Rat King vs Yamato
Written for the Rat King player. Playing Yamato? See Yamato vs Rat King →
An even matchup. Rat King wins 58.0% of 143,731 games against Yamato (+0.2 points vs Rat King’s usual 57.8%).
How to win as Rat King
- RuleDo not commit before
Shadow Transformation
Shadow Transformation Yamato transforms with an initial invincible window, refreshes her ability cooldowns, and for the duration casts them much faster while immune to negative status effects and heavily… Damage No direct damage; the power is in refreshed abilities cast 60% faster Mobility T2 adds +4 m/s move speed during the transformation, on top of her already… Defensive Initial invincibility during the 1.5s transformation channel, immunity to… 1 +7 weapon damage 2 +4 m/s move speed and -20s cooldown (150s base) 5 +3s duration (5s base up to 8s) and +30% bullet resist and +30% spirit resist is gone.
Shadow Transformation
Shadow Transformation Yamato transforms with an initial invincible window, refreshes her ability cooldowns, and for the duration casts them much faster while immune to negative status effects and heavily… Damage No direct damage; the power is in refreshed abilities cast 60% faster Mobility T2 adds +4 m/s move speed during the transformation, on top of her already… Defensive Initial invincibility during the 1.5s transformation channel, immunity to… 1 +7 weapon damage 2 +4 m/s move speed and -20s cooldown (150s base) 5 +3s duration (5s base up to 8s) and +30% bullet resist and +30% spirit resist first — it is the only thing making her survivable. Force it early with a fake commit, disengage, and then fight her for the next 130-150 seconds as a 730 HP hero - Watch out
Flying Slash
Flying Slash Throws a grappling hook at an enemy and pulls herself to them, landing a light melee hit and leaving them significantly slowed on arrival. Crowd Control -40% movement slow for 2.5s on the target Damage 66 melee damage Mobility Pulls her to the target from 26m base (T3 adds +15m, up to 41m) 1 -18s cooldown (36s base down to 18s) 2 gain +35 Spirit Power for 6s 5 alt-cast to grapple allies, +15m cast range, and +1 charge reaches 26-41m and lands with a -40% slow for 2.5s, which means once she picks you there is no walking away from
Power Slash
Power Slash Yamato channels for around a second and a half to build up a sword strike, then releases it as a ranged slash. Crowd Control T1 adds a 32% movement slow for 3s Damage 145 spirit at full charge (about 1.85x spirit scaling), with T3 adding +150… Mobility none — she is channelling 1 +32% movement slow for 3s 2 -4s cooldown (12s base) 5 +8m cast range, +150 damage, and increased Spirit Power scaling and
Crimson Slash
Crimson Slash A wide slash in front of her that damages enemies and reduces their rate of fire. Crowd Control none, but -30% fire rate for 4s is a heavy offensive debuff Damage 55 spirit (about 0.37x spirit scaling) Defensive Heals 55 (about 1.04x spirit scaling) on hero hit; 1 on hit, +30% melee damage for 4s 2 on hero hit, additional +6% max health heal 5 -10s cooldown and increased scaling - Your edgeYou win any fight that lasts (Rat King Rat King Released 2 October Released 2 October. A gun-scaling brawler and team buffer: a three-blast slowing grenade, rats that strip bullet resist with every bite, a reflecting barrier, and a banner that makes his team slow-immune. 2/3 against Yamato 1/3).
- Buy
Divine Barrier
Divine Barrier +45s Cooldown +0.2s Cast Delay +1.5 Out of Combat Regen +6s Buff Duration +600 Barrier +10% Ability Range +10% Radius — Buy on supports to cleanse a focused ally's debuffs and shield them through a burst window from across the fight. In this game that means Yamato's
Flying Slash
Flying Slash Throws a grappling hook at an enemy and pulls herself to them, landing a light melee hit and leaving them significantly slowed on arrival. Crowd Control -40% movement slow for 2.5s on the target Damage 66 melee damage Mobility Pulls her to the target from 26m base (T3 adds +15m, up to 41m) 1 -18s cooldown (36s base down to 18s) 2 gain +35 Spirit Power for 6s 5 alt-cast to grapple allies, +15m cast range, and +1 charge .
The numbers: lane, whole match and Oracle and above
| Games | Rat King wins | vs Rat King's usual | Sample |
|---|---|---|---|
| Whole match | 58.0% | +0.2 pts (57.8% overall) | 143,731 games |
| Sharing a lane | 58.0% | +0.2 pts (57.8% overall) | 46,385 games |
| Oracle and above | 53.7% | -2.2 pts (55.9% at Oracle+) | 11,803 games |
"Sharing a lane" counts only games where both were assigned the same lane — the laning matchup itself. "Oracle and above" counts only matches whose average rank was Oracle and above. Source: deadlock-api.com, refreshed daily.
Data-supported Measured: you win 58.0% of these, which is 0.2 points above your overall win rate (143,731 matches). The kit-based model reads this as high instead — treat the measured number as primary and the gap as a sign this matchup is more about execution than kit. Ranked against this hero's own baseline win rate, not raw win rate. Source: deadlock-api.com.
Why Rat King counters Yamato
Flying Slash
Flying Slash Throws a grappling hook at an enemy and pulls herself to them, landing a light melee hit and leaving them significantly slowed on arrival. Crowd Control -40% movement slow for 2.5s on the target Damage 66 melee damage Mobility Pulls her to the target from 26m base (T3 adds +15m, up to 41m) 1 -18s cooldown (36s base down to 18s) 2 gain +35 Spirit Power for 6s 5 alt-cast to grapple allies, +15m cast range, and +1 charge lands Yamato on a target and slows them, but while
Rule, Ratannia!
Rule, Ratannia! Rat King raises the banner of Ratannia. Crowd Control Knockup and a 40% slow on the slam, plus Rat Swarm from the rats it… Damage 200 bullet damage on the slam (+1.2 weapon-damage scaling), 20m radius (cut… Mobility +3 m/s movement speed for him and nearby allies for up to 10s while the… 1 +2 m/s movement speed (no cooldown reduction since 5 October) 2 +5s banner duration and +8m radius 5 +150 slam damage and +10% damage reduction is carried Rat King Rat King Released 2 October Released 2 October. A gun-scaling brawler and team buffer: a three-blast slowing grenade, rats that strip bullet resist with every bite, a reflecting barrier, and a banner that makes his team slow-immune. 's team cannot be slowed. Before Tier three she has no exit after the landing, so
Scrap Grenade
Scrap Grenade Rat King throws a bouncing lump of scrap that goes off three times where it lands. Crowd Control 20% movement slow for 4s (scales slightly with Spirit). Damage 70 bullet damage per detonation (+0.6 weapon-damage scaling), three… Defensive The slow is his peel: thrown at his own feet it stops a diver from following… 1 -8s cooldown (26s to 18s) 2 +70 damage per detonation 5 one extra, bigger final detonation — 300 damage, 14m radius, 40% slow slows and
Rat Swarm
Rat Swarm Rat King calls a swarm of rats to a spot up to 50m away. Damage 8 spirit damage per bite (+0.08 Spirit scaling), one bite per attached rat… 1 +1 charge (8s between charges) 2 a larger swarm and +4s debuff duration 5 +8 damage and an extra -1% bullet resist per bite bites a hero with low health and no barrier.
Royal Pestments
Royal Pestments Rat King puts on scrap armour that gives him a barrier worth a share of his maximum health. Damage Reflected bullets return their full damage to the shooter. Defensive Barrier equal to 15% of his max health for 6s on a 22s cooldown. 1 +4s duration 2 -8s cooldown and +15% bullet return chance 5 +10% max health as barrier, and no single hit deals more than 250 while it holds at Tier three caps her biggest single hits.
Written from both heroes' ability data; the win rates above are the measured results.
What should I do right now?
Do
- Plan for
Divine Barrier
Divine Barrier +45s Cooldown +0.2s Cast Delay +1.5 Out of Combat Regen +6s Buff Duration +600 Barrier +10% Ability Range +10% Radius Builds from Guardian Ward — know which tier it sits in so you are not improvising at the shop. - Know what
Shadow Transformation
Shadow Transformation Yamato transforms with an initial invincible window, refreshes her ability cooldowns, and for the duration casts them much faster while immune to negative status effects and heavily… Damage No direct damage; the power is in refreshed abilities cast 60% faster Mobility T2 adds +4 m/s move speed during the transformation, on top of her already… Defensive Initial invincibility during the 1.5s transformation channel, immunity to… 1 +7 weapon damage 2 +4 m/s move speed and -20s cooldown (150s base) 5 +3s duration (5s base up to 8s) and +30% bullet resist and +30% spirit resist looks like. It is the cooldown this lane revolves around.
Avoid
- Walking to lane on the same path every wave against a hero with Yamato's engage range.
Do
- 730 max health, tied lowest in this group, and no barrier anywhere in the kit
- Sister's Lament is the weakest weapon in this group at around 63 DPS, so she loses pure gun trades badly
-
Scrap Grenade
Scrap Grenade Rat King throws a bouncing lump of scrap that goes off three times where it lands. Crowd Control 20% movement slow for 4s (scales slightly with Spirit). Damage 70 bullet damage per detonation (+0.6 weapon-damage scaling), three… Defensive The slow is his peel: thrown at his own feet it stops a diver from following… 1 -8s cooldown (26s to 18s) 2 +70 damage per detonation 5 one extra, bigger final detonation — 300 damage, 14m radius, 40% slow clears a trooper wave in three hits and slows anyone farming in it, so he wins wave tempo early
Avoid
-
Power Slash
Power Slash Yamato channels for around a second and a half to build up a sword strike, then releases it as a ranged slash. Crowd Control T1 adds a 32% movement slow for 3s Damage 145 spirit at full charge (about 1.85x spirit scaling), with T3 adding +150… Mobility none — she is channelling 1 +32% movement slow for 3s 2 -4s cooldown (12s base) 5 +8m cast range, +150 damage, and increased Spirit Power scaling charged from behind cover pokes for 145 with a 32% slow at T1, from range her weapon cannot reach -
Crimson Slash
Crimson Slash A wide slash in front of her that damages enemies and reduces their rate of fire. Crowd Control none, but -30% fire rate for 4s is a heavy offensive debuff Damage 55 spirit (about 0.37x spirit scaling) Defensive Heals 55 (about 1.04x spirit scaling) on hero hit; 1 on hit, +30% melee damage for 4s 2 on hero hit, additional +6% max health heal 5 -10s cooldown and increased scaling 's heal on hero hit lets her win extended trades without buying sustain
Do
- Their first real spike is
Flying Slash
Flying Slash Throws a grappling hook at an enemy and pulls herself to them, landing a light melee hit and leaving them significantly slowed on arrival. Crowd Control -40% movement slow for 2.5s on the target Damage 66 melee damage Mobility Pulls her to the target from 26m base (T3 adds +15m, up to 41m) 1 -18s cooldown (36s base down to 18s) 2 gain +35 Spirit Power for 6s 5 alt-cast to grapple allies, +15m cast range, and +1 charge T1 (-18s cooldown) — respect it from that point, not before. - Your spike is ult unlock:
Rule, Ratannia!
Rule, Ratannia! Rat King raises the banner of Ratannia. Crowd Control Knockup and a 40% slow on the slam, plus Rat Swarm from the rats it… Damage 200 bullet damage on the slam (+1.2 weapon-damage scaling), 20m radius (cut… Mobility +3 m/s movement speed for him and nearby allies for up to 10s while the… 1 +2 m/s movement speed (no cooldown reduction since 5 October) 2 +5s banner duration and +8m radius 5 +150 slam damage and +10% damage reduction turns him into the team's fight-starter: slow immunity and speed on the way in, a 20m Knockup on arrival
Avoid
- Taking an even fight against Yamato on their spike timing when you could take the same fight ten minutes later on yours.
Do
- Watch for
Flying Slash
Flying Slash Throws a grappling hook at an enemy and pulls herself to them, landing a light melee hit and leaving them significantly slowed on arrival. Crowd Control -40% movement slow for 2.5s on the target Damage 66 melee damage Mobility Pulls her to the target from 26m base (T3 adds +15m, up to 41m) 1 -18s cooldown (36s base down to 18s) 2 gain +35 Spirit Power for 6s 5 alt-cast to grapple allies, +15m cast range, and +1 charge . Hold a displacement or Knockup (Viscous's
Puddle Punch
Puddle Punch Materialises a fist at a chosen point up to a long distance away, punching everyone in a small area upward. Crowd Control Knockup on everyone in the 4m radius plus a -24% movement slow for 3s Damage About 58 melee damage (about 0.6x melee scaling); Mobility Grants Viscous and allies increased air control when caught in it 1 +1 charge and +20 damage 2 +1.5m radius and +60% lifesteal 5 -14s cooldown and deals Heavy Melee damage , Venator's
Gutshot
Gutshot A point-blank shotgun burst within about 10m that shoves everyone hit backwards. Crowd Control knockback on everyone hit; Damage 60 base (about 0.7x weapon scaling) plus 30 bonus (about 0.8x scaling) when… Mobility none for Venator himself 1 +25 damage 2 -10s cooldown (23s base) and +0.4s stun duration 5 after a wall stun, Venator's next heavy melee becomes blessed , Wraith's
Telekinesis
Telekinesis Lifts one enemy hero into the air, holding them helpless for a couple of seconds, then slams them toward a location Wraith chooses. Crowd Control 0.65s stun during the channel, then the target is airborne and unable to act… Damage 100 spirit base (about 1.0x spirit scaling); Mobility none for Wraith — she channels for 0.65s while aiming the throw 1 +100 damage 2 -45s cooldown (150s base down to 105s) 5 +1.5s debuff duration and +6m throw and cast range ) for the moment she lands — she arrives committed and at melee range with no follow-up escape before T3 - Never spend CC into
Shadow Transformation
Shadow Transformation Yamato transforms with an initial invincible window, refreshes her ability cooldowns, and for the duration casts them much faster while immune to negative status effects and heavily… Damage No direct damage; the power is in refreshed abilities cast 60% faster Mobility T2 adds +4 m/s move speed during the transformation, on top of her already… Defensive Initial invincibility during the 1.5s transformation channel, immunity to… 1 +7 weapon damage 2 +4 m/s move speed and -20s cooldown (150s base) 5 +3s duration (5s base up to 8s) and +30% bullet resist and +30% spirit resist — she is status immune. Hold
Binding Word
Binding Word Curses a targeted enemy hero. Crowd Control 1.75s immobilise (T2 adds +0.75s, so up to 2.5s) if the target fails the… Damage 110 (about 2.44x spirit scaling) when it lands Defensive Rooting a diver in place is a strong self-peel 1 Warden deals +20% bullet damage to trapped heroes for 5s 2 +0.75s immobilise duration 5 -14s cooldown (34s base) and silences the target until they escape or are immobilised ,
Petrifying Bola
Petrifying Bola Throws an explosive bola. Crowd Control 2.2s petrify on a direct hit (T3 adds +1s, up to 3.2s); Damage 50 area damage (about 0.74x spirit scaling); Defensive Petrifying an incoming diver removes them from the fight for over two… 1 +49.5 petrify damage 2 -20s cooldown 5 +1s petrify duration and petrifies all enemies in the area, not just direct hits ,
Telekinesis
Telekinesis Lifts one enemy hero into the air, holding them helpless for a couple of seconds, then slams them toward a location Wraith chooses. Crowd Control 0.65s stun during the channel, then the target is airborne and unable to act… Damage 100 spirit base (about 1.0x spirit scaling); Mobility none for Wraith — she channels for 0.65s while aiming the throw 1 +100 damage 2 -45s cooldown (150s base down to 105s) 5 +1.5s debuff duration and +6m throw and cast range and
Puddle Punch
Puddle Punch Materialises a fist at a chosen point up to a long distance away, punching everyone in a small area upward. Crowd Control Knockup on everyone in the 4m radius plus a -24% movement slow for 3s Damage About 58 melee damage (about 0.6x melee scaling); Mobility Grants Viscous and allies increased air control when caught in it 1 +1 charge and +20 damage 2 +1.5m radius and +60% lifesteal 5 -14s cooldown and deals Heavy Melee damage for the moment it expires
Avoid
- Spending your own escape before
Shadow Transformation
Shadow Transformation Yamato transforms with an initial invincible window, refreshes her ability cooldowns, and for the duration casts them much faster while immune to negative status effects and heavily… Damage No direct damage; the power is in refreshed abilities cast 60% faster Mobility T2 adds +4 m/s move speed during the transformation, on top of her already… Defensive Initial invincibility during the 1.5s transformation channel, immunity to… 1 +7 weapon damage 2 +4 m/s move speed and -20s cooldown (150s base) 5 +3s duration (5s base up to 8s) and +30% bullet resist and +30% spirit resist is on cooldown.
Yamato’s abilities
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Flying Slash
Flying Slash Throws a grappling hook at an enemy and pulls herself to them, landing a light melee hit and leaving them significantly slowed on arrival. Crowd Control -40% movement slow for 2.5s on the target Damage 66 melee damage Mobility Pulls her to the target from 26m base (T3 adds +15m, up to 41m) 1 -18s cooldown (36s base down to 18s) 2 gain +35 Spirit Power for 6s 5 alt-cast to grapple allies, +15m cast range, and +1 charge Ability 2 Not lockdown, but it makes disengaging cost more than it should: -40% movement slow for 2.5s on the target.
- Hold a displacement or Knockup (Viscous's
Puddle Punch
Puddle Punch Materialises a fist at a chosen point up to a long distance away, punching everyone in a small area upward. Crowd Control Knockup on everyone in the 4m radius plus a -24% movement slow for 3s Damage About 58 melee damage (about 0.6x melee scaling); Mobility Grants Viscous and allies increased air control when caught in it 1 +1 charge and +20 damage 2 +1.5m radius and +60% lifesteal 5 -14s cooldown and deals Heavy Melee damage , Venator's
Gutshot
Gutshot A point-blank shotgun burst within about 10m that shoves everyone hit backwards. Crowd Control knockback on everyone hit; Damage 60 base (about 0.7x weapon scaling) plus 30 bonus (about 0.8x scaling) when… Mobility none for Venator himself 1 +25 damage 2 -10s cooldown (23s base) and +0.4s stun duration 5 after a wall stun, Venator's next heavy melee becomes blessed , Wraith's
Telekinesis
Telekinesis Lifts one enemy hero into the air, holding them helpless for a couple of seconds, then slams them toward a location Wraith chooses. Crowd Control 0.65s stun during the channel, then the target is airborne and unable to act… Damage 100 spirit base (about 1.0x spirit scaling); Mobility none for Wraith — she channels for 0.65s while aiming the throw 1 +100 damage 2 -45s cooldown (150s base down to 105s) 5 +1.5s debuff duration and +6m throw and cast range ) for the moment she lands — she arrives committed and at melee range with no follow-up escape before T3 - It needs a target: standing behind a teammate or outside 26m means she has no entry at all
- The -40% slow lasts 2.5s, so a dash or a Stamina jump immediately on arrival is better than trying to run out of it
- Hold a displacement or Knockup (Viscous's
-
Power Slash
Power Slash Yamato channels for around a second and a half to build up a sword strike, then releases it as a ranged slash. Crowd Control T1 adds a 32% movement slow for 3s Damage 145 spirit at full charge (about 1.85x spirit scaling), with T3 adding +150… Mobility none — she is channelling 1 +32% movement slow for 3s 2 -4s cooldown (12s base) 5 +8m cast range, +150 damage, and increased Spirit Power scaling Ability 1 Nothing to respect until the upgrade lands, and then T1 adds a 32% movement slow for 3s.
- The charge is loud, long (1.4s) and visible — break line of sight or change elevation during it and the whole channel is wasted
- Do not trade bullets into a charging Yamato: she has 60% Bullet Resist for the duration, so Spirit Damage or simply disengaging is strictly better
- It is a directional projectile at 22-30m; strafing perpendicular to her facing at release avoids it
-
Crimson Slash
Crimson Slash A wide slash in front of her that damages enemies and reduces their rate of fire. Crowd Control none, but -30% fire rate for 4s is a heavy offensive debuff Damage 55 spirit (about 0.37x spirit scaling) Defensive Heals 55 (about 1.04x spirit scaling) on hero hit; 1 on hit, +30% melee damage for 4s 2 on hero hit, additional +6% max health heal 5 -10s cooldown and increased scaling Ability 3 Sticking power rather than damage: -30% fire rate for 4s is a heavy offensive debuff.
- Spread your formation — the heal is gated on hitting heroes, so denying her contact with anyone denies her sustain entirely
- Anti-heal (
Healbane
Healbane +8s Duration +7 Spirit Power -35% Incoming Healing -35% Incoming Healing +275 Heal On Hero Kill ,
Toxic Bullets
Toxic Bullets -35% Incoming Healing -35% Incoming Healing , Venator's
Consecrating Grenade
Consecrating Grenade Lobs a grenade that bounces once or twice before detonating in a roughly 4.5m area. Damage 35 impact (about 1.0x weapon scaling) plus roughly 10 burn DPS (about 1.6x… 1 -5s cooldown (25s base) 2 +1.5m radius and +1s burn duration 5 an additional 20% healing reduction on top of the base 30%, and grants extra charges , Vindicta's T1 Crow) directly attacks her only sustain source and is very efficient against her - It is a frontal cone at 13m radius; stepping behind or to the side of her avoids it
-
Shadow Transformation
Shadow Transformation Yamato transforms with an initial invincible window, refreshes her ability cooldowns, and for the duration casts them much faster while immune to negative status effects and heavily… Damage No direct damage; the power is in refreshed abilities cast 60% faster Mobility T2 adds +4 m/s move speed during the transformation, on top of her already… Defensive Initial invincibility during the 1.5s transformation channel, immunity to… 1 +7 weapon damage 2 +4 m/s move speed and -20s cooldown (150s base) 5 +3s duration (5s base up to 8s) and +30% bullet resist and +30% spirit resist Ultimate Her all-in. It makes her untouchable through the transformation, resets her combo, and then lets her chain kills — each kill extending the window further.
- Do not spend CC into it. She is immune to negative status effects for the whole duration, so a
Binding Word
Binding Word Curses a targeted enemy hero. Crowd Control 1.75s immobilise (T2 adds +0.75s, so up to 2.5s) if the target fails the… Damage 110 (about 2.44x spirit scaling) when it lands Defensive Rooting a diver in place is a strong self-peel 1 Warden deals +20% bullet damage to trapped heroes for 5s 2 +0.75s immobilise duration 5 -14s cooldown (34s base) and silences the target until they escape or are immobilised , a Petrify or a Snap Trap thrown at a transformed Yamato is a wasted cooldown - Disengage and wait it out. The base duration is only 5s (8s at T3) and the cooldown is 130-150s — walking away costs you nothing and costs her the ultimate
- Deny kills above all else: each hero kill heals her 15% max health and extends the transformation by 2s, so pulling a low teammate out of reach ends the ultimate sooner
- Do not spend CC into it. She is immune to negative status effects for the whole duration, so a
- 1
Shadow Transformation
Shadow Transformation Yamato transforms with an initial invincible window, refreshes her ability cooldowns, and for the duration casts them much faster while immune to negative status effects and heavily… Damage No direct damage; the power is in refreshed abilities cast 60% faster Mobility T2 adds +4 m/s move speed during the transformation, on top of her already… Defensive Initial invincibility during the 1.5s transformation channel, immunity to… 1 +7 weapon damage 2 +4 m/s move speed and -20s cooldown (150s base) 5 +3s duration (5s base up to 8s) and +30% bullet resist and +30% spirit resist Shadow Transformation first — it is the only thing making her survivable. Force it early with a fake commit, disengage, and then fight her for the next 130-150 seconds as a 730 HP hero
- 2
Flying Slash
Flying Slash Throws a grappling hook at an enemy and pulls herself to them, landing a light melee hit and leaving them significantly slowed on arrival. Crowd Control -40% movement slow for 2.5s on the target Damage 66 melee damage Mobility Pulls her to the target from 26m base (T3 adds +15m, up to 41m) 1 -18s cooldown (36s base down to 18s) 2 gain +35 Spirit Power for 6s 5 alt-cast to grapple allies, +15m cast range, and +1 charge Flying Slash second: it is her only engage and, pre-T3, her only movement tool. Baiting it out on a durable frontliner strands her for 18-36 seconds
- 3
Power Slash
Power Slash Yamato channels for around a second and a half to build up a sword strike, then releases it as a ranged slash. Crowd Control T1 adds a 32% movement slow for 3s Damage 145 spirit at full charge (about 1.85x spirit scaling), with T3 adding +150… Mobility none — she is channelling 1 +32% movement slow for 3s 2 -4s cooldown (12s base) 5 +8m cast range, +150 damage, and increased Spirit Power scaling Power Slash third: make her commit the 1.4s channel behind cover where the release hits nothing, then punish the 8-12s cooldown
The matchup in detail
- 730 max health and no barrier — she dies instantly if caught outside her ultimate Strong evidence
- Weakest weapon in this group; almost all her damage is on cooldowns Strong evidence
- Currently underperforming (around 44-48% win rate on current-patch samples despite high pick rate) Strong evidence
- Yamato threatens you two ways at once — a combo that kills and a disable that makes the combo land — and the three big defensive actives are deliberately orthogonal, so you have to decide which half you are answering.
Metal Skin
Metal Skin +24s Cooldown +5s Duration +12% Bullet Resist -20% Dash Distance blocks Bullet Damage and no statuses;
Unstoppable
Unstoppable +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer blocks statuses and no damage;
Ethereal Shift
Ethereal Shift +37s Cooldown +4s Duration +5s Buff Duration +30% Spirit Resist +20 Spirit Power blocks everything but takes you out of the fight and cancels your own channels. Buying two is the honest answer if you have the souls; buying the wrong one is the same as buying nothing. Strong evidence - Neither of you deletes the other, so this matchup is decided by multipliers rather than damage. Resists stack multiplicatively, which means your fourth resist item buys much less percentage than your first; shred is subtracted from the total afterward, which means it is worth more the tankier they get; and healing reduction stacks multiplicatively too, so a second anti-heal source on top of a first is worth far less than the first. The efficient build against Yamato is one anti-heal, one shred, and damage after that. Strong evidence
-
Flying Slash
Flying Slash Throws a grappling hook at an enemy and pulls herself to them, landing a light melee hit and leaving them significantly slowed on arrival. Crowd Control -40% movement slow for 2.5s on the target Damage 66 melee damage Mobility Pulls her to the target from 26m base (T3 adds +15m, up to 41m) 1 -18s cooldown (36s base down to 18s) 2 gain +35 Spirit Power for 6s 5 alt-cast to grapple allies, +15m cast range, and +1 charge reaches 26-41m and lands with a -40% slow for 2.5s, which means once she picks you there is no walking away from
Power Slash
Power Slash Yamato channels for around a second and a half to build up a sword strike, then releases it as a ranged slash. Crowd Control T1 adds a 32% movement slow for 3s Damage 145 spirit at full charge (about 1.85x spirit scaling), with T3 adding +150… Mobility none — she is channelling 1 +32% movement slow for 3s 2 -4s cooldown (12s base) 5 +8m cast range, +150 damage, and increased Spirit Power scaling and
Crimson Slash
Crimson Slash A wide slash in front of her that damages enemies and reduces their rate of fire. Crowd Control none, but -30% fire rate for 4s is a heavy offensive debuff Damage 55 spirit (about 0.37x spirit scaling) Defensive Heals 55 (about 1.04x spirit scaling) on hero hit; 1 on hit, +30% melee damage for 4s 2 on hero hit, additional +6% max health heal 5 -10s cooldown and increased scaling Strong evidence -
Power Slash
Power Slash Yamato channels for around a second and a half to build up a sword strike, then releases it as a ranged slash. Crowd Control T1 adds a 32% movement slow for 3s Damage 145 spirit at full charge (about 1.85x spirit scaling), with T3 adding +150… Mobility none — she is channelling 1 +32% movement slow for 3s 2 -4s cooldown (12s base) 5 +8m cast range, +150 damage, and increased Spirit Power scaling at T3 does up to roughly 295 Spirit Damage from 30m while she holds 60% Bullet Resist during the charge, so trading bullets into it loses Strong evidence -
Crimson Slash
Crimson Slash A wide slash in front of her that damages enemies and reduces their rate of fire. Crowd Control none, but -30% fire rate for 4s is a heavy offensive debuff Damage 55 spirit (about 0.37x spirit scaling) Defensive Heals 55 (about 1.04x spirit scaling) on hero hit; 1 on hit, +30% melee damage for 4s 2 on hero hit, additional +6% max health heal 5 -10s cooldown and increased scaling strips -30% of your fire rate for 4s while healing her 55 + 6% of her max health, so diving her carry is both punished and self-sustaining Strong evidence -
Shadow Transformation
Shadow Transformation Yamato transforms with an initial invincible window, refreshes her ability cooldowns, and for the duration casts them much faster while immune to negative status effects and heavily… Damage No direct damage; the power is in refreshed abilities cast 60% faster Mobility T2 adds +4 m/s move speed during the transformation, on top of her already… Defensive Initial invincibility during the 1.5s transformation channel, immunity to… 1 +7 weapon damage 2 +4 m/s move speed and -20s cooldown (150s base) 5 +3s duration (5s base up to 8s) and +30% bullet resist and +30% spirit resist makes her immune to negative status effects — your
Binding Word
Binding Word Curses a targeted enemy hero. Crowd Control 1.75s immobilise (T2 adds +0.75s, so up to 2.5s) if the target fails the… Damage 110 (about 2.44x spirit scaling) when it lands Defensive Rooting a diver in place is a strong self-peel 1 Warden deals +20% bullet damage to trapped heroes for 5s 2 +0.75s immobilise duration 5 -14s cooldown (34s base) and silences the target until they escape or are immobilised ,
Petrifying Bola
Petrifying Bola Throws an explosive bola. Crowd Control 2.2s petrify on a direct hit (T3 adds +1s, up to 3.2s); Damage 50 area damage (about 0.74x spirit scaling); Defensive Petrifying an incoming diver removes them from the fight for over two… 1 +49.5 petrify damage 2 -20s cooldown 5 +1s petrify duration and petrifies all enemies in the area, not just direct hits , Snap Trap or Knockup simply does not apply for 5-8 seconds Strong evidence - Each kill during
Shadow Transformation
Shadow Transformation Yamato transforms with an initial invincible window, refreshes her ability cooldowns, and for the duration casts them much faster while immune to negative status effects and heavily… Damage No direct damage; the power is in refreshed abilities cast 60% faster Mobility T2 adds +4 m/s move speed during the transformation, on top of her already… Defensive Initial invincibility during the 1.5s transformation channel, immunity to… 1 +7 weapon damage 2 +4 m/s move speed and -20s cooldown (150s base) 5 +3s duration (5s base up to 8s) and +30% bullet resist and +30% spirit resist heals her 15% max health and adds 2 seconds, so a chained pick can keep the ultimate running through an entire fight Strong evidence - During the ultimate her abilities cast 60% faster, which removes
Power Slash
Power Slash Yamato channels for around a second and a half to build up a sword strike, then releases it as a ranged slash. Crowd Control T1 adds a 32% movement slow for 3s Damage 145 spirit at full charge (about 1.85x spirit scaling), with T3 adding +150… Mobility none — she is channelling 1 +32% movement slow for 3s 2 -4s cooldown (12s base) 5 +8m cast range, +150 damage, and increased Spirit Power scaling 's charge tell entirely Strong evidence
- Never spend CC into
Shadow Transformation
Shadow Transformation Yamato transforms with an initial invincible window, refreshes her ability cooldowns, and for the duration casts them much faster while immune to negative status effects and heavily… Damage No direct damage; the power is in refreshed abilities cast 60% faster Mobility T2 adds +4 m/s move speed during the transformation, on top of her already… Defensive Initial invincibility during the 1.5s transformation channel, immunity to… 1 +7 weapon damage 2 +4 m/s move speed and -20s cooldown (150s base) 5 +3s duration (5s base up to 8s) and +30% bullet resist and +30% spirit resist — she is status immune. Hold
Binding Word
Binding Word Curses a targeted enemy hero. Crowd Control 1.75s immobilise (T2 adds +0.75s, so up to 2.5s) if the target fails the… Damage 110 (about 2.44x spirit scaling) when it lands Defensive Rooting a diver in place is a strong self-peel 1 Warden deals +20% bullet damage to trapped heroes for 5s 2 +0.75s immobilise duration 5 -14s cooldown (34s base) and silences the target until they escape or are immobilised ,
Petrifying Bola
Petrifying Bola Throws an explosive bola. Crowd Control 2.2s petrify on a direct hit (T3 adds +1s, up to 3.2s); Damage 50 area damage (about 0.74x spirit scaling); Defensive Petrifying an incoming diver removes them from the fight for over two… 1 +49.5 petrify damage 2 -20s cooldown 5 +1s petrify duration and petrifies all enemies in the area, not just direct hits ,
Telekinesis
Telekinesis Lifts one enemy hero into the air, holding them helpless for a couple of seconds, then slams them toward a location Wraith chooses. Crowd Control 0.65s stun during the channel, then the target is airborne and unable to act… Damage 100 spirit base (about 1.0x spirit scaling); Mobility none for Wraith — she channels for 0.65s while aiming the throw 1 +100 damage 2 -45s cooldown (150s base down to 105s) 5 +1.5s debuff duration and +6m throw and cast range and
Puddle Punch
Puddle Punch Materialises a fist at a chosen point up to a long distance away, punching everyone in a small area upward. Crowd Control Knockup on everyone in the 4m radius plus a -24% movement slow for 3s Damage About 58 melee damage (about 0.6x melee scaling); Mobility Grants Viscous and allies increased air control when caught in it 1 +1 charge and +20 damage 2 +1.5m radius and +60% lifesteal 5 -14s cooldown and deals Heavy Melee damage for the moment it expires Strong evidence - Disengage for the 5-8s ultimate duration; the cooldown is 130-150s and walking away costs you nothing while costing her everything Strong evidence
- Deny kills during the ultimate: every hero kill is +2s and a 15% max health heal, so pulling a low teammate to safety (or Cubing them) shortens the window Strong evidence
- Break line of sight or change elevation during the 1.4s
Power Slash
Power Slash Yamato channels for around a second and a half to build up a sword strike, then releases it as a ranged slash. Crowd Control T1 adds a 32% movement slow for 3s Damage 145 spirit at full charge (about 1.85x spirit scaling), with T3 adding +150… Mobility none — she is channelling 1 +32% movement slow for 3s 2 -4s cooldown (12s base) 5 +8m cast range, +150 damage, and increased Spirit Power scaling channel — outside her ultimate that tell is long and reliable Strong evidence - Save a displacement for the instant
Flying Slash
Flying Slash Throws a grappling hook at an enemy and pulls herself to them, landing a light melee hit and leaving them significantly slowed on arrival. Crowd Control -40% movement slow for 2.5s on the target Damage 66 melee damage Mobility Pulls her to the target from 26m base (T3 adds +15m, up to 41m) 1 -18s cooldown (36s base down to 18s) 2 gain +35 Spirit Power for 6s 5 alt-cast to grapple allies, +15m cast range, and +1 charge lands; pre-T3 she has no exit, so punishing the landing rather than the approach is what kills her Strong evidence - Buy anti-heal —
Crimson Slash
Crimson Slash A wide slash in front of her that damages enemies and reduces their rate of fire. Crowd Control none, but -30% fire rate for 4s is a heavy offensive debuff Damage 55 spirit (about 0.37x spirit scaling) Defensive Heals 55 (about 1.04x spirit scaling) on hero hit; 1 on hit, +30% melee damage for 4s 2 on hero hit, additional +6% max health heal 5 -10s cooldown and increased scaling 's hero-hit heal is her only sustain, and
Healbane
Healbane +8s Duration +7 Spirit Power -35% Incoming Healing -35% Incoming Healing +275 Heal On Hero Kill or Venator's
Consecrating Grenade
Consecrating Grenade Lobs a grenade that bounces once or twice before detonating in a roughly 4.5m area. Damage 35 impact (about 1.0x weapon scaling) plus roughly 10 burn DPS (about 1.6x… 1 -5s cooldown (25s base) 2 +1.5m radius and +1s burn duration 5 an additional 20% healing reduction on top of the base 30%, and grants extra charges removes most of it Strong evidence - Bring Spirit Damage: her
Crimson Slash
Crimson Slash A wide slash in front of her that damages enemies and reduces their rate of fire. Crowd Control none, but -30% fire rate for 4s is a heavy offensive debuff Damage 55 spirit (about 0.37x spirit scaling) Defensive Heals 55 (about 1.04x spirit scaling) on hero hit; 1 on hit, +30% melee damage for 4s 2 on hero hit, additional +6% max health heal 5 -10s cooldown and increased scaling fire-rate debuff and
Power Slash
Power Slash Yamato channels for around a second and a half to build up a sword strike, then releases it as a ranged slash. Crowd Control T1 adds a 32% movement slow for 3s Damage 145 spirit at full charge (about 1.85x spirit scaling), with T3 adding +150… Mobility none — she is channelling 1 +32% movement slow for 3s 2 -4s cooldown (12s base) 5 +8m cast range, +150 damage, and increased Spirit Power scaling 's 60% Bullet Resist both punish weapon damage specifically Strong evidence - Yamato kills you with Spirit Damage, so match the mitigation to the channel.
Ethereal Shift
Ethereal Shift +37s Cooldown +4s Duration +5s Buff Duration +30% Spirit Resist +20 Spirit Power removes you from the game entirely for 4 seconds — untargetable and invincible — but you cannot act, you drift at 2.5 m/s, and it cancels your own channels;
Spellbreaker
Spellbreaker +9s Cooldown +18% Spirit Resist +25% Debuff Resist +175 Damage Threshold +65% Spirit Damage Reduction +90 Bonus Health Builds from Debuff Reducer instead caps a single spirit hit above 175 damage by 65%, which suits a one-big-cast threat.
Ethereal Shift
Ethereal Shift +37s Cooldown +4s Duration +5s Buff Duration +30% Spirit Resist +20 Spirit Power 's known hole is aura-type damage, which keeps ticking through it, so check whether their damage is a cast or a field before you spend 6,400. Strong evidence
- The moment
Flying Slash
Flying Slash Throws a grappling hook at an enemy and pulls herself to them, landing a light melee hit and leaving them significantly slowed on arrival. Crowd Control -40% movement slow for 2.5s on the target Damage 66 melee damage Mobility Pulls her to the target from 26m base (T3 adds +15m, up to 41m) 1 -18s cooldown (36s base down to 18s) 2 gain +35 Spirit Power for 6s 5 alt-cast to grapple allies, +15m cast range, and +1 charge lands, before T3 — she is at melee range, committed, and has no escape Strong evidence - The 1.4s
Power Slash
Power Slash Yamato channels for around a second and a half to build up a sword strike, then releases it as a ranged slash. Crowd Control T1 adds a 32% movement slow for 3s Damage 145 spirit at full charge (about 1.85x spirit scaling), with T3 adding +150… Mobility none — she is channelling 1 +32% movement slow for 3s 2 -4s cooldown (12s base) 5 +8m cast range, +150 damage, and increased Spirit Power scaling channel outside of her ultimate: she is stationary and the release is directional and dodgeable Strong evidence - The instant
Shadow Transformation
Shadow Transformation Yamato transforms with an initial invincible window, refreshes her ability cooldowns, and for the duration casts them much faster while immune to negative status effects and heavily… Damage No direct damage; the power is in refreshed abilities cast 60% faster Mobility T2 adds +4 m/s move speed during the transformation, on top of her already… Defensive Initial invincibility during the 1.5s transformation channel, immunity to… 1 +7 weapon damage 2 +4 m/s move speed and -20s cooldown (150s base) 5 +3s duration (5s base up to 8s) and +30% bullet resist and +30% spirit resist expires: her abilities are on cooldown, her resists drop and she is a 730 HP hero standing in your team Strong evidence - Any fight beyond 30m — her weapon is the weakest in this group and
Power Slash
Power Slash Yamato channels for around a second and a half to build up a sword strike, then releases it as a ranged slash. Crowd Control T1 adds a 32% movement slow for 3s Damage 145 spirit at full charge (about 1.85x spirit scaling), with T3 adding +150… Mobility none — she is channelling 1 +32% movement slow for 3s 2 -4s cooldown (12s base) 5 +8m cast range, +150 damage, and increased Spirit Power scaling tops out at 30m even at T3 Strong evidence - The 130-150s window whenever
Shadow Transformation
Shadow Transformation Yamato transforms with an initial invincible window, refreshes her ability cooldowns, and for the duration casts them much faster while immune to negative status effects and heavily… Damage No direct damage; the power is in refreshed abilities cast 60% faster Mobility T2 adds +4 m/s move speed during the transformation, on top of her already… Defensive Initial invincibility during the 1.5s transformation channel, immunity to… 1 +7 weapon damage 2 +4 m/s move speed and -20s cooldown (150s base) 5 +3s duration (5s base up to 8s) and +30% bullet resist and +30% spirit resist is down, in which she has no immunity, no reset and no second chance on a failed dive Strong evidence - Your weapon has travel time and Yamato is fast enough to make that matter. Lead into where their movement is constrained rather than where they are — the closer the fight, the less your projectile speed costs you. Strategic
- Confirming and denying a soul orb is a hit-check, not a damage-check — one bullet or one pellet takes it regardless of how much damage it does. That is good news for you in the abstract and bad news against Yamato specifically, because your projectile has travel time and their hitscan does not. On the contested floating orb you have to pre-fire: start the shot before the trooper dies and lead the orb's spawn point, because if you both react at the same instant they win every time. Strong evidence
- Yamato closes distance on a cooldown and you have no exit, so in the 0-6 minute window your Guardian is your escape item. Fight with it behind you and inside its range, not beside you: their gap-close has to end somewhere, and ending it inside 116 DPS of Guardian fire is the only punish you own before you have items. The moment the Guardian falls at around 6:00, that safety disappears and the matchup gets materially worse — plan your first defensive purchase for that timing. Strategic
-
Power Slash
Power Slash Yamato channels for around a second and a half to build up a sword strike, then releases it as a ranged slash. Crowd Control T1 adds a 32% movement slow for 3s Damage 145 spirit at full charge (about 1.85x spirit scaling), with T3 adding +150… Mobility none — she is channelling 1 +32% movement slow for 3s 2 -4s cooldown (12s base) 5 +8m cast range, +150 damage, and increased Spirit Power scaling charged from behind cover pokes for 145 with a 32% slow at T1, from range her weapon cannot reach Strong evidence -
Crimson Slash
Crimson Slash A wide slash in front of her that damages enemies and reduces their rate of fire. Crowd Control none, but -30% fire rate for 4s is a heavy offensive debuff Damage 55 spirit (about 0.37x spirit scaling) Defensive Heals 55 (about 1.04x spirit scaling) on hero hit; 1 on hit, +30% melee damage for 4s 2 on hero hit, additional +6% max health heal 5 -10s cooldown and increased scaling 's heal on hero hit lets her win extended trades without buying sustain Strong evidence - 730 max health, tied lowest in this group, and no barrier anywhere in the kit Strong evidence
- Sister's Lament is the weakest weapon in this group at around 63 DPS, so she loses pure gun trades badly Strong evidence
-
Scrap Grenade
Scrap Grenade Rat King throws a bouncing lump of scrap that goes off three times where it lands. Crowd Control 20% movement slow for 4s (scales slightly with Spirit). Damage 70 bullet damage per detonation (+0.6 weapon-damage scaling), three… Defensive The slow is his peel: thrown at his own feet it stops a diver from following… 1 -8s cooldown (26s to 18s) 2 +70 damage per detonation 5 one extra, bigger final detonation — 300 damage, 14m radius, 40% slow clears a trooper wave in three hits and slows anyone farming in it, so he wins wave tempo early Strategic
- If you are behind and planning to fight Yamato on the Rift point because of the comeback bubble, recheck the number. As of 09-16-2026 the behind-team resist bonus inside the 35m radius is no longer a flat 35% — it is 10% + 1% per minute, capping at 40% only at 30:00, which is roughly 20% at the first Rift. Twenty percent does not turn a losing fight against burst into a winning one. The reduced capture time (floor 6 seconds) is the part of the comeback package that is still worth playing for. Documented
- Yamato will be their Urn runner and you are the one who can stop it. The Urn cannot be voluntarily dropped — it comes loose only on melee, a Stun, or death — so chip damage and slows do not deny a delivery, your Hard CC does. Hold it for the carry rather than spending it on the approach fight, and note the favoured team gets +50% Bullet and Spirit Resist in a 60m bubble while carrying and depositing, which is why trying to burst the runner down usually fails. Documented
-
Flying Slash
Flying Slash Throws a grappling hook at an enemy and pulls herself to them, landing a light melee hit and leaving them significantly slowed on arrival. Crowd Control -40% movement slow for 2.5s on the target Damage 66 melee damage Mobility Pulls her to the target from 26m base (T3 adds +15m, up to 41m) 1 -18s cooldown (36s base down to 18s) 2 gain +35 Spirit Power for 6s 5 alt-cast to grapple allies, +15m cast range, and +1 charge T1 (-18s cooldown) — 18s gap-close turns her from an occasional ganker into a constant roaming threat Strong evidence -
Shadow Transformation
Shadow Transformation Yamato transforms with an initial invincible window, refreshes her ability cooldowns, and for the duration casts them much faster while immune to negative status effects and heavily… Damage No direct damage; the power is in refreshed abilities cast 60% faster Mobility T2 adds +4 m/s move speed during the transformation, on top of her already… Defensive Initial invincibility during the 1.5s transformation channel, immunity to… 1 +7 weapon damage 2 +4 m/s move speed and -20s cooldown (150s base) 5 +3s duration (5s base up to 8s) and +30% bullet resist and +30% spirit resist unlock — Gives her an ability refresh, status immunity and an invincible window, which is her first true all-in Strong evidence -
Flying Slash
Flying Slash Throws a grappling hook at an enemy and pulls herself to them, landing a light melee hit and leaving them significantly slowed on arrival. Crowd Control -40% movement slow for 2.5s on the target Damage 66 melee damage Mobility Pulls her to the target from 26m base (T3 adds +15m, up to 41m) 1 -18s cooldown (36s base down to 18s) 2 gain +35 Spirit Power for 6s 5 alt-cast to grapple allies, +15m cast range, and +1 charge T3 — Alt-cast grapple to allies finally gives her an exit, transforming her risk profile on every dive Strong evidence - Late 35min+ —
Power Slash
Power Slash Yamato channels for around a second and a half to build up a sword strike, then releases it as a ranged slash. Crowd Control T1 adds a 32% movement slow for 3s Damage 145 spirit at full charge (about 1.85x spirit scaling), with T3 adding +150… Mobility none — she is channelling 1 +32% movement slow for 3s 2 -4s cooldown (12s base) 5 +8m cast range, +150 damage, and increased Spirit Power scaling T3 (up to ~295 damage at 30m) plus
Shadow Transformation
Shadow Transformation Yamato transforms with an initial invincible window, refreshes her ability cooldowns, and for the duration casts them much faster while immune to negative status effects and heavily… Damage No direct damage; the power is in refreshed abilities cast 60% faster Mobility T2 adds +4 m/s move speed during the transformation, on top of her already… Defensive Initial invincibility during the 1.5s transformation channel, immunity to… 1 +7 weapon damage 2 +4 m/s move speed and -20s cooldown (150s base) 5 +3s duration (5s base up to 8s) and +30% bullet resist and +30% spirit resist T3 (8s, 60% resists) plus
Refresher
Refresher +300s Cooldown +0.6s Cast Delay +14% Spirit Resist +15% Bullet Resist makes her a repeatable backline deleter Strong evidence
-
Rule, Ratannia!
Rule, Ratannia! Rat King raises the banner of Ratannia. Crowd Control Knockup and a 40% slow on the slam, plus Rat Swarm from the rats it… Damage 200 bullet damage on the slam (+1.2 weapon-damage scaling), 20m radius (cut… Mobility +3 m/s movement speed for him and nearby allies for up to 10s while the… 1 +2 m/s movement speed (no cooldown reduction since 5 October) 2 +5s banner duration and +8m radius 5 +150 slam damage and +10% damage reduction unlock —
Rule, Ratannia!
Rule, Ratannia! Rat King raises the banner of Ratannia. Crowd Control Knockup and a 40% slow on the slam, plus Rat Swarm from the rats it… Damage 200 bullet damage on the slam (+1.2 weapon-damage scaling), 20m radius (cut… Mobility +3 m/s movement speed for him and nearby allies for up to 10s while the… 1 +2 m/s movement speed (no cooldown reduction since 5 October) 2 +5s banner duration and +8m radius 5 +150 slam damage and +10% damage reduction turns him into the team's fight-starter: slow immunity and speed on the way in, a 20m Knockup on arrival Strategic -
Scrap Grenade
Scrap Grenade Rat King throws a bouncing lump of scrap that goes off three times where it lands. Crowd Control 20% movement slow for 4s (scales slightly with Spirit). Damage 70 bullet damage per detonation (+0.6 weapon-damage scaling), three… Defensive The slow is his peel: thrown at his own feet it stops a diver from following… 1 -8s cooldown (26s to 18s) 2 +70 damage per detonation 5 one extra, bigger final detonation — 300 damage, 14m radius, 40% slow T2 — 140 damage per detonation turns the grenade from wave clear into a real trade — three hits for 420 before weapon scaling Strategic
- You have peel and Yamato is the dive threat, so your job in the fight is not damage — it is being in range of whoever they are jumping on. Position between their entry point and your squishiest teammate and hold your peel tool for the moment they commit, not for the moment they appear. Strategic
- You deal Bullet Damage, so
Toxic Bullets
Toxic Bullets -35% Incoming Healing -35% Incoming Healing is your anti-heal route against Yamato —
Healbane
Healbane +8s Duration +7 Spirit Power -35% Incoming Healing -35% Incoming Healing +275 Heal On Hero Kill keys off Spirit Damage and will barely apply for you. Note that melee hits do not build the bullet route. Strong evidence - Yamato dives, and you do not have an exit in your kit. This is the clearest item priority in the matchup: buy a movement or escape active before you buy your next damage item. A damage item does not help you if the fight starts with you already dead. Strong evidence
- Do not assume Yamato shrugs off your anti-heal by going immune.
Unstoppable
Unstoppable +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer explicitly does not suppress healing reduction — if you have the debuff on them before they pop it, they are still healing at the reduced rate through the whole window. Documented -
Divine Barrier
Divine Barrier +45s Cooldown +0.2s Cast Delay +1.5 Out of Combat Regen +6s Buff Duration +600 Barrier +10% Ability Range +10% Radius Builds from Guardian Ward (vitality T4) — Buy on supports to cleanse a focused ally's debuffs and shield them through a burst window from across the fight. In this game that means Yamato's
Flying Slash
Flying Slash Throws a grappling hook at an enemy and pulls herself to them, landing a light melee hit and leaving them significantly slowed on arrival. Crowd Control -40% movement slow for 2.5s on the target Damage 66 melee damage Mobility Pulls her to the target from 26m base (T3 adds +15m, up to 41m) 1 -18s cooldown (36s base down to 18s) 2 gain +35 Spirit Power for 6s 5 alt-cast to grapple allies, +15m cast range, and +1 charge . Documented -
Slowing Hex
Slowing Hex +29s Cooldown +3.5s Duration +0.1s Cast Delay +16% Move Speed -26% Dash Distance (spirit T2) — Yamato's
Shadow Transformation
Shadow Transformation Yamato transforms with an initial invincible window, refreshes her ability cooldowns, and for the duration casts them much faster while immune to negative status effects and heavily… Damage No direct damage; the power is in refreshed abilities cast 60% faster Mobility T2 adds +4 m/s move speed during the transformation, on top of her already… Defensive Initial invincibility during the 1.5s transformation channel, immunity to… 1 +7 weapon damage 2 +4 m/s move speed and -20s cooldown (150s base) 5 +3s duration (5s base up to 8s) and +30% bullet resist and +30% spirit resist is what you are buying against here. The community-standard answer to escape artists: buy it when an enemy repeatedly dashes, blinks or flies out of your kill window. Documented -
Vortex Web
Vortex Web +42s Cooldown +4s Duration +0.2s Cast Delay +0.5s Tether Duration +28% Move Speed -36% Dash Distance +8% Ability Range +8% Radius Builds from Slowing Hex (spirit T4) — Yamato's
Shadow Transformation
Shadow Transformation Yamato transforms with an initial invincible window, refreshes her ability cooldowns, and for the duration casts them much faster while immune to negative status effects and heavily… Damage No direct damage; the power is in refreshed abilities cast 60% faster Mobility T2 adds +4 m/s move speed during the transformation, on top of her already… Defensive Initial invincibility during the 1.5s transformation channel, immunity to… 1 +7 weapon damage 2 +4 m/s move speed and -20s cooldown (150s base) 5 +3s duration (5s base up to 8s) and +30% bullet resist and +30% spirit resist is what you are buying against here. Buy to set up team wipes against scattered, mobile enemies — it groups them and takes away their escapes at once. Documented
- The reflex buy against a hero who keeps deleting you is
Metal Skin
Metal Skin +24s Cooldown +5s Duration +12% Bullet Resist -20% Dash Distance , and against Yamato it does nothing.
Metal Skin
Metal Skin +24s Cooldown +5s Duration +12% Bullet Resist -20% Dash Distance is bullet-damage immunity only — Spirit Damage, abilities and every status effect pass straight through it, and you pay −1.5 m/s move speed and −20% dash distance for the privilege. The three big defensive actives are deliberately orthogonal:
Metal Skin
Metal Skin +24s Cooldown +5s Duration +12% Bullet Resist -20% Dash Distance stops bullets,
Unstoppable
Unstoppable +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer stops statuses,
Ethereal Shift
Ethereal Shift +37s Cooldown +4s Duration +5s Buff Duration +30% Spirit Resist +20 Spirit Power stops everything but disables you. Yamato is a spirit threat, so it is the last two you are choosing between. Documented - The losing pattern against Yamato is deciding to leave, walking to the zipline and finding you cannot attach. Any damage from an enemy hero or objective blocks zipline attachment for 3 seconds, and Yamato has the chip range to keep that 3-second timer rolling indefinitely. Break line of sight first, wait out the lockout, then attach — do not walk to the rope while still taking fire. Documented
- The wrong instinct in the first six minutes is treating your health bar as a resource you can spend down to trade. Against Yamato it is not: they do not need you low, they need you in range once. With no self-sustain you also have no way to convert a survived trade into anything — you just stand there at 40% until the combo comes back. Your first 1,600 should be the item that breaks the combo, not the one that wins the poke war. Strategic
Next
Rat King’s other hard matchups
All of Yamato
Who beats Yamato, the items that shut Yamato down, and every ability.
Facing more than Yamato?
Add the other five enemies: who to focus first and what to buy against the whole team.
Sources and method for this page
Everything on this page is generated for Deadlock patch 09-29-2026 from Yamato's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.
Yamato's kit and counterplay were compiled from 8 sources, cross-checked for patch 09-29-2026. Threat ratings compare this pairing against Rat King's own baseline win rate rather than a flat 50%, because ranking by raw win rate produces the wrong answer for heroes whose overall win rate is not 50%.