Wind magic damage/all enemies
Tornado is an attack magic spell in Final Fantasy VIII. It is the higher level Wind-elemental spell, above Aero, and can deal considerable damage against all enemies when cast as a spell. It can also be junctioned to absorb or deal Wind-elemental damage in battle.
Tornado is difficult to come by, as it can only be drawn from very challenging or high-level enemies. It is best to refine using Quezacotl's T Mag-RF ability, allowing Windmills to be refined to twenty Tornado spells. This way, the player can get it especially early as Quezacotl is a starter GF and the player can get Windmills from Abyss Worm cards by playing Triple Triad. Alternatively, ten Aero spells can be refined to one Tornado spell using Alexander's High Mag-RF ability.
Tornado has a spell power of 38 when cast, meaning its damage is calculated as:
- $ Damage = AttackerMag + 40 $
- $ Damage = Damage * (265 - TargetSpr) / 4 $
- $ Damage = Damage * Power / 256 $
Tornado deals Wind damage to all enemies, making it a powerful spell when cast. It is cast as a spell in the Magic command, Selphie's Slot Limit Break, or Rinoa's Angel Wing if she has it in her inventory.
Tornado can deal or absorb Wind-elemental damage when junctioned. It also provides among the highest stat boosts to HP, Strength, and Magic when junctioned to one of those stats. If the player gets these spells early via playing Triple Triad, they can easily become overpowered for a large portion of the game.
The following enemies use Tornado against the player: Bahamut, Behemoth, Cerberus, Chimera, Fujin, Imp, Vysage, and the final boss's first form. The player can stop Fujin from using Tornado by drawing Pandemona from her. Tornado is especially devastating when used by Cerberus, who combines it with Triple. As Tornado cannot be reflected, the player can use defensive Wind-junctions, Shell and high Spirit to mitigate damage.