Lyrics for Lyra! by Phoeking

Lyrics for Lyra!

By: Phoeking
Last Updated: Dec 30, 2016
11 Votes
Build 1 of 1

Lyra

Build: Heavy damage, heavy healing

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
Reim
2
Celeste
3
Ardan
3
SAW
4
Adagio
4
Alpha
4
Joule
4
Lyra
4
Petal
4
Baron
5
Ozo
5
Skaarf
5
Vox
6
Fortress
6
Glaive
6
Krul
6
Lance
6
Rona
7
Blackfeather
7
Kestrel
7
Phinn
7
Ringo
8
Catherine
8
Koshka
8
Skye
9
Taka
10
  No Threat

Table of content Top

Introduction Top


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

Basics about Lyra Top

-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

Abilities Top

Principle Arcanum


Lyra’s attacks are arcane missiles, dealing 55-90 (+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 75-175 (+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.

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 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.

Bright Bulwark


After a brief delay, Lyra releases a pulse of magical energy, damaging and applying an 80% decaying 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.

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.

Abilities – how to Top


Principle Arcanum


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.

Imperial Sigil


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

Bright Bulwark


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.

Arcane Passage



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)

Items explained Top

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
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.
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.
It is one of your high priority item, because of 150 CP. Without it your attacks and abilities won't deal much damage
30% amplify crystal power! Additionally, extra energy and 40% cooldown reduction. MUST HAVE
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.




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.

Full stats with this build Top

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)

Showcase Top



As a proof that you can gain some kills without dying (almost at all)

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