Zephyr
From HoNWiki
| Zephyr | |
|---|---|
| |
| Level 1 stats | |
| Damage | 48-58 |
| Armor | 2.52 |
| Move speed | 295 |
| Attack type | Melee (125) |
| Attack rate | 0.59 |
| Attributes | |
| Strength | 17 (+2.5) |
| Agility | 18 (+2.7) |
| Intelligence | 15 (+1.8) |
| Team | |
| Legion | |
| Dota Version | |
| Unique to HoN | |
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.
Contents |
[edit] Skills
Gust
| Zephyr summons a gust of wind in the direction of his choosing, pushing, stunning, and dealing damage to enemies it hits. |
[edit] Skills Table
| Level | Mana Cost | Cooldown | Cast Range | Area of Effect | Duration | Effects |
| 1 | 120 | 18 seconds | 700 | 250 | N/A | All units caught in the wind cone are pushed in the direction of the wind and are stunned for 1 seconds, taking 75 Magic damage. |
| 2 | 120 | 16 seconds | 700 | 250 | N/A | All units caught in the wind cone are pushed in the direction of the wind and are stunned for 1 seconds, taking 125 Magic damage. |
| 3 | 120 | 14 seconds | 700 | 250 | N/A | All units caught in the wind cone are pushed in the direction of the wind and are stunned for 1 seconds, taking 175 Magic damage. |
| 4 | 120 | 12 seconds | 700 | 250 | N/A | All units caught in the wind cone are pushed in the direction of the wind and are stunned for 1 seconds, taking 250 Magic damage. |
Cyclones
| 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. |
[edit] Skills Table
| Level | Mana Cost | Cooldown | Cast Range | Area of Effect | Duration | Effects |
| 1 | N/A | N/A | N/A | N/A | N/A | Upon killing a unit, spawns a cyclone which lasts 50 seconds and deals 15 Magic damage per second to enemies it touches. When the Cyclone expires, it heals Zephyr for 15 Health.
Using this skill consumes one cyclone, restoring 30 Health. Can have a maximum of 2 cyclones active at any one time |
| 2 | N/A | N/A | N/A | N/A | N/A | Upon killing a unit, spawns a cyclone which lasts 50 seconds and deals 20 Magic damage per second to enemies it touches. When the Cyclone expires, it heals Zephyr for 15 Health.
Using this skill consumes one cyclone, restoring 30 Health. Can have a maximum of 4 cyclones active at any one time |
| 3 | N/A | N/A | N/A | N/A | N/A | Upon killing a unit, spawns a cyclone which lasts 50 seconds and deals 25 Magic damage per second to enemies it touches. When the Cyclone expires, it heals Zephyr for 15 Health.
Using this skill consumes one cyclone, restoring 30 Health. Can have a maximum of 6 cyclones active at any one time |
| 4 | N/A | N/A | N/A | N/A | N/A | Upon killing a unit, spawns a cyclone which lasts 50 seconds and deals 30 Magic damage per second to enemies it touches. When the Cyclone expires, it heals Zephyr for 15 Health.
Using this skill consumes one cyclone, restoring 30 Health. Can have a maximum of 8 cyclones active at any one time |
Notes
- When this skill is used, Zephyr consumes the oldest cyclone.
Wind Shield
| 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. |
[edit] Skills Table
| Level | Mana Cost | Cooldown | Cast Range | Area of Effect | Duration | Effects |
| 1 | N/A | N/A | N/A | N/A | N/A | Applies Wind Shield to self for 3 seconds when Zephyr lands an attack. |
| 2 | N/A | N/A | N/A | N/A | N/A | Applies Wind Shield to self for 3 seconds when Zephyr lands an attack. |
| 3 | N/A | N/A | N/A | N/A | N/A | Applies Wind Shield to self for 3 seconds when Zephyr lands an attack. |
| 4 | N/A | N/A | N/A | N/A | N/A | Applies Wind Shield to self for 3 seconds when Zephyr lands an attack. |
| Level | Effects |
| 1 | +10% Movement Speed, 6% Melee Evasion, 6% chance to redirect projectile based attacks back at the attacker. |
| 2 | +10% Movement Speed, 9% Melee Evasion, 9% chance to redirect projectile based attacks back at the attacker. |
| 3 | +10% Movement Speed, 12% Melee Evasion, 12% chance to redirect projectile based attacks back at the attacker. |
| 4 | +10% Movement Speed, 15% Melee Evasion, 15% chance to redirect projectile based attacks back at the attacker. |
Notes
- This ability is an Exclusive Modifier and will not stack with other Evasion effects.
Typhoon
| 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. |
[edit] Skills Table
| Level | Mana Cost | Cooldown | Cast Range | Area of Effect | Duration | Effects |
| 1 | 100 | 100 seconds | 500 | 550 | 6 seconds | Instantly grants Zephyr maximum Cyclones 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 movespeed and take maximum damage regardless of charges. |
| 2 | 150 | 100 seconds | 500 | 550 | 8 seconds | Instantly grants Zephyr maximum Cyclones 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 movespeed and take maximum damage regardless of charges. |
| 3 | 200 | 100 seconds | 500 | 550 | 10 seconds | Instantly grants Zephyr maximum Cyclones 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 movespeed and take maximum damage regardless of charges. |
| Level | Effects |
| 1 | 1% Movement Slow per charge, Deals up to 60 Magic damage per second |
| 2 | 1% Movement Slow per charge, Deals up to 90 Magic damage per second |
| 3 | 1% Movement Slow per charge, Deals up to 120 Magic damage per second |
Notes
- When used, this skill grants clearvision and kills trees in a 600 radius of the target location.
Guides
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