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Yamato vs Drifter

Yamato's team wins 46.5% Drifter's team wins 53.5%, across 68,760 games

Written for the Yamato player. Playing Drifter? See Drifter vs Yamato →

About even

Yamato usually wins 47.2% of games. Against Drifter that is 0.7% lower, over 68,760 games.

  • Whole match 46.5% −0.7% vs usual 68,760 games
  • Sharing a lane 46.0% −1.2% vs usual 21,572 games
  • Oracle and above 48.4% −1.3% vs usual 2,881 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, against Yamato's usual win rate at that rank.

The fight at a glance

If you're Yamato

Stalker's Mark 5s Duration26s Cooldown Drifter throws out a mark that latches onto the first enemy it touches, bleeding them for spirit damage over time. Crowd Control None directly, though Tier 3's -40% healing reduction functions as an… Damage 2.0% bleed damage per second scaling with Spirit Power over a 5s duration… Mobility The recast is an instant teleport to directly behind the marked target —… 1 -8% bullet resist on the target after the ambush 2 -10s cooldown (from a 26s base) and +3s duration 5 +1.5% bleed damage and -40% healing reduction

Wait out Stalker's Mark 26s cooldown

ThenForce the projectile to miss or eat it on a tanky body, and he has 16-26s with no way to reach your backline at all.

Watch out
Stalker's Mark lands a bleed from range and then, at any point in the next 5-8 seconds, teleports him directly behind you.
Your edge
Yamato has more reach than Drifter, so you can trade from range.
Buy
Cursed Relic Cursed Relic 6,400 souls · Tier 4 · Tech · Press +55s Cooldown +3.25s Duration +0.1s Cast Delay -25% Damage Penalty Buy it against Drifter's Eternal Night Eternal Night 100m Range6.5s Duration145s Cooldown Drifter blankets nearby enemy heroes in darkness, badly restricting what they can see of other units. Crowd Control Vision denial rather than conventional crowd control — affected heroes… Damage No direct damage; it enables Bloodscent's amplification instead. Mobility Tier 1 adds +10 m/s sprint speed. 1 +10 m/s sprint speed 2 -40s cooldown (from a 145s base) 5 +2.75s duration and +1 maximum target .

If you're Drifter

Shadow Transformation 5s Duration160s Cooldown 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 -30s cooldown (160s base) 5 +3s duration (5s base up to 8s) and +30% bullet resist and +30% spirit resist

Wait out Shadow Transformation 160s cooldown

ThenForce it early with a fake commit, disengage, and then fight her in the 130-160 seconds it is down, when she has only her 730 health.

Watch out
Flying Slash 23m Range36s Cooldown 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 23m base (T3 adds +8m, up to 31m) 1 -18s cooldown (36s base down to 18s) 2 gain +35 Spirit Power for 6s 5 alt-cast to grapple allies, +8m cast range, and +1 charge Flying Slash reaches 23-31m 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 12s Cooldown 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 1.96x 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 16s Cooldown 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 edge
Drifter has more sustained damage than Yamato, so longer fights favour you.
Buy
Divine Barrier Divine Barrier 6,400 souls · Tier 4 · Armor · Press +55s Cooldown +0.2s Cast Delay +1.5 Out of Combat Regen +6s Buff Duration +600 Barrier +10% Ability Range +10% Radius Buy it against Yamato's Flying Slash.

The full plan for Yamato, phase by phase, is below. Drifter's side in full →

What should I do right now?

Do

  • Plan for Cursed Relic Cursed Relic 6,400 souls Tier 4TechPress +55s Cooldown +3.25s Duration +0.1s Cast Delay -25% Damage Penalty — know which tier it sits in so you are not improvising at the shop.
  • Know what Stalker's Mark looks like. It is the cooldown this lane revolves around.

Avoid

  • Walking to lane on the same path every wave against a hero with Drifter's engage range.

Do

  • His bullets stop at 27m, so he has to get close before his gun does anything
  • No escape whatsoever — Stalker's Mark teleports him toward the target, not away from it
  • Power Slash charged from behind cover pokes for 145 with a 32% slow at T1, from further away than her gun hits hard

Avoid

  • 20.10 damage per bullet, applied at point-blank range in short trades
  • Stalker's Mark gives him a kill-confirm from range

Do

  • Their first real spike is Stalker's Mark T2 (roughly 4-6k souls) — respect it from that point, not before.
  • Your spike is Flying Slash T1 (-18s cooldown): 18s gap-close turns her from an occasional ganker into a constant roaming threat

Avoid

  • Taking an even fight against Drifter on their spike timing when you could take the same fight ten minutes later on yours.

Do

  • Watch for Eternal Night. The 1s cast delay is the window to Stun or Silence him and cancel the ultimate
  • Move in pairs from the mid-game onward — Bloodscent Bloodscent 80m Range Isolated enemy heroes leave a visible trail as they move and their heartbeat is audible to Drifter from a distance. Damage Amplified damage against isolated heroes; Mobility Tier 1 grants +3 m/s move speed around isolated enemies. Defensive Tier 2 heals 24% of missing health and restores 2 stamina when an isolated… 1 +3 m/s move speed around isolated enemies 2 heal 24% of missing health and restore 2 stamina on isolated hero death 5 +12% amplified damage 's detection and amplification and the whole Eternal Night payoff all key off you being isolated, and two heroes together shut all of it off

Avoid

Drifter’s abilities

  • Eternal Night Ultimate

    Once this lands the fight is usually already decided — vision denial rather than conventional crowd control, affected heroes cannot see other units properly.

    • The 1s cast delay is the window to Stun or Silence him and cancel the ultimate
    • Once it lands, group tightly and use voice or pings rather than vision — the ability denies sight of other units, not your ability to walk to a known position
    • Retreat toward your own tower or Guardian; those fixed objectives do not depend on you seeing your teammates
  • Rend Rend 16m Range16s Cooldown Drifter sweeps a cone in front of him for spirit damage. Crowd Control None at base; Tier 3 adds a 2s silence when the target is at close range. Damage 40 spirit damage scaling with Spirit Power (deadlock.one); Defensive The Tier 3 silence can shut off an escape ability for two seconds, which is… 1 +40 bonus damage 2 -8s cooldown (from a 16s base) 5 deals 55% heavy melee damage and silences close-range enemies for 2s Ability 1

    Only a control tool once Drifter has paid for it: tier 3 adds a 2s Silence when the target is at close range.

    • It is a frontal cone with a 0.4s cast delay — strafing out of the arc denies it, and staying past close range denies the melee bonus and the T3 Silence entirely
    • The Silence at T3 is close-range only, so maintaining even a small gap keeps your abilities available
    • Bait the cone with a lateral dash, then punish the 0.4s cast delay
  • Stalker's Mark Ability 2

    His engage, his chase and the reason no backline is actually safe. It is a conditional blink — he cannot teleport to just anywhere, only to a target he has already marked.

    • Dodge the initial projectile — it has only a 0.15s cast delay but it is still a travelling projectile and it stops on the first target hit, so a body between you and him blocks it
    • If you are marked, immediately cleanse the bleed; removing it cancels the teleport window outright
    • If you are marked and cannot cleanse, pre-position with your back to a wall or your team — he arrives directly behind you, and arriving inside your team's peel is much worse for him
  • Bloodscent Ability 3

    The hero's defining passive. It gives him free information on anyone who wanders off alone, makes him disproportionately lethal against that person, and then permanently scales him for killing them.

    • Do not farm, rotate or ward alone anywhere within 80m of him — being isolated is what turns on both his detection and his damage amplification
    • Move in pairs during the mid-game; two heroes together negate the passive completely
    • Denying him isolated kills denies the permanent weapon damage stacks, which is how he scales — a Drifter with no stacks is a normal shotgun assassin
  1. 1 Stalker's Mark

    Stalker's Mark above everything — it is his only gap-close, his only mobility and his kill-confirm. Force the projectile to miss or eat it on a tanky body, and he has 16-26s with no way to reach your backline at all

  2. 2 Rend

    Rend second, because at T3 it carries the Silence that seals the ambush. If he throws the cone at range for chip damage, the close-range melee bonus and the Silence are both wasted

  3. 3 Eternal Night

    Eternal Night is denied rather than baited: stay grouped so the isolation flag has no one to apply to, and the ultimate becomes a 145s vision inconvenience

The matchup in detail

  • Zero ranged presence — his bullets stop at 27m, so he has to get close before his gun does anything Strong evidence
  • No escape tool at all; his only mobility moves him toward the enemy Strong evidence
  • Almost no crowd control beyond the conditional Rend T3 Silence, and zero peel for allies Strong evidence
  • You both win by jumping on someone, which means the loser is whoever jumps first. An entry spends mobility, and a hero who has spent their mobility is the ideal target for a hero who has not — so the fight between you is decided before contact, by who can wait longer. The way out of the stalemate is to force it with someone else's engage and arrive second onto a target they have already committed to. Strategic
  • Stalker's Mark lands a bleed from range and then, at any point in the next 5-8 seconds, teleports him directly behind you — there is no warning frame and he arrives inside the 22m band where his shotgun does full damage Strong evidence
  • Bloodscent means walking alone anywhere within 80m of him is broadcasting your position: he sees your movement trail and hears your heartbeat, and he does amplified damage to you specifically Strong evidence
  • At Rend T3 the post-teleport cone silences you for 2s at close range, so the escape ability you were saving does not fire Strong evidence
  • Stalker's Mark T3 applies -40% healing reduction, so your support cannot heal you out of the ambush Strong evidence
  • Eternal Night blinds your whole group to each other and flags all of you as isolated, turning his entire amplification package on during a teamfight where it should not work Strong evidence
  • Every isolated hero he kills permanently increases his weapon damage — an unpunished early game makes his point-blank burst unanswerable later Strong evidence
  • Drifter can Silence, which means your escape is only real if it is already active. Pre-empt rather than react: if you are walking into a position where the Silence lands, your defensive cooldown should be spent getting out of that position, not saved for after. Strong evidence
  • Move in pairs from the mid-game onward — Bloodscent's detection and amplification and the whole Eternal Night payoff all key off you being isolated, and two heroes together shut all of it off Strong evidence
  • Dodge the Stalker's Mark projectile or put a body in its path; without the mark he has no gap-close whatsoever and cannot reach you Strong evidence
  • If you are marked, cleanse the bleed immediately — removing it cancels the pending teleport window entirely Strong evidence
  • If you cannot cleanse, stand with your back to a wall and inside your team's peel; he materialises directly behind you, so denying him a safe arrival point is the next best thing Strong evidence
  • Kite outside 27m. His bullets stop at that distance, so his gun does nothing while yours keeps hitting Strong evidence
  • Stun or Silence him during Eternal Night's 1s cast delay to cancel a 145s ultimate Strong evidence
  • Pick and hold hard AoE lockdown into him; he has no escape and 1-tier durability Strong evidence
  • Deny the early isolated kills; the permanent weapon damage stacks are how he snowballs, and a stackless Drifter is a fragile shotgun with no escape Strong evidence
  • The 16-26s after Stalker's Mark is spent or missed — he has no gap-close, no blink and no escape, and he is a 1-durability hero standing in the open Strong evidence
  • Immediately after his teleport arrival: he is at point-blank range inside your team with no way out, which is why arriving next to your peel rather than alone flips the ambush Strong evidence
  • During Eternal Night's 1s cast delay — a Stun here wastes a 145s ultimate Strong evidence
  • Any time you are more than 27m away; his bullets stop there, so his gun does nothing Strong evidence
  • Mid-reload: a 12-round clip at 20.10 per bullet empties fast and the 2.44s reload is a long gap with no CC to protect him Strong evidence
  • Whenever your team is grouped: with no isolated targets, Bloodscent's amplification, its move speed bonus and its heal-on-kill are all switched off at once Strong evidence
  • Parry is your best tool against Drifter's arrival and it is now a commitment rather than a hedge. Since 09-16-2026, parrying during a dash cancels the dash and its momentum, so you cannot both reposition and hold F. The cooldown maths makes the decision for you: a successful parry costs 0.5 seconds and stuns them for 3 with no Debuff Resist reduction possible, while a whiff costs 4.5 seconds — against a hero who arrives on a cooldown, that whiff is the entire window they needed. Documented
  • 20.10 damage per bullet, applied at point-blank range in short trades Strong evidence
  • Stalker's Mark gives him a kill-confirm from range Strong evidence
  • His bullets stop at 27m, so he has to get close before his gun does anything Strong evidence
  • No escape whatsoever — Stalker's Mark teleports him toward the target, not away from it Strong evidence
  • Power Slash charged from behind cover pokes for 145 with a 32% slow at T1, from further away than her gun hits hard Strong evidence
  • If you are behind and planning to fight Drifter 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
  • Drifter trades map for fights, and the reason that is more dangerous than it looks is item slots. Walker kills are reported to unlock an extra item slot for the destroying team, which means every structure they take while you win a fight elsewhere buys their whole team build flexibility you do not have. Count Walkers, not kills, when deciding whether a split is going your way. The slot mechanic is single-sourced — treat the direction as sound and the exact rule as unconfirmed. Uncertain
  • Stalker's Mark T2 (roughly 4-6k souls) — -10s cooldown and +3s bleed duration roughly double how often he gets an ambush window Strong evidence
  • Rend T3 — The 2s close-range Silence turns the post-teleport moment into a guaranteed kill against escape-reliant heroes Strong evidence
  • Eternal Night unlock — Lets Bloodscent's amplification work in teamfights Strong evidence
  • Late 30min+ with accumulated Bloodscent stacks — Permanent weapon damage from isolated kills compounds; a fed Drifter's shotgun becomes genuinely unanswerable point-blank Strong evidence
  • Flying Slash T1 (-18s cooldown) — 18s gap-close turns her from an occasional ganker into a constant roaming threat Strong evidence
  • Shadow Transformation unlock — Gives her an ability refresh, status immunity and an invincible window, which is her first true all-in Strong evidence
  • Stacking a second damage-reduction debuff onto Drifter is close to a wasted slot: since 05-22-2026 total damage-reduction debuffs stack diminishingly rather than additively. If someone on your team already brings one, your souls buy more as anti-heal or as resist shred, both of which sit on different multipliers. Coordinate this before the game rather than discovering it in the fight — two players independently buying Inhibitor Inhibitor 6,400 souls Tier 4ArmorPassive +150 Bonus Health +5s Debuff Duration -30% Damage Penalty +10% Weapon Damage -40% Incoming Healing against their carry is a common and invisible waste. Documented
  • Your escape is a big part of why you survive fights, and Drifter can turn it off. Debuff Resist shortens the lockout, and a cleanse removes it outright — one of the two is worth a slot specifically because of this hero. Strategic
  • Cursed Relic (spirit T4) — Drifter's Eternal Night is what you are buying against here. Buy to shut down one enemy carry or to cancel a game-deciding ultimate outright. Documented
  • Slowing Hex Slowing Hex 1,600 souls Tier 2TechPress +29s Cooldown +3.5s Duration +0.1s Cast Delay +16% Move Speed -26% Dash Distance (spirit T2) — Drifter's Stalker's Mark is what you are buying against here. Buy it when an enemy repeatedly uses a movement ability or item to dash, blink or fly out of your kill window. Documented
  • Vortex Web Vortex Web 6,400 souls Tier 4TechPress +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) — Drifter's Stalker's Mark 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
  • If you learned to play this matchup before 09-16-2026 you probably dash away from Drifter and parry on the way out. That no longer works: parrying during a regular dash now cancels the dash and its momentum, so you parry standing still exactly where they wanted you. Parry first and dash second, or accept that the parry is a commitment to hold ground. Note also that a whiffed parry is a 4.5-second cooldown against a hero who only needs one window. Documented
  • Your damage comes through melee and Drifter fights at the range where parry is live, so the mistake that decides this matchup is throwing the heavy melee into a held F. Parry counters both light and heavy melee, stuns you for 3 seconds, and that Stun is one of the two disables Debuff Resist explicitly does not shorten. Bait the parry — the whiff costs them 4.5 seconds of cooldown, a success only costs them 0.5. Strong evidence

Next

Yamato’s other hard matchups

Every Yamato matchup →

All of Drifter

Who beats Drifter, the items that shut Drifter down, and every ability.

How to counter Drifter →

Facing more than Drifter?

Add the other five enemies: who to focus first and what to buy against the whole team.

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Sources and method for this page

Everything on this page is generated for Deadlock patch 10-30-2026 from Drifter's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.

Data-supported Measured: you win 46.5% of these, which is 0.7% below your overall win rate (68,760 matches). The kit-based model reads this as low instead — treat the measured number as primary and the gap as a sign this matchup is more about execution than kit.

Drifter's kit and counterplay were compiled from 10 sources, cross-checked for patch 10-30-2026. Threat ratings compare this pairing against Yamato'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%.

Full source register →