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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).

Acquisition

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

Manufacturing Requirements
Credits64.png
25,000
Helmet.png
1
Chassis.png
1
Systems.png
1
OrokinCell64.png
1
Time: 72 hrs
Rush: Platinum64.png 50
MarketIcon.png Market Price: Platinum64.png 275 Blueprint2.svg Blueprints Price:Credits64.png35,000
Neuroptics
Credits64.png
15,000
Circuits64.png
150
Oxium64.png
200
PolymerBundle64.png
200
Salvage64.png
500
Time: 12 hrs
Rush: Platinum64.png 25
Chassis
Credits64.png
15,000
Oxium64.png
200
NanoSpores64.png
900
Rubedo64.png
50
Time: 12 hrs
Rush: Platinum64.png 25
Systems
Credits64.png
15,000
ControlModule64.png
1
Oxium64.png
200
PolymerBundle64.png
500
Plastids64.png
400
Time: 12 hrs
Rush: Platinum64.png 25
Tenno Lab Research
Blueprint • ClanAffinity64.png 5,000
Credits64.png
5,000
MutagenMass64.png
1
DetoniteInjector64.png
1
Fieldron64.png
1
Oxium64.png
200
Time: 72 hrs
Prereq: N/A
Neuroptics • ClanAffinity64.png 1,500
Credits64.png
10,000
DetoniteInjector64.png
1
NeuralSensor64.png
1
NanoSpores64.png
1,000
Oxium64.png
20
Time: 72 hrs
Prereq: Zephyr
Chassis • ClanAffinity64.png 1,500
Credits64.png
10,000
MutagenMass64.png
1
ControlModule64.png
1
Ferrite64.png
1,000
Oxium64.png
20
Time: 72 hrs
Prereq: Zephyr
Systems • ClanAffinity64.png 1,500
Credits64.png
10,000
Fieldron64.png
1
Morphics64.png
1
Salvage64.png
1,000
Oxium64.png
20
Time: 72 hrs
Prereq: Zephyr
Ghost Clan x1   Shadow Clan x3   Storm Clan x10   Mountain Clan x30   Moon Clan x100

Warframe Guides

Photo-4.png
“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.

Notes

  • 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.

Trivia

  • 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 AshAshIcon272.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.

Bugs

  • 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.

Edit Tab
PrimeVaultIcon.png
Zephyr has returned from the Prime Vault for a limited time.
Please click here for more information about the latest Prime Vault offers on the official WARFRAME website.

Take to the skies with this golden bird of destruction.

Release Date: March 20th, 2018

Zephyr Prime is the Primed variant of ZephyrZephyrIcon272.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 Tiberon PrimeTiberonPrime.png Tiberon Prime and Kronen PrimeKronenPrime.png Kronen Prime.

Acquisition

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 Blueprint Neuroptics Blueprint
Axi L3 Uncommon (V)
Axi O3 Uncommon (V)
Meso A2 Uncommon (V)
Meso R4 Common (V)
Meso W1 Uncommon (V)
Neo A2 Uncommon (V)
Neo K1 Uncommon (V)
Lith Z1 Rare (V)
Lith Z2 Rare (V)
Meso Z2 Rare (V)
Meso Z3 Rare (V)
Neo Z8 Rare (V)
Axi G5 Uncommon (V)
Meso Z1 Rare (V)
Neo Z1 Rare (V)
Neo Z2 Rare (V)
Neo Z4 Rare (V)
Axi A4 Common (V)
Axi O4 Common (V)
Axi R3 Common (V)
Lith C8 Common (V)
Lith H2 Common (V)
Lith K2 Common (V)
Neo N10 Common (V)
Neo Z3 Common (V)

Manufacturing Requirements
Credits64.png
25,000
PrimeHelmet.png
1
PrimeChassis.png
1
PrimeSystems.png
1
OrokinCell64.png
5
Time: 72 hrs
Rush: Platinum64.png 50
MarketIcon.png Market Price: Platinum64.png N/A Blueprint2.svg Blueprints Price:N/A
Neuroptics
Credits64.png
15,000
NeuralSensor64.png
3
Oxium64.png
250
Plastids64.png
350
AlloyPlate64.png
4,250
Time: 12 hrs
Rush: Platinum64.png 25
Chassis
Credits64.png
15,000
NitainExtract64.png
2
Tellurium64.png
2
Ferrite64.png
3,600
Oxium64.png
300
Time: 12 hrs
Rush: Platinum64.png 25
Systems
Credits64.png
15,000
ArgonCrystal64.png
2
Neurode64.png
3
Cryotic64.png
550
NanoSpores64.png
3,175
Time: 12 hrs
Rush: Platinum64.png 25

Vaultings

Notes

  • Zephyr Prime, compared to ZephyrZephyrIcon272.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 Tail WindTailWind130xDark.png Tail Wind to dash, including a visible energy trail and a swirling vortex of particles.

Trivia

Media

See also

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

Edit Tab

Passive

Striking from the skies above, ZephyrZephyrIcon272.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 Anchored GlideMod TT 20px.png Anchored Glide.

Abilities 

View Maximization
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TailWindModU15.jpeg ZephyrTailWind.png
ENERGY:
25
KEY
1
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 Slash DamageDmgSlashSmall64.png Slash damage)
2,250 / ? / ? / 4,500 (dive bomb Impact DamageDmgImpactSmall64.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)
Expand/Collapse


AirburstModU15.png ZephyrAirburst.png
ENERGY:
50
KEY
2
Airburst
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)
Duration:N/A
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)
Expand/Collapse


TurbulenceModU15.jpeg ZephyrTurbulence.png
ENERGY:
75
KEY
3
Turbulence
Creates a wind shield around Zephyr, redirecting all incoming projectiles.
Strength:N/A
Duration:10 / 12 / 15 / 20 s
Range:3 / 4 / 5 / 6 m
Expand/Collapse


TornadoModU15.jpeg ZephyrTornado.png
ENERGY:
100
KEY
4
Tornado
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 stationary tornadoes or hold for wandering 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)
Expand/Collapse


Strength Mods

IntensifyModU145.png

Duration Mods

ContinuityModU145.png

Range Mods

StretchModU145.png

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

Edit Tab

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 - Airburst RoundsMod 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 ABILITY CHANGES:

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.

Airburst

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.
Turbulence

No changes!

Tornado
  • 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.
Passive

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)

NEW WARFRAME DISABLE AUGMENTS (Max Rank)

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 (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 Funnel CloudsMod 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 15.7.2.1 (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 Jet StreamMod 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 - Divebomb VortexMod 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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