Zeus/Guide

General

 * can dominate lanes, take easy kills, deal massive damage and give vision to your team for easy ganks. He is not very item-dependent but can benefit greatly from them.
 * has a ministun which allows you to cancel channels.
 * If you target the ground with from the fog of war, you won't reveal yourself to the enemy who gets hit by it. If you directly target them, they'll get vision of you.
 * If an enemy you are chasing is about to escape your vision, cast on the ground right beside them rather than targeting their hero directly, as it will prevent the spell from cancelling upon losing vision, and  will also cast the ability through the fog of war.
 * If absolutely necessary to avoid death, you can take Heavenly Jump at level 1. However, beware that this will hurt your laning in the mid lane.
 * Zeus can also be played as a support. Given little items he can do heavy magical damage.
 * Always have enough gold to buy at 15 minutes.
 * If you find that you are being heavily focused in teamfights, take more points into Heavenly Jump. If you're playing as a support, consider getting, , or . Essentially, do whatever you can to keep yourself alive, since you are very fragile but needed in fights.
 * Despite his description saying he is only a carry and a nuker, he is actually much more. He has an escape and heavy slow in his Heavenly Jump, and a ministun in his Lightning Bolt, making him a disabler and an escaper.
 * He is also a support, due to the fact that he has a ministun, and can give vision, and deward for free.


 * In the laning phase, Arc Lightning can substitute for your normal attack to get last hits due to its low cooldown and long range, helping you stay out of harm's way given that ' own attack animation, damage and range is rather meager early on.
 * Arc Lightning is a great tool for tower defense, because it draws aggro from a safe range and deals damage over every unit.
 * Arc Lightning is a very spammable ability, however, it has a very high mana cost. Be mindful of this and leave enough Mana for your other spells.
 * Use it to proc Static Field, since it has a low cooldown.


 * Always use Lightning Bolt before so you may not lose your opponent in the fog.
 * Always watch your positioning as the Lightning Bolt and have relatively long ranges, and  has global range. Often, there is no reason to be up close in battle unless you are chasing down heroes; and ' fragility compounds this.
 * Lightning Bolt and provide True Sight. Do not be afraid to use your ultimate or cast Lightning Bolt where you think they may be if you believe an invisible enemy may be sneaking up on you or attempting to escape; if an enemy is invisible in a team fight make sure to cast Lightning Bolt before casting  so that the granted True Sight allows your ultimate to damage the invisible target.
 * Because Lightning Bolt offers True Sight and flying vision, you can cast it on the ground near cliff-sides or other popular warding areas to check for wards or de-ward without actually purchasing sentry wards.
 * Use Lightning Bolt to check areas in trees enemies might hide in.
 * Use Lightning Bolt to interrupt channeling abilities.
 * The ministun lasts for 0.3 seconds, 0.7 seconds with the level 20 talent.


 * Heavenly Jump is an ability that helps slow a certain nearby enemy whilst dealing low damage.
 * Though it's not quite spammable and strong unlike his other basic spells, it also works as an escape tool for to jump out of fights whenever he is in danger.
 * If you want to leap forward, make sure that is actually moving to make it happen, as if the ability is casted when he stays still, he won't move forward, wasting his chance to chase or escape from enemies.
 * This is a very powerful slow, since not only does it last for a massive 2.5 seconds at max level, it also slows enemies' attack speed and cast speed.
 * Use aggressively in teamfights only if you know the enemy will not go on you.
 * With the level 15 talent, you strike 2 enemies at once, allowing for more disabling potential. However, be mindful that you sacrifice +350 health, and health is something Zeus desperately needs because he is so squishy.


 * When trying to kill low HP heroes (low, but not low enough for Ultimate only) in hard to navigate areas use Thundergod's Wrath to gain vision of your enemy so you can them to death.
 * Thundergod's Wrath can have a good synergy with, since it reveals any heroes that are at low health, so can simply cast it to get a kill(s).
 * Thundergod's Wrath should only be used to acquire a kill if your carry is unable to attain it themselves. In most encounters, it should be used early in the fight to make things easier for one's team.
 * Since spells with a fixed damage value don't scale well into late game, combining it with allied spells like and  keeps him relevant for longer.


 * Use Nimbus after to snipe low health enemies.
 * Use Nimbus on distant creep waves to help push, as it obtains more map control for your team, thus opening up opportunities to advance the overall game plan.
 * Nimbus will mini-stun its target, which is good for canceling Channeling abilities.
 * Make sure to use Nimbus as close as possible to the desired target as it casts at the closest target to the cloud.
 * Nimbus will hit invisible units, acting like a since it covers quite a large area.
 * Nimbus will also hit units in fog of war, allowing to reveal enemies hiding in the trees for example. Use this ability to ruin the enemy's blink initiation at the beginning of a teamfight.
 * After a successful scan, use Nimbus to further reveal the number of enemies in a given area.
 * Use Nimbus to scout the status of Roshan.
 * Use Nimbus as an area denial tool to dissuade enemies from entering, so and his allies can escape with Town Portal Scrolls.
 * Keep in mind when itemizing that Nimbus' strike interval is not affected by cooldown reduction items and talents, however the cooldown on the Nimbus ability itself is.
 * Nimbus is the only ability in the game that can interrupt s from anywhere on the map.


 * Static Field is a very powerful ability, doing percentage based damage to all enemies hit from Zeus' abilities.
 * Spam your abilities off cooldown chip away at enemies.
 * Despite Static Field proccing off attacks, this should rarely be considered, since Zeus has a pathetic Attack Range and Attack Speed, and generally wants to be as far away from the fight as possible. However, you can use it to farm Jungle creeps a bit faster.
 * Always buy, since Static Field is indispensable for Zeus' nuking potential.

Items
Starting items:
 * regenerates HP for Zeus to stay in lane.
 * also restores health.
 * gives burst mana for Zeus to use abilities.
 * gives constant supply of mana for Zeus to farm with Arc Lightning.
 * gives attributes, and Zeus can combine it with Tango for more heal.

Early game:
 * will make you faster, allowing for easier escapes and a better time catching up to enemy heroes.
 * allows for lane control and sustainability through runes and crowing. Getting it early helps you to maintain your mana to get last hits consistently.
 * gives more intelligence and maximum mana, allowing for a larger mana pool to spam his abilities.

Mid game:
 * sustain Zeus' high rate of spell casting and give him the mana pool necessary to remain relevant in longer engagements. It can also be later disassembled to use the energy booster in another item like Aether Lens, and eventually upgrades into.
 * makes you better at your job by dealing lots of magical damage from as far back as possible.
 * unlocks Static Field, a key component in Zeus' magical damage.
 * Gives you a cheap but much needed boost to mana regen and spell damage.

Late game:
 * * Makes you tankier and deal more spell damage, since it directly upgrades from Kaya. The added Status Resistance is amazing, especially against a debuff heavy enemy liveup.
 * unlocks Nimbus, giving Zeus extra nuking power and global influence.
 * increases Zeus's damage output with its cooldown reduction and increased cast range, after upgrading from.
 * gives you much needed Mana Regen, doubles your damage output via Thundergod's Wrath and Nimbus and allows you to participate in larger teamfights from across the map.
 * allows Zeus to shove out lanes at a rapid pace and still have the time to join fights. Additionally, Octarine Core, a core item on Zeus, helps reduce it's cooldown. The added movement speed is also appreciated.
 * should be purchased as a luxury item, allowing you to teleport to allies. Also, it lowers the TP cooldown even more, and lowers the channel time, useful for clutch escapes.

Situational items:
 * can help with early mana issues.
 * is a good pickup on support Zeus if you find that you or your teammates are dying very quickly in fights and need protection. Be mindful, however, of Dust of Appearance and Sentry Wards.
 * is a good choice for mobility and utility, very useful for evading carries and kiting spell immune targets.
 * can be a great choice if you find yourself getting blown up by physical damage. It can also be upgraded into an, which can be used to disable the enemy carry, save yourself and allies, and deal a massive amount of burst damage in combination with your spells.
 * grants more health and more mana, which are very needed for Zeus. Though it does not provide needed mana regeneration, it provides him an active that regenerates mana based on the damage he dealt, an area which he excels in.
 * gives a much-needed boost to Zeus's mana and grants a hard disable to deal with troublesome enemies.
 * can be considered on Zeus, especially with Ethereal Blade, however, it can grief the game. You should buy Dagon only as a last resort.
 * and its upgrade can be considered if you need more mobility.

Zeus/Guia Zeus/Руководство