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Specializing in air attacks and mobility, Zephyr dominates from above.

This is Zephyr, light, yet deceivingly lethal.

Zephyr brings graceful destruction to the battlefield. Look up, Tenno.

Release Date: February 5th, 2014

Light-footed and graceful, the beautiful and deadly Zephyr is in her element while airborne. With the power to bend air currents, she is an agile skyterror who delivers swift judgement from above. Zephyr soared to the skies in Update 12.0 (2014-02-05).


Zephyr's blueprints can be researched from the Tenno Lab in the dojo.

Manufacturing Requirements
Time: 72 hrs
Rush: PlatinumLarge.png 50
MarketIcon.png Market Price: PlatinumLarge.png 275 Blueprint2.svg Blueprints Price:CreditsLarge.png35,000
Zephyr Neuroptics Blueprint
Time: 12 hrs
Rush: PlatinumLarge.png 25
Zephyr Chassis Blueprint
Time: 12 hrs
Rush: PlatinumLarge.png 25
Zephyr Systems Blueprint
Time: 12 hrs
Rush: PlatinumLarge.png 25
Tenno Lab Research
Blueprint • ClanAffinity64.png5,000
Mutagen Mass.png
Detonite Injector.png
Time: 72 hrs
Prereq: N/A
Neuroptics • ClanAffinity64.png1,500
Detonite Injector.png
Time: 72 hrs
Prereq: Zephyr
Chassis • ClanAffinity64.png1,500
Mutagen Mass.png
Time: 72 hrs
Prereq: Zephyr
Systems • ClanAffinity64.png1,500
Time: 72 hrs
Prereq: Zephyr
Ghost Clan x1   Shadow Clan x3   Storm Clan x10   Mountain Clan x30   Moon Clan x100

Warframe Guides

“I am the Lotus. I will guide you, but we must hurry.”
Guides are created by users like you. They aren't as strictly regulated as most pages, so keep an eye out for dated or subjective information.
Have your own build and playstyle? You can contribute too! Instructions are within.

See Category:Zephyr Guides to read user-made guides on how to play this Warframe.


  • Zephyr has reduced friction against air and increased resistance to gravity.
    • Zephyr jumps higher and has longer hang time than other Warframes.
  • Due to a bug(?), a Zephyr playing as a client will have complete lateral air friction when not sliding, meaning that the player will completely stop moving laterally while in the air as long as a movement button is not held.


  • Zephyr's name is derived from Zephyrus, one of the four most important Anemoi in Greek legend. Zephyrus holds domain over the west wind and flowers, and he also serves as a messenger for Aphrodite and Eros.
  • Zephyr was confirmed to be originated as a fan-made concept in Devstream 22 by user Volkovyi (also known as Liger Inuzuka). Digital Extremes did not specify who followed up the idea, but it was mentioned as being conceptualized by the community.
    • Volkovyi was acknowledged as the one who inspired Zephyr by Grineeer (Scott) on twitter, explaining that his nickname simply escaped him during the Livestream.
    • In contrast to AshIcon272.png Ash, Zephyr was originally portrayed as a male in the concept art rather than a female.
    • Volkovyi also created the concepts for several Deluxe Skins, including Nidus Phryke, Nezha Empyrean, and Excalibur Zato. After being hired by Digital Extremes, their past concept for a Warframe named "Wraithe" was revamped into Sevagoth.
  • As mentioned by Scott and Steve on the Update 12 highlights, Zephyr is less affected by gravity than other frames making her descents slower and being able to jump higher than other frames. This can be attributed to the Oxium used in her manufacture. This technically makes Zephyr the first Warframe to have a Passive Attribute.
    • However, this characteristic is still slightly buggy.
  • Zephyr is the first Warframe entirely released as a Clan lab project, which makes getting her components much easier.
  • The moving pieces on her helmet may move around in the Codex, instead of being perfectly still. This is a bug or clipping issue.
    • This is due to realtime physics still being active in static dioramas. Other physics-enabled elements such as syandanas are affected in other dioramas.
  • Zephyr was originally named Tengu during development.
    • This has now become the name of one of her helmets.


  • Zephyr's Airburst will override the floating effect of Titania's Spellbind, with enemies getting up once the pull of Airburst ends.
  • Zephyr has reduced movement speed when in Relays or hub areas such as in Cetus, and this bug extends to her Prime. If you enter these areas as Zephyr then switch frames, they will retain the reduced movement speed bug. However, if you enter these places with a different frame then switch to Zephyr, she will not have the reduced movement speed. It can be speculated that somehow her reduced fall speed is being applied to her movement speed but only in these hub areas.

See Also

  • Happy Zephyr, a tribute to the now-removed app game, Flappy Bird.

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Take to the skies with this golden bird of destruction.

Release Date: March 20th, 2018

Zephyr Prime is the Primed variant of ZephyrIcon272.png Zephyr, featuring higher armor, energy capacity, and sprint speed, as well as an additional Madurai Pol.svg and Vazarin Pol.svg polarities. Zephyr Prime was released alongside TiberonPrime.png Tiberon Prime and KronenPrime.png Kronen Prime.


Lith, Meso, Neo, and Axi refer to Void Relics  |  (V) Denotes Vaulted Void Relics  |  (B) Denotes Baro Ki'Teer Exclusive Void Relic
Zephyr Prime's Relic Drops
Chassis Blueprint Zephyr PrimeIcon272.png Blueprint Systems Blueprint Neuroptics Blueprint
VoidRelicBronzeIcon64.png Meso R4 Common
VoidRelicGoldIcon64.png Axi L3 Uncommon (V)
VoidRelicGoldIcon64.png Axi O3 Uncommon (V)
VoidRelicBronzeIcon64.png Meso A2 Uncommon (V)
VoidRelicBronzeIcon64.png Meso W1 Uncommon (V)
VoidRelicSilverIcon64.png Neo A2 Uncommon (V)
VoidRelicSilverIcon64.png Neo K1 Uncommon (V)
VoidRelicGoldIcon64.png Axi G5 Uncommon
VoidRelicBronzeIcon64.png Meso Z1 Rare (V)
VoidRelicSilverIcon64.png Neo Z1 Rare (V)
VoidRelicSilverIcon64.png Neo Z2 Rare (V)
VoidRelicSilverIcon64.png Neo Z4 Rare (V)
VoidRelicSilverIcon64.png Neo Z8 Rare
VoidRelicIronIcon64.png Lith Z1 Rare (V)
VoidRelicIronIcon64.png Lith Z2 Rare (V)
VoidRelicBronzeIcon64.png Meso Z2 Rare (V)
VoidRelicBronzeIcon64.png Meso Z3 Rare (V)
VoidRelicIronIcon64.png Lith C8 Common
VoidRelicGoldIcon64.png Axi A4 Common (V)
VoidRelicGoldIcon64.png Axi O4 Common (V)
VoidRelicGoldIcon64.png Axi R3 Common (V)
VoidRelicIronIcon64.png Lith H2 Common (V)
VoidRelicIronIcon64.png Lith K2 Common (V)
VoidRelicSilverIcon64.png Neo N10 Common (V)
VoidRelicSilverIcon64.png Neo Z3 Common (V)

Manufacturing Requirements
Time: 72 hrs
Rush: PlatinumLarge.png 50
MarketIcon.png Market Price: PlatinumLarge.png N/A Blueprint2.svg Blueprints Price:N/A
Zephyr Prime Neuroptics Blueprint
Time: 12 hrs
Rush: PlatinumLarge.png 25
Zephyr Prime Chassis Blueprint
Time: 12 hrs
Rush: PlatinumLarge.png 25
Zephyr Prime Systems Blueprint
Time: 12 hrs
Rush: PlatinumLarge.png 25



  • Zephyr Prime, compared to ZephyrIcon272.png Zephyr:
  • As a Prime Warframe, Zephyr Prime possesses a special passive ability where contact with an Orokin Void Death Orb will make them release an energy pulse that grants 250 Energy to all nearby allies. This effect can only occur once per Death Orb, and can occur even if the Death Orb has been previously destroyed.
  • Zephyr Prime produces more prominent effects when using TailWind130xDark.png Tail Wind to dash, including a visible energy trail and a swirling vortex of particles.


  • Zephyr Prime is the third Prime Warframe to have a non-static model, as the feathers on her head and arms extend outwards whenever she is in mid-air, after Rhino PrimeIcon272.png Rhino Prime and Nova PrimeIcon272.png Nova Prime.


See also

  • Prime, the Orokin enhancement to a Warframe or weapon.

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Striking from the skies above, ZephyrIcon272.png 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. While airborne, Zephyr's equipped weapons gain a 150% Critical Chance bonus that additively stacks to the bonuses of critical chance Mods.

Zephyr's reduced gravity portion of her passive can be disabled with Mod TT 20px.png Anchored Glide.


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Main article: Tail Wind (edit)
TailWindModU15.jpeg ZephyrTailWind.png
Tail Wind
Hold while airborne to hover Zephyr with reduced movement. From the air, tap to dash forward, or aim down to dive bomb enemies below.

Energy Discount while Airborne: 12.5
Hover Glide Energy Drain: 5 s-1

Strength:375 / ? / ? / 750 (dash DmgSlashSmall64.png Slash damage)
2,250 / ? / ? / 4,500 (dive bomb DmgImpactSmall64.png Impact damage)
Duration:30 m/s (air speed)
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)

  • 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.png 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.png 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.png 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.

    Main article: Target Fixation

    Target Fixation is a Warframe Augment Mod for ZephyrIcon272.png Zephyr that increases TailWind130xDark.png 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.

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

    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.

  • 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
    Main article: Airburst (edit)
    AirburstModU15.png ZephyrAirburst.png
    Launch a burst of massively dense air. Hold to send enemies flying, tap to pull them toward the burst. Damage increases per enemy hit.

    Energy Discount while Airborne: 25

    Strength:200 / 300 / 400 / 500 (contact and explosion damage)
    Range:4 / 5 / 7 / 8 m (explosion radius)
    Misc:50 % (status chance)
    100 m (travel distance)
    35 % (damage growth per enemy hit)
    2 s (pull force duration)
    Subsumable to Helminth

    • Zephyr launches a rapidly traveling slice of dense air towards her aiming reticle, by expending 50 energy while grounded or 25 energy while airborne. Once it collides into an enemy, the slice passes through and deals 200 / 300 / 400 / 500 DmgImpactSmall64.png Impact, DmgPunctureSmall64.png Puncture, and DmgSlashSmall64.png Slash damage with a 50% Status Chance. Upon colliding with a surface or after traveling 100 meters, the slice explodes in a 4 / 5 / 7 / 8 meters radius, dealing damage, knocking down and ragdolling all enemies in the blast. Each enemy hit directly by the slice or blast also increases Airburst's damage by 35%.
      • Tap the ability key (default 2 ) to pull enemies towards the center of the blast. Hold down the ability key to push enemies away instead.
        • Airburst's pull force lingers for 2 seconds on the surface it collides with, during which the affected enemies remain ragdolled and gradually slide toward the center.
      • Energy cost and energy discount are affected by Ability Efficiency.
      • Damage distribution is 18.75% DmgImpactSmall64.png Impact, 12.5% DmgPunctureSmall64.png Puncture, and 68.75% DmgSlashSmall64.png Slash.
      • Contact and explosion damage are affected by Ability Strength and TheoremDemulcent.png Theorem Demulcent.
      • Explosion damage does not diminish with distance.
      • Explosion radius is affected by Ability Range.
      • Airburst projectiles have innate punch through and can bypass certain objects in the environment (e.g. closed doors).
      • Status chance, travel distance, damage growth per enemy hit, and pull force duration are not affected by mods.
    • The explosion can damage objects and enemies through walls and other cover.
    • 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).
    • Subsuming Zephyr to the Helminth will offer Airburst and its augments to be used by other Warframes.
      • Subsumed Airburst includes the tap-cast for wind vacuum and hold-cast for wind explosion.

    Main article: Airburst Rounds

    Airburst Rounds is a Warframe Augment Mod for ZephyrIcon272.png Zephyr that provides a damage bonus for secondaries for every enemy hit with Airburst130xDark.png Airburst.

    Rank Damage bonus per enemy Duration Cost
    0 +10% 5s 6
    1 +15% 8s 7
    2 +20% 11s 8
    3 +25% 14s 9

    Tips & Tricks
    • Airburst is an effective way to deal with large swarms of enemies, especially melee, and when they are huddled together.
    • Airburst allows players to apply crowd-control effects on enemies in the distance.
    • Synergizes well with Zephyr's TailWind130xDark.png Tail Wind as the latter allows Zephyr to stay airborne longer, halving the casting cost of the ability.

    Main article: Turbulence (edit)
    TurbulenceModU15.jpeg ZephyrTurbulence.png
    Creates a wind shield around Zephyr, redirecting all incoming projectiles.
    Duration:10 / 12 / 15 / 20 s
    Range:3 / 4 / 5 / 6 m
    Main article: Tornado (edit)
    TornadoModU15.jpeg ZephyrTornado.png
    Create deadly tornadoes that seek out and engulf enemies. Tornadoes deal the elemental damage type they absorb the most. Shoot engulfed enemies to inflict extra damage. Tap for wandering tornadoes or hold for stationary ones.
    Strength:50 / 75 / 100 / 160 (damage per tick)
    Duration:10 / 12 / 15 / 20 s
    Range:15 / 17 / 20 / 25 m (spawn radius)
    Misc:2 / 2 / 3 / 3 (number of tornadoes)
    ∞ (cast range)
    100 % (absorbed damage distribution)
    200 % (critical damage multiplier)
    9 m (tornado height)
    2 / 5 m/s (move speeds)
    10 m (pull radius)
    4/s (damage ticks per second)

    • Zephyr forms a maximum of 2 / 2 / 3 / 3 tornadoes at the location on the aiming reticle over unrestricted range by expending 100 energy; 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 200%.
      • Absorbed damage distribution and critical multiplier are not affected by mods. The critical multiplier is applied after any installed weapon mods.
    • Tornado's visual effects are modified by each elemental damage type.
      • DmgMagneticSmall64.png 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, becoming disabled from moving or attacking, while hovering in a ragdoll state and orbiting the whirlwind. Each tornado inflicts 50 / 75 / 100 / 160 damage per tick to all enemies within its grasp; damage ticks occur at a rate of 4 per second.
      • Damage per tick is affected by Ability Strength.
        • Damage per tick is distributed between DmgImpactSmall64.png Impact, DmgPunctureSmall64.png Puncture, and DmgSlashSmall64.png 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.
      • Tornado height, move speeds, and pull radius are not affected by mods.
      • 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.

  • If a source of damage contains Elemental Damage types, tornadoes can adapt their damage per tick's physical damage types (DmgImpactSmall64.png Impact, DmgPunctureSmall64.png Puncture, and DmgSlashSmall64.png Slash) into one of the following elemental damage types: DmgColdSmall64.png Cold, DmgElectricitySmall64.png Electricity, DmgFireSmall64.png Heat, DmgToxinSmall64.png Toxin; DmgBlastSmall64.png Blast, DmgCorrosiveSmall64.png Corrosive, DmgGasSmall64.png Gas, DmgMagneticSmall64.png Magnetic, DmgRadiationSmall64.png Radiation, and DmgViralSmall64.png Viral.
    • 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 DarkSword.png Dark Sword will change it to DmgRadiationSmall64.png Radiation, or a Volatile Runner that explodes near a tornado will change it to DmgBlastSmall64.png 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 DmgCorrosiveSmall64.png Corrosive and 450 DmgBlastSmall64.png Blast damage stores 500 total damage and changes the tornado's damage type to DmgCorrosiveSmall64.png Corrosive. Hitting the same tornado with a secondary weapon that deals 250 DmgRadiationSmall64.png Radiation damage three times stores 750 total damage, exceeding the previous amount and changes the tornado's damage type to DmgRadiationSmall64.png 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).

  • Augment
    Main article: Funnel Clouds

    Funnel Clouds is a Warframe Augment Mod for ZephyrIcon272.png Zephyr that increases the number of active Tornado130xDark.png Tornadoes while decreasing their size and removes their ability to pick up enemies.

    Rank (Additional) Tornadoes Cost
    0 2 6
    1 4 7
    2 6 8
    3 8 9

    Tips & Tricks
    • Due to high proc rate, Tornado can be used to apply status effects to masses of enemies.
      • DmgViralSmall64.png 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 ZephyrIcon272.png Zephyr thrives in for mobility.

  • 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.

  • Expand/Collapse

    Strength Mods


    Duration Mods


    Range Mods


    ZephyrTailWind.png ZephyrTailWind.png ZephyrTailWind.png
    ZephyrAirburst.png ZephyrAirburst.png
    ZephyrTurbulence.png ZephyrTurbulence.png
    ZephyrTornado.png ZephyrTornado.png ZephyrTornado.png

    Edit Tab

    Update 31.6 (2022-06-09)

    • Fixed FX issue of Zephyr’s Tornado lingering on screen if it’s being observed when the duration ends.

    Update 31.5 (2022-04-27)

    • We have updated certain Warframe abilities to now affect allied NPCs! In the past, these abilities used to work to varying degrees of effectiveness, we now fixed some lingering issues with each of the abilities and they should be far more effective at assisting these allies in mission.
      • Changed the following Warframe Abilities to work on friendly NPCSs (Kavor Defectors, Cetus & Orb Vallis Drones, Specters, Companions, & Rescue Targets):
        • Zephyr’s Jet Stream Augment
    • Fixed Zephyr Jet Stream not applying its movement and attack speed buffs when using Turbulence.
    • Fixed script error related to Zephyr’s Turbulence.

    Update 31.2 (2022-03-16)

    • Fixed script error related to Zephyr’s Airburst.

    Hotfix 31.1.8 (2022-02-24)

    • Fixed Zephyr’s Airburst Rounds Augment Mod no longer functioning if you change Loadouts in the Simulacrum, after having activated it at least once.

    Update 30.7 (2021-09-08)

    • Tweaked Zephyr’s Airburst pull vacuum to lift enemies up a bit off the ground so they aren't dragging their butts. Plus updated the FX to go along with it!
      • Zephyr’s Airburst was intended to pull enemies in like Vortex for a short duration, but was spawning exactly where the projectile hit, resulting in being inside the floor. We fixed it by making the vortex spawn a bit above the floor and in the process gave it an FX pass to communicate better what was happening.

    Hotfix 30.5.2 (2021-07-07)

    • Removed the outdated Parazon Finisher information from Zephyr’s Airburst description.

    Update 30.5 (2021-07-06)

    • In addition, since Parazons were reworked, Zephyr's Airburst no longer overlaps with finishers.

    Update 30.3 (2021-05-25)

    • Updated Zephyr’s Tornado FX to the latest from her rework at the Clan Dojo Backdrops Research console.

    Update 30.2 (2021-05-12)

    • Augment: Airburst - Mod TT 20px.png Airburst Rounds
    • Fixed Zephyr’s Abilities being blocked if Vial Rush (via Helminth) is cast while your Melee was equipped.

    Update 30.0 (2021-04-13)

    • Fixed Zephyr getting stuck in her Divebomb animation when going through a Sanctuary Onslaught portal.

    Hotfix 29.10.8 (2021-03-31)

    • Made a micro-optimization to the code that handles Zephyr's Tornados absorbing damage.
    • Zephyr's Tornado will no longer propagate incoming projectile Damage to the player, or friendly allies/agents standing in the vortex.
      • This fixes players/allies taking damage from projectiles by standing in Tornado even when Turbulence is up.
    • Fixed a script error that could occur if someone shot into Zephyr's Tornado right as the Zephyr respawned.

    Hotfix 29.10.5 (2021-03-24)

    • Fixed a script error that could break Zephyr's Tornado.
    • Fixed Zephyr’s Dive Bomb Damage increase applying to Conclave.

    Hotfix 29.10.4 (2021-03-23)

    • Fixed inability to re-enable Energy gain from Energizing Dash after leaving Zephyr’s Tail Wind Hover via Operator.

    Hotfix 29.10.2 (2021-03-19)

    • Fixed a script error when casting Zephyr’s Tail Wind.

    Hotfix 29.10.1 (2021-03-19)

    • Swapped tap/hold mention in Zephyr Tornadoes ability description.
    • Fixed a script error when casting Zephyr’s Tornadoes.

    Update 29.10 (2021-03-19)


    Zephyr often finds herself among the lower-end of usage within the Warframe community. While many Tenno have truly mastered Zephyr’s Abilities, there are always notes on ways to improve her. When building out one of our deepest Deluxe bundles to date with Zephyr, we had to make time to review her abilities as well.

    Tail Wind

    Removed the hold-to-charge mechanic from the beginning, and instead made it so you can hold the ability at any time while in the air and it will toggle into hovering mode that holds you in flight while draining Energy every second. Hovering will now also allow you to move around instead of being fixed in place. Jump while Hovering to cancel. Hover now prevents gaining Energy from Energy Siphon, Energizing Dash, Trinity Energy Vampire, etc.

    • We think the hold mechanic doesn’t work because standing still in Warframe is so dangerous in higher level content and the time spent holding is time lost shooting.

    Increased the damage of the Dive Bomb from 500 to 4500 base damage at Max rank, to better reward the time and skill it takes to effectively use it. Tail Wind's Dive Bomb will now face the player in the direction they're moving.


    Changed from a radial explosion that knocks enemies outward into a short duration vortex (like we did for Gauss’s Mach Crash Augment) so the pull is more reliable.

    • We’re leaning on the pull mechanic as it synergizes great with Tornadoes since you can pull enemies into them.

    No changes!

    • Holding will now cast stationary Tornadoes, as where tapping will cast regular roaming Tornadoes. Reduced the number of Tornadoes to 3 to prevent enemies from getting too scattered, and increased the pull of Tornado so enemies stay inside them more.
    • The radius that Tornadoes will grab enemies was increased to include by default the synergy with Airburst; you no longer need to use Airburst on your Tornado to increase its pull radius.
    • If an enemy dies while being held by Tornado they will now be expelled to alleviate wasting bullets on flailing ragdolls.
    • Finally, when you make stationary Tornadoes, they will appear where you are aiming instead of on top of random nearby enemies. “Roaming” tornadoes still spawn on top of enemies.

    Tornado feedback was composed of 2 main points:

    • Tornadoes tend to overly spread enemies around.
    • The pull of the Tornadoes is pretty tame, so sometimes it pulls enemies in and just tosses them out the other end. If you shoot an enemy in the Tornado it will often just kick them out of the Tornado.

    Zephyr Rework: Passive ability added 150% stacking bonus Critical Chance while airborne to Primary/Secondary/Melee weapons.

    General Zephyr Changes:
    • Updated Zephyr’s ability FX and sound for all 4 abilities, and added FX burst to the end of Turbulence (does not affect functionally).

    Hotfix 29.6.4 (2021-01-06)

    • ‘Invert Tap/Hold Abilities’ option now lets you control the setting for each valid Warframe.
    • Numerous Warframes Abilities new and old have been given the ‘Tap/Hold’ functionality to do varying actions. Feedback showed that having the option to Invert the ‘Tap/Hold’ across the board to all valid Warframes was not ideal, as some Ability default functionalities are preferred. Upon selecting the ‘Invert Tap/Hold Abilities’ in the Options menu, you'll be met with a new screen allowing you to pick and choose which valid Warframes this applies to!

    Update 29.5 (2020-11-19)

    • Air Burst: Damage increases per target hit. Targets with <30% Health become open to Parazon finishers.
    • Air Burst now deals 35% Additional Damage per enemy hit either with the projectile OR the explosion damage.
    • Air Burst now has a 50% chance to deal a Physical Status effect for those hit by this slice of air. It will heavily skew towards Slash!
    • Tornado: Slightly better at holding enemies. Tap creates stationary tornadoes, hold creates wandering ones.

    Update 28.3 (2020-08-12)

    Zephyr Airburst Changes:
    • Zephyr's Airburst Ability now has 2 behaviours based on if you're HOLDING to cast vs TAP to cast:
    • Zephyr's Airburst original functionality is now activated by HOLDING to cast.
      • Generate a burst of massively dense air that explodes on contact and sends enemies flying. Launch Airbursts into Tornadoes to make them grow.
    • By TAPPING Zephyr's Airburst, it now sucks in enemies instead of pushing them away.
    • Increased Airburst projectile speed by 50%.
    • Increased Airburst casting animation speed by 20%.

    Update 28.0 (2020-06-11)

    • Fixed Zephyr not playing their full body animation when equipping an Arch-Gun.

    Update 27.4 (2020-05-01)

    • Zephyr Ability videos have been added to their respective Arsenals!
    • Fixed Zephyrs Passive disable Augments giving the incorrect amount of Strength.

    Update 27.3 (2020-03-24)


    Not everyone desires the Passive attributes that Zephyr bring, but still want to use them in battle. With these new Augments you can now rid yourself of their attributes and bring them to a more grounded version.

    Zephyr: Anchored Glide
    Disable Zephyr passive ability. Increase power strength by 15%.

    Update 27.2 (2020-03-05)

    • Armor Change:
      • Zephyr: 15 to 100
      • Zephyr Prime: 75 to 125
      • Why: The conversation surrounding Arcane Guardian led to a significant review of Armor stats on Warfarmes. The Majority of Warframes received an increase in the Armor stat to increase survivability. Compounded with Shield Gating and the numerous other changes covered, we expect a much more fair feeling playing field for all Warframes.

    Update 25.7 (2019-08-29)

    • Zephyr's Tail Wind will now terminate early if you fly into a wall or similar (similar to Rhino Charge).

    Update 25.6 (2019-08-08)

    Target Fixation - Tail Wind Augment - Zephyr
    • Remove buff after 2 seconds of being on the ground, instead of immediately
    • Damage increase per target hit

    Update 25.5 (2019-07-31)

    • Adjusted the holster position of Warfans, Polearms, Scythes and Staffs on Zephyr Prime.

    Hotfix 23.1.1 (2018-07-19)

    • Fixed being able to hold 1 to charge Zephyr’s Tail Wind and cast Airburst before the charge animation starts, causing you to get stuck.

    Hotfix 23.0.8 (2018-07-09)

    • Fixed issues where Zephyr could get stuck in bad animations.

    Update 23.0 (2018-06-15)

    • Fixed being perpetually stuck in Zephyr's Dive Bomb animation when jumping through a Conduit in the same animation.
    • Fixed Shotgun Scrambus projectiles not being deflected by Zephyr's Turbulence.

    Hotfix 22.20.8 (2018-06-05)

    • Fixed broken Zephyr movement animations after casting Tail Wind and then Turbulence or Tornado while moving.

    Hotfix 22.20.3 (2018-05-18)

    • Fixed Zephyr's Turbulence doing a lousy job at deflecting Drekar Elite Lancer shots.

    Update 22.20 (2018-05-17)

    • Fixed an issue with Zephyr's animations when hovering.

    Update 22.17 (2018-03-28)

    • Fixed Zephyr not entering her Bleedout state when charging up Tail Wind or hovering in the air with Tail Wind and becoming downed.

    Hotfix 22.16.4 (2018-03-20)

    • Introduced Zephyr Prime.
    • Fixed a case where using Tail Wind hover and hitting a ceiling immediately causes Zephyr to remain grounded and enter hover when she moves.

    Hotfix 22.16.3 (2018-03-16)

    • You can now dodge/roll out of Zephyr's Tail Wind hover! This change also fixes getting locked out of all other actions for the duration of Tail Wind if a dodge/roll was initiated while charging.

    Update 22.14 (2018-03-01)

    • Fixed Zephyr's Tornados remaining indefinitely if player goes into a bleedout and then self Revives.
    • Fixed a script error when casting Zephyr's Tail Wind ability.

    Hotfix 22.12.3 (2018-02-12)

    • Energy cost of Zephyr's Air Burst is now halved while in air.
    • Increased the speed of Zephyr's Air Burst projectile.
    • Increased the speed of Zephyr's Tornado tracking to move quicker to your aim point.
    • Removed Zephyr's Turbulence loop sound and lowered hover loop volume.
    • Fixed a crash when killing a Volatile Runner (or enemy that exploded on death) trapped inside Zephyr's Tornado by shooting the Tornado.
    • Fixed Zephyr's Air Burst not increasing the size of your Tornado as a Client.

    Update 22.12 (2018-02-09)

    • Tail Wind
      • Combined into a single ability with Dive Bomb. Can be charge cast on the ground, launching Zephyr into the air where she then hovers. In the air, Tail Wind still flies in whatever direction you're looking, and Dive Bomb activates if cast while looking straight down.
      • Tail Wind now costs half as much energy when cast in the air, free if cast while hovering.
      • Tail Wind does more damage.
      • Changed Dive Bomb augment into a Tail Wind augment - now reads: “Each enemy hit increases Tail Wind damage by 25%. Damage resets upon landing.”
      • Dive Bomb can now fire on slight angles, as long as you're looking mostly down.
    • Turbulence
      • Turbulence now has a new unique animation and sound!
    • Air Burst
      • New ability replacing Dive Bomb. A projectile that causes an AoE burst on contact, ragdolling enemies. Can be fired into Tornadoes to make them bigger.
        • Please note that Air Burst may be tweaked more after feedback.
    • Tornado
      • Now spawn where player is aiming and can be steered. The closest tornado will move to your aimpoint, meaning you can move them around. Tornado damage type now determined by largest amount of elemental damage absorbed, instead of last type absorbed. Tornadoes do a better job of keeping enemies captured, and shooting Tornadoes will do damage to enemies trapped inside. You can also now recast Tornado, similar to Hydroid's Tentacle Swarm.
      • Changed Tornado's default damage type from Magnetic to Physical.
      • Clarification: holding aim (default RMB) is required to steer Tornadoes.

    Hotfix: The Index Preview 2 (2016-10-21)

    • Excluded Reactant and Index Point pickups from Tornado.

    Update: The Silver Grove (2016-08-19)

    • Conclave: Increased speed and damage of Tailwind.

    Update: Specters of the Rail 0.0 (2016-07-08)

    • Fixed an aggressive screenshake for Clients when the host casts Tornado.

    Update: Lunaro (2016-06-15)

    • Fixed Turbulence not deflecting bullets from hitscan weapons while in mid-air.

    Hotfix 18.13.2 (2016-06-01)

    • Zephyr's Tornado post FX and camera shake will only be visible to the caster.
    • Augment: Reduced the post FX of Tornadoes when the Mod TT 20px.png Funnel Clouds Augment is equipped.

    Update 18.5 (2016-03-04)

    • Tornado and Dive Bomb will no longer ragdoll boss-type enemies.
    • Tailwind will no longer be able to knockdown boss-type enemies.

    Update 18.4 (2016-01-22)

    • Fixed an error causing Grineer Ramparts to ignore Turbulence

    Update 17.5 (2015-10-01)

    • Tailwind will no longer have a 'power in use' error between casts.

    Hotfix 17.3.1 (2015-09-04)

    • Conclave: Increased the damage of Dive Bomb.

    Update 17.2 (2015-08-19)

    • Fixed Dive Bomb FX lingering underwater when using Archwing.

    Update 17.0 (2015-07-31)

    • Conclave: Zephyr is now available for use in Conclave.

    Update 16.10 (2015-06-25)

    • Fixed the Fusion MOA's lasers creating bad visual effects when striking Turbulence.

    Hotfix 16.8.3 (2015-06-12)

    • Reverted the change to Turbulence introduced in Update 16.8 (2015-06-10).

    Update 16.8 (2015-06-10)

    • Fixed Turbulence affecting enemies outside of its range.

    Update 16.7 (2015-06-04)

    • Fixed Turbulence not properly deflecting some ranged attacks against hit-scan enemies.
    • Fixed an issue causing the UI to freeze after Zephyr casts Tornado.

    Hotfix 16.5.6 (2015-05-19)

    • Turbulence visual effects will look slightly more transparent when cloaked.

    Hotfix 16.3.3 (2015-04-13)

    Update 16.3 (2015-04-09)

    • Fixed an issue on Grineer Forest tilesets on where players using Zephyr can float above the level using Tail Wind, but then become unable to get back to the ground.

    Hotfix 16.1.1 (2015-03-25)

    • Fixed Tornado causing FPS issues on lower-end PCs.

    Update 15.13 (2015-02-05)

    • Fixed Syandanas clipping through Zephyr's clothing and armor.
    • Fixed Tornado not properly sucking up all eligible enemies.
    • Fixed Tornado climbing into the air to chase enemies already being tossed into the air.

    Update 15.9 (2015-01-08)

    • Fixed scale and placement of Targis Prime armor when used on Zephyr.

    Hotfix (2014-12-19)

    • Fixed issue with host migration in Archwing Missions where players using Zephyr are no longer able to move.

    Hotfix 15.7.2 (2014-12-19)

    • Augment: Added a 3 second delay on players losing Mod TT 20px.png Jet Stream Mod buff once stepping out of range of Turbulence.
    • Fixed Turbulence not being dispelled when entering a Nullifier Crewman's shield.

    Update 15.6 (2014-12-11)

    Update 15.5 (2014-11-27)

    • Augment: Reduced pull distance and increased pull force on Zephyr's Dive Bomb Augment Mod.

    Hotfix 15.2.1 (2014-11-14)

    • Fixed issue that caused Zephyr suddenly stopping mid air due to physics bug.

    Hotfix 15.0.7 (2014-10-28)

    • Fixed an issue with gravity building up during repeated casts of Tail Wind.

    Hotfix 15.0.5 (2014-10-27)

    • Fixed Zephyr's gravity reduction being removed after using Dive Bomb or melee attacks.

    Hotfix 15.0.1 (2014-10-24)

    • Fixed Zephyr's passive low-gravity not working. Not yet fixed.
    • Fixed issue with the Damage Output of Divebomb.

    Update 15.0 (2014-10-24)

    • Augment: Dive Bomb - Mod TT 20px.png Divebomb Vortex
    • Improved physics on Zephyr's helmet in an attempt to lower extreme object movement.
    • Fixed weird ragdoll animation on enemies being killed by Tornado that could cause missions dependent on killing enemies to not complete or move on.

    Update 14.0 (2014-07-18)

    • Fixed Melee Slamming during Tail Wind not using Melee weapon if you were in melee equip mode.

    Update 13.3 (2014-05-14)

    • Reduced the visibility of Turbulence to address performance concerns.
    • Tweaked the ability and energy visuals on Zephyr.

    Hotfix 13.0.6 (2014-04-17)

    • Fixed Client side Zephyrs not having lowered gravity after a host migration.

    Update 13.0 (2014-04-09)

    • Tweaked Zephyr's cast sounds.
    • Improved the performance of Tornado ability.
    • Improved Dive Bomb ability by making it emanate slightly above ground allowing it to more effectively hit nearby targets.
    • Fixed Zephyr being able to get onto the Obstacle course without activating the switch.

    Hotfix 12.4.5 (2014-03-12)

    • Improved audio mixing for Turbulence.
    • Fixed issues with Zephyr ability descriptions.

    Hotfix 12.4.2 (2014-03-07)

    • Fixed Tornado being able to ragdoll harder enemies (Minibosses like Stalker, etc). The Tornado will still deal DOT, but it won't ragdoll. It is now consistent with other ragdoll-esque powers.

    Hotfix 12.4.1 (2014-03-06)

    • Zephyr abilities added to Codex/Enemy drops.

    Update 12.4 (2014-03-05)

    • Fixed Zephyr Tornado ability to properly switch appearance with damage type.
    • Fixed some FX bugs with Zephyr.

    Update 12.3 (2014-02-27)

    • Fixed remaining issues with Turbulence letting most shots through.

    Update 12.2 (2014-02-19)

    • Fixed issue with Turbulence letting most shots through even when maxed and rarely redirecting.

    Hotfix 12.0.5 (2014-02-10)

    • Fixed issue where Dive Bomb does not deal damage.

    Hotfix 12.0.4 (2014-02-07)

    • Improved Turbulence shield to provide better protection from distant enemies.

    Hotfix 12.0.2 (2014-02-06)

    • FX Tweaks to Turbulence to improve visibility.
    • Fixed location and position of Emblems on Zephyr Warframe.

    Hotfix 12.0.1 (2014-02-06)

    • Zephyr now has Agile/Noble idle stances.
    • Reduced Zephyr's research costs at Moon Tier.

    Update 12.0 (2014-02-05)

    • Introduced.

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