
Tank / Defense
Command the power of the wind. Zephyr’s cyclonic abilities protect her, deal high damage, and provide crowd control. She swoops in from above and leaves a path of destruction.
Warframe dossier
Command the power of the wind. Built around Tail Wind, Airburst, Turbulence.
Zephyr moves faster and falls slower while airborne. Also gain a percentage Critical Hit chance with weapons while airborne.
Energy 25
Hold while airborne to hover Zephyr with reduced movement. From the air, tap to dash forward, or aim down to dive bomb enemies below.
Augment
Anchored GlideOpen augment →Energy 25
Launch a burst of massively dense air. Hold to send enemies flying, tap to pull them toward the burst. Damage increases per enemy hit.
Augment
Jet StreamOpen augment →Energy 25
Create deadly tornadoes that seek out and engulf enemies. Tornadoes deal the elemental Damage Type they absorb the most. Shoot engulfed enemies to inflict extra damage. Hold for stationary tornadoes or tap for wandering ones.
Augment
Funnel CloudsOpen augment →Creates a wind shield around Zephyr, redirecting all incoming projectiles.
Hold while airborne to hover Zephyr with reduced movement.
Launch a burst of massively dense air.
Create deadly tornadoes that seek out and engulf enemies.
Match the priority to your main ability — Strength or Duration first for most kits, then Efficiency, then Range.
| Mission / Context | Rating | Why |
|---|---|---|
| Steel Path Survival / Defense / Disruption | Zephyr is a S-tier Steel Path pick because Tail Wind still works when every spawn is overlevelled. Hold while airborne to hover Zephyr with reduced movement. | |
| Mobile Defense / Excavation | Zephyr wins Mobile Defense / Excavation by parking Tail Wind on the objective instead of chasing stragglers. Hold while airborne to hover Zephyr with reduced movement. | |
| Exterminate / Capture Speed Runs | Usable on speed runs, but Zephyr’s tank / defense kit usually wants longer objectives than a 3-minute Exterminate. Hold while airborne to hover Zephyr with reduced movement. | |
| Spy / Rescue / Nightmare | Loud kit. Leave Spy / Rescue to invis or silence frames; Tail Wind doesn’t make Zephyr quiet. Hold while airborne to hover Zephyr with reduced movement. | |
| Open World / Bounties | Fine on clustered camps, but sparse open-world travel underuses Zephyr unless you love Tail Wind. Hold while airborne to hover Zephyr with reduced movement. Command the power of the wind. | |
| Long-Range Gunplay / Eidolon-Style Content | Zephyr wants pack clear or finishers, not pure long-range; Tail Wind won’t save an Eidolon-style loadout. Hold while airborne to hover Zephyr with reduced movement. |
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