Last Stand - Hive Tyrant
The Hive Tyrant is a remarkably versatile heavy hero, capable of summoning minions, fighting adeptly at close or long range, and taking more abuse than any other hero, bar none. Perhaps more than any other hero in Last Stand, the Tyrant is a true multi-role unit, whose power is limited only by one's imagination and wargear. On the downside, the Hive Tyrant is both the largest and slowest hero in Last Stand, easy to hit with templates and with relatively poor agility for most builds. Unequivocally one of the most powerful heroes if used with care and skill, the Hive Tyrant has a lot to offer, especially to those willing to stick with it.
IMPORTANT NOTE: Due to its sheer size, the Hive Tyrant walks through cover - it gains no defensive benefits from hiding in it. The only reason to seek cover at all with the Tyrant is if you want to cut down on the number of shots that can be shot at you from a given direction.
Wargear
Armor
- Carapace - Default
- Armor: 105
- Traits: Fearless (Suppression Immunity), Unshakable (Knockback immunity)
- Poison Cysts - Level 1
- Armor: 150
- -14% Speed
- Ability: : Toxic Miasma (25 Energy: Emit a toxic cloud that poisons a large area. Nearby enemies take damage over time equal to half of the Hive Tyrant’s maximum health over 20 seconds.)
- Traits: Fearless (Suppression Immunity), Unshakable (Knockback immunity)
- Perhaps the most useful armor available, this is your go-to armor for killing large swarms of enemies. Nothing can keep up the damage quite like the Toxic Miasma.
- Extended Carapace - Level 1
- Armor: 144
- -14% Speed, +50 Health
- Ability: Bio-Plasma (10 Energy, shoots a ball of bio-plasma at a target, does splash damage)
- Traits: Fearless (Suppression Immunity), Unshakable (Knockback immunity)
- Bio-Plasma is quite damaging to be sure, but it really isn't much use when you already have the Cysts available at the same time. It is, however, extremely effective when combined with Implant Attack, which turns it into a solid disruption tool, especially for builds which lack ranged attacks otherwise.
- Bonded Exoskeleton - Level 6
- Armor: 134
- -14% Speed, +75 Health, +50 Health to minions, +2 Minion Health regen
- Traits: Fearless (Suppression Immunity), Unshakable (Knockback immunity)
- Pretty good if you're making a minion-focused Tyrant.
- Articulated Carapace - Level 13
- Armor: 114
- Ability: Horror (Forces enemies to fall back)
- Traits: Fearless (Suppression Immunity), Unshakable (Knockback immunity), Swift (+15% Speed), Minion Swift (+25% Speed to minions)
- People may question the point of this, as it's not much better than the default Carapace, but the speed you get is carried over to any minions, making this a very helpful item for minion Tyrants, and Horror can keep hordes from reaching you too quickly.
- Reinforced Chitin - Level 17
- Armor: 98
- - 14% Speed, +25 Health, +80 Minion Armor
- Traits: Fearless (Suppression Immunity), Unshakable (Knockback immunity), Reactive Armor (Tyrant temporarily gains +10 Armor each time it is attacked, stacking up until +300)
- IMPORTANT NOTE: This wargear is bugged. The Reactive Armor trait simply does not work.
- Thornback Carapace - DLC
- Armor: 190
- - 14% Speed
- Traits: Fearless (Suppression Immunity), Unshakable (Knockback immunity), Barbed Armor (Any who attack the Tyrant take 20 damage for each attack)
- Not really that superb an armor on its own, especially early on, but is amazing for Feedback Tyrant builds due to its massive armor rating and Barbed Armor trait.
Weapons (Both Hands)
- Scything Talons - Default
- Melee Weapon
- 8.2 DPS
- 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)
- Venom Cannon - Level 4
- Ranged Weapon
- 13.0 DPS
- Traits: Armor Piercing (Attacks ignore armor up to 240)
- Absolutely fucking devastating. One of the best ranged weapons in the entire game due to its fire rate and monstrous Armor Piercing rating. Also makes your Melee Attacks armor-piercing, which means a Tyrant with this ranged biomorph can out-melee the likes of Enlarged Scything Talons.
- Heavy Talons - Level 10
- Melee Weapon
- 16.0 DPS
- Traits: Knockdown (Attacks can knock down enemy infantry), Minion Unshakable (Minions are immune to knockback)
- The only real neat trick this gives is the Unshakable minions. The knockdown part isn't really THAT helpful to you.
- Crushing Talons - Level 14
- Melee Weapon
- 14.6 DPS
- +1 Minion Health regen
- Traits: Feedback Zeal (Whenever a minion attacks, Tyrant gains back 3 Health)
- Stacked with Bonded Exoskeleton, this gets to be incredibly useful for minion builds. Also has the highest special attack rate of any Tyrant Melee Weapon.
- 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)
- Surprisingly weak for when it becomes available, but it can keep minions in the field for an almost embarassingly long time if used correctly.
- Suppressing Stranglethorn - Achievement: Kill 20 enemies in 1 second
- Ranged Weapon
- 16.0 DPS
- Traits: Suppression (Can suppress enemies)
- Excellent area-of-effect damage, and excellent synergy with the Toxin Sacs wargear. Works very well if you synergize with other players who don't have suppression otherwise. Has a very high special attack rate for a ranged weapon.
- Behemoth Claw - Achievement: Kill 25 Superheavy Units (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)
- Wanna kill tanks? Wanna rip open Dreadnoughts? Well, this is your reward after taking down the Superheavies of the Arena of Khorne. It's got monstrous DPS, heavy armor, and the ability to rip. Things. UP. The only other weapon the Hive Tyrant gts with Armor Piercing.
- Devourer Cannon - DLC
- Ranged Weapon
- 7.4 DPS
- Traits: Gestate (Units hit by Devourer Cannon take 30 damage over 6 seconds)
- The gestate ability's the real shining point to this, as it'll decimate all sorts of light infantry - note that the gestate trait effects EVERYTHING IN THE SQUAD YOU SHOOT. Be careful when your fighting yourself in the Shattered Coliseum though, as it can (and will) ruin your day and the days of your allies.
Accessories
- Seismic Roar - Level 1
- Ability: Seismic Roar (15 Energy, stuns nearby enemies)
- Genestealer Nest - Level 1
- Ability: Call Genestealer (10 Energy, summons 3 Genestealers as minions)
- This is it. Your go-to minion for cheap invincibility with Bio-Feedback. They're pretty weak, but there's three of them if you're gonna be using them for combat.
- Ability: Call Genestealer (10 Energy, summons 3 Genestealers as minions)
- Toxin Sacs - Level 2
- +20 Minion Health
- Traits: Searing (Tyrant's attacks deal additional damage over time, scaling with the Tyrant's maximum health. Stacks with itself)
- Stack with weapons like the Devourer Cannon or the Venom Cannons, and nightmares shall be made in your name.
- Tyrant Guard Nest - Level 3
- Ability: Call Tyrant Guard (20 Energy, summons a Tyrant Guard as a minion)
- The Tyrant Guard is the best tank you can get for a minion, as it takes a LOT to kill. He also gets a neat little bonus, as he can taunt enemies to draw attention from you.
- Ability: Call Tyrant Guard (20 Energy, summons a Tyrant Guard as a minion)
- Warrior Nest - Level 7
- Ability: Call Warrior (15 Energy, summons a Tyranid Warrior with scything talons as a minion)
- Warp Field - Level 8
- +50 Energy
- Ability: Warp Field (Force field that makes attacks drain energy instead of health)
- If you've relied on the Iron Halo in the previous campaigns, then you'll know what this does. The only drawback is that this doesn't turn off once you run out of energy, making it easy to mislead people into thinking the Tyrant's energy is worse than it is.
- Implant Attacks - Level 9
- +20 Minion Health
- Traits: Combat Master (Tyrant has +30% Melee and Ranged damage), Minion Combat Master (Minion has +30% Melee and Ranged damage)
- Psychic Scream - Level 11
- Ability: Psychic Scream (10 Energy, reduces attack and defenses of nearby enemies)
- This is really useful against big guys like the Wraithlords or Marines, as it will make them die far quicker.
- Ability: Psychic Scream (10 Energy, reduces attack and defenses of nearby enemies)
- Bio-Feedback - Level 12
- +25 Health
- Traits: Feedback Invulnerability (When a minion dies, Tyrant gains 5 seconds of invulnerability)
- If you bring something cheap to kill like Genestealers, than this will easily be your uber-tool to glory.
- Explosive Decomposition - Level 16
- +50 Health, +20 Minion Health
- Trait: Minion Death Throes (When minions die, they explode, dealing damage over an area. Scaled based on minion's max health)
- If you're more fond of kamikaze minions like Genestealers or Warriors, then this is a very useful item.
- Ravener Nest - Level 18
- Ability: Call Ravener (Energy, Summons a Ravener with a Deathspitter as a minion)
Commander Items
- Thornback - Level 5
- Ability - Charge (10 Energy, Tyrant charges over to destination)
- Pretty crap, as the Tyrant will get stopped by anything as big as a rock. Its only real use is if you're planning on kiting anyone.
- Ability - Charge (10 Energy, Tyrant charges over to destination)
- Synapse - Level 15
- Reduces all energy costs by 50%
- This is the only Commander item you should be using. TAKE IT.
- Reduces all energy costs by 50%
- Evolution - Level 20
- +2 Minion Health regen
- Traits: Minion Resilient (+50 Minion Health and +2 Minion Health regen), Minion Swift (+15% Minion speed), Minion Combat Expert (+25% Minion Melee and Ranged damage)
- This is a real good item for minion-focused Tyrants, if you're going to use the Tyrant Guard or the Ravener, as they'll last long enough to benefit from the boosts.