Tychus Build Guide by LPhure

Tychus Build Guide

By: LPhure
Last Updated: Apr 10, 2019
11 Votes
Build 1 of 2

Tychus

Build: Standard Tychus

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

Tychus

Build: The Bigger They Are... Tank Destroyer

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

Threats to Tychus with this build

Threat
Low
High
Show all
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
2
  No Threat
3
  No Threat
4
  No Threat
5
  No Threat
6
  No Threat
7
  No Threat
8
  No Threat
9
  No Threat
10
  No Threat

My Biggest Tychus Pet Peeve Top

*Checks to see our Tychus took In the Rhythm and That's the Stuff! together*



"But the increased duration plus the healing means full health!"

me: "You won't live long enough for Minigun to end and the heal to proc"
Also me: " That's the Stuff! can give a full heal without In the Rhythm"

NOTE: The increased duration can lead to an average minigun duration of over 6 seconds. Good luck living that long with less than 50% in a fight

Introduction Top

Threats listed in the first build contain notable match-ups against Tychus in general and aren't necessarily build specific.



Tychus - Notorious Outlaw

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



D - Minigun



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 damage



Minigun 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

Q - Overkill

HOW TO CANCEL Overkill : PRESS YOUR MOUNT KEY 'Z'

Ardent Defender Deflect Personal Barrier Shield Ally Force of Will

Damage 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

W - Frag Grenade

VERY USEFUL INTERRUPTION TOOL

Mosh Pit Consume Souls Pyroblast Ravenous Spirit

Can also keep enemies inside Overkill range. Dash before throwing to guarantee the hit. Overkill > Run and Gun > Frag Grenade

E - Run and Gun

Very useful for dodging, staying alive, running away, closing the gap on enemies...
Flamestrike Dragon's Breath Hook Lightning Nova Storm Bolt

Standard Tychus Build Top

This build believes that Minigun is so incredibly strong that Tychus needs only to build for survivability and increased utility.
In the Rhythm = Longer Minigun duration leads to higher damage
Quarterback + Titan Grenade = Longer range and increased damage to secure kills
Neosteel Coating = Ability damage mitigation (survivability)
Dash + Bob and Weave = Increased mobility

Standard Offense


Aim to get a full duration of Minigun. Continue to AA unless you're pressured. Transition to Overkill to chase down your target or get damage on the enemy carry or support. Save Frag Grenade to finish or disrupt.

Commandeer Odin when pushing into an objective, pushing with an objective, or defending a lane from an enemy push.
+ The Odin gets free AA on structures from outside their range
+ Focus Annihilate on the carry, support or minion wave when sieging
+ Ragnarok Missiles for grouped enemies or the frontline tanks (will not reach enemy backline easily)

Standard Defense


Escape Option
Dash + Run and Gun x3 (+ Overkill as you run backwards if you're greedy/a Diamond player)

Burst Combo Counter
Neosteel Coating

Getting Dived On
Relentless Soldier > Frag Grenade > Run and Gun (to safety)

Disruption Tool, Backline Poke, Securing a Kill
Run and Gun + Frag Grenade

Pulls, Hooks, Roots, and Loops
Commandeer Odin Startup to become unstoppable

The Bigger They Are... Tank Destroyer Top

Your role with this build will be to strictly take down the big tanks who dive onto your team, looking to pick off or cc the friendly healer or carry.
Muradin Zarya Johanna Blaze Arthas Diablo Cho

Get in a good position, sit, and shred. Poke or finish with Titan Grenade. Hit Neosteel Coating to power through any incoming burst ex: Flamestrike

The biggest weakness of this build is dealing the last 35% damage to kill your target. YOU WILL NEED A TEAMMATE(S) WHO CAN DEAL THE LAST 35%. OTHERWISE, BUILD SOMETHING DIFFERENT!



Talent Breakdown Top

Level 1



Dash

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

Press the Advantage

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



Combat Tactician

CD Reduction is not necessary for Tychus. If you want to dash more, take Bob and Weave at 20.

Level 4


In the Rhythm

Best default option at 4. Every 1 additional second gained increases the damage cap of Minigun by 10%.

The Bigger They Are...

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

Master Assassin

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...

Level 7


Quarterback

Viable pick.

Longer range will increase your interrupt capabilities especially against those who like to channel from distance Ravenous Spirit Consume Souls

Concussion Grenade

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.

Relentless Soldier

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

Level 10


Commandeer Odin

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

Drakken Laser Drill

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.

Level 13


That's The Stuff!

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!

Neosteel Coating

Best option at 13 unless the enemy carry are primarily AA damage

Prevents you from getting blown up easily by ability damage or long range pokes. Forces the enemy team to commit resources into taking you down.

Spray 'n' Pray

Boring talent by itself. Becomes great when paired with subsequent talents Lead Rain & Bob and Weave

Level 16


Titan Grenade

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.

Lead Rain

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.

Armor Piercing Rounds

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.

Level 20


Big Red Button

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.

Focusing Diodes

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?

Sizzlin' Attacks

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%

Bob and Weave

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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