Unkillable, Solo Tank, Support, Bruiser. Tyrael - Archangel of Justice. Wrath of Heaven. by Santy

Unkillable, Solo Tank, Support, Bruiser. Tyrael - Archangel of Justice. Wrath of Heaven.

By: Santy
Last Updated: Jan 24, 2017
13 Votes
Build 1 of 8

Tyrael

Build: 1: Solo Tank / no Healer.

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Tyrael

Build: 2: Solo Tank/Full CC. Against AA damage.

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Tyrael

Build: 3: Off Tank / AOE. Against mages.

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Tyrael

Build: 4: Bruiser. Against sustain comps.

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Tyrael

Build: 5:Bruiser/AA Burst.Against dive comps.

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Tyrael

Build: 6: Bruiser. Mobility for Dive comps.

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Tyrael

Build: 7:Unkillable.DmgSoak''ChenStyle''

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Tyrael

Build: 8: For fun in Quick Match only!

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Content and change-log. Top

Content:


1 - Intro.
2 - The Example builds.
3 - How to pick your build.
4 - Talents in depth.


Created: (Patch 19.2 - Gul'dan)

Updated: (Patch 19.4 - Auriel) - minor changes due to the new hero and some formatting.

Updated: (Patch 19.5 - Auriel balance) - Tyreal got some changes, allowing for more diverse play-style. Added 2 new builds - "Bruiser / AA Burst. Against dive comps." and "Unkillable. DmgSoak "Chen Style"". Changes to talents descriptions due to patch. Changed the name of the guide from "Solo Tank with no Healer - Tyrael." to "Unkillable, Solo Tank, Support, Bruiser". Changed build names to clarify their purpose.

Updated: (Patch 20.6 - Zarya balance) - No major changes to Tyreal. However with the introduction of the "Machines of War" event, we got 2 new maps, 2 new heroes and lots of changes to the game itself. Most notably mount speed bonus reduced from 40% to 30%. That brought nerfs to mobility talents used in battle as well. So with his high mobility, and the ability to buff the movement speed of his team Tyreal got even more useful in team compositions. Not many major changes to the playstyle however.

Updated: (Patch 22.1 Varian bugfix) - Again no changes to Tyreal. With the introduction of multiple melee assassins to the game he becomes more useful. Did some corrections in the text.

Intro. Top

Tyrael Archangel of Justice. Truly he is one of the most versatile heroes in the Nexus. And that can be expected from an Archangel. He is powerful warrior, charging the enemy first and laving the battle last. His divine power protects his allies from everything. His wrath sends those that dare attack him into oblivion. And he is more powerful than ever, with the arrival of Auriel, the Archangel of Hope to the Nexus.

The way Tyrael is perceived in Heroes of the Storm is as "Off-Tank, Pseudo-Support" hero. The reality is, that depending on the build you take, Tyrael can be treated as tank, bruiser, secondary support, or anything in-between. Hes playstyle varies greatly on the talents you take, which makes him very hard to master. But once you do master him, there is no force capable of stooping you and your team.

In fact a master Tyrael player, can keep his team alive as solo tank, without needing any support in his team. This simple fact can let you have 1 more damage dealer in your team, and ultimately let you overwhelm the enemy, granting you easy victory. As a matter of fact, finding the right build for such playstyle, was one of my goals when creating this guide.

But then again master is not a word reserved for most, so don't expect to get there, only with reading my silly ramblings. Go play a game with him, have fun and find what works best for you. ;)

The Example builds. Top

I have created 8 example builds.

The first 6 are my preferred builds for Ranked and Unranked. They begin with the highest amount of protection to Tyrael and his team. Gradually the amount of protection is traded for extra damage, until the last build, which is auto-attack bruiser Tyrael. Every build performs well against certain enemy team composition, yet some may need another warrior in your team.

The 7th. build is the Unkillable build, which focuses on keeping you alive no mater what. so you can be in the enemy's face .

I wanted to put one build for the people who love Judgment, so the 8th build is based on a fun concept I sometimes enjoy in Quick Match.

1: Solo Tank / no Healer.


Protection in Death- Swift Retribution- Zealotry- Sanctification- Imposing Will- Holy Ground- Holy Arena.

The sole purpose of this build is to keep your team alive.
Every talent is taken with that intent, and that intent only. This works well with any team and any enemy composition, however build 2 and 3 are better in normal compositions. This is more of a dedicated build. Since Tyrael is considered an intriguing blend between warrior and support, I attempted to make a build, that can be used for a solo warrior Tyrael and NO support in the team at all. This is what I came up with. Best to play with melee-heavy composition, of heroes that have nice self-sustain and/or decent mobility, some crowd control helps too. Examples - Xul, Thrall, Sonya, Greymane, Kerrigan, Illidan,... Abathur with team-fight oriented build, using Ultimate Evolution, (Preferably on Greymane), is a great addition to this composition as well, because he can provides shields to the team as well. Especially if he takes Networked Carapace. And the Ultimate Evolution copy can be used to engage first, instead of Tyreal.

How to use: You begin fights with Righteousness to pre-shield your team, and then dive the enemies with El'druin's Might. You will be targeted and take damage, but also you will slow the enemy heroes thanks to your Imposing Will talent. At that point your teammates will follow you in, so you pop your Sanctification, to prevent any damage the enemy team can deal - from abilities that they didn't use on you, heroics or auto attacks. This is 3 seconds, in which your team just blows up anything in sight. The extra 1 second and 25% bonus damage at level 20 helps too ;). Your role is to use Smite, empowered with Swift Retribution, to give extra speed to your team, and start attacking the enemy back-lane yourself. Even if you don't get a team-wipe, you will easily score multiple kills. After the invulnerable effect expires your Righteousness will be ready to use again thanks to Zealotry. In case things somehow go bad, for example you dived under a keep :D, usually the one to die will be you. Just move over your teammates. When you blow up, they will get a huge shield thanks to Protection in Death. At this point its almost like having second Sanctification, with the added bonus of killing any hero near your team with Archangel's Wrath.

(It's hard to convince 4 strangers to play such draft, so most of the play-tests were with 3 melee heroes and an offhealer such as Tyrande or T***adear. The build performed really well, but I only managed to run 2 games with no healer. Both led to crushing victories, and 100% success yet 2 games is not prove-of-concept. I hope some of you will give me feedback, if you try this build, with no-healer composition.)

2: Solo Tank / Full CC. Against AA damage.


Even In Death- Horadric Reforging- Zealotry- Sanctification- Imposing Will- Holy Ground- Nexus Blades.

Best against ranged auto-attack enemy compositions.
The build consists of all talents, dedicated to crown control. Is't well balanced build, between defending your team and punishing the enemy. Your role is mostly to be in the enemy's face, so they will attack you and activate Imposing Will, as well as to slow targets with El'druin's Might and isolate them with Holy Ground. Tyrael does't have the most powerful CC, but his CC abilities are perfect to counter AA heroes. Even In Death is taken as your "worst case scenario game-changer". You will be a psychological nightmare for the enemy team to kill. Remember that all effects of your abilities still work after death, including Holy Ground.

3: Off Tank / AOE. Against mages.


Even In Death- Horadric Reforging- Reciprocate- Sanctification- Burning Rage- Holy Ground- Hardened Shield.

Works surprisingly well against multiple enemy mages.
The build is based on, Reciprocate and Burning Rage. With this build you give up some of your own defensive talents, so you are easier to kill before level 20. In exchange you get 2 Area Of Effect damage talents. The CC component from El'druin's Might is still present so you can keep enemies in range of your AOE damage. It can work as solo warrior, but it is best to play with another warrior in your team, preferably one with good CC such as - E.T.C. or Anub'arak.

4: Bruiser. Against sustain comps.


Even In Death- Horadric Reforging- Angel's Grace- Sanctification- Burning Rage-Blade of Justice- Nexus Blades.

It's best against compositions with 2 tanks or 2 supports.
First bruiser build. The intention is to get the most out of Blade of Justice. This build is designed for prolonged fights. The double tank meta is perfect for it as both your team and the enemy team will have at least 3 heroes with low damage - tanks and supports. If the fights tend to end fast you might get better results with another bruiser build.

5:Bruiser / AA Burst. Against dive compositions.


Purge Evil- Horadric Reforging- Follow Through- Sanctification- Angelic Might-Blade of Justice- Nexus Blades.

Best for killing enemy divers.
This build is centered around Follow Through. You focus on maximum burst damage. That makes it perfect to counter enemy dive heroes such as Illidan, Kerrigan, Greymane. As soon as they engage use Sanctification to prevent damage, and hit the diver with all you have. This is your dream build as a bruiser, but in most cases you will lack the gap-closer, to deliver your damage. However against aggressive teams, they will come to you. :)

6: Bruiser AA mobility. For Dive compositions.


Purge Evil- Swift Retribution- Angel's Grace- Sanctification- Angelic Might-Blade of Justice- Nexus Blades.

Best for diving squishy assassins.
The intent is to get the most amount of damage you can, while charging the enemy. If your team has "dive" heroes, this build will let you keep up with them and the running enemies. It is incredibly mobile build, and it's best for chasing and killing squishes. The focus is single target damage, so it works with "stun-lock" or "blow up" composition as well.

7: Unkillable. Damage Soaking "Chen Style".


Regeneration Master- Amplified Healing- Zealotry- Sanctification- Angelic Absorption- Salvation- Hardened Shield.

If you prefer playing a tank, that protects the team, by constantly being in the enemies face. Then this is your build.
This will let you charge the enemy to your heart's content. You fill your role by forcing the enemy to focus you, so they can't target your team. The latest changes to Angelic Absorption and Salvation make this playstyle viable. If you like Chen or even Johanna, than you might like this build.

8: For fun in Quick Match only!


Purge Evil- Amplified Healing- Reciprocate- Judgment- Angelic Might- Blood for Blood- Angel of Justice.

This is interesting build, just for fun. I only recommend it for Quick match. Please don't try this on the ladder, as it is often ineffective outside of the burst combo.
The intention is to charge one hero, deal as much burst damage as you can, and then disengage. Here is how it works: You activate Righteousness. Then you use El'druin's Might on a location near or behind you. At this point you are ready with the preparation. Pick a target and charge it with Judgment. If you did everything right, just as you hit and stun your target, Righteousness will expire and the damage from Reciprocate will hit your enemy. You follow up with Smite, improved for maximum damage, and Blood for Blood. Tyrael will execute 2 auto-attacks, 1 before the Smite and 1 after. The reason you used El'druin's Might, is to teleport away after the combo. Keep in mind that the timer is just enough to use all your abilities and teleport away. If you are too slow to use Judgment after El'druin's Might or if you take too long for the combo, you will be stranded in the middle of the enemy team with no way out.


Again those are just example builds. They work for me. It's best to pick talents according to the current match, your team and the enemy team. Experiment and discover what is best for you.

How to pick your build. Top

Generally you want to pick all your talents according to the match you play. Your teammates' talents and enemies' talents. But in the beginning of the game its hard to take that into account. So in certain situations I pick 1 build and according to the development of the game I alter it if needed.

So here is how I pick my builds.


In case I have to play tank I take a tank build. If not I decide according to the enemy composition. The most common composition is 1 tank, 1 support, 1 mage, 2 AA damage dealers (Here I include most specialists with decent hero damage). The alterations are: 2 mages. Or 2 tanks. Or 2 supports.

If I am the only warrior:
- and there is no healer in the team. - It is obviously build 1: Solo Tank / no Healer.
- and we have a support. - I usually go with build. 2: Solo Tank / Full CC. Against AA damage.

In case our team has another warrior (preferably tank):
- and the enemy team has at least 2 AA range damage dealers. - 2: Solo Tank / Full CC. Against AA damage.
- and the enemy team has at least 2 mages. - 3: Off Tank / AOE. Against mages.
- and the enemy team has 2 tanks or 2 supports. - 4: Bruiser. Against sustain comps.
- and the enemy team has at least 3 melee heroes (not counting supports) - 5: Bruiser. / AA Burst. Against dive compositions.

The only specific cases left are, if 1 team has "Dive" composition.
If the enemy decides to run "Dive" composition. - 5: Bruiser. / AA Burst. Against dive compositions.
If our team decides to run "Dive" composition. - 6: Bruiser. Mobility for Dive comps.

As for the other 2 builds. Take them in case you want to play the damage soaking style, or to have some QM fun.

Talents in depth. Top

Here is a breakdown of all the talents as well as some notes on them. I have rated them as:
[bad] - No useful benefit and no synergy with other talents.
[average] - Useful only in builds dedicated to 1 function / boosting 1 ability.
[good] - Nice talent with good synergy with other talents. Useful in multiple situations.
[best] - Talents with huge individual benefits. They outclass all other in their tier, and have strong synergy with most of the other talent tiers.


Level 1



[*] Purge Evil -[average]- Smite doesn't do a lot of damage to begin with. 30% of mediocre, makes for a mediocre talent. However this is your only option for consistent extra damage at level 1. If you don't need the self-sustain from Regeneration Master, or the utility provided by Protection in Death and Even In Death, then go for this.

[*] Protection in Death -[good]- Here is the thing about Protection in Death. Naturally you don't want to die at all. But just in case you do, you can make sure that your teammates will not follow you in the grave. In a way this talent can act as a second Sanctification. It will allow your teammates to win the fight, or if the situation is very bad, to retreat to safety, without further casualties. The proper way to use Protection in Death, is to first realize, if your team can win the fight, without loosing heroes. If no, than you must make sure, that Tyrael is the first (and only!) one to die. And in the process you must make sure, to soak all the damage, you possibly can.

[*] Even In Death -[good]- Everything about Protection in Death, apples for Even In Death. However this talent has another component. The enemy team naturally doesn't want to target the tank. But with Tyreal this is even more important. The enemies know that if they kill you, they will have to feel the power of the Archangel's Wrath. But Even In Death, ensures you will manage to blow up on top of the hero/es you want, 100% of the time. Basically you are a psychological nightmare to take down. Even In Death pared with Sanctification, provide an interesting 1-2 punch. If Sanctification doesn't decide the fight, then at least it will ensure some big damage is done to the enemy. At this point, if things look bad, get in the enemy team's face and start pounding the squishy back-lane. If they kill you, they will definitely have to pay for it, with at least 1, possibly 2 or 3 people of their own team. Make them decide between eating the damage, or joining you in the afterlife. Again your goal is to NOT die! But if you do, you take enemy hero/es with you, or at least deal huge damage to them, and let your team mop up the battlefield. Even In Death lets you use your abilities one last time. They don't do damage, but it has to be noted, that all the utility is still applied. So use the opportunity to shield your allies one last time with Salvation, and then block someone from running away with Holy Ground, before blowing most of his health away.

[*] Regeneration Master -[average]- A classic tank talent. The extra regeneration gives you great self-sustain, lets you stay in the fight for longer, and you can easily heal outside of combat. The 500 bonus health, that gives you a bit of extra juice to soak damage is nice too. In case you play Tyrael as tank, and decide to go the "damage-soaking punch-bag approach", this is definitely your best bet at level 1. I personally used to love this talent, but not anymore. After the last changes it got, as well as the re-balance made to fountains and globes, it is just too much work for too little benefits. It makes you spend a lot of time farming globes, while the effect is no longer that impressive. It's a good talent, but I rated it as average, because Tyrael doesn't benefit from it as much as most other warriors, for example Johanna, and Tyrael has better options at level 1.


Level 4



[*] Horadric Reforging -[good]- This is situational talent. In many cases you will use your El'druin's Might to escape from a gang attempt. Or reposition on the battle field, to shield allies with Righteousness, block off some path with Holy Ground, etc. However in a prolonged fight you will have the chance to slow enemies or block them much more often. For a hero with limited Crowd Control, Horadric Reforging is truly helpful, and in case you pick Blade of Justice at level 16, your damage will be significantly increased.

[*] Swift Retribution -[good]- It doesn't seam like much, but in truth this is 40% increase to the speed bonus, and 50% increase to the duration of Smite. The increased mobility is great. And the fact that it also applies to your team, might just give your teammates the gap-closer they need. In case you are running melee heavy composition, consider using this talent. Also works well paired with Angel's Grace at level 7.

[*] Amplified Healing -[good]- Late game this will provide you with around 3 extra health regeneration per second. It's not much. Unless you pair it with Regeneration Master at level 1, in which case you will get about 15 extra regen. However the real strength is not in regeneration. If you have a strong single target healer like Uther, Rehgar or even Lt. Morales, Amplified Healing will keep you alive and on the front-lane much longer. On top of that it has great synergy with Salvation and Blood for Blood. With the recent changes to health globes and fountains, Amplified Healing will give you lots of self-sustain even without Regeneration Master, and you don't have to go globe hunting.

[*] Vigorous Strike -[bad]- - This is decent talent, but in Tyrael's case, it provides way too little healing to be wort it. You get 23 health per attack at level 4, and 42 at level 20. For a hero that will be fighting at the front-lane or diving the enemy back-lane this is useless. If the other team wants to kill you, 42 health won't make a difference. Besides Vigorous Strike is designed for range assassins, that can keep attacking at full speed from a safe distance. Also if played as tank, Tyrael can never attack at full speed, unless his target has no idea how to kite, or run away. Amplified Healing outperforms Vigorous Strike in every situation, even in auto-attack bruiser builds.


Level 7



[*] Angel's Grace -[good]- This talent ensures you can escape from almost all bad situations. On top of that it gives you unmatched mobility on the battlefield, and unlimited chasing potential. This is a core talent in auto-attack bruiser builds, because it lets you hit enemies with full attack speed. And when you pair it with Blade of Justice you can land some nice damage and probably delete some squishy enemy.

[*] Reciprocate -[good]- It is interesting how this talent works. It is similar to your trait Archangel's Wrath, and surprisingly it can be a defensive talent as well. If the enemy is near you they positively don't want to destroy your shields, unless they want to take some nice amount of damage themselves. You see the damage that Reciprocate provides is about 50% more than your Smite and 1.5 times more than El'druin's Might. What that means is, that now your defense ability is also your best damage dealing ability. If you manage to stay near the enemy heroes, this talent will give you some nice boost. And Tyreal has no problem sticking to a target. If you struggle with it, you can take Swift Retribution, however I myself find it unnecessary. Another important thing is, that now you can wave-clear only with Righteousness. You shield your minions and at the same time deal damage to the entire enemy minion wave. You save both time and mana this way.

[*] Zealotry -[good]- What you get is a 6-second shield on 8-second cool-down. All on its own this talent won't change much for you. However it is a base talent, that is ment to significantly empower other talents improving Righteousness. The more frequent use lets you debilitate the enemy heroes with Imposing Will more often and possibly for longer period of time. Also with Angelic Absorption you can heal yourself more frequently, or build enormous shield with Salvation.

[*] Follow Through -[good]- The damage boost is not that great alone, but remember you get it 3 times. And the talent works well in synergy with many other talents - Purge Evil, Angelic Might, Nexus Blades.... In case you don't need the functionality Angel's Grace and Zealotry provide, then Follow Through is a safe bet any day. Still against multiple melee heroes Reciprocate will do better since it is AOE.



Level 10



[*] Judgment -[average]- By no means a bad heroic. The ability to dive in the back of the enemy team and isolate a specific target, can be extremely strong. Judgment is among the most powerful initiations in the game. As long as you use it properly and your team follow you in. Also it can be used as chasing tool, to ensure a kill. The only downside of Judgment is that you can't take Sanctification.

[*] Sanctification -[best]- Perhaps the strongest ability in the entire game. The only heroic, that can rival Sanctification, at least in my opinion, is E.T.C.'s Mosh Pit. No mater how bad a team-fight is going, you can turn it around with a press of a button. The invulnerable effect gives your entire team 3 seconds, during which they can dish out damage, and can't be harmed by anything. It takes some cooperation and coordination with your team, but when executed properly, there is no way to lose a fight. Activating Sanctification can protect your team from Mosh Pit, Sundering, Mighty Gust and all sorts of other high impact heroics. On top of that, if you see an ally in trouble, you can cast El'druin's Might to teleport near him use your Righteousness and Sanctification to keep him alive, and then give him extra speed with Smite. Sanctification can also be used as last resort, to keep yourself alive in case you get ganged by the enemy team.


Level 13



[*] Burning Rage -[good]- Another standard tank/bruiser talent. If you don't need the damage mitigation and Crowd control from Imposing Will go for the extra damage. Burning Rage helps with wave-clear, deals constant damage to multiple enemy heroes, and can reveal Creep Tumor.

[*] Angelic Absorption -[average]- Extra self-sustain for you. On first glance this is the best talent in the tier, however the shields from Righteousness are not that massive, so only few attacks will blow them up. This talent is not good alone, so to build high shield, you have to take Salvation at level 16, which will greatly increase the power of Angelic Absorption. Even in that case, this is not a good talent against compositions, with multiple ranged heroes, especially if they are auto-attack assassins. To make this talent wort it in team-fights you will have to take Salvation, Zealotry at level 7 and Amplified Healing at level 4. Angelic Absorption can let you restore your health easily outside of combat, by attacking minion waves or even mercenary camps and using Righteousness. You will soak the damage, but it will not brake the shield, so you can heal a lot of health easily.
If you want better protection to the entire team, or you don't want to invest in the other talents, then Imposing Will, is much better.

[*] Imposing Will -[good]- Can be situational. This is definitely the best solution to negate damage from Auto-Attack damage dealers. On top of that you get a great Crowd Control tool, because anyone that attacks you will have both their attack speed and move speed cut in half. This can negate a lot of damage from your team as well and it activates in case you are hit by AOE. For example Arthas using Frozen Tempest can slow you by 30%, but he will be slowed down by 50% himself. Just like Angelic Absorption, this talent can protect you much better with Salvation at level 16. However the slow will persist after the shield expires. Generally Imposing Will is far superior for keeping your team alive, than Angelic Absorption.

[*] Angelic Might -[average]- This talent got buffed, however to make meaningful impact, you still have to hit more than 1 hero with Smite. This is possible and easy to do against multiple melee heroes, but if the enemy has mostly range heroes, don't expect much from this talent. Also remember that Smite is often used to boost your speed or that of your team. Not to necessarily hit enemy heroes. You can easily get more out of Burning Rage. The only exception is the full bruiser build, because with it the focus is, to kill single targets as fast as possible.


Level 16



[*] Blade of Justice -[good]- Really nice damage boost. Tyrael has the mobility to stay in range for the duration, if build properly. Blade of Justice is the bread-and-butter of the auto-attack bruiser build. Or any other damage based build in that matter. I can sing praises about this talent, but the only way to see how strong it is, is to try it for yourself. When you combine it with Angel's Grace at level 7, you become a nightmare to shake off. In case you take Horadric Reforging at level 4, you can use the damage boost much more often, and you can slow down your target much more often.

[*] Holy Ground -[good]- This can be the strongest talent in the tier, because of its utility. At least at higher level of play. It can also be worthless, if used poorly or in case your team has the wrong composition to follow up on it. You can prevent heroes from retreating through their own gates, seal off narrow pats, to stop a hero from chasing your teammates or to run away. You can block and push back running enemies, steal camps and bosses... Your imagination is the limit. To be effective though, you need to think ahead how and when to use El'druin's Might and practice with the talent. Note that it is mostly a tank talent, and on a bruiser it can put you way out of safe position, and not taking Blade of Justice on auto-attack bruiser build, costs you way too much damage, to be worth the utility. Holy Ground is surprisingly effective with Even In Death at level 1.

[*] Salvation -[good]- On its own Salvation is great talent. When coupled with Zealotry at level 7 and Imposing Will at level 13, this talent shines. You can generate a lot of shields to yourself. Unfortunately Salvation increases only the shield amount you receive. The shields to your teammates remain the same. If Salvation would increase the shields to your team, this would be the best talent in the tier. But unless Blizzard add that effect in a future patch, your best bet to assist the team, is to take Holy Ground.

[*] Blood for Blood -[average]- Single target damage and self-sustain. Another generic talent and generally quite strong. But I honestly can't recommend this talent, over any other in the tier. The damage from Blade of Justice is much higher, the protection of Salvation is much better, and shields your allies. The utility of Holy Ground is unmatched. The only reasonable situation to take this is in case you are playing the "damage-soaking punch-bag approach" and have Amplified Healing at level 4.


Level 20



[*] Angel of Justice -[good]- A very powerful talent. Now you can use Judgment every 30 seconds. The downside is you picked Judgment and not Sanctification. Take care, that the range bonus can put you in danger more often than help you. You will get much more by using Nexus Blades for pure damage. Also in case you go with some bruiser build, you will need Hardened Shield, 4 out of 5 cases. Getting killed past level 20 is just too impactfull.

[*] Holy Arena -[good]- If your goal is to keep your team alive, than this is the only important talent to you in the tier. Sanctification is a game changer. 1 extra second is not a lot, but it can be the difference between a victory or a defeat. Not to mention that now your entire team gets 25% damage for the duration. If you and your team know how to use Sanctification, than the benefits of this talent are unmatched.

[*] Hardened Shield -[good]- This is 3 times more popular than any other talent in the tier. And for a good reason. Used in the right moment Hardened Shield can help you survive almost anything as Tyrael. But the reality of things is, that being killed as Tyrael is a big deal. For the other team! If anyone will die in your team its best that it is you. This is the sole reason I personally think, that Hardened Shield gets a bit more popularity, than it deserves on Tyrael specifically (it's picked 60% of the games.). But that is easily explained, by the fact that Hardened Shield is plain broken. A good player can jump in the middle of the enemy team, force them to blow all of their cool-downs on him, and then calmly walk away to watch, how his teammates slaughter the enemy. This is the reason I love Hardened Shield on Anub'arak.

[*] Nexus Blades -[good]- Damage, damage and then some more damage. Nexus Blades is important for the auto-attack bruiser builds, because of the extra damage, but also the slow. The slow can work miracles in a crowd-control build too. If your focus is to quickly dispatch a specific enemy hero, such as Lt. Morales than go for Nexus Blades.



As always thanks for reading my long guide. Please rate and comment.

Good luck and see you in the nexus :)

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