Shhhh its a secret
TL:DR - Float in the air, amp secondary damage with 2, shoot the nados. Profit.
Gameplay
Turn on your 3 to become invulnerable to all gun damage and float with your 1 for [Zephyr]'s Passive.
Press and Hold 4 to create stationary Tornados.
Spam 2 while airborne to pull enemies into the Tornados and buff your Secondary Weapon Damage.
Shoot the Tornados to deal the gun damage to everyone ragdolled by the Tornados.
Playing with Zephyr? SHOOT THE TORNADOS.
Abilites and Synergies
Passive - 150% Crit Chance with weapons while airborne.
Speaks for itself, stay airborne and run high Crit Damage weapons.
Tail Wind (1) - Press 1 to launch in the direction of your aiming reticule. Press and hold 1 while airborne to Hover in the air. Press 1 while airborne and aiming at the ground to Dive Bomb creating a shockwave that will knockdown enemies around the impact zone.
Using the 1 to become airborne is almost useless. Mainly used for the Hover as it keeps your Crit Chance Passive active. When you Hover, the ability becomes channeled, draining your energy per second and removing Zenurik energy vamp. To counter this, float above the ground within vacuum range to pick up energy orbs to maintain. Dive Bomb can be used in a pinch for extra CC as needed.
Airburst (2) - Press 2 to throw a slice of dense air in the direction of your aiming reticule. The air explodes on impact with a surface pulling in enemies around it. Press and Hold 2 to push enemies away instead.
Do not use the Press and Hold Push. One handed action with a crazy Augment boosting Secondary Weapon Damage by up to 500%. While airborne Airburst's energy cost is halved. [Airburst Rounds](Augment) duration can be refreshed by hitting another enemy with Airburst(2). This refresh does not overwrite the current bonus. Example: Hitting 10 Enemies will provide 336% bonus Secondary Weapon Damage for 30 seconds. If you then recast and hit 1 enemy, the bonus will stay as 336% Secondary Weapon Damage and the duration will refresh to 30 seconds.
Turbulence (3) - Creates a shield of air that surrounds [Zephyr] redirecting projectiles like enemy [Ogris] bullets and causes [Zephyr] to completely avoid Enemy hitscan weapons.
Effectively makes [Zephyr] invulnerable to all enemy weapon fire. You are still vulnerable to enemy melee weapons, so float with Tailwind(1) outside of their range.
Tornado (4) - Press and Hold 4 to create 3 stationary Tornados. Press 4 to create 3 Tornados that move around the arena. Tornados pick up and ragdoll enemies within 10m. Pick up radius is not affected by mods.
Always use the stationary Tornados, moving Tornados are useless. Shooting the Tornados distributes 100% total weapon damage to all enemies ragdolled by the Tornado. Crit Damage dealt to the Tornados is multiplied by 200% applied after weapon mods. Tornados will also change elemental damage based on the damage they absorb, not useful in practice as Tornados themselves provide negligible damage. THE BONUS WEAPON CRIT DAMAGE MULTIPLIER IS APPLIED TO [Zephyr] AND HER ALLIES WHO SHOOT THE TORNADOS.