Tychus is a midrange damage dealer with a big gun. His early game auto-attacks pack a huge punch, and his Overkill ability pours out sustained damage while Tychus moves and uses other abilities. This allows him to kite and clear creep waves effectively. His Dash and Grenade abilities give him the ability to manipulate positioning, making him a fairly tactical hero. With two powerful heroics, Tychus players have a wealth of options when it comes to building their hero.
When Tychus isn’t spraying out massive damage in teamfights, he excels at pushing lanes and clearing mercenary camps. He should not, however, waste his Overkill ability on minions if he suspects a fight looming – he should have it up when engaging heroes. His medium attack range forces him to get close to fights, so he must maneuver to zone enemy heroes with his overwhelming AoE and disruptive Grenades.
Your Attack Speed increases the longer that you attack, becoming fully wound up after 4 Basic Attacks. Lasts 3 seconds.
Because Minigun takes a bit of time to ramp up, it’s a lot smarter to position yourself somewhere where you don’t have to stutter-step to do damage. If you’re dealing damage with your auto attack, try to let it wind up first to deal the maximum amount of damage.
Cooldown: 15 seconds
Deal 1880 (360 + 80 per level) damage to the target and 940 (180 + 40 per level) damage to nearby targets over 5 seconds. Reactivate to select a new target. Can move and use Abilities while channeling.
Overkill is Tychus’ main damage dealing ability. If you time this ability when an enemy Hero has to disengage, you can lock onto them with Overkill, and follow them while dealing a ridiculous amount of damage. To be most effective, you’ll want to make sure that the enemy team can’t interrupt you while you’re using Overkill.
Frag Grenade (W)
Cooldown: 10 seconds
Lob a grenade that deals 560 (85 + 25 per level) damage, knocking enemies away.
Frag Grenade is fantastic for engaging onto enemy Heroes, disrupting channeled abilities, or disengaging a fight. Given certain talent choices, Frag Grenade can be your primary means for destroying structures, while being useful in increasing your damage in skirmishes as well.
Run and Gun (E)
Cooldown: 8 seconds
Charge forward and instantly wind up the Minigun.
Run and Gun is Tychus’ only means of escape. The ability itself intends you to use it to engage into fights, because it automatically winds up your Minigun, however: like most escape abilities on Ranged Assassins, you should only use this ability offensively if you’re in a very safe situation. I almost exclusively use this ability to escape.
Drakken Laser Drill (R)
Cooldown: 100 seconds
Call down a Laser Drill to attack nearby enemies, dealing 310 (44 + 14 per level) damage every second. Reactivate to assign a new target. Lasts 22 seconds.
Drakken Laser Drill is a static object, that if placed correctly has the potential to deal a ton of damage in team-fights where you’re fighting over an area. This ability is best placed in situations like the Tribute spawning area, Blackheart’s turn in, or any shrine on Sky Temple, because it deals damage to the nearest enemy. If the enemy team is forced to stay in the area, your Drakken Laser Drill will do the most amount of damage.
Cooldown: 100 seconds
Call down an Odin to pilot. The Odin deals increased Damage, has 100% increased Basic Attack range, and uses different Abilities. Lasts 23 seconds.
Commandeer Odin is both Tychus’ strongest Heroic, and one of the most satisfying to use in the game. If used correctly, Odin can completely obliterate the enemy team, because of the increased attack range and damage. It allows you to stay at a very safe distance and deal an absurd amount of damage.
Level 1 Talents
Recommended: Armor Piercing Rounds
Armor Piercing Rounds is the best talent for level 1 on Tychus. It increases your single-target damage, and gives your chase potential that extra boost of damage that it needs. Once you’re able to slow targets with Overkill from later talent options, this talent really starts to shine.
Level 4 Talents
Recommended: Melting Point
Melting Point turns you into a lane-pressuring monster. One cast of Frag Grenade can almost destroy an entire wave of minions, and is now an extremely useful tool for taking down enemy structures. Try to cast your Frag Grenade on structures often, because the Damage over Time effect brings them down very quickly, and can snowball your team into structure advantages early.
Level 7 Talents
Recommended: First Aid
Because Tychus is a very low-mobility Assassin, it’s smartest to take First Aid at level 7. This talent will save your butt more times than you can count, and can be used to outplay opponents who think you’re about to die.
Level 10 Heroics
Recommended: Commandeer Odin
Because of my team-fighting orientation, I always pick Commandeer Odin for Tychus’ Heroic ability. The increase of range and damage is unbelievably impactful in teamfighting situations, and it forces you to play defensively – because with Tychus, a strong defense is your best offense.
Level 13 Talents
Recommended: Lead Rain
Because of the way Tychus’ damage playstyle works, getting Lead Rain at level 13 is a fantastic choice. It allows you to use Overkill onto a target while they’re trying to disengage, deal extra damage with Armor Piercing Rounds, and slow them for the full duration.
Level 16 Talents
As I’ve been saying, Tychus is a very low-mobility Hero, with a limited reservoir when it comes to survivability. I usually pick up Stoneskin on this tier of talents, because it allows you to survive those dangerous burst situations. If you get caught out of position, and have a bunch of damage coming your way — which can happen fairly often — Stoneskin will help you survive.
Level 20 Talents
Recommended: Bolt of the Storm
Bolt of the Storm will further solidify you in staying alive under dangerous circumstances. With this talent, and some map awareness, you become a damage-dealing monster, who is very difficult to track down and kill.