Is Freya the right lock for this draft?
Freya wants three conditions on the board at the same time, and if any one of them is missing she trends toward a coin flip:
- Your team has a primary engage (Franco, Tigreal, Atlas, Khufra). Freya's S1 is a short leap, not a true engage. She wants to follow someone in after their CC lands, burn 6 orbs of ranged splash basics, and leave. If you are her only frontline, enemies just kite her until Valkyrie state expires.
- The enemy draft has a squishy backline without hard displacement. Lolita, Estes, Mathilda, a support-less Miya. Freya's ranged splash basics during ult delete heroes who cannot peel her off once she lands on top of them.
- The enemy does not have Phoveus, Minsitthar, Franco, or Masha. These four are not "respect them" counters. They are "she loses the game" counters, for reasons section 7 walks through.
The disqualifying test: if the enemy has already locked Phoveus or Minsitthar, do not pick her. Neither counter is soft. Phoveus's Astaros' Gaze passive reduces his cooldowns every time you press S1, and Minsitthar's King's Calling zone disables your S1 and S2 outright. These are mechanical hard-locks, not skill matchups you can out-play.
Good drafts to pair her with: Franco + Chang'e + Freya + Karrie + Estes (two frontline, one melts, one peels). Bad drafts: any composition where Freya is the lane bully and primary initiator at the same time.
The one thing that makes Freya work
Freya is a meter that refills with basic attacks. Everything in her kit is downstream of that meter.
The Power of Einherjar passive caps at 6 Sacred Orbs. Every basic attack generates one, and orbs regenerate slowly out of combat. Consuming one grants 100% attack speed on her next basic (a fully-stacked orb bar is roughly 1.5 seconds of uninterrupted empowered autos). Valkyrie Slash has no base cooldown at all but consumes 2 orbs per cast. Her ultimate spends 300 (+75% Total Physical Attack) stacks of Sacred Orb on cast, entering a 12-second Valkyrie state with a 40% shield, ranged splash basics, and the bonus attack the rework added.
This is why she feels broken when she is strong and griefable when she is weak. If you walk into a fight with 6 orbs and ult ready, you are a melee hero who throws two S2 dashes and then unloads 12 seconds of ranged splash autos with a giant shield. If you walk in with 0 orbs, you are a 400-HP-shield character with an 8-second S1 cooldown and no damage amplifier. The gap between those two states is the entire hero.
The rework's stated goal was fixing the "spam S2 to buff attack speed" problem. It succeeded. The new problem is that players treat the orb bar like mana (infinite) instead of like a charge counter (6, use carefully). Auto a jungle camp for 3 seconds before rotating to lane. That's the whole identity.
Laning: the first five minutes
- Open with S1 max rank at level 1 if you are EXP lane, S2 first if you are jungle. The skill upgrade priority for EXP is 3-2-1 (ult > S2 > S1), but level 1 S1 wins trades harder than level 1 S2 because the shield absorbs minion aggro and the airborne knock locks in your damage.
- Stack the orb bar before the wave arrives. Basic-attack the first minion wave fully to enter the meeting at 6 orbs. If your opponent is Paquito or Yu Zhong, do not trade without a full bar. A 6-orb empowered S2 into basic chain is roughly 40% of their HP at level 4; an empty-bar S2 is a tickle.
- Burn Flicker over Retribution in EXP lane. The old editorial recommended Retribution. Wrong for EXP Freya. Flicker is the gap-closer she does not have in her base kit: her S1 is telegraphed and dodgeable, her S2 needs orbs. Flicker-S1 is the actual engage. Keep Retribution for the jungle role only.
The level 4 all-in is the first real power window. 6 orbs, rank 2 S1 up, ult just off cooldown. Walk into minion aggro, Flicker on top of them, S1 to knock airborne, S2 twice to dump orbs (burns 4 of 6), basic attack twice more for the last two orbs, then walk out. This kills most EXP laners without an escape skill and forces a recall from anyone with a dash.
The power spike you are farming toward
Freya's spike is War Axe plus attack-speed boots at around the 6-to-8 minute mark, not a two-item damage spike like most fighters.
War Axe's Fighting Spirit passive grants 12 extra Physical Attack per second for 4 seconds, stacking up to 6 times, with a 10% true damage bonus at full stacks. Freya stacks it faster than almost any other hero in the game because her ranged splash basics during Valkyrie state each count as separate attack instances. A full 6-stack proc on ult against a 5-man huddle applies true damage to everyone in the splash radius. This is the specific mechanical reason War Axe is non-negotiable on her: no other second item compounds her ult like it does.
What changes at that spike: pre-War Axe, you have to commit your ult to secure a single kill. Post-War Axe, you cast ult on the front of a teamfight and three enemies take meaningful true-damage bleed for the full 12 seconds, not just your primary target. You stop needing to pick the right ult target and start just picking the most central one.
The 2.1.40 ult cooldown reduction (down to 26 seconds at max rank, starting after cast not on cast) means you get two Valkyrie state windows per minute in the mid-game. Plan your objectives around those windows: turtle timing, lord timing, third-rotation ganks. If your ult is on cooldown, your job is split-push and wave-clear, not skirmish.
Teamfight positioning and target priority
The reflex when you see a stacked teamfight is to ult into the middle of it. That reflex is wrong more often than it is right.
- Land ult behind the enemy frontline, not on top of it. The 40% shield and ranged splash basics are meant to deny the enemy backline from repositioning. If you land on the tank, the marksman just walks backward and you auto-attack a Khufra for 12 seconds. Aim for the gap behind their Gloo, between Clint and the wall.
- Do not S1 to engage once you are in Valkyrie state. S1 breaks the Valkyrie animation and you lose roughly 1.5 seconds of ranged splash basics. Save S1 for the moment their support dashes in to peel. You want the knock-airborne on the Estes, not on the tank you already landed next to.
- Track your orb count during the ult. Valkyrie state does not pause the passive. You are still spending orbs on S2, and you can still auto yourself to 0 orbs if you mash. The 100% attack speed buff from orb consumption during Valkyrie is the highest single damage moment in the kit. If you are about to execute a low-HP target, hold your next S2 so the orb-empowered basic lands first.
Support-conditional edge case: if your support is Estes, you can push your ult landing spot 2-3 body-lengths deeper because his regen covers the reduced Valkyrie HP regen from the 2.1.61 nerf. If your support is Diggie or Mathilda, you do not get that depth. Land on the frontline edge instead of deep.
Itemization: two locked slots plus three real conversations
Locked slots: War Axe and Immortality. Build them in every game, in that order, with War Axe first. The 220-1200 shield scale on Immortality respawn plus the 16% Max HP regen is mathematically worth more on Freya than on most fighters because her re-engage tool is her ult cooldown, which refreshes while dead.
Flex slot 1, attack-speed item: Corrosion Scythe or Golden Staff. Corrosion gives you the slow on basics (80 extra physical damage, 8% slow, up to 5 stacks) which glues runners to you during Valkyrie state. Golden Staff's Endless Strike passive adds 80% attack speed on every third basic and extends the AS cap to 500%, which scales harder in 20+ minute games. Pick Corrosion if enemies have escape tools (Lancelot, Fanny). Pick Golden Staff if they do not and the game will go long.
Flex slot 2, second attack item: Endless Battle or Haas's Claws. Endless Battle's Divine Justice passive triggers 60% Physical Attack as true damage on the first basic after a skill cast; Freya casts a skill every 1-2 seconds during Valkyrie state, so this passive fires roughly 6-8 times per ult. Haas's Claws is the crit-build path (20% crit, 15% AS, Frenzy stacks 20% AS on crits): pick it only if you are also running Golden Staff for the crit-to-AS conversion.
Flex slot 3, defensive: Brute Force Breastplate if they have two or more physical threats; Oracle or Radiant Armor if they have two magic threats. Avoid stacking pure HP (Dominance Ice on Freya is a beginner trap because her own kit already gives 40% shield).
Stacking conflict to know: Corrosion Scythe and Feather of Heaven share the Impulse passive, which does not stack between items. Never buy both. A common mistake is adding Feather on top of Corrosion expecting attack-speed compounding; you are paying 2000g for a 30% attack-speed boost that overwrites the one you already have.
Boots: Warrior Boots (+18 physical defense, Valor passive for stacking defense under fire) for most games. Swift Boots only if you are ahead and split-pushing. Never Tough Boots; Freya's shield plus ult shield means raw magic defense is a worse return than movement speed.
The weakest common default is Blade of Despair. It is the cargo-cult fighter item: +160 physical attack looks huge on paper, but Despair's passive only activates under 50% HP, which is the window Freya's enemies are usually already dead or disengaged. Build it fifth at earliest, and only if the game is over 20 minutes and you are ahead.
Mistakes that lose Freya games
Ulting Phoveus because he has low HP. Every skill you cast near Phoveus reduces his cooldowns through Astaros' Gaze. Your S1 leap, your ult dive, even your S2 charge, all feed his CDR. When you ult him, you trigger his Infernal Pursuit counter-ult (Judgment), which smashes you with 5% Max HP true damage and heals him 6% lost HP. The correct play against Phoveus is to never initiate. Let your tank engage, ult the enemy marksman instead, and ignore Phoveus entirely unless you have more than 50% HP advantage.
Engaging Minsitthar's ult zone. King's Calling prevents movement skills for enemies inside the field. Freya's S1 and S2 are both movement skills. Inside his ult, you have 0 escape, 0 engage, and 0 gap-close. If you see Minsitthar ult, walk sideways out of the zone before casting anything. If he ults on top of your ult landing spot, your 12-second Valkyrie state becomes 12 seconds of basic-attacking royal guards.
Spending all 6 orbs to clear a wave 10 seconds before a teamfight. The orb regen out of combat is slow. If you push a wave with 3 S2 casts (burning all 6 orbs) and your team engages at the Lord pit 10 seconds later, you arrive with an empty bar and no attack-speed empowerment. Keep 4 orbs in reserve whenever you see enemies missing on the minimap.
S1 as a dodge tool. The leap looks like Chou's Jump Kick or Hayabusa's Quad Shadow. It is not. It is an 8-second cooldown CC tool, not an evasion. Using it to avoid a Franco hook that is already airborne does nothing (the hook tracks through the leap). Using it to engage before your damage is stacked burns the cooldown and leaves you stuck in melee with no follow-up.
Buying Retribution in EXP lane. The old community build pattern pushed Retribution for "jungle flexibility." In the current patch, Freya is a 2-difficulty EXP/jungle hero with a clear lane identity. EXP Freya runs Flicker. Jungle Freya runs Retribution. Mixing them costs you the mode advantage of whichever lane you ended up in.
Key tips
Tip
Fighter Emblem with Brave Smite core is non-negotiable. The Core talent heals 5% Max HP on skill damage with a 6-second cooldown. Freya casts damage-dealing skills every 2-3 seconds in a fight, so Brave Smite procs twice per Valkyrie window, partially replacing the HP regen the 2.1.61 patch took out of her ult.
Note
Freya's ult is castable during animations other heroes cannot act through. You can cancel the end-lag of a basic attack by queuing ult instantly. This is roughly a 0.3-second cast-speed gain per fight opener and the single easiest mechanical improvement for new Freya players.
Tip
Her best matchups are heroes who need a full rotation to escape. Against Harith, Kagura, and Yve (all heroes with dash-dependent kits), the 70%+ early-game win rate shown in the live matchup data is real: you can S1 into them before they have blink charges stacked, and 6 orbs of empowered basics kills them before their dash is back.
Warning
Patch 2.1.61 cut your ult HP regen per basic attack from 60-120 down to 40-80. Pre-nerf Freya could face-tank 2-3 enemies during Valkyrie state on sustain alone. Post-nerf, you cannot. Play positioning, not HP bar.
Note
The 3-2-1 skill order (Ultimate > S2 > S1) is correct for EXP lane, not jungle. In jungle, run 2-3-1 to keep clear speed through S2 orb dumps before your first ult unlocks. Check which role you are before locking in level-up order.
























