Saturday, February 23

AoV Zephys

Welcome to guide for Zephys, a hero from AoV game. Here you can find a bunch of tips, tricks,
guides, stats, and ways to counter strengths and expose his weaknesses!

AoV Zephys - SUMMARY

Zephys, the Doomspear, is a personification of Death. He reaps souls and ferries them to the Underworld. Seems like a nice guy.

Talent: Punish
Lvl priority: focus on Death Rift as you 'l gain more damage and mobility compared to an alternative that provides just slightly more HP restored.
Play: Zephys is highly mobile jungler with decent clear speed, and in every situation (laning or team fights), his role is to dive the backline of the enemy team with Death From Above and take out their marksman (or some other squishy champion).


Normal Attack range: Melee
Movement Speed: 380

ZephysHPHP/5 secArmorMagic DefenseAttack DamageManaMana /5 sec
Level 132675090(13%)50 (7.6%)17343015
Per Level247.52.522 (3%)8.5 (1%)14.5951.5
Level 15673289400 (40%)169 (21.9%)380176037



(Reduce DMG) Unwavering Death

Every 3% of HP lost grants 1% damage reduction.

1st Skill
(Physical, Movement) Death Rift

Cooldown:7/6.4/5.8/5.2/4.6/4 sec
Mana Cost: 30 (+5 x lvl of ability)

Zephys lunges forward, dealing 175/200/225/250/275/300 (+100% of AD) physical damage to enemies along the path. His next normal attack deals 175/200/225/250/275/300 (+130% of AD) physical damage and reduces the enemy’s movement speed by 25% for 2 seconds.

-Can go through walls.

-Good ability to follow up on engage/disengage.

2nd Skill

(Physical, Heal) Death’s Flurry

Cooldown: 5 sec
Mana Cost: 55 (+5 x lvl of ability)

Zephys unleashes a series of rapid attacks, dealing 95 (+40% of AD) physical damage with each attack to the enemies in front of him. Each hit on an enemy hero restores 35 (+14% of AD) HP to Zephys.

- Use it against multiple enemies and right after Death From Above in order to capitalize on bonus damage.


(Physical) Death from Above

Cooldown: 18/15/12 sec
Mana Cost: 100 (+15 per lvl of ability)

Zephys attacks from above, dealing 370/460/550 (+140% of AD) physical damage to enemies in the target area and knocking them into the air for a brief period. Enemies hit are inflicted with the Thundercrash debuff and take an additional 40/60/80 (+13% of AD) magic damage when hit by Zephys’ normal attacks and abilities.

-Range 650 units.
-Use it to dive/initiate an enemy backline.
-Can get over the walls.



-Great mobility. Two mobility skills with low cooldown, both able to jump over the walls. Zephys can roam the map very effectively, it is only up to the player to abuse that fact.

-An extreme threat for the backline. There is no safe distance from Zephys while on the same token his damage reduction make him dueling powerhouse.

-All-around hero. Side from great mobility, Zephys have little bit of everything in package, decent damage, decent toughness and decent sustain.


-Zephys has one flaw, and that's his mana consumption (developers acknowledged this and in-game version 17 his mana costs have been reduced). He needs that blue buff to properly utilize him. Without it, he struggles with mana a lot.

-Falling behind is not an option for Zephys. One of his primary roles is to dive an enemy team (backline), and in order to do so Zephys must have enough stats to both dish out and recieve decent amount of damage. If he falls behind in level (which automatically means he is lacking items, then capabilities to do his job is rapidly declining on both fronts.




TALENT: Punish

30-second cooldown: Deals 800 true damage to nearby minions and monster and stuns them for 1 second.


AoV arcana
Attack Damage+2 - Armor Pierce +3.6

Attack Damage +1.6 - Movement Speed +1%

Attack Damage +0.9 - Armor Pierce +6.4


Leveling skills: You can level both of the basic abilities, depending on the situation, if you need more sustain - take Death's Flurry. And if you need more overall damage and movement, than take Death Rift.

Laning: Thou useful as laner, Zephys is exceptional in the jungle and would be a waste not to use it there. Engage fights with your ultimate (Death From Above) immediately follow through with 2nd skill (Death's Flurry). Death Rift should be used as a tool to catch up the escaping enemy (unless it is certain he cannot escape, in which case use it as bonus damage). 
Zephys have the ability to jump over the walls with both 1st and ultimate skill and this should be taken advantage of at every opportunity. 
While killing one jungle monster and it is near death, it is beneficial to save one of the mobility skills (1st/ultimate) as means to go over the wall to the next target, provided there is a wall between. This will improve jungle clear speed of yours by a large margin.

Team Fights: In team fights wait for initiation, Use Death From Above to reach their backline, Death's Flurry while they are in the air and finalize with Death's Rift. Autoattack to finish off someone if needed and then run to help your frontline. Don't worry if you are under 50% health, that's when you are as hard as a diamond. Keep cutting and healing with Death's Flurry. Runaway only if you get under 20% or if you get surrounded by enemies.