Crimson Shadow
Updated Apr 17, 2026
Hayabusa is an isolation assassin. He is designed to mark one target, delete that one target, and leave before the fight starts. Every line of his kit rewards finding a solo enemy; every line punishes ulting into a group. If your draft cannot create pick-off windows, Hayabusa is the wrong jungler.
Win Rate
48.41%
Pick Rate
1.08%
Ban Rate
7.01%
Sustained, DPS
Emblem
Assassin Emblem
Battle Spell
Retribution
Weak Against
Strong Against
In teamfights, Hayabusa should use his 2nd Skill to hit an enemy with his phantom, then use his 1st and 2nd Skill on the target to apply Shadow Mark before unleashing his Ultimate. Afterwards, use his 1st Skill to finish off the enemy and escape with his 2nd Skill.
The draft question with Hayabusa is not whether he is strong. He is strong. The question is whether your team can actually create a 1v1 for him. Shadow Mark stacks only matter on one target at a time, and Ougi: Shadow Kill distributes its hits randomly among every enemy in the circle. Against a grouped 5-man, your "burst combo" can smear itself across a Khufra, an Estes, and two minions before it finds the Lesley you came for.
That math changes which drafts want him. Hayabusa is the right call when:
Hayabusa is a trap pick when:
If you cannot name which of those conditions your current draft is in, Hayabusa is the wrong pick. Lock Lancelot or Joy if you want a safe assassin. Lock Hayabusa when you have a plan for an isolated target.
Hayabusa is not a combo character. He is a stacking character. Every skill feeds one variable: how many Shadow Marks are on your kill target at the exact moment you press ult. Four marks is not a guideline, it is the entire design. Four stacks means every hit of Ougi: Shadow Kill consumes a mark for bonus damage, and that bonus is why the hero exists. Three marks is a meaningful damage loss. Zero marks is a Phoveus with less mobility.
This is why Phantom Shuriken always gets priority over Quad Shadow in the combo, even though S2 is the flashy movement skill. S1 plants marks via three returning shurikens, which gives you up to two stacks from a single cast if your target is near a wall. S2 plants a mark via the phantom attack when you teleport in. The correct opening is almost always S1 first at range to land two stacks, then S2 in to plant the remaining stacks via the phantom hit, then ult. Reversing the order (S2 engage, S1 spray, ult) works against squishies but wastes your damage ceiling on anything with defense items.
The passive is why Hayabusa rewards patience instead of aggression. Shadow Marks linger on the target for long enough that you can pre-mark a carry during an objective setup, walk into fog, and come back to ult without re-stacking. That is the rhythm of a good Hayabusa: mark, fog, mark, fog, kill.
Hayabusa's clear speed is average and his level 2 is weak compared to Ling or Lancelot. You are not ganking at level 2. You are setting up level 4.
Hayabusa's real power spike is Magic Boots plus Hunter Strike. Magic Boots is the cheapest CDR boot and the one item that makes his combo cycle actually flow. Hunter Strike stacks another slice of CDR on top, plus a movement-speed burst after five hits that solves a problem the rest of his kit cannot. After patch 2.1.40's 20% cut to Quad Shadow's travel distance, Hayabusa needs the Hunter Strike speed window to cover the gap his S2 used to close alone (patch notes).
This spike lands around the 8 to 10 minute mark on a normal clear. Before it, you are a ganker. After it, you are a killer. Specifically, you go from "one rotation, one kill if I set it up perfectly" to "one rotation every combo cycle, and Quad Shadow's recast resets from picking off squishies". The difference is not damage, it is repetition. A Hayabusa who can gank on every cycle snowballs faster than any assassin in the game except Fanny.
Sky Piercer is the natural third item against squishy-heavy comps. Its execute threshold starts small and scales up on every kill, which matches Hayabusa's identity: he does not teamfight, he picks off, and every pick raises the threshold for the next pick.
The reflex when you see a grouped enemy team is to ult into the fight. That reflex loses games. Ougi: Shadow Kill distributes its hits randomly across every enemy in range, not sequentially onto the lowest HP target. Ulting into a 5-grouped enemy team is rolling dice. Your hits can split evenly across five targets and kill nothing. This is the single most counterintuitive rule on Hayabusa and it separates bad Hayabusas from real ones.
If your support is Mathilda, you get to push further up because her ult is a guaranteed disengage. If your support is Tigreal or Khufra with their engage already spent, you do not get a rescue. Hold your ult until the next initiation window.
Four locked slots, two real conversations.
Locked: Ice Hunter Knife (jungle item), Magic Boots, Hunter Strike, Blade of the Heptaseas. The first three are the power spike from the previous section. Blade of the Heptaseas is the fourth item because its out-of-combat passive gives you a free burst hit on every gank opening. Hayabusa's stealth walk in from fog naturally fulfills the passive window, which makes this item unusually efficient on him specifically.
The two flex slots are slots 5 and 6. Pick from:
Blade of Despair is the common last-slot default and also the worst individual item on Hayabusa. Its passive triggers on enemies below half HP, which is the exact range your Sky Piercer and Shadow Mark stacks already cover. You are stacking a damage amp on top of a damage amp, when you could have bought penetration or sustain you are actually short on. Build it only when every other slot is full and you have nothing left to fix.
For emblem, Assassin Emblem with Rupture, Master Assassin, and Killing Spree is the standard and it is not close. Master Assassin specifically rewards the exact thing Hayabusa's kit demands: an isolated target. If the enemy carry is alone in your circle, Master Assassin stacks a flat damage boost on top of the Shadow Mark math. Battle spell is Retribution because you are jungling; there is no alternate pick.
Ulting into a clumped team because "I have 4 marks on their carry." The marks matter. The clump matters more. Your ult's hits distribute across every enemy in range, not all onto the marked target. If three enemies are in the circle and only one is marked, the marked target may catch roughly a third of the hits, not all of them. You lose the burst and the hero you were hunting walks away at 30% HP. Wait for the carry to step out, or pick a different target.
Opening with Quad Shadow instead of Phantom Shuriken. The combo is S1 then S2, not S2 then S1. Leading with S2 means you land one phantom-hit mark on the engage, dash in, then try to fit three shurikens onto a panicking target who is already running. Most of your shurikens miss and you entered the fight with one mark. Leading with S1 plants two to three marks before the target reacts, and your S2 lands the last mark as you arrive. Same skills, opposite outcome.
Burning Retribution on every creep stack when the enemy jungler is Baxia or Fanny. Retribution's hero-slow upgrade is your best interrupt against mobility junglers. If you spend every charge on jungle camps, you have no slow ready when Fanny cables into your red buff at 3 minutes. Save one charge for contest; use Retribution on the enemy hero, not the camp.
Ulting at max range hoping the hits find everyone. The ult is area-based, not global. You have to be inside the circle when it starts. Ulting from the edge means part of your hits miss because the target drifted out during the animation. Dash into melee range with S2, then ult. Do not reverse the order at long range.
Chasing a low-HP target through enemy vision. Hayabusa has no real escape once S2 and its recast are both used. If you committed all your mobility to confirm the kill and the target ran into their support, you are dead. The rule is one kill, one exit. If the first combo did not secure the kill, disengage and reset, do not double-down.
Tip
Ult on a target isolated by two body-lengths from their teammates, not just "the lowest HP enemy". Your damage concentrates when the circle contains one hero; it dilutes when the circle contains three. A full-HP isolated Lesley is a better ult target than a half-HP Khufra standing next to two teammates.
Note
Phantom Shuriken's passive grants stacking spell vamp per skill level, topping out at a substantial number at max rank. That alone is most of your early-jungle sustain. Max S1 first, not S2, even though S2 feels more useful for ganking.
Tip
The Quad Shadow recast is also a free teleport with no cooldown cost. If your phantom landed on an enemy and you killed them, the recast still shaves time off Phantom Shuriken's cooldown. Use it after kills to reset your rotation faster, not only for mobility in-fight.
Warning
Minsitthar's ult turns your Quad Shadow into a flat dash with no teleport back. If you see his ult zone on the ground, do not blink into it to engage. Walk around it, or wait for it to expire.
Note
Shadow Marks linger on the target long enough that you can mark a carry during an objective setup, walk away to farm a camp, and come back to ult within the window. Pre-stacking during Lord or Turtle contests is how high-rank Hayabusas open fights, not during them.
Hayabusa's attacks apply a stack of Shadow Mark on hit (up to 4 stacks). Each stack lasts 6s and increases Hayabusa's damage to the enemy by 5%.
Passive: Hayabusa permanently gains 3% Spell Vamp. Active: Hayabusa throws three returning shurikens in the target direction, each dealing 220 (+75% Extra Physical Attack) Physical Damage to enemies hit and slowing them by 35% for 2s. Subsequent hits on the same enemy deal 70% less damage (only 50% less to creeps). He also restores 10 Energy when hitting non-minion enemies.
Hayabusa dashes in the target direction and releases four phantoms that travel in separate directions. The phantoms will remain at the end of their paths or attach themselves to the first enemy hero hit, dealing 130 (+30% Extra Physical Attack) Physical Damage and slowing them by 40% for 2s. Hayabusa will immediately stop if he hits an enemy hero during the dash. Use Again: Hayabusa teleports to a phantom's location and reduces the cooldown of Ninjutsu: Phantom Shuriken by 1s. If the phantom is attached to an enemy hero, he also deals 130 (+30% Extra Physical Attack) Physical Damage to the enemy.
Hayabusa blends into the shadows and launches 6 single-target attacks on enemies in the area, each dealing 140 (+32% Extra Physical Attack) Physical Damage. The attacks prioritize enemies with Shadow Mark and each will consume a mark to deal 90 (+40% Extra Physical Attack) extra Physical Damage. Shadow Kill does not apply Shadow Mark.
In teamfights, Hayabusa should use his 2nd Skill to hit an enemy with his phantom, then use his 1st and 2nd Skill on the target to apply Shadow Mark before unleashing his Ultimate. Afterwards, use his 1st Skill to finish off the enemy and escape with his 2nd Skill.
In the laning phase, use Hayabusa's 2nd Skill to hit the enemy with a phantom, then strike with his 1st Skill, and use his 2nd Skill to blink away. Wait until Hayabusa's 1st Skill is off cooldown, then blink back to the enemy with his 2nd Skill and strike again with his 1st Skill followed by his Ultimate to secure the kill.
These heroes have the highest win rates against Hayabusa in ranked matches. Pick any of them for a statistical advantage in draft.

Yin outscales Hayabusa in the late game, turning team fights in your favor as the match progresses.
51.6%
Hayabusa performs well against these heroes. Consider picking Hayabusa when you see them on the enemy team.

Hayabusa has a favourable matchup against Yve based on ranked data, so expect a win rate advantage in this matchup.
51.5%
Hayabusa is most vulnerable in the early game, where counters average a 59.3% win rate. As the match progresses, Hayabusa becomes harder to shut down (48.5% mid, 47.6% late). Prioritize early aggression and ganks to build an advantage before Hayabusa can scale.
Hayabusa is vulnerable here
Even matchup phase
Hayabusa is strong here
Assassin Emblem
High and Dry / Killing Spree
Retribution
Assassin Emblem
High and Dry / Killing Spree
Retribution
Assassin Emblem
High and Dry / Killing Spree
Retribution
Heroes that synergize well with Hayabusa in team compositions.





Hayabusa is the supreme ninja of the Scarlet Shadow clan, trained from birth in the ancient arts of ninjutsu and shadow manipulation. He was sent on a critical mission to the Land of Dawn to investigate a growing darkness that threatened to engulf the Cadia Riverlands. His shadow clones can strike from every direction simultaneously, leaving enemies unable to determine the real blade. Hayabusa carries the weight of his clan's honor and the memory of Kagura, the priestess he left behind on his mission.
Famous quotes from Hayabusa
“Silence is the shadow's truest blade.”
- Hayabusa
“A ninja strikes only once. That is enough.”
- Hayabusa
“You cannot see me. You will only feel the blade.”
- Hayabusa
“The Scarlet Shadow claims another.”
- Hayabusa
“Shadow Kill - Quad Shadow!”
- Hayabusa