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[v1.66] Biotron.Tyrannitus - Glass Cannon FTW


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BioTron.Tyrannitus

BioTron.tyrannitus.png

 

STR 31 + 6 Primary Stat

 

AGI 26 + 4

 

INT 33 + 5

 

Base Health: 225

Movement Speed: 2.75

 

Base Weapon Speed: 1.8

 

 

Attack Range: 2.1

 

 

 

Sight Range: 12

 

 

 

Introduction

 

 

Lore: Enslaved by the Zerg as a young child, BioTron was engineered to be intellectually intact as an Aberration, but bound by emotional attachment to his parent Overmind. By keeping the infected mentally intact, the Aberration is capable of leading the pack in battle, and enacting strategic maneuvers that would have otherwise been impossible for the mindless swarm.

 

Summary: BioTron is closely followed by hordes of Infected, who tunnel deep under the ground. These Infected rise to the surface at his command and are bound to BioTron through chemical loyalty.

 

 

Skills

Hive_Master.png Hive Master Ability Type: Heroic Passive Cooldown: - Hotkey: -

 

 

Uncommandable Infected Civilians spawn in a large area around BioTron every 7-(0.2*LVL) seconds. Infected Civilians have Health equal to 10% of BioTron's Maximum Health, last 10 seconds, and deal Physical Damage equal to 30% of his Strength (15% Physical Damage against Structures). Attacked units lose 5% Movement Speed for 3 seconds.

 

Note: This can be annoying, as this build is an assassin build and it reveals where you are. It is nice when it gives vision tho. (Change from Hero Database: Civ Max Hp went from 15% to 10% Biotrons Max Hp since change.)

Civilian_Takedown.png Civilian Takedown Ability Type: Active Cooldown: 15/15/15/15 Hotkey: Q Cost: 20% Max Energy

 

 

BioTron grabs Infected Civilian(s) from beneath the earth and flings them in a narrow cone towards a target location. On impact, the civilians knock back and deal Spell Damage to enemies in a small area.

 

Level 1: Throws 3 minions, dealing 60 (+60% INT) Spell Damage each.

Level 2: Throws 4 minions, dealing 80 (+60% INT) Spell Damage each.

Level 3: Throws 5 minions, dealing 100 (+60% INT) Spell Damage each.

Level 4: Throws 6 minions, dealing 120 (+60% INT) Spell Damage each.

 

Note: This deals decent damage early game. Once leveled up, this will be your main source of damage, especially once you get Argus and Gravity Edge. Suggested to cast this always at melee range, thus getting at least 3 - 5 minions hit on enemy. (Change from Hero Data Base: Scaling on this ability got lowered from 70%int to 60%int).

Cannibalize.png Cannibalize Ability Type: Active Cooldown: 25/25/25/25 Hotkey: W Cost: None

 

 

BioTron consumes up to 5 Infected Civilians in an area, restoring a percentage of his Health and Energy per minion consumed.

 

Level 1: Restore 2% Health and 5% Energy per minion.

Level 2: Restore 3% Health and 10% Energy per minion.

Level 3: Restore 4% Health and 15% Energy per minion.

Level 4: Restore 5% Health and 20% Energy per minion.

 

Note: Always needed. Use for healing and energy purposes. Duh.

Aberrated_Claymore.png Aberrated Claymore Ability Type: Toogle Cooldown: 20/20/20/20 Hotkey: E Cost: 20% Max Energy

 

 

BioTron burrows underground. He can then resurface at a target point, along with serveral Infected Civilians. Enemies near the resurface point are sucked in towards BioTron and take Spell Damage.

 

Level 1: Deals 80 (+60% INT) Spell Damage, spawning 3 minions.

Level 2: Deals 160 (+60% INT) Spell Damage, spawning 4 minions.

Level 3: Deals 240 (+60% INT) Spell Damage, spawning 5 minions.

Level 4: Deals 320 (+60% INT) Spell Damage, spawning 6 minions.

 

Note: Deals high damage, It is your main way to deal damage to enemies in this build. This deals high damage early game. It also sets you up for the position you need for Civilian Takedown.

(Change from Hero Data base error: Change long caused Biotron INT scaling on this to be from 80% to 60% and the fact he no longer gains timescale when burrowed) Putrify.png Putrify Ability Type: Active Cooldown: 80/70/60 Hotkey: R Cost: 20% Max Energy

 

 

BioTron spawns 8 minions and marks an enemy for 10 seconds, amplifying Physical Damage, drawing all his Infected to flay the target and spawning additional Civilians every 1 second. While active, your Infected Civilians gain a 500% Movement Speed bonus.

 

Level 1: Amplifies Physical Damage by 10%.

Level 2: Amplifies Physical Damage by 20%.

Level 3: Amplifies Physical Damage by 30%.

 

Note - I personally do not use this a lot in this build. It is ment to be a distraction, OR used to kill the last person standing, or discourage enemies from attacking me. If you go this build, DO NOT OVER ESTIMATE THIS ABILITY. (Change from Hero Database. The Cooldown was at 60//45//30. Changes now set it to 80//70//60)

 

Note: Thank you TwiNight for the Biotron Hero Database and Firnefex for Item Pictures and Item Costs.

 

 

-------------------------------------------------------------------------------------------------------------------------

 

Biotron Skill order varies on enemies- If there is a high amount of AoE and can easily take out ur final, you may want to skip it (More in IH you skip). Skill orders:

 

E Q E W E R E W Q Q R Q W W T R T T

 

Talents:

 

Cunning : +5% Spell Damage [This build revolves around Spell Damage]

 

Prodigy: +12% Cooldown Reduction [More Spam ability , other talents aren't as useful. Can be subbed for Swiftness]

 

Brilliance: +1.2 Energy Regen. [A Life saver for early game. Does not require you to get an early [W] and gives you nice energy flexability.

 

Wealth: +200 Starting Minerals [This seems like a bad talent, but allows you to rush an item that makes up the entire beginning build].

 

Fitness: +180 Hp [You have barely any HP, and with this build, you are a glass cannon. You NEED this Hp. I was first surprised how low Biotron's STR is and his base Health, even with Fitness buff on that I didn't even know i had it on. You NEED it...]

 

Vigor: +2.3 Hp Regen. [i personally always like this talent because it gives nice HP over time in beginning game.]

 

 

Warning: As a glass cannon, be prepare to die fairly fast if targeted, you may take riskes, but sometimes you just have to run. This build works in BOTH In House and Pub Games. [if your in IH, i suggest telling your team mates you are NOT going to be a tank, thus that they should count you towards Caster Group. This Build is NOT suggested for people who aren't very good. Still experimental in IH [As only played 1 game with Biotron in IH game].

 

Combo:

Your combo is primarily - [E] Claymore onto enemy at melee range, [Q] Civilian Takedown at melee range so about 2 - 5 infested civilians hit. After this, immediately Flare Gun. You can Claymore [E] again if your CD is over. Your final doesn't come in much use. It is still useful towards enemies that don't deal AoE and it is also good if you use ur combo up and killed your target. Final a target that is approaching you to discourage them from chasing and avenging their ally.

 

 

 

Beginning:

You want to get as much cash a possible at the beginning. Primarily, you get will a Sledgehammer.png Sledge Hammer. Gasp a biotron getting a Sledge hammer? You can get this because of wealth, and immediately pick biotron and Teleport// Rush to enemy Thor at mid and burrow. If you are in any trouble at all, do not hesitate to bail. If you can, try to assassinate someone after thor, or if team backup comes. This will provide much needed early Income needed.

 

Beginning Game Items:

:Sledgehammer: Cost [850] [sledge Hammer] This provides a good Base damage. You can get final Hits on creeps much easier, and if you rush the enemy, You can Teleport and AA which will deal higher damage than if you got something else. This will be builded into a Flare Gun very soon.

 

:FlareGun: Cost [1850] [Flare Gun] If you got sledge hammer, Flare gun only cost 1000$ More. Getting first blood or just getting creep kills will allow you to get this fairly early. You should be able to gain this Flare gun at Level 5 with no kills OR at Level 3 with first blood and 1 or 2 kills. This provides massive burst, as you can [E] for 200 damage and immediately [Q] for a good 150 damage right after then flare gun for 400 Damage. Another 200 damage if [E] is ready. This should provide you with some early high damage. Then you can start investing in later game items. If you are always lacking in Hp and [W] isn't enough, you can AA your minions from passive to gain Hp Too because of life steal.

 

If you feel like you supa pro, Get a Blue Gene. I personally do not get it, because I play extremely aggressive, and am willing to kamakazie myself for two or even one kill(s).

 

Core Items: Suggested Build

 

You will keep flare gun, but NOT upgrade it for the rest of the game until it is your final item (few exceptions if there is a massively high hp tank.)

 

 

:ArgusCrystal: Cost [4250] [Argus Crystal] This will be your second item. You [Q] Ability scales wonderfully with this. This also amplifies your Flare Gun damage and also your Claymore.

 

GravityEdge.png Cost [3600] [Gravity Edge] This is your third item. It transfers some of your spell damage to true damage. It helps a lot when creeping too.

 

:ElectricMantle: Cost [3150] [Eletrical Mantle] Gasp! Finally, a reasonable Tanky Item. Not only that, but it adds to your burst, making it so enemies can't attack you to leech all their HP back if they are low Hp. Also good if your caught off guard. the CDR reduction, HP, and spell resist helps a lot and the damage on unique is amplified by argus and Gravity edge.

 

:IhanCrystal: Cost [2525] [ihan Crystal] An item you gain for it's stacks then sell it later. It comes good use for some hp too.

 

:YamatoReactor: Cost [4700] [Yamato Reactor] This item amplifies Spell damage, and gives you nice CDR, timescale, and Hp. Very good item.

 

:NitrogenRetrofit: Cost [3800] [Nitrogen Retrofit] This item slows enemies, giving you slightly more time to hit them with combo, AND gives nice HP, INT and also, chasing power for Final and just chasing in general. When getting this item, you may want to Sell Ihan to make room. Flare gun is usually useful through the entire game, even late game, as it seems flaregun just barely gets the kill or ensures it. This Item with your other items, will make you fairly tanky at least (usually around 3250 with all these items together and consumables].

 

:SunflareGun: Cost [4825] [sunflare Gun] This item is very good. It can be used first in your combo or last, either works. [use it so it has most effect at beginning works, but isn't always needed unless versus a tank]. This item can be subbed for Starfury, but is not suggested to. This last item shouldn't be to difficult to get you have a Flare Gun, making Sunflare not to expensive. It is also useful in using before you use civilian takedown too.

 

 

With the combo, you can actually get to around to 3000 Spell Damage, and 3500 with flaregun, or more. Note: Majority of ur damage will come from Civilian take down as if you get 4-5 civ hits, it will deal 600[+300%int] Spell Damage. Civilian take down is much much better if you use it on an enemy near a wall, as they will not be pushed back by civs, and all 6 civs will hit dealing a nasty 720[+360%int]. With your items, that will destroy them. P.S. this is also very effective vs an enemy biotron, as when they are burrowed, they will not be pushed by ur civs either.

 

 

If you still have trouble understanding the Build Here is a replay. Note: This was about my 6th time using the build. I've used it only 10 times so far. One benefit of this build, is it is unexpected for a Biotron to do this, so people may find it hard to counter it at first. Of course, once you know the build, it is counterable :)

 

http://drop.sc/287483

 

[it is pretty funny, I get about 30 kills and 10 deaths in the game] Note: It is a Pub Game. My and WolfZero are in a team (Only use two). The other two on my team are just your random pubbys. I'll assume other team was just a bunch of random pubbys too.]

 

Warning: Watch out for Silences, they are mean ): Second, Shadow's Stepping strikes makes it fairly difficult to aim Civilian Takedown, your main source of damage, on an enemy.

I find this more favorable than the other biotron, as he lacked damage, he got a major nerf, and AoE destroys him making him basicly useless except for a meat bag and shrapnel cloak.

 

Thats pretty much it. Can't really think of anything else. Sry if I missed anything.

 

Note: This isn't ment to be the Traditional Biotron Build. :)

 

Thanks for Ready my first Character Guide (And probably only one. I just never saw biotron and i really liked the build, and after all the talks about the nerfs, I think biotron is pretty fine.)

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Main problem with this build and any caster build on a melee hero is a 2100 mineral item called Mossberg Taser or other stuns/disables (which you cover). Any hero can buy a taser and because you have no armor in this build as a strength hero, you will die super fast. Fun build of course, but easy for experienced players to handle.

 

Nevertheless, one item that can help a lot with int builds on Biotron is lockbox because the time to burrow and strike is about the same as the duration (this is assuming the other team doesn't let you sit around for 30 seconds without detection so you can double claymore at will) so you can make sure you can always the target dead under them which is important for maximizing civilian takedown damage. ALternatively you can lockbox and walk right up to them, and then when they reappear blast them in the face with takedown then claymore and then your ult. Try getting a lockbox first in this build and you will find it even stronger. Lockbox of course is also very useful in getting away as well.

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Owl. Stop assuming everything is countered by 1-2 items.

 

The bio just jumps in, uses flare and Q, and you're dead before you can tase. I know this because he kind of did it to me when I had to off-spec as toxi in a little pubteam versus pubteam match.

 

It was bad.

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Owl. Stop assuming everything is countered by 1-2 items.

 

The bio just jumps in, uses flare and Q, and you're dead before you can tase. I know this because he kind of did it to me when I had to off-spec as toxi in a little pubteam versus pubteam match.

 

It was bad.

 

You get detection and tase him first and a few AA hits and he is gone due to very low armor. If you want a serious int build on Bio you at least want a carapace. My int build is:

 

(1) Electric Mantle - Always get this first on him.

(2) Ihan Crystal

(3) Organic Carapace - I would get lockbox before this item however standard Bio play and getting kills with your ult alone is still pretty easy at this stage. Moreover, you don't want enemies to see you are going hard int and then start investing early in spell resist.

(4) Lockbox

(5) Yamato Reactor

(6) Argus Crystal

(7) Grav Edge

 

Pretty similar to your build minus the sunflare and nitrogen retrofit. Doing maximum damage with takedown is about perfect positioning and that is not always reliable by using claymore first and then hitting a moving target which is why you want lockbox. Sunflare in theory is a nice burst item on him, but you get no benefit from the lifesteal of the item, there are better int items in terms of damage scaling, and the active has a long cooldown, plus the fact the item is designed with the intent you do initate with sunflare first or else you can literally cut its damage output in half if you use your skills first and with Bio and this build you typically are going to claymore first. And of course using sunflare reliably with a melee hero is very difficult to do safely if the other team sticks together with a pull hero. I mean I am just saying compared to what organic does for Bio in terms of sustain, I think it just makes much more sense to focus on landing all your civilians on takedown (which is why I think lockbox is better). And nitrorefit while useful in a pure Bio tank build with superheated in keeping your target slowed while your civilians surround them is not really that great as far as his spells go because the slow duration does not last that long and by the time you use your ult on your target after a claymore the slowing effect has worn off.

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You get detection and tase him first and a few AA hits and he is gone due to very low armor. If you want a serious int build on Bio you at least want a carapace. My int build is:

 

 

Terrain kills.

(Literally)

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You get detection and tase him first and a few AA hits and he is gone due to very low armor. If you want a serious int build on Bio you at least want a carapace. My int build is:

 

(1) Electric Mantle - Always get this first on him.

(2) Ihan Crystal

(3) Organic Carapace - I would get lockbox before this item however standard Bio play and getting kills with your ult alone is still pretty easy at this stage. Moreover, you don't want enemies to see you are going hard int and then start investing early in spell resist.

(4) Lockbox

(5) Yamato Reactor

(6) Argus Crystal

(7) Grav Edge

 

Pretty similar to your build minus the sunflare and nitrogen retrofit. Doing maximum damage with takedown is about perfect positioning and that is not always reliable by using claymore first and then hitting a moving target which is why you want lockbox. Sunflare in theory is a nice burst item on him, but you get no benefit from the lifesteal of the item, there are better int items in terms of damage scaling, and the active has a long cooldown, plus the fact the item is designed with the intent you do initate with sunflare first or else you can literally cut its damage output in half if you use your skills first and with Bio and this build you typically are going to claymore first. And of course using sunflare reliably with a melee hero is very difficult to do safely if the other team sticks together with a pull hero. I mean I am just saying compared to what organic does for Bio in terms of sustain, I think it just makes much more sense to focus on landing all your civilians on takedown (which is why I think lockbox is better). And nitrorefit while useful in a pure Bio tank build with superheated in keeping your target slowed while your civilians surround them is not really that great as far as his spells go because the slow duration does not last that long and by the time you use your ult on your target after a claymore the slowing effect has worn off.

 

A taser counters biotron regardless. You actually teleport on enemy, and not to mention, you got allies with you that they have to deal with. Teleport outranges Sight radius and Taser. If they have detection, the fact that this build nearly insta kills enemies, just kill the person with True Sight. If u see a boundary scan, immediately teleport away. Also enemies can move immediately after lockbox. If you cast the ability even a little to early, ur screwed and deal no damage, Also the fact the enemy knows your going to target them. Note: With lockbox, it makes it difficult to deal with a group. I had many successful 1v3 encounters vs AA heroes.

I haven't been negative a single game with this build so far out of 15 games, (1 IH). And in each game, I had the highest amount of kills. Usually around 25//7 or so.

 

I find it more effect. Because there are way to many counters towards Biotrons final. Biotrons final ain't going to do a lot of damage unless you got CoA and Dominion Flag.

 

One issue with your build tho, is that it lacks Early game damage. You can not possibly get enough money unless you just creep all the time. I like my build because I become like a Spammable early game Cyprus (With a longer Teleport). While detection helps a lot, it isn't nessisary and I always target the enemy with true sight, even if it means kamakazie. It is their loss then.

 

It was funny tho, I could kill a Micro with 2 spell resist items and 4500 Hp with the final build. It truely does a lot of damage.'

 

Note: This hero works like Cyprus's combo. While he has ranged things, he best works at melee range for maximum damage. Yes, mossberg would be a problem, if there wasn't a fact that biotron has a 12 unit Teleport. It would be like saying, Why don't you Mossberg Micro? He needs to be melee range to throw. Well he has teleport. Duh. It just seems to me, like your assuming, Claymore doesn't teleport, and that i just walk up to enemies, and then Civilian takedown. Why get Eletrical Mantle first too? It helps you escape. It would be like getting a Eletrical mantle on Cyprus as a first item. It totally ruins the base part of the build which is to deal massive damage to enemies, which you can start doing at level 5.

 

If you get mossberg and detection first, you will get targeted. Worst part, is that Biotron at level 7 can easily deal 1000 Damage, and then final you too. You are screwed and you just wasted detection money. If you get boundary scanner, I can immediately see you use it and a good play will immediately bail at the first sight of any trouble. Darpa counters Biotron. Darpa has a silence, that didn't stop the build even remotely, even when he got sight, as the enemy would instantly die. The other reason i Made him a glass cannon is the fact that, if you don't build pure INT items or burst damage and kill the AA in one swope, He will literally leech all his hp back in 3 - 4 seconds. You would have to sacrifice another item for AXE or Barb armor. By this item, you pretty much have an entirely different build.

 

Getting Spell resist to counter you is no issue, if you get Gravity Edge. Especially if they just get pure Spell Resistance, you can laugh at them. You just got 4 items to counter me. Now what are you going to do about my nova teammate? Or Haha you got spell resist, I just target your ally.

 

I don't like buffing Biotrons final. It is either one of two things. Useful or not useful at all. It purely depends on enemies abilities and who they are. Any AA or AoE can easily destroy the final or just void it. Not to mention there are talents and so many items that counter it too.

 

One reason I don't get Yamato early, is because, it is a one time burst. With other items, I can constantly deal a lot of damage, and also kill creeps at ease.

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Terrain kills.

(Literally)

 

Well yah skill helps too. I have found SHC to be a good alternative to lockbox as well in recent games because the one second stun allows you to attack the target so you are facing directly at the target. You can do the same thing with lockbox obviously, just you need to have good timing or else you shoot the civies off in a random direction.

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Well yah skill helps too. I have found SHC to be a good alternative to lockbox as well in recent games because the one second stun allows you to attack the target so you are facing directly at the target. You can do the same thing with lockbox obviously, just you need to have good timing or else you shoot the civies off in a random direction.

 

I was actually debating on using SHC. Because in certain situations it allows you to kill enemy, and teleport back with ur ability at ease.

But i like mantle, since the stun helps too. I like it glasscannony. But SHC works too ^^

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OK so I played a few games using your items but not your build order and it worked well on some not so great players, but it was very unforgiving in situations where you want to save an ally or just "help out". Basically it is be patient and wait for a combo kill and if your allies make a mistake, well it sucks to be them because you are not helping out. I could kill with ease using this order though for major items:

 

(1) Electric Mantle - I start off with a gold producing item pretty much always, but I can see why you get sledgehammer because getting 1000 minerals won't take much time to get that flare gun. Whether you go flare gun first or electric mantle first I guess is not a big deal, but I prefer electric mantle because it is almost like a flare gun in terms fo the damage it puts out early in the game and it can be used defensively.

 

(2) Flare Gun - Might as well get this item fast to start killing stuff off.

 

(3) Ihan Crystal - Good time to get this item as sunflare won't do that much more damage than a flare gun until a bit later on when enemies start packing more health. Sell it once you get 10 stacks of int and health.

 

(4) Flare Gun -> Sunflare Gun

 

(5) Yamato Reactor - This item gives you something very important for your kill combo and that is speed. It also gives spell damage and cooldown of course, but to reliably use sunflare as an initiator weapon, you want this item activated to close the distance with the 25% speed boost as you have 8 seconds to close the gap and use your sunflare and skills. Then you sunflare, claymore behind the target, and then use takedown and your ultimate. The reliability of pulling off your kill combo is like night and day with this item I have found so this should have preference over argus and grav edge I believe.

 

(6) Argus Crystal - Standard caster item.

 

(7) Gravity Edge - Standard caster item.

 

(8) Nitro Refit or Carapace (never got that far in those games, but late game I think carapace makes way more sense for its sustain.

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Personally, I get a taser in every bio build. Counters other people's tasers, escape skills, defencive items, etc. You will always be the first to taser the enemy, since they'll never know when you'll jump on them.

 

Well this build he is talking about when maxed will do crazy burst damage. In my last game as Bio I used his build (same items different order) and both teams maxed out. I could burst down a drake by activating yamato, chasing him down, sunflare, claymore, and takedown. Granted he didnt buy any spell resist items other than electric mantle. They had an erekul with 4 spell resist items as well (too bad he didn't get any health items) and I would kill him over and over again. I was paired with a cyprus that had almost the same build and another ally who was a first time marine king and we ended up winning mostly due to their grunty leaving probably because of late game lag (this was a long game).

 

But like any caster build, I died about as many times as I got kills because once I burned all my items and abilities in scoring a kill, I was pretty much a sitting duck. I can see this build being viable with a competent team and the right mix of heroes, but it has some big weaknesses relative to other Bio builds I use.

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  • 2 months later...

I started doing this build (a modified version of it anyhow), and once I worked out the kinks and learned how to play it well enough, HOLY crap. It surprises the heck out of zeratul, LZ, nova, whoever, when you E-Q right on top of them and they instantly die. Occasionally you have to E-Q-E but still, it really is hilarious.

 

I go:

Miner's Goggles (because this is an expensive as crap build)

Electric Mantle

Ihan

Yamato

Argus

Gravity Edge

xxxxxx (whatever random item I need to counter someone I have problems with)

???? whatever other random item I need to round out

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At the time, E.Mantle was on an 8 second cooldown and dealt 225 damage.

 

Flare Gun was and still is a 400-damage nuke on a 60 second cooldown.

 

Guess which one has higher DPS? Mantle... by a TON.

 

225/8 compared to 400/60

or 28.125 DPS for Mantle, 6.666... DPS for Flare Gun.

 

Now also in mind is that Mantle won't proc the Unique on cooldown-- It only needs to proc once every 30 seconds to outdamage Flare Gun. And additionally, Owl said that it was better because it was survivability-- which Flare Gun has none-- in the form of a stun as well as STR and Spell Resist.

 

So you sir do not know what you're talking about. Also that sig's getting annoying now D: *blocks*

 

[Also, that 2 month Necro]

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