Turbulence

Info =
 * 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 radii 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.
 * 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.

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.
 * -|Tips & Tricks =
 * 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 =
 * 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.