Strengths and weaknesses
Good at
- Very tanky and forgiving; Infernal Resilience undoes a lot of mistakes
- Shoulder Charge into a wall is a reliable stun to start fights
- Seismic Impact can win a team fight by itself
- Simple, readable kit, which makes him ideal for learning the game
Struggles with
- Short-range shotgun; kiting and long-range heroes frustrate him
- Once Shoulder Charge is used, he has no escape
- Heavy anti-heal (Healbane, Toxic Bullets) weakens his whole kit
- Easy to parry if you rely on predictable heavy melees
Abilities
Ability order
Spend points in this order. Each ability's tiers cost 1, 2 and 5 points.
- Unlock Siphon Life
- Unlock Shoulder Charge
- Unlock Infernal Resilience
- Siphon Life T1
- Shoulder Charge T1
- Unlock Seismic Impact
- Siphon Life T2
- Infernal Resilience T1
- Shoulder Charge T2
- Siphon Life T3
- Infernal Resilience T2
- Shoulder Charge T3
- Seismic Impact T1–T3
- Infernal Resilience T3
Item build
A starting build that works in most games. Swap pieces based on the enemy team; the notes explain what each stage is for.
Checked against 18,778 Abrams matches from October 6–7, 2026 (all ranks). It keeps the items most Abrams players buy and fills the other slots with the items that won most often. See the item tier list for how we measure that.
WeaponVitalitySpirit
| Stage | Items |
|---|---|
| Laning (800-soul items)The standard brawler start. Close Quarters and Melee Lifesteal are on almost every Abrams; Sprint Boots has the best results of his cheap items. | |
| Mid game core (1,600–3,200)Melee Charge, Stalker and Lifestrike are what most Abrams players build. Superior Duration and Debuff Reducer are the strongest picks in the data: longer Infernal Resilience and Siphon Life, and less time stunned. | |
| Late game (6,400)Crushing Fists is the usual finisher. Colossus and Witchmail both do better in the data, and make Abrams much harder to kill in the middle of a fight. | |
| SituationalBerserker has the best results of any optional item on Abrams. Scourge for long brawls, Weighted Shots to slow escaping targets, Juggernaut against gun carries. |
Rate this build in the build rater → See its grade, and the heroes it does well and badly against.
How to play
Abrams is a frontline brawler. He wants to be close to enemies, soaking up damage, draining health with Siphon Life and pinning targets against walls. You’re not the team’s main damage dealer late in the game. You’re the reason the enemy can’t reach your damage dealers.
Laning phase (0–10 min)
- Trade up close. Your shotgun and melee are strong early. When your opponent steps forward to last hit, punish them.
- Siphon Life wins trades. Pop it when the enemy hero is inside 8m and stay on them. You heal while they don’t.
- Use melee on troopers. Abrams’ melee is strong, and melee kills give the full souls without an orb.
- Watch the wall angles. Shoulder Charge only stuns if you slam your target into a wall. Lanes with walls nearby are where you look for kills.
Mid game (10–25 min)
- Look for picks with Charge → Siphon → melee. Charge an isolated enemy into a wall, turn on Siphon Life and shoot or melee during the stun.
- Take space for your team. Walk in first on objectives like the Mid Boss or the Unstable Rift. You’re the hero best built to take the first hits.
- Help with the Urn. You’re hard to kill, which makes you a good Urn carrier with your team close by.
Late game and team fights (25+ min)
- Seismic Impact is your fight starter. Land it on two or three enemies, ideally the backline, and your team follows up during the stun.
- The T3 upgrade makes you Unstoppable for 5 seconds on cast, so you can’t be stopped by CC while you jump in.
- Peel for your carries. If enemy assassins dive your damage dealers, Shoulder Charge them away instead of diving.
Combos
- Wall pin: Shoulder Charge into a wall → Siphon Life → shotgun at point-blank range → heavy melee while they’re stunned.
- Team fight opener: Seismic Impact onto a group → Siphon Life as you land → Shoulder Charge anyone trying to escape.
- Lane all-in (with T2 Infernal Resilience): Siphon Life → melee chain. Melee lifesteal plus Siphon keeps you topped up.
Matchups
- Good against: close-range heroes and melee-focused heroes, who have to fight on your terms.
- Hard against: long-range poke and kiting heroes, and anyone with lots of slows. If you can’t reach them, you can’t do much, so use Shoulder Charge to close the distance rather than to escape.
- Watch for anti-heal: if the enemy buys Healbane or Toxic Bullets, add more raw health and resists instead of lifesteal.
Pro tips
- Shoulder Charge also works as movement. Use it to cross gaps and return to lane, but remember it’s also your only escape.
- Infernal Resilience heals a portion of the damage you take, so trading damage early and then disengaging works out in your favour.
- Don’t heavy melee a target that’s watching you. Parry stuns you for 2.75 seconds. Use light melee to finish, and heavy melee only on stunned targets.
Lore
Abrams is a hard-boiled New York detective with a long list of solved cases. Then a mysterious magical book appears on his desk with nothing but a cryptic warning, and now he's hunted by people willing to kill for it while he tries to learn where it came from.
Frequently asked questions
Is Abrams good for beginners?
Yes. Abrams is one of the best heroes to learn Deadlock with. He has lots of health, heals himself passively, and his abilities are simple to aim. That lets you focus on learning souls, items and the map.
What should I max first on Abrams?
Most players put points into Siphon Life early because it's his main source of damage and healing in lane, then Shoulder Charge for its cooldown and stun upgrades. Infernal Resilience gets points once your other abilities have their key tiers.
How do you counter Abrams?
Keep your distance, since his shotgun falls off at range. Buy anti-heal such as Healbane or Toxic Bullets, stay away from walls so Shoulder Charge can't stun you, and save a parry for his heavy melee.
Ability numbers are checked against the game and the community-run Deadlock Wiki after every patch. Builds are our own recommendations, checked against public match data. Spotted something out of date? Tell us.