Abrams

Abrams

Male

Abrams is a **Brawler** - an easy-to-learn tank with incredible innate survivability through his passive regeneration. He excels at closing distance quickly, stunning enemies against walls, and dealing devastating damage up close with his shotgun. Perfect for leading team engagements and absorbing focus fire while teammates deal damage.

Base Stats

Vitality

Health
770 (+49/boon)
Stamina
3
Move Speed
6.4 m/s
Sprint Speed
8.0 m/s

Weapon

DPS
55 (shotgun, 9 pellets)
Bullet Damage
3.6 × 9 (+0.1/boon)
Ammo
9 shells
Fire Rate
1.59/s
Reload Time
3.2s (per-shell reload)
Falloff
17m-40m

Melee

Light Melee
50 (+1.74/boon)
Heavy Melee
116 (+4.04/boon)

Abilities

1 Weapon

Siphon Life

Channel a drain that damages enemies in a circular area around you, healing for a percentage of the damage dealt. Heals 80% of damage dealt against heroes and 40% against non-heroes. You can move and shoot while channeling but cannot use other abilities. Range no longer increases with Spirit Power.

Cooldown: 42s Duration: 4s DPS: 22 Radius: 8m
2 Vitality

Shoulder Charge

Charge forward, colliding with and dragging enemies you hit. If you slam an enemy into a wall, they are stunned. Your speed increases after colliding with enemy heroes. Can be used to close gaps or push enemies into unfavorable positions.

Cooldown: 33s Stun: 0.3s Damage: 30
3 Spirit

Infernal Resilience

Passive: Regenerate a percentage of all incoming damage over time. This effectively makes burst damage less threatening, as you recover a portion of it. Also provides bonus base health regeneration at all times.

Regen: 13% of damage taken over 20s +1 Base HP Regen
4 Ultimate

Seismic Impact

Leap high into the air and choose a ground location to slam down on. Upon landing, deal damage and stun all enemies in the impact radius. You become Unstoppable during the leap, making this a reliable initiation tool that can't be interrupted. Can crash down early by clicking. You can use items during the ability. Targeting is faster when rising. **Note:** The ability automatically provides its own height - you don't need items like Magic Carpet to "fly higher." The damage is fixed, not height-based like Lash's Ground Strike. Magic Carpet is NOT a synergy item for Abrams.

Cooldown: 185s Damage: 100 Stun: 1.6s Radius: 9m

Strengths

  • + Incredible survivability through passive damage regeneration (Infernal Resilience)
  • + Strong gap closer with Shoulder Charge for catching ranged heroes
  • + Wall stuns in tight corridor fights make him a devastating ganker in side lanes
  • + Easy to learn with straightforward engage-and-tank playstyle
  • + Excellent team fight initiation with long-range ultimate (Seismic Impact)
  • + Area stun on ultimate sets up team follow-up damage in 6v6 fights
  • + Shotgun deals massive damage at point-blank range after successful charge
  • + Scales well with HP and regen items; excellent Sinner's Sacrifice farmer due to sustain
  • + Strong lane phase trading - can take damage and regenerate through Infernal Resilience
  • + Melee-heavy playstyle guarantees 100% soul confirmation on last hits

Weaknesses

  • Extremely weak at range - nearly useless if Shoulder Charge is on cooldown
  • Anti-healing items (Healbane, Toxic Bullets) cripple his sustain completely
  • Struggles in open areas and Blue Lane where enemies can kite freely
  • No bullet or spirit resistance - vulnerable to burst damage before regen kicks in
  • Low sprint speed (8.0 m/s) makes escaping difficult once committed
  • Very long ultimate cooldown (185s) requires careful timing for objectives
  • Predictable engage pattern - enemies can prepare for the charge
  • Can be kited by mobile heroes like Haze, Lash, or anyone with good stamina usage
  • Weak to coordinated focus fire before Infernal Resilience can regenerate