Zephyr (Season 23)
From Destiny 2 Wiki
Zephyr (Season 23)
| |
---|---|
Attributes
| |
Season | 23 |
Type | Sword |
Slot | Power |
Ammo | Heavy |
Rarity | Legendary |
Damage Type | Stasis |
Archetype | Adaptive |
Description | In the cold of winter, we remember that the warm west wind will blow again. |
Statistics
| |
Impact | 60 |
Range | 40 |
Magazine | 50 |
Ammo Capacity | 60 |
Swing Speed | 40 |
Zoom | 0 |
Inventory Size | 0 |
Acquisition
| |
---|---|
Earned during the seasonal Dawning event. |
Zephyr (Season 23) PvP Stats |
---|
Perks - Curated Roll
Intrinsic
- Adaptive Frame - A well-rounded grip, reliable and sturdy.
Blade
- Honed Edge - Increased sword damage.
Guard
- Balanced Guard - Sword Guard has balanced efficiency and defense.
Trait 1
- Turnabout - Using this weapon to break the shield of a combatant or a Guardian using their Super will grant you an overshield.
Trait 2
- Attrition Orbs - Dealing sustained damage creates an Orb of Power.
Origin Trait
- Dawning Surprise - Rapidly defeating targets awards a Dawning gift. Defeated powerful targets count as more than one.
Perks - Random Rolls
Intrinsic
- Adaptive Frame - A well-rounded grip, reliable and sturdy.
Possible Blade
- Hungry Edge - Increased sword ammo.
- Enduring Blade - Greatly increased sword ammo at the cost of damage.
- Honed Edge - Increased sword damage.
- Jagged Edge - Increased damage at the cost of sword ammo.
- Tempered Edge — Increased sword damage and ammo.
Possible Guard
- Balanced Guard - Sword Guard has balanced efficiency and defense.
- Burst Guard - Sword Guard has low efficiency and high defense.
- Enduring Guard - Sword Guard has high efficiency and low defense.
- Heavy Guard — Sword Guard has high overall defenses, but lowers charge rate.
- Swordmaster's Guard — Sword Guard has low overall defenses, but increases charge rate.
Possible Trait 1
- Unrelenting - Rapidly defeating targets triggers health regeneration. Guardians and powerful combatants count as more than one kill.
- Relentless Strikes — Landing three light attack hits within a short time grants sword ammo.
- Duelist's Trance - Sword final blows grant increased charge rate, efficiency, and defense until this weapon is stowed.
- Wellspring - Kills with this weapon generate ability energy. This energy is divided between your uncharged abilities.
- Tireless Blade — Sword ammo granted for every other powered sword kill.
- Turnabout - Using this weapon to break the shield of a combatant or a Guardian using their Super will grant you an overshield.
- Adaptive Munitions - This weapon adapts its damage output and effectiveness against energy shields that don't match the weapon's damage type.
Possible Trait 2
- Vorpal Weapon - Increased damage against bosses, vehicles, and Guardians with their Super active.
- Surrounded - This weapon gains bonus damage when three or more enemies are in close proximity.
- Whirlwind Blade - Consecutive rapid sword strikes increase this weapon's damage output.
- Chain Reaction - Each final blow with this weapon creates an elemental damage explosion. Improves ammo reserves.
- Cold Steel - Powered Sword hits slow targets.
- Attrition Orbs - Dealing sustained damage creates an Orb of Power.
- Collective Action - Collecting elemental pickups or throwing a Strand Tangle grants a stacking period of increased damage.Elemental pickups include Firesprites, Void Breaches, Stasis Shards, Ionic Traces, and Strand Tangles.
Origin Trait
- Dawning Surprise - Rapidly defeating targets awards a Dawning gift. Defeated powerful targets count as more than one.
Notes
Images
Versions
Weapons | |
---|---|
Primary | Auto Rifles • Scout Rifles • Pulse Rifles • Hand Cannons • Submachine Guns • Sidearms • Combat Bows |
Special | Shotguns • Breech Grenade Launchers • Fusion Rifles • Sniper Rifles • Trace Rifles • Glaives • Rocket Sidearms |
Heavy | Swords • Drum Grenade Launchers • Rocket Launchers • Linear Fusion Rifles • Machine Guns |
Exotic Weapons |