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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. Introduced in Update 22.12 (2018-02-09) |
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Misc:
50 % (status chance) | |||
Subsumable to Helminth |
Info
- Zephyr launches a rapidly traveling slice of dense air towards her aiming reticle, expending
50 energy while grounded or
25 energy while airborne. Upon colliding with a surface or travelling its maximum distance of 100 meters, the slice explodes in a
4 / 5 / 7 / 8 meters radius, inflicting
200 / 300 / 400 / 500
Impact,
Puncture, and
Slash damage with a 50% Status Chance as well as
Knockdown and
Ragdoll. Each enemy hit directly by the slice also increases Airburst's damage by 35%.
- Tap the ability key (default 2 ) to pull enemies towards the center of the blast. Hold down the ability key to push enemies away instead.
- Airburst's pull force lingers for 2 seconds on the surface it collides with, during which the affected enemies remain ragdolled and gradually slide toward the center.
- Damage distribution is 18.75%
Impact, 12.5%
Puncture, and 68.75%
Slash.
- Airburst projectiles have innate punch through and can bypass certain objects in the environment (e.g. closed doors).
- Tap the ability key (default 2 ) to pull enemies towards the center of the blast. Hold down the ability key to push enemies away instead.
- The explosion can damage objects and enemies through walls and other cover.
- Casting Airburst is a One-Handed Action, meaning it can be used while performing many actions without interrupting them, including reloading, charging, shooting, and moving (either sprinting or sliding).
- Subsuming Zephyr to the Helminth will offer Airburst and its augments to be used by other Warframes.
- Subsumed Airburst includes the tap-cast for wind vacuum and hold-cast for wind explosion.
Augment
- Main article: Airburst Rounds
Airburst Rounds is a Warframe Augment Mod for Zephyr that provides a damage bonus for secondaries for every enemy hit with
Airburst.
Tips & Tricks
- Airburst is an effective way to deal with large swarms of enemies, especially melee, and when they are huddled together.
- Airburst allows players to apply crowd-control effects on enemies in the distance.
- Synergizes well with Zephyr's
Tail Wind as the latter allows Zephyr to stay airborne longer, halving the casting cost of the ability.
Maximization
This calculator feature is sunsetted on the wiki. It may not see further updates, but will be present on articles for the time being since some people still find use for them. See User blog:Cephalon Scientia/Sunsetting of Maximization Calculators for more details.
xStrength: | |
Range: | |
Efficiency: | |
Duration: |
500 | Contact/explosion damage |
8.00m | Range |
50.00 - 25.00 | Energy |
See Also[]
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17 comments
Does the augment work with Mesa's Regulator ?
Been trying this out with a Rift Limbo build and learned a few things that werent clear from this.
A projectile from the cast deals damage and applies status effects with the values listed in the sheet here. That projectile grows in damage for each enemy hit. The explosion/vacuum damage is also based on the sheet stats here, but doesnt scale at all off of any number of targetsthe projectile touches.
Casting vacuum, to group them up, then casting it through that ball of enemies will hurt a lot of them and can leave some serious slash procs.
The projectile: can crit, can get head shots, can benefit from adarza crit kitty (probably smeeta too), Arcane Aegis, Arcane Arachne(therefore can likely benefit from additive weapon damage buffs, trying to test with octavia's 4 right now, then eclipse later).
Also as a projectile, it can shoot through the Mutalist Quantas Orb and receives increased dmg, crit, and electric proc chance(so therefore its likely Volts shield can affect it as well).
None of these effects affect the radial part of it(explosion or vacuum), just the projectile. But all of these can be used and effective while in Limbos rift.
Thank you for doing science!
Just me or does the in air efficiency also apply when you are on the ground?
Has anyone noticed that this instantly destroys eximus overguard? I haven't tried on Thrax guys yet but it's odd.
It's aight as a CC ability, definitely does its job, but the slight damage that it does is just really great for sweeping rooms of breakable loot.
This seems to have a slowing effect on Thrax enemies, around... 30%? per cast. I have no cold weaponry or slowing effects in my kit, yet Thrax near enough to the vacuum get slowed.
Does this still make tornados grow?
No.
I believe tornadoes spawn at their max size now
Out of all ability that pulls enemy in this is the worst Ive used, its inconsistence and the enemy is more going to faceplant a short distance before stopping, very few even make it to impact center. I tried replicate the preview clip when you hover over the ability in mod menu but never had more than pile of 2.
Thinking if it needs slightly longer time to pull or stronger pull so more gets sent closer to center.
The pull is just a bonus, this is a cc ability...
It doesn't feel like the 50% cost reduction in the air applies to anything else.
From what I've seen it doesnt work subsumed.
Bug: if you cast airburst on Revenant's Thralls, instead of being pulled together, they just ragdoll and their armor, helmet, and other bits and pieces bug out.
Kinda like a poor man's Larva now, at least when considering it for use on other Warframes besides Zephyr herself. Good enough.
I some what disagree, when I use Larva on Protea I get one of two results, 1. all enemies are pulled in and Blaze Artillery wipes them in moments negating most of the duration it has, or 2. one enemy gets stuck on the terrain and I have to wait to recast my CC w/o the augment. Airburst low CC duration isn't an issue do to the combo with Arty and the instant recastability of it makes it ideal for the spam style of Protea, plus the damage deals with most trash mobs leaving the tougher enemies the the Arty.
Does each enemy hit increase the damage by 35% of current damage, or 35% of original damage?
Im also confused about this
Energy discount while airborne is not working as infused ability
Is this 3 projectiles dealing 500 damage "each" or 500 damage total?
No, the 3 projectiles is only there to make it unnecessary wide and collide with unwanted stuff.
But it also does damage when passing throught enemies so you can have x2 damage on 1 cast. And it seem to have infinite body punch throught now.
I like when people answer this or that question with yes or no
So does it deal blast or impact damage? Or something else?
Nvm, it shows impact, slash and puncture damage in-game.
New getsuga tenshou move is lit :ok_hand:
Shame that this "getsuga tenshou" deals zero damage, unlike Ichigo's that can actually slay divine beings.
Page feels sparse but at the same time it feels not a lot of important things are missing. Should the "UpdateMe" banner be removed?