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.
What it is for: 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 roughly +18 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, which is the single most reliable item answer to Abrams
- 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 in almost every skirmish
- T2: +2s duration, extending the heal window through longer brawls
- T3: +2m radius and roughly +18 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.
What it is for: 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
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.
What it is for: 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 (buffed from 8% on 09-16-2026)
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.
What it is for: 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 (reduced from 6s in the 09-16-2026 patch), 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 or Bebop Hyper Beam 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 (09-16-2026 lowered this from 6s)