Indomitable Skyterror
While nearly everything takes cover, those foolish enough to brave the cold lands wander in fear of Zephyr, the all-seeing dragon that weaponizes the cold winds from above. This indomitable sky-terror has only been enhanced by the Twilight Woodlands curse. As champion of the cold, it frequently hovers over the land looking to eliminate the dark forces from the Darkmire.
Mythic Wind Hunter
Spells
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HONORABLE WINGS - Active | Blue | 1 Rage
Using this spell grants 3 rage (net +2) and destroying a tower heals dragon for (10)% of its modified HP. Duration: 3s, Cooldown: 2s. -
SECOND WIND - Active | White | 2 Rage
Gains a shield for (50)% of dragon’s modified HP and (250)% bonus attack for (7) seconds. After the effect end, dragon receive (10)% of dragon’s modified HP as damage. Duration: 5s, Cooldown: 4s. -
SNOW DECOY - Active | White | 2 Rage
Summon a dragon in front that absorbs incoming damage and supershots. Hp and attack power is 13% of Dragon HP. Duration: N/A, Cooldown: N/A. -
ICE GALE - Active | White | 1 Rage
Dragon flies at (125)% of its base speed, reloads (30)% ammo and dodges all non-beam attacks for (4) seconds. Duration: 4s, Cooldown: 5s.
Runes and Glyphs
Design Intent and Strategy
Zephyr is the guardian of the borders to the Sygian Glaze. Thanks to its unique spell Second Wind, Zephyr is nearly unrivaled in toughness among Hunter. Second Wind allows Zephyr to gain a large shield as well as a substantial increase to its breath attack power for a short duration. In exchange it loses a portion of its health once the effect expires. That’s not its only defense, it also knows Ice Gale, which allows it to dodge incoming attacks and reload some of its ammo. The combination of these two spells allow it to skillfully handle a number of different defensive set ups. Heavy damage can be mitigated with Second Wind, while debuffs and crowd control effects can be completely dodged with Ice Gale. To help boost its offensive Zephyr can summon a Snow Decoy to battle to fight alongside it. Snow Decoy has very low health but deals a strong burst of damage unlike any other summon spell. It can also be summoned situationally to absorb a single attack. To fuel all of these spells, and help regain any health lost from Second Wind, Zephyr can use Honorable Wings. Honorable Wings instantly grants Zephyr a lot of rage, and for the duration of the spell, allows Zephyr to regain health whenever a tower is destroyed.
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