Tyrande
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				Build: Self Sustained DPS

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






| Threat | Hero | Notes | |
|---|---|---|---|
| 1 |  | Abathur | Abathur out of symbiote phase isn't a threat to anyone. Keep an eye out for his locusts and harass him to play in enemy keep the entire game. Watch out for him in symbiote form though, especially if there is an Illidan on your team. He will wear you down quick and your damage output won't be enough to counter the shields he gives out. | 


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 Hunter's Mark and timing
			Hunter's Mark and timing 	
					 Lunar Flare to increase damage as much as possible.
			Lunar Flare to increase damage as much as possible. Lunar Flare skill shots need to be on point. If stuns are frequently missed, she will be quite useless throughout the game. While this build focuses mainly on damage output for your team, don't forget that she has a single target heal with
			Lunar Flare skill shots need to be on point. If stuns are frequently missed, she will be quite useless throughout the game. While this build focuses mainly on damage output for your team, don't forget that she has a single target heal with 	
					 Light of Elune (which should mainly be cast on a teammate for optimal usage) and a shield with
			Light of Elune (which should mainly be cast on a teammate for optimal usage) and a shield with 	
					 Protective Shield, and if used at the right moments, can ultimately save a teammate or yourself quite often.
			Protective Shield, and if used at the right moments, can ultimately save a teammate or yourself quite often.
|   (Q) Light of EluneMana: 45 Cooldown: 8 seconds "Heal yourself for 60 (+14 per level) . If cast on an ally, also heals them for 120 (+28 per level) Health." This is Tyrande's healing ability. Unless you are solo laning early on, this ability's should always be cast on a teammate. Even though you are going DPS heavy, remember that priority is to always help keep your team alive. It has the potential to be a mana drainer if not used properly or used to heal high health allies. Just be smart with this ability and aware of your mana and you should be good. |   (W) SentinelMana: 65 Cooldown: 18 seconds "Send an Owl that travels across the battleground revealing its path. Deals 60 (+16 per level) damage to the first enemy Hero hit and reveals them for 5 seconds." Grants vision in its path unless it hits an enemy hero, where it will stop and keep them visible for 5 secs. If timed correctly, it has a decent snipe ability for those long-range kills on escaping heroes. Its biggest usage is scouting out positions/activity, which comes in handy on team fight maps such as Cursed Hollow or Garden of Terror. | 
|   (E) Lunar FlareMana: 60 Cooldown: 12 seconds "After a short delay, deal 90 (+18 per level) damage and stun enemies in the target area for 1 second." This is Tyrande's stun ability, and one of the more useful ones to your team if used correctly. The ability to stun an enemy every 12 seconds is a huge help to your team, especially during team fights which you will be able to do multiple times. If successfully timed, can be used to stop enemy heroic abilities like Lili's  Jug of 1,000 Cups, E.T.C.'s  Mosh Pit, or Malfurion's  Tranquility. |   (D/Trait) Hunter's MarkCooldown: 20 seconds "Marks a target enemy, increasing all damage taken by 25% and revealing them for 4 seconds. Cannot be used on Structures." This is ultimately your main DPS ability against enemy heroes. With good teamwork/organization, your team can focus down a Hero in no time flat. This ability should always be used on cooldown. In addition to enemy heroes, this ability also works on neutral mercenaries/bosses and other NPC-type mobs such as Shamblers (Garden of Terror) and Golems (Haunted Mines). | 

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 Ranger's Mark - This is almost always my go-to level 1 talent. It decreases the cooldown of your
			Ranger's Mark - This is almost always my go-to level 1 talent. It decreases the cooldown of your 	
					 Hunter's Mark by 8 seconds, making it a 12 second cooldown fown from the original 20 seconds, and gives you a very good up-time on the trait ability. This should always be used off cooldown for max benefit.
			Hunter's Mark by 8 seconds, making it a 12 second cooldown fown from the original 20 seconds, and gives you a very good up-time on the trait ability. This should always be used off cooldown for max benefit. Ranger's Mark is Seasoned Marksman. The damage output from your basic attacks is there, but you will have a longer cooldown for your trait ability, resulting in the potential loss of bursting down an enemy.
			Ranger's Mark is Seasoned Marksman. The damage output from your basic attacks is there, but you will have a longer cooldown for your trait ability, resulting in the potential loss of bursting down an enemy.|  |   |   |   |   |   | 
 Protective Shield - In addition to your single-target heal, the shield will provide more support for your team and help to save your allies when escaping or needing to soak a bit of damage. This can be extremely useful in team battles when
			Protective Shield - In addition to your single-target heal, the shield will provide more support for your team and help to save your allies when escaping or needing to soak a bit of damage. This can be extremely useful in team battles when 	
					 Light of Elune is on cooldown.
			Light of Elune is on cooldown. Protective Shield would be
			Protective Shield would be 	
					 Focused Attack if you want to go more strongly into DPS.
			Focused Attack if you want to go more strongly into DPS. 	
					 Searing Arrows is not viable due to the strong contraint on mana when used.
			Searing Arrows is not viable due to the strong contraint on mana when used.|  |   |   |   |   | 
 Lunar Blaze - Tier 3 talents are a bit of a toss up. Generally, I tend to go with Lunar Blaze, as it increases the range of your
			Lunar Blaze - Tier 3 talents are a bit of a toss up. Generally, I tend to go with Lunar Blaze, as it increases the range of your 	
					 Lunar Flare ability by 50%, resulting in you having to be a tiny bit less clutch with it and potentially avoid getting caught somewhere you shouldn't be. I like to switch between this and
			Lunar Flare ability by 50%, resulting in you having to be a tiny bit less clutch with it and potentially avoid getting caught somewhere you shouldn't be. I like to switch between this and 	
					 Battle Momentum for ability cooldown reduction. Either are viable, and it's based off of preference.
			Battle Momentum for ability cooldown reduction. Either are viable, and it's based off of preference.|  |   |   | 
 Starfall - This is almost everyone's go-to heroic ability pick, as it should be due to its more useful nature. The damage isn't anything special from this ability, but timed correctly with
			Starfall - This is almost everyone's go-to heroic ability pick, as it should be due to its more useful nature. The damage isn't anything special from this ability, but timed correctly with 	
					 Nova's
			Nova's 	
					 Precision Strike,
			Precision Strike, 	
					 Raynor's
			Raynor's 	
					 Hyperion, or
			Hyperion, or 	
					 Valla's
			Valla's 	
					 Strafe heroic abilities, the damage against the enemy team adds up. It's definitely also useful for putting a bit of extra damage on structures to clear a lane, since the area is quite widespread.
			Strafe heroic abilities, the damage against the enemy team adds up. It's definitely also useful for putting a bit of extra damage on structures to clear a lane, since the area is quite widespread.|  |   |   |   |   | 
 Huntress' Fury - Unless another tier 1 ability was chosen over
			Huntress' Fury - Unless another tier 1 ability was chosen over 	
					 Ranger's Mark, this is usually my go to for tier 5. The increased attack speed for 4 seconds on top of the vulnerability can put out some decent damage to an enemy hero or help to cap mercenary camps faster.
			Ranger's Mark, this is usually my go to for tier 5. The increased attack speed for 4 seconds on top of the vulnerability can put out some decent damage to an enemy hero or help to cap mercenary camps faster. Overflowing Light. This boosts your heal by a nice amount, making it easier for you to help save your teammates.
			Overflowing Light. This boosts your heal by a nice amount, making it easier for you to help save your teammates. 	
					 Shrink Ray can also be useful to help reduce damage from DPS heavy heroes such as
			Shrink Ray can also be useful to help reduce damage from DPS heavy heroes such as 	
					 Illidan,
			Illidan, 	
					 Zagara, or
			Zagara, or 	
					 Jaina.
			Jaina.|  |   |   |   |   | 
 Trueshot Aura - Should be the one and only talent chosen for this tier, as it passively grants your nearby allies a 15% increase to their basic attack damage.
			Trueshot Aura - Should be the one and only talent chosen for this tier, as it passively grants your nearby allies a 15% increase to their basic attack damage. Shooting Star could have its potential as a choice talent over
			Shooting Star could have its potential as a choice talent over 	
					 Trueshot Aura. It's usefulness depends on how clutch you are with making the
			Trueshot Aura. It's usefulness depends on how clutch you are with making the 	
					 Lunar Flare skill shots to return mana after hitting an enemy hero.
			Lunar Flare skill shots to return mana after hitting an enemy hero.|  |   |   |   |   |   | 
 Nexus Frenzy - I personally like the attack speed and added range from this talent, which could significantly increase your DPS output in later game (if you end up getting that far).
			Nexus Frenzy - I personally like the attack speed and added range from this talent, which could significantly increase your DPS output in later game (if you end up getting that far). Storm Shield is also a very viable option if you need to go more of the support route, since it grants all of your nearby allies a shield, which comes in handy for very late game team fights.
			Storm Shield is also a very viable option if you need to go more of the support route, since it grants all of your nearby allies a shield, which comes in handy for very late game team fights.


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