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YREL PLAY GUIDE AND BUILD

Yrel is a self-sustaining, heavyweight bruiser with channeled abilities

In game, Yrel is a mobile, self sustaining, CC tank with many ways to wreck the enemy.

this is the official yrel video!

in this guide, you will find a fully comprehensive talent build, a description on abilities, tips and tricks, and playstyle.

ABILITIES

TRAIT: DIVINE PURPOSE

Yrel's trait, divine purpose, interacts directly with her abilities. each of her basic abilities can be channeled for up to 1.5 seconds. she can move while channeling, but her speed is reduced by 25% while doing so. therefore, yrel is extremely vulnerable to hard CC. activating her trait instantly charges her next ability and makes it cost no mana. this ability can be used in numerous different ways, making yrel one of the most versatile heroes. COOLDOWN: 8 SECONDS

Q: VINDICATION

Yrel's Q is Vindication. it charges up a small circle around yrel. when reactivated, she unleashes holy energy in a circle, healing her for a small amount and damaging enemies for a small amount. the longer she channels, the more healing and damage the circle does. this is mainly a healing tool, not a damage tool. COOLDOWN: 6 SECONDS

W: RIGHTEOUS HAMMER

Yrel's W is righteous hammer. when reactivated, she swings her hammer, dealing damage and knocking back enemies based on how long she charged for. at full charge, the hammer does significant knockback and good damage, and stuns enemies for 0.75 seconds. this ability is great for interrupting channels and annoying the enemy team. COOLDOWN: 6 SECONDS

E: AVENGING WRATH

Yrel's E is avenging wrath. when reactivated, she flies to a target location, sometimes over terrain, dealing light damage and slowing opponents for 1 second. the longer she channels, the longer the range the ability gains, and she can fly to more locations. this is Yrel's source of mobility, and is great for a lot of purposes such as escaping, chasing, or engaging. COOLDOWN: 6 SECONDS.

R1: ARDENT DEFENDER

Yrel's first R is ardent defender. this ultimate, when cast, she gains protected for 3 seconds, absorbing all damage taken and healing for %50 of all damage taken. this ultimate allows for her to channel abilities while it is active, and it can be used in unlimited situations. tanking, escaping, in teamfights, dueling structures, surviving ganks, and SO MUCH MORE. this is an amazing ultimate for yrel and should always be taken. the only downside is the cooldown. COOLDOWN: 120 SECONDS

R2: SACRED GROUND

yrel's second ultimate is sacred ground. when activated, a circle of light appears under yrel. as long as she is in that circle, she gains 50 armor. this effect only benefits yrel. when she leaves the circle by any means, the circle dissipates. to put it simply, this ultimate SUCKS. the armor gained is insignificant to ardent defender, the circle is very situational, and if yrel needs to dodge incoming damage, she must leave. the enemy team will try to force you from the circle, and you must leave or die. the cooldown is also unappealing. do not choose this ultimate. COOLDOWN: 100 SECONDS

TIPS AND TRICKS

each of yrel's basic abilities has the same cooldown, mana cost, and charge time.

if you try using one basic ability every 2 seconds, you will always have one available every 2 seconds, and have a constant stream of damage and healing. this 2 second timing means you can fully charge each ability and then activate the ability in the 0.5 second time frame, then repeat with your next ability.

coordination is everything. sync with your team for an amazing conflagration of abilities.

yrel can hold out on her own for a while, and is a valid solo laner.

remember that stuns and silences cancel your channels, be careful of the enemy CC.

BUILD

at level 1, take dauntless, as the 2 second strategy will give you constant armor.

At level 4, take gift of the naaru for healing your team's assasin.

at level 7, take holy avenger for the insane cooldown reduction.

at level 10, no contest. as discussed above, ardent defender is the way to go.

at level 13, take velen's chosen for the amazing synergy with the 2 second strategy.

at level 16, take templar's verdict for the damage and combo potential.

at level 20, take seraphim for the incredible versatility.

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