Tyr Deadeye
The patience sniper — turret that floats over walls, two shots for 500 damage, and the discipline to stay still while elevated.
Deadeye is the medium that shoots over walls. The turret detaches and floats up to a height where it can see over cover that would normally block line of sight. Two shots for approximately 500 damage, a long reload, and a period of being a sitting duck while elevated — Deadeye rewards patience and punishes impulse. It is an Alpha Program hull, which means the numbers will move before full release. Parent roster: medium tanks hub. Rankings: medium tier list.
The elevate ability
When activated, Deadeye’s turret lifts off the hull and floats upward until it can see over the terrain in front of it. While elevated, you have line of sight to targets that are hull-down behind walls, ridges, or any other cover that would normally block you. This is the hull’s entire identity — you do not push, you do not brawl, you elevate and shoot over the things other mediums cannot shoot through.
The tradeoff is vulnerability. While the turret is elevated, the hull cannot move and the turret itself is a exposed platform. You are essentially stationary and visible for the duration. If an enemy light is looking at you while you elevate, you are going to take damage.
The two-shot clip
Deadeye loads two shells. Two shots at approximately 250 damage each for roughly 500 total. You have to make both shells green — a gray first shot means you bloomed camo for a bounce on a shot that did not do full damage. The second shot has to land while the target is still in the elevated view.
The long reload means you do not get a third chance. One shot, one opportunity. Patience players who understand this hull’s tempo farm 4,000 damage per game. Impulse players die elevated.
Difficulty rating: 4/5
Deadeye has a 4/5 difficulty rating in the community, and it is earned. The core tension is timing: you need to elevate when the target is visible, stay alive long enough to land both shots, and disengage before an enemy rotates to your position. Do not elevate into a lane where a light is already looking. Elevate when the enemy is distracted by your team and you have a clean view.
How to play Deadeye
Deadeye is a height sniper. You want positions where elevating gives you a clear view of the lane or objective the enemy is contesting. You do not push with the team — you find the angle that nobody else can hold, you elevate, you take the two shots, and you come back down.
Energy shells are the default. At 25% camo you are not hiding from anyone, and the reload assist bonus matters for a two-shot hull with a long reload.
Common mistakes
Elevating into a lane where a light is already watching. Not waiting for the second shot to be available before committing to the elevate. Trying to brawl instead of snipe. Staying elevated too long and getting punished for being stationary. Shooting a gray first shot instead of waiting for green.
Alpha Program note
Deadeye is an Alpha Program hull. Numbers — damage, reload, camo — are subject to change before full release. Build around the role: turret that elevates over cover, two-shot clip, patience sniper. Do not write a tier list around today’s exact damage numbers.
Builds and SLVR priority
Buy the elevation height and duration upgrades first — the ability to see over more cover for longer is the core value. Reload speed components are also worth prioritizing because the long reload is a significant vulnerability window. Energy shells are the default. See builds for the full loadout. Compare with Arbalest if you want one bigger shot instead of two, or with Tempest if you want Recall instead of elevation.
Maps: Deadeye is best on Ravine where the elevated positions can see over the dune lip, and on Scorch where the ridges create natural cover to elevate behind. Divide is workable if you find the rare elevated position. Maps.
Frequently Asked Questions
Quick answers for new Tyr pilots and returning playtesters.
What does Deadeye's elevate ability do?
The turret detaches and floats upward until it can see over cover. You can shoot targets that are hull-down behind walls or ridges.
How much damage does Deadeye's clip do?
Two shots for approximately 500 total (~250 each). Both must be green — a gray first shot wastes the opportunity.
Why is Deadeye 4/5 difficulty?
You are stationary and vulnerable while elevated. Timing the elevate correctly — when the enemy is distracted and no lights are watching — is the hard part.
Is Deadeye an Alpha Program tank?
Yes. Numbers are subject to change before full release. Build around the role — patience sniper — not today's exact damage.
What happens if I elevate and a light is already watching?
You take damage as a stationary target. Never elevate into a lane where you can see a light's solid circle. Wait for them to be distracted or rotate away first.