Build ID
Build Overview
Abrams is a close range bruiser that dives into the enemy back line or engages in the front lines to create space and chaos. Currently Abrams is best when building for tank and gun damage which allows him to have great survivability.
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During the early game you wont have as much freedom to roam but will have a lot of regen to consistently shove waves and focus towers and or walkers.
Ability Points
Early Game Explanations
Early game, we look for a lot of regen paired with spirit damage.
Siphon Life will be the main focus of the build for the early game less mobility but more sustain to keep waves shoved and take objectives(towers). During the lane phase its best to not receive alot of incoming damage until
Extra Regen is purchased.
Mid Game Explanations
During the mid game
Abrams has a lot of life steal sustain and consistent spirit damage which works great with either split pushing walkers or bruiser like diving backlines and engaging the team fights which makes him very convenient to any playstyle.
Witchmail is a huge power spike making Abrams a constant threat with massive cooldown reductions.
Late Game Explanations
Entering the late game Abrams should be nearly untouchable as his effective health pool is greatly increased and maintained with life steal which allows for more creativity and aggression. No particular order in the late game
Arctic Blast for a more movement slow approach scourge if enemy composition consists of alot of effective health, spellbreaker if consistently being shutdown.
Situational / Luxury Explanations
Suppressor if there are a lot of fire rate based opponents.
Divine Barrier for more sustain or teamwide support utility.
Ethereal Shift if sustain is an issue.
Spirit Resilience if enemy team consists of heavy spirit damage( the sustain should be enough without optional).
Warp Stone for added mobility and bullet resist.