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Zephyr Prime

Zephyr: Ensnare/Resonator/Larva - Tornado Crowd Control

by last updated 3 years ago

30

Take to the skies with this golden bird of destruction.

13 VOTES
2 COMMENTS

ITEM RANK

30

60 / 60

APPLY CONDITIONALS

ENERGY
225
HEALTH
555
SHIELD
555
SPRINT SPEED
1.15
DURATION
100%
EFFICIENCY
100%
RANGE
100%
STRENGTH
100%
ARMOR
135
Damage Reduction
31%
EFFECTIVE HIT POINTS
1,545
Guide
2 Comments
Zephyr Prime builds
Builds by F1ameBlade

Zephyr: Ensnare/Resonator/Larva - Tornado Crowd Control

Zephyr Gameplay Guide

[Zephyr] combines crowd control and situational defensive tools to provide her entire team with great quality of life boosts. Most of her damage comes from specific gimmicks tied to each ability but a good build can pull them off without jumping through too many hoops. The passive provides a free critical chance bonus which can benefit many meta weapons.

📝 Build Overview 📝

Tornado and Airburst are solid crowd control tools but this build also utilizes a slightly weaker damage combo with [Funnel Clouds]. This variant relies on meta weapons to scale to the level cap but it can struggle against status immune enemies.

🔢 Helminth Options 🔢

Tail Wind is a decent ability but it's the weakest link in this setup. Airburst is necessary to boost the size and range of [Funnel Clouds] and it has good crowd control potential in this build.

Ensnare is a strong crowd control tool that allows you to setup the Tornado combo with [Funnel Clouds]. Using Airburst is another option but it can make the Tornadoes large before you get the strategy setup and you won't be able to group enemies while they're being held by a Tornado.

Resonator is a great option in large rooms and doesn't have the redundancy with Airburst that exists with other options. It may need the [Conductor] augment to be more consistent on some tilesets even when you're in a large room as it can wander too far from your setups.

Larva is a cheaper version of Airburst that doesn't increase the size of Tornadoes from the [Funnel Clouds] augment. This can be used for specific setups without having to worry about your Tornadoes separating enemies.

Quality of life options that don't scale with Strength are great if you want to rely entirely on Airburst to bring enemies together. Turbulence should keep you protected from most attacks so we'd be looking for tertiary offensive abilities like Energized Munitions or Dispensary.

Other abilities are decent but provide a lot of redundancy due to the existence of operator mode and the previously mentioned abilities.

📊 Ability Stats 📊

Range and Duration are the primary stats in a crowd control build. Efficiency is boosted to give us a more lenient energy economy at the cost of Strength.

⏲️ Duration ⏲️

Duration is slightly increased so that you can spend more time attacking your Tornadoes. [Primed Continuity] should be enough but flex mods can be swapped with Constitution or Augur Message. Narrow Minded hurts Range and should only be used on smaller tilesets.

⛽ Efficiency ⛽

Efficiency is boosted by [Streamline] to keep the energy economy in check. Tornado is expensive and you're usually using it multiple times to set up combos along with the rest of your abilities. Fleeting Expertise is stronger but it has negative synergy with upkeep on abilities with Duration scaling.

📏 Range 📏

Range is necessary for crowd control abilities to feel impactful. It can be lowered on smaller tilesets by removing [Augur Reach] or Stretch. Replacing a flex mod for Narrow Minded is another option for setups that rely on small chokepoints.

💪 Strength 💪

Strength is unnecessary for this build as we're using our weapons rather than our abilities to deal with enemies. [Overextended] lowers the Strength by such a degree that you'd have to spend multiple mod slots to bring it back to being viable with buff abilities.

↔️ Alternate Playstyles ↔️

Most builds utilize tools that can be swapped out to serve the same purpose albeit in a different manner. The following suggestions are an outline and aren't exhaustive.

🔧 Mods 🔧

  • [Brief Respite] synergizes with the constant ability spam in this build and provides an additional source of survivability. It can be replaced with any other aura if you're relying on Rolling Guard or Operator mode.
  • [Anchored Glide] is only used because it's a cheap source of Strength and gets rid of the slightly annoying reduced gravity from her passive. It can be replaced with any other exilus mod as you see fit.
  • Streamline is the primary flex mod in this build and should be replaced if you're confident in your energy economy.
  • [Augur Reach] and [Stretch] are flex mods on small tilesets. Narrow Minded can also be slotted in if you're camping a small hallway or chokepoint.
  • [Rolling Guard] is the secondary survival option in this build and can be cut if you're relying entirely on shield gating or Operator mode.
  • [Funnel Clouds] significantly increase the damage from Tornado combos but it isn't necessary on some build variants. It isn't great when used against small groups of enemies and can be inconsistent when using the wandering Tornadoes. Replace it with any other mod if you're having issues.

⚙️ Arcanes ⚙️

Arcane Energize synergizes with [Primed Flow] and keeps your energy topped off. It can be replaced if you have other strong forms of energy recovery either through abilities or other energy support frames. Offensive arcanes like Arcane Avenger or Arcane [Fury] are usually the call.

Arcane Velocity is primarily run for the [Kuva Nukor] synergy. It should be replaced if you're using a strategy that focuses on a specific weapon. Tertiary offensive arcanes like Arcane Strike or Arcane Acceleration are usually the call.

📋 Final Notes 📋

[Zephyr]'s passive is easy to activate and the game rewards you for constantly jumping around and staying in the air. Enemy accuracy is lowered and your hitbox fits more easily inside the Turbulence shield. The decreased gravity can be annoying to deal with in some tilesets as you can float too high and get stuck against geometry on the ceiling.

Hovering with Tail Wind and aiming with a weapon will cause you to do an aim glide animation that decreases the size of your hitbox. This can make even minimum range Turbulence builds have a consistent chance to redirect projectiles. Doing a slide while hovering has the same effect.

Turbulence has issues redirecting projectiles at extremely low Range values. Anything above 60% should allow you to redirect most attacks but some large rockets will still hit you even when you're at baseline Range. Recommending a Range threshold for every mission would significantly increase the length of this guide so it's best to find a combination of mods that suits your playstyle.

Tornado now holds enemies in a similar manner to other Vortex style crowd control abilities. [Funnel Clouds] can have the same affect by throwing Airburst at the smaller Tornadoes to increase their range and give them the ability to lift enemies. Shooting at multiple overlapping Tornadoes to hit a single enemy is a strong combo that can exponentially multiply your damage. This works against entire groups if you've placed your Tornadoes in chokepoints or if you've manipulated their spawns to be near each other.

🔄 Linked Builds 🔄

Frames

Weapons

Other Necessary Tools

📧 Contact Information 📧

Remnants of the Void / Phantom Vanguard Discord Server
If you have any questions or concerns please contact us through the Discord server. We appreciate all forms of support and welcome any criticism designed to help us improve. If you enjoyed this guide you can also support us by giving it a 👍 and sharing it with your friends!

This build is part of a collection that you can either find on the builder's profile or through a special bot we have in the Discord server. We have builds for every item in the game and we're adding new ones frequently. Come check it out!

🏆 Credits 🏆

  • NICHE - Developed tools that made generating builds far easier.
  • Dragazer - Helped to clarify certain melee interactions.
  • Marr - Helped with proofreading original build format.

🛑 Disclaimers 🛑

This build may make certain assumptions about mechanics that can change after a patch. Multiple unnecessary forma may be used to facilitate more options across multiple builds with one polarity plan. Certain sub-optimal mods may be run to fit them into the forma polarity plan. We do not make builds that purposely attempt to abuse mechanics that aren't intended by the developers. None of these previous statements are excuses for a fundamentally incorrect build and we ask that you please contact us when we're wrong. We do not consent to anyone other than the original author of this guide posting it without permission.