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* Zephyr propels herself with a blast of energy. If Zephyr is on the ground when Tail Wind is cast, she will be propelled upwards. Enemies on the ground within '''3 / 4 / 5 / 7''' meters of Zephyr's launch point will be dealt '''75 / 100 / 150 / 250''' {{Icon/Proc|Impact|text}} damage, and Zephyr will be launched to a height of '''5 / 7.5 / 10 / 12.5''' meters.
 
* Zephyr propels herself with a blast of energy. If Zephyr is on the ground when Tail Wind is cast, she will be propelled upwards. Enemies on the ground within '''3 / 4 / 5 / 7''' meters of Zephyr's launch point will be dealt '''75 / 100 / 150 / 250''' {{Icon/Proc|Impact|text}} damage, and Zephyr will be launched to a height of '''5 / 7.5 / 10 / 12.5''' meters.
 
**Launch damage is affected by [[Power Strength]] and decreases with distance.
 
**Launch damage is affected by [[Power Strength]] and decreases with distance.
**Damage does '''not''' bypass the environment, and affected enemies suffer a [[Knockdown]].
+
**Damage does '''not''' bypass obstacles in the environment, and affected enemies suffer a [[Knockdown]].
 
**Launch height is affected by [[Power Duration]].
 
**Launch height is affected by [[Power Duration]].
 
**Blast radius is affected by [[Power Range]].
 
**Blast radius is affected by [[Power Range]].

Revision as of 20:57, 18 October 2014

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:75 / 100 / 150 / 250 (launch damage)
150 / 175 / 200 / 250 (dash damage)
AbilityDurationBuff Duration:5 / 7.5 / 10 / 12.5 m (launch height)
? s (dash duration)
? / ? / ? / ? ms-1 (dash speed)
AbilityRangeBuff Range:3 / 4 / 5 / 7 m (blast radius)
1.5 / 1.6 / 1.8 / 2 m (striking radius)

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.


Rank Damage Bonus Cost
0 +40% 6
1 +60% 7
2 +80% 8
3 +100% 9

Expand/Collapse

  • Zephyr propels herself with a blast of energy. If Zephyr is on the ground when Tail Wind is cast, she will be propelled upwards. Enemies on the ground within 3 / 4 / 5 / 7 meters of Zephyr's launch point will be dealt 75 / 100 / 150 / 250
    Lotusiconsmall
    This template is archived. The content was relevant to a previous formatting of WARFRAME Wiki. Please do not use or delete this template. It is being saved for later potential use.
    Impact b Impact damage, and Zephyr will be launched to a height of 5 / 7.5 / 10 / 12.5 meters.
    • Launch damage is affected by Power Strength and decreases with distance.
    • Damage does not bypass obstacles in the environment, and affected enemies suffer a Knockdown.
    • Launch height is affected by Power Duration.
    • Blast radius is affected by Power Range.
  • If Zephyr is in the air when Tail Wind is cast, she will be propelled in the direction of the HUD's target reticle. During the air dash, Zephyr's speed will be increased to ? / ? / ? / ? meters per second over a duration of ? seconds. Enemies within 1.5 / 1.6 / 1.8 / 2 meters of Zephyr during the air dash will be dealt 150 / 175 / 200 / 250
    Lotusiconsmall
    This template is archived. The content was relevant to a previous formatting of WARFRAME Wiki. Please do not use or delete this template. It is being saved for later potential use.
    Slash b Slash damage.
    • Damage is affected by Power Strength.
    • Speed and duration are affected by Power Duration.
    • Striking radius is affected by Power Range.
    • Activating Tail Wind multiple times allows Zephyr to propel herself farther into the air, effectively simulating flight. There is a slight cool-down between ability activations.
  • 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.
  • If Tail Wind is cast on the ground it will not interrupt reloading. However, if Tail Wind is cast in the air it will interrupt reloading.
  • Conclave rating: 10 / 10 / 30 / 50.

  • Propelling from the ground is inefficient, it's recommended to jump and dash vertically for more distance.

  • 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.

    • Maximized Power Duration increases the launch height to 32.125 meters, the dash duration to ? seconds, and dash speed to ? meters per second.
      • Reduces the blast radius to 2.38 meters and striking radius to 0.68 meters.
    • Maximized Power Efficiency reduces cost to 6.25 energy.
      • Reduces the launch height to 5 meters, the dash duration to ? seconds, and dash speed to ? meters per second.
    • Maximized Power Range increases the blast radius to 16.45 meters and striking radius to 4.7 meters.
      • Reduces the launch damage and dash damage to 100.
    • Maximized Power Strength increases the launch damage and dash damage to 572.5.
      • Increases cost to 38.75 energy.

  • 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.

  • See also