Zephyr is an aerial Warframe built around wind-based movement, allowing her to glide and maneuver through the air with exceptional control.
She excels at crossing large areas quickly and attacking enemies from elevated positions using her wind-themed abilities.
Players who enjoy mobility and airborne combat will find Zephyr a highly effective Warframe capable of dominating from above.
How To Get Zephyr?
Zephyr can be crafted once you obtain her Main Blueprint and Component Blueprints, which can be done by replicating them.
These need to be researched in a Tenno Lab, located in a Clan Dojo, and afterward, the blueprints may be replicated using Credits.
Additionally, you may also purchase Zephyr for 275 Platinum, which will provide you with the Warframe already fully built.
Zephyr Crafting Requirements
Zephyr Main Blueprint
- 25,000 Credits
- 1 Zephyr Neuroptics
- 1 Zephyr Chassis
- 1 Zephyr Systems
- 1 Orokin Cell
Zephyr Neuroptics
- 15,000 Credits
- 150 Circuits
- 200 Oxium
- 200 Polymer Bundle
- 500 Salvage
Zephyr Chassis
- 15,000 Credits
- 200 Oxium
- 900 Nano Spores
- 50 Rubedo
Zephyr Systems
- 15,000 Credits
- 1 Control Module
- 200 Oxium
- 500 Polymer Bundle
- 400 Plastids
How To Get Zephyr Prime?
Zephyr Prime is the enhanced variant of Zephyr, released on March 20th, 2018, featuring increased armor, energy, and sprint speed alongside the Tiberon Prime and Kronen Prime.
Stat Comparison
Base Stat | Zephyr | Zephyr Prime |
Health | 555 | 555 |
| Shield | 555 | 555 |
Armor | 105 | 135 |
| Energy | 150 | 225 |
Sprint Speed | 1.1 | 1.15 |
Zephyr Prime Void Relics
Main Blueprint | Chassis Blueprint | Neuroptics Blueprint | Systems Blueprint |
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Zephyr Prime Crafting Requirements
Zephyr Prime Blueprint
- 25,000 Credits
- 1 Zephyr Prime Neuroptics
- 1 Zephyr Prime Chassis
- 1 Zephyr Prime Systems
- 5 Orokin Cell
Zephyr Prime Neuroptics
- 15,000 Credits
- 3 Neural Sensors
- 250 Oxium
- 350 Plastids
- 4,250 Alloy Plate
Zephyr Prime Chassis
- 15,000 Credits
- 2 Nitain Extract
- 2 Tellurium
- 3,600 Ferrite
- 300 Oxium
Zephyr Prime Systems
- 15,000 Credits
- 2 Argon Crystal
- 3 Neurodes
- 550 Cryotic
- 3,175 Nano Spores
If you would like to know some of the effective “Zephyr Builds” then check out the below link:
Zephyr Abilities
Passive Ability
Zephyr becomes significantly more maneuverable while airborne, descending at a slower rate and maintaining exceptional control as she moves through the air.
Her passive also grants her weapons a powerful 150% Critical Chance bonus while airborne, which stacks with other effects that further increase her Critical Chance.
1) Tail Wind
Activating this ability while in midair allows Zephyr to perform a dash forward while aiming down will cause her to dive bomb enemies below her.
When holding this ability while she is airborne, Zephyr will hover with reduced movement speed, allowing her to stay midair longer.
Tail Wind (Max Rank)
Stat | Value | Affected By |
Drain | 25 Energy | Ability Efficiency |
| Drain/Second | 5 Energy | Ability Duration/Efficiency |
TAILWIND | ||
Air Range | 2 Meters | Ability Range |
| Air Speed | 30m/s | Ability Duration |
Damage | 750 Slash | Ability Strength |
| DIVE BOMB | ||
Radius | 7 Meters | Ability Range |
| Damage | 4,500 Impact | Ability Strength |
Augment Mods:
- Target Fixation allows you to reset Zephyr’s bullet jump after casting Tail Wind. Each enemy hit will increase the damage of Tail Wind, which resets when she is on the ground for a short period. Obtained from Red Veil/New Loka.
2) Airburst
Zephyr launches a burst of massively dense air, which causes an explosion that damages enemies within its radius.
Holding the ability will send enemies flying, while tapping the ability will pull enemies closer to the area of impact.
Airburst (Max Rank)
Stat | Value | Affected By |
Drain | 50 Energy | Ability Efficiency |
| Damage | 500 Physical | Ability Strength |
Radius | 8 Meters | Ability Range |
| Damage Growth/Enemy | 35% | N/A |
Augment Mods:
- Airburst Rounds cause Airburst to provide Zephyr’s secondaries with bonus damage for every enemy hit. Obtained from Red Veil/New Loka.
3) Turbulence
Zephyr tosses a targeting beacon at a location or surface, which marks the area for a devastating laser artillery strike.
After the targeting beacon is thrown, a large laser is fired down on the surface, damaging enemies in the area.
Turbulence (Max Rank)
Stat | Value | Affected By |
Drain | 75 Energy | Ability Efficiency |
| Duration | 20 Seconds | Ability Duration |
Shield Radius | 6 Meters | Ability Range |
Augment Mods:
- Jet Stream causes Turbulence to increase Movement Speed and Projectile Speed for Zephyr and her allies. Obtained from Red Veil/New Loka.
4) Tornado
Zephyr creates deadly tornadoes that seek out enemies, engulfing them to deal elemental damage based on what damage type they absorb while lifting them into the air.
Shooting enemies that are engulfed by the tornadoes will result in additional damage being dealt to them.
Tapping the ability will create wandering tornadoes that seek enemies, while holding the ability will create stationary tornadoes.
Tornado (Max Rank)
Stat | Value | Affected By |
Drain | 100 Energy | Ability Efficiency |
| Duration | 20 Seconds | Ability Duration |
Tornadoes | 3 | N/A |
| Damage/Second | 160 Physical | Ability Strength |
Radius | 25 Meters | Ability Range |
Augment Mods:
- Funnel Clouds alters this ability to release additional tornadoes that are smaller in size, which no longer pick up enemies. Obtained from Red Veil/New Loka.
Verdict
Zephyr is excellent for fast movement and open-world missions thanks to her ability to stay airborne and travel long distances with ease.
Her Turbulence provides strong protection while her Tornado and Airburst abilities offer powerful crowd control and damage options.
Once mastered, Zephyr becomes a smooth, high-mobility Warframe capable of controlling fights while maintaining a constant advantage in the air.



