Hi! I'm Severage, long-time casual gamer and more recently a Heroes of the Storm addict. Since my HotS invite I've played 1400+ games on (primarily) assassins. Thus, I know a lot about the game in general, as well as reaching (and maintaining for a long time) 4K+ MMR on Hotslogs, etc.
Places you can find me:
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Hero.GG
Thanks for your interest, and thanks for reading!
Table of Contents
Practically perfect in every way, Tychus Poppins is very versatile and has everything you could dream of. Kiting ability, beefiness, great Heroic, CC, tons of damage, self-peel, and a flippin Odin. Oh, he also has the talent selection viability to basically say "Screw you" to any Hero he darn well pleases, whether he takes
First Aid +
Stoneskin to deny burst, or
Relentless +
Bolt of the Storm to peel off even the most tumultuous teamfights. This makes Tychus the best scumbag ever, so Blizzard did an amazing job on keeping his kit in line with his Lore.
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(Q) Overkill
Cooldown: 15 seconds | "Deal 280 (+80 per level) damage to the target and 140 (+40 per level) damage to nearby targets over 5 seconds. Reactivate to select a new target. Can move and use Abilities while channeling."
With
Armor Piercing Rounds, a full channel is 336 damage at level 1. You'll probably only get a full channel off if you catch them in lane and use a
Frag Grenade, so that'd be a total of 396 Damage, 50%-60% of an Assassin's HP. So that's a thing. REMEMBER: ALWAYS yell "DUDUDUDUDUDUDUDUDUDUDU" when you channel this ability. It does more damage, trust me.
Of course, it's unlikely that someone will walk in the middle of the lane at lv 1 and let them shoot you, but that's the potential of the ability. Worst case scenario it bullies opposing laners easily. Also, the CD seems super long but since it ticks down as you're channeling, it's only 10 seconds, which is a decent CD but not outrageous. The primary counter to this ability is instantly CCing Tychus, as his AAs are not very useful.
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(W) Frag Grenade
Cooldown: 10 seconds | "Lob a grenade that deals 60 (+25 per level) damage, knocking enemies away."
Bumps enemies back toward you so you can channel
Overkill longer, bumps enemies away from you in conjunction with
Run and Gun to create some distance, etc. Properly using your grenades to control the battlefield may seem like a small thing, but you'll realize when you goof a few grenades how important they are to land properly.
Naturally, if you throw a grenade in front of someone, it will bump them backward, and throwing it behind them bumps them forward. Because physics. Thanks Newton.
This ability also serves as a great wave-clear ability with your Q, allowing you to very quickly decimate a wave. Just be sure you don't need your abilities for 10s+ after doing so. The grenade starts out with mediocre damage, but scales to a powerful kill finisher on top of its utility in the late game (But...just in case they live through the nade damage, please bump them TOWARD you when you try to finish with it). Cause, ya know, couldn't have any of Tychus' abilities only do 1 job.
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(E) Run and Gun
Cooldown: 8 seconds | "Charge forward and instantly wind up the Minigun."
Interestingly enough, I seldom use this ability to charge up my minigun. Mostly I use this to kite with Q, to get in range for a good Nade, etc. It's amazing what a tiny dash and a tiny bump from a grenade will do to end a life or save one. Also, the small, quick dash is useful for dodging things like
Stitches'
Hook.
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(Trait) Minigun
| "You attack much faster than other Heroes, but must windup your Minigun briefly before attacking."
Makes Tychus heavily reliant on his Q. His AAs have a wind-up and also are quite short range. Whereas most ranged assassins have 5.5 Range, Tychus has 4.5. This is real close to your opponent to be standing still, and usually is only useful for killing creeps and mercs. It is actually a great merc killer for things like the Boss Golem, as its DPS is pretty high.
NOTE: Don't use your Q on things like the Boss Golems. With
Armor Piercing Rounds, the Q damage IS very slightly higher even single-target than AAs, but it's a waste of your CD. You don't need to kite mercs. If you get jumped while mercing with your Q on CD you'll be useless for a few seconds.
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(R1) Commandeer Odin |
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(R2) Drakken Laser Drill |
As usual, these will be explained in the Talents section so as not to be redundant.
Here we go, BREAK IT DOWN! OW!
Armor Piercing Rounds -
"Overkill's damage to the primary target is increased by 20%."
More bang for your buck. Overkill has a long CD, make the most of it with this. Since so much of Tychus' damage is invested in his Q, it has SUPER high scaling. This makes a %-based talent really strong. At level 20, your
Overkill damage without this is 1800, and with it 2160, a whopping 360 bonus damage.
Alternative Talent Breakdown
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Scouting Drone - "Places a Scouting Drone at the target location, revealing a large area around it for 60 seconds. This drone can be seen and killed by enemies."
I have no idea why Raynor and Tychus have this. I guess just for lore purposes? Might be interesting to substitute for a support's Tier 1 Talent if both Raynor and Tychus had garbage Tier 1 talents, but they don't.
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Shredder Grenade - "Increases the explosion radius of Frag Grenade by 25%."
To be quite honest, I think this talent is really underrated and actually pretty good. However, despite how infrequently anyone even considers this talent, it is inferior to a straight-up damage boost on your primary teamfight ability.
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Dash - "Increases the range of Run and Gun by 25%."
Like Shredder Grenade, not a bad talent, but really everything gets outshone by the damage boost.
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Regeneration Master - "Every 3 Regeneration Globes gathered grants an extra +4 Health per second, permanently."
Interesting that Tychus gets this, along with many other Warrior talents. He used to get "Path of the Warrior", a straight-up HP boost, but it was replaced by this. Regen Master takes a while to scale; usually at 20 minutes you'll have 10 stacks or so, which is 40 regen per second, or just over 1% of your HP per second.
That's kind of a long time. I haven't personally tested it since
Armor Piercing Rounds is so strong, but it seems a bit lackluster. By the time it's useful, all your Moonwells will be gone unless you're winning hard, otherwise with a Moonwell I think it'd be pretty decent for getting in and out of fights over and over. | |
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Spray 'n' Pray -
"Overkill's range increased by 15%."
The other viable talent on this tier, along with
Melting Point. I've always been a fan of SnP, but Melting Point was just too good to pass up.
With the nerfs to Melting Point, this is a potential pickup? But I just don't see it being as useful still. It is awesome against Heroes and synergizes well with
Lead Rain, but in most cases you will really want
Melting Point.
If you do want to take this talent, ONLY TAKE IT ON THESE MAPS:
Blackheart's Bay,
Dragon Shire,
Sky Temple and possibly
Garden of Terror. Other maps either build up monster waves or have very important minions to kill (I.E. Golems on
Haunted Mines) that will make Melting Point the obvious choice.
I think Melting Point is possibly still better even on the other maps, but you'll certainly get less value out of it, making SnP more appealing.
Alternative Talent Breakdown
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Focused Attack - "Every 10 seconds, your next Basic Attack deals 50% additional damage. Basic Attacks reduce this cooldown by 1 second."
Meh. I guess you can kill mercs and creeps faster. Sure, you get the extra damage really fast, but 50% of Tychus' AA damage isn't amazing either. With 4 attacks per second, you get this every 2.5 seconds. At lv 20, this results in a 144 Damage AA over 96.
So, DPS without over 5 secs = 96 * 20 = 1920, and with it you'd add 2 procs from the base CD, and then you'd get 20 seconds of CDR for AAing, which would be 2 extra procs. 1920 + 96 * 4 = 2304. It's an okay DPS boost, but not worth it as you won't be sitting still AAing for 5+ seconds in a teamfight very often.
NOTE: With the new Focused Attack changes, you can't use this to kill mercs quickly, since Focused Attack will only proc on enemy Heroes.
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Vampiric Assault - "Basic Attacks heal for 15% of damage dealt."
An 'okay' talent for soloing camps or killing creeps to heal. Again, not an amazing talent because you get little use out of it in teamfights. Again, requires a lot of standing still. While Tychus' AA range is buffed to normal carries, even
Valla needs to orb walk to not get rekt.
In short, doesn't beat out
Spray 'n' Pray, let alone
Melting Point. |
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First Aid -
"Activate to heal 35% of your max Health over 6 seconds."
Tychus has 3385 HP at lv 20, the highest HP of all Ranged Assassins other than
Tyrande (Who is technically a support). Tychus' HP is the same as Zeratul's, who typically has higher HP than ranged Heroes due to being Melee. This makes First Aid relatively good on Tychus. First Aid is also great at eating spells such as
Envenom, or against poison/DoT heroes in general (
Murky,
Stitches).
PS: Can now be used in Odin!
Commandeer Odin -
"Call down an Odin to pilot. The Odin deals increased Damage, has a 100% longer Basic Attack range, and uses different Abilities. Lasts 23 seconds."
Personally, I love the "new" Odin (I know calling it new 5 months after its changes is weird). It essentially makes you a self-buffed ranged Carry, like a Valla on steroids.
Even still, the Laser is the favored option by most players. Either way you won't get much burst out of Tychus, you get sustained damage and durability. Up to you which you prefer more - but the weaker your tank line is the more you will want to take the Laser.
NOTE: While the tooltip on the Odin still says 100% Longer Basic Attack range, the buff to Tychus' AA range did not effect Odin. I've not completely confirmed this as of yet, but I'm pretty sure Odin didn't get buffed here. I think the tooltip wasn't changed due to an oversight.
Alternative Talent Breakdown
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Drakken Laser Drill - "Call down a Laser Drill with 500 (+100 per level) Health to attack nearby enemies, dealing 15 (+7 per level) per second. Reactivate to assign a new target. Lasts 22 seconds."
Strangely enough, lasts 1 less second than Odin. *shrug*
Edit: I figured it out. Odin has a 3 second wind-up, Drill has a 2 second wind-up. They both last 20 seconds.
Since the Odin change people have started to pick this up more - I personally still like Odin but I will say that the Laser is no slouch. The Odin is more difficult to use properly without getting out of position, while the Laser is very simple to use/micro and very effective when your opponents go full derp and don't kill it.
The Laser is definitely meta at this point and is certainly very strong once you hit Level 20. With its slight buff on The Butcher Patch (Re-targeting after death), it maintains its position as the favorite Heroic. | |
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Lead Rain -
"Overkill applies a stacking slow, up to 20%."
Basically if you don't need the CC reduction of
Relentless, you take this. Lead Rain allows you to chase easily, catching people with just the edge of your
Spray 'n' Pray's extra range will allow you to close in on them and land an easy Nade as they're slowed, or help your team follow up easier.
Butcher Patch Edit:
Lead Rain is actually a very potent slow against The Butcher. Between your W, E, and Q with Lead Rain you'll be able to kite him literally forever, and unless his team has follow-up CC I recommend this against him. Be sure to NOT USE Q until the Butcher's E finishes or you'll get stunned out of it.
Alternative Talent Breakdown
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Relentless - "Reduces the duration of stuns, slows, and roots and polymorphs against your Hero by 50%."
Pretty excellent talent for you to have as a Ranged Carry. If you didn't have enough kiting ability, now you do. An excellent pick against many Heroes who can stun-lock you to death, the most notable of which are probably
Uther or
Brightwing.
NOTE: Odin lost its baseline 50% CC Reduction, so this talent is doubly useful now as it will grant you 50% Tenacity in normal form and Odin form.
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Problem Solver - "Basic Attacks against enemy Heroes deal bonus damage equal to 0.5% of the Hero's max Health."
If you didn't notice, Giant Killer/Problem Solver on Tychus works 3 times slower, from 1.5% to 0.5% of Max HP. Tychus however does attack about 3 1/4 times faster than most Ranged Assassins, but not
Illidan/
Valla. Due to their attack speeds, Giant Killer is actually more efficient on them than Tychus by a small margin.
The difference is that Valla can AA efficiently while orb-walking, and Tychus AAs inefficiently while orb-walking, leaving his Giant Killer very ineffective when not standing still. Also, this talent is useless with Odin as you slow your attack speed and still get only 0.5% Max HP per shot.
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Stim Pack - "After using Run and Gun, gain 20% Attack Speed and 20% Movement Speed for 3 seconds."
Not worth picking up, BUT I have had some real fun with this talent. If an ally
Abathur takes
Adrenaline Boost at 16, a talent not often taken, you can take this for some hilarious results. Makes you a kiting monster since you can use it while channeling
Overkill. Heck, you could kite
Illidan with that combo.
Obviously not a common occurrence, but it is pretty hilarious if it ever happens.
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Stoneskin -
"Activate to gain 30% of your Max Health as Shields for 5 seconds."
Still a great talent, since you can use it during Odin now. Also, most the other talents in this tier aren't very good.
Alternative Talent Breakdown
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Concussion Grenade - "Increases the knockback of Frag Grenade by 100%."
Situational...since
Quarterback lost value with Frag no longer interrupting moving channels, this talent likewise lost value.
If you want to give up all your survivability, you can still take this combo to do something like knock a sieged-up
Sgt. Hammer out of position, otherwise it's very risky to take anymore.
Can still be good for knocking anyone out of position, but you give up a whopping 65% Max HP in survivability talents to take the combo. Not worth IMO.
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Executioner - "Basic Attacks deal 40% more damage against slowed, rooted, or stunned targets."
If you want to go completely #YOLO and you take
Sizzlin' Attacks and this, you can get some insane AAs off with Odin, since Odin can slow with
Ragnarok Missiles.
Like I said this is completely yolo (As in not recommended) and results in -65% effective HP, but if you want some hilarious damage numbers per AA...why not?
I'd never take this with Laser.
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Lock and Load - "While the minigun is wound up, gain 15% increased Movement Speed."
Meh. A small movement boost that has to compete with a 30% Max HP Shield, I don't see the potential in this talent to even compare the two. Maybe
Stim Pack +
Adrenaline Rush + This talent? It'd be super troll, but I guess you get a massive MS steroid. Using
Stim Pack would instantly wind up your minigun and pop this talent, so you'd easily get all at once while channeling
Overkill.
I'd only ever do that if I were super far ahead though...pretty funny to think about, but I don't honestly see why this talent would be useful at all in a serious game. I mean it's not like you walk on top of people AAing and need to keep in range...
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Bolt of the Storm -
"Activate to teleport to a nearby location."
WHOA, you mean you can use Bolt of the Storm while in Odin now? SOLD!
The generic go-to pick for Tychus. If you don't have a wombo combo for the Nuke, and you don't have a lot of peel or heals, this is the way to go.
However, if you went with the Laser Build, you need the lv 20 talent. Don't pick anything else, please. I hate to see Tychus' pick the Level 10 Laser and not pick the 20. The 10 is so bad compared to the 20 it is literally not worth picking up without the upgrade.
Alternative Talent Breakdown
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Nexus Frenzy - "Increases both Attack Speed and Basic Attack range by 20% ."
Solid talent while you're in Odin form, otherwise not incredibly useful (
Sizzlin' Attacks +
Executioner +
Nexus Frenzy! Kappa). Since most teamfights that occur in the lategame are super-important though, can be an essential talent for winning them with the DPS increase.
It is, however, a "dangerous game" talent as you will not be able to escape from a Dive Composition with Bolt, so only take this when you have Peels/Heals to keep you up while you DPS, or the enemy team lacks dive potential.
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Big Red Button - "Odin lasts 50% longer and Ragnarok Missiles also launches a Nuclear Missile."
With the new Odin, the nuke lost some power by being connected to your Rangarok Missiles. Since your Missiles shoot first and then the Nuke lands, you can't fire the Nuke ahead of your targets any longer.
As such, I only take this talent anymore when I have a wombo combo to use it on.
Void Prison +
Divine Storm for instance will increase the value of this talent exponentially as you can actually land it on targets again.
The duration increase is also nice, but most games I will prefer Bolt or Nexus Frenzy. |
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Focusing Diodes - "Increases the range of the Drakken Laser Drill by 50% . Deals increased damage the longer it remains on a single target, up to 100% extra damage."
This talent is actually really strong. If ignored, the laser's DPS is immense. Obviously that's less reliable than an Odin, but if you're saving your nades for Nazeebo anyway, you may as well blast him with a laser simultaneously.
I'm not totally sure how it calculates it, but if I'm correct, this will do 281 Damage Per Second once it hits maximum ramp-up. It is undefined how long it takes to ramp-up, so I can't tell how much damage it would do for its duration. If I were to guesstimate, I'd assume if the Drill were to stay on 1 target for the full 20 seconds, it'd do around 4500-5000 damage at level 20. Pretty solid, considering you can DPS at the same time. | |
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WHOOO! WE'RE AT THE HALFWAY POINT, DOIN' GREAT SO FAR!
We? What's all this "we" stuff, I'm doin' all the hard work.
BREAK TIME'S OVER! HERE WE GO!
Aight, EZPZ, Tychus' early game is literally the easiest time of your life. Half of the Heroes in this time need to scale up, and Tychus has a high, very steady power curve. In fact his "power curve" would look more like a drooping ceiling if you drew it on a graph. Here's a short video example of how to play Tychus in the early game:
http://www.twitch.tv/lolseverage/c/5721611
WOW SO EASY! WITH MY GUIDE, YOU CAN HIT Q AND RIGHT-CLICK IN YOUR OPPONENT'S GENERAL DIRECTION TOO!
You are basically exclusively a Hero Killer in the early game however, you can lane really well and slaughter opponents in teamfights, but mercing is one thing you don't do as Tychus - at least, not alone. Your DPS is nice if someone else is able to tank a camp, but otherwise don't do it in the early game. Later you
can do Easy camps but it will take over half your HP so, preferably get someone else to do them, or tank them for you.
Lucky for you, the early game usually consists of 1 or 2 half-baked teamfights and a lot of laning, so you fit perfectly in the meta! But of course, Tychus Poppins fits perfectly in every situation, so I don't know why I mentioned that. Onto the late game.
Essentially, you are a cooldown reliant Ranged DPS in human form. This weakness is easily shored up with the new & improved
Commandeer Odin!
REMEMBER! - Odin is NOT an extra health bar anymore. Don't use it to try and save your life, you will waste the CD and die.
Odin Tips
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When using Odin, remember a couple things:
- You can now use ACTIVES while in Odin. This includes
Sizzlin' Attacks,
First Aid,
Stoneskin,
Bolt of the Storm...and I think that's it. This means you can pop Odin before the fight and still be perfectly fine, so don't wait till a fight is half over before you pop it.
- Your Odin is much more mobile, don't be afraid to pop it a decent distance away from a fight. It shouldn't take too long to get a feel for when you should optimally use it so as not to waste time but simultaneously not take free damage.
- Pop First Aid as soon as focus turns to you. Any competent group of individuals will focus-fire you, so you will want to get First Aid ticking its HP regen ASAP. Pretty much as soon as you start taking damage. Stoneskin lasts for 5 seconds, it's not like Barrier from League of Legends, so don't be afraid to use it even when you can't see a Heroic coming. Great to use when you can't avoid incoming damage or when 2+ people are attacking you. Can be used in 1v1s, but will often just make your opponent run away.
- Just to re-emphasize...use this before fights. Whatever you do, do NOT start getting smacked by someone and just press R out of panic.
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Laser Tips
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- You want to place it anywhere difficult to access for the enemy team, but within range to hit targets effectively. If you're in a good position already, this can be right on top of you.
- It is best used when the enemy team is initiating on you, not the other way around. That'd be like using
March of the Murlocs when the enemy team is already running away. Like MotM, it can be used for zoning an area - for instance to grab a Tribute on
Cursed Hollow.
- You want to use it primarily in skirmishes and teamfights. It's only useful in 1v1s if your opponent has no escape tools, or as a last-ditch effort to scare your opponent off before they kill you...but yea, pretty much don't want to use it except for teamfights, where in the chaos people will stand in it for a lot longer than they would otherwise.
- Remember, you can re-assign your Drill's target by pressing R on a target again, just like your Q. This works after death.
- After 20, it has like 25 Range and deals crazy damage over time with its own damage AMP! Putting your Laser behind a wall/in the back of a fight is a great idea (Read: After 20) - you don't need to worry about it being out of range, just worry about it being destroyed. As long as it's alive, it will zone your opponents 1-by-1 or even kill the backline by itself. Combo with a Zeratul for silly assassination power.
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In-Depth Matchups Top
WHOA! CATCH YOUR BREATH MAN! CHECK OUT THOSE LIPS! IT'S DOWNHILL FROM HERE! NOW IT GETS TRICKY, SO LISTEN REAL GOOD!
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ME WANT 6'7'' COOKIE |
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Matchup Information
Stitches is basically a high threat to anyone except a Warrior with his Hook + Gorge combo. Even you will almost certainly die without
Bolt of the Storm if you get caught by it. So...try not to. Stand behind your warrior(s), and if you have none, rip. EDIT: With the Stitches nerfs he's fallen out of the meta. While he remains a solid pick against Tychus, both he and Tychus are no longer super-viable picks, so don't expect to encounter too many of them.
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Matchup Information
Stitches is basically a high threat to anyone except a Warrior with his Hook + Gorge combo. Even you will almost certainly die without
Bolt of the Storm if you get caught by it. So...try not to. Stand behind your warrior(s), and if you have none, rip. EDIT: With the Stitches nerfs he's fallen out of the meta. While he remains a solid pick against Tychus, both he and Tychus are no longer super-viable picks, so don't expect to encounter too many of them.
[/if] |
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Such Blades, Wow. |
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Matchup Information
So, you're Tychus Poppins, remember. You're practically perfect in every way. Your only weakness? Being insta-CC'd when you use Q.
Kerrigan does this and more with her combo, easily putting you in a terrible position on top of interrupting your Q and making it hard for you to really do anything but run for your life. You will need superior positioning to outplay a Kerrigan, AND REMEMBER: SIDESTEP HER COMBO. This is especially easy to do on Tychus with
Run and Gun, but still requires presence of mind and good reaction speed. EDIT: With the Vikings Patch, Kerrigan has lost
Rewind, and is seldom picked. EDIT#2: With The Butcher patch, she's pretty useless. She's about to get buffed though, so stay tuned to get countered!
]
Matchup Information
So, you're Tychus Poppins, remember. You're practically perfect in every way. Your only weakness? Being insta-CC'd when you use Q.
Kerrigan does this and more with her combo, easily putting you in a terrible position on top of interrupting your Q and making it hard for you to really do anything but run for your life. You will need superior positioning to outplay a Kerrigan, AND REMEMBER: SIDESTEP HER COMBO. This is especially easy to do on Tychus with
Run and Gun, but still requires presence of mind and good reaction speed. EDIT: With the Vikings Patch, Kerrigan has lost
Rewind, and is seldom picked. EDIT#2: With The Butcher patch, she's pretty useless. She's about to get buffed though, so stay tuned to get countered!
[/if] |
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Why is this guy a threat to everyone? |
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Matchup Information
Pretty sure this guy shows up on every match-up section I write for most threatening Heroes...must be that pesky Trinity Force. Anyway, Zeratul can very easily harass you where you have 0 chance to fight back. With a quick WWQ combo, then
Wormhole out, he can just get free damage off. EDIT: With the Vikings patch, Zeratul got
Rewind at 20, so...beware.
Stoneskin should prevent him from straight-up one-shotting you with a
Rewind combo unless he has
Gathering Power stacks. It helps to try and juke his
Singularity Spikes also with your E. Most Zeratuls will press W as fast as possible to get the combo off, which means sudden movements will make him many players miss. As far as killing him, good luck. Most will blink/wormhole back over a wall so that you cannot chase after their CDs are down, so you will only kill a Zeratul who messes up. It should be pretty obvious when they do though, so take the opportunity when you see it. EDIT: So...they gave him
Rewind, and then nerfed his
Double Bombs...ok. He's not really a huge threat till 20 now. He'll be even stronger than before after 20 if he lands all 4 bombs, but by the time he ramps up you'll have all your defensive CDs.
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Matchup Information
Pretty sure this guy shows up on every match-up section I write for most threatening Heroes...must be that pesky Trinity Force. Anyway, Zeratul can very easily harass you where you have 0 chance to fight back. With a quick WWQ combo, then
Wormhole out, he can just get free damage off. EDIT: With the Vikings patch, Zeratul got
Rewind at 20, so...beware.
Stoneskin should prevent him from straight-up one-shotting you with a
Rewind combo unless he has
Gathering Power stacks. It helps to try and juke his
Singularity Spikes also with your E. Most Zeratuls will press W as fast as possible to get the combo off, which means sudden movements will make him many players miss. As far as killing him, good luck. Most will blink/wormhole back over a wall so that you cannot chase after their CDs are down, so you will only kill a Zeratul who messes up. It should be pretty obvious when they do though, so take the opportunity when you see it. EDIT: So...they gave him
Rewind, and then nerfed his
Double Bombs...ok. He's not really a huge threat till 20 now. He'll be even stronger than before after 20 if he lands all 4 bombs, but by the time he ramps up you'll have all your defensive CDs.
[/if] |
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AHMIGASH LET ME MOVE PLS |
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Matchup Information
This guy has CC for dayyys. Whether he takes that talent nobody takes,
Skullcracker, or he takes
Avatar and sits on you, or he just takes
Rewind (Like who doesn't?) and has stuns for days, this guy is a huge nuisance to Tychus. Since your #1 counter is CC, this guy can CC you whenever he wants. A Muradin who is paying attention and knows what he's doing will stop your
Overkills whenever possible, and make DPSing really hard. You may want to start fights with Odin versus Muradin, rather than waiting. This typically results in Muradin using his Q (Or more importantly Rewind) on your team since he doesn't need to CC you, so when your Odin expires/dies you can Q more freely.
]
Matchup Information
This guy has CC for dayyys. Whether he takes that talent nobody takes,
Skullcracker, or he takes
Avatar and sits on you, or he just takes
Rewind (Like who doesn't?) and has stuns for days, this guy is a huge nuisance to Tychus. Since your #1 counter is CC, this guy can CC you whenever he wants. A Muradin who is paying attention and knows what he's doing will stop your
Overkills whenever possible, and make DPSing really hard. You may want to start fights with Odin versus Muradin, rather than waiting. This typically results in Muradin using his Q (Or more importantly Rewind) on your team since he doesn't need to CC you, so when your Odin expires/dies you can Q more freely.
[/if] |
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Not a problem...unless of course you aren't prepared. |
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Matchup Information
In a strictly 1v1 situation, you will completely destroy Illidan till lategame, and if you took
Drakken Laser Drill even lategame you will. In teamfights you should be able to hold your ground or even bait him into committing too hard for you with
Stoneskin +
First Aid. Your Q does tons of damage to him, and your AAs even do respectable damage as long as his
Evasion isn't up. Sometimes though, you'll get caught in the jungle and want to disengage from his infinite chase potential. This is MUCH easier since the nerfs to Illidan's Q. If you're running away, Illidan has to W and Q interchangeably to keep up. This makes his timing predictable. Using your
Frag Grenade to stop one of his dashes in their tracks + a
Run and Gun will break his chase.
]
Matchup Information
In a strictly 1v1 situation, you will completely destroy Illidan till lategame, and if you took
Drakken Laser Drill even lategame you will. In teamfights you should be able to hold your ground or even bait him into committing too hard for you with
Stoneskin +
First Aid. Your Q does tons of damage to him, and your AAs even do respectable damage as long as his
Evasion isn't up. Sometimes though, you'll get caught in the jungle and want to disengage from his infinite chase potential. This is MUCH easier since the nerfs to Illidan's Q. If you're running away, Illidan has to W and Q interchangeably to keep up. This makes his timing predictable. Using your
Frag Grenade to stop one of his dashes in their tracks + a
Run and Gun will break his chase.
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In general, when playing Tychus, you must have these things:
- You must have good positioning vs any Heroes with CC.
- You must have good positioning anyway.
- Know when to Odin/How to control the new Odin.
- Kill stuff while yelling "DUDUDUDUDUDUDUDUDUDU".
- You must have good positioning.
Sound good? Great! You now have no counters! EZPZ!
Map-Specific Strategies Top
HEY MAN WE'RE ALMOST HOME!
For every single map:
- You must have good positioning vs any Heroes with CC.
- You must have good positioning anyway.
- Know when to Odin/How to control the new Odin.
- Kill stuff while yelling "DUDUDUDUDUDUDUDUDUDU".
- You must have good positioning.
Wow. Great job, you just won on whatever map you were playing on.
Seriously though, the only difference maps will make is if you REALLY have to take
Melting Point or you SHOULD take
Melting Point. Tychus is very straightforward. He is much like a much cooler, better, and more BA version of
Nova - he is a Hero Killer, which makes the map nearly irrelevant.
No-Buster-Zone Top
As mentioned bunches of times, you must have good positioning with Tychus. You don't want to fall flat on your face when you go up to someone and DUDUDUDUDUDU-D'OH when you die. Cause then you're just a buster.
While positioning, how far you can chase, when you need to stay back, etc., is difficult to explain because the game changes based on team composition, circumstances, cooldowns, and so on, I'll do my best to help out here.
Note that this will be normal Tychus form - I think I pretty much covered all I wanted to during Odin, and positioning with Odin is rather obvious (Or at least a more common form of positioning) since you are basically Valla on steroids.
While you need to position well on any Hero, it becomes especially important on
Tychus, because of how CD-reliant you are. And, because you're a nearly 7 foot man who doesn't like to be put in his place. A mistake, if it doesn't kill you, forces you to back off early and waste your CD(s), which basically makes you useless...not to mention the unforgettable damage to your pride.
Rules of Positioning
Rule #1
So, rule #1.
NEVER use your E or W except when,
A) your opponent is close to death and you are finishing a kill,
B) your opponent is 100% isolated and you either have vision or knowledge of his teammates, allowing you to go aggressive,
C) you use it to dodge damage (E),
D) you use it to escape/disengage.
Essentially, you really want your E/W to be defensive, and should only use them when a kill is all but guaranteed. Even then, try not to E into 5 people to finish a kill. #HoldASpellSaveALife
And remember, if you're chasing someone with
Overkill while at full HP and they are at 40% HP, and they turn around and start to casually walk into your face, you may want to high-tail it out of there ASAP. Or you can try to trade for the kill if you're too overextended to get to safety and at least go 1 for 1.
Rule #2
Rule #2. Refrain from AAing people.
It's tempting to do because you're just sitting there lugging around a minigun that you can't use while your Q is on CD, but unless you're in a super safe position, don't do it. Even then be careful not to stand still for too long - this puts a massive "KILL ME IDK HOW TO KITE" sign above your head. Your wind-up is rather long, and it just isn't worth it 9 times out of 10. Your AAs are good for minions, mercs, and structures, not Heroes. With the range buff, you can get away with it more often now, but as I said before, you still have to sit in one spot to get AAs off, so be careful with it in teamfights.
Rule #3
Rule #3. Most times, avoid starting fights with
Overkill.
Also something tempting to do is use your Q ASAP in fights, even when there are no good targets for it. This usually ends up with you full-channel overkilling a Warrior, who either laughs it off or CCs you out of it, or both. Until you can get in a good position to hit a squishier Hero (Unless, of course, their Warrior is very low), don't use it. This benefits you not only by allowing you to hit a priority target, but also after the first 5 seconds of a fight, most CC is blown. This gives you a little safety net to go aggressive in, since the chances you will get locked up, smacked upside the head, and mugged and thrown in a ditch are significantly less.
Rule #4
Rule #4. Tychus (Sans-Heroic) is not good at flanking.
Please guys, when it's 2vs3 and you're fighting over a tribute, don't loop around and flank the enemy team. You're bad at it, ok? It doesn't work unless you're using your Heroic and your team goes in simultaneously. You'll just get turned on and killed. Walking up behind the enemy team and channeling Overkill is such a bad idea I can't even explain. With
Drakken Laser Drill, you can loop around and place that behind them to split them up, and that can be a great idea. Laser Drill flanks can do serious work and put the enemy team in a do or die position, which usually causes pubs to choke.
Without your Heroic however, you put yourself in serious (and often unnecessary) risk, and you end up being a buster again. You may be wondering, why is Tychus not good at flanking? Primarily, once your Q is down you have no consistent damage and you can simply be turned on an killed, even when your opponents have very little HP. It's similar to a
Nova sneaking behind 5 people and comboing one. She's almost certainly dead after that, since it doesn't matter how low her opponents are, she can't really do anything. This lack of consistent damage is remedied by either of your Heroics, though Drill will do the job better since they will have to DPS it instead of you.
Finally, and maybe most importantly, flanking is a WUSS maneuver for sissies that no self-respecting BA would ever attempt - if you're going to go ham on 3 people you go in from the FRONT and take them all out at the cost of your life in a blaze of glory, not sneak up behind to get an advantage.
Rule #5
Rule #5. When flanked, assess the situation quickly, and if possible, run TOWARD your team.
I see this a lot. Flanking is an effective tactic for Heroes like
Zeratul who can pop you and get out before they can be turned on. However, in pubs, flanking is typically poorly coordinated and it's usually Zeratul on a solo mission. This means when Zeratul flanks, his team probably doesn't initiate for a teamfight. You can use this to your advantage.
Oh, right. I see this a lot. When someone like Zeratul goes on you, it is often a better idea to attempt to kite him through your team rather than run away toward your base. Also, spam ping him so your team knows to peel for you. Pings are very useful as when players are focusing on when a teamfight is about to engage, you'd be surprised how many people won't know you were even attacked till you're dead.
So, spam ping Zeratul, move toward your team with your E as your Q is running, and usually the most he can do is use 1 combo and he has to blink away. If he is forced to blink away in a poor position, you can even sometimes pick him off, which should mean winning the teamfight. If you run away from your team, he has the potential to get more damage in, possibly even chasing for the kill, and even if he doesn't kill you he has done his job. All he has to do after that is run back to the rest of your team and start a 4v5 while you're basing, and you may as well be dead.
And again, why would you run away? Running away is for cowards - show that Zeratul who's boss. You'd win 10/10 arm wrestles with that prophetic extraterrestrial, make sure he knows it.
I think that's pretty much it. Can't think of anything else I see players doing that irks me at the moment. Hopefully that was helpful. Again, it's kind of hard to "teach" map awareness, positioning, how far you can extend, etc., but hopefully with these pointers you can get a feel of it more quickly.
Changelog -
Closed Beta Changelog
1/4/2015 - Guide Published. Finished all in a few hours! Sure is nice to have Copy/Paste coding for a template. Matchups will be coming soon, whenever I feel like I have a spare hour or so.
1/17/2015 - Revamped the "Where to Find Me" section to be more concise and shorter, put it where it probably belongs (introductory), and I promise I will finish this guide SoonTM!
1/20/2015 - FINALLY added a Matchup section; sorry it took so long! Map specific section is next, I'll add it in soon. "Soon."
2/4/2015 - Added a Map-Specific Strategy Section... Kappa
2/11/2015 - Updated the Guide for the Lost Vikings patch.
3/16/2015 - Added the Wait Till 20 build for all you Drakken Laser Drill lovers out there.
3/24/15 - Brought up to date for Sylvanas patch. Only changes were name adjustments to the Generic Talents Searing Attacks and Giant Killer, now Sizzlin' Attacks and Problem Solver, respectively. Given different names since their tooltips were actually different.
5/11/15 - Freshened up the guide with some changes that I meant to do a while ago.
5/12/15 - No updates in the Kael'Thas patch.
5/24/15 - As per request, added the No-Buster-Zone section.
HotS Release Changelog
7/16/15 - Several changes for The Butcher patch, the "Anti-Nazeebo" build removed since Nazeebs is no longer top tier...rest of the guide should be updated. Build remains largely the same.
7/25/15 - Did some formatting to make the guide significantly easier on the eyes, edited some Matchups to bring them up to date along with other minor updates.
8/27/15 - Updated a few things, most everything is the same with ol' Tych.
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