Tyrande - BOOM Headshot! by Guts_Gaming

Tyrande - BOOM Headshot!

By: Guts_Gaming
Last Updated: Mar 9, 2015
2 Votes
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Build 1 of 1

Tyrande

Build: Long Range Support/DPS

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

Threats to Tyrande with this build

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Threat Hero Notes
1
Abathur Abathur is extremely week against Tyrande and this build since she has the best scouting potential with damage to back it up. Seeking out an Abathur and harassing him all game will seriously hinder the enemy team.
2
Chen Annoying at best, but I would not consider him a high threat.
3
Anub'arak Not a major threat but he does have potential CC to lock you down for his team to secure a kill.
3
Gazlowe No real threat here as you can maintain vision of any ambushes he may have setup.
4
Falstad Good mobility and decent DPS but he's usually not a hig
5
Arthas Good CC and decent burst for a tank to take you down.
5
Azmodan Can be very problematic to deal with all of his minions and his long range fireball an be difficult to avoid due to your lack of mobility but you are able to counter him from a long range and you can interrupt his death ray easily.
5
Diablo Can be very difficult to escape if you get withiin his grasp, stay out of his range and you won't have any problems with him.
6
Brightwing High mobility and sustain, not an easy target to snipe or take on one on one.
7
E.T.C. Difficult to escape and you're good as dead if you get caught in his ultimate
8
Jaina Hard CC with a ton of burst, keep your distance and snipe otherwise you'll get lockdowned fast.
9
  No Threat
10
Illidan Impossible to outrun with consistent DPS on you, your only means of escape from Illidan is picking up Sprint.

Top

This is a well balanced build for team support and focusing mostly on DPS. I've topped the charts numerous times on hero damage (siege damage will just never be possible for Tyrande unless you're controlling one of the in game NPCs). You will be mostly focusing on supporting by throwing in some small heals along with consistent healing wards while you are scouting and sniping across the map.

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Pierce: This is not only going to allow you to snipe multiple targets in one shot but it will no longer stop once it hits one hero thus giving you complete vision across it's full path. This ability is a no brainer for just about any Tyrande build.

Ranger's Mark: This is perhaps the only other alternative I would ever considering picking at this level. Hunter's mark is a very powerful tool and having it available more often is definitely beneficial but I never felt that I ever needed to use Hunter's mark in a rush again because once your team focuses down your target, the other team is either running or people aren't staying/surviving by the time Ranger's Mark would even come back up. If you're counting on long team fights, then maybe this would be good to pick up.

Celestial Attunement: Reduced mana cost by 15? That's such a small amount for an already bad ability. Completely not worth it.

Seasoned Marksman: I've tried going a basic atk dmg route with Tyrande and it's laughable at best. She's not meant to do a whole lot of damage with her auto attacks and this hardly helps.

Healing Ward: This is a very good utility item especially paired up with Battle Momentumto assist in keeping your team alive.

Overflowing Light: Not a bad alternative to Healing Ward and you'll be getting a lot more use on your heals for your allies but keep in mind that you do need to be above 90% health for this to even take effect making it very situational whereas the ward can be used in any situation.

Empower: Originally I was using this more and I would still consider swapping out the totem for this but only if you have 100% confidence in the healer on your team. Taking this will help lower your cooldowns but you're also going to be losing an active ability to benefit from Battle Momentum.

Protective Shield: It's a decent shield for emergency situations but temporary and situational. I'd choose one of the healing options over this but if you're mostly concerned with keeping yourself alive you may consider this because let's not forget, Tyrande's heals are pretty balls when used on herself.

Searing Arrows: An extra damage boost to basic attacks for 5 seconds that depletes your mana? No thanks, Tyrande has a lot more useful utility that she should be saving her mana for.

Battle Momentum: This talent is going to maximize your potential at keeping complete map awareness for your team, doing damage with sentinel snipes, stunning, AOE and other utility talents.

Trueshot Aura: This is the only other viable talent this build, and i'm sure in most cases it may even be the better choice. I only pick this talent on heavy team fight maps with a team that relies on auto attacking as their main source of DPS (i.e. Tychus, Illidan). It can be a tremendous difference in the long run when your whole team is doing 10% more damage 10% faster than the enemy team.

Quickening Blessing: Not terrible, it could certainly help a friendly team member escape or catch an opponent.

Shroud: Useless in most cases. Unless you are in voice chat, I would never consider using this because chances are if you are trying to help an ally escape, he's not going to be expecting to be cloaked and he's going to end up breaking the cloak early or right away by doing something stupid.

Calldown: MULE: From my experience, I've never seen a MULE do anything groundbreaking or really save your team from a loss. Not that it can't be done, I just think it's a waste of a talent especially at this level.

Starfall: Honestly it's one of my favorite ultimate abilities due to it lasting for 8 seconds, slowing anyone in it's large radius and raining down death on them while revealing them. This ability can devastate any team caught in a tight area and will send them running. This will be a big contributor to your DPS.

Shadowstalk: Some may argue its use...but I've yet to ever find any actual use out of this. It would take a really coordinated team to use this for ambushing. Sometime's i'll pick it if the enemy team has both a Zeratul and Nova just to give my team vision of them but otherwise this almost always has never worked when me or my team are trying to escape.

Lunar Blaze: Your stun already has a really nice range to it but this just make's the range absolutely phenomenal. It also is going to increase the radius of the impact allowing easier skillshots from a great distance. In most situations I pick this talent up because if used correctly, this will be securing many kills for your team throughout the game.

Sprint: This is the next best alternative as Tyrande has no means of escape. I'd highly recommend picking this up if you're having problems getting ganked a lot. Picking up another active ability is a good idea too considering your Battle Momentum.

Shrink Ray: If you're already good with your skillshot on your stun and feel you don't need any additional range to it, this isn't a bad ability to pick up as it will only add to your CC arsenal.

Purging Mark: Useless...Maybe if it was pre-level 10 I could see it having some sort of usefulness but no...

Ranger: This is the bread and butter to this build. This will allow you to snipe targets from half health to death while being on the entire other side of the map. This is when Tyrande becomes extremely fun and satisfying to play.

Shooting Star: I've never really had mana problems with Tyrande that much so I don't see the point of this. The damage increase is nice but not worth it in comparison to the damage potential that Ranger has.

Mark of Mending: I've never used this to be honest. Maybe paired up with Ranger's Mark it could be decent for team healing but the duration is so low and not to mention that the target typically explodes quick...I just don't see this being too useful.

Huntress' Fury: Again, her basic attacks are never going to turn out well. Re-roll Tychus.

]In all honesty, you can't go wrong with a single talent from this level. I typically pick Rewind because it gives you the potential to fire off two owls which can easily drop squishy targets dead from full health, get multi-kills, or even re-aim your previous missed shot so you can take down that pesky runner that got away from your initial scouting sentinel. By level 20, you'll have a pretty good idea of which talent is going to suit your playstyle best in the current match. They are all very good choices.

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