Tyrael
Build: General build
Level 1
Level 4
Level 7
Level 10
Level 13
Level 16
Level 20
His most useful ability, in my opinion. Basically, can be used for the following: -chasing -escaping -blocking (requires talent) -damage (sparingly, explained in the spoiler below) |
His shield. Not too strong, and has a huge mana cost, but the fact that it affects your teammates as well, in an aoe, makes it a very good teamfighting defensive tool. Basic uses: -stopping some incoming damage, on demand (for example, Valla Multishot on you and your teammates in lane, or before Sylvanas Shadow Dagger spreads on your team in a teamfight, to mitigate some of the damage) -reducing damage taken by your team in a teamfight (can get much more effective if talented accordingly) -absorbing what would have been a killing blow on you, and walking away, alive -with the recommended tier 5 talent, Angelic Absorption, can be used as a lane sustain ability (explained in the spoiler below) |
Your main nuke/harass ability. Uses include, but are not limited to: -helping clear minion waves, since the aoe and damage are quite decent -harass enemies in lane. It hasn't got too much range, but it can be very effective, and the lower mana cost does make it somewhat spammable, even for Tyraels standards -boosting your and/or your teammates speed (more on this, and other topic related to this spell in the spoiler below) |
The only hard disable that you have, and also adds to your initiation and chasing capabilities. You'll most frequently find yourself using it for the following reasons: -to initiate -to chase fleeing enemies -to interrupt channeled abilities |
Objectively, I'd say this heroic is better than Judgment, but much harder to use, especially in solo play, and for new players, so I do not suggest picking it up unless you know absolutely what you're doing, and how to use it. Not just you, but your team, as well. It does have a much bigger potential to turn a teamfight gone terribly wrong completely around, and in your favor, though. However, Judgment is much easier to use, just by yourself even, and can come in handy for when you need a hard disable, and still might do miracles from time to time, if you interrupt the right target at the right time. |
The downside of this trait is that it requires you to die. However, it does have it's uses, and allows you to do a bit more work, even after you received the killing blow. -decent aoe damage (of course, its value increases as you hit more enemies) -pushing and counterpushing (more about this in the spoiler) -finishing off enemy heroes -making enemies go out of position to evade you |
An addition to your trait ability. Still requires you to die, and it's generally not a good thing to count on that, as you don't want it to happen often. It's not that terrible in itself, since you are the initiator, meaning it's not impossible for you to die first in a teamfight, and the shield is quite huge on your allies. I'd say that it's not a bad idea to pick it in case you find yourself actually dying first in most of the teamfights, but the problem is it's tier 1, so you pick it before you get to actually see how the game is going (unless you don't pick anything, and come back to it later... :D). |
This talent looks much better on first glance, than it really is. Don't get me wrong, it's not bad, it's a good talent, because El'druin's Might is probably your most useful ability, but I don't feel this talent is too important because many times you won't even target it at enemy heroes, but over cliffs, for example, to escape, or even if you target heroes, and chase them, if one El'Druin's Might is not enough, chances are the cooldown reduction of 3 seconds won't matter, since in the early game they will be close to their gate anyway, and later in the game, you'll potentially have Battle Momentum to reduce the cooldoown. Having both is kind of an overkill. |
Even though all talents in this tier can work, this one is usually the biggest reason why no other talent is picket. I feel like it just outclasses them by a lot. It improves the damage on enemy heroes of your main nuking ability, which, on top of that, is also spammable, and giving you and your allies a speed boost. I won't say that this is always the right pick from this tier, but it is 99% of the time. |
This talent offers very little in the early game, but grows in power as the game goes longer. It has amazing synergy with the tier 2 talent Amplified Healing, and can give you great lane sustain later in the game. This can be taken over Purge Evil in those games where you know it will come down to pushes, rather than teamfighting, as you'll be able to push more aggresively, tank some damage, and then retreat a bit to regenerate, so you can continue pushing fast. It is very well capable of getting you to huge amounts of regeneration by the 20 minute mark, and has good synergy with talents like Angelic Absorption to further boost your sustain, and therefore pushing power. |
As mentioned before, great synergy with Regeneration Master and Angelic Absorption, offering lane sustain, or with a healer in your team, offering more teamfight sustain, too. It does loose some value if you have no healer in the team, but can still be very viable if you're doing a dedicated pushing strategy, or find yourself tanking mercenaries and bosses often. All-in-all, I find myself using this talent most of the time when we have a healer. |
Unless you're going for a auto-attack based talent build, than this talent doesn't do too much for you other than offering a lane sustain which is only good in the early game, since it gets outclassed hard by the
Regeneration Master +
Amplified Healing talent combo later in the game for pushing, for example. It does have good value in a build focused around auto-attacks, synergizing greatly with Searing Attacks and Nexus Blades, so it can be considered in those cases. |
Usually my go-to talent in case my team has no healer. As mentioned many times before, Smite is very spammable, this makes it even more spammable, and you become a pretty scary damage dealer. Keep in mind that this is affected by creeps hit by Smite, not only heroes, so it's an amazing tool for pushing and even jungling. Not that much to add here, it improves your bread-and-butter ability, and in my opinion, the decision only comes down to between this and Amplified Healing, in this tier. |
So, this allows you to use your abilities after you die, and before you explode. The catch is, they deal no damage. Now, aside from being useful only when you've died, it allows you only to boost your teammates speed using Smite, or to block enemies using El'druin's Might + Holy Ground, which is not bad, but most of the time you'll also need to explode in the right place, and the timer is very small, making it hard to use abilities at the same time. I feel like this is way too situational to be generally useful (because the situation in which it would excel will very rarely happen). |
This is the tier 3 talent to pick up 99% of the time. In general, it outclasses all the other options in this tier, which could be more useful in very specific and specialized situations, such like extremely pushing oriented builds, or auto-attacking build, but in the general case, and even in these cases sometimes, Battle Momentum is just too good to pass out on. It help you with literally everything that you can do: in chasing, escaping, nuking, pushing... |
Another talent that probably sounds much better than it really is. Movement speed almost always good. It's only not so good when you have too much of it (yes, it's possible to have too much). If you're chasing someone, and close the gap using El'druin's Might, you'll usually follow up with Smite, which gives you movement speed, and you'll start auto-attacking them. You will already be on top of them, and you're already sticky enough, that this talent seems a bit lackluster, and the excessive movement speed goes to waste, since you'll just end up getting stuck behind the enemy, for another auto-attack. |
More damage is mostly good, but it requires you to run into many enemies to actually do some serious aoe damage, and then you're putting yourself in big risk. If Battle Momentum wasn't in this talent tier, maybe I'd give this one a bit more thought, but as it is, I'd only ever consider this talent over Battle Momentum in dedicated pushing builds and strategies. |
As with most talents that boost your shield, this one has the greatest application in a dedicated pushing build, since in every other scenario, the shield is broken by damage before it's original duration expires. It might have some value in giving you more time to preshield your whole team, and run into a teamfight, making it possible to reshield them again fast in the fight, because the cooldown will already be ticking, but, again... Battle Momentum. |
As Tyrael is an extremely mana hungry hero to start with, further increasing his mana consumption is a bad thing, naturally. However, it is possible to make this talent work in your favor, using a very auto-attack oriented build, which I do not consider to be very viable, but that's just my personal opinion. In actuality, the biggest problem that I have with such a build is the fact that the one I listed in this guide works much better for me, for my play style, which may not be true for you. |
The choice of your heroic ability. As these are actual abilities, and not just boosts for already existing abilities, they are explained in the Spells section of the guide. |
Generally a pretty good talent, especially if the enemy team has a lot of melee heroes. It does a decent amount of damage, which works very well for pushing and taking mercenary camps, so it's a talent worth considering in many situations. |
My go-to talent, regeneration-wise. This is what I like to use as my sustain in the lane, and it can be made to work very easy in the jungle, too. Abusing creeps to trigger the regeneration is a very good idea, since they do low damage, and don't burst the shield too quickly, if done correctly. Generally allows you to stay longer in lane, pushing more, harassing more, and soaking more experience, what's not to like? (It's rhetorical) |
This can be useful in some situations, especially in lane, for some control over enemy creeps. It's a bit harder to use in a teamfight, because even though it's a good thing to slow down enemies, you won't slow too many of them, since heroes will break your shield too quickly. Has some synergy with the tier 6 talent Salvation, but I am not too happy about either of these talents, because I feel like there are better options to take in their respective tiers. |
This talent can offer you amazing hitting power, since it is affected by creeps hit by Smite, as well as heroes. Very useful to get that one huge blow that you need to finish somebody off, and also a very good pushing tool to take down towers and keeps. It's a must take for a dedicated auto-attack build, but other than that, I still slightly prefer Angelic Absorption. You can try both, and see how you feel about them, but this is certainly a talent worth considering (in my humble opinion, of course). |
Again an auto-attack oriented talent, which could find it's uses even in build not focused on auto-attacks, since you'll be using El'druin's Might as a gap-closer, aside from other uses, and so this can help a great deal in securing kills. It could even make El'Druin's Might more viable as a harassment tool, giving you some more justification for it's mana cost. This is definitely a talent worth considering, depending on your play style (this talent has a great emphasis on a very aggressive Tyrael). |
By far my favorite talent in this game, for any hero. I am inclined to call it overpowered, because not only does it give you the ability to make a wall, pretty much, permeable for you and your allies, but not for your enemies, having huge potential uses, as well as very creative aspect to it, in the ways of how you can use it, but it also does that to your most useful ability, El'druin's Might. A pair made in heaven, and all this makes it so easy for me to pick a tier 6 talent, even though they are all very, very good (definitely the tier with the best talents on Tyraels disposal), and it's definitely this talent (as I said, for me. Seriously great talents, pick your favorite, suiting your situation and your play style, they can all work amazing). |
Unfortunately, the description doesn't say "... for each allied unit being shielded", counting in your creeps... This is probably the worst talent in this tier, but far from being actually bad. Being the worst of the best is often better than being the best of the worst, which is definitely the case here. It might not add too much to your solo pushing potential, but it definitely adds up in a teamfight where you are able to shield many of your allied heroes at the same, and makes the combo with Zealotry very much viable, in the sense that you can preshield, go in, and shield again soon after the shields are broken, effectively making it like you used Righteousness 4 times in the span of just a few seconds. If there's too much teamfighting going on, I'd consider picking this talent up even in place of Holy Ground, no question about that. |
Great talent if you're building your Tyrael as a tank, and even better if the enemy team has one more very high hp tank heroes, as you'll be able to take a huge chunk off their hp, as well as heal yourself a whole lot, even more if you have Amplified Healing. In a high-hp enemy team composition, I would consider picking this talent, definitely, as it can do a lot of work both damage-wise and survivability-wise, if used on the right targets. |
A very good talent in itself, but I feel like Tyraels skill set and talents make it possible to go around this talent, and pick another one that can be more useful, having all this in mind. What I mean is, you have any gap closers as it is, so I wouldn't say that the range increase is that crucial. Of course, in specific situations, it can be crucial, if an enemy is channeling a spell that you want to interrupt, and they are positioning themselves consistently well out of your range, you could consider picking this talent up, if you don't feel confortable closing the gap using El'druin's Might, or if it's too dangerous too adjust your positioning to make it easier to catch the scary channeler. The cooldown reduction part is mostly not important, because it's still long enough to not be usable in the same teamfight twice, or you're able to get it off cooldown quickly for the next one thanks to Battle Momentum, if you picked it up. |
Viable in case you're using Santification as your heroic ability, of course, since the effect is very strong, and another second of it is a huge deal, and is able to have a big impact on the game. It just depends on which heroic ability (tier 4 talent) you picked up earlier, and if you need the bonus 1 second to Sanctifications duration (which you should be able to recognize by now in the game). |
Once again a talent that makes the decision making process easy for me. It's a great talent, and very versatile. Can work in any case - whether you're the tank, the initiator, the dps (damage per second, damage dealer) trying to stay alive, it just does the job done. Boosts your survivability heavily, makes your shields a lot more viable, because it effectively increases the amount that they block, preserving your health even further. Unless you absolutely need Holy Arena or Angel of Justice, or you're going a heavily auto-attack oriented build, this is hat you pick up. |
Pretty much a must-pick for auto-attack builds (unless other reasons justify Hardened Shield to be the priority). This is the main reason why such a build is completely viable, as it not only helps your damage, but also makes you even more sticky, rendering your enemies now almost impossible to run away from you. |
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