Written for Forests of Caldavar normal mode. Patch 2.0.17.
Zephyr
Table of Contents
- Introduction
- Story
- Hero Role
- Stats
- Pros & Cons
- Skills
- Item Builds
- Starting
- Early Game
- Mid Game
- Late Game/Luxury
- Strategy
- Start
- Early Game
- Mid Game
- Late Game
- Friends/Enemies
- Replays
Introduction
Story
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.
Hero Role
Zephyrs role varies from game to game depending on who's on your team. Generally Zephyrs role is to either tank or to carry, usually these 2 go hand in hand. Don't be fooled, Zephyr can also be a powerful ganker and if needed should be played as support(especially in lower tier games were no one wants to buy wards).
Stats
Attack Type: Melee
Damage: 48-58
Movement Speed: 295
Armor: 2.5
Magic Armor: 5.5
Strength: 17 (+2.5)
Agility: 18 (+2.7)
Intelligence: 15 (+1.8)
Pros & Cons
+ Virtually unkillable end game
+ His abilities have multiply uses making him useful in a variety of situations
+ If played well can change the direction of any game
+Very good at pushing towers, his gust and cyclones along with a mock will destroy a creep wave before your creeps even get close to it
- Requires large amounts of farm to be usefull
- Agility gain slightly lower than most carries
-Low starting health makes it difficult to lane against nukers early on
- Requires team cooperation for ult to be useful (Will explain later)
Skills
Description
Gust
Zephyr summons a gust of wind in the direction
of his choosing, pushing , stunning and dealing damage
to enemies it hits.
All units caught in the wind cone are pushed in the direction of the wind,dealt 75/150/250/300 Magic damage and stunned for 0.1 seconds.
Mana cost: 120
Cooldown: 18/14/16/12 seconds
Range: 700
Radius: 250
Description:
This skill is one of the reasons why Zephyr is a beast. It has several uses including: last hitting enemies that are too far away for your cyclones and auto-attacks, pulling enemies closer into either your ultimate or very eager allies, and pulling enemies away saving your allies from very sticky situations (ramp charge anyone?). As awesome as this skill is it does take some practice to land perfectly, it is not something you want to miss.
Cyclones
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 heal himself.
On kill spawns cyclone which lasts 50 seconds and deals 15/20/25/30 damage per second to enemies it touches. Max 2/4/6/8 cyclones. Deals 75% damage to creeps. When the cyclones expire they heal
Zephyr for 30 health
Description:
Like Gust this skill has a variety of uses. They make Zephyr capable of jungling. In sticky situations you can consume them for the extra health in order to survive ganks. And of course the magic damage that your enemies take in team fights is no laughing matter. Think about it 8 cyclones each doing 30 magic damage a second, thats 240 magic damage a second on top of everything else going on. As you see from the picture below the range of Zephyrs
cyclones is pretty big and enough to kill low health enemies on the run.

Wind Shield
Zephyr uses his control of the wind to
create a protective barrier around himself,
increasing his evasion. The barrier also has
a chance to redirect incoming projectile
based attacks back at the attacker.
On attack applies Wind Shield to self for 3 seconds when
Zephyr lands an attack.
Wind Shield Effect:
+10% Movement speed
6/9/12/15% Melee evasion
6/9/12/15% Chance to redirect projectile based attacks back at the attacker
Description:
This adds to
Zephyrs crazy abilities. Increases movement speed allows you to chase down enemies more effectively, Melee evasion makes you even harder to kill, and imagine Flint getting hit by his own crit on top of all the damage your doing him. Dead Flint

.
Typhoon
Zephyr creates a mighty Typhoon, slowing movement speed
and dealing damage to any units near it. The closer the Enemy is to the center of the Typhoon, the higher the damage and speed reduction becomes.
Spawns one cyclone per second and applies Harsh winds to enemies in 550 radius for 6/8/10 seconds.
Mana Cost 100/150/200
Cooldown 100 seconds
Harsh winds Effect:
1% Movement slow per charge
Deals up to 60/80/100 Magic damage per second
Charges are based on the distance the enemy is from the center of the Typhoon, the closer they are the more charges.
Description:
This HAS to be landed properly. The trick with Zephyrs Ultimate is to get as many people into it as possible then have your teammates stun everyone in it to provide max damage. Since the snare on Zephyrs Ultimate has been nerfed in a previous patch you must use Gust in order to pull enemies back into the Typhoon for maximum effectiveness. Always remember unless they are dead in the middle of the Typhoon the snare is not that strong so be prepared to Gust them back in, predict what direction they will run in!
Here is a good example of how to land your ulti, I was still at the rune when Lego initiated so it took me some time to get there:




Builds
There are generally 3 ways that I have seen this hero being built. I consider all of them viable but I ordered them from most to least viable.
Build A:Early Wind shield
- Gust
- Cyclones
- Cyclones
- Wind Shield
- Cyclones
- Typhoon
- Cyclones
- Gust
- Gust
- Gust
- Typhoon
- Wind shield
- Wind shield
- Wind shield
- Stats
- Typhoon
Build B
- Gust
- Cyclones
- Gust
- Cyclones
- Cyclones
- Typoon
- Cyclones
- Gust
- Gust
- Wind shield
- Typhoon
- Wind shield
- Wind Shield
- Wind shield
- Stats
- Typhoon
Build C
- Cyclones
- Gust
- Cyclones
- Gust
- Cyclones
- Typhoon
- Cyclones
- Gust
- Gust
- Wind shield
- Typhoon
- Wind shield
- Wind shield
- Wind shield
- Stats
- Typhoon
Whether or not you want to grab WindShield is up to you, I suggest it because the extra movement speed will help you from moving from creep spawn to creep spawn. The small amount of evasion and redirection of projectiles also can help if you are being targeting in a team fight early on.
Item Builds
Starting
:HealthPotion::IronBuckler::LoggersHatchet
:WardOfSight
If you plan on being able to farm effectively and your team doesn't buy wards do it yourself or you will suffer in the long run.
Early
:FortifiedBracelet:x2:HelmOfTheBlackLegio :EnhancedMarchers:
Start off your Early game with 2 Fortified Bracers to make you a little tanky.
Then proceed in finishing your HotBL by getting Lifetube and then Beastheart. Finish off your early game with a pair of Ghost Marchers and your good to go.
Mid
:Mock: :BarrierIdol:
This is what your entire Mid game farm should go into, an early MoB can mean the quick finish of a game. The damage on this item is nice but it is the aura that makes it such a good item on Zephyr. Your Cyclones offer 240 Magic damage per second along with this and your Ultimate that's 380 Magic damager per second. Shamans Headdress offers Magic Resistance that will eliminate any magic threat the other team may have.
Late
:BehemothsHeart:
aemonicBreastplate :BarbedArmor: :FrostwolfsSkull: :HackNSlash: :NullfireBlade: :FrostfieldPlate: :Wingbow:
Your late game is up to you, however I do suggest that you grab a Behemoths Heart and either Frostburn, Frostwolf Skull, or Nullfire blade. The reason you want to get one of these three is because the slow on the item enables you to keep enemies in your ultimate longer.
Frostfield Plate offers an effective slow as well as some extra armor, it gives the same amount of armor as Demonic Breastplate so unless your dealing with a pesky Lego or Arma a Frostfield would be fine.
Wingbow is a very situational item, I've read that it is a good item to get when you are dealing with a fed ranged carry but I also see potential in this item when you have a melee carry to deal with because since Evasion is taken from the item with the highest evasion Wingbows 30% will be taken over Wind shields 15% evasion. Not to mention the damage that it gives along with attack speed.
Strategy
Start
Usually you will be in one of the side lanes simply because there is a better mid hero on the team and of course because you will most likely get a better farm in the jungle anyway. I suggest to go Top for Helbourne and Bot for Legion with a strong solo lane hero.
Early
Here is where most people disagree, some people say that Zephyr should jungle while others say he shouldn't. The decision on whether or not to jungle depends on who's in your lane. If your laning with someone that can solo well then you should go and jungle, both of you will get better farm in doing so. On the other hand if your laning with a strong babysitter or just someone that can guarantee you easy early game kills then you should just stay in lane and farm off the opposing team as much as possible.
Mid
Whether or not you decided to jungle you should be coming close to your Sword of the High by now. Your ulti has ganking potential and combined with its short cooldown you should be using it often to score easy kills.
Late
At this point you are a monster, nothing should be able to stop you. You should be stomping the enemy in team fights and only jungling if you are not pushing a lane or defending. Zephyr is a tank as well as a carry meaning you are supposed to initiate unless there is someone else (like behe for example) that is better suited to initiate. The problem with a Zephyr initiating is it is the hardest situation in which to land your ulti, if someone else initiates and a huge clusterf*ck forms it is the perfect opportunity to use your ulti and devour the enemy team.
Friends & Enemies
Friends
Anyone that can stun is your best friend. These are a few heros that are perfect for destroying your enemies:

:fors:










:chro:
These are a few that I could think of, if you have any other suggestions please tell me.
Enemies
From the research that I have done I must say it is hard to find a good counter for Zephyr, especially when he's farmed but here are a few that I have had problems with before:






:jera:
:chro:
Anyone with stuns and nukes is bad news especially early to mid game. If they can blink then it makes it hard to kill them thus making you hate them with a passion. The reason why scout is on this list is because I have seen many people talking about him being an effective counter to Zephyr, feedback on scouts effectiveness against Zephyr would be very appreciated. Pred, Jera and Chipper all counter Zephyr to some extent because of their Magic Immunity, which is an excellent reason to grab a Nullfire blade sometime during the game. Chronos can be a very annoying opponent if he catches you without any cyclones and ultis before you can get yours off, now if your really pro then you can Gust him while he's using his ulti to null it.
Replays
http://replays.heroesofnewerth.com/m...p?mid=32749828
http://replays.heroesofnewerth.com/m...p?mid=32760051
As you see from both these replays and probably will in further ones after farming up Mock of Brilliance you can pretty much do and make whatever the hell you want(within reason)
More coming soon.
Edit Log:
4/10/11-Edited the size of most images.
Indented some body text.