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Yrel Overview

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The latest content patch is now available for playtesting and it's time to look at Yrel in more detail.

Overview

  • Cost: 750 Gems
  • Role: Warrior (Melee Tank)
  • Difficulty: Medium
  • Strengths: Tank, Crowd Control, Sustain
  • Weaknesses: Heavy Crowd Control, High Mobility Enemies

Hero Spotlight

Hero Skins

Yrel, Light of Hope

After traveling to an Alternate Draenor, the forces of Azeroth saved the acolyte Yrel from the Iron Horde. With their aid, she rose to the rank of Exarch and fought back the demonic invasion of her world. Now, she finds herself where time, space, and dimensions converge: the Nexus.

Players that purchase Yrel have access to three base skins.

  • Light of Hope
  • Bloodmyst Yrel
  • Crystalforged Yrel

Screenshot2018-06-05 16_13_42.jpgScreenshot2018-06-05 16_13_45.jpgScreenshot2018-06-05 16_13_48.jpg

Two additional tints can be purchased for 150 J2yDfh3.png each.

  • Silver Hand Yrel
  • Dreamknight Yrel

Screenshot2018-06-05 16_13_50.jpgScreenshot2018-06-05 16_13_52.jpg

Mad Jester Yrel

Not all villains have super powers. Some, like the Jester gang, spread chaos and mayhem using whatever weaponry they can steal. While you don't have to be mad to join their ranks, if you do... you probably are.

The following skins come with themed abilities:

  • Mad Jester Yrel
  • Sparkle Jester Yrel
  • Mad Harlequin Yrel

Screenshot2018-06-05 16_13_55.jpgScreenshot2018-06-05 16_13_58.jpgScreenshot2018-06-05 16_14_01.jpg

Trait

Divine Purpose (Cooldown: 10 seconds)

  • 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%.

Basic Abilities

[Q] Vindication (Mana: 50, Cooldown: 6 seconds)

  • Unleash holy energy around Yrel, dealing 38 damage to nearby enemies and healing her for 06. Charging up this Ability increases its damage up to 125, and healing up to 320.

vindication.jpg

[W] Righteous Hammer (Mana: 50, Cooldown: 6 seconds)

  • Swing Yrel's hammer, dealing 36 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.

righteous-hammer.jpg

[E] Avenging Wrath (Mana: 50, Cooldown: 6 seconds)

  • Leap to a location, dealing 150 damage to enemies in an area and Slowing them by 50% for 1 second. Charging up this Ability increases its range.

avenging-wrath.jpg

Heroic Abilities

[R1] Ardent Defender (Mana: 40, Cooldown: 100 seconds)

  • Surround Yrel in a barrier for 3 sec, absorbing all damage taken and healing her for 50% of the damage received.

ardent-defender.jpg

[R2] Sacred Ground (Mana: 40, Cooldown: 40 seconds)

  • Yrel sanctifies the ground around her, gaining 40 Armor until she leaves the area.

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Talents

Below is a full list of Yrel's talents.

Level 1

Light of Karabor (Q)

  • Increase Vindication's radius by 15%. Vindication's healing is increased by 20% per enemy Hero hit.

Dauntless (Passive)

  • Casting a Basic Ability grants Yrel 35 Physical Armor for 2 seconds.

Maraad's Insight (Passive)

  • After casting a Basic Ability, Yrel's next Basic Attack heals her for 148.

Level 4

Aegis of Light (E)

  • Upon landing, Avenging Wrath grants other nearby allied Heroes 25 Armor for 5 seconds.

Gift of the Naaru (D)

  • Divine Purpose heals the lowest Health nearby allied Hero other than Yrel for 400.

Hand of Freedom (Active, Cooldown: 30 seconds)

  • Grant an Allied Hero 35% Movement Speed for 3 seconds and remove all Slows and Roots from them. Cannot be used on Yrel.

Level 7

Righteous Momentum (W)

  • While Channeling Righteous Hammer at maximum charge, gain 45% Movement Speed.

Holy Avenger (E)

  • Hitting an enemy Hero with Avenging Wrath at maximum charge reduces its cooldown to 1 second.

Divine Steed (Z)

  • Mounting is instant and grants 80% Movement Speed that decays over 3 seconds.

Samaara's Light (Passive)

  • While above 50% Health, gain 15% Movement Speed.

Level 10

  • See Heroic Abilities above.

Level 13

Aldor Peacekeeper (Q)

  • Enemy Heroes hit by Vindication at maximum charge deal 30% less damage for 3 seconds.

Repentance (E)

  • Increase Avenging Wrath's Slow by 25% and duration by 0.5 seconds.

Velen's Chosen (Passive)

  • 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 (W)

  • Righteous Hammer reduces the Armor of enemy Heroes hit by 20 for 2 seconds.

Divine Favor (D)

  • Casting a Basic Ability reduces the cooldown of Divine Purpose by 2 seconds.

Holy Wrath (Passive)

  • After casting a Basic Ability, Yrel's next Basic Attack splashes for 30% increased damage around the target.

Level 20

Word of Glory (R1)

  • Ardent Defender heals nearby allied Heroes for 100% of the healing received by Yrel.

Hollowed Ground (R2)

  • Casting Avenging Wrath while inside Sacred Ground moves Sacred Ground to Yrel's location upon landing.

Bubble Hearth (Active, Cooldown: 80 seconds)

  • After 1 second, Yrel becomes Invulnerable and casts Hearthstone. Cannot be canceled.

Seraphim (Active, Cooldown: 10 seconds)

  • Activate to become Unstoppable for 2 seconds.
  • Thanks 4

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Gift of Naarru + divine favor seems really good. Can throw in Velen’s chosen if you got space for some really good healing on 6 second cd if you stick to max channel or sooner if an ally's in a pinch.

Edited by Warper

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29 minutes ago, Warper said:

Gift of Naarru + divine favor seems really good. Can throw in Velen’s chosen if you got space for some really good healing on 6 second cd if you stick to max channel or sooner if an ally's in a pinch.

Can confirm that Gift of Naarru and divine favor are proving to be very often picked. They are likely to be a standard if they go unchanged live. 

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1 hour ago, Stan said:

Seraphim (Active, Cooldown: 10 seconds)

  • Activate to become Unstoppable for 2 seconds.

Busted talent. 2sec self cleanse on a 10 second cooldown is basically a better version of Garrosh's IndomitableIndomitable with a longer duration and much shorter cooldown. I don't see why this talent should ever be overlooked. Being unstoppable that often is just too good to pass up, especially with Yrel's "charging up" playstyle.

 

  • Like 1

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8 minutes ago, Plergoth said:

Yrel & Tyrael & Zarya & two Supports = unkillable meta? 

Unkillable meta that also won't kill anything either. Hahahaha.

  • Like 3

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(Golden sands whirl around you as the world slow down to a near halt, and you hear a cheerful, even a bit childish voice in your head.)
"Don't worry, that's gonna get nerfed, too."

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25 minutes ago, Valhalen said:

Unkillable meta that also won't kill anything either. Hahahaha.

I look forward to the ResidentSleeper tournies! 

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Level 7 is the talent tier that is giving me a hard time finding that default talent pick outside of unique situations. I'm thinking divine steed? 

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4 hours ago, Plergoth said:

Yrel & Tyrael & Zarya & two Supports = unkillable meta? 

Nah, bruh, Yrel, Uther, Johanna, Zarya and Tyrael.. Then you're unkillable. But incapable of killing.

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4 hours ago, Maxkitty said:

Busted talent. 2sec self cleanse on a 10 second cooldown is basically a better version of Garrosh's IndomitableIndomitable with a longer duration and much shorter cooldown. I don't see why this talent should ever be overlooked. Being unstoppable that often is just too good to pass up, especially with Yrel's "charging up" playstyle.

 

For comparison, nobody says that Johanna's trait is busted. Consider the fact that it's at level 20 and I think it's a pretty good counter to hard CC when she is casting spells. I'd say that Indomitable has a proper cooldown given the fact that it's at level 4.  

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Cool pairing idea: Samuro (or other squishy high damage assassin) + Yrel (Gift of the Narru + Holy Avenger + Repetance + DIvine Favor) = super efficient slow, decent CC and healing for your squishy friend.

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Does she have a visible "damage healed" stat like Tyrael? I really hope so. Hotslogs shows that they already have this info for everybody (even heroes with small/no healing), so why not? It seems like this will be an important part of her kit, so that would be a good thing to have access to. I mean, if Probius has it (and depends on a single talent to even do any healing) why shouldn't Yrel?

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4 hours ago, schmeisser said:

What really interests me is if she feels overpowered like Maiev or Fenix on their release? Or just a pleasantly played tank, like Blaze?

She is definitely on the lower end of damage spectrum, although better players can still maintain decent numbers. Certainly not like Blaze, as he is able to do huge numbers on siege and in team fights. She is tanky, but overall doesn't seem overpowered as average (at best) damage kinda makes it balanced. Another thing is that she has channeled abilities, might require some setups for better combos.

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She feels a lot like Blaze imo. Her kit includes: AoE damage, self heal, stun and dash, just like his. Also she can get armor, and "hold your ground" heroic on a low cooldown. Her main difference is that she has many talnet options to help her team, such as healing and armor.

And you can dish out some nice damage if you build around Avenging Wrath and Holy Wrath.

Edited by lChronosl

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8 hours ago, schmeisser said:

What really interests me is if she feels overpowered like Maiev or Fenix on their release? Or just a pleasantly played tank, like Blaze?

Tanks are usually balanced on launch (except for Garrosh). Her peeling and engage will be pretty good, apparently. Lots of CC, mobility and tankiness. She actually has the fifth highest base health in the game, I think. She will be a really good tank without breaking the game, kinda like Muradin. I actually see her as a balance between Sonya and Muradin. Her Avenging Wrath build will be really really fun to use.

Edited by Valhalen

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Garrosh actually wasn't unbalanced, his win rate was still under 50%.  He just got banned a lot because you had to be more careful with positioning.  And Yrel has pretty poor Engage, as she has to jump behind their backline to get any kind of engage going.  

Edited by Fayte

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2 hours ago, Fayte said:

[...]

And Yrel has pretty poor Engage, as she has to jump behind their backline to get any kind of engage going.  

That, or you can either Righteous Momentum or Divine Steed in the enemies face.

Edited by lChronosl

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      I’ll start with a few declarative statements. I’ll clarify that these are just my point of view, and not necessarily those of everyone on the team, so I wouldn’t take this as gospel:
      1. I think lane manipulation is and always has been a part of our game, particularly at the higher levels. There are micro instances where it’s a good idea to let enemy minions hit you in front of your tower to make the waves crash near your tower in order to gain advantages like enabling a gank by a nearby teammate or to soak safely in a bad match up.
      2. I don’t believe that being encouraged to freeze a lane ever is a terrible thing for the game. However, I do believe that if this is happening all the time at all stages of the game that it is a problem, largely due to encouraging too much passive play when we want our game to be about aggression.
      3. In our experience, the experience globes haven’t universally motivated passive play. In general, they have motivated more aggressive play and more interesting combat, as both sides are trying to get a better position so that they can collect the experience globes for themselves.
      4. Our game is very differently paced from other MOBAS due to a variety of factors. I’ve seen the narrative that two people are just going to sit near their minions and do nothing while they collect XP, but, at least in my mind, our games just don’t play out that way. We have multiple 2, 3, and 4 man rotations on nearly all of our maps happening at different points of the game, we have map objectives that heavily encourage teams to fight 4v4 or 5v5 depending on the map and game state, and we have mercenary camps that add another layer of depth to where heroes should be positioned on the map at any given point and time. All of these factors heavily disrupt the idea of being able to sit in a lane for multiple minutes on end while doing nothing but soaking XP. Because of this, I don’t believe that due to this change that the optimal play for all 5 members of each team is going to be to sit near minions and collect globes. If I’m wrong and this kind of passive play does dominate proper gameplay, then we would make changes to ensure that it isn’t the case anymore.
      Overall I would say that yes, this is a big change to the game, and it’s something that we are going to iterate on, and, like all changes to our game, it’s something that we can remove, keep, or only keep the best parts depending on how it pans out.
      Can you share any information about your plans for ARAM?
      The team has been discussing replacing the existing Brawl mode with dedicated ARAM queue (random ARAM map rather than weekly map rotation). That would mean reworked rewards, ARAM games will likely to contribute towards daily and special events quests credit, and probably some improvements to the hero selection screen (swaps or rerolls maybe?).
      Does this mean we would not be seeing any of the other previous Brawls or would those make a return?
      Sadly, non-ARAM Brawls are pretty expensive to maintain. We'd love to keep the Brawl mode hidden, and set up something fun there, for a week or two, on special occasions, such as seasonal events.
      Aside of improving the AI, there are any plans to implement any loss forgiveness/safe abandonments features for matches with leavers, specially at draft modes?
      I agree, there's hardly anything as frustrating as losing Ranked game 4v5. Handling AFK/desertions in Ranked has been a hot topic for years, and we have done a lot of research on that. Loss forgiveness doesn't play along with the current leaver penalty system too well though. We'd like to rework the ranked penalty system at some point, and that will get us into a better spot for adding some insurance against leavers.
      Why was Deathwing gold cost increased to 20k instead of 15k? I wanted to get him on day one so I saved up 15k. Now I have to go farm another 5k to even get him.
      Hi, /u/f....yeah! This was something we planned from early in his development to recognize that Deathwing is something truly special in the game on many fronts. Giant Raid Boss! Two ability kits!! DEATHWING!!! For those reasons and many more, the original intention was actually for him to be our first Mythic hero. Those plans happened long ago and got a little lost across his development even internally, so I understand how people feel disappointed that they didn't have the opportunity to save enough gold for him in advance. We should have set that expectation at his announcement and I'm sorry about that. We'll do better communicating about one-offs like this in the future.
      Can you shine some light on how the Tass and DVa rework are coming along?
      Both are coming along nicely! Tass recently got some of his new art FX (courtesy of /u/Blizz_Thomas) and we're pretty much finalizing his balance/design changes. He should be in your hands soon™. Dva is still a ways off, but we're working hard on it!
      Why did Deathwing have no skin at release?
      His skin wasn't ready for this year. We have something really cool planed for him though. This is what I'm personally working on at the moment. Please accept The Destroyer Brightwing skin in the meantime as a peace offering.
      Have you thought of making a weird map, like a single-lane map with a real objective (so not just an aram)? Or 5 lanes, to go silly in the other directions?
      Yes! Very early in development we experimented with a lot of different map types like 4 lane maps, giant maps with huge jungles and only 2 lanes, etc etc. We learned a lot about how easily macro play could become the dominant strategy and how mount speed/globals should be tuned.
      I vaguely remember a map that had "waygates" on either side of the map which let you instantly teleport between the two if your team had control of both. We learned very quickly that giving your entire team a Zagara Nydus Canal was a bit OP.
      Not really an important issue, but as a D.Va main across both games it always sort of bothered me how in Overwatch D.Va's mech shoots alternating spread shots, like two shotguns, while in Heroes it is animated more like two chainguns, constantly firing projectiles rather than staccato bursts. Is there a technical / design / deliberate reason for this? Not a big problem, I've always just been curious.
      That fantasy/mechanical mismatch is something we will be addressing in her upcoming rework ?
      Lilith is clearly the most hyped character from Blizzard IPs right now. She got great introduction followed with perfect visual design. It's going to take years before we see her in Diablo 4.
      Since hots already introduced decent amount of diablo lore, how insanse is the idea of having Lilith in hots before D4 is released?
      Lilith is awesome and though we would love to bring her to the Nexus, we think it would be best for the Diablo team to show her off in their game first. Sorry guys, gonna have to wait on that one for a bit.
      You undoubtedly have lots of internal statistics on which you based your hero balancing. Would you mind sharing these statistics? It does not have to be something fancy - for example just posting a spreadsheet here on the subreddit. I might be useful to see how i.e. hero winrates differ from the data available to community through replay analysis.
      We do use a lot of statistics when looking at balance. However, at this time we don’t have plans to share them publicly.
      I do share statistics from time to time, but am wary of showing something like a whole spreadsheet of win rates on some specific date. The main reason is because statistics can and almost always are misinterpreted to fit a certain narrative, and it takes lots of stats from different places to put together a complete picture about what’s going on.
      For example, in regards to purely win rates the game has almost always been in an excellent spot across the board, yet that hasn’t always felt like the case with player feedback, nor with what they are picking and banning at various levels of play. If we balanced the game purely based on win rates alone, you would see a whole lot of changes that seem to make no sense at all, because they don’t reflect the reality of what players are experiencing.
      I can give some broad points about our statistics over the years that I’ve observed:
      1. Win rates across the board, especially for talents, are almost always very close. I would say about half the time is the most picked talent the one that’s actually winning the most often.
      2. Niche heroes tend to have much higher win rates than others. This is even more impressive if you think about how they often have a negative stigma for not being strong, yet they still win despite that team morale hit that often happens when they are taken.
      3. Hero pick and ban rates rarely reflect what’s actually winning, and more often reflect community sentiment on what they believe is strong, or is something that players more generally just don’t want to play against.
      Can we get a look under the hood at the Match Point breakdown? as in how does one person get 15 points and the other 26 points in the same Bronze 5 win
      Hi there!
      There are a couple of factors involved with this:
      - Uncertainty: The more time between games, the less confidence the matchmaker has in your skill rating and so the more it is adjusted
      - Dampening: At extreme ratings, we limit the ability to move in a particular direction. This is so we don't get people off in Narnia without the ability to play with anyone
      - Bronze 5 Hugeness: Bronze 5 covers a large skill rating and has its own dampening in it as well, so while you are moving the same rating, you might not be moving the same ranked points until you get to Bronze 4.
      This last point is something we're taking very seriously and investigating what to do about it.
      Why don't you update all Regions at the same time? I'm just curious!
      We want to make sure the game is available to the maximum number of players the maximum amount of time, so we try to make sure we take each region down when the lowest number of players would be playing. When the US has the most people online, Europe has the least and vice versa. There are other factors that affect the time, but that is far and away the biggest reason.
      I am clearly biased when I ask this, but are there any plans to retune Butcher into baseline Ranked viability whilesimultaneously nerfing his snowball potential (so he doesn’t simply break QM completely, especially for new players)?
      We're currently taking a holistic look at Butcher, focusing especially on ways to make him more "generally" usable and reducing some of the pain points with his baseline quest ?
      Is it intended that Death wing can be stopped by void prison?
      Yes, this is intended. For most enemy interactions, think of Deathwing as a Johanna who always has her trait up.
      Since we got ARAM, both Chromie and Azmodan got reworked. Would you consider enabling them for ARAMs in their current state?
      Good news! Azmodan and Chromie are available in ARAM as of the Deathwing patch ?
      I'll bring up the Varian question in our next design meeting.
      Malthael is considered by most to have pretty poor talent diversity. And his trait build is lacking at the moment. Is this something you see with the data on your end and are you planning on giving a once over to some of the bigger offenders?
      After digging into the data, Malthael is still one of the best heroes in our game in regards to talent diversity. That narrative simply isn’t reflecting the reality of his talent choices. As an example, at Level 1, 40.3% of people are picking On a Pale Horse, 40% of people are picking Fear the Reaper, and 19.7% of people are picking Death’s Reach, with all 3 of them having similar win rates.
      That being said, like every hero in our game, I don’t believe his talents are perfect, and he can definitely still use improvements.
      We've heard many times how remaking Arthas's model is a large undertaking that, art-wise, is basically an entire new hero. How much work is just a new set of animations? 
      So, it's hard to say exactly how long just re-animating Arthas would take but generally it takes us about 20ish weeks to fully animate a hero start to finish. So, somewhere in that range. I can't give a specific range because every hero takes more or less time depending on their complexity. A simple biped like Raynor could take half the time to animate in comparison to someone like Deathwing who has 4 legs, wings, and a tail. All those extra bits really add up and extend animation time. Kit complexity, extra models, and stuff like that also add to animation time. We also have to consider what state Arthas is under the hood in terms of rig and data set up. Having extra issues to deal with on top of just doing the animating work can really slow down the whole process. Ultimately, slowing down the whole process impacts all of the cool new stuff we're currently working on too so it's a tough trade off.
      With Overwatch 2's recent reveal, will the artists and dev team be collaborating with the OW team to create new skins/ integrating talents for the existing roster of heroes perhaps during a rework?
      I don't believe there's any plans to update current heroes talents based on the OW2 reveal, however it's certainly possible in the future once the game is released. On the art side we always want to be sensitive to the source material for our content and if we decide to make a new hero or skin we would certainly collaborate with the OW team to build the best version possible.
      Good morning. when are you going to buff to tracer ?
      We do have plans to liven things up for Tracer, but we're not ready to share details quite yet ?
      When will quick match be removed from the game? Or at least fixed? Quick match's current incarnation being a problem has been common knowledge for years, but nothing has been done to address it, despite quick match being any new player's first experience with the game.
      Quick Match has been a topic that has blighted my dreams, affected my relationships, altered my gravitational pull with the Earth, caused many discussions in the office, and largely just followed me around like a shadow made of tears and frustration.
      From issues stemming from New Heroes being 2/3rds of the queue for the first week or so of a hero's release (seriously, how do you expect us to be able to matchmake that?), or issues with Call of the Nexus, or to the time it broke for 3 days and made any match it wanted to, Quick Match has kept me awake when I would rather be asleep for far too long.
      However, what can we do with it? It's our most popular game mode and we are, I think, the only MOBA that allows you to pick a hero before entering matchmaking. We are Just. That. Nice.
      So, what do we do with it?
      - Nothing: You can just play it as is, get some amazing games, get some... other games, play the newest and shiniest hero... eventually?
      - Blind Pick/All Pick: We become more like other MOBAs and you can pick your hero in turn and do/don't get to see what your opponents pick until the timer is up, and then the guy that didn't get what he wanted leaves the game and overall sadness goes up in the world by 0.002%
      - ANARCHY: We just turn all the Quick Match rules off and hope the problem solves itself!
      As us Brits like to say: Answers on a Postcard addressed to the Nexus and I'll collate the responses.
      Arams are amazing is there a plan to add a ranked version of it? This might add some sort of strategy to the mode.
      While that sounds like a nifty idea, we don't have any plans to add a ranked mode for ARAM at this time.
      I'd have a few concerns with doing it - primarily that ARAM is intended to be a fun, wacky mode where you can kind of wind down and relax. If we turn it into a competitive thing, a lot of that spirit can easily be lost in the name of created a better ranked experience.
    • By positiv2
      This thread is for comments about our Anomalies guide for Heroes of the Storm.
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