Tuesday, February 19

AoV Zill

Welcome to guide for Zill, 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 Zill - SUMMARY

Talent: Punish
Level Priority: Wind Blade
Sample play: Outside of standard jungling, when it comes to ganks pay attention to two important things. First, when using Wind Blade make sure it hit the target in both directions. This can be messed up if you use 2nd skill to teleport behind the target while the Wind Blade is also behind the target, in which case Wind Blade returns to you without touching the target and this is a huge damage loss. Second, make sure to use Wind Shift (2nd skill) before the ultimate.

STATS

Normal Attack range: Melee
Movement speed: 380

ZillHPHP/5 secArmorMagic DefenseAttack DamageManaMana /5 sec
Level 1302152102 (14.5%)50 (7.6%)17345016
Per Level2563.419.5 (1.7%)8.5 (1%)11.2991.6
Level 15660599375 (38.4%)169 (21.9%)329183639

ABILITIES

Passive
(Magic, Slow) Dustdevil

Zill’s abilities place Marks of the Wind on their targets when dealing damage. At 3 stacks, enemy movement speed is reduced by 80% for 0.5 seconds. Marks will last for 5 seconds. When Zill’s normal attacks deal damage to targets with 3 marks, Wind Shift’s cooldown is immediately refreshed, and the targets take an additional 150 (+40% of AP) magic damage. Zill’s normal attacks deal additional 40 magic damage. (+50 for monsters). 

-The range of ability is 900 units. 

-Wind Blades will give you a stack each time they hit an enemy, while the Wind Shift will give you only one stack.

1st Skill
(Magic, Slow) Wind Blade

Cooldown: 8/7.5/7/6.5/6/5.5
Mana Cost: 65(+5 x skill lvl)
Zill tosses his scythes forward, dealing 200/240/280/320/360/400 (+40% of AP) magic damage to all enemies in their paths and reducing their movement speed by 50% for 1.5 seconds. 

The scythes then fly back to Zill and deal 300/360/420/480/540/600 (+60% of AP) magic damage to all enemies in their path. 

-The range is 750 units. 

-Can target enemies through walls.

2nd Skill
(Magic, Movement) Wind Shift

Cooldown: 12.5/12/11.5/11/10.5/10 sec
Mana Cost: 70 (+10 x skill lvl)
Zill blinks to the target location and deals 260/300/340/380/420/460 (+45% of AP) magic damage to nearby enemies. 

-The range is 750 units. 

-Can target enemies through walls.

Ultimate
(Magic, Invincibility) Tornado

Cooldown: 50/45/40 sec
Mana Cost: 120 (+20 x skill lvl)

Zill turns into a tornado for 1.5 seconds and attacks nearby enemies 5 times, dealing 300/550/800 (+50% of AP) magic damage each hit. Once a target is hit, subsequent hits only deal 40% damage. Zill cannot be targeted or attacked while in tornado form. 

-The ability range is 500 units. 

-Can go through walls. Can be used if there are no enemies nearby. If the enemy goes out of range, but you already used the Tornado, Zill will follow the closest enemy until all 5 hits are counted.

PRO'S AND CON'S


PRO'S

-High burst damage. If you combine his abilities right, after he gets his ultimate, Zill is a foe every hero, except the tank, should fear. He can wipe any AD or mage in one quick burst.

-Mobility. Zill has Wind Shift which resets after a few auto attacks, because of your passive. This, combined with slowing the enemy, is why Zill is so hard to escape. You can use Wind Shift to engage and disengage fights, or go over walls in the jungle.

CON'S

-Susceptible to crowd control and burst damage once his ultimate Tornado is on cooldown. Since you are extremely squishy, it won't be hard for any enemy hero to finish you off. You need to be careful when you engage in fights without Tornado.

-Tornado has a long cooldown. Your main source of damage, Tornado has a long basic cooldown, and that means after you shoot it out you can poke enemies, but can't risk your neck in the middle of a team fight. Need to time yours engages correctly. If you engage randomly, you might find yourself in quite the pickle. Time your ganks right.

ITEM BUILD


     

TALENTS



TALENT: Punish

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

ARCANA BUILD


Violate
Ability Power +4.2 - Magic Pierce +2.4


Devour
Ability Power +2.4 - Magic Life Steal +1%


Flurry
Attack Speed +0.6% - Magic Pierce +6.4

TIPS FOR PLAYING


Leveling skills: Wind Blade is your first choice.

Laning: You should always play as the jungler, staying in lanes is just a waste of potential for Zill. He can move quickly through the jungle and after you get to level 4, he can start with ganks. Engage fights with Wind Shift and use Wind Blade right after. That should fill your passive, so hit a few auto attacks and if the enemy can escape use either Wind Shift again (should be refreshed with your passive) if the foe is really low on health, or a Tornado if he still has a significant chunk of HP. Don't waste your ultimate on an enemy that is too strong to die. There will be better opportunities, save it. It is a very valuable ability and should be used only to secure you a kill, or to save you from being targeted.

Team Fights: You should never initiate a team fight. It's all about the timing with Zill. A moment too soon and the enemies will target you, a few seconds too late and you won't be able to help your teammates. Stay in the back or flank the enemy to attack their back line. But do that only after a few seconds, not when the fight breaks out! You'll ensure that the enemy has no means to stop you, so it should be easy to dispatch them. Start with Wind Shift, followed by Wind Blade, and after a few auto attacks use Tornado. After the back line is dead, run into their front line and make a mess there. If you need to run away use your renewed Wind Shift to retreat. If not, use it to engage the enemies again.