First off this is going to be a bit long because I'm trying not to leave anything out. I also play her primarily as a point tank because she benefits from being near where the fight is centered around. If you don't want to read all of it, there's one thing I'm trying to spread about her that's super cool in the Royal Presence section that I bolded. I was just answering another post and it ended up being way too long so I'm putting this here since I haven't seen many guide on her around.
On to the guide and feel free to correct me on things or put your own ideas of the character in the comments!
Nyx is a much better point tank than a lot of people think. Being patient also really helps with her; not just in learning her, but also in stealing the point. She's not broken or the best, but she's good and can be pretty versatile when you get her down. It just takes bit of time to get a playstyle that works with her down.
The first thing to know is that she does a LOT of damage, but it's slow. You have to play point patiently with her and take your opportunities when you see them. She's great at denying space and dealing wide areas of damage. Even if that damage seems small, it adds up. Which you'll see me say over and over again. Instead of holding point more defensively than offensively like say an Inara would, Nyx does the opposite. She uses slow sneaky damage to steal the point and try and angle herself where she can poke a little close, but safe. You always want to be where your support can see you and protect them even more than another tank would. They're your lifeline and only source of healing.
When you use either her shield or presence and don't have a need for it to be active anymore, then re-activate them to end the effect so that you can get your cooldown back faster.
Last thing is that if your support isn't very good you're going to have a ton of trouble staying up so you have
to play a lot safer and use your poison, rift slash, and poke to try and steal what space you can. If your dps isn't very good, then a lot of the slow damage you're doing is going to get wasted. It's your job to weaken the enemy and their job to finish them off. Not that you can't still get picks and burst people down, but bad dps is really going to make things much harder on you than another tank would especially if their target priority isn't good. Making enemies back up or just die is how you're going to survive along with knowing when to back yourself. But if your dps and/or your support is at least decent you can create so many opportunities for your team, which makes the character a lot of fun. Weapon
Her weapon shots gets +75 damage within 20 units, which is not far at all. It's essentially nose to nose, but when you think it's within survivable space, try and get into that range for the extra dps. She goes from ~483 dps to ~608 dps if she hits all bonus damage shots in one combo (about 3 seconds when I timed it. Someone could correct me if I'm wrong there though.) It will really benefit you to move strafe forward and then back a little when you fire to try and get that bonus damage, but also maintain a little space. Mess around with it in the shooting range to get used to that if you don't already do it.
I have four tips for for the shield:
1.) When using it to protect yourself try to keep it close to you and of course strafe through it if enemies try and walk through to hit you. You can look a bit in front of you or straight down at the ground, but just remember 30 units isn't far and 1500 less shield is best to avoid when you can help it.
2.) Place the shield facing towards where the danger is. If most of the damage is in front of you, then place it there. If you're dueling the enemy tank because they're killable and there's two dps to your right, then place it towards them to block their damage.
3.) If you seen a teammate (especially your support) in need of protection don't be afraid to place the shield farther away near them to keep them from dying or to aid their retreat. If you're fighting point and think the save is more valuable, then retreat off point and protect the teammate by throwing a rift slash at whoever is chasing them or poking with your weapon if you can. But get away from the point if it'll kill you.
4.) If the enemy tank (like Barik, Ash, Atlas, or another Nyx) places their shield down before you do, don't be afraid to walk forward and put your shield past theirs to negate their value if you think it's survivable space.
Rift slash isn't just good for damage or trying to get picks. It's also a great zoning/area denial tool. Don't be afraid to use it to keep people from being in a certain spot if you think you'll find more value than just damage. Also great for pushing the support from line of sight from their tank.
Also don't just
use it for yourself. It can really help your flank get that pick if you notice it.
Using it is easier when you charge it for distance instead of damage. The distances are 25 units for 0-49% charge, 50 units for 50-99% charge, and 100 units for full charge. The damage increase is on the initial hit only and you can add more with your weapon than charging will and some players (not a lot, though) will hear the charge and know they need to dodge it, so faster is also better. Additionally, the hitbox when it's a projectile is smaller than the hitbox when it's stationary, so Show of Force cripple is easier to hit as well if you place it correctly. You'll still want to aim directly for enemies, but knowing this can make it a lot easier to hit. You also sometimes want to walk forward or back to get the the area where the slash will stop.
Pre-firing Rift Slash can be a good idea, especially if you know the enemy is going to be near a certain distance. But if the charge will go farther than the enemy you want to hit you have three options:
1.) Hit the enemy with the claw projectile
2.) Hit an object ~15 units near them (includes deployables)
3.) If you're on high ground, aim at the ground near them.
Last thing I'll add on this is that if you need to retreat, hit enemies with the slow or put it in a spot that'll get in their way so you can get out of trouble more safely. FOR ENEMIES WITH SHIELDS:
Fire your rift slash above them at roughly the units you would need to diagonally to get that initial hit damage (and cripple on Show of Force.) Sometimes you'll still hit the shield, but hey we tried. They'll still take the pulse damage like they would have if you just hit the shield.
For Royal Presence (her F,) don't think of it as just a defensive ability that makes the damage you take slower. It's great for that, but it's also a great offensive ability for punishing enemies for grouping up near you and racking up that ult charge! You'll be surprised how fast you'll get it with Abyssal Authority and Center of Combat. Sure the damage on the poison is slow, but you don't have to aim it and it can only really be cleansed by ethereal like Grohk & Seris' movement abilities, Zhin billow, and Koga dash.
The poison can also be re-procced, so if you touch an enemy with the aura again near before it ends, they take double damage. Meaning with Center of Combat 5 they can take a total of 30% health over 12 seconds. That's 3 times the damage at base and 6 times if you just got it one them once! People will really just stand in it and not respect the slow damage, but even if it can seem minimal it really does add up; damage is damage after all!
The pull is also really useful for getting a support out of position and then throwing Rift Slash on them, stopping the momentum of an enemy trying to run away, or trying to get an enemy off of one of your teammates. The hitbox for it is a small cone in front of you and it also does 100 damage when you activate it, which the in-game description doesn't mention.
If you didn't know, you can cleanse all temp damage from Presence with her ult. But a really cool thing about Royal Presence
is that there's a small window where any damage you would take as purple health is automatically healed back up; without even having to use your ult for it. This window is less than a second and basically where her wings go in front of her right when you first activate presence. You don't need to activate the chain pull at all, so you still also get all the other perks of the ability and can save your ult! This means that you can run into Drogoz ult and right before he hits you, pop presence and you'll take no damage. Good Drogoz players will adapt and choose a different target or dodge you, but it's an awesome counter to a death sentence. This also works for tanking Jenos ult, Skye ult, etc. Any big burst damage, but also really any damage in that small window. You can practice this against the Cassie bots in the shooting range. Just wait before one of them fires at you and pop the first activation of Presence. Of course this doesn't work against Vora ult. No idea about Maeve's Street Justice talent however, but to me that's nearly impossible to time.
Funny enough KamiVS just did this in a video he posted yesterday: https://youtu.be/H8gOxFzkTy8?t=125
Last two things to touch on for Presence, but important is you can use it to retreat to get back to your support. You can also touch the enemy tank and hopefully the support with the poison, throw a rift slash if you need to, back up and heal/poke, and then re-proc the poison to add more damage and point pressure. The ability is really a nice mix of offense and defense.
For her ult you almost always want to use it while using Presence. You can pop Presence and run into the enemy and ult to cleanse all that damage you took and to make space or punish them for being too closely grouped up and then put rift slash on whoever got caught up in it. Also don't be afraid to use the cleanse from her ult defensively just to survive! Sometimes an enemy will still get hit by it or get pulled out of position. There's also three other things you can do with your ult I'll add:
1.) Use Rift Slash before ulting to slow enemies so they can't just run out. This is also way better in Show of Force since anyone you hit with it will be crippled and unable to use a movement ability to dodge the ult. This also works with Subjugation's root on Presence pull.
2.) Use the chain pull from presence right before ulting so their momentum is going towards you or to try and get an additional enemy into it. This ends your aura early, so any damage you take after the initial cleanse from your ult will be taken normally. Use this when you know it's safe too.
3.) If your shield is off cooldown, you can put it in front of you before you ult to block damage or pull them through it if you run the Abyssal Breach talent (you can do the same with chain pull.) You can also just put the shield down just before enemies come out of stun to block their damage and keep space/retreat.
As for items the best items in my opinion for her are: Chronos
- She's really depends on her cooldowns both defensively and offensively. A lot of my damage is often half ability damage or more. Rejuv
- She gets a scaling 20% healing bonus near the objective. So 20% on it and still a bonus even if you're just a bit away from it. I'm still not sure where that bonus ends, but both of these together also stack against caut. So at Rejuv 3 on point and 90% caut, you're only in 40% caut. Still try to get out of combat (ideally still near the objective, but out of enemy sightlines) to get healed up by your support. But if you have to fight on point in caut, then you have to wait until you can use your shield to cleanse it. Nimble
- No movement ability means you need faster movement speed to get in and out of fights. A lot of value for not a lot of credits, but there are situations where you might not have space to buy it Haven
- Less damage better. Especially in Royal Presence. Resilience
- CC can really mess up your day, so resi is a must buy for her in those situations.
Points if you noticed that three of her items (Nimble, Resi, Rejuv) are actually pretty low cost, so getting your build up can be pretty fast sometimes.
As for her best item starts (if your support is something like Jenos or Corvus or a solo damage furia, start a Rejuv build):
1.) Chronos + Nimble
- If you buy this, your third buy should almost always be rejuv unless there's a situation that calls for something else like something that needs counter or your support is just cracked and doesn't need it quite yet. But Rejuv is inevitable on this character.
2.) Rejuv + Resi
- Best start when there's CC you don't want to deal with. Once Resi is at 2 you can start building out more, but rush that unless your opponent isn't very good with CC.
3.) Rejuv + Nimble / Rejuv alone
- You need more healing
Redundant items for her are: Illuminate
- You can actually just track enemies that are invisible with the tick damage from royal presence and then throw rift slash on them, hit them with your weapon, and either kill them or push them out. It takes some getting used to for you to hit your shots just tracking the numbers, but it's nice to have the item slot freed up. Morale Boost
- You get so much ult charge from Presence ticks if you have her build set up right with Center of Combat and Abyssal Authority, so only reason to really buy this is if you really need your ult and your build doesn't include those.
Last thing about items is that while she isn't great with Wrecker, if your team is low on it and you feel like you need it: get it.
Onto her cards, I'll preface by saying that strong card go brrrr isn't always the best option on this character. She's got a lot of stuff that's a little weak in base kit, but much stronger when you buff it. So a balanced spread can help you out a lot. But also some of this is my opinion and you do you; if you want a card at 5 then that's your expression of the character. Remember that you should try to build characters to suit your own playstyle.
Best (No particular order): Abyssal Authority
- Getting more enemies in your aura means more passive damage. That means more ult charge, damage numbers for credits, and adding kill potential to your team even for enemies you aren't actually looking at. It doesn't seem like a lot at first, but it adds up as I mentioned above. If you're point tank you want this card at 3-4. 5 is kind of overkill, but do you. Center of Combat
- This is where a lot of your damage numbers will come from. Boosting aura damage is great. I have this at 4 on my main build which can rack up to 26% max health on a single target over 12 seconds. There's still a good benefit to 5, but I like to put that point elsewhere to balance my build out. Except in a Nyx mirror. They go 5 then you go 5 on this card. Forever Changed
- HP adds to your bulkiness which can really help you out. But if you'd rather go for something else, totally respectable. But have at least one build that has this card at 4 or 5 if you notice you find yourself in a situation that demands bulkiness. The Little Things
- Rift Slash is a hugely important tool on this character, so reducing it's cooldown is fantastic. Personally I have this at 2 because I have my points elsewhere and at this level I rarely don't have slash when I need it. But it still happens now and again. 4-5 is kind of overkill unless you're going off-tank though. Devastating Blows
- This card is amazing when you need it. You'll find yourself against enemies that usually won't be close to you though. Which negates the benefit of the card. That's why I have a build that just uses this as a filler card. I find that at 3 you're generally in the space you would be fighting another tank on point, but if you find that space to put it at 4 then go for it! 5 isn't too far off from 4 though, so the benefit in a point in another card is a little better, but that's just my opinion.
Pretty Good: All Will Kneel
- Rift slash is amazing at denying space, so adding some radius to it's pulses. That's 200 damage total over 2s or 300 over 3s in Show of Force, but the slow is the biggest benefit. Unchecked Power
- I've faced Nyx's that send this card and ngl it can be pretty annoying at start until resil is up. Even at just 2-3 there's value in this card, but I personally don't use either this or the previous one because I find more than enough value with base rift slash and I like buffing other things better for my playstyle. Brutal Pursuer
- This card is ONLY good if you're going off tank. Otherwise you're better off putting points elsewhere. The value of the move speed just isn't high enough on point tank. Unyielding Advance
- This is a pretty good filler card. If you find it suits you, then go for it! But it doesn't have a lot of value past 1-2 compared to others. Frontline Commander
- This card is amazing! On another character. Nyx's base kit needs too much boosting to justify space for this at a level where it's really useful. She's pretty CC heavy, so the move speed decrease just gives resi more value against her. But still give it a shot if you like it, despite what I said it's a pretty fun card. Just remember that my take on this card is an opinion despite me wording it like it's a fact.
Meh: World Torn Asunder
- When you get used to Rift Slash, it's not super hard to hit even at 100 units as long as you space yourself correctly. So the real value in this is hitting agile enemies like Vatu, Maeve, or VII. But it's not a card you want to put a lot of points out of, and you can still work around having it. Not a bad idea to have it as a 1-2 pointer to deal with champions like that though if you find it helps you! I'm just saying in general there's much more value elsewhere. Personally I don't use it at all, but give it a shot still to draw your own conclusion. A Swift End
- Devastating blows gets you way more value. It's there all the time and this is only usable on shield. At level 5 this adds ~360 damage to a single combo (3s), but that number really isn't exact and is likely a little lower. Just an estimate. Biggest argument for this card is you can re-proc it by strafing your shield, so it's shield duration + 3s. But if an enemy shield is in your way then you lose value unless your aim is to try and burst down the shield. The card is
still fun though. So if you're not looking to be optimal, go for it! Same applies to some other cards above.
No: True Freedom
- If you take one thing away from this comment. Don't use this card. It's a scrub trap. There's better one pointers and when you get used to the character you'll find this card is just training wheels that don't even really need to exist. Even if you miss a hit on your weapon or hold it for a bit longer, the value is just too small. The New Order
- Not as bad as True Freedom is, but the value is way too low and other cards are just way better. Most chains will hit 1-2 enemies max. Even at 5 that's a 150-300 shield for way too many points. Unyielding Advance
- It's like using Guardian as an item: don't. People will buy wrecker and decimate your shield even with this at 5. And if they don't your shield will last more than long enough. Face to Face
- I mean, you can kind of meme with this, but even then the value is just bad. Base pull does it's job just fine, and using this to soften the blow from the other team building resi doesn't help a whole lot in comparison to other cards.
If anyone wants my builds for reference, I'll put them here. Just remember this is for how I play the character and what personally found me the most success:
AA= Abyssal Authority, CoC = Center of Combat, FC = Forever Changed, TLT = The Little Things, DB = Devastating Blows, BP = Brutal Pursuer Balanced
- CoC 4, AA 3, FC 3, DB 3, TLT 2. Main build I use almost all the time. Bulky
- FC 5, CoC 4, AA 3, TLT 2, DB 1. I use this build either when I need more health, or more often when I know enemies are going to be farther from me so I won't get value out of DB. Damage
- CoC 5, AA 4, DB 3, TLT 2, FC 1. I use this build when facing another Nyx or really bulky comps. Especially with Lilith as the support with 2 tanks. Really messes with her resources. Off-Tank
- CoC4, DB 4, TLT 3, BP 3, AA 1. As off tank you need that extra bit of movement speed. Even though it isn't substantial, it helps a lot. You're not the center of the fight as off-tank, so AA doesn't get as much value, but CoC adds to your damage. DB is at 4 so you can get stronger pokes from a bit farther and TLT 3 lets you rift slash more and keep that move speed up. Don't use it exclusively for the speed though.
Talents Show of Force
- This is my favorite talent for her by far. The extra second lets you deny more space and the cripple increases pick potential for you and your team. Biggest downside if there's a lot of CC on your team you'll lose value so you might be better off going Abyssal Breach in those cases. But you can definitely still work around it even then. Abyssal Breach
- The talent I used on point before they buffed Show of Force. Having your shield more often on point is really helpful and it punishes anyone trying to push past your shield in narrow spaces or catch you while you're strafing it in open ones. Great if your team has a lot of CC like I pointed out above. Also don't forget you can use your chain pull to bring people through the shield for that extra damage if you find a good chance for a pick. This goes for pulling enemies through it with your ult as well, but if resi is up it's not nearly as viable tech. Subjugation
- A lot of people say it's her best, but I say it's situational. If you end your aura early with it, you lose a lot of that nice damage and ult charge. But this talent is still really useful. Great as an off-tank talent if your team doesn't have a lot of useful CC so you get more value out of this from forcing resi or someone on the enemy team ignoring resi. Make sure to track who has it for you picks. On point you would only use this if you know the enemy has an agile champion your comp isn't equipped to deal with and you know you won't hit those Show of Force cripples. If your team has a lot of CC then Show of Force is the better off-tank talent.
Well, that's the end of the guide. I know that was a lot of text, but so are her ability descriptions in game lol. I hope that some of the info that I put here was found useful by someone. Take care and glhf!