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Yamato vs Paige

Yamato's team wins 39.6% Paige's team wins 60.4%, across 35,671 games

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

Paige has a big edge

Yamato usually wins 47.2% of games. Against Paige that is 7.6% lower, over 35,671 games.

  • Whole match 39.6% −7.6% vs usual 35,671 games
  • Sharing a lane 39.8% −7.4% vs usual 11,145 games
  • Oracle and above 46.3% −3.4% vs usual 1,255 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

Captivating Read 30m Range30s Cooldown Paige marks an area with latent magic that slows anyone standing in it, then after a short delay the magic goes off, dealing spirit damage and locking enemies caught in it in place. Crowd Control A slow on entry, then an immobilize (root) when the zone detonates. Damage 90 spirit damage. 30s cooldown. Defensive Immobilizing a diver is her only real self-peel, since she has no movement… 1 increased cooldown reduction. 2 +2m radius, on hit reduce spirit resist by 18% for 6s, and doubled range.

Wait out Captivating Read 30s cooldown

WhyIt is her only Hard CC and her only self-peel; with it on cooldown she cannot stop a dive at all.

Watch out
Captivating Read detonates in a choke and immobilizes you in place, and at Tier 3 it also strips 18% of your Spirit Resist for 6s so everything her team follows up with hits harder.
Your edge
Yamato is more mobile than Paige, so you choose when to fight.
Buy
Majestic Leap Majestic Leap 3,200 souls · Tier 3 · Armor · InstantCast +45s Cooldown +5s Interrupt Cooldown +100% Air Control +50% Air Control +32% Move Speed +2.5s Slow Duration +8s Barrier Duration Buy it against Paige's Bookwyrm Bookwyrm 5s Duration33s Cooldown Paige conjures a dragon that materialises at a chosen spot and then flies forward, damaging enemies along the way and leaving a strip of fire burning behind it. Damage 60 initial damage plus 30 damage per second from the trail. Defensive The trail is a soft wall; 1 -12s cooldown. 2 +1 charge, +2s trail duration, +1m radius. 5 +12m travel range, +100 damage, +30 DPS. .

If you're Paige

Has the edge
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
Paige 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. Paige's side in full →

What should I do right now?

Do

  • Plan for Majestic Leap Majestic Leap 3,200 souls Tier 3ArmorInstantCast +45s Cooldown +5s Interrupt Cooldown +100% Air Control +50% Air Control +32% Move Speed +2.5s Slow Duration +8s Barrier Duration — know which tier it sits in so you are not improvising at the shop.
  • Know what Captivating Read looks like. It is the cooldown this lane revolves around.

Avoid

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

Do

  • urgametips.com is explicit: Paige has no personal movement skill in her kit. Any dive that gets to her connects.
  • 680-730 HP with no self-shield means she dies to a single focused burst.
  • Power Slash charged from behind cover pokes for 145 with a 32% slow at T1, from further away than her gun hits hard

Avoid

  • 32 damage per shot on a projectile rifle lets her contest a lane rather than only assist.
  • Bookwyrm clears the wave and denies the approach lane at the same time.

Do

  • Their first real spike is Plot Armor Plot Armor 35m Range5s Duration28s Cooldown Paige grants a chosen ally a barrier, and for as long as that barrier is still standing the ally's weapon damage is increased. Damage No damage. 125 barrier and +25% weapon damage at base. T2 adds +100 barrier… Mobility None, though it is her main way of keeping a diving ally alive. Defensive Direct barrier on an ally at 35m range (urgametips.com), 28s cooldown. 1 while barriered, +14% fire rate. 2 +100 barrier, +2s duration. 5 affects up to 2 additional allies with increased barrier scaling. + Captivating Read early (laning 0-10min) — 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 Paige on their spike timing when you could take the same fight ten minutes later on yours.

Do

  • Watch for Rallying Charge Rallying Charge 600m Range13s Duration210s Cooldown Paige sends a line of spectral knights and mounts charging across the entire city. Crowd Control None at base. T3 adds a 0.5s stun. Damage 125 damage and 125 heal at base, amplifying with distance travelled up to… Defensive The heal component is a genuine global save for a team losing a fight she is… 1 +4 steeds (wider), -45s cooldown. 2 +160 damage, +0.5s stun duration, +70% max amplification. . It is a directional wave, not a targeted AoE. Step laterally out of the line once the knights are visible and it passes you entirely.
  • Dive her. urgametips.com confirms she has no personal movement skill; any hero who reaches her kills her.

Avoid

Paige’s abilities

  • Rallying Charge Ultimate

    A global swing button. It can heal a team fighting on the far side of the map, finish a retreating group, or turn a lost objective fight at range — the distance-amplification means the biggest payoff comes from casting it from as far away as possible.

    • It is a directional wave, not a targeted AoE. Step laterally out of the line once the knights are visible and it passes you entirely.
    • Stand behind hard cover — the wave travels along the ground and geometry breaks it.
    • Anti-heal on her allies blunts half the ability's value even if the damage lands.
  • Captivating Read Ability 3

    The other half of Paige's control: a slow on entry, then an immobilize (Root) when the zone detonates.

    • The detonation is delayed and the zone is visible. Leave the marked area before the timer expires — this is fully avoidable with attention.
    • Blink, teleport and dash effects used before the detonation get you out; used after the immobilize they do not.
    • Bait it by walking a durable hero through a choke first, then move your carry through once the 30s cooldown is running.
  • Bookwyrm Ability 1

    Wave clear and space denial. The lingering trail is the real ability — it makes a corridor or a lane approach cost health to walk through, which is how she shapes where a fight happens.

    • The trail is a fixed strip on the ground — walk around it rather than through it, since the DPS is only dangerous if you commit to crossing.
    • The dragon flies a straight line from its spawn point; once you see where it materialises you know the whole path.
    • It has no CC, so pushing through it at full health is often correct if the alternative is giving her time to set up Captivating Read.
  • Plot Armor Ability 2

    Her core support action. It is a save and a damage amp simultaneously, so shielding the right teammate at the right moment both prevents a death and wins the trade.

    • Burn through it rather than waiting it out — the damage buff lasts only while the barrier holds, so breaking it fast removes both effects at once.
    • Barrier-piercing and spirit-damage sources bypass or chew through it faster than sustained bullet fire.
    • Force her to spend it defensively on a poked teammate before the fight; the 28s cooldown means she rarely has it twice in one engagement.
  1. 1 Captivating Read

    Captivating Read first. It is her only Hard CC and her only self-peel; with it on cooldown she cannot stop a dive at all.

  2. 2 Plot Armor

    Plot Armor second — force her to spend it on a poked teammate before the engage, so her carry fights the real teamfight without the barrier or the damage buff.

  3. 3 Bookwyrm

    Bookwyrm charges third: make her burn them on wave clear so she has no trail to fence the fight with.

The matchup in detail

  • Zero mobility and zero escape abilities. Strong evidence
  • Captivating Read has a visible telegraph and a delay, so an attentive opponent simply walks out of it. Strong evidence
  • Her control is all pre-placed; she is poor at reacting to something already happening. Strong evidence
  • Captivating Read detonates in a choke and immobilizes you in place, and at T3 it also strips 18% of your Spirit Resist for 6s so everything her team follows up with hits harder. Strong evidence
  • Plot Armor gives her carry a 125+ barrier AND +25% weapon damage with +14% fire rate simultaneously, so the duel you thought you were winning flips on one button press. Strong evidence
  • Bookwyrm's burning trail (30+ DPS) denies the corridor you wanted to retreat through, so you take the long route into her team's guns. Strong evidence
  • Rallying Charge reaches you anywhere on the map, and it hits hardest when she casts from furthest away — she does not need to be in the fight to swing it. Strong evidence
  • Her Chapter's End rifle hits for about 32 per shot, which is real chip damage on top of everything else she is doing. Strong evidence
  • Your mobility is a real advantage here, and Paige'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
  • Dive her. urgametips.com confirms she has no personal movement skill; any hero who reaches her kills her. Strong evidence
  • Watch the ground for Captivating Read's marked zone and leave before the delayed detonation. It is fully avoidable with attention. Strong evidence
  • Focus the barriered target and burn Plot Armor down rather than switching off — the weapon damage buff only lasts while the barrier holds. Strong evidence
  • Bait Captivating Read with a durable hero walking through a choke first, then move your carry through during the 30s cooldown. Strong evidence
  • Do not fight in chokepoints. Bookwyrm's trail plus Captivating Read together make a narrow corridor lethal; open ground neutralises both. Strong evidence
  • Step laterally out of the Rallying Charge line or stand behind hard cover — it is a directional wave, not a targeted AoE. Strong evidence
  • Paige contributes through abilities, which makes a hard Silence worth more against them than any amount of resist. Focus Lens Focus Lens 6,400 souls Tier 4TechPress +40s Cooldown +4.5s Duration +0.1s Cast Delay +35% Damage On Expire +10% Fire Rate -9% Spirit Resist -30 Spirit Power +12s Resist Reduction Duration Builds from Spirit Sap is the sharpest version: 4.5 seconds of single-target Silence at 20m, plus 30% of all damage dealt during the window applied when it expires, on a 45-second cooldown. Against a caster that is not a defensive purchase — it deletes their entire fight participation and then charges them for it. Strong evidence
  • Paige 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
  • Any moment she is caught out of position — with no dash, no blink and no movement ability at all, being reached is fatal for her. Strong evidence
  • Captivating Read's 30s cooldown after it detonates; she has nothing else that stops a gap-closer. Strong evidence
  • Her 2.5s rifle reload on a 2 shots/sec projectile weapon, which is a long dead window at close range. Strong evidence
  • The delay between Captivating Read being placed and detonating — that is the window to move your whole team through the choke, not after. Strong evidence
  • Plot Armor's 28s cooldown: engage on the teammate she most wants to protect right after she has spent it elsewhere. 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 Paige 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
  • You get value from moving around the map and Paige does not, but the 09-16-2026 patch made that harder to convert early: tunnel breakables Crates Breakable Streets, rooftops and tunnels — about 500 of them Ordinary breakables. Each has a 60% chance to drop souls; a Tough Crate always drops, for double. Souls 23 souls a crate, 60% of the time +2 a minute now spawn and respawn on 5 minutes rather than 3. The off-lane income that used to make a rotation pay for itself is roughly 40% less frequent, so before 6:00 a rotation has to be justified by pressure on Paige or on the Guardian, not by the breakables you pick up on the way. Documented
  • 32 damage per shot on a projectile rifle lets her contest a lane rather than only assist. Strong evidence
  • Bookwyrm clears the wave and denies the approach lane at the same time. Strong evidence
  • urgametips.com is explicit: Paige has no personal movement skill in her kit. Any dive that gets to her connects. Strong evidence
  • 680-730 HP with no self-shield means she dies to a single focused burst. 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 Paige 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
  • Urn spawns at 10, 15, 20 and 25 minutes, and you are the correct carrier in this matchup. Two changes make that stronger than old guides suggest: the runner is no longer revealed, and is no longer disarmed or silenced — you keep your whole kit while carrying. Paige cannot match your speed, so the only way they take it off you is melee, a Stun, or a kill. Route around their Stun range, not around their vision, and remember the bounty starts decaying after 45 seconds of carry. Documented
  • Plot Armor + Captivating Read early (laning 0-10min) — Plot Armor protects her lane partner while Captivating Read controls the choke from the first levels. Strong evidence
  • Mystic Expansion Mystic Expansion 800 souls Tier 1TechPassive +20% Ability Range +20% Radius into Greater Expansion Greater Expansion 3,200 souls Tier 3TechPassive +30% Ability Range +30% Radius +10% Spirit Resist Builds from Mystic Expansion (mid game) — The extra radius makes Captivating Read and Bookwyrm harder to walk out of. Strong evidence
  • Plot Armor T3 — Barriering 3 allies at once converts her from a single-target support into a team-wide damage amplifier. Strong evidence
  • Rallying Charge T2/T3 (late) — -45s cooldown plus +160 damage and a 0.5s Stun makes the ultimate a repeatable global swing rather than a one-off. 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
  • Paige 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 1,600 souls Tier 2ArmorPassive +8s Duration +7 Spirit Power -35% Incoming Healing is the cheaper and more reliable anti-heal against Paige — it lands off your abilities at T2 rather than asking you to sustain gunfire you are not built for. Strong evidence
  • Majestic Leap (vitality T3) — Paige's Bookwyrm — that is the zoning and area denial this answers. Buy to escape ground-based lockdown and to rotate across the map quickly. Documented
  • Stamina Mastery Stamina Mastery 3,200 souls Tier 3ArmorPassive +2 Stamina +18% Stamina Recovery +23% Air Jump/Dash Distance Builds from Extra Stamina (vitality T3) — Paige's Captivating Read — that is the stuns and Hard CC this answers. Buy when dodging telegraphed abilities and disengaging is how you survive. Strong evidence
  • Warp Stone Warp Stone 3,200 souls Tier 3ArmorInstantCast +16s Cooldown +30% Bullet Resist +6s Buff Duration (vitality T3) — Paige's Captivating Read is what you are buying against here. Buy when you are repeatedly getting caught and killed out of position, or to close a gap onto a fleeing target. Documented
  • Your instinct is to jump on Paige'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 Unstoppable 6,400 souls Tier 4ArmorInstantCast +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer 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 Paige. 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

Every Yamato matchup →

All of Paige

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

How to counter Paige →

Facing more than Paige?

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

Open in the matchup tool →

Sources and method for this page

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

Data-supported Measured: you win 39.6% of these, which is 7.6% below your overall win rate (35,671 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.

Paige's kit and counterplay were compiled from 7 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 →