Wind is an element in Final Fantasy XIII. It could be considered to be opposed to earth (though earth is a rare element for the player to use), and all wind abilities are magical. The role specializing in elemental damage is the Ravager, and every party member can learn wind spells. As opposed to other elements Ravagers specialize in, wind lacks a physical ability (there is no "Aerostrike") or any en- or bar-effects. There is also no wind Eidolon and there are also fewer enemy-exclusive wind abilities than for the other elements.
Wind abilities are used to quickly build stagger, especially when used on enemies that are weak to it. AI-controlled allies and Auto-battle will not choose wind abilities against enemies that are known to be healed by it, or if there is an ability available that would work better. When a target is staggered, the Ravager will use second-tier "-ra" spells, as well as wind-elemental spells to attempt to launch the target in the air, even if the target is not weak against wind.
Abilities[]
| Magical | Aero, Aerora, Aeroga |
|---|
The Wind Affinity synergy effect increases the damage dealt by the user's wind attacks by +20%–50%, depending on the affinity's strength. The player can activate the effect by equipping multiples of accessories that protect against wind damage.
Alexander's Divine Judgment does increased damage to targets weak to any elemental damage, though the attack itself is considered non-elemental.
Enemy abilities[]
| Ability | Description | Enemy |
|---|---|---|
| Aero | Same as a Ravager's Aero spell | Chonchon, Dahaka, Leyak, Vespid Soldier |
| Aerora | Same as a Ravager's Aerora spell | Dahaka, Lodestar Behemoth, Rangda, Sacrifice |
| Aeroga | Same as a Ravager's Aeroga spell | Dahaka, Humbaba, Penanggalan, Rangda, Vampire, Vespid Soldier |
| Cyclone | Prepares to use Aeroga | Vespid Soldier |
| Wind Slash | Deals moderate wind damage to all targets. | Edimmu, Nelapsi, Pijavica, Varcolaci |
Protection[]
There is no bar-spell to mitigate wind damage, but the player can still use Shell for general damage-mitigation.
The Zephyr Ring mitigates wind damage received by 20%, the Gale Ring by 25%, and the Sylphid Ring by 30%, and the Wind Charm randomly converts wind damage to healing, but does not block every wind attack. The Entite Ring resists all elements by 10–25%.
The damage-mitigation from accessories stacks with each other: the percentages are subtracted from 100% and multiplied together.
Enemies[]
Enemies' elemental vulnerabilities are recorded in their Enemy Intel, viewable during battle and in the Datalog. Various enemies can be weakened to elements with Imperil, which lowers the enemy's elemental resistance by one stage, e.g. from Halved to Normal, or from Normal to Weakness. Enemies have programmed elemental resistances/vulnerabilities even when it is not possible to use that element against them in a normal playthrough.
Spook-type enemies absorb wind. Many Cie'th are weak to it.
Behind the scenes[]
Hope, Sazh, and Fang use Aeroga.
The party members who can learn all wind spells are Sazh, Hope, and Fang, who could all be seen as having some affinity with "air", Sazh being an airship pilot, Hope using a boomerang for a weapon, and Fang having a flying Eidolon.
In Final Fantasy XIII-2, Noel Kreiss becomes the character associated with the wind element, and in both Final Fantasy XIII-2 and Lightning Returns: Final Fantasy XIII the wind element is "expanded" into a full line of effects similar to the others, while water is dropped.