4 100 |
Tornado 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. Introduced in Update 12.0 (2014-02-05) |
Strength:50 / 75 / 100 / 160 (damage per 0.25s) | |
Duration:10 / 12 / 15 / 20 s | |||
Range:15 / 17 / 20 / 25 m (spawn radius) | |||
Misc:
2 / 2 / 3 / 3 (number of tornadoes) |
Info
- Zephyr expends 100 energy to form a maximum of 2 / 2 / 3 / 3 tornadoes at the location on the aiming reticle over infinite range; tornadoes will prioritize forming on top of enemies within a spawning area of 15 / 17 / 20 / 25 meters around the location and around Zephyr herself. Tapping the ability key creates tornadoes that wander the battlefield, being drawn to enemy presence. Holding down the ability key (default 4 ) creates stationary tornadoes centered at the location on the aiming reticle. All tornadoes expire after 10 / 12 / 15 / 20 seconds.
- Zephyr and her allies can attack each tornado to distribute 100% total damage (including Critical Hits) and Status Effects from weapons and abilities to all enemies trapped within a tornado. Critical damage dealt to enemies trapped within a tornado is multiplied by 2x.
- Critical multiplier is applied after installed weapon mods.
- Tornado's visual effects are modified by each elemental damage type.
- 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, 9 meters tall and moves at a speed of 2 meters per second. Enemies within a radius of 10 meters from a tornado are pulled along its path, hovering in a Ragdoll state and orbiting the whirlwind. Each tornado inflicts 50 / 75 / 100 / 160 damage per 0.25 second to all enemies within its grasp.
- Damage per tick is distributed between Impact, Puncture, and Slash physical damage types with a high chance to proc status from all damage types. Damage diminishes with distance from the center of the tornado.
- 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.
- If using wandering Tornadoes, Zephyr can direct the nearest tornado from her aiming reticle toward a location by holding down the zoom key (default RMB ), causing the affected tornado to move at a speed of 5 meters per second toward its new destination while the key is held.
- The tornado nearest to the location on Zephyr's aiming reticle will be controlled, meaning that moving the reticle while controlling one tornado will switch control to another if that tornado is the nearest.
- Stationary tornadoes will not be moved by Zephyr's aim.
- Affected enemies spiral up to the top of a tornado while spinning in a skydiving posture, trapped by the funnel until it expires, the enemies die, or external forces cause them to eject away from the tornado's pull.
- Corpses of slain enemies are released from tornadoes' grasp.
- If enemies are in range of multiple tornadoes' pull radii, they will cluster up in the aerial space between the tornadoes.
- Enemies immune to the ragdoll effect (such as units with Overguard) will instead be Slowed, as well as taking damage from shot Tornados like normal.
- Each tornado's damage type can be modified by many damage sources, including ranged weapons, melee weapons, and abilities, even damage from Bullet Jump from Tenno, as well as damage from enemy units. (e.g., striking a tornado with an unmodified Dark Sword will change it to Radiation, or a Volatile Runner that explodes near a tornado will change it to Blast.)
- 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 500 Corrosive and 450 Blast damage stores 500 total damage and changes the tornado's damage type to Corrosive. Hitting the same tornado with a secondary weapon that deals 250 Radiation damage three times stores 750 total damage, exceeding the previous amount and changes the tornado's damage type to Radiation.
Augment
- Main article: Funnel Clouds
Funnel Clouds is a Warframe Augment Mod for Zephyr that increases the number of active Tornadoes while decreasing their size and removes their ability to pick up enemies.
Funnel CloudsTips & Tricks
- Due to high proc rate, Tornado can be used to apply status effects to masses of enemies.
- Viral can be used to increase damage done to mobs by 100% to 325% regardless of level.
- Each of 3 spawned tornadoes can have different elements.
- Tornadoes will fling enemies trapped within them in random directions after a period of suspending them midair if there is nothing impeding upward thrust (i.e., ceiling). Otherwise, they will stay in the tornado for the full duration.
- This can greatly lower the damage and CC it is capable of if the enemies are ejected early, making it much more powerful and effective in lower roofed tilesets as opposed to open areas Zephyr thrives in for mobility.
Maximization
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
- On some occasions, a bug may prevent you from casting Tornado if there are no enemies in range.
- If another Zephyr is in the squad and casts Tornado, then their duration will appear for you as well, although it does not prevent you from casting it yourself.
- Multiple bugs prevent Tornado from working correctly when not hosting.
- Both Condition Overload and the Cedo's passive will not increase the damage dealt to enemies by Tornado.
- Forced Status Effects applied from Stance mods, Toxic Lash and other effects will not be applied to enemies by Tornado.
- When directly hit Tornado will prevent the radial damage dealt by the Zakti/Zakti Prime, Mutalist Cernos, Proboscis Cernos and Zhuge Prime.
- A Tornado will become unable to distribute weapon damage after receiving 500,000 damage, and will be completely destroyed after receiving this much damage with the Funnel Clouds augment.