Dota 2/Aurel the Gyrocopter

Gyrocopter is a ranged agility hero who can be played as a ganker, a carry or an initiator. He has a range of abilities that let him do lots of damage to a single target, or high damage to a whole group of enemies. He is a strong early-mid game threat with his Rocket Barrage, which does massive amounts of damage to nearby enemies in a matter of seconds. His Homing Missile will follow its target relentlessly until its destroyed, but if it hits, it will keep that target stunned while Gyrocopter catches up to finish it off. His Flak Cannon lets him spread his physical attacks to all nearby enemies for a short while, dealing tons of damage to multiple units in a flash. His Call Down is a devastating ultimate capable of dealing tons of damage and slowing enemies caught in its large blast radius. Gyrocopter is a hero that remains potent for most of the game, and foes that dare go up against him will soon find themselves on the receiving end of Gyro's explosives.

Rocket Barrage
Rocket Barrage launches a rapid volley of rockets at enemies nearby for 3 seconds. Each rocket does minor damage but the sheer number of rockets makes it rack up damage very quickly. At level 3 you can do a maximum of 690 damage if all rockets hit. It is incredibly powerful when ganking enemy heroes as the rockets will quickly melt away their health. However, if there's many creeps nearby or the enemy hero can create illusions or summon units, the power of the spell will diminish as it is harder to make it target the enemy hero.
 * Ability: No Target
 * Damage Type: Magical
 * Damage: 11 / 15 / 19 / 23
 * Radius: 400
 * Rockets Per Second: 10
 * Mana Cost: 90
 * Cooldown: 7 / 6.5 / 6 / 5.5

Homing Missile
Homing Missile deploys a missile that has a short delay before it is launched, after which it will follow the target. The missile gains speed and damage the further it travels and will damage and stun the target on impact. Enemies gain sight vision of the missile a second after it starts moving, and can destroy with attacks. Towers can also target the missile, but will only do half the damage of heroes. It can be a very scary ability, and once an enemy hero realizes that its aimed at them, they will start running from it, so it can be used to scare foes off. The missile is also great for letting you catch up to enemy heroes. The long stun is enough to pin them down as you go and finish them off.
 * Ability: Target Unit
 * Affects: Enemy Heroes
 * Damage Type: Magical
 * Damage: 110 / 220 / 330 / 440
 * Stun Duration: 2.5
 * Minimum Damage: 50
 * Mana Cost: 120 / 130 / 140 / 150
 * Cooldown: 20 / 17 / 14 / 11

Flak Cannon
Flak Cannon makes your attacks hit all nearby units for a certain number of attacks or 15 seconds. Only the main target of the attack will receive attack bonuses like lifesteal and critical strike. It is very useful for suppresing large groups of enemies, especially once you get damage-boosting items. There is literally no limit for how many enemies you can hit, as long as they are within the radius of the ability, though your attack range remains at 375.
 * Ability: No Target
 * Damage Type: Physical
 * Radius: 1000
 * Max Attacks: 3 / 4 / 5 / 6
 * Mana Cost: 50
 * Cooldown: 20

Call Down
Call Down launches two missiles at the target area, dealing damage and slowing enemies caught in their blast when they land. The first missile does more damage and slows less while the second missile does less damage and slows more. It is a decent initiation spell that can be pretty strong if both missiles hit. The slows do not stack, but the damage does. You can hit multiple enemies due to its large radius, giving your team a health advanatage while ensuring that enemies can't escape easily.
 * Ability: Target Point
 * Damage Type: Magical
 * Missile One Damage: 250 / 300 / 350
 * Missile Two Damage: 100 / 150 / 200
 * Missile One Slow: 20%
 * Missile Two Slow: 50%
 * Radius: 450
 * Mana Cost: 125
 * Cooldown: 55 / 50 / 45
 * Scepter Missile Two Damage: 175 / 225 / 275

Aghanim's Scepter can be bought by Gyrocopter can will increase the damage of Call Down's second missile and gives it global cast range.