Zevyr, the Silent Exile
Health: 437 (+95) Health Regen: 7 (+0.8) Mana: 370 (+55) Magic Regen: 6 (+0.8) Armor: 23 (+4) Magic Resist: 32.1 (+1.25) Attack: 57 (+3) Attack Speed: 0.65 (+3.2) Range: 600 Movement Speed: 355
Quick Overview: Zevyr is an AP Mage/Marksman with high damage output and some sustain. His defenses are high in magic resist. He uses the art of paper talismans infused with incantations and spells to cast his various types of magic. He plays much light Twisted Fate with a bit of Ryze and Karma in him. He is a mid main, but dabbles in both top and bottom. His main strengths are his high damage, mobility, speed, and sustain. While he lacks early game, mid to late game is where he shines. His downside is that he is squishy due to having to build damage for him to be effective in combat.
Tips for playing with him: Utilize his abilities well to keep your lane and push your opponent back. Keep behind your minions and farm as much as possible. Build AP, Attack Speed, and Crit Chance. Attack Damage can be brought in as well, but it isn't needed. Add in cooldown reductions to get his skills out even faster. He excells in fast attacks and Crit chances. His abilities scale with AP. Utilize that to your advantage and deal lots of damage.
Tips for playing against: Stop his farm. Pretty simple right? However, his damage and sustain make this hard, however keep your guard up. If you're playing mid, get your JG to gank frequently early levels to keep him from gaining gold and income for his high tier items. Playing bottom, stay with your support. Make sure you stay alive as you pick away at him. Have your support, if possible, stun, slow, and halt him for the kill. Top laners should not give him any room to breath. Jump in and take him out. Make sure to avoid his partner if their is one and hammer down on him. He is very squishy.
Background: The silence of night brings all under its light. When demons come let my will be done. Cast out thy vileness. Revoke thy presence. Evoke the powers within. Expell!
These are the words I once used, but no longer. That ability was taken from me by the very ones I once called family. Raised in the mountains of a monastary I was taught the ancient tradition of exorcism, taoism, talisman spells, wardings, and so many other things. I saw my fair share of horror in my time at the monastary with the jobs we had to carry out. It wasn't until a night of pure bloodshed and absolute horror that I would see that it was not enough.
A simple mission. A cult of demon worshippers have been trying to summon a very powerful demon. Little did I know what would be to come. Approaching the secluded ritual site my brothers, sisters, and I all got into position. As we began to cast our containment spell we heard something that sent a chill down my spine. A gutteral laugh full of bloodlust and power. WIthin seconds the demons came through led by a monstrosity. Everyone together did their best, but in the end it was no good. We used the last of our strength to subdue them in a shield for a time, but it wouldn't last. Two months at the most.
When the demons burst through most of us died save for the handful who created the shield, but succumbed to injuries. The last remaining told me, the only one not fataly wounded due to my quick thinking and feet, told me to warn the masters. That they served till the end. Before I left, I used the last of my paper talismans to cremate their bodies due their wishes before turning to return. "Run mortal! We're coming for your precious monastary! Korm is coming!" The gutteral voice taunted as I left.
I warned them. Pleaded with them, but they would not listen. They thought the problem solved, that I was lying. Korm, a demonic kind of death. The masters themselves put him away years ago. They claimed he could not and the demon was lying. I begged them to teach me more so that I might be ready. They refused.
In secret I trained myself. In arts that the monastary would otherwise deem unfit for a monk of our calibur. I laced my talismans with spells. Magic found in old forbidden tombs I swiped from the library. A month passed before I was discovered. They disgraced me and ignored my warnings. Admonishing me from using the forbidden arts. With it, they cast me out and took my voice so that I may never utter another word or use my powers again. It was the ultimate exile.
Traveling I came up a rumor of an artifact called "The Cup of Serenity" that granted immense power to monks of my kind. I found it. Approaching the altar I took the cup. Liquid as clear as glass was instead. Not a ripple, not a stir, no dirtiness at all. As my lips touched the cup I felt the power course into me the liquid slide down my throat. "Oh Zevyr, monk of the Lin'Qun Monastary," An angelic womans voice said, "You've been exiled, but you must return! The power is yours to command, now go!"
With fervor I returned, and again, was too late. Enraged I charged the demons and with the spells of the forbidden arts at my command and the power of the cup I took on Korm and his horde. Their bodies disintigrating before me. Approaching my masters they lay dying. "Forgive us, you were right," they said, and to my astonishment I could speak. Though, it through my mind to those I wish to hear it. "No, my masters. Rest, there is no need for forgiveness. It was done before it started." With that they passed and as per their request, I cremated them.
My home in ruins, my life now that of an exiled exorcist monk. As a child, I was born blind, but through my masters I learned magic to help me see, and they took my ability to speak, but with the cups power I could now communicate via my mind. I took all the lessons I had with me and left to search for meaning. I left the monastary behind as the last embers of it faded into nothing and it was erased from the map.
Credit for the pictures go to their respective owners. I am using them only as references.
Appearance: http://i1148.photobucket.com/albums/o569/NikushimiZERO/1861956971041155580_zpscp3kyn2r.jpg Zevyr wears monk robes and samurai hakama for his bottom half. He normally has no hat like the picture. His hair is like the picture with the blindfold. http://i1148.photobucket.com/albums/o569/NikushimiZERO/Riku_blindfolded__REALISM_by_Maulsypaulsy_zpsq4kommoq.png Over his eyes he wears a pure black bandanna. 5 slightly large paper talismans rotate around behind him in a circle like a ferris wheel. The colors of his robes are earth tones of browns with some white like the picture above this.
When he speaks it is as if it were a spirit. If you know what I mean. It has a sort of reverberating aspect like that of Varus, but lighter and more angelic. His voice is young, but not high pitched.
Age: 23 Height: 5' 8" Weight: 135lbs (Average tone and muscle)
Passive: http://www.hiveworkshop.com/forums/resource_images/16/icons_15737_btn.jpg Power of Serenity - Since drinking the cup Zevyr has felt immense calm and power. His calm gives him focus with his attacks. Starting at lvl 1 his basic attacks gain 7.5% AP as bonus magic damage. Each level after he gains 2.5% AP as bonus magic damage to a max of 50% AP as bonus magic damage at lvl 18. Passively gains 5 Magic Resist every level. Every attack adds a Paper Talisman stack to an enemy for 6s up to the 5th attack.
Paper Talisman: Upon the 5th attack the talismans stick to the champion for 30s. Revealing them and their line of sight. Abilities that strike enemies with the 5th stack have added effects and damage.
Note: Paper Talisman counter works like Varus's Blight, but they don't add to his basic attacks. Instead, they give his abilities extra power with the 5th stack.
Q http://www.hiveworkshop.com/forums/resource_images/6/icons_5529_btn.jpg Expell: Zevyr targets an enemy within 700 units of him. He throws a paper talisman at the target. Upon hitting the target they take 70/90/110/130/150 (+30% AP) damage as a white fiery blast of light strikes them.
Cost: 50 Coodown: 13/10/7/5/3s
Paper Talisman Bonus: Once 5 stacks are reached and the target is hit by Expell they are dealt 20/40/60/80/100 (+10% AP) bonus damage. The attack also gains a 600 radius AoE that deals 50% of the damage dealt to those in that area.
Note: When hit a red mystical glyph appears over the enemy that was hit.
W http://www.hiveworkshop.com/forums/resource_images/8/icons_7956_btn.jpg Warding Thunder: Zevyr sends forth a talisman within a casting area of 1000 units around him. He can send out a total of 3. Each one that is sent out lasts for 30s and gives vision of all, including invisible enemies. These talismans have an AoE radius around them of 250 with a blue glyph in it. Enemies entering this radius are slowed by 10/15/20/25/30% for 3 seconds and activate the ward. The activating ward detonates after 0.5s and strikes them with a bolt of lightning and all in the AoE for 30/50/70/90/110 (+30% AP).
Second Activation: Zevyr can activate the Talismans manually before enemies set them off. Once all 3 are up he can activate them manually even during cooldown to explode. Activating them early extends the AoE to a 400 unit radius. Enemies hit by this are also slowed for 10/15/20/25/30% for 3s.
Cost 70 Cooldown: 0.5s until all 3 are cast. Once all 3 are cast this skill goes on a 35s cooldown.
Paper Talisman Bonus: Enemies with the 5th stack of Paper Talismans on them take 10/20/30/40/50 (+10% AP) more damage and are stunned instead of slowed for 0.5s.
Note: When this activates the blue glyph pops out in an almost ethereal way (Think like when people cast spells in anime or games like Ninja Gaiden and the symbol pops out into the air).
E http://www.hiveworkshop.com/forums/resource_images/14/icons_13984_btn.jpg Healing Graces: Zevyr chants for 0.5s with a paper talisman in his hands as he levitates into the air. A glyph appears within a 600 unit radius around him. Allies and himself within the glyph after 0.5s are healed for 100/125/150/175/200 (+30% AP) and are applied a shield that blocks 50/100/150/200/250 (+50% AP) damage. Enemies in the glyph after 0.5s are repelled outside the AoE of the glyph and stunned for 0.5s.
Cost: 100 Cooldown: 25/23/20/17/15s
Paper Talisman Bonus: Enemies who have the 5th talisman stack are damaged for 50/70/90/110/130 (+10% AP).
Note: The color of this glyph is green. Cause healing. Lol XD And when it activates the glyph goes up into the air (Like an elevator) going through all inside. A light wall surround the outter edges. The spell itself can be interrupted by silences and displacement (Except knock ups). He is immune to stuns during this. The spell looks like a giant circle of green light with a bunch of circles inside of it with some runic healing symbol in the middle.
R http://www.hiveworkshop.com/forums/resource_images/5/icons_4042_btn.jpg Retributive Explulsion: Zevyr uses the ultimate technique that he found in the ancient forbidden art tombs. Within a 1000/2000/3000 unit radius cast range Zevyr sends out the 5 paper talismans that are rotating behind his back to create a pentagram shape with a 600 unit radius. He begins chanting the moment they get into position for 1s. Enemies in this AoE are slowed by 10/20/30% while inside and once out retains the slow for 3s. After the 1s chanting the area erupts in burning white/yellow/silver light damaging enemies inside for 300/350/400 (+100% AP).
Cost: 150 Cooldown: 150/130/100s
Paper Talisman Bonus: Enemies with the 5th stack on them are stunned for 1s.
Note: This ability can be interrupted. The range may be an issue with some people, but feel free to let me know. Why the range of the cast is so big is due to the style of the forbidden art. It is to deal immense damage to demons and enemies from far away, but due to its destructive power it was "forbidden".
Note 2: This spell can be countered by displacements (Except Knock Ups), silences, and stuns. If this spell is stopped it goes on cooldown for 30% of maximum cooldown.
Note 3: The ability looks like this. He holds a paper talisman up to his lips and begins floating and chanting. The 5 paper talismans floating around behind him are sent to target location. These paper talismans link via chain of mystical energy. The spell itself begins writing itself into the pentagon. After 1s a beam of extremely heated light erupts from the glyph spell and the talismans return to him.