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Zephyr (Warframe)

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Zephyr

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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
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 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 TailWindModU145
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 damage)
150 / 175 / 200 / 250 (dash damage)
Power Range:
3 / 4 / 5 / 7 m (blast radius)
1.5 / 1.6 / 1.8 / 2 m (striking radius)
Power Duration:
5 / 7.5 / 10 / 12.5 m (launch height)
? s (dash duration)
? / ? / ? / ? ms-1 (dash speed)

  • 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 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.


ZephyrDiveBomb Dive Bomb Energy: 25Energy small Power #: 2 DiveBombModU145
Zephyr nose dives towards the ground creating an explosion on contact.
Equip Cost:
4 / 5 / 6 / 7
Power Strength:
100 / 150 / 200 / 250 (minimum damage)
1 / 2 / 3 / 5 ms-1 (speed)
Power Range:
4 / 5 / 6 / 7 m
Power Duration:
N/A

  • 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 does not bypass 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.


ZephyrTurbulence Turbulence Energy: 75Energy small Power #: 3 TurbulenceModU145
Creates a wind shield around Zephyr, redirecting all incoming projectiles.
Equip Cost:
6 / 7 / 8 / 9
Power Strength:
N/A
Power Range:
1 / 2 / 3 / 4 m (deflection)
10 / 15 / 20 / 25 m (accuracy reduction)
Power Duration:
10 / 12 / 15 / 20 s

  • Zephyr surrounds herself in turbulent winds with a 1 / 2 / 3 / 4 meters radius to deflect all incoming projectiles. Enemies within 10 / 15 / 20 / 25 meters from Zephyr have reduced accuracy. Turbulence aura follows Zephyr and lasts 10 / 12 / 15 / 20 seconds.
    • Duration is affected by Power Duration.
    • Deflection radius and accuracy reduction radius are affected by Power Range.
    • Deflection radius has a spherical shape.
    • Accuracy reduction radius has a cylindrical shape, similar to Bastille but a lot flatter. Hit-scan weapons firing from way above or below Zephyr will not be affected by the aura.
    • Hit-scan weapons' shots reach their target instantly, while Projectile weapons fire visible bullets that have a flight time.
  • Projectiles are redirected by the winds, effectively negating damage to Zephyr.
  • Accuracy reduction is only applied to hit-scan weapons. Hit-scan shots do not ricochet off the wind shield and can breach Turbulence eventually hitting Zephyr.
  • While Turbulence is active, Zephyr is vulnerable to:
    • All melee weapons and melee units, while throwable weapons like Glaive and Kestrel are redirected.
    • All AOE blasts/explosions. Grenades and Rockets are indeed redirected, but not their explosions.
    • Ignis' AOE fire damage, even if the fire itself is redirected as expected.
    • Hit-scan shots from long distances (or outside the accuracy reduction radius), such as long range sniper shots.
    • Point blank shots.
    • All Status Effects, staggers and knockdowns.
  • In PvP, Turbulence can shield against projectile abilities like Shuriken.

  • 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 deflection radius to 1.4 meters and accuracy reduction radius to 8.5 meters.
  • Maximized Power Efficiency reduces cost to 18.75 energy.
    • Reduces duration to 8 seconds.
  • Maximized Power Range increases deflection radius to 9.4 meters and accuracy reduction 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.


ZephyrTornado Tornado Energy: 100Energy small Power #: 4 TornadoModU145
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.

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.

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Zephyr can be equipped with:

See alsoEdit

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