i'm at 10 straight wins on her, with 13 of my last 14.
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Munkus BeaverYou don't have to attend every argument you are invited to.Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPAregular
Playing with @Knight_ last night inspired me to buy Yrel. First game a success. She's super fun to play and I agree - really good. I don't want to steal Knight's thunder since this his all his baby but I do want to give you a head start.
Here's his build:
1 Maraad's Insight
4 Gift of the Naaru
7 Samaraa's Light
10 - Knight took the sacred circle, I went with Ardent Defender because the other team had Junkrat and Falstad so I knew the fights were going to move me out of it. Ardent Defender's still pretty darned good!
13 Repentance
16 Holy Wrath
20 Seraphim
And I'll let Knight expand on it, but the trick is not to charge up your abilities. Just use them with short charges and blast through them on cooldown. the CD on E is short enough that I can jump in, do some things, then press D E to jump back out. Just a super active and fun to play hero.
The key to yrel is that E is very strong and doesn’t gain damage while charging so you want to land it in point blank, her two follow through talents are extremely strong, and you generally want to trait Q.
So you really want to always be mashing our abilities so you can get follow through hits, instacast w the wrong way if you have to, insta q if you used trait to jump in, etc. Her AA is 1.3s so you can proc the talents on like 75% of her AAs, which gives you a gigantic amount of sustain if you can be hitting stuff.
I’m guessing for laning with Raynor, you’ll want to put 1 shot on each of the front minions, then Trait shot the Mage for splash. Maybe two rotations for a full clear Might need the Q shot while they are conga lining up.
Either way, it’s awesome knowing Jimmy might be a viable hero for a change. Time will tell.
MNC Dover on
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Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051 Steam ID Twitch Page
I’m guessing for laning with Raynor, you’ll want to put 1 shot on each of the front minions, then Trait shot the Mage for splash. Maybe two rotations for a full clear Might need the Q shot while they are conga lining up.
Either way, it’s awesome knowing Jimmy might be a viable hero for a change. Time will tell.
Close. Put shots into the ranged minions, not the melee.
Ranged minions hit like 10x harder than melee and thus are a huge priority because they chunk your wave if left unchecked. Always clear those first.
I’m guessing for laning with Raynor, you’ll want to put 1 shot on each of the front minions, then Trait shot the Mage for splash. Maybe two rotations for a full clear Might need the Q shot while they are conga lining up.
Either way, it’s awesome knowing Jimmy might be a viable hero for a change. Time will tell.
Close. Put shots into the ranged minions, not the melee.
Ranged minions hit like 10x harder than melee and thus are a huge priority because they chunk your wave if left unchecked. Always clear those first.
Plus you can build up a double wave behind a thin wall off enemy melee minions.
Only thing is, you do have to be closer so it's more risk.
I’m guessing for laning with Raynor, you’ll want to put 1 shot on each of the front minions, then Trait shot the Mage for splash. Maybe two rotations for a full clear Might need the Q shot while they are conga lining up.
Either way, it’s awesome knowing Jimmy might be a viable hero for a change. Time will tell.
Close. Put shots into the ranged minions, not the melee.
Ranged minions hit like 10x harder than melee and thus are a huge priority because they chunk your wave if left unchecked. Always clear those first.
I’m guessing for laning with Raynor, you’ll want to put 1 shot on each of the front minions, then Trait shot the Mage for splash. Maybe two rotations for a full clear Might need the Q shot while they are conga lining up.
Either way, it’s awesome knowing Jimmy might be a viable hero for a change. Time will tell.
Close. Put shots into the ranged minions, not the melee.
Ranged minions hit like 10x harder than melee and thus are a huge priority because they chunk your wave if left unchecked. Always clear those first.
Ranged minions hit 2x harder than melee.
I WASN'T BEING LITERAL!!! :P
Battle.net Tag: Dibby#1582
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Inquisitor772 x Penny Arcade Fight Club ChampionA fixed point in space and timeRegistered Userregular
I’m guessing for laning with Raynor, you’ll want to put 1 shot on each of the front minions, then Trait shot the Mage for splash. Maybe two rotations for a full clear Might need the Q shot while they are conga lining up.
Either way, it’s awesome knowing Jimmy might be a viable hero for a change. Time will tell.
Close. Put shots into the ranged minions, not the melee.
Ranged minions hit like 10x harder than melee and thus are a huge priority because they chunk your wave if left unchecked. Always clear those first.
Ranged minions hit 2x harder than melee.
I WASN'T BEING LITERAL!!! :P
They hit way more than 10x.
Base melee minion damage is 5.
Base ranged minion damage is 72.
Also, whether or not you clear ranged minions first or you hit the melee minions to clear them all together is dependent upon whether you want to clear the wave ASAP or whether you want to manipulate their stacking/positioning. In a lot of cases the melee minions have more HP so you want to hit them a few times and then use your AOE abilities on all of them at once. If you're going to kill all the minions regardless then there's no reason to focus ranged first as it puts you close to the enemy side of the lane.
I’m guessing for laning with Raynor, you’ll want to put 1 shot on each of the front minions, then Trait shot the Mage for splash. Maybe two rotations for a full clear Might need the Q shot while they are conga lining up.
Either way, it’s awesome knowing Jimmy might be a viable hero for a change. Time will tell.
Close. Put shots into the ranged minions, not the melee.
Ranged minions hit like 10x harder than melee and thus are a huge priority because they chunk your wave if left unchecked. Always clear those first.
Thrall with fully-stacked Crash Lightning, Maelstrom Weapon, and Thunderstorm is an absolute terror. Can confirm.
I don't know if I like him or Junkrat more on Alterac Pass. But if you can get both, fuck yeah.
This is the guy we played btw, I met him through Hawkray. Unfortunately, he wasn't streaming the match; I would have loved to see it from his perspective.
I’m guessing for laning with Raynor, you’ll want to put 1 shot on each of the front minions, then Trait shot the Mage for splash. Maybe two rotations for a full clear Might need the Q shot while they are conga lining up.
Either way, it’s awesome knowing Jimmy might be a viable hero for a change. Time will tell.
Close. Put shots into the ranged minions, not the melee.
Ranged minions hit like 10x harder than melee and thus are a huge priority because they chunk your wave if left unchecked. Always clear those first.
Ranged minions hit 2x harder than melee.
I WASN'T BEING LITERAL!!! :P
They hit way more than 10x.
Base melee minion damage is 5.
Base ranged minion damage is 72.
Also, whether or not you clear ranged minions first or you hit the melee minions to clear them all together is dependent upon whether you want to clear the wave ASAP or whether you want to manipulate their stacking/positioning. In a lot of cases the melee minions have more HP so you want to hit them a few times and then use your AOE abilities on all of them at once. If you're going to kill all the minions regardless then there's no reason to focus ranged first as it puts you close to the enemy side of the lane.
I mean typically I clear the ranged minions first so that my melee minions have more health for when they reach the towers. It's effectively more siege damage at that point because your ranged minions stay alive longer.
Honestly, the best part of that match was the Abathur first-blood, though. Like, we had that big discussion in base about whether or not I should take Headhunter, knowing I'd only ever get 4/5 takedowns. But then Aba's well out of position bottom lane after the initial scuffle, and guess who happened to be the guy who found him, lol.
I felt legitimately bad for missing that Guillotine, though. Like, if the enemy team had played it appropriately from there, we'd have lost. I just didn't respond quickly enough to the throw combo, and Kael stepped out of the Guillotine at the last second. I feel like I made up for that mistake later, though, by getting those two clutch Kael'thas kills when we absolutely needed them. The first was when they had the Punisher on our Core, Knight was like, "It's over", and when I dropped a fatty Guillotine from our spawn with like zero health that wiped KT off the map, he was like, "Well, maybe not." The second was at the very end, when we were down like 3 to 5, and we were like, "Well, we have to just run in there and make it happen because if they get the Punisher, it's game over." So as I was running up, I caught sight of Kael at half-health on the objective and Lebron'd that fucking axe from half court for the kill. Everything swung our way after that.
I still can't believe they pushed over our mid Keep on that last push instead of just ending on our Core.
Ya tbh I had the biggest throw of the game where I knew they were going to flank us when lunara showed top but I didn’t expect the Deckard from literally behind us that close to base. Was really bad.
Well, 2nd biggest throw, when they had the core at 30% and decided to take keep instead of end was biggest throw lol.
Check out the # of kills though. 17 kills to 8 and we still just only won through luck and by the skin of our teeth. I'm actually surprised they had so few kills and we had so many because it sure didn't feel like it during the match, although I think a fair number of them were from the very end. I definitely made a few bad CS dives there, thinking I could end Kael or that we could follow up with his death. The fights were really messy with all the dodging of Kael's flame strikes and ults. I'll count it as a success that Knight and I were the ones to die the most - I guess the peel worked but holy crap it didn't feel like when we were in the moment.
Munkus BeaverYou don't have to attend every argument you are invited to.Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPAregular
Humor can be dissected as a frog can, but dies in the process.
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Hover Tassadar.
Then when people say "need a healer" you say "it says Tassadar is a Support".
Then when they say anything else you just respond "Tassadar is Support".
Someone will break.
i'm at 10 straight wins on her, with 13 of my last 14.
I believe I read that chapter in the Prince.
https://www.youtube.com/watch?v=tnR6cB_Lz48
https://www.youtube.com/watch?v=K85Fdpv2iyQ
WoWtcg and general gaming podcast
WoWtcg and gaming website
Besides buffing the ult, it makes it so that his buff aura gives unstoppable when activated.
gimme ur secrets (and build)
i kinda wanna try her out myself but i'm not sure how to approach playing her
Battle.net Tag: Dibby#1582
Playing with @Knight_ last night inspired me to buy Yrel. First game a success. She's super fun to play and I agree - really good. I don't want to steal Knight's thunder since this his all his baby but I do want to give you a head start.
Here's his build:
1 Maraad's Insight
4 Gift of the Naaru
7 Samaraa's Light
10 - Knight took the sacred circle, I went with Ardent Defender because the other team had Junkrat and Falstad so I knew the fights were going to move me out of it. Ardent Defender's still pretty darned good!
13 Repentance
16 Holy Wrath
20 Seraphim
And I'll let Knight expand on it, but the trick is not to charge up your abilities. Just use them with short charges and blast through them on cooldown. the CD on E is short enough that I can jump in, do some things, then press D E to jump back out. Just a super active and fun to play hero.
Switch: 6589-6405-3399
The key to yrel is that E is very strong and doesn’t gain damage while charging so you want to land it in point blank, her two follow through talents are extremely strong, and you generally want to trait Q.
So you really want to always be mashing our abilities so you can get follow through hits, instacast w the wrong way if you have to, insta q if you used trait to jump in, etc. Her AA is 1.3s so you can proc the talents on like 75% of her AAs, which gives you a gigantic amount of sustain if you can be hitting stuff.
Either way, it’s awesome knowing Jimmy might be a viable hero for a change. Time will tell.
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
Close. Put shots into the ranged minions, not the melee.
Ranged minions hit like 10x harder than melee and thus are a huge priority because they chunk your wave if left unchecked. Always clear those first.
Battle.net Tag: Dibby#1582
Plus you can build up a double wave behind a thin wall off enemy melee minions.
Only thing is, you do have to be closer so it's more risk.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
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Holy shit at 1:26. That's amazing.
Therapy for @Knight_ at 3:21. Just don't watch the following clip. :P
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
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It was so perfect.
https://www.youtube.com/watch?v=KiQvtrYyc6o
I WASN'T BEING LITERAL!!! :P
Battle.net Tag: Dibby#1582
They hit way more than 10x.
Base melee minion damage is 5.
Base ranged minion damage is 72.
Also, whether or not you clear ranged minions first or you hit the melee minions to clear them all together is dependent upon whether you want to clear the wave ASAP or whether you want to manipulate their stacking/positioning. In a lot of cases the melee minions have more HP so you want to hit them a few times and then use your AOE abilities on all of them at once. If you're going to kill all the minions regardless then there's no reason to focus ranged first as it puts you close to the enemy side of the lane.
I don't know if I like him or Junkrat more on Alterac Pass. But if you can get both, fuck yeah.
I mean typically I clear the ranged minions first so that my melee minions have more health for when they reach the towers. It's effectively more siege damage at that point because your ranged minions stay alive longer.
Battle.net Tag: Dibby#1582
no, this is siege damage. lunara vs 3 lane catapults and abathur for a small eternity. we lost that game like 3 separate times lol.
When we finished, I was like, "Well, I clutched it out with 160k damage."
Then I was like, "Wait, holy shit, Cav has 450k siege damage!" Talk about clutch, man.
I still can't believe they pushed over our mid Keep on that last push instead of just ending on our Core.
Well, 2nd biggest throw, when they had the core at 30% and decided to take keep instead of end was biggest throw lol.
Switch: 6589-6405-3399