Arena of Valor (AoV) - Zill Hero Attributes, Stats & Abilities

Guide for the hero Zill, a character in Arena of Valor (AoV). Included are Zill’s abilities, statistics, attributes, strengths, weaknesses, and more.


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Zill Stats and Abilities

Arena of Valor Zill

Zill Overview

SG Rating 9
Arena of Valor Constitution
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1
Arena of Valor Attack Damage
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4
Arena of Valor Ability Damage
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10
Arena of Valor Difficulty
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9
Constitution Arena of Valor Constitution
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1
Attack Damage Arena of Valor Attack Damage
_
4
Ability Damage Arena of Valor Ability Damage
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10
Difficulty Arena of Valor Difficulty
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9
Class Mage
Assassin
Role Mobility

Tier List

Zill Stats

 

Stats Lv.1 Per Level Increase Lv.15
HP 3021 256 6605
Mana 450 99 1836
Attack Damage 173 11.2 347
Critical Damage 200% 0 200%
Armor 102 | 14.5% 19.5 375 | 38.4%
Magic Defense 50 | 7.6% 8.5 169 | 21.9%
HP Regen / 5 sec 52 3.4 99
Mana Regen / 5 sec 16 1.6 39
Movement Speed 380 0 380
Attack Speed 0% 2% 28%
Attack Range Melee (200 units)

Abilities

What’s with all these numbers? Learn more about Ability Progression.

Passive Ability Effect
Arena of Valor DUSTDEVILDUSTDEVIL
Magic Damage
Control

Zill’s abilities place Marks of the Wind of 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 (+0.4 AP)ˀ .

Zill’s normal attacks deal additional 40 magic damage, 65 (+10/level) magic damage when they hit a monster.

Ability Mechanics

  • Ability Range: 900 Units; Effective Range: 1000 Units
  • Wind Blade gives its target a stack each time the blade hits while Wind Shift only gives a single stack. His ultimate will max out stacks when targeting a single foe.
  • Minions and monsters are affected by Dustdevil and take additional 40 normal attack damage, even if not displaying a visible mark.
Ability 1 Effect
Arena of Valor Wind BladeWIND BLADE
Mana: 65
Magic Damage
Control

Zill tosses his scythes forward, dealing 200/240/280/320/360/400 (+0.4 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 (+0.6 AP) magic damage to all enemies in their path.

1 2 3 4 5 6
Base Damage 200 240 280 320 360 400
Return Damage 300 360 420 480 540 600
Cooldown 8 7.5 7 6.5 6 5.5
Ability Mechanics:

  • Ability Range: 750 Units; Effective 1000 Units
  • Mana cost goes up by 5 per level.
  • Blades return back to Zill regardless of his location.
  • Passes through walls.
Ability 2 Effect
Arena of Valor Wind ShiftWIND SHIFT
Mana: 70
Magic Damage
Zill blinks to the target location and deals 260/300/340/380/420/460 (+0.45 AP) magic damage to nearby enemies.
1 2 3 4 5 6
Damage 260 300 340 380 420 460
Cooldown 12.5 12 11.5 11 10.5 10
Ability Mechanics

  • Ability Range: 750 Units; Effective Range: 1100 Units
  • Mana cost goes up by 10 per level.
  • Passes through walls. 
Ultimate Effect
Arena of Valor TornadoTORNADO
Mana: 120
Magic Damage
Zill turns into a tornado for 1.5 seconds and attacks nearby enemies 5 times, dealing 300/550/800 (+0.5 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.
1 2 3
Damage 300 550 800
Cooldown 50 45 40
Ability Mechanics:

  • Ability Range: 335 Units
  • Mana cost goes up by 20 per level.
  • Does not activate if there is no enemy in range.
  • Zill gains invincibility as long as he performs Tornado.
  • Passes through walls. 

In-Game Tool Tip

Zill is able to avoid damage from abilities when using Tornado, so use it at opportune moments. Make sure you attack enemy heroes again after marking them 3 times as normal attacks trigger additional damage when a target has 3 marks.

Hero Spotlight

Source: Arena of Valor

Zill Ability Order

Our recommended order for Zill abilities as he levels up.

Ability 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
1
2
Ultimate

Counters to Zill

Arena of Valor TaaraTaara Arena of ValorOrmarr Arena of Valor AliceAlice

Recommended Equipment for Zill

SG Recommended Build
Arena of Valor LOKI’S-CURSELoki’s Curse Arena of Valor ENCHANTED-KICKSEnchanted Kicks Arena of Valor APOCALYPSE
Apocalypse
Arena of Valor HECATE’S DIADEMHecate’s Diadem Arena of Valor RHEA’S BLESSING
Rhea’s Blessing
Arena of Valor Holy of Holies
Holy of Holies
SG Recommended Build
Arena of Valor LOKI’S CURSELoki’s Curse Arena of Valor ENCHANTED KICKSEnchanted Kicks Arena of Valor APOCALYPSE
Apocalypse
Arena of Valor Hecate’s Diadem
Hecate’s Diadem
Arena of Valor RHEA’S BLESSING
Rhea’s Blessing
Arena of Valor HOLY-OF-HOLIES
Holy of Holies

See all of Zill’s item builds.

Recommended Arcana for Zill

Level 1 Arcana
Arena of Valor TalismanTalisman
Ability Power: +1.5
Arena of Valor AbsorptionAbsorption
Magic Life Steal: +0.4%
Arena of Valor DisruptionDisruption
Magic Pierce: +2.2
If 10 of each: Ability Power +15, Magic Life Steal +4%, Magic Pierce +22 (-3.2% for enemies at level 1)
Level 2 Arcana
Arena of Valor CorruptionCorruption
Ability Power: +2.5
Magic Pierce: +1.4
Arena of Valor RevelationRevelation
Ability Power: +1.4
Magic Life Steal: +0.8%
Magic Defense: +1.6
Arena of Valor CorrosionCorrosion
Ability Power: +0.9
Magic Pierce: +3.8
If 10 of each: Ability Power +48, Magic Life Steal +8%, Magic Pierce +52 (most heroes start at 50 magic defense without arcana), Magic Defense +16 (+2.2% magic defense at the start of the match)
Level 3 Arcana
Arena of Valor ViolateViolate
Ability Power: +4.2
Magic Pierce: +2.4
Arena of Valor DevourDevour
Ability Power: +2.4
Magic Life Steal: +1%
Arena of Valor FlurryFlurry
Attack Speed: +0.6%
Magic Pierce: +6.4
If 10 of each: Ability Power +66, Magic Life Steal +10%, Magic Pierce +88 (most heroes start at 50 magic defense without arcana), Attack Speed +6%

View a list of all Hero Arcana builds.

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3 Comments on "Zill Hero Attributes, Stats & Abilities"

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Zills passive works on everything…not just heroes… during late game if u apply 3 stacks on super minions ur passive activates and ur 2nd ability refreshes… during early game u kill off minions before u can apply 3 stacks..works on monsters as well…I have tried

You are correct. The page has been updated to reflect this.

Yeah saw it..thnq…he would be the worst jungler otherwise