FragPunk Zephyr Guide: Abilities and How to Play
Image Credits: Bad Guitar Studio, FragPunk
Zephyr is one of the most dangerous assassins in FragPunk, specializing in stealth, teleportation, and close-range attacks. If you like sneaking behind enemies and taking them out before they know what hit them, Zephyr is your go-to Lancer. Here’s a quick and basic guide on their abilities and how to play them.
Note: Click here to see the list of all Lancers and their abilities.
Zephyr’s Abilities
(Q) Midnight Rambler – Turns invisible for a short time. You can only use melee attacks while cloaked. Taking damage or shooting cancels the invisibility.
(E) Fade Away – Creates an invisibility field that extends Zephyr’s cloaked time. If Zephyr gets hit, the field disappears.
(T) Get Back – Throws a beacon that can be activated to teleport Zephyr back to that location. It doesn’t break invisibility.
How to Play Zephyr
Use Midnight Rambler to Get Behind Enemies
Since guns break your invisibility, use a melee attack first before switching to firearms.
Ambush snipers or healers—they won’t see you coming.
Set Up Get Back Before Engaging
Throw your teleport beacon somewhere safe before attacking.
If things go south, activate it to instantly retreat.
Use Fade Away for Safe Area Control
If you're defending an objective, stay hidden in the invisibility field and wait for enemies to walk into your trap.
Combine this with Midnight Rambler for longer stealth attacks.
Final Blurb
Zephyr is a high-risk, high-reward Lancer. Master invisibility, teleportation, and fast melee attacks to become a true nightmare for enemies. But remember—once you’re spotted, you’re in trouble, so play smart and strike when they least expect it!