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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 (travel length)
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.
  • 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 Ability Strength.
    • Speed and "flight" duration are affected by Ability Duration.
    • Striking radius is affected by Ability 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 Ability Duration increases travel distance to 38.25 meters.
    • Reduces jump damage range to 2.38 meters and air damage range to 0.68 meters.
  • Maximized Ability Efficiency reduces cost to 6.25 energy.
    • Reduces travel distance to 5 meters.
  • Maximized Ability Range increases jump damage range to 19.6 meters and air damage range to 5.6 meters.
    • Reduces jump damage and air damage to 100.
  • Maximized Ability Strength increases jump damage and air damage to 932.5.
    • Without Energy Conversion, increases jump damage and air damage to 807.5.
    • Increases cost to 38.75 energy.
    • Reduces travel distance to 9.06 meters.

  • 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 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).


  • 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 Ability Duration.
      • Ability 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 Ability Strength. This is most easily noticeable when observing sprint speed or projectile speed with a very high total Ability Strength.
      • Shield radius is affected by Ability Range.
        • It is important to keep a Ability 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.
        • Ability 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
    0 20% 50% 6
    1 25% 65% 7
    2 30% 80% 8
    3 40% 100% 9

    • 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 Ability 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 Ability Duration.
      • Formation radius is affected by Ability 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 500 Viral damage and 100 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
    0 2 6
    1 4 7
    2 6 8
    3 8 9

    • 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.

  • 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

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