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Last Stand - Hive Tyrant
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==Builds== '''BUILD 1 - INVINCIBILITY LAUGHING OUT LOUDS''' '''Minimum Lvl: 16''' '''Gear you need:''' *Accessories: Bio-Feedback, any minion summoning (Genestealers recommended because of how cheap they are, especially ''with'' Synapse), maybe Explosive Decomposition. *Commander Item: Synapse '''Explanation:''' The big draw to this build is that you can kill your minions and re-summon them again, not only making them a cheap near-infinite shield thanks to Synapse and Bio-Feedback, but also a walking source of bombs if you decide to equip Explosive Decomposition. Armor, on the meantime, is a largely open choice, though Poison Cysts could help with clearing out some swarms. Weapons are also largely open, but talons and claws better utilize the free invincibility. '''BUILD 2 - SUPPORT TYRANT''' '''Minimum Lvl: 15 (20 if Evolution)''' '''Gear you need:''' *Weapon: Venom Cannon *Armor: Poison Cysts *Accessories: Toxin Sacs, Psychic Scream, Tyrant Guard Nest *Commander Item: Synapse or Evolution '''Explanation:''' If invuln-spamming Genestealers isn't doing it for you, and whilst there's a certain beauty to that to be sure, you may prefer a hands-on approach. Don't worry - /tg/ has your back. There's something to be said for a far more frontline build designed to work with teammates - and good god, does this build deliver. Venom Cannon has absolutely monstrous armor-penetration and high damage, whilst Poison Cysts gives you armor and health to spare - as well as the Tyrant's single greatest crowd-control move. Psychic Scream can effectively turn entire ranged force groups that would otherwise be terrifying (such as the Marine Squads on Wave 6 of Bloodied Coliseum) into a complete non-issue by crippling their attack and defense. This build easily can support an unoptimized team, and turns into complete murder when paired with a Tau Commander that has a shield drone: Bunker down in the shield-field and spam the hell out of Toxic Miasma the second enemies get close. Tyrant Guard is there to draw fire, something it excels at. '''BUILD 3 - INFECTION TYRANT''' '''Minimum Lvl: 20 '''Gear you need:''' *Weapon: Devourer Cannon *Armor: Poison Cysts *Accessories: Toxin Sacs, Implant Attack, Ravener Nest *Commander Item: Evolution '''Explanation:''' This is a high-level build well-suited for squad support. Devourer Cannon's gestate affects an entire squad and stacks with Toxin Sacs. Throw in the Ravener for ranged damage boosted bu Implant Attacks and you can kick back and relax as your larvae-shooting gun quickly mulches squads and slowly grinds down even heavy enemies into submission. '''BUILD 4 - MORE LIKE RAPE-VENER''' '''Minimum Lvl: 20''' '''Gear you need:''' *Weapon: Enlarged Scything Talons *Armor: Articulated Carapace *Accessories: Toxin Sacs, Implant Attack, Ravener Nest *Commander Item: Evolution '''Explanation:'''Every single game needs some kind of "Nutter" build that makes absolutely no sense but somehow works well on its own merits, such as the infamous [[Daemonhunters|Krazypantzoff Walker Army of Doom]]. This is one of the most spectacular in Last Stand, and it's disturbingly powerful. The general gist is simple: create the single most powerful Ravener you can muster, and back off as it kills FUCKING EVERYTHING. With this loadout, the Ravener will kill any conventional enemy in one shot, a Wraithlord in 2-3 bursts, a Carnifex in 6, and a Warboss in less than ten. Vehicles, infantry, nothing can survive more than a few barrages from your hideously over-powered Ravener of doom, and all you need to give up for it is the ability to do much of anything but summon the damned thing. Articulated Carapace is, in a weird case of irony, the best armor for this build - The Ravener benefits from doubled Swift, as well as Fearless, and perhaps most critically, you have one target that you absolutely NEED to use Horror on in Wave 16 - your counterpart's Ravener, to take it out of the fight. '''BUILD 5 - NIDZILLA''' '''Minimum Lvl: 16 (But requires 'Heavy Hitter' achievement)''' *Weapon: Behemoth Claws *Armor: Thornback Carapace (DLC) *Accessories: Implant Attacks; Explosive Decomposition; Warp Field *Commander Item: Thornback (or Evolution for extra health regen.) '''Explanation:''' This build is ungodly strong. You can kill pretty much anything with your Behemoth Claws, boosted by Implant Attacks. With Thornback Carapice and Behemoth Claws armor boost, you will gain 240 armor rating, making you exreamly hard to deal with. Thornback Carapice also does damage to anything that hits you. So you are also protected from Banshees and Stormboyz. In addition, you will be protected by Warp Field. Always keep using Warp Field, it regenerates energy even if it is on. You can easly take on Wraithlords, Great Unclean one, Swarmlord and even the Avatar of Khaine. '''BUILD 6 - PSYCHIC MONSTROSITY''' '''Minimum Lvl: 15 (16 if Explosive Decomposition, requires 'Heavy Hitter' achievement, and DLC)''' *Weapon: Behemoth Claws *Armor: Thornback Carapace *Accessories: Warp Field; Psychic Scream; (Implant Attack, Toxin Sacs, or Explosive Decomposition) *Commander Item: Thornback (for mobility) or Synapse (to reduce energy costs) '''Explanation:''' This build is powerful, flexible, and durable. When Warp Field is active your energy effectively provides 200 extra health, and you have ways to deal with both large groups of melee units (which die simply by attacking you) and powerful single targets (which you can dispatch with melee attacks). Be conservative with your energy usage, because your energy is also your health when Warp Field is active. Try to maintain Psychic Scream consistently on a large number of mobs (further enhancing your endurance), and abuse line-of-sight to restore your energy where possible. Use Charge for mobility as-necessary; if your team composition emphasizes stationary gameplay (for example, if your team includes a Lord General), consider swapping Thornback for Synapse to reduce the energy cost of Psychic Scream. * Though Warp Field and Psychic Scream are mandatory for this build, there is an extent to which your third accessory is more flexible. Toxin Sacs simply adds 10 armor-ignoring damage over two seconds for each melee attack. Implant Attack adds 9 damage (which also ignores armor due to the Behemoth Claws), but the bonus damage provided by Implant Attack transpires instantly; this reduces the number of hits required to kill a mob, thereby allowing you to perform hit-and-run attacks more effectively. Explosive Decomposition provides 50 additional health, which can provide a useful buffer against enemies with attacks that ignore armor, but given that the bulk of your health comes from Warp Field (the damage reduction effects of which may not apply when your energy is depleted; see '''Accessories''' section for more information), even 50 extra health is a comparatively small amount. Ultimately, your third accessory tends to vary based on player preference. '''BUILD 7 - BOOMSHOT''' '''Minimum Lvl: 18 (But requires 'Megakill!' achievement)''' *Weapon: Rending Stranglethorn *Armor: Bonded Exoskeleton *Accessories: Toxin Sacs; Explosive Decomposition (for 50 additional health); Ravener Nest *Commander Item: Thornback '''Explanation:''' Though its damage output is not necessarily mind-blowing on its own, the Rending Stranglethorn spreads Searing to whatever it hits, and since you have 225 health, it's doing 22.5 damage per hit to EVERYTHING it hits (in addition to suppressing them). You can take out whole mobs in one shot. The Stranglethorn can also fire over walls, allowing you to abuse line-of-sight. With Charge, you're maneuverable enough to survive (this build doesn't work very well with Evolution, since you can't run when caught in melee), and the Ravener is, as usual, pretty gnarly (though not as gnarly as it could be with Evolution). The only drawback to this build is that the Stranglethorn really doesn't like cover, and your shots can start to become extremely erratic as explosions chew up the terrain. Hence, this build starts to become unreliable towards the late game as craters begin to accumulate. '''BUILD 8 - MINION BOMBER''' '''Minimum Lvl: 20 (But requires 'Heavy Hitter' achievement)''' *Weapon: Crushing Talons *Armor: Bonded Exoskeleton (alternative: Thornback Carapace, '''DLC''') *Accessories: Psychic Scream; Explosive Decomposition; Genestealer Nest *Commander Item: Evolution '''Explanation:''' This build is a variation on the Invulnerable Tyrant, hybridized somewhat with the Psychic Monstrosity mentioned above. The Invulnerable Tyrant relies on minions dying to keep you alive; with the Minion Bomber, your Genestealers heal you while they are still alive. Evolution (and Bonded Exoskeleton, if present) make(s) your Genestealers stronger and beefier, allowing them to do more damage while they're on the field and heal you for longer -- but they are useful even in death due to Explosive Decomposition, which also benefits from their improved health. For this build, both Bonded Exoskeleton and Thornback Carapace are potentially useful; Bonded Exoskeleton provides beefier minions, whereas Crushing Talons can help compensate for the lack of a health buff provided by Thornback Carapace. '''BUILD 9 - Toxin Sac Abuse Tyrant''' '''Minimum Lvl: 20 '''Gear you need:''' *Weapon: High-Toxin Venom Cannon *Armor: Bonded Exoskeleton *Accessories: Toxin Sacs, Tyrant Guard, Ravener Nest *Commander Item: Evolution '''Explanation:''' This build is about searing damage. Bonded exoskeleton and evolution combined give +100 health to minions and +75 to you. The tyrant guard is in this build because he's very tanky here and he has tons of health to make the most of searing. The ravener is in this build due to high health, great damage output and good mobility. The high toxin venom canon makes the +4.0 regen minions even harder to kill and the AOE damage combined with searing makes it quite useful against nearly any enemy. The minions generally last forever. This build is risky on bloodied colosseum, but it's great on anvil. Health raising items like explosive decomp and bio-feedback were left out because of diminishing returns- bonded and evolution have huge synergy with this rest of this build- taking decomp or bio would force you to drop one of the minions, which means a lot less searing damage and less meat between you and the enemy. Bio and decomp work best when used with CHEAP minions like stealers that you can spam again and again. This build turns most matches into easy mode. With a boss pole mekboy, it's comedic. I actually saw a tyrant disconnect using this build in wave 2 and the minions stayed alive through wave 20, continuing to mulch pretty much everything from boss units to infantry blobs. '''BUILD 10 - Artillyrant''' '''Minimum Lvl: 20 '''Gear you need:''' *Weapon: Venom Cannon *Armor: Poison Cysts *Accessories: Implant Attack, Ravener Nest, Psychic Scream *Commander Item: Evolution '''Explanation:''' Designed for Gunline support, ideally alongside a Tau Commander, Imperial General, or both. Set up amidst your allies, and use the Venom Cannon's monstrous raw power to demolish enemies that get too close. Ravener is there for allied fire support, and is plenty big a threat with just the doubled Combat Mastery of Implant Attack and Evolution. Psychic Scream and Toxic Miasma help keep melee aggressors away from allies. The armor piercing melee of the Venom Cannon contributes beautifully to this in close-combat as well. '''BUILD 11 - Immortal Toxic Death''' '''Minimum Lvl: 15 (Requires 'Heavy Hitter' achievement)''' '''Gear you need:''' *Weapon: Crushing Talons *Armor: Poison Cysts *Accessories: Bio-Feedback; Explosive Decomposition; Genestealer Nest *Commander Item: Synapse '''Explanation:''' Similar to the Support Tank build, this one is ALMOST unkillable if you're fast enough with hitting Genestealers when off cooldown. It also kills basically anything that gets too close, especially infantry. Watch your Energy with Toxic Miasma, using ALL of it is the most likely way to die as you will have to wait a few seconds to summon minions again and get your shield back. Toxic Miasma stacks however and ignores armor, and despite the energy cost is on a short cooldown... two or three stacks will destroy anything staying on them after a bit of waiting, and a single casting will wreck any infantry around you in a wide area. This is incredibly useful for any large infantry swarm and especially Ogryn swarms on Anvil of Khorne. This owes itself to Bio-Feedback and Explosive Decomposition together adding 75 health, a trait that has amazing synergy with Toxic Miasma, boosting its damage which ignores armor for 20 seconds to everything in a wide area every time it is cast, leaving a huge AoE pool of death for anything caught in it. It will be a fast death for lighter infantry and a slower death for anything heavy, but it will die eventually while you keep spamming Genestealers for invincibility, and the Crushing Talons causes the Genestealers to give a lot of health back while still shredding that armor so your own melee attacks will start to do damage in addition to the poison between castings. It is also effective against your clone on Waves 16 and 20, because unlike you the AI will only re-summon Genestealers when all of them die on their own rather than killing them for the invincibility. This build will turn you into a slow death for anything and everything near you while you will be nearly impossible to kill... just be careful of enemies with big AoEs that can easily chew up your Genestealers as fast as you summon them, as if they die too quickly the cooldown on them will last longer than your invincibility. Position of summoning is often key against enemies like the Space Marine superheavy on wave 20 of Anvil. '''BUILD 12 - DoT Minion Master''' '''Minimum Level: 7 or 20 (Both require DLC)''' '''Gear you need.''' *Weapon: Devourer Cannon *Armor: Bonded Exoskeleton *Accessories: Tyrant Guard Nest, Warrior Nest, Toxin Sacs. *Commander Item: Thornback OR (very big "or") Evolution. '''Explanation:''' This build is about supporting your minions (and sometimes your allies... sometimes) with the insane DoT damage you will be throwing out. With Toxin Sacs and Bonded Exoskeleton your Tyrant Guard will be all-but invincible whilst also dealing respectable damage and your Warrior will be able to survive long enough to make a difference in melee. You will focus on putting the hurt on squads of infantry that can overwhelm your minions. Prioritize large squads over tough, small squads. At absolute worst you will need two shots to wipe such squads in a few seconds. You are tough enough to suffer moderate attacks and energy management will be easy, seeing as the only thing you need to do is recast your minion abilities when they die once every few millennia. Melee and tough, singular units will be a problem (you will require several shots off in order to do ''decent'' damage against) but leave that to your minions and allies to handle. Also, you MIGHT actually want to consider taking Thornback over Evolution. Even without Evolution your minions will be very tough and very killy. If you are good enough at aiming Charge the extra maneuverability will really help once you get in between a rock and a hard place. Otherwise, enjoy mowing down waves of infantry while your demi-god minions tear apart anything in close combat. '''BUILD 13 - Minion Squad''' '''Minimum Lvl: 20''' *Weapon: High-Toxin Venom Cannon *Armor: Bonded Exoskeleton *Accessories: Tyrant Guard Nest, Ravener Nest, Warrior or Genestealer Nest *Commander Item: Evolution '''Explanation:''' Most builds involve one or two minions, but what if you wanted a whole squad of bloodthirsty freaks? Minions are weak without bonuses, but you can make them nearly unstoppable by sacrificing your own stats. Bonded Exoskeleton and Evolution grant a slew of passive buffs, while High-Toxin Venom Cannon heals your squad with every shot. The only downside is how faceroll this build can be (if you call that a downside). Minions are your only meaningful source of damage, turning the Hive Tyrant into a health battery where the only micro needed is positioning. You have good health but low mobility, so keeping your minions between you and the enemy is crucial. Stay back, keep firing that Venom Cannon, and resummon any minion that does get killed. Don't forget to redeploy your squad as needed, like if your Ravener is trapped in melee or the enemy is baring down on you while your Tyrant Guard dicks around on the other side of the map. However, you have no energy buffs and your minions are expensive, so choose which to respawn wisely in the rare event they get overwhelmed. '''BUILD 14 - CASUALLY 1V1 SUPERHEAVIES''' '''Minimum Lvl: 20 (But requires 'Heavy Hitter' achievement)''' *Weapon: Behemoth Claws *Armor: Poison Cysts *Accessories: Implant Atacks, Psychic Scream, Explosive Decomposition *Commander Item: Synapse '''Explanation''': This build is designed to take maximum advantage of the low-key godlike power of Psychic Scream. This ability effective neuters the damage of all enemies caught in its radius, allowing you to easily wade through their fire and attacks to tear apart any high priority target. Additionally, and almost as importantly, Psychic Scream greatly increases the damage foes affected by it take. Essentially, they do almost no damage, and die very fast. Because of this, you can easily murder even the largest threat you are likely to come across. Practically any opponent is an easy target for you, so swiftly engage large dangerous foes such as predators or any superheavy vehicle or creature, such as the Baneblade or Swarmlord. The only ones of these you need to worry about is the Avatar, which has such massive damage in each swing that it can kill you if you start the duel low on health. of course, to kill such targets, you need the right weapon. * In order to take maximum advantage of the debuff of Psychic Scream, we use one of the meanest CQC weapon in the game; The Behemoth Claw. With its outrageous damage and armor piercing, you can butcher tanks, walkers, infantry and monsters in seconds, especially after using Psychic Scream. They also grant a small armor boost, giving you just that little extra survivability. Implant Attacks boost this damage output even further, and Explosive Decomposition is used for its sizable health bonus, allowing you to last longer while you kill as much as possible before being overwhelmed. * Speaking of being overwhelmed, this is where Poison Cysts come in. Often, low mobility, high damage melee commanders get bogged down by large numbers of infantry, who prevent you from being able to reach the larger targets that your kit is designed to beat, or swarm and kill you. Toxic Miasma will bring about the swift demise of all squishy foes, allowing you to rack up kills while you focus your main DPS on heavier targets. This can also be combined with Psychic Scream to noticeably damage mid-weight enemies like marines and ogryns, and almost instantly annihilate infantry like banshees. * The final piece of the puzzle is synapse, which allows you to spam your 2 abilities with little to no fear of being left in the cold with no energy left. * Your biggest fears with this loadout are armour piercing ranged attacks, as they can shoot you down while staying out of the debuff range of Psychic Scream, and Extremely high damage melee attacks. The two offenders in this case being bloodletters and The Avatar. Even after the scream, both of these will hit you for noticeable damage, and bloodletters especially can overwhelm you when combined with the predators and dreadnoughts that appear in the same wave. * Another thing to be weary of is Psychic Scream's cooldown. Although somewhat quick, it leaves a little to be desired, and you may often find yourself being attacked by foes who have just appeared while it is still on cooldown. To avoid this, try to get as many enemies in its surprisingly large radius as possible before casting. The debuff lasts as long as the cooldown, so you can keep your foes permanently debuffed. '''BUILD 15 - Invincible Minion Factory''' '''Minimum Lvl: 18 (20 if Evolution)''' *Weapon: Crushing Talons *Armor: Bonded Exoskeleton *Accessories: Tyrant Guard Nest, Ravener Nest, Warrior Nest *Commander Item: Synapse or Evolution '''Explanation''': This build is designed to take maximum advantage of the Hive Tyrant's and his minion's absolutely insane health regeneration. All minions and yourself will heal from 0 to full hp in just a few seconds. This regeneration is so crazy that nothing except the swarms of the heaviest hitting enemies will have any chance of keeping you and your minion's health bar from being full at all times. At lower waves you can just run into the fray and melee things yourself without ever seeing you or your minion's health bar budging from full hp. At later waves you will conjure forth an endless wave of minions that are so hard to kill that you will never be short of energy to keep the endless wave going, and your regeneration is so high that you can shrug off all enemies that target you simply by walking around. And don't underestimate you and your minion's combined damage output. The only downside of this build is that it has no AoE so you can get overwhelmed by exceedingly large number of hard hitting enemies but that's what teammates are for and they will love you for keeping their frail asses safe from harm by keeping the entire enemy wave at bay with your minions. {{Template:LastStand-Heroes}} [[Category:Tyranid]]
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