Última edición, 15-04-2018 por JARVIII

Agilidad en el aire aumentada y velocidad de caída reducida.

Nota: Lightweight :Due to her Oxium composition, 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.

VientodeCola(H) VientodeCola(S)
Viento de Cola
Desde el suelo mantén y suelta para propulsar a Zephyr hacia el cielo haciendo que flote en el aire. Desde el aire, presiona para arremeter hacia adelante, o apunta hacia abajo para hacer una bomba en picado sobre los enemigos.

Energy Discount while Airborne: 12.5

Fuerza:250 / 300 / ? / 500
Duración:30 / ? / ? / 30 m/s (air speed)
≤ 5 / 7.5 / 10 / 12.5 m (hover height)
Alcance:1.5 / 1.6 / 1.8 / 2 m (contact radius)
4 / 5 / ? / 7 m (explosion radius)
Misc:? s (dash duration)
≤ ? / ? / ? / 10 s (hover duration)
1 / 2 / 3 / 5 m/s (dive initial speed)

  • Zephyr generates a powerful gust of wind for propulsion, as she soars toward the aiming reticle at a speed of 30 / ? / ? / 30 meters per second for ? seconds. While in flight, Zephyr rides an air current with a 1.5 / ? / ? / 2 meters radius, which inflicts 250 / 300 / ? / 500 damage and knockdown to all enemies it contacts.
    • Air speed is affected by Ability Duration, while dash duration is not.
    • Contact damage is affected by Ability Strength.
    • Contact radius is affected by Ability Range.
    • Casting Tail Wind while Zephyr is airborne halves the energy cost, which is affected by Ability Efficiency.
    • If cast from the ground, aiming at any direction propels Zephyr forward, while aiming straight down causes Zephyr to skyrocket upward. Holding the ability key (default 1 ) instead prepares Zephyr for a Hover Jump technique.
    • If cast while airborne, aiming at any direction propels Zephyr forward, while aiming straight down or at a slight angle toward the ground causes Zephyr to perform a Dive Bomb technique.
    • Zephyr maintains a portion of the momentum generated by Tail Wind once the dash ends.
    • Each Tail Wind dash resets Aim Glide, allowing Zephyr to perform this maneuver repeatedly without landing.
  • Zephyr executes different aerial combat techniques with Tail Wind depending on the activation conditions:

  • While Zephyr is on the ground, holding the ability key (default 1 ) for up to 2.5 seconds causes Zephyr to brace for launch as she generates force for liftoff. Once fully charged, Zephyr skyrockets upward to a maximum height of 5 / 7.5 / 10 / 12.5 meters; enemies within a 4 / 5 / 6 / 7 meters radius around the launch point are inflicted 250 / 300 / ? / 500 damage and suffer a knockdown. At the apex of the jump, Zephyr suspends herself in midair and hover in place for up to ? / ? / ? / 10 seconds at full charge.
    • Jump damage is affected by Ability Strength.
    • Explosion radius is affected by Ability Range.
    • Hover height is affected by Ability Duration, while hover duration is not.
    • Charging animation speed is affected by Talento natural and Speed Drift.
    • Due to Hover Jump requiring Zephyr to be on land, Tail Wind consumes the full energy cost.
    • Releasing the ability key before a full charge results in reduced height and hover duration based on the amount of time spent charging.
    • Zephyr cannot move away or perform Maneuvers while hovering, but can aim freely, fire and reload primary and secondary weapons, as well as cast abilities.
    • Casting Tail Wind again, rolling (default Shift ) or using quick melee attack (default E ) will cancel hovering. Using the melee method can transition directly into a melee ground slam when aiming downward.
  • Cannot charge for jump when Zephyr is airborne. Activation in midair will result in a dash or dive bomb instead.
  • While charging, a charge meter appears around the aiming reticle that gradually fills clockwise.

  • While Zephyr is airborne, casting Tail Wind downward causes Zephyr to nose dive into the ground at an initial speed of 1 / 2 / 3 / 5 meters per second; during the dive, Zephyr will continue to accelerate until impact. On impact, Zephyr creates an explosion in a 4 / 5 / 6 / 7 meters radius around the landing point that inflicts 250 / 300 / ? / 500 base damage amplified by height of the dive, as well as Knockdown on all enemies in range.
    • Base damage is affected by Ability Strength, while initial speed is not.
    • Total explosion damage depends on the height at which Tail Wind is activated:
      • Total explosion damage is calculated by multiplying the base damage by 0.2 × Activation Height (e.g., activating Tail Wind at 15 meters will yield 0.2*15*500 = 1,500 damage at max rank).
      • Activating Dive Bomb at a height less than 4 meters will only inflict base damage.
    • Damage bypasses obstacles in the environment and does not decrease with distance.
    • Explosion radius is affected by Ability Range.
  • Tail Wind will only activate [[]] if the required height is achieved.
  • Performing a dive bomb during a Bullet Jump causes Zephyr to softly rebound away from the landing point and back into the air.

  • Activating Tail Wind multiple times allows Zephyr to propel herself farther into the air, effectively simulating flight. There is a slight cooldown between activation.
  • Can be used to pass through Laser Barriers unharmed in most cases.
  • Zephyr is vulnerable to crowd control via staggers and knockdowns while using Tail Wind.
  • If Tail Wind is cast on the ground it will not interrupt reloading. However, if Tail Wind is cast in the air it will interrupt reloading.
  • Air current visual effects and hover jump charge meter are affected by Zephyr's chosen Warframe energy color.

Fijación de objetivos
Artículo principal: Fijación de objetivos

Divebomb Vortex is a Warframe Augment Mod for Zephyr that makes Dive Bomb pull enemies within its radius towards the impact point. {{#lsth:Fijación de objetivos|Stats}}

  • Propelling from the ground is inefficient, it's recommended to jump and dash vertically for more distance.

Maximización es una forma de especialización: los mods se pueden mezclar para dar lugar a valores que varían entre los límites enumerados aquí. Haga clic en cualquier vínculo maximizado para aprender a crearlo.


  • After second activation of this ability gravity increases to normal until Zephyr lands (confirmed as bug in Community Hot Topics).
  • Occasionally, when "Tail-winding" closely to an Extraction point on Solo, Zephyr's body will be frozen in Tail Wind state, as she supposedly locks herself into the Extraction pod with all her limbs properly placed.

Estallido Aéreo EstallidoAéreoIcono
Estallido Aéreo
Genera un estallido masivo de aire denso que explota al contacto y manda a volar a los enemigos. Lanza Estallido Aéreo en los tornados para hacerlos crecer.

Energy Discount while Airborne: 25

Fuerza:200 / 300 / 400 / 500 (contact and explosion damage)
Alcance:4 / 5 / 7 / 8 m (explosion radius)
Misc:3 (number of projectiles)
? m (projectile width)
100 m (travel distance)

  • Zephyr launches 3 projectiles towards her aiming reticle. Airburst projectiles travels rapidly, spanning ? meters in width. Airbursts explode in a 4 / 5 / 7 / 8 meters radius, knocking back and ragdolling all enemies in range and inflicting 200 / 300 / 400 / 500 damage upon contact with an enemy, surface of having reached 100 meters.
    • Number of projectiles is not affected by mods.
    • Contact and explosion damage are affected by Ability Strength.
    • Explosion damage does not diminish with distance.
    • Explosion radius is affected by Ability Range, while projectile width and travel distance are not.
    • Airburst projectiles have innate Punch Through and can bypass certain objects in the environment (e.g. closed doors).
  • Launching Airburst into Tornadoes increases their height.
  • The casting cost of Airburst is halved when Zephyr is airborne.
  • Airburst is a one-handed action and does not interrupt reloading.
  • Each projectile have a flight time and will continue to travel until it hits an enemy or a solid object.
  • Airburst projectiles cannot break reinforced Corpus ship windows.
  • The explosion can damage objects and enemies through walls and other cover.

  • Airburst is an effective way to deal with large swarms of enemies, especially melee, and when they are huddled together.
  • Airburst allows players to apply crowd-control effects on enemies in the distance.
  • Synergizes well with Zephyr's Tail Wind as the latter allows Zephyr to stay airborne longer, halving the casting cost of the ability.
  • Allows players to make Tornadoes, which aren't affected by Ability Range mods, larger. This increases the suction range of the Tornadoes.

Maximización es una forma de especialización: los mods se pueden mezclar para dar lugar a valores que varían entre los límites enumerados aquí. Haga clic en cualquier vínculo maximizado para aprender a crearlo.


Turbulencia(H) Turbulencia(S)
Crea un escudo de viento alrededor de Zephyr, redirigiendo todos los proyectiles entrantes.
Duración:10 / 12 / 15 / 20 s
Alcance:3 / 4 / 5 / 6 m

  • Zephyr surrounds herself in turbulent winds that alter the trajectory of incoming bullets and projectiles, creating a wind shield with a 3 / 4 / 5 / 6 meter radius.
    • The shield is spherical and reliably deflects any and all visible projectiles with noticeable flight times (e.g., Deras, Plasma Rifles, Ogris, and Pyrotechnic Ogris), even if fired from within the shield and even if Zephyr is not the target. As these types of projectiles are deflected, their damage (disregarding area damage) is effectively negated.
    • On the other hand, hitscan bullets (from weapons that fire instant shots with no flight time, such as assault rifles, snipers and the likes) behave differently than their projectile counterparts. They too get deflected but in a highly unreliable way as follows:
      • Probably a bug, deflected bullets tend to snap to predefined angles around the enemy, creating static "trails" that subsequent bullets will follow as well. If Zephyr moves into one of these trails, she will get hurt. Managing to avoid them will technically grant complete immunity, even though this is only realistically feasible in tightly controlled environments. They seem to form more evidently if the enemy is firing from a longer range than their weapons are targeted at. Bullets that don't follow trails will appear to be fired at random wide angles.
    • The shield follows Zephyr for the ability's duration.
    • Duration is affected by Power Duration.
    • Power Strength does not seem to have any impact on this ability's unaugmented effects. However, it does have effects which are both noticeable and quantifiable if Zephyr has the Jet Stream Warframe Augment mod equipped.
      • If the Jet Stream mod is equipped, then the bonuses provided by the mod -- appropriate to its rank -- will scale up/down with Power Strength. This is most easily noticeable when observing sprint speed or projectile speed with a very high total Power Strength.
    • Shield radius is affected by Power Range.
      • It is important to keep a power range value above the -50% mark (around 3 meters radius). Any lower and Zephyr will start taking damage even from projectile bullets with flight time, more notably fast-travelling ones, as the physics engine allows bullets to pierce the shield for some distance before being redirected.
      • Power Range does not seem to have any effect on how hitscan bullets are being deflected, no matter the distance of the firing enemy. This behavior has changed multiple times before (see below). Projectiles with flight time instead look like they simply bounce off the sphere.
  • Turbulence protects Zephyr from incoming projectiles but does not make Zephyr immune to all forms of damage or crowd control. While Turbulence is active, Zephyr is vulnerable to:
    • Status Effects, staggers, and knockdowns.
    • Area-of-effect attacks and explosions (e.g., Shockwave MOA attacks, Ogris rocket explosions, Ignis area damage, and Seismic Shockwaves).
      • The homing effect of Bombard rockets will cause them to turn around and follow a player given adequate room to maneuver following deflection. Placing an obstacle or enemy in between you and the missile will cause it to detonate on said obstruction. Currently, this deals knockdown but not damage to enemies (unknown if bug).
    • Melee attacks (non-projectiles).
  • Cannot be recast while active and has a recast delay of 1.5 seconds.
  • In Conclaves, Turbulence can shield against projectile abilities like Shuriken and thrown melee weapons such as the Glaive and Kestrel.
  • Turbulence has been tweaked and modified in its behavior multiple times since Zephyr's introduction, causing much confusion in the community. The day-one implementation of Turbulence presented "holes" all around in which any bullet, hitscan or not, could pass through and hit the player. More recent iterations involved not one but two radii of effect, the smaller one exclusive to projectile weapons and a bigger one that acted as an aura that would cause a simple accuracy debuff on hitscan-geared enemies within it. Because of that, at high levels, enemy AI could compensate for the redirecting effect of Turbulence, making it useless for deflecting hit-scan weaponry at such levels. As of hotfix 17.9.1 (time of testing of the information presented in this article) this seems to be no more the case. On the other hand, the weird and difficult-to-research phenomenon of the "trails" above discussed has survived since the very introduction of Zephyr.

Corriente en chorro
Artículo principal: Corriente en chorro

Jet Stream is a Warframe Augment Mod for Zephyr that grants Turbulence the ability to provide additional movement speed and projectile speed for Zephyr and nearby allies. {{#lsth:Corriente en chorro|Stats}}

  • Turbulence is very effective in either Corpus or Void missions, as most enemies have projectile weapons. Even then, attention is required as Elite Crewman, Oxium Osprey, Corrupted Heavy Gunner and all Corpus melee units can still breach Turbulence.

Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.

Tornado(H) Tornado(H)
Crea mortales tornados que buscan y engullen enemigos. Los tornados causan daño elemental basado en el tipo de daño que más han absorbido. Dispara a los tornados para causar daño adicional a los enemigos engullidos.
Fuerza:50 / 75 / 100 / 120 (damage)
2x (initial damage multiplier)
Duración:10 / 12 / 15 / 20 s
Alcance:15 / 17 / 20 / 25 m

  • Zephyr forms a maximum of 2 / 2 / 3 / 4 tornadoes within a radius of 15 / 17 / 20 / 25 meters that violently pull enemies along their paths. Each tornado inflicts 50 / 75 / 100 / 120 damage per second to affected enemies and lasts over a duration of 10 / 12 / 15 / 20 seconds. Damage ticks occur at a rate of 4 per second. When a tornado forms, its initial damage tick will also be multiplied by 200%.
    • Damage per second and initial damage multiplier are affected by Power Strength, and the damage decreases with distance.
    • Each tick of damage has a moderate status chance. Enemies affected by the status effect will have their shields reduced by 75% for 4 seconds.
    • Enemies are ragdolled as they're pulled in. Affected enemies spiral to the top of a tornado where they are violently ejected. Enemies can remain trapped within a tornado if there is a surface, such as a ceiling, that impedes their movement through the funnel.
    • Tornadoes are not obstructed by the environment.
    • Duration is affected by Power Duration.
    • Formation radius is affected by Power Range.
    • Tornadoes typically form near enemies within the area of effect and will seek out enemies should they be within range.
  • Each tornado is capable of having its default damage type changed by absorbing Elemental Damage.
    • A tornado can have its damage type modified by many damage sources, including weapons and abilities from Tenno and enemy units (e.g., striking a tornado with an unmodified Dark Sword will change the damage type to Radiation, and a Volatile Runner that explodes near a tornado will change the damage type to Blast).
    • The damage type of a tornado can be changed multiple times. However, each elemental damage type has its own priority: , , ,
      Gas n Gas
      , , , , , , and (ranked from highest to lowest).
    • The damage type of a tornado will not be changed if the new damage type has a lower priority than the current damage type (e.g., changing the default Magnetic damage to Corrosive damage, which has the highest priority, will prevent the tornado's new damage type from being changed by other sources for the ability's duration).
    • The hierarchy does not apply to a tornado's default Magnetic damage as it can be changed regardless of priority. The hierarchy does apply when the tornado absorbs elemental damage for the first time (e.g., shooting a tornado for the first time with Toxin damage will change the damage type from Magnetic to Toxin; however, shooting a tornado for the first time with Magnetic damage followed by Toxin damage will not alter the damage type).
    • If the damage source deals multiple elemental damage types, then a tornado will be charged with the highest-priority damage type (e.g., shooting a tornado with a weapon that deals 100 Viral damage and 500 Radiation damage will cause the tornado to deal Viral damage).
    • A tornado will not deal combined elemental damage by absorbing two base elemental damage types (e.g., a tornado will not inflict Blast damage by shooting it with Cold damage and Heat damage from different sources).
  • Tornado's visual effects are modified by each elemental damage type.
  • Cannot be recast while active.

Nube embudo
Artículo principal: Nube embudo

Funnel Clouds is a Warframe Augment Mod for Zephyr that increases the number of active Tornadoes while decreasing their size and removes their ability to pick up enemies. {{#lsth:Nube embudo|Stats}}

  • Due to high proc rate, Tornado can be used to apply status effects to masses of enemies.
    • Viral can be used to reduce mobs health by 50% regardless of level.
  • Each of 4 spawned tornadoes can have different elements.
  • Tornadoes will fling enemies trapped within them in random directions after a period of suspending them midair if there is nothing impeding upward thrust (i.e., ceiling). Otherwise, they will stay in the tornado for the full duration.
    • This can greatly lower the damage and CC it is capable of if the enemies are ejected early, making it much more powerful and effective in lower roofed tilesets as opposed to open areas Zephyr thrives in for mobility.

Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.

  • Maximized Power Duration increases the duration to 56.4 seconds.
    • Reduces formation radius to 8.5 meters.
  • Maximized Power Efficiency reduces cost to 25 energy.
    • Reduces the duration to 8 seconds
  • Maximized Power Range increases formation radius to 62.5 meters.
    • Reduces damage to 48 per second and initial damage multiplier to 80%.
  • Maximized Power Strength increases damage to 358.8 per second and initial damage multiplier to 598%.
    • Increases cost to 155 energy.
    • Reduces duration to 14.5 seconds.

  • On some occasions, a bug may prevent you from casting Tornado if there are no enemies in range.
  • If another Zephyr is in the stage and casts Tornado, then their duration will appear for you as well, although it does not prevent you from casting it yourself.
  • Due to a bug introduced in Update 13 (?) Warframe abilities with timers can be reset to 0 by jumping into any abyss allowing Zephyr to recast Tornado although the ability hasn't finished resulting in more than 4 Tornadoes on the map.
  • Multiple bugs prevent Tornado from working correctly when not hosting.

  • Mods de Fuerza


    Mods de Duración


    Mods de Alcance


    VientodeCola(S) VientodeCola(S) VientodeCola(S)
    BombaenPicado(S) BombaenPicado(S)
    Turbulencia(S) Turbulencia(S)
    Tornado(S) Tornado(S) Tornado(S)