Aurel Vlaicu the Gyrocopter is a ranged agility Hero, capable of outputting a lot of single target and area of effect damage at a multitude of ranges. Earlygame Gyrocopter is a strong ganker, with Rocket Barrage able to output a lot of damage in a short amount of time if he and his target are alone. His defining ability, Homing Missile, is a long range projectile that forces opponents to either stop and engage to take out the missile, or run to a safe location before being stunned. Thanks to his third ability, Flak Cannon, he is also an excellent pusher, and with it can farm up big items in the midgame as his spells start to fall off in damage. Flak Cannon also allows him to hit everyone in a teamfight with his autoattack, and with enough damage items he can inflict a lot of damage to the entire enemy team. Call Down is a useful ultimate with a low cooldown, and with an Aghanim's Scepter Gyrocopter can become a global presence, able to push or gank from anywhere on the map.
Launches a salvo of rockets at nearby enemy units in a radius around the Gyrocopter. Lasts 3 seconds.
Number of Rockets: 30
Damage Per Rocket: 11/15/19/23
CD 7/6.5/6/5.5 Mana 90
Fires a homing missile to seek the targeted enemy unit. The missile gains speed over time, and deals greater damage the farther it has traveled. Enemy units can destroy the missile before it reaches its target.
Cast Range: 1050
Stun Duration: 2.2/2.4/2.6/2.8
Minimum Damage: 50
Maximum Damage: 110/220/330/440
CD 20/17/14/11 Mana 120/130/140/150
Gyrocopter's attacks hit all enemy units in an area around it for a limited number of attacks. Only the main target of attacks will receive attack bonuses such as Critical Strike. Lasts 15 seconds or until the attacks are used.
Duration: 3/4/5/6 attacks, or 15 seconds
CD 20 Mana 50
Call down an aerial missile strike on enemy units in a target area. Two missiles arrive in succession, the first dealing major damage and minor slow; the second dealing minor damage and major slow.
Range: 1000 (Global*)
Missile One Damage: 250/300/350
Missile Two Damage: 100/150/200 (175/225/275*)
Missile One Movement Speed Slow: 20%
Missile Two Movement Speed Slow: 50%
CD 55/50/45 Mana 125
STARTING - To start off, get two Tangos, a Clarity, Slippers of Agility, and a Ring of Protection.
LANING PHASE - If you're paired with a support hero, try to last hit as much as possible, otherwise you should be able to finish a Ring of Basilius in no time regardless of farming or not. While still in lane, purchase an Urn of Shadows, but try to finish it before sending the courier to deliver it, as you'll tie up the courier if your carry needs it.
Next quickly purchase a Wraith Band and finish your Ring of Aquila.
This will provide a nice armor bonus and mana regen to anyone nearby, including some stat boosts to yourself. Now begin the ingredients for Yasha, keep in mind you can purchase the Band of Elvenskin in the side shop.
MID GAME - Once you have that, people should be hopping between lanes to push towers or gank, and you should have no problem finish your Power Treads, set to Agility for an armor and damage bonus over the health, since you'll be compensating for that next. Now it'll take a little time to farm up the two parts of a Shadow Blade, but it is worth it. You can clear out the lane creeps like no one's business with your Flak Cannons, so always be shooting something for money. Now you have an escape and boots, you can get a big health bonus with a Point Booster for the Aghanim's Scepter. The scepter will give you global cast range of Call Down, enabling you to support your team even if you're on the other side of the map, although you generally should not be...
END GAME - At this point, the game should be well in hand or already over, but if it still proceeds, sell your Ring of Aquila, pick an item from the over fed section and work towards it. I personally started getting Ethearal Blade, as it gives a huge agility bonus and a good single target nuke. Use Call Down or Homing Missile and right before the impact, blast them with the Ethearal Blade. They'll take the nuke damage and 40% bonus damage from whatever spell you cast on them.
GANKING - Gyrocopter can be an incredibly powerful ganker, provided he sets it up correctly. Initiate with the Homing Missile, and try to cast it from behind the trees at the maximum range of 1000. This way, the enemy won't see the missile until it's too late, and if they try to run at all, it'll deal full damage with the stun. Don't run in until the missile gets close, or they'll run away to the safety of a tower before the missile can stun them. If you succeed with the stun, get up close, activate Rocket Barrage, and keep as close to them as possible, all the while autoattacking them. This gank will pretty much guarantee a kill.
TEAMFIGHTING - Try not to initiate a team fight, rather wait for someone like Sven to aoe stun or Axe to use Berserkers Call, then cast Call Down to get as many enemies within the aoe as possible, or if they're running away, lead the target. Rocket Barrage isnt terribly useful here since theres too many targets to do any damage, but instead keep Flak Cannons on cooldown. You'll hit the entire enemy team with your auto attack for 6 attacks, and with a few attack speed and agility boosting items, this can deal out significant damage. If any enemies with low health try to run away, immediately cast Homing Missile and let it do its job.
While in lane early game, farm and constantly harass any melee enemies that get close to the creeps to try to force them out of lane, but don't try to harass ranged heroes unless they step across the creep line as they have almost double your range and you'll agro all the creeps if you attack the enemy hero. Cast Homing Missile as often as possible and chase with Rocket Barrage. This deals insane single target damage, and will pretty much always secure the kill in the early game. Due to the ridiculously low cooldown of Rocket Barrage at 5.5 seconds at level 4, spam this when you're fighting one or two heroes, provided there aren't any creeps around to spoil the shot. Call Down is fairly useful in a team fight and should definitely be used often, but it really shines when you receive the global cast range from Aghanim's Scepter. You can finish off enemies across the map, or support your team with the damage and slow. When Flak Cannon is level 3 or 4, start using it to clear out creep waves and rack up a ton of money for items. Additionally, once you have Shadow Blade, when approaching a team fight, cast Flak Cannon, and THEN Shadow Blade, as you'll then get the 150 bonus damage from Shadow Blade to hit everyone near you with Flak Cannon.
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