Yrel is an unpopular hero.
I think her charging mechanic is the problem : that lakes her kind of "slow" hero.
I suggest to replace it by a global and passive charging lechanic that apply on next basic ability, i think it would lake her way more "dynamic".
Some talents have been reworked too.
Combat Trait
1
Divine Purpose
Cooldown: 8 seconds
Yrel gain one charge of divine energy every 0.6 seconds, up to 3 charges. Use a basic abilty consume all charges.
Activate to instantly gain 3 charges.
Primary Abilities
1
Vindication
Mana: 65
Cooldown: 6 seconds
Unleash holy energy around Yrel, dealing 38 damage to nearby enemies and healing her for 96.
Each divine energy charge consumed increase its damages by 35, and healing by 80.
2
Righteous Hammer
Mana: 65
Cooldown: 6 seconds
Swing Yrel's hammer, dealing 38 damage to enemies in front of her and knocking them away.
Each divine energy consumed increases its knockback distance and damages by 30. Enemies are Stunned for 0.75 seconds if 3 divine energy charges were spent.
3
Avenging Wrath
Mana: 65
Cooldown: 6 seconds
Leap to a location, dealing 225 damage to enemies in an area and Slowing them by 50% for 1 second.
Each divine energy consumed increase its range.
Heroic Abilities
1
Ardent Defender
Mana: 40
Cooldown: 120 seconds
Surround Yrel in a barrier for 3 seconds, absorbing all damage taken and healing her for 50% of the damage received.
2
Sacred Ground
Mana: 40
Cooldown: 40 seconds
Yrel sanctifies the ground around her, gaining 50 Armor until she leaves the area.
Level 1
Light of Karabor
Increase Vindication's radius by 15%. Hitting an enemy Hero increases Vindication's healing by 45%. If more than one Hero is hit, the bonus is increased by 90%.
Dauntless (reworked)
Yrel gains 15 physical armor for each missing divine energy stack.
Maraad's Insight
After damaging an enemy Hero with a Basic Ability, Yrel's next Basic Attack heals her for 135
Level 4
Aegis of Light
Upon landing, Avenging Wrath grants other nearby allied Heroes 35 Armor for 5 seconds.
Gift of the Naaru
Divine Purpose heals the lowest Health nearby allied Hero other than Yrel for 275.
Hand of Freedom
Grant an allied Hero 30% Movement Speed for 3 seconds and remove all Slows and Roots from them.
Cooldown: 30
Level 7
Righteous Momentum (reworked)
Gain 5% move speed for each stored divine energy stack
Holy Avenger
Hitting an enemy Hero with Avenging Wrath at maximum charge reduces its cooldown to 1 second and increases its damage by 25%.
Divine Steed
Mounting is instant and grants 60% Movement Speed that decays over 3 seconds.
Samaara's Light (removed)
Level 13
Aldor Peacekeeper
Enemy Heroes hit by Vindication at maximum charge deal 40% less damage for 3 seconds.
Repentance
Increase Avenging Wrath's Slow by 25% and duration by 0.75 seconds.
Velen's Chosen
Hitting an enemy Hero with a Basic Ability at maximum charge grants 10% Spell Power for 10 seconds, up to 30%.
Level 16
Templar's Verdict (reworked)
Righteous Hammer reduces the Armor of enemy Heroes hit by 10 for each spent divine energy for 4 seconds and deals bonus damage equal to 7% of their Maximum Health.
Divine Favor
Casting a Basic Ability reduces the cooldown of Divine Purpose by 2 seconds.
Holy Wrath (reworked)
Basic Attack splashes increased damage around the target.
Each missing divine energy increase basic attack damages by 10%.
Each stored divine enrgy increase attack speed by 10%
Level 20
Word of Glory
Ardent Defender heals nearby allied Heroes for 100% of the healing received by Yrel. Increases the amount that Yrel heals from damage received to 75%.
Hallowed Ground
Casting Avenging Wrath while inside Sacred Ground moves Sacred Ground to Yrel's location upon landing.
Bubble Hearth
After 1 second, Yrel becomes Invulnerable and casts Hearthstone. Cannot be canceled.
Seraphim
As long as yrel stores at least one divine energy charge, she gains unstopable.
Eh, I dunno, I don't think she needs a rework, but maybe that's just me. I just really enjoy popping Sacred Ground and then tanking the whole enemy team.
But as for the actual rework, you don't think that 0.6s charging time is too short? Seraphim is going to virtually always active, she only has to wait 0.6s after using an ability to become unstoppable again, and Righteous Momentum will charge to 15% in 1.8s.
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But as for the actual rework, you don't think that 0.6s charging time is too short? Seraphim is going to virtually always active, she only has to wait 0.6s after using an ability to become unstoppable again, and Righteous Momentum will charge to 15% in 1.8s.