The bird queen, air elemental, most underappreciated frame - Zephyr!

Release date: 2014-02-05

Passive: Striking from the skies above, Zephyr is significantly lighter in comparison to other Warframes, dramatically altering her airborne physics. While airborne, Zephyr’s equipped weapons gain a 150% Critical Chance bonus.
Tail Wind - From the ground, charge and release to launch Zephyr into an airborne hover. From the air, tap to dash forward, or aim down to dive bomb enemies below.
Airburst - Launch a burst of massively dense air. Hold to send enemies flying, tap to pull them toward the burst. Damage increases per enemy hit.
Turbulence - Creates a wind shield around Zephyr, redirecting all incoming projectiles.
Tornado - Create deadly tornadoes that seek out and engulf enemies. Tornadoes deal the elemental damage type they absorb the most. Shoot enemies engulfed in Tornadoes to do additional damage.

Acquisition: Zephyr’s blueprints can be researched from the Tenno Lab in the dojo.

  • @Kaldo
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    17 days ago

    Energy nexus is really underrated, I’ve started putting it on some frames like Cyte and it’s makes for a much smoother experience.

    c/RoastMyBuild? https://i.imgur.com/8hfHTDB.jpeg (might actually be an interesting idea for a community)

    If #3 alone is not enough for survivability I think I’ll replace streamline with rolling dodge or primed redirection, I’m probably being too paranoid about energy usage.

    Dunno about the aura slot, maybe I should be a good samaritan and reforma to fit in Power Donation?

    It’s actually tough to make build when you can’t just hyperfixate on strength, I’m not used to it lol. We have so much room for activities

    • KeegenOP
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      217 days ago

      That’s pretty much exactly the same as my build, just with Augur Message instead of Rolling Guard and a different aura. You even got the same Arcanes as me! I also got 2 Tau duration shards (which is where the extra duration comes from), 2 normal casting speed ones and a Tau parkour velocity one to make bulletjumps go fast (sometimes 1 is just TOO FAST!)