*Rocket Barrage on a creep wave can kill one melee creep. This is the best-case scenario. Don't farm lanes with rockets.
**Using it to push faster is fine though.
*Homing missile works a lot better when they don't see me release the missile.
*Support Gyro's job is to use Homing Missile to extract enemies from the creep wave and the threat of Rocket Barrage to zone them out afterwards.
**If I see an enemy Gyro and a rocket bearing down on me when I'm farming a creep wave, running away is often worse than taking the stun in the middle of a friendly creep wave.
***Just don't get caught with the missile as the creep wave dies.
*Flak Cannon is supposed to be a flash-farming and teamfight tool. But it also cancels any nearby Clarities.
*Gyro has a pretty good night 1 wraparound mid gank. Wait for them to enter the river and drop a missile on their high ground. If they back up they eat a full rocket barrage. If they don't, they take a 2 second stun right in front of my mid and probably also eat half a rocket barrage on the way out.
*Meaty calldown from fog is also a nice gank tool. The damage is nice, the slow lets me catch up and the AoE clears out any stray rocket-attractors.
*Jungling with Flak Cannon is mana efficient but a little underwhelming in terms of speed due to its CD. Stacking helps some. But there are also a few places where I can cut down a tree and flak down two or more camps at once, like the Radiant pullthrough spot.
**With HotD but no tree-cutters, a dominated creep can give vision for multi-camp flak in the same spots.
**The pull camps can also be used to flak down creep waves without them gaining vision of me.
*Homing missile range is slightly longer than normal night vision range. This can be used to set up from the fog.
*If possible, get a high ground ward for mid river fights. In addition to the normal utility, it lets Gyro flak creeps in the river to safely poke heroes on the high ground.