive Project Mind: before T3 that is a 50s cooldown, so she is stranded in your team with no exit Strong evidence
  • Buy anti-heal; the 09-16-2026 nerf to Heart healing means Healbane or Venator's Consecrating Grenade now cuts her self-sustain Strong evidence
  • Break line of sight for the 5-8s of Full Auto rather than trading into it; the window expires and the cooldown is 25-45s Strong evidence
  • Cast Unstoppable before Telekinesis lifts you, or carry slow resist or Debuff Reducer for the slow after the slam; Dispel Magic cannot purge an ultimate Strong evidence
  • You have an immunity window and Wraith has a burst combo, which makes this a timing matchup rather than a damage one. Their combo has a commit point; your window has to cover that point rather than open before it. Using it early is the same as not having it. Strategic
  • The 1s Project Mind channel and the 1.25s Telekinesis channel: both are interruptible and both are long cooldowns wasted Strong evidence
  • Any time Full Auto is active — she is stationary, committed, and has no defensive layer while shooting Strong evidence
  • The 50s (pre-T3) window after Project Mind is spent, especially if she used it to enter rather than to leave Strong evidence
  • After the 300 T2 Project Mind barrier expires (5s), she is a 730 HP hero with nothing Strong evidence
  • Before she has banked Card Trick charges — a Wraith with no cards has lost her burst, her heal and her resist shred at once Strong evidence
  • The Rake's 52-round magazine and high fire rate win extended weapon trades against burst laners Strong evidence
  • Card Trick converts lane chip damage into stored burst and Heart heals, making her trades net-positive Strong evidence
  • 730 max health, so she loses any trade she does not win with her gun Strong evidence
  • Card Trick requires her to land weapon damage first, so a laner who denies shooting windows starves her entire kit 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
  • 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 Wraith 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
  • Rotation speed is the axis you lose on against Wraith, and it is not purely a hero stat. Ziplines run at a fixed 18 m/s on inner lanes and 21 m/s on outer regardless of your move speed, and destroying a base guardian converts that lane into a permanent Express Line at +80%. If they take a base guardian before you do, their map becomes structurally faster than yours for the rest of the game. That objective is worth contesting for the travel time alone, separately from the souls. Strong evidence
  • Full Auto T1 (-20s cooldown) — A 25s Full Auto means she has a damage window every skirmish instead of every other fight Strong evidence
  • Telekinesis unlock — Gives her a 2.25s single-target removal plus a movement lockout that guarantees her damage window lands Strong evidence
  • Project Mind T2 — The 300 barrier on arrival is what makes an aggressive backline teleport survivable on a 730 HP hero Strong evidence
  • Late 35min+ — Project Mind T3 (18s cooldown) plus Full Auto T3 (unlimited ammo) lets her enter, delete, and leave repeatedly 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
  • Stacking a second damage-reduction debuff onto Wraith 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 Inhibitor 6,400 souls Tier 4ArmorPassive +150 Bonus Health +5s Debuff Duration -30% Damage Penalty +10% Weapon Damage -40% Incoming Healing against their carry is a common and invisible waste. Documented
  • You have peel and Wraith is the dive threat, so your job in the fight is not damage — it is being in range of whoever they are jumping on. Position between their entry point and your squishiest teammate and hold your peel tool for the moment they commit, not for the moment they appear. Strategic
  • Wraith 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
  • Wraith dives, and you do not have an exit in your kit. This is the clearest item priority in the matchup: buy a movement or escape active before you buy your next damage item. A damage item does not help you if the fight starts with you already dead. Strong evidence
  • Slowing Hex (spirit T2) — Wraith's Project Mind 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
  • Vortex Web Vortex Web 6,400 souls Tier 4TechPress +42s Cooldown +4s Duration +0.2s Cast Delay +0.5s Tether Duration +28% Move Speed -36% Dash Distance +8% Ability Range +8% Radius Builds from Slowing Hex (spirit T4) — Wraith's Project Mind is what you are buying against here. Buy to set up team wipes against scattered, mobile enemies — it groups them and takes away their escapes at once. Documented
  • Cursed Relic Cursed Relic 6,400 souls Tier 4TechPress +55s Cooldown +3.25s Duration +0.1s Cast Delay -25% Damage Penalty (spirit T4) — Wraith's Telekinesis is what you are buying against here. Buy to shut down one enemy carry or to cancel a game-deciding ultimate outright. Documented
  • The losing pattern against Wraith 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 Wraith 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

Next

Abrams’s other hard matchups

Every Abrams matchup →

All of Wraith

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

How to counter Wraith →

Facing more than Wraith?

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 Wraith's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.

Data-supported Measured: you win 53.4% of these, which is 0.5% above your overall win rate (56,376 matches). The kit-based model agrees.

Wraith's kit and counterplay were compiled from 7 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 →