The Wind Rider Zephyr is, after a well-done general rework, a great and versatile warframe with abilities that cover both Tanky and Crowd Control resources, as well as offensive skills. With reduced friction and longer gliding time, she’s a fun warframe with high mobility and access to unique strategies while Airborne.
Her Prime version also displays higher armor, energy capacity, and sprint speed, as well as an additional polarity.
How to Craft Zephyr?
All Zephyr's blueprints can be researched from the Tenno Lab in the dojo.
Zephyr Blueprint Price - Tenno Lab Research
Zephyr Neuroptics - Tenno Lab Research
Zephyr Chassis - Tenno Lab Research
Zephyr Systems - Tenno Lab Research
Warframe- 72 Hours
Components - 12 Hours
Zephyr Overview and Best Weapon Options
Zephyr’s Abilities involve great mobility boosts, crowd control tools, and offensive attacks. Tailwind and Turbulence can turn Zephyr into a very tanky warframe, Airburst is a great way to reunite enemies in a single point, and then the Tornados will finish the job.
Striking from the skies above, Zephyr descends slower and has improved aerodynamics that 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.
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
375 / ? / ? / 750 Dash Slash damage
2,250 / ? / ? / 4,500 Dive bomb Impact damage
Duration: 30 Meters per second of air speed
1.5 / 1.6 / 1.8 / 2 Meters of contact radius
4 / 5 / 6 / 7 Meters of explosion radius
1 Seconds of dash duration
≤45° Dive bomb angle
1 / 2 / 3 / 5 Meters per second of dive initial speed
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.
Energy Discount while Airborne: 25
Strength: 200 / 300 / 400 / 500 Contact and explosion damage
Range: 4 / 5 / 7 / 8 Meters of explosion radius
50 % Status chance
100 Meters of travel distance
35 % Damage growth per enemy hit
30 % Parazon Mercy health threshold
2 Seconds of pull force duration
Creates a windshield around Zephyr, redirecting all incoming projectiles.
Duration: 10 / 12 / 15 / 20 Seconds
Range: 3 / 4 / 5 / 6 Meters
Create deadly tornadoes that seek out and engulf enemies. Tornadoes deal with 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 Seconds
Range: 15 / 17 / 20 / 25 Meters of spawn radius
2 / 2 / 3 / 3 Number of tornadoes
100 % Absorbed damage distribution
200 % Critical damage multiplier
9 Meters of tornado height
2 / 5 Meters per second of move speed
10 Meters of pull radius
4 Damage ticks per second
With the particular build setup we’re gonna discuss below, the best primary weapon is, by far, the Fulmin, with Epitaph as a secondary weapon option. For melee Zephyr wants a fast and versatile weapon, so the Redeemer would fit perfectly. Of course, if you can afford the Prime or Vandal versions, the better. Use as many Forma on them as you see fit to achieve the desired build, and you'll be good to go!
Primary Weapon - Fulmin
Secondary Weapon - Epitaph
Melee Weapon - Redeemer
Zephyr Best Builds
Zephyr - Airborne Turret Build
Aura Mod - Aerodynamic
Exilus Mod - Aviator
- Transient Fortitude
The idea of the build goes like this: You need to stay Airborne by holding Tail Wind after jumping, and from there reunite enemies in a single point using Airburst, then Tornado, and shooting with the Fulmin at the tornado for status damage spread, achieving high damage numbers. Turbulence will protect you along while airborne along with Aerodynamic and Aviator
To achieve that, you need to focus on Range first, Strength, Efficiency and then Duration, but none of the values should go lower than 100% at any point. For dramatically better results, replace the mods in the setup with their Prime or Umbral versions.