Stuns, Taunts, Fears, and Mesmerize cannot affect Tyr
for longer than 1s. This is very good lategame when stuns are maxed out to last for longer, but early game most stuns only last for about 1 sec anyways so it doesn't help you that much eralygame (except vs gods like Ymir
etc, who has stuns as their main tool).
also got a chain combo for basic attacks first swing does 1x damage, second swing does 0,5x damage and the third and final swing in the chain does 1,5x damage.
I would max this first because it is your main source of damage, it is great for clearing jungle camps and combined with Power Cleave
it makes for devastating ganks. The way the skill works is that you dash forward and hit a target pushing them along your path while knocking them up and hitting them twice (in Assault stance), but to be able to get of two hits you need to be pretty close to you target. The damage on this ability is pretty OP atm (guessing it will be nerfed). In guard stance it works kind of like Vamanas Clear The Path
, knocking everyone you dash through up in the air.
I would put one point in it at lvl 2 and max it last, because the main use of this ability is to knock enemies out of position while they are knocked up in the air by Fearless
. The the ability works is that it does damage in a cone in front of you. If you are in assault stance you will knock any airborne enemies back and if you are in guard stance it heals you (a bit to much atm) for each enemy hit up to 3.
I would max this second because of the passive benefits you get to power and protection form it and most importantly that the cooldown get faster, so you can reset your other abilities more often. The way it works is that you change to either assault or guard stance, assault gives you more power and guard gives you more protection and they effects your other abilities (just like Hel
) and it makes the cooldown on Fearless
and Power Cleave
This is the slam dunk of dunks and does a good amount of damage at least if you build damage. It is a large aoe target and also has a slow on it, great for aoe damage in teamfights and for gap closing if someone is trying to get away.