Hail Healer! Top
Hi!
This is an odd guide for Lyra (the weird builds and stuff) but nevertheless, I hope I'll be of help!)
Apologies for any inconveniences caused.
To Note. Top
Thanks to a fellow Redditor,
/u/Spankapotamus for raising some issues.
I'm unsure as to how to slot these tidbits in, so-
1- Don't just focus on rushing your Sigil Overdrive. If you notice the enemy team being gank-happy, be sure to stick a point in Bulwark ASAP for the reduced cooldown.
2- Also, you can reduce energy wastage by flaring or placing a mine in a brush once you get Contraption as a roamer.
3- Opt for Nullwave Gauntlet in place of Slumbering Husk if you can position yourself out of harm's way.
Bonus, the double AC isn't a typo or anything.
It is true and once you get it as a roamer, you can actually kite and chase much more effectively.
The Star of The Show Top
Lyra as a whole, is a powerful hero geared with
a mix of AoE, CC, mobility and damage. Her
wonderfully long range is the second longest (after Adagio) with a range of 6.6 meters! That's pretty nuts when she can auto attack and then channel a much stronger attack even when the target leaves auto attack range.
What she lacks, obviously, is health and defenses. That's why I
recommend building lots of health. Why not defense? Well...I've no idea. It happens that I don't care much about defense and instead I
capitalize on building lots and lots of health to compensate the lack of defenses with her heal (yes, even when I play her as a carry).
With my builds,
Lyra's base source of damage comes from her Perk instead of her Imperial Sigil.
Imperial Sigil. Top
Lyra's Imperial Sigil is an awesome ability. It provides
vision,
damage over time,
heal over time,
burst damage and
burst heal. Don't forget that it provides a
speed boost to all allied heroes standing atop its radius as it detonates. Bonus tip, you can
cast the sigil while in a brush without revealing yourself.
Also, be sure to
drop a Sigil behind your turret or into the enemy brush when you drop by the lane.
You can cast it -
1) into a brush to reveal the brush/location while damaging any heroes caught in it.
Note that this will be worthless once you build a Contraption!
2) between and behind your allies to ensure they get the most heal out of a single sigil instead of it detonating a mere second after casting only because it landed right in the heart of the battle between your team and the enemy's.
3) between and behind enemies to zone them and ensure you deal the most damage from a single sigil.
4) clear a wave of minions.
5) kill jungle monsters.
6) steal a Minion Mine.
7) steal the Gold Mine.
8) steal the Kraken.
9) onto an ally caught out of position and detonate it early to rush them out of danger (hopefully).
10) onto and enemy caught out of position and detonate it early to KS (also hopefully).
That said, in order to push any one of those options, you'll have to master using it (offensively).
When ganking the opposing laner early on, the combo I'll be executing would be :
Imperial Sigil - Principle Arcanum - Detonate Imperial Sigil - Principle Arcanum
This usually takes out enemies. remember to
auto attack as soon as you land your sigil to surprise enemies and then detonate it before they leave the radius!
To use it to protect your allied laner or yourself, if you're the laner, cast this ability into a brush and let it drain slowly for maximum vision.
For farming jungle monsters, cast sigil beneath your feet, then auto attack your target(s). You'll heal as you farm and after a moment, your sigil will detonate automatically, dealing extra damage for you.
When laning, land a sigil beneath the minion wave, auto attack and if you couldn't last hit that minion in time, detonate the sigil.
When laning against another laner, cast this slightly behind them to poke them towards you or force them to take more damage in order to retreat back towards safety.
When you're trading hits with another hero who's ranged, it's best to choose between casting this beneath you for the heal or beneath your enemy for the damage. Unless you're healthy or safe from other enemies, it's best to cast this for the heal.
When going up against a melee enemy hero, don't be afraid to cast this between you both to deal damage and heal which will be enough for you to put some distance between you both.
Bright Bulwark. Top
Lyra's Bright Bulwark is simple. Just cast this whenever
enemies stray a little too close for comfort or when your ally's being hunted to death. Sometimes,
it can be used to KS (which stands for Kill-Secure or Kill-Steal, however you prefer).
But then, if the enemy team's closing in on you or a nearby ally, it's best to
save this for that encounter when they're prepared to dive in (esp. melee heroes) instead of spamming it every time you spot an enemy.
Also, if you need a clutch escape and it's a few seconds before it's off cooldown,
it's always better to wait and use this ability BEFORE blinking away with your ult. Trust me, you'll die countless times ulting off and away only to be pinned down by the enemy team if you didn't use this ability right before teleporting. Source: experience.
Arcane Passage. Top
Lyra's ultimate is a love-hate thing. You either use it successfully or fail miserably. Most of the time, however, it's used only to
escape situations that get too sticky,
to catch up to a fleeing enemy or bring lustful enemies into a trap. Sometimes, though, I accidentally ult into the path of my dying ally, sending them back to their doom. For that, I'm deeply sorry
not ✌(◕‿-)✌.
When you're a carry though, the
additional range and reduced cooldown of this ability gives you more assistance compared to an overdrived Bright Bulwark, so keep that in mind ;).
Itemizing. Top
For the items,
don't fret if you've built only an Alternating Current and a Broken Myth as true CP items. Paired with Stormcrown, your
channeled missile would deal insane amounts of damage. It's
best to build health and energy items for more sustain as you dish out autos.
Tactics. Top
Always
stay in triangle formation- up above or down below a teamfight, between your allies and your enemies. This allows you a flexible choice of escaping or chasing.
Threats. Top
Even though Lyra is a mage/support, she had a unique weakness shared with 2 other mages, Adagio and Vox.
That weakness?
Atlas Pauldron.
Try to avoid it as it is a disadvantage to be affected by it.
Also, Lyra should never ever get too close as in, Krul's range close. It's a deathwish to get into Krul's range.
And They All Loved Happily Ever After. Top
I
hope you enjoyed reading this (
unique!!) guide
as much as I've enjoyed making it.
Also I screwed this guide up a little, so feel free to comment if you disagree on something.
:)
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