Gyrocopter/Guide

General

 * As an agility hero with moderate HP pool and no innate escape ability, Gyrocopter is somewhat squishy and relies on item to keep himself alive in fight. His magical damage advantage diminishes after enemy carry becomes magic immune, and as a ranged hero with short attack range he has little advantage in direct manfight with enemy carries if not with a gold gold advantage. Also, most of his damage could be evaded if not timed correctly.
 * 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 advantage he can flash farm using his skills and transit into a semi-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.
 * Use Rocket Barrage for farming or hit and run.


 * 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. and . The missile could interrupt the spell if placed early and hinder their judgment to cast their spells. Remember to check whether they have  before using this strategy!
 * Homing Missile has little effect for heroes with innate spell immunity or dodge skills, e.g., and . 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.
 * Use it to finish the Enemy off.


 * 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 over.


 * 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. or . 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.
 * What Gyrocopter is bad against
 * Heroes and Abilities
 * Gyrocopter has no mobility skills and very short attack range. Thus, if being caught out of position, especially Sprout and Power Cogs, Gyrocopter cannot output his crowd damage and being useless for a couple of seconds. Also, Clockwerk is a natural Blademail carrier.
 * As mentioned, if Gyrocopter could not reach Sniper in seconds, a well-equipped Sniper could easily kite and kill Gyrocopter.
 * Gyrocopter could not deal his damage if his enemy is spell immune or invulnerable. Example such as Lifestealer’s Rage or Omniknight’s Repel could render Gyrocopter low in damage and easy to kill. Another mention gives to Juggernaut, who has Blade Fury to dodge the spells and Omnislash that hits a single target hard.
 * Also, heroes that can negate damage Gyro outputs partially can fight Gyrocopter one on one. Ursa’s Enrage has a 4 second 80% damage reduction, and Huskar’s Berserker’s Blood can negate a large amount of Gyro’s magical damage, giving him a hard time to react.
 * Gyrocopter is an agility carry and has relatively low HP pool. Thus, burst damage such as Finger of Death, Sonic Wave could quickly move Gyrocopter out of battle in early to mid game. Special mentions for these abilities: Lina’s Laguna Blade could inflict huge amount of Pure damage and Pierces Spell Immunity with Aghanim’s Scepter, Hits Gyro hard even in late game, especially so with Refresher Orb; All skills from Zeus could reduce Gyrocopter’s HP drastically and probably kill him with Lighting Bolt or Thundergod’s Wrath.
 * Items
 * Blademail counters Gyrocopter, and even more so after 6.87 patch. All his abilities provide more damage than the tankiness his HP pool could sustain. The backfire physical damage from Flak Cannon while activating Blademail pierces Spell Immunity. Players needs to think twice when spamming his abilities.
 * Since most of his abilities doesn’t pierce Spell Immunity, Black King Bar could be hard for Gyrocopter to deal with. Obtain more manfighting items (e.g. Butterfly, Monkey King Bar, Satanic) to keep up with the enemy carry.
 * What Gyrocopter is good against
 * Zombies from Undying’s Tombstone can be cleaned up by one shot of Flak Cannon; All his skills can bring down Undying quickly in teamfight.
 * Since illusions usually take amplified damage than hero, Gyrocopter’s magical damage burst together with Flak Cannon can quickly clean up illusions in teamfight, e.g. Chaos Knight, Meepo,  Phantom Lancer and Terrorblade. Still Gyrocopter needs a certain level of item to keep up with the enemy carry.
 * Heroes that relies on armor or other type of physical damage negation, such as Timbersaw, Axe, Dragon Knight and Sven, suffer from Gyrocopter’s high magical damage in early and mid game. Note that some of these heroes can out carry Gyrocopter later on.