Hero Name
Zephyr
Primary Attribute
Agility
Movement Speed = 295
Strength gain per Level = 2.5
Agility gain per level = 2.7
Intelligence gain per level = 1.8
Starting Armor = 2.52
Starting Magic Armor = 5.5
Starting Agility = 18
Starting Strength = 17
Starting Intelligence = 15
Attack Type = Melee
Starting Base Damage = 48-58
Starting Attacks per second = 0.69
Auto-Attack Range = 125
Pros and Cons
+Strong tanking capabilities.
+Able to solo a whole team if well farmed.
+Farm is a cakewalk once you have 3 or more Cyclones active.
+Able to carry in tanking/AoE items.
-Requires good farm early game and mid game in order to be an effective carry-tank.
-User must know how to last hit in order to gain laning phase farm, and Cyclones.
-Difficult hero to use if the user is not familiar with the roles of a carry, and tank, and if the user does not know how to use Zephyr's spells properly.
Abilities
xxx Gust
Action: Target Vector
Target: Enemy Units
Type: Magic
Range: 700
Radius: 250
Cast Time: 0.5 Seconds
Mana Cost: 120
Cooldown: 18.0 / 16.0 / 14.0 / 12.0 Seconds
Required Level: 1 / 3 / 5 / 7
Zephyr summons a gust of wind in the direction of his choosing, pushing and dealing damage to enemies it hits.
Activation: All units caught in the wind cone are pushed in the direction of the wind, taking 75 / 150 / 225 / 300 Magic damage.
xxx Cyclones
Action: Target
Required Level: 1 / 3 / 5 / 7
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.
Activation: Consumes one cyclone, restoring 30 Health. 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 and 7.5 / 10 / 12.5 / 15 Magic damage per second to all other enemy units or neutrals. When the Cyclone expires, it heals Zephyr for 15 Health.
xxx Wind Shield
Action: Passive
Required Level: 1 / 3 / 5 / 7
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.
Activation: Applies Wind Shield to self for 10 / 15 / 20 / 25 seconds.
On Attack: Applies Wind Shield to self for 3 seconds when Zephyr lands an attack
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.
Wind Shield Effects: 6 / 9 / 12 / 15% Melee Evasion
10% Movement Speed.
6 / 9 / 12 / 15% chance to redirect projectile based attacks back at the attacker.
xxx Typhoon (Ultimate)
Action: Target Position
Type: Enemy Units
Type: SuperiorMagic
Range: 500
Radius: 550
Cast Time: 1.0 Seconds
Mana Cost: 100 / 150 / 200
Cooldown: 100.0 Seconds
Required Level: 6 / 11 / 16
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.
Activation: 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.
The Typhoon lasts 6 / 8 / 10 seconds.
Harsh Wind Effects: Movement Speed Slow per charge 0.01.
Deals up to 60 / 80 / 100 Magic damage per second
Skill Build
Defensive
1. Gust
2. Cyclones
3. Wind Shield
4. Cyclones
5. Cyclones
6. Typhoon
7. Cyclones
8. Wind Shield
9. Wind Shield
10. Wind Shield
11. Typhoon
12. Gust
13. Gust
14. Gust
15. Stats
16. Typhoon
17-25. Stats
Gust MUST have a point into it no matter what, because it will be the ability that will grant you and your buddies a kill or a death, a well aimed Gust can easily blow away your foes to save your friend or it can pull them towards your home court for you and your buddies to have a punch on. Cyclones heals and does more damage for each point yo place into it, it can save you if you are low on health and will pretty much make you unharassable. Wind Shield is a powerful Evasion passive which will help you farm safely as harass-happy enemies will soon see their own arrows being lobbed back at them by a gusty Zephyr. It has a chance to redirect ranged projectiles while also being able to dodge melee attacks at the same rate.
Offensive
1. Gust
2. Cyclones
3. Cyclones
4. Gust
5. Gust
6. Typhoon
7. Gust
8. Cyclones
9. Cyclones
10. Wind Shield
11. Typhoon
12. Wind Shield
13. Wind Shield
14. Wind Shield
15. Stats
16. Typhoon
17-25. Stats
This build focuses on maxing out Gust as it is your main nuke, and initiating tool. Enough said.
Either build can be used for farming in lane or jungle, however i prefer the Offensive build as it makes killing neutral camps much more easier if you do not have any charges on your Cyclones. I suggest jungling at lvl 5+. When jungling, always attack the easy creep camp 1st as this will grant you easy charges for your Cyclones; Snotter camps are your favourite since it easily gives you 5 charges on your Cyclones, making you farm much better.
Item Build
Starting Items




Total Cost = 601g
Runes for regen, Mintor Totems for early game stats, and Logger's Hatchet for last hitting.
Early Game
1-20 Minutes

By 20 Minutes you should have your Helm of the Black Legion and your standard boots. You only need 1 Helm; getting 2 is a waste of time, money, and item slots.
You can then choose to upgrade your boots into either:


Either of the 3 boots are viable for Zephyr. You can get Ghost Marchers for the Unitwalking, thus making you an effective chaser, you can get Post Haste for the Movement Speed and free Teleport, or you can get Plated Greaves to become a supertanker.
*Note that you can upgrade your boots anytime in the game, but don't forget that upgrading them early will delay a possible game-breaking Mock of Brilliance by a good couple of minutes.*
Mid Game
21-45 Minutes


This is practically your Core item build. You have the boots of your choice to give you certain capabilities, Helm to beef you up, and Mock to destroy enemies who happen to be within your range.
End Game
45+ Minutes


The last 2 spots can be filled with a Shaman's Headress (If the enemy has a lot of Magic Damage) or a Barbed Armor (If the enemy carry likes you a lot).
If neither of the two categories (Magic Damage or lots of Auto-Attack damage) fit your game, you can then get a Daemonic Breastplate (Provided that your allies don't already have it, but if they do you can just get a Wingbow since the evasion stacks with Wind Shield's evasion).
Luxury Items


Wingbow is still fine even though its evasion will overun Wind Shield's evasion but still allowing Wind Shield to reflect projectiles, Daemonic Breastplate for the armor and the aura, and Behemoth's Heart for the Health, and Health Regeneration.
Optional Items


Barbed Armor will help you kill those crazy Auto-Attack carries (Madman, The Dark Lady, etc.), Shaman's Headress/Barrier Idol will help you and your team survive against magic damage. Take note also that Barrier Idol is the perfect counter to Mock of Brilliance so you might have to cancel the idea of building Mock if you see your enemies building a Barrier Idol.
Strategy
Focus on farming until your at least level 6 (I recommend getting Mock 1st before joining in team fights even if you have your ultimate). Once you are level 7 go into the jungle and kill the easy camp, proceed to the hard camp that is fairly isolated from the other camps, then proceed to other camps in a nice fine circuit. Stack if you believe you can easily take on stacked camps. The key to a good jungle farm on Zephyr is to be able to kill creep camp from creep camp with the least downtime (This is why we need Marchers fast) in order for your Cyclones to be kept fresh and ready to kill.
Once you have your Helm, Mock, and Marchers, you are practically more than able to join team fights and win them easily. If you have your luxuries then all you need to do is Typhoon > Gust > Frostfield Plate > (Activate Mock if it is turned off) > Auto-Attack. Always try to keep as close as you can to the enemies so that you are maximizing the damage capabilities of Cyclones.
Best Friends and Foes
Zephyr loves heroes that can keep enemies inside his mighty Typhoon, he also likes heroes that can allow him to initiate with Gust. These heroes include...
Keeper of the Forest can keep enemies from escaping your mighty Typhoon with his ultimate, his spammable bonus armor spell also makes you even tankier
His ultimate is possibly the best support ultimate in-game, it allows you to precisely aim your ultimate so that enemies would take maximum damage from it, and allows you to position yourself in order for your enemies to get hit by max charge cyclones.
Zephyr hates heroes with mini stuns and long range stuns because these can really mess up Zephyr's game, allowing the enemy team to completely ignore him and go for your buddies that are throwing out disables. These heroes include...
Her stun is annoying. End of story.
His ultimate will mess up your ultimate, so be careful when fighting against a coordinated Jereziah.
A Flint Beastwood with Brutalizer and Elder Parasite (Or any item with a mini stun or bonus attack speed) will constantly mini stun you, preventing you from chasing enemies. He also has a slow which he can use to counter your ultimate's slow.
Other Stuff
Fun stuff to do with Zephyr...
If you haven't used up your ultimate in a team fight and you've won it (Your team must be OP) and there is a few enemies juking from you in the bushes, you can use your ultimate to ANNIHILATE the trees, leaving the fleeing enemies perfectly exposed
.
Replays
xx Coming Soon xx
End
xx Spell/Ability Icons are to come soon xx