"Reckoning is at hand."
|Title||Archangel of Justice|
|Price||500 / 4,000|
|Release Date||March 13, 2014|
Tyrael, the Archangel of Justice, is a melee Tank hero from the Diablo universe. Among the angels it is the Archangel of Justice who is humanity's greatest defender. Wielding his sword El'druin against the Burning Hells, the Prime Evils would have enslaved Sanctuary and all of humanity long ago if Tyrael had not intervened.
Tyrael is a Tank who pairs well with allies that like to dive into the enemy team.
- 1 History
- 2 Abilities
- 3 Talents
- 4 Ability and talent notes
- 5 Roles and talent builds
- 6 Tyrael Abilities and Strategy
- 7 Counters and match-ups
- 8 Skins
- 9 Mounts
- 10 Portraits
- 11 Sprays
- 12 Emojis
- 13 Quotes
- 14 Trivia
- 15 Gallery
- 16 Videos
- 17 References
- 18 External links
History[edit | edit source]
This section concerns content exclusive to Diablo universe.
As Archangel Angel and Aspect of Justice leader and aspect of the Heavenly Host one of the five Angel Aspects and a member of the Angiris Council, Tyrael was born from one of the virtues of the great titan Anu at the beginning of time. He has fought against the forces of Hell since time immemorial. For countless eons Tyrael thought the only principles of justice were the laws of the High Heavens. This view of Creation was shattered once he encountered the denizens of Sanctuary, humans. Humans were the spawn of rogue angels and demons who had become weary of the endless Eternal Conflict that consumed all of the focus of both Heaven and Hell.
While at first many angels saw humanity as an abomination, Tyrael saw the potential for good that resided within this new race. Tyrael would spend much of his time observing humanity, but direct interaction was forbidden by the laws of Heaven. Eventually Tyrael would come to face one of the most difficult decisions of his existence when humanity was endangered by the release of the Prime Evils onto Sanctuary. Tyrael would have to choose between following the law and letting the exiled leaders of Hell destroy mankind or intervening to help save humanity and turning his back on the one central ideal he held most dear. It was this decision that caused Tyrael to learn the true meaning of justice. Justice wasn't upholding some lofty, idealistic laws, it was doing what was right.
Tyrael came to the aid of the humans many times when the Three threatened them. First when he armed humanity with the sacred Soulstones to contain the Prime Evils and again when he sacrificed himself to destroy the corrupted Worldstone to prevent the forces of Hell from pouring into the mortal world, but not even death could stop the embodiment of Justice.
Twenty years later Tyrael would return from death only to find himself put on trial by his peers. Tyrael had done the unthinkable by interfering on the behalf of humanity and his answer to the crimes of breaking Heaven's laws was to renounce his divinity. Tyrael would no longer stand among the angels if it meant idly standing by while the innocent suffered. A now mortal Tyrael would immediately be faced with another challenge as the forces of hell sought after the Black Soulstone to unleash the Prime Evil upon Creation.
Tyrael would not face this challenge alone as a mortal hero, the Nephalem, would come to his aid in this battle against the forces of Hell. After a hard fought battle the forces of the Light would emerge victorious and the Prime Evil would be locked away within the Black Soulstone, but the threat wasn't over. The evil within the Stone would begin to seep out into Heaven where it held and only Tyrael could see the subtle changes within the holiest of realms. Tyrael was again faced with the decision of following the laws of Heaven or breaking them to save his former home, only this time his decision would have far darker consequences.
Strengths[edit | edit source]
- Capable of boosting allies' Movement Speed and shielding them
- Acceptable Solo Laner
- Offers offensive and defensive talent builds
- Exceptional mobility
Weaknesses[edit | edit source]
- Can struggle as a solo Tank due to lack of crowd control
- Extremely Mana dependent throughout the game
- Successfully initiating team fights does require some experience
- Only fits into a limited amount of team compositions
Abilities[edit | edit source]
- See Data Page for a table of scaled values at key levels.
Talents[edit | edit source]
Type: Heal over time
Type: Damage modifier: Armor
Type: Attack modifier / Healing
Properties: Area of Effect
Type: Attack Modifier / Damage modifier: Buff
After 0.75 seconds, charge an enemy Hero dealing 150 damage and Stunning them for 1.5 seconds. Nearby enemies are knocked away and take 75 damage.
After 0.5 seconds create a field of holy energy that makes allied Heroes Invulnerable. Lasts 3 seconds.
- Reactivations do not increase the time El'Druin can stay on ground.
- Displacement from the creation of unpathable terrain from Holy Ground doesn't interrupt channels.
Type: Terrain object
Type: Damage modifier
Type: Attack modifier
- Enemies can take damage from both Tyrael's and El'Druins damage auras at the same time.
- When Sword of Justice is picked, the first reactivation increases the damage around both Tyrael and El'Druin.
Properties: Area of Effect
Tickrate: 1 / second
Type: Damage modifier:Buff
Affects: Self, Allied Heroes
Activate to gain 50 Armor for 3 seconds.
Each time Tyrael damages an enemy Hero with a Basic Attack or Basic Ability, increase the duration of this Armor bonus by .5 seconds.
- Cooldown starts when the Ability is activated.
Ability and talent notes[edit | edit source]
- Righteousness is the only ability in the game that can properly show PvE damage. Minions and Mercenaries (of all kinds) obviously deal 80% more damage against each other. Meanwhile, all structures (including the Core), only do about 12% more damage to minions/mercenaries. All damage is shown as physical when Righteousness is active on targets.
- The level 7 upgrade: "Purge Evil", has an maximum of 600% increased Basic Attack damage, which is the same as 10 stacks.
- The level 7 upgrade: "Swift Retribution", also affects Minions, Mercenaries as well as many Heroic Summons who are able to move. Examples of these Heroic Summons are: Gargantuan, Demon Warrior, Demon Lieutenant, Hydralisk, Bile Drop Roachlings, Beetles and Skeletons.
- The level 20 ultimate upgrade: "Holy Arena", somehow increases the damage of Heroic Summons, even though the 'summoner' is not inside Sanctification.
Roles and talent builds[edit | edit source]
Tyrael can play as the 'solo-laner' if your team drafted an secondary tank. Tyrael can play at this position because of his immense ratio between his sustain (Health regeneration and Shields), his large Health pool and his acceptable base damage. He can do quiet a lot of burst damage to the enemy laner when using his abilities: El'druin's Might and Smite. These abilities can also be used to waveclear rather quickly. Tyrael can be classified as an bully: Someone who wants to out-trade the enemy laner as much as possible, so that he can 'deny' the experience globes and health globes from them.
The bad match-ups ones are the heroes who can simply out-trade him or out-sustain his damage, while also having other conditions to win the lane. Heroes such as: ( Sonya, Thrall, Malthael, Artanis, Arthas, Imperius, Rexxar, Leoric, Yrel).
Tyrael is overall an pretty decent main tank who can buff his team to make up for his lack of crowd-control. Tyrael's main strength compared to other main tanks is his mobility. Tyrael is actually the most mobile tank in the game, thanks to his abilities: El'druin's Might, as well as Smite. Tyrael's other strength is his utility through his various talents, that lets him play differently. Picking Tyrael as the main tank is good when you have at-least two heroes that work great with Tyrael.
This is Tyrael's best role as he can both do reasonably amounts of damage, while also front-lining as usual. Tyrael can do much to support his team with this build. This build is good when you are not the 'solo-laner' while also having a second tank that is. This build allows for flexible mixes of the heroes he works well with.
This build is good when you have two enablers on your team, such as: ( Rehgar, Abathur, Varian, Auriel, Lt. Morales, Uther). Tyrael as an melee assassin can somewhat play in the same manner as an tank and damage dealer at the same time. This is due to the fact that Tyrael's level 7 upgrade: "Purge Evil", allow Tyrael for much higher base damage. This synergies heavenly with his level 16 upgrade: "Smite the Wicked", as well as various buffs, abilities and talents coming from other heroes, such as: Bloodlust, Stim Drone, Devotion, Divine Shield, Symbiote, Ultimate Evolution, "Glory to the Alliance" and "Will of Heaven". Tyrael with the proper composition and enablers on his team, can become an 'hyper-carry'. Tyrael could also allow for another 'hyper-carry' together with him, on the same team.
Tyrael Abilities and Strategy[edit | edit source]
1. Tips & Tricks[edit | edit source]
- Use your abilities wisely while laning. If you are not careful, Tyrael will run out of Mana very quickly.
- Since Tyrael is not as durable as some of the other Tanks, make sure to use his outstanding mobility to mitigate damage by dodging abilities.
- El'druin's Might can be used to juke opponents while Tyrael is on the retreat.
- If you play with Sanctification, save it for the enemy team's most dangerous abilities and track their cooldowns accordingly. It can also be used when diving with your full-health allies, since it will make them immune to any crowd control, reducing the peeling options from enemy team.
- Tyrael's "Holy Ground" can steal Mercenary and Boss Camps if its projectile is aimed at the very center of the capture platform.
2. El'druin's Might[edit | edit source]
El'druin's Might (Q)[edit | edit source]
Cooldown: 12 seconds
|Deals 110 (+4% per level) damage to enemies within target area, slowing them by 25% for 2.5 seconds. Reactivating will teleport Tyrael to the blade and slow nearby enemies again.|
El'druin's Might is a gap-closer which allows Tyrael to cover great distances by directly teleporting to his sword. One of the greatest advantages of this ability is the fact that you will not be impaired by obstacles, such as walls or trees. El'druin's Might can be used offensively to slow down fleeing enemies and catch up to them by quickly using Angelic Flash. By the same token, Tyrael can rely on El'druin's Might in order to get out of dangerous situations by throwing his sword in the direction he wants to escape and using Angelic Flash immediately after. One thing to keep in mind, however, is the 6-second time frame that comes with El'druin's Might. If you fail to use Angelic Flash within that period of time, Tyrael will lose the ability to teleport, which is why you always want to make sure to avoid getting disabled by any form of crowd control before that window closes.
It is good to use Eldruin's Might in a direction and run the opposite way, so that enemies have to choose between going towards you or waiting at the sword. If there are more enemies on you than around the sword, it is better to blink towards it, to then use Smite on yourself to run away to safety.
3. Righteousness[edit | edit source]
Righteousness (W)[edit | edit source]Mana: 45
|Shields Tyrael for 336 (+4% per level) damage and nearby allies for 40% as much for 4 seconds.|
Righteousness is a very straightforward protective ability that does not require a lot of expertise. Most of the time, you should wait until there is at least one or more allied Heroes near Tyrael before casting Righteousness, in order to maximize its efficiency. During the early stages of the game, especially while laning or clearing Mercenary Camps, you can make an exception to this rule. You should not cast Righteousness on yourself when alone, since it spends much mana and will not be worth it. Always try to use it to peel your team, or around a wave to protect it. Pokes against Tyrael can be healed through globes or passive regeneration.
4. Smite[edit | edit source]
Smite (E)[edit | edit source]
Cooldown: 6 seconds
|Rake target area for 150 (+4% per level) damage. Allies moving through the targeted area gain 25% increased Movement Speed for 2 seconds.|
Smite is your weapon of choice when it comes to clearing enemy Minion waves and damaging enemy Heroes. It can be used both offensively, by damaging enemies and providing a movement speed boost to chasing allies, and defensively, by making fleeing allies run faster. Smite is a great ability to damage your opponents in lane and — unlike El'driun's Might, which should usually not be used to just harass your enemy — bully them out of range of your Minions, which can prevent them from soaking experience. Still, we would like to remind you that using Smite too frequently can cause Tyrael to suffer from a serious Mana deficit, especially during the early laning phases of the game. To prevent this from happening, you should use Smite, as well as Tyrael's other Basic Abilities, very reasonably and avoid spamming them at all cost.
5. Judgment[edit | edit source]
Judgment (R)[edit | edit source]
Cooldown: 70 seconds
|After 0.75 seconds, charge an enemy Hero dealing 150 (+4% per level) damage and stunning them for 1.5 seconds. Nearby enemies are knocked away and take 75 (+4% per level) damage.|
Judgment is Tyrael's infamous gap-closing Heroic ability, which will allow you to hit and stun your selected enemy target with great force. Judgment does have a short activation timer of roughly 0.5 seconds, which means that targeting an enemy from maximum casting range may actually cancel Judgment's casting animation if your target runs out of range while the animation is still building up. Another thing to keep in mind is the fact that enemies who possess an innate teleport escaping mechanism, such as Zeratul's Blink ability or the generic "Bolt of the Storm" talent, can deliberately use these tools to dodge the impact of Judgment. Thus, it is of utmost importance to choose your target carefully, as a misplaced Judgment may sometimes ruin your follow up strategy. To help you choose the right target, especially high priority targets like Healers and Assassins, it is recommended to keep an eye out for enemy Heroes who have just used their escape abilities, or do not possess any of those in the first place.
6. Sanctification[edit | edit source]
Sanctification (R)[edit | edit source]
Cooldown: 100 seconds
|After 0.5 seconds create a field of holy energy that makes allied Heroes Invulnerable. Lasts 3 seconds.|
Sanctification is the ultimate defensive ability. Being capable of single-highhandedly deciding the outcome of a team fight, it is crucial to know how to use it correctly when playing as Tyrael. We generally recommend using Sanctification if:
- the enemy team features multiple strong crowd control abilities, such as Mighty Gust or Sundering or;
- one or several of your teammates, mostly melee Assassins and Bruisers like Illidan or Sonya who require special protection in order to unleash their full potential.
7. Archangel's Wrath[edit | edit source]
Archangel's Wrath (Combat Trait)[edit | edit source]
|Upon dying, become invulnerable and explode for 550 (+4% per level) damage after 3.5 seconds. Each enemy Hero hit reduces Tyrael’s death timer by 10%.|
Similar to Leoric's Undying trait or Uther's Eternal Vandguard trait, Archangel's Wrath allows you to command Tyrael for a short moment after he died. During that period of time, you will not be able to use any of Tyrael's abilities, but you can still move him towards a target location. Ideally, Tyrael's explosion hits as many enemy Heroes as possible to lower the time spent dead by a significant amount.
Counters and match-ups[edit | edit source]
1. Bad against...[edit | edit source]
- Mighty Gust can easily cancel Sanctification while also being able to counter the 'dive pressure' coming from Tyrael, making it very hard for him to pick good engages, as he has no true gap-closers.
- Flight is an semi-global ability which can be used in multiple ways. The many uses of Flight, will allow Falstad to always have the upper hand, as how the micro and macro plays goes. Tyrael is not a good pick against many of the split-Pushing heroes, as he excels at diving, and diving is known as aggression towards the whole enemy team with the help of unity.
- Void Prison is an incredible tool to completely shut down Sanctification with ease, and will likely allow for amazing follow-up from various ultimate abilities, such as: Mosh pit, Apocalypse and Blessed Shield.
- Blink is always a good escape tool, that can be used both defensively or offensively, all depending on the goal and situation. Zeratul always be dangerous to encounter, as his Blink, into Void Prison can potentially catch overextended enemy Heroes, which will often win fights.
- Chen has the potential to "force" an early or bad use of Sanctification, when he dives "weak" backliners like Rehgar, which will then erupt fights.
- Talents like "Elusive Brawler" and "Withering Flames" could drastically change the outcome of skirmishes/fights, as he will reduce damage to such an extent, were good engages will suddenly become bad ones.
- Stagger together with his conditional mobility coming from Flying Kick and "Elusive Brawler" makes Chen a hard foe to catch, and kill. Tyrael alone has no point in fighting him, as his base damage (including ability damage) is simply to low to do any significant damage to Chen.
- Chen always have the potential to interrupt every Sanctification through his ultimate ability: Wandering Keg.
- Thrall has the options to outrade/out-sustain Tyrael by large margins, due to his incredible base damage and sustain coming through Frostwolf Resilience. Thrall also has rather significant 'power spikes' at every talent tier. The offensive talents are indeed scary to almost any hero, and there is no exception for Tyrael. Talents like: "Ancestral Wrath", "Alpha Wolf" and "Wind Rush" are alone enough to displace his enemies within mere seconds.
- Earthquake is one of the only ultimate abilities, which can 'counter-negate' heavy diving. Thrall can give his entire team the option to fight back with nearly the same amount of force.
- Thrall is an flexible Bruiser who can be run in many different team-compositions, he makes up in aspects such as heavy burst damage, sustain and AoE CC. The only true way for Tyrael to counter this hero is having a good draft, by either banning/picking it for your team.
- Medivh is an high-skill gap hero with ceiling, which includes benefits of playmaking, which will greatly make himself, as well as his team stronger. Medivh has ways of disabling heroes through both of his ultimate abilities: Poly Bomb and Ley Line Seal. Not only can he do that, but he can also mobilize his team, setup flanks, 'rotations' and invades' with his Portal. He can also deal a decent amount of burst damage through Arcane Rift and one of his talents: "Arcane Explosion", while also being able to save endangered teammates with Force of Will.
- Both of his ultimate abilities can do things like "force" or cancel Sanctification.
- Tyrael-oriented compositions usually consist of three 'frontliners'. These frontliners will usually make stacking his Arcane Rift much more easier. Reminder that a fully stacked Medivh is not something you want to tamper with, as his base damage effectively increases across all levels at about 100%.
- Even though Malthael has no interupts and neither does he have any tool that can counter Sanctification, but he is always strong if the ultimate is on cooldown or was misused. Malthael is a strong Bruiser in many circumstances, and he is even stronger if enabled by abilities like Nano Boost, taking less regard towards you or your team being dived. As his Reaper's Mark + his usage of Soul Rip will allow him to play in a fashion where he can deal a ton of Percent damage while he is sustaining from it. Engaging him in a bad way will always play out badly for your team, considering you have no reasonable counters against him.
- Frozen Tempest can slow both movement speed as well as attack speed up to 40%, which makes it an amazing ability against many dive heroes, including Tyrael.
- The level 13 upgrade: "Shattered Armor", reduces Armor by 15 against enemy heroes who was rooted by Howling Blast for 4 seconds. This is an rather good ability that increases the kill potential substantially, even without burst 'mages'. Tyrael will get little value out of Righteousness when this was picked.
- Due to the nature of the hero, He can be played as the 'solo laner' with great success. This position will let Arthas get stronger team-fight capabilities. It will be easier for Arthas to play more aggresive as well as defensively.
- Arthas is well-known to be good against 'hyper-carry' heroes. Not only that, but he can potentially counter everything as he is rather flexible when played as the 'solo-laner'. Arthas is one of the heroes who can fit in in almost any map, and any type of team-composition.
- Arthas himself tends to deal quiet alot of burst damage for being classified as an 'tank'. Both his abilities: Frostmourne Hungers and Death Coil, can alone deal up to 263 damage at level 0, which is increased to 358 damage if Arthas casts Frostmourne Hungers after his Basic Attack.
- When Army of the Dead is active, it will make Arthas one of the harder heroes to deal with, assuming and recognizing his large health pool, his high base damage, his continuous slows coming from Frozen Tempest and his level 7 active: Icebound Fortitude. Dive heroes will have a tough time to get any value out of the engage against Arthas, and will likely lose instead.
1.1 Others[edit | edit source]
- Heroes with the ability to negate diving, or those who can properly peel for your team by having defensive options: ( Uther, Zarya, Johanna, Mei, Whitmane, Stukov, Murky).
- Heroes that are good at split-Pushing without losing to much team-fight potential: (Abathur, Samuro, Murky, Zagara).
- Heroes that have ways to negate/counter the usage of Sanctification through tools or abilities: ( Zagara, Dehaka, Mei, Gul'dan, Butcher).
- Heroes that have Percent damage can kill Tyrael rather easily, heroes such as: ( Tychus, Zagara, Valla).
2. Good against...[edit | edit source]
- Tyrael can quiet easily dive on Malfurion, as Malfurion has only two real ways of escaping dives, the first option he has is using Entangling Roots and the second option is wasting his ultimate ability: Twilight Dream. Him wasting his ultimate to escape will allow your team to get the upper hand and ultimately win the entirety of the fight, as they have no way of fighting back at that point.
- Using "Holy Ground" offensively is a valid option to separate their team or by blocking paths leading to potential escapes, such as 'gates'. Malfurion himself has no escape.
- If Tyrael is played as the 'solo-laner' (or paired with heroes such as: ( Illidan,) he can chose his other ultimate ability: Judgment, for an more quick and offensive approach which can coordinate to an easy kill against Malfurion or his peers, due to his lack of 'burst' healing. Another strong note is that Malfurion is unable to cast "Nature's Cure" when he is affected by the Stun effect.
- Lt. Morales is highly noted to have limited dependent strength. She will be a easy target for Tyrael to dive, both "Holy Ground" and Judgment are very effective tools to use against her, and to secure the kill onto her.
- Tyrael can achieve massive advantages in any game by 'shutting down' Lt. Morales as much as possible. These advantages include: Map control, camp control and superior micro potential.
- If Tyrael is picked to counter Lt. Morales, she will often be forced to pick Medivac Dropship as her ultimate ability, whatever the map may be, as well as team-composition. This may drastically change the way you need to win fights, which is not something that is easy to adjust.
- Rexxar has few ways to engage when there exists heroes on the enemy team who can dive. Even if he sends Misha to 'scout' or to try and empower his engage, Misha will then easily die. Note that Rexxar is not a true hero without Misha, as the majority of his abilities and play-style relies heavenly on Misha.
- Rexxar has limited mobility as well as limited escapes. His only escapes are: "Feign Death", his ultimate ability (including level 20 upgrade): Unleash the Boars & Kill Command. Disabling a strong hero like Rexxar is truly something that can be counted as an win-condition.
- Valla's low base Health as well as the limitation of Vault, can make for quick a dispatchment of this hero.
- Valla needs to be at the 'late game' for her immense 'power spikes', such as: "Manticore" and "Farflight Quiver".
- Even though Valla has an good amount of mixed damage, she is not very good at fighting multiple heroes at the same time, due to her main damage coming from her Basic Attacks. She will also be very limited when Tyrael and his team is affected by Sanctification.
- Genji has rather low base Health and must often put himself at risk to achieve greater effects of accomplishments, something that is hard to do against dive heroes.
- Genji might be mobile, with the help of these abilities: Cyber Agility, Swift Strike and his ultimate ability: X-Strike, but Tyrael has the ability to enable his team, like becoming more mobile through Smite, making it harder for him to escape and overall, fight.
- Genji can't fight Tyrael in a fair fight, as he relies solely on his team to pick the good fights for him. Where they are gaps for him to execute or him poking down heroes with Shuriken, are the fights he should be able to take. Genji himself is a dive hero, though he can never be stronger against team-compositions that can easily overpower him.
- One of Azmodan's main goals is to stack his Globe of Annihilation from minions or heroes. His best maps are the ones where either he can constantly sit in one lane and chuck down havoc upon enemy heroes or the small three lane maps, where rotations with a "4-man" is very effective, allowing Azmodan to 'last hit' minions with his Globe of Annihilation. Any type of dive can render this goal much harder, then what it should be. As slight over-extensions/bad rotations on Azmodan can easily cost him his life, effectively shutting him down.
- Even though Tyrael is not very good against split-pushing heroes, Azmodan is an exception. Azmodan has little mobility (only "Trample" at level 16) nor does he have an global ability that lets hi travel a long distance. He trying to push even tiny bits, can cost him his life. Note that Azmodan is usually the 'carry' when you draft him into your team, who is one of the more important heroes to kill, as without them, your team will be unable to do things like: Kill heroes, take camps or push when you are at an advantage.
- Even if Azmodan is fully stacked by the time of level 10 (which is nearly the fastest time for him to stack), he still doesn't do too much against the tanky frontliners who are guided by Tyrael. Tyrael can easily cast Righteousness to negate a large amount of the burst damage, upon himself and his allies.
- Azmodan is known to have one of the largest hitbox for his profile, this will allow Tyrael to easily body-block him using El'druin's Might directly in front of him, or pick the always useful, "Holy Ground" at level 13 to provide an even better disruption.
- Stronger heroes will find that both of Azmodan's summons: Demon Warrior and Demon Lieutenant are rather weak against them, Azmodan loses out on these abilities effectiveness.
- All Shall Burn needs to be cast at an safe position and where you can expect no interupts that can turn the tide against you. Note that, because Azmodan moves with 30% reduced movement speed, he will have an hard time tracking onto mobile heroes. Tyrael can easily cast Smite to give 25% movement speed for 2 seoncds onto affected targets, increased to 45% with "Swift Retribution, making for an easy escape. This will reduce the times you can get value out of All Shall Burn, often times making it completely useless.
- Tyrael and his dive composition have the power to change the entire playstyle of Diablo. Things like casting Shadow Charge against enemy heroes close to 'walls' or to even combo his ultimate ability: Apocalypse, will be very risky for both his and his team's survival, assuming he is the only tank on the team.
- Overpower can be hard to use against mobile heroes or heroes that are affected by Smite. Tyrael can always take risky engages after casting El'druin's Might, and if Diablo decides to cast Overpower on Tyrael, Tyrael could then easily teleport away to safety.
- Without proper setup coming from heroes like: ( Thrall, Xul, Medivh or Arthas), it will be hard to get any real value out of his ultimate ability: Apocalypse. Otherwise, the better ultimate ability for Diablo to pick is: Lightning Breath.
- DIablo is best played as an hyper-aggressive tank, that looks to kill the weaker heroes on the enemy side, like the squishy 'assassin(s)' or the 'healer(s)'. His goal will be negated by the many strengths of Tyrael, such as his usage of Sanctification and Smite.
2.1 Others[edit | edit source]
- Heroes that are weak when alone and has limited or no escape and are also somewhat vulnerable to dives. Another example is having a low health pool: (Tassadar, Kael'thas, Kel'thuzad, Nazeebo, Chromie, Ragnaros, Rehgar, Brightwing).
- Heroes that cannot play against dive effectively: ( Anub'arak, Stitches, Samuro, Auriel, Deathwing, Alarak).
- Tyrael can reasonably counter heroes that are need level 10 ultimate abilities to engage in big fights or are known as general 'late-game' heroes: ( Leoric, Tyrande, Uther).
3. Works well with...[edit | edit source]
- Muradin is truly the most gifted tank, because of his raw flexibility in many different situations. Muradin does fit together with Tyrael, due to Tyrael's lack to properly lock-down enemy heroes. Muradin has very good stats, such as an good amount of base damage and health. Tyrael will often times be the 'solo-laner' when you run Muradin with him. This gives the benefits of being able to play adaptive: both defensively and offensively. Goals such as protecting the important backline will be much easier to achieve.
- Muradin'sStorm Bolt baseline quest will be a huge power-spike once it's completed at 25 stacks. This will ultimately also be reflected back at the team, as Muradin will be able to provide even more lock-down then before. Tyrael has synergy with Muradin's baseline, which includes his level 7 upgrade: "Swift Retribution", which will effectively make Muradin a lot scarier, because of the 25% attack speed buff, cooldown reduction on Storm Bolt and the 45% movement speed buff. Additional synergy when Muradin picks either: "Give 'em the Axe!" or "Skullcracker" at level 7. This goes very well together.
- Usages of the abilities: Righteousness and Sanctification provides Muradin with some extra tanking capabilities. Muradin will become even tougher, either with or without the ultimate ability: Avatar.
- Tyrael with all of his power, can transform Sgt. Hammer into an full-blown 'hyper-carry'. Talents that greatly benefit Sgt. Hammer are: "Swift Retribution", "Smite the Wicked" and "Holy Arena". Sanctification is also an truly powerful ultimate ability that can be used as an tool to make Sgt. Hammer stay longer in Siege Mode.
- Tyrael can also allow Sgt. Hammer with more talent diversity. Talents such as: "Maelstrom Rounds", "Regenerative Bio-Steel", "Hover Siege Mode" and "Ultra Capacitors". This is due to the synergies listed *above*.
- Tyrael can switch to play defensively rather then aggressively and dive heavy, when paired up with Sgt. Hammer.
- Concussive Blast becomes an extremely good escape tool when paired with Tyrael's "Holy Ground", and even greater when "Entrenched" is picked.
- Tyrael can enable Greymane to play more aggressive to the nature of the hero.
- Tyrael can greatly buff Greymane's offensive capabilities, as both "Swift Retribution" and "Holy Arena" increases his damage by large margins. Greymane serves as one of the best 'carries' for Tyrael-oriented compositions.
- Greymane will be much harder to kill considering all the buffs Tyrael can provide.
- Tyrael can help Kerrigan chase down enemy heroes more easily through the usage of Smite.
- Kerrigan benefits greatly from the extra shields provided by Righteousness, as she can survive through a lot more burst damage, making her aggressive play more powerful.
- Kerrigan serves as an very mobile 'hyper-carry' that has heavy burst damage and who also provides good lock-down through the usages of the abilities: Impaling Blades and her ultimate Ability: Summon Ultralisk. She also has good sustain in fights through shielding due to her passive: Assimilation.
- Sanctification empowers her to fight for extended periods of time, provided she has the ultimate ability: Maelstrom, and the active: "Chrysalis".
- Blaze serves as an incredible meta 'off-tank' (solo-laner) who provides the needs of an tank, while still being an capable solo-laner. Tyrael in-short, likes off-tanks.
- Blaze has excellent peeling, engage, disruption and CC through abilities like: Pyromania, Jet Propulsion and Oil Spill. Blaze's talents further increases his capabilities, talents such as: "Meltdown", "Fuel Leak" and "Juggernaut Plating". Blaze is an all-rounder, who can be effective against most heroes, given you have a strong backline.
- Blaze's primary ultimate ability: Bunker Drop, serves as an extra "layer" of defence for your team. This is very strong when paired with Tyrael's ultimate ability: Sanctification, this can save many members of your team, if used correctly at the given time.
- Anub'arak is very strong together with Tyrael, provided you run an triple frontline composition. Anub'arak can further enhance the aggression towards the heroes who are bad against Tyrael, due the nature of the hero.
- Anub'arak has two AoE stuns: Impale and Burrow Charge. Anub'arak has one extra disable from his ultimate ability: Cocoon, which removes and isolates one enemy hero in a stasis effect up to 7 seconds. These three abilities are extremely powerful if used in the right circumstances and can most likely grantee kills, on even the tougher heroes, like: ( Imperius, Artanis, Diablo and E.T.C).
- Tyrael can further improve Anub'arak's tanking capabilities with Righteousness and Sanctification.
- Rehgar has a lot of utility in his kit, this utility happens to fit Tyrael and the Tyrael-oriented compositions. Example is that Earthbind Totem is good for both offensive and defensive usages. While Lightning Shield provides frontliners with some extra AoE sustain damage. Rehgar can also clear mercenary camps all by himself, giving space for his team to look for kills and to play the map.
- Both of Rehgar's ultimate abilities: Ancestral Healing and Bloodlust are both strong options, they are also situational, which opens up lot more flexibility. Rehgar could even enable Tyrael to become an 'melee assassin': (allowing talents like: "Divine Vigor", "Purge Evil, "Smite the Wicked" and Seal of El'druin).
- Rehgar could even allow for an 'double-hyper-carry' composition togheter with Tyrael, due to the enabling factor provided by Bloodlust.
3.1 Others[edit | edit source]
- Heroes that can dive while also being capable of 'solo-laning': ( Yrel, Qhira, Butcher, Arthas, Artanis).
- Hyper-carries that greatly benefit from Tyrael's various buffs: ( Illidan, Tracer, Cassia, Genji).
- Tanks can help build your team's strength in other areas: ( Johanna, Imperius, Anduin).
- Heroes who can enable other heroes: ( Lt. Morales, Abathur, Varian, Auriel, Uther).
Skins[edit | edit source]
|Backstory: Among the angels it is the Archangel of Justice Tyrael who is humanity's greatest defender. Wielding his sword El'druin against the Burning Hells, the Prime Evils would have enslaved humanity long ago if Tyrael had not intervened.|
500 / 4,000
Archangel of Justice
|Backstory: Each archangel's armor is a manifestation of their spirit. While his appearance had changed during his battles within the Nexus, his dedication to justice remained steadfast.|
120 / 75
120 / 75
120 / 75
120 / 75
|Backstory: Of all the Aspects of Sin, Tyrael, the Lord of Pride, is the most ruthless. His every action and every thought serves only to fulfill the desires of his true master: himself.|
|Features: Altered voice-over, themed abilities.|
|Notes: This skin theme is part of a shared theme of alternative history skins.|
600 / 1,200
600 / 1,200
600 / 1,200
600 / 1,200
|Backstory: Neo Stormwind's latest Angiris-class mecha utilizes a cerebro-mesh modeled after the legendary Mecha Tassadar. Once deployed, the Tyrael unit will dispense justice for the atrocities committed during the great Mecha War.|
|Features: Replaced voice-over, themed abilities, themed animations, themed mount.|
|Notes: This skin theme is part of a shared theme of Kaijo world skins.|
750 / 1,600
750 / 1,600
750 / 1,600
1,125 / 2,400
1,125 / 2,400
|Backstory: With tired eyes the newly appointed High Seraph Tyrael looked across Sanctuary... after the fall of the High Heavens, this world was the last bastion against Imperius's wrath.|
|Notes: This skin theme is part of a shared theme of alternative history skins.|
160 / 100
160 / 100
160 / 100
Mounts[edit | edit source]
Mecha Thrusters (Mecha Tyrael exclusive)
Portraits[edit | edit source]
Angel of Winter Weil
Diablo III Tyrael
Mecha Tyrael Insignia
Stylized Demonic Tyrael
Tyrael's First Charger
Sprays[edit | edit source]
Cute Mecha Tyrael
Mecha Tyrael Badge
Mecha Tyrael Insignia
Emojis[edit | edit source]
Quotes[edit | edit source]
Trivia[edit | edit source]
- Tyrael was mentioned in the manual for Diablo (December 1996), and made his first appearance in Diablo II (June 2000).
- His book debut was four months later, in Demonsbane (October 2000).
- Tyrael is voiced by Ed Trotta in Diablo II and Diablo II: Lord of Destruction, and by Jonathan Adams in Diablo III, Diablo III: Reaper of Souls, Diablo III: Wrath, and Heroes of the Storm.
- Tyrael was one of the 18 heroes revealed at BlizzCon 2013.
- NECA revealed the Heroes of the Storm Tyrael action figure at SDCC 2015.
- Tyrael is the first angel hero in the game, the other three being Auriel, Malthael and Imperius.
- Tyrael is the first member of the Angiris Council to enter the Nexus, the other three being Auriel, Malthael, and Imperius.
- Tyrael is one of three Diablo tank heroes in the game, the others being Diablo and Johanna.
- Tyrael's Mecha skin is based on the Mobile Suits in Mobile Suit Gundam SEED (October 2002).
- The Dawnbreaker Mecha color scheme is based on the ORB-01 Akatsuki Gundam
- The Justice Mecha color scheme is based on the ZGMF-X09A Justice Gundam.
- The Strike Mecha color scheme is based on the ZGMF-X42S Destiny Gundam in color and GAT-X105 Strike Gundam in name.
- Tyrael's Mecha skin's construction materials consist of silver-titanium alloy and a crystal composite.
Gallery[edit | edit source]
General[edit | edit source]
Abilities[edit | edit source]
Artwork[edit | edit source]
Videos[edit | edit source]
References[edit | edit source]
- 2013-11-15, Character List of Heroes of the Storm. Blizzpro, accessed on 2013-12-01
- The Voices of Diablo III, Part One
- BlizzPlanet: SDCC 2015 NECA Reveals Heroes of the Storm 7″ Scale Action Figures Series 2
- ORB-01 Akatsuki Gundam. Gundam Wiki. Retrieved on 2018-01-04.
- BlizzHeroes. (2018, January 18). MechaStorm Concept Art. Twitter. Retrieved on 2018-01-19.
[edit | edit source]
- Developer Insights: Giving Tyrael Justice
- Tyrael Hero Week
- Tyrael - Heroes of the Storm
- Tyrael - Diablo Wiki
- Tyrael Build Guide on Icy Veins
- Tyrael Balance Changelog - Heroes Patch Notes
- Tyrael Sound Files - Sounds of the Storm
|Bruisers||Artanis • Chen • Deathwing • Dehaka • D.Va • Gazlowe • Hogger • Imperius • Leoric • Malthael • Ragnaros • Rexxar • Sonya • Thrall • Varian • Xul • Yrel|
|Healers||Alexstrasza • Ana • Anduin • Auriel • Brightwing • Deckard • Kharazim • Li Li • Lt. Morales • Lúcio • Malfurion • Rehgar • Stukov • Uther • Tyrande • Whitemane|
|Melee Assassins||Alarak • The Butcher • Illidan • Kerrigan • Maiev • Murky • Qhira • Samuro • Valeera • Zeratul|
|Ranged Assassins||Azmodan • Cassia • Chromie • Falstad • Greymane • Fenix • Gall • Genji • Gul'dan • Hanzo • Jaina • Junkrat • Kael'thas • Kel'Thuzad • Li-Ming • Lunara • Mephisto • Nazeebo • Nova • Orphea • Probius • Raynor • Sgt. Hammer • Sylvanas • Tassadar • Tracer • Tychus • Valla • Zagara • Zul'jin|
|Support||Abathur • The Lost Vikings • Medivh • Zarya|
|Tanks||Anub'arak • Arthas • Blaze • Cho • Diablo • E.T.C. • Garrosh • Johanna • Mal'Ganis • Mei • Muradin • Stitches • Tyrael|