Used by Zephyr

Tail Wind
Hold while airborne to hover Zephyr with reduced movement. From the air, tap to dash forward, or aim down to dive bomb enemies below.
Introduced in Update 12.0 (2014-02-05)

Anchored Glide
Disable Zephyr's reduced airborne gravity. Increase Ability Strength by 15%.
ZephyrDisable Zephyr's reduced airborne gravity. Increase Ability Strength by 15%.
Max rank drain ~7; see rank table on the augment page.
Ability dossier · Tail Wind
Use Tail Wind to set up Airburst, or follow Airburst with Tail Wind while enemies are vulnerable.
Use Tail Wind to set up Turbulence, or follow Turbulence with Tail Wind while enemies are vulnerable.
Use Tail Wind to set up Tornado, or follow Tornado with Tail Wind while enemies are vulnerable.
Stack the stats that actually move this ability’s needle, then Efficiency for uptime.
| Mission | How to Use It |
|---|---|
| Steel Path Survival / Defense / Disruption | Test whether Tail Wind still clears or enables clear when enemies are dense and overlevelled. |
| Mobile Defense / Excavation | Use Tail Wind to control or delete the swarm on the objective, then reposition. |
| Exterminate / Capture Speed Runs | Cast Tail Wind only when it saves time — skip it on empty tiles. |
| Spy / Rescue / Quiet Routes | If Tail Wind is loud or forces combat, save it for after the vault; if it’s stealth-friendly, use it to stay safe. |
Vs similar tools on other frames — Tail Wind is tuned for Zephyr’s loop — don’t judge it as a standalone subsume without the rest of the kit.