Hello, I need help with one hero spells. First spell, second and third one has 4 levels but ultimate has only 3 levels.
First one:
Leap
Zephyr summons a gust of wind in the direction of his choosing, pushing and dealing damage to enemies it hits.
Action: Target Vector
Type: Enemy Units
Type: Magic
Range: 700
Radius: 250
Mana Cost: 120
Cooldown: 18.0 / 16.0 / 14.0 / 12.0 Seconds
Required Level: 1 / 3 / 5 / 7
Activation
Leaps to target position dealing 75 / 150 / 225 / 300 Magic damage. (Can be used to run from cliff)
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.
Ultimate
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.
Action: Target Position
Type: Enemy Units
Type: SuperiorMagic
Range: 500
Radius: 550
Mana Cost: 100 / 150 / 200
Cooldown: 100.0 Seconds
Required Level: 6 / 11 / 16
Activation
Grants Zephyr 1 Cyclone per second while Typhoon is active and applies Harsh Winds to enemies who remain in a 550 radius.
Charges are based on the distance an enemy is from the center of the Typhoon. The closer they are, the more charges are applied.
Enemies who are within 60 units of the center are snared to minimum movespeed and take maximum damage regardless of charges.
The Typhoon lasts 6 / 8 / 10 seconds.
Harsh Winds Effects
Movespeed Slow Per Charge: 0.01
Deals up to 60 / 80 / 100 Magic damage per second
First one:
Leap
Zephyr summons a gust of wind in the direction of his choosing, pushing and dealing damage to enemies it hits.
Action: Target Vector
Type: Enemy Units
Type: Magic
Range: 700
Radius: 250
Mana Cost: 120
Cooldown: 18.0 / 16.0 / 14.0 / 12.0 Seconds
Required Level: 1 / 3 / 5 / 7
Activation
Leaps to target position dealing 75 / 150 / 225 / 300 Magic damage. (Can be used to run from cliff)
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.
Ultimate
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.
Action: Target Position
Type: Enemy Units
Type: SuperiorMagic
Range: 500
Radius: 550
Mana Cost: 100 / 150 / 200
Cooldown: 100.0 Seconds
Required Level: 6 / 11 / 16
Activation
Grants Zephyr 1 Cyclone per second while Typhoon is active and applies Harsh Winds to enemies who remain in a 550 radius.
Charges are based on the distance an enemy is from the center of the Typhoon. The closer they are, the more charges are applied.
Enemies who are within 60 units of the center are snared to minimum movespeed and take maximum damage regardless of charges.
The Typhoon lasts 6 / 8 / 10 seconds.
Harsh Winds Effects
Movespeed Slow Per Charge: 0.01
Deals up to 60 / 80 / 100 Magic damage per second