Welcome to our Talents page for Tychus. Here, we give you an overview of how strong each of Tychus' talents is. Then, we present several viable builds, before analyzing each talent row separately, so that you can make informed decisions.
1. Tychus's Talent Build
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2. Tychus' Talent Build Cheatsheet
Minigun BuildTalent calculator »
The Minigun Build increases the utility of Minigun's active component, and benefits from complementary Talents at Levels that lack Minigun options. Use Frag Grenade to harass on cooldown, unless you need to hold it to interrupt a channeled Heroic. This build is very strong against Heroes who are easy to Basic Attack for extended durations, because you can farm In the Rhythm stacks from them.
Overkill BuildTalent calculator »
The Overkill Build is designed around the finishing potential of Overkill. The general idea is that you use The Bigger They Are... to rip through an enemy's Health pool quickly, and then finish them off with Overkill and Frag Grenade. Quarterback and Spray 'n' Pray will increase the range you have with these finishers, while Armor Piercing Rounds will greatly increase Overkill's damage. The main drawback of this build is that you cannot increase Overkill's damage until Level 16; you will harass with Overkill and Frag Grenade until then. Another weakness of this build is that the constant use of your Abilities can cause you to run out of Mana. Drakken Laser Drill can work with this build in certain situations. However, Odin is great when you are low on Mana, because its Abilities cost none.
3. Level 1 Talents for Tychus
Run and Gun increases Tychus's Basic Attack range by 1.5 for 3 seconds.
Quest: Run and Gun increases Tychus's Movement Speed by 1% for each Regeneration Globe gathered, up to 25%. Lasts 2 seconds.
Reward: Once 25 Regeneration Globes have been gathered, the range of Run and Gun is increased by 50%.
Basic Attacks reduce the cooldown of Run and Gun by 0.8 seconds.
Press the Advantage helps Tychus deal Minigun damage from a safer distance. It is a great way to open up more opportunities to use Minigun's active.
Dash offers extra mobility after Run and Gun's initial reposition. This can further your ability to kite effectively, and enables you to deliver additional Basic Attacks to enemy Heroes who are moving away from you. Because Dash requires you to collect Health Globes, it is stronger on maps that have an abundance of them. Dash is strong against teams that rely heavily on skillshots that can be avoided.
In order to benefit from Combat Tactician, one must deliver Basic Attacks while Run and Gun is on cooldown. This can encourage unnecessary uses of Run and Gun. Combat Tactician reduces the cooldown of Run and Gun without reducing the associated Mana cost, which can cause you to run out of Mana. The other options at this Level promote a safer playstyle, and are recommended over Combat Tactician.
4. Level 4 Talents for Tychus
Quest: While Minigun is active, Basic Attacks against Heroes permanently increase future Minigun durations by 0.03 seconds.
Lower the cooldown of Minigun by 2 seconds. Increase the damage bonus to 4% while enemy Heroes are above 35% Health, but Minigun no longer has any effect on targets below 35%.
Quest: Hero Takedowns increase Tychus's Attack Speed by 1%, up to 15%.
Reward: After getting 15 Takedowns, Tychus's Attack Speed is increased by an additional 10%.
In the Rhythm is a great Talent because enables you to increase the active duration Minigun. This is dependent on efficiently gaining stacks of In the Rhythm, which can be extremely difficult against team compositions that can outrange Minigun. In addition to this weakness, In the Rhythm will increase the amount of time you will need to wait for Minigun to end. This will delay healing from That's the Stuff!; be aware of your Health, and stop trading until Minigun ends if necessary.
The Bigger They Are... is a good option to increase Minigun's uptime, without increasing the amount of time you must wait to be healed by That's the Stuff!. This Talent is also an excellent way to get an enemy Hero to low Health more quickly, which can inspire your allies to assist with a Takedown. Although Minigun will no longer affect low Health enemy Heroes, you can often secure a kill by using your other damage dealing Abilities. Cast Frag Grenade to knock the fleeing enemy toward you, and follow that up with Overkill.
Because of Tychus' high attack speed, Master Assassin can be thought of as a 25% damage increase to Basic Attacks and Minigun once fully stacked. However, this Talent does nothing to help you in the moment that you take it. Master Assassin is good against Murky and The Lost Vikings, as you can finish the quest soon enough that it is worth taking. Master Assassin's attack speed bonus also applies while Commandeer Odin is active.
5. Level 7 Talents for Tychus
Increases the range of Frag Grenade by 50%.
Increases Frag Grenade's radius by 25% and the knockback distance by 100%.
Being Stunned or Rooted grants 25 Armor for 3 seconds, reducing damage taken by 25%.
Quarterback's increased range on Frag Grenade can help you land the killing blow on enemies who are fleeing from combat. You can safely poke for decent damage when coupled with Titan Grenade. Quarterback can be an effective means of cancelling channelled Abilities, especially when used to cancel Heroics. Quarterback is also useful on maps where it can be used to interrupt enemy Heroes who are channeling a map objective.
Concussion Grenade increases the knockback distance of Frag Grenade, which can help you to peel enemy Heroes or even push them into danger. This Talent can be more effective against melee Heroes, as you will not need the increased range from Quarterback to get value out of it.
Relentless Soldier is an extremely powerful Talent when the enemy team has many Stuns or Roots. You are able to live in siutuations that would otherwise kill you, and this can be the difference between your team winning or losing a team fight.
6. Level 10 Talents for Tychus
- Mana: 100
- Cooldown: 100 seconds
Call down an Odin to pilot. The Odin deals increased Damage, has 100% increased Basic Attack range, and uses different Abilities. The Odin has 25 Armor and lasts 23 seconds.
- Mana: 100
- Cooldown: 100 seconds
Call down a Laser Drill to attack nearby enemies, dealing 142 (+4% per level) damage every second. Reactivate to assign a new target. Lasts 22 seconds.
Commandeer Odin provides Tychus with a powerful set of alternate Abilities, which cost no Mana once Odin is cast. The main drawback of Commandeer Odin is that Tychus cannot use Minigun while inside of the Odin. Minigun is often the main reason Tychus is picked, as the percent maximum Health damage is a very good way to deal damage to Tanks. 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 increased AoE damage and range, as it provides these liberally. It is also a good option for Mana intensive builds.
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 and Commandeer Odin, because many of your Talents may be invested into your Basic Abilities.
7. Level 13 Talents for Tychus
Minigun heals Tychus for 100% of the bonus damage dealt after it expires.
- Cooldown: 30 seconds
Activate to gain 75 Spell Armor for 3 seconds, reducing Ability Damage taken by 75%.
Increases Overkill's range by 25%.
That's the Stuff! helps you win trades with enemy Heroes, but does not allow you to heal from damaging non-Heroic units. That's the Stuff! will not heal you until Minigun's duration ends, so it can be thought of as a Health refund after a trade. As with all Minigun use, it is vulnerable to crowd control effects, which will eat up the active duration of Minigun.
Spray 'n' Pray greatly increases the range of Overkill, which will allow you to harass more effectively with it. You will be able to lock onto fleeing enemies from much further away, or keep pursuing foes at a safer distance while you dissuade their advance.
8. Level 16 Talents for Tychus
Frag Grenade deals bonus damage to Heroes equal to 5% of their maximum Health.
Overkill also Slows enemy Movement Speed by 30%.
Increases Overkill's damage to the primary target by 50%.
Titan Grenade adds another way to deal damage based on the maximum Health of your enemies. This is the go to Talent any time you have not taken Spray 'n' Pray, and has strong synergy with Quarterback.
Lead Rain helps you kite highly mobile Heroes. If you are having trouble kiting somone, consider this. Be aware that you are sacrificing the damage that Armor Piercing Rounds and Titan Grenade can offer.
Armor Piercing Rounds allows you to deal more damage with Overkill. This Talent has strong synergy with Spray 'n' Pray, as you can deal a lot of damage from a safe range, something Tychus otherwise struggles with. This Talent combination is a great way to finish off low Health enemy Heroes!
9. Level 20 Talents for Tychus
Odin lasts 50% longer and Ragnarok Missiles also launches a Nuclear Missile which lands 2.5 seconds later, dealing 319 (+4% per level) damage in its area.
Increases the range of the Drakken Laser Drill by 50%. Deals increasing damage the longer it remains on a single target, up to 100% extra damage.
Basic Attacks deal bonus damage to Heroes equal to 1% of their maximum Health. Stacks with Minigun.
Run and Gun and Odin's Thrusters gain 2 additional charges and reduces Run and Gun's Mana cost from 50 to 25.
Big Red Button dramatically increases your damage, especially in team fights that last a long time. The 50% extra duration of Commandeer Odin allows Odin to last the full lenth of most team fights. Since the range of Odin's attacks is so large, you will be able to deal damage throughout the late game team fights. The Nuclear Missile fired with Ragnarok Missiles does a massive amount of damage, but it has a several second delay before exploding. Despite this, just landing a single Nuclear Missile on multiple enemy Heroes will usually turn the fight in your team's favour.
Focusing Diodes exponentially bolsters the strength of Drakken Laser Drill. The increased range allows Laser Drill to outrange most Abilities in the game, and zone out enemy Heroes more effectively. The damage of the Laser Drill is essentially doubled. The downside is that Laser Drill can be destroyed by the enemy team rather quickly, especially if the fight takes place somewhere in the open.
Bob and Weave can result in hyper-mobility when combined with Dash. As long as In the Rhythm is sufficiently stacked, you can apply Minigun active damage almost constantly during late-game team fights.
- 10 May 2018: Talent discussion updated to reflect balance patch.
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