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- Tychus Spotlight(src)
Tychus Findlay is a commander for the Co-op Missions mode. In a "what if" scenario, Tychus returns to the sector to reform the Heaven's Devils into a new band of outlaws. Having patched things up with Jim Raynor, he now sends his outlaws in a war against Amon. He was released with patch 4.6.0 on September 4, 2018.
Tychus does not operate like a traditional commander, instead fielding four outlaw units (from a total selection of eight) as well as Tychus himself. These Outlaws are split between "The Guns," higher damage outlaws; "The Muscle," tankier outlaws; and the "Fixers," outlaws with support abilities. Each outlaw has one ability, and selecting multiple outlaws will show all of their abilities on a single command bar. Each can be upgraded from a structure that provides upgrades to their role. Outlaws are recruited from Joeyray's Bar, and when they fall in combat, they escape back to the bar and respawn after a short time.
In addition to his outlaws, Tychus can call down the Odin, and build medivac platforms to get outlaws in and out of rough situations. With these at his disposal, the reborn Heaven's Devils can take on any threat.
Overview[]
- Tychus Findlay(src)
Info[]
- Recommended for experienced players
- Recruit a band of legendary Outlaws.
- Purchase gear to upgrade their abilities.
Mastery[]
- Power Set 1
- Tychus Attack Speed: +1% – +30%
- Tychus Shredder Grenade Cooldown: -1% – -30% (down to a minimum of 14 sec)
- Power Set 2
- Tri-Outlaw Research Improvement: +0.5% – +15%
- Outlaw Availability: -3 sec – -90 sec (down to a minimum of 150 sec)
- Power Set 3
- Medivac Pickup Cooldown: -1.5 sec – -45 sec (down to a minimum of 75 sec)
- Odin Cooldown: -4 sec – -120 sec (down to a minimum of 240 sec)
Prestiges[]
- Level 1 – Technical Recruiter
- Advantage: Outlaws' active ability cooldowns reduced by 35%.
- Disadvantage: Outlaw cost and time between Outlaw recruitment increased by 50%.
- Tychus will still spawn at the same time.
- The first outlaw is still available at the same time as Tychus.
- Level 2 – Lone Wolf
- Advantage: When beyond the vision range of all other Outlaws, Outlaws deal 30% more damage for each Outlaw recruited and take 50% less damage.
- Disadvantage: Ultimate Gear is unavailable. Gear costs 25% more.
- Works on attacks and abilities.
- Also affects Sirius's turrets and Vega's Dominated units.
- Level 3 – Dutiful Dogwalker
- Advantage: The Odin no longer requires Tychus as its pilot, its duration is increased by 100%, and its cooldown is reduced by 40%.
- Disadvantage: Barrage and Big Red Button are unavailable.
Game Unit[]
Tychus serves as the first outlaw players get, and will always be on the field. For the first stage of the battle he serves as a solid source of damage, but is fragile enough to warrant an additional outlaw to clear waves. Tychus's Shredder Grenades are a great source of area damage, and with their KD9a Implosion Core upgrade pair fantastically with area of effect spells like the Ultrasonic Pulse of Nux.
When Tychus has fallen, calling down the Odin will revive him for free and without the 25 second wait time.
Abilities[]
Deals 75 damage to enemy units in the target area. Has a radius of 4 by default.
Technical Recruiter: Reduces the Shredder Grenade cooldown by 35%.
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When Tychus is beyond the vision range of all other Outlaws, he deals 30% more damage for each Outlaw recruited and takes 50% less damage.
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One Outlaw (30% Damage)
Two Outlaws (60% Damage)
Three Outlaws (90% Damage)
Four Outlaws (120% Damage)
Five Outlaws (150% Damage)
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Upgrades[]
Allows Shredder Grenade to pull affected units to the center of its area of effect, stunning them for 2 seconds.
Lone Wolf: Increases the KD9a Implosion Core cost by 25%.
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Basic
With Five Finger Discount
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Increases the damage of Tychus Shredder Grenade by 50 (summary 125).
Lone Wolf: Increases the Vanadium Shell cost by 25%.
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Basic
With Five Finger Discount
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Tychus attacks decrease the armor of their targets by 5 for 2 seconds.
Lone Wolf: Increases the Kel-Morian Ripper Rounds cost by 25%.
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Basic
With Five Finger Discount
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Increases Tychus weapon damage by 20% for each Outlaw in a range of 15 of Tychus.
Lone Wolf: SureShot Networked Helmet is unavailable.
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Passive
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Increases the attack speed of Tychus, Crooked Sam, and Sirius by 25%.
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Increases the attack damage of Tychus and his Outlaws.
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Level 1
Level 2
Level 3
Level 4
Level 5
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Increases the armor of Tychus and his Outlaws and increases their life by 10%.
(Affects SCVs)
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Passive
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Level 1
Level 2
Level 3
Level 4
Level 5
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Calldown Abilities[]
Transports Tychus friendly combat units in the target area to a targeted location, healing and cloaking them on drop-off over 10 seconds. The number of charges depends on the number of Medivac Platforms built.
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Calls down the Odin at the target location, dealing 150 damage on impact. The Odin takes Tychus as the pilot and revives him if he is inactive. It is controllable and will fight for 60 seconds.
Dutiful Dogwalker: The Odin no longer requires Tychus as its pilot, its duration is increased by 100%, and its cooldown is reduced by 40%.
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Odin Abilities[]
Stuns all enemies and deals 1000 damage over 10 seconds in a large area. Usable once per Odin calldown.
Dutiful Dogwalker: Barrage is unavailable.
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Odin Upgrades[]
Calls down a Nuclear Strike at a target location. Nukes take 3 seconds to land, but they deal up to 1000 damage in a large area. Replaces Barrage.
Dutiful Dogwalker: Big Red Button is unavailable.
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Medivac Pickup Upgrades[]
Increases the maximum number of medivac platforms from 1 to 3.
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Army Composition[]
Outlaws and Structures[]
Tychus does not field traditional units, rather fielding a number of elite Outlaws to fight for him. Up to four outlaws can be deployed (five at level 2), so picking the right Outlaws for the situation is key. Tychus is always selected at the start of the map.
Icon | Unit | Details | Production (No Discounts) |
Base Statistics: |
Crooked Sam | One of the Guns. Adept at dealing heavy damage against individual targets. Can use Demolition Charge.
Can attack ground and air units. |
1000 200 10 | Life: 375 (+38 per armor level)/ Armor: 0 MS: 2.95
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James "Sirius" Sykes | One of the Guns. Adept at deploying turrets. Imbues both himself and his turrets with special abilities. Can use Deploy Warhound Turret. Turrets are Detector capable.
Can attack ground and air units. |
1000 200 10 | Sirius:
Life: 650 (+60 per armor level)/ Armor: 1
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Miles "Blaze" Lewis | One of the Muscle. Adept at dealing with masses of weak ground units. Can use Oil Spill.
Can attack ground units. |
1000 200 10 | Life: 1000 (+100 per armor level)/ Armor: 1 MS: 2.95
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Kev "Rattlesnake" West | One of the Muscle. Adept at supporting friendly units and dealing with armored ground units. Can use Deploy Revitalizer.
Can attack ground units. |
1000 200 10 | Life: 625 (+63 per armor level)/ Armor: 1 MS: 2.95
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Rob "Cannonball" Boswell | One of the Muscle. Adept at taking damage and dealing it back. Can use Heavy Impact.
Can attack ground units. |
1000 200 10 | Life: 1000 (+100 per armor level)/ Armor: 1 MS: 2.95
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Vega | One of the Fixers. Adept at taking control of enemy units. Can use Dominate. Can be upgraded into a Detector.
Can attack ground and air units. |
1000 200 10 | Life: 500 (+50 per armor level)/ Armor: 0 MS: 2.95
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Nux | One of the Fixers. Adept at dealing with masses of enemy units and waves. Can use Ultrasonic Pulse. Can be upgraded into a Detector.
Can attack ground and air units. |
1000 200 10 | Life: 500 (+50 per armor level)/ Armor: 0 MS: 2.95
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Lt. Layna Nikara | One of the Fixers. Adept at healing friendly units and preventing damage. Can use Restorative Burst. Can be upgraded into a Detector. | 1000 200 10 | Life: 450 (+45 per armor level)/ Armor: 1 MS: 2.95 | |
Auto-turret | Automated defensive structure. Can attack air and ground units. Detector. | 150 | Life: 150 / Armor: 1
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Talent Progression[]
Tychus acquires the following talents as he levels up.
Tychus has a maximum of 100 supply and can recruit legendary Outlaws from Joeyray's Bar. When Outlaws are killed, they escape death and can be recruited once again from the Bar.
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Unlocks the ability to recruit a 5th Outlaw to Tychus' crew.
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Unlocks the ability to call down the Odin at a target location, picking up Tychus and taking him as its pilot and dealing 150 damage on impact. The Odin is controllable and will fight for 60 seconds.
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One of the Muscle. Adept at supporting friendly units and dealing with armored ground units. Can use Deploy Revitalizer.
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Unlocks the following upgrades at the engineering bay:
- Increases the attack speed of Tychus, Crooked Sam and Sirius by 25%
- Increases the life of Blaze, Cannonball and Rattlesnake by 25%
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One of the Guns. Adept at deploying turrets and imbuing himself and his turrets with special abilities. Can use Deploy Warhound Turret.
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Reduces the mineral and gas cost of Tychus's first Outlaw by 50%.
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One of the Muscle. Adept at taking damage and dealing it back. Can use Heavy Impact.
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Increases the maximum number of medivac platforms from 1 to 3.
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One of the Fixers. Adept at taking control of enemy units. Can use Dominate. Can be upgraded to be a Detector.
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Reduces the cost of all gear by 100 minerals and 100 gas.
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Unlocks the following upgrades:
- Tychus gains weapon damage for each Outlaw on the field.
- Crooked Sam gains the ability to reduce the cooldown of Demolition Charge with each attack.
- Blaze gains the ability to reduce all damage to 30.
- Lt. Nikara gains the ability to cast a defensive shield around friendly units.
- Nux gains the ability to reduce the cooldown and charge up time of all primary Outlaw abilities.
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Unlocks the following upgrades at the engineering bay:
- Level 4 and 5 Outlaw Weapons research upgrades.
- Level 4 and 5 Outlaw Life and Armor research upgrades.
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Unlocks the following upgrades:
- Improves the health and attack damage of Sirius Warhound Turrets.
- Rattlesnake gains the ability to deal area of effect damage.
- Cannonball gains a 30% chance to deal 4x damage on each attack.
- Improves the duration of Vega's Dominate ability.
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Unlocks the following upgrade at the engineering bay:
- Replaces the Odin's Barrage ability with a better ability that allows the Odin to call down a nuke.
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Strategies[]
Tychus is different from most other commanders in that he uses very little macromanagement; he does not need to worry about supply count or building his army. His focus is instead on micromanaging the small crew of Outlaws in the field. As such, Tychus is relatively straightforward to play. His Outlaw upgrades have no research time, letting him power up his crew as soon as he gets the resources to do so. However, their substantial cost mean that he will have to prioritize whom to upgrade when, and when to recruit a new Outlaw versus upgrading the ones already in the field.
Mastery Strategies[]
Power Set 1: Tychus Shredder Grenade Cooldown
☀Tychus Attack Speed: +1% – +30%
☀Tychus Shredder Grenade Cooldown: -1% – -30% (down to a minimum of 14 sec)
- Tychus is heavily centered around Outlaw abilities, and his own Shredder Grenades are not to be underestimated. When upgraded, they become a wonderful crowd control tool that can be used to clump up attack waves, making them vulnerable to AoE attacks such as Nux's Ultrasonic Pulse. Tychus is lacking in splash damage, with only certain outlaws helping alleviate this weakness; therefore, specializing in the Shredder Grenade gives a guaranteed tool to deal with the masses.
Power Set 2: Tri-Outlaw Research Improvement
☀Tri-Outlaw Research Improvement: +0.5% – +15%
☀Outlaw Availability: -3 sec – -90 sec (down to a minimum of 150 sec)
- Note: this bonus is multiplicative. e.g. the 25% attack speed boost becomes 28.75% with this mastery.
- Outlaw Availability is similar to Swann's Laser Drill Build Time mastery; namely, it's a trap meant to ensnare the impatient. Meanwhile, Tri-Outlaw Research makes Outlaws much stronger when they do finally come out, which is the clear winner here.
Early attack waves are rarely a concern, and if they do end up becoming somewhat irritating then the player can simply rush out an Engineering Bay to enable turrets first; and early Engineering Bays means early upgrades, which are stronger with this mastery.
Power Set 3: Medivac Pickup Cooldown/Odin Cooldown
☀Medivac Pickup Cooldown: -1.5 sec – -45 sec (down to a minimum of 75 sec)
☀Odin Cooldown: -4 sec – -120 sec (down to a minimum of 240 sec)
- Medivacs are one of Tychus's most useful assets. Aside from simply relocating Tychus' crew when needed, it also heals them for 50% and gives temporary cloaking, making it useful for both tactical retreats and reinforcement. By maxing out this mastery, Tychus is able to get away with a lot more than he normally would, and can be more aggressive. However, the second option, Odin cooldown mastery, allows it to be used more often to attack strongly reinforced enemy bases, thus boosting his pushing capabilities.
Prestige Strategies[]
Technical Recruiter allows each Outlaw to use their abilities more liberally, but it will take longer to build up the crew and they cost more to recruit. This prestige benefits every Outlaw since their activated abilities are all critical to using them, improving Tychus' crew all-around. However, since it will take longer to build up their numbers, the player must be more careful in their micromanagement of Tychus and his allies. This prestige also means a change to Tychus' economy; since he cannot recruit Outlaws as quickly, he'll be investing in their upgrades earlier and more often, and this can impact which Outlaws the player chooses to recruit and how to upgrade them. The player should seize their expansion as early as possible when using this prestige and quicky saturate their mineral fields so they can begin banking resources. The increased power of the abilities of Outlaws makes weapon and armor upgrades less impactful, and in tandem with the steep costs of such upgrades, the player may wish to ignore them so they can afford recruiting Outlaws and getting their individual upgrades. This, in turn, means that Outlaws with offensive activated abilities are more powerful than Outlaws that have supportive activated abilities and use their normal attacks to deal damage.
Lone Wolf turns each Outlaw into a one-person army, giving them a great benefit to damage and damage resistance. Tychus can last much longer on his own in the early game, and individual units overall are simply much more effective. However, the player's ability to micro multiple individual hero units is critical to getting the most out of this prestige, and if they are not good at splitting their focus, this prestige may not offer them much. In particular, the Muscle can struggle with this prestige since they cannot attack air units, and only the Fixers and Sirius can detect cloaked and burrowed enemies (Sirius using his turrets). On that note, Nikara is not very useful with this prestige since she can do nothing on her own, but the player can keep her at their base to heal wounded Outlaws and use medivacs to bring them back for healing and then send them out again, or use her to support an ally's army. The crew is not able to use their ultimate gear, which heavily affects how they will be used. This prestige is highly beneficial if the player is on a map where they will need units in multiple places at once, so they can cover these positions more effectively using their small number of Outlaws. Because each Outlaw alone has more power, the player may wish to prioritize upgrading them sooner instead of recruiting more Outlaws that they may not have a place for.
Dutiful Dogwalker gives Tychus the power to control the Odin independently in exchange for losing its abilities, and Tychus will not be revived when the Odin is deployed. But with its shortened coondown and extended duration, it is effectively a sixth Outlaw for the player to control, and it needs no micromanagement; it is simply a battering ram of a unit that can crush enemies and can take a severe amount of damage. It benefits greatly from weapon and armor upgrades, so these should receive higher prioritity with this prestige, as the Odin is simply more powerful than any Outlaw Tychus could call, and the upgrades are worth the investment. The player can use the Odin to smash enemy bases and fend off attack waves, and Tychus and his crew can either fight alongside it as it tanks hits, or fight elsewhere since the Odin can handle most enemies on its own. However, the Odin is not invincible - it can be stunned by enemies like Void Slivers in Scythe of Amon or Chokers in Dead of Night, and it is very large, making it difficult to move through enemy bases and vulnerable to melee units that can surround it. It is very slow to move, so the player must rely on medivacs to keep it in battle and get the most usage out of it before it expires.
Heavy duty[]
Tychus is always available at the start of the mission, and spawns at the 3 minute mark. He has enough firepower to take on early attack waves by himself while his partner constructs their base; however, he will require backup to take on enemy-held expansions. His shredder grenades make him most useful against enemies that use low-HP units, and with back-up from a partner's army, he can excel for a fair amount of time on his own. However, it is inadvisable to prioritize upgrading Tychus over recruiting other Outlaws, unless the player is currently unable to do so.
Because Tychus arrives for free early in the mission and recruiting Outlaws is expensive, the player should not overextend with him and prevent him from being killed, as it is a significant investment of minerals to revive him and they will have no way to defend themselves and have to rely on an ally. Tychus can be used to clear expansions and hold off attack waves, and he can attempt to make small pushes and pokes as he can, but if he begins to face heavy opposition he should be pulled back to base and allowed to heal.
Ready to become a Devil[]
For the first Outlaw, either of the Guns are a good option due to be well-rounded similar to Tychus; both of them can attack both air and ground units, Crooked Sam's Demolition Charges can take out powerful single units or structures, and Sirius's turrets provide a considerable amount of support fire and distract enemies from attacking Tychus and his crew. Rattlesnake is also an option, as his revitalizers provide healing and he is also a powerful attacker, though he cannot hit air units. The Fixers are undesirable for a first Outlaw since they don't provide much support fire and require their upgrades to reach their full potential. The exception is Nux, but unless the player is facing massive swarms of enemies, Tychus' shredder grenades are enough for groups of enemies and Nux will not contribute much on his own.
Beyond this, which Outlaw to recruit depends on the mission at hand. Each of Tychus' Outlaws has a specific role in the Devils, so the player should recruit them as they are needed. The available Outlaws and their roles are:
The Guns
- Tychus is available for free at the start of the mission. He serves as an all-round damage dealer, and has unparalleled sustained damage output with his minigun and Shredder Grenades. His health is average and is easily worn down in combat, making support from other Outlaws mandatory past the first attack wave or two.
- Crooked Sam specializes in single-target damage. His pistols have respectably high damage output, and his Demolition Charges are great at knocking out tough objective targets, making him a must-have for missions like Oblivion Express, Scythe of Amon, and Rifts to Korhal. They're not terribly effective against regular enemies as Tychus's crew has enough firepower to gun them down before the charge goes off; however, they can be upgraded to stun targets until they explode, making him great at bringing down hybrid dominators and hybrid behemoths. Also, his LarsCorp G7 Charges upgrade allows him to one-shot a hybrid nemesis.
- As a reaper, Sam can jump across cliffs; therefore, he may get separated from the rest of the crew. Make sure to regroup him if he ends up somewhere he shouldn't be.
- Sirius is a strong defensive option for missions like Dead of Night and Void Launch. He has relatively low damage, but can deploy Warhound Turrets to multiply his damage output. With a very short cooldown and multiple charges, Sirius should aim to deploy as many of them as possible in each engagement. The turrets also benefit from all of Sirius's gear upgrades, making them much more effective as Sirius is upgraded. While he lacks area damage, his Moebius M34 Terror Rounds upgrade lets him disable multiple enemies simultaneously. The SA-55 Thunderbolt Missiles upgrade makes Sirius exceptional at destroying air units, making him a powerful option against air-heavy compositions. The turrets also are detectors, so with proper use they can be essential when facing cloaked enemies.
The Muscle
- As expected of a Firebat, Blaze specializes in destroying clumps of light units, making him a powerful option on Miner Evacuation and Dead of Night, as well as any mission with enemy zerg. His melee attack range and relatively fast movement speed mean that he'll usually be at the frontline of any engagement, allowing him to soak up damage for his more fragile allies as they blast away the opposition. Oil spill allows Blaze to cause wildfires on enemies. On infested and versus light units, Blaze is very potent. While the Inflamed effect does spread among enemies, vision is necessary; enemies not within vision radius will not be affected by Inflamed spread. His final upgrade literally turns him to a terran immortal that reduces all damage to 30. However, unlike the other Muscle, Blaze lacks self-sustain, making him vulnerable to chip damage if picked up before a healer.
- Blaze's final upgrade has an in-game effect identical to that of Immortal's hardened shield.
- Unlike most other Outlaws' weapons, Blaze's flamethrower has a slight delay before firing, meaning that they can end up killing oiled enemies before Blaze can ignite them. As Tychus has no other sources of fire damage, micromanaging the other mercs to hold their fire until Blaze fires may be needed to start a chain of ignitions.
- Rattlesnake is a highly versatile Outlaw. While lacking the raw health of his fellow Muscle, he makes up for it with his Revitalizers, making him deceptively bulky while helping keep his allies in the fight. As such, he makes a good partner for Tychus in the early game. His weapon does bonus damage to armored enemies, making him stronger against terran and protoss enemies; this also makes him good at taking down hybrid, which can be useful on hybrid-heavy maps like Chain of Ascension and Void Launch. Revitalizers also affect allies, and heal by percentage of a unit's health, meaning it's even more effective on units with large health pools such as brutalisks and makes him an effective supporter for Cannonball and/or Blaze.
- Among the Muscles, Rattlesnake has the lowest health and the highest range.
- Cannonball excels at soaking up large amounts of damage. When fully upgraded, he is nearly unkillable and can quickly ramp up attack damage while dishing out powerful area stuns. Maximum mastery allow full upgrades to effectively give him 3800 HP. The impact stun acts as an alternative to Tychus's shredder grenade stun and also pairs greatly with Nux's Ultrasonic Pulse. Cannonball is most useful against enemy compositions with larger units and missions with high-health objectives. He is also recommended for maps that require pushing deep into enemy territory. Given that Cannonball is considered Unarmored, there are very few units that will deal bonus damage to him (i.e. Archons).
- Purchasing the Critical Response System will make his light-bar work.
The Fixers In addition to providing useful support abilities, Fixers serve as Tychus's primary source of detection; as such, having at least one Fixer on every mission is heavily recommended, particularly on higher difficulties.
- Lt. Nikara is the team medic, and a highly useful option for any mission. She can keep the rest of the crew in the fight for much longer and patch them up after each battle, while also providing valuable healing for partners that otherwise lack it. Note however that Nikara has no offensive capabilities, and choosing her means weakening the crew's firepower; however, in most cases, this isn't too significant. Her final upgrade allows her to cast temporary shield on friendly units including ally's. Additionally, Nikara should always be controlled separately from the other Outlaws, as attack-moving all of them at once into an area will result in Nikara moving to the targeted location, which can easily get her killed. It is also recommended not to deploy both Nikara and Rattlesnake since both are healers.
- Compared to Rattlesnake, Nikara trades firepower for healing output. Decide which is needed more when picking the healer to deploy.
- Nux provides heavy area damage with his Ultrasonic Pulse. When combined with Tychus's upgraded Shredder Grenade, it can easily devastate enemy attack waves. However, it has a rather long charge cooldown and Nux's attack damage is mediocre, meaning that it will need to be used judiciously. Compared to Blaze, Nux offers higher damage, but is less consistent due to being cooldown-dependent and also cannot serve as a tank. The cooldowns of all outlaws are mitigated when Nux is fully upgraded though.
- Nux's Ultrasonic Pulse has the in-game effect of psi-storm.
- Vega can Dominate enemy units and put them under her control, making her much more useful in the later game when the enemy starts fielding higher tech units. Good use of Dominate is important for getting value out of Vega, as her damage output is lackluster (except vs Light units). With proper upgrades, units controlled by Vega will have their health, energy and shields restored upon being controlled. Additionally, these stolen units will have their attack speed and damage increased by 30. Also, when properly upgraded, whenever Vega controls an enemy unit, other enemy units around her Dominate target will attack each other for 10 seconds. Proper use of this ability allows players to prematurely detonate group of banelings and scourges. She can also be used to support allies with poor anti-air using her Psi Projector, bringing enemy air units down and leaving them vulnerable to attack. However, it clashes with Sirius's Thunderbolt Missiles in the role of anti-air.
- Vega can also control neutral units such as cleaner bots, lyotes and other critters. Whether this effect is intentional is unknown.
- A number of enemy units will have their abilities missing. For example, Dominated high templar cannot cast psi storms. Dominated stalkers cannot blink. Some units such as ghosts and battlecruisers still retain their abilities, though.
- Dominated units will lose their armor and weapon upgrades; these are reset to level zero.
As the mission continues, the player can begin making judgments on how badly Tychus and his Outlaws need their upgrades, which ones, and which Outlaw to recruit next when the option becomes available. Storing a large cache of researches to recruit an Outlaw and immediately upgrade them is perfectly viable. It is largely preferable to recruit a second Outlaw over upgrading Tychus and his first Outlaw, but from that point on the player may want to consider the option more carefully. A new Outlaw is always a considerable boost to the power of Tychus' crew, but depending on the mission and the player's own ability to handle the enemy army, they may find that upgrading Tychus and his Outlaws is preferable to field a new one, especially since by this point, their ultimate gear will be available.
Get on the ship, ya numbskulls[]
The player should invest into medivac platforms soon after recruiting their second or third Outlaw. They provide Tychus and his crew great mobility and healing, things he sorely needs. There is no cost to use them once they are built, so the player should not hesitate to use a medivac to pluck a wounded Outlaw out of battle and send them somewhere safer to avoid losing them, or just move them back to rejoin Tychus if they were caught alone. Note that unlike Nova's similar calldown, the medivac only transports Tychus and his crew, not allies or Tychus' SCVs, so the player can pick up and drop off Tychus and his Outlaws in the middle of an ally's army without disruption.
Make room for the big dawg[]
Tychus' Odin is extremely powerful, as in the single-player campaign. It can handle large enemy waves on its own, particularly ground armies since its ground attacks deal splash damage in a small area of effect. Against objective structures, the Odin can quickly bring them down on its own since it gains a considerable damage bonus against them. The Odin is also more effective against air units than in the campaign thanks to a damage boost, but it is still outmatched if facing large numbers of enemy flyers, especially capital ships. Its barrage is very powerful against stationary targets and can demolish an incoming enemy force as they move up, and is best utilized on narrow choke points where the enemy is forced into its area of effect. With its Big Red Button upgrade, its nuke can level most enemy attack forces and bases.
An exploit with the Odin is that when its timed life ends, Tychus spawns where it was, even if he was previously killed. The player can thus use the Odin as a means to revive Tychus without paying any minerals or waiting for him to revive.
Synergies[]
Tychus's synergy with other commanders depends largely on the outlaws the player chooses in a game. Of note is that Lt. Nikara and Rattlesnake can use their healing abilities to repair any allied units to full life, which is very helpful with protoss commanders.
Protoss Commanders[]
Guardian Shell gives Tychus's Outlaws a safety net, which can potentially save Tychus a handful of resources, and Tychus can provide healing to complement Artanis's lack thereof. Artanis's army can be used to screen attacks for Tychus's crew and his Shield Overcharge can make them much tougher in battle. Artanis's other calldowns pale in comparison to Tychus's firepower, but can still be useful for helping break tougher enemy fortifications and for defense in a pinch.
Karax's synergy with Tychus comes mainly in the form of static defense. While Tychus lacks any meaningful options to defend, Karax more than makes up for that. Aside from structures, energizers may also help buff the Outlaws' attack speed, and Vega's Dominate can be paired with the energizer's Reclamation to steal as many units as possible. Blaze's oil spill inflamed effect also works when triggered by colossi and solar lance.
Vorazun and Tychus have good synergy. Dark pylons can be paired with Rattlesnake's Revitalizer to allow the commanders' armies to regenerate health in the middle of enemy territory without fear of attack. In addition, since Tychus has very little structures in his base, one well-placed dark pylon can cloak his entire setup. Time Stop can be used to give Crooked Sam a window of opportunity to plant demolition charges without fear of retaliation. Black Hole can be used with Tychus's Shredder Grenade attack, Nux's Ultrasonic Pulse, or Blaze's Oil Spill to perform a "toilet" attack and destroy an entire army.
Tychus cannot provide much supply for Empower Me. That said, Tychus can still contribute a respectable amount of power for Alarak, as each of his heroes costs 10 supply each.
Fenix and Tychus play very similarly, as both focus on a group of powerful hero units. However, Fenix can also work with a simple standing army which can help screen attacks for the Heaven's Devils. Meanwhile, Fenix can have all of his heroes out on the field at a time, whereas Tychus has to pick and choose five out of nine. Fenix's colossi should also trigger the inflamed effect from Blaze's oil spill.
Terran Commanders[]
Like old times, Raynor plays well with Tychus. Vega can be used to ensnare flying units to pull them to the ground, allowing more of Raynor's army to finish them off. Raynor can use a scanner sweep to reveal an unseen area and allow Tychus to drop down the Odin or a medivac to transport over to the revealed area. Rattlesnake's Revitalizer can repair an entire area at once which is especially useful with Raynor, and if the Moebius Aggression Blend upgrade is paired with marine stimpacks, their attack speed is greatly increased. With the extra range of Raynor's standard firebats, inflamed should be easier to achieve from Blaze's oil spill.
Swann has respectable synergy with Tychus. Tychus's early-game firepower can help cover for Swann while he builds up his army; in return, Swann's turrets and Laser Drill can offset Tychus's lack of defensive options. Swann's Hercules can Tactical Jump into the fog of war and provide vision for Tychus to follow up with a medivac or Odin drop. Rattlesnake's Revitalizers are great at keeping Swann's massed goliaths healthy and greatly increasing their damage output, while Swann's science vessels can provide the Outlaws with some extra survivability with Defensive Matrix. Note, however, that Tychus has limited use for Swann's extra vespene. Paired with hellbats, Blaze's oil spill is even more viable.
Nova's elite yet expensive units are grateful for the tanking power of the Muscle. Vega's Dominate, fittingly enough, is especially useful with Nova, as Vega can snag any enemy detectors that would reveal the presence of her fellow Ghosts. Tychus's base-pushing power is incredible, and if a nuke doesn't solve the problem, two probably will.
Tychus benefits a lot from Han and Horner. Han and Horner are able to field a large number of buffer units; protecting Tychus' from taking fatal damage. In addition, the on-death buffs of Han and Horner significantly helps Tychus. Using Vega's Dominate ability allows Tychus players to convert enemy units into resources when these units expire. Hellbats also make Blaze's Oil Spill more useful.
Zerg Commanders[]
Kerrigan is able to provide a great level of mobility to Tychus players in the form of Omega Worms thereby allowing for Tychus to free up mastery points in Odin cooldowns over medivacs. Vega can also utilize psi projector to pull down heavy air units to allow Kerrigan to use leaping strike on them. A timely use of Assimilation Aura can generate a healthy amount of minerals for Tychus to collect.
Zagara and Tychus have a complete opposite design philosophy behind their teams. One focuses on few units with survivability, the other focuses on easily replaced units produced en masse. Neither has abilities that are particularly helpful for the other, especially with some of Zagara's best units being cheap, easily disposed of, and deliberately bred to die (especially Banelings). Tychus's army can help protect Zagara long enough to get her necessary structures, but once the swarm begins overrunning the field, it's possible the Zerg will get to the target first and leave only the scraps for Tychus.
Tychus and Abathur have some overlap in terms of army style, as both rely on a relatively small core of strong units, and both suffer from a relative lack of mobility; however, they still have some synergy. Tychus can provide early-game firepower while Abathur collects biomass; in return, Abathur's toxic nests provide defense. Brutalisks can Deep Tunnel into the fog of war to provide vision for medivacs and the Odin, and serve as great damage sponges for Tychus's men.
With the Heaven's Devils serving as a spearhead, Tychus and his team can easily crack open bases that Stukov's horde aren't able to grind down through attrition. In return, his infested provide great cleanup potential once Tychus eliminates all the major threats to them. The Apocalisk and the Odin both fill similar roles, however due to their large cooldowns, this is not too much of an issue.
Dehaka can act as an effective, early-game scout, allowing Tychus to better review what Outlaws he chooses to hire. Rattlesnake's Revitalizer as always pairs well with a massive health pool such as Dehaka or his pack leaders, and Aggression Blend gives him and his units much-needed attack speed. Nux's Ultrasonic Pulse provides a good way to soften up large amounts of tanky units, reducing Devour cooldown should Dehaka choose to consume them. Dehaka's early game tanks, primal igniters, work well with Blaze's oil spill, as they can set things on fire.
Quotations[]
Achievements[]
Gameplay[]
I Ain't Flipping This Bill | |
Points | |
Criteria |
Purchase the ultimate gear of every heroic unit. |
Edit |
Out-Of-Network Coverage | |
Points | |
Criteria |
Heal 50,000 life on allied units in Co-op Missions. |
Edit |
Push In Case of Emergency | |
Points | |
Criteria |
Kill 1,000 units with the Odin's Big Red Button ability. |
Edit |
Buy Buy Buy (Buy Buy) | |
Points | |
Criteria |
Purchase 5 pieces of ultimate gear by 20 minutes on Hard difficulty. |
Edit |
Leader of the Heaven's Devils | |||
Points | |||
Criteria |
Complete all the Commander Tychus achievements. | ||
Rewards |
| ||
Edit |
Levels[]
Tychus: Level 5 | |
Points | |
Criteria |
Reach level 5 with Tychus in Co-op Missions. |
Edit |
Tychus: Level 10 | |
Points | |
Criteria |
Reach level 10 with Tychus in Co-op Missions. |
Edit |
Tychus: Level 15 | |
Points | |
Criteria |
Reach level 15 with Tychus in Co-op Missions. |
Edit |
Videos[]
Development[]
Tychus was designed by imagining how the commander would fit had he been in his own campaign, and as such his design borrowed heavily from Wings of Liberty missions featuring Tychus, especially the dungeon crawler “Belly of the Beast.” In this mission, the players control four hero units that you meet throughout the campaign—Tychus, Raynor, Swann, and Stetmann.
The team that designed Tychus was inspired by Tychus's story before StarCraft, where he lead a platoon in the Guild Wars named the Heaven's Devils. With this inspiration in mind, Tychus was designed around controlling a small, elite squad. So in this ultimate “what if” scenario, imagining that he non-canonically survives the events of Wings of Liberty, Tychus reforms the Heaven's Devils into a new group to take the fight to Amon.[1]
Tychus's gameplay style was inspired by heist movies such as Ocean's 11, and around selecting the right team of elite specialists to accomplish a task.[2]
Tychus went through a number of iterations before settling on the small group. Initially, Tychus had a larger army, and his units had a resource named "coldheart," which would increase as he dealt and took damage, based on the rage mechanic from World of Warcraft. Remnants of this mechanic can be found in Cannonball.
A number of Outlaws were added to fill holes in Tychus's arsenal, as it was found that the small number of units caused Tychus to struggle in the later game. Tychus's Outlaws were initially based on the classes from World of Warcraft, each covering a similar role. In early builds, Blaze was replaced with a hellbat/hellion based around the druid class. Other cut ideas include a siege tank and widow mine outlaw. At some point Tychus had the ability to call down War Pig mercenaries.
Initially the Outlaws each had three abilities, in order to encourage more micromanagement oriented players to thrive which Tychus, while allowing less skilled players to pick options with more passive abilities. However, developers found tabbing through the different commanders to be frustrating, and scaled down the abilities to one per hero, then creating the mechanic where if multiple heroes were selected all of their abilities would appear on the single command card.[3]
Trivia[]
In Co-op, the Big Red Button trigger a nuke, which is a reference to Tychus's Level 20 upgrade to Odin in Heroes of the Storm. In the campaign in-mission conversations, the "flashy red button" trigger the Barrage ability, while a "button with a skull on it" trigger the Nuclear Strike.
References[]
- ↑ 2018-08-20, Co-op Commander Preview: Tychus. Battle.net, accessed on 2018-08-20
- ↑ 2018-08-22, Tychus Gameplay Preview! New Coop Commander & Commentary with Lead Designer . Youtube, accessed on 2018-08-22
- ↑ 2018-08-26, StarCraft 2: THE FUTURE OF CO-OP! (Developer Interview). YouTube, accessed on 2018-08-26