foreword : this short guide has been on the rg forums for a while, but i never got into finishing it. i thought i share with the rest of the community and maybe some tyrrs out there will add their knowledge ( or the part of it , that they're willing to share ). what i learned, wouldn't be possible without the advices ingame from people like nickmgs and some others, they know who they are. thank you. for sure i am not the best tyrr out there, and my class is not the most popular one, but there are some general tips that you can use to improve your gameplay vs 90% of the classes in oly. this is ( almost ) everything i learned during the last 4-6 months, since every tyrr has to have his secrets general tips : 1. make a macro : /target olympiad 2. as soon as you enter, press it twice, buff 3,2,1, wait for hp/mp/cp refill. 3. check who are you playing against. if tyrr, use lute, if anything else use harp. you can try with lute versus other people but -37 run speed is pain. 4. harmony versus : iss, wynn : warrior healer, feoh : wizard tank, tyrr, othel, archer : knight items needed : 1. maximum clarity 2. maximum clarity 3. maximum clarity 4. did i mention maximum clarity ? so here's the deal. after 2 months of playing you will *know* your enemies. you will figure out which enemies are worth using max clarity for and which you can go with either normal clarity talisman or if you have clarity from augument - you can use it also. the point is the tyrr is very mp hungry class. i can dump 4k mp in under 40 seconds even without using infinity strike or sonic star. and in oly when you're out of mp, you're as good as dead. make sure you have a few life force talisman also. the others are ( all passive from castle ) : patk basic ( 2% patk ). pdef r99 ( + static pdef ) pdef basic ( +2% pdef ) yellow talisman pdef mdef basic ( +% mdef ) mdef r99 ( + static mdef ) yellow talisman mdef when the match starts, figure out if you will need to use lf ( life force ) or not. most of the times vs other tyrrs of equal strength you will need it. if not equip appropriately : tank, tyrr, yul, othel, wynn, iss : patk, pdef basic, pdef r99, yellow pdef/lf feoh, healer : patk, mdef basic, mdef r99, yellow mdef/lf against stronger than you daggers it might be a good idea to not equip the patk, and go full pdef + lf. if you have iss/wynn dual class replace the yellow talisman with the -10 ( or was it 15 ?? ) % mp consumption special talisman. since i am healer i can't do that . having active reflect is a "good thing" or so i heard, cannot confirm qq. if you have health on your main weapon, use only weapons with health on them for auguments, so you can switch weapons without loosing hp. between lvl 49-55 you can do the pailaka and get a free c grade weapon. you need also a lvl 5 green soul crystal to put the sa on it. homun with conversion for berserker. having refresh is also good when playing vs : healers, isses, tanks ( more on that below ). max clarity usage : you need to have equipped both normal and max clarity upon entering. yes it wastes time, but it also saves you. as soon as you see 20 seconds use it, then use refresh ( if you are going to use it ). only then use second wind, ogre, force of nature. race skills : i guess most of the people have different preferences. many prefer "undying will" because it might save their ***** when they're sloppy, but let me remind you : revival doesn't work when in uw, so if you press it in "panic mode" and you turn out to have uw up, you're ****ed. and you're dead. i am using unbind and disparation ( for uninterrupted lf usage mostly ). gameplay vs classes : tyrrs : start off with boost. if the tyrr against you is a dn, you might consider popping unbind at the first 10 seconds ( or facetoface if you're duelist ), so you get a headstart on the dmg without taking debuffs/stuns. if you used refresh before the match starts it will be ready very fast (~3 minutes). check if the guy against you used berserk at the start. if he did, run for ~1 minute ( if the arena allows it i.e. - 3 bridges, fountain, statues ). unfortunately if it's open arena, there is nowhere to run from a tyrr ( being a tyrr yourself ), so you have 2 choices : 1. wait for the guy to use all his interrupts ( power bomber, erruption + thunder storm,thunder spear or giant punch ) and try to "hide" behind a corner and use berserk ( forced one if you have to : that's why you have the homu with conversion ). 2. keep fighting until he goes through your cp and at 70% hp pop cele. be careful to not get interrupted. on cele use berserk. if that happens before your refresh is out, you will have cele in ~3 minutes again. depending on your mp consumption figure out what you will use first : revival or lf. for life force, use disparation, wait until it shows 2 ( or 3 , depending on how laggy you are ) seconds left and start casting it. in general tyrr vs tyrr matches are won by ( considering equally geared/skilled tyrrs ) : 1. most skill crits. 2. most knockdowns ( power bomber and giant punch on cooldown ). 3. disarm landing. 4. interrupting enemies cele/zerk/revival/lf. hurricane rush is a high chance interrupter, enchant it for +chance ( which i haven't yet ). you can use it to interrupt all of the above. keep using jump attack on cooldown, it's quite powerful, crits often enough. if you still have your max clarity up, you can try using infinity strike as it has huge power and 50% crit chance, tho due to it's long cast time it can be interrupted very easy. tyrr dn notes : you have a window of opportunity given to you by thunder storm, to use infinity strike. just don't underestimate the enemy, he can remove the 8 seconds stun with unbind/disparation. watch carefully what he does when those are off/used, stun and infinity strike ( only with max clarity or only when he has low hp, stunned and you are sure you can kill him ). p.s. some of that stuff is slightly outdated ( it was written 5 months ago ) and my playstyle has changed, so i have different approaches nowadays, but this is a good solid starter for anyone that is willing to practice or win in oly.