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Hand of Justice: Tyr Guide (S3)

January 6, 2017 by Stuke99
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Build 1
Build 2

Executioner (Solo)

Smite God: Tyr

Item Purchase Order

Final Build

Build Item Warrior Tabi
Build Item Breastplate of Valor
Build Item Jotunn's Wrath
Build Item Bulwark of Hope
Build Item Hide of the Urchin
Build Item Titan's Bane

Starter

Build Item Bluestone Pendant Build Item Boots Build Item Healing Potion Build Item Healing Potion Build Item Healing Potion Build Item Healing Potion Build Item Mana Potion Build Item Mana Potion Build Item Mana Potion Build Item Mana Potion

Core

Build Item Warrior Tabi Build Item Breastplate of Valor Build Item Jotunn's Wrath

Offensive

Build Item Titan's Bane Build Item Frostbound Hammer Build Item Shifter's Shield

Defensive

Build Item Bulwark of Hope Build Item Hide of the Urchin Build Item Mantle of Discord

Relics

Build Item Teleport Build Item Blink Build Item Purification



My Introduction

Hello, Stuke here, with a brand new guide. In this installment in my Warrior Series, I'll be giving you a guide about the brave, the lawful, and heroic, Tyr, the Lawgiver. Note: you don't have to follow this guide to the smallest detail, these are suggestions on how to play Tyr. I encourage you to look at the comment section below and see others suggestions.

Who is Tyr?


Tyr is a physical, melee, warrior that uses his high crowd control and damage to apply pressure to his lane opponent or the entire enemy team. With all this CC and damage people think he won't have any defense to deal with all that damage but that's where you're wrong, his passive, sustain, escapes, and natural defense makes him a hard zit to pop.

Pros / Cons


Pros
High Single Target Damage
High Crowd Control
Best Juggle in the Game
Stance Switch
Amazing Passive
That Manly Scottish Accent
Naturally Tanky



Cons
Stance Switch is on a cooldown
Needs his abiliies for his combo
Combo is easy to miss
Lacks mobility if dash and or ultimate is down
VERY difficult to play for beginners
Dependent on Blink

Abilites


This is such a great passive, especially for a warrior, because crowd control effects (Stuns, Taunts, Fears, Intoxicate, and Mesmerize) would no longer affect Tyr if the effect last longer than 1 second.


Part one of Tyr's signature combo, with this ability he dashes forward but this ability changes effects depending on the stance you're in. In Assault Stance, you hit the target caught in the dash twice and knock them up in the process. In Guard Stance, you just normally dash through all enemies and minions hitting them once.


The second part to his combo, this ability strikes everything in front of him in an 180 degree cone but the effect can change depending on the stance. In Assault Stance, you deal damage plus if the target is knocked up they are pushed back in the directing you're facing. In Guard Stance, you heals for each enemy hit, up to three, and it doubles on the first target hit.


A simple stance switch ability, but like most stance switchers, it also has a passive effect depending on the stance you're in. Assault Stance gives you more physical power. Guard Stance gives you more protections (physical and magical).


A simple but very effective ability. Tyr leaps in the air and slams down in the targeted area doing a large AoE damage This is great for closing the gap or getting away. What makes this ability even better is that it also slows any target in the circle so it can set you up again for another juggle combo if those abilities are off cooldown.

Items


One of the best starters for ability focused physical gods. DoT plus the multiple strikes from the Juggle Combo is a confirmed kill a majority of the time.


If you're going to be a Jungler, then you need this item.



Every god needs this item, no need to explain any further.


A staple item for warriors, physical protections, mana, and cooldown reductions makes this a great item for Tyr.


Another staple for ability gods, pwoer, pen., mana, and cooldown reduction really helps out Tyr to switch stance and to get his combo off quicker.


Since Tyr has a self-heal in his Power Cleave (Guard Stance), this item can boost the heals you receive making it harder for the enemy or minions harder to burst you down.



Power and pen. are Tyr's best friend, besides protections, as it will make his combo hit even harder.


A great item that some people overlook. Depending on how much health you have, you either gain more power or protections if your health is above or below the threshold.


Tyr can really benefit from this item. Every basic attack given to the enemy reduces their movement speed and attack speed. The only mobility items Tyr has are either his dash or his ultimate which can be easy to miss. So this item can help close the gap if they try to get away without sacrificing your dash for your combo.


One of the best magical protection items I can think of off the top of my head. If you hit a threshold, you gain a little bubble for extra protections in case you might get bursted down.


After securing a kill or getting an assist, you gain a stack of protections with a maximum.


One of the newer and very popular protection items. This gives protections, cooldown reduction, and if you hit a threshold of health the mantle does a AoE stun to anyone close enough to you if your enemy is a melee god.

Relic


Not many gods use this relic, but for Tyr this relic is he bread and butter. Even though it's very good on Tyr, he's almost completely dependent on Blink to set up for his juggle combo.


This gets you from Point A to Point B (tower or ward), as long as their is a Point B to get to.


Do I really need to explain what this does?


Makes you and allies near you go fast, that's it. Oh, and it also removes slows.


Tyr might have some good crowd control under his belt but there's not much in the area denial department, and this is where Wrath comes into play. When you're jungleing or want a relic to secure objectives ASAP, then you can pick this up as this will one shot most camp minions, bosses at a certain amount of health, but it can also be used as a stun to get the objective or, once again, set up for the juggle combo.

Tips and Combos

- You know that Juggle Combo I've been saying throughout this whole guide? Yeah, I'm not kidding, this is Tyr's best form of damage. If you're going to use your abilities, make sure you'll be able to have them off cooldown when the enemy decides to engage you.

- His Juggle Combo goes as follow: use Blink (or Lawbringer if it's unavailable), then once you're close enough to your target hit them with Fearless (preferably against a wall or into the tower's range), finally while the target is still in the air use Power Cleave for that additional damage and knock back.
In simpler terms: Blink / Lawbringer -> Fearless -> Power Cleave.

- Positioning is the key and knowing when to engage on a perfect opportunity is what separates the bad from the good Tyr players. Planning and positioning yourself to get them into the Juggle Combo is not going to be easy, so play a mind game or get the jump on them fast enough before they have time to realize what you're about to do.

Stages of the Game

Early Game
This is where Tyr is both very weak and very strong, you need to wait it out until you get a point or two into your 1 and 2 until you can make a move on the opponent. In the start Tyr is tank but lacks the damage, by your time by farming for gold and xp until you get enough for the Juggle Combo.

Middle Game
Tyr is so-so in this stage as he still is tank but know hits a wee bit harder than in the Early game. At this point you should be getting your cooldown items online so your abilities go online quicker.

Late Game
This is where Tyr really starts taking off, not only will he be tankier than before but now he hits like a truck. Fight the enemy and keep them off the objectives if possible or engage on an easy target if you think you can kill them.

A Little Something Extra

In Conclusion

Tyr is one of the best warriors in the game. His damage, crowd control, and tankiness makes his a constant threat throughout the game (especially during late). Always remember to judge where you are from the enemy to set up for the Juggle Combo, make the enemy decide if they want to surrender as their final verdict, if not act as the executioner if they resist.

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