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Yamato vs Shiv

Yamato's team wins 52.1% Shiv's team wins 47.9%, across 43,847 games

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

Yamato has a big edge

Yamato usually wins 47.2% of games. Against Shiv that is 4.9% higher, over 43,847 games.

  • Whole match 52.1% +4.9% vs usual 43,847 games
  • Sharing a lane 51.6% +4.4% vs usual 14,345 games
  • Oracle and above 51.6% +1.9% vs usual 2,223 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

Has the edge
Slice and Dice 16s Cooldown Shiv dashes forward, cutting everything along the line he travels. Damage 75 impact damage base, 12m range, 16s cooldown; Mobility A fixed-length 12m forward dash (14m at 2 AP) — the only repositioning tool… Defensive Usable to escape, but only along the direction he is already facing, so it… 1 1 AP: -6s cooldown (16s to 10s) 2 2 AP: -4% spirit resistance on hit (stacking) and +2m range 5 5 AP: -2s cooldown per hero hit (max -8s) and +50 impact damage

Wait out Slice and Dice 16s cooldown

WhyIt is his engage and his disengage on one 16s cooldown; a Shiv who dashes at a trooper wave or a durable frontliner has no way to reach or leave your backline for the next 10-16 seconds.

Watch out
Killing Blow 12m Range145s Cooldown Shiv leaps to an enemy hero and instantly kills them if they are below a health threshold; Damage Instant kill below 18% of the target's health (23% at 2 AP); Mobility The leap itself is a 12m-18m targeted gap-close, separate from Slice and… Defensive none directly, though the 5 AP reset on kill effectively removes the risk of… 1 1 AP: +2 m/s move speed at full Rage and +6m range (12m to 18m) 2 2 AP: -25s cooldown (145s to 120s), +5% execute threshold (18% to 23%) and +16%… 5 5 AP: resets cooldown on a successful elimination and allows a recast within 12s on a… Killing Blow executes you outright below 18% (23% with 2 ability points) from 12-18m away.
Your edge
Yamato has more burst damage than Shiv.
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 the backline assassination from Shiv.

If you're Shiv

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
Shiv 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. Shiv's side in full →

What should I do right now?

Do

  • Plan for Divine Barrier Divine Barrier 6,400 souls Tier 4ArmorPress +55s 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 Slice and Dice looks like. It is the cooldown this lane revolves around.

Avoid

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

Do

  • 830 max health with 0% base resists and 6.5 m/s move speed — he is not actually tanky, he just delays damage
  • Shotgun falloff starts at 20m, so a long-range laner (Silver, Sinclair, Grey Talon archetypes) simply outranges him all lane
  • Power Slash charged from behind cover pokes for 145 with a 32% slow at T1, from further away than her gun hits hard

Avoid

  • Serrated Knives Serrated Knives 16s Cooldown Shiv throws a knife that damages and bleeds the target. Crowd Control Applies a movement slow with the bleed; Damage 32 impact damage plus 10 bleed DPS per knife stack over a 5s debuff; 1 1 AP: +2s debuff duration 2 2 AP: +2 charges (four knives available for a full stack dump) 5 5 AP: +7 bleed DPS per stack, and +0.01 spirit scaling on the full-Rage impact damage give him free chip at range with 2 charges on a 16s cooldown, which wins the health-bar war without him ever entering shotgun range
  • Bloodletting Bloodletting 25s Cooldown A portion of the damage Shiv takes is not applied immediately; Damage No damage dealt. Defers 30% of incoming damage over 6s; activating clears… Defensive His entire defensive layer — effectively an on-demand partial heal for… 1 1 AP: -15s cooldown (25s to roughly 10s) 2 2 AP: +40% of deferred damage cleared on activation 5 5 AP: +15% of incoming damage deferred means losing a trade does not mean losing the lane — he defers 30% of the burst and clears 40% of it back

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 Shiv on their spike timing when you could take the same fight ten minutes later on yours.

Do

  • Watch for Serrated Knives. Any cleanse or debuff-removal item wipes the whole stack, not one knife — use it once he has built 3-4 stacks, not on the first
  • Play heroes with Hard CC and zoning — his entire fight plan collapses if the leap or Slice and Dice is interrupted mid-commit

Avoid

Shiv’s abilities

  • Serrated Knives Ability 1

    The tool that keeps you inside everything else Shiv throws — applies a movement slow with the bleed; at full Rage the slow on bleeding targets is 35% (mobalytics 2026).

    • Any cleanse or debuff-removal item wipes the whole stack, not one knife — use it once he has built 3-4 stacks, not on the first
    • Break line of sight to deny stack refreshes; the debuff falls off in 5s (7s at 1 AP) once he cannot re-hit you
    • Because he has no native anti-heal, a single healer or a Restorative/Extra Regen Extra Regen 800 souls Tier 1ArmorPassive +2.5 Health Regen +1.5 Out of Combat Regen purchase fully negates bleed chip between fights
  • Slice and Dice Ability 2

    His gap-closer, his escape (forward only) and his damage amplifier. Hitting heroes with it is how he keeps it up in extended fights.

    • It is a straight fixed-length line — step perpendicular to his facing, not backwards, and the dash overshoots you
    • Time your own displacement or Stun for the dash frames; a Stun landing as he commits leaves him inside your team with no second mobility tool
    • Deny the 5 AP cooldown refund by not clustering: each hero he clips through returns 2s to the dash
  • Killing Blow Ultimate

    An anti-carry tool: it converts any low-health enemy into a guaranteed kill from 12m away, and at 5 AP it resets on a successful execute so he can chain through a team.

    • Track the threshold, not your health bar: above roughly 18% (23% at 2 AP) he only deals 200 damage, so the panic point is much lower than it feels
    • A single burst heal that pushes you back over the threshold wastes his 145s ultimate entirely
    • Never be the lowest-health hero standing within 18m of a Shiv with ult up; he leaps to the target, so distance is a real defence
  • Bloodletting Ability 3

    This is what lets Shiv survive the initial burst of a dive he loses. It turns a spike of incoming damage into a bar he can partly delete, which is why he can commit into a fight that should kill him.

    • Do not disengage when Shiv 'survives' your burst — the deferred pool is still ticking into him, and continued pressure kills him where backing off gives him a free reset
    • Force him to use the active early in a fight; on the base 25s cooldown he cannot clear a second burst
    • Burst damage is worse against him than sustained damage. A single spike gets deferred and cleared; steady DPS outpaces both the deferral window and the clear
  1. 1 Slice and Dice

    Slice and Dice first. It is his engage AND his disengage on one 16s cooldown; a Shiv who dashes at a trooper wave or a durable frontliner has no way to reach or leave your backline for the next 10-16 seconds

  2. 2 Bloodletting

    Then Bloodletting's active. Force it with a burst from a durable body early in the fight — on the 25s base cooldown he cannot clear a second spike

  3. 3 Serrated Knives

    Bait Serrated Knives charges in lane: both charges on a 16s cooldown with 2s between means an empty charge bar is a real trade window

The matchup in detail

  • No native healing reduction and no native healing — enemy sustain both undoes his damage and denies his execute Strong evidence
  • Poor teamfighter: everything in his kit is single-target and his shotgun falls off past 20m Strong evidence
  • One directional mobility ability means Hard CC on the dash or on the leap ends his fight 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
  • 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 Shiv is one anti-heal, one shred, and damage after that. Strong evidence
  • Killing Blow executes you outright below 18% (23% with 2 ability points) from 12-18m away — no positioning, wall or escape ability saves you once you are under the line Strong evidence
  • Stacked Serrated Knives plus the full-Rage current-HP impact damage will walk your health bar down to that threshold from outside shotgun range, without him ever committing Strong evidence
  • Slice and Dice at 2 AP shreds your Spirit Resist per hit, so the follow-up bleed and any Spirit Damage from his team lands amplified Strong evidence
  • Bloodletting means your opening burst does not actually register — you spend your cooldowns, he clears 40% of the queued damage, and then executes you Strong evidence
  • At 5 AP his ultimate resets on a kill, so a single low-health teammate dying inside your group starts a chain that can take three heroes in one fight Strong evidence
  • Play heroes with Hard CC and zoning — his entire fight plan collapses if the leap or Slice and Dice is interrupted mid-commit Strong evidence
  • Keep a burst heal for the execute window specifically: any heal that lifts a target above the 18-23% threshold wastes his 145s ultimate Strong evidence
  • Keep fighting after he 'survives' your burst — Bloodletting defers the damage, it does not remove it, and disengaging is exactly what lets him clear it Strong evidence
  • Outrange the shotgun: his weapon falls off from 20m to 41m and his only closer is a 12m line dash on a 16s (10s at 1 AP) cooldown Strong evidence
  • Cleanse Serrated Knives once he has 3-4 stacks up, not on the first knife; one cleanse removes the whole stacked bleed Strong evidence
  • Do not let a single low-health hero stand alone within 18m of him with ult available — grouping denies the pick and denies the 5 AP reset chain Strong evidence
  • You have an immunity window and Shiv has a burst combo, which makes this a timing matchup rather than a damage one. Their combo has a commit point; your window has to cover that point rather than open before it. Using it early is the same as not having it. Strategic
  • Immediately after Slice and Dice is spent — he has zero mobility for 16s (10s at 1 AP) and 830 HP with 0% base resists Strong evidence
  • Right after Bloodletting's active is used: the 25s base cooldown means the next burst hits him at full rate with a partially loaded deferred pool Strong evidence
  • While Killing Blow is on cooldown (145s base) he has no execute and no second gap-closer — this is the window to force objectives Strong evidence
  • During the 2.8s shotgun reload, which is long for a weapon he must be inside 20m to use Strong evidence
  • Rage meter empty: without full Rage his knives lose the current-HP impact, his dash loses the echo, and his deferral drops from 44% back to 30% — check the meter before engaging him Strong evidence
  • Parry is your best tool against Shiv'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
  • 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 Shiv specifically, because their bullets fly more than twice as fast as yours. 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 their bullet arrives first. 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 Shiv 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
  • Serrated Knives give him free chip at range with 2 charges on a 16s cooldown, which wins the health-bar war without him ever entering shotgun range Strong evidence
  • Bloodletting means losing a trade does not mean losing the lane — he defers 30% of the burst and clears 40% of it back Strong evidence
  • 830 max health with 0% base resists and 6.5 m/s move speed — he is not actually tanky, he just delays damage Strong evidence
  • Shotgun falloff starts at 20m, so a long-range laner (Silver, Sinclair, Grey Talon archetypes) simply outranges him all lane 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
  • Killing Blow unlock — Makes every low-health enemy within 12m a guaranteed kill and turns on the Rage passive that upgrades all three basic abilities Strong evidence
  • 1 AP into Slice and Dice — -6s cooldown (16s to 10s) lets him engage and still hold an exit dash in the same fight Strong evidence
  • 2 AP into Killing Blow — Threshold rises from 18% to 23% and full-Rage damage jumps, widening the window where a fight is already lost for the target Strong evidence
  • 5 AP into Killing Blow (late 35min+) — Cooldown reset on elimination plus a 12s recast — one successful pick becomes a chain of executes through a whole team 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
  • 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 Shiv — it lands off your abilities at T2 rather than asking you to sustain gunfire you are not built for. Strong evidence
  • Divine Barrier (vitality T4) — This lineup gets its backline assassination from Shiv. Buy on supports to cleanse a focused ally's debuffs and shield them through a burst window from across the fight. 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) — Buy it when an enemy repeatedly uses a movement ability or item to dash, blink or fly out of your kill window. That matters here because of the backline assassination from Shiv. 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) — Buy to set up team wipes against scattered, mobile enemies — it groups them and takes away their escapes at once. That matters here because of the backline assassination from Shiv. Documented
  • If you learned to play this matchup before 09-16-2026 you probably dash away from Shiv 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 Shiv 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 Shiv

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

How to counter Shiv →

Facing more than Shiv?

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 Shiv's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.

Data-supported Measured: you win 52.1% of these, which is 4.9% above your overall win rate (43,847 matches). The kit-based model agrees.

Shiv'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%.

Full source register →