Gives the holder the ability to summon a Barrier around his allies, absorbing magic damage for a short time.\n\nBarrier cannot affect a hero more than once every 50 seconds.
Activation All units caught in the wind cone are pushed in the direction of the wind, taking 75 / 150 / 225 / 300 Magic damage.
Cyclones
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.
Action
No Target
Required Level: 1 / 3 / 5 / 7
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.
Wind Shield
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.
Action
Passive
Required Level: 1 / 3 / 5 / 7
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.
Typhoon
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.