Deadman Danny vs Abrams
Written for the Deadman Danny player. Playing Abrams? See Abrams vs Deadman Danny →
An even matchup. Deadman Danny wins 36.2% of 3,052 games against Abrams (-0.1 points vs Deadman Danny’s usual 36.3%).
How to win as Deadman Danny
- RuleDo not commit before
Shoulder Charge
Shoulder Charge 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 is gone.
Shoulder Charge
Shoulder Charge 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 first — it is his only gap-close, and once it is down he cannot reach you at all. Bait it by standing just inside its range near open ground, then dash laterally - Watch out
Shoulder Charge
Shoulder Charge 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 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 in almost every skirmish 2 +2s duration, extending the heal window through longer brawls 5 +2m radius and roughly +18 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 edgeYou choose the terms of engagement (Deadman Danny Deadman Danny Released 13 October Released 13 October. A jetpack-flying rocketeer: Strix Salvo plants missiles that mark enemies for his charged rockets, Chimera Mk1 lets him fly until it overheats into a crash-landing explosion, Jettison Fuel sprays fire that strips bullet resist, and Close The Deal grabs an enemy, flies them up and drops them. 3/3 against Abrams 1/3).
- Buy
Inhibitor
Inhibitor +150 Bonus Health +5s Debuff Duration -30% Damage Penalty +10% Weapon Damage -40% Incoming Healing -40% Incoming Healing — Buy on a gun hero when one enemy is both out-damaging and out-healing your team — it hits both problems at once. In this game that means Abrams'
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 in almost every skirmish 2 +2s duration, extending the heal window through longer brawls 5 +2m radius and roughly +18 damage per second, so it covers a real teamfight footprint .
The numbers: lane, whole match
| Games | Deadman Danny wins | vs Deadman Danny's usual | Sample |
|---|---|---|---|
| Whole match | 36.2% | -0.1 pts (36.3% overall) | 3,052 games |
| Sharing a lane | 37.6% | +1.3 pts (36.3% overall) | 974 games |
"Sharing a lane" counts only games where both were assigned the same lane — the laning matchup itself. Source: deadlock-api.com, refreshed daily.
Data-supported Measured: you win 36.2% of these, which is 0.1 points below your overall win rate (3,052 matches). The kit-based model agrees. Ranked against this hero's own baseline win rate, not raw win rate. Source: deadlock-api.com.
What should I do right now?
Do
- Plan for
Inhibitor
Inhibitor +150 Bonus Health +5s Debuff Duration -30% Damage Penalty +10% Weapon Damage -40% Incoming Healing -40% Incoming Healing — know which tier it sits in so you are not improvising at the shop. - Know what
Shoulder Charge
Shoulder Charge 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 looks like. It is the cooldown this lane revolves around.
Avoid
- Walking to lane on the same path every wave against a hero with Abrams's engage range.
Do
- His shotgun falls off hard past 17m, so a disciplined long-range laner simply never lets him get value from his weapon
- He has no ranged wave clear and pushes slowly, which makes him vulnerable to being rotated on
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Strix Salvo
Strix Salvo Danny fires a salvo of spirit missiles that stick in the ground along a line he aims by holding and dragging. Crowd Control A 40% slow that fades over 1.5s each time a charged shot consumes a mark. Damage 27 spirit damage per missile (+0.74 per Spirit) in a 3.5m blast. Defensive A line of missiles across a street or a doorway punishes anyone who chases… 1 -12s cooldown 2 +20 damage and +35 marked damage 5 +2 missiles, longer range, and better Spirit scaling zones the lane and marks a laner for extra damage from his charged shots
Avoid
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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 in almost every skirmish 2 +2s duration, extending the heal window through longer brawls 5 +2m radius and roughly +18 damage per second, so it covers a real teamfight footprint clears the enemy's last-hit window and heals him back up at the same time, which lets him contest orbs he should lose -
Shoulder Charge
Shoulder Charge 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 into the sidewalk wall of most lanes is a near-guaranteed Stun kill at low levels
Do
- Their first real spike is ult unlock — respect it from that point, not before.
- Your spike is ult unlock:
Close The Deal
Close The Deal Danny grabs a nearby enemy and flies them high into the air, then crashes back to the ground. Crowd Control The grab itself takes the target out of the fight, then a 0.5s stun on… Damage 70 spirit damage on impact (+1 per Spirit) plus 3 per metre fallen (+0.09… Mobility Flies Danny and the target high into the air and lands them nearby. 1 +50 damage 2 -35s cooldown 5 +0.5s stun and +8 damage per metre adds a grab that carries one enemy out of a fight and stuns them
Avoid
- Taking an even fight against Abrams on their spike timing when you could take the same fight ten minutes later on yours.
Do
- Watch for
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 . Watch for the airborne silhouette and the ground marker and simply walk out; the Stun only lands in the marked circle - Buy healing reduction early (
Decay
Decay +30s Cooldown +12s Duration +0.1s Cast Delay +8 Spirit Power -50% Incoming Healing -50% Incoming Healing +65 Bonus Health or an equivalent anti-heal) — it directly suppresses both
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 in almost every skirmish 2 +2s duration, extending the heal window through longer brawls 5 +2m radius and roughly +18 damage per second, so it covers a real teamfight footprint 's drain and
Infernal Resilience
Infernal Resilience A permanent buff to Abrams' defensive stats. Defensive Bonus defensive stats plus regeneration proportional to damage taken; 1 +200 maximum health 2 +18% melee lifesteal 5 +20% debuff resistance and +9% damage regeneration 's damage regeneration, which together are most of his durability
Avoid
- Spending your own escape before
Shoulder Charge
Shoulder Charge 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 is on cooldown.
Abrams’s abilities
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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 Ultimate The one cooldown worth tracking on its own timer: AoE Stun on landing.
- Watch for the airborne silhouette and the ground marker and simply walk out; the Stun only lands in the marked circle
- Spread out before objectives so one Seismic Impact cannot catch two or three heroes
- Before he has Tier 3
Unstoppable
Unstoppable +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer , hold a Stun for his descent to cancel the landing entirely
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Shoulder Charge
Shoulder Charge 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 Ability 2 The gap-close arrives with control attached — Stun on wall impact only.
- Fight him in open space (midlane, the Patron courtyard, open bridges) where there is no wall to slam you into
- Hold a Stun or Knockup for the moment he commits the charge; interrupting it drops you immediately and burns his main engage
- Dash sideways, not backwards; the charge tracks forward and outruns a straight-line retreat
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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 in almost every skirmish 2 +2s duration, extending the heal window through longer brawls 5 +2m radius and roughly +18 damage per second, so it covers a real teamfight footprint Ability 1 His engine for winning close brawls and for staying in lane. Because it damages everything in radius it also makes him very hard to burn down while he is surrounded by troopers or multiple heroes.
- Step outside the aura radius rather than trading inside it; the heal only exists while you are standing in it
- Buy healing reduction before he stacks
Infernal Resilience
Infernal Resilience A permanent buff to Abrams' defensive stats. Defensive Bonus defensive stats plus regeneration proportional to damage taken; 1 +200 maximum health 2 +18% melee lifesteal 5 +20% debuff resistance and +9% damage regeneration regen on top of it - Do not group tightly around him in a lane wave; every extra body in the radius multiplies his healing
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Infernal Resilience
Infernal Resilience A permanent buff to Abrams' defensive stats. Defensive Bonus defensive stats plus regeneration proportional to damage taken; 1 +200 maximum health 2 +18% melee lifesteal 5 +20% debuff resistance and +9% damage regeneration Ability 3 The reason he can walk into a focused team and live. It effectively gives him a second, delayed health bar as long as he survives the burst window.
- Kill him inside one burst window rather than chipping him; sustained poke is exactly what the regeneration is designed to eat
- Apply healing reduction before the fight starts, not after he is already at half health
- Do not count on long slow or Stun chains to kite him at Tier 3; his debuff resistance shortens them
- 1
Shoulder Charge
Shoulder Charge 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 Shoulder Charge first — it is his only gap-close, and once it is down he cannot reach you at all. Bait it by standing just inside its range near open ground, then dash laterally
- 2
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 Seismic Impact second — bait it by looking isolated near your tower, then walk out of the landing circle; it has a very long cooldown before T1
- 3
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 in almost every skirmish 2 +2s duration, extending the heal window through longer brawls 5 +2m radius and roughly +18 damage per second, so it covers a real teamfight footprint Siphon Life last — it is short-cooldown and not worth spending a defensive cooldown to dodge; just leave the radius
The matchup in detail
- Zero ranged threat; outside 17m he is functionally unarmed Strong evidence
- Both of his engages are telegraphed and directional and can be dodged or interrupted Strong evidence
- Anti-heal items gut the majority of his effective health Strong evidence
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Shoulder Charge
Shoulder Charge 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 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 in almost every skirmish 2 +2s duration, extending the heal window through longer brawls 5 +2m radius and roughly +18 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 Documented -
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 reaches over walls and rooftops, so a backline hero who feels safe behind cover is still inside his engage range Documented -
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 in almost every skirmish 2 +2s duration, extending the heal window through longer brawls 5 +2m radius and roughly +18 damage per second, so it covers a real teamfight footprint turns any grouped fight into a heal for him — trading with him while standing in the aura means you are paying his health bar Documented - Once
Infernal Resilience
Infernal Resilience A permanent buff to Abrams' defensive stats. Defensive Bonus defensive stats plus regeneration proportional to damage taken; 1 +200 maximum health 2 +18% melee lifesteal 5 +20% debuff resistance and +9% damage regeneration is upgraded he keeps regenerating after you stop shooting, so a fight you 'won' on damage often reverses when he walks back in ten seconds later Documented - At
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 T3 he is
Unstoppable
Unstoppable +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer on cast, so saving your Stun for his landing no longer works Documented - Your mobility is a real advantage here, and Abrams's slows exist to delete it. Note that Debuff Resist barely helps against short hard slows because it only trims duration — spacing and cover do more than an item will. Strong evidence
- Buy healing reduction early (
Decay
Decay +30s Cooldown +12s Duration +0.1s Cast Delay +8 Spirit Power -50% Incoming Healing -50% Incoming Healing +65 Bonus Health or an equivalent anti-heal) — it directly suppresses both
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 in almost every skirmish 2 +2s duration, extending the heal window through longer brawls 5 +2m radius and roughly +18 damage per second, so it covers a real teamfight footprint 's drain and
Infernal Resilience
Infernal Resilience A permanent buff to Abrams' defensive stats. Defensive Bonus defensive stats plus regeneration proportional to damage taken; 1 +200 maximum health 2 +18% melee lifesteal 5 +20% debuff resistance and +9% damage regeneration 's damage regeneration, which together are most of his durability Strong evidence - Hold fights in open ground — the Patron courtyard, open bridges, midlane — where
Shoulder Charge
Shoulder Charge 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 has no wall to slam you into and only applies the T1 slow Strong evidence - Watch the sky for
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 's airtime and the ground marker, then walk out of the circle; his engage is fully telegraphed Strong evidence - Before he has
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 T3, hold one Stun or Knockup for the descent and cancel the landing outright Strong evidence - Kite outside 17m; his shotgun damage collapses and
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 in almost every skirmish 2 +2s duration, extending the heal window through longer brawls 5 +2m radius and roughly +18 damage per second, so it covers a real teamfight footprint has no reach at all Strong evidence - Kill him in a single burst window rather than chipping — his defensive value is almost entirely delayed regeneration that never pays out if he dies fast Strong evidence
- Immediately after a missed
Shoulder Charge
Shoulder Charge 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 : he is mid-animation, committed to a direction, and has no way to close or leave Documented - During
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 's airtime before he has the T3
Unstoppable
Unstoppable +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer upgrade — a Stun or Knockup here wastes his ultimate entirely Documented - Any time he is more than 17m from you: his shotgun falloff means he is doing chip damage while you are doing full damage Documented
- Right after
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 in almost every skirmish 2 +2s duration, extending the heal window through longer brawls 5 +2m radius and roughly +18 damage per second, so it covers a real teamfight footprint expires with no enemies left in radius — he has spent his sustain window and has nothing to regenerate off Documented - Immediately after he takes tower or Guardian aggro diving; his regeneration is delayed and objective damage outpaces it Documented
- Abrams'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 Abrams 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
- Parry is your best tool against Abrams's arrival and it is now a commitment rather than a hedge. Since 09-16-2026, parrying during a dash cancels the dash and its momentum, so you cannot both reposition and hold F. The cooldown maths makes the decision for you: a successful parry costs 0.5 seconds and stuns them for 3 with no Debuff Resist reduction possible, while a whiff costs 4.5 seconds — against a hero who arrives on a cooldown, that whiff is the entire window they needed. Documented
- Your escape route is vertical and the 09-16-2026 patch aimed at exactly that: slows now affect air drag at 35% of their value, where previously they mostly did not bite in the air. Going airborne to break Abrams's slow no longer restores your full movement — you carry a fraction of it into the air with you, at the moment you are also a stationary silhouette. The slow cut of ~20% partly offsets it, but the net is that air-escaping a slow is worse this patch than last. Documented
- Around 6:00 the Guardians become realistically contestable and players start leaving lane for Haunt camps Haunts 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 Abrams 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
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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 in almost every skirmish 2 +2s duration, extending the heal window through longer brawls 5 +2m radius and roughly +18 damage per second, so it covers a real teamfight footprint 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 -
Shoulder Charge
Shoulder Charge 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 into the sidewalk wall of most lanes is a near-guaranteed Stun kill at low levels Strong evidence - His shotgun falls off hard past 17m, so a disciplined long-range laner simply never lets him get value from his weapon Strong evidence
- He has no ranged wave clear and pushes slowly, which makes him vulnerable to being rotated on Strong evidence
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Strix Salvo
Strix Salvo Danny fires a salvo of spirit missiles that stick in the ground along a line he aims by holding and dragging. Crowd Control A 40% slow that fades over 1.5s each time a charged shot consumes a mark. Damage 27 spirit damage per missile (+0.74 per Spirit) in a 3.5m blast. Defensive A line of missiles across a street or a doorway punishes anyone who chases… 1 -12s cooldown 2 +20 damage and +35 marked damage 5 +2 missiles, longer range, and better Spirit scaling zones the lane and marks a laner for extra damage from his charged shots Strategic
- The first Unstable Rift lands around 11:00 and then every 7 minutes, and Abrams beats you in exactly the fight it creates. Use the telegraph: a world-only visual appears on a random side-lane bridge roughly 60 seconds before the global announcement and map marker, which is the single biggest piece of free information in the mid game. Spend those 60 seconds either grouping or deliberately taking something elsewhere — the one thing you cannot afford is arriving at a Rift bridge late and alone. Strong evidence
- Urn spawns at 10, 15, 20 and 25 minutes, and you are the correct carrier in this matchup. Two changes make that stronger than old guides suggest: the runner is no longer revealed, and is no longer disarmed or silenced — you keep your whole kit while carrying. Abrams cannot match your speed, so the only way they take it off you is melee, a Stun, or a kill. Route around their Stun range, not around their vision, and remember the bounty starts decaying after 45 seconds of carry. Documented
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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 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
Shoulder Charge 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 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 -
Infernal Resilience
Infernal Resilience A permanent buff to Abrams' defensive stats. Defensive Bonus defensive stats plus regeneration proportional to damage taken; 1 +200 maximum health 2 +18% melee lifesteal 5 +20% debuff resistance and +9% damage regeneration T3 plus vitality items — The 9% damage regeneration and 20% debuff resistance make him extremely hard to remove from a fight without anti-heal Documented -
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 T3 (late 35min+) — 5s
Unstoppable
Unstoppable +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer and +6m radius mean the engage can no longer be cancelled and reliably catches multiple heroes Documented
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Close The Deal
Close The Deal Danny grabs a nearby enemy and flies them high into the air, then crashes back to the ground. Crowd Control The grab itself takes the target out of the fight, then a 0.5s stun on… Damage 70 spirit damage on impact (+1 per Spirit) plus 3 per metre fallen (+0.09… Mobility Flies Danny and the target high into the air and lands them nearby. 1 +50 damage 2 -35s cooldown 5 +0.5s stun and +8 damage per metre unlock — Adds a grab that carries one enemy out of a fight and stuns them Strategic -
Chimera Mk1
Chimera Mk1 Danny holds the jump key to fly on his jetpack, building heat as he goes. Crowd Control The landing launches nearby enemies into the air. Damage The landing explosion deals 70 spirit damage (+1.5 per Spirit) plus 70… Mobility Sustained flight for as long as his heat allows, and air dashes cost heat… 1 heat vents faster while grounded 2 on hero hit, heal and take no self-damage 5 on hero hit, -40% cooldown and +120 spirit damage T2 — A dive that lands heals him and costs no health, so he can dive again and again Strategic
- You are not going to kill Abrams in a normal teamfight and trying to is how fights are lost. Treat them as terrain: fight around them, spend your damage on whoever is behind them, and only commit to killing them once anti-heal and shred are actually online. Strategic
- Your habit of taking the fight vertical to reset spacing against Abrams is weaker on 09-16-2026 than it was. Slows now apply to air drag at 35% of their value, so the air is no longer a slow-free zone, and 2026 has been a steady closing of exactly these loopholes — wall jumping costs 25% stamina regeneration for 5 seconds, and knockups came under debuff reduction in May. Going up is still correct against their ground CC; it is no longer a way to ignore their slows. Documented
- Abrams 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
- Abrams 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
Toxic Bullets -35% Incoming Healing -35% Incoming Healing , T3) builds up through gunfire, and spirit-applied (
Healbane
Healbane +8s Duration +7 Spirit Power -35% Incoming Healing -35% Incoming Healing +275 Heal On Hero Kill , T2) lands off Spirit Damage. Buy the one that matches how you actually deal damage, or it will never apply. Documented - Do not assume Abrams shrugs off your anti-heal by going immune.
Unstoppable
Unstoppable +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer 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 - Abrams is a durability check, and the maths favours shred over raw damage here. Resistances stack multiplicatively, but shred is pooled and then subtracted from total resist — so the higher their resist climbs, the more each point of shred is worth. Against a stacked tank, resist reduction outperforms another flat damage item. Documented
- If Abrams buys
Dispel Magic
Dispel Magic +45s Cooldown +10% Spirit Resist +3s Buff Duration +250 HP Healed On Activate to purge your anti-heal, bullet-applied reduction re-lands on your very next shot, while spirit-applied reduction has to wait for your next ability. That asymmetry is a real argument for the bullet route against a hero who will buy a purge. Strong evidence -
Inhibitor
Inhibitor +150 Bonus Health +5s Debuff Duration -30% Damage Penalty +10% Weapon Damage -40% Incoming Healing -40% Incoming Healing (vitality T4) — Buy on a gun hero when one enemy is both out-damaging and out-healing your team — it hits both problems at once. In this game that means Abrams'
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 in almost every skirmish 2 +2s duration, extending the heal window through longer brawls 5 +2m radius and roughly +18 damage per second, so it covers a real teamfight footprint . Documented -
Weighted Shots
Weighted Shots +30% Weapon Damage +22% Debuff Resist -14% Stamina Recovery +24% Move Speed -20% Dash Distance +3.5s Slow Duration Builds from Slowing Bullets (weapon T3) — Abrams is where this lineup’s unkillable frontline comes from. Buy when you need to hold down mobile, high-health enemies with bullets alone. Strong evidence -
Scourge
Scourge +35s Cooldown +10s Duration +0.25s Cast Delay +40% Spirit Resist +100 Bonus Health +20% Debuff Resist (spirit T4) — This lineup gets its unkillable frontline from Abrams. Buy on supports to harden a focused ally against a caster team while adding pressure damage. Documented
- Anti-heal against Abrams is bought correctly and applied at the wrong moment.
Healbane
Healbane +8s Duration +7 Spirit Power -35% Incoming Healing -35% Incoming Healing +275 Heal On Hero Kill 's reduction runs for 8 seconds from your Spirit Damage and
Toxic Bullets
Toxic Bullets -35% Incoming Healing -35% Incoming Healing ' runs while the bleed is up — both are windows, and re-applying the same source before it expires does not stack a second instance. The mistake is opening the fight clean and reaching for anti-heal once they start healing; by then you have spent the fight. Land it before they commit, then keep the window refreshed rather than re-triggering it. Strong evidence - The finishing heavy melee on Abrams is worse than it feels. Melee Damage is mitigated twice — once by Bullet Resist and again by Melee Resist — so it is the single worst damage channel to point at a stacked-resist target, and the wind-up is long enough for a parry that stuns you for 3 seconds with no Debuff Resist reduction available. Finish with your gun or an ability, not with melee. Strong evidence
- Your instinct is to jump on Abrams's backline the moment you see an opening, and the mistake is not checking what is above you. A Walker's Stomp is 350 damage + 15% of your max health inside 15m with a 2-second Stun on a 7-second cooldown — a 2-second Stun handed to a team with peel is a death. Dive under their Walker only with
Unstoppable
Unstoppable +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer pre-cast or after the Stomp has just gone off. Strong evidence
Next
Deadman Danny’s other hard matchups
- vs Baba -7.8 pts
- vs Kelvin -6.3 pts
- vs Rat King -6.1 pts
- vs Graves -4.8 pts
All of Abrams
Who beats Abrams, the items that shut Abrams down, and every ability.
Facing more than Abrams?
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 09-29-2026 from Abrams's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.
Abrams's kit and counterplay were compiled from 7 sources, cross-checked for patch 09-29-2026. Threat ratings compare this pairing against Deadman Danny'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%.