User:Lesdin/Beta Strategy

Tylane is the frivolous spirit of a young man of a long forgotten line of nobility who is best suited for the Summoner's Rift's solo lanes. A with a unique combat paradigm which partially overlaps with that of a, Tylane is able to dispose of his opposers most efficiently when he is able to weave in complimentary attacks of varying range, before unleashing his full might to shower his enemies in crimson sprays of mystic lead with soul fire. Tylane preliminarily lacks both the ferocious bite and durability in which most would pride themselves with in the early game. Tylane's lacking of this however, is made up by his facets of a, which is primarily found in Tellurian Daemon, and Treading Ruin. As a champion who also does not employ a restrictive resource which punishes reckless abandon, but rather a unique resource called Ardour which conversely promotes said brashness, Tylane's kit ultimately combines to form a unique skirmisher who can vary both his stance and positions in fights from the very get-go of a game. Tellurian Daemon and Treading Ruin, as mentioned before, are the bread and butter of Tylane's kit; Tellurian Daemon provides Tylane a mean of attacking from range through his arquebuses in addition to giving him incentive to do so, whilst his Treading Ruin pairs to unleash a fallible, but extended version of a normal arquebus shot which also slows the target. In turn, Torrid Heaven and Terse Encore combine to make for a deadly combo of their own, with the two functioning in tandem to make boundaries of varying sizes which denies precious sight of what is within for those outside, and damages those who dare tread across the soul fire to find out. The coming of the climax of early game is essentially synonymous to Tylane as a cue to step things up a bit in terms of both planning, power output, and loudness. Three Thousand Worlds, once unlocked, allows for Tylane to truly express his mastery of his mystic arquebuses in a grand display of soul fire, reducing Deracinate Respite's cooldown to a measly one second upon activation, but note the following, for now comes the finicky portion of Tylane's ultimate. While casting Three Thousand Worlds has Tylane perform a majestic stomp or fiery glory, the later effect of the ability only takes effect while Tylane is in the zone (ie. in one of his boundaries). Careful planning on Tylane's side will allow him free reign over what he wishes to do during Three Thousand Worlds as the boundary of Torrid Heaven should be of a substantial size. Conversely however, enemies who blind-side Tylane may be able to force his ultimate out of him in a classical response of panic, only to be of no avail, as a newly made boundary would be too small to be able to support practical movement, not to mention that champions with even the weakest of displacement abilities would be able to knock Tylane out of the small boundary with a bit of luck. This mechanic ultimately awards Tylane for being in control of his own actions, but also awards his enemies for being able to outwit the audacious rockstar emperor. "Come now, cross over." Teamfights however, are a bit of an undesirable chore for Tylane, as later on in the game his enemies won't allow him much time to prepare his glorious display. Therefore, as the game progresses on, Tylane needs to either make do with what minimal space a new boundary would allow him during Three Thousand Worlds, or proceed to engage in teamfights without entirely relying on Three Thousand Worlds. Doing one of the two options stated would ultimately lower Tylane's potential as a carry, but actually raises his overall contributions in teamfights, save for the most extreme cases, as per him shooting a lot more over an extended period of time, rather than dying stubbornly on a hot piece of bounded land. In summation, Three Thousand Worlds, as the game progresses, should be used with more discretion than early game, due to the burden it carries if it were to either be wasted, or cause Tylane to die from being over zealous. A fine balanced needs to be found between the two extremes, and while difficult, doing so will allow Tylane the utmost control of his capacity, and allow him to pick off his foes one by one, bullet by bullet. Hence generally speaking, in teamfights Tylane would want to not be ridden to neither the front line or the back line, but rather float and transit between the two like ; acting from a pure combination of instinct and logic. As Tylane lacks any direct escapes, he should constantly prioritise his well-being above the act of doing damage. Only when does it seem sound and clear for Tylane should he proceed to shoot from a range, let alone go into melee range and get personal with soul fire. In the case that the emperor does wield and utilize his sword however, the damage from Incite Blaze will allow him to shred through high health tanks and supports, with the backing fire of his arquebuses decimating the health bars of enemy squishies. Provided that Tylane isn't targeted throughout a fight and is able to constantly output his damage on priority targets, it should be nigh guaranteed every game that Tylane's team is either able to score a clean ace, or at the very least emerge victorious in the given teamfight. "Hope you're ready, princess."
 * Playing as Lesdin 3Beta.png Tylane
 * Try to focus your Arquebus shots onto your lane opponent, rather than enemy minions during the preliminary phases of the game, as to avoid shoving the lane. Being pushed up in lane will most likely lead to incoming ganks from the enemy jungler, which will in turn most likely end in your demise, as per Tylane's lack of escapes.
 * Do not be afraid to cast Torrid Heaven simply for its bonus movement during sticky situations, as its most likely that the boundaries will heavily deter aggressors from continuing their chase against you. Do note however that by using Torrid Heaven to escape, you're amplifying your vulnerability, especially when alone.
 * As Three Thousand Worlds will have no effect on Deracinate Respite's cooldown if not within one of Torrid Heaven's boundaries, so always remember to properly setup before predictable skirmishes, or at least try to remain within a boundary before activating the ability when forced to fight unprepared.
 * Playing against Lesdin 3Beta.png Tylane
 * While Tylane's poke during the early phases of the game does not hurt much, remember that Tylane does not employ mana, so be prepared to play either wholly defensively or offensively. Either sustaining through his poke by bruting it, or forcing favourable trades with him early will really set him back, and render him almost powerless.
 * A large portion of Tylane's power comes from his Torrid Heaven's boundaries. To prevent a boundary from growing any larger than what is favourable, either force Tylane out of the boundary yourself through sheer aggression, or request a gank from your jungler to kindly compel Tylane to momentarily abandon his lane.
 * Tylane is indeed a force to be reckoned with at range, but is not so much of a threat when confronted against face to face. Try to counterpick Tylane by either choosing brute champions who can survive Tylane's damage, or mobile champions who can easily close the gap to Tylane. Once the gap has been closed, Tylane should be, in most circumstances, very easy to finish off.