Archangel of Justice
Against a ruthless Tyrael, backline assassins and supports are never safe. With sound survivability and the ability to surpass the front line, this archangel interrupts whatever the backline heroes were supposed to be doing and forces them to react to his aggression. This disjoints the enemy team and allows for a swift cleanup of their separated forces. When not assailing the enemy team’s backline, Tyrael should be peeling for his own teammates with his shield and movement buff.
Tyrael has good survivability and initiation, as well as damage that scales reasonably into the late game. The result is an all-around warrior who, due to El’druin’s Might and his Judgement heroic, can easily penetrate the enemy’s formation to lacerate its soft core. Should he die before his task is done, his explosive trait can deal the finishing blow to low enemies, making him a force to be reckoned with. He works best with a healer to keep his high-risk antics going.
Archangel’s Wrath (D)
When you die, become invulnerable and explode for 1000 (240 + 40 per level) damage after 3.5 seconds.
This talent, like Uther’s, only has traction when Tyrael dies. Seeing as an optimal game involves zero deaths, Tyrael’s talent is quite unfortunate, as in his best games he will never get value out of it. That said, it is realistic that a Tyrael will die a few times in any given game, and it is in the confusion of a teamfight where this talent shines. If this archangel manages to get a few enemies to low HP but dies before finishing the job, Archangel’s Wrath can pick up a few kill from the grave. As a rule, you shouldn’t talent towards this ability, because you don’t want to be dying in the first place.
El’Druin’s Might (Q)
55 Mana Cooldown: 12 seconds Deals 240 (69 + 9 per level) damage to enemies within target area, slowing them by 25%. Reactivating will teleport you to the blade and slow nearby enemies by 25%.
This ability is often misapprehended as Tyrael’s main source of damage. That honor belongs to Smite and auto-attacks – El’Druin’s Might is Tyrael’s main source of initiation, escape, chasing, and general mobility. A smart Tyrael will not expend this immediately in a fight, and will instead bide his time until an opportunity to infiltrate the back line arises. That, or he will save it to escape a bad engagement. While this ability should certainly be used to finish off low enemies and initiate, mindful use of it will make any Tyrael a better asset to their team. Do be aware of the slow it provides, and of its ability to surmount cliffs and other unpathable obstacles.
65 Mana Cooldown: 12 seconds Shields you for 700 (225 + 25 per level) damage and nearby allies for 80 damage for 4 seconds.
A four second shield for Tyrael and his allies, including minions. This should generally be used whenever off cooldown in fights, and is what pushes Tyrael to be a fairly resistant warrior. Additional utilities include rescuing/peeling for allies and helping a wave of minions soak damage from towers or heroes.
50 Mana Cooldown: 7 seconds Rake target area for 315 (87 + 12 per level) damage. Allies moving through the targeted area gain 25% increased Movement Speed for 2 seconds.
Tyrael’s bread and butter, as far as damage goes, Smite is a generic cleave with an added bit of utility. Where the positioning of most such abilities don’t particularly matter, Tyrael’s Smite leaves behind a mark that grants allies who pass over it a movement speed buff. So while Tyrael uses this mostly for sustained damage and poke, it also has myriad utilities when it comes to chasing and peeling. This ability is generally talented towards early on due to its reliability and low cooldown.
100 Mana Cooldown: 80 seconds Charge target enemy Hero, dealing 220 (68 + 8 per level) damage and stunning them for 1.5 seconds. Nearby enemies are knocked away and take 110 (34 + 4 per level) damage.
This is the ability that makes Tyrael such a nightmare for enemy squishies. With it, the angel can easily rush past the front line and start wreaking havoc on the healers and mages in the back. If building Tyrael in the traditional sense – that is, as an aggressive and punishing initator – then should unequivocally be the choice of heroic.
75 Mana Cooldown: 50 seconds While channeling, Tyrael makes all nearby allied Heroes invulnerable and unstoppable. Lasts 3 seconds.Does not affect Tyrael.
While this heroic shouldn’t necessarily be discounted – team-wide invulnerability is damn strong, believe it or not – this heroic is incongruous with Tyrael’s usual playstyle. This ability is more aligned with a support hero who can afford to stand still in the midst of a scuffle, not a swift tank with a vendetta against fragile enemies. Unless he has a well-thought-out reason, Tyrael should generally eschew this heroic for Judgment.
Level 1 Talents
Recommended: Purge Evil or Regeneration Master
The above are the only two talents really worth considering from this tier. Purge Evil is often picked up, as it affords Tyrael quite a bit of extra damage over the course of a game.
Regeneration Master is a less impactful option, but supplements Tyrael’s survivability more and more as the game goes on. As far as laning and general utility go, Purge Evil is the better choice. However, if you anticipate a long game or are pitted against a team with low burst but high sustained damage, Regeneration Master is a fair option.
Level 4 Talents
Recommended: Retribution or Amplified Healing
If there is a healer on your team, nine times out of ten Amplified Healing is the best option in this tier. It should be noted that it also increases the rate of regeneration from Regeneration Master.
Otherwise, Retribution provides some decent cooldown reduction on your main nuke. If you’ve a lack of healers on your team and are worried about sustenance, or if you want to build an unorthodox melee Tyrael build, Vampiric Strike is a solid bet now that its lifesteal has been boosted to 25%.
Level 7 Talents
Recommended: Battle Momentum
Battle Momentum is a particularly fierce talent for Tyrael, as he will more often than not be swinging El’Druin at minions or heroes. The ability to use his nuke, mobility, and shielding talents at a higher rate is usually too valuable to pass up.
That said, Reciprocate can deal some nice AoE damage in fights when your shield blows up, and Searing Attacks is what makes the unorthodox ‘attack damage Tyrael’ semi-viable.
The shield usually drops from damage, not its timer, so extending its duration with Zealotry is ill-advised, and El’Druin’s Might should be an effective enough movement ability without supplementing it further.
Level 10 Heroics
While teleporting to his sword grants Tyrael high mobility, Judgment is what makes him such a menace to the backline. With it, he can single out a problematic target and easily reach them through the front line. Not only that, he damages them, stuns them, and knocks their allies away. Talk about tunnel vision! His time in the backline is likely to be hot, however; using Judgment to initiate leaves El’Druin’s Might free for escaping or chasing. This heroic really defines Tyrael’s role in a match, and should almost always be picked up.
While three seconds of team-wide invulnerability is awesome, Tyrael isn’t the type of character who wants to sit and channel something for three seconds in the midst of a fight – he is far more proactive than that. So while Sanctification might seem like a powerhouse of an ability, it really isn’t a good fit for Tyrael’s playstyle and should usually be eschewed. That said, Tyraels pitted against teams with strong engage can pick up Sanctification to help his team refute aggression.
Level 13 Talents
Recommended: Burning Rage or Angelic Absorption
As with many of the later talent tiers, a Tyrael’s choice here should be determined by the course of his current match. How have the fights gone so far? Is the archangel proving a devastating threat, sowing justice throughout each scuffle with hardly any repercussions? If so, Burning Rage is probably his best bet. It adds great incremental damage to his teamfights and helps him with wave clear and mercenaries.
On the other hand, if Tyrael is having a difficult time surviving the duration of a fight, boosting his Righteousness is a good way to go. Angelic Absorption is usually the choice talent for this, as it enables his latent health restoration.
However, if the enemy team is rife with auto-attackers like Illidan, Valla, and the Butcher, Imposing Will can shut them down with the proper timing. Angelic Might is generally a no-go.
Level 16 Talents
Recommended: Salvation or Blood for Blood or Holy Ground
While Tyrael doesn’t enjoy the same power spike that many heroes do at level sixteen, the talent tier makes available several good options. Blood for Blood was the go-to before its nerf, but now this tier is a bit less certain. Blood for Blood is still a viable option, especially when facing down a tank or two, but it is no longer mandatory.
Salvation has seen a rise in popularity since the nerf, as it vastly improves Tyrael’s shield for both himself and his whole team. If you’re roaming in a cluster and could use more resilience as a team, then look no further.
Holy Ground is the ‘playmaking’ talent in this tier. With it, proficient Tyraels can peel for their team, block enemy escape, and even steal mercenary camps and bosses from enemies. While it doesn’t provide as much immediate value as the previous talents, with practice Holy Ground can be incredibly impactful.
Blade of Justice isn’t regarded competitively, but is a natural choice for Tyraels looking to take their basic attacks to the max.
Level 20 Talents
Recommended: Hardened Shield
When it comes to the lategame, staying alive is everything. Even though Nexus Blades or Angel of Justice might seem like they would fill out this already tanky hero’s kit, Hardened Shield is the competitive consensus. With 75% damage reduction for 4 seconds, this can nullify the much of the enemy team’s damage should the focus fall on Tyrael. If you get jumped on and find some heroic abilities aimed at yourself, activating Hardened Shield is a sure way to waste them.