m (→Abilities) |
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| trait5 = Barrage Duration |
| trait5 = Barrage Duration |
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| value5 = 3 |
| value5 = 3 |
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+ | |||
| mana = 90 |
| mana = 90 |
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| cooldown = 7/6.5/6/5.5 |
| cooldown = 7/6.5/6/5.5 |
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+ | |||
| notes = * Rocket Barrage interrupts Gyrocopter's [[channeling]] abilities upon cast. |
| notes = * Rocket Barrage interrupts Gyrocopter's [[channeling]] abilities upon cast. |
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Line 128: | Line 130: | ||
| trait1 = Cast Range |
| trait1 = Cast Range |
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| value1 = 1050 |
| value1 = 1050 |
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− | | trait2 = |
+ | | trait2 = Launch Delay |
− | | value2 = |
+ | | value2 = 2.5 |
− | | trait3 = |
+ | | trait3 = Hero Attacks to Destroy |
− | | value3 = |
+ | | value3 = 3 |
− | | trait4 = |
+ | | trait4 = Tower Attacks to Destroy |
− | | value4 = |
+ | | value4 = 6 |
− | | trait5 = |
+ | | trait5 = Damage |
− | | value5 = |
+ | | value5 = 100/175/250/325 |
+ | | trait6 = Stun Duration |
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⚫ | |||
+ | | value6 = 2.25/2.5/2.75/3 |
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− | | trait6 = Barrage Search Radius |
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⚫ | |||
⚫ | |||
− | | trait7 = |
+ | | trait7 = Rocket Barrage Radius |
− | | value7 shard = |
+ | | value7 shard = 700 |
+ | | trait8 = Rocket Barrage Delay |
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⚫ | |||
| mana = 120/130/140/150 |
| mana = 120/130/140/150 |
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| cooldown = 26/21/16/11 |
| cooldown = 26/21/16/11 |
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⚫ | |||
− | | aghshard = Homing Missile now constantly fires a 700 radius Rocket Barrage, starting 1 second after casting. Rocket Barrage prioritizes the Homing Missile's target. |
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+ | | aghshard = Homing Missiles now constantly fire a rocket barrage with a {{#var:Homing Missile value7 shard}} AOE after {{#var:Homing Missile value8 shard}} second of being cast. Barrage prioritizes the homing missile target. |
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− | | notes = * When cast, a stationary missile is placed 150 range in front of Gyrocopter, which begins to move |
+ | | notes = * When cast, a stationary missile is placed 150 range in front of Gyrocopter, which begins to move {{#var:Homing Missile value2}} seconds later. |
* {{U|Homing Missile}}'s initial speed is 500 and increases by 20 per second, growing by 1 movement speed every 0.05 seconds. |
* {{U|Homing Missile}}'s initial speed is 500 and increases by 20 per second, growing by 1 movement speed every 0.05 seconds. |
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* The missile is instantly destroyed when affected by {{A|Chronosphere|Faceless Void}}. |
* The missile is instantly destroyed when affected by {{A|Chronosphere|Faceless Void}}. |
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− | * With {{I|Aghanim's Shard}}, |
+ | * With {{I|Aghanim's Shard}}, the missile starts firing {{A|Rocket Barrage|Gyrocopter}} of the current level {{ValueColor|1|{{#var:Homing Missile value8 shard}}|shard}} second after being deployed. |
− | ** Rocket Barrage |
+ | ** This Rocket Barrage has a radius of {{ValueColor|1|{{#var:Homing Missile value7 shard}}|shard}} and prioritizes its current target over other units. |
** Rocket Barrage notes fully apply. If it is not leveled, the missile will still fire at the target, but dealing no damage. |
** Rocket Barrage notes fully apply. If it is not leveled, the missile will still fire at the target, but dealing no damage. |
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+ | ** Although the missile launches the Rocket Barrage, the damage is sourced to the Gyrocopter, not the missile. |
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− | ** The damage source is Gyrocopter himself, meaning certain on-damage effects react on the hero rather than on the Homing Missile (e.g. {{I|Blade Mail}}). |
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+ | ** Acquiring Aghanim's Shard immediately updates all currently existing Homing Missiles. |
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}} |
}} |
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| sound = Gyrocopter Call Down |
| sound = Gyrocopter Call Down |
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| type = ultimate |
| type = ultimate |
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− | | description = Call down an aerial missile strike on enemy units in a target area. After {{#var:Call Down |
+ | | description = Call down an aerial missile strike on enemy units in a target area. After {{#var:Call Down value5}} seconds, two missiles arrive in succession, with {{#var:Call Down value5}} seconds between them. |
| lore = 'Bombs away!' |
| lore = 'Bombs away!' |
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| target = Target Area |
| target = Target Area |
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| trait2 = Effect Radius |
| trait2 = Effect Radius |
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| value2 = 600 |
| value2 = 600 |
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⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
+ | | value3 tal = {{#explode:{{Show|T|Gyrocopter|talent4left value}}|/}} |
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⚫ | |||
− | | trait4 = |
+ | | trait4 = Number of Missiles per Call Down |
− | | value4 = |
+ | | value4 = 2 |
− | | trait5 = |
+ | | trait5 = Delay per Rocket |
− | | value5 = |
+ | | value5 = 2 |
− | | trait6 = Missile One |
+ | | trait6 = Missile One Damage |
− | | value6 = |
+ | | value6 = 150/250/350 |
− | | trait7 = Missile |
+ | | trait7 = Missile One Move Speed Slow |
− | | value7 = |
+ | | value7 = 30% |
− | | trait8 = Missile |
+ | | trait8 = Missile One Slow Duration |
− | | value8 = |
+ | | value8 = 2 |
− | | trait9 = Missile Two |
+ | | trait9 = Missile Two Damage |
− | | value9 = |
+ | | value9 = 200/275/350 |
− | | trait10 = |
+ | | trait10 = Missile Two Move Speed Slow |
− | | value10 |
+ | | value10 = 60% |
− | | trait11 = |
+ | | trait11 = Missile Two Slow Duration |
− | | value11 |
+ | | value11 = 4 |
+ | | trait12 = Distance Between Call Downs |
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+ | | value12 tal = {{#explode:{{Show|T|Gyrocopter|talent4left value}}|/|1}} |
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+ | | trait13 = Call Down Interval |
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+ | | value13 tal = {{#explode:{{Show|T|Gyrocopter|talent4left value}}|/|2}} |
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+ | | trait14 = Secondary Call Downs Damage Percentage |
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+ | | value14 tal = {{#explode:{{Show|T|Gyrocopter|talent4left value}}|/|3}}% |
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| mana = 125 |
| mana = 125 |
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| cooldown = 90/75/60 |
| cooldown = 90/75/60 |
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+ | |||
− | | notes = * The first missile impacts {{#var:Call Down |
+ | | notes = * The first missile impacts {{#var:Call Down value5}} seconds and the second missile impacts {{#expr:{{#var:Call Down value5}}*{{#var:Call Down value4}}}} seconds after cast. |
* Provides 300 radius [[flying vision]] at the targeted area for 4 seconds upon cast. |
* Provides 300 radius [[flying vision]] at the targeted area for 4 seconds upon cast. |
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− | * Can deal a total of {{calc|v1+v2|v1={{#var:Call Down |
+ | * Can deal a total of {{calc|v1+v2|v1={{#var:Call Down value6}}|v2={{#var:Call Down value9}}}} damage ([[Damage manipulation|before reductions]]), assuming both missiles hit. |
− | * The missiles first |
+ | * The missiles first apply their debuffs, then their damage. |
* The big red area indicator is visible to allies only. The sound effects are audible and the missiles visible to everyone. |
* The big red area indicator is visible to allies only. The sound effects are audible and the missiles visible to everyone. |
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− | * With the |
+ | * With the {{ValueColor|1|Airstrike|25tal}} talent, Call Down additionally gains [[vector]]-targeting functionality. |
− | ** |
+ | ** Causes {{ValueColor|1|{{#expr:{{#var:Call Down value3 tal}}-{{#var:Call Down value3}}}}|25tal}} additional instances of Call Down, ergo {{ValueColor|1|{{#expr:({{#var:Call Down value3 tal}}-{{#var:Call Down value3}})*{{#var:Call Down value4}}}}|25tal}} additional missiles to be launched after the main instance. |
+ | ** These instances are launched in {{ValueColor|1|{{#var:Call Down value13 tal}}-second|25tal}} intervals, starting {{ValueColor|1|{{#var:Call Down value13 tal}}|25tal}} seconds after the primary Call Down, taking {{ValueColor|1|{{#expr:({{#var:Call Down value3 tal}}-{{#var:Call Down value3}})*{{#var:Call Down value13 tal}}}}|25tal}} seconds to launch them all. |
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− | ** The ability is fired from the left to the right, overlapping at the edge of the radius, according to the vector-targeted direction. |
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+ | ** The additional instances are launched along the selected vector, {{ValueColor|1|{{#var:Call Down value12 tal}}|25tal}} range apart from each other, so that they overlap a bit. |
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− | ** The rules above still apply to the missiles. |
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+ | ** This results in them covering a total area with a length of {{ValueColor|1|{{#expr:{{#var:Call Down value2}}*2+({{#var:Call Down value3 tal}}-{{#var:Call Down value3}})*{{#var:Call Down value12 tal}}}}|25tal}} and a width of {{#var:Call Down value2}}. |
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+ | ** Each first missile of the additional instances deals {{ValueColor|3|{{calc|v1*{{#var:Call Down value14 tal}}|v1={{#var:Call Down value6}}}}|25tal}} damage, and each second missile deals {{ValueColor|3|{{calc|v1*{{#var:Call Down value14 tal}}|v1={{#var:Call Down value9}}}}|25tal}}. |
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+ | ** Each additional instance can deal a total of {{ValueColor|3|{{calc|(v1+v2)*{{#var:Call Down value14 tal}}|v1={{#var:Call Down value6}}|v2={{#var:Call Down value9}}}}|25tal}} damage. |
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+ | ** All instances together can deal a total of {{ValueColor|3|{{calc|v1+v2+(v1+v2)*{{#var:Call Down value14 tal}}*({{#var:Call Down value3 tal}}-{{#var:Call Down value3}})|v1={{#var:Call Down value6}}|v2={{#var:Call Down value9}}}}|25tal}} damage, if all {{ValueColor|1|{{#expr:{{#var:Call Down value3 tal}}*{{#var:Call Down value4}}}}|25tal}} missiles hit. |
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+ | ** Once cast, the additional instances cannot be stopped in any way, not even by Gyrocopter's death. |
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}} |
}} |
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Revision as of 22:27, 22 August 2021
Gyrocopter | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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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 attacks, 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
As the years wore on and the remains of failed prototypes began to pile up, he began to wonder if mechanical flight was even possible. A decade and a day after his retirement, on a sunny afternoon with a southerly breeze, Aurel sat in his latest attempt bristling with indignation and expectant failure. With a grunt of effort he pulled the ignition cord and covered his head, waiting for the inevitable explosion. However to his great surprise he began to lift and, following a few panicked adjustments, stabilize. Within an hour, he was ducking and weaving with the breeze, level with the gulls, and Aurel found himself filled with the breathless wonder of flight.
As dusk settled in he set a course back to his workshop, but no sooner had he turned his craft when a cannonball tore through his tailfin. Disentangling himself from the wreckage, he swam toward the nearest piece of land in sight, and cursed to see the ship responsible for the cannonball collecting the debris. Days later, when Aurel returned to his workshop, he set to work on yet another gyrocopter, this one capable of carrying a much heavier, more dangerous payload.
Abilities
- Rocket Barrage interrupts Gyrocopter's channeling abilities upon cast.
- Despite the visual effects, the damage is dealt instantly, rather than on each rocket's impact.
- Rocket Barrage cannot hit invisible units or units in the Fog of War.
- Gyrocopter can act freely during Rocket Barrage.
- Does not fire rockets while Gyrocopter is hidden.
- Deals damage in 0.1-second intervals, resulting in 30 damage instances.
- Can deal a total of 210/360/510/660 ( 630/780/930/1080) damage (before reductions), assuming all rockets hit.
Homing Missile | ||||||||||||||||||||||||||||||||||||||||||
Summoned Ward | ||||||||||||||||||||||||||||||||||||||||||
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- When cast, a stationary missile is placed 150 range in front of Gyrocopter, which begins to move 2.5 seconds later.
- Homing Missile's initial speed is 500 and increases by 20 per second, growing by 1 movement speed every 0.05 seconds.
- The speed acceleration is not capped, and continues to increase until it hits the target or is destroyed.
- If the missile's target dies, it automatically switches to the nearest valid target within 700 range of the previous target.
- Only attacks from heroes, illusions (counting as heroes), towers, and the fountains (counting as towers) can damage the missile.
- The rocket first applies the debuff, then the damage.
- The cross-hair over the target is visible to allies only.
- Although the ability grants no vision or True Sight over the target, the missile follows and hits invisible units.
- If the missile hits its target, its 400 range flying vision stays at the location for 3.5 seconds.
- The missile can be targeted by Force Staff, Hurricane Pike and Psychic Headband, pushing the rocket forwards (or backwards).
- The missile cannot impact the target during the Forced Movement, and passes through, reorients, and continues to chase the target.
- The missile is instantly destroyed when affected by Chronosphere.
- With Aghanim's Shard, the missile starts firing Rocket Barrage of the current level 1 second after being deployed.
- This Rocket Barrage has a radius of 700 and prioritizes its current target over other units.
- Rocket Barrage notes fully apply. If it is not leveled, the missile will still fire at the target, but dealing no damage.
- Although the missile launches the Rocket Barrage, the damage is sourced to the Gyrocopter, not the missile.
- Acquiring Aghanim's Shard immediately updates all currently existing Homing Missiles.
- Flak Cannon interrupts Gyrocopter's channeling abilities upon cast.
- Causes Gyrocopter to perform instant attacks on all nearby enemies whenever he launches an attack projectile.
- The instant attacks do not trigger attack modifiers or any on-hit effects. They do not have True Strike.
- The projectiles from the instant attacks travel at a speed of 800.
- The flaks have no count limit. All valid nearby targets get targeted.
- The primary attack target is not affected by Flak Cannon. It is only hit by the primary attack.
- Does not target Couriers, wards, buildings, invisible units, or units inside the Fog of War.
- However, attacking couriers, wards, buildings, or allied units still causes flaks to hit all valid targets within the radius.
- The visual effect above Gyrocopter and number of attacks left on the buff icon are visible to everyone.
- With Aghanim's Scepter, Gyrocopter performs instant attacks on the furthest enemy within 700 range of him.
- These instant attacks can trigger any attack modifiers and on-hit effects normally, except for Flak Cannon itself. They do not have True Strike, but ignore disarms.
- Does not target wards, couriers, and attack immune enemies, but does target buildings. Only targets units Gyrocopter has vision over.
- The Side Gunner does not attack when Gyrocopter is hidden or invisible.
- However, the gunner ignores fade times and fade delays of abilities. It only does not attack when fully invisible.
- Flak Cannon does not need to be learned to unlock the Side Gunner.
- Side Gunner is only available to Gyrocopter. Other heroes such as Morphling and Rubick who get hold on Flak Cannon cannot unlock Side Gunner.
- In Ability Draft, the Side Gunner is available for anyone who drafts Flak Cannon, but the ability needs to be learned to work.
- The first missile impacts 2 seconds and the second missile impacts 4 seconds after cast.
- Provides 300 radius flying vision at the targeted area for 4 seconds upon cast.
- Can deal a total of 350/525/700 damage (before reductions), assuming both missiles hit.
- The missiles first apply their debuffs, then their damage.
- The big red area indicator is visible to allies only. The sound effects are audible and the missiles visible to everyone.
- With the Airstrike talent, Call Down additionally gains vector-targeting functionality.
- Causes 29 additional instances of Call Down, ergo 58 additional missiles to be launched after the main instance.
- These instances are launched in -second intervals, starting seconds after the primary Call Down, taking Expression error: Missing operand for *. seconds to launch them all.
- The additional instances are launched along the selected vector, range apart from each other, so that they overlap a bit.
- This results in them covering a total area with a length of Expression error: Missing operand for +. and a width of 600.
- Each first missile of the additional instances deals Lua error in Module:Calculate at line 35: in expression "150*/100".</span>< damage, and each second missile deals Lua error in Module:Calculate at line 35: in expression "200*/100".</span><.
- Each additional instance can deal a total of Lua error in Module:Calculate at line 35: in expression "(150+200)*/100".</span>< damage.
- All instances together can deal a total of Lua error in Module:Calculate at line 35: in expression "150+200+(150+200)*/100*(30-1)".</span>< damage, if all 60 missiles hit.
- Once cast, the additional instances cannot be stopped in any way, not even by Gyrocopter's death.
Talents
Hero Talents | ||
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-30s Call Down Cooldown and Global Range | 25 | -5s Flak Cannon Cooldown |
+14 Rocket Barrage Damage | 20 | +3 Flak Cannon Attacks |
+25 Flak Cannon Damage | 15 | +0.3s Homing Missile Stun Duration |
+175 Health | 10 | +30 Movement Speed during Rocket Barrage |
- The health talent increases the max health capacity and keeps the current health percentage.
Recent Changes
- REWORKEDCall Down.
- OLDCall Down
- Call down an aerial missile strike on enemy units in a target area. After seconds, two missiles arrive in succession, with seconds between them.
- Cast Range: 1000
- Effect Radius: 600
- Number of Call Downs: 1
- Number of Missiles per Call Down: 2
- Delay per Missile: 2
- Missile One Damage: 150/250/350
- Missile One Move Speed Slow: 30%
- Missile One Slow Duration: 2
- Missile Two Damage: 250/325/400
- Missile Two Move Speed Slow: 60%
- Missile Two Slow Duration: 4
- Cooldown : 90/75/60
- Mana cost: 125
- NEWCall Down
- Call down 3 aerial missile strikes that slow and damage enemy units in a target area. Each strike is 500 distance from the previous one and is delayed by 1 seconds.
- Now always shoots 3 missile strikes in the vector targeted direction, but with a single missile per strike
- Cast Range: 1000
- Effect Radius: 400
- Number of Call Downs: 3
- Number of Missiles per Call Down: 1
- Delay per Missile: 1
- Missile Damage: 250/400/550
- Missile One Move Speed Slow: 50%
- Missile Slow Duration: 4
- Cooldown : 90/75/60
- Mana cost :150/200/250
- Talents:
- LVL 25x3 Call Down ➜ -30s Call Down Cooldown and Global Range.
- Increased Rocket Barrage damage per rocket from 6/12/18/24 to 8/14/20/26.
- Aghanim's Scepter upgrade:
- Increased Flak Cannon Side Gunner attack interval from 1.2 to 1.3.
Recommended Items
Gameplay
The world's first non-magical flying device took over a decade to create, and less than a few seconds to shoot down. But its pilot was not deterred. Aurel returned to the skies in a newer, better Gyrocopter. One with Flak Cannons, to strafe entire fields of foes. And Homing Missiles, to shoot down bogeys no matter how they twist or turn. Somebody infringing on your airspace? Let them have it with a Rocket Barrage. But sometimes, it's easier to just use the big bomb. Aurel Calls Down an air strike, and then delivers the payload himself before soaring away from the rising explosion. Not bad for an old timer. | |
Roles: | Carry Nuker Disabler |
Complexity: | |
Adjectives: | Legs ( 2 )
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Audio
History
Equipment
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Trivia
- Aurel Vlaicu was a Romanian pioneer of early flight.
- Gyrocopter's response upon meeting Viper ▶️ "Holy shit, it's Viper!" is a reference to a scene of the movie Top Gun.[1]
- Gyrocopter's helmet is similar to Gaetan "The Mole" Moliere's headgear from Atlantis: The Lost Empire.
- Gyrocopter's response upon using homing missile "Fox Two" is a reference to the NATO brevity code for an air-to-air infrared-guided missile launch.
Gallery
Model and icons before the November 21, 2013 Patch