Tychus Rework by Murraythehuman

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Tychus Rework

By: Murraythehuman
Last Updated: Feb 21, 2022
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Tychus Rework

Trait Revamp

Tychus, while not being particularly bad in his current incarnation, stands out as a character who had the core of their entire design completely changed as the developers struggled to find him his a niche that could be considered fair and balanced. From needing to prep his basic attacks before battle to needing to power them up during it, his kit always suggested the design of someone who needed to stick to his foes while also maintaining a healthy distance. Q lets him move whiled dealing damage, W lets him knock his foes around to disrupt their escape, and his E lets him catch up. These are all sound concepts, but in practise they almost seem to fight with his trait for what can be considered the 'core' of his character.

That's not to say that Tychus has identity issues, far from it, as he's regularly regarded as the premiere tankbuster thanks to his on-demand % damage. But where his other moves suggest a character who persists and sticks close to his enemies while remaining mobile, his trait asks him to wait for his moment, then maximizing value when he decides to unleash %-damage hell on his target, which requires him to stay as still as possible. This is fine, in theory, a character whose core value comes from picking his moment, but little else about Tychus suggests this style of play.

In making this kit, I will have to say goodbye to some of the more interesting Minigun talents Tychus has, but in turn I've moved a lot of those mechanics over to Overkill, which is simply the more dynamic ability of the two. Minigun is a fairly boolean tool, while Overkill presents opportunities to maximize its value by hitting multiple enemies at once.

The core change I've made is to turn Minigun into a ramp-up style Auto ability, similar to Tassadar. But where Tassadar can charge on any enemy, Tychus must charge up his abilities on enemy heroes specifically, something that will require him to make great use of his abilities and talents.

Pain Points
  • Ability design conflicts with functional identity.
  • Somewhat one-dimensional gameplan.

Goals
  • Retrofit his design to match his original intentions while still respecting his new identity as a tank shredder.
  • Add in some extra rewards for making good use of his abilities.

Combat Trait

1
Minigun
Basic attacks against heroes grant Tychus a charge of Rhythm, stacking up to 20 charges. Rhythm decays rapidly after 2 seconds of not basic attacking a hero. For each charge of Rhythm he has, his basic attacks deal an extra 0.1% of a hero's maximum health as bonus damage.

Primary Abilities

1
Overkill
Unchanged, except "While channelling, Tychus cannot lose Rhythm." at the end.

I want to tie this one into Minigun more, but there's not really a good solution. That said, the move could be adjusted to count as an auto attack, but I'm not sure if that's a good move.
Because Tychus deals very little AA damage to minions, this move will need to be made a bit stronger, so it can clear waves more easily.
2
Frag Grenade
Unchanged.
3
Run and Gun
Cooldown: 12 seconds.
Mana: 30.

Tychus is no longer so immediately dangerous, so Run and Gun has two charges now, returned simultaneously, but a 2 second longer cooldown.

Heroic Abilities

1
Commandeer Odin
Added functionality: While active, Minigun is fixed at 10 charges of Rhythm and the damage dealt to the main target splashes in a radius around them.
2
Drakken Laser Drill
Unchanged.

Level 1 Talents

All Trait talents. These help Tychus earn or maintain stacks, as well as rewards for staying stacked. Press the Advantage lets Tychus play more safely, and lets him maintain Rhythm once he has it, while Relentless Soldier lets Tychus survive longer while in the thick of things. In the Rhythm, while riskier than the other two, provides a much bigger payoff should the quest be completed.

Trait (D): Press the Advantage - Increase Tychus's basic attack range by 10%. Gain an additional 10% range for every 10 charges of Rhythm Tychus has.

Trait (D): In the Rhythm - Rhythm now decays after 4 seconds of not attacking heroes. Quest: Maintain at least 10 Rhythm for 100 seconds. Reward: Increase your maximum rhythm to 30. Quest completes twice as fast while at 20 rhythm.

Trait (D): Relentless Soldier - Tychus gains 1 armor for every charge of Rhythm he has. Passive: Tychus gains 10% increased maximum health.

Level 4 Talents

Some old 1 and 4 Talents are revived here. These also assist Tychus in gaining charges of Rhythm.

W: Quarterback - Hitting Heroes with Frag Grenade grants 2 charges of Rhythm and resets its decay duration. Passive: Increase the range of Frag Grenade by 50%.

E: Dash - Increase the range of Run and Gun by 25%. Each charge grants 10% increased movement speed for 2 seconds, stacking up to 20%.

Passive: Master Assassin - Tychus gains 10% increased basic attack speed. Reward: After getting 15 takedowns, Tychus's basic attack speed is increased by an additional 15%.

Level 7 Talents

Once again, some talents return at level 7. Overall 7 is a flex tier that cements Tychus's role. Combat Tactician works well at enabling a less AA-focused Tychus, while Melting Point lets him work better as a lane duelist or monster-slayer, while The Bigger They Are... may be a bit OP in its current incarnation. I've retained it for its uniqueness, but it may be much harder to balance around this new version of the character.

Trait (D): The Bigger They Are...: Minigun deals 0.2% damage per stack of Rhythm, but Minigun no longer deals damage against heroes below 25% health.
VERY tentative numbers. I'm keeping this talent only because it's rather beloved, but I think it's functionally very dangerous and out-of-place in this rework.

Q: Combat Tactician - Reduce the cooldown of Overkill by 2 seconds. Every time it damages a hero, lower the cooldown of Frag Grenade and Run and Gun by 0.25 seconds.

W: Melting Point - Enemies hit by Frag Grenade take an additional 75 damage over 3 seconds. This damage is increased by 100% against Minions, Mercenaries, and Monsters.

Heroic Talents

As above.

Level 13 Talents

New to Tychus, a dedicated sustain tier.

Q: That's the Stuff - 4 seconds after activation, Tychus heals for all damage dealt to heroes with Overkill.

E: Grin and Bear It - Dashing with Run and Gun grants a 140 health shield for 2 seconds, stacking up to 280.

Active: Neosteel Coating - Gain 75 Spell armor for 3 seconds. 30 Second CD.

Level 16 Talents

Flex tier. Not as powerful as a lot of 16 talent tiers.

Q: Armor Piercing Rounds - Each time Overkill hits an enemy, their armor is lowered by 2 for 3 seconds, stacking up to 10 times.

W: Titan Grenade - Frag Grenade deals bonus damage to Heroes equal to 5% of their maximum Health.

E: Bob and Weave: Run and Gun gains an additional charge and its Mana Cost is reduced by 10.

Storm Talents

It might be an idea to rework the heroics later, but for now I've just introduced two new 20 talents. Ready, Set, Die! lets Tychus regain his old trait, but with all the improvements lended to it through this rework. I Can Do This All Day, on the other hand, enables an ability-focused Tychus player to hold their ground.

R1: Big Red Button - Unchanged.

R2: Focusing Diodes - Unchanged.

Q: I Can Do This All Day: Overkill grants Unstoppable when damaging a hero.

Trait (D): Ready, Set, Die! - Activate Trait to instantly gain maximum Rhythm charges. 40 second Cooldown.

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