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Abrams

BruiserTankInitiator Hybrid Damage Mid Game Low Difficulty

Patch 10-30-2026, 339,290 matches. Updated daily.

How to counter and play Abrams

Items to buy

  • vs pulls and knockbacks Unstoppable Unstoppable 6,400 souls Tier 4ArmorInstantCast +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer
  • vs healing and lifesteal Healbane Healbane 1,600 souls Tier 2ArmorPassive +8s Duration +7 Spirit Power -35% Incoming Healing Decay Decay 3,200 souls Tier 3TechPress +30s Cooldown +12s Duration +0.1s Cast Delay +8 Spirit Power -55% Incoming Healing +65 Bonus Health Toxic Bullets Toxic Bullets 3,200 souls Tier 3WeaponPassive -40% Incoming Healing
  • vs gap closers and escapes High-Velocity Rounds High-Velocity Rounds 800 souls Tier 1WeaponPassive +45% Bullet Velocity +8% Weapon Damage Mystic Expansion Mystic Expansion 800 souls Tier 1TechPassive +20% Ability Range +20% Radius Cold Front Cold Front 1,600 souls Tier 2TechInstantCast +25s Cooldown +4s Duration +0.6s Spread Duration: +48% Move Speed +6% Spirit Resist
  • Buy healing reduction early (Decay or an equivalent anti-heal) — it directly suppresses both Siphon Life Siphon Life 4s Duration42s Cooldown 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 '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
  • Hold fights in open ground — the Patron courtyard, open bridges, midlane — where Shoulder Charge Shoulder Charge 1.4s Duration33s Cooldown 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
  • Watch the sky for Seismic Impact Seismic Impact 215s Cooldown 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
  • 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
  • At Seismic Impact T3 he is Unstoppable on cast, so saving your Stun for his landing no longer works
  • 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

Plan a game against Abrams and the rest of their team →

Good at

  • Heals himself through Siphon Life and Infernal Resilience's regeneration
  • 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

54 DPS

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.

  • 3.78 Bullet Damage
  • 9 Pellets per Shot
  • 1.59 Bullets per sec
  • 9 Ammo
  • 0.35s Reload Time
  • 610m/s Bullet Velocity
  • 50Light Melee
  • 116Heavy Melee
Vitality and movement
  • 800 Health
  • 1.50 Health Regen
  • 6.40m/s Move Speed
  • 1.60m/s Sprint Speed
  • 3 Stamina
  • 4.50s Stamina 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.

  • Paige Paige SupportControllerMid rangeSpirit damage Peel — Plot Armor is a save and a damage buff on one button. Durability low (1/3) Burst low (1/3) Mobility none (0/3) Healing high (2/3) 60.5% together +5.7% above expected
  • Kelvin Kelvin SupportControllerMid rangeHybrid damage Frozen Shelter is a hard physical barrier that stops ranged damage and ultimates outright Durability high (2/3) Burst low (1/3) Mobility high (2/3) Healing very high (3/3) 59.3% together +5.2% above expected
  • Seven Seven MageControllerMid rangeSpirit damage Wave and jungle clear through Lightning Ball and Power Surge, which helps him reach item breakpoints sooner Durability low (1/3) Burst high (2/3) Mobility none (0/3) Healing none (0/3) 58.8% together +4.6% above expected
  • Baba Baba ControllerMageMid rangeSpirit damage Three kinds of control in one kit: silence, a hex and several slows Durability low (1/3) Burst high (2/3) Mobility high (2/3) Healing low (1/3) 58.7% together +4.6% above expected
  • Rat King Rat King BruiserSupportClose rangeBullet damage Makes his whole team's guns better: stacking bullet-resist shred from Rat Swarm Durability high (2/3) Burst high (2/3) Mobility low (1/3) Healing low (1/3) 58.0% together +4.6% above expected
  • Graves Graves ControllerSummonerClose rangeHybrid damage Map pressure while away from the fight via Borrowed Decree Ghouls marching at objectives Durability low (1/3) Burst low (1/3) Mobility none (0/3) Healing low (1/3) 59.5% together +4.4% above expected

Every Abrams duo →

Every Abrams matchup

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 struggles Abrams 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%).

Only matches whose average rank was Oracle and above, where Abrams wins 53.1% overall.

Abilities

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 Singularity Singularity 250s Cooldown Dynamo 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 Control AoE stun plus a continuous vacuum pull for the full channel duration — the… Damage 75 spirit damage per second base (deadlock.one) over a ~2.75s channel; Mobility none; Dynamo is rooted in place for the channel 1 +2m vacuum radius 2 +0.75s channel time 5 +6% damage per enemy's missing health or Bebop Hyper Beam Hyper Beam 120s Cooldown Bebop channels an enormous beam of energy that deals heavy spirit damage over time and slows anything it touches. Crowd Control Applies a movement slow to everything hit. Damage Tier 2 adds +108 DPS. Channel lasts about 11s with a 1s cast delay.… Mobility Bebop is slowed and locked into the channel; 1 roughly -20s cooldown from the 120s base 2 +108 damage per second 5 heals for 65% of hero damage dealt and 20% of non-hero damage channel is how Abrams teams convert a single Stun into a wipe
Upgrade tiers
  • T1: roughly -30s cooldown
  • T2: +0.8s Stun duration
  • T3: +6m impact radius and 5s Unstoppable on cast
Patch history for these abilities (3)

Values were last changed in patch 10-30-2026.

Abrams' win rate by game length

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.

45% 50% 55% 0.6% of all games end at 10–15 minutes 1.2% of all games end at 15–20 minutes 3.4% of all games end at 20–25 minutes 11.0% of all games end at 25–30 minutes 23.2% of all games end at 30–35 minutes 26.4% of all games end at 35–40 minutes 17.9% of all games end at 40–45 minutes 9.4% of all games end at 45–50 minutes 4.3% of all games end at 50–55 minutes 1.7% of all games end at 55–60 minutes 0.8% of all games end at 60+ minutes 10–15 min: 50.9% over 2,095 games 50.9% 15–20 min: 51.6% over 4,222 games 51.6% 20–25 min: 50.9% over 11,758 games 50.9% 25–30 min: 53.2% over 38,497 games 53.2% 30–35 min: 53.9% over 81,305 games 53.9% 35–40 min: 53.3% over 90,483 games 53.3% 40–45 min: 52.5% over 60,470 games 52.5% 45–50 min: 51.6% over 30,549 games 51.6% 50–55 min: 52.0% over 13,698 games 52.0% 55–60 min: 52.3% over 5,130 games 52.3% 60+ min: 50.9% over 2,470 games 50.9% 10–1515–2020–2525–3030–3535–4040–4545–5050–5555–6060+
above 50% below 50% under 1,000 games how many games end then
See the numbers
MinutesWinsvs usualGames
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.