For me personally i always liked doing the fire on death → +25 dps vs light (tickle battery dps to armored) As the highest priorities then the +100% radius oil just as more of a qol thing for clunky pathing or more liberal fire and forget use dousing hybrids and often having leeway on splattered lurkers and creep spores providing extra area.
Aoe on death is a obvious one, it helps him deal with waves. I usually get it first but if someone wanted to hypothetically get the +25 dps with a targeted douse to hit multiple buildings to focus less on wave clear but on targeting a building douse to get all the early buildings in manually and then get chain fire later, i could definitely see that as a viable variant/preference at least.
You nearly always want to have both Fire on death + 25 dps though. The 2x radius is more of a qol thing and if you have to finess Blaze more to the front to individually micro him to light the targets on fire to cope for his ai sometimes getting bodyblocked, it can help make his fires much more reliable.
The Radius thing is definitely the lowest priority but a nice thing to have when resources are spare.
On Miner’s evacuation i’ve messed around sometimes with a experiment just to see what happens if you only got the +fire on death, no +25 dmg with wondering if you could use it to sustain infinite burning fires like a fuse on a slow death.
The results were, it kinda works, but you definitely get a lot more kills with both combined. If you just get fire and no +25 dps to light upgrade, the fires will have much greater ease constantly spreading on the living trickle of dead…
But they get to shoot you while they’re alive and in vision. The +25 dps upgrade kills them practically fast enough to put the fire out.
But it’s just undeniable that you just get a lot more kills with both combined than just 1 without the other.
Though it’s pretty fun to mess around with just hordes of flaming undead burning on miner evac forever, the +25 dps upgrade and +fire spread on death are just great combined.
The dmg upgrade is also nuts on don buildings so it’s almost a must have to have both. While on Miner evac if you wanted to get away with a one upgrade eternal fire blaze you can. But he’s just so much more effective with both combined.
He’s mostly effective (and very effective), on infested and zergling swarms for obvious reasons.
His armored damage is disapointingly low enough on roaches, but you can still use him to set swarms of marines on… Fire if you’re into war crimes. (Marines are rarely too uncompact to need more than a grenade though.).
But he does also set hordes of light infantry on fire okay, but he’s mostly a anti infested(DoN/Miner Evac)/Swarmling pick.
His ult gear is pretty much worthless and of all the outlaws the lowest ult gear priority so you don’t have to worry about researching it.
The only units it really helps against, yamato cannons to the face and Hybrids to the face aren’t really units you should be building a anti light ground unit specifically for anyways and he still handles them fine without it.
If you’re using lone wolf or splitting for any reason. One small trick is that if you don’t need the precise control of a minimap to pilot 5 outlaws from once, you can either pilot them all from the minimap itself to make controling multi outlaws/armies easier, as well as double tap control groups like 3 twice to teleport your camera to wherever they are.
This can make using lone wolf much less of a camera headache as well as enhance abilities to pilot and control multiple armies at once such as lone wolf tychus, Dogwalker odin + mind controlled 17 battlecruiser/Carrier/Thor+nikara army + main army in a 2 healer Tych/Rattle/Vega/Nikara/Sirius Flex Malwarefare p3 fun comp.
Or be pretty handy for splitting up beefy commanders who might have mobility as bigger problems than their deathball like p1 raynor who can easily split his army into 2-3 deathballs fine and use the micro freed up from muling to pilot additional armies or spawncamp with vultures much more relaxedly at 200/200 carefreely.
The control group double tapping makes it easier to control multiple groups and snap cameras if needed for precise targeting, the minimap targeting alongside shift quing orders can make it easier to have units or control groups self pilot themselves while another group is microed. (Though minimap nade targeting is crap), it is a pretty nice system.
SCVs can also be used to provide vision and for the first night while tychus can struggle to split, a scv at the top can be used to medivac and defend the first base. A p3 odin can also usually solo defend the center south gate fine with it’s aoe and tankiness and by preventing the first gate from breaking, it buys much more time for the group to clear out the other nights as the north gate tends not to be attacked again if protected.
Chokers however on north with bad rng can be a crappy major game risk however, as they are one of the few units that can easily immobilize and shut down a tychus army and 2-3 chokers + horde in the north with bad luck (or a bad ally), can semi softlock them into a choked state until it’s too late or too much attrition damage has been taken etc. Otherwise without it, you can usually chainfire. The fire is limited by vision so sometimes you can spread it further by having blaze or sirius(low auto dps), to go on scenic walks to spread it further.
If you do it right, you can even have the infested attacking you set the buildings they’re coming from on fire with chainfires.
It’s extremely powerful and if you got a excellent defender who’s not a idef fail like a p0 karax who… doesn’t attack during day, but loves to afk single target, aoeless cannons… With a prestige that can’t mass siege tanks like swann or add aoe monoliths like Zeratul or the attack boost of p1.
It can be easy to get a bit paranoid with defences but if your ally is a solid and you can just attack nonstop, you can easily take advantage of the chainfires to continue attacking during the night with tychus’s great sustain and chain fires to set buildings ad naseum on fire. (Just be ready to always watch the base in case of breakage. And if your ally spawns on left and gets hunterlings, sometimes a railgun turret can be pretty nice for them. The 2x2 high dps is pretty good at fitting behind the mineral lines to kill hunterlings.