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Deadlock Bible

MatchEdge

Beta

Plug in both teams lane by lane, mark your hero, and walk in knowing what to buy, who to kill and when to fight.

Updated · Patch Nov 4, 2026

Amber HandSapphire Flame
Abrams
McGinnis
York
Lane 1
Vyper
Kelvin
Haze
Dynamo
Broadway
Lane 2
Warden
Infernus
Seven
Wraith
Greenwich
Lane 3
Lady Geist
Paradox
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Abrams
Your plan · York
Lane edge
+0.8Even
How Abrams & McGinnis fare into this lane, plus 50.9% duo synergy, vs 50%.
Draft edge
+5.4Strong edge
Every ally-vs-enemy head-to-head plus team synergy, in points above even.
York lane

Win your lane, one opponent at a time

Vyper
Assassin · Carry
55.4%
partner 53.4%

Respect Petrifying Bola. Punish after Petrifying Bola. Stay above half health; Lethal Venom scales with missing health.

  • Vyper wins the farm by ~11.9 last hits per match. Prioritise safe last hits and denies over trades, and let your lane partner zone.
  • Vyper looks for burst windows. Don’t sit in lane at low health, and ping the moment they disappear — they’re hunting.
  • Your own sustain (Siphon Life, Infernal Resilience) wins extended lanes — stay longer than they can.
Full Abrams vs Vyper guide
Kelvin
Hero · Support · Frontline
47.3%
partner 45.4%

Respect Frozen Shelter. Punish during the 185-second Shelter cooldown. Bait out Frozen Shelter before you use your big ultimate; the dome blocks line of sight.

Full Abrams vs Kelvin guide
Ability progression

Upgrade order

This match
Usual

59.4% win rate over 117,860 matches

  1. Max Shoulder Charge first — core damage ability.
  2. Seismic Impact — unlock and upgrade it whenever you have the points.
  3. Siphon Life — core damage ability.
  4. Infernal Resilience — passive — points scale it all game.
  5. Upgrade tiers cost 1, 2 and 5 Ability Points.
Adjust for your lane
Early point Put an early point into Shoulder Charge: Vyper dives on you, and an escape ready beats a lost trade.
Early point Vyper wins the farm: an early point into Siphon Life clears waves and keeps you in lane.
Kill priorities

Targets

Hunt — you win these
Avoid 1v1
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Recommended build · Abrams

Build for this match

Early game · 4,000 souls
Close QuartersCost 80068.4% pick · 52.5% win
Extra RegenCost 80060.4% pick · 52.1% win
Melee LifestealCost 80057.2% pick · 53% win
Melee ChargeCost 1,60028.6% pick · 56.7% win
Mid game · 9,600 souls
Bullet Resist ShredderCost 1,60038.1% pick · 53.5% win
StalkerCost 1,60029% pick · 51.7% win
LifestrikeCost 3,20028.3% pick · 55.5% win
Late game · 22,400 souls
Crushing FistsCost 6,40052.5% pick · 56.4% win
Superior DurationCost 3,20048% pick · 54.5% win
Phantom StrikeCost 6,40032.6% pick · 58.9% win
Why the swap-ins
Toxic Bullets (Mid game) — Kelvin, Warden, Lady Geist all heal — anti-heal is mandatory.
Unstoppable (Late game) — Vyper and Infernus have lockdown ultimates.
Progression

Match timeline

  1. 0–2 min
    Walk York with McGinnis. Secure every orb; your hero averages 144 last hits a game.
  2. ~5 min
    Lane spike. Look for a trade the moment you complete it.
  3. ~5 min
    Lane spike. Look for a trade the moment you complete it.
  4. 8–12 min
    Shove, crash your wave, and hit it with your partner. Then rotate toward the lane that needs help.
  5. ~8 min
    Mid-game power spike — group for an objective.
  6. 15–25 min
    Your draft is ahead — force Walkers and take the Mid-Boss after a won fight.
  7. ~15 min
    Mid-game power spike — group for an objective.
  8. 25+ min
    Group, take one Shrine, reset, then take the second. Fight after their key ultimates are used.
  9. ~25 min
    Late-game item — this is when your hero is strongest.
  10. ~28 min
    Late-game item — this is when your hero is strongest.
Team composition

Draft read

Your team
Support2
Initiator2
Frontline1
Carry3
Pick0
Enemy team
Support1
Initiator2
Frontline3
Carry2
Pick1
Enemy damage profile (est.)
55% spirit45% weapon
5 enemy crowd-control abilities · 3 heroes with sustain
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Deadlock Bible take

Playing Abrams in this match

A bully who wins by refusing to leave. Every fight Abrams takes, he wants to take at shotgun range.

Lane
Walk forward whenever Siphon Life is up and trade through the enemy’s pokes; Infernal Resilience pays you back for the damage you take. Hold Shoulder Charge until they’re near a wall.
Mid game
Roam to the lane with the squishiest pair and charge one of them into terrain. You’re the team’s door-opener on Walkers.
Late game
Seismic Impact is a teamfight starter: land on the backline, stun three, Siphon, let your carries follow. Buy anti-CC so you can’t be kited.

Beta. Win rates, synergies and item stats come from 5.17M recent matches; swap-ins, upgrade order and plans are our calls on top of that data.