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My vision Yrel for qm and non-high legaue.

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Hello there!
It is my vision on build Yrel for quick matches and non-high (diamond/ml/gml) league.
Wanna show it, because I disagree with guide, what is presented here. Guide https://www.icy-veins.com/heroes/yrel-build-guide maybe good, but it designed not for casual players.

Following this guide, you'll pretty good brusher-tank (Yrel have 2679 HP right now on level 1, only 8 characters in game have more HP), with super-mobility and good damage after 16 lvl. Our specialisation - defend objectives on map. Noone in this game now can't do it better, then Yrel.

My prefer talent build is: 2, 2, 3, 2, 1, 3, 4.
Another form: DauntlessDauntlessGift of the NaaruGift of the NaaruDivine SteedDivine SteedSacred GroundSacred GroundAldor PeacekeeperAldor PeacekeeperHoly WrathHoly WrathSeraphimSeraphim.

Also, if you have a good tank, and all what you team need is damage, or if we on bad map to us (see below) : 1, 3, 2, 1, 2, 3, 1/4.
Another form: Light of KaraborLight of KaraborHand of FreedomHand of FreedomHoly AvengerHoly AvengerArdent DefenderArdent DefenderRepentanceRepentanceHoly WrathHoly WrathWord of GloryWord of Glory/SeraphimSeraphim.

Our playstyle: do a simple brusher work, before get level 4, or start ivent on map. After level 4, try be near our teammates, for get maximum profit from Gift of the NaaruGift of the Naaru, but without fanatism ?. After level 7, you can soak exp from 2 lines with Divine SteedDivine Steed, try get more exp to team (again, without fanatism, on largest maps like warhead juction it will be dumb). When your team get ultimates, start playing more aggresively.
Mid game: defend targets, defend teams, kill everything what moving (and what doesn't moving - move it and kill! ?) with help some assassin in your team. Help to push and get camps. After level 16, when you pick Holy WrathHoly Wrath, you may get camp solo, and it will be fast (before 16 lvl, you also can do it, but it will too long - waste of time and mana).
Late game: PUSH PUSH PUSH PUSH PUSH PUSH! You have all things to win. Just win teamfight (be prepared), get camps and go to core. Not in our plans play in deep late (but we can!), then just finish game.

More about talents:

In first tier (1 lvl), DauntlessDauntless give 50% kinetic armor for 2.5 sec - is too many to be skiped, any autoattack assassin will be hate you, but if opponents haven't autoattack assassin, pick Light of KaraborLight of Karabor for synergy with 13'th level talent (Aldor PeacekeeperAldor Peacekeeper) and still have good sustain.  Maraad's InsightMaraad's Insight deal smallest profit in late game, and most games will be long, because we're in game ?

Second tier (4 lvl)Gift of the NaaruGift of the Naaru give to you free (!) healing to teammate on 7 sec cooldown (!!!), what can help to survive low-hp teammate, and he can escape, but if you trust in your healer, you can pick Hand of FreedomHand of FreedomAegis of LightAegis of Light just doesn't work - we initiate fights, or follow opponent, or run away. No useful case to team.

Third tier (7 lvl) - all talents can be used, but I prefer Divine SteedDivine Steed, because it is + mobility (fast soak exp on 2 lines, complete it and go to objective on map, for example), +1 option to escape, +1 option to following low-hp opponent to kill him (especially after 16lvl). If you not like it, or wanna deal more damage, you can pick Holy AvengerHoly Avenger for combo like a D+E+Full-ERighteous MomentumRighteous Momentum, truthly, can be picked only in full-party, when your team need more ground control. I don't see any other cases for it, but talent still can be picked.

Ultimate (10 lvl) - always Sacred GroundSacred Ground, exeptly maps, where you absolutely doesn't need defend objective, or if you already have good tank with zoning option. 45 sec cd is so small, what sometimes it can be ready when your Sacred GroundSacred Ground still active. ?
Ardent DefenderArdent Defender we can pick, when we have a good tank, who know what he need to do. Usually, you get it before level 10. It's best save ability in game, also 120 sec cd is not so long, but we do less profit to team then what we can do with Sacred GroundSacred Ground.

Fifth tier (13 lvl) - all talents are teoritly playable, but I prefer Aldor PeacekeeperAldor Peacekeeper, because it's good combo: instant Divine PurposeDivine Purpose + VindicationVindication, you got heal and kinetic shield, heal teammate, and you can tank 'cuz -25% damage for all sources near you, and under Sacred GroundSacred Ground you will be unbreakable, especially if you chosen Light of KaraborLight of Karabor in tier 1. RepentanceRepentance you can pick when Holy AvengerHoly Avenger already picked in third tier - more control is more control. ? Also wanna clarify, what Velen's ChosenVelen's Chosen minorly upgrade damage, and have less profit then Aldor PeacekeeperAldor Peacekeeper and RepentanceRepentance.

Sixth tier (16 lvl) - always Holy WrathHoly Wrath, because it greatly increase our damage. From this moment, you will be a great threat to opponents, and they'll try to kill you, switching damage in you first, but they can't kill you ? (R+D+Q). Templar's VerdictTemplar's Verdict, theoretically, can be use in well-played team to increase team damage and target kills, but for ultimate benefit of this talent, I repeat, we need at least 2 teammate with good fast switch in priority target for fast kill.

Seventh tier (20 lvl) - depends of talent in fourth tier (Ultimate). If Ardent DefenderArdent Defender picked - upgrade it (Word of GloryWord of Glory), exept if you have good aoe healer (like a morales/alextraza/brightwing/etc.). If Sacred GroundSacred Ground - pick SeraphimSeraphim. Active ability,  every 10 seconds (!) deal 2 sec unstoppable - it's always full charged basic ability, what cannot be interrupted for blinding/stun/sleep/etc., also it's another option to escape.
Upgrading Sacred GroundSacred Ground with Hallowed GroundHallowed Ground - useless, because if you used it - stay here to death, but give time to escape to your teammates, in other cases you win teamfight ever, becuase on level 20 and higher, most teamfights end with death 3-5 ppl in team.
Bubble HearthBubble Hearth - garbadge, if you wanna win. Ultimate escape, but if you find yourself in a situation, where you want to press this ability, your team will lose teamfight, and then - that game. 
Leaving your team in the minority is not the way of true light protectors!

Our stronger maps: Braxis Holdout, Cursed Hollow, Infernal Shrines, Sky Temple, Warhead Junction, Volskaya Foundry.
Our weaker maps: Tomb of the Spider Queen, Battlefield of Eternity, Blackheart's Bay (?).
Our nightmare: Johanna, Garrosh, Malthael, Rexxar.


  • Avoid downtime Divine PurposeDivine Purpose! If you're not in fight, heal yourself instantly with Divine PurposeDivine Purpose + VindicationVindication, it cost no mana, and also you help to your healer (especially with Gift of the NaaruGift of the Naaru).
  • If you pick Holy AvengerHoly Avenger, start full-prepared Avenging WrathAvenging Wrath without Divine PurposeDivine Purpose, for combining it after first use. You start fight, and keep your damage strong full time in duel.
  • It is good idea to use full-prepared Avenging WrathAvenging Wrath in backline opponent team to help your assassins kill prefer target with Divine PurposeDivine Purpose Righteous HammerRighteous Hammer, or separate and destract them healer.
  • When you use Avenging WrathAvenging Wrath just deal damage, don't wait full charge - it spell have a fixed damage, and charging in this situation is waste of time and damage from autoattack.

Will be glad to any responce!
Thanks for reading!

See you in Nexus!

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