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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.

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.

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

Warframe GuidesEdit

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

NotesEdit

  • 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 stop moving laterally completely while in the air as long as a movement button is not held.

TriviaEdit

  • 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's name appears to have originally been Tengu during development. (datamined, /Lotus/StoreItems/Powersuits/Tengu)

See AlsoEdit

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

Edit Tab

LightweightEdit

Due to her Oxium composition, 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.

AbilitiesEdit

TailWindModU15 ZephyrTailWind
ENERGY
25
KEY
1
Tail Wind
Creates a blast of energy, propelling Zephyr through the air, damaging anything in her wake.
Strength:75 / 100 / 150 / 250 (launch damage)
150 / 175 / 200 / 250 (dash damage)
Duration:5 / 7.5 / 10 / 12.5 m (launch height)
? s (dash duration)
? / ? / ? / ? ms-1 (dash speed)
Range:3 / 4 / 5 / 7 m (blast radius)
1.5 / 1.6 / 1.8 / 2 m (striking radius)

  • Zephyr propels herself with a blast of energy. If Zephyr is on the ground when Tail Wind is cast, she will be propelled upwards. Enemies on the ground within 3 / 4 / 5 / 7 meters of Zephyr's launch point will be dealt 75 / 100 / 150 / 250 Impact b Impact damage along with guaranteed knockdown, and Zephyr will be launched to a height of 5 / 7.5 / 10 / 12.5 meters.
    • Launch damage is affected by Power Strength and decreases with distance.
    • Damage does not bypass obstacles in the environment, and affected enemies suffer a Knockdown.
    • Launch height is affected by Power Duration.
    • Blast radius is affected by Power Range.
  • If Zephyr is in the air when Tail Wind is cast, she will be propelled in the direction of the HUD's target reticle. During the air dash, Zephyr's speed will be increased to ? / ? / ? / ? meters per second over a duration of ? seconds. Enemies within 1.5 / 1.6 / 1.8 / 2 meters of Zephyr during the air dash will be dealt 150 / 175 / 200 / 250 Slash b Slash damage.
    • Damage is affected by Power Strength.
    • Speed and "flight" duration are affected by Power Duration.
    • Striking radius is affected by Power Range.
    • Activating Tail Wind multiple times allows Zephyr to propel herself farther into the air, effectively simulating flight. There is a slight cool-down between ability activations.
  • 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.
  • If Tail Wind is cast on the ground it will not interrupt reloading. However, if Tail Wind is cast in the air it will interrupt reloading.

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

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 Power Duration increases the launch height to 35.25 meters, the dash duration to ? seconds, and dash speed to ? meters per second.
    • Reduces the blast radius to 2.38 meters and striking radius to 0.68 meters.
  • Maximized Power Efficiency reduces cost to 6.25 energy.
    • Reduces the launch height to 5 meters, the dash duration to ? seconds, and dash speed to ? meters per second.
  • Maximized Power Range increases the blast radius to 17.5 meters and striking radius to 5 meters.
    • Reduces the launch damage and dash damage to 100.
  • Maximized Power Strength increases the launch damage and dash damage to 747.5.
    • Increases cost to 38.75 energy.
    • Reduces the launch height to 9.0625 meters, the dash duration to ? seconds, and dash speed to ? meters per second.

  • 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.


  • 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 Power 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 Power 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 Conclave
    0 6m 6 C5
    1 8m 7 C5
    2 10m 8 C8
    3 12m 9 C10

    • 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).


  • 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

    • Zephyr surrounds herself in turbulent winds that alter the trajectory of incoming bullets and projectiles, creating a wind shield with a 3 / 4 / 5 / 6 meter radius.
      • The shield is spherical and reliably deflects any and all visible projectiles with noticeable flight times (e.g., Deras, Plasma Rifles, Ogris, 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.
      • On the other hand, hitscan bullets (from weapons that fire instant shots with no flight time, such as assault rifles, snipers and the likes) behave differently than their projectile counterparts. They too get deflected but in a highly unreliable way as follows:
        • Probably a bug, deflected bullets tend to snap to predefined angles around the enemy, creating static "trails" that subsequent bullets will follow as well. If Zephyr moves into one of these trails, she will get hurt. Managing to avoid them will technically grant complete immunity, even though this is only realistically feasible in tightly controlled environments. They seem to form more evidently if the enemy is firing from a longer range than their weapons are targeted at. Bullets that don't follow trails will appear to be fired at random wide angles.
      • The shield follows Zephyr for the ability's duration.
      • Duration is affected by Power Duration.
      • Power Strength does not seem to have any impact on this ability's unaugmented effects. However, it does have effects which are both noticeable and quantifiable if Zephyr has the Jet Stream Warframe Augment mod equipped.
        • If the Jet Stream mod is equipped, then the bonuses provided by the mod -- appropriate to its rank -- will scale up/down with Power Strength. This is most easily noticeable when observing sprint speed or projectile speed with a very high total Power Strength.
      • Shield radius is affected by Power Range.
        • It is important to keep a power range value above the -50% mark (around 3 meters radius). Any lower and Zephyr will start taking damage even from projectile bullets with flight time, more notably fast-travelling ones, as the physics engine allows bullets to pierce the shield for some distance before being redirected.
        • Power Range does not seem to have any effect on how hitscan bullets are being deflected, no matter the distance of the firing enemy. This behavior has changed multiple times before (see below). Projectiles with flight time instead look like they simply bounce off the sphere.
    • 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:
      • Status Effects, staggers, and knockdowns.
      • Area-of-effect attacks and explosions (e.g., Shockwave MOA attacks, Ogris rocket explosions, Ignis area damage, and Seismic Shockwaves).
        • The homing effect of Bombard rockets will cause them to turn around and follow a player given adequate room to maneuver following deflection. Placing an obstacle or enemy in between you and the missile will cause it to detonate on said obstruction. Currently, this deals knockdown but not damage to enemies (unknown if bug).
      • Melee attacks (non-projectiles).
    • Cannot be recast while active and has a recast delay of 1.5 seconds.
    • In Conclaves, Turbulence can shield against projectile abilities like Shuriken and thrown melee weapons such as the Glaive and Kestrel.
    • Turbulence has been tweaked and modified in its behavior multiple times since Zephyr's introduction, causing much confusion in the community. The day-one implementation of Turbulence presented "holes" all around in which any bullet, hitscan or not, could pass through and hit the player. More recent iterations involved not one but two radii of effect, the smaller one exclusive to projectile weapons and a bigger one that acted as an aura that would cause a simple accuracy debuff on hitscan-geared enemies within it. Because of that, at high levels, enemy AI could compensate for the redirecting effect of Turbulence, making it useless for deflecting hit-scan weaponry at such levels. As of hotfix 17.9.1 (time of testing of the information presented in this article) this seems to be no more the case. On the other hand, the weird and difficult-to-research phenomenon of the "trails" above discussed has survived since the very introduction of Zephyr.

    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 Conclave
    0 20% 50% 6 C5
    1 25% 65% 7 C5
    2 30% 80% 8 C8
    3 40% 100% 9 C10

    • Turbulence is very effective in either Corpus or Void missions, as most enemies have projectile weapons. Even then, attention is required as Elite Crewman, Oxium Osprey, Corrupted Heavy Gunner and all Corpus melee units can still breach Turbulence.

    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
    Zephyr creates multiple deadly tornadoes.
    Strength:50 / 75 / 100 / 120 (damage)
    2x (initial damage multiplier)
    Duration:10 / 12 / 15 / 20 s
    Range:15 / 17 / 20 / 25 m

    • Zephyr forms a maximum of 2 / 2 / 3 / 4 tornadoes within a radius of 15 / 17 / 20 / 25 meters that violently pull enemies along their paths. Each tornado inflicts 50 / 75 / 100 / 120 Magnetic b Magnetic damage per second to affected enemies and lasts over a duration of 10 / 12 / 15 / 20 seconds. Damage ticks occur at a rate of 4 per second. When a tornado forms, its initial damage tick will also be multiplied by 200%.
      • Damage per second and initial damage multiplier are affected by Power Strength, and the damage decreases with distance.
      • Each tick of damage has a moderate status chance. Enemies affected by the status effect will have their shields reduced by 75% for 4 seconds.
      • Enemies are ragdolled as they're pulled in. Affected enemies spiral to the top of a tornado where they are violently ejected. Enemies can remain trapped within a tornado if there is a surface, such as a ceiling, that impedes their movement through the funnel.
      • Tornadoes are not obstructed by the environment.
      • Duration is affected by Power Duration.
      • Formation radius is affected by Power Range.
      • Tornadoes typically form near enemies within the area of effect and will seek out enemies should they be within range.
    • Each tornado is capable of having its default damage type changed by absorbing Elemental Damage.
      • A tornado can have its damage type modified by many damage sources, including weapons and abilities from Tenno and enemy units (e.g., striking a tornado with an unmodified Dark Sword will change the damage type to Radiation, and a Volatile Runner that explodes near a tornado will change the damage type to Blast).
      • The damage type of a tornado can be changed multiple times. However, each elemental damage type has its own priority: Corrosive b Corrosive, Viral b Viral, Magnetic b Magnetic, Gas b Gas, Radiation b Radiation, Blast b Blast, Toxin b Toxin, Electricity b Electricity, Cold b Cold, and Heat b Heat (ranked from highest to lowest).
      • The damage type of a tornado will not be changed if the new damage type has a lower priority than the current damage type (e.g., changing the default Magnetic damage to Corrosive damage, which has the highest priority, will prevent the tornado's new damage type from being changed by other sources for the ability's duration).
      • The hierarchy does not apply to a tornado's default Magnetic damage as it can be changed regardless of priority. The hierarchy does apply when the tornado absorbs elemental damage for the first time (e.g., shooting a tornado for the first time with Toxin damage will change the damage type from Magnetic to Toxin; however, shooting a tornado for the first time with Magnetic damage followed by Toxin damage will not alter the damage type).
      • If the damage source deals multiple elemental damage types, then a tornado will be charged with the highest-priority damage type (e.g., shooting a tornado with a weapon that deals 100 Viral damage and 500 Radiation damage will cause the tornado to deal Viral damage).
      • 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).
    • Tornado's visual effects are modified by each elemental damage type.
    • Cannot be recast while active.

    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 Conclave
    0 2 6 C5
    1 4 7 C5
    2 6 8 C8
    3 8 9 C10

    • 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 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 Power Duration increases the duration to 56.4 seconds.
      • Reduces formation radius to 8.5 meters.
    • Maximized Power Efficiency reduces cost to 25 energy.
      • Reduces the duration to 8 seconds
    • Maximized Power Range increases formation radius to 62.5 meters.
      • Reduces damage to 48 per second and initial damage multiplier to 80%.
    • Maximized Power Strength increases damage to 358.8 per second and initial damage multiplier to 598%.
      • Increases cost to 155 energy.
      • Reduces duration to 14.5 seconds.

  • On some occasions, a bug may prevent you from casting Tornado if there are no enemies in range.
  • If another Zephyr is in the stage and casts Tornado, then their duration will appear for you as well, although it does not prevent you from casting it yourself.
  • Due to a bug introduced in Update 13 (?) Warframe abilities with timers can be reset to 0 by jumping into any abyss allowing Zephyr to recast Tornado although the ability hasn't finished resulting in more than 4 Tornadoes on the map.
  • Multiple bugs prevent Tornado from working correctly when not hosting.


  • Strength Mods

    IntensifyModU145

    Duration Mods

    ContinuityModU145

    Range Mods

    StretchModU145

    ZephyrTailWind ZephyrTailWind ZephyrTailWind
    ZephyrDiveBomb ZephyrDiveBomb
    ZephyrTurbulence ZephyrTurbulence
    ZephyrTornado ZephyrTornado ZephyrTornado

    Edit Tab

    Zephyr is a versatile Warframe built for mobility.

    She is the only Warframe to resist the effects of gravity, causing her to jump higher and descend more slowly and with greater control than any other. This, paired with her above average speed, gives her an unprecedented ability to make the most of her environment. In conjunction with her abilities, she is able to find short cuts through maps and skip wall runs. Perhaps most usefully, she is able to access higher places than other frames, allowing her to provide cover fire for her fellow Tenno and Defense targets while avoiding damage.

    Zephyr is in her element when she is not restricted vertically. Air superiority is her strength and on open maps with high/no ceilings she shines in combat. She is ideal for use in Interception missions, where teams tend to split up to focus on each point. She can move from point to point faster than most other Warframes and can defend them, capture them or revive teammates who were down on the point. On the ground, her agility allows her to avoid the line of fire and strike down enemies before they're able to get a bead on her.

    She is also deceptively tough as her shields and health are above average, in spite of her low armor. Using Redirection, Vitality , and/or Vigor in combinations will have a larger effect on Zephyr than on some other Warframes. Furthermore, if Turbulence is utilized, Zephyr becomes immune to projectiles and has a high chance to dodge hitscan bullets. Ultimately, becoming one of the best defensive frames in solo.

    Edit Tab

    Zephyr can be equipped with the following items:

    CosmeticsEdit

    AugmentsEdit

    Edit Tab

    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.


    Update 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.


    Update 16.5.6

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


    Update 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.


    Update 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.


    Update 15.7.2.1

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


    Update 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.


    Update 15.2.1

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


    Update 15.0.7

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


    Update 15.0.5

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


    Update 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.


    Update 12.4.5

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


    Update 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.


    Update 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.


    Update 12.0.5

    • Fixed issue where Dive Bomb does not deal damage.


    Update 12.0.4

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


    Update 12.0.2

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


    Update 12.0.1

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


    Update 12.0

    • Zephyr added to the game.

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