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.
Acquisition
Zephyr's blueprints can be researched from the Tenno Lab in the dojo.
Manufacturing Requirements | |||||
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![]() 25,000 |
![]() 1 |
![]() 1 |
![]() 1 |
![]() 1 |
Time: 72 hrs |
Rush: ![]() | |||||
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Neuroptics | |||||
![]() 15,000 |
![]() 150 |
![]() 200 |
![]() 200 |
![]() 500 |
Time: 12 hrs |
Rush: ![]() | |||||
Chassis | |||||
![]() 15,000 |
![]() 200 |
![]() 900 |
![]() 50 |
Time: 12 hrs | |
Rush: ![]() | |||||
Systems | |||||
![]() 15,000 |
![]() 1 |
![]() 200 |
![]() 500 |
![]() 400 |
Time: 12 hrs |
Rush: ![]() | |||||
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.
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. Digital Extremes did not specify who followed up the idea, but it was mentioned as being conceptualized by the community.
- 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.
See Also
- Happy Zephyr, a tribute to the now-removed app game, Flappy Bird.
“Market forces dictate that you need to evolve or die.” The Void Relics for this item have been removed from the drop tables at this time and are no longer available.
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Release Date: March 20th, 2018
Zephyr Prime is the Primed variant of Zephyr, featuring higher armor, energy capacity, and sprint speed, as well as an additional
and
polarities. Zephyr Prime was released alongside
Tiberon Prime and
Kronen Prime.
Acquisition
Zephyr Prime's main and component blueprints are acquired from the following Void Relics.Blueprint | ![]() |
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Meso Z1 Rare (V) Neo Z1 Rare (V) Neo Z2 Rare (V) Neo Z4 Rare (V) |
Lith H2 Common (V) Lith K2 Common (V) Neo N10 Common (V) Neo Z3 Common (V) Axi A4 Common (V) Axi O4 Common (V) Axi R3 Common (V) |
Meso A2 Uncommon (V) Meso W1 Uncommon (V) Neo A2 Uncommon (V) Neo K1 Uncommon (V) Axi L3 Uncommon (V) Axi O3 Uncommon (V) |
Lith Z1 Rare (V) Lith Z2 Rare (V) Meso Z2 Rare (V) Meso Z3 Rare (V) |
Manufacturing Requirements | |||||
---|---|---|---|---|---|
![]() 25,000 |
![]() 1 |
![]() 1 |
![]() 1 |
![]() 5 |
Time: 72 hrs |
Rush: ![]() | |||||
![]() ![]() |
|||||
Neuroptics | |||||
![]() 15,000 |
![]() 3 |
![]() 250 |
![]() 350 |
![]() 4,250 |
Time: 12 hrs |
Rush: ![]() | |||||
Chassis | |||||
![]() 15,000 |
![]() 2 |
![]() 2 |
![]() 3,600 |
![]() 300 |
Time: 12 hrs |
Rush: ![]() | |||||
Systems | |||||
![]() 15,000 |
![]() 2 |
![]() 3 |
![]() 550 |
![]() 3,175 |
Time: 12 hrs |
Rush: ![]() |
Vaultings
- On December 4th, 2019, it was announced that Zephyr Prime, alongside
Tiberon Prime and
Kronen Prime, would enter the Prime Vault and its relics retired from the drop tables on December 17th, 2019. Any preexisting components or fully-built frames will remain as is.
Notes
- Zephyr Prime, compared to
Zephyr:
- Higher Armor (125 vs. 100)
- Higher Energy (150/225 vs. 100/150)
- Higher Sprint Speed (1.2 vs. 1.15)
- Different Polarities (
vs.
)
- Higher Mastery Rank required (6 vs. 0)
- 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 Wind to dash, including a visible energy trail and a swirling vortex of particles.
Trivia
- 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 Prime and
Nova Prime.
Media
See also
- Prime, the Orokin enhancement to a Warframe or weapon.
Passive
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.
Zephyr's passive can be disabled with Anchored Glide.
Abilities
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![]() ENERGY: 25 KEY 1 |
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.
|
Strength:250 / 300 / 400 / 500 ( |
Duration:30 m/s (air speed) ≤ 5 / 7.5 / 10 / 12.5 m (hover height) | |||
Range:1.5 / 1.6 / 1.8 / 2 m (contact radius) 4 / 5 / 6 / 7 m (explosion radius) | |||
Misc:? s (dash duration) ≤ ? / ? / ? / 10 s (hover duration) 1 / 2 / 3 / 5 m/s (dive initial speed) |
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![]() 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. Near death enemies become open to Parazon finishers. Fire into Tornadoes to make them grow.
|
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) 30 % (Parazon prompt health threshold) |
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![]() 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 |
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![]() 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 / 120 (damage per tick) |
Duration:10 / 12 / 15 / 20 s | |||
Range:15 / 17 / 20 / 25 m (spawn radius) | |||
Misc:2 / 2 / 3 / 4 (number of tornadoes) ∞ (cast range) 100 % (absorbed damage distribution) 200 % (critical damage multiplier) 6 / 9 m (tornado heights) 2 / 5 m/s (move speeds) 5 m (pull radius) |
Strength Mods | Duration Mods | Range Mods |
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Zephyr can be equipped with the following items:
Cosmetics
TennoGen
TennoGen
TennoGen
TennoGen
TennoGen
TennoGen
TennoGen
Augments
See Also
- ‘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!
- 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.
- 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%.
- Fixed Zephyr not playing their full body animation when equipping an Arch-Gun.
- Zephyr Ability videos have been added to their respective Arsenals!
- Fixed Zephyrs Passive disable Augments giving the incorrect amount of Strength.
- 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%.
- 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.
- Zephyr's Tail Wind will now terminate early if you fly into a wall or similar (similar to Rhino Charge).
- Target Fixation - Tail Wind Augment - Zephyr
- Remove buff after 2 seconds of being on the ground, instead of immediately
- Damage increase per target hit
- Adjusted the holster position of Warfans, Polearms, Scythes and Staffs on Zephyr Prime.
- 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.
- Fixed issues where Zephyr could get stuck in bad animations.
- 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.
- Fixed broken Zephyr movement animations after casting Tail Wind and then Turbulence or Tornado while moving.
- Fixed Zephyr's Turbulence doing a lousy job at deflecting Drekar Elite Lancer shots.
- Fixed an issue with Zephyr's animations when hovering.
- Fixed Zephyr not entering her Bleedout state when charging up Tail Wind or hovering in the air with Tail Wind and becoming downed.
- Zephyr Prime introduced.
- Fixed a case where using Tail Wind hover and hitting a ceiling immediately causes Zephyr to remain grounded and enter hover when she moves.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- Excluded Reactant and Index Point pickups from Tornado.
- Conclave: Increased speed and damage of Tailwind.
- Fixed an aggressive screenshake for Clients when the host casts Tornado.
- Fixed Turbulence not deflecting bullets from hitscan weapons while in mid-air.
- 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 Clouds Augment is equipped.
- Tornado and Dive Bomb will no longer ragdoll boss-type enemies.
- Tailwind will no longer be able to knockdown boss-type enemies.
- Fixed an error causing Grineer Ramparts to ignore Turbulence
- Tailwind will no longer have a 'power in use' error between casts.
- Conclave: Increased the damage of Dive Bomb.
- Fixed Dive Bomb FX lingering underwater when using Archwing.
- Conclave: Zephyr is now available for use in Conclave.
- Fixed the Fusion MOA's lasers creating bad visual effects when striking Turbulence.
- Reverted the change to Turbulence introduced in Update 16.8.
- Fixed Turbulence affecting enemies outside of its range.
- Fixed Turbulence not properly deflecting some ranged attacks against hit-scan enemies.
- Fixed an issue causing the UI to freeze after Zephyr casts Tornado.
- Turbulence visual effects will look slightly more transparent when cloaked.
- Augment: Tornado -
Funnel Clouds
- 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.
- Fixed Tornado causing FPS issues on lower-end PCs.
- 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.
- Fixed scale and placement of Targis Prime armor when used on Zephyr.
- Fixed issue with host migration in Archwing Missions where players using Zephyr are no longer able to move.
- Augment: Added a 3 second delay on players losing
Jet Stream Mod buff once stepping out of range of Turbulence.
- Fixed Turbulence not being dispelled when entering a Nullifier Crewman's shield.
- Augment: Turbulence -
Jet Stream
- Augment: Reduced pull distance and increased pull force on Zephyr's Dive Bomb Augment Mod.
- Fixed issue that caused Zephyr suddenly stopping mid air due to physics bug.
- Fixed an issue with gravity building up during repeated casts of Tail Wind.
- Fixed Zephyr's gravity reduction being removed after using Dive Bomb or melee attacks.
- Fixed Zephyr's passive low-gravity not working. Not yet fixed.
- Fixed issue with the Damage Output of Divebomb.
- Augment: Dive Bomb -
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.
- Fixed Melee Slamming during Tail Wind not using Melee weapon if you were in melee equip mode.
- Reduced the visibility of Turbulence to address performance concerns.
- Tweaked the ability and energy visuals on Zephyr.
- Fixed Client side Zephyrs not having lowered gravity after a host migration.
- 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.
- Improved audio mixing for Turbulence.
- Fixed issues with Zephyr ability descriptions.
- 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.
- Zephyr abilities added to Codex/Enemy drops.
- Fixed Zephyr Tornado ability to properly switch appearance with damage type.
- Fixed some FX bugs with Zephyr.
- Fixed remaining issues with Turbulence letting most shots through.
- Fixed issue with Turbulence letting most shots through even when maxed and rarely redirecting.
- Fixed issue where Dive Bomb does not deal damage.
- Improved Turbulence shield to provide better protection from distant enemies.
- FX Tweaks to Turbulence to improve visibility.
- Fixed location and position of Emblems on Zephyr Warframe.
- Zephyr now has Agile/Noble idle stances.
- Reduced Zephyr's research costs at Moon Tier.
- Introduced.
Warframes | ||
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Attributes • Helminth • Augments • Compare All • Cosmetics |