Understand Airburst Rounds
Useful when…
- Use Airburst hits to increase secondary damage temporarily.
- Follow up with a secondary weapon while the bonus is active.
Effect and duration
Each enemy hit by Airburst increases secondary damage. At rank 0, the bonus is 10% for 5 seconds; at rank 2, it is 30% for 11 seconds; at rank 3, it is 40% for 14 seconds. The effect is specified per enemy hit; no stack cap or stacking behavior is stated.
Fit and trigger
This Rare Standard Zephyr augment has Zenurik polarity, base drain 6, and maximum rank 3. It requires hitting enemies with Airburst to increase secondary damage. The listed effect applies to secondary damage; it does not specify a bonus to primary weapons or Airburst itself.
Other Zephyr augments
The other listed Zephyr augments affect different abilities: Target Fixation changes Tail Wind, Funnel Clouds adds tornadoes with stated size and pickup tradeoffs, and Jet Stream increases movement and projectile speed during Turbulence. Choose based on the ability effect you want.
Limitations and tradeoffs
- The secondary-damage increase requires Airburst to hit enemies and lasts for the listed duration.
- It uses a standard mod slot and has base drain 6.
Common mistakes to avoid
- Expecting the bonus without hitting enemies with Airburst.
- Applying the listed secondary-damage bonus to primary weapons.






