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DiveBombModU15 ZephyrDiveBomb
2
EnergyOrb25
Dive Bomb

Zephyr nose dives towards the ground creating an explosion on contact.


Introduced in Update 12.0 (2014-02-05)

AbilityStrengthBuff Strength:100 / 150 / 200 / 250 (minimum damage)
1 / 2 / 3 / 5 m·s-1 (speed)
AbilityDurationBuff Duration:N/A
AbilityRangeBuff Range:4 / 5 / 6 / 7 m

Info

  • 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 DmgImpactSmall64 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 Ability Strength, and the damage does not decrease with distance.
    • Damage bypasses obstacles in the environment, and affected enemies suffer a Knockdown.
    • Blast radius is affected by Ability Range.
  • Dive Bomb will always activate Mod TT 20px Heavy Impact due to the speed of the dive.
  • Can only be cast while in the air.

Tips & Tricks

  • This ability synergies well with the Mod TT 20px 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 TailWind130xWhite Tail Wind jump with a Dive Bomb at the apex should land with enough speed to get 3x the Mod TT 20px 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

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.

Bugs

  • 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).

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See Also[]

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