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DiveBombModU15 ZephyrDiveBomb
ENERGY
25
KEY
2
Dive Bomb
Zephyr nose dives towards the ground creating an explosion on contact.
Strength:100 / 150 / 200 / 250 (minimum damage)
1 / 2 / 3 / 5 m·s-1 (speed)
Duration:N/A
Range:4 / 5 / 6 / 7 m

  • While Zephyr is in the air, she will nose dive into the ground at an initial speed of 1 / 2 / 3 / 5 meters per second. Upon impacting the ground, Zephyr creates an explosion that deals a minimum of 100 / 150 / 200 / 250 Impact b Impact damage within a 4 / 5 / 6 / 7 meter radius. The final damage depends on the height at which Dive Bomb is activated:
    • Final damage is calculated by multiplying the minimum damage by 0.2 × Activation Height (e.g., activating Dive Bomb at 15 meters will yield 0.2*15*250 = 750 damage at max rank).
    • Activating Dive Bomb at a height less than 4 meters will only inflict minimum damage.
    • Minimum damage and speed are affected by Ability Strength, and the damage does not decrease with distance.
    • Damage bypasses obstacles in the environment, and affected enemies suffer a Knockdown.
    • Blast radius is affected by Ability Range.
  • Dive Bomb will always activate Heavy Impact due to the speed of the dive.
  • Can only be cast while in the air.

DivebombVortex2
Main article: Divebomb Vortex

Divebomb Vortex is a Warframe Augment Mod for Zephyr that makes Dive Bomb pull enemies within its radius towards the impact point.

Rank Range Cost
0 6m 6
1 8m 7
2 10m 8
3 12m 9

  • This ability synergies well with the Heavy Impact mod, as the instant acceleration provided by the Dive Bomb gives enough speed for the falling effect to deliver great damage at a large radius.
    • A max-rank Tail Wind jump with a Dive Bomb at the apex should land with enough speed to get 3x the Heavy Impact base damage (4x is possible if you jump a few meters higher using a crate). With just these three mods at max you can easily get 250 + 250*3.6 + 1200 = 2350 damage for 25 + 25 energy (Tail Wind blast-off, Dive Bomb smash and Heavy Impact blast).

Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.

  • There seems to be a bug that greatly inhibits her damaging range, failing to damage anything you directly hit or is at point blank range (during the 2/7/14 Livestream the developers confirmed that it appears the damage is being applied below the ground level rather than ground level. As a result, enemies are effectively out of range).
  • There's another bug that makes her use her standing animation and drop down without a damaging explosion if she is too close to the ground (and this range is quite large for such a bug, unless unintended).

  • See AlsoEdit

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