Yeah, I know, lame theme.
Zephyr is a mostly straightforward and kinda boring hero at early levels, restricted by 3 close range skills and his melee status. However, at level 6, Zephyr gains some real fighting presence.
Zephyr uses a "enhance" style of fighting, relying on hitting the opponents with enhanced regular attacks to deal more damage.
All of Zephyr's base skill are simple bonus damage and attack modifiers. This unfortuneately limits Zephyr to melee combat, but gives him extreme chasing and killing potential if his opponents let him get close.
Zephyr's ultimate basically allows Zephyr to use his elemental charge as a ranged spell, making it very easy for Zephyr to close the gap between enemies in various styles (ranging from stunning them to closing in with a movespeed boost/slow). Zephyr's play style really improves with this added ability.
Strength | Agility | Intelligence | | | | | 22 + 2.55 | 17 + 1.65 | 17 + 1.80 |
| | Starting HP/MP: | 568/221 | | Base Stats: | 56 | | Stats Gain: | 6 | | Primary Role: | |
|
| Affiliation: | Sentinel | | Attack Animation: | 0.50/0.50 |
| Damage: | 50-55 | | Casting Animation: | 0.00/0.00 |
| Armor: | 3.43 | | Base Attack Time: | 1.70 |
| Movespeed: | 305 | | Missile Speed: | |
| Attack Range: | | | Sight Range: | 1800/800 |
 | | Type: Active | | Targeting: No target | | Hotkey: E |
| Zephry empowers his weapon with energy from the soil beneath him. Zephyr's next attack does bonus physical damage and immobilizes the target for a short duration. |
| | Mana | Cooldown | Range | AoE | Duration | Effects |
| 1 | 50 | 12 | | | 6 | 20 bonus damage, 1 second immobilize |
| 2 | 70 | 10 | | | 6 | 40 bonus damage, 1.5 second immobilize |
| 3 | 90 | 8 | | | 6 | 60 bonus damage, 2 second immobilize |
| 4 | 110 | 6 | | | 6 | 80 bonus damage, 2.5 second immobilize |
- Only one element charge may be active at a time
 | | Type: Active | | Targeting: No target | | Hotkey: G |
| Zephyr empowers his weapon with energy from the blowing winds around him. Zephyr's next attack does bonus magical damage and will grant Zephyr bonus movespeed and attackspeed after the attack. |
| | Mana | Cooldown | Range | AoE | Duration | Effects |
| 1 | 50 | 12 | | | 6/8 | 30 bonus damage, +10% MS/AS |
| 2 | 70 | 10 | | | 6/8 | 60 bonus damage, +15% MS/AS |
| 3 | 90 | 8 | | | 6/8 | 90 bonus damage, +20% MS/AS |
| 4 | 110 | 6 | | | 6/8 | 120 bonus damage, +25% MS/AS |
- Applies on the next attack made by Zephyr
- Speed boost lasts for 8 seconds (attack modifying effect lasts for 6 seconds)
- Only one element charge may be active at a time
 | | Type: Active | | Targeting: No target | | Hotkey: T |
| Zephyr empowers his weapon with the energy from the living organisms nearby. Zephyr's next attack will deal bonus pure damage and heal allies based on the total amount of damage dealt to the target. |
| | Mana | Cooldown | Range | AoE | Duration | Effects |
| 1 | 50 | 12 | | 600 | 6 | 10 bonus damage, 55% heal amount (max of 100) |
| 2 | 70 | 10 | | 600 | 6 | 20 bonus damage, 60% heal amount (max of 200) |
| 3 | 90 | 8 | | 600 | 6 | 30 bonus damage, 65% heal amount (max of 300) |
| 4 | 110 | 6 | | 600 | 6 | 40 bonus damage, 70% heal amount (max of 400) |
- All allies within a 600 AoE of the attacked target are healed
- Only one element charge may be active at a time
 | | Type: Active | | Targeting: No target | | Hotkey: R |
| Zephyr unleases the power of his weapon upon the target area. The effects are based on which weapon charge Zephyr currently has. This ability WILL remove the weapon charge. If Zephyr has no element charged to his weapon, this attack has no extra effects but Zephyr restores mana equal to the damage dealt. |
| | Mana | Cooldown | Range | AoE | Duration | Effects |
| 1 | 100 | 20 | 400 | 300 | | Does 100 base damage |
| 2 | 100 | 15 | 500 | 300 | | Does 200 base damage |
| 3 | 100 | 10 | 600 | 300 | | Does 300 base damage |
- EXTRA EFFECTS:
- Earth: Enemies in the AoE are stunned for 2 seconds
- Wind: Enemies and allies in the target area have their movespeed and attackspeed decreased/increased by 40% for 2 seconds
- Nature: Allies in the area have debuffs removed and are healed 100/200/300 hp
- Removes the current element charge
- If Zephyr has no element charged, this attack only does the base damage and refunds mana to Zephyr equal to the damage affected targets take (includes creeps)
Template by The Lord God, edited and updated by Florburz
Made using
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