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Zephyr (Warframe)

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[ShurikenIconEdit Tab]
Zephyr
Zephyr
Base Statistics
Health 150 (450.0 at rank 30)
Power 100 (150.0 at rank 30)
Armor 15.0
Shield Capacity 150 (450.0 at rank 30)
Sprint Speed 1.15
Stamina 100
Polarities 4x Ability 1xV 1x Bar
Aura Polarity D
CODEX Entry: ZephyrCodexbw
Specializing in air attacks and mobility, Zephyr dominates from above.

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 was released in Update 12.

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
25000
Helmet
1
Chassis
1
Systems
1
OrokinCell64
1
Time: 72 hrs
Rush: Platinum64 50
Market Price: Platinum64 275 Blueprint Price: Credits64 35000
Helmet
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 Requirements
Blueprint
Credits64
5,000
Oxium64
200
MutagenMass64
1
DetoniteInjector64
1
Fieldron64
1
Time: 72 hrs
Prereq: N/A
Helmet
Credits64
10,000
DetoniteInjector64
1
NeuralSensor64
1
NanoSpores64
1,000
Oxium64
20
Time: 72 hrs
Prereq: N/A
Chassis
Credits64
10,000
MutagenMass64
1
ControlModule64
1
Ferrite64
1,000
Oxium64
20
Time: 72 hrs
Prereq: N/A
Systems
Credits64
10,000
Fieldron64
1
Morphics64
1
Salvage64
1000
Oxium64
20
Time: 72 hrs
Prereq: N/A
Ghost x1   Shadow x3   Storm x10   Mountain x30   Moon x100

NotesEdit

  • Zephyr has increased air friction 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.
  • Zephyr's first ability, Tail Wind, can be used to extend air time, but the Zephyr's gravitational acceleration will persist, eventually overwhelming Tail Wind.
    • This was claimed to be a bug, but has still not been fixed.

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 spoken as general constructed 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.
    • Contrast to Ash, Zephyr's concept she was inspired from was 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 its manufacture.
    • However, this characteristic is still slightly buggy.
  • Zephyr is the first Warframe that has both base statistics -Health and Shields- to start at 150. A fully-leveled Zephyr is currently the only Warframe to possess maximum health and shield values, each at a value of 450.
  • Zephyr is the first Warframe entirely released as a Clan lab Warframe. Although this makes searching for her components much easier, it can still be difficult to obtain due to the large amount of Oxium need to build her.
  • 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.

See AlsoEdit

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

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ZephyrTailWind Tail Wind Energy: 25Energy small Power #: 1 TailWind
Creates a blast of energy, propelling Zephyr through the air, damaging anything in her wake.
Equip Cost:
0 / 1 / 2 / 3
Power Strength:
75 / 100 / 150 / 250 (launch)
150 / 175 / 200 / 250 (dash)
Power Range:
3 / 4 / 5 / 7 m (launch radius)
1.5 / 1.6 / 1.8 / 2 m (striking radius)
Power Duration:
N/A

  • Tail Wind affects Zephyr's propulsion differently, depending on her position when activated.
    • When used on the ground, Zephyr is propelled upwards similar to Excalibur's Super Jump. Zephyr reaches a height of 5.1 / 7.6 / 10.8 / 12.8 meters.
    • 75 / 100 / 150 / 250 Impact b Impact damage is dealt in a 3 / 4 / 5 / 7 meter radius from Zephyr's launch point.
      • Has a 100% chance to knockdown enemies in the AoE.
      • Damage is affected by Power Strength, and decreases with distance.
      • Launch radius is affected by Power Range.
    • When used in the air, Zephyr is propelled in the direction of the player's crosshairs, similar to Excalibur's Slash Dash or Rhino's Rhino Charge. Zephyr air-dashes for X / X / X / 25 meters.
      • Distance traveled is affected by Power Duration, and distance scaling is not linear.
    • 150 / 175 / 200 / 250 Slash b Slash damage is inflicted in a 1.5 / 1.6 / 1.8 / 2 meter radius around Zephyr.
  • Activating Tail Wind multiple times allows Zephyr to propel herself further into the air, effectively simulating flight.
    • There is slight cool-down between ability activations.
  • Zephyr is vulnerable to stuns via Shield Lancer bashes. Although, this ability will still continue regardless of Zephyr's status.

  • 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.
  • Can be used to pass through Corpus laser doors unharmed.
  • 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.

  • 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.


ZephyrDiveBomb Dive Bomb Energy: 25Energy small Power #: 2 DiveBombMod
Zephyr nose dives towards the ground creating an explosion on contact.
Equip Cost:
4 / 5 / 6 / 7
Power Strength:
100 / 150 / 200 / 250 (minimum)
Power Range:
4 / 5 / 6 / 7 m
Power Duration:
N/A

  • Functional only while in the air, Dive Bomb completely stops any forward momentum and drops Zephyr directly down at a very fast speed.
  • Inflicts a minimum of 100 / 150 / 200 / 250 Impact b Impact damage in a 4 / 5 / 6 / 7 meter radius. The final damage depends on the height at which the power is activated:
    • Activating at a height of less than 4 meters earns no bonus damage
    • Activating at a height of 15m or greater triples the base damage.
    • Has a 100% chance to knockdown enemies in the AoE.
    • Blast does not bypass obstacles in the environment, such as walls or cover.
    • Damage is affected by Power Strength, and does not diminish with distance.
    • The speed of the dive is 1 / 2 / 3 / 5 m/s and is affected by Power Strength.
    • The blast radius is affected by Power Range.
  • Dive Bomb will always activate Heavy Impact, no matter the distance traveled, because of its speed.
    • 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).

  • 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.

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 has no positive effect on this ability.
    • Reduces impact radius to 2.38 meters.
  • Maximized Power Efficiency reduces cost to 6.25 energy.
    • Has no negative effect on this ability.
  • Maximized Power Range increases impact radius to 16.45 meters.
    • Reduces minimum impact damage to 100 and maximum damage to 360.
    • Reduces dive speed to 2 m/s, which will reduce Heavy Impact damage if applied.
  • Maximized Power Strength increases minimum impact damage to 572.2 and maximum damage to 2,061.
    • Increases dive speed to 11.45 m/s.
    • Increases cost to 38.75 energy.

  • 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).
  • Upon using Dive Bomb on extraction, Zephyr will stay in her diving position for the duration of the extraction animation.


ZephyrTurbulence Turbulence Energy: 75Energy small Power #: 3 TurbulenceHD
Creates a wind shield around Zephyr, redirecting all incoming projectiles.
Equip Cost:
6 / 7 / 8 / 9
Power Strength:
N/A
Power Range:
Self
Power Duration:
10 / 12 / 15 / 20s

  • Works as aura, affected enemies have decreased accuracy.
    • Enemies in cover affected less often (line of sight required?)
  • Accuracy penalty is not affected by Power Strength or Power Range.
  • The degree to which the field will alter projectile paths is effected by Power Strength.
  • The wind shield duration is affected by Power Duration.
  • The wind shield range is affected by Power Range.
  • Does redirect explosive projectiles such as tossed grenades, Bombard rockets and Napalm shots. While Turbulence redirects the projectile itself, it does not prevent damage from the explosion.
  • Contrary to the ability description, Turbulence does not block all projectiles, as the ability provides only a certain angle change after these projectiles enters its radius.
    • Bombard rockets will return to the deflector if the 270 degree homing requirement has met, as if the rockets are simply dodged.
    • Works on AoE continuous weapons such as Scorchs' Ignis.
  • Can deflect shots from point blank range.
  • Does not deflect Melee attacks.

  • Works in PVP. (Needs confirmation)

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.


ZephyrTornado Tornado Energy: 100Energy small Power #: 4 Tornado
Zephyr creates multiple deadly tornadoes.
Equip Cost:
10 / 11 / 12 / 13
Power Strength:
13 / 19 / 26 / 32 (damage tick)
2x (initial damage multiplier)
Power Range:
15 / 18 / 22 / 25 m
Power Duration:
10 / 12 / 15 / 20 s

  • Summons between 1 and up to 4 tornadoes at enemies in a 15 / 18 / 22 / 25 meter radius for 10 / 12 / 15 / 20 seconds.
    • Number of tornadoes depends on number of enemies in Tornado's summon range.
    • Summons a single tornado in front of caster when no enemies in summon range.
  • Each tornado sucks in enemies and deals on average 13 / 19 / 26 / 32 Magnetic b Magnetic damage per tick to each enemy. Actual damage depends on the enemy's distance from the tornado's funnel. Damage ticks occur at a rate of roughly 3 to 5 per second.
    • When a tornado spawns, 200% damage is inflicted on the first tick. This multiplier is affected by Power Strength.
    • The continuous damage thereafter is also affected by Power Strength.
    • Each tick of damage has a moderate status chance (see Proc).
    • The summon range is increased by Power Range.
    • The duration is affected by Power Duration.
  • Shooting the tornadoes with a weapon that deals elemental damage will cause them to take on the elemental damage type of that weapon.
    • If the weapon deals multiple elemental damage types then Tornado will be charged with the damage type that deals the highest raw damage.
    • Adopts elemental type from any elemental damage source, including but not limited to shots by allies or enemies, Warframe abilities.
    • Only adopts elemental and combined elemental damage types.
    • Element can be changed multiple times.
      • Cannot mix two base elements to produce combined element.
      • To change element one must overpass the cumulative damage done by the previous element (confirmation needed).
  • Placement of tornadoes tends toward enemies near location of the crosshairs.
    • The tornadoes can also go through the floor/walls and even spawn inside of/halfway through the floor/walls.
  • 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 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 she thrives in for mobility.

  • 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 element.
  • 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.

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.

[ShurikenIconEdit 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.

Unfortunately however, her feather-falling feature inhibits the use of "zoren-coptering", the use of some light melee weapons to quickly move across maps using slide attacks. She will gain a boost of speed but simply slow down very quickly, just to fall softly to the ground. It will only work while utilizing slide attacks on the ground, which are not as effective. [This is kind of false. You can go just as far as other frames using the same weapon. In fact with practice you can pull off a second copter right after the first while still in the air and then do a tail wind. Nearly tripling the distance with a single jump due to the reduced fall speed.]

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.

[ShurikenIconEdit Tab]

Zephyr can be equipped with:

See alsoEdit

[ShurikenIconEdit Tab]

Start a Discussion Discussions about Zephyr (Warframe)

  • Heavy Impact Mod?

    7 messages
    • according to the wiki...  maxed heavy impact + maxed tailwind into maxed dive bomb = 2350 damage for 50 energy.... not bad if you ask me
    • ^yeah basically i only use this mod with zephyr, and even then it is totally situational - if i know i'm doing an open map mission (like...
  • Zephyr + Mastery Rank 8 test

    4 messages
    • Solution: Disable warframe abilities in that test instance.
    • Hatin ass bitchh^^

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