Abrams is a Deadlock hero whose role is to charges into close combat. Across 1,380,602 tracked matches, Abrams has a 51.6% win rate, placing them in the B tier on the SoulLock.gg hero tier list. This Abrams guide covers abilities, base stats, recommended playstyle and live performance.
SoulLock starter plans, authored from each hero's current kit and the current shop. Ability names, upgrade effects and item availability were checked against the installed game files on October 7, 2026. These are starting points for normal six-versus-six matches, not ranked build win-rate results or a fixed shopping script. Buy the defense or utility that solves your present fight before a damage luxury.
Close-range initiator. Abrams wants a fight that stays within arm's reach. His sustain makes short trades recoverable, but it does not make an exposed walk into six enemies safe. Build around reaching a useful wall angle, surviving the first response and keeping one target close enough for follow-up. A missed charge is a reason to back out, not to force a heavy melee.
Reviewed 2026-10-07; balance patch 2026-10-05; game build 6759.
Last-hit with the shotgun and take space when the enemy must reload or collect a soul. Use Siphon Life when it can reach enemies without putting you past your own cover. Mix shots and light melees into close trades; repeatedly charging a heavy melee gives the opponent an easy parry. If poke prevents you from approaching, buy recovery and keep the wave accessible instead of gambling the lane on a dive.
Look for a Shoulder Charge line that ends at a nearby wall and leaves your team able to shoot the target. Turn the camera and check the landing area before using Seismic Impact: landing behind an enemy team can leave your allies too far away. Once a target is controlled, use Siphon Life and short weapon follow-up. Keep your next movement option for leaving the fight when the stun ends or healing reduction arrives.
Start with inexpensive close-range sustain and damage, then spend on a purchase that helps you stay connected. Lifestrike is a natural continuation of a melee plan, while Enduring Speed helps when enemies win by spacing. Do not buy every melee upgrade simply because you are Abrams: a defense purchase that lets you complete one charge can be worth more than another damage multiplier.
| When | Item | Souls | Reason and tradeoff |
|---|---|---|---|
| Opening | Melee Lifesteal | 800 | Recover health from safe melee opportunities. It is a sustain purchase, not permission to attempt a heavy melee into an opponent waiting to parry. |
| Opening | Close Quarters | 800 | Supports shotgun follow-up at the range where your kit works. Skip an early damage buy if you cannot stay in lane long enough to use it. |
| Core | Lifestrike | 3,200 | Adds healing and a slow to melee contact, helping extend a successful engage. Its value drops when the enemy denies melee contact or heavily cuts healing. |
| Core | Enduring Speed | 1,600 | Movement speed and slow resistance address the approach and the exit. Buy it ahead of more melee damage when kiting is stopping your trades. |
| Situational | Bullet Resilience | 3,200 | Choose this against weapon damage that kills you before you can sustain. It will not solve a fight dominated by spirit burst. |
| Situational | Spirit Resilience | 3,200 | Choose this when spells are the main threat during your entry. Identify the damage source rather than buying both resistance items automatically. |
When enemies group tightly, enter beside your team and create space rather than chasing the lowest-health hero through the entire formation. When they spread out and kite, use cover to shorten the charge approach and protect an ally from a diver. Abrams can contribute by controlling the fight's edge even when an all-in melee build is no longer practical.
References: Abrams ability reference · Current game data · October 5 balance patch
Abrams has the bulk and sustain to lead from the front, often running into the middle of his foes and watching them scatter. If his enemies waste their fire on him, his backline teammates can lay out damage with impunity.
| Stat | Value |
|---|---|
| Max Move Speed | 6.4 |
| Sprint Speed | 1.6 |
| Crouch Speed | 4.75 |
| Move Acceleration | 4 |
| Light Melee Damage | 50 |
| Heavy Melee Damage | 116 |
| Max Health | 800 |
| Weapon Power | 0 |
| Reload Speed | 1 |
| Weapon Power Scale | 1 |
| Proc Build Up Rate Scale | 1 |
| Stamina | 3 |
| Base Health Regen | 1.5 |
| Stamina Regen Per Second | 0.222222 |
| Ability Resource Max | 0 |
| Ability Resource Regen Per Second | 0 |
| Crit Damage Received Scale | 1 |
| Tech Duration | 1 |
| Tech Range | 1 |
| Ground Dash Distance In Meters | 10 |
| Ground Dash Duration | 0.72 |
| Air Dash Distance In Meters | 8 |
| Air Dash Duration | 0.51 |
| OOCHealth Regen | 0 |
Hard hitting, hard headed, and hard drinking; Detective Abrams has been a fixture on the New York investigating scene for years. From stolen art, to missing persons, to ritual murders; Abrams didn't just take any case that came across his desk... he solved them. But his days of following cheating spouses came to an end the day he opened his office door and found The Tome sitting on his desk. No instruction was left for him save for a brief note scrawled in onyx blood that read "Don't let them have it". Abrams hasn't figured where the thing came from; but seeing as his home has been broken into, his office tossed on 3 different occasions, and his car firebombed he has a vested interest in figuring out what the hell is going on.
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