Yorn — Patch 1.63 Verdict
[Web: C | Web: A | Web: A | Web: A] Ranked C on zathong.com. Ranked A on metatierlist.com. Ranked A on pillarofgaming.com. Ranked A on commonsensegamer.com.
Yorn — Marksman Guide
Key Insights
- Every Q, W, or R cast flags your next auto as a Fierce Shot (5-arrow burst), weave one auto after every skill, not back-to-back skills.
- Fierce Shot carries all on-hit effects: crit, lifesteal, armor penetration, one proc at full build hits harder than two or three normal autos.
- Explosive Arrow has an arc delay (travels up before landing), so lead mobile targets; if a diver is already on you, it will rarely root them cleanly.
- Heavenly Barrage ticks once per second, you need the enemy inside for at least 2 seconds to get real value; don't drop it on targets with a dash ready.
- Feel the Sun travels the full map length and gains bonus damage based on the target's missing HP, making it a finisher, not an opener; the R cast also grants a Fierce Shot reset, so auto immediately after it lands.
Strengths
Explosive Arrow root works without support, punishes mobile laners.
Feel the Sun is the best cross-map finisher in the game.
Fierce Shot + Claves Sancti + Slikk's Sting deletes squishies instantly.- Q-into-Fierce-Shot poke bullies melee laners from extreme range.
Weaknesses
- Zero mobility; Flicker is his only escape when his frontline breaks.
Fierce Shot demands auto-weaving after every cast or damage craters.
Explosive Arrow arc delay means it rarely roots a diver already on you.- Weak before Fafnir's Talon; aggressive early laners can exploit that window.
Matchups
Abilities
PFierce Shot
Every 5th auto attack fires 5 arrows in a line, dealing physical damage and applying all special attack effects (lifesteal, critical, armor penetration).
1Explosive Arrow
Fire an explosive arrow into the sky that lands on the selected area, dealing physical damage and stunning enemies for 1 second. The next auto attack triggers Fierce Shot.
2Heavenly Barrage
Create an area of light where enemies are continuously attacked by arrows, dealing physical damage every 1 second. The next auto attack triggers Fierce Shot.
RFeel the Sun
Fire a massive light arrow across the map, dealing physical damage and an additional 10% magic damage based on the target's missing health. The next auto attack triggers Fierce Shot.
Skill Order
Priority: R > Q > W| Skill | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | · | 3 | · | 5 | · | 7 | · | 9 | · | · | · | 13 | · | · | |
| · | 2 | · | 4 | · | · | · | 8 | · | 10 | · | 12 | · | 14 | · | |
| · | · | · | · | · | 6 | · | · | · | · | 11 | · | · | · | 15 |
Loadout

Standard Build
1
2
3
4
5
6Core Combos
Standard Poke Trade
The bread-and-butter laning rotation: land Q root, immediately fire the Fierce Shot auto, drop W on the rooted target, then fire the second Fierce Shot auto before they walk out of the zone. Both autos carry full on-hit effects, and this sequence does substantially more damage than casting Q and W back-to-back without the weaves.
All-In Execute
Use when the enemy is at roughly 50% HP. Root them with Q, double Fierce Shot weave through W, then fire Feel the Sun while they are still inside the Heavenly Barrage zone to maximize missing-HP bonus damage before they can get out.
Cross-Map Snipe
When an enemy in another lane is below 30% HP and retreating toward their tower, pre-aim Feel the Sun on the minimap path and fire. Then immediately weave the Fierce Shot reset auto on whoever is in front of you locally. You get a potential kill elsewhere plus a local burst auto at zero cost to your laning position.
Flicker Escape with Reset
When a diver closes on you, drop W at your feet for the tick damage, fire the Fierce Shot auto into their face for maximum lifesteal, then Flicker away. The brief HP swing from lifesteal plus the zone-denial buys just enough time for your team to respond.
Expert Video Guide
[ROV] สอนเล่น Yorn กับเซ็ทสโลว์สุดเกรียนมีดาเมจ โหดจนเพื่อนเรียกราชายอน! (Rank105ดาว!) — Krit Bad Blood
Gameplan
Yorn's weakest window is levels 1 to 4, before his skills are leveled enough to threaten meaningful poke. His first real spike is level 4 with a fully leveled Q and access to W, when his poke rotation starts genuinely hurting opponents in lane. The second and most important spike is Fafnir's Talon, where the armor penetration turns Fierce Shot from a tickle into real burst. Once Claves Sancti is online alongside Fafnir's Talon, he enters his strongest window and should be forcing extended skirmishes around Dragon and towers. Feel the Sun at max rank is a permanent late-game threat, especially once Muramasa and Death Sickle are done.
Early Game
Levels 1–6- →Play at the absolute maximum range of your Q during levels 1-3, landing poke on the enemy laner but never hard-committing to a trade until you have both Q and W available and the enemy is not at full HP.
- →Farm safely under tower if the enemy jungler is unaccounted for. Yorn with no Flicker and no mobility is a free kill for any gank, so track the minimap obsessively and stand closer to your tower than feels comfortable.
- →At level 4, check whether you have a health advantage and, if so, look for the Q-root into double-Fierce-Shot trade to force a flash or a back before the enemy can match your power curve.
Mid Game
Post Broken Spear- →Complete Fafnir's Talon as your first major power spike and immediately start contesting Dragon. Your sustained Q-W poke zone is an excellent tool for chipping enemies off the objective without full commitment.
- →Use Feel the Sun on retreating enemies in side lanes after winning a skirmish. The global range means you should almost never hold the ultimate purely as a lane ultimate once the map opens up.
- →Position behind at least one frontliner in every 5v5 skirmish. You deal massive damage from the backline but die to the first burst that reaches you, so your positioning discipline here determines whether you snowball or feed.
Late Game
Teamfight phase- →With Muramasa and Death Sickle completed, your Fierce Shot procs will delete most squishy heroes in a single Q-AA-W-AA burst. Identify the enemy carry and make them the target of every rotation, not tanks.
- →Feel the Sun at full build with missing-HP scaling will one-shot low-health assassins and mages trying to rotate. Make a habit of scanning the minimap every time your R is off cooldown, because a cross-map kill before a teamfight is often worth more than saving it for the fight itself.
- →In final-push scenarios, kite backward constantly rather than standing still. Your damage does not require you to move forward, and dying to a desperation dive when you had full map control is the most common way Yorn games get thrown.
Pro Tips
- →Track your Fierce Shot charge count. After every Q, W, or R cast you should be auto-attacking before casting your next ability, not back-to-back skill spamming. The damage difference over a full game is staggering.
- →Pre-aim Feel the Sun on fleeing enemies by tapping the minimap before pressing R. The arrow's travel time is long enough that clicking the enemy model in the main viewport after they've started running usually misses. Aim slightly ahead on their escape path.
- →Drop Heavenly Barrage on the Dragon or Dark Slayer pit before the enemy engages the objective, not after. The zone pushes them off the smite position and tick damage stacks up over the full objective-taking duration.
- →If a diving enemy burns your Flicker, immediately use Q aimed slightly behind your own position, toward your tower, so the root catches them as they pursue. Many players reflexively walk forward after a Flicker assuming the target is running, and a backward-aimed Q punishes that habit.
Yorn is the best choice for Diamond-and-above players who want a marksman with real macro influence. Feel the Sun means you are never truly out of a fight regardless of where your team is on the map, and that alone sets him apart from every other dragon-lane carry in A tier. He rewards investment: the more you internalize the Fierce Shot weaving rhythm and the more accurately you pre-aim your ultimate on the minimap, the wider the gap between you and other Yorn players. Not the pick for mindless auto-attacking, but for players who already watch the minimap. Master the Q-AA-W-AA combo first, then let Feel the Sun do the rest.
Yorn — Frequently Asked Questions
Is Yorn good in the current ROV patch?+
Yes. Yorn is solidly A tier on the Thai server this patch, in a strong spot thanks to the map-warping pressure of Feel the Sun and the consistent burst his Fierce Shot passive generates when properly itemized. He is not S tier because his zero-mobility kit is exploitable by the dive-heavy comps common in Diamond-and-above ranked, but in the right draft he is absolutely a carry-the-game pick.
What is the best build for Yorn?+
Current Thai-server consensus is War Boots into Fafnir's Talon (armor penetration to make Fierce Shot hit tanks), then Claves Sancti and Slikk's Sting for crit and attack speed, followed by Muramasa for the penetration-on-low-HP scaling that pairs perfectly with Feel the Sun's missing-HP mechanic, and Death Sickle as the survivability closer. Do not swap out Fafnir's Talon. The armor penetration is load-bearing for your entire damage profile against any hero with physical defense items.
How do you counter Yorn?+
The cleanest counter is a high-mobility assassin: Nakroth, Quillen, or Murad, who can close the gap faster than Yorn's Q arc lands and burst him before he can Flicker away. At macro, denying him his Fafnir's Talon timing through aggressive early-game lane pressure and a jungle gank disrupts his first power spike and keeps him from building map-presence.
Is Yorn hard to play or good for beginners?+
Medium difficulty, and that is an honest answer. His abilities are conceptually straightforward, but the Fierce Shot weaving discipline (auto-canceling between every skill cast) is non-negotiable at Diamond rank and takes deliberate practice. Beginners can contribute, but they will consistently fall short of his damage ceiling until that auto-weave rhythm is muscle memory. New to marksmen? A few normal-mode games practicing the Q-AA-W-AA sequence specifically before ranked is strongly recommended.


