GYROCOPTER GUIDE (by ALEXALEX303)

  • Tittle: They won't know what hit them
  • Author: ALEXALEX303

Teamfight: He's got an basically average stun but it takes time to land it, he can do more then average damage if there are no creeps near the fight but his right-click power sucks and he's got really low hp so he can die easily.

Support: As i said earlier he's stun is very good, especially when he has someone to help him whack, his ultimate is very hard to land..but if landed properly then BAM-BAM DEATH FROM ABOVE!!.

Carry: He has carry potential just as much as techies, if he's overfed yeah, but any hero can carry if overfed..in a normal game he can't carry.When the game reaches late game basically any late oriented hero can kill him without to much of a fight.

Ganker: Here he shines, he can execute the stun from the fog and also use the ultimate slow+stun and a few right clicks..dead.Even the stun alone can aid an gank much or even used as an finishing move.

When to pick
  • When your team needs someone to initiate
  • When your team lacks of stun/slows
  • When your team is 4 melee carrys(pub ftw )
  • When your team is melee oriented and needs someone to support them


Skills

 Rocket Barrage
Gyrocopter unleashes a massive salvo of rockets, striking random units in a 400 aoe. Fires 30 rockets over 3 seconds.
  • 1. Mana 90 / Cooldown 7 / Duration 3 seconds / 11 dmg/rocket
  • 2. Mana 90 / Cooldown 6.5 / Duration 3 seconds / 15 dmg/rocket
  • 3. Mana 90 / Cooldown 6 / Duration 3 seconds / 19 dmg/rocket
  • 4. Mana 90 / Cooldown 5.5 / Duration 3 seconds / 23 dmg/rocket
  • The rockets can only hit units you have vision over.
  • Damage type: magical
 Homing Missile
The Gyrocopter launches a homing missile that will follow the target until it impacts. The missile is inactive for 3 seconds upon launch and then begins slowly accelerating towards the target. Stuns the target for 2.5 seconds and deals damage based on how far it is from its starting point. The missile can be destroyed by 3 attacks from a hero or tower.
  • 1. Mana 120 / Cooldown 20 / Duration 2.2 seconds / Damage up to 110 and stun
  • 2. Mana 130 / Cooldown 17 / Duration 2.4 seconds / Damage up to 220 and stun
  • 3. Mana 140 / Cooldown 14 / Duration 2.6 seconds / Damage up to 330 and stun
  • 4. Mana 150 / Cooldown 11 / Duration 2.8 seconds / Damage up to 440 and stun
  • Towers do half damage to the rocket.
  • Enemy gains vision over the rocket 1 second after it starts moving.
  • The crosshair over the target is visible to allies only.
  • Damage type: magical
  • Minimum damage is 50.
  • Maximum of damage is reached when the rocket is 1500 distance away from the point where it started
 Flak Cannon
The Gyrocopter enables all of its cannons, allowing its attacks to strike all enemies in a 1000 aoe. Lasts for a limited number of attacks or 15 seconds. Does not work with illusions.
  • 1. Mana 50 / Cooldown 30 / Duration 3 attacks or 15 seconds / Each enemy in AoE takes damage
  • 2. Mana 50 / Cooldown 30 / Duration 4 attacks or 15 seconds / Each enemy in AoE takes damage
  • 3. Mana 50 / Cooldown 30 / Duration 5 attacks or 15 seconds / Each enemy in AoE takes damage
  • 4. Mana 50 / Cooldown 30 / Duration 6 attacks or 15 seconds / Each enemy in AoE takes damage
  • Your attack range is still limited to 375 range.
  • Attack modifiers only work vs primary target.
 Call Down
The Gyrocopter launches two missiles at the targeted area. The first missile strikes in 2 seconds, followed by the second missile at 4 seconds. Enemies in the area when a missile strikes are damaged and slowed.
  • 1. Mana 125 / Cooldown 55 / Duration 2/3 seconds / Deals 250/100 (250/175*) damage and slows for 20%/50%
  • 2. Mana 125 / Cooldown 50 / Duration 2/3 seconds / Deals 300/150 (300/225*) damage and slows for 20%/50%
  • 3. Mana 125 / Cooldown 45 / Duration 2/3 seconds  / Deals 350/200 (350/275*) damage and slows for 20%/50%
  • The effects and duration columns show: First rocket/second rocket
  • The visual warning indicator is visible for allies only. The enemies can see the rockets fly out of you though.
  • Damage type: magical
  • Can be improved by Aghanim's Scepter (* shows the improved values)


Skillbuild
  • 1. Homing Missile
  • 2. Rocket Barrage
  • 3. Homing Missile
  • 4. Rocket Barrage
  • 5. Flak Cannon
  • 6. Call Down
  • 7. Homing Missile
  • 8. Flak Cannon
  • 9. Homing Missile
  • 10. Rocket Barrage
  • 11. Call Down
  • 12. Flak Cannon
  • 13. Rocket Barrage
  • 14. Stats
  • 15. Stats
  • 16. Call Down
  • 17-23 Stats
  • 24. Flak Cannon
  • 25. Flak Cannon


Items

Starting Items
 / 
  • GG Branches give you cheap stats that are very useful early game, they can also be converted in Magic Wand.
  • Slippers give you nice damage and a bit of AS that can be so usefull to LH/Deny and they can also be converted in Wraith Bands later.
  • Tangos are bought so you can stay longer in lane especially if your team didn't buy any chickens.
  • Clarityes are bought so you can spam your homing missiles a bit.
  • Magic Stick is option but can save your life especially versus an ezalor .
Basic Core
 OR  / 
  • Bottle is used on many heroes due the fact that it can be used both in defense or attack, also useful on our friend Aurel.
  • Boots of Speed a must have on any hero.
  • Urn of Shadows a must have on any ganker, the heal is just to good to ignore and being an ganker you get a lot of charges.
  • Lothar's Edge most people think that only pubs use lothar, i must say that they are the pubbies.It provides 38 damage and 10 attack speed useful for right click power and it's main use Wind Walk.
Mid-Late Game

 Black King Bar It's a must due the thing that it gives HP , damage and mostly Avatar so that Aurel can land his spells without being stunned.

 Manta Style gives you agility,movement speed and 3 illusions, only the illusions itself help you a lot in dealing damage and confusing the enemy.

Situational
  • Blademail especially in the mid game the enemy heroes will focus you, buy this item and they will stop focusing or die doing it.
  • Diffusal most people say: "When you are facing an spell(intel) oriented team you should get hood" i don't agree.Diffusal if used correctly in combination with lothar will burn their mana before they can react.
  • Butterfly If you are facing a lot of "right-click" heroes then Butterfly is an viable choice.


Gameplay

Early Game (1-7)

Choosing a lane
In my opinion Aurel is a bit to squishy to go solo, he should lane with melee hero that can do a lot of damage(like ursa) or an hero that can stun often(like venge).

Laning
You should try to be as aggressive as you can, if the enemy fears you the second you go forward they go back so you can LH freely, but be careful to not push the lane too much or you will be more exposed to ganks.

Using homing missile
This skill is usually used to initiate but with 14 cooldown it can be used as a finisher too.

Mid Game (8-14)
This is the part where you are starting to go down in usefulness, there are 3 words that you should remember in this stage:
  • GANK
  • GANK
  • GANK
Ganking
Lock-on target on an low mana/hp hero(to be easy) use the rocket..count to 3 then activate Lothar(you have it right ?) try to position yourself where the hero might go meaning that if you think that the hero will most likely run north position yourself north and when the rocket is about to hit him tap R he should be stunned and with 2/4 - 1/4 of the HP left keep right-clicking him..in about 2-3 seconds he should be dead.

Late Game (15-25)
  • This is the part where you are nothing excepting for a bit of pushing power and a stun.
  • Try to stick with your team-mates all the time, without them you are an flying glass target.
  • When you are not ganking with your team-mates you should push with Flak Cannon, having 20 CD you can pretty much spam it.
Edited by basicdotaguide.blogspot.com