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Tyr solo lane

16 2 110,390
by Porz21 updated February 11, 2014

Smite God: Tyr

Build Guide Discussion 12 More Guides
Tap Mouse over an item or ability icon for detailed info

Tyr Build

Standard Itemization

Build Item Warrior Tabi Warrior Tabi
Build Item Mystical Mail Mystical Mail
Build Item Hide of the Urchin Hide of the Urchin
Build Item Void Shield Void Shield
Build Item Jotunn's Wrath Jotunn's Wrath
Build Item Bulwark of Hope Bulwark of Hope

Situational Items

Build Item Witchblade Witchblade
Build Item Magi's Cloak Magi's Cloak
Build Item Runic Shield Runic Shield

Actives

Build Item Fist of the Gods Fist of the Gods
Build Item Shielded Teleport Shielded Teleport
Build Item Blink Rune Blink Rune

Tyr's Skill Order

Fearless

1 X Y
Fearless
1 8 11 12 14

Power Cleave

2 A B
Power Cleave
2 4 6 7 10

Change Stance

3 B A
Change Stance
3 15 16 18 19

Lawbringer

4 Y X
Lawbringer
5 9 13 17 20
Fearless
1 8 11 12 14

Fearless

1 X
Tyr charges forward, immune to Knockup, damaging enemies.

Assault Stance: Tyr pushes all enemies along with him, hitting them 2 times and knocking them up in the air.

Guard Stance: Tyr hits each enemy only once, passing through and knocking them up in the air.

Ability Type: Dash, Knockup, Damage
Assault Damage: 40 / 90 / 140 / 190 / 240 (+55% of your Physical Power)
Guard Damage: 70 / 120 / 170 / 220 / 270 (+50% of your Physical Power)
Range: 40
Cost: 50 / 55 / 60 / 65 / 70
Cooldown: 15 / 14.5 / 14 / 13.5 / 13s
Power Cleave
2 4 6 7 10

Power Cleave

2 A
Tyr makes a massive melee attack, hitting all enemies within a 180 degree cone.

Assault Stance: Enemies that are knocked up in the air are knocked away.

Guard Stance: Tyr heals himself for each enemy hit (max 3).

Ability Type: Area, Heal, Damage
Damage: 80 / 115 / 150 / 185 / 220 (+65% of your Physical Power)
Healing: 15 / 35 / 55 / 75 / 95
Cost: 50
Cooldown: 12 / 11 / 10 / 9 / 8s
Change Stance
3 15 16 18 19

Change Stance

3 B
Tyr changes between Assault and Guard stances. Changing stances refreshes the cooldown on Fearless and Power Cleave. Tyr gains benefits depending on his current stance, and also gains half the benefits of the opposing stance.

Assault Stance: Gain Physical Power.

Guard Stance: Gain Protections.

Ability Type: Buff
Assault Stance: 12 / 20 / 28 / 36 / 44 Physical Power
Defense Stance: 12 / 20 / 28 / 36 / 44 Protections
Cooldown: 10s
Lawbringer
5 9 13 17 20

Lawbringer

4 Y
Tyr leaps through the air, bringing indiscriminate justice upon all enemies in the target area, and Slowing them with additional effects depending on what stance he is in.

Assault Stance: Deal additional damage.
Guard Stance: Stun enemies hit.

Ability Type: Leap
Assault Damage: 250 / 375 / 500 / 625 / 750 (+120 of your Physical Power)
Guard Damage: 200 / 300 / 400 / 500 / 600 (+120% of your Physical Power)
Slow: 25%
Slow Duration: 3s
Guard Stun: 1s
Radius: 25
Cost: 80 / 90 / 100 / 110 / 120
Cooldown: 90s

Introducion

Hey there you are reading my Guide for Tyr, the Lawbringer. This guide is specialized on Tyr in the solo lane, I don't think you can use this guide for him in jungle since you'll lack the damage but gain a lot of protections.

But keep in mind that there is no build you can use everytime for Tyr and you'll soon find out when to rather build damage or protections, which this build contains enough information for.


Tyr is such a great character because of his CC possibilities and his extremely reduced CC on himself. With this guide you will be able to be at the frontline in teamfights most of the time, setting up or getting kills for yourself.

But don't try to only fight with only one hand, just Tyr can do that! Huehuehuehue
"No, that's not funny" - Tyr - VEL

Items

Starting against Physical Solo Laners

Mystical Mark Starting with Mystical Mark will give you much early health/protections against physical damage gods and will give you a damage aura as soon as you finish it.

Starting the Tabi as Tier 1 would be optimal, because you then also have enough money left to buy Hand of the Gods as well as a few Consumables.


Starting against Magical Solo Laners

Shield Starting out with the Shield will give you magical protections as well as physical damage. You should also keep in mind to finish it as a Runic Shield, because you don't need the Shield of Regrowth since you already have a really good heal with your 2. You could also start out with Bulwark of Hope, you will lack the damage at the start but you get one of the best magical protection Items. But start with only one of them not both.

Getting the Shield early will leave you with just enough money for the Hand of the Gods and a few pots then. However if you buy the Bulwark of Hope you can (like against the phys gods) Tabi Tier 1 and HoG.


Progressive Build
If you're going with my tanky Tyr build you need to get the Warrior Tabi and not the Ninja Tabi. You will need the damage and penetration you get from the Warrior Tabi if you want to do some damage.

Mystical Mark Depending on your opponent you can now buy the Mystical Mark if you started out with the Runic Shield. I don't think that you should buy the Runic Shield when you don't start with it, but you should get the Bulwark of Hope now so you will also gain a lot of health and Magical Protections.

Strong Bruiser Item giving you health both kinds of protections and Mana. Integrating this Item in your build is a viable option since it gives you a bit of all things that you need as a bruiser.

Focused Voidblade The Voidblade will be your second item giving you extra Physical Protections and Physical Power +Penetration. You will do a lot more damage in mid game because of the Voidblade and the Warrior Tabi you got earlier and become a real threat to your opponent

Great Item to deal a lot more damage and also, because of the CDR the item has giving you the capability of using your skills much more often.


Situational Items

Witch stone A good item if you need some more Physical Protections against junglers or gods who are reliant on their basic attacks and attack speed like e.g. Bakasura or Kali, because it also has the attack speed and physical power of enemies reduced in an aura.

Ankh of the Bear Following up all of the protection items you've got with Ankh of a Bear is a good possibility to turn these protections into even more damage. At this stage of the game you will have tons of Physical Protections and are almost unkillable for Physical Damage based enemies.

Magi's Blessing This is a great item if you play against god's which stun you to initiate, because it will most likely negate that stun and you will be able to counter the initiation easily. You'll also gain some protections for both physical and magical damage.

Abilities

Ability Description

Ability 1: Your first and most important ability with Tyr is Fearless. You should use Fearless and Power Cleave together to do the most damage in the attack stance.. Your 1 is some kind of a dash, where you juggle your opponent 2 times with you, him being CC'd. You can also juggle more than one person with this ability, of which you should take advantage of in the Teamfight phase of the game by juggling as many opponents as you can.
In defensive stance your dash will knock enemies back giving you a short guaranteed dash.


Ability 2: The Power Cleave is the ability dealing the most damage when in attack stance. That's why you prioritize this ability over your first ability in case of skilling up. It is mostly a combo move with your 1 which will knock up the enemy god/gods once more giving you enough time to change stance and do your 1/2 combo again in defensive stance to deal the most damage and healing up a bit afterwards with your last Cleave attack. In mid game and defensive stance your 2 will give you a very strong heal which you should use even while trying to escape to gain some health back and being able to survive even more.


Ability 3: This is the ability to change your stances into Assault stance (for damage) or defensive (for protections). Passively you will gain physical power while in Assault stance, so you should be in the attacking stance when you're about to attack (duh!) and in defensive stance when you're not.(duhuh!) Although this sounds logic you should try to keep this in mind because these slight passive buffs you get can often be the difference between a kill or your death.

Ultimate: Your ultimate ability Lawbringer is best used to either initiate or escape. While you are CC Immune while charging your ultimate you won't jump immediatly but charge it up for a little time. It deals a lot of damage and is perfect for escaping because you'll be CC immune and get the possibility to dash right out (if the dash is ready of course).

Pros/Cons

Pros
+ High Protections
+ Short CC Durations
+ Strong Heal for Himself
+ Trump Dash
In teamfight scenarios Tyr is the one taking take of the frontline with the Tank/Support. He can Blink in and peel a few enemies for his team by just doing his 1 and 2. Thanks to his heal and his defensive stance he is not likely to die, but can sustain him in teamfights for a long time. Also his peel is one of the best in the game since the enemy (I think) can't even beads your dash. Concluded from the preceding points his best feature is his peel composed of his 1 and 2 Abilitiy.


Cons

+ Ability based
+ Weak to slows
+ Low Damage
+ Weak against enemies who can escape his Fearless
A big counterpart to Tyr is that if you cannot land your abilities he is basically useless. If you're a complete beginner and having difficulties with skillshots you will have a bad time. Also in the early game phase you yourself do not do much damage and need to rely on either your teammates damage or the minions'. You should try not to get slown because it's hard to position yourself correctly or reposition enemies with your Fearless.

Strategy Guide

Solo Lane Starting Meta

As for the Starting Meta for the solo lane you can look up my Ra Guide it's the same Meta at the start. Ra Solo Lane Guide.

Laning Phase

Now you'll want to clear the enemy wave faster than he clears yours. You do this by sneaking behind the enemies archers and doing your Fearless and Power Cleave you can also do this up front and if you can manage it to get your opponent with your Fearless at the same time you will also get a nice poke and force him to either back out to the tower or taking decent amount of poke damage by you and the minions. Since you have nice escaping capabilities with your ultimate and your dashes you don't need to be too careful yet if you use your to attack your opponent you should be careful and stay back until its off cooldown. You should also be aware of Tyr being very Mana hungry in the early game so if you pay attention to get all your blue buffs, then you should be fine.

Late Game/Teamfights

For the solo laner the laning phase mostly ends as soon as a tower goes down in your lane. From this point on you'll be roaming looking for gank opportunities and also follow the enemy solo laner if he is leaving the lane. Although you shouldn't lose sight of your own tower. If it gets pushed you should go back to defend your tower then start roaming again.

Ganking with Tyr is one of the upsides of him. If you can sneak in a lane from behind and can hit your Fearless to push someone to your teammates that's most likely a kill for your team, as long as your teammates pay attention or you didn't attack the tank/support of the enemy team. As I said in the Abilities section before to use all the damage output you have you should go in with your offensive stance hit the enemy with your Fearless and Power Cleave, afterwards you want to change to defensive stance hit the enemy with your Fearless again and deal the last bit of damage and heal yourself with your 2nd Ability again, if you're in deep trouble jumping out with the ult is a very good escape.

In Teamfights you want to be the peel for your team. You don't necessarily need blink yet should you try to push as many enemies as you can (preferably the squishy ones) to your allies. Thanks to the protection you bought you can also stay in the fight pretty long and you want the enemies to focus you instead of your ADC and Mid. As soon as you hit a few enemies with your you can sit back with a satisfied grin while your team rips these poor lads to shreds (hopefully).

Summary

Summarized your very existence and usability lies on you hitting your Fearless if you can hit these and the upcoming Power Cleave the odds are definetly in your favor.
As a Tyr you stay in the frontlines and You are the one making the initiates and the plays in teamfights. Also it is way easier to initiate yourself and not get attacked by a coordinated initiate from the enemy team. Also Remember to heal yourself up on minions with your defensive Power Cleave if you can.

Thank you for reading my guide for the God of Law Tyr


You may also check out the other Guides I made

Solo Lane Ra
Support Sobek
Jungle Thanatos
Have fun and Smite on, greetings

Porz21

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1
Porz21 (3) | March 2, 2014 2:19pm
I do not see Tyr being an Auto-Attack based God and when I play him I damage enemies with my Abilities and maybe hit 1 or 2 AA's but that's it. And dedicating 2 Items just for AA's is just not worth it, at least with my playstyle you might play him differently and you can feel free to try your own build, but I don't see the value in those items.
1
All4Games (54) | March 1, 2014 11:16am
yoavsnake wrote:

I'm wondering, why didn't you add Malice/ Rage and Deathbringer? He has two indirect attack buffs (Making you closer to the enemy) and one direct buff (Your 3), and he also has passive protections and CC reduction so I don't think he needs a lot of protection?

because tyr is a warrior and not basic attack focused. aka you won't be focusing on criting people because its smarter to use your abilities while stading in full combat, which is why you build protections.
1
yoavsnake (5) | March 1, 2014 11:12am
I'm wondering, why didn't you add Malice/ Rage and Deathbringer? He has two indirect attack buffs (Making you closer to the enemy) and one direct buff (Your 3), and he also has passive protections and CC reduction so I don't think he needs a lot of protection?
1
CeraMo69 | February 20, 2014 1:59am
Interesting guide, thank you! Upvoted.
1
DroboBrandegee (2) | February 6, 2014 7:26pm
Setolino wrote:

Finally not somebody who is leveling the 3 first. Upvoted


Indeed. +1
1
Setolino (18) | January 27, 2014 10:05am
Finally not somebody who is leveling the 3 first. Upvoted
1
Porz21 (3) | January 21, 2014 5:58am
Thanks Repsol for the comment I've changed a few things after reviewing my build. Still Itemizations aren't hammered in stone and may change depending on the playstyle you have and what you want to do yourself in the game. I said a few times that I'm building him rather tanky and the strategies I've described synergize with my build.

To the struggle on how to approach the minions I feel like you've solved this yourself :P
1
Repsol-The-First | January 21, 2014 3:34am
Just played against someone using this build, and it was pretty terrible tbh.

Getting boots 1 is pointless, it's a useless item and shouldn't be bought until you finish MM. You're building too much towards a meat shield.

Ankh isn't a good item to build on Tyr, like ever. Voidblade isn't worth it, too expensive for what it gives, but I get that the pen is too valuable to give up. Also, why is Jotunn's a situational? That's a must buy every single match for Tyr. There's no situation where Jotunn's isn't incredibly strong on him.

A more optimal build (if starting against phys) would be: Mystical Mark > Full Tabi > Jotunn's > Hide of The Urchin > Titan's Bane > Bulwark.

A lot of damage, a lot of health, and a decent amount of prots. Urchin is just, wayyyyy too strong to be ignored on a bruiser.
1
Thiel (12) | January 21, 2014 2:49am
muas wrote:

Pff i know things man and im pretty sure that the melee minions have more hp or protections so going for the melee minmins first is probably better.

I know, I commend you for knowing it, i'm not doubting you. x]

Probably, but I'd still be wary as it makes you more open for damage, similarly to Agni dashing forward. Not nearly as bad, but it might makes things sour still. I dunno. I feel as if we're comparing 0.5 cents to 0.4 cents. No point.

ps: 1v1 joust me irl, tyr vs ra.
1
muas (4) | January 21, 2014 2:11am
Pff i know things man and im pretty sure that the melee minions have more hp or protections so going for the melee minmins first is probably better.
1
Thiel (12) | January 21, 2014 1:23am
muas wrote:

Very good guide upvote already, but in the gameplay section u say walk up behind the archers where it is better to hit the melee minions becausse they are a bit stronger so you will get a total of 3 hits on the melee minions and 2-1 hit(s) on the archers. but that is just how i do things :P.

Super situational though. If you're up against a Ra for example, he might throw down his Solar Blessing where the minions stack + get a easy hit on you also.

It all depends if you're against a god that can punish you if you decide to dash towards him.

But I never bothered to check if knights indeed had more health than the archers. Nice one!

On-guide;
These are the kinds of guide I loved most when I first started playing SMITE, thorough, not too many options and solid picks. Now get back to studying you scrum.
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