Bring a good weapon for hitting Tornadoes - primary or secondary preferably, but melee or an archgun also work. This is a necessary step. The build is nonfunctional without a way to deal good damage to Tornadoes.
Keep Turbulence(your 3) active at all times - almost every attack in the entire game is a projectile, and thus is redirected and blocked by Turbulence. This also protects allies and any defense objectives you happen to be floating near.
Due to running high range for Spectrorage, Turbulence's range is high enough to entirely block explosive projectiles like Bombard rockets, leaving you only vulnerable to melee attacks.
Wherever possible, be airborne, to prevent yourself from taking damage from melee attacks.
If you have excess energy, hold-to-cast Tail Wind(your 1) to float in midair and keep your passive +150% critical chance active.
Cast Spectrorage(your 2) and hold-to-cast Tornado(your 4) for stationary tornadoes in its center - use this whenever you need to protect a defense objective, an excavator, or just want to turn a group of enemies into a bunch of orbs.
Spectrorage will attract enemies into itself, which will cause them to be caught up in the tornadoes. Shoot the tornadoes to multiply your critical damage and kill enemies to generate energy orbs through Spectrosiphon - this generates an average of one orb per two enemies, which will pay for itself after an average of fourteen enemies - or, if Arcane Energize activates, an average of two enemies.
- Replacing Airburst with Spectrorage+Spectrosiphon - High range causes enemies to enter the ring of mirrors but be caught up by tornadoes before they can damage them, allowing for consistent energy generation at the cost of an ability that has no synergy:
- Airburst was changed to no longer enlarge Tornadoes - they spawn with the increased range Airburst used to give them, and it is accordingly useless for this build, as Spectrorage attracts enemies much more efficiently.
Quick Thinking - With an energy pool of 638 and a way to generate massive amounts of energy efficiently, Quick Thinking prevents any damage that slips past Turbulence(from, say, Lich or Sister abilities) from killing you.
Low Power Strength - Zephyr functionally does not benefit from Power Strength - Tornadoes pass 100% of the damage dealt to them to all enemies in range regardless of Power Strength, and benefit more from a weapon with high critical chance than increasing their mediocre base damage.
Speed Drift - There are very few Exilus options that are meaningful, as this build scales primarily with weapon damage, and the cast speed bonus makes Turbulence easier to maintain safely.
If you're concerned about using energy pads, or just don't want to wait around for Energizing Dash, swap Speed Drift for Preparation to spawn with maximum energy.
Power Donation - Provides allies with additional ability strength, but makes Spectrorage marginally more fragile. Under normal conditions this is mitigated by Tornadoes. Swap to taste. Corrosive Projection is also useful. Aerodynamic is also nice, though the damage reduction is more useful for allies than you.
Molt Efficiency - Gives higher ability duration than Constitution, giving the build space for Rolling Guard, further increasing survivability with a panic button.
Arcane Eruption - Extremely funny and effective, but can be swapped for an Arcane of your choice.
If approximately 500,000 damage is dealt to a single Tornado, it will break, becoming unable to pass damage to pass damage to enemies. If this happens to all three tornadoes, recast them to refresh their ability to pass damage.
Aiming while Tail Wind is active will dramatically slow your movement speed. Crouching, however, will give you a short boost of movement speed in the direction you're going, as if you were airsliding.
Tail Wind as a channeled ability has an exceptional energy cost and will constantly pull energy orbs to you, so floating high enough that Vacuum or Fetch can only pick up energy orbs directly below you can increase your overall energy efficiency. This will usually not be necessary, however.
While Tail Wind is being channeled, casting Turbulence or Tornadoes will not interrupt reloading or firing, and you can begin reloading or firing while still in the casting animations for Turbulence and Tornadoes.