Build file · 28 Oct to 5 Nov

Yamato build and item order

What Yamato players buy, what a long game ends with, what changes against each enemy, and the in-game builds they pick.

Matches

370.7k

last 7 days

Finished build

≈11 items

41k souls held in items at the end

Build type

Caster

56% of item souls in spirit

Games past 35 min

51%

the finished build is read from these

The Yamato build in brief

Most Yamato players open with Melee Lifesteal and Spirit Strike, then pick up Radiant Regeneration (around 17 minutes, 49% of games) and Spirit Snatch (around 18 minutes, 64% of games).

The build splits in the mid game: the most common big buys from 9 to 20 minutes are Spirit Snatch (43%), Radiant Regeneration (37%) and Lifestrike (36%).

In games past 35 minutes, a finished Yamato carries about 11 items, 41.0k souls, 56% of them spirit; most end with Spirit Snatch (75%), Boundless Spirit (61%) and Tankbuster (60%).

Beyond the core items, the commonest big buy from 20 to 30 minutes is Superior Cooldown (27% of games); the late-game duel sets it against Berserker (10% of games).

In long games, players pick Hunter's Aura or Compress Cooldown: of those who buy either, 12% buy both.

The clearest change by opponent: against Haze, Yamato players buy Metal Skin at about ×3.52 the usual rate (19,528 buyers; adjusted, with small samples pulled towards ×1).

The most used in-game build is "Yamato - ONE SLASH IS ENOUGH - deadlocked.gg" by deadlocked.gg, picked in 31,837 games (45% won).

SpiritWeaponVitality
Caster56% of item souls in spiritWeapon 16% · vitality 28% · spirit 56%. The diamond is the average hero.7 days · games over 35 min (51%)

The finished build 7 days · games over 35 min (51%)

AgainstPick up to 6 enemies to see what players change. Enemies that move the finished build come first.

What Yamato games of 35 minutes or more end with, slot by slot: the share of those games still holding each item at the end, and when it's bought. Pick an item for its upgrade chain and numbers.

  • usually empty
  • usually empty
  • usually empty
  • usually empty
  • usually empty

Games over 35 minutes end with about 11 items, so 5 sockets read “usually empty”. Solid frames: held at the end of at least half of those games; dashed: fewer. Flex slots take any slot type, and each flex item keeps its own slot colour. From 191,379 long games (51% of Yamato games).

Show as table
The finished Yamato build in games over 35 minutes, with alternates
SlotItemHeldBoughtSold or upgradedBuy timeCost
WeaponStalker42%59%29%~8:551,600
VitalityLifestrike54%56%3%~19:023,200
VitalityHealbane43%51%17%~16:171,600
VitalityHealing Booster39%51%23%~15:591,600
SpiritSpirit Snatch75%76%2%~18:213,200
SpiritBoundless Spirit61%62%1%~29:406,400
SpiritTankbuster60%60%1%~25:053,200
SpiritRadiant Regeneration56%57%1%~17:083,200
Flex (spirit)Torment Pulse53%54%2%~22:023,200
Flex (spirit)Transcendent Cooldown40%41%1%~34:326,400
Flex (spirit)Mystic Reverb38%38%0%~32:086,400
Weapon, alternateHunter's Aura38%39%3%~22:303,200
Weapon, alternateRecharging Rush37%44%15%~17:241,600
Weapon, alternateMystic Shot35%44%21%~11:041,600
Vitality, alternateSpirit Resilience27%28%3%~29:223,200
Vitality, alternateWitchmail21%22%2%~36:426,400
Vitality, alternateColossus15%16%2%~36:086,400
Spirit, alternateSpirit Burn29%30%1%~36:086,400
Spirit, alternateRefresher23%24%2%~37:426,400

Against other heroes 21 days

What players change, not proof it works. ★ marks an item whose buyers win at least 1 point more against that enemy than buyers of other items of its tier, after checking for chance, over 21 days: ★ all pools every hero's buyers, ★ Yamato is Yamato players only.

The 8 clearest changes in what Yamato players buy, across every enemy. Pick enemies above the board to see one lineup.

Lifts compare how often Yamato players buy an item in games against a hero with how often they buy it otherwise, over 21 days, with the build's usual items set to ×1 and small samples pulled towards ×1. Cells need 200 buyers. Several enemies are combined from separate match-ups (a weighted average of their lifts), not games against that exact team.

Show as table
What Yamato players buy more or less of against each enemy
EnemyItemBuy rate changeBuyersEvidence
HazeMetal Skin×3.5220k—
VindictaKnockdown×2.946.5k—
HazePlated Armor×1.9417k—
AbramsRebuttal×2.0813k—
VindictaPhantom Strike×3.503.4k—
HazeBullet Resilience×1.5314k—
ApolloSlowing Hex×1.955.2k—
HazeSpirit Resilience×0.8138k—

What you hold, minute by minute 7 days

Each band is one item: the share of Yamato games still going at that minute that hold it. The bands stack, so the top edge is the whole inventory. Press play, or drag the slider, to watch a game fill up. Hover a band for its numbers.

45:00about 12.5 items51,702 souls15% of games still going2.8 weapon3.9 vitality5.8 spirit
81% of games still going at 30:00Restorative Shot481212 items · base slots full, flex aboveitems0m5m10m15m20m25m30m35m40m45m60k soulsWeapon2.8 itemsVitality3.9 itemsSpirit5.8 items
81% still going at 30:004812items0m10m20m30m40m60k souls

At 45:00 you'd typically hold

Estimated from when players buy and sell; assumes what they buy doesn't depend on how long the game will last. Hatched minutes rest on fewer than a quarter of games. The 12-item line is where the base slots are full and flex slots start.

Show as table
Share of Yamato games still going that hold each item, every five minutes
Item5:0010:0015:0020:0025:0030:0035:0040:00
Restorative Shot67%72%73%73%70%48%34%33%
Stalker5%43%55%57%58%58%56%50%
Mystic Shot2%25%37%41%42%43%43%40%
Recharging Rush0%3%19%30%39%42%43%41%
Hunter's Aura0%0%3%14%28%35%37%37%
Other weapon items0.10.20.30.50.60.70.70.8
Melee Lifesteal62%75%74%48%20%16%16%16%
Lifestrike0%2%17%37%46%50%53%54%
Healbane0%10%27%39%45%48%49%48%
Healing Booster1%7%26%40%47%49%48%45%
Other vitality items0.20.50.80.81.01.21.51.8
Spirit Strike41%65%58%20%6%5%5%5%
Spirit Snatch0%8%27%48%63%69%72%74%
Improved Spirit3%23%40%51%50%27%18%18%
Boundless Spirit0%0%1%5%16%32%47%58%
Radiant Regeneration0%6%25%40%49%53%54%55%
Torment Pulse0%1%9%22%37%46%50%51%
Tankbuster0%1%5%15%30%46%54%58%
Superior Cooldown0%0%2%7%19%34%30%27%
Transcendent Cooldown0%0%0%1%4%10%21%35%
Mystic Reverb0%0%0%2%6%15%25%35%
Spirit Burn0%0%0%0%2%5%12%23%
Other spirit items0.30.91.00.90.80.60.70.8
Items held, in all2.55.17.18.19.19.910.611.4

Items show the share holding them; other items show the average number held.

Buy windows: clock against souls 7 days

When Yamato players buy each big item, and how its buyers did. Bars are buyers; the line is the share of them who won, with its 95% band. Switch to souls at purchase to see how much of the early-buyer edge is just being ahead.

  • buyers
  • won, 95% band
  • 200–500 buyers
  • the item's own overall

Radiant Regeneration by the clock: 61% → 43%. By souls at purchase: 46–53%.

  1. Radiant Regeneration

    180,738 buyers · 47.6% won overall

    most buy it 12–20 min

    By the clock: 61% → 43%. By souls at purchase: 46–53%.

    Show as table
  2. Spirit Snatch

    236,349 buyers · 48.1% won overall

    most buy it 13–21 min

    48.1% of all its buyers won.

    Show as table
  3. Lifestrike

    175,465 buyers · 48.9% won overall

    most buy it 14–21 min

    48.9% of all its buyers won.

    Show as table
  4. Torment Pulse

    162,522 buyers · 49.2% won overall

    most buy it 16–25 min

    49.2% of all its buyers won.

    Show as table
  5. Tankbuster

    174,179 buyers · 47.8% won overall

    most buy it 19–28 min

    47.8% of all its buyers won.

    Show as table
  6. Boundless Spirit

    160,488 buyers · 50.8% won overall

    most buy it 23–33 min

    50.8% of all its buyers won.

    Show as table
  7. Mystic Reverb

    93,860 buyers · 55.8% won overall

    most buy it 26–35 min

    55.8% of all its buyers won.

    Show as table
  8. Transcendent Cooldown

    93,278 buyers · 51.6% won overall

    most buy it 28–38 min

    51.6% of all its buyers won.

    Show as table

For Radiant Regeneration, buying early wins more mostly because early buyers are already ahead: by souls at purchase the line is much flatter. Win rates describe; they don't say an item wins games.

Two late games, side by side 7 days

What Yamato players buy after 30 minutes, split by the big item they took at 20–30 minutes. Bars are the share of each side's games reaching 30 minutes that bought the item. Pick the two sides to compare.

Superior Cooldown at 20–30 min

102,320 games · 50.4% won · 74% reach 30 min

Berserker at 20–30 min

39,392 games · 51.8% won · 72% reach 30 min

Late items (30 minutes on) for Superior Cooldown at 20–30 min against Berserker at 20–30 min: share of each side's games reaching 30 minutes that bought each, and how they did
A wonA buysLate itemB buysB won
53.9%
55.3%
52.4%51.5%
54.8%
50.0%
47.3%48.1%
52.8%52.8%
56.1%55.3%
53.6%
52.0%
52.8%
52.4%53.4%
53.0%

Shares are of each side's games reaching 30 minutes; an item a side doesn't list was bought by fewer than its smallest listed share. ⇄: both sides buy it in 15% or more of games. Win dots run from 40% to 60%, with a tick at 50%, adjusted for souls at purchase where upstream gives it, with 95% whiskers, hollow under 2,000 buyers. They describe; they don't prove.

Either/or, and sets 7 days · games over 35 min (51%)

Items Yamato players choose between in games over 35 minutes, and items they buy as a package. Every number is printed under its cards; click a card to outline the item in every chart.

Either/or

  • Hunter's Aura or Compress Cooldown: 12% buy both.

    Only Hunter's Aura48.2% won · 59,419 games

    Both12%

    Only Compress Cooldown47.9% won · 51,424 games

    Players who bought only one won about the same either way. Out of 125,770 long games with either.

  • Improved Spirit or Melee Charge: only 9% buy both.

    Only Improved Spirit48.0% won · 106,881 games

    Both9%

    Only Melee Charge49.0% won · 28,969 games

    Melee Charge-only buyers won 1.0 pts more than Improved Spirit-only buyers. Out of 148,910 long games with either.

  • Compress Cooldown or Melee Charge: only 8% buy both.

    Only Compress Cooldown48.5% won · 58,826 games

    Both8%

    Only Melee Charge48.4% won · 34,504 games

    Players who bought only one won about the same either way. Out of 100,855 long games with either.

Sets

  • 2.5× as likely together

    19% of long games · 35,607 games

  • 1.9× as likely together

    18% of long games · 34,353 games

  • 2.0× as likely together

    17% of long games · 32,841 games

Descriptive: players who pick one may play differently from those who pick the other. Pairs that are one item's upgrade path are left out.

How players get there, 0–30 min 7 days

The items most bought in each phase of the game, and what their buyers bought next. Pick a mid-game item to follow only the players who bought it. Hover an item for its numbers.

  • Weapon
  • Vitality
  • Spirit
0–9 min9–20 min20–30 min30 min +Melee LifestealRestorative ShotSpirit StrikeStalkerExtra SpiritMystic RegenerationSpirit SnatchRadiant RegenerationLifestrikeHealing BoosterImproved SpiritHealbaneTankbusterSuperior CooldownBoundless SpiritTorment PulseHunter's AuraSpirit SnatchTranscendent CooldownBoundless SpiritMystic ReverbSpirit BurnSuperior CooldownRefresherEvery game99% reach 9 min96% reach 20 min68% reach 30 min
Show as table
Yamato's most bought items by phase
PhaseItemBought inWon (souls-adjusted)Games
0–9 minMelee Lifesteal74%47.7%278,117
0–9 minRestorative Shot72%47.5%269,479
0–9 minSpirit Strike64%47.7%238,797
0–9 minStalker39%49.4%148,088
0–9 minExtra Spirit28%47.0%105,892
0–9 minMystic Regeneration26%47.9%97,048
9–20 minSpirit Snatch43%49.0%161,979
9–20 minRadiant Regeneration37%48.1%138,874
9–20 minLifestrike36%50.0%134,830
9–20 minHealing Booster34%47.9%129,542
9–20 minImproved Spirit33%46.7%123,426
9–20 minHealbane32%48.6%120,987
20–30 minTankbuster29%48.2%110,398
20–30 minSuperior Cooldown27%49.0%102,320
20–30 minBoundless Spirit25%49.8%95,102
20–30 minTorment Pulse22%49.4%84,305
20–30 minHunter's Aura20%49.8%74,088
20–30 minSpirit Snatch20%47.9%73,720
30 min +Transcendent Cooldown19%50.7%70,663
30 min +Boundless Spirit18%51.5%69,167
30 min +Mystic Reverb15%53.4%55,642
30 min +Spirit Burn15%53.3%55,166
30 min +Superior Cooldown14%51.0%51,967
30 min +Refresher13%54.6%47,294

Bar heights compare how often items are bought within a phase; fewer items are bought late, and the row underneath shows how many games last that long. Win rates are adjusted for the buyer's souls at purchase, so players who are already ahead don't make an item look better than it is; they still describe, not prove.

Ability order

Power Slash41415
Flying Slash2357
Crimson Slash18910
Shadow Transformation6111213

The most played full upgrade path (4% of matches, 56.4% won). Power Slash is maxed first in 49% of matches.

In-game builds players pick 7 days

  1. Yamato - ONE SLASH IS ENOUGH - deadlocked.ggby deadlocked.gg · 19,091 players10 of 11 board items
    31,837 games
    44.5% won

    EARLY GAME

    EARLY GAME

    MID GAME

    MID GAME

    LATE GAME

    LATE GAME

  2. FREDTHEFINCH YAMATOby Lili Ichijoin · 9,220 players8 of 11 board items
    19,712 games
    48.7% won
  3. Yamato - Spirit-Close Range [58% WR] [tracklock.gg]by Tracklock · 10,154 players8 of 11 board items
    17,969 games
    48.0% won
  4. Lystic's YAMATO [Lockbuilds.com]by Harvester · 9,141 players10 of 11 board items
    17,020 games
    49.9% won
  5. ABL (twitch ablkz)by ABL · 6,035 players8 of 11 board items
    11,416 games
    48.7% won

The build each player had selected when the match started; known for 47% of Yamato games, mostly at higher ranks. The tag counts how many of the finished build's items each one includes.

About these numbers

7 days
28 Oct to 4 Nov. The build, timing, the late game, the path and in-game builds, from standard ranked and unranked Yamato matches.
21 days
14 Oct to 4 Nov. Versus: a longer window, so rarer match-ups have enough games.
Games past 35 min
191,379 (51% of Yamato games). The finished build, choices and the soul split read only these.
Patch
The latest big patch was 29 Sept; no window reaches back before it.
Sample sizes
5,000+ games 1,000 to 5,000 200 to 1,000Nothing under 200 is drawn.
Win rates
Shown with their 95% range and the games behind them. They describe rather than prove: players who buy an item may differ in other ways.

Via deadlock-api. Updated 5 Nov. Not affiliated with or endorsed by Valve.