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Specializing in air attacks and mobility, Zephyr dominates from above.

This is Zephyr, light, yet deceivingly lethal.

Zephyr brings graceful destruction to the battlefield. Look up, Tenno.

Release Date: February 5th, 2014

Light-footed and graceful, the beautiful and deadly Zephyr is in her element while airborne. With the power to bend air currents, she is an agile skyterror who delivers swift judgement from above. Zephyr soared to the skies in Update 12.0.

Manufacturing Requirements
Credits64
25,000
Helmet
1
Chassis
1
Systems
1
OrokinCell64
1
Time: 72 hrs
Rush: Platinum64 50
Market Price: Platinum64 275 Blueprint Price: Credits64 35000
Neuroptics
Credits64
15,000
Circuits64
150
Oxium64
200
PolymerBundle64
200
Salvage64
500
Time: 12 hrs
Rush: Platinum64 25
Chassis
Credits64
15,000
Oxium64
200
NanoSpores64
900
Rubedo64
50

Time: 12 hrs
Rush: Platinum64 25
Systems
Credits64
15,000
ControlModule64
1
Oxium64
200
PolymerBundle64
500
Plastids64
400
Time: 12 hrs
Rush: Platinum64 25
Tenno Lab Research
Blueprint • ClanAffinity641,500
Credits64
5,000
Oxium64
200
MutagenMass64
1
DetoniteInjector64
1
Fieldron64
1
Time: 72 hrs
Prereq: N/A
Neuroptics • ClanAffinity641,500
Credits64
10,000
DetoniteInjector64
1
NeuralSensor64
1
NanoSpores64
1,000
Oxium64
20
Time: 72 hrs
Prereq: Zephyr
Chassis • ClanAffinity641,500
Credits64
10,000
MutagenMass64
1
ControlModule64
1
Ferrite64
1,000
Oxium64
20
Time: 72 hrs
Prereq: Zephyr
Systems • ClanAffinity641,500
Credits64
10,000
Fieldron64
1
Morphics64
1
Salvage64
1,000
Oxium64
20
Time: 72 hrs
Prereq: Zephyr
LeaderBadgeGhostHolo x1   LeaderBadgeShadowHolo x3   LeaderBadgeStormHolo x10   LeaderBadgeMountainHolo x30   LeaderBadgeMoonHolo x100

Acquisition

Zephyr's blueprint can be purchased from the Tenno Lab interface in the Dojo once it has been researched. The blueprint is also required to research its components.

Warframe Guides

See Category:Zephyr Guides to read user-made guides on how to play this Warframe.

Notes

  • Zephyr has reduced friction against air and increased resistance to gravity.
    • Zephyr jumps higher and has longer hang time than other Warframes.
  • Due to a bug(?), a Zephyr playing as a client will have complete lateral air friction when not sliding, meaning that the player will completely stop moving laterally while in the air as long as a movement button is not held.

Trivia

  • Zephyr's name is derived from Zephyrus, one of the four most important Anemoi in Greek legend. Zephyrus holds domain over the west wind and flowers, and he also serves as a messenger for Aphrodite and Eros.
  • Zephyr was confirmed to be originated as a fan-made concept in Devstream 22, by user Volkovyi, although Digital Extremes did not specify who followed up the idea, instead, it was mentioned as being conceptualized by the community.
    • Volkovyi was acknowledged as the one who inspired Zephyr by Grineeer (Scott) on twitter, explaining that his nickname simply escaped him during the Livestream.
    • In contrast to Ash, the concept Zephyr was inspired by was that of a male instead of female.
  • As mentioned by Scott and Steve on the Update 12 highlights, Zephyr is less affected by gravity than other frames making her descents slower and being able to jump higher than other frames. This can be attributed to the Oxium used in her manufacture. This technically makes Zephyr the first warframe to have a Passive Attribute.
    • However, this characteristic is still slightly buggy.
  • Zephyr is the first Warframe entirely released as a Clan lab Warframe, which makes getting her components much easier.
  • The moving pieces on her helmet may move around in the Codex, instead of being perfectly still. This is a bug or clipping issue.
    • This is due to realtime physics still being active in static dioramas. Other physics-enabled elements such as syandanas are affected in other dioramas.
  • Zephyr was originally named Tengu during development.
    • This has now become the name of one of her helmets.

See Also

  • Happy Zephyr, a tribute to the now-removed app game, Flappy Bird.

Edit Tab

Take to the skies with this golden bird of destruction.

Release Date: March 20th, 2018

Zephyr Prime is the Primed variant of Zephyr, featuring higher armor, energy capacity, and sprint speed, as well as an additional Madurai Pol and Vazarin Pol polarities.

Zephyr Prime (along with Tiberon Prime and Kronen Prime) was announced on March 13th, 2018.


Manufacturing Requirements
Credits64
25,000
PrimeHelmet PrimeChassis PrimeSystems OrokinCell64
5
Time: 72 hrs
Rush: Platinum64 50
Market Price: N/A Blueprint Price: N/A
Neuroptics
Credits64
15,000
NeuralSensor64
3
Oxium64
250
Plastids64
350
AlloyPlate64
4,250
Time: 12 hrs
Rush: Platinum64 25
Chassis
Credits64
15,000
DENitainExtract
2
Tellurium64
2
Ferrite64
3,600
Oxium64
300
Time: 12 hrs
Rush: Platinum64 25
Systems
Credits64
15,000
ArgonCrystal64
2
Neurode64
3
Cryotic
550
NanoSpores64
3,175
Time: 12 hrs
Rush: Platinum64 25
Drop Locations

Blueprint Meso Z1 Rare
Neo Z1 Rare (V)
Neuroptics Lith H2 Common
Axi A4 Common
Chassis Neo K1 Uncommon
Axi O3 Uncommon
Systems Lith Z1 Rare

Blueprint Meso Z1 Rare
Neo Z1 Rare (V)
Neuroptics Lith H2 Common
Axi A4 Common
Chassis Neo K1 Uncommon
Axi O3 Uncommon
Systems Lith Z1 Rare

Blueprint Meso Z1 Rare
Neo Z1 Rare (V)
Neuroptics Lith H2 Common
Axi A4 Common
Chassis Neo K1 Uncommon
Axi O3 Uncommon
Systems Lith Z1 Rare

Lith/Meso/Neo/Axi refer to Void Relics
(V) Denotes Vaulted Void Relics
(B) Denotes Baro Ki'Teer Exclusive Void Relic


Notes

  • Zephyr Prime, compared to Zephyr:
    • Higher Armor (75 vs. 15)
    • Higher Energy (150/225 vs. 100/150)
    • Higher Sprint Speed (1.2 vs. 1.15)
    • Different Polarities (Madurai PolMadurai PolVazarin PolNaramon Pol vs. Madurai PolNaramon Pol)
    • Higher Mastery Rank required (6 vs. 0)
  • As a prime Warframe, Zephyr Prime possesses a special passive ability where contact with an Orokin Void Death Orb will make them release an energy pulse that grants 250 Energy to all nearby allies. This effect can only occur once per Death Orb, and can occur even if the Death Orb has been previously destroyed.

Trivia

  • Zephyr Prime is the third Prime Warframe to have a non-static model, as the feathers on her head and arms extend outwards whenever she is in mid-air.
  • Zephyr Prime produces more prominent effects when using Tail Wind to dash, including a visible energy trail and a swirling vortex of particles.

Media

  • Zephyr Prime's helmet.
  • Zephyr mid-flight

See also

  • Prime, the Orokin enhancement to a Warframe or weapon.

Edit Tab

Lightweight

Zephyr is significantly lighter in comparison to other Warframes, dramatically altering her airborne physics. Specifically, she descends slower and has improved aerodynamics which can be used to control her midair movement with greater ease and agility.

Abilities 

TailWindModU15 ZephyrTailWind
ENERGY
25
KEY
1
Tail Wind
From the ground, charge and release to launch Zephyr into an airborne hover. From the air, tap to dash forward, or aim down to dive bomb enemies below.


Energy Discount while Airborne: 12.5

Strength:250 / 300 / 400 / 500
Duration:30 m/s (air speed)
≤ 5 / 7.5 / 10 / 12.5 m (hover height)
Range:1.5 / 1.6 / 1.8 / 2 m (contact radius)
4 / 5 / 6 / 7 m (explosion radius)
Misc:? s (dash duration)
≤ ? / ? / ? / 10 s (hover duration)
1 / 2 / 3 / 5 m/s (dive initial speed)

Info
  • Zephyr generates a powerful gust of wind for propulsion, as she soars toward the aiming reticle at a speed of 30 meters per second for ? seconds. While in flight, Zephyr rides an air current with a 1.5 / 1.6 / 1.8 / 2 meters radius, which inflicts 250 / 300 / 400 / 500 Slash b Slash damage and knockdown to all enemies it contacts.
    • Air speed and dash duration are affected by Ability Duration.
    • Contact damage is affected by Ability Strength.
    • Contact radius is affected by Ability Range.
    • Casting Tail Wind while Zephyr is airborne halves the energy cost, which is affected by Ability Efficiency.
    • If cast from the ground, aiming at any direction propels Zephyr forward, while aiming straight down causes Zephyr to skyrocket upward. Holding the ability key (default 1 ) instead prepares Zephyr for a Hover Jump technique.
    • If cast while airborne, aiming at any direction propels Zephyr forward, while aiming straight down or at a slight angle toward the ground causes Zephyr to perform a Dive Bomb technique.
    • Zephyr maintains a portion of the momentum generated by Tail Wind once the dash ends.
    • Each Tail Wind dash resets Aim Glide, allowing Zephyr to perform this maneuver repeatedly without landing.
  • Zephyr executes different aerial combat techniques with Tail Wind depending on the activation conditions:

  • While Zephyr is on the ground, holding the ability key (default 1 ) for up to 2.5 seconds causes Zephyr to brace for launch as she generates force for liftoff. Once fully charged, Zephyr skyrockets upward to a maximum height of 5 / 7.5 / 10 / 12.5 meters; enemies within a 4 / 5 / 6 / 7 meters radius around the launch point are inflicted 250 / 300 / 400 / 500 Impact b Impact damage and suffer a knockdown. At the apex of the jump, Zephyr suspends herself in midair and hover in place for up to ? / ? / ? / 10 seconds at full charge.
    • Jump damage is affected by Ability Strength.
    • Explosion radius is affected by Ability Range.
    • Hover height is affected by Ability Duration, while hover duration is not.
    • Charging animation speed is affected by Natural Talent and Speed Drift.
    • Due to Hover Jump requiring Zephyr to be on land, Tail Wind consumes the full energy cost.
    • Releasing the ability key before a full charge results in reduced height and hover duration based on the amount of time spent charging.
    • Zephyr cannot move away or perform Maneuvers while hovering, but can aim freely, fire and reload primary and secondary weapons, as well as cast abilities.
    • Casting Tail Wind again, rolling (default Shift ) or using quick melee attack (default E ) will cancel hovering. Using the melee method can transition directly into a melee ground slam when aiming downward.
  • Cannot charge for jump when Zephyr is airborne. Activation in midair will result in a dash or dive bomb instead.
  • While charging, a charge meter appears around the aiming reticle that gradually fills clockwise.

  • While Zephyr is airborne, casting Tail Wind downward causes Zephyr to nose dive into the ground at an initial speed of 1 / 2 / 3 / 5 meters per second; during the dive, Zephyr will continue to accelerate until impact. On impact, Zephyr creates an explosion in a 4 / 5 / 6 / 7 meters radius around the landing point that inflicts 250 / 300 / 400 / 500 base Impact b Impact damage amplified by height of the dive, as well as Knockdown on all enemies in range.
    • Base damage is affected by Ability Strength, while initial speed is not.
    • Total explosion damage depends on the height at which Tail Wind is activated:
      • Total explosion damage is calculated by multiplying the base damage by 0.2 × Activation Height (e.g., activating Tail Wind at 15 meters will yield 0.2 × 15 × 500 = 1,500 damage at max rank).
      • Activating Dive Bomb at a height less than 4 meters will only inflict base damage.
    • Damage bypasses obstacles in the environment and does not decrease with distance.
    • Explosion radius is affected by Ability Range.
  • Tail Wind will only activate Heavy Impact if the required height is achieved.
  • Performing a dive bomb during a Bullet Jump causes Zephyr to softly rebound away from the landing point and back into the air.

  • Activating Tail Wind multiple times allows Zephyr to propel herself farther into the air, effectively simulating flight. There is a slight cooldown between activation.
  • Can be used to pass through Laser Barriers unharmed in most cases.
  • Zephyr is vulnerable to crowd control via staggers and knockdowns while using Tail Wind.
  • Casting Tail Wind interrupts reloading.
  • Air current visual effects and hover jump charge meter are affected by Zephyr's chosen Warframe energy color.

Augment
TargetFixationMod
Main article: Target Fixation

Target Fixation is a Warframe Augment Mod for Zephyr that increases Tail Wind's damage for every enemy hit while airborne.

Rank Damage Bonus Cost
0 +30% 6
1 +35% 7
2 +40% 8
3 +50% 9

Tips & Tricks
  • Propelling from the ground is inefficient, it's recommended to jump and dash vertically for more distance.

Maximization

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.

  • Maximized Ability Duration increases hover height to ≤38.25 meters and speed while airborne to 91.8 m/s.
    • Reduces contact radius to 0.68 meters and explosion radius to 2.38 meters.
  • Maximized Ability Efficiency reduces cost to 6.25 energy and cost while airborne to 3.13 energy.
    • Reduces hover height to ≤5 meters and speed while airborne to 12 m/s.
  • Maximized Ability Range increases contact radius to 5.6 meters and explosion radius to 19.6 meters.
    • Reduces damage instances to 200.
  • Maximized Ability Strength increases damage instances to 2060.
    • Without Energy Conversion and Growing Power, increases damage instances to 1685.
    • Increases cost to 38.75 energy and cost while airborne to 19.38 energy.
    • Reduces hover height to ≤9.06 meters and speed while airborne to 21.75 m/s.


Bugs
  • After second activation of this ability gravity increases to normal until Zephyr lands (confirmed as bug in Community Hot Topics).
  • Occasionally, when "Tail-winding" closely to an Extraction point on Solo, Zephyr's body will be frozen in Tail Wind state, as she supposedly locks herself into the Extraction pod with all her limbs properly placed.



AirburstModU15 ZephyrAirburst
ENERGY
50
KEY
2
Airburst
Generate a burst of massively dense air that explodes on contact and sends enemies flying. Launch Airbursts into Tornadoes to make them grow.


Energy Discount while Airborne: 25

Strength:200 / 300 / 400 / 500 (contact and explosion damage)
Duration:N/A
Range:4 / 5 / 7 / 8 m (explosion radius)
Misc:3 (number of projectiles)
? m (projectile width)
100 m (travel distance)

Info
  • Zephyr launches 3 projectiles towards her aiming reticle. Airburst projectiles travel rapidly, spanning ? meters in width. Airbursts explode in a 4 / 5 / 7 / 8 meters radius, knocking back and ragdolling all enemies in range and inflicting 200 / 300 / 400 / 500 damage upon contact with an enemy, surface, or having reached 100 meters.
    • Number of projectiles is not affected by mods.
    • Contact and explosion damage are affected by Ability Strength.
    • Explosion damage does not diminish with distance.
    • Explosion radius is affected by Ability Range, while projectile width and travel distance are not.
    • Airburst projectiles have innate punch through and can bypass certain objects in the environment (e.g. closed doors).
  • Launching Airburst into Tornadoes increases their height.
  • The casting cost of Airburst is halved when Zephyr is airborne.
  • Airburst is a one-handed action and does not interrupt reloading.
  • Each projectile have a flight time and will continue to travel until it hits an enemy or a solid object.
    • A well-aimed Airburst can pass through multiple tornadoes.
  • Airburst projectiles cannot break reinforced Corpus ship windows.
  • The explosion can damage objects and enemies through walls and other cover.

Tips & Tricks
  • Airburst is an effective way to deal with large swarms of enemies, especially melee, and when they are huddled together.
  • Airburst allows players to apply crowd-control effects on enemies in the distance.
  • Synergizes well with Zephyr's Tail Wind as the latter allows Zephyr to stay airborne longer, halving the casting cost of the ability.
  • Allows players to make Tornadoes, which aren't affected by Ability Range mods, larger. This increases the suction range of the Tornadoes.

Maximization

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.



TurbulenceModU15 ZephyrTurbulence
ENERGY
75
KEY
3
Turbulence
Creates a wind shield around Zephyr, redirecting all incoming projectiles.
Strength:N/A
Duration:10 / 12 / 15 / 20 s
Range:3 / 4 / 5 / 6 m

Info
  • Zephyr surrounds herself in turbulent winds that alter the trajectory of incoming enemy bullets and projectiles, sustaining a protective aura with a 3 / 4 / 5 / 6 meter radius that lasts for 10 / 12 / 15 / 20 seconds.
    • Duration is affected by Ability Duration.
    • Shield radius is affected by Ability Range.
    • The shield is spherical and reliably deflects visible projectiles with noticeable flight times (e.g. from Dera, Plasma Rifle and (Pyrotechnic) Ogris), even if fired from within the shield and even if Zephyr is not the target. As these types of projectiles are deflected, their damage (disregarding area damage) is effectively negated.
    • Hitscan bullets (from weapons' shots with no flight time) are completely avoided.
  • Turbulence protects Zephyr from incoming projectiles but does not make Zephyr immune to all forms of damage or crowd control. While Turbulence is active, Zephyr is vulnerable to:
  • Casting speed is affected by Natural Talent and Speed Drift.
    • Cannot be recast while active.
  • Wind visual effects are affected by Zephyr's chosen Warframe energy color.

Augment
JetStream2
Main article: Jet Stream

Jet Stream is a Warframe Augment Mod for Zephyr that grants Turbulence the ability to provide additional movement speed and projectile speed for Zephyr and nearby allies.


Rank Movement Speed Projectile Speed Cost
0 20% 50% 6
1 25% 65% 7
2 30% 80% 8
3 40% 100% 9

Tips & Tricks
  • Turbulence with above average Ability Range is very effective to shield mission objectives like Defense cryopods or Mobile Defense consoles.
  • Lowering Ability Range will make it more likely to get hit by area damage from diverted projectiles while moving.

Maximization

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.


TornadoModU15 ZephyrTornado
ENERGY
100
KEY
4
Tornado
Create deadly tornadoes that seek out and engulf enemies. Tornadoes deal the elemental damage type they absorb the most. Shoot enemies engulfed in Tornadoes to do additional damage.
Strength:50 / 75 / 100 / 120 (damage)
Duration:10 / 12 / 15 / 20 s
Range:15 / 17 / 20 / 25 m (spawn radius)
Misc:4 (number of tornadoes)
? m (cast range)
6 / 9 m (tornado heights)
2 / 5 m/s (move speeds)
5 m (pull radius)
100% (absorbed damage distribution)

Info
  • Zephyr forms a maximum of 2 / 2 / 3 / 4 tornadoes at the location on the aiming reticle over unrestricted range; tornadoes will prioritize forming on top of enemies within a spawning area of 15 / 17 / 20 / 25 meters around the location and around Zephyr. Once created, tornadoes wander the battlefield, being drawn to enemy presence until they expire in 10 / 12 / 15 / 20 seconds.
  • Synergy: Airburst projectiles that travel through tornadoes will increase the affected tornadoes' height to 9 meters.
  • Zephyr and her allies can attack each tornado to distribute 100% total damage (including Critical Hits) and Status Effects from weapons and abilities to all enemies trapped within a tornado.
    • Critical damage dealt to enemies over a Tornado is multiplied by 200%. This multiplier is not affected by mods and applied after any weapon mods.
  • Tornado's visual effects are modified by each elemental damage type.
    • Magnetic b Magnetic damage type and default physical damage tornado share the same visual effects.
  • Can be recast while active to replace old tornadoes.
  • Tornadoes exhibit numerous unique properties and mechanics as summoned allied AI units:

  • Each tornado is invulnerable to damage, intangible, weightless, 6 meters tall and moves at a speed of 2 meters per second. Enemies within a radius of 5 meters from a tornado are pulled along its path, becoming disabled from moving or attacking, while hovering in a ragdoll state and orbiting the whirlwind. Each tornado inflicts 50 / 75 / 100 / 120 damage per tick to all enemies within its grasp; damage ticks occur at a rate of 4 per second.
    • Damage per tick is affected by Ability Strength.
      • Damage per tick is distributed between Impact b Impact, Puncture b Puncture, and Slash b Slash physical damage types with a high chance to proc status from all damage types. Damage diminishes with distance from the center of the tornado.
    • Tornado height, move speeds, and pull radius are not affected by mods.
    • Tornadoes phase through all entities, walls and objects in the environment.
    • Tornadoes float and do not require a surface to travel between locations; however, if hovering in midair, tornadoes will descend toward the ground to follow AI pathing to reach enemies.
  • Zephyr can direct the nearest tornado from her aiming reticle toward a location by holding down the zoom key (default RMB ), causing the affected tornado to move at a speed of 5 meters per second toward its new destination while the key is held.
    • If a tornado is directed by Zephyr to move away, the increased move speed can cause captured enemies to eject away from the tornado's pull.
  • Affected enemies spiral near the base or middle of a tornado in a skydiving posture, trapped by the funnel until it expires, the enemies die, or external forces or other nearby tornadoes cause them to eject away from the tornado's pull.
  • Corpses of slain enemies are also pulled by tornadoes.

  • If a source of damage contains Elemental Damage types, tornadoes can adapt their damage per tick's physical damage types (Impact b Impact, Puncture b Puncture, and Slash b Slash) into one of the following elemental damage types: Cold b Cold, Electricity b Electricity, Heat b Heat, Toxin b Toxin; Blast b Blast, Corrosive b Corrosive, Gas b Gas, Magnetic b Magnetic, Radiation b Radiation, and Viral b Viral.
    • Each tornado's damage type can be modified by many damage sources, including ranged weapons, melee weapons, and abilities, even damage from Bullet Jump from Tenno, as well as damage from enemy units. (e.g., striking a tornado with an unmodified Dark Sword will change it to Radiation b Radiation, or a Volatile Runner that explodes near a tornado will change it to Blast b Blast.)
    • Each tornado keeps track of the total damage it absorbed; a tornado will only account for the highest elemental damage number on a weapon or ability when determining which elemental type it will adapt to, as well as the total amount of damage it absorbed.
      • As such, shooting a tornado multiple times using a different weapon with a different highest elemental damage number, causes the tornado to change its damage type when the stored total damage from one source is exceeded by another.
      • For example, hitting a tornado with a primary weapon that deals 500 Corrosive b Corrosive and 450 Blast b Blast damage stores 500 total damage and changes the tornado's damage type to Corrosive b Corrosive. Hitting the same tornado with a secondary weapon that deals 250 Radiation b Radiation damage three times stores 750 total damage, exceeding the previous amount and changes the tornado's damage type to Radiation b Radiation.
  • Once a tornado adapts to an elemental damage type, it cannot revert to its three physical damage types by absorbing damage.
  • If the damage source deals multiple elemental damage types, then a tornado will be charged with the damage type with the highest damage number.
  • If the damage source has equal damage numbers between all its elemental damage types, then priority will be given by alphabetical order of the damage types' names.
  • A tornado will not deal combined elemental damage by absorbing two base elemental damage types (e.g., a tornado will not inflict Blast damage by shooting it with Cold damage and Heat damage from different sources).

Augment
FunnelClouds
Main article: Funnel Clouds

Funnel Clouds is a Warframe Augment Mod for Zephyr that increases the number of active Tornadoes while decreasing their size and removes their ability to pick up enemies.

Rank (Additional) Tornadoes Cost
0 2 6
1 4 7
2 6 8
3 8 9

Tips & Tricks
  • Due to high proc rate, Tornado can be used to apply status effects to masses of enemies.
    • Viral can be used to reduce mobs health by 50% regardless of level.
  • Each of 4 spawned tornadoes can have different elements.
  • Tornadoes will fling enemies trapped within them in random directions after a period of suspending them midair if there is nothing impeding upward thrust (i.e., ceiling). Otherwise, they will stay in the tornado for the full duration.
    • This can greatly lower the damage and CC it is capable of if the enemies are ejected early, making it much more powerful and effective in lower roofed tilesets as opposed to open areas Zephyr thrives in for mobility.

Maximization

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.


Bugs
  • On some occasions, a bug may prevent you from casting Tornado if there are no enemies in range.
  • If another Zephyr is in the squad and casts Tornado, then their duration will appear for you as well, although it does not prevent you from casting it yourself.
  • Multiple bugs prevent Tornado from working correctly when not hosting.



Strength Mods

IntensifyModU145

Duration Mods

ContinuityModU145

Range Mods

StretchModU145

ZephyrTailWind ZephyrTailWind ZephyrTailWind
ZephyrAirburst ZephyrAirburst
ZephyrTurbulence ZephyrTurbulence
ZephyrTornado ZephyrTornado ZephyrTornado

Edit Tab

Zephyr can be equipped with the following items:

Cosmetics

Augments

See also

Edit Tab

Hotfix 23.1.1
  • Fixed being able to hold 1 to charge Zephyr’s Tail Wind and cast Airburst before the charge animation starts, causing you to get stuck.

Hotfix 23.0.8

  • Fixed issues where Zephyr could get stuck in bad animations.

Update 23.0

  • Fixed being perpetually stuck in Zephyr's Dive Bomb animation when jumping through a Conduit in the same animation.
  • Fixed Shotgun Scrambus projectiles not being deflected by Zephyr's Turbulence.

Hotfix 22.20.8

  • Fixed broken Zephyr movement animations after casting Tail Wind and then Turbulence or Tornado while moving.

Hotfix 22.20.3

  • Fixed Zephyr's Turbulence doing a lousy job at deflecting Drekar Elite Lancer shots.

Update 22.20

  • Fixed an issue with Zephyr's animations when hovering.

Update 22.17

  • Fixed Zephyr not entering her Bleedout state when charging up Tail Wind or hovering in the air with Tail Wind and becoming downed.

Hotfix 22.16.4

  • Zephyr Prime introduced.
  • Fixed a case where using Tail Wind hover and hitting a ceiling immediately causes Zephyr to remain grounded and enter hover when she moves.

Hotfix 22.16.3

  • You can now dodge/roll out of Zephyr's Tail Wind hover! This change also fixes getting locked out of all other actions for the duration of Tail Wind if a dodge/roll was initiated while charging.

Update 22.14

  • Fixed Zephyr's Tornados remaining indefinitely if player goes into a bleedout and then self Revives.
  • Fixed a script error when casting Zephyr's Tail Wind ability.

Hotfix 22.12.3

  • Energy cost of Zephyr's Air Burst is now halved while in air.
  • Increased the speed of Zephyr's Air Burst projectile.
  • Increased the speed of Zephyr's Tornado tracking to move quicker to your aim point.
  • Removed Zephyr's Turbulence loop sound and lowered hover loop volume.
  • Fixed a crash when killing a Volatile Runner (or enemy that exploded on death) trapped inside Zephyr's Tornado by shooting the Tornado.
  • Fixed Zephyr's Air Burst not increasing the size of your Tornado as a Client.

Update 22.12

  • Tail Wind
    • Combined into a single ability with Dive Bomb. Can be charge cast on the ground, launching Zephyr into the air where she then hovers. In the air, Tail Wind still flies in whatever direction you're looking, and Dive Bomb activates if cast while looking straight down.
    • Tail Wind now costs half as much energy when cast in the air, free if cast while hovering.
    • Tail Wind does more damage.
    • Changed Dive Bomb augment into a Tail Wind augment - now reads: “Each enemy hit increases Tail Wind damage by 25%. Damage resets upon landing.”
    • Dive Bomb can now fire on slight angles, as long as you're looking mostly down.
  • Turbulence
    • Turbulence now has a new unique animation and sound!
  • Air Burst
    • New ability replacing Dive Bomb. A projectile that causes an AoE burst on contact, ragdolling enemies. Can be fired into Tornadoes to make them bigger.
      • Please note that Air Burst may be tweaked more after feedback.
  • Tornado
    • Now spawn where player is aiming and can be steered. The closest tornado will move to your aimpoint, meaning you can move them around. Tornado damage type now determined by largest amount of elemental damage absorbed, instead of last type absorbed. Tornadoes do a better job of keeping enemies captured, and shooting Tornadoes will do damage to enemies trapped inside. You can also now recast Tornado, similar to Hydroid's Tentacle Swarm.
    • Changed Tornado's default damage type from Magnetic to Physical.
    • Clarification: holding aim (default RMB) is required to steer Tornadoes.

Hotfix: The Index Preview 2

  • Excluded Reactant and Index Point pickups from Tornado.

Update: The Silver Grove

  • Conclave: Increased speed and damage of Tailwind.

Update: Specters of the Rail

  • Fixed an aggressive screenshake for Clients when the host casts Tornado.

Update: Lunaro

  • Fixed Turbulence not deflecting bullets from hitscan weapons while in mid-air.

Hotfix 18.13.2

  • Zephyr's Tornado post FX and camera shake will only be visible to the caster.
  • Augment: Reduced the post FX of Tornadoes when the Funnel Clouds Augment is equipped.

Update 18.5

  • Tornado and Dive Bomb will no longer ragdoll boss-type enemies.
  • Tailwind will no longer be able to knockdown boss-type enemies.

Update 18.4

  • Fixed an error causing Grineer Ramparts to ignore Turbulence

Update 17.5

  • Tailwind will no longer have a 'power in use' error between casts.

Hotfix 17.3.1

  • Conclave: Increased the damage of Dive Bomb.

Update 17.2

  • Fixed Dive Bomb FX lingering underwater when using Archwing.

Update 17.0

  • Conclave: Zephyr is now available for use in Conclave.

Update 16.10

  • Fixed the Fusion MOA's lasers creating bad visual effects when striking Turbulence.

Hotfix 16.8.3

  • Reverted the change to Turbulence introduced in Update 16.8.

Update 16.8

  • Fixed Turbulence affecting enemies outside of its range.

Update 16.7

  • Fixed Turbulence not properly deflecting some ranged attacks against hit-scan enemies.
  • Fixed an issue causing the UI to freeze after Zephyr casts Tornado.

Hotfix 16.5.6

  • Turbulence visual effects will look slightly more transparent when cloaked.

Hotfix 16.3.3

Update 16.3

  • Fixed an issue on Grineer Forest tilesets on where players using Zephyr can float above the level using Tail Wind, but then become unable to get back to the ground.

Hotfix 16.1.1

  • Fixed Tornado causing FPS issues on lower-end PCs.

Update 15.13

  • Fixed Syandanas clipping through Zephyr's clothing and armor.
  • Fixed Tornado not properly sucking up all eligible enemies.
  • Fixed Tornado climbing into the air to chase enemies already being tossed into the air.

Update 15.9

  • Fixed scale and placement of Targis Prime armor when used on Zephyr.

Hotfix 15.7.2.1

  • Fixed issue with host migration in Archwing Missions where players using Zephyr are no longer able to move.

Hotfix 15.7.2

  • Augment: Added a 3 second delay on players losing Jet Stream Mod buff once stepping out of range of Turbulence.
  • Fixed Turbulence not being dispelled when entering a Nullifier Crewman's shield.

Update 15.6

Update 15.5

  • Augment: Reduced pull distance and increased pull force on Zephyr's Dive Bomb Augment Mod.

Hotfix 15.2.1

  • Fixed issue that caused Zephyr suddenly stopping mid air due to physics bug.

Hotfix 15.0.7

  • Fixed an issue with gravity building up during repeated casts of Tail Wind.

Hotfix 15.0.5

  • Fixed Zephyr's gravity reduction being removed after using Dive Bomb or melee attacks.

Hotfix 15.0.1

  • Fixed Zephyr's passive low-gravity not working. Not yet fixed.
  • Fixed issue with the Damage Output of Divebomb.

Update 15.0

  • Augment: Dive Bomb - Divebomb Vortex
  • Improved physics on Zephyr's helmet in an attempt to lower extreme object movement.
  • Fixed weird ragdoll animation on enemies being killed by Tornado that could cause missions dependent on killing enemies to not complete or move on.

Update 14.0

  • Fixed Melee Slamming during Tail Wind not using Melee weapon if you were in melee equip mode.

Update 13.3

  • Reduced the visibility of Turbulence to address performance concerns.
  • Tweaked the ability and energy visuals on Zephyr.

Hotfix 13.0.6

  • Fixed Client side Zephyrs not having lowered gravity after a host migration.

Update 13.0

  • Tweaked Zephyr's cast sounds.
  • Improved the performance of Tornado ability.
  • Improved Dive Bomb ability by making it emanate slightly above ground allowing it to more effectively hit nearby targets.
  • Fixed Zephyr being able to get onto the Obstacle course without activating the switch.

Hotfix 12.4.5

  • Improved audio mixing for Turbulence.
  • Fixed issues with Zephyr ability descriptions.

Hotfix 12.4.2

  • Fixed Tornado being able to ragdoll harder enemies (Minibosses like Stalker, etc). The Tornado will still deal DOT, but it won't ragdoll. It is now consistent with other ragdoll-esque powers.

Hotfix 12.4.1

  • Zephyr abilities added to Codex/Enemy drops.

Update 12.4

  • Fixed Zephyr Tornado ability to properly switch appearance with damage type.
  • Fixed some FX bugs with Zephyr.

Update 12.3

  • Fixed remaining issues with Turbulence letting most shots through.

Update 12.2

  • Fixed issue with Turbulence letting most shots through even when maxed and rarely redirecting.

Hotfix 12.0.5

  • Fixed issue where Dive Bomb does not deal damage.

Hotfix 12.0.4

  • Improved Turbulence shield to provide better protection from distant enemies.

Hotfix 12.0.2

  • FX Tweaks to Turbulence to improve visibility.
  • Fixed location and position of Emblems on Zephyr Warframe.

Hotfix 12.0.1

  • Zephyr now has Agile/Noble idle stances.
  • Reduced Zephyr's research costs at Moon Tier.

Update 12.0

  • Introduced.
Last updated: Hotfix 23.0.8

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  • whats the main energy color for zephyr prime?

    • I looked at all of the palettes and i can't seem to find it
  • Tail Wind distance

    19 messages
    • Back to this article, I'd like to sy I believe Tail Wind/Dive Bomb are currently kind of fucked up given they're linked to duration ...
    • Zephyr is actually an amazing shield, if you have enough power range, teammates that stay close while you have turbulance will basically hel...