Valkyrie
Updated Apr 17, 2026
Freya after the November 2025 rework is a different hero. The 6 Sacred Orb system turned her from a "spam skills for attack speed" duelist into a resource manager: stock orbs before the fight, burn them during Valkyrie state, run dry and you are a melee bruiser with no escape and a nerfed heal on patch 2.1.61 ([patch notes](/patch-notes)).
Win Rate
50.91%
Pick Rate
1.32%
Ban Rate
37.67%
Sustained DPS
Battle Spell
Flicker
Weak Against
Strong Against
Use Freya's Ultimate to dive the enemy backline and start dealing Splash Damage. Use her 1st Skill to CC enemies and shield herself, then alternate between her 2nd Skill and AoE Basic Attacks to bring them down.
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:
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.
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.
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.
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.
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.
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.
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.
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.
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.
Freya gains 1 Sacred Orb with each Basic Attack (up to 6 Sacred Orbs). Consuming 1 Sacred Orb grants Freya 100% Attack Speed for her next Basic Attack (max 6 stacks). Sacred Orbs gradually recover when out of combat.
Freya leaps to the target area and strikes the ground with her shield, gaining 500 (+100% Total Physical Attack) shield and dealing 200 (+80% Extra Physical Attack) Physical Damage to enemies within while knocking them airborne for 0.4s.
Freya charges forward and slashes, dealing 150 (+50% Total Physical Attack) Physical Damage and slowing enemies by 30% for 0.5s. This skill has no base cooldown but consumes 2 Sacred Orbs per cast. This skill deals 50% damage to Creeps.
Freya selects a target area and dives down as a Sacred Orb (gaining Control Immunity and 50% Damage Reduction), dealing 300 (+75% Total Physical Attack) Physical Damage and 40% slow to enemies in her path and at the landing point for 2s. Upon landing, Freya enters the Valkyrie state for 12s, during which her Basic Attacks deal 30 extra damage (extra damage cannot Crit) and she recovers 40 (+40% Total Physical Attack) HP per Basic Attack, and her Basic Attacks deal splash damage.
Use Freya's Ultimate to dive the enemy backline and start dealing Splash Damage. Use her 1st Skill to CC enemies and shield herself, then alternate between her 2nd Skill and AoE Basic Attacks to bring them down.
Use Freya's 1st Skill to close the gap on enemies and knock them Airborne while giving herself a shield. Use her 2nd Skill once followed by 2 enhanced Basic Attacks to make use of the Attack Speed bonus and generate more Sacred Orbs from her Passive.
These heroes have the highest win rates against Freya in ranked matches. Pick any of them for a statistical advantage in draft.

However, all of Freya's skills have movement components, making her vulnerable to Phoveus's unique counter. Using her skills near Phoveus will allow him to quickly gain energy for his enhanced Basic Attacks. Freya is vulnerable to CC and movement-disabling effects, so Minsitthar and Obsidia's Ultimates can lock her down completely.
49.0%
Freya performs well against these heroes. Consider picking Freya when you see them on the enemy team.

Freya can close the gap on Yve and win fights at close range where mages are vulnerable.
51.5%
Freya is most vulnerable in the early game, where counters average a 62.3% win rate. As the match progresses, Freya becomes harder to shut down (51.8% mid, 49.6% late). Prioritize early aggression and ganks to build an advantage before Freya can scale.
Freya is vulnerable here
Even matchup phase
Even matchup phase
Flicker
Flicker
Flicker
Heroes that synergize well with Freya in team compositions.




Freya is a Valkyrie warrior, a divine shield-maiden chosen by the gods to judge the worthy on the battlefield. She wields the sacred Wings of Faith, a pair of enchanted weapons that transform between sword and shield depending on her battle stance. When the gods fell silent and the Abyss grew bold, Freya descended from the divine halls to fight alongside mortals. Her Sacred Orbs mark her transition into Valkyrie state, where she becomes an unstoppable force of divine wrath that can turn the tide of any battle.
No voice lines available for Freya yet.