Wind is a recurring element in the Final Fantasy series. First appearing in Final Fantasy IV, under the name of Projectiles, it is usually associated with avian and aerial enemies and beings. This element's relation with avian enemies is rather strange; birds can be either weak to this element, or nullify it.
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In Final Fantasy IV, bows and arrows were considered to be associated with the Wind element due to their effectiveness against airborne enemies. Some daggers have the wind element, and in Final Fantasy IX, all magical rackets are Wind-elemental.
The basic Wind-elemental spell is Aero, with upgrades being Aera, Aeroga, and Aeroja. The spell Tornado is common and often reduces targets' HP to critical levels. A notable healing spell is the Blue Magic White Wind, which usually restores HP equal to the caster's.
Wind has no recurring summon and was not represented until Final Fantasy V with the Syldra summon. Final Fantasy VII was the second one, where Typoon became obtainable late in the game, although the Choco/Mog Materia is classified as having the Wind element. Final Fantasy VIII introduced Pandemona. In Final Fantasy IX, Fenrir can cast the Wind-elemental Millenial Decay if Eiko is equipped with the Maiden Prayer. Garuda appears in Final Fantasy XI as the avatar of Wind, and in the world of Ivalice, Chaos, Walker of the Wheel takes on the same role. In the DS remake of Final Fantasy IV, Sylph doubles as the Wind elemental summon along with its Drain-like effect.
Game Element | Type | Effect |
---|---|---|
Zephyr's Flute | Item | Wind elemental damage to all enemies. |
Game Element | Type | Effect |
---|---|---|
Aero | White Magic | Inflicts Wind elemental damage. |
Aeroga | White Magic | Inflicts major Wind elemental damage. |
Air Knife | Weapon | Inflicts Wind elemental damage when attacking physically. |
Wind Spear | Weapon | Inflicts Wind elemental damage when attacking physically. |
Wyvern Claws | Weapon | Inflicts Wind elemental damage when attacking physically. |
All bows automatically possess this element under the guise of Projectile.
Game Element | Type | Effect |
---|---|---|
Gale | Ninjutsu | Major Wind elemental damage to all enemies. |
Game Element | Type | Effect |
---|---|---|
Aero | Blue Magic | Minor Wind elemental damage. |
Aera | Blue Magic | Moderate Wind elemental damage. |
Aeroga | Blue Magic | Major Wind elemental damage. |
Desert Storm | Gaia | Powerful Wind and Earth elemental damage to all foes. |
Dust | Gaia | Wind and Earth elemental damage to all foes as well as Blind. |
Gale Cut | Gaia, Enemy Attack | Moderate Wind elemental damage to all foes. |
Gust | Gaia | Minor Wind elemental damage. |
Rage | Gaia | Minor Wind elemental damage and Blind to all enemies. |
Sonic Boom | Gaia | Wind attack that reduces enemy's HP by 75%. |
Hurricane | Predict | Inflicts Wind elemental damage and Silence to the party and all enemies. |
Breath Wing | Enemy Attack | Moderate Wind elemental damage to the party. |
Airlance | Weapon | Inflicts Wind elemental damage when attacking physically. |
Wind Lance | Weapon | Inflicts Wind elemental damage when attacking physically. |
Wind Sword | Weapon | Inflicts Wind elemental damage when attacking physically, and randomly uses Wind Slash after attacking. |
Syldra | Summon | Deals Wind-elemental magic damage to all enemies. |
Game Element | Type | Effect |
---|---|---|
Merton | Magic | Inflicts extreme Wind and Fire elemental damage to all targets. |
Air Blade | Blitz | Inflicts moderate Wind elemental damage to all enemies. |
Sandstorm | Dance | Inflicts moderate Wind elemental damage to all targets. |
Wind Slash | Dance | Inflicts moderate Wind elemental damage to party. |
Aero | Lore | Inflicts major Wind elemental damage to all enemies. |
Clean Sweep | Lore | Inflicts major Wind and Water elemental damage to all enemies. |
Gale Cut | Enemy Attack | Inflicts minor Wind elemental damage to party. |
Air Lancet | Weapon | Inflicts Wind elemental damage when attacking physically. |
Blossom | Weapon | Inflicts Wind elemental damage when attacking physically. |
Tempest | Weapon | Inflicts Wind elemental damage when attacking physically. Has a chance of either attacking normally, or using Gale cut. |
Force Shield | Shield | Halves Wind, Ice, Lightning, Earth, Fire, and Water elemental damage. |
Ice Shield | Shield | Absorbs Ice elemental damage, nullifies Fire elemental damage, and is weak to Wind elemental damage. |
Paladin Shield | Shield | Absorbs Fire, Ice, Lightning, Holy. Nullifies Poison, Wind, Water, Earth. |
Thunder Shield | Shield | Halves Fire and Ice elemental damage. Absorbs Lightning damage. Nullifies Wind elemental damage. |
Cat Hood | Armor | Halves Fire, Ice, Lightning, Earth, Wind, and Holy damage. Only usable by Relm. |
Force Armor | Armor | Halves Fire, Ice, Lightning, Earth, and Wind elemental damage. |
Minerva Armor | Armor | Nullifies Fire, Ice, Lightning, and Wind damage. Halves Poison, Holy, Water, and Earth damage. Only usable by Terra and Celes. |
Game Element | Type | Effect |
---|---|---|
Tornado | Magic | Inflicts extreme Wind elemental damage. |
Chocomog | Summon | Is classified with having the Wind element, but doesn't really deal Wind elemental damage. When combined with the Elemental materia, it grants the Wind element. |
Aero3 | Enemy Attack | Inflicts major Wind elemental damage. |
Air Bomber | Enemy Attack | Inflicts minor Wind elemental damage. |
Big Sound | Enemy Attack | Inflicts minor Wind elemental damage, but is never used. |
Blue Impulse | Enemy Attack | Inflicts minor Wind elemental damage to party. |
Clap | Enemy Attack | Inflicts minor Wind elemental damage to party. |
Cross Impulse | Enemy Attack | Inflicts minor Wind elemental damage to party. |
Flying Sickle | Enemy Attack | Inflicts moderate Wind elemental damage. |
Great Gale | Enemy Attack | Inflicts moderate Wind elemental damage and Blind to party (inflicts major damage when used by Blue Dragons). |
Sonic Attack | Enemy Attack | Inflicts minor Wind elemental damage |
Tornado Wave | Enemy Attack | Inflicts moderate Wind elemental damage |
Ziedrich | Armor | Halves all elements. |
Bird Wing | Item | Same as Great Gale, minus the Blind status. |
Game Element | Type | Effect |
---|---|---|
Aero | Magic | Inflicts moderate Wind elemental damage. |
Tornado | Magic | Inflicts major to massive Wind elemental damage to all enemies. |
Pandemona | GF | Inflicts varying Wind elemental damage to all enemies. |
Wind Blast | Enemy Attack | Inflicts varying Wind elemental damage. |
All Rackets have the Wind element added to them.
Game Element | Type | Effect |
---|---|---|
Twister | Blue Magic | Inflicts heavy Wind elemental damage to all enemies. |
Fenrir | Summon | Millennial Decay. Inflicts Wind elemental damage to all enemies. Only usable if Eiko is equipped with a Maiden Prayer. |
Aera | Enemy Attack | Inflicts moderate to heavy Wind elemental damage. |
Aero | Enemy Attack | Inflicts moderate Wind elemental damage. |
Aerial Slash | Enemy Attack | Inflicts moderate to heavy Wind elemental damage to party. |
Whirlwind | Enemy Attack | Inflicts moderate Wind elemental damage as well as Float. |
Wind | Enemy Attack | Inflicts minor Wind elemental damage. |
Kaiser Knuckles | Weapon | Inflicts Wind elemental damage when attacking physically. |
Octagon Rod | Weapon | Absorbs Water and Wind elemental attacks, and increases the damage of Water elemental attacks. |
Coronet | Headgear | Nullifies Wind elemental damage. |
Feather Hat | Headgear | Increases the damage of Wind elemental attacks. |
Lamia's Tiara | Headgear | Halves Wind elemental damage. |
Bracer | Armgear | Increases the damage of Wind elemental attacks. |
Gauntlets | Armgear | Halves Fire, Earth, Water, and Wind elemental damage. |
Bronze Armor | Armor | Halves Wind elemental damage. |
Robe of Lords | Armor | Nullifies Wind elemental damage. |
Black Belt | Add-On | Increases the damage of Wind elemental attacks. |
Fairy Earrings | Add-On | Increases the damage of Wind elemental attacks. |
Gold Choker | Add-On | Increases the damage of Shadow elemental attacks, and halves Wind elemental damage. |
Ribbon | Add-On | Absorbs Wind and Water elemental attacks, and halves Fire, Ice, Lightning, and Holy elemental attacks. |
Game Element | Type | Effect |
---|---|---|
Aero | Black Magick | Minor Wind elemental damage to all enemies in range. |
Aeroga | Black Magick | Major Wind elemental damage to all enemies in range. |
Aeroja | Enemy Attack | Major Wind elemental damage to party members in range. |
Aerora | Enemy Attack | Moderate Wind elemental damage to party members in range. |
Cyclone | Enemy Attack | Wind elemental damage to all party members in range, and 50% chance of inflicting Sap. |
Gale | Enemy Attack | Wind physical elemental damage to all party members in range. |
Gust | Enemy Attack | Wind physical elemental damage to all party members in range. |
Screwtail | Enemy Attack | Wind physical elemental damage to all party members in range. |
Tempest | Enemy Attack | Wind physical elemental damage to all party members in range. |
Whirlwind | Enemy Attack | Wind damage equal to 75% of a target's max HP, up to 9999 damage. |
Ame-no-Murakumo | Enemy Attack | Inflicts Wind elemental damage when attacking physically. |
Cherry Staff | Weapon | Increases the damage of Wind elemental attacks. |
Gladius | Weapon | Inflicts Wind elemental damage when attacking physically. |
Zephyr Pole | Weapon | Inflicts Wind elemental damage when attacking physically. |
Zwill Crossblade | Weapon | Inflicts Wind elemental damage when attacking physically. |
Windbreaker | Armor | Halves Wind elemental damage. |
Windslicer Shot | Ammo | Wind elemental ammo. |
Aero Mote | Item, Enemy Attack | Minor Wind elemental damage to targets in range. |
Game Element | Type | Effect |
---|---|---|
Gusty Wind | Elemental | Wind elemental damage to enemies 5 spaces away and inflicts Slow. |
Kamaitachi | Elemental | Wind elemental damage to enemies 5 spaces away and inflicts Don't Act. |
Sand Storm | Elemental | Wind elemental damage to enemies 5 spaces away. Inflicts Blind. |
Diamond Sword | Truth | Wind elemental damage to enemies in a random area of 4 spaces. |
Twister | Enemy Attack | Wind elemental damage to all allies. |
Wind Anima | Enemy Attack | Wind elemental damage. |
Air Knife | Weapon | Inflicts Wind elemental damage when attacking physically. |
Windslash Bow | Weapon | Inflicts Wind elemental damage when attacking physically. |
Minerva Bustier | Armor | Halves Ice, Water, Earth, and Holy elemental damage and nullifies Fire, Lightning, Wind, and Dark elemental damage. |
Wind is a particularly effective element against a legion of monsters, including Werewolves and Malboros.
Game Element | Type | Effect |
---|---|---|
Aero | Sagacity/Intercession | Deals Wind damage in a cross-shaped area. |
Air Blast | Pugilism | Physical Wind attack in a T-shaped area. |
Cyclone | Devastation | Wind-elemental magick attack in a cross-shaped area. |
Air Blade | Blade | Wind-elemental weapon. |
Djinn Flyssa | Rapier | Wind-elemental weapon that grants immunity to Wind. |
Elfin Bow | Greatbow | Wind-elemental weapon. |
Gale Sword | Sword | Wind-elemental weapon. |
Ring of the Wheel | Accessory | Allows the summoning of Chaos. |
Shining Air | Elemental Magick | Wind-elemental Magick attack and Blinds. |
Tornado | Scion | Chaos englobes the battlefield in a tornado, dealing Wind damage to all enemies. |
Whirlwind | Devastation | Wind-elemental damage against one enemy and Confuses. |
Wild Tornado | Illusion | Damages all enemies with a magickal Wind-elemental cyclone. |
Wind Slash | Flair | Ranged Wind-elemental physical attack. |
Windslash Bow | Greatbow | Wind-elemental Weapon |
Windsong Rapier | Rapier | Wind-elemental weapon. |
Zephyr Pole | Pole | Wind-elemental weapon. |
v · e · d |
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Recurring Elements |
Dark - Earth - Fire - Gravity - Holy - Ice - Lightning - Poison - Water - Wind |
Final Fantasy |
Dia |
Final Fantasy IV |
Throw |
Final Fantasy VII |
Hidden |
Before Crisis -Final Fantasy VII- |
Comet |
Attributes |
Crisis Level - Cut - Hit - Punch - Restorative - Shoot - Shout |
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Le Vent is the fastest man in all of Europe and a member of Les Heroes de Paris. When going against the villain l'Empereur, who has assembled an army of rock creatures, le Vent uses his super-speed to hurl the Thing directly to l'Empereur's tunneler, where the ranting villain declares that the city above, which gives nothing but pain, deserves to be destroyed for the hurt it has caused him.
Can never slow down to normal speed.
Wind spells may refer to:
Wind was the nickname of a young Jabitha, given to her by her father.
The following information is from the Yu-Gi-Oh! Wiki and has been edited to the likings of Yu-Gi-Oh Card Maker Wiki. It can be found here.
Attributes, are essentially the "Elemental" groups for each Monster Card. There are different cards made to support each "element", and there are popular monsters of each kind. It is possible for a monster to be considered part of multiple attributes via a card effect, such as with cards like "Light and Darkness Dragon".
The Attributes are:
New attributes that are only found here on YGO Card Maker:
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Dark monsters are perhaps the most numerous of all monsters. Many well-known monsters are of the Dark attribute, such as Dark Magician of Chaos and Jinzo. Fiends and Zombies are usually Dark types and so are all the Destiny heroes. Many Spellcasters are also Dark, such as the Dark Magician. Although Light is the opposite of Dark, there is no true advantage over one side among the game, although there are cards such as Luminous Soldier, Penumbral Soldier Lady, Hoshiningen and Witch's Apprentice which lower the stats of the opposing attribute.
Being one of the most versatile and common Attributes, Dark monsters and the cards akin to them can work with many different Deck Types, and rarely does a typical deck lack at least one. However, it can be said that many Dark cards have something to do with Spell Cards and the like, perhaps reflective of the mysterious and shadowy nature of darkness, coupled with the great number of Dark Spellcasters. Chaos Decks favor Dark monsters as well as Light monsters, and are in fact instrumental in summoning the key cards of the Deck (i.e. Chaos Emperor Dragon - Envoy of the End, Black Luster Soldier - Envoy of the Beginning, and Chaos Sorcerer).
A recent theme is development of Dark-attribute versions of other cards, such as Dark Armed Dragon, Dark Nephthys and Dark Simorgh. These cards tend to revolve around removing other DARK-Attribute Monsters in the Graveyard from play in order to activate their effects.
Earth monsters are powerful cards focused both on brute strength and rock-solid defense. The Field Spell Card Gaia Power is targeted toward Earth monsters, increasing their ATK by 500. Another Field Spell Card, Canyon, while it uses Rock-Type monsters, is also good to use, since Rock-Types are nearly all Earth. Structure Deck 7: Invincible Fortress takes advantage of this by strengthening Earth cards and striking opponents hard with high ATK. Warrior, Rock, Beast, Beast-Warrior, and Plant-Types are the most common Earth monsters, though there are others of many different Types. Some of the most powerful earth monsters include:
Earth monsters are not greatly supported by other cards, though they have a few. Those include: Giant Rat, Milus Radiant, The Rock Spirit, Gigantes and Warrior Lady of the Wasteland for Earth Warriors.
Amazoness cards are all EARTH-Warrior monsters, and so can use many of the cards that support Earth types, as well as those designed specifically for Warriors, and specifically for themselves.
Fire-Attribute monsters are commonly associated with Pyro, Dragon, and Machine, though it is not uncommon in other Types such as Warrior or even Beast. Fire Monsters are somewhat oppositely linked to Water monsters, but there is no direct advantage outside of one of the Video Games.
FIRE-Attribute Monsters tend to focus on inflicting Effect Damage on your opponent's Life Points and stacking up in ATK points when on the field together, along with the appropriate lockdown cards like "Gravity Bind" and "Level Limit - Area B" to protect the burn monsters.
UFO Turtle - Automatically Special Summons a Fire Monster with 1500 ATK points or less when destroyed in battle.
Little Chimera - Boosts all Fire Monsters' ATK by 500 while simultaneously weakening Water Monster's ATK by 400.
Molten Destruction - Increases the ATK of all Fire monsters by 500 points, at the cost of weakening their DEF by 400 points.
Ultimate Baseball Kid - A seemingly very weak Warrior-Type with 500 ATK, but gets an additional 1000 ATK points for each Fire Monster on the field besides himself.
Soul of Fire - A powerful Direct Damage dealing Spell Card that deals damage equal to a Pyro monsters attack by half.
Backfire - A Trap Card that deals 500 points of damage to an opponent every time one of the controlling player's Fire Monsters is destroyed.
Spiritual Fire Art - Kurenai - Another powerful Direct Damage-dealing Trap Card that deals damage to an opponent equal to the original ATK of a Tributed Fire monster.
Though Fire Monsters can be extremely powerful, they tend to lack support for one another. Instead of focusing on combining and drawing on their strengths as a whole, couple with the fact that there are few good Spell and Trap cards to suit them than some of the other Attributes (most notably Water), Fire Monsters can be seen as having a negative impact on the opponent. They take out Life Points slowly, and dealing some mighty damage with their high ATK, rather than helping the player directly via drawing, increasing Life Points, etc.
The Blaze of Destruction Structure Deck emphasizes combos, and if a monster itself is on the field, it will be destroyed easily because of no other monsters to support it. Ultimate Baseball Kid needs other fire monsters to survive, for example.
Also, "Water Dragon" decreases the ATK of all Pyro and FIRE-Attribute monsters to 0.
Light Monsters are the historic opposites of Dark Monsters. Blue-Eyes White Dragon, the Components of XYZ-Dragon Cannon, and monsters such as D.D. Warrior Lady, and Watapon, are all Light monsters. Light monsters are represented often by Fairy, Spellcaster, Thunder, and at times Warrior-Types, but in general, they encompass a wide array of monsters.
Lights served as Tribute fodder for the two Envoys (Black Luster Soldier - Envoy of the Beginning and Chaos Emperor Dragon - Envoy of the End). They used to serve the same capacity in Chaos Decks, for Chaos Sorcerer, until its September 2006 ban.
Many light types focus on positively reinforcing the player instead of directly damaging the opponent, such as by increasing their Life Points or allowing the player to draw extra cards from their Deck.
Water is a very versatile Attribute, and even has it's own deck based around such monsters, the Water Deck. The Monster Types typically associated with Water are Aqua, Fish, and Sea Serpent, though Plants and Reptiles are not uncommon Water types. Water is usually thought of as the opposite to Fire, though there is no real advantage for either Attribute over each other.
Because of their versatility, Water monsters can be used in a number of strategic ways, possessing many different abilities. Some of the most powerful Water monsters include: Gogiga Gagagigo, Fairy King Truesdale, and Levia-Dragon - Daedalus. The popular Water Deck typically tries to boost the ATK of Water Monsters with Field and Equip Spell Cards as well as monster effects, while simultaneously lowering their Levels with A Legendary Ocean to summon them faster, very effective strategy when played right.
Water monsters enjoy great support, especially from Spell and Trap Cards such as Tornado Wall, Big Wave Small Wave, and Salvage. They also have 3 Field Spell Cards specifically targeted towards them, more than any other Attribute:
Monster cards that aid Water Decks are great in number as well:
One weakness of Water Decks and Water monsters in general, is that they rely on Umi or A Legendary Ocean to work to their potential. Some of their effects are also rather passive compared to other Attributes, such as Fire's aggression and Earth's reliable defensive tactics. All in all, though, a well-prepared Water deck can be an extremely difficult obstacle to overcome.
Wind monsters are often flying monsters, such as the Harpie Ladies, perhaps one of the most famous Wind monsters among the game as well as the anime. This Attribute is greatly under-represented, but the most common type associated with it is the Winged Beast-Type, though Insect, Fairy, and Dragon are not uncommon. Other Wind monsters include Slate Warrior, Whirlwind Prodigy, and Hand of Nephthys. Wind is usually thought of as the opposite of Earth, though there is no direct advantage other than in certain video games.
The Wind monster strategy is difficult to define, and not many players run Wind Decks, though the strategy seems to focus on removing opponent's cards from the field or by bouncing cards back to their hand, and working best with Spell and Trap Cards. This is evident in cards such as Lady Ninja Yae, (which is designed for primarily WIND-Attribute Winged Beast monsters and is featured in Lord of the Storm), and the cards usually seen in a Harpie Lady Deck, like Harpie's Feather Duster. Generally speaking, the option to attack multiple times with a monster in the same Battle Phase is also associated with Wind monsters (such as Chain Thrasher). Taking advantage of this effect, however, is usually rendered somewhat difficult by the low original ATK of most Wind monsters.
It is very likely that Wind monsters have the least number of supporting cards of all Attributes. But a few of them include: Flying Kamakiri #1, Bladefly, Silpheed, and Garuda the Wind Spirit. Rising Air Current is a Field Spell Card which increases the ATK of Wind monsters by 500, and Mountain is similar in increasing Winged Beast types' ATKs by 200, as well as that of Dragon and Thunder types.
Only 7 monsters, the Egyptian Gods and the Wicked Gods, belong to the Divine Attribute in real life:
The Wicked Gods were only Divine-Attribute in the Manga, in the OCG/TCG, they were made DARK-Attribute.
Divine has no external support, since no additional cards were made to supplement it.
Inferno was the first custom attribute introduced to this wiki, created for The Evil monsters. Inferno is usually treated as Dark when applying card effects such as Mystic Plasma Zone, but some cards can say otherwise.
There now are cards to support this attribute, but the creator is too lazy to link to any examples. lol
See also
(Created by XD Master)
(Image is unavailable yet)
The attribute of monsters with both the Water and Wind attributes. Ice is the incomplete attribute with no monster yet.
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Life attribute monsters are "legal" equivalents of Divine attribute monsters. They are immune to all negative card effects and cannot be destroyed by battle. Sounds great right? Well they have one key defect: Damage calculation is doubled. So if you're playing a life deck, be prepared to take a lot more damage then your opponent. (More info as their arbitrary release date draws closer)
Onyx monsters are the counterpart for Fire monsters. This means they can also be called Dark-Fire attribute monsters. They work by BP (Burning Points) except for Underworld Necrodragon.
See the main article, Rainbow.
Space Attribute are based in space (The Final Frontier) and were created by "Cosman246 (Incognito)" in his attempt to make Star Trek cards. Space is a new Attribute. The only Space-Attribute card that was already made is Captain James T. Kirk.
Notable monster include:
Sound is a new Attribute, and the only Sound-Attribute card that was already created is Airwave Melody.
Notable monster include:
Support Cards Include:
(For more detail, see Wood)
Wood monsters are all wood-related or forest-related monsters. Those monters commonly are Beast, Plant, Beast-Warrior, Insect types. Their ability often decrease opponent's ATK, DEF or get to use their affect frequently. They work strong when they're together and easy to polymerizate. FOREST is the best field card to fit them. Their field card is: Tropical Rainforest that increase 500 ATK and minus 400 DEF as payment. Some new monsters are coming soon.
Monster Cards - Spell Cards - Trap Cards Types of Monster Cards Effect - Fusion - Normal - Ritual - Synchro - Dark Synchro - Hybrid(FCG Only) Types of Spell Cards Continuous - Field - Equip Types of Trap Cards Continuous - Counter - Normal Other Types of Card Turn Phases Draw Phase - Standby Phase - Main Phase 1 |
ATK - DEF - Level - Attribute - Type Playing Field Zones Monster Zones - Spell/Trap Zones Types of Summon Flip - Normal - Tribute |
Activate - Chain - Cost - Counters - Destroy Types of Monster Effects Continuous - Flip - Ignition - Quick Compulsory - Optional - Lingering Types of Effect Monsters Flip - Gemini - Spirit - Toon - Tuner - Union - Dark Tuner Types of Spell Speed Spell Speed 1 |
Tournament Guidelines Duel - Infinite Loop - Maintenance Costs Double Tributer - Victory Conditions Attributes DARK - EARTH - FIRE - LIGHT - WATER - WIND Types Aqua - Beast - Beast-Warrior - Dinosaur - Dragon |
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