Strengths & Weaknesses
Strengths
- +Exceptional self-healing through Child of the Sea passive—sustain damage dealt to enemies, especially heroes, for prolonged teamfight presence
- +Strong mobility and crowd control with Wavewalking (2 jumps + stun) and Sea Anchor (slow + pull), enabling aggressive engage and kite potential
- +Ultimate Ghost Ship provides both offensive damage and defensive blocking, creating terrain advantages for teamfight control
Weaknesses
- −Healing passive has 7-second window decay; without consistent damage output, sustainability plummets in extended fights
- −High skill floor for Sea Anchor—collision mechanics require positioning knowledge; misuse wastes mobility and leaves Ata vulnerable
- −Ultimate lacks hard CC and is easily circumvented by mobility heroes; Ghost Ship doesn't prevent dashes, limiting teamfight lockdown
Abilities
PChild of the Sea
Ata stores lost HP. Stored HP is restored when he deals damage (restores 50% of damage dealt to heroes / 25% to non-heroes). If not restored within 7 seconds, stored HP decays at 3% per second.
1Wavewalking
Ata dashes in a chosen direction twice (can change direction on the 2nd dash). The 1st dash deals physical damage to enemies. The 2nd dash deals physical damage again and stuns for 0.5 seconds (he gains crowd control immunity while using this ability).
2Sea Anchor
Ata hurls an anchor in a straight line, dealing physical damage and slowing enemies by 60% for 1.5 seconds, pulling them slightly toward him. If the anchor hits an obstacle, Ata dashes to that point instead, knocking all enemies back and dealing physical damage. If enemies collide with an obstacle, they are stunned for 1 second.
RGhost Ship
Ata summons a shipwreck, dealing physical damage. The wreck blocks all heroes for 4 seconds during which he gains crowd control immunity (can recast to remove the wreck).
Skill Order
Priority: R > Q > W| Skill | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1Wavewalking | 1 | · | 3 | · | 5 | · | 7 | · | 9 | · | · | · | 13 | · | · |
2Sea Anchor | · | 2 | · | 4 | · | · | · | 8 | · | 10 | · | 12 | · | 14 | · |
RGhost Ship | · | · | · | · | · | 6 | · | · | · | · | 11 | · | · | · | 15 |
Loadout

Support
1
2
3
4
5
6Core Combos
Engage Burst
Use Wavewalking twice to close gap and stun, auto-attack for passive stacks, then Sea Anchor to secure the target. Activates Child of the Sea healing on both Q hits.
Anchor Redirect
Cast Sea Anchor into terrain/obstacles to teleport Ata forward with Flicker for extra distance, immediately follow with Wavewalking for burst. Escapes ganks while maintaining offense.
Ultimate Setup
Deploy Ghost Ship to block enemy retreat or split teamfight, follow with Sea Anchor to pin high-priority targets against the ship. Guarantees sustained healing from trapped enemies.
Gameplan
Early Game
Levels 1–6- →Play around jungle proximity; Wavewalking's double jump enables quick rotations and gank assistance
- →Farm aggressively with Sea Anchor for last-hits; every hero hit triggers 50% healing passive, enabling lane sustainability
- →Avoid overcommitting early—passive requires enemy damage for healing; without minion pressure, you lack sustain
Mid Game
Post Broken Spear- →Position as frontline initiator in skirmishes; Wavewalking engages + Sea Anchor follow-up creates kill pressure while healing
- →Use Ghost Ship to control objective chokepoints (river entrances, jungle camps); blocks enemy rotations and maximizes passive healing uptime
- →Stack armor/health items; sustained teamfights activate Child of the Sea more reliably than burst-only builds
Late Game
Teamfight phase- →Ghost Ship becomes primary tool—place defensively to protect carry or offensively to cage priority targets during siege
- →Maintain passive uptime during fights by cycling Wavewalking and Sea Anchor; every hit extends healing window
- →Avoid isolation; Ata needs team followup to convert 7-second healing windows into meaningful teamfight wins
Matchups
Ata gets countered by
QuillenStealth negates Ata's skillshot reliance (Sea Anchor, Wavewalking); burst from invisibility prevents passive healing activation- ElandorMassive burst damage and mobility gaps Ata's healing window before passive triggers; kite away from Ghost Ship easily
ZephysReduces armor and shreds through Ata's bulk; mobility chains avoid Sea Anchor pull and ignore Ghost Ship terrain
Ata synergizes with
GrakkGrakk's hook into Ata's Sea Anchor/Ghost Ship creates guaranteed teamfight setups; Ata's frontline presence enables Grakk's follow-up
Tel'AnnasGhost Ship blocks enemy dives on carry; Ata's engage + CC allows Tel'Annas to position safely and output full damage
LaurielAta's sustained teamfight presence and passive healing align with Lauriel's burst windows; synergy maximizes combined damage over skirmish duration
Pro Tips
- →Sea Anchor collision mechanic is your escape tool—learn map geometry to reliably redirect into walls/terrain when ganked, maximizing distance and safety
- →Track passive healing timer (7 seconds); in prolonged teamfights, time damage windows around the decay reset—never let healing expire without generating new stacks
- →Ghost Ship blocks movement but not dashes—position it against non-mobile targets or use it as a secondary wall after primary initiates, not as primary CC
Ata is a mobile warrior excelling in extended teamfights where his self-healing passive multiplies durability. Pick him into tanky compositions or when your team needs frontline threat with sustain. Currently A-tier due to meta emphasis on objective control; Ghost Ship's terrain denial is valuable, but his lack of hard CC limits effectiveness against dash-heavy assassin meta.
