Understand Target Fixation
Useful when…
- Building Tail Wind damage through successive enemy hits
- Resetting Zephyr's bullet jump when casting Tail Wind
Effect and reset condition
At maximum rank, each enemy hit increases Tail Wind damage by 100%. The damage bonus resets after Zephyr has been on the ground for 2 seconds. Casting Tail Wind also resets Zephyr's bullet jump. At rank 0 the per-hit increase is 40%; rank 2 gives 80%.
Practical use and constraints
The augment rewards sequences in which Tail Wind hits enemies while Zephyr avoids remaining grounded for 2 seconds. A prolonged ground pause clears the accumulated damage bonus. The effect concerns Tail Wind damage; the supplied effect does not specify changes to other abilities or weapon damage.
Fit and rank investment
Target Fixation is a standard Zephyr mod with Zenurik polarity, base drain 6, and maximum rank 3. The rank 2-to-3 step costs 120 Endo and 5,796 Credits, raising the per-enemy increase from 80% to 100%.
Other Zephyr augment choices
Airburst Rounds builds secondary weapon damage when Airburst hits enemies. Jet Stream adds movement speed and projectile speed while Turbulence is active. Anchored Glide disables Zephyr's reduced airborne gravity and adds Ability Strength. They support different ability and movement priorities than Target Fixation's Tail Wind damage chain.
Limitations and tradeoffs
- Its damage bonus resets after being on the ground for 2 seconds.
- Base drain 6 competes with other standard Zephyr mod choices.
Common mistakes to avoid
- Staying grounded for 2 seconds and expecting the accumulated Tail Wind damage bonus to persist.
- Treating the per-hit increase as a bonus to all of Zephyr's damage.






