TailWindModU15.jpeg ZephyrTailWind.png

强度:? / ? / ? / 750 DmgSlashSmall64.png 切割伤害(顺风)
? / ? / ? / 4500 DmgImpactSmall64.png 冲击伤害(俯冲轰炸)
持续时间:? / ? / ? / 30 m/s(空速)
范围:1.5 / 1.6 / 1.8 / 2 m(空中距离)
3 / 4 / 5 / 7 m(俯冲轰炸爆炸范围)

Zephyr在地面消耗 25 能量或者在空中消耗 12.5 能量来产生一股风力,并以30米/秒的速度向瞄准方向飞行。飞行中,风能对1.5 / 1.6 / 1.8 / 2 m范围内所有接触的敌人造成750DmgSlashSmall64.png 切割伤害。

    • Energy cost and energy discount are affected by Ability Efficiency.
    • Air speed is affected by Ability Duration.
    • Contact damage is affected by Ability Strength.
    • Contact radius is affected by Ability Range.
    • Dash duration and knockdown are not affected by mods.
    • 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 Icon rmb.png while in midair) to reactivate this maneuver after each successive dash.
  • 根据不同的条件,Zephyr的顺风会有不同的使用模式。

  • 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 ? / ? / ? / 4,500 base DmgImpactSmall64.png 冲击 damage amplified by height of the dive, as well as Knockdown on all enemies in range.
    • Base damage is affected by Ability Strength.
    • 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 bypasses obstacles in the environment and does not decrease with distance.
    • Explosion radius is affected by Ability Range.
    • Initial speed is not affected by mods.
  • Dive Bomb will only activate MiniMapMod.png震地冲击 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.

  • While Zephyr is airborne, holding down the ability key then releasing it (default 1) causes Zephyr to expend 12.5 energy then drain 5 energy per second to immediately arrest her momentum then sustain her altitude in a continuous hover. While hovering in the air, Zephyr may attack with, switch and reload her weapons, as well as cast her abilities; as she hovers, Zephyr may also glide along the horizontal plane using the movement keys (default WASD) at a reduced movement speed, accelerate by using Sprint (default hold LShift), and slide toward the directional input (default WASD + hold LCtrl) to strafe quickly.
    • Activation energy cost is affected by Ability Efficiency, and the energy drain per second is affected by both Ability Efficiency and Ability Duration.
      • Activation energy cost is already discounted by half the amount due to Zephyr being required to be airborne to activate Glide. Energy drain per second is not discounted however.
    • MiniMapMod.png能量虹吸 and other energy restoring effects are deactivated while Hover Glide is channeled. However, ArcaneEnergize64x.png 充沛赋能, Orokin Void Death Orb energy restores, Syndicate effects such as Blight and Entropy can still restore energy.
    • Glide speed is affected by movement speed and sprint speed buffs and mods, such as MiniMapMod.png急流.
  • Hover Glide will automatically deactivate when Zephyr's energy pool fully depletes, upon touching a horizontal surface, performing a Tail Wind dash, dodge roll (default tap LShift), jump (default Spacebar), bullet jump (default LCtrl + Spacebar), quick melee attack or melee slam attack (default E).
  • Cannot be activated while Zephyr is grounded. If already active, holding down the ability key results in a Tail Wind dash.

  • 多次释放顺风可以让Zephyr在空中飞行更长的距离。每次释放技能之间有较小的间隔。
  • 大多数情况下可以无伤穿过激光栅栏
  • Zephyr在使用顺风的时候很容易把扎堆的敌人击倒或者推开。
  • 顺风在使用时会中断其他动作。
  • 气流效果和悬停计时的能量颜色取决于Zephyr的Warframe能量颜色。



目标入定ZephyrIcon272.png Zephyr战甲强化MOD,它能够增加在空中使用TailWind130xDark.png 顺风时对每一敌人的伤害。

  • 在地面使用技能实际效果不好,建议跳起来在高处使用技能。

  • 第二次使用技能以后,Zephyr会恢复到正常的重力,直到Zephyr落地为止。
  • 偶尔,当使用"顺风"靠近撤离点的时候,Zephyr会被冻结在“顺风”的姿态上,这是因为当撤离的时候提取吊舱会锁死她的四肢,并放在对应的位置上进行撤离。