Evokes scouring winds that reduce all enemies and allies to critical HP levels.
Description
Tornado, also known as W. Wind,[1][2] is an Attack spell in Final Fantasy VI. It applies to all enemies and allies alike and attempts to reduce their current HP to 1/16, making it extremely risky but potentially lucrative. The spell ignores reflect and Runic, fails on targets immune to instant death, and can be learned through magicite.
Tornado is also an enemy ability that can be used by Level 60 Magic, Level 90 Magic, Master Tonberry, Rest, Ultima Weapon, Storm Dragon in the Dragons' Den, Kaiser Dragon, and Omega Weapon.
Obtained[]
Tornado is learned by the Midgardsormr magicite at a x1 rate. Because this magicite is not obtained until the World of Ruin, the spell is not available in the World of Balance.
Use[]
Tornado is a fractional damage ability rather than a wind spell. Tornado is a risky spell to cast. Because it can reduce the HP of allies as well as enemies, in most cases, players should think carefully about using it and only use it in a clutch. In comparison, abilities such as Quake, Meteor, Meltdown, and Ultima, can also decimate enemies while not harming the party.
With Soul of Thamasa equipped and providing Dualcast, Tornado is much less risky. Using Soul of Thamasa, the player can pair Tornado up with Curaga on all to heal them after, the spell will only harm enemies and not allies. This can also be paired with Ultima to likely end the fight in two spells, although there is risk involved if Tornado misses on some enemies and Ultima does not defeat them. Better yet, pairing it with Quake or Meltdown, if the player has the armor to absorb the spell's respective element, the player can likely destroy enemies hit by Tornado instantly, while also healing the party up after. The player should also equip the Celestriad to reduce MP costs.
The player could also protect their party with Reraise.
Because Tornado is unaffected by the caster's Magic stat, it can be taught to anyone. To take advantage of its combo, the spell should primarily be given to those with a high natural Magic stat and access to mage equipment. This includes Terra (who can double its damage with Trance), Celes, Relm, and Strago; Mog and Shadow have high Magic stats, while Gogo has access to mage equipment. Though Sabin will be built toward magic damage, his access to Phantom Rush means he can already deal strong magic damage for no MP cost.
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