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TailWindModx256 TailWind130xWhite
1
EnergyOrb25
-12.5 (airborne)
+5/s hovering
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.


Introduced in Update 12.0 (2014-02-05)

AbilityStrengthBuff Strength:375 / ? / ? / 750 (dash DmgSlashSmall64 Slash damage)
2,250 / ? / ? / 4,500 (dive bomb DmgImpactSmall64 Impact damage)
AbilityDurationBuff Duration:30 m/s (air speed)
AbilityRangeBuff Range:1.5 / 1.6 / 1.8 / 2 m (contact radius)
4 / 5 / 6 / 7 m (explosion radius)

Misc: 1 s (dash duration)
≤45° (dive bomb angle)
1 / 2 / 3 / 5 m/s (dive initial speed)

Info

  • Zephyr generates a powerful gust of wind for propulsion, by expending 25 energy while grounded or 12.5 energy while airborne, to soar 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 1.5 / 1.6 / 1.8 / 2 meters radius, which inflicts ? / ? / ? / 750 DmgSlashSmall64 Slash damage and Knockdown to all enemies it contacts.
    • Energy cost and energy discount are affected by Ability Efficiency.
    • Air speed is affected by Ability Duration.
    • Contact damage is affected by Ability Strength.
    • Contact radius is affected by Ability Range.
    • Dash duration and knockdown are not affected by mods.
    • If cast from the ground, aiming at any direction propels Zephyr forward, while aiming straight down causes Zephyr to skyrocket upward.
    • If cast while airborne, aiming at any direction propels Zephyr forward, while aiming straight down or within a 45 degree 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.
    • If Zephyr slams into an obstacle such as a wall during her dash, she can immediately break away from the surface by performing a wall jump (default Spacebar ).
    • At the end of each Tail Wind dash, Aim Glide will be reset. To repeatedly aim glide without landing, Zephyr must first stop aiming then aim down sights (default hold RMB  while in midair) to reactivate this maneuver after each successive dash.
  • Zephyr executes different aerial combat techniques with Tail Wind depending on the activation conditions:

Dive Bomb
  • While Zephyr is airborne, casting Tail Wind directly downward or within a 45 degree angle toward the ground, causes Zephyr to nose dive to the location at an initial speed of 1 / 2 / 3 / 5 meters per second; during the dive, Zephyr will continue to accelerate until impact. On impact, Zephyr creates an explosion in a 4 / 5 / 6 / 7 meters radius around the landing point that inflicts ? / ? / ? / 4,500 base DmgImpactSmall64 Impact damage amplified by height of the dive, as well as Knockdown on all enemies in range.
    • Base damage is affected by Ability Strength.
    • Total explosion damage depends on the height at which Tail Wind is activated:
      • Total explosion damage is calculated by multiplying the base damage by 0.2 × Activation Height (e.g., activating Tail Wind at 15 meters will yield 0.2 × 15 × 4500 = 13,500 damage at max rank).
      • Activating Dive Bomb at a height less than 4 meters will only inflict base damage.
    • Damage bypasses obstacles in the environment and does not decrease with distance.
    • Explosion radius is affected by Ability Range.
    • Initial speed is not affected by mods.
  • Dive Bomb will only activate Mod TT 20px Heavy Impact if the required height is achieved.
  • Performing a dive bomb during a Bullet Jump causes Zephyr to softly rebound away from the landing point and back into the air.

Hover Glide
  • While Zephyr is airborne, holding down the ability key then releasing it (default 1 ) causes Zephyr to expend 12.5 energy then drain 5 energy per second to immediately arrest her momentum then sustain her altitude in a continuous hover. While hovering in the air, Zephyr may attack with, switch and reload her weapons, as well as cast her abilities; as she hovers, Zephyr may also glide along the horizontal plane using the movement keys (default WASD ) at a reduced movement speed, accelerate by using Sprint (default hold LShift ), and slide toward the directional input (default WASD  + hold LCtrl ) to strafe quickly.
  • Hover Glide will automatically deactivate when Zephyr's energy pool fully depletes, upon touching a horizontal surface, performing a Tail Wind dash, dodge roll (default tap LShift ), jump (default Spacebar ), bullet jump (default LCtrl  + Spacebar ), quick melee attack or melee slam attack (default E ).
  • Cannot be activated while Zephyr is grounded. If already active, holding down the ability key results in a Tail Wind dash.


    • Activating Tail Wind multiple times allows Zephyr to propel herself farther into the air, effectively simulating flight. There is a slight cooldown between activation.
    • Can be used to pass through Laser Barriers unharmed in most cases.
    • Zephyr is vulnerable to crowd control via staggers and knockdowns while using Tail Wind.
    • Casting Tail Wind interrupts reloading.
    • Air current visual effects are affected by Zephyr's chosen Warframe energy color.

    Augment

    TargetFixationMod
    Main article: Target Fixation

    Target Fixation is a Warframe Augment Mod for ZephyrIcon272 Zephyr that increases TailWind130xWhite Tail Wind's damage for every enemy it hits, and applies a 2-second grace period when touching the ground before the buff is lost. It also resets double jump and bullet jump.

    Target Fixation

    Tips & Tricks

    • Propelling from the ground is inefficient, it's recommended to jump and dash vertically for more distance.
    • Aim glide can be used to significantly increase the distance traveled, as all momentum is conserved for the duration of the aim glide.

    Maximization

    Lotusiconsmall
    This calculator feature is sunsetted on the wiki. It may not see further updates, but will be present on articles for the time being since some people still find use for them. See User blog:Cephalon Scientia/Sunsetting of Maximization Calculators for more details.
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    Bugs

    • After second activation of this ability gravity increases to normal until Zephyr lands (confirmed as bug in Community Hot Topics).
    • Occasionally, when "Tail-winding" closely to an Extraction point on Solo, Zephyr's body will be frozen in Tail Wind state, as she supposedly locks herself into the Extraction pod with all her limbs properly placed.

    Expand/Collapse

    See Also[]

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