Strengths & Weaknesses
Strengths
- +High burst damage with Tornado (R) chains against grouped enemies
- +Dustdevil passive provides built-in slow utility after 3 skill marks
- +Wind Shift (W) offers both mobility and damage for evasion or repositioning
Weaknesses
- −Tornado damage diminishes significantly on repeated target hits (40% reduction)
- −Vulnerable during Tornado cast—cannot move or act while channeling
- −Lacks reliable escape if Wind Shift is on cooldown against coordinated burst
Abilities
PDustdevil
Zill's skill damage applies Wind Mark stacks to targets (fully stacked at 3 stacks) lasting 5 seconds. When fully stacked, slows enemies by 80% for 0.25 seconds. When Zill attacks a fully stacked target, she deals magic damage and resets Wind Shift's cooldown. Zill's auto attacks deal increased magic damage.
1Wind Blade
Zill throws dual blades in a specified direction, dealing magic damage and slowing targets by 50% for 1.5 seconds. After a delay, the blades return to Zill's position, dealing magic damage to enemies hit.
2Wind Shift
Zill dashes to a specified location, dealing magic damage to nearby enemies.
RTornado
Zill rapidly attacks 5 random enemies within 2 seconds, dealing magic damage per hit. Repeated attacks on the same target deal reduced damage (minimum 40%). Zill cannot be targeted while using this ability.
Skill Order
Priority: R > Q > W| Skill | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1Wind Blade | 1 | · | 3 | · | 5 | · | 7 | · | 9 | · | · | · | · | · | · |
2Wind Shift | · | 2 | · | 4 | · | · | · | 8 | · | 10 | · | 12 | · | · | · |
RTornado | · | · | · | · | · | 6 | · | · | · | · | 11 | · | · | · | 15 |
Loadout

Standard Build
1
2
3
4
5
6Core Combos
Mark Stack Combo
Use Wind Blade twice to stack Dustdevil marks, triggering the 80% slow on the third application for guaranteed positioning advantage
Burst Initiation
Wind Shift into Tornado for burst, then Wind Blade to finish. Best against isolated targets or groups unaware of your position
Kiting Chain
Spam Wind Blade for slows, use Wind Shift to reposition away. Maintains distance while applying Dustdevil marks
Gameplan
Early Game
Levels 1–6- →Farm safely with Wind Blade (Q) spam—both blades hit creeps, building marks for potential skirmishes
- →Avoid extended trades; Wind Shift provides mobility but long cooldown early makes overcommitting dangerous
- →Roam with support after level 4 to setup Tornado ganks on isolated laners
Mid Game
Post Broken Spear- →Use Tornado (R) in teamfights to burst split-pushed targets or finish weakened enemies—avoid casting into grouped CC
- →Rotate between lanes with Wind Shift mobility to apply pressure and secure picks before objectives
- →Maintain mark stacks on priority targets (ADC/Mid) for Dustdevil slow utility in fights
Late Game
Teamfight phase- →Position carefully before fights—Tornado channel makes you stationary and vulnerable to enemy focus fire
- →Use Wind Shift to flank squishy backline targets; capitalize on Tornado's random hit pattern against split formations
- →Peel for teammates by applying slows with Wind Blade if primary targets are well-defended
Matchups
Zill gets countered by
GrakkHook interrupts Tornado channel and negates Wind Shift escape timing
YornLong-range burst and stun lock prevent Zill from closing gaps safely
ArumInvincibility frames and peel negate burst; tank durability means Tornado damage is insufficient
Zill synergizes with
ArduinStun setup allows guaranteed Tornado execution and grouping for full damage
FlorentinoShared burst window and mobile initiation; both thrive in chaotic mid-game teamfights- LuminaHeals enable Zill's melee positioning during Wind Shift plays; speed boost amplifies roaming threat
Pro Tips
- →Stack Dustdevil marks on durable targets pre-fight so the 80% slow is ready for critical moments—don't waste it on unaware enemies
- →Wind Blade returns damage counts toward Dustdevil stacks; cast behind enemies so the return path hits them twice
- →Cancel Tornado early if burst is guaranteed or threat detected—holding the full 5 hits on 1-2 targets is often wasteful due to damage falloff
Zill thrives as a mid-game assassin with solid teamfight utility through Dustdevil slows and Tornado burst. Currently B-tier due to vulnerability during channel and team-dependent execution. Pick into fragmented teamfights and squishy compositions; avoid into coordinated CC-heavy teams.