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Odin, THE ALLFATHER
http://www.smitefire.com/smite/guide/surprise-bird-bomb-10320
So Tyr is my current favorite god to use. He has a really good kit, with three different escapes, a slow, life steal, and increased damage or defense, depending on the stance you're in. Tyr is a Warrior, so you're main focus as him is a mix of defending objectives and teammates, and attacking objectives and enemies. If it sounds like a basic objective, that's because it is: Warriors are the all-around characters who can do good in nearly every situation.
Right now, Tyr is an excellent solo-laner. He has great damage, great sustain, and a lot of mobility, especially for a Warrior. Matchups against some gods, like Chang'e, can be a little difficult early game, but Tyr becomes an unstoppable monster in the solo lane, if built correctly, according to the match.
The Good
Can be very tanky
Good mid-game and strong late-game
Passive basically makes CC ineffective on him
High damage (in attack/red stance)
High defense and life steal (in defense/blue stance)
Good escapes
Excellent wave-clear late-game
Can fit in to almost any team and do good
Can jungle very well
Able to disrupt enemy teams, splitting them up for your team to pick apart
Excellent mobility
The Bad
Somewhat poor early-game
Kills mainly depend on Fearless- Power Cleave combo, which can be hard to aim at times
Mana hungry early to mid-game
Items are really important to any character, as that's what makes them better in-game. These are just a few that really bring out the JUSTICE in this Lawgiver. These are core, as they are essential to his build, in my personal opinion. I designed this build to be flexible, so you don't have to build all the core at once, or in the same order. Just have them.
CORE ITEMS
Warrior Tabi
+40 Physical Power
+18% Movement Speed
This item is the only movement item you should need on Tyr. Ninja Tabi is also a good item, but you really don't need the extra attack speed in place of physical power.
Breastplate of Valor
+75 Physical Protection
+300 Mana
+20% Cooldown Reduction
This item is great for Warriors, as it provides tons of mana and physical protection. The cooldown reduction on it is extremely important as as well, as Tyr's main source of damage is from his combo.
Jotunn's Wrath
+40 Physical Power
+10 Physical Penetration
+150 Mana
This is a VERY important item, as it allows you to keep doing your damage, except now, there's a 20% time reduction before being able to do those abilities again. If you intend to build only one attack item on Tyr, this is that item.
Hide of the Urchin
+35 Physical Protection
+35 Magical Protection
+250 Health
+250 Mana
This item excels for late-game, as it offers up a good mix of everything you will need. It offers both types of protections, so magical and physical gods will have a tougher time getting you. Plus, the passive increases those defenses even further, as you kill gods or assist in killing them. I've also noticed that it gives a small boost to your power, so this item, basically, gives you all the stuff you need to be a great laner and team fight presence.
In this section, I'm going to try and talk about what each build offers. As my first two builds, are the same, I'll be discussing the reasoning behind the order placement instead.
MY USUAL BUILD is my go-to build. Normally, I'm going against a Physical god, like Vamana or Bellona. This build provides early defense against them, while providing me with cooldown and mana as well. The second item, Jotunn's Wrath is to complete my cooldown reduction quickly and to also give me more power to win my lane. Soon after, I'll grab Bulwark of Hope, not just for the obvious Magical Protections, but also because of the incredibly useful shield it gives me. After that, I grab Titan's Bane and Hide of the Urchin to give me increased penetration and cap off my defense, health, and mana. Overall, this build provides lots of protections, giving me a fair amount of tankiness, but without sacrificing my ability to dish out lots of concentrated damage.
AGAINST MAGICAL GOD is identical to MY USUAL BUILD, except Bulwark of Hope comes first. I sacrifice my early-game full cooldown reduction, but gain that really helpful shield as a buffer until I grab Jotunn's Wrath. The Breastplate of Valor and Bulwark of Hope are the only items switched in this build. (NOTE: I have never personally tried this, but Ancile seems like a viable option as well, as it gives some cooldown reduction, along with power and Magical Protection. So it's somewhat like an appetizer for three items that I use.
The FULL TANK BUILD (VERY SITUATIONAL) is just like what the description says. It is a very very situational build, as you are basically sacrificing any damage in order to become a sort of secondary support. Now the reason I've seen this work before is because other gods on your team are either very well fed or naturally put out tons of damage. For example, in a match where I played against this kind of Tyr, his team included Apollo and Awilix. Both deal tons of damage and Awilix became fed, as per usual. The result was that the enemy team now had two tanks acting as a wall while both of these hugely damaging gods picked us off. In this scenario it worked, but like I said, it really does depend. For example, if this game had gone differently and Awilix and Apollo did not become so strong so early and it was my team that became fed, then this build of Tyr would be more of a hindrance, as he wouldn't be putting out enough to counteract our damage.
EARLY
- Play very safe
- Watch your health and mana and make sure you use your potions properly
- Switch stances often so you can do lots of damage and heal
- Be cautious of ganks
- Do not go for tower dive
- Watch when your mana camp starts up again
- Only recall when you can buy the first full item, most likely your boots
MID
- Get at least three or four items online
- Take the two towers
- Force the enemy to attack you, not the minions
- You can tower dive VERY EASY
- Communicate with your jungler to make sure the enemy doesn't have their mana camp
- Gank other enemies, starting when you take the first enemy tower
LATE
- Gank into team fights, pulling one or two enemies into your teammates
- Take phoenixes
- Take Fire Giant
- You can tank towers
- Play aggressively
WARNING: This section is something new that I am trying, so I will be updating this to provide better details.
This section is to show you how Tyr generally fairs against certain gods (at least how my games usually go). GREEN is very easy, YELLOW is easy, ORANGE is medium, and RED is hard. The numbers are as foolows: 1.0-2.5 is very easy; 2.6-5.0 is easy, 5.1-7.5 is medium, and 7.6-10.0 is hard.
Bellona
4.0
It's quite easy to shut her down. Her second ability, where she swings her hammer is very slow and highly susceptible to Tyr's combo. She becomes more of a nuisance late-game, but at that point, you shouldn't have too many problems because you'll have out-laned her and beaten her in just about every engagement.
Vamana
7.0
I was surprised at how well Vamana does against Tyr. His slow is incredibly annoying, and his clear rivals your own. His ultimate also heals him, but I think you can make that his weakness, as it only works well when he gets damaged more. So as long as you let him ult without touching him you should be able to beat him. However, his auto attacks can dwindle health of gods and objectives rather quickly. I won't lie, he is a tough match up.
Guan Yu
7.5
This guy is really good against you simply because his main form of clear also makes him CC immune, meaning once he activates that ability, the best you can hope for is to clear his lane as well. His heal is also extremely annoying to deal with, especially with the added Gauntlet of Thebes. Aside from that his ult shouldn't give you much trouble and his dash is, well, mainly a dash and not much else.
Sun Wukong
3.5
Sun Wukong used to be a pain in the ***. No more! Seriously, the most annoying thing about this guy is that right when you think you've got him, he soars away majestically as an eagle. Other than that, he doesn't put out a lot of damage and his health is considerably reduced.
Hercules
2.5
Oh man. Hercules, my boy....if you ever have the pleasure of playing against one of these bad boys, do two things. 1) Thank the person playing as Hercules and then 2) report him because he is intentionally feeding your team and he knows it. The greatest thing about Hercules is that he has a decent early-game. If he manages to knock you into tower, he can snag a kill. If you damage him while he's healing, in the early-game, he'll heal a lot. Make it past the seven minute mark and the lane is yours. Seriously.
Amaterasu
6.0
She hits surprisingly hard, but she still doesn't counter Tyr very well. Her ult is very annoying late-game, but single-handedly against you, it really shouldn't be too much of a problem. However, her other abilities do lots of damage and she has good clear. Overall, I'd say she's a fun, somewhat challenging opponent, but not one that should really shut you down.
Chang'e
9.0
To be honest, in my experience, a Chang'e that can't beat a Tyr isn't really a good Chang'e. That's not to say a Tyr can't beat her, but she is a very VERY difficult match up. Timed right, she can basically become CC immune to most of your combos, meaning you're mainly relying on auto attacks. OUCH! She has a decent heal and very good clear as well. Her push is undeniably strong and she definitely has team fight presence. Her ult works like Amaterasu's and Guan Yu's, except with more damage. When facing a Chang'e, play very carefully.
Loki
5.0
Late-game, as a whole, Loki can be very annoying to deal with. However, in the actual solo lane, he's not much trouble. His clear doesn't really rival yours until late game and his main damage forces him to be behind his opponent. I would say he's best when a straggler tries to flee a fight and he picks them off, leaving you with one less teammate. Overall, though, you shouldn't have too much trouble with him, as long as you watch your lane whenever you're not there because, yes, he can take out objectives fairly quickly.
Neith
5.0
She's like Loki, but with better clear earlier and less overall damage to you. Her push is surprisngly strong and since she's ranged, you have to come to her, which makes tower diving difficult.
Zhong Kui
6.5
This guy is like the Tyr of mages. He's super tanky and his abilities hurt like a (female) dog. His heal is very annoying and his clear is pretty good as well. His main drawback is he has no escapes, save for a stun, but Tyr's passive basically negates that. Zhong Kui's ultimate also makes him twice the tank he already is, making him challenging to play against. However, you most likely will see this guy in middle lane anyways, so, don't worry too much.
Odin
6.0
Another surprise. I love Odin and, like Tyr, I have him at X rank. Odin's clear is, without question, among the best. His early-game is RIDICULOUS and, thanks to some neat buffs, so is his mid-game. Sure, he still falls off SLIGHTLY in the end, but at that point, Odin has become a walking tank with an annoying ultimate. He has a good slow as well. My best advice would be to wait until he uses his "Bird Bomb", leaving him with not much. That's when you combo him and put in some damage. Keep in mind, his ult, which has a very short cooldown, negates any healing, something Tyr loves.
Chaac
5.5
Chaac was really weird for me to rank, since I've seen this god play very well and absolute trash as well. I put him in the middle, because I recognize that he can be a nuisance, but he's still really just a mid-game god. His clear is nice, I'll admit, and his healing is pretty decent as well. His combo can do damage early and letting him get ahead can be a real problem, but late game, he's more of a god that soaks up damage for his team, rather than bruising the enemy team.
Osiris
5.5
I think the main problem you'll have against him is that he's incredibly difficult to lock down, if you're reckless. However, that being said, my counter to him is to just wait for his tethers to wear off, even if it means he gets a few free hit off of you. Once that's on cooldown you can have at him with your combo and basic attacks.
Ravana
6.5
Much easier than everyone makes him out to be. Only reason he is this high up is because, yes, a really good Ravana player can give you a hard time, especially if they know how to lane properly.
Chronos
6.0
Yeah he's really really squishy, but if you're not careful, he can do a ****-load of damage in a very short amount of time. Your best bet is to dodge his stun. That's what will really lock you down. His ult is also very annoying but really nothing to be too worried about. If you made him use it, chances are he was losing the fight anyways.
Athena
1.5
I feel somewhat stupid putting this here. (What? Why would Athena go solo?) Because she has gone solo before, at least against yours truly. If you've read all these match ups, then you probably read my diagnosis on Hercules. Yeah, Athena would be lucky to beat him.
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Hi Kaotik,
Nice job so far. Like the color-coding on the matchups, makes things pop without being an eyesore.
Build seems solid...I wouldn't fully know, I don't play Conquest and I just royally suck with Tyr! That said, do you find it that functional getting Hide of the Urchin last? I mean, with your earlier standard items ( Jotunn's Wrath and Breastplate of Valor), I guess most other dual-protections like Spirit Robe and Mantle of Discord are out...I guess it might still be the best general option, even without all 10 stacks, as it adds both protections and health/mana...I don't know, I'm starting to ramble because it's getting late.
Since it's unfinished, and because it seems you don't jump on too often (Nordic's comment was in January and you responded in March), I'm going to withhold vote for now. PM me when you see this, finish the guide, and I'll upvote.
In my opinion, Hide of the Urchin is always a good pick on any warrior. But Mantle and Robe are both really good picks too, but then I would switch out Jotunn's. The only time I would do this though is if you have members of your team that are getting fed and doing a ton of damage. In that case, you wouldn't get anything but defensive items, such as Mantle. That way you and support would be both pure tanks, with your main damage coming from the combo anyways.
in conquest, but I can play whatever I want on arena. If you would be so kind, can you please make an arena Tyr guide? I've stopped playing Ullr for a while now because he's kinda boring. You shoot, change to axe, jump to safety and stuff. It gets boring after a while. But Tyr's stance change and combos are pretty challenging and cool. I would love to study and play him more. Currently, I'm having a hard time dealing damage in my attack stance combo, The fearless power cleave combo. Late game, they don't deal enough damage even with the build. Can you help me fix this problem?
Nice job so far. Like the color-coding on the matchups, makes things pop without being an eyesore.
Build seems solid...I wouldn't fully know, I don't play Conquest and I just royally suck with Tyr! That said, do you find it that functional getting Hide of the Urchin last? I mean, with your earlier standard items ( Jotunn's Wrath and Breastplate of Valor), I guess most other dual-protections like Spirit Robe and Mantle of Discord are out...I guess it might still be the best general option, even without all 10 stacks, as it adds both protections and health/mana...I don't know, I'm starting to ramble because it's getting late.
Since it's unfinished, and because it seems you don't jump on too often (Nordic's comment was in January and you responded in March), I'm going to withhold vote for now. PM me when you see this, finish the guide, and I'll upvote.