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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.

Manufacturing Requirements
Credits64
25,000
Helmet
1
Chassis
1
Systems
1
OrokinCell64
1
Time: 72 hrs
Rush: Platinum64 50
Market Price: Platinum64 275 Blueprint Price: Credits64 35000
Neuroptics
Credits64
15,000
Circuits64
150
Oxium64
200
PolymerBundle64
200
Salvage64
500
Time: 12 hrs
Rush: Platinum64 25
Chassis
Credits64
15,000
Oxium64
200
NanoSpores64
900
Rubedo64
50

Time: 12 hrs
Rush: Platinum64 25
Systems
Credits64
15,000
ControlModule64
1
Oxium64
200
PolymerBundle64
500
Plastids64
400
Time: 12 hrs
Rush: Platinum64 25
Tenno Lab Research
Blueprint • ClanAffinity641,500
Credits64
5,000
Oxium64
200
MutagenMass64
1
DetoniteInjector64
1
Fieldron64
1
Time: 72 hrs
Prereq: N/A
Neuroptics • ClanAffinity641,500
Credits64
10,000
DetoniteInjector64
1
NeuralSensor64
1
NanoSpores64
1,000
Oxium64
20
Time: 72 hrs
Prereq: Zephyr
Chassis • ClanAffinity641,500
Credits64
10,000
MutagenMass64
1
ControlModule64
1
Ferrite64
1,000
Oxium64
20
Time: 72 hrs
Prereq: Zephyr
Systems • ClanAffinity641,500
Credits64
10,000
Fieldron64
1
Morphics64
1
Salvage64
1,000
Oxium64
20
Time: 72 hrs
Prereq: Zephyr
LeaderBadgeGhostHolo x1   LeaderBadgeShadowHolo x3   LeaderBadgeStormHolo x10   LeaderBadgeMountainHolo x30   LeaderBadgeMoonHolo x100

Acquisition

Zephyr's blueprint can be purchased from the Tenno Research Lab interface in the Clan Dojo once it has been researched. It costs Credits6435,000 to replicate (purchase) the main blueprint and Credits6415,000 for each component blueprint for a total of Credits6480,000.

Warframe Guides

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.
    • 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.
  • 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.

Edit Tab

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 capacity, 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.

Zephyr Prime was announced on March 13th, 2018.


Manufacturing Requirements
Credits64
25,000
PrimeHelmet PrimeChassis PrimeSystems OrokinCell64
5
Time: 72 hrs
Rush: Platinum64 50
Market Price: N/A Blueprint Price: N/A
Neuroptics
Credits64
15,000
NeuralSensor64
3
Oxium64
250
Plastids64
350
AlloyPlate64
4,250
Time: 12 hrs
Rush: Platinum64 25
Chassis
Credits64
15,000
DENitainExtract2
2
Tellurium64
2
Ferrite64
3,600
Oxium64
300
Time: 12 hrs
Rush: Platinum64 25
Systems
Credits64
15,000
ArgonCrystal64
2
Neurode64
3
Cryotic
550
NanoSpores64
3,175
Time: 12 hrs
Rush: Platinum64 25
Drop Locations

Blueprint Meso Z1 Rare (V)
Neo Z1 Rare (V)
Neo Z2 Rare (V)
Neo Z4 Rare (V)
Neuroptics 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)
Chassis Meso A2 Uncommon (V)
Meso W1 Uncommon (V)
Neo A2 Uncommon (V)
Neo K1 Uncommon (V)
Axi L3 Uncommon (V)
Axi O3 Uncommon (V)
Systems Lith Z1 Rare (V)
Lith Z2 Rare (V)
Meso Z2 Rare (V)
Meso Z3 Rare (V)

Blueprint Meso Z1 Rare (V)
Neo Z1 Rare (V)
Neo Z2 Rare (V)
Neo Z4 Rare (V)
Neuroptics 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)
Chassis Meso A2 Uncommon (V)
Meso W1 Uncommon (V)
Neo A2 Uncommon (V)
Neo K1 Uncommon (V)
Axi L3 Uncommon (V)
Axi O3 Uncommon (V)
Systems Lith Z1 Rare (V)
Lith Z2 Rare (V)
Meso Z2 Rare (V)
Meso Z3 Rare (V)

Blueprint Meso Z1 Rare (V)
Neo Z1 Rare (V)
Neo Z2 Rare (V)
Neo Z4 Rare (V)
Neuroptics 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)
Chassis Meso A2 Uncommon (V)
Meso W1 Uncommon (V)
Neo A2 Uncommon (V)
Neo K1 Uncommon (V)
Axi L3 Uncommon (V)
Axi O3 Uncommon (V)
Systems Lith Z1 Rare (V)
Lith Z2 Rare (V)
Meso Z2 Rare (V)
Meso Z3 Rare (V)

Lith/Meso/Neo/Axi refer to Void Relics
(V) Denotes Vaulted Void Relics
(B) Denotes Baro Ki'Teer Exclusive Void Relic


Notes

  • Zephyr Prime, compared to ZephyrIcon272 Zephyr:
    • Higher Armor (75 vs. 15)
    • Higher Energy (150/225 vs. 100/150)
    • Higher Sprint Speed (1.2 vs. 1.15)
    • Different Polarities (Madurai PolMadurai PolVazarin PolNaramon Pol vs. Madurai PolNaramon Pol)
    • 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 TailWind130xDark 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 PrimeIcon272 Rhino Prime and Nova PrimeIcon272 Nova Prime.

Media

  • Zephyr Prime's helmet.
  • Zephyr mid-flight

Vaultings

  • On December 4th, 2019, it was announced that Zephyr Prime would enter the Prime Vault and its relics retired from the drop tables on December 17th, 2019, along with TiberonPrime Tiberon Prime and KronenPrime Kronen Prime. Any preexisting components or fully-built frames will remain as is.

See also

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

Edit Tab

Lightweight

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.

Abilities 

Expand All

TailWindModU15 ZephyrTailWind
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.


Energy Discount while Airborne: 12.5

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)
Expand


AirburstModU15 ZephyrAirburst
ENERGY
50
KEY
2
Airburst
Generate a burst of massively dense air that explodes on contact and sends enemies flying. Launch Airbursts into Tornadoes to make them grow.


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:3 (number of projectiles)
? m (projectile width)
100 m (travel distance)
Expand


TurbulenceModU15 ZephyrTurbulence
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


TornadoModU15 ZephyrTornado
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 enemies engulfed in Tornadoes to do additional damage.
Strength:50 / 75 / 100 / 120 (damage)
Duration:10 / 12 / 15 / 20 s
Range:15 / 17 / 20 / 25 m (spawn radius)
Misc:4 (number of tornadoes)
? m (cast range)
6 / 9 m (tornado heights)
2 / 5 m/s (move speeds)
5 m (pull radius)
100% (absorbed damage distribution)
Expand

Collapse All


Strength Mods

IntensifyModU145

Duration Mods

ContinuityModU145

Range Mods

StretchModU145

ZephyrTailWind ZephyrTailWind ZephyrTailWind
ZephyrAirburst ZephyrAirburst
ZephyrTurbulence ZephyrTurbulence
ZephyrTornado ZephyrTornado ZephyrTornado

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Edit Tab

ZephyrIcon272 Zephyr can be equipped with the following items:

Cosmetics

Augments

See also

Edit Tab

Update 25.7
  • Zephyr's Tail Wind will now terminate early if you fly into a wall or similar (similar to Rhino Charge).

Update 25.6

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

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

Hotfix 23.1.1

  • 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

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

Update 23.0

  • 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

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

Hotfix 22.20.3

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

Update 22.20

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

Update 22.17

  • 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

  • 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.

Hotfix 22.16.3

  • 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

  • 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

  • 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

  • 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

  • Excluded Reactant and Index Point pickups from Tornado.

Update: The Silver Grove

  • Conclave: Increased speed and damage of Tailwind.

Update: Specters of the Rail

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

Update: Lunaro

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

Hotfix 18.13.2

  • 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 20pxFunnel Clouds Augment is equipped.

Update 18.5

  • 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

  • Fixed an error causing Grineer Ramparts to ignore Turbulence

Update 17.5

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

Hotfix 17.3.1

  • Conclave: Increased the damage of Dive Bomb.

Update 17.2

  • Fixed Dive Bomb FX lingering underwater when using Archwing.

Update 17.0

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

Update 16.10

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

Hotfix 16.8.3

  • Reverted the change to Turbulence introduced in Update 16.8.

Update 16.8

  • Fixed Turbulence affecting enemies outside of its range.

Update 16.7

  • 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

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

Hotfix 16.3.3

Update 16.3

  • 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

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

Update 15.13

  • 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

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

Hotfix 15.7.2.1

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

Hotfix 15.7.2

  • Augment: Added a 3 second delay on players losing Mod TT 20pxJet 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

Update 15.5

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

Hotfix 15.2.1

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

Hotfix 15.0.7

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

Hotfix 15.0.5

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

Hotfix 15.0.1

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

Update 15.0

  • Augment: Dive Bomb - Mod TT 20pxDivebomb 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

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

Update 13.3

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

Hotfix 13.0.6

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

Update 13.0

  • 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

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

Hotfix 12.4.2

  • 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

  • Zephyr abilities added to Codex/Enemy drops.

Update 12.4

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

Update 12.3

  • Fixed remaining issues with Turbulence letting most shots through.

Update 12.2

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

Hotfix 12.0.5

  • Fixed issue where Dive Bomb does not deal damage.

Hotfix 12.0.4

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

Hotfix 12.0.2

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

Hotfix 12.0.1

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

Update 12.0

  • Introduced.
Last updated: Hotfix 23.0.8

Edit Tab

Images

Videos

--ZEPHYR PRIME--

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