Aurel 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. Early game 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 second 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, providing a large area slow and nuke making it great for team fights. With the right items, he can also transition into a carry role.
Bio[edit | edit source]
Gameplay[edit | edit source]
Abilities[edit | edit source]
|Launches a salvo of rockets at nearby enemy units in a radius around the Gyrocopter. Lasts 3 seconds.|
|Cast Animation: +|
Search Radius: 400
Rockets per Second: 10
Damage per Rocket: 7/12/17/22
Barrage Duration: 3
- Despite the visual effects, the damage is dealt instantly, rather than on projectiles hit.
- Gyrocopter can act freely during Rocket Barrage.
- Deals damage in 0.1 second intervals, resulting in 30 damage instances.
- Can deal a total of 210/360/510/660 damage (before reductions), assuming all rockets hit.
|Fires a homing missile to seek the targeted enemy unit. The missile gains speed over time, dealing damage and stunning when it impacts the target. Homing Missile deals greater damage the further it has traveled. Enemy units can destroy the missile before it reaches its target.|
|Cast Animation: +|
Cast Range: 1050
Hero Attacks to Destroy: 3/3/4/5
Tower Attacks to Destroy: 6/6/8/10
Minimum Damage: 50
Maximum Damage: 125/250/375/500
Stun Duration: 2.2/2.4/2.6/2.8
- Homing Missile's initial speed is 340 and increases by 20 per second.
- Only attacks from heroes, illusions (counting as heroes), towers and the fountains (counting as towers) can damage the missile.
- Though the damage is capped, the missile's speed keeps on increasing until it hits the target or is destroyed.
- The missile is placed 150 range in front of Gyrocopter and starts moving 3 seconds after cast.
- The crosshair over the target is visible to allies only.
- When the missile hits its target, its 400 range flying vision stays at the location for 3.5 seconds.
- The missile's damage is based the distance between the rocket's starting position (150 range in front of Gyrocopter upon cast).
- To deal more than the minimum damage, the missile has to hit its target at least 601/301/201/151 range away from its starting position.
- This is how much damage the Homing Missile deals (before reductions) on certain distances:
- 300 distance: 50/50/75/100 damage
- 600 distance: 50/100/150/200 damage
- 900 distance: 75/150/225/300 damage
- 1200 distance: 100/200/300/400 damage
- 1500 distance: 125/250/375/500 damage
- The damage is capped at 1500 distance.
- The missile can be targeted by Force Staff, pushing the rocket forwards.
- When the missile gets affected by Chronosphere it gets instantly destroyed.
|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.|
|Cast Animation: +|
Search Radius: 1000
Number of Attacks: 3/4/5/6
- Flak Cannon interrupts Gyrocopter's channeling spells upon cast.
- The flak projectiles travel at a speed of 800, while Gyrocopter's own projectile speed stays at 3000.
- The flaks can be disjointed. They also can miss on evasion, unless Gyrocopter has a Monkey King Bar.
- Gyrocopter's attack range remains 365.
- The flaks are released at the same time as his attack projectile is released. Means when an attack misses, the flaks are still released.
- It does not matter how much damage the initial target from the attack takes, the flaks always deal damage based on Gyrocopter's base damage + bonus damage.
- This means that the armor of the initial attack target does not influence the flaks' damage at all. It also means that damage from attack modifiers like crits do not affect it either.
- So the only way to make the flaks deal more damage is to increase Gyrocopter's base damage via stats, give him a raw damage bonus, or reduce the armor of the flak targets.
- The flaks are treated like normal physical attacks, meaning their damage is reduced by armor type, armor value and Damage Block.
- However, attacking couriers, wards or buildings still causes flaks to hit all valid targets within the range.
- The number of attacks left is visible (to everyone) on the buff icon.
|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 for 2 seconds; the second dealing minor damage and major slow for 4 seconds.|
|Cast Animation: +|
Cast Range: 1000
Effect Radius: 600
Missile One Damage: 200/275/350
Missile Two Damage: 100/150/200
Missile One Move Speed Slow: 30%
Missile Two Move Speed Slow: 60%
Missile One Slow Duration: 2
Missile Two Slow Duration: 4
Side Gunner Attack Range: 0 ( 600)
Side Gunner Attack Interval: 0 ( 1.4)
- The first missile impacts 2 seconds and the second missile 4 seconds after cast.
- Provides 300 radius flying vision at the targeted area for 4 seconds after cast.
- Can deal a total of 300/425/550 damage (before reductions), assuming both missiles hit.
- The visual areal indicator is visible to allies only, but the sound effects are audible and the missiles visible to everyone.
- The side gunner has the same fire rules as Rocket Barrage.
- Fires while disabled, but not while hidden from the map, e.g when affected by Astral Imprisonment or Disruption.
- Does not attack while invisible.
- The side gunner's attacks work just like regular attacks e.g can Bash or trigger Unique Attack Modifiers.
Recommended items[edit | edit source]
- Shadow Blade is a useful chasing, positioning and initiation tool which also offers a good core of damage and attack speed for the carry or semi-carry role Gyrocopter will likely want to build into. The short ranges on his autoattack and Rocket Barrage mean that maintaining a good position in fights is vital for Gyrocopter, and given his fragility and lack of movement abilities, Shadow Blade is one of the most efficient ways to do this. In certain situations, it may also help you escape, although be careful not to rely on this too much against enemies who are canny enough to carry stealth detection items.
- Helm of the Dominator allows you to regenerate missing HP by farming the lane or the jungle, but it shines when used to stack the Ancient camp, which can be cleared rapidly with enough damage and points in Flak Cannon. Later on, if you are your team's main carry, it can be built into Satanic to allow you to stay in teamfights for much longer.
- Black King Bar should almost always be picked up, as Gyrocopter's low HP and lack of escapes make him extremely vulnerable to nukes and disables, especially when using Rocket Barrage.
- Monkey King Bar will grant vast amounts of damage and synergises amazingly with Flak Cannon, granting a huge damage boost against any enemies caught in its effective range. Bear in mind that Mini-Bash only works on your primary target.
Equipment[edit | edit source]
Tips[edit | edit source]
- Aurel the Gyrocopter is a ranged carry which specializes in outputting large amounts of both physical and magical damage in fights and ganks depending on what period in the game it is. He presents an unorthodox pattern of carry, whose definition is becoming useful late game after gaining a gold advantage. He can contribute large amounts of magical damage and crowd control in every teamfight thanks to his ultimate Call Down and single-target burst Rocket Barrage. Flak Cannon allows Gyrocopter to deal his attack damage in an area around him, and benefits from damage items allowing him to potentially deal massive amounts of damage to the entire enemy team during fights.
- As an agility hero with moderate HP pool and no escape ability, Gyrocopter is somewhat squishy and relies on items to keep himself alive in fights. His magical damage advantage diminishes as the game progresses and enemy carries build magic immunity. As a ranged hero with a limited attack range he has little advantage in direct manfight with enemy carries at same net worth level.
- Surprisingly, Gyrocopter could play as a greedy roaming support. By leveling Rocket Barrage and Homing Missile, he can initiate a gank and take down heroes together with his teammates. After gaining an advantage he can flash farm using his skills and transition into a carry. Note that more utility items can be made other than traditional carry items here.
- Rocket Barrage is a spell which could potentially deal heavy damage around towards a single target and generally should be maxed first.
- Rocket Barrage is incredibly powerful against a single enemy, but its damage falls off dramatically if there are multiple targets. Position yourself far from the creeps while close to enemy to make the best use of it.
- Since Call Down and Flak Cannon deals AoE damage to creeps/illusions/summons, these skills have great synergy with Rocket Barrage and could increase its damage on a single hero.
- From patch 6.84, Rocket Barrage has no cast foreswing, so Gyrocopter can simply follow the enemy to release the salvo of rockets.
- Gyrocopter can still attack when using Rocket Barrage, however the attack animation may hinder the chase towards enemy. However, with a movement speed advantage (e.g., Boots, Yasha, Butterfly - Flutter) you can remain attacking enemy while chasing, and also feel free to activate in a one-on-one fight when enemy hero has no spell immune.
- Rocket Barrage will not cause vision when losing vision of enemy even it is still in range. Call Down and Homing Missile could potentially provide the area vision which may be critical to focus down an enemy.
- Rocket Barrage should be spammed in teamfights, however time it well so that the damage could be inflicted on the right enemy.
- Homing Missile is an unorthodox single target disable: it launches a missile which takes time to hit the target and can hit the target with surprisingly amount of damage and stun.
- There are different strategies in leveling Homing Missile: some common ones include not leveling it until level 22, putting a single point in it in level 10 after adding up other skills then left it behind until level 23, and maxing it out right behind Rocket Barrage. The general idea is that Gyrocopter needs survivability and damage output and would focus less on control as a carry, as Homing Missile doesn’t help on farming; but as a more supportive role leveling Homing Missile may increase chance of getting a kill. The situation varies on situation in every match, so don’t get stuck in one single sequence of skill leveling.
- Homing Missile is not a spammable skill on a heavily mana-dependent hero as Gyrocopter, and it is not an effective harass skill in lower levels. The rule of thumb is to only cast the spell when someone comes to help you gank.
- Try casting Homing Missile where the enemy has no vision, e.g. behind the tree lines so you could surprise enemy when they actually notice and have little time to run away.
- Because Homing Missile has a three-second stop before it starts to move, it is best to cast before the gank initiates – or the enemy could easily run away from the missile, and when it finally hits the target no allies could reach the enemy. On the other hand, the long stun and vision the missile provides gives chance for global skills, e.g. Sun Strike, Nature’s Wrath, to finish out the enemy.
- In a team fight, it is best to cast the spell on casters with channeling skills, e.g. Freezing Field and Death Ward. The missile could interrupt the spell if placed early and hinder their judgment to cast their spells. Remember to check whether they have Black King Bar before using this strategy!
- Homing Missile has little effect for heroes with innate spell immunity or dodge skills, e.g. Lifestealer, Juggernaut and Puck. However, the missile could force out BKB on enemy carries to avoid being stunned in dangerous places, causing them to have no spell immune in immediate teamfights.
- Flak Cannon acts as a lane-pushing and farming skill, similar to Sleight of Fist (without attack effects), but with a certain amount of time and a relatively high cooldown.
- Flak Cannon could be used to harass enemy in lane at a cost of pushing the lane. Asking supports to pull creeps can mitigate the problem and give the enemy a disadvantage.
- Flak Cannon has a 1000 search radius: when a low-health enemy gets out of range, it is possible by activating the skill and attack a nearby creep to finish off.
- Using Helm of the Dominator to hire a creep or asking supports to pull neutral camps, especially ancient camps, and clear them up using Flak Cannon could give Gyrocopter a significant gold advantage over enemy carries.
- By increasing Gyrocopter’s attack damage, the spell can inflict absurd amount of damage on summoned units and squishy supports, forcing them to back off. However, Flak Cannon has a 30 second cooldown and will not hit units in Fog of War. Unawareness of the timing may cause the spell on cooldown or used with no enemies around in teamfights, wasting its great damage potential.
- Flak Cannon does not apply most of attack effects, e.g. Crits and cold attack, however it does provide true strike when holding Monkey King Bar. Because of this, players usually purchase Monkey King Bar over Daedalus.
- Call Down is Gyrocopter’s greatest teamfight ability. It provides a AoE slow and damage in a large area, forcing enemy to back off to avoid the negative effects. Its low cooldown ensures that it could be used in every single teamfight or gank.
- Call Down provides vision of the targeted area. Together with its large area it could prevent jukes.
- Beware of its 2 second delay: enemy could simply run away if they see your cast animation. The red indicator is only visible to allies, so it is better to predict the enemy’s movement and drop the bomb right on time, or cast it together with control on allies or your Homing Missile.
- Call Down synergies with area control, e.g. Chronosphere or Ravage. Try to communicate with your teammates so the spell could be used at its best.
- In fact, Gyrocopter relies on his ultimate so much that he has little teamfight availability until he gets his ult. Keep this in mind and gain your level as quickly as possible.
- The slow does not penetrate spell immunity, and the damage of the spell falls off late game. Thus it is crucial to keep Gyrocopter farmed to keep its teamfight advantage.
- Call Down could be used to clear creep waves later in the game and stacked camps together with Flak Cannon to increase Gyrocopter’s farming speed.
Trivia[edit | edit source]
- Aurel Vlaicu was a Romanian pioneer of early flight.
- Gyrocopter's response upon meeting Viper Play "Holy shit, it's Viper!" is a reference to a scene of the movie Top Gun.
- Gyrocopter's helmet is similar to Gaetan "The Mole" Moliere's headgear from Atlantis: The Lost Empire.
- Gyrocopter's death phrase "They came from behind" is a reference to the "Star Wars Episode 4" scene when the fighters are attempting to fire torpedoes into the exhaust port.
Update history[edit | edit source]
Balance changelog[edit | edit source]
Gallery[edit | edit source]
Model and icons before November 21, 2013 Patch
See also[edit | edit source]
References[edit | edit source]
- , Top Gun scene Gyrocopter is referring to.