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"A Daemon whose soul was forged in the great wilderness, Zephyr shuns the pack. He still holds distant memories of days spent locked in combat with worthy foes. Zephyr does battle with those who possess him riding on his back, He moves constantly, excelling at hit-and-run tactics. Zephyr can double jump and use various charging skills to control the distance he keeps with his foes."

Zephyr (Japanese: ゼファー) is a Daemon in Oninaki. He wields a Fang. He can slash at enemies with his claws, and specialises in hit and run tactics, using his speed to dodge attacks.


Attack Skills[]

  • Blitz
    • Execute a well-timed sneak attack. Use while moving to increase power. Chance to Muddle. Chance to Poison when Manifested.
  • Tail Blast (1)
    • Send a shock wave from your tail. Press button again while attacking to execute a follow-up. Power increases when Manifested.
  • Roar (1)
    • Howl and attack in all directions. Increases Attack and Defense. The effect is enhanced when Manifested.
  • Squall (1)
    • Rush forward and attack. Use while moving to increase critical hit chance. Area of effect larger when Manifested.
  • Stunning Breath (3)
    • Focus your power and unleash a breath attack. Chance to Stun that increases if performed while moving. Stun duration increases when Manifested.
  • Onslaught (3)
    • Perform a series of blindingly quick attacks in perfect harmony with your Daemon. Higher critical hit chance when Manifested.
  • Supremacy (3)
    • Pull in enemies and unleash a blow from above. Force of pull and number of hits increases when Manifested.
  • Macrocosm (5)
    • Harness the power of nature to rush the enemy. Power increases based on total distance traveled. Restores HP when Manifested.


Support Skills[]

Passives[]

Apply when using Zephyr

Skill Soulstones Effects
Wonder 1 Skills triggered while Manifested gain a Manifestation Effect
Verve 1 Increase power of double jump attacks. You can change the direction of double jump attacks mid-air
Groundwork 1 Perform a basic attack to cancel the delay after using an attack skill
Repel 1 Gain Attack after shifting to Zephyr
Karma 1 Shifting to Zephyr takes less time
Watcher 1 Attack to cancel the delay after shifting
Driving Blow 1 Attacks while moving pierce Defense and deal damage
Scream 1 Attacks while moving have a chance to Muddle
Momentum 1 Attacks while moving are more likely to Stagger
Tireless 1 Increase Affinity when moving or double jumping
Exemplar 3 Cannot be Staggered when moving or double jumping
Sorrow 5 Trigger Regenerate when you use Healing Incense
Champion 3 The greater the distance moved, the higher your buff chance
Virtue 3 Decrease the Attack of enemies the higher your HP
Approval 3 Decrease damage taken while moving or double jumping. The higher your Affinity, the greater the effect.
Repletion 5 Increase the power of attacks while moving. The higher your Affinity, the greater the effect.
Delight 1 Increase critical hit chance based on the number of buffs and debuffs active when Affinity is over 150
Mentality 3 Increase buff and debuff effects when moving or double jumping when Affinity is over 150
Twilight 5 The more Fang Stones you have, the more damage skill attacks deal. Applies after obtaining all of Zephyr's skills. (+0.05 per Fang Stone to a maximum of +50)

Manifestation Passives[]

Apply when Manifested using Zephyr

Skill Soulstones Effects
Terror 1 Always Stun when Manifested
Credibility 3 Chance to increase critical power when moving or double jumping
Daydream 1 Chance to increase Attack when moving or double jumping
King 3 Increase buff chance
Commandment 3 Decrease the Defense of enemies the higher your HP
Frontier 5 Increase buff duration
Campaign 5 The greater the distance moved, the greater the power of attacks

Party Skills[]

Always apply when Zephyr is in the current Party

Skill Soulstones Effects
Vitality 1 Increase max HP
Felicitous 1 Recover HP while moving
Craft 1 Damage nearby enemies when an attack hits. Only applies when Manifested.
Knowledge 3 Increase max HP when you use Healing Incense


Story[]

Updated Caption: Battling worthy opponents triggers a change of heart in Zephyr. His last wish was to have someone to protect.

Zephyr was born in the Mazzen Mountains around the time the Inner Kingdom was founded. He ruled the mountain ranges, and hunters feared him as the "God Wolf". Zephyr shuns the pack, preferring to hunt alone, and his instinct drives him to seek new prey. Though he has always been intelligent, human language was beyond his abilities. When becoming a Daemon, his fondness for humans somehow earned him the ability to speak.


Gallery[]

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