Demonic Tyrael! Full guide with explanations by savourymlkman

Demonic Tyrael! Full guide with explanations

By: savourymlkman
Last Updated: Oct 15, 2016
6 Votes
Build 1 of 3

Tyrael

Build: Tank

Level 1
Level 4
Level 7
Level 10
Level 13
Level 16
Level 20

Tyrael

Build: Demonic (Straight DPS Bruiser)

Level 1
Level 4
Level 7
Level 10
Level 13
Level 16
Level 20

Tyrael

Build: Balance

Level 1
Level 4
Level 7
Level 10
Level 13
Level 16
Level 20

HELLO Top

Welcome to this guide. I am a Nobody posting this guide, if that bothers you look elsewhere. I have no credentials whatsoever this is just how I see things

Tyrael is an outstanding Warrior with a plethora of talent options and many ways to use them to your (team's) advantage. This guide focuses on talent builds, however a bit of playstyle will be mentioned here in this chapter.

FIRST OFF

Tyrael may be EXTREMELY WEAK early game so POKE POKE POKE. Just because he explodes does not make it alright to die 6 or 7 times. As other guides state, save your Q ability for escapes especially early game where, if you are going Balance or Tank, you will certainly need them for gathering globes. Demon, being much more aggressive, deals with a simpler and more self explanatory escape mechanic

Gathering Globes

I like to get 10 globes off as soon as possible, usually under the 4 minute mark (sometimes in as little as 2 min 30 sec. I accomplish this by fiercely rotating between all (three) lanes, regardless of map size, only briefly assisting as needed. You're team needs you alive, you need globes to stay alive, therefore you are doing them a huge favor by applying more of your time towards self preservation as opposed to altruistic suicide. Again, YOU DON'T NEED TO EXPLODE SO TRY NOT TO, only dive in and die for Morales

Teamfights: Q positioning

This is where Tyrael gets creative, El' Druins Might is a fantastic escape talent that makes bad positioning a thing of the past. I find casting before fights to optimize its efficiency, particularly landing it towards your backline (almost a zeratul wormhole, in couple of hits out heal quick back in). The easiest way to think about where to throw the sword is to think of it somewhere in between Sylvanas' Haunting Wave and Zeratul's Blink. If using it offensively (careful, this is your ONLY escape) throw in front of enemy or try and predict their pathing (the goal therefore being to CUT OFF the enemy in advanced, not attack them right away)

Teamfights: Mana
Saving mana in fights is not an option, you need sheilds and so does everyone else, not to mention Smite helps your wounded warriors flee. Overall, use all your mana in teamfights, and try to enter teamfights with full mana every time as a mana deprived Tyrael is a dead Tyrael. Full DPS Tyraels ought to consider either not using mana at all (hard but not impossible) or only very sparingly saving it almost exclusively for teamfighting.

How I play Tyrael

I play him however I want. Ive been playing since release so if I want to bruise or be a solo tank I know his talents well enough. Speaking of talents....

Level One Top

Protection in Death = Useless

Horadric Reforging = Not a bad talent, however Battle Momentum mitigates the need for CD reduction so not really necessary

Purge Evil = Great way to add some damage and a must take on maps that lack regen globes, however overall I'm on the fence as to whether or not 25% smite dmg is superior to the extra sustain given by regen master.

Regeneration Master = After much consideration this is my favorite pick. Purge evil doesn't do enough dmg to make me want it at lvl 1, even for damage builds! Go for purge if damage is really what you're all about but for me regen master offers sustain that can't be beat (even with a Lt. Morales)

Level Four Top

Amplified Healing = HOLY **** this with Regen Master is EVIL! I've gotten well over 50 globes with Tyrael on numerous occations this allows for INSANE out of combat regen. Necessary for tank build

Vampiric Strike = This one I have been experimenting with. It's good for going damage or tanky. Being that Tyrael is a strong initiator and is constantly in the middle of the fight this provides the missing IN COMBAT regen that amplified dosent quite supply. Its not a lot of sustain mid-fight but its something, and recently this has been saving me more than amplified if im building more aggressive. It does not cost mana and stacks nicely with Battle Momentum

Retribution = Again, battle momentum mitigates the need for this talent (although stacked with battle momentum you'll never have smite on cd again)

Even In Death = another useless death talent

Level Seven Top

Battle Momentum = im not even wasting time typing the rest of the talents

Searing Attacks = OK your team picked 3 or 4 tanks and everyone is pissed take this it HAS actually worked for those games for me (Games?! As in plural?! Yea, Hero League games to top that off, much more than one like that. If you've read up until this point and checked my MMR or hero level to see if I know wtf I'm talking about (very smart if you did), my one credential is 2600 games played since release. I've actually played Tyrael since Sanctification was channeled and worthless. Don't let my rank or MMR fool you, I deal with **** like that a lot but I know my talents on just about every hero by name let alone description)

Level Ten (Ults) Top

Situational ourside of Demon always taking judgement

Level Thirteen Top

Burning Rage = Love it or hate it, solid choice especially against novas. My personal go-to

Angelic Absorption = I grew out of this talent. Even with Amplified Healing it does not have enough healing to stand up to anything more than laning or grabbing merc camps (which isnt a Tyrael job anyway). Would be better off with Imposing Will

Imposing Will = WOW! EVERY TIME THEY ATTACK WHEN SHEILDED?! You would have to be crazy this could keep enemy assassins slowed in both movement AND attack speed the entire fight! Use against Lunara and watch her have a bad day XD

Angelic Might = I suppose could be useful, I would prefer burning rage though

Level Sixteen Top

Blade of Justice = See Angelic Might

Holy Ground = The bee's knees. Use to zone out single heroes or stop the enemy team through a choke point. Basically a slower-to-cast-yet-easier-to-land Force Wall. I have so much fun with this talent it should be illegal.

Salvation = Won't Save you. Consider Holy Ground

Blood for Blood = More for damage than healing, I don't use it much but it is quite good. Use when your team has enough CC to make up for Holy Ground (this includes tank tyrael surprisingly, with enough CC B4B is a worthwhile tank talent)

Level Twenty Top

Angel of Justice = Alright you didn't take battle momentum OR you need more stuns on hand take this

Holy Arena = LOVE this talent. Use interchangeably with hardened sheild, DEFINITELY use with a lot of melee

Hardened Shield = See Holy Arena

Nexus Blades = My usual bruiser talent. Good damage bonus and helps stick to opponents

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