
Overview: Zephyr rains death from above, conjuring walls of wind to protect her allies and drifting twisters to disrupt her foes. She can be researched in the Tenno lab of your clan dojo. Zephyr also has a minigame called Happy Zephyr based on the Flappy Bird mobile game. It can be bought from Cephalon Simaris, or accessed by equipping Zephyr and selecting the Z tab in appearance.
Prime: Zephyr prime is currently vaulted, meaning that you’ll need to ask friends and clanmates if they have the relics, try your luck on the trading channel or simply wait for an unvaulting event. Zephyr prime comes with additional armour, energy capacity and sprint speed.
Special: The oxium used in her construction leaves Zephyr much lighter than other frames – she falls slower and has greater control in the air. While airborne, Zephyr gains bonus critical chance with all weapons. If you hate the reduced gravity effect, the Anchored Glide augment can be placed in the exilus slot to swap it for a bonus 15% power strength.
Pros: Decent shield and health values combined with high manoeuvrability mean Zephyr can take a bit more punishment than most caster frames. Add in Turbulence (3) and you are almost impervious to ranged attacks. Furthermore (when used correctly) her Tornadoes (4) can deal huge damage with moderate crowd control. She can add a movement and projectile speed buff to Turbulence (3) via the Jet Stream augment – great for shotgun users!
Cons: Her reduced gravity can be a bit odd to get used to, area attacks can bypass Turbulence (3) and her Tornadoes (4) can be hard to place effectively, meaning she can be frustrating.
Powers: Use Tail Wind (1) to flit around the map, hold the ability key to hover in place or dive into targets on the ground for area damage. Zephyr deals damage to anyone in her path, which can be boosted by the Target Fixation augment, granting a damage bonus for everyone struck and resetting when you spend two seconds on the ground. This ability is cheaper if cast while airborne.
Ragdoll hapless foes with Airburst (2) or send the projectiles into your four summoned Tornadoes (4) to increase their height for significant (if erratic) crowd control.
Ragdoll hapless foes by holding Airburst (2) to launch a ball of dense air that explodes on contact with a surface – or tap the ability to pull enemies in when the ball detonates. Airburst will deal damage to anything is passes through as well as anything caught in the detonation. The Airburst Rounds augment will grant you bonus secondary weapon damage for each target struck.
Generate an aura of Turbulence (3) rendering Zephyr and nearby allies almost impossible to strike from range. Try the Jet Stream augment to boost allied movement and projectile speed – great with shotguns or the Redeemer, as it will reduce damage drop-off from range!
Summon deadly Tornadoes (4) to draw in and trap hapless foes, spinning them round and hurling them into the air while dealing damage. Firing weapons or powers into your summoned Tornado (4) will spread status effects and damage to all enemies trapped inside them, while also changing the innate damage of the vortex – turn them into firenadoes with heat or plaguenadoes with viral. Holding the cast button will make stationary vortexes, while tapping will let them seek out enemies – the closest wandering vortex will move to wherever you are aiming, allowing you to “pilot” the effect. Try the Funnel Clouds augment to generate more, smaller vortexes that lack the trap effect.
Opinion: Zephyr is a niche frame that works well in open maps like Plains of Eidolon, and you rarely see her in other missions. She can be a real team player with the right mindset, protecting allies and objectives with Turbulence (3) or spawning Tornadoes (4) to control avenues of approach and multiply other sources of damage – so you might consider her as an unusual support frame, if you can handle her hunger for energy.