Zephyr Prime
The Eye of the Storm
Tornadoes that multiply your weapon's hits, behind Turbulence bullet immunity
CONFIGURATION
Customize to edit modsMOD CAPACITY
72 / 742 remainingRank 30 · Orokin Reactor · 60 base + 14 aura capacity
ABILITIES
Zephyr PrimePASSIVE Zephyr moves faster and falls slower while airborne. Also gain 150% Critical Hit chance with weapons while airborne.
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.
CEPHALON FIELD GUIDE
How to play this build.
Tenno. Turbulence deflects every bullet aimed at you, so on defense you just stand next to the objective. Tornadoes are damage multipliers: shoot an electric or gas weapon into them and every enemy caught inside eats your hit three times, or eleven with Funnel Clouds. Airburst vacuums a crowd into the funnels from 40m out. Float with Tailwind for a crit bonus and to stay off the ground.
How it works
Tornado's pull and damage radius is locked at 10m regardless of Range; three stationary tornadoes make a ~20m overlapping cluster.
Range instead boosts Airburst to ~20m so you can pull enemies from 40m+ into the cluster, and boosts Turbulence coverage.
An AoE crit weapon hitting all three tornadoes and the enemy inside is roughly a 19x multiplier, or up to 67x with the 11-tornado Funnel Clouds augment.
Strength is dumped because it only affects the frame's own tornado damage, not the redistributed weapon damage.
Playstyle
1.
Keep Turbulence up on cooldown; stand it over defense objects.
2.
Hold 4 for three stationary tornadoes, tap 4 for three homing ones.
3.
Jump and hold 1 to hover for a +150% additive crit bonus and to stay off the ground.
4.
Tap 2 (Airburst) near a tornado's edge to vacuum enemies in.
5.
Shoot the tornadoes with an electric or gas weapon.
Duration, Efficiency, Range, Strength
Duration for comfortable Turbulence uptime and faster Tailwind; Tornado's base is long and Airburst ignores it.
Efficiency from Streamline plus Primed Flow plus Equilibrium plus Archon Stretch.
Range for Airburst and Turbulence, not Tornado.
Strength is irrelevant and floored.
The mods
Narrow Minded, Primed Continuity are the Duration.
Overextended, Archon Stretch, Augur Reach set the Range, with Archon Stretch feeding passive energy off electric weapons in the tornadoes and Augur Reach feeding the gate.
Streamline is Efficiency.
Primed Flow, Equilibrium are the energy base.
Brief Respite aura is backup gating.
Flexible slots
Funnel Clouds over Augur Message for AoE and high-spread weapons (11 tornadoes, up to 67x).
Natural Talent if you skip cast-speed shards.
Rolling Guard for the vulnerable window between Turbulence recasts.
Target Fixation for a Tailwind-slam meme.
Helminth
Pick one.
Subsume over Tailwind or Airburst.
- Silence to stop Violence dispelling Turbulence and to block Eximus abilities.
- Tempest Barrage for a corrosive-and-viral zone that tornadoes multiply up to ~34x.
- Nourish for low-Strength viral on weapons without overweighting status.
- Spectrorage with Spectrosiphon for squad energy if you lack Arcane Energize.
Arcanes
Arcane Concentration for the Duration spread, Arcane Circumvent for a roll-strip that pairs with grouping.
Molt Efficiency or Aegis as swaps.
Focus
Unairu for a full armour and shield strip on a grouped tornado cluster, which is exactly what electric and gas want at high levels.
Madurai for cast speed.
Zenurik for energy.
Weapon synergy
AoE and high-spread weapons that hit multiple tornadoes at once: Trumna, Kuva Zarr, Tenet Arca Plasmor, Bubonico alt-fire.
Electric if the weapon has no innate element, gas or blast if it has heat or toxin.
Galvanized and Condition Overload mods do nothing (tornadoes hold no status), so run flat damage instead.
Staying alive
Turbulence blocks all projectiles; the rest is the ~30s recast window covered by Rolling Guard and Brief Respite.
It fails to melee, AoE and environmental status that bypass Turbulence, and to a Violence dispel (bring Silence).
Energy
Primed Flow plus Equilibrium plus Archon Stretch at 130% Efficiency.
Where it struggles
Melee enemies ignore Turbulence, so hover.
The recast window is a real vulnerability.
Bosses.
Single-target weapons waste the tornado multiplier.
Variants
A zero-forma budget non-Prime build.
A Jet Stream speedrun and open-world build.
Strengths and weaknesses
Strong: near-total projectile immunity, a huge weapon multiplier, strong grouping and defense, scales to level cap.
Weak: melee- vulnerable, recast gaps, weapon-carried, no Strength scaling.
Who runs this
Players who want a defense and survival frame that ignores gunfire and turns any AoE weapon into a room-clearing nuke.