Gyrocopter
A 45.0% win rate spread across five different roles is a rare kind of flexibility, but it comes at a cost: Gyrocopter's kit doesn't have a single standout power spike the way most heroes do, and that makes him easy to underrate at every stage of the game individually. The read most players miss is that Rocket Barrage does its real damage against isolated targets — the ability requires vision and hits everything nearby, so it's much stronger picking off a lone hero than poking a grouped lane. Below is the current 7.41e patch, the build that leans into the versatile firepower, and the picks that make it much harder to use.
Role and Position Gyrocopter Plays
Gyrocopter splits across five roles: carry (35.9%), support (30.5%), hard support (17.1%), mid (11.2%), and offlane (5.2%), with support and hard support both carrying the highest win rates around 49%.
When to pick Gyrocopter:
- your team wants a hero who can flex between carry and support roles depending on the draft's needs;
- the draft benefits from Homing Missile's guaranteed stun on a target, even through invisibility;
- the game plan rewards isolating single targets over grouped teamfighting.
When to skip him:
- the enemy has strong ways to destroy Homing Missile before it lands, denying its stun;
- the team needs a hero with a clear, decisive power spike rather than gradual scaling;
- the map favors grouped 5v5 fights over picking off isolated targets.
Gyrocopter's Strengths
- Homing Missile tracks down a target anywhere in range and stuns on impact, even hitting invisible units;
- Flak Cannon turns Gyrocopter's attacks into AoE damage for a limited number of hits, useful for both waveclear and fights;
- Rocket Barrage deals rapid, repeated damage to everything nearby, especially strong against isolated targets;
- Call Down drops a delayed missile strike from range that damages and slows, adding real burst from a safe distance;
- Afterburner passively grants free movement speed after damaging an enemy, helping Gyrocopter chase or reposition.
Gyrocopter's Weaknesses
- Homing Missile can be destroyed by the target or nearby units before it lands, denying the stun entirely;
- Rocket Barrage requires vision over the target area, limiting its use in the fog of war;
- no clear single power spike, making his overall impact feel gradual rather than decisive;
- relatively low base attack range, especially compared to other ranged carries;
- value depends heavily on landing Homing Missile — a destroyed missile wastes a key part of the combo.
Gyrocopter's Abilities
Afterburner (innate, passive) — grants Gyrocopter bonus movement speed for a short duration after damaging an enemy with attacks or abilities, stacking independently per instance.
Rocket Barrage (Q) — launches a rapid salvo of rockets at nearby enemies over several seconds, requiring vision and hitting everything within range.
Homing Missile (W) — fires a missile that seeks a target, gaining speed over time and stunning on impact; the missile can be destroyed before it arrives, and towers deal reduced damage to it.
Flak Cannon (E) — Gyrocopter's attacks hit all nearby enemies for a limited number of hits, with only the primary target receiving bonuses like Critical Strike.
Call Down (ultimate) — calls down a missile strike at a target location after a delay, dealing damage and a slow to everyone caught in the impact area.
Build, Items, and Strategies
Skill order: start Homing Missile for lane pressure and the guaranteed stun, take an early Rocket Barrage for isolated-target damage, and prioritize Call Down at every level it's available.
Talents: the level 20 pick for +3 Flak Cannon Attacks rewards a more fight-focused, AoE-heavy playstyle.
Starting items: Slippers of Agility or Tango depending on role, plus a stack of regen for a stable lane.
Carry build — the default path: a fast-farming item into core damage and attack speed items, since Flak Cannon and Rocket Barrage both scale with raw stats.
Support build — when played more defensively: prioritize utility items that extend Homing Missile's range and reliability for lane pressure and ganks.
Reactive items: Black King Bar once fights routinely involve disables that would otherwise interrupt Gyrocopter's combo.
Pro tip: use Rocket Barrage on isolated targets rather than grouped lanes — the ability's real value comes from overwhelming a single hero, not spreading damage thin.
Footnote: exact item order flexes hard around whether Gyrocopter is played as a carry, a support, or a mid, since his win rates differ meaningfully by role.
Timings, Roshan, and Power Spikes
0–10 minutes: apply Homing Missile pressure on the lane, using Afterburner's speed boost to chase or reposition after trades.
10–20 minutes: first power spike — Call Down online adds real burst damage from a safe distance, useful in both lane and fights.
20–35 minutes: second power spike — with core items, Flak Cannon and Rocket Barrage both start dealing serious sustained damage in fights.
Roshan window: Flak Cannon's AoE and Rocket Barrage's rapid damage both help Gyrocopter contribute to a Roshan attempt effectively.
35+ minutes: hunt for isolated targets with Rocket Barrage rather than committing to grouped teamfights where the ability's value is diluted.
Footnote: these timings shift depending heavily on role — a support Gyrocopter peaks earlier through lane pressure, while a carry version scales later through items.
Gyrocopter Counters
Any hero who can quickly destroy Homing Missile is a strong answer: killing the missile before it lands denies the guaranteed stun entirely.
— Silencer: Global Silence prevents Homing Missile and Call Down from being cast at the moment they matter most.
— Any hero with strong burst damage: since Gyrocopter lacks a dedicated escape, a well-timed combo can punish him before he reacts.
— Any team with strong wards and vision denial: limiting Gyrocopter's sight lines reduces Rocket Barrage's effectiveness significantly.
— Doom: the ultimate blocks item and ability usage, cutting off Gyrocopter's ability to react during a fight.
— Any hero with spell immunity: Black King Bar and similar tools let a target ignore Homing Missile's stun and Rocket Barrage's damage.
Where Gyrocopter is strong on his own: against drafts without reliable ways to destroy Homing Missile, where the guaranteed stun and follow-up damage both land uncontested.
Footnote: most of these counters share a theme — denying Homing Missile or limiting vision both cut deeply into what Gyrocopter actually contributes.
Synergies with Other Heroes
— Any hero with strong follow-up burst: Homing Missile's guaranteed stun is a clean setup window for teammates to finish a target.
— Tidehunter: Ravage groups enemies together for Flak Cannon and Rocket Barrage to hit multiple targets at once.
— Any hero who benefits from vision: teammates who provide sight lines make Rocket Barrage significantly more reliable.
— Io: Tether can help Gyrocopter reposition quickly while maintaining pressure with his AoE tools.
— Any hero with strong initiation: a clean engage sets up Homing Missile and Call Down on a target who can't easily escape.
These pairings work best around securing vision for Rocket Barrage and capitalizing on Homing Missile's guaranteed stun window.
What Experienced Gyrocopter Players Do
- use Rocket Barrage on isolated targets rather than grouped lanes for maximum value;
- track their own vision coverage closely, since Rocket Barrage requires sight over the target area;
- time Call Down's delayed impact around where the enemy is likely to be, not where they currently are;
- protect Homing Missile's flight path when possible, since it can be destroyed before reaching its target;
- adapt the item build to whichever role the draft actually needs — carry, support, or somewhere in between.
Insider insight: the real flexibility of Gyrocopter is a strength, not a weakness — a player who commits fully to whichever role the game calls for gets more value than one who tries to force a fixed build every game.
Conclusion
Gyrocopter rewards a player who adapts to what the draft actually needs — his five-role flexibility means the same hero can fill very different jobs depending on the game, and forcing a single fixed approach undersells the kit. He lacks a single decisive power spike, so his value comes from consistent, gradual contribution rather than a specific timing window. Pick him when the draft needs flexibility; be cautious against lineups that can reliably destroy Homing Missile or deny vision for Rocket Barrage.

