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Gyrocopter After serving through a lifetime of wars, upheaval, riots, and revolutions, the brass figured Aurel had seen enough. But in addition to a few trinkets and his considerable pension, the erstwhile engineer left with something far more interesting: a long-forgotten, incomplete schematic for a Gyrocopter, the world's first manned, non-magical flying device. Retiring to the tropical obscurity of the Ash Archipelago with little else but time and money, he set to work building the device. As the years wore on and the remains of failed prototypes began to pile up, he began to wonder if mechanical flight was even possible. A decade and a day after his retirement, on a sunny afternoon with a southerly breeze, Aurel sat in his latest attempt bristling with indignation and expectant failure. With a grunt of effort he pulled the ignition cord and covered his head, waiting for the inevitable explosion. However to his great surprise he began to lift and, following a few panicked adjustments, stabilize. Within an hour, he was ducking and weaving with the breeze, level with the gulls, and Aurel found himself filled with the breathless wonder of flight. As dusk settled in he set a course back to his workshop, but no sooner had he turned his craft when a cannonball tore through his tailfin. Disentangling himself from the wreckage, he swam toward the nearest piece of land in sight, and cursed to see the ship responsible for the cannonball collecting the debris. Days later, when Aurel returned to his workshop, he set to work on yet another gyrocopter, this one capable of carrying a much heavier, more dangerous payload.
For abilities, stats, and other information, visit this hero's Liquipedia page here: http://wiki.teamliquid.net/dota2/Gyrocopter
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So guys... did you try this hero mid with max homing missile ? It's hilariously strong against everything except a few heroes.
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Max missile has always been strong in solo lanes. It's rare for a single hero to have enough attack speed to kill the missle early game, even before the hits required was buffed.
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What's your favourite build for mid Gyro ? I like to go for the classic BKB -> MKB build with just a bottle added to it.
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going bkb into mkb blindly seems pretty bad. all builds should be according to how the game is going.
bottle is a must have on mid gyro. the hero has fast ms and stupidly strong solo kill potential if the opponent tries for the rune or have supports guarding.
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On June 11 2014 02:54 HighTimeDotA wrote: going bkb into mkb blindly seems pretty bad. all builds should be according to how the game is going.
bottle is a must have on mid gyro. the hero has fast ms and stupidly strong solo kill potential if the opponent tries for the rune or have supports guarding.
? It's not "blind". It's like saying that going Bfury -> Manta Style on AM is pretty bad because all builds should be chosen according to how the game is going. I think BKB -> MKB is the standard for Gyrocopter, it gives you survivability and a lot of damage. It's obvious that if the enemy has no disables you can skip BKB, but how many times does that happen? I think it's worth going BKB even if the enemy team only have 1 disable. edit: You didn't even give me a good reason why BKB -> MKB is bad...
edit2: I'm also undecided if going for a early MoM instead of Dominator is worth it or not. The MoM gives me a lot of fighting power, dropping all your flak cannon hits in a millisecond is quite legit, but it also makes me super squishy. The Helm of Dominator is safer but I find that on its own is kinda useless.
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i think you should prioritize butterfly over mkb bracer hod bkb bfly with a bottle and a stick and what not and ogre club before hod or whatever
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On June 11 2014 02:58 BlitzerSC wrote:Show nested quote +On June 11 2014 02:54 HighTimeDotA wrote: going bkb into mkb blindly seems pretty bad. all builds should be according to how the game is going.
bottle is a must have on mid gyro. the hero has fast ms and stupidly strong solo kill potential if the opponent tries for the rune or have supports guarding. ? It's not "blind". It's like saying that going Bfury -> Manta Style on AM is pretty bad because all builds should be chosen according to how the game is going. I think BKB -> MKB is the standard for Gyrocopter, it gives you survivability and a lot of damage. It's obvious that if the enemy has no disables you can skip BKB, but how many times does that happen? I think it's worth going BKB even if the enemy team only have 1 disable. edit: You didn't even give me a good reason why BKB -> MKB is bad... edit2: I'm also undecided if going for a early MoM instead of Dominator is worth it or not. The MoM gives me a lot of fighting power, dropping all your flak cannon hits in a millisecond is quite legit, but it also makes me super squishy. The Helm of Dominator is safer but I find that on its own is kinda useless.
its not. most people go bfury--> manta on am. a small percentage of ppl go bkb --> mkb. why would you get mkb if there no evasion it makes no sense.
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Why is mkb a standard item on gyro but not on other agi carries?
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Because of the way Flak cannon works.
Flak cannon is a predominant source of Gyro's damage by his 2nd/3rd major item. With Flak down, Gyro's right click ability is no more impressive than any other Agi hero given his low range and lack of notable skills/attributes to boost his damage output. Because of this, there is some motivation to maximize the amount of damage you can deal in 6 attacks to maximize the fighting effectiveness of the skill, rather than buying the usual more balanced combat item options. It's similar to how TA favors damage items like Deso and Crit first to maximize her Refraction/Meld burst, except orbs, -armor, and crit all interact more favorably with Psi Blades than they do with Flak Cannon (since Psi Blades splashes actual damage dealt as pure damage rather than being treated as separate unmitigated autoattacks), whcih pulls MKB somewhat ahead if we're talking purely about Flak damage.
That said, it also sacrifices up-front manfighting ability to some degree for raw damage, which I think in many cases is a mistake on this hero--given his low range, it's in many cases necessary to maximize your frontline fighting ability even if it's somewhat at the cost of Flak damage, which favors Butterfly over MKB a lot of the time.
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So its really for no other reason than the huge +damage? I see. I wasn't sure if there was something with the true strike that I was missing. Couldn't you get other items that would serve the same purpose and have other uses? Like a radiance or something?
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Radiance isn't exactly more useful, has poorer buildup, and gives a lot less damage.
Really, the idea of going all-in on Flak damage rather than getting more balanced combat options at 2nd item is pretty questionable overall. But if you are going solely for Flak damage, it's going to be MKB or Rapier.
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Radiance is just inefficient damage if ur not using the burn to farm/fight but gyro very squishy and has high burst-damage so a radiance doesn't synergize with him like that at all and it also doesn't really help him farm its straight awful.
There aren't really "other" high flat-dmg items. MKB, Daedalus, Rapier and Deso are realistically the only pure +DMG items (outside like battlefury) and neither crit nor deso -armor effect nor MKB minibash proc with flak cannon (except on the primary target). Thus you take the highest pure +dmg choice (MKB).
However butterfly is quite often the choice now since its still a very high flat damage with so much other upside. Rapier remains ownage if u can secure aegis (or have BKB/Satanic/Butterfly already vs no BKB-piercing disables)
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Hotd bkb -> butter or/and mkb -> satanic. Pretty much the only route to play carry gyro. Last item likely to be hex/linkens/manta/abyssal/daedelus/rapier/skadi depending on what you need.
One big mistake players make is going satanic right after bkb.
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I gave up on winning with this guy when I got him for 10 hero challenge... hehe
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On June 11 2014 13:42 synapse wrote: I gave up on winning with this guy when I got him for 10 hero challenge... hehe
Why? I always found him to be easy. Even if I'm not babysat, he has a decent killing potential. You don't always need high ranks of flak/barrage early on, so you can invest in stats too in some cases. If all else fails, just contribute with call down + pseudo disables like orchid/halberd/diffusal. Many ways to play him in pubs.
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I usually get Aquila first as a stats item; I like to be ready to TP countergank before level 6 and boots -> TP + wraith band -> Aquila is a good build for early relevance.
Also, Dominator over MoM because it pays off the Helm component by stacking camps for flak cannon. When I'm farming your first set of ancients, I activate Flak Cannon about 8 seconds before you arrive at the stack so it cools down soon enough to be useful, which lets me start farming ancients sooner.
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Gyro is one of my favorite pubstompers, he can carry hard while still contributing a lot in the midgame due to his skill set. I always go phase aquila on him, sometimes drums then typically hotd + bkb. He can farm stacks very quickly, so if you don't have supports stacking remember to get stacks going whenever you find yourself near your jungle around the 30 second mark. When you guys go carry gyro do you max missile? I typically max his other skills, get one point in missile then go stats as I find he needs the extra tankiness in the midgame or he gets blown up too easily.
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whenever I get Gyrocopter, I try to get Phase, Drums, BKB and then MKB; but I find I always lack the necessary time to reach MKB. If I go MKB before BKB; it really hurts me as well.
I can never seem to get the timing down for him.
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Gyro has been a game loser since MLG or earlier. DK used to draft him a lot when they played their "every hero does a shit ton of aoe" strat but that didn't go great for them.
The flak nerf hit him really hard - the fight will always be decided before your 2nd flak volley. Gyro can't split push so you have to 5 man. However, Gyro is also awful at pushing t3 with his range (and you can't waste flak to zone anymore). Gyro isn't a late game monster because he can't actually win the game vs solid lineups.
As such, you should aim to win the game before ~45 minutes. The build I would use is HOTD -> BKB -> BFLY -> SATANIC -> RAPIER. Early HOTD lets you stack, and is used later in your build up. You should get bkb fast enough anyway assuming free farm. BFLY + SATANIC make you extremely tanky and allow you to manfight + force high ground.
There are games that you can play safe and not go rapier, but a solid line up should be able to put up a solid high ground defense, and split push a gyro to death. In those situations losing a push is a loss even if you don't drop a rapier.
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