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Command the power of the wind. Zephyr's cyclonic abilities protect her, deal high damage, and provide crowd control. She swoops in from above and leaves a path of destruction.

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
📝 Edit blueprint requirements
OrokinCell Orokin Cell
Time: 3 Day(s)
Rush: PlatinumLarge 50
MarketIcon Market Price: PlatinumLarge 275 Blueprint2 Blueprints Price: Credits35,000
Zephyr Neuroptics Blueprint
Circuits Circuits
Oxium Oxium
PolymerBundle Polymer Bundle
Salvage Salvage
Time: 12 Hour(s)
Rush: PlatinumLarge 25
Zephyr Chassis Blueprint
Oxium Oxium
NanoSpores Nano Spores
Rubedo Rubedo
Time: 12 Hour(s)
Rush: PlatinumLarge 25
Zephyr Systems Blueprint
ControlModule Control Module
Oxium Oxium
PolymerBundle Polymer Bundle
Plastids Plastids
Time: 12 Hour(s)
Rush: PlatinumLarge 25
Tenno Lab Research
Blueprint • ClanAffinity645,000
MutagenMass Mutagen Mass
DetoniteInjector Detonite Injector
Fieldron Fieldron
Oxium Oxium
Time: 3 Day(s)
Prereq: N/A
Neuroptics • ClanAffinity641,500
DetoniteInjector Detonite Injector
NeuralSensors Neural Sensors
NanoSpores Nano Spores
Oxium Oxium
Time: 3 Day(s)
Prereq: Zephyr
Chassis • ClanAffinity641,500
MutagenMass Mutagen Mass
ControlModule Control Module
Ferrite Ferrite
Oxium Oxium
Time: 3 Day(s)
Prereq: Zephyr
Systems • ClanAffinity641,500
Fieldron Fieldron
Morphics Morphics
Salvage Salvage
Oxium Oxium
Time: 3 Day(s)
Prereq: Zephyr
Ghost Clan x1 Shadow Clan x3 Storm Clan x10 Mountain Clan x30 Moon Clan x100


  • 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 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.

See Also

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

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AladVPortrait d
“Market forces dictate that you need to evolve or die.”
Zephyr Prime is Vaulted.
The Void Relics for this item have been removed from the drop tables and do not drop during missions at this time. Check the current Prime Resurgence rotation to see if Varzia offers relics for this item. Vaulted Void Relics already contained in player inventories are not affected and can still be either opened or traded between players.
Take to the skies with this golden bird of destruction.

Release Date: March 20th, 2018

Zephyr Prime is the Primed variant of ZephyrIcon272 Zephyr, featuring higher armor, energy, and sprint speed, as well as an additional Madurai Pol and Vazarin Pol polarities. Zephyr Prime was released alongside TiberonPrime Tiberon Prime and KronenPrime 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 Systems Blueprint Zephyr PrimeIcon272 Blueprint Neuroptics Blueprint
AxiRelicIntact Axi L3 Uncommon (V)
AxiRelicIntact Axi O3 Uncommon (V)
MesoRelicIntact Meso A2 Uncommon (V)
MesoRelicIntact Meso R4 Common (V)
MesoRelicIntact Meso W1 Uncommon (V)
NeoRelicIntact Neo A2 Uncommon (V)
NeoRelicIntact Neo K1 Uncommon (V)
LithRelicIntact Lith Z1 Rare (V)
LithRelicIntact Lith Z2 Rare (V)
MesoRelicIntact Meso Z2 Rare (V)
MesoRelicIntact Meso Z3 Rare (V)
NeoRelicIntact Neo Z8 Rare (V)
AxiRelicIntact Axi G5 Uncommon (V)
MesoRelicIntact Meso Z1 Rare (V)
NeoRelicIntact Neo Z1 Rare (V)
NeoRelicIntact Neo Z2 Rare (V)
NeoRelicIntact Neo Z4 Rare (V)
AxiRelicIntact Axi A4 Common (V)
AxiRelicIntact Axi O4 Common (V)
AxiRelicIntact Axi R3 Common (V)
LithRelicIntact Lith C8 Common (V)
LithRelicIntact Lith H2 Common (V)
LithRelicIntact Lith K2 Common (V)
NeoRelicIntact Neo N10 Common (V)
NeoRelicIntact Neo Z3 Common (V)



Manufacturing Requirements
📝 Edit blueprint requirements
OrokinCell Orokin Cell
Time: 3 Day(s)
Rush: PlatinumLarge 50
MarketIcon Market Price: PlatinumLarge N/A Blueprint2 Blueprints Price: N/A
Zephyr Prime Neuroptics Blueprint
NeuralSensors Neural Sensors
Oxium Oxium
Plastids Plastids
AlloyPlate Alloy Plate
Time: 12 Hour(s)
Rush: PlatinumLarge 25
Zephyr Prime Chassis Blueprint
NitainExtract Nitain Extract
Tellurium Tellurium
Ferrite Ferrite
Oxium Oxium
Time: 12 Hour(s)
Rush: PlatinumLarge 25
Zephyr Prime Systems Blueprint
ArgonCrystal Argon Crystal
Neurodes Neurodes
Cryotic Cryotic
NanoSpores Nano Spores
Time: 12 Hour(s)
Rush: PlatinumLarge 25


  • Zephyr Prime, compared to ZephyrIcon272 Zephyr:
    • Higher Armor (135 vs. 105)
    • Higher Energy (175/225 vs. 100/150)
    • Higher Starting Energy (75 vs. 50)
    • Higher Sprint Speed (1.2 vs. 1.15)
    • Additional Madurai Pol and Vazarin Pol Polarities (Madurai PolMadurai PolVazarin PolNaramon Pol vs. Madurai PolNaramon Pol)
  • As with any other Prime Warframe, moving close to the location of an Orokin Void Death Orb will restore a pulse of 250 Energy to nearby allies, even if that Death Orb is inactive, destroyed, or non-present. This effect can only occur once per orb.
  • Zephyr Prime produces more prominent effects when using TailWind130xWhite 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 Rhino Prime and Nova PrimeIcon272 Nova Prime.


See also

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

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Striking from the skies above, ZephyrIcon272 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 Anchored Glide.


View Maximization
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This section is transcluded from Tail Wind . To change it, please edit the transcluded page.
TailWindModx256 TailWind130xWhite
-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)

This section is transcluded from Airburst . To change it, please edit the transcluded page.
AirburstModU15 Airburst130xWhite
-25 in air

Launch a burst of massively dense air. Hold to send enemies flying, tap to pull them toward the burst. Damage increases per enemy hit.

Introduced in Update 22.12 (2018-02-09)

AbilityStrengthBuff Strength:200 / 300 / 400 / 500 (contact and explosion damage)
AbilityDurationBuff Duration:N/A
AbilityRangeBuff 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
This section is transcluded from Turbulence . To change it, please edit the transcluded page.
TurbulenceModx256 Turbulence130xWhite

Creates a wind shield around Zephyr, redirecting all incoming projectiles.

Introduced in Update 12.0 (2014-02-05)

AbilityStrengthBuff Strength:N/A
AbilityDurationBuff Duration:10 / 12 / 15 / 20 s
AbilityRangeBuff Range:3 / 4 / 5 / 6 m
This section is transcluded from Tornado . To change it, please edit the transcluded page.
TornadoModx256 Tornado130xWhite

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)

AbilityStrengthBuff Strength:50 / 75 / 100 / 160 (damage per 0.25s)
AbilityDurationBuff Duration:10 / 12 / 15 / 20 s
AbilityRangeBuff 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)


Strength Mods


Duration Mods


Range Mods


ZephyrTailWind ZephyrTailWind ZephyrTailWind
ZephyrAirburst ZephyrAirburst
ZephyrTurbulence ZephyrTurbulence
ZephyrTornado ZephyrTornado ZephyrTornado

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Patch History

Update 36.0 (2024-06-18)

  • Fixed Zephyr’s Tail Wind not deactivating while the player is in Bleedout.
  • Fixed Zephyr being unable to acquire Decrees in Duviri while Tail Wind hovering.
  • Fixed an issue where Client AoE/Radial damage was not being absorbed into Zephyr’s Tornados.
  • Fixed weapons in Incarnon Mode (notably Paris Prime and Dread Incarnon) dealing less damage to enemies trapped in Zephyr’s Tornadoes.

Update 35.5 (2024-03-27)

  • Fixed Client weapons only inflicting their damage to enemies in Zephyr’s Tornadoes, but not Status Effects.
  • Fixed Zephyr’s Tornadoes losing their hitbox for player weapons and lose their adapted Status after reaching the damage cap.

Hotfix 35.1.2 (2024-02-28)

  • Fixed a script error in Zephyr’s Tail Wind ability.

Update 35.1 (2024-02-20)

  • Fixed Zephyr’s Tornadoes having an unintended damage cap of 500k.
    • The cap was causing Tornadoes to lose their adapted Elemental Damages and the ability to absorb new source damage once it had been hit.
    • Additionally, we fixed Electricity damage endlessly chaining between enemies in the Tornadoes and unintentionally contributing to the absorbed damage total.

Update 35.0 (2023-12-13)

  • Fixed an issue where Zephyr's Tornadoes weren’t dealing their tick damage to enemies until players shot Elemental Damage into them.

Hotfix 34.0.7 (2023-11-02)

  • Fixed performance issues caused by Dethcube (with Fired up, Firestorm, and Fire Rate and Multshots Mods) attacking enemies trapped in Zephyr’s Tornado.

Hotfix 34.0.5 (2023-10-26)

  • Adjusted Zephyr and Zephyr Prime’s movement speeds so that she doesn’t walk abnormally slow in non-combat areas (Orbiter, Relays, etc.).

Update 34.0 (2023-10-18)

Base vs Final Stats in Modding - Health / Energy / Shield / Armor Stat Overhaul

If you’ve spent any time invested in the deeper nuances of Modding, you may be familiar with “Warframe Math” - math that upon first glance doesn’t really make sense, but once you learn the inner workings of the game, it all comes together. While we can appreciate the value that complex systems offer to a certain subsect of players, there are other aspects of the game that should have clear and understandable outcomes. Namely: Shield, Health, Energy, and Armor Modding.

Pop quiz: what is 300 + 440%? If you answered 740, you may just be an Excalibur player.

Vitality (+440% Heath), Redirection (+440% Shields), Flow (+150% Energy), and Steel Fiber (+110% Armor) come with large modifier values that don’t seem to match their outcome in-game. This is because these Mods apply their multiplier to the base stats of the Warframe - i.e., the stats you have at Rank 0. In the Excalibur example, a Rank 30 Excalibur’s Health stat of 300 earns an additional 440 Health from max rank Vitality (+440% Heath) since it applies to his base rank Health stat of 100, resulting in 740 total health.

In this update, we have removed this obfuscation by having Health, Shield, Energy, and Armor Mods apply to the stats of Warframes at their current rank. Continuing our Excalibur example, instead of Vitality always applying to Excalibur’s base rank 100 Health, it would apply to his Health stat based on his rank - namely, the stat you can actually see in your Arsenal. If your Excalibur were Rank 30, his Health stat would be 300, which means Vitality’s multiplier would be calculated off of 300.

With previous Health and Mod values, additional adjustments are needed to make this revision work while maintaining game balance. By only changing where the multiplier applies, a Rank 30 Excalibur would receive an extra 1,320 Health from max rank Vitality, resulting in a total health stat of 1,600. This outcome is a significant buff, which is not the intention of this system change.

To remedy this, we approached this problem in two ways:

1 - We reduced the overall multiplier for Health, Shield, Energy, and Armor Mods.
Since these now affect Max Rank Warframe stats, these Mods need to scale differently to maintain the status quo. Additionally, we wanted these new values to be as clear and understandable to all players as possible! Here are a few examples of these value changes:

  • Vitality: Reduced from +440% to +100% Health
  • Redirection: Reduced from +440% to +100% Shield Capacity
  • Steel Fiber: Reduced from +110% to +100% Armor
  • Flow: Reduced from +150% to +100% Energy Max

Note: These are not all of the Mods affected by this change. We share the comprehensive list further down in this section of the update notes.

Doing some quick math, this means that a Rank 30 Excalibur (300 Health) with a reworked Vitality Mod (+100% Health, applied to the final Health stat) would receive 300 extra Health, for a total of 600. That, in contrast, is a nerf, which we also don’t want to do.

So, our next step:

2 - We adjusted Warframe Health, Shield, Energy, and Armor values to keep the end result of the revised Mods as close to the original values as possible.

With this change, Excalibur’s Rank 30 Health stat is 370. With +100% Health from a max Vitality Mod, his resulting Health stat would be 740, which matches what it was originally.

While this path to the same result may seem a little complicated, the outcome matches our intention: we want players to be able to look at their Health, Shield, and Armor Mods, and be able to understand how they affect the stats they see in their Arsenal.

In addition to everything above, we also increased the base stat values for Warframes so that these revised Mods offer similar value for lower-ranked Frames. To do so, we reduced the amount of Health/Shield/Energy that Warframes earn per rank in half, and transferred the sum of that value to their base stats.

For Armor, this is the one stat that does not increase with your Warframe’s level (with some exceptions). Armor values across the board have been slightly increased to compensate for the Mod changes.

Not to beat a dead Kaithe, but Mods will now be applying to the Max Rank stat instead of the Base Rank. You may look at these numbers and think “nerf” or “buff” depending, but the outcome is that total Modded values are the same, if not a little higher in some cases.

Warframe Stat Changes:

Health: Base Rank - 455 (from 150) / Max Rank - 555 (from 450)
Shields: Base Rank - 455 (from 150) / Max Rank - 555 (from 450)
Armor: Base Rank - 105 (from 100)
Energy: Base Rank - 100 (from 100) / Max Rank - 150 (from 150)

Health: Base Rank - 455 (from 150) / Max Rank - 555 (from 450)
Shields: Base Rank - 455 (from 150) / Max Rank - 555 (from 450)
Armor: Base Rank - 135 (from 125)
Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

While there may be significant changes to Warframe Stats and Mod values as a part of this overhaul, the end result is that your Builds should mostly stay the same. The key difference is the added clarity of what your Health / Shield / Energy / Armor Mods do in your Upgrade screens!

Top Fixes:
  • Fixed an issue where shooting enemies in Zephyr's Tornadoes would not register critical hits (notably with the Stahlta).

Hotfix 33.0.14 (2023-05-29)

  • Fixed a script error with Zephyr’s Tornadoes.

Update 32.3 (2023-02-15)

  • Fixed Zephyr’s own Tornadoes ragdolling her when affected by Radiation proc.

Hotfix 32.2.10 (2023-01-18)

  • Fixed script errors with Zephyr’s Tornado and Turbulence.

Update 32.2 (2022-11-30)


In the Veilbreaker and Nora’s Mix Vol 1 updates, we buffed a number of underused Warframe Augments (from Ash to Oberon). This third and final batch of buffs tackles Warframe Augments from Saryn to Zephyr. We have increased their viability in missions, which we hope will encourage more build diversity.

*Stats below are all at Max Rank.

Target Fixation

  • Was: Each enemy hit increases Tail Wind Damage by 100%. Damage resets upon being on ground for 2s.
  • Changes:
    • Casting Tail Wind (Tap and Hold) now resets Zephyr’s double/bullet jump - making it easier to stay airborne!
    • Bullet jumping now also overrides the velocity of Tail Wind - so you can more precisely control your direction after flight.

Airburst Rounds

  • Was: Each enemy hit by Airburst increases secondary damage by 25% for 14s.
  • Changes:
    • Increased damage to 40% (max still 500%).
  • Fixed Zephyr being unable to pick-up any resources while hovering slightly above the floor using Tail Wind.

Update 32.1 (2022-11-02)

  • Fixed being unable to manually reload while using a controller when Zephyr is in Tail Wind.

Hotfix 32.0.9 (2022-10-05)

  • Reduced the Mastery Rank restriction of all Prime Warframes to 0.
    • Only 11/34 frames had any Mastery Rank restrictions, so we decided to make these consistent with the rest (there were no Mastery Rank restrictions on any non-Primed Warframes).

Update 32.0 (2022-09-07)

  • Fixed Zephyr's Tailwind Target Fixation Augment not counting enemies with Overguard when building up extra damage.

Hotfix 31.6.4 (2022-07-14)

  • Fixed being unable to pick up Energy Orbs after casting Zephyr’s Airburst while Zenurik’s Inner Might is active.

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 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 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 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 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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