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Tychus Abilities

Last updated Yesterday at 22:30 by Straften 8 comments

Table of Contents

Tychus Image

General Information

Below, we give you a brief overview of the abilities that Tychus has access to. You should read these ability descriptions before reading further, because the other pages of the guide assume that you have a basic knowledge of Tychus's abilities.

The other pages of our Tychus guide can be accessed from the table of contents on the right.

About the Author

Straften is a Grand Master ranked player in both Hero League and Team League. He has a passion for theorycrafting, and regularly tests new features early on the PTR. He explains his strategy, reasoning, and implementation in these guides.

1. Overkill

Tychus Overkill
Overkill (Q) Starcraft Tychus
  • Mana: 75
  • Cooldown: 15 seconds

Deal 1414 (671 + 4% per level) damage to the target and 691 (328 + 4% per level) damage to nearby targets over 4 seconds. Reactivate to select a new target. Can move and use Abilities while channeling.

Overkill Icon Overkill is a semi-channeled ability that does a substantial amount of damage to its target over 4 seconds, and 50% of that damage to nearby targets over the same duration. During Overkill, Tychus can move and use his basic abilities, but he cannot use Basic Attacks. While active, Overkill can be re-cast to switch targets, and it will automatically switch to a new target if its current target dies. Overkill is cancelled if there are no nearby targets. Stuns, polymorphs, silences, and knock-backs will interrupt Overkill.

Overkill allows you to move while dealing sustained AoE damage. When possible to do so safely, position yourself to maximize the use of the conical splash damage. Since Overkill is an ability, it is not affected by abilities and talents that mitigate Basic Attacks, like Evasion Icon Evasion and Swift Reflexes Icon Swift Reflexes. Move with your target when using Overkill. If they move towards you, back away. If they move away, move towards them. In this way, you can maximise your ability to kite, taking full advantage of Tychus' mobility.

As we have covered, Overkill can be interrupted, instantly cancelling the ability. Coupled with its long cooldown of 15 seconds, this can be devastating to your damage output. To counter this, always be aware of what crowd control abilities that the enemy Heroes may possess, and avoid them accordingly. For example, E.T.C. has several abilities that can interrupt Overkill, but if you use Overkill at its maximum range (or with Spray 'n' Pray Icon Spray 'n' Pray), you can safely damage him without being affected by his abilities.

You should use Overkill whenever you would stutter-step with a different Hero, as long as it will not be immediately interrupted. Although Overkill has a cooldown, it is more efficient (while active) at dealing damage while moving than stutter-stepping is on other Heroes. Be sure to retarget the ability appropriately, especially if a target moves out of Overkill's range.

2. Frag Grenade

Tychus Frag Grenade
Frag Grenade (W) Starcraft Tychus
  • Mana: 50
  • Cooldown: 10 seconds

Lob a grenade that deals 561 (267 + 4% per level) damage, knocking enemies away.

Frag Grenade Icon Frag Grenade throws a grenade at the target area, dealing damage and pushing enemies away from the centre of where the grenade lands.

Frag Grenade has three main uses: to deal damage, to reposition enemy Heroes, and to interrupt channelled abilities. Generally, you will only want to use it to deal damage when securing kills, or if the other two uses are not needed. If you are being chased by an enemy Hero, Frag Grenade can be used to knock them away, allowing you to escape. Conversely, Frag Grenade can be used to knock a fleeing enemy Hero closer to you and your team, allowing you to secure the kill. It is important to note that Frag Grenade has no casting animation; it will not impede your movement.

If the enemy team has high priority channelled abilities, like Kael'Thas' Pyroblast Icon Pyroblast, Valla's Strafe Icon Strafe, or Li Li's Jug of 1,000 Cups Icon Jug of 1,000 Cups, Frag Grenade should be used to interrupt them. However, you should only interrupt the abilities if it is convenient, as traversing the battlefield as a low health Assassin will likely lead to your death. Target Frag Grenade where enemies will be, and not where they currently stand.

3. Run and Gun

Tychus Run and Gun
Run and Gun (E) Starcraft Tychus
  • Mana: 50
  • Cooldown: 10 seconds

Dash a short distance.

Run and Gun Icon Run and Gun causes Tychus to dash in the targeted direction. Run and Gun cannot be used to dash through walls.

Use Run and Gun only to reposition yourself. Run and Gun can be used in a variety of situations, such as dodging enemy abilities, as a gap-closer, or to assist you when kiting. It is important to not use Run and Gun carelessly, and instead use it only when it is absolutely needed, as it is Tychus' only dash.

4. Commandeer Odin

Tychus Commandeer Odin
Commandeer Odin (R) Starcraft Tychus
  • Heroic Ability
  • Mana: 100
  • Cooldown: 100 seconds

Call down an Odin to pilot. The Odin deals increased Damage, has 60% increased Basic Attack range, and uses different Abilities. Lasts 23 seconds.

Commandeer Odin Icon Commandeer Odin calls down an Odin for Tychus to pilot. The Odin has increased Basic Attack damage, 60% increased Basic Attack range, and uses different abilities. The Odin takes approximately 2 seconds to construct and Tychus is temporarily immune to all forms of crowd control during this time, but he still takes full damage. The Odin can be piloted for 23 seconds.

While piloting the Odin, Tychus' basic abilities are replaced by the following new abilities:

  • Annihilate Icon Annihilate fires the Odin's cannons in a straight line, dealing damage to all targets hit.
  • Ragnarok Missiles Icon Ragnarok Missiles launches a volley of missiles at the target area, after a short delay, damaging all targets and reducing their movement speed by 30% for 2 seconds.
  • Thrusters Icon Thrusters causes the Odin to dash in the targeted direction. Thrusters cannot be used to dash through Walls or environmental terrain. Thrusters' cooldown is independent of Run and Gun Icon Run and Gun.

Odin drastically increases Tychus' damage, as well as his Basic Attack range, allowing him to outrange most Heroes in the game. Since Tychus is immobile while the Odin is being constructed, it is important to use Commandeer Odin only when you are in a safe position to do so. Otherwise, you risk being killed. Commandeer Odin should be used before a fight occurs, enabling you to begin attacking the moment that the fighting begins. Additionally, you can only use Commandeer Odin if the enemy team is engaging onto your team or the enemy team is unable to escape, by means of crowd control, or if they are cornered. Otherwise, construction of the Odin will give the enemy team ample opportunity to flee or kill you.

Commandeer Odin replaces your basic abilities with new, more powerful abilities. Annihilate and Ragnarok Missiles should be used whenever they are available, as they have no Mana cost and low cooldowns. Thrusters should be used similarly to Run and Gun Icon Run and Gun; it should not be used carelessly. Only use it when you need the mobility. If the Odin is about to expire, you should use all of your abilities, even if they are not needed, since you cannot use them when not controlling Odin. Master Assassin Icon Master Assassin's attack speed buff also applies while Odin is active.

The main drawback of Commandeer Odin is that Tychus cannot use Minigun Icon Minigun while inside of the Odin. Minigun is often the reason Tychus is picked, as the percent maximum Health damage is an important counter to double tank compositions. The Odin does increased damage to non-tanks, but can actually result in less meaningful damage to the enemy's frontline. Consider taking Commandeer Odin in situations where you need AoE damage and increased range.

5. Drakken Laser Drill

Tychus Drakken Laser Drill
Drakken Laser Drill (R) Starcraft Tychus
  • Heroic Ability
  • Mana: 100
  • Cooldown: 100 seconds

Call down a Laser Drill to attack nearby enemies, dealing 312 (148 + 4% per level) damage every second. Reactivate to assign a new target. Lasts 22 seconds.

Drakken Laser Drill Icon Drakken Laser Drill calls down a Laser Drill to attack targeted enemies, dealing damage every second. The Laser Drill has its own health pool and can be reassigned to attack new targets. Units cannot pass through the Laser Drill while it is active on the battlefield. If placed directly on a Hero, it will displace them. It lasts for 22 seconds or until it is destroyed.

Drakken Laser Drill is an exceptional zoning tool, able to deal very high sustained damage in the area around where it is placed. Tychus will still have access to all of his Basic Abilities while the laser is active. This is an important difference between Drakken Laser Drill Icon Drakken Laser Drill and Commandeer Odin Icon Commandeer Odin, because many of your Talents will be invested into your Basic Abilities.

The Laser Drill should be placed in a hard-to-reach location, such as behind a wall or in a corner. Doing so will help ensure that the enemy team does not immediately kill the Laser Drill, especially with AoE damage. In some niche situations, the Laser Drill can be used to block enemy pathing, which is especially useful to create a choke-point or to prevent enemies from escaping.

Do not use Drakken Laser Drill when chasing enemy Heroes, as they will outrange the Drill before it is able to do any damage. When teamfighting, the Laser Drill can be used to kill your primary target or to zone out enemy backline Heroes. If you think the team fight will extend over a long period of time, zone out an enemy backline Hero with the Laser Drill, thereby giving your team a numbers advantage. The Laser Drill can be very effective against an enemy team made up of many melee Heroes, since melee Heroes must engage onto you to deal damage. In such situations, you can simply drop the Laser Drill and kite your pursuers while the Laser Drill damages them. The Laser Drill can also be used when sieging a Keep or the Core, or it can help you to quickly kill a Boss.

It is important to note that Drakken Laser Drill gains a massive power spike once you obtain Focusing Diodes Icon Focusing Diodes at Level 20. Keep this in mind when using the Laser Drill, as delaying the game until you reach Level 20 might be in your best interests.

6. Minigun (Trait)

Tychus Minigun
Minigun Starcraft Tychus
  • Trait

Activate to have your Basic Attacks against Heroes deal bonus damage equal to 2% of their maximum Health. Lasts 3 seconds.

Activate Minigun Icon Minigun to cause Basic Attacks against Heroes to deal bonus damage equal to 1.5% of the target’s maximum Health. This means that Minigun is more effective against Heroes with a lot of Health. Using this ability on Murky is not advised.

Minigun passively grants Tychus an attack speed of 4.0 (4 attacks per second). It is extremely efficient at destroying things that require a flat amount of attacks, like Spider Mines Icon Spider Mines, Chests on Blackheart's Bay, Cocoon Icon Cocoon, and Pufferfish Icon Pufferfish.

Minigun's most notable downside is that a fast attack speed makes Tychus notoriously poor at stutter-stepping, as it is impossible to move any distance inbetween such fast Basic Attacks. Fortunately, Tychus' Overkill Icon Overkill is fantastic for kiting, helping to mitigate this weakness. Tychus' immobility when using Basic Attacks is why Overkill should be used in place of Basic Attacks when you would normally stutter-step on a traditional ranged Assassin.

7. ChangeLog

  • 12 Sep. 2016: Updates following Alarak's Patch.
    • Updated text for several Abilities.
  • 05 Apr. 2016: Tychus has received significant changes to his kit. The text has been updated to reflect this.
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