Patch 09-16-2026 Data researched 2026-09-21 What changed
YA Yamato — assassin frame

Yamato

AssassinSkirmisherBruiser close range spirit damage mid-game High difficulty

Measured 49.5% win rate, 2.3% pick rate on patch 09-16-2026 across 53,084 matches.

Strengths

  • Highest base movement speed in this group (8.2 m/s) plus a 26-41m grapple gives her unmatched engagement control
  • Shadow Transformation's status immunity ignores the entire CC layer of the game for its duration
  • Power Slash delivers up to ~295 spirit damage from 30m while she sits at 60% bullet resist during the charge
  • Crimson Slash's -30% fire rate is a strong anti-carry debuff paired with a self-heal
  • Kill resets on the ultimate mean a successful dive can chain into a multi-kill

Weaknesses

  • 730 max health and no barrier — she dies instantly if caught outside her ultimate
  • Weakest weapon in this group; almost all her damage is on cooldowns
  • Currently underperforming (around 44-48% win rate on current-patch samples despite high pick rate)
  • Power Slash's 1.4s channel and Flying Slash's committed landing are both heavily telegraphed
  • The highest skill floor in this group (complexity 3 of 3) — she is unforgiving of mistimed dives
  • Shadow Transformation can simply be waited out, and its cooldown is 130-150s

Weapon

spreadshot (Sister's Lament). A wide-spread close-range weapon at roughly 5.3 damage per pellet-shot and only about 63 DPS, the weakest gun in this group. It is a supporting tool for her melee and ability damage rather than a carry weapon, and it is nearly useless past short range.

Abilities

Power Slash

Ability 1 · channelled charging sword projectile

Yamato channels for around a second and a half to build up a sword strike, then releases it as a ranged slash. Releasing early trades damage for speed, and she is heavily resistant to bullets while charging.

What it is for: Her poke and her burst opener. She charges it from behind cover and steps out to release, or uses it to finish a target that has already been slowed by Flying Slash.

Damage
145 spirit at full charge (about 1.85x spirit scaling), with T3 adding +150 for up to roughly 295; partial damage if released early
Crowd control
T1 adds a 32% movement slow for 3s
Mobility
none — she is channelling
Defensive
60% bullet resist while charging, which is substantial and often overlooked

How to play against it

  • 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
  • During Shadow Transformation the charge is 60% faster, so the dodge window effectively disappears — do not rely on the tell while her ultimate is up

Interactions

  • The 60% bullet resist during the charge means charging INTO incoming bullet fire is often correct, not a mistake — weapon carries lose the trade
  • Because it is a 1.4s channel, she should charge behind cover and step out to release, which is the single biggest skill differentiator on the hero
  • During Shadow Transformation her abilities are 60% faster, so the charge time drops dramatically and Power Slash becomes near-instant
  • T3 at +8m range and +150 damage converts it from a poke tool into a genuine ranged execute
  • Cooldown is 12s base, 8s at T2
Upgrade tiers
  • T1: +32% movement slow for 3s
  • T2: -4s cooldown (12s base)
  • T3: +8m cast range, +150 damage, and increased Spirit Power scaling

Flying Slash

Ability 2 · targeted grapple gap-close with a slow

Throws a grappling hook at an enemy and pulls herself to them, landing a light melee hit and leaving them significantly slowed on arrival.

What it is for: Her engage. It is how she crosses the distance to a backliner, and the slow on arrival is what stops them walking away from Crimson Slash and Power Slash.

Damage
66 melee damage (about 1.2x melee scaling after the 09-16-2026 buff from 1.0)
Crowd control
-40% movement slow for 2.5s on the target
Mobility
Pulls her to the target from 26m base (T3 adds +15m, up to 41m)
Defensive
T3's alt-cast lets her grapple to allies instead, which converts it into an escape or reposition tool

How to play against it

  • Hold a displacement or knockup (Viscous's Puddle Punch, Venator's Gutshot, Wraith's Telekinesis) 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
  • Pre-T3 she has no way back out, so punishing the landing is the whole counterplay — this is the moment to commit your CC, not later

Interactions

  • The 09-16-2026 patch increased its light melee scaling from 1.0 to 1.2
  • T3's ally grapple is the upgrade that gives her an exit rather than only an entry, which materially changes her risk profile
  • T2's +35 Spirit Power window means the correct combo order is Flying Slash first, then Power Slash and Crimson Slash inside the 6s buff
  • Cooldown falls from 36s to 18s at T1, and T3 adds an extra charge
  • It requires a target to travel to — she cannot use it to cross open ground with nobody in range
Upgrade tiers
  • T1: -18s cooldown (36s base down to 18s)
  • T2: gain +35 Spirit Power for 6s
  • T3: alt-cast to grapple allies, +15m cast range, and +1 charge

Crimson Slash

Ability 3 · frontal AoE slash with self-heal and fire-rate debuff

A wide slash in front of her that damages enemies and reduces their rate of fire. If it connects with any enemy hero, Yamato heals herself.

What it is for: Her sustain and her anti-carry tool in one. The fire rate debuff cripples a weapon hero she has dived on, and the heal is what lets her survive standing in the enemy backline.

Damage
55 spirit (about 0.37x spirit scaling)
Crowd control
none, but -30% fire rate for 4s is a heavy offensive debuff
Defensive
Heals 55 (about 1.04x spirit scaling) on hero hit; T2 adds a +6% max health heal on hero hit

How to play against it

  • Spread your formation — the heal is gated on hitting heroes, so denying her contact with anyone denies her sustain entirely
  • Anti-heal (Healbane, Toxic Bullets, Venator's Consecrating Grenade, 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
  • Spirit-damage heroes barely care about the -30% fire rate, so bringing spirit damage into the matchup blunts her anti-carry angle

Interactions

  • The heal only triggers on hero hits, not on minions, so she cannot sustain by farming — she has to actually be in a fight
  • Hitting multiple heroes does not multiply the heal in the standard case, so spreading out limits her sustain
  • The 09-16-2026 patch added +0.4 healing spirit scaling to its T3, a direct buff to her spirit-heavy sustain builds
  • -30% fire rate for 4s combined with Warden-style anti-carry logic makes her strong against sustained-DPS heroes like Wraith and Vyper
  • Cooldown is 16s base, 6s at T3
Upgrade tiers
  • T1: on hit, +30% melee damage for 4s
  • T2: on hero hit, additional +6% max health heal
  • T3: -10s cooldown and increased scaling (including +0.4 healing spirit scaling as of 09-16-2026)

Shadow Transformation

Ultimate · self-transformation with invulnerability, ability refresh and status immunity

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 resistant to both bullets and spirit. Killing an enemy hero heals her and extends the transformation.

What it is for: 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.

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 high 8.2 m/s base
Defensive
Initial invincibility during the 1.5s transformation channel, immunity to negative status effects for the duration, and +30% bullet and spirit resist (T3 adds another +30% each, so up to +60%)

How to play against it

  • Do not spend CC into it. She is immune to negative status effects for the whole duration, so a Binding Word, 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
  • With 30-60% resists, damaging her during the window is inefficient; re-engage as it expires, when she is a 730 HP hero with everything on cooldown
  • Viscous's Cube on her intended target removes the kill she needs to extend, which is one of the cleanest single answers to the ultimate

Interactions

  • Status immunity means Warden's Binding Word root, Vyper's Petrifying Bola petrify, Venator's trap immobilise and Viscous's knockup all fail to stop her — this is the most important matchup fact about the ultimate
  • 60% faster abilities collapses Power Slash's 1.4s charge into a near-instant cast, which removes the main tell opponents rely on
  • Kill extension (+2s and a 15% max health heal per hero kill) means feeding her a low-health target visibly prolongs the ultimate
  • Refresher is a common late purchase precisely because a second Shadow Transformation chains two full combo resets
  • 5s base duration, 8s at T3, on a 150s cooldown (130s at T2) — the window is short and it must be used decisively
  • Her weapon is the weakest in this group and the transformation is oriented around melee and ability chains, so she gains little from gun-based items during it
Upgrade tiers
  • T1: +7 weapon damage
  • T2: +4 m/s move speed and -20s cooldown (150s base)
  • T3: +3s duration (5s base up to 8s) and +30% bullet resist and +30% spirit resist

Laning strengths

  • Power Slash charged from behind cover pokes for 145 with a 32% slow at T1, from range her weapon cannot reach
  • Crimson Slash's heal on hero hit lets her win extended trades without buying sustain
  • 8.2 m/s is the highest base movement speed in this group, so she controls the engagement distance completely

Laning weaknesses

  • 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
  • Power Slash's 1.4s channel is a large, readable tell in a 1v1 lane
  • Flying Slash needs a target and, pre-T3, gives her no way back out — a failed engage in lane is often a death

Power spikes

  • Flying Slash T1 (-18s cooldown): 18s gap-close turns her from an occasional ganker into a constant roaming threat
  • ult unlock: Shadow Transformation gives her an ability refresh, status immunity and an invincible window, which is her first true all-in
  • Flying Slash T3: Alt-cast grapple to allies finally gives her an exit, transforming her risk profile on every dive
  • late 35min+: Power Slash T3 (up to ~295 damage at 30m) plus Shadow Transformation T3 (8s, 60% resists) plus Refresher makes her a repeatable backline deleter

Playing against Yamato

  • Never spend CC into Shadow Transformation — she is status immune. Hold Binding Word, Petrifying Bola, Telekinesis and Puddle Punch for the moment it expires
  • Disengage for the 5-8s ultimate duration; the cooldown is 130-150s and walking away costs you nothing while costing her everything
  • 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
  • Break line of sight or change elevation during the 1.4s Power Slash channel — outside her ultimate that tell is long and reliable
  • Save a displacement for the instant Flying Slash lands; pre-T3 she has no exit, so punishing the landing rather than the approach is what kills her
  • Buy anti-heal — Crimson Slash's hero-hit heal is her only sustain, and Healbane or Venator's Consecrating Grenade removes most of it
  • Bring spirit damage: her Crimson Slash fire-rate debuff and Power Slash's 60% bullet resist both punish weapon damage specifically

Bait these first

  • 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
  • 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
  • Power Slash third: make her commit the 1.4s channel behind cover where the release hits nothing, then punish the 8-12s cooldown
  • Crimson Slash last — it is a short 6-16s cooldown, so it is more efficient to deny its heal with anti-heal and spread positioning than to bait it

What Yamato does to you

  • Flying Slash 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 and Crimson Slash
  • Power Slash 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
  • Crimson Slash strips -30% of your fire rate for 4s while healing her 55 plus 6% of her max health, so diving her carry is both punished and self-sustaining
  • Shadow Transformation makes her immune to negative status effects — your Binding Word, Petrifying Bola, Snap Trap or knockup simply does not apply for 5-8 seconds
  • Each kill during Shadow Transformation heals her 15% max health and adds 2 seconds, so a chained pick can keep the ultimate running through an entire fight
  • During the ultimate her abilities cast 60% faster, which removes Power Slash's charge tell entirely

Punish windows

  • The moment Flying Slash lands, before T3 — she is at melee range, committed, and has no escape
  • The 1.4s Power Slash channel outside of her ultimate: she is stationary and the release is directional and dodgeable
  • The instant Shadow Transformation expires: her abilities are on cooldown, her resists drop and she is a 730 HP hero standing in your team
  • Any fight beyond 30m — her weapon is the weakest in this group and Power Slash tops out at 30m even at T3
  • The 130-150s window whenever Shadow Transformation is down, in which she has no immunity, no reset and no second chance on a failed dive

Hardest matchups for Yamato

Ranked by how far below Yamato's own baseline each pairing measures — not by raw win rate.

Victor 42.7% -6.8 pts
Seven 43.0% -6.5 pts
Ivy 44.0% -5.5 pts
Celeste 45.6% -3.9 pts
Apollo 47.2% -2.3 pts
Lash 47.2% -2.3 pts
Wraith 48.2% -1.3 pts
Vyper 48.3% -1.2 pts

Best matchups for Yamato

Same measure, other direction.

Silver 52.9% +3.4 pts
Paradox 52.8% +3.3 pts
Venator 52.7% +3.2 pts
Pocket 52.0% +2.5 pts
Grey Talon 51.8% +2.3 pts
The Doorman 51.7% +2.2 pts
Rem 51.6% +2.1 pts
Infernus 49.7% +0.2 pts

Every Yamato matchup

Analyse a full enemy team

Matchup pages cover one enemy. The tool reads all six together.

Open the tool as Yamato
Sources and confidence for this record

Record confidence: Strong evidence. Compiled for patch 09-16-2026, researched 2026-09-21.

Difficulty rating: DramaLock hero guide rates Yamato complexity 3 of 3 (highest); deadlock.io lists her at Complexity 3 and Mobalytics describes her as having one of the highest skill ceilings