vs backline assassinationGuardian WardGuardian Ward1,600 soulsTier 2ArmorPress+60sCooldown+0.2sCast Delay+1.5Out of Combat Regen+6sBuff Duration+8%Ability Range+8%RadiusBuilds from GritSlowing HexSlowing Hex1,600 soulsTier 2TechPress+29sCooldown+3.5sDuration+0.1sCast Delay+16%Move Speed-26%Dash DistanceDisarming HexDisarming Hex3,200 soulsTier 3TechPress+16sCooldown+4.25sDuration+0.1sCast Delay+75Bonus Health-13%Bullet ResistBuilds from Rusted Barrel
vs slowsDebuff ReducerDebuff Reducer1,600 soulsTier 2ArmorPassive+25%Debuff Resist+90Bonus HealthEnduring SpeedEnduring Speed1,600 soulsTier 2ArmorPassive+25%Slow Resist+2Out of Combat RegenBuilds from Sprint BootsDispel MagicDispel Magic3,200 soulsTier 3ArmorInstantCast+45sCooldown+10%Spirit Resist+3sBuff Duration+250Heal Amount
vs gap closers and escapesHigh-Velocity RoundsHigh-Velocity Rounds800 soulsTier 1WeaponPassive+45%Bullet Velocity+8%Weapon DamageMystic ExpansionMystic Expansion800 soulsTier 1TechPassive+20%Ability Range+20%RadiusCold FrontCold Front1,600 soulsTier 2TechInstantCast+25sCooldown+4sDuration+0.6sSpread Duration:+48%Move Speed+6%Spirit Resist
Never spend CC into Shadow TransformationShadow Transformation5s Duration160s CooldownYamato 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…DamageNo direct damage; the power is in refreshed abilities cast 60% fasterMobilityT2 adds +4 m/s move speed during the transformation, on top of her already…DefensiveInitial invincibility during the 1.5s transformation channel, immunity to…1+7 weapon damage2+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 WordBinding Word15m Range34s CooldownCurses a targeted enemy hero.Crowd Control1.75s immobilise (T2 adds +0.75s, so up to 2.5s) if the target fails the…Damage110 (about 2.44x spirit scaling) when it landsDefensiveRooting a diver in place is a strong self-peel1Warden deals +20% bullet damage to trapped heroes for 5s2+0.75s immobilise duration5-14s cooldown (34s base) and silences the target until they escape or are immobilised, Petrifying BolaPetrifying Bola115s CooldownThrows an explosive bola.Crowd Control2.2s petrify on a direct hit (T3 adds +1s, up to 3.2s);Damage50 area damage (about 0.74x spirit scaling);DefensivePetrifying an incoming diver removes them from the fight for over two…1+49.5 petrify damage2-20s cooldown5+1s petrify duration and petrifies all enemies in the area, not just direct hits, TelekinesisTelekinesis10m Range2.3s Duration150s CooldownLifts one enemy hero into the air, holding them helpless for a couple of seconds, then slams them toward a location Wraith chooses.Crowd Controlstunned during the 1.25s channel, then the target is airborne and unable to…Damage100 spirit base (about 1.0x spirit scaling);Mobilitynone for Wraith — she channels for 1.25s while aiming the throw1+100 damage2-45s cooldown (150s base down to 105s)5+1.5s debuff duration and +6m throw and cast range and Puddle PunchPuddle Punch40m Range24s CooldownMaterialises a fist at a chosen point up to a long distance away, punching everyone in a small area upward.Crowd ControlKnockup on everyone in the 4m radius plus a -24% movement slow for 3sDamage20 damage base plus about 0.6x melee scaling;MobilityGrants Viscous and allies increased air control when caught in it1+1 charge and +20 damage2+1.5m radius and +60% lifesteal5-14s 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 SlashPower Slash12s CooldownYamato channels for around a second and a half to build up a sword strike, then releases it as a ranged slash.Crowd ControlT1 adds a 32% movement slow for 3sDamage145 spirit at full charge (about 1.96x spirit scaling), with T3 adding +150…Mobilitynone — she is channelling1+32% movement slow for 3s2-4s 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 SlashFlying Slash23m Range36s CooldownThrows 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 targetDamage66 melee damageMobilityPulls her to the target from 23m base (T3 adds +8m, up to 31m)1-18s cooldown (36s base down to 18s)2gain +35 Spirit Power for 6s5alt-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 SlashCrimson Slash16s CooldownA wide slash in front of her that damages enemies and reduces their rate of fire.Crowd Controlnone, but -30% fire rate for 4s is a heavy offensive debuffDamage55 spirit (about 0.37x spirit scaling)DefensiveHeals 55 (about 1.04x spirit scaling) on hero hit;1on hit, +30% melee damage for 4s2on hero hit, additional +6% max health heal5-10s cooldown and increased scaling's hero-hit heal is her only sustain, and HealbaneHealbane1,600 soulsTier 2ArmorPassive+8sDuration+7Spirit Power-35%Incoming Healing or Venator's Consecrating GrenadeConsecrating Grenade25s CooldownLobs a grenade that bounces once or twice before detonating in a roughly 4.5m area.Damage35 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 duration5an additional 20% healing reduction on top of the base 30%, and grants extra charges removes most of it
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
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
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 RefresherRefresher6,400 soulsTier 4TechInstantCast+300sCooldown+0.6sCast Delay+14%Spirit Resist+15%Bullet Resist makes her a repeatable backline deleter
Spreadshot (Sister's Lament)
SpreadshotClose Range
63.2DPS
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.
5.31Bullet Damage
5Pellets per Shot
2.38Bullets per sec
12Ammo
2.44sReload Time
254m/sBullet Velocity
55Light Melee
128Heavy Melee
Vitality and movement
730Health
1Health Regen
8.20m/sMove Speed
1.60m/sSprint Speed
3Stamina
4.50sStamina 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.
PaigePaigeSupportControllerMid rangeSpirit damagePeel — Plot Armor is a save and a damage buff on one button.Durabilitylow (1/3)Burstlow (1/3)Mobilitynone (0/3)Healinghigh (2/3)53.9% together+2.0% above expected
GravesGravesControllerSummonerClose rangeHybrid damageMap pressure while away from the fight via Borrowed Decree Ghouls marching at objectivesDurabilitylow (1/3)Burstlow (1/3)Mobilitynone (0/3)Healinglow (1/3)53.9% together+1.7% above expected
KelvinKelvinSupportControllerMid rangeHybrid damageFrozen Shelter is a hard physical barrier that stops ranged damage and ultimates outrightDurabilityhigh (2/3)Burstlow (1/3)Mobilityhigh (2/3)Healingvery high (3/3)52.9% together+1.6% above expected
VictorVictorBruiserInitiatorClose rangeSpirit damageEffectively two health bars via Shocking Reanimation, which invalidates the normal 'focus the bruiser' planDurabilityvery high (3/3)Bursthigh (2/3)Mobilityhigh (2/3)Healingvery high (3/3)52.1% together+1.4% above expected
BabaBabaControllerMageMid rangeSpirit damageThree kinds of control in one kit: silence, a hex and several slowsDurabilitylow (1/3)Bursthigh (2/3)Mobilityhigh (2/3)Healinglow (1/3)52.6% together+1.3% above expected
SevenSevenMageControllerMid rangeSpirit damageWave and jungle clear through Lightning Ball and Power Surge, which helps him reach item breakpoints soonerDurabilitylow (1/3)Bursthigh (2/3)Mobilitynone (0/3)Healingnone (0/3)52.3% together+1.0% above expected
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 strugglesYamato 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%).
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 GutshotGutshot10m Range23s CooldownA point-blank shotgun burst within about 10m that shoves everyone hit backwards.Crowd Controlknockback on everyone hit;Damage60 base (about 0.7x weapon scaling) plus 30 bonus (about 0.8x scaling) when…Mobilitynone for Venator himself1+25 damage2-10s cooldown (23s base) and +0.4s stun duration5after 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 BulletsToxic Bullets3,200 soulsTier 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 WordRoot, 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)
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.
above 50%below 50%under 1,000 gameshow many games end then
See the numbers
Minutes
Wins
vs usual
Games
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