Yamato vs Abrams
Yamato's team wins 44.7% Abrams's team wins 55.3%, across 51,376 games
Written for the Yamato player. Playing Abrams? See Abrams vs Yamato →
Abrams has the edge
Yamato usually wins 47.2% of games. Against Abrams that is 2.5% lower, over 51,376 games.
- Whole match 44.7% −2.5% vs usual 51,376 games
- Sharing a lane 44.3% −2.9% vs usual 17,187 games
- Oracle and above 47.0% −2.7% 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 Yamato's usual win rate at that rank.
The fight at a glance
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.
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.
The full plan for Yamato, 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
Power Slash charged from behind cover pokes for 145 with a 32% slow at T1, from further away than her gun hits hard
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
Flying Slash T1 (-18s cooldown): 18s gap-close turns her from an occasional ganker into a constant roaming threat
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 - 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 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
- 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
- Play this lane looser than the guides say. The 09-16-2026 patch cut nearly all movement slows by about 20% and ground-dash slows by about 10%, so the distance Abrams takes off you per application is meaningfully smaller than it was. With mobility as your main advantage, that shifts the break-even point on walking up: exchanges you used to refuse because one slow meant death are now survivable. Test it early rather than assuming the old spacing. Documented
- You get value from moving around the map and Abrams does not, but the 09-16-2026 patch made that harder to convert early: tunnel breakables Crates Streets, rooftops and tunnels — about 500 of them Ordinary breakables. Each has a 60% chance to drop souls; a Tough Crate always drops, for double. Souls 23 souls a crate, 60% of the time +2 a minute now spawn and respawn on 5 minutes rather than 3. The off-lane income that used to make a rotation pay for itself is roughly 40% less frequent, so before 6:00 a rotation has to be justified by pressure on Abrams or on the Guardian, not by the breakables you pick up on the way. Documented
-
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
-
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
- 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
-
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
-
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
- 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
- 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 - Your damage comes through melee and Abrams 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
- 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 pre-cast or after the Stomp has just gone off. Strong evidence
Next
Yamato’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 44.7% of these, which is 2.5% below your overall win rate (51,376 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 Yamato'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%.