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Last Stand - Hive Tyrant
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==Weapons== All the weapons the Tyrant has take up both hands, so you'll have only one choice out of a rather vast and rather surprising list of weaponry available. *'''Scything Talons''' - ''Default'' **Melee Weapon **8.2 DPS ***Default weapon. As per all of them, it absolutely sucks and exists as a placeholder, mostly. *'''Enlarged Scything Talons''' - ''Level 1'' **Melee Weapon **16.0 DPS **Traits: Minion Armor Piercing (Minion attacks can ignore enemy armor up to 100), Minion Combat Expert (+30% Melee and Ranged damage) ***With roughly twice the damage per second of Scything Talons, and a pair of highly useful upgrades for minions, the Enlarged Scything Talons is a mediocre set of melee weapons in terms of actual quality, but provides immense benefits for your minions. It's your only non-DLC/achievement weapon to start, which kind of sucks, but the high special attack rate and huge bonuses to Minions means this gets better and better the further in your career you go. *'''Venom Cannon''' - ''Level 4'' **Ranged Weapon **13.0 DPS **Traits: Armor Piercing (Melee and Ranged attacks ignore up to 240 Armor) ***One of, if not ''the'' best overall weapons in the entire game for the Tyrant, due to the Venom Cannon's high rate of fire, relatively high damage, and monstrous Armor Piercing trait. Between its huge range and ability to take on all comers, this biomorph delivers. It has a secondary - and highly useful - feature as well - the Armor Piercing trait applies to the Hive Tyrant's melee attacks with this weapon as well - which means that it can out-melee several dedicated melee biomorphs. All of this conspires to make the Venom Cannon an intimidating weapon, with few real drawbacks. It tends to get eschewed for more specialized builds, since pretty much all of the biomorphs are useful on some level or another, but if you lack better options, no Tyrant ever went wrong with a Venom Cannon. *'''Heavy Talons''' - ''Level 10'' **Melee Weapon **16.0 DPS **Traits: Knockdown (Attacks can knock down enemy infantry), Minion Unshakable (Minions are immune to knockback) ***At a glance, this weapon seems like a tweaked Enlarged Scything Talons - same damage, and a different benefit (unshakable minions) for your minions. Unlike the Enlarged Scything Talons, however, the Heavy Talons offer a number of benefits to the Hive Tyrant. It enables the Tyrant to easily knock foes down, allowing the Tyrant to essentially stunlock enemies that aren't vehicles/unshakable in close combat. Even better, the Heavy Talons boast the second-highest Special Attack rate of all melee biomorphs, which means that the Hive Tyrant is less prone to suffer from being mobbed and is likely to use more attacks that cover an area. Granting Unshakable to the Tyrant's minions certainly doesn't hurt; Warriors, Raveners and Genestealers tend to get stunlocked when they engage enemies who generate a lot of knockback. The Tyrant Guard, however, has no need for the Heavy Talons because it is already unshakable. The Heavy Talons are a very specialized choice, but have a place with several dedicated melee builds. A noticeable downside is that each attack will bounce an enemy outside the range of the rest of your attacks so your slow tyrant ass has to waddle back up to it and slap it again, this is especially frustrating and humiliating when fighting the force commander. *'''Crushing Talons''' - ''Level 14'' **Melee Weapon **14.6 DPS **+1 Minion Health Regeneration **Traits: Feedback Zeal (Whenever a minion attacks, Tyrant gains back 3 Health) ***This weapon is weaker than the other two claw weapons seen thus far, but it provides one of the most absolutely amazing benefits for any tyrant who's willing to let their minions do the talking. Feedback Zeal can give the Tyrant back considerable amounts of health from its minions, especially when using Genestealers - it adds immense survivability to what was already an incredibly survivable class. Better still is that it also bolsters the health regeneration of your minions, letting them stay in the fight longer. The Crushing Talons also boast the highest Special Attack rate of any melee biomorph, somewhat eclipsing how big a drawback its lowered damage output could otherwise be. Paired up with Bonded Exoskeleton or Articulated Carapace, this can be one of the most directly-useful weapons a Hive Tyrant can use. *'''High-Toxin Venom Cannon''' - ''Level 19'' **Ranged Weapon **5.7 DPS **Traits: Zealous Leadership (Attacks with Venom Cannon heal minions up to 5% of total Health), Area of Effect (Cannon attack damages over small area) ***A perfect tool to support your minions. Keep firing anywhere and it will keep healing your minions, making genestealers really hard to deal with and saving you from keep respawing them to reinforce. Also, your melee attacks will heal your inions for the same amount, so you better for melee on something since you have a shorter cooldown on your melee attacks compared to your ranged attacks, your minions will become immortal. However, it doesn't deal any damage and probobly useless for offence. It has very low damage, and its AoE is very tiny, and doesn't deal any damage. Even if you combine it with Toxin Sacs and Implant Attack, it can't even kill Heretics. Use this weapon if you are abusing your minions. *'''Rending Stranglethorn''' - ''Achievement: Kill 20 enemies in 1 second'' **Ranged Weapon **16.0 DPS **Traits: Suppression (Can suppress enemies) ***A great ranged weapon, especially early on, with amazing synergy with Bio-Plasma and Toxin Sacs. This biomorph works especially well if you're teamed with other players who would otherwise lack a means of suppressing enemies - its relatively high damage and sizable AOE, paired with indirect-fire capability and huge range makes it an outstanding weapon for ranged support, especially given its relatively high accuracy. Additionally, it has a highly useful secondary feature - in close-combat, the Rending Stranglethorn does knockdown with every melee attack, meaning that in addition to being an excellent fire support weapon, it can be used to stun-lock high-profile threats, like the Lictors on Anvil of Khorne. The only downsides are the 75% accuracy and projectile travel - the former means 1/4 shots will land anywhere but your target and the latter means moving targets avoid your shots. *'''Behemoth Claw''' - ''Achievement: Kill 25 Superheavy Units ([[Khaine|Avatar of Khaine]], [[Swarmlord]], [[Baneblade]], [[Land Raider]], [[Great Unclean One]], Ork Battle Wagon)'' **Melee Weapon **30.0 DPS **+50 Armor **Traits: Armor Piercing (Attacks ignore armor) ***The Behemoth Claw is, without exception, the single strongest melee weapon in the game, exceeding even the Sorcerer's Cataclysmic Hellblade and the Mekboy's Zzap Knife. It isn't capable of burst damage like the Staff of Fate or Warp Spear, but it doesn't need to be - unlike these powerhouses, the Behemoth Claw is entirely raw damage - it completely bypasses armor, gives a huge bonus to your own defense, and thus boasts one of the highest DPSes of any close-combat weapon in the game, as well. Nothing survives this beast when the Tyrant has it equipped. Sadly, getting it is quite difficult, but it's definitely worth your time and patience. When you need to punch a rampaging Dreadnought in the balls, accept no substitutes. *'''Devourer Cannon''' - ''DLC'' **Ranged Weapon **7.4 DPS **Traits: Gestate (Units hit by Devourer Cannon take 30 damage over 6 seconds) ***The Devourer Cannon is relatively weak on its own - it has a sluggish fire rate and does acceptable damage per hit, but without armor piercing or AOE, it's a rather lackluster weapon. Thankfully, the Devourer Cannon has other advantages - if it hits a unit, ''all units in that squad will be infested and take damage over time''. This effect also procs with Searing, allowing you to do considerable damage to squads with every single shot. Unfortunately, it's not an actual AOE weapon and has rather poor damage against armor (the infested damage isn't anything to write home about when targeting the likes of a Dreadnought). It's worth noting that whilst this weapon can be quite powerful, it's also terribly risky to bring to the Coliseum if not prepared - it'll easily wreck the shit of any minion-focused ally you have along, potentially ruining the efforts of allied Lord Generals or Tyrants, and it's a nightmarishly effective weapon against low-HP heroes like the Sorcerer. Be aware. Gestate kills don't count so you only "kill" one or two in each squad. Also melee heals your pets like the high-toxin venom cannon so can give them a boost with force attacks in between waves or when surrounded.
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