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The Tempest
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Zill Stats

Gold Cost
Voucher Cost
Max HP3371
Armor Pierce0%
Magic Defense80|11.7%
Attack Damage173
Ability Power0
Max Mana450
Movement Speed380
Magic Pierce0%
Attack Speed0%
Critical Chance0%
Critical Damage200%
Life Steal0%
Magic Life Steal0%
Cooldown Speed0%
Attack RangeMelee
HP Per 5 Seconds62
Mana Per 5 Seconds16
Magic Life Steal0%
Constitution Rating1
Attack Damage Rating4
Ability Damage Rating10
Difficulty Rating8
Attack Damage173
Critical Chance0%
Life Steal0%
Cooldown Speed0%
Cooldown Speed0%

Zill's Rankings in Recent Tier Lists

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Zill Tier: A+
Mon Jul 27 2020 10 days ago

Zill Abilities

Wind Blade

Zill tosses his scythes forward, dealing 200 (+40 % of AP) magic damageto all enemies in their paths and reducing their movement speed by 50% for 1.5 seconds. The scythes then fly back to Zill and 300 (+60% of AP) magic damage to all enemies in their paths.


Zill turns into a tornado for 1.5 seconds and attacks nearby enemies 5 times, dealing 300 (+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.

Wind Shift

Zill blinks to the target location and deals 260 (+45% of AP) magic damage to nearby enemies.


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. The Marks last for 5 seconds. When Zill's normal attacks deal damage to targets with 3 marks, Wind Shift's cooldown is immediately reset, and the targets take an additional 150 (+40% of AP) magic damage. Zill's normal attacks deal additional 40 magic damage (+50 for monsters).

Zill Guide

Zill is an assassin hero capable of quickly ripping through the enemy's rear lines like a hurricane. It also best not try to stop Zill by bending together and focusing all your firepower. Because his ultimate can transform him into an uncontrollable Typhoon during which time any damage or control attacks will prove utterly futile.


Passive - Dust Devil

The damage from Zill's ability will give his target a wind mark. Accumulating three marks will form a dust devil mark which will reduce the targets movement speed by 80. The marks will last five seconds. Zill's normal attacks will deal magic damage and refresh the cooldown time on his wind shift ability when hitting a target carrying a dust devil mark. Every normal attack from Zil will deal additional magical damage. A little bit of info here on how Zill's mark stack.

Zill's first ability wind blade will stack two marks as it goes out and then comes back. His second ability wind shift can only stack one mark whereas his ultimate tornado will max out an individual's marks on hitting them.

Ability 1 - Wind Blade

Zill advances and throws out dual scythes dealing magical damage and reducing the movement speed of enemies in its path. The dual scythes will pause briefly after reuniting and then fly back to wherever Zill is dealing even higher magic damage to enemies in its return path.

Note, the damage when his wind blade returns is even greater than when he throws them out initially and the blades trajectories will change. Depending on Zill's position thus Zill can adjust his position so that the returning blades can hit fleeing targets.

Ability 2 - Wind Shift

Zill teleports to the target's location and deals magic damage to surrounding enemies. Zill's second ability can bypass terrain but it has a relatively long cooldown time. Remember to use your normal attack against enemies carrying the dust devil mark when you need to follow in hot pursuit or escape with wind shift in order to refresh your second ability.

Ultimate - Tornado

Zill transforms into a tornado and randomly strikes nearby enemies five times for 1.5 seconds inflicting magical damage. Successive damage to the same target will be reduced to 40%. Zill cannot be selected or attacked during this attacking phase. Zill's ultimate is not only an intensive damage dealing ability but perhaps more equivalent to a 1.5 seconds invincibility protection.

You can initiate the ultimate to make yourself immune to damage and control when surrounded by enemy forces. Zill will need to be releasing a lot of abilities as a magic based assassin. His passive buff can provide his normal attacks with a lot of additional damage hence in terms of equipment the recommendation would be to go primarily for cool down speed reduction and magic boosting gear while also equipping some attack speed enhancement items to maximize damage.

Remember to take out the sage golem in the jungle area to replenish mana and avoid serious mana depletion. Jungling could be quite a good decision in the early game as an assassin to hunt down enemies over the three lanes at a time of your choosing.

Of course, Zill could use his first ability to quickly clear minions and so going in doing some lane Development would also be quite a good choice. Zill's one-on-one prowess is terrifying after level 4 but you must remember to clear out surrounding minions or monsters before unleashing Zill's ultimate to ensure that its high amount of damage will be entirely distributed on enemy heroes.

You must remember that Zill needs to seek out opportunities to assassinate more fragile enemies. In the middle and late game, Zlil is not suited to mount a frontal assault as he lacks control abilities and is not endowed with particularly a large amount of HP.

Going around may often be quite a good idea in particularly launching another attack when your teammates have attracted the enemy's attention this will be better to ensure a higher assassination success rate.


"The road of the storm signals your demise!"

History tells of many heroes who broke free of the constraints of gravity and flew through the air. However, none of them were able to attain the free, unfettered flight of a bird. The reason for this is Zill, a lethal danger hidden in the seemingly peaceful skies The embodiment of the wind element, Zill can not only conjure devastating storms, but can also form the wind into razor-sharp blades that tear through even the toughest of defenses.

In the great war, Zill slaughtered dozens of marauding demons, earning him fame and admiration throughout the land. His remarkable martial exploits brought him status and influence. However, no one could understand why he refused the title of Guardian of the Forest of Shadows. He simply stated that the trappings of glory are incompatible with his free-spirited nature.

"When you need me, I will sever the heads of your enemies, tear them limb from limb, and drink their blood. But the free wind should never be shackled." That was the explanation he gave to Queen Tel'Annas. His unwavering loyalty and selflessness won the Queen's respect and trust. Before entering her slumber, she awarded Zill the right to exercise free will. Although this did not require him to undertake any specific duties, it allowed him complete access to the collective resources of the Forest of Shadows.

Following this episode, Zill gradually faded from the public's attention. Other than the fairy Krixi who occasionally sensed his presence, no one else saw any trace of him. For a time, people completely forgot all about the hero who ruled the skies in the days of old. However, on the day of the Queen's awakening, Zill was the first to return to her side. For a thousand long years, Zill had given up the freedom he so desired to keep a silent vigil over the slumbering Tel'Annas. This was his way of repaying the unconditional trust she had placed in him.

"My blades will cut through any obstacle!"

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