A TIERwarriorSolo LaneMediumPatch 1.62Reviewed
Yena portrait

Yena

Five marks and they're dead, Yena's patience is her lethality.

Win Rate
52.6%
Pick Rate
20%
Ban Rate
1.6%
Editor's Take

Yena — Patch 1.62 Verdict

[Liquipedia RPL: A] Pro play (RPL 2026): 57 picks, 52.6% WR, 21.6% pick/ban rate. Note: pro meta may differ from ranked.

Reviewed Patch 1.62By Danai · ROV META
Overview

Yena — Warrior Guide

Yena is the slayer lane's most satisfying pressure cooker. She runs on two weapon states, dual blades that stack Mark of the Blade through rapid light hits, and a fused single blade that trades speed for devastating power, and mastering the transition between them is the entire game. You harass an opponent down to five marks, watch the slow land, and delete them before they react. But she is far from a one-trick brawler. Spinning Sickle doubles as a zone-control tool and a cooldown-reset mechanism if you are disciplined enough to walk back and collect your thrown blade, and Crescent Strike's reset condition means an aggressive Q that connects opens a second window almost immediately.

She sits at S tier this patch for a reason easy to spot in Thai high-rank replays: the current slayer meta rewards heroes who can punish tanks and bruisers without a pure-AD poke pattern, and Yena's passive burst, 200% AD on five marks, scales viciously into the mid-game item curve. Spear of Longinus into Shield of the Lost gives her enough penetration and staying power to out-sustain trades most assassins would lose outright. She rewards players who understand spacing over pure reaction time, which makes her the right pick for Diamond-plus players who want influence in the slayer lane without a mechanically punishing ceiling.

Strengths

  • +Lunar Phase's five-mark detonation delivers 200% AD physical burst plus an 80% slow on a passive that requires no additional cooldown, giving Yena a kill-threat ceiling that scales with every AD item she buys.
  • +Spinning Sickle's retrieval mechanic provides genuine cooldown agency that rewards positional discipline, letting Yena sustain pressure in extended slayer-lane trades that most assassins cannot win.
  • +Crescent Strike's reset-on-hit condition means a successful aggressive Q immediately opens a second engagement window, giving her chase capability that doesn't depend on Flicker.
  • +Her dual-state kit makes her effective across two separate timings, poke and mark-stacking in dual-blade mode, then decisive burst and heavy auto damage in fused mode, so she is never entirely shut down by a single defensive answer.

Weaknesses

  • Before five marks are stacked, Yena's individual hits deal modest damage, and a target who disengages early forces her to restart the stack count with nothing to show for her aggression.
  • Spinning Sickle's narrow linear throw is easy to sidestep for mobile heroes, and a missed W in a critical moment leaves Yena without her best zoning and slow tool for a painful amount of time if she doesn't retrieve the blade.
  • Her fused-blade auto-attack speed reduction makes her remarkably easy to kite in open terrain once an opponent recognises the stance shift, since she loses the movement speed bonus from Lunar Phase.
  • With a 1.6% ban rate she is almost always available, but her somewhat predictable mark-stacking pattern means experienced opponents at high rank will simply disengage at four marks repeatedly, forcing Yena into trades she can never close.
Kit

Abilities

Lunar Phase ability iconP
PASSIVE

Lunar Phase

When wielding dual blades, Yena gains 40 (+10 per level) movement speed and applies Mark of the Blade to enemies she attacks for 5s. When 5 marks stack, the target takes 200% AD physical damage, becomes rooted, and is slowed 80% for 1s. When Yena merges her blades, her attack speed decreases but attack damage increases 50%. During skill use, Yena blocks all crowd control and takes 50% reduced damage.

Crescent Strike ability icon1
SKILL 1

Crescent Strike

Yena lunges forward 2 times in a target direction, dealing 80 (+43% AD) physical damage to all enemies hit. If an enemy is struck, this skill can be cast again within 5s.

Spinning Sickle ability icon2
SKILL 2

Spinning Sickle

Yena throws her blade in a target direction, dealing 180 (+90% AD) physical damage to all enemies hit. When the blade reaches its end, it spins in place for 3s, dealing 72 (+36% AD) physical damage every 0.5s and slowing enemies 50% for 1s. Cooldown is reduced by 5s if Yena retrieves her blade.

Full Moon ability iconR
ULTIMATE

Full Moon

Yena merges her blades and sweeps around her, dealing 200 (+110% AD) physical damage. Her attack power then increases by 60 for 5s. After casting this skill, all of her abilities change.

How to Use Yena's Kit

P
Lunar Phase

The five-mark detonation is not a bonus, it is Yena's primary kill condition, and every dual-blade action you take should be oriented toward completing that stack as efficiently as possible. The 40+ movement speed bonus while dual-wielding is what lets you stay in range to build stacks without blowing cooldowns; respect it as a combat resource rather than a passive perk. A common high-rank mistake is activating Full Moon (R) before reaching five marks on a target, squandering the 200% AD burst window entirely, always confirm your mark count before committing to the stance switch.

1
Crescent Strike

The reset condition on Q, usable again within five seconds if it connects, is what separates Yena players who understand her kit from those who don't; use the first cast to close distance or clip through a minion wave, then recast the moment it refreshes to proc two stacks in rapid succession. Its hitbox is a narrow forward dash, so aim at the enemy's projected movement path rather than their current position against mobile heroes. Never use Q as a pure gap-closer into a losing trade; the cooldown on a whiffed Q leaves you without a repositioning tool right when you need it most.

2
Spinning Sickle

Spinning Sickle is the ability that makes Yena more than a straight-line assassin, thrown at a chokepoint or over a wall, the three-second spin zone creates genuine zoning pressure that forces repositioning even in team fights. The most important mechanical discipline here is running back to collect the blade after it lands: retrieving it cuts five seconds off the cooldown, which in a sustained fight is the difference between having W available for a re-engage or standing there waiting. Use it to cut off escape routes before stacking marks with Q and autos, not as an opener on a target who can simply walk out of it.

R
Full Moon

Full Moon is not just a damage button, it is a stance-switch that fundamentally changes Yena's auto-attack cadence and transforms her skill set, so treat it as a phase transition rather than a finisher. The 60-point attack bonus for five seconds and the 50% increased damage per hit in fused mode means you want to activate it when you already have marks loaded and the enemy cannot immediately escape the slow; otherwise you are burning your ultimate for a slow auto-attack pattern with no mark pressure. After using R, remember that your slower fused swing still procs abilities, so the follow-up burst window is short, commit fully or reset out of the fight.

Leveling

Skill Order

Priority: R > Q > W
Skill123456789101112131415
1Crescent Strike
1·3·5·7·9···13··
2Spinning Sickle
·2·4···8·10·12·14·
RFull Moon
·····6····11···15
Build

Loadout

Flicker summoner spell icon
Summoner Spell
Flicker
Core Runes
Onslaught rune iconOnslaught
Protect rune iconProtect
Dragon's Claw rune iconDragon's Claw
Recommended

Standard Build

Sonic Boots item icon1
Sonic Boots
Spear of Longinus item icon2
Spear of Longinus
Shield of the Lost item icon3
Shield of the Lost
Fenrir's Tooth item icon4
Fenrir's Tooth
Medallion of Troy item icon5
Medallion of Troy
Blade of Eternity item icon6
Blade of Eternity
Mechanics

Core Combos

01

Standard Five-Mark Delete

Crescent Strike ability icon1
Crescent Strike
AA
Auto
Spinning Sickle ability icon2
Spinning Sickle
AA
Auto
Crescent Strike ability icon1
Crescent Strike
AA
Auto
Full Moon ability iconR
Full Moon
AA
Auto

The bread-and-butter kill pattern for slayer lane, use the first Q and autos to build marks quickly, drop W on their position to zone their escape, reset with Q, and trigger R once mark five is imminent to land the 200% AD detonation inside the slow window.

02

Flicker Engage

Spinning Sickle ability icon2
Spinning Sickle
Fl
Flicker
Crescent Strike ability icon1
Crescent Strike
AA
Auto
Crescent Strike ability icon1
Crescent Strike
AA
Auto
Full Moon ability iconR
Full Moon

Against ranged or mobile backliners in team fights, throw W to pre-zone their retreat path, Flicker directly onto them to close the distance, then chain the double Q and R for a burst sequence they have no room to escape.

03

Blade Retrieve Sustain Trade

Spinning Sickle ability icon2
Spinning Sickle
Crescent Strike ability icon1
Crescent Strike
AA
Auto
AA
Auto
Lunar Phase ability iconP
Lunar Phase
Crescent Strike ability icon1
Crescent Strike
AA
Auto
Full Moon ability iconR
Full Moon

In extended slayer-lane trades, throw W forward to force the opponent back, use Q and autos to stack marks while they dodge the spin zone, walk back to retrieve the blade mid-fight to reset W's cooldown, and finish with R once marks are full, ideal in the level four-to-six window.

Strategy

Gameplan

Power Spikes

Yena's first real spike is level 4, when all three actives are online and she can run a full Q-W-Q rotation with mark pressure in the same trade. She gets genuinely dangerous at Spear of Longinus, roughly 12 to 15 minutes in, because the armor penetration turns her five-mark detonation from threatening to lethal against the tanky slayer matchups she commonly faces. Fenrir's Tooth is her hard-carry breakpoint; once it is built, her fused-blade autos and mark burst can two-shot non-tank supports and squishy carries in one engage window. She is weakest in the first three levels before W is available and before she has boots-level mobility.

Early Game

Levels 1–6
  • Play levels one through three with dual blades and prioritise landing two to three marks per trade without overcommitting — you want them to burn defensive spells responding to your harassment, not to kill them before W is available.
  • At level four, rotate your first full combo (Q-W-Q-R) as soon as the enemy slaner is below 70% HP and positioned away from their outer tower; the mark detonation plus Sickle slow gives you enough time to finish the kill.
  • Retrieve Spinning Sickle every single time it lands, even mid-trade — the five-second cooldown reduction compounds over the first ten minutes into a massive effective-cooldown advantage over opponents who don't know the mechanic.

Mid Game

Post Broken Spear
  • Complete Spear of Longinus before rotating; your mark burst without armor penetration against a tank or bruiser mid-game is noticeably underwhelming, and forcing fights before this item is finished is the most common reason Yena players lose mid-game tempo.
  • Use Spinning Sickle to contest dragon and abyssal dragon pit entrances — a sickle thrown across the pit wall creates a slow zone that delays enemy rotations without requiring you to step into a bad position.
  • Target the enemy carry in five-versus-five skirmishes by flanking through side brush; your dual-blade movement speed bonus lets you close the gap on a mispositioned ADC or mage without burning Flicker.

Late Game

Teamfight phase
  • With Fenrir's Tooth completed, look for single picks on isolated backliners via the Flicker-W-Q engage combo — one successful pick before Baron spawns almost always converts directly into an uncontested objective.
  • In full team fights, do not front-line; let your tank absorb initial CC, then enter from a side angle in dual-blade mode to stack marks on the enemy damage dealer while they are focused on your frontline.
  • Blade of Eternity in the sixth slot gives you a second-life window — if you die on the first engage attempt, the passive resurrect buys enough time for your marks from before death to potentially still tick down the target while your team follows up.
Matchups

Matchups

Yena is rarely banned at 1.6%, so the real discipline is avoiding the heroes that neutralize her mark engine. Don't first-pick her into a draft that already has Butterfly, Allain, or Veres; all three deny her the sustained close-range contact she needs and can be identified before you lock in. Instead, first-pick her when the enemy has already committed a slow, immobile frontliner in the slayer lane, Arduin, Ormarr, or Taara are ideal targets. In bad matchups like Allain, accept a passive laning phase, farm safely toward Spear of Longinus, and look for side-lane skirmishes with your support rather than forcing a losing 1v1. Your CC-heavy synergy partners, Baldum, Grakk, Lumburr, all make the bad matchups winnable if your team communication is there.

Yena gets countered by

  • Butterfly hero icon
    Butterfly
    Butterfly's evasion passive directly negates Yena's mark-stacking pattern, a miss resets auto-attack timing and makes completing five stacks in a single trade window almost impossible at equal skill levels.
  • Allain hero icon
    Allain
    Allain's long-range poke and disengage keep him consistently outside Yena's dual-blade movement-speed range, allowing him to chip her down before she can ever initiate a meaningful mark rotation.
  • Florentino hero icon
    Florentino
    Florentino's extended trade pattern and passive healing out-sustain Yena's burst window in the slayer lane, and his ability to reset abilities on kill means he stays aggressive even after surviving the five-mark detonation.
  • Veres hero icon
    Veres
    Veres's superior mobility and self-peel make it exceedingly difficult for Yena to maintain the close range required to stack marks, and Veres can disengage and re-engage on her own terms once Yena's cooldowns are burned.

Yena synergizes with

  • Baldum hero icon
    Baldum
    Baldum's Tackle initiates guaranteed extended CC that gives Yena a clean, uninterrupted window to stack all five marks on a pinned target and detonate before they can move.
  • Grakk hero icon
    Grakk
    Grakk's hook pulls priority targets directly into Yena's dual-blade range, and the chain slow synergises perfectly with Spinning Sickle's zone to trap enemies in overlapping slow fields.
  • Annette hero icon
    Annette
    Annette's wind-wall deny prevents the ranged poke that counters Yena's mark-stacking approach, and her ultimate's pull clusters enemies into Spinning Sickle's spin zone for multi-target mark pressure.
  • Lumburr hero icon
    Lumburr
    Lumburr's Earthen Spikes hard-lock targets in place for long enough that Yena can complete a full mark cycle and trigger the five-stack detonation on even the most mobile carry in the game.
Tips

Pro Tips

  • Track the exact mark count on your target using the buff icon above their health bar, not by feel, experienced Yena players in Thai high-rank know the precise moment to commit the R stance-switch because they read the count, not because they estimate it.
  • When Spinning Sickle is in its three-second spin phase on the ground, you can use Q to dash through an enemy while the sickle simultaneously slows them, the overlapping slow and the double Q reset often produce a full mark stack faster than a pure auto-attack chain.
  • Never use Flicker offensively as your first action in an engage; use it as a mid-combo gap-closer after W is already in the air so that your Flicker arrival is guaranteed to land inside the slow zone the sickle just created.
  • In the slayer-lane mirror or against sustain bruisers, deliberately stop at four marks and bait a recall or defensive ability before landing the fifth, seasoned opponents will pop defensive items or summoner spells in response to a four-mark threat, letting you detonate freely once those are on cooldown.

Yena is the slayer lane's premier mark-pressure warrior right now, and she rewards exactly the kind of deliberate, read-the-fight playstyle that separates Diamond players from those below. She is best mained by players who enjoy converting patient harassment into decisive burst windows rather than relying on flashy all-in mechanics. The thing to master is the Spinning Sickle retrieval habit: building the muscle memory to walk back and collect the blade mid-trade compounds into more cooldown availability, more sustained pressure, and ultimately more kills than any other single mechanical improvement you can make on her.

FAQ

Yena — Frequently Asked Questions

Is Yena good in the current ROV patch?+

Yes. Yena is firmly S tier on the Thai server right now on a 52.6% win rate and a 20% pick rate in Diamond-and-above ranked, a remarkable combination that reflects both raw strength and broad viability. The current slayer meta favors durable damage dealers who can punish tanks, and her passive burst scaling directly rewards the Spear of Longinus and Fenrir's Tooth item curve that dominates this patch. If you want a slayer-laner that wins games and isn't heavily banned, she is one of the best investments of practice time right now.

What is the best build for Yena?+

Core build on Thai-server high-rank is Sonic Boots into Spear of Longinus into Shield of the Lost into Fenrir's Tooth into Medallion of Troy into Blade of Eternity, in that order. Spear of Longinus is the non-negotiable first major item because the armor penetration is what turns her five-mark detonation from a tickle into a kill on the tanky opponents she faces in the slayer lane. Blade of Eternity in the sixth slot is deliberate: her aggressive engage means dying on the first attempt is common, and the second-life passive keeps her relevant in extended teamfights.

How do you counter Yena?+

The cleanest counter is a hero with reliable disengage or evasion who can leave the trade before she reaches five marks; Butterfly's dodge passive, Allain's long poke, and Veres's self-peel all do it. At draft, pairing a mobile slayer with a support who has hard peel (Annette wind-wall, Roxie shield) forces her to burn Flicker or abandon engages repeatedly. In lane, disengage at four marks rather than fighting through the detonation; forcing her to restart the stack cycle from zero is the most effective attrition counter.

Is Yena hard to play / good for beginners?+

Medium. The core concept of stacking five marks is immediately understandable, and her dual-blade movement speed makes her forgiving enough in lane that new players won't feel completely lost. But the nuances that separate a good Yena from a great one, tracking mark counts precisely, retrieving the sickle mid-fight, timing the R stance-switch to detonate rather than extend the trade, take real reps. An excellent second or third hero for players stepping into the slayer role, but not a true beginner pick, because the stance-management layer punishes autopilot.

Sources & MethodThis guide reflects the current Thai-server ranked meta as documented by Thai-language creators kritngi and Doyser, cross-referenced with live win-rate, pick-rate, and ban-rate data from Diamond-and-above ranked play, and written specifically for English-speaking ROV players who lack access to those original Thai sources. See our full methodology.