250-25 in air 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)  Strength:200 / 300 / 400 / 500 (contact and explosion damage)  Duration:N/A  Range:4 / 5 / 7 / 8 m (explosion radius) Misc: 50 % (status chance)100 m (travel distance)35 % (damage growth per enemy hit)2 s (pull force duration) Subsumable to Helminth 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%. 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. 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. Airburst Rounds 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. Strength:Range:Efficiency:Duration: 500Contact/explosion damage8.00mRange50.00 - 25.00Energy See Also[]  Zephyr