Zephyr

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Zephyr
Zephyr.jpg
Legion.png Legion
Attributes
Strengthlogo.gif 17 Agilitylogo.gif 18 Intelligencelogo.gif 15
(+3
"{{#pad:" can not be assigned to a declared number type with value 2.
)
(+3
"{{#pad:" can not be assigned to a declared number type with value 2.4.
)
(+3
"{{#pad:" can not be assigned to a declared number type with value 2.
)
Stats
Level 1 16 25
Health 473 1081 1765
Mana 195 611 1079
Damage 48-58 86-96 125-135
Armor 2.52 7.84 13.3
Attack Speed 0.69 0.91 1.11
Movement Speed 295
Magic Armor 5
Base Health Regen 1.00
Attack Range 128 (Melee)
Missile Speed Instant
Base Attack Time 1.7
Attack Animation 0.5/0.5
Turn Rate 540


Info[edit | edit source]

Role:  
Melee
5
Jungler
1
Carry
4
Pusher
1
Lore:  
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.

Abilities[edit | edit source]

Gust
[ Q ]
Zephyr Gust.jpg
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 ]
Zephyr Cyclones.jpg
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 8 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 seconds.

Can have a maximum of 2/4/6/8 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 ]
Zephyr Wind Shield.jpg
Passive
Zephyr uses his control of the wind to create a rushing barrier around himself, granting him 4/6/8/10% Bonus Movement Speed and 15/20/25/30% Evasion.
Passively grants 5% Bonus Movement Speed and 15/20/25/30% 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.


Typhoon
[ R ]
Zephyr Typhoon.jpg
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.
Range: 500
Radius: 550
Mana Cost: 100/150/200
Cooldown: 120/110/100 seconds
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 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 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.


Alt Avatars[edit | edit source]

pene56

Changelog[edit | edit source]

Version 4.0.3

  • Zephyr Wind Shield.jpg Wind Shield
    • Movement Speed bonus changed from 4/6/8/10% to 5%
    • If the attacker is within 250 radius of Zephyr when the attack hits Zephyr, Wind Shield will not grant Evasion against that attack instance.

Version 4.0.0.3

  • Strength gain per level decreased from 2.2 to 2.0.
  • Agility gain per level decreased from 2.7 to 2.4.
  • Intelligence gain per level increased from 1.8 to 2.0.
  • Zephyr Cyclones.jpg Cyclones
    • Magic Damage per Cyclone changed from 7/8/9/10 to 8 at all levels.

Version 4.0.0

  • Zephyr Cyclones.jpg Cyclones
    • The 20-second interval passive cyclone spawn effect will no longer be delayed or affected when Zephyr takes damage.
  • Zephyr Wind Shield.jpg Wind Shield
    • Passively grants 4/6/8/10% Bonus Movement Speed and 15/20/25/30% Evasion.
  • Zephyr Typhoon.jpg Typhoon
    • Movement Speed Slow further from center increased.
      • Magnitude changed from a quadratic function to a linear function.

Version 3.7.11

  • Zephyr Gust.jpg Gust
    • Range lowered from 800 to 700
  • Zephyr Cyclones.jpg Cyclones
    • Damage lowered from 6/9/12/15 to 7/8/9/10
    • Cyclones will no longer passively spawn if you have taken damage in the last 20 seconds.
  • Zephyr Wind Shield.jpg Wind Shield
    • Passive deflection has been reduced from 15 to 10

Version 3.7.10

  • Zephyr Gust.jpg Gust
    • Increased cast range from 700 to 800.
  • Zephyr Cyclones.jpg Cyclones
    • Increased the damage AoE of each cyclone from 150 to 300.
    • Lifetime of a cyclone decreased from 60 to 40 seconds.
    • You will now passively gain a cyclone every 20 seconds.
      • This allows you to get about 2 cyclones early game to get a nice start in the jungle.
    • When cyclones expire they now heal for the same amount as if you used them manually.
    • Heal decreased from 25 to 20.
    • Damage decreased from 15/20/25/30 to 6/9/12/15.
      • The increased AoE for cyclone’s damage is a huge buff so these changes are to compensate a bit for that.
    • Cyclones no longer deal 25% less damage to creeps and neutrals.
  • Zephyr Typhoon.jpg Typhoon
    • Cyclones will now spawn even if Zephyr is not inside the Typhoon.

Version 3.7.0

  • Zephyr Cyclones.jpg Cyclones
    • Consuming a cyclone no longer interrupts your attack animation
  • Zephyr Wind Shield.jpg Wind Shield
    • Now passively blocks 15 damage from creeps and neutrals

Version 2.5.20

  • Health regen reduced from 1.25 to 1
    • This is a part of a global change to all melee heroes.

Version 2.5.18

  • Zephyr Cyclones.jpg Cyclones
    • No longer gains charges from non-organic units
  • Zephyr Gust.jpg Gust
    • Damage reduced from 75/150/225/300 to 70/140/210/280
  • Zephyr Typhoon.jpg Typhoon
    • Cooldown increased from 100 seconds to 120/110/100 seconds

Version 2.5.8

  • Zephyr Cyclones.jpg Cyclones
    • Heal reduced from 30 to 25
    • Fixed interaction between Geometer's Bane & Cyclones
  • Zephyr Typhoon.jpg Typhoon
    • No longer gives an extra tornado (from 7/9/11 to 6/8/10)
    • No longer gives Zephyr a tornado unless he stays in it's radius

Version 2.2.7

  • Strength Gain reduced from 2.5 to 2.2

Version 2.2.0

  • Health regen increased from 0.25 to 1.25 health per second
    • This is a part of a global change to all melee heroes.

Version 2.0.37

  • Zephyr Gust.jpg Gust
    • Do damage to ancients
    • Ancients are still immune to the push portion of Zephyr's gust

Version 2.0.34

  • Attack Range now 128 units
    • This is a part of a global change to all melee heroes.

Version 2.0.17

  • Zephyr Cyclones.jpg Cyclones
    • Heal the same amount (30) if they expire or are used

Version 2.0.14

  • Zephyr Cyclones.jpg Cyclones
    • Damage to neutrals and creeps increased from 50% to 75%
    • Now teleport with Zephyr correctly
    • Speed up the MS of the Cyclones so they keep up when he is just running around

Version 2.0.8

  • Zephyr Gust.jpg Gust
    • Now has a 0.1 second ministun

Version 1.0.5

  • Zephyr Gust.jpg Gust
    • Stun Removed
    • Damage increased from 75/125/175/250 to 75/150/225/300

Version 1.0.3

  • Zephyr Cyclones.jpg Cyclones
    • Deal 50% damage to non-hero units.

Version 0.3.0

  • Zephyr Gust.jpg Gust
    • Total distance traveled decreased from 640 to 540 .
  • Zephyr Cyclones.jpg Cyclones
    • Now shows a counter on the oldest cyclone.
  • Zephyr Typhoon.jpg Typhoon
    • Damage lowered from 60/90/120 to 60/80/100.
    • No longer gives max cyclones instantly but spawns 1 per second while it is active.

Version 0.1.66

  • Base Intelligence lowered from 19 to 15.
  • Intelligence Gain lowered from 1.9 to 1.8.
  • Zephyr Leap.jpg Leap replaced with Zephyr Gust.jpg Gust
    • Manacost 120 at all levels
    • Uses vector targeting, enemies in a cone are pushed in the specified direction
    • Take 75/125/175/250 damage and are stunned for 1 second.
  • Zephyr Cyclones.jpg Cyclones
    • Cyclones no longer have a cooldown, no longer restore mana, can be consumed for free.
    • Cyclones heal 30 health when used, 15 when they expire.
  • Zephyr Wind Shield.jpg Wind Shield
    • Now a passive, applied for 3 seconds after an attack.
    • Evasion/redirection chance changed to 6/9/12/16%, also increases movespeed by 10%.
  • Zephyr Typhoon.jpg Wind Control renamed to Zephyr Typhoon.jpg Typhoon
    • Cool down reduced from 120 to 100 seconds
    • Mana cost stays the same (100, 150, 200)
    • 500 unit cast range
    • 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)

Version 0.1.48

  • Zephyr Wind Shield.jpg Wind Shield
    • Evasion reduced from 15/20/25/30% to 8/12/16/20%.
  • Zephyr Cyclones.jpg Cyclones
    • Now spawn 2/4/6/8 cyclones per level, cyclones last 50 seconds at all levels.

Version 0.1.45

  • Primary attribute is now Agility.
  • Intelligence Gain reduced from 3.0 to 1.9
  • Agility Gain increased from 1.8 to 2.7.
  • Zephyr Typhoon.jpg Wind Control
    • Manacost lowered by 50 at all levels.

Version 0.1.26

  • Zephyr Cyclones.jpg Cyclones
    • Cyclones no longer show up on the minimap

Legacy Abilities[edit | edit source]

Wind Shield (Pre-4.0.0)
[ E ]
Zephyr Wind Shield.jpg
Passive
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 ]
Zephyr Leap.jpg
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 travels at 2000 speed while leaping.
  • Removed in Version 0.1.66.


Cyclones (Pre-0.1.66)
[ W ]
Zephyr Cyclones.jpg
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 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 ]
Zephyr Wind Shield Old.jpg
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 ]
Zephyr Typhoon.jpg
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

Notes



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