Discussion:
This is one of the heroes in my "Elements" theme. If you have time, you should check out my other heroes (or wait until they get accepted): Gah-Moorah - Earth Watcher (accepted)
Triton - Aquamancer
Slag - Magma Spawn
Skill discussion: Gust is really what insures that you don't die when you're in the middle of the enemy forces. Your other skills require you to put yourself in that situation a lot so, with this skill, you're not as easily killed as some enemies might think you are. It has a lower chance to send an attack back than Void Walker's Backtrack has to dodge one but it does not dodge regular spells, only certain spells, like the ones mentionned below.
Enchantress' Impetus : The damage dealt back to the Enchantress is the damage that would have been dealt to Orielle, the damage does not increase because of the added distance to go back to Enchantress,
Silencer's Glaive of Wisdom, Storm Spirit's Overload,
Sacred Warrior's Burning Spear, Sniper's Headshot (not Assasinate),
Bristleback's Nasal Goo, Drow Ranger's Frost Arrow,
Medusa's Split Shot, Bone Fletcher's Searing Arrows,
Obsidian Destroyer's Arcane Orb, etc.
All of these spells are targeted spells, that's why I didn't put Razor's Storm Seeker (I almost did) or Necrolyte's Death Pulse (because it would technically heal him, right?). Any ranged stun (i.e: storm bolt), poison (i.e: Shadow Strike, Poison Attack, Poison Sting), ward, orb effects (i.e: Geminate Attack, mana break, weapons, etc.) CANNOT be sent back. Any weapon effects (critical hits, stuns from basher, extra damage, etc.), buff placers (Frost Arrow, Searing Arrow, etc.) and melee effects (bash, greater bash, geostrike, frostmourne, etc.) CAN be sent back as long as it is not considered an orb effect. Remember that it does NOT return melee orb effects (mana break, eye of skadi, etc.). Skydive may seem similar to Timewalk or Leap but it deals damage. There is also a dangerous SELF STUN to the skill which can definitely be your downfall if you're not careful. Meepo could easily destroy you if he can earthbind you while you're stunned. Also, using this skill to run away is tricky. You have to make sure that there are no enemies where you land or you're toast This is your main nuke, it's most effective when you're trying to keep creeps or heroes away from your tower so you can deny it. If you're fast enough (with gust and some boots) you can make your way in front of a fleeing enemy to send him back into the hands of your approaching teammates
This skill is extremely useful and may seem quite imbalanced but it's important to remember that this skill affects enemies around the caster, it cannot be cast wherever you want. That means you have to be right next to them for it to work, which makes Orielle a hero that must enter the fray and not sit on the sidelines, trying to get a kill by nuking the weakest hero. Affected units are also invulnerable when in the cyclone.
Skill build: - gale
- gust
- gale
- gust
- gust
- whirlwind
- skydive
- gust
- gale
- skydive
- whirlwind
- skydive
- gale
- skydive
- stats
- whirlwind
- stats
- stats
- stats
- stats
- stats
- stats
- stats
- stats
- stats
Gale is a better option to start with because it's a good damage and can help keep the incoming waves away from you and your tower while you wait for your creeps to get there. Skydive is pretty much suicide early game because the self-stun will not stop your enemies from attacking you, and by the time you're out of it, it will be too late. Gust is also a skill I would recommend at the beginning because it will minimise the damage you take.
Skill synergy: Orielle's attacks have great synergy. You can use them together to efficiently run away from or chase other heroes. 
Gust compliments the Harpy Scout's whole idea of being in the middle of the enemies. Skydive puts you exactly in that predicament and Gust ensures that you don't get butchered as soon as you get there. Make sure you have a few levels of gust before you use skydive offensively. To chase an enemy, Skydive can get you in front of him very quickly or can slow him down quite a bit so your allies can catch up. Gust also increases your movement speed considerably so you can get in front of whoever you're chasing. 
If you have Gale at your disposal as well, your two first skills will help you get in front of your fleeing enemy. Once you're there, cast gale towards him to deal some good damage and send him backwards, further away from his safe haven. You just won a few crucial seconds for your allies to get closer and finish the job If you are being ganked or chased before you get your ulti, you can cast gale on whoever is chasing you and, while they are busy recovering, skydive somewhere safe, like over a cliff or trees. 
Like I mentionned earlier, Gust is there to make sure you don't die so quickly. With Whirlwind, you have to position yourself very close to your enemies. Gust helps you get there before they realise what's going on, and Whirlwind keeps your enemies in the air for a considerable amount of time while you wait for your allies. 
This combo is similar to Sand King's Epicenter/Burrowstrike combo. Cast Whirlwind first and then Skydive to their location to affect them with it. Be quick because you lose crucial seconds in the air while using Skydive. 
If you're going after a specific enemy and try to cast Whirlwind on them, but they're just out of reach, don't despair! Your gust gives you increased movement speed to catch up to them. If you still can't make it, try skydiving on or in front of them to catch them in your whirlwind before it ends. Gale can help you slow them down too. It also works the other way around. Cast gale to deal a bit of damage and keep them away from where they want to go. Then skydive to deal more damage and slow them down, then quickly move to their location (while getting a few hits in here and there) and cast Whirlwind to keep them in one spot.
Item build: or Wichever one will more greatly reduce the damage you take!
power treads not only increase your movement speed but also your attack speed although later game, when you get better items, you can switch them for BoT
Linken's can help you dodge a stun after you land in the middle of the enemy forces, great for mana too
BKB to ensure that you don't get interrupted while casting spells, and when in the middle of the enemy
Shiva's is the perfect defense for int heroes, the damage from it is a good adition to your arsenal too. Slows opponents so you can get in front of them and great itme to initiate battle once you Skydive in their ranks.
Mekansm heals you and your allies so you don't get butchered, good to heal up while your enemies are busy in your ult as well.
or I put butterfly up there at first but then realised that if you dodge attacks, gust can't really send them back, it is nonetheless extremely good because it decreases the amount of damage you take in general. If you would rather send attacks back, then get HoT to make sure you can take all the other attacks that aren't sent back
Best allies:      
Your best allies would be silencers, which help you not get butchered from being in the middle of the brawl, since you cannot send powerful nukes back at your opponent with Gust        Good nukers that don't require being so close to the enemy are good when you're keeping them back to wait for your allies      
Heroes that can move your enemies close to you (or you to them) make your ultimate that much more effective        
Anyone who can keep your enemy in one spot for a long amount of time or slow them considerably can give you the chance to get close enough to use your skills I want to add Earthshaker to the list because he can stop your enemies from going a certain way, enabling you to corner them with your whirlwind. Also, if he creates a Fissure behind your enemies, you can safely Gale them backwards without sending them closer to their base
Gale + Burrowstrike + Skydive + Whirlwind + Epicenter = INTENSITY!
Heroes to watch out for:         Silencers and stunners are also your worst enemy since they can completely stop you from doing anything; your skills are your life. (Gust will still activate though)         Your skills are very useful but if your enemies are too quick, you won't be able to get in the right spot to hit them, since all your spells are area of effect spells. I only mentionned a few of the many heroes that have these impairing abilities. Anyone who is just really good at DotA is a very worthy opponenet as well! There was an error with the Harpy Scout, so I remade her into Windcaller.
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