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![]() 1 ![]() -12.5 (airborne) +5/s hovering |
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. Introduced in Update 12.0 (2014-02-05) |
![]() ![]() 2,250 / ? / ? / 4,500 (dive bomb ![]() |
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![]() 4 / 5 / 6 / 7 m (explosion radius) | |||
Misc:
1 s (dash duration) |
Info
- Zephyr generates a powerful gust of wind for propulsion, expending
25 energy while grounded or
12.5 energy while airborne, to soar toward the aiming reticle at a speed of
30 meters per second for 1 second. While in flight, Zephyr rides an air current with a
1.5 / 1.6 / 1.8 / 2 meters radius, which inflicts
375 / ? / ? / 750
Slash damage and
Knockdown to all enemies it contacts.
- If cast from the ground, aiming at any direction propels Zephyr forward, while aiming straight down causes Zephyr to skyrocket upward.
- If cast while airborne, aiming at any direction propels Zephyr forward, while aiming straight down or within a 45 degree angle toward the ground causes Zephyr to perform a Dive Bomb technique.
- Zephyr maintains a portion of the momentum generated by Tail Wind once the dash ends.
- If Zephyr slams into an obstacle such as a wall during her dash, she can immediately break away from the surface by performing a wall jump (default Spacebar ).
- At the end of each Tail Wind dash, Aim Glide will be reset. To repeatedly aim glide without landing, Zephyr must first stop aiming then aim down sights (default hold RMB while in midair) to reactivate this maneuver after each successive dash.
- Zephyr executes different aerial combat techniques with Tail Wind depending on the activation conditions:
- While Zephyr is airborne, casting Tail Wind directly downward or within a 45 degree angle toward the ground, causes Zephyr to nose dive to the location at an initial speed of 1 / 2 / 3 / 5 meters per second; during the dive, Zephyr will continue to accelerate until impact. On impact, Zephyr creates an explosion in a
4 / 5 / 6 / 7 meters radius around the landing point that inflicts
2,250 / ? / ? / 4,500 base
Impact damage amplified by height of the dive and
Knockdown.
- Total explosion damage depends on the height at which Tail Wind is activated:
- Total explosion damage is calculated by multiplying the base damage by 0.2 × Activation Height (e.g., activating Tail Wind at 15 meters will yield 0.2 × 15 × 4500 = 13,500 damage at max rank).
- Activating Dive Bomb at a height less than 4 meters will only inflict base damage.
- Damage requires Line of Sight from the point of impact to enemies
- Damage does not decrease with distance.
- Total explosion damage depends on the height at which Tail Wind is activated:
- Dive Bomb will only activate
Heavy Impact if the required height is achieved.
- Performing a dive bomb during a Bullet Jump causes Zephyr to softly rebound away from the landing point and back into the air.



- Hover Glide's energy drain is not converted into shields by Augur Mods.
- Zephyr cannot replenish energy using
Energy Vampire,
Rally Point, Rift Plane's innate energy regeneration, Squad Energy Restores,
Energy Siphon,
Energy Nexus,
Dreamer's Bond, and/or
Wellspring while the Hover Glide is active.
- Energy Orbs, Orokin Void Death Orb's energy restores,
Rage,
Hunter Adrenaline,
Spellbound Harvest,
Arcane Energize, and
Emergence Dissipate's Energy Motes can still replenish Zephyr's energy while the Hover Glide is active.
- Despite it's constant energy drain and the above energy interactions common with other channeled abilites, Hover Glide is NOT considered a channeled ability. As such, any Incarnon evolutions, Arcanes, or anything else requiring an active channeled ability will not be triggered by Hover Glide.

- Activating Tail Wind multiple times allows Zephyr to propel herself farther into the air, effectively simulating flight. There is a slight cooldown between activation.
- Can be used to pass through Laser Barriers unharmed in most cases.
- Casting Tail Wind interrupts reloading.
- Air current visual effects are affected by Zephyr's chosen Warframe energy color.
Augment

- Main article: Target Fixation
Target Fixation is a Warframe Augment Mod for Zephyr that increases
Tail Wind's damage for every enemy it hits, and applies a 2-second grace period when touching the ground before the buff is lost. It also resets double jump and bullet jump.
Tips & Tricks
- Propelling from the ground is inefficient, it's recommended to jump and dash vertically for more distance.
- Aim glide can be used to significantly increase the distance traveled, as all momentum is conserved for the duration of the aim glide.
Maximization
This calculator feature is sunsetted on the wiki. It may not see further updates, but will be present on articles for the time being since some people still find use for them. See User blog:Cephalon Scientia/Sunsetting of Maximization Calculators for more details.
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Bugs
- After second activation of this ability gravity increases to normal until Zephyr lands (confirmed as bug in Community Hot Topics).
- Occasionally, when "Tail-winding" closely to an Extraction point on Solo, Zephyr's body will be frozen in Tail Wind state, as she supposedly locks herself into the Extraction pod with all her limbs properly placed.