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Yaria

Yaria

RoamSupportDifficulty: Normal

Win, Pick and Ban Rates

Roam
A
Tier / Pop
49.08%
Win Rate
1.16%
Pick Rate
1.74%
Ban Rate

Change vs 2026-09-25

Tier
unchanged
Win Rate
−0.2pt

Statistics from the official in-game HoK Camp (as of 2026-10-09).

Base Stats

Max HP
2793
Max MP
620
Physical Attack
165
Magic Attack
0
Physical Armor
150|20%
Magic Defense
75|11.1%
Movement Speed
365
Attack Range
Ranged
HP Regen / s
36
MP Regen / s
15

Transcribed from the in-game hero status screen. Arcana bonuses are excluded.

Recommended Builds

Build 1Link heal and lockdown first
  • Heal

When enemy damage is mostly physical and you need to peel for your carry

Crimson Shadow - Starspring opens the build, linking to one ally and healing both for 500-1060 plus 20% of max HP. Frigid Charge comes fourth, so the 30-60% slow and the 0.75s freeze are available from 6,850G. That one item is what takes physical defense to 383 and cooldown reduction to 53.5%. Venomous Staff and Frozen Breath each come one slot later than in build 2.

Build 2Defensive aura, then magic defense
  • Heal

When two or more enemy heroes deal magic damage

Guardian - Redemption grants 65-130 physical and magic defense and shares half of it with allies within 800 range. Venomous Staff moves up to fourth, so the 35% cut to enemy healing and lifesteal arrives at 6,860G. Succubus Cloak closes the build with 300 magic defense and a 400-800 magic damage shield every 15 seconds. Max HP climbs to 4,887, while cooldown reduction settles at 46%, 7.5 points under build 1.

This is what the Popular tab of the in-game Recommended Loadout screen showed on 2026-08-28. The number on each arcana is how many of the 30 slots it fills; each colour adds up to 10. The game also shows a rank and a win rate, but those shift from day to day, so they are not reproduced here.

Strategy Guide

Playstyle

A guardian who possesses an ally and becomes their shield — protection in its final form. Her deer transformation cleanses CC on reflex, and her chosen hero simply does not die alone.

Best for: players who never hesitate to be someone else's armor — riding an ally hands them a true-damage shield, and choosing the wrong ally wastes the whole thing.

Recommended Combos
Re-Attach Cycle

Attaching cuts her active skill cooldowns by 30% at once and widens Skill 1's tracking and Skill 2's attack range by 20% each. The shield she hands over negates true damage, and the attachment ends the moment it is exhausted. Detaching by leaping in a target direction cuts Skill 3's cooldown by 50%, so step off early rather than waiting for the break.

Deer-Form Reset

Hard crowd control other than suppression strips every effect off her and turns her into a deer for 4s. She cannot be targeted in that window, and nearby enemies are slowed by 15% (30% at Lvl 15). All of her cooldowns refresh, so leap clear with Skill 2, drop the form with Skill 1, and put the shield straight back on a carry. The passive runs on a 60−48s cooldown, so a second chain of crowd control has no answer.

These combos are not official data. They are this site's own write-up, built only from the skill data transcribed from the in-game display; nothing that the skill text does not state is included.

Strengths
  • Her all-damage shield cancels one lethal burst on a carry
  • Manual detach refunds half the cooldown for high shield uptime
  • Deer form absorbs hard CC and wastes enemy engage tools
  • Skill 1 scouts bushes and knocks up in a single cast
Weaknesses
  • Zero solo damage or durability; helpless once her team collapses
  • Deer form runs once per 60 seconds and loses to chained CC
  • No healing in her kit; drawn-out poke wars wear her down
  • Attaching to the wrong host throws the entire shield away
Early Game Strategy

Start the game standing behind your mid laner or marksman, letting Skill 2's auto-targeting bolts help with the chip damage while you fire Skill 1 into bushes for safety checks. The energy orb homes in and knocks up any hero it detects, so one cast tells you whether an ambush is waiting. Until Yaria learns her Ultimate attach at level 4, she is honestly just a soft target — take river vision only inside your allies' range, because nothing in her kit justifies walking ahead alone.

Mid Game Strategy

From level 4 on, the default play is attaching to your best-fed carry — usually the jungler or the marksman. What you hand them is a shield that negates 1,000 true damage, rising to 1,500 and 2,000 as Skill 3 levels up. Attaching immediately cuts your active skills' cooldowns by 30%. That is a one-time reduction at the moment you attach, not a discount that lasts while you ride. What does last for the whole attachment is 20% more tracking range on Skill 1 and 20% more attack range on Skill 2. The key habit: detach yourself before the shield breaks. A manual detach cuts 50% off Skill 3's cooldown, which beats eating the full downtime every time. Hold the attach in reserve right before the 4-minute Tyrant or any Shadow Tyrant fight after 10 minutes.

Late Game Strategy

In late-game teamfights, your one shield decides whether the carry lives. Assassin burst is instant — reacting after the dive starts is usually too late, so climb on as soon as a fight looks likely. Watch the shield's remaining health, hop off just before it shatters to collect the cooldown refund, then climb right back on. The window immediately after you detach is your most dangerous moment; hard CC triggers your Deer form (once per 60 seconds), but it will not save you from the second stun.

Teamfight Strategy

Stay mounted on your carry, spread Skill 2's sustained damage, and knock up divers with Skill 1 to blunt their momentum. Your Passive Deer form only triggers on hard CC like knock-ups and knock-backs, making you untargetable while slowing everyone nearby — trading it for one wasted enemy engage tool is a clean win. Picking the right host is part of the job, too. Sitting on an ally nobody is attacking wastes the shield, so identify the one player actually being focused and move.

Counters & Synergies

Countered-by and synergy picks are this site's own reading, based on each hero's kit. What the official app publishes is how often heroes are picked together (see "Frequently Paired With" below); it does not publish any rating of how well they match up.

Frequently Paired With

2-hero team

The figures are the "match rate" published by the official in-game HoK Camp: how often these heroes ended up on the same team (fetched 2026-08-14). It is not a win rate, so a higher number does not mean a stronger pairing.

First Skill to Level Up

Official pickSkill 1: Wandering Beam
1

Source: the official in-game HoK Camp (fetched 2026-08-14). What to level after this depends on the matchup.

Skills

Deer Spirit
Passive

Deer Spirit

ImmunitySlow
When affected by hard crowd control effects (excluding suppression effects), Yaria instantly removes all crowd control effects from herself and turns into a deer spirit for 4s. While in deer spirit form, she gains new skills, and all of her skills' cooldowns are refreshed. During this period, she cannot use Basic Attacks or be targeted, and nearby enemies are slowed by 15%. This effect has a 60−48s cooldown (depending on skill level).
Lvl 1Lvl 15
Cooldown
6048
Slow
15%30%
Wandering Beam
Skill 1⏳ CD: 10s | Mana: 50

Wandering Beam

Crowd ControlDamageVision
Yaria directs a soul with her staff, dealing 250 (250 + 30% magical attack) magical damage to enemies in its path and knocking them back. The soul will track the nearest enemy hero after reaching its max range, dealing 250 (250 + 30% magical attack) magical damage to them, launching them for 0.5s, and exposing them for 5s.
Deer Spirit Form: Deer spirit form ends instantly.
Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
109.69.28.88.48
Base Damage
250300350400450500
Accelerating Blitz
Skill 2⏳ CD: 12s | Mana: 50

Accelerating Blitz

Damage
Yaria deals 200 (200 + 30% magical attack) magical damage to the 3 closest random enemies within 5s, prioritizing heroes. She cannot use Basic Attacks for the duration of the skill.
Deer Spirit Form: Leaps forward.
Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
1211.611.210.810.410
Base Damage
200240280320360400
Verdant Protector
Ultimate⏳ CD: 15s | Mana: 50

Verdant Protector

ShieldEnhance
Attaches to a teammate, granting them a shield that negates 1,000 (1,000 + 60% magical attack + 8% of target's extra Health) true damage. Attachment ends when the shield is exhausted or when leaping in the target direction to detach. She becomes untargetable and unable to use Basic Attacks while attached.
Attaching to a hero immediately reduces her active skills' cooldown by 30% and grants them these extra effects:
Skill 1: Soul tracking range increased by 20%.
Skill 2: Attack range increased by 20%.
Ultimate: Manually detaching reduces Ultimate's cooldown by 50%.
Deer Spirit Form: Slow aura's area of effect widened.
Lvl 1Lvl 2Lvl 3
Extra Shield
1,0001,5002,000

Other Roam Heroes

Stats: official HoK Camp, as of

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Tier, win rate, pick rate and ban rate are taken from the official in-game HoK Camp statistics (as of 2026-10-09). Skill values and descriptions are transcribed from the in-game display (Global). Patch changes are summarised from the official patch notes (Level Infinite) and written up by this site. Matchups, synergies and strategy write-ups are this site's own commentary.

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