A riddler, a sage, and a lover of sweets, Zephyr sadly is known in these times simply as a warrior of the winds. Though he chose not to participate in the Beast Horde's war with the humans, he has joined battle against the Hellbourne, and the powerful winds and aerial attacks he calls down upon the daemons are a welcome addition to the new Legion.
Zephyr's damage output comes entirely through his maintenance of Cyclones, so Zephyr's sole imperative throughout much of the game is to build as much survivability as possible through farming. In a team fight, his Gust and Typhoon can disrupt an entire team.
Abilities[ | ]
Gust
[ Q ]
Cast Time: 0 / 0.5 seconds
Target Vector
Enemy Units
Type - Magic
Zephyr summons a gust of wind in the direction of his choosing, pushing and dealing damage to enemies it hits.
Range: 700 Radius: 250 Mana Cost: 120 Cooldown: 18/16/14/12 seconds
All units caught in the wind cone are pushed in the direction of the wind, dealt 70/140/210/280 Magic Damage, and stunned for 0.1 seconds.
Super effective against grass types!
Notes
Pushes units 625 units in the direction of the Gust.
The Gust projectile is a cone that starts at 110 radius, travels 540 units, and ends at 250 radius.
Gust can hit up to 1490 units away if cast at the maximum range.
Enemies are immobilized while being pushed.
Cyclones
[ W ]
Cast Time: 0 / 0 seconds
No Target
Zephyr spawns a small Cyclone on every kill he makes. Spawned Cyclones automatically patrol around Zephyr and damage enemies they touch. Zephyr can, on command, consume a Cyclone to heal himself.
Consumes one cyclone, restoring 20 Health.
On Kill Spawns a Cyclone which lasts 40 seconds and deals 9 Magic Damage per second to enemy units it touches.
When the Cyclone is consumed it heals Zephyr for 20 Health. Heals for the same amount when a Cyclone expires.
Cyclones are also spawned once every 20 (4) seconds.
Can have a maximum of 2/4/6/8(6/8/10/12) cyclones active at any one time.
We're not in Kansas anymore.
Notes
The timer displays the lifetime of the oldest Cyclone.
Damage from each individual Cyclones stacks with other Cyclones.
Cyclones wander around within 250 units of Zephyr.
Cyclones have 522 Movement Speed and deal damage in a 300 radius around it.
If Zephyr gets more than 2000 units from a Cyclone in a single frame (i.e. Teleports), the Cyclone will teleport to Zephyr.
Wind Shield
[ E ]
Passive
Zephyr uses his control of the wind to create a rushing barrier around himself, granting him Evasion.
Passively grants 10 deflection against non-hero unit and 15/25/35/45% Evasion.
If the attacker is within 250 radius when the attack hits Zephyr, Wind Shield will not grant Evasion against that attack instance.
Quick as the wind!
Notes
This ability contains Evasion properties. Evasion properties do not stack. Instead, you will automatically use the Evasion from the item or ability that grants you the highest chance to evade.
The Evasion mechanic from this ability only functions against ranged attackers so melee units don't miss their attack if they attack at the edge of Zephyr hitbox and he is currently moving away from an enemy melee unit.
Typhoon
[ R ]
Cast Time: 0.3 / 0.7 seconds
Target Position
Enemy Units
Type - Superior Magic
Zephyr creates a mighty Typhoon, slowing Movement Speed and dealing damage to any units near it. The closer an enemy is to the center of the Typhoon, the higher the damage and speed reduction becomes. Grants 600 day and night clearvision while active.
Spawns a Typhoon at the target location, Grants Zephyr 1 Cyclone per second while Typhoon is active and applies Harsh Winds to enemies who remain in a 550 (825) radius.
Charges are based on the distance an enemy is from the center of the Typhoon. The closer they are, the more charges are applied.
Enemies who are within 60 units of the center are snared to minimum Movement Speed and take maximum damage regardless of charges.
The Typhoon lasts 6/8/10(8/10/12) seconds.
Did I break wind?
Harsh Winds Effects
1% Movement Slow per charge Deals up to 60/80/100 Magic Damage per second
Notes
Enemies within 60 radius of the center of the Typhoon are inflicted a 99% Movement slow and take the maximum damage per second.
The amount of slow applied scales linearly over 550 distance from the center.
Typhoon deals maximum damage and slow within 60 units of the center. Damage and slow tapers off linearly over 550 units from the center.
Grants clearvision and kills trees in a 600 radius of the target location
Summons a Typhoon at the target location for 6,8,10 seconds
Typhoon itself has a 60 unit radius in the center and a winds radius of 550 units.
Slows enemies based on distance from the center
99% slow at the center [100 movespeed], 0% at the outer edge of effect
Deals damage based on distance from the center. Up to 60,90,120 Magic damage per second with a linear dropoff. Max damage done ** if standing in the center.
When cast, the maximum number of cyclones are spawned around Zephyr (based on the level of Cyclones)
Zephyr uses his control of the wind to create a protective barrier around himself, increasing his evasion and speeding him up. The barrier also has a chance to redirect incoming projectile based attacks back at the attacker.
Passively grants Zephyr 10 Deflection against creeps, pets and neutrals.
Applies Wind Shield to self for 3 seconds when Zephyr lands an attack.
Quick as the wind!
Wind Shield Effects
+10% Movement Speed 6/9/12/15% Melee Evasion 6/9/12/15% chance to redirect projectile based attacks back at the attacker.
Notes
This ability contains Evasion properties. Evasion properties do not stack. Instead, you will automatically use the Evasion from the item or ability that grants you the highest chance to evade.
Only the Melee Evasion portion of Wind Shield counts as a modifier. The projectile redirect chance stacks with other sources of Evasion.
Leap
[ Q ]
Cast Time: 0.1 / 0 seconds
Target Position
Enemy Units
Type - Magic
Zephyr leaps to target location, pushing away and damaging enemies he passes.
Range: 550/700/850/1000 Radius: 175 Mana Cost: 100/120/140/160 Cooldown: 20/19/18/17 seconds
Leaps to target location, dealing 75/125/175/250 Magic damage to enemies in radius of self and pushing them aside.
Notes
Pushes enemies hit 200/250/300/350 units away from Zephyr's trajectory over 0.5 seconds.
Zephyr spawns a small cyclone on every kill he makes. Spawned cyclones automatically patrol around Zephyr and damage enemies they touch. Zephyr can then call all active cyclones to himself, restoring some Health and Mana.
Mana Cost: 75 Cooldown: 25/22.5/20/17.5 seconds
Recalls all active cyclones to Zephyr, restoring 50 Health and 25 Mana per cyclone.
Can have a maximum of 2/4/6/8 cyclones active at any one time.
On Kill Spawns a Cyclone which lasts 50 seconds and deals 15/20/25/30 Magic Damage per second to enemy heroes it touches.
We're not in Kansas anymore.
Notes
Damage from each individual cyclones can stack.
Cyclones have 400 Movement Speed and deal damage in a 150 radius around it.
Wind Shield (Pre-0.1.66)
[ E ]
Cast Time: 0.25 / 0.25 seconds
Self
Type - Magic
Zephyr uses his control of the wind to create a protective barrier around himself, increasing his evasion. The barrier also has a chance to redirect incoming projectile based attacks back at the attacker.
Mana Cost: 75/95/115/135 Cooldown: 45/40/35/30 seconds
Applies Wind Shield to self for 10/15/20/25 seconds.
Wind Shield Effects 8/12/16/20% Melee Evasion 8/12/16/20% chance to redirect projectile based attacks back at the attacker.
Notes
This ability contains Evasion properties. Evasion properties do not stack. Instead, you will automatically use the Evasion from the item or ability that grants you the highest chance to evade.
Only the Melee Evasion portion of Wind Shield counts as a modifier. The projectile redirect chance stacks with other sources of Evasion.
Wind Control
[ R ]
Cast Time: 0.3 / 0.7 seconds
Target Position
Type - Superior Magic
Zephyr creates an area of high winds, slowing the movement and attack speed of enemy units and increasing the movement and attack speed of allied units.
Range: 600/800/1000 Radius: 550 Mana Cost: 100/150/200 Cooldown: 120 seconds
Applies Uplifting Winds to allies or Harsh Winds to enemies who remain in radius at target location.
Uplifting Winds Effects +30/40/50% Movement Speed +20/30/40 Attack Speed
Harsh Winds Effects 20/30/40% Movement Slow -20/-30/-40 Attack Speed