I got my Master of Benedict the other day, and there are very few of us (it was still 0% globally when I got it) so I’ve got a lot of flyboy time under my belt.
Tips from my perspective.
He’s an excellent shard collector, because he can run the map very easily, and he’s a very weak hero early game, so it’s important to focus on shard collection, Thralls, and building and destroying buildables until you’re at least level 3 and get the reload speed or rocket speed.
Avoid fighting early unless you outnumber the enemy, and if you see melee heroes with stuns coming at you, E and GTFO.
Benedict operates on surprise and terrain advantage, and basically any melee with a stun and/or silence will delete you before you can do much back to them, and you’ll just end up feeding.
My helix preference is:
+1 second homing
Push back
+25% rocket speed
Q full reload
+25% glide speed
+20% homing rocket damage
+18% damage (reduced radius rockets)
Lift Off cooldown
+50% Hawkeye Radius
Napalm on ult.
A big tip for landing homing rockets is do not aim at the target aim higher so the rockets will go over most terrain and hit them from above for more crits.
The simple explanation of deliverying damage is take to the air, unload all your rockets on your intended target, Q load and drop towards them, fire the Q on impact then E and AA them out of existence.
My current loadout for kills is the “Air Mail” loader (Lore unlock), and a +9.36 attack speed with +5.38 attack speed on taking damage, and a +8.55% damage with +4.88% damage on taking damage.
I don’t take the triple-shot Q helix because it locks you out of your E for longer, and you’re locked into the 30% reload helix which you don’t need if your Q gives a full reload, and Air Mail is ~20% anyway.
Whether Benedict needs overall buffs, I’m not sure. At the moment he really struggles against an aggressive Miko/Gal combo, but they are OP and getting nerfed.
Dive Bomb definitely needs improvement, at the moment it disables Benedict longer than it disables his targets, it gets caught on terrain all the time, and the path drops too quickly so you almost always end up landing somewhere other than where you aim it so it’s not very useful even as an escape.
Do not ever take it unless they buff it dramatically.
Also, always remember your quick melee can push people back from you to buy you a little time when you’re silenced.
Quick melee + pushback E also knocks thralls off the edge in Overgrowth incursion for fast caps.