Starting Purchases
Tyr doesn't get much mileage out of his basic attacks. His hit progression and lack of AoE on them makes them perfectly serviceable, but not great. His abilities completely overshadow them, and so Tyr benefits enormously from Bluestone Pendant. Furthermore, Tyr is arguably the most mana-hungry warrior in the game, so the extra mana and MP5 from Bluestone is a big deal.
Aside from Bluestone, probably the best recommended package for Tyr is level 1 boots, 4 health pots and 4 mana pots. If you are facing a slow-starting solo laner (like Amaterasu), then you may wish to get greedy and buy 4 multi-pots and 4 mana. This strategy means you're planning on sustaining off of Tyr's Power Cleave healing and bullying the lane/stealing camps, so you require even more mana.
Get
Teleport as your active. Some solo laners can get away without it, but Tyr's movement speed is pretty lousy, so I don't recommend it. Remember that you don't necessarily have to get teleport right away; you could get it, or another relic you might prefer on your first back. You're not punished in any way getting Teleport later on, because it only saves you time getting BACK to the wave!
Your other reasonable aggressive option is
Blink. Considered by some the quintessential Tyr item,
Blink gives you the ability to teleport a short distance. This is most commonly used to get behind an opponent who has pushed up on a friendly tower; after you've taken their back, you can Fearless them into your tower and then Power Cleave to knock them further back and keep them CC'd. Getting
Blink as your first active means you are committed to killing your opponent, or rotating early for some cheesy ganks.
However, don't expect this trick to work more than once on your solo lane opponent in a game, and don't expect it to work at ALL against experienced opponents. "Blink Tyr" is an old, but powerful, build, and veterans of Smite will notice it and be prepared for it.
Laning Phase
Finish your Warrior Tabi, because the power and movement speed is perfect for Tyr's ability-based playstyle.
Your next item will depend on how things have been progressing in your lane. If you're evens-up with your opponent, and they're physical, Gladiator's Shield is a very nice bridge-item that gives you a little power, a decent amount of protections, and your first hit of CDR. That CDR will allow you to get more aggressive, and furthermore, the Shield's passive of healing you when you hit with an ability will support this aggression (or maybe bail you out if you get ganked) and maybe tip the balance. This is a great conservative choice for Tyr with plenty of upside.
If you're falling behind and need to catch up in farm, Breastplate of Valor provides you with lots of mana, good physical protections, MP5, and 20% CDR. All of these stats will allow you to stay in lane longer, and since Tyr's clear scales extremely well as he levels, you'll still have plenty of power to kill minions and camps.
If you're ahead and want to stay that way, Jotunn's Wrath is your second item. Another 40 power plus 10 flat penetration means your abilities are going to hurt your handicapped opponent badly. Flat penetration is at its best in the early game, when gods without protections have only a few base protections (most Warriors average 20-25 between levels 4 and 8). Mages and assassins, who have very few base physical protections, will be nearly defenseless against Jotunn's Wrath, so this item will allow you to rotate and gank very effectively, too. Finally, Jotunn's Wrath happens to provide you with 20% CDR and an extra 150 mana, all things Tyr likes.
Assuming nothing unusual happens in your game, you'll be building up to owning all three of these items. You may sell the Gladiator's Shield at any time after getting the two 20% CDR items, since the extra 10% it gives you is redudant...but the passive, protections, and power are still useful and worth keeping if you have no good reason to ditch it.
If you find yourself against a magical solo laner, like Xing Tian, then buying Runic Shield is an excellent idea instead of Gladiator's Shield. Runic Shield is an undervalued item that really shines when fighting magical solo laners for the following reasons:
It provides you with 35 physical power, a fine number that will allow you to keep hurting your tricksy magical opponent.
[list=2] It provides you with 50 magical protections, making you significantly tankier against their attacks.
[list=3] It provides 100 health, meaning it helps your overall survivability in a small way throughout the game.
[list=4] Reducing enemy magical power by 50 is really significant early on. Magical power, like physical power, is additive throughout the game; a proportion of it is added to God's abilities and basic attacks. Physical gods add 100% of their physical power to their basic attacks, while magical gods only add 20%. This means the effect of the Runic Shield is to negate most, if not all, of your enemy's magical power added to their basic attacks, making their basics worse at cleaning up minions in your lane and worse at poking you. Furthermore, the shield also removes a lot of the extra damage these magical gods add to their abilities, especially early on. If your magical opponent picked up Shoes of Focus as their first full item, then your Runic Shield completely eliminates the 40 power that the Shoes provide. It's like your opponent spent 1500 gold on an item that gave them 250 mana and 10% CDR; you really put them behind!
Leaving the Laning Phase
As the game wears on and you start rotating and team fighting more, it'll be time to think about what's going on all over the map.
If your team is doing well, or things still seem uncertain, Shifter's Shield is a fantastic way to hedge your bets that also seems flavorfully perfect for Tyr and his Stance Changing. When you have more than 50% of your max health, the shield provides 15 physical and magical protections (not much, but better than nothing), and a whopping 70 physical power. This is the second most physical power on a single item in the game; Bloodforge, which costs 450 more gold and is considered a luxury item, gives only 5 more power.
When your health drops below 50%, you lose 35 power but gain 35 more protections. While this does make the item somewhat unreliable for chasing down a kill when you're at low health, it does make it wonderful for executing a fighting retreat; put yourself in Guard Stance, heal up, and enjoy abruptly having 45-85 more protections than you did a mere moment ago.
If magical damage is a big problem for your team, then Bulwark of Hope is a responsible choice. Protections and Health makes uyou much tankier, the passive's shield is useful against any team in any situation, and it happens to provide some crowd control reduction which works very well with Tyr's passive, Unyielding.

Sidebar on Unyielding
Tyr's passive is secretly one of the most powerful in the game. Unyielding forces certain hard crowd control effects (stuns, intoxicate, fear, taunt, and mesmerize) that would last for more than 1 second to instead last only 1 second. However, what the game doesn't tell you is that the 1 second is a maximum duration subject to two mitigating factors in Smite's rules: crowd control reduction, and diminishing returns.
Crowd control reduction (CCR) is a fairly uncommon stat found on certain items (like Bulwark of Hope) and in Anubis' passive, Sorrow. It lowers the length of time most hard and soft CC affects you by a given percentage. For example, a 1 second stun applied to a god with 10% CCR only affects that god for .9 seconds; a god with the maximum 40% CCR value hit with a level 5 Ymir frost breath (with the longest stun time in the game at 2.25 seconds) would instead be stunned for only 1.35 seconds.
Diminishing returns is a rule designed to limit how long Gods can be locked in CC chains. The first instance of CC, soft or hard, always lasts its full listed duration, minus any CCR the god may have. If more CC is applied to that God within fifteen seconds, then the second instance of crowd control only lasts 66% of its listed duration. The third instance, and any other instances after that, only last 33% of listed duration. This is what prevents someone from being frozen by Ymir, taunted by Athena, and mesmerized by Apollo for nearly 7 seconds in a row. Granted, that cc'd God is almost certainly dead if they don't have Purification Beads, but this rule provides some fighting chance against very long CC chains.
CCR and diminishing returns works beautifully with Tyr's passive, because it sets a maximum time that is subject to these rules. Let's say our Tyr with Bulwark of Hope (and its 20% CCR) is frozen by Ymir. Rather than lasting 2.25 seconds, Tyr is frozen for only .8 seconds. Tyr's passive sets the 2.25 second stun to 1 second, and then the game generously discounts the 1 second duration by 20%. This means that a Tyr with maximized 40% CCR can only be stunned, taunted, etc. for .6 seconds at a time, and if they're CC'd multiple times, then diminishing returns ensures that further instances of CC last only .66 or .33 seconds.
CCR applies to diminishing returns as well. Pity the poor Athena who, trying valiantly to peel a max-CCR Tyr who'd already been slowed and silenced, discovers that her supposedly 2 second long taunt only works for .2 seconds...that Tyr barely glances in her direction before crashing into her panicking Ra.
With that...back to the build.
{/spoiler]
If everything is still going well, Titan's Bane is going to end up in your build at some point. Tyr's ability-focused play style really benefits from penetration, but Tyr doesn't have much room for flat pen because he needs CDR so badly. Titan's Bane gives you the percentage penetration you need to ensure you can be a bruiser, hurting a squishy target badly or chipping off a reasonable bit of health from enemy tanks.
Teamfights with Tyr, and Things to Remember
Tyr excels at zoning objectives with his fearless-power cleave combo, as well as the large radius of his ultimate. He can do a great job of either collapsing the enemy frontline by pushing them out of position, or getting behind the backline and pushing them forward.
However, Tyr is not invincible. His ability is called Fearless for a reason: you HAVE to be fearless to use it, because it locks you into a path of motion and puts you directly into harm's way. As a Tyr, never go in alone; ensure that your team is ready and able to follow up on your glorious charges, or else you will get blown up.
If you are on a team without comms, you will probably despair at how often you die. This point cannot be overstated: some gods like Bellona and Sun Wukong can dive into a fight without follow up, deal some damage, and somehow get out clean. Tyr can't do that. He commits EVERYTHING by engaging, and if you don't have a team to help you (or if, god forbid, you miss your Fearless), you're pretty stuck. Tyr's guard stance Fearless dash is relatively slow and short-range, and Lawbringer has a long windup and a long cooldown; you can't count on either of them to get you out of a bad situation. Instead, you must count on your team, careful positioning, and timing to succeed with Tyr.
Tyr's kit is one of the most solid in the game. He has high power scaling, high base damage, a stance switch that resets cooldowns, a self-heal, a CC-immune ult, a great passive, and he's one of the few gods to get free power and protections just by leveling up. All these factors make him one of the most efficient bruisers in the game, able to dish out damage and take it with apblomb. He won't usually 100-0 anybody, and he can't go it alone into fights, but he is a powerful team player for those brave enough to risk it all on one glorious charge. Will you have the skill and courage to succeed with Tyr? With this guide, you may now have a fighting chance.
Of course, feel free to ask questions. xZeroStrike, the person who wrote that guide, is a
rude and evilvery helpful gentleman.Items in a list use [ * ] instead of [list=#] So your part about the runic shield should look like this:
"If you find yourself..."
You also have {/spoiler] instead of [/ spoiler ] in your sidebar about unyielding. I had to add the spaces to keep the board from using the BBCode, so make sure to take them out. ;)
I've struggled to learn how to play Tyr and I really like the explanations about his skills and what items to take. I think I can adapt this to other modes like arena and assault based on this information. You get a thumb's up from me.