Zephyr

## Lore

> "*Zephyr and Phoebe were inseparable at the Academy, and she taught him the basics of her teleportation technology. He later adapted it to modify his Invisigun."*
>
>

> - From Zephyr's Hero Profile page
>
>

## Ability

Fake a shot with a decoy clone and teleport to where it hits

## Ability Details

Using Zephyr's ability will fire a shot that his body will seamlessly transfer to. It is non lethal and transfers him to the tile the shot stops on. While in transit, he is vulnerable to being killed and hindered by anything that would normally affect a player (with the exception of Cronus' bombs). If the shot lands on a tile that would be non-accessible to another player, a visible X marker is placed on that tile's position, and he is instantly teleported back to the location he originally used his ability from.

When the shot from his ability has been fired, an indistinguishable clone of himself is deployed in place of his original position. The clone is controllable but can only move around and will disappear when the teleshot collides with something. The clone cannot shoot and is not interrupted by other player's shots, abilities, or anything else that would normally hinder a player.

**Ability Boost - Safe Teleshot:** shooting Zephyr's fake shot/teleshot will only stun Zephyr instead of killing him.

Notes:

* Carmen's blocks do not reflect teleshots.
* Powerups affect the characteristics of a teleshot but they remain nonlethal.
* Teleshots can be split but can not be shot diagonally.

## Strengths / Weakness

* Zephyr's maneuvering is unique in that he can travel across gaps without having to set something on the other side, like Phoebe.
* Like Epi, Zephyr has an element of surprise for where he is actually located. But while his position is less obscured than Epi, Zephyr makes up for it by ease of moving around while deceiving his opponents.

* Take care when deciding to teleshot. Shooting the teleshot through firing lanes or when you are battling someone close range can be risky.

* Since Zephyr's teleshot is non-lethal, it serves as a tell to other players if it hits a destructible object but doesn't actually destroy it.

## Strategy

Zephyr relies more on moving around the map than tricking his opponents. However, he could use his teleshot to make players think that Zephyr is on one side of the map when he is attacking them on the other side.

Keep a watchful eye on which spots Zephyr can teleport to. Zephyr could use those spots to escape close combat situations or attack an opponent from a different angle. Even small teleports that move Zephyr a few tiles could make a difference.

If players are paranoid of Zephyr teleporting, Zephyr could "fake" a fake shot by simply shooting a normal bullet in order to deceive them.

While spamming the teleshot will result in a cooldown, alternating between a teleshot and a normal shot allows the teleshot enough time to recharge without causing a cooldown. While it is predictable, it is good for fast-paced situations and 1v1s.

The more risky a teleshot is, the more convincing to other players that Zephyr's shot could be a normal shot. Players would usually not suspect that a normal shot is a teleshot if it seems too risky for Zephyr to teleport (e.g a teleshot through a crossfire between two players).