Zephyr

Zephyr — Destiny 2 Legendary Sword
Legendary Sword · Stasis · Heavy
Where it drops: Source: Earned during the seasonal Dawning event.

“In the cold of winter, we remember that the warm west wind will blow again.”

★ See the community god roll for Zephyr →

Weapon stats

Ammo Capacity 67
Range 40
Swing Speed 40
Charge Time 20
Charge Rate 20
Magazine 50
Impact 60

Intrinsic Traits

Adaptive Frame

Weapon Perks

Hungry Edge Enduring Blade Honed Edge Jagged Edge Tempered Edge Hungry Edge Enduring Blade Honed Edge Jagged Edge Tempered Edge
Balanced Guard Burst Guard Enduring Guard Heavy Guard Swordmaster's Guard Balanced Guard Burst Guard Enduring Guard Heavy Guard Swordmaster's Guard
Unrelenting Relentless Strikes Duelist's Trance Wellspring Tireless Blade Turnabout Adaptive Munitions Unrelenting Relentless Strikes Duelist's Trance Wellspring Tireless Blade Turnabout Adaptive Munitions
Vorpal Weapon Surrounded Whirlwind Blade Chain Reaction Cold Steel Attrition Orbs Collective Action Vorpal Weapon Surrounded Whirlwind Blade Chain Reaction Cold Steel Attrition Orbs Collective Action
Dawning Surprise

What the Zephyr perks do

Adaptive Frame

[Heavy Attack] : Launch a heavy uppercut attack. Heavy attacks are stronger with full energy.

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.

Balanced Guard

Sword Guard has balanced overall defenses.

Burst Guard

Sword Guard has high resistance, but low endurance.

Enduring Guard

Sword Guard has high endurance, but low resistance.

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.

Unrelenting

Starts Health Regeneration and restores 65 HP upon reaching 100% Activation Progress with Weapon Kills within 5 seconds of each. Activation Progress by Enemy Rank: • Minor Combatants: 34% • Players: 67% • Elites, Minibosses, and Bosses: 100%

Relentless Strikes

Scoring 3 Powered Hits within 2? seconds of each refunds 1 ammo. Wolfpack Round Hits do not count.

Duelist's Trance

Sword Kills grant 60 Guard Resistance, Guard Endurance, and (Guard) Charge Rate. Buff is removed on stow.

Wellspring

On Weapon Kill: Grants 8% Ability Energy split equally amongst all uncharged abilities. Abilities with multiple charges only receive one third of the ability energy normally split to them once they have a full ability charge ready. Ability energy gained may be significantly decreased based on your selected ability's Chunk Energy Scalar. Learn more about this mechanic in our explainer blog post on the Clarity website.

Tireless Blade

Your first Powered Sword Kill after (re)spawning refunds 1 Ammo. Afterward, every other Powered Sword Kill also refunds 1 Ammo.

Turnabout

Upon breaking a Combatant's Elemental Shield or the Shield of a Guardian in their Super: Grants a 30 HP Overshield for 10 seconds.

Adaptive Munitions

Hits against Barrier Champion or non-matching Elemental Shields deal increasingly higher damage. Buff is removed upon hitting a matching shield or an unshielded enemy. Damage increase by Weapon Archetype: • Fusion Rifles: untested • Machine Guns, Auto/Pulse/Trace Rifles: 10% per hit, up to 50% • Linear Fusion Rifles: 22% per hit, up to 44% • Bows, Glaives, Hand Cannons, Scout Rifles: 25% per hit, up to 50%

Vorpal Weapon

Deals increased damage against Minibosses, Bosses, and Vehicles, as well as Players in their Super Ability. Damage increase by Ammo Type: • Primary Weapons: 20% [60%] • Special Weapons: 15% [20%] • Power Weapons: 10% [20%]

Surrounded

Being within 15 meters of 3 Enemies grants 40% increased damage. Buff lingers for 1.5 seconds once the condition is no longer met. Exceptions: • Swords only receive a 35% damage increase. • Grenade and Rocket Launchers receive a 35% Explosive Damage increase and a 40% Impact Damage increase. • Wolfpack Rounds receive a 35% Explosive Damage increase.

Whirlwind Blade

Powered Sword Hits grant 3% increased damage for 3.5 seconds. Stacks 10 times for a 30% Buff. Stowing the weapon or Blocking removes all stacks. Wolfpack Round Hits also count as Powered Sword Hits.

Chain Reaction

Weapon Kills trigger an elemental explosion matching the weapon's element. Damage and radius of the explosions varies based on the weapon's ammo type: • Special Weapons: Up to 67.2 [44.8] damage in a 2.4 meter radius • Power Weapons: Up to 109.2 [72.8] damage in a 3 meter radius

Cold Steel

Powered Sword Hits apply Slow stacks for 4.25 [1.5] seconds. Light Attacks apply 40 Slow stacks, Heavy Attacks apply 60. Flash Counter's disorienting blast also applies 60 Slow stacks.

Attrition Orbs

Scoring multiple Hits against enemies within 5 seconds of each spawns an Orb of Power that grants 0.8% Super Energy. Does not require Direct Hits. Hit counter persists through stow. Hit requirements for activation: • Rocket Launchers: 2 hits • Heavy Grenade Launchers: 3 Hits • Wave-Frame Grenade Launchers: 4 hits • Bows: 4 Hits • Swords: 5 Hits • Area-Denial Grenade Launchers: 26 Hits • Others: 55% of Magazine Size rounded down + 1 Support Frame Auto Rifle healing round Hits on damaged allies count as 2 Hits.

Collective Action

Elemental Pickup Interactions grant 30% [10%] increased damage for a variable duration based on the pickup. Can be activated while stowed. Ionic Traces, Stasis Shards, and Tangle Detonations grant the buff for 4 seconds. Throwing a held Tangle grants 4 additional seconds. Firesprites and Void Breaches grant the buff for 8 seconds. Additional Pickups can extend the duration up to the maximum of 16 seconds. Elemental Pickup Interactions: • Destroying a Tangle (or Elemental Orbs), either by shooting or throwing. • Collecting Firesprites, Ionic Traces, Stasis Shards, or Void Breaches Does not trigger with Stasis Shards generated from Facet of Awakening or Facet of Command.

Dawning Surprise

Scoring multiple Kills with the weapon spawns a Dawning Gift for you and allies. Dawning Gifts remain on the ground for 10 seconds. Picking up Dawning Gifts grants 10% Grenade, Melee, and Class Ability Energy, restores 22 HP, and starts Health Regeneration. Activation progress on Kills by Enemy Rank: • Minors and Guardians: 16.66% • Elites, Minibosses, and Bosses: 50% Ability energy gained may be significantly decreased based on your selected ability's Chunk Energy Scalar. Learn more about this mechanic in our explainer blog post on the Clarity website.

Zephyr in Destiny 2

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