Damage & Tank Buster Tyra

by Wildstreak
1.8 1832 views
5
3 +2
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Mercy Kill
Nade Launcher now deals 35% of the targets max health.
Nade Launcher
Primal Might
Getting an elimination reduces all active cooldowns by 10-50%
Armor
1
Tracker
Gain 5-25% Movement Speed while Hunter's Mark is active.
Hunter's Mark
4
Ranger
Reduce the cooldown of Hunter's Mark by 1-5s.
Hunter's Mark
2
Bandolier
Reduce the cooldown of Nade Launcher by 0.5-2.5s.
Nade Launcher
4
Quick Release
Activating Nade Launcher generates 2-10 ammo.
Nade Launcher
4

Guide

I have come to believe there are 3 Tyras.
Control Tyra - uses Burn Monster to throw Fire Bomb in spots to control enemy movement in areas.
Intel Tyra - uses Hunting Party to help allies find priority targets like enemy healers and let allies see them.
Damage Tyra - this deck using Nade Launcher to do as much damage as possible especially to tanks.

Damage Tyra takes Nade Launcher, her ability with the shortest cooldown, and allows her to spam it more when it is up for serious damage dealing. To understand this, we have to look at how the math works on Nade damage.

Normally Nade Launcher does a flat 700 damage to all targets hit. Mercy Kill changes this to 35% of the target's maximum health, not their current health, their maximum health. Here is how this works against base health before modifying other 1.8 champions through card effects.

2000 Health characters will take 700 damage (2000 x 35% = 700) so any champ with this health is taking the usual amount. This includes Lian, Sha Lin, Skye and Zhin.

A few champions benefit from Damage Tyra.
1800 Evie is the lowest health and only takes 630.
1900 Koga, Maeve and Talus take 665.

Now all the rest are higher than 2000 health so take more than the usual flat 700.
2100 Androxus, Kinessa and Strix take 735.
2200 with the most champions include Bomb King, Dredge, Furia, Grohk, Jenos, Lex, Mal'Damba, Moji, Pip, Seris, Viktor, Vivan, Willo and Ying each taking 770.
2300 Buck, Cassie and Grover get 805 damage.
2400 Drogoz and Tyra get hit for 840.

Here we get into the tanks. While all have methods of defense, usually thier shields can be shot around so you can find angles past their defense. The shields also do not figure into the boosted damage.
3300 Torvold only takes damage based on his health, not his shield so is hit for 1155. Since his shield does not figure into the damage and it protects from every angle, he is probably the best tank against Damage Tyra.
3400 Barik eats 1190 damage.
4000 Khan, Ruckus and Terminus get 1400.
4500 Makoa is hit for 1575, if using Leviathan for 5700 health he takes 1995 damage.
4600 Fernando is taking 1610.
4700 Inara is getting chipped away for 1645.
4900 Ash is hit for 1715 damage.

Remember all this is before factoring in any cards buffing their health some champions have thus boosting damage more, also Tyra has Hunter's Mark that buffs her basic damage to 138 (+18) per hit and her Ultimate that can be a pretty good tank buster or focus down groups. With all this in mind, I set about creating this deck to deal maximum damage though Nade Launcher, Hunter's Mark and her Ultimate. This is what I came up with and so far has produced the highest damage and kill numbers I get off Tyra.

Cards
Legendary - Mercy Kill obviously.
Primal Might - a popular Tyra card since her long cooldowns is one of her negative qualities.
Tracker - movement can be a problem for Tyra with no escape ability so anything buffing that is good especially to allow her to duck under cover to reload.
Ranger - some cooldown on the Mark to allow more use for more damage.
Bandolier - lowers Nade Launcher to 7 seconds, a decent cooldown before other modifiers.
Quick Release - every Nade shot adds some ammo back so she can shoot a bit more before needing to duck to reload.

Some decks that focus on one ability use 3 or all 4 cards for that ability but I did not consider the other Nade cards with it.
In the Fray - while allowing for some defense, juking and using cover can do that and this card does not add to the damage output.
Turn the Table - I find the health gain not worth it, the value is too small and it is not for every enemy hit, just one Nade hit.
I also do not think the other cards are worth using for buffing the damage output except perhaps Favored Quarry that should only replace Tracker at the same card level, that would net you an extra 792 or less basic damage on a Marked target depending on aim.

For items, I usually pick based on enemy composition preferring either a Defense (Blast Shields or Haven) or Chronos. Over a match I will also take either Life Rip or Rejuvenate plus whatever Offense fits.