Marksmen and Assassins, two positions at odds. Assassin teams always target the AD first, while the frontline tanks despise these predators, always seeking to trap and eliminate them.
Hence, we witness several notorious Marksmen - Assassins duos in Arena of Valor. Below are 5 iconic pairs always facing off, delve in now!

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Paine vs Elsu
Elsu, the Marksman, poses a formidable challenge for enemies if played well. His ability to snipe accurately from afar with Snipe and then engage in combat makes him hard to catch. This aspect makes Assassins truly struggle to catch Elsu, even renowned Jungle hunters like Aoi, Nakroth, Wukong, and Kain find it immensely difficult.
However, there's one Assassin that can make Elsu cautious and fearful, and that's Paine. Recently, he's been subtly buffed through the Grandmaster Skin, making this predator even more dangerous. Not just Elsu, but any Marksman faces a tough time against Paine.

Speaking of Elsu's characteristic feature, it's undoubtedly his sniping technique. When he aims and shoots accurately, his focus shifts forward rather than downwards. In this scenario, Paine can mark Elsu's position with a Soul Detonation and quickly eliminate him. Paine's ganking ability is exceptional, his damage output is significant, even if the enemy builds Troy's Covenant, Paine can still drain their health. Despite Elsu having Flicker and his ultimate to escape, Paine's Silent Stab counters them. Unless the Marksman swiftly uses these combos to flee, there's hardly any chance for a comeback.
So, what should the best Elsu players do to counter Paine? Firstly, they should try to conceal themselves like a laser beam; unless Paine uses a flashlight, it's quite challenging to locate them. Secondly, they should refrain from aiming and shooting without Flicker or the ultimate. Lastly, try to stick close to teammates with formidable defense capabilities, with significant control, and don't forget to equip magic resistance items.
Hayate vs Aoi
Hayate, the agile Marksman, ranks among the top in Arena of Valor. When played skillfully, he can outmaneuver Assassins effortlessly, countering their skills. For instance, facing off against Butterfly, Wukong, Kain, Zuka,... a swift use of his second ability followed by Triple Threat and Hyoga's Edge guarantees a quick victory. However, many hesitate when wielding Hayate against Aoi due to her easy ganking potential.
For other heroes like Nakroth, after exhausting his three dashes, he's vulnerable to a single normal attack followed by Triple Threat and Hyoga's Edge, nearly guaranteeing a full Triple Threat combo. However, Aoi can easily dodge Hayate's combo with her grappling hook. While some opponents give a brief window for attack before closing in, Aoi's elusive playstyle makes it easy for her to bait out Hayate's skills. Moreover, Aoi's high damage output can severely dent Hayate's health with just a single touch, even if he has Hyoga's Edge.

Even if Hayate plays cautiously, without Cleanse, Aoi can interrupt his skills instantly. She can use her grappling hook to evade damage and then engage with her first ability, or even use Dragon Slayer to bait and dodge, then swiftly strike Hayate.
Conversely, if Hayate remains vigilant and composed, he can easily outmaneuver Aoi's grappling antics. Especially with Cleanse, he doesn't fear skill interruptions. Moreover, if his second ability cooldown is fast enough, Hayate can dodge the first strike with Dragon Slayer and retaliate with Triple Threat to finish off the opponent.
Tel’Annas vs Wukong
Tel’Annas, a Marksman with the potential to quickly snowball a match if aggressively attacked. In the late game, her damage output is fearsome, even resilient tanks find her intimidating. Sometimes, she can even turn the tables on Assassins like Nakroth, Zuka, Kaine,... with a well-timed Flicker and keen sensitivity. However, Tel’Annas players surely find facing Wukong frustrating.
Agile Marksmen typically aren't too afraid of Wukong if they have good vision and cover from their support, but for a pedestrian like Tel’Annas without a reliable support, it's quite challenging. While it's true that Wukong's jungle presence is swift and frequent, his Flicker still poses a significant threat and pressure to Marksman players.

For less agile Marksmen like Tel’Annas, getting touched by the Monkey is instant trouble. Plus, once Wukong uses Flicker and activates his first ability with Shadow Clone, there's no sight of him to retaliate due to his stealth, leaving Tel’Annas vulnerable. In truth, not just Tel’Annas, but any Marksman would have some apprehension towards Wukong in the late game and fully equipped. Even if the carry builds early defensive items, surviving Wukong's combo in skirmishes is uncertain.
Kaine vs Yorn
Perhaps in this 2023 S3 season, Kaine isn't just a nightmare for Mages and Marksmen, but even Assassins and squishy Warriors take notice. Especially when it comes to an unfriendly match-up, it's undoubtedly Yorn. This Marksman might find himself in distress facing a green Kaine targeting him. Even if he's surrounded and protected by numerous satellites, this hero still risks getting caught.
If Kaine manages to reach the late game smoothly, Yorn stands little chance against his second ability coupled with the painful burns from his passive. However, not every game allows players to reach the point where Yorn matures. During the early and mid-game stages, Kaine lurks, patiently waiting to pounce.

The annoyance of Kaine doesn't just lie in his ability to deal massive burst damage but also in his continuous stealth. Even when Yorn stands alongside allies, Kaine can still combo them with his multi-target attacks. Additionally, to create a troublesome team against a late-game Yorn, besides Kaine, you can use potent harassers like Iggy, Yue, Elsu,... as long as Kaine gains vision, these heroes can comfortably spam their skills, chipping away at Yorn's health. As mentioned earlier, if the game reaches late stages and Yorn is well-equipped, he can withstand all the pain Kaine brings, but this process isn't easy and heavily relies on surrounding allies and skilled supports for protection.
Zill vs Joker
It's undeniable that in a 1v1 scenario where both sides are equal in gold and skills, Joker rarely falls prey to any physical Assassin; just activating his second ability at the right time is enough to escape. However, facing a magical Assassin is a different story. Currently, Joker seems to have a bitter taste for Zill. Many mages' enthusiasts are adopting a mischievous playstyle with Zill, equipped with the Holy Thunder insignia and Frostguard Ring, allowing them to continuously stack passives. At this point, Joker becomes a true clown, only able to dent Zill's illusionary armor.
Moreover, Joker's heavy-duty weapon, the Happy Bomb, can also be nullified by Zill's Cyclone. While agile Marksmen like Slimz, Hayate, Violet,... might sometimes escape Zill's ultimate, it's not the case with Joker. Even if Joker decides to stack magic resistance, by the time he reaches the 4th or 5th item slot including boots, Zill likely already has quality magic-piercing items. Besides, if a skilled Zill dancer, magic resistance isn't much of an issue.

Standing near allies may hinder Zill's dance, but if those are heroes with strong crowd control, Zill becomes even more pleased as he finds it easier to unleash his combos and comfortably stack his passive. On the other hand, facing a tough Joker matchup can be challenging for Zill. However, considering the overall team composition, if the team has Marksman heroes capable of self-sustaining like Joker, then teammates are likely to pick a tanky support with enough damage to engage in team fights. This is another aspect that brings joy to Zill because if the support leaves the Marksman vulnerable at the back, Zill finds it easier to pick and execute precise combos.
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