Abrams vs Yamato
Abrams's team wins 55.3% Yamato's team wins 44.7%, across 51,376 games
Written for the Abrams player. Playing Yamato? See Yamato vs Abrams →
Abrams has the edge
Abrams usually wins 52.9% of games. Against Yamato that is 2.4% higher, over 51,376 games.
- Whole match 55.3% +2.4% vs usual 51,376 games
- Sharing a lane 55.7% +2.8% vs usual 17,187 games
- Oracle and above 53.0% −0.1% vs usual 2,217 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 edgeWait out Shadow Transformation 160s cooldown
ThenForce it early with a fake commit, disengage, and then fight her in the 130-160 seconds it is down, when she has only her 730 health.
- Watch out
- Flying Slash reaches 23-31m and lands with a -40% slow for 2.5s, which means once she picks you there is no walking away from
Power Slash
Power Slash Yamato channels for around a second and a half to build up a sword strike, then releases it as a ranged slash. Crowd Control T1 adds a 32% movement slow for 3s Damage 145 spirit at full charge (about 1.96x spirit scaling), with T3 adding +150… Mobility none — she is channelling 1 +32% movement slow for 3s 2 -4s cooldown (12s base) 5 +8m cast range, +150 damage, and increased Spirit Power scaling and
Crimson Slash
Crimson Slash A wide slash in front of her that damages enemies and reduces their rate of fire. Crowd Control none, but -30% fire rate for 4s is a heavy offensive debuff Damage 55 spirit (about 0.37x spirit scaling) Defensive Heals 55 (about 1.04x spirit scaling) on hero hit; 1 on hit, +30% melee damage for 4s 2 on hero hit, additional +6% max health heal 5 -10s cooldown and increased scaling . - Your edge
- Abrams has more healing than Yamato, so you recover between fights and they do not.
- Buy
Divine Barrier
Divine Barrier +55s Cooldown +0.2s Cast Delay +1.5 Out of Combat Regen +6s Buff Duration +600 Barrier +10% Ability Range +10% Radius Buy it against Yamato's
Flying Slash.
If you're Yamato
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 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
- Yamato has more burst damage than Abrams.
- Buy
Inhibitor
Inhibitor +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. Yamato's side in full →
What should I do right now?
Do
- Plan for
Divine Barrier
Divine Barrier +55s Cooldown +0.2s Cast Delay +1.5 Out of Combat Regen +6s Buff Duration +600 Barrier +10% Ability Range +10% Radius Builds from Guardian Ward — know which tier it sits in so you are not improvising at the shop. - Know what
Shadow Transformation looks like. It is the cooldown this lane revolves around.
Avoid
- Walking to lane on the same path every wave against a hero with Yamato's engage range.
Do
- 730 max health and no barrier anywhere in the kit
- Sister's Lament does around 63 DPS, so she loses pure gun trades badly
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
Power Slash charged from behind cover pokes for 145 with a 32% slow at T1, from further away than her gun hits hard
Crimson Slash's heal on hero hit lets her win extended trades without buying sustain
Do
- Their first real spike is
Flying Slash T1 (-18s cooldown) — respect it from that point, not before. - Your spike is ult unlock:
Seismic Impact
Seismic Impact 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 Yamato on their spike timing when you could take the same fight ten minutes later on yours.
Do
- Watch for
Flying Slash. Hold a displacement or Knockup (Viscous's
Puddle Punch
Puddle Punch 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 , Venator's
Gutshot
Gutshot 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 , Wraith's
Telekinesis
Telekinesis 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 ) for the moment she lands — she arrives committed and at melee range with no follow-up escape before T3 - Never spend CC into
Shadow Transformation — she is status immune. Hold
Binding Word
Binding Word 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 ,
Petrifying Bola
Petrifying Bola 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 ,
Telekinesis and
Puddle Punch for the moment it expires
Avoid
- Spending your own escape before
Shadow Transformation is on cooldown.
Yamato’s abilities
-
Flying Slash Ability 2 Not lockdown, but it makes disengaging cost more than it should: -40% movement slow for 2.5s on the target.
- Hold a displacement or Knockup (Viscous's
Puddle Punch, Venator's
Gutshot, Wraith's
Telekinesis) for the moment she lands — she arrives committed and at melee range with no follow-up escape before T3 - It needs a target: standing behind a teammate or outside 23m means she has no entry at all
- The -40% slow lasts 2.5s, so a dash or a Stamina jump immediately on arrival is better than trying to run out of it
- Hold a displacement or Knockup (Viscous's
-
Power Slash Ability 1 Nothing to respect until the upgrade lands, and then T1 adds a 32% movement slow for 3s.
- The charge is loud, long (1.4s) and visible — break line of sight or change elevation during it and the whole channel is wasted
- Do not trade bullets into a charging Yamato: she has 60% Bullet Resist for the duration, so Spirit Damage or simply disengaging is strictly better
- It is a directional projectile at 22-30m; strafing perpendicular to her facing at release avoids it
-
Crimson Slash Ability 3 Sticking power rather than damage: -30% fire rate for 4s is a heavy offensive debuff.
- Spread your formation — the heal is gated on hitting heroes, so denying her contact with anyone denies her sustain entirely
- Anti-heal (
Healbane
Healbane +8s Duration +7 Spirit Power -35% Incoming Healing ,
Toxic Bullets
Toxic Bullets -40% Incoming Healing , Venator's
Consecrating Grenade
Consecrating Grenade 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) directly attacks her only sustain source and is very efficient against her - It is a frontal cone at 13m radius; stepping behind or to the side of her avoids it
-
Shadow Transformation Ultimate Her all-in. It makes her untouchable through the transformation, resets her combo, and then lets her chain kills — each kill extending the window further.
- Do not spend CC into it. She is immune to negative status effects for the whole duration, so a
Binding Word, a Petrify or a Snap Trap thrown at a transformed Yamato is a wasted cooldown - Disengage and wait it out. The base duration is only 5s (8s at T3) and the cooldown is 130-160s — walking away costs you nothing and costs her the ultimate
- Deny kills above all else: each hero kill heals her 15% max health and extends the transformation by 2s, so pulling a low teammate out of reach ends the ultimate sooner
- Do not spend CC into it. She is immune to negative status effects for the whole duration, so a
- 1
Shadow Transformation Shadow Transformation first — it is the only thing making her survivable. Force it early with a fake commit, disengage, and then fight her in the 130-160 seconds it is down, when she has only her 730 health
- 2
Flying Slash Flying Slash second: it is her only engage and, pre-T3, her only movement tool. Baiting it out on a durable frontliner strands her for 18-36 seconds
- 3
Power Slash Power Slash third: make her commit the 1.4s channel behind cover where the release hits nothing, then punish the 8-12s cooldown
The matchup in detail
- 730 max health and no barrier — she dies instantly if caught outside her ultimate Strong evidence
- Weak weapon (about 63 DPS); almost all her damage is on cooldowns Strong evidence
-
Power Slash's 1.4s channel and
Flying Slash's committed landing are both heavily telegraphed Strong evidence - Yamato threatens you two ways at once — a combo that kills and a disable that makes the combo land — and the three big defensive actives are deliberately orthogonal, so you have to decide which half you are answering.
Metal Skin
Metal Skin +24s Cooldown +5s Duration +12% Bullet Resist -20% Dash Distance +20% Gravity Scale blocks Bullet Damage and no statuses;
Unstoppable
Unstoppable +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer blocks statuses and no damage;
Ethereal Shift
Ethereal Shift +37s Cooldown +4s Duration +5s Buff Duration +30% Spirit Resist +20 Spirit Power blocks everything but takes you out of the fight and cancels your own channels. Buying two is the honest answer if you have the souls; buying the wrong one is the same as buying nothing. Strong evidence - Neither of you deletes the other, so this matchup is decided by multipliers rather than damage. Resists stack multiplicatively, which means your fourth resist item buys much less percentage than your first; shred is subtracted from the total afterward, which means it is worth more the tankier they get; and healing reduction stacks multiplicatively too, so a second anti-heal source on top of a first is worth far less than the first. The efficient build against Yamato is one anti-heal, one shred, and damage after that. Strong evidence
-
Flying Slash reaches 23-31m and lands with a -40% slow for 2.5s, which means once she picks you there is no walking away from
Power Slash and
Crimson Slash Strong evidence -
Power Slash at T3 does up to roughly 295 Spirit Damage from 30m while she holds 60% Bullet Resist during the charge, so trading bullets into it loses Strong evidence -
Crimson Slash strips -30% of your fire rate for 4s while healing her 55 + 6% of her max health, so diving her carry is both punished and self-sustaining Strong evidence -
Shadow Transformation makes her immune to negative status effects — your
Binding Word,
Petrifying Bola, Snap Trap or Knockup simply does not apply for 5-8 seconds Strong evidence - Each kill during
Shadow Transformation heals her 15% max health and adds 2 seconds, so a chained pick can keep the ultimate running through an entire fight Strong evidence - During the ultimate her abilities cast 60% faster, which removes
Power Slash's charge tell entirely Strong evidence
- Never spend CC into
Shadow Transformation — she is status immune. Hold
Binding Word,
Petrifying Bola,
Telekinesis and
Puddle Punch for the moment it expires Strong evidence - Disengage for the 5-8s ultimate duration; the cooldown is 130-160s and walking away costs you nothing while costing her everything Strong evidence
- Deny kills during the ultimate: every hero kill is +2s and a 15% max health heal, so pulling a low teammate to safety (or Cubing them) shortens the window Strong evidence
- Break line of sight or change elevation during the 1.4s
Power Slash channel — outside her ultimate that tell is long and reliable Strong evidence - Save a displacement for the instant
Flying Slash lands; pre-T3 she has no exit, so punishing the landing rather than the approach is what kills her Strong evidence - Buy anti-heal —
Crimson Slash's hero-hit heal is her only sustain, and
Healbane or Venator's
Consecrating Grenade removes most of it Strong evidence - Bring Spirit Damage: her
Crimson Slash fire-rate debuff and
Power Slash's 60% Bullet Resist both punish weapon damage specifically Strong evidence - Yamato kills you with Spirit Damage, so match the mitigation to the channel.
Ethereal Shift removes you from the game entirely for 4 seconds — untargetable and invincible — but you cannot act, you drift at 2.5 m/s, and it cancels your own channels;
Spellbreaker
Spellbreaker +9s Cooldown +18% Spirit Resist +25% Debuff Resist +175 Damage Threshold +65% Spirit Damage Reduction +90 Bonus Health Builds from Debuff Reducer instead caps a single spirit hit above 175 damage by 65%, which suits a one-big-cast threat.
Ethereal Shift's known hole is aura-type damage, which keeps ticking through it, so check whether their damage is a cast or a field before you spend 6,400. Strong evidence
- The moment
Flying Slash lands, before T3 — she is at melee range, committed, and has no escape Strong evidence - The 1.4s
Power Slash channel outside of her ultimate: she is stationary and the release is directional and dodgeable Strong evidence - The instant
Shadow Transformation expires: her abilities are on cooldown, her resists drop and she is a 730 HP hero standing in your team Strong evidence - Any fight beyond 30m — her weapon is only about 63 DPS and
Power Slash tops out at 30m even at T3 Strong evidence - The 130-160s window whenever
Shadow Transformation is down, in which she has no immunity, no reset and no second chance on a failed dive Strong evidence
- Yamato closes distance on a cooldown and you have no exit, so in the 0-6 minute window your Guardian is your escape item. Fight with it behind you and inside its range, not beside you: their gap-close has to end somewhere, and ending it inside 116 DPS of Guardian fire is the only punish you own before you have items. The moment the Guardian falls at around 6:00, that safety disappears and the matchup gets materially worse — plan your first defensive purchase for that timing. Strategic
-
Power Slash charged from behind cover pokes for 145 with a 32% slow at T1, from further away than her gun hits hard Strong evidence -
Crimson Slash's heal on hero hit lets her win extended trades without buying sustain Strong evidence - 730 max health and no barrier anywhere in the kit Strong evidence
- Sister's Lament does around 63 DPS, so she loses pure gun trades badly 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
- If you are behind and planning to fight Yamato on the Rift point because of the comeback bubble, recheck the number. As of 09-16-2026 the behind-team resist bonus inside the 35m radius is no longer a flat 35% — it is 10% + 1% per minute, capping at 40% only at 30:00, which is roughly 20% at the first Rift. Twenty percent does not turn a losing fight against burst into a winning one. The reduced capture time (floor 6 seconds) is the part of the comeback package that is still worth playing for. Documented
- Yamato 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
-
Flying Slash T1 (-18s cooldown) — 18s gap-close turns her from an occasional ganker into a constant roaming threat Strong evidence -
Shadow Transformation unlock — Gives her an ability refresh, status immunity and an invincible window, which is her first true all-in Strong evidence -
Flying Slash T3 — Alt-cast grapple to allies finally gives her an exit, transforming her risk profile on every dive Strong evidence - Late 35min+ —
Power Slash T3 (up to ~295 damage at 30m) plus
Shadow Transformation T3 (8s, 60% resists) plus
Refresher
Refresher +300s Cooldown +0.6s Cast Delay +14% Spirit Resist +15% Bullet Resist makes her a repeatable backline deleter 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
- You have peel and Yamato 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
- Yamato has to lead you and you are too slow to make that hard by strafing, so buy the miss with geometry instead of movement. A corner, a pillar or a doorway edge means the projectile has to be in flight before you are visible — travel time works against them the moment the sight line is short-lived. Hold positions where your exposure is measured in fractions of a second per peek, and never cross an open space on a straight line at a constant speed, which is the one input their weapon is designed to punish. Strategic
- Yamato heals through damage, so healing reduction is not optional here — but pick the right application route. Anti-heal arrives two ways: bullet-applied (
Toxic Bullets, T3) builds up through gunfire, and spirit-applied (
Healbane, T2) lands off Spirit Damage. Buy the one that matches how you actually deal damage, or it will never apply. Documented - Yamato 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
- Do not assume Yamato shrugs off your anti-heal by going immune.
Unstoppable explicitly does not suppress healing reduction — if you have the debuff on them before they pop it, they are still healing at the reduced rate through the whole window. Documented -
Divine Barrier (vitality T4) — Buy on supports to cleanse a focused ally's debuffs and shield them through a burst window from across the fight. In this game that means Yamato's
Flying Slash. Documented -
Slowing Hex
Slowing Hex +29s Cooldown +3.5s Duration +0.1s Cast Delay +16% Move Speed -26% Dash Distance (spirit T2) — Buy it when an enemy repeatedly uses a movement ability or item to dash, blink or fly out of your kill window. Relevant here because of Yamato. Documented -
Vortex Web
Vortex Web +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) — Yamato is where this lineup’s gap closers and escapes comes from. Buy to set up team wipes against scattered, mobile enemies — it groups them and takes away their escapes at once. Documented
- The reflex buy against a hero who keeps deleting you is
Metal Skin, and against Yamato it does nothing.
Metal Skin is bullet-damage immunity only — Spirit Damage, abilities and every status effect pass straight through it, and you pay −1.5 m/s move speed and −20% dash distance for the privilege. The three big defensive actives are deliberately orthogonal:
Metal Skin stops bullets,
Unstoppable stops statuses,
Ethereal Shift stops everything but disables you. Yamato is a spirit threat, so it is the last two you are choosing between. Documented - The losing pattern against Yamato 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 Yamato 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
- Your damage comes through melee and Yamato fights at the range where parry is live, so the mistake that decides this matchup is throwing the heavy melee into a held F. Parry counters both light and heavy melee, stuns you for 3 seconds, and that Stun is one of the two disables Debuff Resist explicitly does not shorten. Bait the parry — the whiff costs them 4.5 seconds of cooldown, a success only costs them 0.5. Strong evidence
Next
Abrams’s other hard matchups
All of Yamato
Who beats Yamato, the items that shut Yamato down, and every ability.
Facing more than Yamato?
Add the other five enemies: who to focus first and what to buy against the whole team.
Sources and method for this page
Everything on this page is generated for Deadlock patch 10-30-2026 from Yamato's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.
Data-supported Measured: you win 55.3% of these, which is 2.4% above your overall win rate (51,376 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.
Yamato's kit and counterplay were compiled from 9 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%.