CP2 Wiki

Tychus Overview[]

(Updated to v15.0)

Tychus is an excellent kiting hero that deals massive AoE damage with his Psionic Storm and Grenades. He also deals excellent splash damage from his auto-attacks. This means his total damage in the game is going to be very high.

However, his single target point damage is simply average. He still struggles against very high HP targets such as hives and omegalisks. Other heroes, such as Nova, Swann, Tassadar, Atlas, etc., can finish off high HP targets much faster than Tychus.

Tychus' Perks for OS and HW[]

This is the optimal perk build for Tychus for non-speedrun multiplayer Oldschool and Hellwalker games:

  1. Onslaught
  2. Weaponsmith
  3. Helldivers
  4. Bug Zapper or Absorbtion

For quick entry of Perks at the beginning of the match, type (without quotes) "-perk owhb".

Onslaught and Weaponsmith are critical perks for Tychus.

Helldivers are also extremely important because:

  1. They can tank hard hitting enemies
  2. The Helldiver medic can continuously heal Tychus, especially once Tychus starts to spam his stimpack with reduced cooldown from Lightweight Equipment mastery + Living on the Edge mastery.
  3. Flaming Betties combined with Flaming Moe mastery means that they cost life, instead of energy to activate.
  4. Once Psionic Warrior mastery is picked, Battlerage talent no longer heals Tychus when he uses his grenade and psionic storm abilities.

Therefore Tychus needs continuous healing throughout the game.

As of Version 15.0 the reason why Absorption is a good number 4 perk is that grenades now deal 150% their damage with the inclusion of an additional Devastator Cocktail talent point. The 25,000 ELITE status doubles the number of grenades when the Escalate ability is used. This means an increase of 300% damage (1.5*2 = 3) whenever Escalate is used. As such, being able to constantly use Escalate is now a much better proposition compared to previous versions of the game. And Absorption perk helps to achieve this objective.

However, Bug Zapper perk is also very effective as perk number 4 for Tychus, because it boosts his attack-speed by 10%. Combined with Stimpack and Berserk, his net boosted attack speed can fall in the range of 15.1% if combined with Stimpack. It is even more than 15.1% when combined with both Stimpack and Berserk stacks. And even more when combined with Stimpack + Berserk + Escalate.

For Tenacity, even if there are numerous deaths in a Hellwalker game, there is no combination of slowing effects that allows Toxic Brutalisks to catch up with him. With Onslaught, Stimpack, and Shadow Nimbus by late game, Tychus is unstoppable. Therefore, a skilled Tychus player does not need Tenacity.

Tychus' Mastery Order for OS and HW[]

This is the optimal mastery order for the non-speedrun and multiplayer games involving Tychus:

  1. Level 0 = Flaming Moe
  2. Level 10 = Close Quarter Combat
  3. Level 20 = Lightweight Equipment
  4. Level 30 = Psionic Warrior ULTIMATE
  5. Level 40 = Mindbender or Ranger
  6. 2K Killstreak = Ranger or Mindbender
  7. Level 50 = Energy
  8. Hourly Mastery = Living on the Edge
  9. Level 60 = Shadow Nimbus

Tychus has a straightforward optimal mastery order. Any efficient Tychus build for Hellwalker and Oldschool must consist of the masteries above. The only differences start to occur after level 40. If there is a need to slow down mobs, then Mindbender is picked.

Flaming Moe[]

Flaming Moe is an essential mastery that boosts the survivability of Tychus, guaranteeing a skilled Tychus player maximum pushing power to reach an early 2500 score. Even after his ultimate, Flaming Moes take aggro priority from strong bosses, allowing Tychus to not flee, but rather stand his ground and keep dealing damage with his auto-attacks. With Flaming Moe, Tychus can skip Ranger mastery until mid-game since his minions will tank spine crawlers for him.

Close Quarter Combat[]

Close Quarter Combat follows Flaming Moe, and it's importance is very obvious. More armor, more damage.


Many beginner and intermediate level players tend to pick Ranger before level 40 for Oldschool and Hellwalker. A skilled Tychus player can make clever use of Flaming Moes to constantly remain close to enemies, maintaining his high DPS and reaching his 2500 score by level 30. Additionally, Tychus can easily deal with invisible ravagers of Hellwalker early game, therefore skipping the need for detection. When the team spawns nemesis and the need to push into more dangerous spine crawlers arises and the first toxic hive in the Omegalisk base are encountered, picking Ranger at level 40 or even later is appropriate only then.

Comments on Tychus' other Masteries[]

Haywire Missile[]

This is a common early game pick and mistake from beginners. Its main benefit would be early game to reach the 2500 slightly faster. However, its utility quickly dwindles as the game progresses.

Oldschool Scavenging[]

A very good mastery to pick in speedrun Hellwalker games, where minerals are scarce.

Shadow Nimbus[]

Good to pick as a late game mastery for movement speed and invisibility.

Living on the Edge[]

For multiplayer games, a decent late game mastery that provides damage increase of 25% if under 40% hp and reduced stim pack cooldown.

For solo games, a great mastery, especially for the +25% damage to nukes and auto-attacks, which scale very well. In solo games, enemies have 50% of the HP compared to 4-player games, and Tychus is much more likely to get the required talent points to become effective as a hero.