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Tyr the burley fisherman (3v3, 1v1 joust designed)

0 1 18,951
by TraumaHunter updated August 9, 2013

Smite God: Tyr

Build Guide Discussion 3 More Guides
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Tyr Build

Starting

Build Item Warrior Tabi Warrior Tabi
2
Build Item Healing Potion Healing Potion
2
Build Item Mana Potion Mana Potion

Basic idea

Build Item Warrior Tabi Warrior Tabi
Build Item Soul Eater Soul Eater
Build Item Frostbound Hammer Frostbound Hammer
Build Item Qin's Blades Qin's Blades
Build Item Fatalis Fatalis
Build Item Brawler's Beat Stick Brawler's Beat Stick

Alt for CDR for ult/abilities.

Build Item Warrior Tabi Warrior Tabi
Build Item Jotunn's Wrath Jotunn's Wrath
Build Item Frostbound Hammer Frostbound Hammer
Build Item Qin's Blades Qin's Blades
Build Item Shifter's Shield Shifter's Shield
Build Item Fatalis Fatalis

Introduction/General Concepts

First off - I'm tired so I'll start the guide off by saying Tyr just came out 2 days ago (and I've already got nearly level 2 mastery with him lol) so there is a lot of confusion and testing about "what works best" and "what doesn't work at all". But let me just start off by saying that there is a build for every situation. Of course if your whole enemy team is physical you should buy an item for physical defense early game such as void blade. I'm putting this out there for people who don't need their hands held. This is not being written for people who "do everything by the book" or can't think for themselves. OBVIOUSLY things are interchangeable based on the situation. But I'm just going to go ahead and explain the general idea behind how I like to play Tyr. To reiterate: The buy order is NOT extremely important other than the idea that frostbound + some form of lifesteal early on. If you find yourself unable to cope with a very speedy team, get Fatalis next. It's really on YOU as a player to make these decisions. I'm just providing a general ground and concept for tyr that no one else has submitted as being viable yet.

Basic concepts
The idea and basic strategy in a 3v3 (or 1v1) joust in my mind is to play the early game. But after returning to base. Come back and hide in the middle area out of view (BE SURE YOU ARE OUT OF VIEW... He IS hard to hide...) Cooperate with teammates regarding enemy locations and ideally if the enemy has pushed up to your tower (because its only 1-2 on tower because you are "at base") to ult while in offensive/red stance and position your selves between you and the ENEMY tower (flanking them..) while they are slowed hit them into/towards your tower, 2 them further, hit them with basic attack, switch stance, Cut off escape (and bump back towards team mates who should be attacking with their own abilities) with your recharged 1, heal up with another 2, and go to town with basics till they are dead.

Frostbound hammer will prevent the escapes. Lifesteal will beat them to a pulp and keep you healthy while qin blades will give you (while not the highest DPS like a crit build would be) a very nice solid DPS flatline that be MUCH more cost effective and allow you to focus on things such as lifesteal and attack speed.

So long as you have frostbound hammer, you are in control of how long the bruising goes on. And with a VERY solid escape/chase game, Tyr can get out if need be. Be wary of stance you are in if you plan on taking damage. You gain extra DPS in red stance, But extra protections in blue stance. Both are important to keep track of. Ranking up your 3 is important because it increases your extra protections, extra phys power! I've seen people who don't realize this all the time. This also dictates how often you can do your 1 ability since using your 3 instantly recharges your 1.

Other Basic Points/Strats

Blinking.

The reason I call him a fisher is because he's like sobek on steroids.
You get a level 3 blink (non combat) and you can blink behind the enemies and real them in like fish towards your allies (or towers, or both!) with your 1, 2 combo. Dishing hefty damage while doing so. You can then either beat them up (with lifesteal, attack speed, frostbound, movement speed items described above) or run away with massive natural protections from blue stance and a stellar escape game. I usually prefer to beat them up though. The blink provides a nice alternative to ult'ing into combat from the sides or tower diving since its not televised, its instant, and it saves your ult for escapes, CC invulnerability, or preventing them from getting away.

Team Work

Who Tyr works well with:

He works well with anyone since hes a very versatile god. He can be used to push enemies off your squishy allies, or maybe even tank with the right items. This build can do emergency tanking in blue stance by attacking minions for lifesteal (use your 2 as well for this). But honestly he's not the most beefy character unless you item him up for it.

Sobek + Tyr (the fisherman combi) is crazy. The enemy will spend more time being shoveled around the map in the air than on the ground. This is a good thing. You can fish someone that sobek has plucked out from mid map and carry them all the way back to your tower. + a high CC or area control god such as Anubis and your team will pretty much dominate.

Chronos. These two were made for eachother I think. Both are high mobility, have good CC, and good burst damage. These two can basically 2v3 an entire team (which has happened 2 times for me so far and both times we won). He can clear minions at very little mana cost, He can stun large groups of enemies, And dish very nice burst damage with his 1 (which helps with both chasing and hitting while you are CC'ing them). You top it off with the cherry that his ult basically means you don't have to worry about him dying and shoving enemies off of him if you are busy beating someones face in. (Plus he can tank with his ult if need be which I don't see happen too often unless its me doing it but it's not a complicated idea). Plus the magic/phys difference means you can split up according to the enemies particular defenses.

http://imgur.com/a/idQQP
^ A Recent match as proof of their compatibility.

I could go on and on about every god and how to play with them. But this guide is, again, not going to hold your hand. I expect you to be able to handle understanding team composition in joust. I just wanted to point out a handful of exceptional gods that work well with him.

Things that are important in joust:
Returning to base when you need it and being sure that you have someone who can keep enemy minions dead on your team. A good carry such as anubis, ao, chronos, is invaluable to your team composition as YOU (as Tyr) should not be using your abilities to clear minions. I REALIZE you can and that he is quite effective at it. But it just means hes going to take more damage than he needs to, and that he will be running out of mana more often. There is nothing more dangerous than not having your ability when you need it. If you find yourself having to clear minions from tower because your allies are not good at it or they are just dead. I suggest spec'ing for CDR with Jotunn's Wrath.

GETTING RED JUNGLE BUFF. If you do not have someone better for the buff such as loki on your team, I can't stress enough to grab it whenever possible. He can clear those minions solo quickly and without losing much health at all. At the very least get it just so the enemy can't have it.

Pros / Cons

    High DPS/Burst
    Can go toe to toe with Lifesteal Kali
    Good mobility (escapes AND chases)
    Strong ganks/fishes
    Good at crowd control and keeping enemies where you want them /away from where you don't
    Late game there is nothing someone can do 1v1 with you and come out on top that doesn't involve an ult.


    Can NOT carry lane, kill minions without high risk.
    Requires returning to base OFTEN, for both mana and HP in the early (maybe even mid) game.
    Requires skill shots and good timing for ults/blinks in order to make most of fishing/ganks.
    Requires HIGH awareness of jungles, mia, and CD's
    Minimal tank potential.
    Requires you to know when you can kill them relying on lifesteal and when you should run. (It will take a couple of games to learn this.)

Skills

This section is one that I mulled over a bit. It depends on the situation too much to put down a skill order.

So I figured I would highlight when you should upgrade XYZ ability.

You should be upgrading your 2 when you are forced to clear lanes (which is ideally not often, or if you are finding yourself in long brawler battles with either tanks, bruisers, or lifesteal matchups. Your 2 doing more damage and coming on CD faster is important. It's more useful in a long drawn out fight than your 1 will be since you either use your 1 to initiate or to escape mostly. Also your 2 being used to clear lanes instead of your 1 is good since it leaves your 1 for escaping if things get hairy.

You should be upgrading your 3 ALL the time. Especially if you find yourself dying more often than you would like. The extra protections, CDR (which allows you to use your 1 more often too), and extra damage will come very much in handy.

You should be upgrading your ult just enough that you find it doing sufficient damage in the initiation phase of a fish/gank. The cooldown rates improving means you can fish/gank more often if you don't want to/can't afford blink. Worth noting you should ALWAYS use your ult in red stance since it provides major buffs to it (+ fishing requires red stance anyway).

You should be upgrading your 1 for high initiation damage. Also at the time of writing this guide sometimes his 2 wiffs through enemies in the air. Also if your 1 kills the squishies then it saves your 2 for the bigger fish you need to fry/a bit of healing in blue stance to keep you on the battlefield longer.

All of this being said, There is no ability you shouldn't be upgrading. So I am not going to fill out the "abilities" section just incase people never read this.

Upgrade them all a little bit at a time fairly evenly with your 3 being the one you place most priority on. But upgrade them based on what you need on the field.

Closing thoughts

I'm honestly somewhat hesitant to post this guide.

A: It's not pretty. I don't know how to do formatting or any of those things. Brand new to site.
B: It's a work in progress I'll update over time. Tyr will probably have some changes next week. Those changes might throw this build out the window for all I know.
C: If everyone starts playing this way then my methods which have led me to have a nice 77 win percentage in 3v3 joust will become less effective.
D: I am 100000% certain someone is going to take the build word for word and then go into a fight vs a loki, arachne, poseidon team with a team that doesn't match up well and get their face shoved in and then claim it's a garbage build.

So overlook how ugly it is. Read my GIANT walls of text (maybe). Once I have time/understand how to make it look pretty, I will. And good luck catching some squishy fishies in joust!

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1
DarkSun74 | August 10, 2013 7:04pm
I think this is a ok build BUT NO PICTURES FOR THE SKILLD
1
DarkSun74 | August 10, 2013 7:04pm
I think this is a ok build BUT NO PICTURES FOR THE SKILLD
1
Elexum (1) | August 10, 2013 1:32pm
I would take something with defence (shield or voidblade)
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League of Legends Build Guide Author TraumaHunter
Tyr the burley fisherman (3v3, 1v1 joust designed)
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