Due to her Oxium composition, Zephyr is significantly lighter in comparison to other Warframes, dramatically altering her airborne physics. Specifically, she descends slower and has improved aerodynamics which can be used to control her midair movement with greater ease and agility.


TailWindModU15 ZephyrTailWind
Tail Wind
From the ground, charge and release to launch Zephyr into an airborne hover. From the air, tap to dash forward, or aim down to dive bomb enemies below.

Energy Discount while Airborne: 12.5

Strength:40 (dash/dive damage)
50 (jump damage)
Duration:30 m/s (air speed)
≤ 7.5 m (hover height)
Range:2 m (contact radius)
6 m (explosion radius)
Misc:1 s (dash duration)
≤ 5 s (hover duration)
5 m/s (dive initial speed)

  • Zephyr generates a powerful gust of wind for propulsion, as she soars toward the aiming reticle at a speed of 30 meters per second for 1 second. While in flight, Zephyr rides an air current with a 2 meters radius, which inflicts 50 Slash b Slash damage and knockdown to all enemies it contacts.
    • Casting Tail Wind while Zephyr is airborne halves the energy cost.
    • If cast from the ground, aiming at any direction propels Zephyr forward, while aiming straight down causes Zephyr to skyrocket upward. Holding the ability key (default 1 ) instead prepares Zephyr for a Hover Jump technique.
    • If cast while airborne, aiming at any direction propels Zephyr forward, while aiming straight down or at a slight angle toward the ground causes Zephyr to perform a Dive Bomb technique.
    • Zephyr maintains a portion of the momentum generated by Tail Wind once the dash ends.
    • Each Tail Wind dash resets Aim Glide, allowing Zephyr to perform this maneuver repeatedly without landing.
  • Zephyr executes different aerial combat techniques with Tail Wind depending on the activation conditions:

  • While Zephyr is on the ground, holding the ability key (default 1 ) for up to 2 seconds causes Zephyr to brace for launch as she generates force for liftoff. Once fully charged, Zephyr skyrockets upward to a maximum height of 7.5 meters; enemies within a 6 meters radius around the launch point are inflicted 80 Impact b Impact damage and suffer a knockdown. At the apex of the jump, Zephyr suspends herself in midair and hover in place for up to 5 seconds at full charge.
    • Due to Hover Jump requiring Zephyr to be on land, Tail Wind consumes the full energy cost.
    • Releasing the ability key before a full charge results in reduced height and hover duration based on the amount of time spent charging.
    • Zephyr cannot move away or perform Maneuvers while hovering, but can aim freely, fire and reload primary and secondary weapons, as well as cast abilities.
    • Casting Tail Wind again, rolling (default Shift ) or using quick melee attack (default E ) will cancel hovering. Using the melee method can transition directly into a melee ground slam when aiming downward.
  • Cannot charge for jump when Zephyr is airborne. Activation in midair will result in a dash or dive bomb instead.
  • While charging, a charge meter appears around the aiming reticle that gradually fills clockwise.

  • While Zephyr is airborne, casting Tail Wind downward causes Zephyr to nose dive into the ground at an initial speed of 5 meters per second; during the dive, Zephyr will continue to accelerate until impact. On impact, Zephyr creates an explosion in a 6 meters radius around the landing point that inflicts 40 base Impact b Impact damage amplified by height of the dive, as well as Knockdown on all enemies in range.
    • Activating Dive Bomb at a height less than 4 meters will only inflict base damage.
  • Performing a dive bomb during a Bullet Jump causes Zephyr to softly rebound away from the landing point and back into the air.

  • Activating Tail Wind multiple times allows Zephyr to propel herself farther into the air, effectively simulating flight. There is a slight cooldown between activation.
  • Casting Tail Wind interrupts reloading.
  • Air current visual effects and hover jump charge meter are affected by Zephyr's chosen Warframe energy color.

AirburstModU15 ZephyrAirburst
Generate a burst of massively dense air that explodes on contact and sends enemies flying. Launch Airbursts into Tornadoes to make them grow.

Energy Discount while Airborne: 25

Strength:50 (contact and explosion damage)
Range:3 m (explosion radius)
Misc:3 (number of projectiles)
? m (projectile width)
100 m (travel distance)

  • Zephyr launches 3 projectiles towards her aiming reticle. Airburst projectiles travel rapidly, spanning ? meters in width. Airbursts explode in a 3 meters radius, knocking back all enemies in range and inflicting 50 damage upon contact with an enemy, surface, or having reached 100 meters.
    • Explosion damage does not diminish with distance.
  • Launching Airburst into Tornado130xDark Tornado increases their height.
  • The casting cost of Airburst is halved when Zephyr is airborne.
  • 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.
  • 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).

TurbulenceModU15 ZephyrTurbulence
Creates a wind shield around Zephyr, redirecting all incoming projectiles.
Duration:6 s
Range:1 m

  • Zephyr surrounds herself in turbulent winds that alter the trajectory of incoming enemy bullets and projectiles, sustaining a protective aura with a 1 meter radius that lasts for 6 seconds.
    • Zephyr is not immune to projectile & hitscan damage while Turbulence is active, and can still be hit (although very unlikely).
    • Turbulence can shield against projectile abilities like AshIcon272 Ash's Shuriken130xDark Shuriken and thrown melee weapons such as Glaives.
  • 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:
  • Wind visual effects are affected by Zephyr's chosen Warframe energy color.

TornadoModU15 ZephyrTornado
Create deadly tornadoes that seek out and engulf enemies. Tornadoes deal the elemental damage type they absorb the most. Shoot enemies engulfed in Tornadoes to do additional damage.
Strength:45 (damage)
Duration:10 s
Range:10 m (spawn radius)
Misc:4 (number of tornadoes)
∞ m (cast range)
6 / 9 m (tornado heights)
2 m/s (move speeds)
2 m (pull radius)
100% (absorbed damage distribution)

  • Zephyr forms a maximum of 4 tornadoes at the location on the aiming reticle over unrestricted range; tornadoes will prioritize forming on top of enemies within a spawning area of 10 meters around the location and around Zephyr. Once created, tornadoes wander the battlefield, being drawn to enemy presence until they expire in 10 seconds.
  • Synergy: Airburst130xDark Airburst projectiles that travel through tornadoes will increase the affected tornadoes' height to 9 meters.
  • Tornado's visual effects are modified by each elemental damage type.
    • Magnetic b Magnetic damage type and default physical damage tornado share the same visual effects.
  • Can be recast while active to replace old tornadoes.
  • Tornadoes exhibit numerous unique properties and mechanics as summoned allied AI units:

  • Each tornado is invulnerable to damage, intangible, weightless, 6 meters tall and moves at a speed of 2 meters per second. Enemies within a radius of 2 meters from a tornado are knocked down along its path. Each tornado inflicts 45 damage per tick to all enemies within its grasp; damage ticks occur at a rate of 4 per second.
    • Tornadoes phase through all entities, walls and objects in the environment.
    • Tornadoes float and do not require a surface to travel between locations; however, if hovering in midair, tornadoes will descend toward the ground to follow AI pathing to reach enemies.
  • Corpses of slain enemies are pulled by tornadoes.

  • If a source of damage contains Elemental Damage types, tornadoes can adapt their damage per tick's physical damage types (Impact b Impact, Puncture b Puncture, and Slash b Slash) into one of the following elemental damage types: Cold b Cold, Electricity b Electricity, Heat b Heat, Toxin b Toxin; Blast b Blast, Corrosive b Corrosive, Gas b Gas, Magnetic b Magnetic, Radiation b Radiation, and Viral b Viral.
    • Each tornado keeps track of the total damage it absorbed; a tornado will only account for the highest elemental damage number on a weapon or ability when determining which elemental type it will adapt to, as well as the total amount of damage it absorbed.
      • As such, shooting a tornado multiple times using a different weapon with a different highest elemental damage number, causes the tornado to change its damage type when the stored total damage from one source is exceeded by another.
      • For example, hitting a tornado with a primary weapon that deals 50 Corrosive b Corrosive and 45 Blast b Blast damage stores 50 total damage and changes the tornado's damage type to Corrosive b Corrosive. Hitting the same tornado with a secondary weapon that deals 25 Radiation b Radiation damage three times stores 75 total damage, exceeding the previous amount and changes the tornado's damage type to Radiation b Radiation.
  • Once a tornado adapts to an elemental damage type, it cannot revert to its three physical damage types by absorbing damage.
  • If the damage source deals multiple elemental damage types, then a tornado will be charged with the damage type with the highest damage number.
  • If the damage source has equal damage numbers between all its elemental damage types, then priority will be given by alphabetical order of the damage types' names.
  • 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).

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