vs pulls and knockbacksUnstoppableUnstoppable6,400 soulsTier 4ArmorInstantCast+60sCooldown+5.5sDuration+125Bonus Health+25%Debuff ResistBuilds from Debuff Reducer
vs healing and lifestealHealbaneHealbane1,600 soulsTier 2ArmorPassive+8sDuration+7Spirit Power-35%Incoming HealingDecayDecay3,200 soulsTier 3TechPress+30sCooldown+12sDuration+0.1sCast Delay+8Spirit Power-55%Incoming Healing+65Bonus HealthToxic BulletsToxic Bullets3,200 soulsTier 3WeaponPassive-40%Incoming Healing
vs gap closers and escapesHigh-Velocity RoundsHigh-Velocity Rounds800 soulsTier 1WeaponPassive+45%Bullet Velocity+8%Weapon DamageMystic ExpansionMystic Expansion800 soulsTier 1TechPassive+20%Ability Range+20%RadiusCold FrontCold Front1,600 soulsTier 2TechInstantCast+25sCooldown+4sDuration+0.6sSpread Duration:+48%Move Speed+6%Spirit Resist
Buy healing reduction early (Decay or an equivalent anti-heal) — it directly suppresses both Siphon LifeSiphon Life4s Duration42s CooldownAbrams 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.Damage22 spirit damage per second base (deadlock.one, patch 09-16-2026 data).DefensiveHeals Abrams for a portion of the damage it deals, scaling with how many…1large cooldown reduction (about 20s), letting him drain more often2+2s duration, extending the heal window through longer brawls5+2m radius and +22 damage per second, so it covers a real teamfight footprint's drain and Infernal ResilienceInfernal ResilienceA permanent buff to Abrams' defensive stats.DefensiveBonus defensive stats plus regeneration proportional to damage taken;1+200 maximum health2+18% melee lifesteal5+20% debuff resistance and +9% damage regeneration's damage regeneration
Hold fights in open ground — the Patron courtyard, open bridges, midlane — where Shoulder ChargeShoulder Charge1.4s Duration33s CooldownAbrams barrels forward, scooping up any hero he contacts and carrying them along.Crowd ControlStun on wall impact only.Damage30 base impact damage (deadlock.one).MobilityForward charge with a speed bonus after connecting with a hero.1applies a 32% move-speed slow for 3s, giving the ability value even when no wall is…2+0.8s wall-slam stun duration5roughly -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
Watch the sky for Seismic ImpactSeismic Impact215s CooldownAbrams launches high into the air and then crashes down at a chosen point, damaging and stunning everyone in the impact zone.Crowd ControlAoE stun on landing; Tier 2 adds about +0.8s.Damage100 spirit damage base (deadlock.one).MobilityA long airborne jump to a chosen ground location;1roughly -30s cooldown2+0.8s stun duration5+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
Before he has Seismic Impact T3, hold one Stun or Knockup for the descent and cancel the landing outright
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
Kill him in a single burst window rather than chipping — his regeneration is delayed and never pays out if he dies fast
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
Seismic Impact reaches over walls and rooftops, so a backline hero who feels safe behind cover is still inside his engage range
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
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
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
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
Siphon Life last — it is short-cooldown and not worth spending a defensive cooldown to dodge; just leave the radius
Immediately after a missed Shoulder Charge: he is mid-animation, committed to a direction, and has no way to close or leave
During Seismic Impact's airtime before he has the T3 Unstoppable upgrade — a Stun or Knockup here wastes his ultimate entirely
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
Right after Siphon Life expires with no enemies left in radius — he has spent his sustain window and has nothing to regenerate off
Immediately after he takes tower or Guardian aggro diving; his regeneration is delayed and objective damage outpaces it
Reliable long-range initiation with Seismic Impact that clears terrain
Very forgiving to play — his kit punishes bad enemy positioning rather than requiring precise aim
Built to soak focus fire, so a carry can shoot freely from behind him
Weak to
Zero ranged threat; outside 17m he is functionally unarmed
Both of his engages are telegraphed and directional and can be dodged or interrupted
Anti-heal items gut the majority of his effective health
Poor split-push and farming speed — he needs a team to fight alongside
In lane, good at
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
His health pool and Infernal Resilience regeneration let him take tower aggro to finish a kill that squishier laners cannot
In lane, weak to
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
Before Shoulder Charge upgrades, the ability is on a long cooldown; a laner who baits it out has a free window
Seismic Impact unlock — Turns him from a lane bully with one charge into a real dive threat that can reach a backline over terrain
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
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
Seismic Impact T3 (late 35min+) — 5s Unstoppable and +6m radius mean the engage can no longer be cancelled and reliably catches multiple heroes
Shotgun
SpreadshotClose Range
54DPS
Falloff Range 17m → 40m
Pellet shotgun firing 1.59 shots per second, each of nine pellets at 3.78 damage, for about 54 DPS, with a 9-round clip and a very fast 0.35s reload. Damage falls off hard from 17m out to 40m, so his gun is only meaningful when he is already on top of someone; headshots matter less than simply closing distance.
3.78Bullet Damage
9Pellets per Shot
1.59Bullets per sec
9Ammo
0.35sReload Time
610m/sBullet Velocity
50Light Melee
116Heavy Melee
Vitality and movement
800Health
1.50Health Regen
6.40m/sMove Speed
1.60m/sSprint Speed
3Stamina
4.50sStamina Cooldown
Base values on patch data. Items and boons change all of these.
The heroes Abrams wins most with, against what their two win rates would predict.
PaigePaigeSupportControllerMid rangeSpirit damagePeel — Plot Armor is a save and a damage buff on one button.Durabilitylow (1/3)Burstlow (1/3)Mobilitynone (0/3)Healinghigh (2/3)60.5% together+5.7% above expected
KelvinKelvinSupportControllerMid rangeHybrid damageFrozen Shelter is a hard physical barrier that stops ranged damage and ultimates outrightDurabilityhigh (2/3)Burstlow (1/3)Mobilityhigh (2/3)Healingvery high (3/3)59.3% together+5.2% above expected
SevenSevenMageControllerMid rangeSpirit damageWave and jungle clear through Lightning Ball and Power Surge, which helps him reach item breakpoints soonerDurabilitylow (1/3)Bursthigh (2/3)Mobilitynone (0/3)Healingnone (0/3)58.8% together+4.6% above expected
BabaBabaControllerMageMid rangeSpirit damageThree kinds of control in one kit: silence, a hex and several slowsDurabilitylow (1/3)Bursthigh (2/3)Mobilityhigh (2/3)Healinglow (1/3)58.7% together+4.6% above expected
Rat KingRat KingBruiserSupportClose rangeBullet damageMakes his whole team's guns better: stacking bullet-resist shred from Rat SwarmDurabilityhigh (2/3)Bursthigh (2/3)Mobilitylow (1/3)Healinglow (1/3)58.0% together+4.6% above expected
GravesGravesControllerSummonerClose rangeHybrid damageMap pressure while away from the fight via Borrowed Decree Ghouls marching at objectivesDurabilitylow (1/3)Burstlow (1/3)Mobilitynone (0/3)Healinglow (1/3)59.5% together+4.4% above expected
Abrams wins 52.9% of games overall.
Who counters Abrams and who Abrams counters: all 43 opponents, from Abrams' hardest to easiest, with how far each sits from that average. Abrams strugglesAbrams does well
Graves and Paige are strong against almost every hero this patch, so they sit near the top here too.
The counters that are about Abrams in particular: Baba (Abrams wins 47.0%) and Deadman Danny (Abrams wins 47.7%).
Pick an ability to see what it does and how to play around it.
Siphon Life
Ability 1 · Point-Blank AoE Drain Aura
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.
Purpose: 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.
Damage
22 Spirit Damage per second base (deadlock.one, patch 09-16-2026 data). Tier 3 adds +22 DPS and +2m radius.
Defensive
Heals Abrams for a portion of the damage it deals, scaling with how many bodies are inside the radius.
How to play against it
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
Interactions
Anti-heal items (Decay, Toxic Bullets and similar healing-reduction effects) cut the drain's payoff sharply
The more enemies and troopers stand inside the radius, the larger the heal, so fighting him inside a creep wave feeds him
Spirit Power scaling means a spirit-leaning Abrams turns this into real damage, not just sustain
Upgrade tiers
T1: large cooldown reduction (about 20s), letting him drain more often
T2: +2s duration, extending the heal window through longer brawls
T3: +2m radius and +22 damage per second, so it covers a real teamfight footprint
Shoulder Charge
Ability 2 · Directional Charge with Grab and Wall-Slam Stun
Abrams barrels forward, scooping up any hero he contacts and carrying them along. Slamming a carried hero into a wall stuns them. Connecting with a hero speeds up the remainder of the charge.
Purpose: His only real gap-closer and his lane-kill button. In corridors and near cover it converts into a hard Stun; in open ground it is just a shove.
Damage
30 base impact damage (deadlock.one).
Crowd control
Stun on wall impact only. Base Stun is short; Tier 2 adds about +0.8s. Tier 1 adds a 32% movement slow for 3s even without a wall hit.
Mobility
Forward charge with a speed bonus after connecting with a hero.
Defensive
Can be used as a retreat, but it commits him to a fixed direction and is easy to read.
How to play against it
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
Stamina-jumping over him as he charges usually breaks the contact
Interactions
Geometry decides the outcome: tight jungle corridors, lane sidewalks and building faces make the Stun near-guaranteed, open midlane makes it nearly worthless
The charge is a channelled movement and can be cut by stuns, silences and knockups landed during it
Tier 3 grants bonus weapon damage on hero collision, turning the charge into a burst setup rather than pure control
A charge that finds no wall no longer holds the enemy for extra time (fixed 30 October 2026)
Upgrade tiers
T1: applies a 32% move-speed slow for 3s, giving the ability value even when no wall is available
T2: +0.8s wall-slam Stun duration
T3: roughly -18s cooldown and +1.5 weapon damage for 6s after hitting a hero
Infernal Resilience
Ability 3 · Passive Defensive Stat Package with Delayed Regeneration
A permanent buff to Abrams' defensive stats. A slice of every point of damage he takes comes back to him afterwards as temporary regeneration.
Purpose: 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.
Defensive
Bonus defensive stats plus regeneration proportional to damage taken; Tier 1 adds +200 max health and Tier 3 adds +20% debuff resistance.
How to play against it
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
Interactions
Healing reduction directly suppresses the regeneration component, which is why anti-heal is the default itemisation against him
The +20% debuff resistance at Tier 3 shortens stuns and slows used to kite him
Because the regen is delayed, burst that kills him inside the window never lets it pay out
09-16-2026 patch raised the Tier 3 damage-regeneration figure from 8% to 9%
Upgrade tiers
T1: +200 maximum health
T2: +18% melee Lifesteal
T3: +20% debuff resistance and +9% damage regeneration
Seismic Impact
Ultimate · Targeted Leap-and-Slam AoE Stun
Abrams launches high into the air and then crashes down at a chosen point, damaging and stunning everyone in the impact zone.
Purpose: Long-range teamfight initiation and a tower-dive tool. It is both his engage and his Hard CC, so a team that dodges it has largely disarmed him for the fight.
Damage
100 Spirit Damage base (deadlock.one).
Crowd control
AoE Stun on landing; Tier 2 adds about +0.8s.
Mobility
A long airborne jump to a chosen ground location; it is a real repositioning tool, not just a Stun.
Defensive
Tier 3 gives 5s of Unstoppable on cast, meaning he cannot be CC'd out of the leap.
How to play against it
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, hold a Stun for his descent to cancel the landing entirely
Once the landing is dodged, he has no follow-up engage — burn his Shoulder Charge next and he is a slow shotgun with no gap-close
Interactions
The leap is telegraphed — there is a long visible airtime and a landing marker, which is the entire counterplay window
Before Tier 3 Unstoppable, a well-timed Stun or Knockup during the flight cancels or displaces the landing
Landing on top of a Dynamo SingularitySingularity250s CooldownDynamo forms a black hole in his hands that drags nearby enemies toward him, stunning them and burning them with spirit damage for the duration of the channel.Crowd ControlAoE stun plus a continuous vacuum pull for the full channel duration — the…Damage75 spirit damage per second base (deadlock.one) over a ~2.75s channel;Mobilitynone; Dynamo is rooted in place for the channel1+2m vacuum radius2+0.75s channel time5+6% damage per enemy's missing health or Bebop Hyper BeamHyper Beam120s CooldownBebop channels an enormous beam of energy that deals heavy spirit damage over time and slows anything it touches.Crowd ControlApplies a movement slow to everything hit.DamageTier 2 adds +108 DPS. Channel lasts about 11s with a 1s cast delay.…MobilityBebop is slowed and locked into the channel;1roughly -20s cooldown from the 120s base2+108 damage per second5heals for 65% of hero damage dealt and 20% of non-hero damage channel is how Abrams teams convert a single Stun into a wipe
Game length changes little for Abrams compared with other heroes: #16 of 44 in games under 25 minutes, #10 of 44 from 25 to 40, #8 of 44 past 40.
above 50%below 50%under 1,000 gameshow many games end then
See the numbers
Minutes
Wins
vs usual
Games
10–15
50.9%
−2.1%
2,095
15–20
51.6%
−1.4%
4,222
20–25
50.9%
−2.1%
11,758
25–30
53.2%
+0.2%
38,497
30–35
53.9%
+0.9%
81,305
35–40
53.3%
+0.3%
90,483
40–45
52.5%
−0.5%
60,470
45–50
51.6%
−1.4%
30,549
50–55
52.0%
−1.0%
13,698
55–60
52.3%
−0.7%
5,130
60+
50.9%
−2.1%
2,470
"vs usual" is against Abrams's 53.0% over all these games. Faded rows have under 1,000 games, where a few percent either way is noise; under 300, no win rate is shown.
Each point is how often Abrams won games that ended at that length, not the chance of winning at that minute.
Short games are usually one-sided, so the left side is about closing out a lead and the right side about long, close games.
Games under 10 minutes are left out. Every hero by game length →
Sources and confidence for this record
Record confidence: Documented. Compiled for patch 10-30-2026, researched 2026-10-30.
Difficulty rating: Deadlock Labs hero difficulty guide (deadlocklabs.gg/heroes/difficulty/) lists Abrams as Easy; note Lockbuilds' difficulty tier list places him at Medium, so treat this as the lower bound of a two-source disagreement.