Showing posts with label Strategy and Build. Show all posts
Showing posts with label Strategy and Build. Show all posts

Tuesday, August 3, 2010

Gyrocopter Guide | Aurel Vlaicu Guide, Strategy and Build


Aurel Vlaicu the Gyrocopter Guide, Strategy & Build. Aurel Vlaicu is a unique hero from Sentinel which has many active skills as an Agility hero. This post will provide you with the Gyrocopter Skill Description, the Gyrocopter Guide, the Gyrocopter Strategy, the Gyrocopter Item Build and the Gyrocopter Skill Build.



Raised amongst the dwarven mining clan, Aurel grew up with a fascination for making things explode. Such tendencies were considered healthy in the mining society as a dwarf's skill with explosives determined his pay, his rank and of course, his popularity amongst the females. Unlike the rest of the clan however, Aurel sought to use his skills for more than just blowing up rocks. By combining controlled detonations with thick metal to direct their force, Aurel is able to create everything from engines to missles. Excited to be able to put his inventions to the test, Aurel's presence on the battlefield promises to be a blast!

Aurel Vlaicu the Gyrocopter Skill Descriptions



Hero Class: Gyrocopter
Hero Name: Aurel Vlaicu

Range: 375
Movement Speed: 305
Hero Type: Agility
Starting Armor: 2
Starting Damage: 41-51

Agility: 24 + 2.4
Strength: 18 + 1.8
Intelligence: 23 + 2.1

Rocket Barrage



Gyrocopter unleashes a massive salvo of rockets, striking random units in a 400 aoe. Fires 30 rockets over 3 seconds.

Damage per rocket: 10/12/14/16

Cooldown: 6.5
Manacost: 90

Note: The rockets can only hit units you have vision over.

This skill looks awesome, multiple rocket is launched from you. However, the damage is pretty small if you got many enemies around you. If you wanna kill enemy hero with this skill, make sure he is alone. Also a good skill for push/farm.

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 much it traveled. The missle can be destroyed by 3 attacks from a hero or tower.

Maximum damage is dealt at 2000 distance traveled (does not increase beyond that distance)

Maximum Damage: 100/200/300/400
Stun Duration: 2.5

Cooldown: 20/18/16/14
Manacost: 120/130/140/150
Cast Range: 900

Note: Towers do half damage. Enemy has vision over the rocket once it starts moving.

Pretty tricky skill. Make sure you cast this from behind a forest so your target won't notice it until they got hit. The stun is always 2.5 seconds, but the damage is depends from how far the missile traveled.

Flak Cannon



The Gyrocopter enables all of its cannons, allowing its attacks to strike all enemies in a 800 aoe. Lasts for a limited number of attacks or 15 seconds. Does not work with illusions.

Your attack range is still limited to 375 range.

Attacks: 3/4/5/6
Manacost: 50
Cooldown: 20

Maybe this is the only skill that suggest Gyrocopter as a carry hero. You should take this only when you got enough already damage items. If you wanna be a full caster instead, skip this over stats.

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.

Primary Missile Damage: 250/300/350
Primary Missile Slow: 20%
Primary Missile Slow Duration: 2

Secondary Missile Damage: 100/150/200
Secondary Missile Slow: 50%
Secondary Missile Slow Duration: 3

Cast Range: 1000

AOE: 400
Cooldown: 55/50/45
Manacost: 125

Note: The visual warning indicator is visible for allies only. The enemies can see the rockets fly out of you though.

Pretty neat ulti, maybe work well if you can hold the enemies with Black Hole or other skill so the enemies will got hit with the second missile.


Aurel Vlaicu the Gyrocopter Skill Build


Level 1: Homing Missile
Level 2: Rocket Barrage
Level 3: Homing Missile
Level 4: Rocket Barrage
Level 5: Homing Missile
Level 6: Call Down
Level 7: Homing Missile
Level 8: Rocket Barrage
Level 9: Rocket Barrage
Level 10: Flak Cannon/Stats
Level 11: Call Down
Level 12: Flak Cannon/Stats
Level 13: Flak Cannon/Stats
Level 14: Flak Cannon/Stats
Level 15: Stats
Level 16: Call Down
Level 17-21: Stats
Level 22-25: Stats/Flak Cannon

Eredar Guide | Shadow Demon Guide, Strategy and Build


Eredar the Shadow Demon Guide, Strategy & Build. Eredar is a help for the Intelligence heroes on the Scourge. This post will provide you with the Shadow Demon Skill Description, the Eredar Guide, the Shadow Demon Strategy, Eredar Item Build and Eredar the Shadow Demon Skill Build.



Long before the war of the Scourge and the Sentinel, an ancient demon named Eredar waged war on all creation. No champion of Light could match him, but he was betrayed and killed by his own underlings. However, the faintest sliver of his shadow survived; over the millenia Eredar regained a portion of his former being and grows stronger each day, but in a twist of fate his new form was that of a gnoll. Eredar's new form is not well suited to direct confrontation, but he knows a number of objurations and tricks to deal with his foes; his skills include banishment, poison, curses, and darker demonic arts.

Eredar the Shadow Demon Skill Descriptions



Hero Class: Shadow Demon
Hero Name: Eredar

Range: 500
Movement Speed: 295
Hero Type: Intelligence
Starting Armor: 3
Starting Damage: 53-57

Agility: 18 + 2.2
Strength: 17 + 1.9
Intelligence: 26 + 2.7

Disruption



Eredar banishes the target to a dimensional pocket for 2.5 seconds, removing it from play for the duration. Upon return two images of the target are created under Eredar's control which last for 6 seconds.

Displacement duration: 2.5 seconds
Illusion Outgoing Damage: 30/40/50/60%
Illusion Incoming Damage: 150%
Illusion Duration: 6 seconds

Cast Range: 700
Manacost: 75
Cooldown: 16

Note: Can target enemy, ally or self.

Useful skill for confuse the enemies, start a gank, avoid skill like Epicenter and some other stuff. Just treat it as Eul :)

Soul Catcher



Ererdar lays a curse on an area; one random enemy unit in the area is afflicted with the curse, causing it to take increased damage for 12 seconds.

Damage Amplification: 20/30/40/50%

AOE: 500
Cast Range: 600
Manacost: 50
Cooldown: 13

Similar to Chen Penitence, but with random target. If the enemy is alone, a sure hit is guaranteed. Cheap mana cost but a little useless if there's a lot of creeps.

Shadow Poison



Eredar casts forth a shadowy poison which deals 50 damage and afflicts all it touches for 10 seconds. If a unit is affected again in this duration, the toxin will be renewed and amplified exponentially. At the end of the duration, the shadow poison deals extra damage for each time it affected the victim. You have small vision over affected heroes.

Each stack increases the damage it would deal exponentially, up to 4 stacks.

Examples:
Level 1 Per stack: 20/40/80/160 + 50 each further stacks
Level 2 Per stack: 35/70/140/280 + 50 each further stacks
Level 3 Per stack: 50/100/200/400 + 50 each further stacks
Level 4 Per stack: 65/130/260/520 + 50 each further stacks

AOE: 150
Travel Distance: 1500

Cooldown: 3
Manacost: 50

Note: This has a sub ability to let you release the poison at any time.

This is what makes Eredar so scary. This skill is similar to Bristleback Quill Spray, it will stack the damage and you can released for instant damage. You can even stack the damage until 2000 if the enemy didn't know what happen with him.

Demonic Purge



Eredar casts a powerful demonic purge on a target enemy, removing all positive buffs. The purged target slowly regains its movement speed over 4 seconds. At the end of the purge the target takes damage.

Damage: 200/300/400

Cooldown: 50
Manacost: 200

Just a regular Purge but with damage at the end of duration. Nothing special here..

Io Guardian Wisp Guide, Strategy and Build


Io The Guardian Wisp Guide, Strategy & Build. Io is a Strength hero which belong to the Sentinel since Dota 6.68. This post will provide you with the Guardian Wisp Skill Description, the Guardian Wisp Guide, the Io Strategy, the Io Item Build and the Io The Guardian Wisp Skill Build.



Originally nothing more than a lowly spirit of the trees, Io dwelt peacefully amongst his kind in the Great Forest. As the Great War spread across the land the creatures of the forest were forced to defend their home. The desire to protect his kin awoke power in Io he had not known he possessed. He discovered he was able to connect his life force to another creature to strengthen them or help them flee by instantly transporting them out of harm. Io became known amongst his people asthe Guardian Wisp, a protector of the Spirits. All other spirits swore to assist him and can be summoned to his side to aid him in his battle. Uninterested in the battle betweenthe Sentinel and the Scourge, Io fights only to protect his people.

Guardian Wisp Skill Descriptions



Hero Class: Guardian Wisp
Hero Name: Io

Range: 525
Movement Speed: 295
Hero Type: Strength
Starting Armor: 0
Starting Damage: 33-42

Agility: 14 + 1.6
Strength: 17 + 1.9
Intelligence: 23 + 1.7

Tether



Io tethers himself to an allied unit, granting both units bonus movement speed. Any enemy units that contact the tether will be stunned. The tether will break if it stretches beyond 900 units. Lasts 12 seconds.

Movement Bonus: 20/25/30/35%
Stun Duration: 1.25/1.5/1.75/2.0

Cooldown: 12
Manacost: 40

If you try to tether a unit that is a outside its range (by up to 900) Io will latch on and pull himself closer to the unit.

Tether transfers other states on the hero to the allied unit. This includes Overcharge, Relocate and any time you regenerate hp/mp.

Note: Has a sub ability that lets you break the tether.

This skill is what makes Io such a scary supporter. Combine him with Ursa and say goodbye to your target. However, this skill won't do much if you don't wanna be a support hero.

Spirits



Io summons 5 ancient Spirits over the course of 6 seconds; the Spirits dance around Io in a circle to protect him. If an enemy hero moves close enough to touch a Spirit, the Spirit releases its life energy in a burst, damaging and slowing all enemies in a 300 area of effect. Non hero units only take minor damage upon touching a spirit and do not cause them to explode.

You have two sub abilities. One to move them outwards and one to call them back in. You can stop them at any distance by toggling the ability order.

Damage per Spirit: 25/50/75/100
Slow: 30%

Cooldown: 14
Manacost: 120/130/140/150

Cool skill!

Overcharge



Io draws on more energy than he can safely handle, granting him bonus attack speed, but draining 2.5% of his current HP and MP per second. If Io is tethered to an ally the bonus attack speed is also granted to that ally.

This is a toggle ability.

Attack Speed: 60/80/100/120

Note: This bonus affects a tethered unit as well.

Another support skill which should be combined with Tether for maximum benefits.

Relocate



Io temporary relocates himself, along with any tethered hero, to the target location for 12 seconds.

There is a casting delay and the enemy has visual indicators on the minimap and the world of the teleport before it happens.

Cast Delay: 2.5/2.25/2.0
Cooldown: 80/60/40
Manacost: 100

Note: If an allied hero is Tethered, that hero will teleported along with you. You can break the tether at any time to prevent that hero from returning back with you. -disablehelp is available for this ability.

An instant gank skill. Tether Ursa or Sven, kill your enemy quickly and you going back to your place before. Need some coordination with your partner to maximize the gank. Also useful during line phase to refill Bottle and buy something in your base with ease.

Thrall Guide | the Far Seer Guide, Strategy and Build



Thrall the Far Seer Guide, Strategy and Build. Thrall is an addition to the Sentinel Intelligence heroes. Thrall the Far Seer is introduced on the Dota 6.68. This post will provide you with the Thrall Skill Description, the Thrall Guide, the Thrall Strategy, the Thrall Item Build and the Thrall Skill Build.



Being raised by humans as a gladiator, Thrall learned more about strategy and tactics as a youth than even experienced orcish warchiefs learned in their lives. After escaping from the human slavery and meeting Grom Hellscream, he found out that he was a descendant of the Frostwolf clan. He traveled to his ancestor's village, where he became familiar with the spiritual magics of the orcish shamans. Now he combines not only his control over thunder, but also his tactical abilities to turn fights in his favor using impenetrable walls of magic, areas of static energy and even control over time.

Thrall Skill Descriptions



Hero Class: Far Seer

Hero Name: Thrall

Movement Speed: 300
Hero Type: Intelligence
Starting Armor: 1
Starting Damage: 49-53
Range: 600

Agility: 15 + 1.4
Strength: 19 + 1.9
Intelligence: 22 + 2.5

Thunder Strike



Thrall curses the target to be struck by thunder 3 times over 4 seconds. Foes nearby the victim will also be damaged.

Damage per strike: 50/75/100/125
Secondary AOE: 200

Cooldown: 16
Manacost: 100/110/120/130

Glimpse



Thrall forces the target back to it's previous position through a psionic rift. Sends the unit to where it was 4 seconds ago.

Cast Range: 600/1000/1400/1800

Cooldown: 60/50/40/30
Manacost: 160/130/100/70

Note: The glimpse effect has some travel time, the target isn't instantly moved back.

Kinetic Field



Thrall summons a circular barrier of kinetic energy, keeping enemies from walking in or out of it. The barrier has an aoe of 300.

Has a 1.2 second cast delay before the field is fully formed.

Duration: 2.5/3/3.5/4 seconds

Cooldown: 14
Cast Range: 900
Manacost: 70

Static Storm



Creates an area of electric instability which damages and silences enemies in the area. The effect starts off weak and then intensifies over 5 seconds, dealing increasing amounts of damage, before disappearing.

Final DPS: 170/210/250
AOE: 375
Manacost: 125/175/225
Cooldown: 60

Note: The damage starts off slow and ramps up continuously until it reaches the max

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