Beginner guide to Tyrael (how to contribute in your first few games, with an emphasis on explaining his abilities and talents) by Tropo

Beginner guide to Tyrael (how to contribute in your first few games, with an emphasis on explaining his abilities and talents)

By: Tropo
Last Updated: Dec 13, 2015
0 Votes
Rating Pending
Build 1 of 1

Tyrael

Build: General build

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

(0) - Table of Contents Top

(I) - Introduction Top


This guide is mostly targeted at people who either didn't play Tyrael at all, and intend to try him out, or who have already taken him for a spin, but are looking for some advice as to how to improve initially.

My goal is to introduce you to his skills and talents set, and give you a basic idea of how they should be used and how to decide what talents to take.

As to Tyrael himself, he is a fairly good pick for new players, I would say, thanks to a number of reasons. I will list some of his pros and cons:

PROS:

1. Tanky enough for you not to die too easy, so it gives you some room for error in positioning and overextending.
2. His abilities all have escaping potential, especially his Q, which can be boosted even further with talents, I will explain this point more when going over his spells and talents.
3. A pretty good all-around hero.
4. Very flexible hero in terms of roles and talent builds.
5. Abilities that buff many nearby teammates, and debuff many nearby opponents at the same time.
6. Low basic Smite cooldown, resulting in easy chasing and escaping, since it can buff our movement speed.
7. Two basic abilities ( El'druin's Might and Smite) have the potential to reveal stealthed enemies, which can be very annoying otherwise (Remember that pesky Nova who seemed to camp for you to get out of position, so she can kill you? With Tyrael, you make her remember you!)

His skills give him huge mobility, he has an area of effect (aoe) ability to help clear creeps, and generally hit multiple targets at once, he has a flexible heroic ability (talking about judgement, as I don't recommend new players to be picking up his other heroic ability), and, if you're a bit like me, and care for stuff like that, he is a very awesome looking hero :D

CONS:

1. Trait ability ( Archangel's Wrath) only active when killed (a relatively bad thing, by default). More about his trait ability in the skills section. My biggest problem with Tyrael, although it does have it's uses.
2. Low self-sustain in lane. Unless Regeneration Master is picked (not recommended), or Angelic Absorption (recommended, it will be explained with the shield ability), he has no real way to regenerate lost life from harassment, and might need a trip to the fountain.
3. Relatively low range of spells, making it a bit more difficult to trade harassment with ranged opponent favorably, resulting in a bit weaker lane presence when by himself.
4. One of the more mana-hungry heroes. You'll find yourself out of mana very often, unless being really efficient.
5. All-around hero. Just as it's a pro, it's also a con, in terms of being a jack of many trades, master of none. His best role would be initiator, in my opinion, but as with every other possible role, he's outclassed by certain other, more specialized heroes for that particular role.

(II) - Skills Top


At this point, I will assume you are picking the talents from the build above, and will explain the spells based on that, and in the next chapter, I will explain the other talents, and give my thoughts about them, as well. Keep in mind - this is not the only viable build, every hero has many different builds, that work in different situations, and for different purposes. The one I have listed above is the one that I most commonly and most generally use, the build that I consider to be all-around the best one, but there are other builds that work better in specific situations (more on that in the talents section).

BASIC ABILITIES


El'Druin's Might (Q)

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)
Spoiler: Click to view

________________________________________________________________________________________

Righteousness (W)

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)
Spoiler: Click to view

________________________________________________________________________________________

Smite (E)

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)
Spoiler: Click to view

HEROIC ABILITIES:


Judgement (R)

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
Spoiler: Click to view

________________________________________________________________________________________

Sanctification (R)

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.
Spoiler: Click to view

TRAIT ABILITY:


Archangel's Wrath (PASSIVE)

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
Spoiler: Click to view

(III) - Talents Top


I did mention a lot of talents in the spells section, while trying to explain his skill set, but here I would like to just lay out all the talents, and write a brief summary on each of them, to help you choose the right talent in the right game.

In the spoiler below is a piece of my mind, concerning talent builds and reasoning behind them. I made it as a spoiler for the same reasons I made my thoughts on spells like that - to try and keep the guide as clean as possible for those who are just interested in the basic stuff, or want to alt-tab for a talent build, and generally just because I don't want to force anyone to read or scroll over walls of text that might not interest them. I tend to write a lot, especially when it comes to my thoughts (well, not that I can overextend on facts, but yeah).
Spoiler: Click to view

TIER 1:


Protection in Death

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).
________________________________________________________________________________________

Horadric Reforging

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.
________________________________________________________________________________________

Purge Evil

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.
________________________________________________________________________________________

Regeneration Master

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.

TIER 2:


Amplified Healing

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.
________________________________________________________________________________________

Vampiric Strike

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.
________________________________________________________________________________________

Retribution

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.
________________________________________________________________________________________

Even in Death

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).

TIER 3:


Battle Momentum

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...
________________________________________________________________________________________

Angel's Grace

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.
________________________________________________________________________________________

Reciprocate

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.
________________________________________________________________________________________

Zealotry

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.
________________________________________________________________________________________

Searing Attacks

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.

TIER 4:


HEROIC ABILITY

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.

TIER 5:


Burning Rage

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.
________________________________________________________________________________________

Angelic Absorption

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)
________________________________________________________________________________________

Imposing Will

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.
________________________________________________________________________________________

Angelic Might

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).

TIER 6:


Blade of Justice

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).
________________________________________________________________________________________

Holy Ground

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).
________________________________________________________________________________________

Salvation

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.
________________________________________________________________________________________

Blood for Blood

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.

TIER 7:

Angel of Justice


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.
________________________________________________________________________________________

Holy Arena

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).
________________________________________________________________________________________

Hardened Shield

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.
________________________________________________________________________________________

Nexus Blades

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.

(IV) - Outroduction Top


The dream is that everyone who takes the time to read this, learns at least something new, especially new players. I am hoping that it will help you guys do better as Tyrael, so that you can better promote my favorite hero in this game, and add to a more skilled community in the game. As much as I like to win, it's no fun if it wasn't a challenge, in the end. And the game is mostly about fun, and then about winning.
Quick thoughts about the community and the Heroes of the Storm game itself in the spoiler below (I'm basically just ranting a bit, but I had to write it somewhere, feel free to skip completely).
Spoiler: Click to view

Any form of constructive feedback would be appreciated (remarks on what I wrote, questions, suggestions, really anything...), as this is my very first guide, in any game, ever. I would like to possibly improve it if it turns out to be of any help to someone in the sea of other guides here. Information is everywhere, the answer to every question probably exists, and I'm just trying to do my part in bringing that information together, trying to filter out the "bad" from the "good" information.

Another worth mention is that I was writing everything here based on solely my own experience of the game, a vast majority of what I wrote is only my personal opinion and view on things and should definitely not be taken as any form of absolute truth, or perfection, or whatnot...
I have the right to my opinion, and I abused it in this guide. You have the right to correct me, only if you're giving valid arguments (refrain from argumentum ad lapidum, ad hominem, ad personem, ad baculum, ad infinitum...), and I warmly encourage you to abuse that right, as well.

Thank you!

Quick Comment () View Comments

You need to log in before commenting.

0 Votes
New Guide

Quick Comment () View Comments

You need to log in before commenting.

HeroesFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new hero, or fine tune your favorite HotS hero’s build and strategy.

Copyright © 2019 HeroesFire | All Rights Reserved