Hello and welcome to my Zephyr guide. Out of all the heroes in HoN he is by far my favorite of them, and it pains me to see people not using him to his full potential. Zephyr is a unique hero in the fact that he is an intelligence based tank hero, with the power to have a semi-carry role. This being said Zephyr is currently the most powerful hero in the game IMO. He is the ultimate tank with an absolutely devastating Ultimate during team battles.
Table of Contents
I. Hero Overview
II. Skill Descriptions
III. Skill Build
IV. Item Build
V. Strategy - Early Game(1-10)
VI. Strategy - Mid Game(11-16)
VII. Strategy - Late Game(17-25)
I. Hero OverviewAffiliation: Legion
Strength: 17 +2.5
Agility: 18 +1.8
Intelligence: 19 +3
Base Damage: 49-59
Base Armor: 2.52
Base Movespeed: 295
Starting HP: 473
Starting MP: 247
II. Skill DescriptionsLeap (Q)
Zephyr leaps to target location, pushing away and damaging enemies he passes.
Target Position Enemy Units
Radius: 175Mana Cost: 100/120/140/160Cooldown: 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.Note:
Enemies that are around cursor will appear yellow as if being targeted by an AoE spell even though no AoE cursor is shown. This skill also allows you to cross impassable terrain such as cliffs and trees.
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: 75Cooldown 25/22.5/20/17.5 seconds
Recalls all active cyclones to Zephyr restoring 50 health and 25 mana per cyclone.
Can ave a maximum of 5/6/7/8 cyclones active at any one time.
Spawns a cyclone which lasts 20/30/40/50 seconds and deals 15/20/25/30 Magic damage per second to enemies it touches.Note:
This skill will be your mid game farming tool. Creeps all around you will be taking massive amounts of damage from this. It is also useful to keep your HP and Mana up. Use this liberally as cyclones are easy to stack up again. After 3 cyclones are up you are refunded 100% of the mana cost of this spell.Wind Shield (E)
Zephyr uses his control of the wind to create a protective parrier around himself, increasing his evasion. The barrier also has a chance to redirect incoming projectile based attacks back at the attacker.
Type: MagicMana cost: 120/110/100/90Cooldown 45/40/35/30
Applies Wind Shield to self for 10/15/20/25 seconds.Wind Shield Effects
15/20/25/30% Melee Evasion
15/20/25/30% chance to redirect projectile based attacks back at the attacker.
This is your bread and butter skill. This is what makes you a tank! Vs a ranged heavy team you can completely dominate them before they even hurt you, and if its a melee heavy team your cyclones will tear them up as they struggle to hit you.Wind Control (R)
Zephyr creates an area of high winds slowing the movements and attack speed of enemy units and increasing the movement and attack speed of allied units.
Radius: 550Mana cost: 150/200/250Cooldown: 120 seconds.
Applies Uplifting Winds to allies or Harsh Winds to enemies who remain in radies 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 SpeedNote:
This skill is what makes him so IMBA. Dropping this in a team battle will drastically shift it's outcome. This skill can be used in so many ways also. As a chasing tool, As an escape tool, or as a ganking tool.III. Skill Build
2. Cyclone/Wind Shield
3. Wind Shield/Cyclone
6. Wind Control
11. Wind Control
12. Wind Shield
13. Wind Shield
14. Wind Shield
16. Wind Control
Leap is taken at level 1 as a movement booster. It is always useful to have an escape/chase mechanism to get or get out of that early first blood.
At 2 you have a choice between cyclone and Wind shield. If you are able to last hit easily go for the cyclone, but if your facing heavy ranged harassment then go for the shield.
After this cyclone is maxed ASAP as it is your main farming tool.
Wind Control is gotten on your standard Ulti levels to help in team fights.
Leap is maxed after cyclone for two reasons. One it helps with farming, and 2 this becomes your way to escape/harass/chase in the mid game.
Wind shield is gotten durring the midgame where you begin to transform from a squishie int hero into a tank.
IV. Item BuildStarting Items: 586g
These items are to start you out with more survivability. The totems will be sold when further room is needed in your inventory.
Core Items: 6570g
As you can see the core build of this hero is very cheap. The full build is only 6570g so you have plenty of room once you reach your core build to start playing around with the higher tier items.
I don't include treads or travels in the build order because here you really have 2 choices. The Boots of Travel will help you farm more, but I am hesitant to include them due to the teleport cyclone bug. Treads however give you everything you need. More str!
This is your main go-to luxury item. It provides you with a massive HP boost as well as a large amount of regen.
The armor on this helps you with your low armor, and the -attack speed aura combined with your ulti is absolutely devastating to enemy teams.
Your enemy team is full of single target nukers. What do you do? This awesome little baby!
You've got mass AoE with your cyclones, so this augments that and gives you even more. This will make the initial stacking of your cyclones a lot easier.
This isn't a bad choice, but its not the best either. I include it because this does give you pretty much everything you need, but it is so expensive for the returns it gives.