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Zephyr Prime
Warframe · Warframe

Zephyr Prime

A Prime Warframe that retains Zephyr's airborne mobility, projectile redirection, and enemy-control kit, with a different listed frame profile.

Released Mar 20, 2018

Consider Zephyr Prime if you want Zephyr's wind abilities and airborne weapon benefits alongside the Prime version's listed profile: 135 armor, 175 power, and sprint speed 1.15, with 455 health and shields. Her abilities work as described for Zephyr, including Turbulence's projectile redirection and Tornado's engulf-and-shoot interaction. (Evidence: wf-equipment-lotus-powersuits-tengu-zephyrprime:record; wf-equipment-lotus-powersuits-tengu-zephyrprime:details)

TypeWarframeMastery requirement0Armor135Health455Shield455
Zephyr Prime GUIDE

Understand Zephyr Prime

Useful when…

  • Maintaining airborne movement and weapon use while benefiting from her airborne passive.
  • Redirecting incoming projectiles with Turbulence.
  • Controlling enemy placement with Airburst's pull or knock-away modes.
  • Using stationary or wandering Tornadoes and shooting engulfed enemies.

What does Zephyr Prime do?

Zephyr Prime has the same listed abilities as Zephyr. Tail Wind can hover her while airborne when held, dash forward when tapped, or dive-bomb enemies below when aimed down and tapped. Airburst launches dense air: tap to pull enemies toward the burst or hold to send them flying; damage increases per enemy hit. Turbulence creates a wind shield that redirects incoming projectiles. Tornado creates tornadoes that seek and engulf enemies; they deal the elemental damage type they absorb most, and shooting engulfed enemies inflicts extra damage. Hold Tornado for stationary tornadoes or tap for wandering ones. Her passive increases movement speed and slows falling while airborne, and grants weapon critical-hit chance while airborne; no numeric critical bonus is provided.

When is the airborne kit useful?

The passive makes altitude directly relevant to movement and weapon use. Tail Wind gives options for maintaining position, moving forward, or striking below. Airburst can group enemies before follow-up attacks or knock them away, depending on whether you tap or hold. Tornado's stationary and wandering modes support different positioning needs, while Turbulence offers a projectile-redirection defense. When enemies are engulfed by Tornado, shoot them to use the stated extra-damage interaction.

How does her Prime profile differ from regular Zephyr?

Zephyr Prime lists 455 health and shields, 135 armor, 175 power, and sprint speed 1.15. Regular Zephyr lists the same health and shields, 105 armor, 100 power, and sprint speed 1.1. The Prime's listed polarities are two Madurai, one Vazarin, and one Naramon, with a Vazarin aura; regular Zephyr lists Madurai and Naramon polarities and the same aura polarity. These profile differences may matter when fitting a build to available slots, but the figures do not establish a universal upgrade priority.

What should I avoid assuming?

Turbulence is described as redirecting projectiles, so do not assume it redirects every attack or prevents all damage. Airburst's pull and knock-away require different inputs. Tornado's damage type depends on what it absorbs most, and its extra-damage condition is to shoot engulfed enemies. The airborne critical-hit bonus is stated without a value, so do not assign it a specific percentage from this information.

How does she compare with regular Zephyr?

The Prime shares Zephyr's listed ability descriptions and passive. Its profile has 30 more armor, 75 more power, and 0.05 higher sprint speed in the provided figures, while health and shields are equal. Its polarity arrangement also differs. Choose based on the frame profile and slot configuration relevant to your build; the supplied comparison does not establish which option is preferable for every player.

Limitations and tradeoffs

  • Its play pattern still rewards being airborne, so a grounded approach uses less of the stated passive.
  • The Prime profile has different polarities, which may change how a specific mod arrangement fits.
  • Projectile redirection should not be read as universal damage protection.

Common mistakes to avoid

  • Treating Turbulence as protection against all incoming damage instead of projectile redirection.
  • Using Airburst's hold mode when the goal is to pull enemies together.
  • Assuming Tornado has a predetermined damage type or that its extra-damage condition triggers without shooting engulfed enemies.
  • Assuming the airborne critical bonus has a known numeric value.

Effects and reference details

Detailed properties

Listed health455
Listed shields455
Listed armor135
Energy175
Sprint speed1.15
Foundry Credits25,000
Foundry time72 hours
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.

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 engulfed enemies to inflict extra damage. Hold for stationary tornadoes or tap for wandering ones.

References and version

Game data version: Pinned public export

Zephyr Prime — WARFRAME Wiki ↗
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