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Restores HP and status to every ally.


White Wind is a healing and status restoring spell in Final Fantasy VII. It is an enemy skill used by Zemzelett and Wind Wing, and can be learned on the Enemy Skill Materia for the player to use. It is a highly useful spell to learn and use till the end of the game. Though its magical appearance and healing effect, the spell counts as a physical ability in the game's code.



If obtaining all enemy skills the earliest they are available, White Wind is the ninth spell learned on the Materia. It is learned from the Zemzelett in the grassy plains of Junon Area.

Zemzeletts do not use White Wind independently; the player will need to manipulate it to cast the spell on the character(s) with the Enemy Skill Materia equipped. After Cait Sith joins with the Manipulate Materia, the player can drive the buggy across the river dividing the Gold Saucer Area from the Corel Area and return to Costa del Sol, hitching a ride back to the eastern continent on the Cargo Ship to go learn the ability.

The other enemy that uses White Wind is the Wind Wing fought by getting caught in the wall of wind in the Whirlwind Maze, but this enemy cannot be manipulated and under normal circumstances, will never use the White Wind spell on the player's party. The only way to learn the spell from the Wind Wing is to confuse it first.


Command Materia Enemy Skill Materia
Effect Heals HP equal to caster's current HP and cures the Sleep, Poison, Confusion, Silence, Slow, Stop, Frog, Small, Slow-numb, Petrify, Berserk, Paralyzed, Darkness, Death Force, and Resist statuses of all members of target party.
MP cost 34
Reflect No


White Wind never misses. It heals all allies to an amount equal to the caster's current HP, and also cures Sleep, Poison, Confusion, Silence, Slow, Stop, Frog, Small, Slow-numb, Petrify, Berserk, Paralyzed, Darkness, Death Force and Resist.

The game considers the ability a physical attack, and it thus also cures Manipulate status. The spell's HP and status healing effects are reversed on undead targets, meaning it will wreck them with status ailments. White Wind costs 34 MP and bypasses MBarrier and Reflect. Provided the caster has a large HP reservoir, White Wind can be more useful than the Restore Materia. White Wind defeats the Ghost Ship in one move by petrifying it, which is useful when they are faced in the Battle Square. The dangerous Dragon Zombie in the Northern Cave is susceptible to being petrified by White Wind, but is also defeated with a Phoenix Down.

The Gi Nattak boss takes damage from White Wind and becomes inflicted with Slow (and Darkness, but this is a pointless status for enemies to have due it only affecting the Attack command, which player characters use). The player can also kill Black Bats with White Wind in the Mansion staircase. When fighting Malboros, the Enemy Skill Materia and Ribbon should be equipped on the same character so that they can heal the others with White Wind after the Malboro uses Bad Breath.

White Wind does not mix with Red XIII's Limit Break Howling Moon, as he loses his damage boost once he loses his Berserk status.