Victor vs Abrams
Victor's team wins 51.6% Abrams's team wins 48.4%, across 64,364 games
Written for the Victor player. Playing Abrams? See Abrams vs Victor →
Abrams has the edge
Victor usually wins 54.2% of games. Against Abrams that is 2.6% lower, over 64,364 games.
- Whole match 51.6% −2.6% vs usual 64,364 games
- Sharing a lane 51.4% −2.8% vs usual 21,917 games
- Oracle and above 50.6% −2.3% vs usual 1,834 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 Victor's usual win rate at that rank.
The fight at a glance
If you're Victor
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
- Victor 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.
If you're Abrams
Has the edgeWait out Shocking Reanimation 240s cooldown
ThenShocking Reanimation first and above everything.
- Watch out
- Aura of Suffering ramps from 13 to 58+ DPS (up to ~92 at Tier 2) with a 20% move/dash slow, so any fight he drags out inside 8m he wins on attrition.
- Your edge
- Neither kit has a clear edge here; this one comes down to who uses their cooldowns better.
- Buy
Scourge
Scourge +35s Cooldown +10s Duration +0.25s Cast Delay +40% Spirit Resist +100 Bonus Health +20% Debuff Resist Buy it against Victor's
Shocking Reanimation.
The full plan for Victor, phase by phase, is below. Abrams's side in full →
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 — know which tier it sits in so you are not improvising at the shop. - Know what
Shoulder Charge 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
Jumpstart
Jumpstart Victor shocks himself for a percentage of his current health, then converts that into a large burst of health regeneration and a sharp movement speed boost, both of which decay over the… Damage Self-damage of 15% current health; Mobility +3 m/s base move speed, decaying; Defensive 100 total HP regen base, +70 more at T2 (~170 total); 1 +3 m/s move speed (on top of the base +3 m/s) 2 +70 total HP regen and -8s cooldown (30s base) 5 +1 charge, +50% Debuff Resistance, -50% duration on existing debuffs, and increased… 's 100-170 regen lets him sustain through prolonged health trades without buying sustain items
Avoid
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
Shoulder Charge into the sidewalk wall of most lanes can set up a 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:
Shocking Reanimation makes him effectively unkillable in a single commit, which flips lane 1v1s and early ganks
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 -55% Incoming Healing +65 Bonus Health or an equivalent anti-heal) — it directly suppresses both
Siphon Life'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
Avoid
- Spending your own escape before
Shoulder Charge is on cooldown.
Abrams’s abilities
-
Seismic Impact 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
-
Shoulder Charge 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
-
Siphon Life 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 regen on top of it - Do not group tightly around him in a lane wave; every extra body in the radius multiplies his healing
-
Infernal Resilience 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 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 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 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
- 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 Abrams is one anti-heal, one shred, and damage after that. Strong evidence
-
Shoulder Charge into any nearby wall is a hard Stun that chains straight into
Siphon Life and point-blank shotgun; in lane corridors and jungle chokes that combo alone kills a squishy Documented -
Seismic Impact reaches over walls and rooftops, so a backline hero who feels safe behind cover is still inside his engage range Documented -
Siphon Life 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 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 T3 he is
Unstoppable on cast, so saving your Stun for his landing no longer works Documented
- Buy healing reduction early (
Decay or an equivalent anti-heal) — it directly suppresses both
Siphon Life's drain and
Infernal Resilience's damage regeneration Strong evidence - Hold fights in open ground — the Patron courtyard, open bridges, midlane — where
Shoulder Charge has no wall to slam you into and only applies the T1 slow Strong evidence - Watch the sky for
Seismic Impact's airtime and the ground marker, then walk out of the circle; his engage is fully telegraphed Strong evidence - Before he has
Seismic Impact T3, hold one Stun or Knockup for the descent and cancel the landing outright Strong evidence - Kite well outside 17m; his shotgun gets weaker the further you go, down to a tenth by 40m, and
Siphon Life has no reach at all Strong evidence - Kill him in a single burst window rather than chipping — his regeneration is delayed and never pays out if he dies fast Strong evidence
- You are the one standing in front of Abrams's gun, and its bullets are among the fastest in the game, so you will take most of what they fire rather than dodge it. That makes the fire-rate items pay for you in a way they do not for your backline.
Juggernaut
Juggernaut +25% Melee Resist +50% Slow Resist +40% Fire Rate +15 Health Regen +4s Duration Builds from Enduring Speed cuts fire rate by 40% on anyone shooting you — it is a passive tax on their entire damage output for as long as you hold the frontline — and
Return Fire
Return Fire +23s Cooldown +6.5s Duration +65% Bullet Damage Returned +25% Spirit Damage Returned +10% Bullet Resist punishes the same behaviour. Compare that against another resist item honestly: resists stack multiplicatively so your fifth resist source buys little, while a fire-rate cut applies to a number nothing else in your build is touching. Strong evidence
- Immediately after a missed
Shoulder Charge: he is mid-animation, committed to a direction, and has no way to close or leave Documented - During
Seismic Impact's airtime before he has the T3
Unstoppable upgrade — a Stun or Knockup here wastes his ultimate entirely Documented - Any time he is well past 17m from you: his shotgun keeps getting weaker, down to chip damage by 40m, while your gun still works Documented
- Right after
Siphon Life 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
- 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
- Confirming and denying a soul orb is a hit-check, not a damage-check — one bullet or one pellet takes it regardless of how much damage it does. That is good news for you in the abstract and bad news against Abrams specifically, because their bullets fly more than twice as fast as yours. On the contested floating orb you have to pre-fire: start the shot before the trooper dies and lead the orb's spawn point, because if you both react at the same instant their bullet arrives first. 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 -
Shoulder Charge into the sidewalk wall of most lanes can set up a 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
-
Jumpstart's 100-170 regen lets him sustain through prolonged health trades without buying sustain items 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 -
Infernal Resilience 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 T3 (late 35min+) — 5s
Unstoppable and +6m radius mean the engage can no longer be cancelled and reliably catches multiple heroes Documented
-
Shocking Reanimation unlock — Makes him effectively unkillable in a single commit, which flips lane 1v1s and early ganks Strong evidence -
Pain Battery
Pain Battery A battery that fills passively as Victor takes damage from any source, including his own self-harm abilities. Crowd Control T1 applies a 32% movement slow for 2s on hit Damage 100 base spirit; T2 adds +50 Defensive T3 heals Victor for 15% of his missing health per hero hit, which is the… 1 +32% movement slow for 2s on hit 2 +50 damage 5 heal for 15% of missing health per hero hit, plus increased spirit scaling T3 — 15% missing-health heal per hero hit turns a losing brawl into a sustainable one Strong evidence
- 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
- Fights against Abrams recur on the objective clock — the Rift every 7 minutes from about 11:00, the Urn every 5 from 10:00 — which means the question is not whether your ultimate is strong but whether it is up for the next one. Ultimate Cooldown Reduction is a new stat introduced on 09-16-2026, first appearing on
Diviner's Kevlar
Diviner's Kevlar +40s Cooldown +40 Spirit Power +1000 Barrier +20s Buff Duration +15% Ability Duration +10% Ultimate Cooldown Reduction at +10%. Against a team-fight hero, buying into a recurring ultimate is a different and often better purchase than buying into a bigger one. 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
- You deal Spirit Damage, so
Healbane
Healbane +8s Duration +7 Spirit Power -35% Incoming Healing is the cheaper and more reliable anti-heal against Abrams — it lands off your abilities at T2 rather than asking you to sustain gunfire you are not built for. Strong evidence - Do not assume Abrams 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 - 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
-
Inhibitor (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. 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 enemies with bullets alone and want more gun damage. 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's reduction runs for 8 seconds from your Spirit Damage and
Toxic Bullets
Toxic Bullets -40% 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
Next
Victor’s other hard matchups
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 10-30-2026 from Abrams's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.
Data-supported Measured: you win 51.6% of these, which is 2.6% below your overall win rate (64,364 matches). The kit-based model reads this as low instead — treat the measured number as primary and the gap as a sign this matchup is more about execution than kit.
Abrams's kit and counterplay were compiled from 8 sources, cross-checked for patch 10-30-2026. Threat ratings compare this pairing against Victor'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%.