Tychus
Build: Standard Tychus
Level 1
Level 4
Level 7
Level 10
Level 13
Level 16
Level 20
Threat | Hero | Notes | |
---|---|---|---|
1 |
Cho | Get Rekt | |
1 |
Artanis | Get Rekt | |
1 |
Dehaka | Get Rekt | |
1 |
Diablo | Get Rekt | |
1 |
Garrosh | Get Rekt | |
1 |
Muradin | Get Rekt | |
1 |
Johanna | Get Rekt |
Tychus is a natural Giant Killer with
Minigun. Very strong against tanks with strong initiating tendencies. Standard Combo: Minigun > * Run and Gun > Overkill > Frag Grenade * Run and Gun is a gap closer or escape option that can be used whenever you see fit. Just don't burn it early and get dived on In ranked he's a niche pick against Cho Gall and two tank comps |
Minigun will go through any amount of Armour including Spell and Physical! It will not go through abilities that absorb spell damage Anti-Magic Shell Being BLIND will negate Minigun damageMinigun damage = 2.5% HP per AA Tychus Attack Speed = 4.00 (4 attacks per second) 4 x 2.5% = 10% per second Minigun duration = 3 seconds 10% x 3 seconds = 30% HP damage per full duration |
HOW TO CANCEL Overkill : PRESS YOUR MOUNT KEY 'Z'Ardent Defender Deflect Personal Barrier Shield Ally Force of WillDamage is lower than regular AAs unless you've taken Armor Piercing Rounds Hit Overkill when getting blinded and against anyone who can dodge basic attacks. Evasion Elusive Brawler Shade |
VERY USEFUL INTERRUPTION TOOLMosh Pit Consume Souls Pyroblast Ravenous SpiritCan also keep enemies inside Overkill range. Dash before throwing to guarantee the hit. Overkill > Run and Gun > Frag Grenade |
Very useful for dodging, staying alive, running away, closing the gap on enemies... Flamestrike Dragon's Breath Hook Lightning Nova Storm Bolt |
GIVES TYCHUS THE ABILITY TO WALK AND Minigun AT THE SAME TIME I CANNOT STRESS HOW AMAZINGLY OP THIS IS!!Allows Tychus to pursue enemies with Overkill at 25% speed. Enemies will need to cc you to peel away. The longer dash allows you completely get out of AA range and out of the centre of abilities Slowing Sands Apocalypse |
Bigger AA range but once the enemy is outside that range they're gone.THIS TALENT IS A TRAP FOR INEXPERIENCED TYCHUS PLAYERS: looks good on paper but weak in practice |
CD Reduction is not necessary for Tychus. If you want to dash more, take
Bob and Weave at 20. |
Best default option at 4. Every 1 additional second gained increases the damage cap of
Minigun by 10%. |
Casual Tychus players stay away from this talent because 9 times out of 10, you will be nerfing yourself. Hopeful Tychus mains...welcome. This talent causes Minigun to destroy huge tanks Muradin Johanna Cho at the cost of never being able to finish a kill. You will absolutely need an ally on the team who can deal the last 35% damage Jaina Thrall Greymane |
25% attack speed is incredibly nice when completed but for upper level ranked play, you'll rarely complete this and if you do your team should be way ahead and about to win. Commandeer Odin benefits from this increase. At some point, the increased duration from In the Rhythm will give higher damage than a completed Master Assassin. Problem is I can't even begin to do the math so... |
Viable pick. Longer range will increase your interrupt capabilities especially against those who like to channel from distance Ravenous Spirit Consume Souls |
Decent utility on paper but not too helpful. Stronger peeling capabilities. Can prevent enemies from fleeing but if it doesn't land directly in front of your target, it will send them to safety. |
Default pick at 7 unless the enemy has no stuns or roots. Gives Tychus more survivability Stuns and Roots are the two most common methods of dealing with Tychus ( Dash counters slows). This will also proc during Commandeer Odin giving 50% armor |
Best option at 10. The range and damage increase of Odin makes Tychus a threat to the backline, from the backline. Siege offense and defense is greatly improved in Odin. Annihilate - Good damage to enemies stacked in a line or around an objective. Nice poke/finishing option. Ragnarok Missiles - Slight delay (like frag grenade) from casting and the ability hitting. Very good cc leads to a natural Annihilate follow-up. Watch your AA targeting because sometimes Odin will switch automatically if an enemy dances outside of its range and missing 1 auto could mean missing 1 kill. + Odin can get free AA on structures! + 'Unstoppable' during startup will save you Temporal Loop Hook Chains of Kel'Thuzad |
Provides area denial and punishes heroes who dive onto the team
Kerrigan Damage is inferior to Odin, can be destroyed if not supported by team, easy to avoid by enemies. Can be a Force Wall and block pathways. |
Not useful if you have a support on your team. Gives healing off of the bonus % damage dealt when Minigun ends. You will die most of the time before this gives the heal. If you don't deal damage you don't get anything either! |
Boring talent by itself. Becomes great when paired with subsequent talents
Lead Rain &
Bob and Weave |
Viable Pick. This talent further empowers the grenade's usefulness as a finishing tool. The damage isn't great but sometimes you need that extra 5% if the team is lacking other finishing options. |
Surprisingly Viable. Turns Overkill into an area of unforgiving slowness (SLOWS ALL ENEMIES). With Dash 25% move speed, fleeing enemies will not escape from Overkill without hard cc. Great vs. mages. |
Nice damage boost. Makes
Overkill deal higher damage than basic attacks over the duration. Nothing special here, but it will improve your effectiveness while blinded or against enemies dodging basics. |
Increased duration places longer pressure on the enemy. The Nuke with
Ragnarok Missiles does BIG damage but the delay makes it unlikely to hit heroes. Again, it puts added pressure on the enemy and adds bigger offensive sieging capabilities. |
The damage and range stacks up fast and can surprise enemies not thinking to exit its range early. It would be cooler if the beam could chain through enemies. Rework soon? |
Default damage pick. You remain effective while
Minigun is on CD and you shred 1% better. Preferable against a high-health comp. Minigun = 3.5% ; The Bigger They Are... = 5% ; Commandeer Odin = 0% ; Tychus = 1% |
Default pick for survivability and utility. With Dash and 3 total charges, you can run away from any burst Repulsion Lightning Nova Frostbite Precision Strike (except Pyroblast but I mean Neosteel Coating). Dash in itself can get you out of AA range but three charges guarantee you will not be caught by that last auto or stray skill shot. |
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