Tyrael
Build: General build

Level 1

Level 4

Level 7

Level 10

Level 13

Level 16

Level 20
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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) |
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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, ![]() ![]() ![]() ![]() -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, ![]() |
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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) |
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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 |
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Objectively, I'd say this heroic is better than
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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 |
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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). |
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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
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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. |
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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
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As mentioned before, great synergy with
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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
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Usually my go-to talent in case my team has no healer. As mentioned many times before,
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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
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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,
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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
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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
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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...
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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. |
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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. |
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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. |
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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) |
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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
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This talent can offer you amazing hitting power, since it is affected by creeps hit by
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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
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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,
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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
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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
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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
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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). |
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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
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Pretty much a must-pick for auto-attack builds (unless other reasons justify
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