Below is a list of items recommended for Tyr to use during Conquest matches. AURA - Allied gods within 70 units have their Healing from abilities increased by 10%. Cooldown - 140s. PASSIVE - Your abilities deal an additional 2% of the targets maximum Health as Physical Damage. Without a team, your time is going to be very hard. Last Update: May 21, 2020. Data provided by Hi-Rez Studios. Czy moglibyście ewentualnie dodać statystyki przedmiotów po nakierowaniu na nie? Using this item will allow you to teleport up to 45 units away instantly. Remember, Tyr requires good teamwork to be especially useful in groups. Learn how to play a new god, or fine tune your favorite SMITE gods’s build and strategy. Using this item removes Crowd Control Effects and makes you immune to new ones for 2s. You cannot expect to 1v3 and kill all of them, you're not a high damage god early game.

Tyr.

Add multiple gods and builds then calculate and compare statistics and damage between them. If the enemys come out on the end of the lane towards your base, blink towards there side, preferably behind them, and push them to your team. Find top Tyr build guides by Smite players. Smite is a free-to-play online battleground between gods. Gamemode: Random Gamemode . Using this item places a ward that lasts 60 seconds. Players choose from a selection of mythical gods, join session-based arena combat, and use custom powers and team tactics against other player-controlled gods and non-player controlled minions. Find top Tyr build guides by Smite players. +3 Gold per Minion Assisted

The embodiment of mankind’s impossible ideals. As the cloud of war blackens the world, and fear grips the people, Tyr is stooped by the weight of expectation. Please keep this in mind while reading. Cooldown - 200s. Your Desired Username Your Email Address Confirm Email Password Confirm Password. This consumable heals 125 Health and 75 Mana over 25 seconds. Join the Smite Builder discord server to discuss builds, help udpate stats, or just hang out. ROLE QUEST: JUNGLE Kill or Assist Jungle Monsters or Enemy Gods to gain stacks. Oczywiście, komentarze pod buildami są włączone po to, abyście je oceniali oraz proponowali ewentualne zmiany, więc proszę się nie wstrzymywać - aczkolwiek proszę o zachowanie poziomu. +8% Health and 25 Mana Restored on Killing a Jungle Monster Just copy and paste. Please consider supporting us by whitelisting us in your ad blocker!

Protection, Cooldown, and Penetration are the way to go not only on Tyr but every other warrior in the game. +30% Damage vs. Fill in your details below or click an icon to log in: You are commenting using your WordPress.com account. {{selectedBuilds[buildIndex].god.pantheon}}, ${{cost.cost(selectedBuilds[buildIndex])}}, {{power.maximumPower(selectedBuilds[buildIndex])}}, {{lifesteal.maximumLifesteal(selectedBuilds[buildIndex])}}, {{penetration.maximumPenetration(selectedBuilds[buildIndex])}}, {{criticalStrike.maximumCriticalStrikeChance}}, {{protections.maximumPhysicalProtection}}, {{selectedBuilds[buildIndex].god.passive.name}}, {{abilityService.abilityDamage(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.passive)}}, {{abilityService.abilityDamagePerTick(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.passive)}}, {{selectedBuilds[buildIndex].god.passive.ticks}}, {{selectedBuilds[buildIndex].god.abilityOne.name}}, {{abilityService.abilityDamage(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityOne)}}, then {{abilityService.abilitySecondaryDamage(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityOne)}}, {{abilityService.abilityDamagePerTick(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityOne)}}, {{selectedBuilds[buildIndex].god.abilityOne.ticks}}, {{abilityService.abilityCooldown(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityOne)}}s, {{abilityService.abilityCost(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityOne)}}, {{selectedBuilds[buildIndex].god.abilityTwo.name}}, {{abilityService.abilityDamage(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityTwo)}}, then {{abilityService.abilitySecondaryDamage(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityTwo)}}, {{abilityService.abilityDamagePerTick(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityTwo)}}, {{abilityService.abilitySecondaryDamagePerTick(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityTwo)}}, {{selectedBuilds[buildIndex].god.abilityTwo.ticks}}, {{selectedBuilds[buildIndex].god.abilityTwo.secondaryDamage.ticks}}, {{abilityService.abilityCooldown(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityTwo)}}s, {{abilityService.abilityCost(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityTwo)}}, {{selectedBuilds[buildIndex].god.abilityThree.name}}, {{abilityService.abilityDamage(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityThree)}}, then {{abilityService.abilitySecondaryDamage(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityThree)}}, {{abilityService.abilityDamagePerTick(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityThree)}}, {{abilityService.abilitySecondaryDamagePerTick(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityThree)}}, {{selectedBuilds[buildIndex].god.abilityThree.ticks}}, {{selectedBuilds[buildIndex].god.abilityThree.secondaryDamage.ticks}}, {{abilityService.abilityCooldown(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityThree)}}s, {{abilityService.abilityCost(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityThree)}}, {{selectedBuilds[buildIndex].god.abilityFour.name}}, {{abilityService.abilityDamage(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityFour)}}, then {{abilityService.abilitySecondaryDamage(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityFour)}}, {{abilityService.abilityDamagePerTick(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityFour)}}, {{abilityService.abilitySecondaryDamagePerTick(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityFour)}}, {{selectedBuilds[buildIndex].god.abilityFour.ticks}}, {{selectedBuilds[buildIndex].god.abilityFour.secondaryDamage.ticks}}, {{abilityService.abilityCooldown(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityFour)}}s, {{abilityService.abilityCost(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityFour)}}, {{selectedBuilds[buildIndex].god.abilityFour.toggleStats.label}}, {{stats.calculateBasicAttackDamage(build, enemyBuild)}}, ({{stats.calculateBasicAttackDamagePerSecond(build, enemyBuild)}} DPS), ({{stats.calculateBasicAttackShotsToKill(build, enemyBuild)}} SK in {{stats.calculateTimeToKill(build, enemyBuild)}}s), {{stats.calculateCriticalStrikeDamage(build, enemyBuild)}}, ({{stats.calculateCriticalStrikeDamagePerSecond(build, enemyBuild)}} DPS), ({{stats.calculateCriticalStrikeShotsToKill(build, enemyBuild)}} SK in {{stats.calculateTimeToKillCriticalStrike(build, enemyBuild)}}s), {{stats.calculateBasicAttackAndCriticalStrikeDamage(build, enemyBuild)}}, ({{stats.calculateBasicAttackAndCriticalStrikeDamagePerSecond(build, enemyBuild)}} DPS), ({{stats.calculateBasicAttackAndCriticalStrikeShotsToKill(build, enemyBuild)}} SK in {{stats.calculateTimeToKillBasicAttackAndCriticalStrike(build, enemyBuild)}}s), {{abilityService.abilityDamage(build, build.god.passive, enemyBuild)}}, , {{abilityService.abilityDamagePerTick(build, build.god.passive, enemyBuild)}} per tick, then {{abilityService.abilitySecondaryDamage(build, build.god.passive, enemyBuild)}}, {{abilityService.abilityDamage(build, build.god.abilityOne, enemyBuild)}}, , {{abilityService.abilityDamagePerTick(build, build.god.abilityOne, enemyBuild)}} per tick, then {{abilityService.abilitySecondaryDamage(build, build.god.abilityOne, enemyBuild)}}, {{abilityService.abilityDamage(build, build.god.abilityTwo, enemyBuild)}}, , {{abilityService.abilityDamagePerTick(build, build.god.abilityTwo, enemyBuild)}} per tick, then {{abilityService.abilitySecondaryDamage(build, build.god.abilityTwo, enemyBuild)}}, {{abilityService.abilityDamage(build, build.god.abilityThree, enemyBuild)}}, , {{abilityService.abilityDamagePerTick(build, build.god.abilityThree, enemyBuild)}} per tick, then {{abilityService.abilitySecondaryDamage(build, build.god.abilityThree, enemyBuild)}}, {{abilityService.abilityDamage(build, build.god.abilityFour, enemyBuild)}}, , {{abilityService.abilityDamagePerTick(build, build.god.abilityFour, enemyBuild)}} per tick, then {{abilityService.abilitySecondaryDamage(build, build.god.abilityFour, enemyBuild)}}, {{stats.calculateBasicAttackDamage(enemyBuild, build)}}, ({{stats.calculateBasicAttackDamagePerSecond(enemyBuild, build)}} DPS), ({{stats.calculateBasicAttackShotsToKill(enemyBuild, build)}} SK in {{stats.calculateTimeToKill(enemyBuild, build)}}s), {{stats.calculateCriticalStrikeDamage(enemyBuild, build)}}, ({{stats.calculateCriticalStrikeDamagePerSecond(enemyBuild, build)}} DPS), ({{stats.calculateCriticalStrikeShotsToKill(enemyBuild, build)}} SK in {{stats.calculateTimeToKillCriticalStrike(enemyBuild, build)}}s), {{stats.calculateBasicAttackAndCriticalStrikeDamage(enemyBuild, build)}}, ({{stats.calculateBasicAttackAndCriticalStrikeDamagePerSecond(enemyBuild, build)}} DPS), ({{stats.calculateBasicAttackAndCriticalStrikeShotsToKill(enemyBuild, build)}} SK in {{stats.calculateTimeToKillBasicAttackAndCriticalStrike(enemyBuild, build)}}s), {{abilityService.abilityDamage(enemyBuild, enemyBuild.god.passive, build)}}, , {{abilityService.abilityDamagePerTick(enemyBuild, enemyBuild.god.passive, build)}} per tick, then {{abilityService.abilitySecondaryDamage(enemyBuild, enemyBuild.god.passive, build)}}, {{abilityService.abilityDamage(enemyBuild, enemyBuild.god.abilityOne, build)}}, , {{abilityService.abilityDamagePerTick(enemyBuild, enemyBuild.god.abilityOne, build)}} per tick, then {{abilityService.abilitySecondaryDamage(enemyBuild, enemyBuild.god.abilityOne, build)}}, {{abilityService.abilityDamage(enemyBuild, enemyBuild.god.abilityTwo, build)}}, , {{abilityService.abilityDamagePerTick(enemyBuild, enemyBuild.god.abilityTwo, build)}} per tick, then {{abilityService.abilitySecondaryDamage(enemyBuild, enemyBuild.god.abilityTwo, build)}}, {{abilityService.abilityDamage(enemyBuild, enemyBuild.god.abilityThree, build)}}, , {{abilityService.abilityDamagePerTick(enemyBuild, enemyBuild.god.abilityThree, build)}} per tick, then {{abilityService.abilitySecondaryDamage(enemyBuild, enemyBuild.god.abilityThree, build)}}, {{abilityService.abilityDamage(enemyBuild, enemyBuild.god.abilityFour, build)}}, , {{abilityService.abilityDamagePerTick(enemyBuild, enemyBuild.god.abilityFour, build)}} per tick, then {{abilityService.abilitySecondaryDamage(enemyBuild, enemyBuild.god.abilityFour, build)}}, {{basicAttack.basicAttack(selectedBuilds[buildIndex])}}, {{power.physicalPower(selectedBuilds[buildIndex])}}, {{power.magicalPower(selectedBuilds[buildIndex])}}, {{protections.physicalProtection(selectedBuilds[buildIndex])}}, {{protections.magicalProtection(selectedBuilds[buildIndex])}}, {{movement.movementSpeed(selectedBuilds[buildIndex])}}, {{attackSpeed.attackSpeed(selectedBuilds[buildIndex])}}.



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