INTRODUCTION Top
This build is for anyone who wants to maximize the AA damage done by
Tychus while also providing him with the boon of passively sustaining himself under fire through
Regeneration Master and
Vampiric Assault. Unlike an AA master like Raynor, Tychus cannot incrementally increase his Basic Attack damage with
Seasoned Marksman nor do his basic abilities include a defensive heal like
Adrenaline Rush. In order to compensate for a lack of offensive abilities, we'll have to fall back on his defensive abilities. This is why we choose
Regeneration Master and
Vampiric Assault.
This is a slow-rising build and you really won't start seeing a high amount of damage on the Stat charts until you've acquired
Problem Solver at Level 13. With talents like
Rapid Fire and
Nexus Frenzy, you're going to see a massive spike in Hero Damage via
Problem Solver as you'll be hitting your opponents at an extremely high rate. On top of that, you also have
Lock and Load which is taken at Level 16. This talent works in similar fashion as
Valla's
Hatred.
Lock and Load substantially reduces stutter-stepping while also giving Tychus a greater opportunity to chase or flee.
If you have any questions or comment about this build, please leave them in the section below. If you enjoy this build, don't hesitate to vote it up! Thank you!
BASIC ABILITIES OVERVIEW Top
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Overkill
A 5-second medium-range nuke that you can reactivate to select new targets. Note that you can sometimes reveal cloaked heroes as this ability also does "damage to nearby targets" in addition to your main target. You can kite people with this ability to, making it a cool deterrent or chase ability.
While this build focuses on AA Tychus capabilities, you really won't see his AA damage spike until he's picked up
Problem Solver. Until then, we're going to have to settle doing most of our killing with Overkill. You will have to rely Overkill for the most part as the bulk of your single-target damage. It will not be until you've taken up
Problem Solver and
Lock and Load that you'll be relying less and less on this ability for the bulk of your damage as your auto-attacks will be much more devastating at that point.
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Frag Grenade
The best things come in small packages. A grenade serves as a medium-to-long-range nuke that deals about a fifth of the amount of damage that a full blast of
Overkill does. It will also knock enemies away.
Although we have not picked up any upgrades for the grenade with this build, its utility should not be overlooked. It's great for finishing off enemies who might otherwise have survived your most recent Overkill sweep. It also provides minor deterrence for anyone trying to chase you or harass you from a distance like
Sgt. Hammer.
It's also your best means of finding out where cloaked heroes are hiding by tossing it at their shimmering silhouettes.
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Run and Gun
This ability allows you to dash a short distance forward and wind up your
Minigun. The secondary attribute is often overlooked in light of cool-down builds that focus more on
Overkill rather than AA.
This will probably be the most useful skill in your arsenal as you cannot maximize your damage without first winding up your
Minigun. That being said, use good judgement before just dashing into every fight with this ability as you might need it later to evade danger. Also keep in mind that its usefulness works in tandem with
Rapid Fire and
Lock and Load, the latter of which will allow you to make a faster escape if being chased or avoid stutter-stepping.
HEROIC ABILITIES OVERVIEW Top
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Commandeer Odin
This ultimate puts you int he driver's seat of a long-range super-powered juggernaut of a machine. The Odin deals increased Damage, has 100% increased Basic Attack range, and uses different Abilities. It lasts for a generous 23 seconds, the duration of which can be extended at Level 20 with
Big Red Button.
Be smart when activating Odin as it needs time to build up and get into position. Whatever you do, do not activate it in the midst of a team-fight as your opponents will most likely stun and focus you down rather than have to deal with how much damage you can rain down on them.
For more information about how Odin fits in this build, Refer to TIER 4 TALENTS (Level 10).
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Drakken Laser Drill
With this, you summon a stationary Laser Drill that will attack nearby enemies and deal damage-over-time. This ability can be reactivated to assign a new target and will also remain in place even if you've died.
For more information about how the Laser Drill fits in this build, Refer to TIER 4 TALENTS (Level 10).
TIER 1 TALENTS (Level 1) Top
NO -
Armor Piercing Rounds
You'll probably see a lot of players picking up this talent because of how effective it is early game. It also gives him amazing trade potential in lane. I do believe it is the best choice for early game Tychus and to any builds that focus on
Frag Grenade and
Overkill in general. However, this build is focusing on late game here with a heavy emphasis on survivability and health sustenance. A
Frag Grenade and
Overkill Tychus can be affective, but is heavily reliant on cool-downs. Moreover,
Overkill completely shuts off when Tychus is stunned.
NO -
Shredder Grenade
Makes it easier to hit people with
Frag Grenade, I suppose, and allows you to hit more buildings with
Melting Point. Also makes it easier to hit cloaked enemies if you're not good at sweet-spotting them with the radius of normal grenades. It does very little for a build focusing in auto-attacking, so we're going to skip it.
MAYBE -
Dash
Admittedly, adding a quarter to the original distance you travel via Run and Gun is not much. I only recommend it because Run and Gun compliments the AA build in terms of putting yourself into a position to start hammering on your opponents with an instantly wound-up
Minigun. Think of this in terms of gaining 15% extra speed when you pick up
Lock and Load at Level 16. Dash may seem lackluster at first, but it has some minor payoff later on in the game when you're rushing into combat and unleashing a payload of hurt.
YES -
Regeneration Master
The amount of health regeneration you'll achieve with about 20 or so stacks of this talent alongside
Vampiric Assault will make you that much harder to kill while you sustain your damage on your enemies. On top of that, you can stay in the field longer without having to go back to a healing fountain if your health drops too low. As a bonus, this talent will make it much easier for you to solo mercenary camps without being eaten alive.
Exercise caution when taking this talent as it has become necessary for you to pick up Regeneration Orbs on a regular basis in order to increase its efficacy later on in the game. I recommend going in lane with a Support or a Warrior to ensure you remain unmolested while you collect your orbs. Also remember that mercenary camps, bosses, and some objectives will drop orbs for you as well. Always be on the lookout!
NO -
Scouting Drone
If this talent might be worth picking up if it revealed cloaked enemies. Unfortunately, it's both easily destroyed by enemies and becomes useless when lane phase ends. It adds nothing to your personal offensive or defensive capabilities and is therefore out-shined by the other talents in this tier.
TIER 2 TALENTS (Level 4) Top
MAYBE -
Focused Attack
Pick up this talent if you've chosen to maximize your auto-attack damage at the cost of being able to sustain some rapid health regeneration through
Vampiric Assault. If you have good supports providing you with effective healing and shielding, then taking the extra AA damage might not be such a bad idea. Basic Attacks reduce the cool-down of this talent, so this ability will be of massive benefit when combined with abilities like
Bloodlust and
Adrenal Overload.
Since this talent modifies your Basic Attacks, you will achieve higher critical strikes on heroes with a higher pool of health when combined with
Problem Solver. That being said, I usually don't take this talent because of its invariability. Picking up
Focused Attacks is more viable on a hero like Raynor who can modify it with stacks of
Seasoned Marksman. Since Tychus boasts sustaining himself with
Regeneration Master, it seems more appropriate to me to stack his regenerative effects with
Vampiric Assault.
YES -
Vampiric Assault
Aside from
Regeneration Master, most of the talents in this build focus on strengthening the attack speed and damage of Basic Attacks. When you add
Vampiric Assault to the mix, Tychus can actively regenerate his health while putting a beating on his opponents
Note: Vampric Assault does not work in Odin!
As a bonus, clearing Mercenary Camps is made much easier as you can heal through much of their damage. Note that you'll probably need
Rapid Fire in addition to 15-20 stacks of
Regeneration Master before you can comfortably clear Bruiser camps.
Vampiric Assault will also allow you to be an effective tank killer when you pick up
Problem Solver at Level 13. The 0.5% of damage to maximum health is counted toward your Basic Attack damage, which means that you will do do more damage per Basic Attack against Heroes with a larger pool of health. The more Basic Attack damage you do, the more you will heal.
Example:
Level 20 Nova has 2790 health.
Level 20 Stitches has 5430 Health.
In addition to your regular damage, you deal about 14 damage per hit to a level 20 Nova with Problem Solver. This damage translates to an extra 2 health per hit with Vampiric Assault. If Tychus is attacking at a rate of 4 attacks per second, this healing translates to 8 health per second.
In addition to your regular damage, you deal about 27 damage per hit to a Level 20 Stitches with Problem Solver. This damage translates to an extra 4 health per hit with Vampiric Assault. If Tychus is attacking at a rate of 4 attacks per second, this healing translates to 16 health per second.
NO -
Spray 'n' Pray
A talent that may be valuable in terms of builds that are heavily cool-down reliant and like to focus on nuking enemy heroes with
Overkill. This is not at a bad talent by any means, but not what this build is focusing on.
NO -
Melting Point
Grenade builds often take this because it does some amazing damage against enemy structures in addition to minions and enemy-controlled mercenaries. Note that the extra damage it does will not work on mercenaries unless they've been converted by enemies first. Like
Spray 'n' Pray, this talent is effective in some cool-down builds but does nothing for us in terms of our auto-attacking.
TIER 3 TALENTS (Level 7) Top
NO -
Quarterback
Another talent that makes a nice addition to any build that focuses on
Frag Grenade and is especially effective when paired with
Melting Point. However, it does nothing for our auto-attack game, so we skip it.
YES -
Rapid Fire
More
Minigun stacks means a higher rate of fire. A higher rate of fire means more healing through
Vampiric Assault and more health removal via
Problem Solver. It's a welcome addition to your AA arsenal in all respects. Note that you still need to wind up your
Minigun to make full use of this talent.
That all being said,
Rapid Fire will not affect Odin considering you've temporarily holstered your
Minigun at that point. If you'd rather bolster Odin, then I recommend picking up
Sizzlin' Attacks.
MAYBE -
First Aid
A lack of healing on your team makes this talent extremely valuable. It also serves preemptively if the enemy team boasts Assassins who may threaten to nuke you into oblivion later on in the game.
First Aid also works well in tandem with
Stoneskin. Sadly, taking this talent will also mean losing the extra stacks of Minigun achieved by Rapid Fire. Look at
First Aid as emergency options; otherwise stick with
Rapid Fire. If you regret not choosing
First Aid as the game goes on, you can always pick up
Stoneskin at Level 16.
MAYBE -
Sizzlin' Attacks
I haven't tested the amount of damage this provides as opposed to
Rapid Fire. While this talent is impressive in terms of how much damage it gives, one should keep in mind that the buff only lasts for 5 seconds and has an added defect of causing you to lose a substantial amount of your mana in the meantime. In order to make the best use of those 5 seconds, you'll want your
Minigun to be wound up before-hand, so it might be necessary to use
Run and Gun before-hand.
I personally don't take this ability because of its 5-second duration in addition to the mana loss you sustain while using it. A lot of bad things can happen in 5 seconds and you're not always guaranteed to keep a bead on your target for 5 seconds. This ability also has a 25-second cooldown, so if you fail to land a substantial amount of hits with it when you use it, you pay for it by waiting almost a half a minute before you can use it again.
Rapid Fire is much more reliable in retrospect.
I do recommend this ability if you want to increase Odin's damage. Odin already deals some major damage and does so at 100% its normal range, making
Sizzlin' Attacks ideal. So if you'd rather give Odin some extra hurt at the cost of the attack speed allotted to your
Minigun, I recommend picking up
Sizzlin' Attacks.
TIER 4 TALENTS (Level 10) Top
NO -
Commandeer Odin
Since we've taken
Rapid Fire, you'll actually see a slight
decrease to your damage terms damage-per-second. Basically, the only novelty that Odin is worth to this build is the two extra abilities it has in addition to the 100% increased range (which can be extended to 120% with
Nexus Frenzy). It's also noteworthy that your attacks in Odin are also affected by abilities like
Bloodlust and
Adrenal Overload.
Aside from temporarily losing the increased damage-per-second that your receive from
Rapid Fire, The other reason I don't take Odin is because it does not benefit from
Vampiric Assault,
Problem Solver, or
Focused Attacks. You simply lose too much utility. If you've chosen to take up
Sizzlin' Attacks instead of Rapid Fire, then I might recommend picking up Odin. Otherwise, take the laser drill.
YES -
Drakken Laser Drill
Because of the loss of damage-per-second in Odin, going with the laser drill is our best option here (and it is not without its own advantages). As powerful as Odin is, it still makes makes you a huge target in the field and offers you no extra health or protection. The laser drill has its own health-bar and must be targeted separately from you if it's going to taken down, meaning your enemies will be forced to deal you, your teammates,
and a giant laser. A smart tactic is to create a you or the drill situation for your enemies. Try to force your opponents to divide their attention when you deploy the laser drill. It can be retributive if you happen to die amidst a team fight as you can still use it even after you've died.
Aside from how relatively easy it is to destroy the laser drill, another detriment is that you can't move it after you've placed it. It's completely useless as an offensive weapon if your opponents wise up and step out of its circle of influence. You can extend its range at Level 20 with
Focusing Diodes, but you'd also be trading it with
Nexus Frenzy which I believe is essential to this build.
TIER 5 TALENTS (Level 13) Top
YES -
Problem Solver
Bread and butter. With the attack speed you've put on with
Rapid Fire and
Nexus Frenzy, you'll really be eating away at your opponents' health pool with this talent. Some Warriors won't be able to match you in terms of both survivability and damage since you're dealing damage to percentages of their maximum health pool in addition to your static damage. There's really no other AA skill in your arsenal that's going to compete with how affective this talent is.
NO -
Lead Rain
This talent is essential to any
Overkill nuke build for Tychus, but won't be picked up because it does nothing for our AA capability.
Problem Solver is just too good to pass up in this tier for us to even consider the other talents.
NO -
Stim Pack
The extra attack speed and and movement speed would be a great addition to this build! Moreover, this talent is attached to
Run and Gun, therefore winding up your
Minigun. Ideally you could initiate combat with
Run and Gun and do some major damage instantaneously over the 3-second duration. Add
Sizzlin' Attacks to the mix and you'll send your enemies packing. Unfortunately, all of this would come at the loss of
Problem Solver which is much more reliable damage in the long run.
Note: The main reason I don't go with a Sizzlin' Attacks + Stim Pack build is that they makes you cool-down reliant. If you want to be a Tychus that runs around blowing coold-downs all day long, then you might as well just stick with upgrading Overkill, Frag Grenade and Odin.
NO -
Relentless
Another talent that is undeniably good. However, taking it still means we sacrifice
Problem Solver. I don't even recommend taking this talent as a means of extra defense.
Problem Solver is
essential to making this build effective and meaningful on the battlefield.
TIER 6 TALENTS (Level 16) Top
MAYBE -
Executioner
At first glance, this talent looks to be ideal for any AA build as it does increase the effectiveness of your Basic Attacks. However, when you take into consideration the brevity of the slows, roots, or stuns in this game, the talent starts looking more and more lackluster. For instance, if
Uther drops a
Hammer of Justice on a nearby enemy, you're afforded a 1-second window of extra damage (granted the window increases by 2 more seconds with
Burden of Guilt).
40% extra damage is a lot, no doubt. However, it is an unreliable bonus that is subject to the performance of your teammates as Tychus has no innate slows, roots, or stuns of his own. Even
Lead Rain, which applies a stacking slow, is useless in this respect since the damage applied by
Overkill is not consider Basic Attack damage.
YES -
Lock and Load
As was explained back in the Introduction,
Lock and Load will allow you to actively chase your opponents as you attack them. If you've played
Valla, then you know how this works. Valla's auto-attacks are aided by
Hatred and
Hot Pursuit, giving her increased movement speed therefore and allowing her to keep her targets at a close enough range to hit them.
Lock and Load works on the same principle, allowing Tychus to give chase while at the same time substantially reducing the amount of stutter-stepping he does while performing his auto-attacks.
NO -
Concussion Grenade
The knock-back is substantial and offers a fair amount of deterrence to enemies who like to chase you. If you're good at tossing, you can help your team set up kills by knocking some enemies into your teammates' position. The benefits of this ability will not outweigh what you can get with Lock and Load. Hell, Stoneskin is an even better deterrence than this ability, so even if you weren't focusing on AA utility this ability wouldn't be worth picking up over a free shield.
MAYBE -
Stoneskin
Another defensive emergency talent that is taken if you're desperate for some hard defense against burst damage. As mentioned before, this talent works very well in tandem with
First Aid and will frustrate many Assassins who are hoping to kill you quickly. The downside to this is that losing out on Lock and Load means you can't easily give chase or keep a bead on your enemies with your auto-attacks.
TIER 7 TALENTS (Level 20) Top
NO -
Big Red Button
As I've said before, all AA utility you lose when using Odin means that I do not recommend taking Odin and therefore will not recommend upgrading him with this.
MAYBE -
Focusing Diodes
If you've picked up the laser drill and want some hardcore zoning material, this upgrade is right up your alley. The drill will also increase the damage it does the longer it stays on a target, so unless your opponent deals with the drill quickly, they're going to be hurting in the long run.
In spite of this range, the laser is still easy to take advantage of.
Zagara, for instance can still spawn Hydralisks, Banelings, and Roachlings against you while
Azmodan can throw orbs and demons at you and your drill from a safe distance.
YES -
Nexus Frenzy
This talent puts the chocolate drizzle on top of your AA ice cream sundae. Everything from the healing done by
Vampiric Assault to the rate at which you remove 0.5% of maximum health with
Problem Solver is affected by Nexus Frenzy. It's a passive buff, which means there are no cool-downs associated with use it. All-in-all it's a great way to finish off your AA build!
MAYBE -
Bolt of the Storm
Need to blink away in a hurry? This will do the trick! You'll miss out on the buff granted by Nexus Frenzy, but in some scenarios, desperate times may call for desperate measures.
CONCLUSION Top
Tychus is an odd hero in that he has so much AA utility built into his Minigun and yet Odin receives none of it. More often than not, I think you're going to see builds usually bypass his AA utilities and talent for increasing the effectiveness of
Overkill and
Frag Grenade. Although he is an Assassin, it's funny that Tychus seems to excel at destroying structures over killing enemy heroes.
Overkill is a nice nuke, but its need to be channeled and the range at which it is used still leave Tychus wide open for attacks. Compare this to ranged Assassins like Jaina and Kael'thas and you begin to see the flaws in Tychus's overall hero makeup. So if he's not like Jaina and Kael'thas, then he must be more like Raynor and Valla, right? Why is he more effective when built as the former two (Jaina and Kael'thas) as opposed to the latter two (Raynor and Valla)?
One might be tempted to say that he makes up for all of this because of Odin. I might agree, except that Odin only lasts for so long and Tychus still needs to rely on other utilities between Odin cool-downs. What you should realize is that Odin silences Tychus in terms of every other talent he's picked up (with the minor exceptions of defensive talents like Regeneration Master, First Aid, and Stoneskin). None of Odin's abilities benefit from your talents and none of your basic attacks in Odin are modified by your talents.
And what about every time you're
not inside Odin? Even then you're always going to be waiting for cool-downs and further hoping that you aren't nuked down or stunned during Overkill because of the range at which it works. Therefore it becomes appropriate to supplement your defenses by taking
First Aid and
Stoneskin. But this almost becomes
necessary in most cases because Tychus is so easy to kill. Think of this as opposed to Raynor who also has First Aid, but it's been worked directly into his Basic Abilites as
Adrenaline Rush. In other words, Tychus has to sacrifice certain talents that go to increase his AA damage as a means of simply staying alive.
While I've had fun with the build I've posted here, I'm still seeing holes in how effective it is in comparison to builds like the popular "Nade Tychus" build by CrsGazwaz found
here.
So let's take a look at this build in terms of popular AA Raynor builds. A Raynor that seeks to kill heroes quickly and efficiently naturally include picking up the percentage of maximum health talents like
Giant Killer and proceed to work on hitting their opponents as many times as possible by increasing attack speed with
Inspire and
Nexus Frenzy.
This Tychus Build works on the same principle: buff your auto-attacks and right-click to win. If you need to heal, you can fall back on talents like
Regeneration Master and
Vampiric Assault. Your healing will also allow you to stay in lane for longer periods of time and eventually clear mercenary camps all by yourself.
Remember that you become even stronger with
Bloodlust and
Adrenal Overload, so if you have an allied
Abathur or
Rehgar be sure to let them know what kind of build you're using.
PLEASE COMMENT AND VOTE! Top
If you have any questions or comment about this build, please leave them in the section below. If you enjoy this build, don't hesitate to vote it up! Thank you!
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