Yrel is a melee Bruiser hero from the Warcraft universe. She is well suited to almost any team composition due to her versatile skill set. She can both initiate teamfights and successfully defend her team from enemy Assasins. Having her own small healing, she is able to stay in battle even without the support of an allied healer. Her Trait gives her the ability to charge up Basic Abilities for increasing their effectiveness, which gives her more options in combat.
Yrel – Light of Hope | |
Primary Abilities | |
Vindication | Unleash holy energy around Yrel, dealing 42 damage to nearby enemies and healing her for 96. Charging up this Ability increases its damage up to 140, and healing up to 320. |
Righteous Hammer | Swing Yrel’s hammer, dealing 38 damage to enemies in front of her and knocking them away. Charging up this Ability increases its knockback distance, and damage up to 125. Enemies hit at maximum charge are Stunned for 0.75 seconds. |
Avenging Wrath | Leap to a location, dealing 225 damage to enemies in an area and Slowing them by 50% for 1 second. Charging up this Ability increases its range. |
Heroic Abilities | |
Ardent Defender | Surround Yrel in a barrier for 3 seconds, absorbing all damage taken and healing her for 50% of the damage received. |
Sacred Ground | Yrel sanctifies the ground around her, gaining 50 Armor until she leaves the area. |
Trait | |
Divine Purpose | Activate to instantly charge Yrel’s next Basic Ability at no mana cost. Passive: Yrel’s Basic Abilities charge up over 1.5 seconds, increasing in effectiveness, but reducing Yrel’s Movement Speed by 25%. |
Copy build code* | [T2331314,Yrel] |
*Select a hero, open talents, click on options near build variations and click paste build to enter the code into HOTS directly. After that, you will have the build from the current cheat sheet marked with hearts.
Bruiser Build | ||
Level | Recommended | Alternative |
1 | Dauntless | Light of Karabor |
4 | Hand of Freedom | Gift of the Naaru |
7 | Divine Steed | Holy Avenger |
10 | Ardent Defender | Sacred Ground |
13 | Velen’s Chosen | Aldor Peacekeeper |
16 | Templar’s Verdict | Holy Wrath |
20 | Seraphim | Word of Glory |
Divine Purpose has a short cooldown and it’s important to use it correctly.
Vindication this skill is useful not only for healing and simultaneously damaging enemies, but also as a waveclear ability. Charging up will significantly increase damage and health regeneration.
The Righteous Hammer can also be used offensively and defensively ways. Fully charged, he will additionally stun for a short time, which will help interrupt the enemy cast.
Avenging Wrath is a great ability to initiate a battle. Charged up it significantly increases the range, but if you need to get away from the pursuit, it’s still better not to risk it and use it without charging or with Divine Purpose. After all, opponents can knock down the cast, and cancel this ability.
Ardent Defender this skill makes Yrel Invulnerable, while healing it for half the damage it takes. This allows her to counter the enemy burst and at the same time stay in the teamfight.
Sacred Ground. This feat is hard to advise as it limits Yrel, forcing her to fight within the radius of this feat. Moreover, enemy knockbacks can interrupt its effect.
Strong against | ||||
Diablo | Varian | Tychus | Falstad | Orphea |
Weak against | ||||
Mei | Sonya | Zul’jin | Tassadar | Brightwing |
Synergizes with | ||||
Mei | Zul’jin | Maiev | Brightwing | Abathur |
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