Tyrael - High sustain/Dive build by Akira2015

Tyrael - High sustain/Dive build

By: Akira2015
Last Updated: Jan 21, 2016
5 Votes
Build 1 of 1

Tyrael

Build: Tyrael - High sustain/Dive build

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

Tyrael Top

Tyrael is a flexible, mobile and even durable warrior that is very fun to play. His ability to move around the battlefield is unprecedented for the warrior class of heroes coupled with his team-disrupting Heroic. He falls into somewhat of a "Bruiser" category of warrior, perhaps not a main tank but he does have his place in the dual warrior comp.

Talents Top

El'Druin's Might - Damage, slow, and teleport within a single ability? Count me in. Great ability to both escape, chase and assist low HP allies in hectic battles.

Angelic Flash - Use this ability to teleport to your sword after you cast it.

Righteousness - Shield yourself and nearby allies from damage. This ability gains a huge power boost after level 13.

Smite - Smite me, oh mighty smmmiiitteerr! Love this ability, again just like El'druin's Might this can be used to escape or chase. You can also cast in front of allies to aid in escape or chase.

Judgement - One of the funnest, most intense Heroics in the game. Dive to an enemy dealing damage, stunning and knocking away nearby enemies. Very useful to interrupt channeling Heroics such as Nazeebo's Ravenous Spirit or Valla's Strafe

Sanctification - Make yourself and nearby (very nearby) allies invulnerable.

Archangel's Wrath - Become a spirit that explodes after 3.5 seconds. It's definitely possible to get a kill, even a double kill with this trait.

Level 1 Top

Regeneration master - Amazing ability but it requires you to be diligent in collecting globes. With this build you are required to be somewhat of a roaming warrior. I consistently get over 60 HP/sec by the end game with this skill. Keep in mind this isn't WoW with the in combat/out of combat skills. This ability is healing you every second, even in combat. Once you build this skill up you might as well have a mini pocket healer following you around. This is awesome for late game when being constantly involved in map objectives and team fights are the keys to victory. No more hearthing back when you get damaged as you regain HP quickly.

Level 4 Top

Amplified Healing - When you see amplified healing many players think "Oh it makes you get more health when healed from teammates." That is 100% correct, However it does more than that. Amplified healing increases EVERY healing or regen ability. Picking up a regen globe after getting Regeneration Master gives you 1.95 hp/sec bonus rather than 1.5 hp/sec. Your healing fountain also heals you for 30% more which is very helpful when healing during objectives or team fights. You even gain health 30% faster at the bloody altar in your base. This also increases the healing amount you get when picking up a regen globe by 30%. Finally this increases the healing amount of Angelic Absorption at level 13. Even if there is no healer on the team Amplified Healing is the correct choice.

Level 7 Top

Battle Momentum - Sweet merciful **** I love this ability. Battle momentum also decreases the cooldown of you HEROIC ability which is insane. Battle momentum is great for prolonged team fights where you need to have your abilities off cooldown to escape or finish kills with either Smite or El'druin's Might You also have high sustain with Righteousness coming off cooldown more quickly. Adding on the decreased cooldown of your Heroic this ability is a must have.

Level 10 Top

Judgement - One of the best Dive/Initiates in the game. This is unbelievable to pick off a low HP opponent in a crowded, hectic team fight. Judgement completely ignores any terrain. You are able to cast it through the walls of Tomb of the Spider Queen, Trees in Garden of Terror, over the Chasms in Sky Temple and the list goes on. Finish off an enemy and use El'druin's Might to easily escape. I also use this to cancel opponents Heroics such as Valla's Strafe or Nazeebo's Ravenous Spirit

Level 13 Top

Angelic Absorption - This ability can make Tyrael a viable main tank, before level 13 I would not attempt to be too tanky but after level 13 my confidence in tanking skyrockets. The heal on this ability is generous. Taking siege/merc camps actually heals you for more damage than you take when this ability is active. You literally can get full health after taking a camp or clearing a minion wave. This is also great to tank a boss. Your support does not need to touch you while you tank it and can focus on other players. Paired with Battle Momentum your shield is up very regularly. This adds to your survivability and your teammates. Don't forget, Righteousness also is cast on nearby allies, not just you. Countless times I have saved an ally by moving near them and casting Righteousness to shield and heal them. You become a very viable camp taker late game. you get a regeneration globes on each camp further increasing your health regen. Your Heroic ability is greatly reduced thanks to Battle Momentum and you also take zero damage with Angelic Absorption

Level 16 Top

Holy Ground - I'll have to admit, this ability took a while to warm up to. After watching the 2015 world championships at Blizzcon I had to give it a shot. I usually would pick Blade of Justice I've been able to replicate them exactly. The area is wide enough to block escapes behind tower walls and is amazing for maps with twisting, narrow corridors. Many areas on many maps can be completely blocked off using Holy Ground It takes some practice and a certain skill level but once its reached any other talent at this level seems like a downgrade.

Level 20 Top

Angel of Justice - Now Judgement has the cast range of your entire screen. The range is unbelievable. with the recent changes to Judgment it's near impossible for enemies to escape or run into fog of war to cancel your heroic. Prior to the changes if an enemy was running away Judgement would be cancelled if they traveled a certain distance, also if they ran into fog it would cancel it. In the recent patch enemies are revealed even in fog. Also, the distance they need to move to escape the initial cast has been greatly increased. The reduced cooldown plus Battle Momentum allows you cast Judgment every 30-40 seconds.

Conclusion Top

Although possible it is difficult for him to be a solo tank. He truly excels in a double warrior comp.

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