Deadlock Builds

Abrams Build

by Salty  ·  ID: 179867
Import this build in-game: 179867
Early Game Lane Foundation

Monster Rounds
Monster Rounds 800 souls T1 · Weapon
+25% Weapon Damage vs. NPCs  ·  +25% Bullet Resist vs. NPCs  ·  +1 Out of Combat Regen
Accelerates early soul income through NPC kill bonuses. Reaching Point Blank and Hunter's Aura quickly is the priority — Monster Rounds funds that faster.
Extra Regen
Extra Regen 800 souls T1 · Vitality
+3 Health Regen  ·  +1 Out of Combat Regen
Early sustain to stay in lane through trades. Abrams needs to be constantly aggressive — Extra Regen prevents early recalls that cost farm.
Close Quarters
Close Quarters 800 souls T1 · Weapon
+20% Melee Resist  ·  Weapon Damage: +20% (Conditional)
Abrams always fights within 15m — the conditional +20% weapon damage is permanently active. Also provides melee resist for close-range brawls.
Melee Charge
Melee Charge 1,600 souls T2 · Weapon
+50% Heavy Melee Distance  ·  +10% Melee Damage  ·  +6% Bullet Resist  ·  Bonus Heavy Damage: +25%
Extends heavy melee range and adds a bonus damage proc every 7 seconds. Makes Abrams a genuine melee threat early and upgrades into Crushing Fists later.
Battle Vest
Battle Vest 1,600 souls T2 · Vitality
+18% Bullet Resist  ·  +3 Out of Combat Regen  ·  Weapon Damage: +15% (Conditional)  ·  Fire Rate: +7% (Conditional)
+18% bullet resist and regen for sustained trades. Abrams absorbs a lot of return fire in melee range — Battle Vest reduces incoming damage across every exchange.
Point Blank
Point Blank 3,200 souls T3 · Weapon
+75 Bonus Health  ·  +30% Melee Resist  ·  Weapon Damage: +50%  ·  Move Speed: -25% (Conditional)
+50% weapon damage at close range plus a movement slow. Abrams is always within 15m so the damage bonus is permanent, and the slow keeps targets in melee range.
Healing Booster
Healing Booster 1,600 souls T2 · Vitality
+3 Health Regen  ·  +1 Out of Combat Regen  ·  Healing Effectiveness: +20%
Amplifies all healing Abrams receives by 20%. His natural regen from Infernal Resilience and Extra Regen both get stronger — more healing without more items.
Enduring Speed
Enduring Speed 1,600 souls T2 · Vitality
+2m Move Speed  ·  +2 Out of Combat Regen  ·  Slow Resist: +25%
Move speed keeps Abrams in melee range of fleeing targets. Without speed items, mobile enemies simply walk away from Shoulder Charge.
Slowing Bullets
Slowing Bullets 1,600 souls T2 · Weapon
+15% Weapon Damage  ·  Move Speed: -30% (Conditional)  ·  Dash Distance: -25%  ·  Slow Duration: 3.5s
Bullets progressively slow targets. Enemies trying to disengage from Shoulder Charge or Siphon Life cannot create enough distance when bullets also slow them.
Bullet Resist Shredder
Bullet Resist Shredder 1,600 souls T2 · Spirit
+8% Bullet Resist  ·  +65 Bonus Health  ·  Bullet Resist: -10% (Conditional)  ·  Duration: 8s
Reduces nearby enemy bullet resist passively. Abrams firing point-blank at debuffed targets deals significantly more damage without changing his playstyle.
Mid Game Power Spike

Superior Duration
Superior Duration 3,200 souls T3 · Spirit
+8% Bullet Resist  ·  Ability Duration: +28%
Extends Siphon Life's drain duration. Even in a weapon build, a longer Siphon Life means more healing return and more time to win close-range brawls.
Warp Stone
Warp Stone 3,200 souls T3 · Vitality · Active
Teleport Range: 11m  ·  Bullet Resist: +30% (Conditional)  ·  Buff Duration: 6s
Active blink that lets Abrams close gaps instantly. Warp Stone into Shoulder Charge creates a near-instant double gap-close enemies can't react to.
Spirit Resilience
Spirit Resilience 3,200 souls T3 · Vitality
+30% Spirit Resist  ·  Spirit Resist: +15% (Conditional)
Spirit resist against ability burst. Abrams dives into teams and becomes the primary target for casters — Spirit Resilience makes those bursts deal less.
Hunter's Aura
Hunter's Aura 3,200 souls T3 · Weapon
+100 Bonus Health  ·  +0.75m Sprint Speed  ·  Bullet Resist: -10% (Conditional)  ·  Fire Rate: -14% (Conditional)
Passively reduces nearby enemy bullet resist and fire rate. Abrams always within 15m means the aura is permanently active — pure passive damage amplification.
Phantom Strike
Phantom Strike 6,400 souls T4 · Vitality · Active
+15% Weapon Damage  ·  +8 Spirit Power  ·  Disarm Status Effect: True  ·  Move Speed: -50% (Conditional)
Active teleport to a target enemy with a brief stun. Phantom Strike into Shoulder Charge is a double gap-close combo enemies cannot react to.
Late Game Late Game

Colossus
Colossus 6,400 souls T4 · Vitality · Active
+300 Bonus Health  ·  +15% Base Health  ·  +15% Weapon Damage  ·  Bullet Resist: 35% (Conditional)
+300 bonus health that makes Abrams extremely hard to burst. The active launches nearby enemies away — useful anti-dive during his own team fights.
Crippling Headshot
Crippling Headshot 6,400 souls T4 · Weapon
+125 Bonus Health  ·  Bullet Resist: -16% (Conditional)  ·  Spirit Resist: -16% (Conditional)  ·  Healing Reduction: -35% (Conditional)
Landing headshots reduces bullet and spirit resist and applies healing reduction. Close-range Abrams lands headshots consistently — every bullet after hits harder.
Inhibitor
Inhibitor 6,400 souls T4 · Vitality
+25% Weapon Damage  ·  +150 Bonus Health  ·  Damage Penalty: -30% (Conditional)  ·  Healing Reduction: -40% (Conditional)
Reduces target healing effectiveness. Against self-healing frontlines who try to outlast Abrams in melee, Inhibitor ensures their sustain doesn't negate his damage.
Juggernaut
Juggernaut 6,400 souls T4 · Vitality
+50% Slow Resist  ·  +2m Move Speed  ·  +25% Melee Resist  ·  +8 Health Regen
Slow resist and move speed make Abrams impossible to kite. The passive fire rate reduction when enemies shoot Abrams makes prolonged brawls increasingly favorable.
Spellbreaker
Spellbreaker 6,400 souls T4 · Vitality
+18% Spirit Resist  ·  +25% Debuff Resist  ·  Spirit Damage Reduction: 65%  ·  Damage Threshold: 175
Absorbs the first heavy spirit burst significantly. Against teams trying to burst Abrams before he reaches melee range, Spellbreaker gives the survival window.
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