Lyra is a New Hero introduced In 1.19 update
She is a ranged protector, which can change the course of battle. She is capable of healing, slowing enemies, disabling some of their abilities, quickly changing positions, speeding allied, crowd controlling and dealing heavy damage, but also is
very fragile
-Her HP is 1366, when average for other heroes is 1600 HP
-Her shield/armor are both 48, when average is 81
-Her basic attacks deals fixed amount of crystal damage +reasonable percentage of her CP
-Her attack range is splendid – 6.8 (only Adagio has the same range)
-She is a ranged protector with good damage output, and can be played as a roamer, jungler or laner
Your basic attacks are great already, but they can be further enhanced with
Alternating Current for 90 + 40% CP, 175 + 60% CP,
+ 70% CP. With this and some additional CP items, you can wreak havoc.
This ability damages and reveals enemies. It also heals allies and speeds them up on detonation.
Early game it is great way to avoid getting ambushed. Place it on the bushes nearby the shop (jungle) or close to enemy's turret (lane) when attacking it. You'll never be surprised again.
When going lane it is also great at poking (or killing) enemy laner. In my opinion Lyra is great against most hated laner,
SAW. When he is speeded up, thus can't move - attack him with basic attacks and use this ability on him. He'll most probably run away and be cautious next time. Keep in mind that you have better range than SAW. It is easy to kill more squishy laners with it (like Ringo). Being a bit aggressive on the lane isn't wrong. You can always heal yourself up!
Oh, when going jungle say "hello" to your laner sometimes, and heal him.
Upon overdriving
Imperial Sigil gains additional range. It is great way to finish off running enemies. Two basic attacks to slow them down, and then throw it on him and quickly activate once again for a burst. It is really efficient.
One could ask a question - should I place a sigil on the enemy to damage them or on my ally for a heal when the fight breaks out? Well, it depends. It is better to not use it right away and see how the battle is developing. If there is a fight between two melees (double Krul fight), place it there to secure allied melee wins. If your buddy gets almost bursted away and runs away, place it in the direction he's heading.
Just remember that it is not a good idea to start a fight with this ability, enemies will probably get away from it. Keep it available for one of these case scenarios mentioned (plus long range finisher)
Oh, and keep in mind that this ability usually makes more damage than healing
Very interesting ability. Is disables many abilities, and sometimes can prevent enemy killing your ally (or you).
Almost every battle you should encounter an enemy who cannot use one of his abilities inside this sphere. Is is awesome to see
Joule and her
Rocket Leap getting blocked, or
Glaive's
Afterburn.
Oh, it is a great way to stop
Taka. Hiss A and C are interrupted, and when he is trying to escape using B and crosses the walls os
Bright Bulwark he gets visible once again.
You should mainly use it when you see a fight is just about to break out.
A combo of
Arcane Passage and
Bright Bulwark is also great way to catch escaping enemy.
Well, it teleports you to a targeted location and creates a portals, so your teammates can reposition as well. Enemies can use your portal as well, but 1 second later.
There are two ways to use it:
- Defensive (to run away, it is simple as that)
- Offensive (this ability offers great synergy with Bright Bulwark, and is great way to initiate. Teleport to the middle of enemies and cast Bright Bulwark. Last mentioned ability will prevent them from escaping through your portal for 4.5 sec, which is enough to crush them. This strategy offers an element of surprise as well)
In this build I propose to overdrive
Arcane Passage instead of
Bright Bulwark, because it decreases cooldown on it significantly, and it is your greatest thing to avoid getting killed. Ambushed? Teleport, run away. Enemy's carry bursting you down? Teleport, run away, heal yourself and return into battle.
It is the safest way of escaping (which Lyra really needs)
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It is your fundamental item because it gives you attack speed you really need, and additional +70% CP to your basic attacks. It really makes a huge difference
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As a very fragile hero, you should focus on keeping the distance to a enemy. It is the best defense you've got. 500 HP from this item will enhance your Sigil's healing potential.
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CP enhances your damage, when bonus health enhances your healing. This is your defense option no 2. If keeping the distance won't be sufficient, you always have Reflex Block in your pocket.
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It is one of your high priority item, because of 150 CP. Without it your attacks and abilities won't deal much damage
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30% amplify crystal power! Additionally, extra energy and 40% cooldown reduction. MUST HAVE
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Well, there are three of you on the battlefield and you can only cast one Sigil at once. This item is great for a protector. Small shield&armor bonus and 200 HP won't hurt as well.
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War Treads, combined with
Crucible and
Fountain of Renewal will give you total sum of 1300 bonus HP (your healing is much stronger). Remember, that you should always kite your enemies, keeping the distance. Your attack and ability's range are both great, so that shouldn't be a problem. You should be mostly threatened with enemy's abilities (these usually has some range, like Taka's
X-Retsu, so it is easier to hit you using them). That's why you have a reflex block, just in case. If it gets too hot, run away, consider teleporting, speeding up with Sigil etc.
Your mobility, attack range, reflex block and abilities is
all you have for defense! So use them properly. Without it, you'll die quickly.
Health |
2666 |
Health regen |
7.4 + 2.5% of missing health/second |
Energy |
1015 |
Energy regen |
14.6 |
Armor |
77 |
Shield |
122 |
Attack speed |
201% |
Crystal Power |
273 |
Attack range |
6.8 |
Move speed |
3.7 |
Principle Arcanum
Basic attack damage |
390/530 (first/second missile) with 48% slow on 2nd missile |
Imperial Sigil
Cooldown |
5.7 sec |
Damage/sec |
478 |
Detonate damage |
652 |
Heal/sec |
240 |
Detonate heal |
254 |
Energy cost |
100 |
Range |
12 |
Bright Bulwark
Cooldown |
12.8 sec |
Damage |
477 |
Duration |
2.5 sec |
Slow duration |
1.6 sec |
Energy cost |
100 |
Arcane Passage
Cooldown |
21 sec |
Range |
11 |
Energy cost |
100 |
Utilities:
-Reflex Block (
Crucible)
-
Fountain of Renewal
-
War Treads
NOTE: Damage dealt to an average enemy with Aegis (around 200 shield) should be divided by 3 (so Bright Bulwark would deal 477/3 = 159 damage)
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