Yrel's Role Top
Yrel is a
Warrior that has access to different roles in the
Warrior context.
Regarding the previous tests I did in the PTR and the current I do in live servers, she can't be considered as a Main Tank or as an Off Tank !
And here is the only reason why : she is a mix of both. Let me explain.
In general with most
Warriors, to be a Main Tank (MT) you need to have iniatiation capabilities and
Crowd Control (
CC) Abilities.
Yrel has a channeling initiation (which can be interrupted) and a channeling
Stun (that can be and will be interrupted).
In general, as an Off Tank (OT) you need to have at least good peeling or good damage/sustain to push backline away or kill it if you can.
Yrel is, as I said, a mix of both, you have access to a crazy good peeling, and a high sustain and mobility to dive on backline but not both effectivelly.
I'll be explaining how to play her properly in the next chapter.
To sum it up :
Yrel isn't a MT, she isn't an OT, she can be both at the same time.
*Bear in mind I definitely don't talk about solo tank or not here as it's still in testing*
Yrel's Playstyle Top
In here, I'll explain how you should play her:
With
Yrel different builds you have different roles depending on what's happening in the fight, and the great thing is that you can react and do everything at the same time.
- You can initiate the fight (onto the frontline) then dive onto the backline to do the
Bruiser job.
- You can dive onto the frontline, force the
CC on you, so your melee
Assassins can dive as well.
- You can dive onto the frontline, and dive back to your team for peeling against the counter dive. (Requires
Holy Avenger)
In some cases, but I don't recommend with this build.
- You can dive onto the frontline, set up a combo and isolate a target (
Support/
Mage etc.)
I don't recommend the last option because that means you channel your
(E)
Avenging Wrath that take
1.6 seconds to fully channel, then use it to dive, then press your
(D)
Divine Purpose to quick cast the
(W)
Righteous Hammer toward your team.
It means you are in the middle of the ennemy team without any escape.
The only escape you have left is your
(E) but you need to channel it to escape, which means you'll be interrupted.
It's a dangerous position to be for a 5v5 but can be nice as a 5v3 gank for instance.
Build "MAIN TANK - (Platinum or lower)" detailed Ability Cycle Top
Here I'm going to explain how this build works and how you can use it effectively:
Spoiler: Click to view
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You have to pick
Holy Avenger at level 7 so everytime you use (E)
Avenging Wrath at maximum charge, you can use it again after 1 second !
This gives
Yrel the possibility to have infinite jumps if you pick
Divine Favor at level 16.
This one reduces the cooldown (CD) of (D)
Divine Purpose by 2 seconds everytime you use a Basic Ability.
(D)
Divine Purpose is a 10 seconds CD.
But there is a way to chain your Basic Abilities. |
Here is the Ability Chain Cycle explained in details:
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(E) - AA - (D) = (E) - AA - (W) - AA - (Q) - AA - (D) = (E) - AA - (E) - AA
The idea here is to use as many Basic Abilities as possible after you casted (D)
Divine Purpose so its CD is reduced in no time and you can re-use it many times in a row.
It's a 10 seconds CD and you decrease its CD by 2 seconds everytime you cast a Basic Ability.
As a pro player that you are, you know that to get full value out of your hero, you need to basic attack (AA) in between each of your Basic Abilities. |
So if we dive into maths, this is how it works:
Spoiler: Click to view
- After you use your (D), your have a free (E) {-2 sec}.
- Then before you cast your next Basic Ability, you want to make a bit of stutter stepping, to reposition yourself and drop an AA, that takes about 1 second {-1 sec}.
- You quick cast your (W) without channeling {-2 sec}.
- Again another stutter stepping and AA {-1sec}.
- You cast your (Q) with only half channeling {-2,5 sec}.
- You finally drop your last AA {-1sec}.
With this chain, you maximise your damage and mobility during these last
9.5 seconds and then you're ready to re-run the chain.
Total of AA = 6
AA.
Total of Basic Abilities = 6 : 4
(E) 1
(W) 1
(Q)
Total of Mana used =
150 Mana (the trait removes mana cost of your Basic Abilities so you saved
100 Mana, so you got two free
(E)
Avenging Wrath).
Let me now explain the real power of this build:
Above, I only talked about two talents, but let me explain what really happens when you actually make value of other talents !
Since on level 1 you picked
Maraad's Insight you get
148 health back after each Basic Ability when you basic attack (
AA).
By the way, this amount of health is increasing with every level, which seems to be
+ 3.896% by hero level.
To this I'll add the fact that every hero healing in this game is counted as spell healing, which means it increases depending on the spell power buff of your hero.
Luckily you can pick
Velen's Chosen at level 13 that increases your spell power by
10% after you used a max channeled Basic Ability.
SO ! Let me retake that combo for you and add every spell power buff under it:
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(E) - AA - (D) = (E) - AA - (W) - AA - (Q) - AA - (D) = (E) - AA - (E) - AA |
0% - 10% - 10% = 10% - 20% - 20% - 20% - 20% - 20% - 20% = 30% - 30% - 30% - 30%
If you re-run the chain, you have 30% spell power increase during the whole chain. Not to mention the fact that your Basic Abilities deal more damage with this spell buff.
But the more important is what follows... |
If we go deep into maths:
Spoiler: Click to view
At level 16 you regenerate 277 health for every AA.
If you have 10% spell power buff, you regenerate 305.
If you have 20% spell power buff, you regenerate 333.
If you have 30% spell power buff, you regenerate 361.
So regarding our chain, let's talk about the health you regenerate:
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(E) - AA - (D) = (E) - AA - (W) - AA - (Q) - AA - (D) = (E) - AA - (E) - AA |
0% - 10% - 10% = 10% - 20% - 20% - 20% - 20% - 20% - 20% = 30% - 30% - 30% - 30% |
_____ - 305 - _____ = _____ - 333 - _____ - 333 - 400 - 333 - _____ = _____ - 361 - _____ - 361
So you heal yourself for 2026 just with AA and around 2426 health for the first chain you make.
At level 16
Yrel has 5019 health, so in the first chain, you regenerate almost 50% or her HP ! This is INSANE ! |
And it's not over yet:
We didn't mention the level 4 talent
Gift of the Naaru that heals for
750 an allied hero other than
Yrel.
In this chain you use your trait two times, once with
10% spell power buff and the second with
20% spell power buff.
So at level 16 you heal an ally for 825 + 900 =
1725 during the first chain.
This is even more insane !
After many calculation and tries, this is the best build possible, you have incredible sustain incredible mobility due to the infinite jumps, really good healing for your teammates and a serious amount of damage and
Slows due to your jumps and basic attacks (your jumps benefit or your spell buff aswell as damage).
Though it's hard to make this build get its full value due to extremely well-timed abilities. If your know how to block or simply move faster, has access to
Stuns or
Slows, you'll have some trouble having full value out of this build.
That's why I suggested another build less valuable but easier to excecute in QM for example.
Let's talk about the Heroic now:
It's a bit better to pick
Sacred Ground since that gives you
40 Armor during the fight and at level 20 you can bring the
40 Armor litteraly everywhere you jump, and since you keep on jumping...
So you have
40 Armor during the whole fight.
Plus the cooldown is pretty low, only
40 seconds.
Don't hesitate de spam it, even if you just need some zoning tools.
Other Heroic and Talent choices:
In some cases
Ardent Defender is better against heavy single target damage teams, that will give you time to drop more
AAs.
In this case I would prefer pick
Seraphim at level 20 to make sure you have time to reposition yourself and safely
AA.
In some other cases,
Aegis of Light at level 4 helps peeling for your team giving that free armor for
5 seconds which is longer than needed.
It helps against heavy dive comp for your squishy backline.
If you chose to go with this suggested build, you might get a solid 45k damage in a standard winning game.
Build "MAIN TANK - (Diamond to Master)" Top
Ok during almost a whole week, I was suggesting "the best build" for Yrel, but it seems I was mistaken. Actually I tried many times now to play the build "MAIN TANK - (Platinum or lower) in master games, and it seems almost impossible to get full value out of it. So here I am, suggesting another build for higher MMR players:
Spoiler: Click to view
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You have to pick
Divine Steed at level 7. This is your key talent. It appears that the extreme low cooldown (CD) of the mounting ability can be overused during the fight aswell, you need to forget what you know about mounting and see this as a huge mouvement speed boost every 4 seconds.
Bear in mind you can be dismounted by a simple auto attack (AA) either by minions or ennemy Heroes.
At level 1, it's actually very hard to give an AA after every use of your Basic Abilities, on paper it's the best build, by far, but against experienced opponents such as Diamond players or Master players, you won't be able to drop these AA without being heavily punished.
That's why
Light of Karabor on level 1 is the best talent, the increased range doesn't chance anything to be honest, test it in try mode you'll see, but the 20% increased healing by ennemy Hero hit is really powerfull.
I'll dive into maths a bit after, now let's talk of other talents, level 4,
Gift of the Naaru standard choice,
Hand of Freedom can help against heavy Slows/Roots composition if your Support doesn't have any
Cleanse or
Nature's Cure.
To me
Sacred Ground is better than
Ardent Defender, very low cooldown, 40 seconds is even shorter than
Bunker Drop from
Blaze which means you can really spam it.
For the level 16
Divine Favor is by far the best talent, helps spam your trait to heal even more your teammates especially if paired with a Support that have trouble going for sustained healings (
Rehgar,
Uther etc.)
At level 20, you'll need to go for
Seraphim, why ? Simply because ennemy team will not draft a team comp with no interrupts against an
Yrel comp, so you can't pass on a Unstoppable ability with a short 10 seconds CD.
Hallowed Ground is less valuable with this build and
Word of Glory is a bad talent in general because the area around you is too short to heal your allies and if your allies are too close, why would ennemy team focus you ??? They wouldn't. I add as well that, to get full value out of this talent, everyone needs to be mid life, which is not the most common case especially against a single target focus comp.
Bubble Hearth is interresting on paper, but in higher MMR Leagues, you can't back alone and let your team fight, if you live and they all die, game will be over anyway, especially late game after level 20.
I intentionnally forgot to talk about the level 13 where the choice is a bit more tricky, I'm gonna explain just after what I do pick and why. |
So I as said let's dive into maths to see the healing power of your level 1 talent:
Spoiler: Click to view
As usual, we'll imagine the fight happens when you are level 16.
So if you go without the talent, you heal yourself for
600 hp
If you go with
Light of Karabor and hit
1 ennemy Hero, you heal yourself for
720.
If you go with
Light of Karabor and hit
2 ennemy Heroes, you heal yourself for
840.
If you go with
Light of Karabor and hit
3 ennemy Heroes, you heal yourself for
959.
If you go with
Light of Karabor and hit
4 ennemy Heroes, you heal yourself for
1079.
The mount of additional health restored is pretty significant and you'll very often hit 3 or 4 ennemy Heroes in a teamfight. Keep in mind it's with a fully channeled
(Q).
But now I want to draw your attention on the fact we don't talk about the level 13 talent.
Let's explain what level 13 talent to pick and why:
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There are basically two main choices at this tier, two talents being
Aldor Peacekeeper and
Velen's Chosen.
Repentance is really good to lock down your targets and should only be picked if you are playing the Bruiser role and don't need additional tools for extra sustain.
So why
Velen's Chosen over
Aldor Peacekeeper ? The reason is actually very simple, the fact is
Aldor Peacekeeper reduces ennemy Heroes damage by 30% for 3 seconds, but it only gets value if you hit ennemy Assassins and Bruiser, otherwise, it's really useless, 3 seconds being roughly 2 auto attacks and 2 Basic Abilities.
It only has value if every Assassin in the ennemy team are in the backline, because otherwise, the exact second you dive in their team, they'll move aside and burst your team.
This talent is playable, but it requires you to use it mainly on Assassins and Bruiser, which is hard to do if they have great mobility or one is frontline/global/cloaked/ganking and the other is backline.
That's why in most cases
Velen's Chosen is better.
It's very easy to stack up your spell power buff and to keep it to 30%. With this additional spell power and your level 1 talent
Light of Karabor you heal yourself for crazy amounts of hp every cast.
I'm going to show some interresting results just below after you do a bit of maths.
Not to mention that
Aldor Peacekeeper wants you to fully channel you (Q)
Vindication. When diving in the ennemy team in the beginning of a fight, don't expect no being interrupted while channeling your first Basic Ability. That means use of your trait, so it's a CD already burnt.
While with
Velen's Chosen you can stack up with every Basic Ability so it's a bit easier to do especially if you did dive with (E)
Avenging Wrath.
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Let's once again show some maths update with your level 13 talent:
Spoiler: Click to view
As usual, we'll imagine the fight happens when you are level 16.
So if you picked
Light of Karabor and
Velen's Chosen you heal for:
Hiting
1 ennemy Hero at
10% :
792.
Hiting
1 ennemy Hero at
20% :
864.
Hiting
1 ennemy Hero at
30% :
936.
Hiting
2 ennemy Heroes at
10% :
924.
Hiting
2 ennemy Heroes at
20% :
1008.
Hiting
2 ennemy Heroes at
30% :
1092.
Hiting
3 ennemy Heroes at
10% :
1055.
Hiting
3 ennemy Heroes at
20% :
1152.
Hiting
3 ennemy Heroes at
30% :
1248.
Hiting
4 ennemy Heroes at
10% :
1187 .
Hiting
4 ennemy Heroes at
20% :
1295.
Hiting
4 ennemy Heroes at
30% :
1403.
Instead of (without
Velen's Chosen):
Hiting
1 ennemy Hero :
720.
Hiting
2 ennemy Heroes :
840.
Hiting
3 ennemy Heroes :
959.
Hiting
4 ennemy Heroes :
1079.
You can see
Velen's Chosen really adds some cool sustain and this every
6 seconds of your
(Q)
Vindication.
Bear in mind
Velen's Chosen also boosts up the healing of your trait with
Gift of the Naaru which you can spam thanks to
Divine Favor to heal your allies and it boosts up your Basic Ability damage aswell.
Build "BRUISER - (Platinum or lower)" Top
Here is the Bruiser build explained, I'm still testing if it fits a Sololaner game as well:
Spoiler: Click to view
(In testing & processing)
Pros & Cons Top
Here is how I feel
Yrel in the current meta and how she deals with her foes:
Yrel seems pretty balanced at the moment, definitelly not OP, but not so weak either (Live servers release)
Cons:
Though, she is really weak to
Stun and
Silence/
Polymorph.
If ennemy team is chaining
CCs on you, you'll die really quick,
Seraphim will help a lot but really comes in the late game so you'll love a
Cleanse Support.
Yrel really doesn't like to evolve within a heavy
Mage/
CC comp. I explain.
First of all, most of the time, if your
Mage doesn't focus, he's probably gonna try to burst the target but you will push the ennemy target away of that area with your
(W)
Righteous Hammer.
Yrel is similar to
Tyrael in terms of drafting: better with dive comp.
Though, like
Artanis once she is in a fight, it's hard for her to get away if not having the right talents. She is countered by heavy
CCs but can handle burst damage if she picked
(R)
Ardent Defender.
A weak point we often forget about
Yrel is that her bounding box radius is really tight so bodyblocking can be very tricky with
Yrel especially having not a great move speed while channeling.
Pros:
Yrel will not be Out Of Mana (OOM) easily but you should be carefull if you spam your Basic Abilities in lane.
Yrel is really tanky and won't die easily if not focused and chain
CCed hard. She has access to really good escapes
Divine Steed,
(D)
Divine Purpose +
(E)
Avenging Wrath or
Bubble Hearth.
Yrel has really slow attack speed
0.77 but heavy damage with each
AA so don't forget to
AA your foes as often as you can, especially with the good range of her
AA,
1.5.
The last very good point about
Yrel is that she will really help as a
Support, the amount of healing for her teammates she provides is ridiculous and is very underrated.
Tips & Tricks Top
The things you need to remember to do and not to do:
(In progress...)
heal with your trait
heal yourself even when out of a fight
provide vision around the map
save your W for interrupts important channeling abilities
spam you
(R)
Sacred Ground
Don't charge up your E if don't need range, it doesn't increase damage or slow by channeling.
Quick self cast of E to follow up on a Stun (Alt+ E + Alt +E)
Quick self cast of W to quick interupt ennemy in front of you (Alt+W + Alt+W)
Quick mount up with
Divine Steed to chase, dodge, gap close, run away, gap close after a slow: it will force your traget to turn away to dismount you , in every case you'll be closer by using your instant mount.
Sololaning with Yrel Top
In this chapter, a review on how to sololane with Yrel:
(Writing in progress)
never use your D when solo lane in case you get ganked without seeing it coming, in that case prefer a quick cast
Righteous Hammer and then a D E or just a D E if you reacted quick enough.
Different kind of match ups:
*For some reason, I listed only most common picks in higher MMR, don't really need advice to sololane in lower MMR leagues because everyone always blames the sololaner in lower MMR leagues anyway, even if you do it perfectly, never get ganked, don't lose any xp and get the right talent before the objective pops out.*
Wombo Combo & Synergies Top
Here is the section where I give you some ideas about some combos that are efficient depending on your team composition.
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Garrosh: With his level 7
Into the Fray You can basically throw
Yrel in the ennemy team. She pre-channeled her (W)
Righteous Hammer and the cool fact is, the Garrosh throws DOES NOT interrupt the channel, so when in the ennemy team, Yrel can use her Stun instantly to set up a burst and then use her trait (D)
Divine Purpose to free instant cast (E)
Avenging Wrath back to your team, so she can come back safely, while slowing the target (Similar to an
Artanis swap but with a free escape, a Slow and a Stun).
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Kharazim: At level 13 & level 16,
Kharazim has access to
Quicksilver &
Cleansing Touch.
Which means, dashing onto Yrel before she dives will make sure he has a lot of time to set up a kill. The precleanse is a technique that requires training to be efficient but once you get better at it, it will really improve your impact as a Support.
It's a 1 second Unstoppable and a 3 seconds +30% move speed so you might want to precleanse before Yrel dives and then re-precleanse once she dived.
Ennemy team will try to lock her down and then realize you outplayed them. In general you have 3
Radiant Dash thanks to the level 7 talent
Blinding Speed which means you can still back off after your two precleanses.
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Abathur: Abathur's symbiote fits really well to
Yrel. An extra shield, extra moves speed helps a lot ! I also tried with bonus attack speed on level 4
Adrenal Overload, you become really dangerous and can excel at the Bruiser's role.
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Uther: His trait
Devotion, Eternal Vanguard helps
Yrel a lot with the +15 Armor, she is unkillable if it stacks with her (R)
Sacred Ground for a total of +55 Armor.
Yrel helps a lot
Uther as well with her talent
Gift of the Naaru that will heal everyone up in no time which is a problem when you run
Uther as a single Support. If you add a good
Greymane or
Li-Ming on top of this, you can have a solid 3man that easily defeat an
Auriel/
Valla or
Auriel/
Gul'dan.
In general
Yrel seems to struggle a bit as a solo tank depending on ennemy comp, adding a tanky melee like
Uther in the frontline will definitelly help in fights.
Uther also has access to
Hand of Protection that will save
Yrel from being chain CCed and this from level 7 instead of your talent coming late as level 20 storm talent
Seraphim.
General Updates Top
To keep tracks of this guide's future and past updates.
[Next Updates] Best maps for
Yrel
[Next Updates] Detailing how to counter
Yrel
[06.19.2018] Adding
Uther in the Wombo Combo & Synergies" chapter.
[06.17.2018] Completed the full description of the build "MAIN TANK - (Diamond to Master)", changed the color of the different Heroes' roles (Support, Assassin etc.). Added a "Sololaning" chapter, a "Tips & Tricks" chapter and completing the "Pros & Cons" chapter.
[06.14.2018] Added the new build "MAIN TANK - (Diamond to Master)" and made some adjustement to other build names.
[06.14.2018] Correction of spelling mistakes and adding a new color to different Heroes states such as Stun, Silence etc. to make it more visually attractive. Added two other builds suggestions and their corresponding chapter (still in processing).
[06.13.2018] Added the "Wombo Combo & Synergies" chapter, for
Kharazim,
Garrosh &
Abathur.
[06.13.2018] Added the "General Updates" chapter.
[06.10.2018] Synthax correction and adding pictures, icons to make the guide easier to understand and look better visually.
[06.09.2018] Creation of the guide.
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