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Yamato

AssassinSkirmisherBruiser Spirit Damage Mid Game High Difficulty

Patch 10-30-2026, 269,397 matches. Updated daily.

Yamato

How to counter and play Yamato

Items to buy

  • vs backline assassination Guardian Ward Guardian Ward 1,600 souls Tier 2ArmorPress +60s Cooldown +0.2s Cast Delay +1.5 Out of Combat Regen +6s Buff Duration +8% Ability Range +8% Radius Builds from Grit Slowing Hex Slowing Hex 1,600 souls Tier 2TechPress +29s Cooldown +3.5s Duration +0.1s Cast Delay +16% Move Speed -26% Dash Distance Disarming Hex Disarming Hex 3,200 souls Tier 3TechPress +16s Cooldown +4.25s Duration +0.1s Cast Delay +75 Bonus Health -13% Bullet Resist Builds from Rusted Barrel
  • vs slows Debuff Reducer Debuff Reducer 1,600 souls Tier 2ArmorPassive +25% Debuff Resist +90 Bonus Health Enduring Speed Enduring Speed 1,600 souls Tier 2ArmorPassive +25% Slow Resist +2 Out of Combat Regen Builds from Sprint Boots Dispel Magic Dispel Magic 3,200 souls Tier 3ArmorInstantCast +45s Cooldown +10% Spirit Resist +3s Buff Duration +250 Heal Amount
  • vs gap closers and escapes High-Velocity Rounds High-Velocity Rounds 800 souls Tier 1WeaponPassive +45% Bullet Velocity +8% Weapon Damage Mystic Expansion Mystic Expansion 800 souls Tier 1TechPassive +20% Ability Range +20% Radius Cold Front Cold Front 1,600 souls Tier 2TechInstantCast +25s Cooldown +4s Duration +0.6s Spread Duration: +48% Move Speed +6% Spirit Resist
  • Never spend CC into Shadow Transformation 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 — she is status immune. Hold Binding Word Binding Word 15m Range34s Cooldown Curses a targeted enemy hero. Crowd Control 1.75s immobilise (T2 adds +0.75s, so up to 2.5s) if the target fails the… Damage 110 (about 2.44x spirit scaling) when it lands Defensive Rooting a diver in place is a strong self-peel 1 Warden deals +20% bullet damage to trapped heroes for 5s 2 +0.75s immobilise duration 5 -14s cooldown (34s base) and silences the target until they escape or are immobilised , Petrifying Bola Petrifying Bola 115s Cooldown Throws an explosive bola. Crowd Control 2.2s petrify on a direct hit (T3 adds +1s, up to 3.2s); Damage 50 area damage (about 0.74x spirit scaling); Defensive Petrifying an incoming diver removes them from the fight for over two… 1 +49.5 petrify damage 2 -20s cooldown 5 +1s petrify duration and petrifies all enemies in the area, not just direct hits , Telekinesis Telekinesis 10m Range2.3s Duration150s Cooldown Lifts one enemy hero into the air, holding them helpless for a couple of seconds, then slams them toward a location Wraith chooses. Crowd Control stunned during the 1.25s channel, then the target is airborne and unable to… Damage 100 spirit base (about 1.0x spirit scaling); Mobility none for Wraith — she channels for 1.25s while aiming the throw 1 +100 damage 2 -45s cooldown (150s base down to 105s) 5 +1.5s debuff duration and +6m throw and cast range and Puddle Punch Puddle Punch 40m Range24s Cooldown Materialises a fist at a chosen point up to a long distance away, punching everyone in a small area upward. Crowd Control Knockup on everyone in the 4m radius plus a -24% movement slow for 3s Damage 20 damage base plus about 0.6x melee scaling; Mobility Grants Viscous and allies increased air control when caught in it 1 +1 charge and +20 damage 2 +1.5m radius and +60% lifesteal 5 -14s cooldown and deals Heavy Melee damage for the moment it expires
  • Disengage for the 5-8s ultimate duration; the cooldown is 130-160s 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 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 channel — outside her ultimate that tell is long and reliable
  • Save a displacement for the instant Flying Slash 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 lands; pre-T3 she has no exit, so punishing the landing rather than the approach is what kills her
  • Buy anti-heal — 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 's hero-hit heal is her only sustain, and Healbane Healbane 1,600 souls Tier 2ArmorPassive +8s Duration +7 Spirit Power -35% Incoming Healing or Venator's Consecrating Grenade Consecrating Grenade 25s Cooldown Lobs a grenade that bounces once or twice before detonating in a roughly 4.5m area. Damage 35 impact (about 1.0x weapon scaling) plus roughly 10 burn DPS (about 1.6x… 1 -5s cooldown (25s base) 2 +1.5m radius and +1s burn duration 5 an additional 20% healing reduction on top of the base 30%, and grants extra charges 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
  • 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 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 + 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
  • Shadow Transformation first — it is the only thing making her survivable. Force 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
  • 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
  • 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 only about 63 DPS and Power Slash tops out at 30m even at T3
  • The 130-160s window whenever Shadow Transformation is down, in which she has no immunity, no reset and no second chance on a failed dive

Plan a game against Yamato and the rest of their team →

Good at

  • 8.2 m/s base movement speed plus a 23-31m grapple gives her strong 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

Weak to

  • 730 max health and no barrier — she dies instantly if caught outside her ultimate
  • Weak weapon (about 63 DPS); almost all her damage is on cooldowns
  • Power Slash's 1.4s channel and Flying Slash's committed landing are both heavily telegraphed
  • Complexity 3 of 3 — she is unforgiving of mistimed dives
  • Shadow Transformation can simply be waited out, and its cooldown is 130-160s

In lane, good at

  • Power Slash charged from behind cover pokes for 145 with a 32% slow at T1, from further away than her gun hits hard
  • Crimson Slash's heal on hero hit lets her win extended trades without buying sustain
  • 8.2 m/s base movement speed lets her control the engagement distance

In lane, weak to

  • 730 max health and no barrier anywhere in the kit
  • Sister's Lament does 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
  • Flying Slash T1 (-18s cooldown) — 18s gap-close turns her from an occasional ganker into a constant roaming threat
  • Shadow Transformation unlock — 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 Refresher 6,400 souls Tier 4TechInstantCast +300s Cooldown +0.6s Cast Delay +14% Spirit Resist +15% Bullet Resist makes her a repeatable backline deleter

Spreadshot (Sister's Lament)

SpreadshotClose Range

63.2 DPS

Falloff Range 20m 46m

A wide-spread close-range weapon at roughly 5.3 damage per pellet-shot and only about 63 DPS. It is a supporting tool for her melee and ability damage rather than a carry weapon, and it gets much weaker the further past 20m you stand.

  • 5.31 Bullet Damage
  • 5 Pellets per Shot
  • 2.38 Bullets per sec
  • 12 Ammo
  • 2.44s Reload Time
  • 254m/s Bullet Velocity
  • 55Light Melee
  • 128Heavy Melee
Vitality and movement
  • 730 Health
  • 1 Health Regen
  • 8.20m/s Move Speed
  • 1.60m/s Sprint Speed
  • 3 Stamina
  • 4.50s Stamina Cooldown

Base values on patch data. Items and boons change all of these.

The heroes Yamato wins most with, against what their two win rates would predict.

  • Paige Paige SupportControllerMid rangeSpirit damage Peel — Plot Armor is a save and a damage buff on one button. Durability low (1/3) Burst low (1/3) Mobility none (0/3) Healing high (2/3) 53.9% together +2.0% above expected
  • Graves Graves ControllerSummonerClose rangeHybrid damage Map pressure while away from the fight via Borrowed Decree Ghouls marching at objectives Durability low (1/3) Burst low (1/3) Mobility none (0/3) Healing low (1/3) 53.9% together +1.7% above expected
  • Kelvin Kelvin SupportControllerMid rangeHybrid damage Frozen Shelter is a hard physical barrier that stops ranged damage and ultimates outright Durability high (2/3) Burst low (1/3) Mobility high (2/3) Healing very high (3/3) 52.9% together +1.6% above expected
  • Victor Victor BruiserInitiatorClose rangeSpirit damage Effectively two health bars via Shocking Reanimation, which invalidates the normal 'focus the bruiser' plan Durability very high (3/3) Burst high (2/3) Mobility high (2/3) Healing very high (3/3) 52.1% together +1.4% above expected
  • Baba Baba ControllerMageMid rangeSpirit damage Three kinds of control in one kit: silence, a hex and several slows Durability low (1/3) Burst high (2/3) Mobility high (2/3) Healing low (1/3) 52.6% together +1.3% above expected
  • Seven Seven MageControllerMid rangeSpirit damage Wave and jungle clear through Lightning Ball and Power Surge, which helps him reach item breakpoints sooner Durability low (1/3) Burst high (2/3) Mobility none (0/3) Healing none (0/3) 52.3% together +1.0% above expected

Every Yamato duo →

Every Yamato matchup

Yamato wins 47.2% of games overall. Who counters Yamato and who Yamato counters: all 43 opponents, from Yamato's hardest to easiest, with how far each sits from that average. Yamato struggles Yamato does well

Paige and Graves are strong against almost every hero this patch, so they sit near the top here too. The counters that are about Yamato in particular: McGinnis (Yamato wins 45.5%).

Only matches whose average rank was Oracle and above, where Yamato wins 49.7% overall.

Abilities

Pick an ability to see what it does and how to play around it.

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.

Purpose: 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 1.96x 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.

Purpose: 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
Crowd control
-40% movement slow for 2.5s on the target
Mobility
Pulls her to the target from 23m base (T3 adds +8m, up to 31m)
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 Gutshot 10m Range23s Cooldown A point-blank shotgun burst within about 10m that shoves everyone hit backwards. Crowd Control knockback on everyone hit; Damage 60 base (about 0.7x weapon scaling) plus 30 bonus (about 0.8x scaling) when… Mobility none for Venator himself 1 +25 damage 2 -10s cooldown (23s base) and +0.4s stun duration 5 after a wall stun, Venator's next heavy melee becomes blessed , 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 23m 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
  • The target is marked with an overhead symbol as soon as the grapple is cast, so you get warning before the hook lands
  • 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
  • The 09-29-2026 patch fixed it failing to create a path to targets that are solid to her, so it now reliably pulls her onto turrets, shrines and other objectives
Upgrade tiers
  • T1: -18s cooldown (36s base down to 18s)
  • T2: gain +35 Spirit Power for 6s
  • T3: alt-cast to grapple allies, +8m 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.

Purpose: 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 Toxic Bullets 3,200 souls Tier 3WeaponPassive -40% Incoming Healing , 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

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.

Purpose: 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 130-160s — 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
  • 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 160s cooldown (130s at T2) — the window is short and it must be used decisively
  • 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 -30s cooldown (160s base)
  • T3: +3s duration (5s base up to 8s) and +30% Bullet Resist and +30% Spirit Resist
Patch history for these abilities (2)
  • Flying Slash About 1.2x melee scaling after the 09-16-2026 buff from 1.0.
  • Crimson Slash Including +0.4 healing spirit scaling as of 09-16-2026.

Values were last changed in patch 10-30-2026.

Yamato's win rate by game length

Yamato gets stronger the longer the game goes: 44.3% in games under 25 minutes (#36 of 44), 49.0% in games past 40 (#21 of 44). Worth knowing: the tag at the top says "Mid Game", but on this patch the long games are where Yamato pulls ahead of other heroes.

40% 45% 50% 55% 0.6% of all games end at 10–15 minutes 1.2% of all games end at 15–20 minutes 3.4% of all games end at 20–25 minutes 11.0% of all games end at 25–30 minutes 23.2% of all games end at 30–35 minutes 26.4% of all games end at 35–40 minutes 17.9% of all games end at 40–45 minutes 9.4% of all games end at 45–50 minutes 4.3% of all games end at 50–55 minutes 1.7% of all games end at 55–60 minutes 0.8% of all games end at 60+ minutes 10–15 min: 46.1% over 1,583 games 46.1% 15–20 min: 46.3% over 3,569 games 46.3% 20–25 min: 43.3% over 10,350 games 43.3% 25–30 min: 44.5% over 31,278 games 44.5% 30–35 min: 46.4% over 63,322 games 46.4% 35–40 min: 47.6% over 70,473 games 47.6% 40–45 min: 48.8% over 47,606 games 48.8% 45–50 min: 49.2% over 24,669 games 49.2% 50–55 min: 49.7% over 11,335 games 49.7% 55–60 min: 49.1% over 4,350 games 49.1% 60+ min: 47.8% over 2,170 games 47.8% 10–1515–2020–2525–3030–3535–4040–4545–5050–5555–6060+
above 50% below 50% under 1,000 games how many games end then
See the numbers
MinutesWinsvs usualGames
10–15 46.1% −1.1% 1,583
15–20 46.3% −0.9% 3,569
20–25 43.3% −3.9% 10,350
25–30 44.5% −2.7% 31,278
30–35 46.4% −0.8% 63,322
35–40 47.6% +0.4% 70,473
40–45 48.8% +1.6% 47,606
45–50 49.2% +2.0% 24,669
50–55 49.7% +2.5% 11,335
55–60 49.1% +1.9% 4,350
60+ 47.8% +0.6% 2,170

"vs usual" is against Yamato's 47.2% over all these games. Faded rows have under 1,000 games, where a few percent either way is noise; under 300, no win rate is shown.

Each point is how often Yamato won games that ended at that length, not the chance of winning at that minute. Short games are usually one-sided, so the left side is about closing out a lead and the right side about long, close games. Games under 10 minutes are left out. Every hero by game length →

Sources and confidence for this record

Record confidence: Strong evidence. Compiled for patch 10-30-2026, researched 2026-10-30.

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