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**Explosion radius is affected by [[Ability Range]], while projectile width and travel distance are '''not'''.
 
**Explosion radius is affected by [[Ability Range]], while projectile width and travel distance are '''not'''.
 
**Airburst projectiles have innate [[Punch Through|punch through]] and can bypass certain objects in the environment (e.g. closed doors).
 
**Airburst projectiles have innate [[Punch Through|punch through]] and can bypass certain objects in the environment (e.g. closed doors).
*Launching Airburst into [[Tornado|Tornadoes]] increases their height.
+
*'''Ability Synergy:''' Launching Airburst into active {{A|Tornado}} increases their height.
 
*The casting cost of Airburst is halved when Zephyr is airborne.
 
*The casting cost of Airburst is halved when Zephyr is airborne.
 
*Each projectile has a flight time and will continue to travel until it hits an enemy or a solid object.
*Airburst is a one-handed action and does not interrupt reloading.
 
*Each projectile have a flight time and will continue to travel until it hits an enemy or a solid object.
 
 
**A well-aimed Airburst can pass through multiple tornadoes.
 
**A well-aimed Airburst can pass through multiple tornadoes.
*Airburst projectiles cannot break reinforced [[Corpus]] ship windows.
 
 
*The explosion can damage objects and enemies through walls and other cover.
 
*The explosion can damage objects and enemies through walls and other cover.
  +
*Casting Airburst is a [[One-Handed Action]], meaning it can be used while performing many actions without interrupting them, including [[reload]]ing, charging, shooting, and moving (either [[Maneuvers#Sprinting|sprinting]] or [[Maneuvers#Sliding|sliding]]).
   
 
|tips =
 
|tips =
 
*Airburst is an effective way to deal with large swarms of enemies, especially melee, and when they are huddled together.
 
*Airburst is an effective way to deal with large swarms of enemies, especially melee, and when they are huddled together.
 
*Airburst allows players to apply crowd-control effects on enemies in the distance.
 
*Airburst allows players to apply crowd-control effects on enemies in the distance.
*Synergizes well with Zephyr's [[Tail Wind]] as the latter allows Zephyr to stay airborne longer, halving the casting cost of the ability.
+
*Synergizes well with Zephyr's {{A|Tail Wind}} as the latter allows Zephyr to stay airborne longer, halving the casting cost of the ability.
 
*Allows players to make Tornadoes, which aren't affected by Ability Range mods, larger. This increases the suction range of the Tornadoes.
 
*Allows players to make Tornadoes, which aren't affected by Ability Range mods, larger. This increases the suction range of the Tornadoes.
  +
|max = {{WFmax|main|zephyr2}}
 
}}
 
}}
 
</onlyinclude>
 
</onlyinclude>
 
==See Also==
 
==See Also==
* [[Zephyr]]
+
* {{WF|Zephyr}}
 
__NOTOC__
 
__NOTOC__
 
[[es:Estallido aéreo]]
 
[[es:Estallido aéreo]]

Revision as of 13:07, 11 September 2019

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Mssing projectile width.


AirburstModU15 Airburst130xWhite
2
EnergyOrb50
-25 in air
Airburst

Launch a burst of massively dense air. Hold to send enemies flying, tap to pull them toward the burst. Damage increases per enemy hit.


Introduced in Update 22.12 (2018-02-09)

AbilityStrengthBuff Strength:200 / 300 / 400 / 500 (contact and explosion damage)
AbilityDurationBuff Duration:N/A
AbilityRangeBuff Range:4 / 5 / 7 / 8 m (explosion radius)

Misc: 3 (number of projectiles)
? m (projectile width)
100 m (travel distance)

Subsumable to Helminth

Info

  • Zephyr launches 3 projectiles towards her aiming reticle. Airburst projectiles travel rapidly, spanning ? meters in width. Airbursts explode in a 4 / 5 / 7 / 8 meters radius, knocking back and ragdolling all enemies in range and inflicting 200 / 300 / 400 / 500 damage upon contact with an enemy, surface, or having reached 100 meters.
    • Number of projectiles is not affected by mods.
    • Contact and explosion damage are affected by Ability Strength.
    • Explosion damage does not diminish with distance.
    • Explosion radius is affected by Ability Range, while projectile width and travel distance are not.
    • Airburst projectiles have innate punch through and can bypass certain objects in the environment (e.g. closed doors).
  • Ability Synergy: Launching Airburst into active Tornado130xWhite Tornado increases their height.
  • The casting cost of Airburst is halved when Zephyr is airborne.
  • Each projectile has a flight time and will continue to travel until it hits an enemy or a solid object.
    • A well-aimed Airburst can pass through multiple tornadoes.
  • The explosion can damage objects and enemies through walls and other cover.
  • Casting Airburst is a One-Handed Action, meaning it can be used while performing many actions without interrupting them, including reloading, charging, shooting, and moving (either sprinting or sliding).

Augment

AirburstRoundsMod
Main article: Airburst Rounds

Airburst Rounds is a Warframe Augment Mod for ZephyrIcon272 Zephyr that provides a damage bonus for secondaries for every enemy hit with Airburst130xWhite Airburst.


Rank Damage bonus per enemy Duration Cost
0 +10% 5s 6
1 +20% 8s 7
2 +30% 11s 8
3 +40% 14s 9

Tips & Tricks

  • Airburst is an effective way to deal with large swarms of enemies, especially melee, and when they are huddled together.
  • Airburst allows players to apply crowd-control effects on enemies in the distance.
  • Synergizes well with Zephyr's TailWind130xWhite Tail Wind as the latter allows Zephyr to stay airborne longer, halving the casting cost of the ability.
  • Allows players to make Tornadoes, which aren't affected by Ability Range mods, larger. This increases the suction range of the Tornadoes.

Maximization

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Expand/Collapse

See Also