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Zephyr (Warframe)

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Zephyr
ZephyrNewLook
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 1xV 1x Bar
Aura Polarity D
Specializing in air attacks and mobility, Zephyr dominates from above.

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 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 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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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, 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.
  • Conclave rating: 10 / 10 / 30 / 50.

  • 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 32.125 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 16.45 meters and striking radius to 4.7 meters.
      • Reduces the launch damage and dash damage to 100.
    • Maximized Power Strength increases the launch damage and dash damage to 572.5.
      • Increases cost to 38.75 energy.

  • 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 ms-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.
    • Conclave rating: 30 / 30 / 65 / 100.

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

  • 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:1 / 2 / 3 / 4 m (inner shield radius)
    10 / 15 / 20 / 25 m (outer shield radius)

    • Zephyr surrounds herself in turbulent winds that alter the trajectory of incoming projectiles. An inner shield with a 1 / 2 / 3 / 4 meter radius deflects all projectiles with flight time. An outer shield with a 10 / 15 / 20 / 25 meter radius reduces the accuracy of hitscan projectiles fired within its area of effect. Both shields last for 10 / 12 / 15 / 20 seconds.
      • Duration is affected by Power Duration.
      • Shield radius are affected by Power Range.
      • Both shields follow Zephyr for the ability's duration.
      • The inner shield is spherical and protects Zephyr from weapons that fire visible projectiles with noticeable flight times (e.g., Deras, Plasma Rifles, Ogris, and Pyrotechnic Ogris). As these types of projectiles are deflected, their damage (disregarding area damage) is effectively negated.
      • The outer shield is cylindrical, similar to Bastille but with a shorter height, and protects Zephyr from weapons that fire hitscan projectiles (i.e., projectiles with no flight time). Hitscan weapons fired within the outer shield suffer an accuracy debuff, causing most projectiles to be fired at wide angles. Hitscan projectiles are not always redirected by the outer shield.
    • 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).
      • Hitscan projectiles fired beyond the outer shield's area of effect, or hitscan projectiles fired within the outer shield that fail to be redirected by the accuracy debuff.
        • Due to an increase in enemies' accuracy in U15 to improve archwing missions, the accuracy debuff applied to hitscan weapons has almost no effect. Enemies with hitscan weapons will still be capable of shooting you most of the time, making the ability almost completely useless against the Grineer faction. This is thought to be a bug, and has not yet been fixed.
      • Melee attacks (non-projectiles).
    • Cannot be recast while active.
    • Conclave rating: 20 / 20 / 50 / 80.
    • In Conclaves, Turbulence can shield against projectile abilities like Shuriken and thrown melee weapons such as the Glaive and Kestrel.

  • 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.
  • An unranked Turbulence still provides enough coverage to shield both Zephyr and a Sentinel.
  • A rank 3/3 Turbulence will cover Zephyr and a cryopod in the immediate vicinity.
  • A rank 3/3 Turbulence together with a 5/5 Stretch provides a range sufficient for most of the situations you will ever encounter in the game.
  • A rank 3/3 Turbulence with a 5/5 Stretch and a 5/5 Overextended grants an Inner bubble big enough to comfortably hold an entire squad of Tennos, acting as a portable Snow Globe.
  • Turbulence is very effective against the Stalker because it can't be disabled by his Dispel.
  • 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 51.4 seconds.
      • Reduces inner shield radius to 1.36 meters and outer shield radius to 8.5 meters.
    • Maximized Power Efficiency reduces cost to 18.75 energy.
      • Reduces duration to 8 seconds.
    • Maximized Power Range increases inner shield radius to 9.4 meters and outer shield radius to 58.75 meters.
      • Has no negative effects on this ability.
    • Maximized Power Strength has no positive effects on this ability.
      • Increases cost to 116.25 energy.


    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.
      • The number of tornadoes that form depends on number of enemies within the formation radius (e.g., a single tornado will form in front of Zephyr when there are no enemies within the formation radius).
      • 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, Heat b Heat, and Cold b Cold (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.
    • Conclave rating: 50 / 50 / 85 / 120.

  • 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 she 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.
  • 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.

    Edit Tab

    Zephyr can be equipped with:

    See alsoEdit

    Edit Tab

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