Gemini is a very unique and challenging hero to play. With a high skill cap and large variety in his gameplay from game to game, playing him is fun and rewarding.
This Gemini guide details what I strongly consider the most effective method to play him at any skill level. It will focus on his Fire and Ice form which, if used properly, truly brings out the strengths of the hero pushing his potential damage output, survivability, and mobility to the limit.
Before discussing how to play the hero, however, a brief introduction is necessary.
As such, I present Gemini
Table of Contents
(A) Stats and Ability description and analysis
(B) General game play and item progression
(C) How to micro/fight with Fireand Ice
(D) Best Friends/Worst Enemies
Strength : 19 (+2.1)
Agility : 22 (+3.0)
Intelligence: 17 (+1.9)
Gemini possesses a very high total stat gain and above average gains for all attributes. His starting stats are average if not slightly above average.
Gemini has a rather high int score. This allows him to use his relatively cheap skills on a regular basis without needing items to improve his mana pool or mana regen.
His very high agi gain should be taken into account when deciding to buy damage items or survivability items. His damage will be relatively high even without items, so survivability items are a first priority.
His Strength gain is good for an agi hero, but still won't carry him too far by itself considering the amount of enemy attention he will hopefully be receiving. It will need to be augmented relatively soon into the game if it isn't to become a problem.
Base damage: 46-51
armor : 4.08
move speed : 300
His base damage is below average but still far better than most ranged heroes. Take this into account when laning against melee/ranged heroes and deciding whether or not a hatchet is necessary.
His armor is average. It will make him somewhat resilient to harassment but not overly so. Take this into account when deciding whether or not a buckler is needed in lane.
His movement speed is average. Be sure to compare it to whoever you are laning against and make a mental note of whether or not you can outrun them.
Quite a decent damage spell. It does a reasonable amount of damage even at lower levels with a somewhat weak but still very useful slow effect. This skill with be a large portion of your damage in wolf (non-ult) form.
As you can see, the cone AOE is huge. It reaches further than you can target similar to skills such as witch slayer's stun so you should be aware of its actual range.
Twin Fangs is a very effective escape and chasing mechanism. The nuke and stun are alright, but the blink/invulnerability effect is generally what gemini will utilize the most. It has a slightly longer cast time than most blinks so keep that in mind when trying to disjoint or dodge any time of ability. You cannot use Twin Fangs while immobilized. Note that the targeting distance is exactly the same as the actual distance of the spell. Click on the very edge of how far you can target will insure that you land on the spot you wish to land on.
You'll notice that most of the area in between yourself and your target is covered by damage area of effects. There is a very small blind spot right in the center, however, so try to not use the skill when your enemy will be in the blind spot.
Twin Strike shines extremely late into the game. It increases the effectiveness of items that have percentage-based proc abilities and gives essentially a guaranteed 25% crit every attack. It is approximately the same as a 100% crit with a 25% chance to proc, so it scales relatively well. This ability alone, although keeping gemini pertinent late game, is not enough for gemini to nearly compete with the classic hard carries that all have much stronger scaling abilities. This ability has a place, but in reality does not come into place in a majority of games.
This is Gemini's highlight skill and the is what gives him his presence in a game. Note several key aspects to this ability. They are essential to understanding how to effectively utilize Gemini
- static movement speed of 270/400/430 on the wolves regardless of boots
- high magic armor at later levels
-Only affected purely by stats (and auras, which DO work centered on Fire
-Combing them again will result in Gemini having the health and mana % of the highest hp and highest mana from either wolf
-The wolves have four abilities. Both have a 125/175/225 damage spray nuke similar to twin breath. The Ice
wolf has a slow affect and the Fire
wolf has a burn affect.
-They both have a blink strike with 500 range that does 80/120/160 damage and stuns for .5 seconds
-They both can teleport to the each other after a 3 second channel time
-They can recombine into Gemini again if they are within 300 units. Both wolves are essentially disabled during channeling.
Also note that this skill cools down even while in Fire and ice form. This is very important to be aware of.
Also also note that both wolves get full exp within their exp range. Both wolves can farm and get exp just as well as the other.
This skill and the other skills will be discussed at further length later on.
A section on Fire and Ice micro and combat is available later in this guide.