Zephyr

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Zephyr
Zephyrhero.gif
Level 1 stats
Damage 48-58
Armor 2.52
Movement 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
More Details


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.


Skills

Gust

Zephyrskill1.gif

Action: Target Vector
Target: Enemy Units
Type: Magic
Zephyr summons a gust of wind in the direction of his choosing, pushing, stunning, and dealing damage to enemies it hits.

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 150 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 225 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 300 Magic damage.

Notes

  • Gust travels a distance of 540.



Cyclones

Zephyrskill2.gif

Action: 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.

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. Deals 75% of that damage to enemy creeps and neutrals. When the Cyclone expires, it heals Zephyr for 30 Health.

Can have a maximum of 2 cyclones active at any one time.

On use, consumes one cyclone, restoring 30 Health.

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. Deals 75% of that damage to enemy creeps and neutrals. When the Cyclone expires, it heals Zephyr for 30 Health.

Can have a maximum of 4 cyclones active at any one time.

On use, consumes one cyclone, restoring 30 Health.

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. Deals 75% of that damage to enemy creeps and neutrals. When the Cyclone expires, it heals Zephyr for 30 Health.

Can have a maximum of 6 cyclones active at any one time.

On use, consumes one cyclone, restoring 30 Health.

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. Deals 75% of that damage to enemy creeps and neutrals. When the Cyclone expires, it heals Zephyr for 30 Health.

Can have a maximum of 8 cyclones active at any one time.

On use, consumes one cyclone, restoring 30 Health.

Notes

  • When this skill is used, Zephyr consumes the oldest cyclone.


Wind Shield

Zephyrskill3.gif

Action: 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.

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.
Wind Shield Effects
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


Typhoon

Zephyrskill4.gif

Action: Target Position
Target: 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.

Skills Table

Level Mana Cost Cooldown Cast Range Area of Effect Duration Effects
1 100 100 seconds 500 550 6 seconds 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 movespeed and take maximum damage regardless of charges.

2 150 100 seconds 500 550 8 seconds 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 movespeed and take maximum damage regardless of charges.

3 200 100 seconds 500 550 10 seconds 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 movespeed and take maximum damage regardless of charges.

Harsh Winds Effects
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 80 Magic damage per second
3 1% Movement Slow per charge, Deals up to 100 Magic damage per second

Notes

  • When used, this skill grants clearvision and kills trees in a 600 radius of the target location.




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