Abrams Build
Import this build in-game: 179867
Early Game
Lane Foundation
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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.

