[Updated for Kharazim Patch] Darude - Sandstorm Tychus by Severage

[Updated for Kharazim Patch] Darude - Sandstorm Tychus

By: Severage
Last Updated: Sep 25, 2015
102 Votes
Build 1 of 3

Tychus

Build: Classic DUDUDUDUDUDUDUDUDUDU

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

Tychus

Build: Laser Build (Meta ATM)

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

Tychus

Build: Other Viable Talents (Not a Build)

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

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Hi! I'm Severage, long-time casual gamer and more recently a Heroes of the Storm addict. Since my HotS invite I've played 1400+ games on (primarily) assassins. Thus, I know a lot about the game in general, as well as reaching (and maintaining for a long time) 4K+ MMR on Hotslogs, etc.

Places you can find me:
Twitter
HotDogs
Hero.GG

Thanks for your interest, and thanks for reading!

Table of Contents



1. Introduction
1.3 Abilities Intro

2. Talent Breakdown

3. Game Progression
3.1 Early Game
3.2 Late Game

4. Match-Ups

5. Changelog - The End

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Practically perfect in every way, Tychus Poppins is very versatile and has everything you could dream of. Kiting ability, beefiness, great Heroic, CC, tons of damage, self-peel, and a flippin Odin. Oh, he also has the talent selection viability to basically say "Screw you" to any Hero he darn well pleases, whether he takes First Aid + Stoneskin to deny burst, or Relentless + Bolt of the Storm to peel off even the most tumultuous teamfights. This makes Tychus the best scumbag ever, so Blizzard did an amazing job on keeping his kit in line with his Lore.


(Q) Overkill
Cooldown: 15 seconds
"Deal 280 (+80 per level) damage to the target and 140 (+40 per level) damage to nearby targets over 5 seconds. Reactivate to select a new target. Can move and use Abilities while channeling."

With Armor Piercing Rounds, a full channel is 336 damage at level 1. You'll probably only get a full channel off if you catch them in lane and use a Frag Grenade, so that'd be a total of 396 Damage, 50%-60% of an Assassin's HP. So that's a thing. REMEMBER: ALWAYS yell "DUDUDUDUDUDUDUDUDUDUDU" when you channel this ability. It does more damage, trust me.

Of course, it's unlikely that someone will walk in the middle of the lane at lv 1 and let them shoot you, but that's the potential of the ability. Worst case scenario it bullies opposing laners easily. Also, the CD seems super long but since it ticks down as you're channeling, it's only 10 seconds, which is a decent CD but not outrageous. The primary counter to this ability is instantly CCing Tychus, as his AAs are not very useful.
(W) Frag Grenade
Cooldown: 10 seconds
"Lob a grenade that deals 60 (+25 per level) damage, knocking enemies away."

Bumps enemies back toward you so you can channel Overkill longer, bumps enemies away from you in conjunction with Run and Gun to create some distance, etc. Properly using your grenades to control the battlefield may seem like a small thing, but you'll realize when you goof a few grenades how important they are to land properly.

Naturally, if you throw a grenade in front of someone, it will bump them backward, and throwing it behind them bumps them forward. Because physics. Thanks Newton.

This ability also serves as a great wave-clear ability with your Q, allowing you to very quickly decimate a wave. Just be sure you don't need your abilities for 10s+ after doing so. The grenade starts out with mediocre damage, but scales to a powerful kill finisher on top of its utility in the late game (But...just in case they live through the nade damage, please bump them TOWARD you when you try to finish with it). Cause, ya know, couldn't have any of Tychus' abilities only do 1 job.
(E) Run and Gun
Cooldown: 8 seconds
"Charge forward and instantly wind up the Minigun."

Interestingly enough, I seldom use this ability to charge up my minigun. Mostly I use this to kite with Q, to get in range for a good Nade, etc. It's amazing what a tiny dash and a tiny bump from a grenade will do to end a life or save one. Also, the small, quick dash is useful for dodging things like Stitches' Hook.
(Trait) Minigun
"You attack much faster than other Heroes, but must windup your Minigun briefly before attacking."

Makes Tychus heavily reliant on his Q. His AAs have a wind-up and also are quite short range. Whereas most ranged assassins have 5.5 Range, Tychus has 4.5. This is real close to your opponent to be standing still, and usually is only useful for killing creeps and mercs. It is actually a great merc killer for things like the Boss Golem, as its DPS is pretty high.

NOTE: Don't use your Q on things like the Boss Golems. With Armor Piercing Rounds, the Q damage IS very slightly higher even single-target than AAs, but it's a waste of your CD. You don't need to kite mercs. If you get jumped while mercing with your Q on CD you'll be useless for a few seconds.


(R1) Commandeer Odin (R2) Drakken Laser Drill

As usual, these will be explained in the Talents section so as not to be redundant.

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Here we go, BREAK IT DOWN! OW!

Armor Piercing Rounds - "Overkill's damage to the primary target is increased by 20%."

More bang for your buck. Overkill has a long CD, make the most of it with this. Since so much of Tychus' damage is invested in his Q, it has SUPER high scaling. This makes a %-based talent really strong. At level 20, your Overkill damage without this is 1800, and with it 2160, a whopping 360 bonus damage.
Alternative Talent Breakdown


Spray 'n' Pray - "Overkill's range increased by 15%."

The other viable talent on this tier, along with Melting Point. I've always been a fan of SnP, but Melting Point was just too good to pass up.

With the nerfs to Melting Point, this is a potential pickup? But I just don't see it being as useful still. It is awesome against Heroes and synergizes well with Lead Rain, but in most cases you will really want Melting Point.

If you do want to take this talent, ONLY TAKE IT ON THESE MAPS: Blackheart's Bay, Dragon Shire, Sky Temple and possibly Garden of Terror. Other maps either build up monster waves or have very important minions to kill (I.E. Golems on Haunted Mines) that will make Melting Point the obvious choice.

I think Melting Point is possibly still better even on the other maps, but you'll certainly get less value out of it, making SnP more appealing.
Alternative Talent Breakdown


First Aid - "Activate to heal 35% of your max Health over 6 seconds."

Tychus has 3385 HP at lv 20, the highest HP of all Ranged Assassins other than Tyrande (Who is technically a support). Tychus' HP is the same as Zeratul's, who typically has higher HP than ranged Heroes due to being Melee. This makes First Aid relatively good on Tychus. First Aid is also great at eating spells such as Envenom, or against poison/DoT heroes in general ( Murky, Stitches).

PS: Can now be used in Odin!
Alternative Talent Breakdown

Commandeer Odin - "Call down an Odin to pilot. The Odin deals increased Damage, has a 100% longer Basic Attack range, and uses different Abilities. Lasts 23 seconds."

Personally, I love the "new" Odin (I know calling it new 5 months after its changes is weird). It essentially makes you a self-buffed ranged Carry, like a Valla on steroids.

Even still, the Laser is the favored option by most players. Either way you won't get much burst out of Tychus, you get sustained damage and durability. Up to you which you prefer more - but the weaker your tank line is the more you will want to take the Laser.

NOTE: While the tooltip on the Odin still says 100% Longer Basic Attack range, the buff to Tychus' AA range did not effect Odin. I've not completely confirmed this as of yet, but I'm pretty sure Odin didn't get buffed here. I think the tooltip wasn't changed due to an oversight.
Alternative Talent Breakdown

Lead Rain - "Overkill applies a stacking slow, up to 20%."

Basically if you don't need the CC reduction of Relentless, you take this. Lead Rain allows you to chase easily, catching people with just the edge of your Spray 'n' Pray's extra range will allow you to close in on them and land an easy Nade as they're slowed, or help your team follow up easier.

Butcher Patch Edit: Lead Rain is actually a very potent slow against The Butcher. Between your W, E, and Q with Lead Rain you'll be able to kite him literally forever, and unless his team has follow-up CC I recommend this against him. Be sure to NOT USE Q until the Butcher's E finishes or you'll get stunned out of it.
Alternative Talent Breakdown


Stoneskin - "Activate to gain 30% of your Max Health as Shields for 5 seconds."

Still a great talent, since you can use it during Odin now. Also, most the other talents in this tier aren't very good.
Alternative Talent Breakdown

Bolt of the Storm - "Activate to teleport to a nearby location."

WHOA, you mean you can use Bolt of the Storm while in Odin now? SOLD!

The generic go-to pick for Tychus. If you don't have a wombo combo for the Nuke, and you don't have a lot of peel or heals, this is the way to go.

However, if you went with the Laser Build, you need the lv 20 talent. Don't pick anything else, please. I hate to see Tychus' pick the Level 10 Laser and not pick the 20. The 10 is so bad compared to the 20 it is literally not worth picking up without the upgrade.
Alternative Talent Breakdown

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WHOOO! WE'RE AT THE HALFWAY POINT, DOIN' GREAT SO FAR!

We? What's all this "we" stuff, I'm doin' all the hard work.

BREAK TIME'S OVER! HERE WE GO!

Aight, EZPZ, Tychus' early game is literally the easiest time of your life. Half of the Heroes in this time need to scale up, and Tychus has a high, very steady power curve. In fact his "power curve" would look more like a drooping ceiling if you drew it on a graph. Here's a short video example of how to play Tychus in the early game: http://www.twitch.tv/lolseverage/c/5721611

WOW SO EASY! WITH MY GUIDE, YOU CAN HIT Q AND RIGHT-CLICK IN YOUR OPPONENT'S GENERAL DIRECTION TOO!

You are basically exclusively a Hero Killer in the early game however, you can lane really well and slaughter opponents in teamfights, but mercing is one thing you don't do as Tychus - at least, not alone. Your DPS is nice if someone else is able to tank a camp, but otherwise don't do it in the early game. Later you can do Easy camps but it will take over half your HP so, preferably get someone else to do them, or tank them for you.

Lucky for you, the early game usually consists of 1 or 2 half-baked teamfights and a lot of laning, so you fit perfectly in the meta! But of course, Tychus Poppins fits perfectly in every situation, so I don't know why I mentioned that. Onto the late game.



Essentially, you are a cooldown reliant Ranged DPS in human form. This weakness is easily shored up with the new & improved Commandeer Odin!

REMEMBER! - Odin is NOT an extra health bar anymore. Don't use it to try and save your life, you will waste the CD and die.


Odin Tips


Laser Tips

In-Depth Matchups Top



WHOA! CATCH YOUR BREATH MAN! CHECK OUT THOSE LIPS! IT'S DOWNHILL FROM HERE! NOW IT GETS TRICKY, SO LISTEN REAL GOOD!

ME WANT 6'7'' COOKIE
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Such Blades, Wow.
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Why is this guy a threat to everyone?
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AHMIGASH LET ME MOVE PLS
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Gather my friends, and give our opponents 0 counterplay.
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In general, when playing Tychus, you must have these things:
  • You must have good positioning vs any Heroes with CC.
  • You must have good positioning anyway.
  • Know when to Odin/How to control the new Odin.
  • Kill stuff while yelling "DUDUDUDUDUDUDUDUDUDU".
  • You must have good positioning.

Sound good? Great! You now have no counters! EZPZ!

Map-Specific Strategies Top

HEY MAN WE'RE ALMOST HOME!

For every single map:
  • You must have good positioning vs any Heroes with CC.
  • You must have good positioning anyway.
  • Know when to Odin/How to control the new Odin.
  • Kill stuff while yelling "DUDUDUDUDUDUDUDUDUDU".
  • You must have good positioning.

Wow. Great job, you just won on whatever map you were playing on.

Seriously though, the only difference maps will make is if you REALLY have to take Melting Point or you SHOULD take Melting Point. Tychus is very straightforward. He is much like a much cooler, better, and more BA version of Nova - he is a Hero Killer, which makes the map nearly irrelevant.

No-Buster-Zone Top

As mentioned bunches of times, you must have good positioning with Tychus. You don't want to fall flat on your face when you go up to someone and DUDUDUDUDUDU-D'OH when you die. Cause then you're just a buster.

While positioning, how far you can chase, when you need to stay back, etc., is difficult to explain because the game changes based on team composition, circumstances, cooldowns, and so on, I'll do my best to help out here.

Note that this will be normal Tychus form - I think I pretty much covered all I wanted to during Odin, and positioning with Odin is rather obvious (Or at least a more common form of positioning) since you are basically Valla on steroids.

While you need to position well on any Hero, it becomes especially important on Tychus, because of how CD-reliant you are. And, because you're a nearly 7 foot man who doesn't like to be put in his place. A mistake, if it doesn't kill you, forces you to back off early and waste your CD(s), which basically makes you useless...not to mention the unforgettable damage to your pride.

Rules of Positioning

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Changelog -


Closed Beta Changelog


HotS Release Changelog

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