Tyrael Abilities and Strategy
Welcome to our Abilities page for Tyrael. Here, we give you an overview of every ability in Tyrael's kit. For each of them, we explain what it does, how to best use it, and how it works in combination with Tyrael's other abilities. We also give you strategy tips to play Tyrael efficiently.
Tyrael's Tips and Tricks
- Use your Abilities wisely while laning. If you are not careful, Tyrael will run out of Mana very quickly.
El'druin's Might can be used to juke opponents while Tyrael is on the retreat.
Righteousness should be used right before Tyrael, allied Heroes, Minions, or Mercenaries are being hit.
Smite can be used to deal damage and/or to increase the Movement Speed of allied Heroes when needed.
Judgment is great for diving but can also be used to interrupt powerful Heroic Abilities.
- If you play with
Sanctification, use it when diving with your team or save it for the enemy team's most dangerous Abilities.
- Upon dying, you will trigger
Archangel's Wrath. Stick on top of enemy Heroes to reduce their damage done and for hitting them with the explosion.
- After picking
Swift Retribution at Level 7, you should mainly use
Smite on allied Heroes to buff them.
Holy Ground at Level 13 can help you secure Mercenary Camps (especially Boss Camps) if
El'druin's Might is aimed at the very center of the Capture Point.
El'druin's Might


- Mana: 45
- Cooldown: 12 seconds
Throw El'druin to the target area, dealing 110 (+4% per level) damage to nearby enemies and Slowing them by 30% for 2.5 seconds. It can be reactivated within 5 seconds to teleport Tyrael to El'druin and Slow nearby enemies again.
El'druin's Might is a Basic Ability that can be cast
to put a sword on the ground and then reactivated within 5 seconds to teleport there.
Enemies hit by the sword take damage. Enemies hit by the sword or near the teleport
location when Tyrael appears are Slowed. You can use it
offensively, defensively, or even for scouting.
The offensive usage primarily relies on the fact that
El'druin's Might applies a moderate Slow
to enemies hit by the sword or near the teleport location when Tyrael appears,
allowing you to body block them and your whole team
to hit them more easily. Since it is your main mobility tool,
remember that using
El'druin's Might to enage
leaves you without an escape.
The defensive usage is mostly based on the fact that
El'druin's Might allows you to teleport from a location
to another, even over impassable terrain,
enemy Heroes, and other obstacles. To maximise your chances to survive in difficult
situations, throw the sword in a direction and run in the opposite way, so that the
opponents will have to choose between following you or moving towards the sword.
If there are more enemies on you than around the sword, it is better to reactivate it,
else you should prefer just running away. Keep in mind that
crowd control will not let you reactivate it.
The scouting usage is possible because you can choose to not reactivate
El'druin's Might after casting it. If there is a dangerous
bush to check and no one of your teammates can give vision
there, you can throw your sword there to get vision. If you see enemy Heroes
and it is a good fight to take, you can teleport, otherwise just wait for
the reactivation to time out without using it.
Righteousness


- Mana: 45
- Cooldown: 9 seconds
Shields Tyrael for 350 damage and nearby allied Heroes and Minions for 40% as much for 4 seconds.
Righteousness is a Basic Ability that gives a
temporary Shield to Tyrael and all allied Heroes and Minions within 5 range.
Since the Shield expires after 4 seconds, this effect should ideally
be used right before you, allied Heroes or Minions take damage. To get more
value out of it, position in a way to Shield as many units as possible.
The fact you can Shield allied Minions with it is great for reducing
the enemy team's waveclear.
Smite


- Mana: 45
- Cooldown: 6 seconds
Rake target area, dealing 150 (+4% per level) damage. For the next 3 seconds, allies moving through the targeted area gain 25% increased Movement Speed for 2 seconds.
Smite is a Basic Ability that deals damage
to enemies hit and creates a buff area on the ground:
Tyrael and allied units who step on it gain Movement Speed. This effect is
useful to chase, reposition in team fights,
body block, dodge,
and escape. When appropriate, use it help allied Heroes who lack
mobility (notably Sgt. Hammer).
Judgment
In this section we discuss how this Heroic Ability works and give some tips on how to use it. If you are looking for a detailed explanation on when and why you should pick it, check out the dedicated section in the Talent Build page.


- Heroic
- Mana: 80
- Cooldown: 70 seconds
After 0.75 seconds, charge an enemy Hero, dealing 150 (+4% per level) damage and Stunning them for 1.5 seconds. Nearby enemies are knocked away and take 75 (+4% per level) damage.
Judgment is a Heroic Ability that, after being
channeled for 0.75 seconds, allows Tyrael to quickly close the gap
with a target enemy Hero. The target takes damage and is Stunned.
Allies nearby the target take some damage too and are Knocked back.
Last but not the least, Tyrael becomes Unstoppable while
charging towards the target.
Due to the fact it needs to be channeled for 0.75 seconds,
Judgment should ideally be cast when Tyrael is not near
enemy Heroes who have access to interrupts, unless you know
they are on cooldown and thus can safely cast it.
Judgment
will go on a 10-second cooldown when Tyrael is interrupted, the target moves 5 range
outside of the maximum range or becomes invalid during the wind-up period.
To choose the right target, pay attention to the tools that each enemy Hero
has at their disposal and go for the most vulnerable ones. If your are not playing
a dive composition, do not go too deep in the enemy
team or your teammates will not be able to follow-up.
Sanctification
In this section we discuss how this Heroic Ability works and give some tips on how to use it. If you are looking for a detailed explanation on when and why you should pick it, check out the dedicated section in the Talent Build page.


- Heroic
- Mana: 75
- Cooldown: 90 seconds
After 0.5 seconds create a field of holy energy that makes allied Heroes Invulnerable. Lasts 3 seconds.
Sanctification is a Heroic Ability that, after being
channeled for 0.5 seconds, creates a buff area
on the ground: Tyrael and allied Heroes who are standing in it
are Invulnerable.
A well-timed Sanctification can single-handedly
decide the outcome of a team fight, so it is crucial to
know how to use it correctly when playing as Tyrael. You can use it to:
- peel for allied Heroes when the enemy team is being aggressive, so that your team can survive and counter-engage;
- negate or remove enemy crowd control effects, especially
when they are affecting multiple Heroes (like
Ring of Frost by Jaina);
- dive together with an allied Hero, so that neither of you can be stopped by enemy crowd control effects for a few seconds;
- protect your whole team from damage and crowd control effects while taking down an enemy Keep or the enemy Core, so that you cannot be contested.
Archangel's Wrath


Upon dying, become Invulnerable and gain 20% Movement Speed for 4 seconds. Upon expiration, explode, dealing 450 (+4% per level) damage and reducing Tyrael's death timer by 10% per enemy Hero hit.
Archangel's Wrath reduces nearby enemy Heroes' damage by 50% while active and for 3 seconds when it expires.
Archangel's Wrath is a Trait that allows you to command Tyrael
for a few seconds after he dies. During that period, you can move but cannot use Abilities.
At the end of that period, an explosion will hit all enemies withing range. Enemies hit
by the explosion take damage. Heroes hit by the explosion reduce your Death Timer.
Heroes who are near Tyrael during
Archangel's Wrath deal less
damage and Heroes who get hit by the explosion have their damage reduced for a few seconds.
When you die, you should quickly decide what is the best way to use your Trait. Here is a priority list to help you with that.
- If your team is trying to end the game, deal damage to the enemy Core.
- While fighting, deal damage to enemy Heroes who have extremely low Health, hopefully killing them.
- Reduce the damage done by enemy Heroes who are trying to kill allied Heroes (prioritize Ranged Asassins and Melee Assassins).
- Deal damage to enemy Minions, Mercenaries, or Monsters in lane for protecting allied Structures.
- Try to hit as many enemy Heroes as possible to reduce your Death Timer by more seconds.
In addition to the situations listed above, there are also some Map-specific interactions that are useful to know.
- If you think it can help your team to secure the Immortal, when contesting the Objective on Battlefield of Eternity, deal damage to the Immortal.
- If you think it can help your team to secure the Shrine, when contesting the Objective on Infernal Shrines, try to last-hit Guardians.
Changelog
- 08 Aug. 2025: Guide updated for the latest Hero Rework.
- 08 Mar. 2021: Updated Archangel's Wrath's description in accordance with the latest Balance Update.
- 22 Apr. 2020: Abilities section updated.
- 14 Feb. 2020: Updated Archangel's Wrath's description in accordance with the latest Balance Update.
- 23 Sep. 2019: Updated Tyrael's abilities section.
- 17 Jan. 2018: Adjusted Tyrael's abilities in accordance with his latest rework.
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Elitesparkle has been hooked on Heroes of the Storm since day one in 2015. Over the years, he has consistently competed at Master level across multiple Seasons and has even climbed into Grand Master a couple of times. Known for his logical mindset and love for theorycrafting, he thrives on breaking down the game's mechanics and engaging in high-level strategy discussions with the community.
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