GUIDE RATING

34 VOTES


GET OFF MY LAWN!

June 13, 2012 by Xajora
Comments: 26    |    Views: 286336    |   


Build 1

Build : Gyro

DotA2 Hero: Gyrocopter

Offense

Damage 41-51

Defense

Armor 4.36

Other

Movement Speed 315

Attributes

Strength 63
Agility 94
Intelligence 75.5

Basic Stats

Health 1689
Mana 1209

Purchase Order

Starting Items

Core

Nice to have,

Replacements for Shadow Blade

Personal favorite late games

HAIL TO THE ARGUMENT



Hero Skills

Rocket Barrage

2 4 8 9

Homing Missile

1 3 5 7

Flak Cannon

10 12 13 14

Call Down

6 11 16

Stats

15 17 18 19 20 21 22 23 24 25


GET OFF MY LAWN!

Xajora
June 13, 2012


INTRODUCTION:

Gyrocopter is an odd one, on one hand he has one of the best early games and can play very aggressively. Batrider himself may be afraid of a competent level 2 Gyrocopter given the right circumstances. Late game however, he drops off - his Q becomes luxury and may not even be used while his E becomes a viable option.

As gyrocopter, you should focus on getting early ganks as soon as possible. In dual lane constantly coordinate with your partner on setting up chainstuns or pushing enemies away from experience and farm. Level 2, 3, 4, 5, and 6 are very notable differences in gyro, get a feel for what you can do.

Solo mid gyro works as well, but has little intent on staying in lane. His W should be used to gank the top and bottom lanes constantly. Get a fair amount of safe farm and head out at level 6 on average.

Unless you want this adorable little bugger to fall off and be nearly useless late game, gank hard, gank often and get your core.

Here is a video guide on how Gyro plays and uses skills

Items

Early game, you want to rush treads and ring asap. As a moble ganking machine that can initate fights that shouldn't work for any other hero, you need movement speed and sustainability. Gyro will always have somewhat of a mana problem with this build but that shouldn't matter if you set up his stun properly and have the necessary support.

The reason for clarity and salves is for continued harass. You should be able to stay in lane for a long time with them and always have the mana to keep your opponents out of lane.


Shadow blade gives Gyro a way out. As somone who will be diving deep into enemy territory to chase after W stuns you need to have a viable escape mechanism and there is none as good as shadow blade. Granted, if you have another stealth or are playing against Bounty hunter and the like, get an alternative.

Butterfly is the ideal finishing item but Eaglesong costs a fair bit of cash. Manta style is made from cheap parts and helps with his gameplay ala confusion from his E and added DPS.

I am a personal sucker for orchid, it solves gyro's mana problem as well as gives solid stats and a fantastic active that all synergize perfectly for gyro. Nowadays I resort to this directly after a Shadow Blade or BKB.

Aghanims is in hot debate, many say gyro isn't gyro without it and others see it as a waste of 4000 gold. If you want it great, I would personaly take a BKB or an orchid over it any day though.

Skills

Q-Rocket Barrage:
Think of this as a low level juggernaut ult, if you can get a single target within range of you it will deal up to 600 damage at max rank without inhibiting your ability to attack. Late game it will be scale off and be of debateable use as it takes a second to fire up, early game it is your single best damaging tool.

W-Homing Missle:
The big one, the reason we play gyrocopter. At all ranks a 2.5 second stun with silly utility. How an enemy reacts to a rocket defines how you set up a kill or a forced lane exit.

If they accept the rocket is going to hit (the smart thing to do in some instances) and run to a tower/into the rocket, get in on them. Do as much damage as you can and then back off. If laning with another stunner or a nuker you might be able to go all in on it.

If they flee from the rocket always make the attempt to LOOK like you are diving in, either they set themselves up for death by Rocket Barrage by abandoning thier creep wave or they are scared away from gold and exp. Always make sure you have a teamates support before commiting for a kill however.

KNOW YOUR TARGETS-Avoid using on...
Anything with invisiblity (bounty hunter, sand king exc.)
Anything with easy magic immune (lifestealer, juggernaut, omni)
Anything that wont really care (Tidehunter, anything with a lot of early game health)



E-Flack Cannon:
Early game there is literaly not a single point in taking this skill, your damage would be low and (like all early cleaves) you would just push the lane. Late game however, it is one of your best skills in a teamfight and can be used to farm and push effortlessly. Nothing more to say.

Call Down:
Gyro's ult starts out phenominal and becomes less and less a threat as the game goes on. Always helpful in a teamfight, but never forget to use this to secure a kill early on. 350 damage and two slows means a LOT early game, so never be afraid to use it.

Try to not initate with this skill, send out a Homing Missle and wait for the team to be cuddled up. While it CAN be used for initation it will rarely see its full potential if used this way. Go by feel.



If you are laning with invisibility or if the situation warrants it, you can alternatively level Rockets a level ahead of Homing missle. This is a case by case act, but avoid maxing Q with two points in W. The style of Gyro may change from game to game as needed, but your missle will always have value and need levels.

Pros / Cons

PROS:
+ One of the best early games
+ TONS of fun
+ One of the most rewarding stuns in the game
+ Ability to set up dangerous ganks without much risk
+ Ultimate is astounding early game
+ Easy late game farm

CONS:
- Drops off late game unless fed
- countered by highly organized teams
- Extremely mana dependant
- No escape tech
- role confusion
- possibility to become useless if not fed
- Stun is unreliable


Do NOT play gyrocopter unless you have what is believed to be a responsive team who is willing to help you and listen to your calls. Give them the respect they deserve and they might give some back.

For a useless pro, he has some of the best voice acting in the entire game

When NOT to play gyrocopter

If the enemy team has 2 or more of the following:

Juggernaut
Omniknight
Lifestealer
Weaver
Rikki
Bounty Hunter
Broodmother
Phantom lancer
Sand King


If the enemy team is comprised mainly of ranged hero's making your missle useless.

Bloodseeker is unique in that he can kill somone who overextends much more easily than most thanks to his ultimate and haste. Consider your pick carefully as gyro will often dive beyond towers for kills.

Summary

In conclusion, Gyrocopter is a momentum baised hero that is very hard to shut down when set in motion. One of the best initators in the game and one of the best early game hero's requires good judgement calls and teamwork to work effectively.

When Gyro flies, he flies high.

Guide Discussion
1 2 3 >>
Quote | PM | +Rep by Xajora » June 13, 2012 2:07am | Report
I would love comments and can answer questions or add to the guide as needed. Im aware it is not pretty to look at at the moment but would love any sort of responce

Xajora


Unremarkable (3)
Posts: 27
Steam: xajora
Quote | PM | +Rep by kirbyruled » June 13, 2012 4:11am | Report
+Rep/+1

This certainly isn't a bad guide. You correctly assess Gyrocopter as an early-mid game hero and suggest solid items. The main criticism I have for you is your lack of Iron Branch -> Magic Wand early game. You can build three Iron Branches early game for less than the cost of one Circlet and be +1 better off in everything. Later on you can still build both Magic Wand and Ring of Aquila without being too cramped for slots. Efficiency is crucial!

kirbyruled


Unremarkable (16)
Posts: 129
Steam: kirbyruled
Quote | PM | +Rep by darkspider99 » June 13, 2012 11:10am | Report
Had the first game with this hero. Too much fun :D And @kirbruled, Magic Wand and Ring of Aquila was a good idea.

darkspider99


Posts: 4
Steam: darkspider99
Quote | PM | +Rep by Xajora » June 13, 2012 5:54pm | Report
Thanks for that kirbyruled, I see your point.
Editing guide

Xajora


Unremarkable (3)
Posts: 27
Steam: xajora
Quote | PM | +Rep by kirbyruled » June 13, 2012 7:33pm | Report
Quoted:

Thanks for that kirbyruled, I see your point.
Editing guide


No problem, Force Staff and Blink Dagger may also be worth a mention as alternatives to Shadow Blade. They provide similar positioning power without being as easily countered by a Sentry Ward, Dust of Appearance, Gem of True Sight or abilities like Track and Amplify Damage.

kirbyruled


Unremarkable (16)
Posts: 129
Steam: kirbyruled
Quote | PM | +Rep by Xajora » June 13, 2012 7:48pm | Report
I would imagine that people would pick thier items according to situational basis, if there is a bounty hunter on the enemy team or another invis on your team by all means get a Blink Dagger or Force Staff.

I always forget to put in what I consider to be basics XD

Xajora


Unremarkable (3)
Posts: 27
Steam: xajora
Quote | PM | +Rep by Shaele » June 14, 2012 4:19am | Report
I would also mention that aghanim is a CORE item and not nice to have, one of the few heroes that really needs that item for their lategame. Otherwise nice work!

Shaele


Posts: 5
Steam: numaniel
Quote | PM | +Rep by Xajora » June 14, 2012 11:10am | Report
Shaele wrote:

I would also mention that aghanim is a CORE item and not nice to have, one of the few heroes that really needs that item for their lategame. Otherwise nice work!


I directly state the Aghanim is nearly useless. Global is a nice toutch but it doesn't make him into any better of a killing machine in a teamfight.

I understand how the thought of global is inticing, but it's generally just not worth it. That 4000 gold on an Orchid just means so much more.

Xajora


Unremarkable (3)
Posts: 27
Steam: xajora
Quote | PM | +Rep by Pranzatelli » June 14, 2012 4:01pm | Report
As for Aghanim's, the ability is on a 45s CD. I would use to push multiple lanes at once. Surely you're not teamfighting every 45 seconds.
I would replace one of the Salves with a Tango and all of the Clarities with a Circlet. You really shouldn't need mana, and Gyro's very good at last hitting/denying, so popping a Clarity in the background for 20 seconds every so often doesn't seem optimal.
Personally, I love Radiance and Assault Cuirass on this character, but if you want to buy a BKB and a Butterfly and a Manta Style, you're free to pretend you're Drow Ranger if you want to.

Pranzatelli


Unremarkable (3)
Posts: 15
Steam: thomas.pranzatelli
Quote | PM | +Rep by Xajora » June 14, 2012 5:52pm | Report
Pranzatelli wrote:

As for Aghanim's, the ability is on a 45s CD. I would use to push multiple lanes at once. Surely you're not teamfighting every 45 seconds.
I would replace one of the Salves with a Tango and all of the Clarities with a Circlet. You really shouldn't need mana, and Gyro's very good at last hitting/denying, so popping a Clarity in the background for 20 seconds every so often doesn't seem optimal.
Personally, I love Radiance and Assault Cuirass on this character, but if you want to buy a BKB and a Butterfly and a Manta Style, you're free to pretend you're Drow Ranger if you want to.


Decent points, adding a few of those items.
Salve is for stying in lane after a diving kill, as gyro you will most likely need big heals rather than sustained hp in lane. Most people are afriad to poke gyro. As for Agranims, its in "nice to have" if you want it go for it.

The reason he needs mana is to constantly have enough for W and Q to either kill an enemy hero in lane or to scare them away from exp. I dont play him like a carry, he just gets the items of one.

Xajora


Unremarkable (3)
Posts: 27
Steam: xajora
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