Standard Yrel

Standard engage: charged E -> Trait -> W squishy enemies towards your team -> charged Q; and after 13: charged E -> Trait -> Q as many enemies as possible -> W (doesn't matter if full charge or not)



Divine Steed engage (saves your E cooldown): flank the enemies -> Z (have it up, unmount beforehand if needed) -> W or Q charge -> E out



Standard gameplay: autoattack a lot, poke and bully (outsustain) with Q, use insta-mount Z during the fights. Don't always full charge W because for one, the effect is not really useful, and two, you want to autoattack instead of channeling.



Peel: E slow (!), charged W away from your team, charged Q after lvl 13, bodyblocking the enemy, also with E (land between the enemy and the ally).



Weaknesses: interrupts, silences, long chain CC, lacks burst damage or fast damage in general.



Sololane: You don't have a lvl 4 powerspike for the sololane, BUT you can never be pushed out of a lane by a single enemy. This means that Yrel will usually not win the sololane (if the enemy has self-healing), but she will also not lose it, making it a 50:50. Try to Q the wave and the enemy sololaner at the same time. Make sure Q hits the wave if the opponent has more waveclear (Blaze). If opponents lacks sustain, trade HP with them with Q and other abilities, but be careful not to trade too heavily if they have tons of damage (Greymane). Overall, you're not the best sololaner in the game, but you bring the so much needed utility and the sustained healing for maps with prolonged objectives like Cursed Hollow, Alterac Valley, Infernal Shrines and so on.



Tips: always fully charge the E if you want to use it for the mobility. But keep in mind that it's a great peeling tool thanks to the slow that it provides. Then you can cast it fast and help your ally to reposition to safety. Also try to bait the enemy tanks and damage dealers to focus you. You're very survivable and trait+E allows you to escape a Garrosh combo easily. That means you can get away with "poor" positioning and turn the bait into a nice teamfight victory. Just keep in mind that the window of survivability together with your ultimate is about 5-8 seconds depending on the damage you receive.

1 Maraad’s Insight After hitting an enemy Hero with a Basic Ability, Yrel’s next Basic Attack heals her for 135.

4 Gift of the Naaru Divine Purpose heals the lowest Health nearby allied Hero other than Yrel for 275. Gift of the Naaru has great synergy with your lvl 16, allowing you to sustain your team in Li Li style quite a bit.



* Hand of Freedom (Grant an allied Hero 35% Movement Speed for 3 seconds and remove all Slows and Roots from them) is a really good choice when you're NOT sololaning. Granting bonus 35% speed on a hero is really good to create en engage. Garrosh, for one, would appreciate a lot, since he can move quickly and flip someone thanks to that. Additionally, it works well against Malfurion, Thrall, Stukov, Chromie, Fenix, Cain, Arthas, Rehgar, Blaze and other heroes with strong slows and roots. It doesn't work like Cleanse in the sense that you cannot pre-use it, you can only use it after the root and the slow. I think it's a must pick if you have Garrosh on your team.

7 Samaara’s Light While above 50% Health, gain 15% Movement Speed.

10 Ardent Defender Surround Yrel in a barrier for 3 seconds, absorbing all damage taken and healing her for 50% of the damage received. Ardent Defender is the stronger ultimate on this tier. It allows you to survive spells, focused damage and, more importantly, dive towers, keeps and Towers of Doom kill zone for the crazy protection and the healing. Make sure to use it after you're below 50% HP or before any CC chain that kills you (beware silences).



* Sacred Ground is okay on a map like Braxis Holdout to control the point, but even then it's not very good without a strong healer. When the enemies will learn how to not focus the Ardent Defender, it'll become more viable in comparison.

13 Aldor Peacekeeper Enemy Heroes hit by Vindication at maximum charge deal 40% less damage for 3 seconds. A very strong Q powerspike that allows you to reduce enemy team's damage by 150% (30% x 5) :D



P.S. Other talents are viable too! Velen's Chosen is next best.

16 Holy Wrath After casting a Basic Ability, Yrel’s next Basic Attack splashes for 30% increased damage around the target. One of the strongest powerspike on the tier: if you need waveclear or more simple AA damage, go Holy Wrath (AAs splash for 30% increased damage after casting Q,W or E).



* If you want more healing from Gift of the Naaru, go Divine Favor.