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Duelist

Yoru: abilities and tips

Yoru is a Japanese Duelist of deception: he slips through dimensional rifts to appear behind the enemy team, with decoys, flashes and a teleport.

Origin
Japan
Release
January 12, 2021, patch 2.0
Yoru

Playstyle

Yoru plays as a flanker who creates confusion. You send a decoy or a beacon to draw attention, then strike where nobody is looking. A bouncing flash opens the angle, the teleport puts you behind the enemy, and the ultimate makes you untouchable so you can grab the Spike or catch a player from behind. He shines when your team pushes at the same time as your fakes: alone, your plan gets read fast. He needs good bounce reference points for the flashes and solid composure in duels after the teleport.

Abilities

Key CBasic

FAKEOUT

200 credits · 1 charge

You throw a decoy of yourself, either triggering it right away or placing it first and activating it later. It walks forward on its own and fakes a push. If an enemy destroys it, it explodes in a blinding flash.

Key numbers

  • Decoy duration: 10 s
  • Decoy health: 150 HP
  • Flash from a destroyed decoy: 2 s
  • Walk behind your decoy and wait for the enemy to shoot at it: the flash lets you step out of your angle with the advantage.
  • Place an inactive echo to set up a fake, then trigger it when your team enters the site.
  • Run the decoy over enemy utility so they trigger it for you.
Key QBasic

BLINDSIDE

250 credits · 1 charge

A dimensional fragment that you throw at a hard surface. It bounces, then explodes in a flash after a very short delay. So you can blind behind a wall or an angle without showing yourself.

Key numbers

  • Arming: 0.6 s after contact
  • Flash: 1.5 s
  • Learn a few bounces per map to blind an angle without exposing your body.
  • Throw the flash right before teleporting with GATECRASH: you arrive while the enemy is blinded.
  • Warn your team: the flash lasts 1.5 s and can also hit your allies if you miss it.
Key ESignature

GATECRASH

150 credits · 1 free charge per round · 2 charges

A dimensional beacon that you send ahead of you or place at your feet. You can teleport to it whenever you want, or fake the teleport to fool the enemy. You regain a charge every two kills.

Key numbers

  • Recharge: one charge every 2 kills
  • Active beacon duration: 20 s
  • Beacon health: 20 HP
  • Place the beacon in a safe corner before a duel: if you lose your angle, you go back to it.
  • Use the fake teleport to draw a shot, then come back on the enemy who thought they saw you leave.
  • Hide the beacon out of line of sight: it only has 20 HP and a single shot destroys it.
Key XUltimate

DIMENSIONAL DRIFT

8 ultimate points

You step into Yoru's dimension for a limited time: enemies can no longer see you and can no longer hit you. You move forward, pick up the Spike or go behind the opponent, then step out whenever you want.

Key numbers

  • Duration: 10 s
  • Use it to cross the site, pick up a dropped Spike or set up behind the enemy before stepping out.
  • Keep an eye on the duration: leaving too late drops you into the middle of the enemies with no plan.

Strengths

  • The decoys and the beacon force enemies to react without you exposing yourself, which opens space for your team.
  • The flash bounces off hard surfaces: you blind an angle or the site from cover.
  • The teleport and the ultimate put you behind the enemy team within seconds.
  • The ultimate makes you untouchable to pick up the Spike or rotate without risk.

Weaknesses

  • Experienced opponents ignore the decoys and wait for you to show yourself, which reduces their value.
  • The beacon only has 20 HP: a single shot or a piece of utility destroys it and breaks your planned exit.
  • The flash takes practice: a bad bounce blinds your team or hits nobody.
  • His effectiveness depends on coordination: without a team pushing at the right time, the fake is worthless.

Tips

  1. Play your fakes at the same time as your team: a decoy sent alone fools nobody.
  2. Plan the budget for the flash: at 250 credits, it is your most expensive ability and it weighs on your buys.
  3. After a teleport, your first duel is decisive: train the flick and the counter-strafe to win the immediate trade.
  4. Place your beacon before risky duels to give yourself an exit.
  5. Prepare the flash bounces on each map instead of improvising in the round.

The aim to train

The Road2Radiant benchmark subcategories that matter most here.

  • Static

    Clicking on static targets

    You come out of a teleport or a flash and have to hit a target that has just reacted: the flick on a stationary target decides the first duel.

    Drills to improve
  • Strafe Click

    Clicking while strafing

    After a fake, you stop dead to shoot at the right moment: the counter-strafe makes your first shot accurate.

    Drills to improve
Measure these skills with the benchmark

Synergies

Other agents in this role

Train the aim Yoru needs

Sources

Updated on October 13, 2026

Data from patch 13.06. Names, art and weapon stats: Riot Games, via valorant-api.com.