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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.

Absorbed Adroa, Leyak, Rafflesia, Rangda, Verdelet
Immune Alraune, Amam, Behemoth King, Kaiser Behemoth, Pulsework Champion, Vercingetorix (Impenetrable Aura), Vespid Soldier, Havoc Skytank, Portside Hull, Portside Turret, Starboard Hull, Starboard Turret
Resistant
(10% damage)
Adamantoise, Adamantortoise, Goblin Chieftain, Megistotherian, Mushussu, Pulsework Centurion, Pulsework Gladiator, Raktavija (barrier active), Uridimmu, Barthandelus (Palamecia, paulettes intact)
Halved Bandersnatch, Bituitus, Deckdrone, Edimmu, Goblin, Gurangatch, Lucidon (carapace intact), Neochu, PSICOM Dragoon, PSICOM Reaver, Rakshasa, Raktavija (without barrier), Sanctum Templar, Scalebeast, Yakshini, Vercingetorix (without Impenetrable Aura), Aster Protoflorian, Barthandelus (Oerba & Orphan's Cradle), Kalavinka Striker, Left/Right Ailette, Left/Right Pauldron, The Proudclad, Tiamat Eliminator
Normal Adamanchelid, Adamantheron, Ahriman, Alchemic Ooze, Alpha Behemoth, Ambling Bellows, Aquila Velocycle, Attacus, Barbed Specter, Berserker, Bloodfang Bass, Bomb, Borgbear, Borgbear Hero, Boxed Phalanx, Breshan Bass, Bulwarker, Cactuar, Cactuar Prime, Centaurion Blade, Ceratoraptor, Ceratosaur, Chonchon, Ciconia Velocycle, Circuitron, Corps Defender, Corps Gunner, Corps Marksman, Corps Pacifex, Corps Regular, Corps Steward, Corps Tranquifex, Corps Watchman, Corrosive Custard, Crawler, Crusader, Cryohedron, Cryptos, Dagonite, Dire Flan, Ectopudding, Falco Velocycle, Feral Behemoth, Ferruginous Pudding, Flan, Flanborg, Flandragora, Flanitor, Flowering Cactuar, Frag Leech, Gelatitan, Giant Cactuar, Gigantuar, Gorgonopsid, Greater Behemoth, Hoplite, Humbaba, Immortal, Imp, Incubus, Juggernaut, Lodestar Behemoth, Long Gui, Lucidon (carapace lost), Mánagarmr, Megrim Thresher, Microchu, Milvus Velocycle, Monstrous Flan, Myrmidon, Nelapsi, Noctilucale, Ochu, Orion, Orobon, Pantheron, Penanggalan, Phosphoric Ooze, Picochu, Pijavica, Proto-behemoth, PSICOM Aerial Recon, PSICOM Aerial Sniper, PSICOM Bombardier, PSICOM Destroyer, PSICOM Enforcer, PSICOM Executioner, PSICOM Huntress, PSICOM Infiltrator, PSICOM Predator, PSICOM Raider, PSICOM Ranger, PSICOM Scavenger, PSICOM Tracker, PSICOM Warden, PSICOM Warlord, Pulsework Knight, Pulsework Soldier, Rust Pudding, Sacrifice, Sahagin, Sanctum Archangel, Sanctum Celebrant, Sanctum Inquisitrix, Sanctum Seraph, Shaolong Gui, Silver Lobo, Skata'ne, Stikini, Succubus, Targeting Beacon, Thermadon, Thexteron, Tonberry, Tyrant, Uhlan, Varcolaci, Vernal Harvester, Vespid, Vetala, Viking, Watchdrone, Wight, Yaksha, Zwerg Scandroid, Alexander, Anavatapta Warmech, Anima & Left/Right Manipulator, Bahamut, Barthandelus (Palamecia, paulettes destroyed), Beta Behemoth, Brynhildr, Cid Raines, Dahaka, Dreadnought, Enki, Enlil, Hecatoncheir, Manasvin Warmech, Midlight Reaper, Nix, Odin, Orphan, Orphan (final boss), PSICOM Marauder, Stiria, Ushumgal Subjugator
Weakness
(200% damage)
Amphisbaena, Garchimacera, Geiseric, Ghast, Ghoul, Gremlin, Hedge Frog, Hybrid Flora, Jabberwocky, Mithridates, Mud Frog, Munchkin, Munchkin Maestro, Navidon, Numidia, Seeker, Strigoi, Svarog, Syphax, Taxim, Triffid, Ugallu, Vampire, Wladislaus, Wyvern, Zirnitra, Zwerg Metrodroid, Garuda Interceptor

Behind the scenes[]

Hope, Sazh, and Fang use Aeroga.

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.