Created November 2, 2019
Yrel is a very impactful offlaner in teamfights who can bully her lane as well as enemy backline / frontline during fights, if you play carefully around enemy CC.
After hitting an enemy Hero with a Basic Ability, Yrel’s next Basic Attack heals her for 128.
Default to Maraad's. If you anticipate your backline being in a lot of danger, consider Light of Karabor to boost your level 13 damage reduction.
Hand of Freedom
Grant an allied Hero 35% Movement Speed for 3 seconds and remove all Slows and Roots from them. Can now be used on Yrel.
Hand of Freedom gives you a nice soft-cleanse / escape to use on yourself or others if the enemy team uses lots of roots / slows (Arthas, Malf, etc) and is my default. Aegis of Light is great if you have a squishier frontliner or just a team that likes to dive, though it can even be great if you want to just jump in place to help your backline against dive. Gift of the Naaru helps if your team really really lacks sustain.
Mounting is instant and grants 60% Movement Speed that decays over 3 seconds.
Divine Steed makes your double-soaking a lot better. Holy Avenger works really well with Aegis of Light at 4 and lets you be a teamfight monster if you can keep your hops from being interrupted. Righteous Momentum can help if you're struggling to chase down low enemies, but I personally rarely go into it.
Surround Yrel in a barrier for 3 seconds, absorbing all damage taken and healing her for 50% of the damage received.
I only go into Sacred Ground if I feel I really need to be able to sustain on 1 point and I don't trust my team to help. Ardent is just too insane to give up 9 times out of 10.
Hitting an enemy Hero with a Basic Ability at maximum charge grants 10% Spell Power for 10 seconds, up to 30%.
Default to Velen's Chosen for some really great damage so you can be even more oppressive. If you took Q at 1, Aldor's Peacekeeper is really great for reducing enemy damage. If you took E at 7, or really need lockdown, Repentance can be an excellent choice.
Casting a Basic Ability reduces the cooldown of Divine Purpose by 2 seconds.
Templar’s Verdict can be strong into heroes that are hard to finish off (Garrosh, Deathwing, etc) since it gives a nice burst + armor shred, but most of the time you can’t go wrong with Divine Favor.
Activate to become Unstoppable for 2 seconds.
Seraphim pretty much negates all of Yrel's main weaknesses. Time it well and you will literally be unstoppable.
Balance Patch - 08/28/19