Talk:Zephyr (Warframe)/@comment-81.56.79.150-20140821060800/@comment-74.170.211.114-20140825205003

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Pros:

- One of the best frames for rushing with even a little extra power duration. Tailwind can allow you jump to higher tiers like in the void tree room tile as well as cross giant rooms in 1-2 casts

- Turbulence gives you the time to revive and ally or take out heavies (especially napalms) relatively safely with a good weapon

- Very effective in survival missions due to high mobility and turbulence. Allows you to safely revive allies, pop tanks, and deflect napalm, lasers, etc.

Cons:

- Not ideal for defense missions as turbulence won't stop hitscan bullets well and tornado provides limited crowd control (not to mention it's annoying as hell flinging live enemies everywhere in big rooms)

- No steroids for damage

- Negligible damage from abilities

Summary:

- Flappyframe.

- Excels at rushing and survival missions

- Good tank due to high mobility and turbulence

- Don't use Zephyr for high wave defense. (That should be common sense from the obvious "No steroids for damage" and "limited crowd control," which are two things you definately want in a good defense team.)