
Yaria
Skills

When inflicted with crowd control effects (excluding suppression), gains immunity to all effects.

Releases a soul in the target direction, which tracks nearby enemies after reaching its max range. The soul launches and deals damage to enemies hit. In deer spirit form, using this skill will restore her to Human Form.

Deals continuous damage to nearby enemies. Attached: Increased range.

Attaches herself to a teammate, providing a true damage shield and enhancing her own skill effects. Attached: When the shield is exhausted, the attachment ends and the skill goes on cooldown. Actively detaching reduces the cooldown.
Strongest Builds for Yaria
Build4 variants

Passive - Guerrilla Every 3s, grants 5 EXP and grants the teammate with the lowest Gold 5 Gold. Player does not receive a share of the earnings from monster and minion kills, but instead gains a separate 25%–50% Gold and EXP (maxes out at the 20:00 mark).

Passive - Swift Grants 50 Movement Speed. Passive - Tranquility Reduces the Cooldown of Common Skills by 10%–20%. Can switch to another pair of upgraded footwear free of charge. Cooldown: 5 min.

Active - Mirror Domain Releases a scouting light wave that deals damage 4 times to enemies within a range of 1,200, each dealing damage equal to 3% of current Health and slowing them by 25%–50%. The scouting light remains within range for 2s, providing visibility and exposing stealth units, while also dealing damage and slowing enemies. ({cd}: 75s. If no targets are hit, 75% of the {cd} will be restored.) Roaming equipment active skill cooldown is shared by the team. Passive - Agility Aura Grants 20% Attack Speed and 15% Cooldown Reduction, and restores 15 Mana every 5s. Teammates within a range of 800 gain 50% of this effect. Passive - Reward Increases Max Health by 400–800 Increases Main Attack Stat by 25–50 (1 main attack stat = 1 Physical Attack or 2 Magical Attack) Passive - Guerrilla Every 3s, grants 6 EXP, and grants 6 Gold to the teammate with the lowest amount of Gold. Wielder does not take a share of the earnings from monster and minion kills, but instead gains a separate 25%-50% Gold and EXP (maxes out at the 20:00 mark). If lane minions die and their Gold is not collected, 50% of the Gold will drop on the ground. Up to 600 Gold can be picked up. Can quickly switch between Crimson Shadow roaming equipment at no cost ({cd} 300s).

Passive - Fated Increases {hp} by 4%. Passive - Recovery Recovers 0.5% {hp} every second. Recovery effect is doubled after 3s if not attacked by an enemy hero or tower.

Passive - Guardian When taking damage exceeding 30% max Health within 3s, restores a total of (320 + 8% {hp}) Health over 3s. ({cd}: 7s)

Passive - Conflagration Burns enemies within a range of 375 every second, dealing (1.5% {hp}) magical damage. Deals double damage to minions and monsters. Passive - Imperil When an enemy is inflicted with a burning effect, it reduces their Health recovery and Lifesteal by 35%. Lasts 2.5s.

Passive - Revive Resurrects the wearer 2s after dying and restores 2,000–3,000 Health. This effect can be triggered up to 2 times per match. ({cd}: 150s)

Passive - Firstlight When dealing damage to enemy heroes with Basic Attacks or skills, grants a shield that negates (250–500 + 4% {hp}) damage to self and the nearby teammate with the lowest Health for 3s. When no teammates are nearby, shield value increases by 50%. (Melee/Ranged {cd}: 10/12.5s)

Passive - Guerrilla Every 3s, grants 5 EXP and grants the teammate with the lowest Gold 5 Gold. Player does not receive a share of the earnings from monster and minion kills, but instead gains a separate 25%–50% Gold and EXP (maxes out at the 20:00 mark).

Passive - Swift Grants 50 Movement Speed. Passive - Magical Mastery Grants 60–120 Magical Pierce. Restores 10 Mana every 5s. Can switch to another pair of upgraded footwear free of charge. Cooldown: 5 min.

Passive - Guardian Aura Grants 36–72 Physical Defense and Magical Defense, and restores 0.4% {hp} every 5s. Teammates within a range of 800 gain 50% of this effect. Passive - Reward Increases max Health by 200–400. Increases main attack stat by 15–30. (1 main attack stat = 1 Physical Attack or 2 Magical Attack) Passive - Guerrilla Every 3s, grants 5 EXP, and grants 5 Gold to the teammate with the lowest amount of Gold. Wielder does not take a share of the earnings from monster and minion kills, but instead gains a separate 25%-50% Gold and EXP (maxes out at the 20:00 mark). If lane minions die and their Gold is not collected, 50% of the Gold will drop on the ground. Up to 450 Gold can be picked up.

Active - Rescue Grants a shield that negates (240–480 + 10%{hp}) damage to teammates within range for 4s. ({cd}: 60s) Roaming equipment active skill cooldown is shared by the team. Passive - Guardian Aura Grants 65–130 Physical Defense and Magical Defense, and restores 0.6% {hp} every 5s. Teammates within a range of 800 gain 50% of this effect. Passive - Reward Max Health +400–800 Main Attack Stat +25–50 (1 main attack stat = 1 Physical Attack or 2 Magical Attack) Passive - Guerrilla Every 3s, grants 6 EXP, and grants 6 Gold to the teammate with the lowest amount of Gold. Wielder does not take a share of the earnings from monster and minion kills, but instead gains a separate 25%-50% Gold and EXP (maxes out at the 20:00 mark). If lane minions die and their Gold is not collected, 50% of the Gold will drop on the ground. Up to 600 Gold can be picked up. Can quickly switch between Guardian roaming equipment at no cost ({cd} 300s).

Passive - Firstlight When dealing damage to enemy heroes with Basic Attacks or skills, grants a shield that negates (250–500 + 4% {hp}) damage to self and the nearby teammate with the lowest Health for 3s. When no teammates are nearby, shield value increases by 50%. (Melee/Ranged {cd}: 10/12.5s)

Passive - Deep Freeze When a Basic Attack or skill hits an enemy, it reduces their Movement Speed by 5–10% (for up to 2 stacks) for 1.5s. Passive - Frostbite Basic Attacks and skills deal an extra (75–150 + 15% {ap}) magical damage. ({CD}: 3s)

Passive - Imperil When a Basic Attack or skill hits an enemy, it reduces their Health recovery and Lifesteal by 35%. Lasts 2.5s.

Passive - Breakthrough Grants 20–40 (+2% extra {hp}) Magical Attack, up to 100. Passive - Purge Grants 30–60 (+3% extra {hp}) Magical Pierce, up to 150.

Active - Rescue Grants a shield that negates (240–480 + 10%{hp}) damage to teammates within range for 4s. ({cd}: 60s) Roaming equipment active skill cooldown is shared by the team. Passive - Agility Aura Grants 20% Attack Speed and 15% Cooldown Reduction, and restores 15 Mana every 5s. Teammates within a range of 800 gain 50% of this effect. Passive - Reward Increases Max Health by 400–800 Increases Main Attack Stat by 25–50 (1 main attack stat = 1 Physical Attack or 2 Magical Attack) Passive - Guerrilla Every 3s, grants 6 EXP, and grants 6 Gold to the teammate with the lowest amount of Gold. Wielder does not take a share of the earnings from monster and minion kills, but instead gains a separate 25%-50% Gold and EXP (maxes out at the 20:00 mark). If lane minions die and their Gold is not collected, 50% of the Gold will drop on the ground. Up to 600 Gold can be picked up. Can quickly switch between Crimson Shadow roaming equipment at no cost ({cd} 300s).

Passive - Swift II Grants 70 Movement Speed. Passive - Divine Wind Increases Movement Speed by 35–70 when out of combat for 5s. Can switch to another pair of upgraded footwear free of charge. Cooldown: 5 min.

Passive - Firstlight When dealing damage to enemy heroes with Basic Attacks or skills, grants a shield that negates (250–500 + 4% {hp}) damage to self and the nearby teammate with the lowest Health for 3s. When no teammates are nearby, shield value increases by 50%. (Melee/Ranged {cd}: 10/12.5s)

Passive - Deep Freeze When a Basic Attack or skill hits an enemy, it reduces their Movement Speed by 5–10% (for up to 2 stacks) for 1.5s. Passive - Frostbite Basic Attacks and skills deal an extra (75–150 + 15% {ap}) magical damage. ({CD}: 3s)

Passive - Imperil When a Basic Attack or skill hits an enemy, it reduces their Health recovery and Lifesteal by 35%. Lasts 2.5s.

Passive - Ice Armor Resistance +10%. When affected by hard crowd control effects other than suppression, grants a shield that negates (10% {hp}) damage for 5s. ({cd}: 15s)

Active - Starburst Links with a teammate (by default, the teammate with the lowest Health) within range for 5s, recovering (500–1,060 + 20% {hp}) Health and 25% of max Mana to both self and that teammate for the duration. The link will be broken when it exceeds a certain distance. Recovery effects decrease to 20% upon attacking or being attacked. 1 use of Starburst is gained every 50s, and up to 2 can be stored at a time. ({cd}: 5s) Roaming equipment active skill cooldown is shared by the team. Passive - Agility Aura Grants 20% Attack Speed and 15% Cooldown Reduction, and restores 15 Mana every 5s. Teammates within a range of 800 gain 50% of this effect. Passive - Reward Increases Max Health by 400–800 Increases Main Attack Stat by 25–50 (1 main attack stat = 1 Physical Attack or 2 Magical Attack) Passive - Guerrilla Every 3s, grants 6 EXP, and grants 6 Gold to the teammate with the lowest amount of Gold. Wielder does not take a share of the earnings from monster and minion kills, but instead gains a separate 25%-50% Gold and EXP (maxes out at the 20:00 mark). If lane minions die and their Gold is not collected, 50% of the Gold will drop on the ground. Up to 600 Gold can be picked up. Can quickly switch between Crimson Shadow roaming equipment at no cost ({cd} 300s).

Passive - Revive Resurrects the wearer 2s after dying and restores 2,000–3,000 Health. This effect can be triggered up to 2 times per match. ({cd}: 150s)

Passive - Guerrilla Every 3s, grants 5 EXP and grants the teammate with the lowest Gold 5 Gold. Player does not receive a share of the earnings from monster and minion kills, but instead gains a separate 25%–50% Gold and EXP (maxes out at the 20:00 mark).

Passive - Swift Grants 50 Movement Speed. Passive - Tranquility Reduces the Cooldown of Common Skills by 10%–20%. Can switch to another pair of upgraded footwear free of charge. Cooldown: 5 min.

Active - Starburst Links with a teammate (by default, the teammate with the lowest Health) within range for 5s, recovering (500–1,060 + 20% {hp}) Health and 25% of max Mana to both self and that teammate for the duration. The link will be broken when it exceeds a certain distance. Recovery effects decrease to 20% upon attacking or being attacked. 1 use of Starburst is gained every 50s, and up to 2 can be stored at a time. ({cd}: 5s) Roaming equipment active skill cooldown is shared by the team. Passive - Guardian Aura Grants 65–130 Physical Defense and Magical Defense, and restores 0.6% {hp} every 5s. Teammates within a range of 800 gain 50% of this effect. Passive - Reward Max Health +400–800 Main Attack Stat +25–50 (1 main attack stat = 1 Physical Attack or 2 Magical Attack) Passive - Guerrilla Every 3s, grants 6 EXP, and grants 6 Gold to the teammate with the lowest amount of Gold. Wielder does not take a share of the earnings from monster and minion kills, but instead gains a separate 25%-50% Gold and EXP (maxes out at the 20:00 mark). If lane minions die and their Gold is not collected, 50% of the Gold will drop on the ground. Up to 600 Gold can be picked up. Can quickly switch between Guardian roaming equipment at no cost ({cd} 300s).

Passive - Imperil When a Basic Attack or skill hits an enemy, it reduces their Health recovery and Lifesteal by 35%. Lasts 2.5s.

Passive - Firstlight When dealing damage to enemy heroes with Basic Attacks or skills, grants a shield that negates (250–500 + 4% {hp}) damage to self and the nearby teammate with the lowest Health for 3s. When no teammates are nearby, shield value increases by 50%. (Melee/Ranged {cd}: 10/12.5s)

Passive - Mist Veil Grants a shield that negates 400–800 (+7% extra {hp}) magical damage every 15s. Passive - Succubus Converts 15% of extra Magical Defense into Physical Defense.

Passive - Fated Increases {hp} by 4%. Passive - Recovery Recovers 0.5% {hp} every second. Recovery effect is doubled after 3s if not attacked by an enemy hero or tower.
Patch History
Passive's CD reduces with level, adjusted shield multiplier
In the mid to late game, most heroes' skills get shorter cooldowns and higher DPS. The cooldown of Yaria's passive feels quite long in comparison, so we've reduced its cooldown per hero level. The effect of Yaria's shield will now also vary based on the target.
Best teammates for Yaria
Compatibility reflects how well the heroes in a combination cover each other's weaknesses and amplify each other's strengths. The higher, the better the coordination.
Duo(12)
Trio(20)
Hero Profile

- Energy
- Sorcery
- Height
- 162 cm
- Region
- Misty Marshes
- Identity
- Reincarnated Doe Spirit
- Faction
- Misty Marshes
- Race
- Human
Background Story

“The bonds between us are fragile, like young vines in spring.”
Originally a young forest doe, Yaria was killed in the war, but was given life again through fate's blessing. Innocent and quaint, she sometimes uses her new abilities to transform back into a doe, running and jumping freely in the quiet forest. With her magical ability to activate the growth of any living thing, she explores the world in high spirits, and wherever she goes, her capricious pranks always cause quite a stir.
Skins





Character Relationships
Yaria was a fawn in a previous life, in which she was accompanied by a lonely bird who, just like her, had no one else to rely on. Their reunion in their new lives caused Yaria to be curious about—yet also angry at—Yunzhongjun.
Guiguzi gave young Yaria a magic staff and taught her how to summon sprites. When the girl walked across barren land, green vines would sprout up. But Yaria was still just a child, and the creatures she summoned would sometimes vanish quickly in a puff of green smoke.
Someone once evaluated the two friends as such: Yaria loves to talk sarcastically, while Dyadia enjoys lively and bustling activities. Their response to such an evaluation is: Dyadia thinks that mastering sarcasm is really a sign of great honesty, and Yaria thinks that being content watching others is actually a sign of great loneliness.
Going by their ages, Guiguzi's student Yaria ought to be Qi's elder. Guiguzi once told Yaria that Qi was a good seer, but when they met, Yaria felt that they were speaking two completely different languages. Qi was also surprised to learn that there are people whose heads are even further up in the clouds than evil spirits.
They've exchanged titles, surely they are acquaintances. In the Misty Marshes, they say that only a real friend can make you so angry you'll want to tear their antlers off. To which Loong says yes, but Yaria says no.
When she stepped forward to protect her companions, Yaria's bravery ignited a small flame in the darkness of Umbrosa's world. However, Yaria is unaware of the great expectations placed on her, and wonders what strange question that peculiar bird will ask next time they meet in Donghuang City.