"In this ultimate "what if" scenario, Tychus is a commander who can customize his weapons, and recruit his own outlaw crew of heroic units instead of traditional ones. In a callback to his early years, Tychus has reformed his gang, Heaven's Devils, with aid of his closest pals."
Tychus Findlay is a commander for the Co-op Missions mode. In a "what if" scenario, Tychus returns to the sector to reform the Heaven's Devils into a new band of outlaws. Having patched things up with Jim Raynor, he now sends his outlaws in a war against Amon. He was released with patch 4.6.0 on August 9th, 2018.
Tychus does not operate like a traditional commander, instead fielding four outlaw units (from a total selection of eight) as well as Tychus himself. These Outlaws are split between "The Guns," higher damage outlaws, "The Muscle," tankier outlaws, and the "Fixers," outlaws with support abilities. Each outlaw has one ability, and selecting multiple outlaws will show all of their abilities on a single command bar. Each can be upgraded from a structure that provides upgrades to their role. Outlaws are recruited from Joeyray's Bar, and when they fall in combat, they escape back to the bar and respawn after a short time.
In addition to his outlaws, Tychus can call down the Odin against his enemies, and build medivac platforms to get his outlaws in and out of rough situations. With these at his disposal, the reborn Heaven's Devils can take on any threat.
Tychus serves as the first outlaw players get, and will always be on the field. For the first stage of the battle Tychus serves as a solid source of damage, but due to his fragility having a second outlaw out when he spawns to back him up will help immensely in gaining an expansion or clearing the first objective. Tychus's Shredder Grenades are a great source of area damage, and with their KD9a Implosion Core upgrade pair fantastically with area of effect spells like the Ultrasonic Pulse of Nux.
When Tychus has fallen, calling down the Odin will revive him for free and without the 25 second wait time.
Tychus does not field traditional units, rather fielding a number of elite Outlaws to fight for him. Up to four outlaws can be deployed (five at level 2), so picking the right Outlaws for the situation is key. Tychus is always selected at the start of the map.
Tychus's synergy with other commanders depends largely on the outlaws the player chooses in a game. Of note is that Lt. Nikara and Rattlesnake can use their healing abilities to repair any allied units to full life, which is very helpful with Protoss commanders.
Karax's synergy with Tychus comes mainly in the form of static defense. While Tychus lacks any meaningful options to defend, Karax more than makes up for that. Aside from structures, Energizers may also help buff the Outlaws' attack speed, and Vega's Dominate can be paired with the Energizer's Reclamation to steal as many units as possible.
Vorazun and Tychus have good synergy. Dark Pylons can be paired with Rattlesnake's Revitalizer to allow the commanders' armies to regenerate health in the middle of enemy territory without fear of attack. In addition, since Tychus has very little structures in his base, one well-placed dark pylon can cloak his entire setup. Time Stop can be used to give Crooked Sam a window of opportunity to plant demolition charges without fear of retaliation. Black Hole can be used with Tychus's Shredder Grenade attack, Nux's Ultrasonic Pulse, or Blaze's Oil Spill to perform a "toilet" attack and destroy an entire army.
Fenix and Tychus play very similarly, as both focus on a group of powerful hero units. However, Fenix can also work with a simple standing army which can help screen attacks for the Heaven's Devils. Meanwhile, Fenix can have all of his heroes out on the field at a time, whereas Tychus has to pick and choose five out of nine.
Like old times, Raynor plays well with Tychus. Vega can be used to ensnare flying units to pull them to the ground, allowing more of Raynor's army to finish them off. Raynor can use a scanner sweep to reveal an unseen area and allow Tychus to drop down the Odin or even use a Medivac to transport over to the revealed area. Rattlesnake's Revitalizer can repair an entire area at once which is especially useful with Raynor, and if the Moebius Aggression Blend upgrade is paired with Marine stim, shreds through enemies.
Tychus was designed by imagining how the commander would fit had he been in his own campaign, and as such his design borrowed heavily from Wings of Liberty missions featuring Tychus, especially the dungeon crawler “Belly of the Beast.” In this mission, the players control four hero units that you meet throughout the campaign—Tychus, Raynor, Swann, and Stetmann.
The team that designed Tychus was inspired by Tychus's story before StarCraft, where he lead a platoon in the Guild Wars named the Heaven's Devils. With this inspiration in mind, Tychus was designed around controlling a small, elite squad. So in this ultimate “what if” scenario, imagining that he non-canonically survives the events of Wings of Liberty, Tychus reforms the Heaven's Devils into a new group to take the fight to Amon.
Tychus's gameplay style was inspired by heist movies such as Ocean's 11, and around selecting the right team of elite specialists to accomplish a task.
Tychus went through a number of iterations before settling on the small group. Initially, Tychus had a larger army, and his units had a resource named "coldheart," which would increase as he dealt and took damage, based off of the rage mechanic from World of Warcraft. Remnants of this mechanic can be found in Cannonball.
A number of Outlaws were added to fill holes in Tychus's arsenal, as it was found that the small number of units caused Tychus to struggle in the later game. Tychus's Outlaws were initially based off of the classes from World of Warcraft, each covering a similar role. In early builds, Blaze was replaced with a hellbat/hellion based around the druid class. Other caut ideas include a siege tank and widow mine outlaw. At some point Tychus had the ability to call down War Pig mercenaries.
Initially the Outlaws each had three abilities, in order to encourage more micromanagement oriented players to thrive which Tychus, while allowing less skilled players to pick options with more passive abilities. However, developers found tabbing through the different commanders to be frustrating, and scaled down the abilities to one per hero, then creating the mechanic where if multiple heroes were selected all of their abilities would appear on the single command card.