Tyrael Abilities and Strategy
Welcome to our Abilities page for Tyrael. Here, we give you an overview of every ability in Tyrael's kit. For each of them, we explain what it does, how to best use it, and how it works in combination with Tyrael's other abilities. We also give you strategy tips to play Tyrael efficiently.
1. Tyrael's Tips and Tricks
- Use your abilities wisely while laning. If you are not careful, Tyrael will run out of Mana very quickly.
- Since Tyrael is not as durable as other Tanks, make sure to use his outstanding mobility to mitigate damage by dodging abilities.
- El'druin's Might can be used to juke opponents while Tyrael is on the retreat.
- If you play with Sanctification, save it for the enemy team's most dangerious abilities and track their cooldowns accordingly.
- Tyrael's Holy Ground can steal Mercenary and Boss Camps if its projectile is aimed at the very center of the capture platform.
2. El'druin's Might
- Mana: 45
- Cooldown: 12 seconds
Throw El'druin to the target area, dealing 110 (+4% per level) damage to nearby enemies and Slowing them by 25% for 2.5 seconds. It can be reactivated within 5 seconds to teleport Tyrael to El'druin and Slow nearby enemies again.
El'druin's Might is a gap-closer which allows Tyrael to cover great distances by directly teleporting to his sword. One of the greatest advantages of this ability is the fact that you will not be impaired by obstacles, such as walls or trees. El'druin's Might can be used offensively to slow down fleeing enemies and catch up to them by quickly using Angelic Flash. By the same token, Tyrael can rely on El'druin's Might in order to get out of dangerous situations by throwing his sword in the direction he wants to escape and using Angelic Flash immediately after. One thing to keep in mind, however, is the 6-second time frame that comes with El'druin's Might. If you fail to use Angelic Flash within that period of time, Tyrael will lose the ability to teleport, which is why you always want to make sure to avoid getting disabled by any form of crowd control before that window closes.
In the images above, you can see that a good way to trick your enemies (red diamonds) while trying to escape from them is to juke them with the help of El'druin's Might. This can be achieved by running in the opposite direction (white arrow) from where your sword is currently located (white circle). Once you notice that the enemy Heroes start chasing you (red arrows) use Angelic Flash to immediately teleport to El'druin. The large distance between your opponents and yourself allows you to quickly mount up and escape safely.
- Mana: 45
- Cooldown: 9 seconds
Shields Tyrael for 336 damage and nearby allied Heroes and Minions for 40% as much for 4 seconds.
Righteousness is a very straightforward protective ability that does not require a lot of expertise. Most of the time, you should wait until there is at least one or more allied Heroes near Tyrael before casting Righteousness, in order to maximise its efficiency. During the early stages of the game, especially while laning or clearing Mercenary Camps, you can make an exception to this rule. Cast Righteousness on yourself, even if no other friendly Heroes are around, to avoid taking unnecessary damage. This will enable you to stay in lane for a longer period of time, which results in being able to soak more experience for your team.
- Mana: 45
- Cooldown: 6 seconds
Rake target area for 150 (+4% per level) damage. Allies moving through the targeted area gain 25% increased Movement Speed for 2 seconds.
Smite is your weapon of choice when it comes to clearing enemy Minion waves and damaging enemy Heroes. It can be used both offensively, by damaging enemies and providing a movement speed boost to chasing allies, and defensively, by making fleeing allies run faster. Smite is a great ability to damage your opponents in lane and — unlike El'druin's Might, which should usually not be used to just harass your enemy — bully them out of range of your Minions, which can prevent them from soaking experience. Still, we would like to remind you that using Smite too frequently can cause Tyrael to suffer from a serious Mana deficit, especially during the early laning phases of the game. To prevent this from happening, you should use Smite, as well as Tyrael's other Basic Abilities, very reasonably and avoid spamming them at all cost.
- Mana: 80
- Cooldown: 70 seconds
After 0.75 seconds, charge an enemy Hero, dealing 150 (+4% per level) damage and Stunning them for 1.5 seconds. Nearby enemies are knocked away and take 75 (+4% per level) damage.
Judgment is Tyrael's infamous gap-closing Heroic ability, which will allow you to hit and stun your selected enemy target with great force. Judgment does have a short activation timer of roughly 0.5 seconds, which means that targeting an enemy from maximum casting range may actually cancel Judgment's casting animation if your target runs out of range while the animation is still building up. Another thing to keep in mind is the fact that enemies who possess an innate teleport escaping mechanism, such as Zeratul's Blink ability or the Bolt of the Storm talent, can deliberately use these tools to dodge the impact of Judgment. Thus, it is of utmost importance to choose your target carefully, as a misplaced Judgment may sometimes ruin your follow up strategy. To help you choose the right target, especially high priority targets like Supporters and Assassins, it is recommended to keep an eye out for enemy Heroes who have just used their escape abilities, or do not possess any of those in the first place.
- Mana: 75
- Cooldown: 100 seconds
After 0.5 seconds create a field of holy energy that makes allied Heroes Invulnerable. Lasts 3 seconds.
Sanctification is the ultimate defensive ability. Being capable of single-handedly deciding the outcome of a team fight, it is crucial to know how to use it correctly when playing as Tyrael. We generally recommend using Sactification if:
- the enemy team features multiple strong crowd control abilities, such as Mighty Gust or Sundering or;
- one or several of your teammates, mostly melee Assassins and Bruisers like Illidan or Sonya require special protection in order to unleash their full potential.
7. Archangel's Wrath
Upon dying, become Invulnerable and explode for 550 (+4% per level) damage after 3.5 seconds.
Similar to Uther's Devotion trait, Archangel's Wrath allows you to command Tyrael for a short moment after he died. During that period of time, you will not be able to use any of Tyrael's abilities, but you can still move him towards a target location. Players who are not very experienced with this trait may often find it hard to control and move Tyrael to the selected target while Archangel's Wrath is active. To make things easier for you, we would like to provide some assistance on how to maneuver Tyrael more fluently. As soon as Tyrael's health drops to zero, move your cursor to the target you want to hit with the explosion (preferably an enemy Hero), and click the Right Mouse Button. This will immediately make Tyrael float towards your desired target location and make it hard for most enemies to react quickly enough to dodge the explosion. It is also worth mentioning, that while Archangel's Wrath is active, your movement is not impaired by obstacles, so do not hesitate to follow your target even through Walls, Gates, or other impassable terrain.
- 17 Jan. 2018: Adjusted Tyrael's abilities in accordance with his latest rework.
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