The Guide To Captain Lyra by BabyDraco

The Guide To Captain Lyra

By: BabyDraco
Last Updated: Jul 24, 2017
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Build 1 of 1

Lyra

Build: The Utility Master

Ability Path

Principle Arcanum
Heroic Perk
Imperial Sigil
1
2
3
4
5
6
7
8
9
10
11
12
Bright Bulwark
1
2
3
4
5
6
7
8
9
10
11
12
Arcane Passage
1
2
3
4
5
6
7
8
9
10
11
12

Threat Meter

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Threat Hero Notes
1
  No Threat
2
  No Threat
3
  No Threat
4
  No Threat
5
  No Threat
6
  No Threat
7
  No Threat
8
Lance Being able to lock you down, he is no less of a threat to Lyra as some fast shooting carries.
9
Vox A mobile, fast damage dealing carry can mow you down before you're able to do much.
9
Ringo Approach him and you'd get mowed down super quickly.
9
Skye Her Forward Barrage can only mean one thing to you, death.
10
  No Threat

Introducing Lyra Top

Lyra is one of the three healing captains of Vainglory alongside Grace and Adagio. However, Lyra brings a ton of utility and really often healing with her Imperial Sigil and helpful ability arsenal. Though she has gone through several severe nerves, she's still one of the most useful champions of the whole game.

Ability Arsenal Top

Perk (Principle Arcanum): Lyra’s attacks are arcane missiles, dealing 50-85 (+40% CP) crystal damage. If she holds her ground after releasing an attack, she automatically channels and releases a much stronger arcane missile that deals 60-170 (+60% CP) additional crystal damage and briefly slows its target by 35% + 1% bonus health ratio. Each channeled missile consumes 15-20 energy, but Lyra can continue using these even if she runs out of energy.

In early game, this provides your team with a fair amount of crystal damage, helping out with early team fights and invades. Later on, as Lyra's damage starts getting irrelevant, this perk can help your team chase after targets by slowing them.


A (Imperial Sigil):
Lyra forms a sigil at the target location, revealing surrounding enemies. While this sigil remains active, it heals nearby allied heroes and damages nearby enemy heroes, with its own life diminishing more quickly for each affected target.
Lyra can reactivate this ability at any time to detonate the sigil, dealing heavy damage to surrounding enemies while providing a burst of healing and a moderate move speed boost (2.0) to nearby allies.
The healing per second is increased by 10% of Lyra's bonus health, while the burst heal is increased by 8% of Lyra's bonus health.

This ability is Lyra's most important ability as of it's many uses. From healing ally heroes, dealing crystal damage to enemies, it also give speed boosts to ally heroes. This can help an ally escape or chase after a target. The sigil can also grants you vision when placed in a bush. It replaces the need for a Flare, hence, replaces the need for a Contraption in the final build.

B (Bright Bulwark): After a brief delay, Lyra releases a pulse of magical energy, damaging and applying an 20% flat slow to surrounding enemies. The affected area then becomes a walled zone of protection that deals the same damage and slow to enemies attempting to cross its borders.
Enemies inside the zone are snared, allowing them to move normally but preventing them from using movement abilities. Enemies attempting to dash into the area are interrupted upon crossing the walls.
Enemies inside the zone cannot use Lyra’s portals for the entire duration inside.
This ability can help with protecting yourself and your allis against assassins like Taka or Koshka. If used rightly, this ability can shut down junglers like Koshka, Grumpjaw or Alpha.

C (Arcane Passage):
Lyra blinks to the target location, leaving portals at both the beginning and the end of the blink. Portals last for 8.5 seconds, allowing allied and enemy heroes to move freely between them in both directions.
After traveling through a portal, heroes must wait 4.5 seconds before they can re-enter a portal. This cooldown is also applied to enemies when Lyra hits them with the initial pulse of Bright Bulwark.
Heroes standing directly on top of a portal as it forms must step off the portal before they can use it.
This ability can have multiple ways to use for escape, if you're smart enough. Combining dancing around the portals with the speed boost from Imperial Sigil can gives you tons of chances to escape. Creatively, this ability can also be used as a bait to lure enemies into your teams' trap.

If you're creative enough, the outplaying capabilities with Lyra is immense.

Tips and Tricks Top

-Stay behind your jungler, side by side your carry in early game to support from the backline.
-Once you have three items: Fountain Of Renewal, Crucible and Travel Boots; you are incredibly tough to kill if you know how to play active. Trust me, I've had many matches with 14.0 or above KDA with Lyra.
-Use your Imperial Sigil as often as possible, either to heal your allies or just scouts for enemies.
-Once you see the enemy jungler heading towards you or your allies, immediately activates Bright Bulwark.
-Use Arcane Passage to help your allies, not to just let yourself escape.

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