Lore: A terran marine with a larcenous attitude. Tychus is released from New Folsom Prison by the Moebius Foundation on orders to find and execute Sarah Kerrigan. To this end, he is locked into a highly advanced marine suit with funcitions far surpassing that of his peers.
Skills
Rip'N Tear
Passive: With each attack Tychus gains +8% Weapon Speed for 3.5 seconds stacking up to 4 times. At 4 stacks his abilities will consume all stacks to gain bonus effects.
Explosive Round
COST: 50 / 60 / 70 / 80 mana
COOLDOWN: 5
Active: Your next attack explodes on impact, dealing additional Spell Damage to enemies in an area
[Rip'N Tear] Blast radius increased and Spell Damage is Doubled
Spell Damage: 40 / 70 / 100 / 130 (+40% INT)
Invigorating Pulse
COST: 80 / 90 / 100 / 110 mana
COOLDOWN: 14
Active: Tychus Heals himself and allies in an 8 unit radius for Health over 10 seconds.
[Rip'N Tear] Heals for double the amount in half the time.
Heals: 60 / 100 / 140 / 180 (+40% INT) Health
Smog Grenade
COST: 40 / 55 / 70 / 85 mana
COOLDOWN: 12 / 11 / 10 / 9
Active: Tychus tosses a smog grenade, Slowing enemies in an area by 70% for several seconds.
[Rip'N Tear] On use, Tychus gains +30% Movement Speed for 5 seconds.
Duration: 1.8 / 2.2 / 2.6 / 3 seconds
Juggernaut
Active: For 10 seconds, Tychus reduces all incoming Spell and Physical Damage and gains an additional Rip'N Tear stack with each attack.
Tychus is a slow, tanky carry with the highest physical and spell resist potential, but also a desperate need for farm. Max stats first, with one point in W and E, as you won't be killing anyone unless they are terrible. Tychus works best in a team that have strong early game to hold the line while he farms, as well as many stuns/slows/disables to help him kite/keep up with the enemy. Run 2/3/1 talents, taking attack damage, attackspeed, health, spellresist or armor, and movespeed.