Yamato vs Ivy
Yamato's team wins 44.0% Ivy's team wins 56.0%, across 26,858 games
Written for the Yamato player. Playing Ivy? See Ivy vs Yamato →
Ivy has the edge
Yamato usually wins 47.2% of games. Against Ivy that is 3.2% lower, over 26,858 games.
- Whole match 44.0% −3.2% vs usual 26,858 games
- Sharing a lane 44.2% −3.0% vs usual 8,326 games
- Oracle and above 47.0% −2.7% vs usual 1,489 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
Wait out Stone Form 40s cooldown
ThenShow a burst threat, make her use it, then engage on the landing when she has no invulnerability and no heal.
- Watch out
- Air Drop delivers a burst hero directly on top of your backline from a vertical angle your cover does not protect against, with a barrier and a damage buff attached.
- Your edge
- Yamato has more burst damage than Ivy.
- Buy
Arctic Blast
Arctic Blast +24s Cooldown +0.6s Spread Duration: +48% Move Speed +4s Slow Duration +10% Spirit Resist +1s Freeze Duration Buy it against Ivy's
Air Drop.
If you're Ivy
Has the edgeWait 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 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 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 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
- Ivy has more sustained damage than Yamato, so longer fights favour you.
- Buy
Divine Barrier
Divine Barrier +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. Ivy's side in full →
What should I do right now?
Do
- Plan for
Arctic Blast
Arctic Blast +24s Cooldown +0.6s Spread Duration: +48% Move Speed +4s Slow Duration +10% Spirit Resist +1s Freeze Duration Builds from Cold Front — know which tier it sits in so you are not improvising at the shop. - Know what
Stone Form looks like. It is the cooldown this lane revolves around.
Avoid
- Walking to lane on the same path every wave against a hero with Ivy's engage range.
Do
- Solo she only gets half the
Kudzu Connection
Kudzu Connection Forms a link with a nearby ally, granting both of them fire rate, bullet lifesteal and replicated healing, and removing the movement penalty while shooting. Damage no direct damage; about +10% fire rate, +15% bullet lifesteal and 35%… Mobility removes the move-speed penalty while shooting, which is effectively a large… Defensive the bullet lifesteal and replicated healing are her main sustain for both… 1 about +8% fire rate and +8% bullet lifesteal 2 -37s cooldown (37s to 0s), so the connection is always active bonuses before tier 3, so her power is partner-dependent - Low burst — she cannot punish a mistake quickly, only grind
Power Slash charged from behind cover pokes for 145 with a 32% slow at T1, from further away than her gun hits hard
Avoid
Entangling Thorns
Entangling Thorns Summons a patch of choking thorns that damages and slows every enemy inside its radius. Crowd Control movement slow; tier 3 upgrades the effect to an immobilize Damage about 40 damage per second at base spirit power (deadlock.one) Defensive dropped at her own feet it discourages a melee chase 1 +2m radius and improved spirit scaling on the DPS 2 immobilizes enemies in the patch clears the wave and denies the orb area at the same time
Kudzu Connection's fire rate and bullet Lifesteal make her duo lane trades favourable and self-sustaining
Do
- Their first real spike is ult unlock — 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 Ivy on their spike timing when you could take the same fight ten minutes later on yours.
Do
- Watch for
Air Drop. Damage her before she casts — taking damage briefly disables the ability, so constant chip pressure denies it outright - Buy
Knockdown
Knockdown +35s Cooldown +0.1s Cast Delay +2s Stun Delay +0.5s Stun Duration +75 Bonus Health +5% Ability Range +5% Radius for
Air Drop — it drops her and the carried ally out of the sky and cancels the delivery entirely
Avoid
- Spending your own escape before
Stone Form is on cooldown.
Ivy’s abilities
-
Air Drop Ultimate A delivery tool — it puts a teammate on top of a backline, over a wall, or safely out of a collapsing fight, and then buffs them for the fight that follows.
- Damage her before she casts — taking damage briefly disables the ability, so constant chip pressure denies it outright
Knockdown hits her and the carried ally out of the sky, cancelling the whole delivery- Watch the sky when she is off-screen: the drop is telegraphed by the flight path, so spread out and deny the landing angle
-
Stone Form Ability 3 Closing the distance and taking your options in the same press: area Stun on landing.
- Do not keep shooting a hero in Stone Form — she is impervious and you are wasting a magazine; disengage and reset instead
- The landing radius is only about 5.75m, so simply stepping back out of it denies the Stun entirely
Unstoppable
Unstoppable +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer pre-cast makes the landing Stun irrelevant
-
Entangling Thorns Ability 1 Sticking power rather than damage: movement slow.
- It is a static circle with a visible model — leave the radius rather than trading inside it
- Before tier 3 it is only a slow; push through it rather than retreating, since walking backwards through the patch takes the most ticks
Dispel Magic
Dispel Magic +45s Cooldown +10% Spirit Resist +3s Buff Duration +250 Heal Amount clears the slow, and the tier-3 immobilize, in one press
-
Kudzu Connection Ability 2 The mechanical core of her support identity — it makes one chosen ally meaningfully stronger for the whole fight and gives Ivy the gun uptime she otherwise lacks.
- Break the pair's line of sight — forcing them around separate corners cuts the buff before tier 3
- Focus the linked ally, not Ivy: killing the buffed target removes most of the value and Ivy's own bonus halves
- Anti-heal (
Napalm
Napalm Sprays a burning mixture in front of him that deals spirit damage, slows whoever it touches, and leaves them coated in napalm that keeps burning. Crowd Control movement slow on everyone hit Damage about 40 spirit at base plus the napalm coating over time (deadlock.one) Mobility none directly, though the slow effectively closes distance 1 +20% lifesteal 2 applies about +17% Damage Taken and -33% Healing to affected targets tier 3,
Decay
Decay +30s Cooldown +12s Duration +0.1s Cast Delay +8 Spirit Power -55% Incoming Healing +65 Bonus Health ,
Cursed Relic
Cursed Relic +55s Cooldown +3.25s Duration +0.1s Cast Delay -25% Damage Penalty ) is disproportionately effective because the Lifesteal and replicated healing are the link's main payoff
- 1
Stone Form Stone Form first — it is her only reliable defensive cooldown. Show a burst threat, make her use it, then engage on the landing when she has no invulnerability and no heal
- 2
Air Drop Air Drop next: force it defensively as an extraction rather than letting her use it as an engage. An Air Drop spent pulling an ally out of a losing fight is an Air Drop that is not landing on your backline
- 3
Entangling Thorns Entangling Thorns third — make her place it on the wave or on a durable frontliner so the tier-3 immobilize is not available for your carry
The matchup in detail
- Very low burst; she cannot convert a short window into a kill on her own Strong evidence
-
Air Drop is disabled briefly after she takes damage, so it is a proactive tool and not a panic button Strong evidence - Her value is heavily tied to having a competent linked ally and a correct target for the drop 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 Ivy is one anti-heal, one shred, and damage after that. Strong evidence
-
Air Drop delivers a burst hero directly on top of your backline from a vertical angle your cover does not protect against, with a barrier and a damage buff attached Strong evidence -
Air Drop tier 3 silences on the drop, which ends a channelled ultimate the instant she lands on you Strong evidence -
Entangling Thorns tier 3 immobilizes you in place while her gun and her linked ally's gun pour into you Strong evidence -
Kudzu Connection means the ally you are fighting is permanently stronger than their base kit — you are effectively fighting a buffed carry, not a normal one Strong evidence -
Stone Form eats your entire burst window while healing her, then stuns you when it ends Strong evidence - Ivy 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
- Your mobility is a real advantage here, and Ivy's slows exist to delete it. Note that Debuff Resist barely helps against short hard slows because it only trims duration — spacing and cover do more than an item will. Strong evidence
- Buy
Knockdown for
Air Drop — it drops her and the carried ally out of the sky and cancels the delivery entirely Strong evidence - Apply constant chip damage: taking damage briefly disables
Air Drop, so pressured Ivy simply cannot cast her ult Strong evidence - Stop shooting during
Stone Form (she is impervious) and instead back out of the roughly 5.75m landing radius so the Stun whiffs Strong evidence - Break the
Kudzu Connection pair's line of sight before tier 3 by forcing them around separate corners, and focus the buffed ally rather than Ivy Strong evidence - Stack anti-heal —
Napalm tier 3,
Decay or
Cursed Relic — because the bullet Lifesteal, replicated healing and
Stone Form heal are her whole sustain package Strong evidence - Spread out on objectives so
Entangling Thorns cannot hit multiple people and
Air Drop has no clustered landing target Strong evidence - Against Ivy the item that changes the matchup is
Slowing Hex
Slowing Hex +29s Cooldown +3.5s Duration +0.1s Cast Delay +16% Move Speed -26% Dash Distance , and not for the slow. It silences movement abilities and movement items — that is their dash, their blink, their
Warp Stone
Warp Stone +16s Cooldown +30% Bullet Resist +6s Buff Duration and their
Phantom Strike
Phantom Strike +35s Cooldown +0.35s Cast Delay +8 Spirit Power +15% Weapon Damage +40% Move Speed +3s Slow Duration all turned off at once — and raises their gravity to 120% on top. At Tier II Spirit for 1,600 it is the cheapest way to convert a mobility advantage into a stationary target, and you deal the Spirit Damage needed to apply the follow-up. Strong evidence - Ivy adds barrier, not health, and barriers behave differently enough to change how you spend your combo. Resists apply before the barrier depletes, so a barrier multiplies with their resist rather than bypassing it — and it decays on its own. Overflow damage carries straight through to health, so one large hit does not stop at the barrier boundary. That argues for landing your whole burst in one window rather than chipping: chip is exactly what a decaying pool is designed to absorb. Strong evidence
- Whenever she has recently taken damage —
Air Drop is locked out, so she has no flight and no escape Strong evidence - The entire
Stone Form duration if you disengage instead of shooting: she is immobile and you get a free reposition Strong evidence - Mid-flight during
Air Drop — she and her passenger are a slow, visible, committed target for
Knockdown or sustained gunfire Strong evidence - Her 2.44s reload on a 33-round magazine is one of the longer reloads in the group Strong evidence
- Any fight where her linked ally has died — she drops to half
Kudzu Connection value and has almost no independent kill pressure Strong evidence - Your bullets are slow and Ivy 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 bullet speed costs you. Strategic
- When Ivy puts up a barrier, do not reset the trade and wait for it to drop. Overflow damage carries through to health, so a single large hit spends the barrier and keeps going in one action — there is no wasted remainder. What does get wasted is chip, because barriers decay on their own and small hits are exactly what a temporary pool absorbs for free. Either commit your burst through it or disengage entirely; the middle option gives them a free absorb. Strong evidence
- Play this lane looser than the guides say. The 09-16-2026 patch cut nearly all movement slows by about 20% and ground-dash slows by about 10%, so the distance Ivy takes off you per application is meaningfully smaller than it was. With mobility as your main advantage, that shifts the break-even point on walking up: exchanges you used to refuse because one slow meant death are now survivable. Test it early rather than assuming the old spacing. Documented
-
Entangling Thorns clears the wave and denies the orb area at the same time Strong evidence -
Kudzu Connection's fire rate and bullet Lifesteal make her duo lane trades favourable and self-sustaining Strong evidence - Solo she only gets half the
Kudzu Connection bonuses before tier 3, so her power is partner-dependent Strong evidence - Low burst — she cannot punish a mistake quickly, only grind 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
- The first Unstable Rift lands around 11:00 and then every 7 minutes, and Ivy beats you in exactly the fight it creates. Use the telegraph: a world-only visual appears on a random side-lane bridge roughly 60 seconds before the global announcement and map marker, which is the single biggest piece of free information in the mid game. Spend those 60 seconds either grouping or deliberately taking something elsewhere — the one thing you cannot afford is arriving at a Rift bridge late and alone. Strong evidence
- Ivy 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
-
Air Drop unlock — Turns every fight into one her team can start from an angle the enemy cannot defend Strong evidence -
Kudzu Connection tier 3 — The connection becomes always-on, so the buff no longer depends on holding line of sight Strong evidence -
Entangling Thorns tier 3 — The slow becomes an immobilize, upgrading her from soft CC to a genuine lockdown setter Strong evidence -
Air Drop tier 3 — The Silence on drop shuts down channelled ultimates on arrival 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
- Fight Ivy under cover — indoors, under walkways, inside stairwells. Taking away the vertical axis removes most of their kit's value before you spend a single item slot on it. Strategic
- Ivy wins by choosing where the fight happens. Take your position before the zoning goes down, not after — once the area is committed you are fighting on their terms, and walking in to contest it is exactly the mistake the kit is built to farm. Strategic
- You deal Spirit Damage, so
Healbane
Healbane +8s Duration +7 Spirit Power -35% Incoming Healing is the cheaper and more reliable anti-heal against Ivy — it lands off your abilities at T2 rather than asking you to sustain gunfire you are not built for. Strong evidence - Ivy fights from the air, which is exactly what
Knockdown exists for: it applies +100% gravity to an airborne target (raised from +50% in March 2026) and its Stun scales with altitude, up to about +1.5s at 30m. The higher they commit, the harder the punish — and Debuff Resist will not shorten that Stun for them. Documented - Do not assume Ivy shrugs off your anti-heal by going immune.
Unstoppable 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 - Your escape is a big part of why you survive fights, and Ivy 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
-
Arctic Blast (spirit T4) — Ivy's
Air Drop is what you are buying against here. Buy to lock down a mobile enemy team or to peel a dive off your backline — slowed targets cannot regenerate stamina. Documented -
Debuff Reducer
Debuff Reducer +25% Debuff Resist +90 Bonus Health (vitality T2) — Ivy creates that through Ivy's
Stone Form. The standard early buy when the enemy team chains crowd control; it is also the component for
Spellbreaker
Spellbreaker +9s Cooldown +18% Spirit Resist +25% Debuff Resist +175 Damage Threshold +65% Spirit Damage Reduction +90 Bonus Health Builds from Debuff Reducer and
Unstoppable. Documented -
Cold Front
Cold Front +25s Cooldown +4s Duration +0.6s Spread Duration: +48% Move Speed +6% Spirit Resist (spirit T2) — Ivy's
Air Drop — that is the gap closers and escapes this answers. Buy when you need an area slow to catch runners or peel a dive; it upgrades into
Arctic Blast. Documented
- Your instinct is to jump on Ivy's backline the moment you see an opening, and the mistake is not checking what is above you. A Walker's Stomp is 350 damage + 15% of your max health inside 15m with a 2-second Stun on a 7-second cooldown — a 2-second Stun handed to a team with peel is a death. Dive under their Walker only with
Unstoppable pre-cast or after the Stomp has just gone off. Strong evidence - The Unstable Rift capture point is a 20m circle on a bridge, capture only progresses when no enemy is inside it, and everyone standing in it is revealed on the minimap. That is a purpose-built trap for Ivy. The mistake is treating the circle as the objective: you do not need to stand in it, you need them not to. Contest from outside the radius, deny with a single body at the edge, and let their Area Damage land on empty bridge. Strategic
Next
Yamato’s other hard matchups
Facing more than Ivy?
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 10-30-2026 from Ivy's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.
Data-supported Measured: you win 44.0% of these, which is 3.2% below your overall win rate (26,858 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.
Ivy's kit and counterplay were compiled from 6 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%.