Zephyr Guide by uberdabing


Jungle ZephyrGuide to a Carry/Tank Bird and by Carry/Tank I now mean Carry/Agi hero.
This guide will cover how to build Zephyr into an agility carry hero. It focuses primarily upon his incredible jungle capability once he hits level 5-7.
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Video available to be viewed at: http://www.youtube.com/watch?v=-phEPxB_Q3w
Section added with explanation of video.
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Stats
Movespeed: 295
STR: 17+2.5/level
AGI: 18+2.7/level (Primary)
INT: 19+1.9/level

The official character page is located here:
http://www.heroesofnewerth.com/heroview.php?hid=31

Abilities

Leap
Description: Zephyr Leaps toward targets. Dealing damage in a line and pushes away effected targets
Damage type: Magic
Faixa: 550/700/850/1000
O custo de mana: 100/120/140/160
Cooldown: 20/19/18/17 segundo
Ofertas 75/125/175/250 Magic Damage and pushes targets back

A blink with damage. Works as an excellent escape mechanism when getting ganked in the woods and also as a good initiator mid-late game.

Cyclones
Description: Zephyr spawns a small cyclone for every kill/deny he makes. Spawned cyclones patrol and damage in the area around him. activating the ability calls the tornadoes back for a health and mana.
Damage type: Magic
Faixa: 700/900/1100/1300
O custo de mana: 75
Cooldown: 25/22.5/20/17.5 segundo
spawns cyclone which lasts 20/30/40/50
Maximum # 5/6/7/8
Deals magic damage for 15/20/25/30
Returning cyclones heal 50 health and 25 Mana

The base skill that allows you to jungle efficiently. Each kill/deny you get, a cyclone will spawn and path randomly around you. The AOE of each individual cyclone is small, so even though you have a potential to do 8*30 damage per second, the cyclones are spaced evenly around you so the actual damage is less.

When you blink or teleport, your cyclones do NOT travel with you. They will path like regular units towards your character. This means that leaping over cliffs/treelines will mean no cyclones until they catch up to you.



Wind Shield
Description: Zephyr creates a shield which improves evasion and has a chance to return projectiles
O custo de mana: 120/110/100/90
Cooldown: 45/40/35/30 secs
Applies for 10/15/20/25 secs
15/20/25/30% Melee evasion
15/20/25/30% chance to return projectile based attacks

This ability consists of 2 separate properties. 30% evasion towards melee and 30% chance to reflect projectiles. The melee evasion does NOT stack with other evasion items. The chance to reflect DOES stack with other evasion items.



Wind Control
Description: Zephyr creates an area oh high winds increasing movement and attack speed for Allies and decreasing for enemies
Faixa: 600/800/1000
Radius: 550
O custo de mana: 150/200/250
Cooldown: 120 segundo
Allies:
+30/40/50% movement speed
+20/30/50 Velocidade de ataque
Enemies:
20/30/40% reduced movement speed
-20/-30/-40 Velocidade de ataque

Is cast on a particular area, similar to how you would cast Chronoschronofield. Ideally used in team fights, in which you can catch multiple enemies/allies under the AOE. Can also be used to chase, due to the movement speed reduction.

Skill Builds
1: Cyclones
2: Leap
3: Cyclones
4: Leap
5: Cyclones
6: Leap
7: Cyclones
8: Leap
9: Wind Control
10: Wind Shield
11: Wind Control
12: Wind Shield
13: Wind Shield
14: Wind Shield
15: Stats
16: Wind Control

Explanation of Skill build – Cyclones is maxed asap to improve jungle. Leap is leveled in order to speed up your jungle with some nuke damage, while also providing you with a better escape mechanism.

You won’t be leaving the jungle till 20-25 minutes in, meaning you will likely be level 14 or higher. You should not be using Wind Shield/Wind Control until you leave the jungle, so the order in which you skill them is irrelevant.

Item Build

Hatchet Logger (225g) + Iron Buckler (250g) + Health Potion (100g)
These are your initial items.
Health Potion: Early, you won’t have the regen to tank creeps infinitely. This allows you to tank some damage and heal without needing to return to the fountain.
Logger Hatchet: Allows you to kill creeps faster.
Iron Buckler: Great for tanking neutrals, and component to Iron Shield.

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+
Duck Boots x2 (300g)
Duck Boots x2: Provide small damage boost and combines with Iron Buckler to make Iron Shield. Do not get these if you are getting a Helm of the Black Legion

+ + + =>
Trinket of Restoration x2 (700g) + Helm of the Victim (950g) + Mystic Vestaments (400g) => Shaman’s Headdress (2050g)
Get this item if the enemy has spell based heroes. I would say in almost every reasonable game, this is superior to Helm of the Black Legion. It is rare to see games of 5 carry strength/agi heroes with no nukers to support them.

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+ =>
Lifetube (875g) + Beast Heart (1100g) => Helm of the Black Legion (2225g total)
Get this item if the opponent has no spell damage based heroes. I would suggest Shaman’s Headdress unless the enemy team has no spell damage threats.

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+ + =>
Os manifestantes (500g) + Punchdagger (500g) + Gloves of the Swift (500g) => Enhanced Marchers (1500g)
Provides a solid movespeed boost and the attack speeds helps greatly in the jungle.

Additional Items
From this point on, you have enough HP regen and damage to clear the entire jungle every minute. The remaining items are bought depending on game situations. Remember though, that attack modifiers do not stack.

You should have at least 1 of theseAdditional Itemsbefore you exit the jungle (~25 minutos) unless you were harassed significantly.


Hack and Slash (4500g total)
A safe item for any agi hero. Provides a reasonable balance of all the useful stats, including HP, Dano, Velocidade de ataque, move speed, and a chance ot slow. Although not the most cost effective, it is easily assembled and great for new players.

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Folhas de Jornalismo e Linguagem (3300g total)
Definitely needed if playing against enemies that need to be purged. Purge can be used to remove Jerazhia’s ult/magic immunity, kill Hellbringer’s ult, dispel Blood Hunter’s Ult, remove damage over time and slows, and finally slows the opponent so you can beat on them. Em geral, I would say this is a very solid item for almost any game.

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Wingbow (6000g total)
If the enemy team consists of ranged damage heroes (Arachna, Wildsoul, Valkyrie, Soulstealer, Puppetmaster, Moon Queen, etc) then this item is worth it. The evasion from Wingbow does not stack with your shield for melee attacks, but does stack with ranged, as the ranged is consideredreflection”. If the enemy team has melee damage heroes, then this item is probably not worth the cost.

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Mock Brilliance (5150g total)
This used to be mandatory on Zephyr, but I no longer believe it to be so. Other agility based damage items can provide greater damage. Still not a terrible item, but not needed.

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Shrunken Head (3900g total)
A good choice after one of the above damage items if the opponent is heavy on the disables.

Luxury Items
Neste ponto, you no longer need a guide. Continue to increase your damage, Velocidade de ataque, and HP in a balanced manner.


Flayer (5800g total) or Savage Mace (5400g total)
More damage is good.

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Behemoth’s Heart (5500g total)
More health is good.

Level Breakdown
Levels 1-5
Start off with your starting items and immediately go to jungle. You should be pulling the neutrals to your creep wave, killing the low level neutral camp, and stacking camps. If you have a courier, ferry items to you as soon as you get the gold.

Nível 5-14
Neste ponto, you should have enough regen to tank medium level camps without losing too much HP. If it is a convenient time, continue to pull neutrals to your creep wave. If the timing is bad, just tank and kill the camps yourself. Continue ferrying items with your courier.

Make sure you always keep mana for Leap to avoid getting ganked in the woods.

Nível 14-16+
Exit the jungle and help your team. Timewise, it should be ~25 minutos, if you did things well. You may be lower level if you were harassed significantly by the enemy.

Jungle Guide
Please visit this guide and watch the video on Jungling. It will explain the basic jungling terms and how to do them.
http://forums.heroesofnewerth.com/shad.php?t =19507

Hellbourne in my opinion is much easier to jungle than Legion. The high level creep camp is more accessible, allowing you to basically run in a circle and kill every camp along the way. The Legion jungle requires you to double back after killing the high level camp, wasting some time.

Different creeps are better and worse for you. You ideally want many, low hp neutrals, as they will generate more cyclones. Here is a ranking, where 1 is the best (Dota names in []).

Rank 1: 1 Snotterboss + 4 Snottlings [Kobolds]
Rank 2: 3 Ebulas [Gnolls] ou 1 Werebeast [Enchanter] + 2 Werebeasts [Trolls]
Rank 3: 2 Fire Ogres + 1 Ice Ogre [Ogres] ou 1 Wolf Commander + 2 Wolves [Wolves]
Rank 4: 1 Vulture Lord + 2 Screachers [Wildkins] ou 1 Skeleton King + 2 Undead Warriors [Dark Trolls]
Rank 5: 1 Minotaur + 1 Goatar [Centaurs]
Rank 6: 1 Catman Champion + 1 Catman Soldier [Ursas]
Rank 7: 2 Wild Hunters [Mud Golems]

Wild Hunters are your worst nightmare. They are magic immune, meaning your cyclones will do no damage to them. If you are unlucky and get many of these camps, then it will slow you a bit. Ideally, you want to avoid higher rank creeps in favor of lower rank creeps. Until you are ~level 7, you will not be able to clear the entire jungle before respawn occurs. Thus, kill the lower ranked and leave the high ranked.

Once you stop pulling neutrals to your creep wave, you must ensure that you keep your cyclones maxed. Start by leaping into low level camps to build your cyclones quickly, and then move to a medium level camp. Once you have full cyclones, you can clear a camp in 10-15 segundo.

Jungle Tips (Some of this is shown in the video)
Creeps spawn initially at 0:30 and then on the minute, every minute. If there is any unit inside the camp, when the minute strikes, they will not respawn. contudo, if you attack the camp and walk away, they will follow you. If they leave the camp and the minute strikes, a new set of creeps will spawn, meaning you now have a double stack. Doing this is extremely important, as it greatly improves your farming rate. If you approach a camp at around the 45sec mark, wait till around 50-52, attack them once, and then run as far as possible. This should stack the camp and then you can kill them all at once with leap and cyclone AOE.

The bottom most camp on the Legion side and the top most camp on the Hellbourne side can be pulled to your friendly creep wave. Stand nearby and wait for ~0:15 or ~0:45. Then aggro the neutral camp. Walk out to your lane and towards your approaching creep wave. This will trigger your friendly creeps to attack the neutrals. Stand nearby and make sure you get the last hit for gold.

A creep camp will not spawn if anything is within the camp area. This includes yourself, neutral creeps, wards, illusions, creep corpses, your courier, etc. Creep corpses take ~20-21 seconds to despawn, meaning if you kill a unit after the 39 seconds mark, there will be no spawn for on the next minute.

If you reach a camp at 30-40s mark (creep corpse will stop next spawn but too early to pull and stack the camp) attack the creeps and walk slightly outside the range of the camp. Neutral creeps are attached to an invisible leash. If you walk to far, the leash will break and they will return to the camp. contudo, if you pull them slightly outside the camp, it will not break the leash and the neutrals will stay and attack you. Then, their corpses will not stop the next respawn. This is shown several times in my video.

When pulling neutrals to your creep wave, there are 4 different types that can be pulled: Wolves, Ogres, Minotaurs, and Wild Hunters. If it is the wolves and you pull at 0:15 segundo, you can normally kill them all before the 0:38 second mark, ensuring a new spawn at the next minute. For the other neutrals, you must make sure to kill them outside the camp. This can be tricky because the neutrals may run back into the camp and pull your friendly creeps with them, making it impossible to drag them away.

When attacking, try to stand between creeps. Your cyclones spin around you randomly, so having creeps on all sides maximizes their effect. In addition, you can attempt to kite neutrals around in circles while letting your cyclones damage them. This is a better way to kill high stacked camps that deal too much damage to tank.

If you know your cyclonesare going to vanish soon, eat them to regain hp and mana. Typically, you can do this right before killing a low level creep camp, as your cyclone are about to be replenished. Eating cyclones consumes 75 Mana, meaning as long as you have 3 cyclones you will break even manawise.

If you look at your lane and see that nobody is there, go out and try to clear out the whole wave with your cyclones. It can give you a nice extra boost while waiting for good creep respawn.

You can leap across treelines/cliffs (particularly useful in the Legion jungle) to speed things up. Be aware that your cyclones will notleapwith you, but will path the long way around.

After the Jungle
Hero kills are simple and involve blinking past the direction the enemy will flee. This ensures if they are running, they will have to walk around you. In addition, you can drop your ult, but try to position it so that the edge is where the enemy is and he will have to walk across the entire diameter to escape. This will give you the longest period possible to attack.

If you have Nullfire and you aren’t saving the purge charges for something specific (Jerazhia, Hellbringer ult, etc) then purge them. This should give you enough time to kill them or place them in the red. Follow along beside them and let your cyclones damage them. Once leap is cooldowned, finish them off.

Team fights are basically you leaping in and using your ult. Try to catch as many heroes as possible inside it’s AOE. If there is a better initiator, let them drop their stun/disable first, then leap in and use your ult on top of it. From there you attack whoever is being focused, keep wind shield up, and leap if someone is going to escape.

Extra Tips
Remember that you can always eat your cyclones and heal. It took me a while to get into the habit of doing this (because I’m bad and forget).

Keep your cyclones up before engaging in team fights. It does a surprisingly large amount of AOE damage.

If you are fighting a melee at low health, you can attempt to kite them. When you run, the cyclones tend to trail behind you, meaning that if an enemy is chasing you, they will continuously be taking damage from the cyclones. When his health drops low, he will turn around and give up the chase. At this exact moment, leap back past him and attack. You can surprise a lot of people this way.

Follow along side enemies instead of attacking. As I said before, cyclones trail behind you, so if you are chasing after a hero, you do not get the full effect. It is better to stop attacking 1 hit early and make sure you are either beside or in front of the enemy hero as he is fleeing. Follow along until leap is ready, and then go in for the kill. Given that you have a blink, you can risk chasing very far (as far as past their raxes) if you know that they can’t stun you.

Play aggressively with Zephyr. This includes chasing far and tower diving. With full cyclones and Wind Shield, you can most likely 1v1 any hero.

Video guia
http://www.youtube.com/watch?v=-phEPxB_Q3w
This section will go into detail what is going on in my video, as well as the thought process that goes through my head. Please read the jungle information above or watch the other video I linked to.

This game is done in single player practice mode. Thus, it does not represent a real game where the enemy may ward your jungle, attempt to gank you, etc. All it does is give you an idea of how to jungle effectively.

0:00-1:00
Nothing to do until 0:30, which is the first spawn. At 0:45 pull neutral to your creep wave. It is very difficult to get a new neutral spawn at 1:00, so don’t worry too much about doing it.
1:00-2:00
Because you were unable to spawn a new set of neutrals to pull to your creeps, go and kill the low level creep camp. You should have enough time to kill this neutral camp and stack one camp. I also eat my cyclones to regenerate some health, because I know they will disappear.
2:00-3:00
Go back and pull the neutral camp to your creep wave at 2:15. If they are wolves, you can just kill them. If they are not wolves, make sure you fight them slightly outside the camp to ensure a new set of spawns at 3:00. After killing this camp, immediately go and stack another camp.
3:00-7:00
Same thing as 2:00-3:00 every minute.
7:00-8:00
I mess up and the pullable camp doesn’t respawn. Em vez de, I go to kill the low level camp. I then go and kill one of the stacked camps. I run around in circles, letting my cyclones damage the creeps. This allows me to kill the whole camp without taking too much damage. Notice I kill the camp outside the camp, so there will be a new spawn at 8:00. I eat my cyclones to regen.
8:00-9:00
Pull the neutrals to my creep wave. I accidentally mess up and kill the neutrals too close to the camp, meaning no spawn for the next minute. I go to the high stacked neutral camp and try to kite them around. I take a bit too much damage so I use my health potion.
9:00-10:00
The pullable wave didn’t respawn, so i kill the low level camp. I now have lots of cyclones, so I go and kill another camp. My health is a bit low, so I eat my cyclones instead of engaging and just stack the camp for the future.
10:00-11:00
Neste ponto, I don’t need to pull the neutrals to my creep camp to kill them. I am strong enough by myself. I kill the low level camp to build cyclones. I go to kill next camp but it is hunters (magic immunte). I skip them and go to the high stacked camp. I leap and kite them around, but they are still a bit too strong. I head over to the other stacked camp in time to stack them again.
11:00-12:00
I kill the low level camp. Right before killing them, I eat my torandoes to regen. I then go and kill another camp, and I have just enough time to once again stack a new camp.
12:00-13:00
I think I’m strong enough, so I leap and try to kill this stacked camp. I kite them around in circles and let my cyclones kill them. I leave the hunters because they take too long to kill. I kill the low level camp to build some cyclones then move to the next camp. They are hunters, but luckily it is right at 12:45, so I pull the camp to my creep wave to help speed up the process.
13:00-14:00
I now have Enhanced Marchers. From this point on, you can basically make a circle around the jungle. There are 5 camps total, and you should be able to kill 4 of them by around 0:45-0:50. For the 5th camp, pull them slightly far away to ensure a new spawn and then kill both at the same time. This allows you to clear the entire jungle every minute.

My video ends here. I clear the entire jungle every minute for the next 10 minutos. At the 25 minute mark I am level 16 with Logger’s Hatchet, Enhanced Marchers, Iron Shield, Shaman’s Headdress, and a Wingbow.

Credits
S2CrackyUsed his information and descriptions on Zephyr’s abilities. Thank you.
Hunter_ and YooUsed their jungle video guide. Thank you.
HucklecatUsed his item guide for images. Thank you.

Versão
9/28/2009 – Added item costs, went through and rewrote a lot of text, added Helm of the Black Legion as an alternative item path.
9/27/2009 – Added video guide section
9/22/2009 – Many updates to reflect the changes to Zephyr and item changes.
9/03/2009 – Made some changes regarding jungle strat. Moved Behemoth Heart to main items.
8/04/2009Added details about leaping in jungle. Fixed some typos. Added some extra information.
7/31/2009 – Added images for hero and items. Edited some descriptions.
7/30/2009 – Fixed some typos, moved some info around, and updated the jungle section.


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This entry was posted on Saturday, 3 de outubro, 2009 às 10:04 am e está arquivada em Zephyr, guias. Você pode acompanhar quaisquer respostas a esta entrada através do RSS 2.0 alimentar. Você pode Deixar uma resposta, ou trackback a partir do seu próprio site.

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