General | Quotes | Misc | Heroic Ordeal |
Fuga Force of Gales | |
---|---|
Art by: Niji Hayashi (ニジハヤシ) | |
Description | The chief of the Wind Tribe, who shares close ties with the kingdom of Hoshido. Though he may be growing older, he's still in peak physical condition. Appears in Fire Emblem Fates. |
Rarities | 4 — 5 — Tempest Trials |
Weapon Type | Axe |
Move Type | Infantry |
Voice Actor EN | Imari Williams |
Voice Actor JP | 松本大(Dai Matsumoto) |
Release Date | |
Addition Date | |
Entry | Fates |
Version | 7.9 |
Internal ID | PID_風部族フウガ (996)
|
Origin | 110000400300 |
Stats
All stats have a degree of variation. The stat growth page explains how the variation works.
Level 1 stats
Rarity | HP | Atk | Spd | Def | Res | Total |
---|---|---|---|---|---|---|
1 | 15/16/17 | 8/9/10 | 5/6/7 | 12/13/14 | 1/2/3 | 46 |
2 | 15/16/17 | 9/10/11 | 5/6/7 | 13/14/15 | 1/2/3 | 48 |
3 | 16/17/18 | 9/10/11 | 6/7/8 | 13/14/15 | 2/3/4 | 51 |
4 | 16/17/18 | 10/11/12 | 6/7/8 | 14/15/16 | 2/3/4 | 53 |
5 | 17/18/19 | 10/11/12 | 7/8/9 | 14/15/16 | 3/4/5 | 56 |
Level 40 stats
Rarity | HP | Atk | Spd | Def | Res | Total |
---|---|---|---|---|---|---|
1 | 31/34/36 | 32/35/38 | 19/22/25 | 33/36/38 | 19/21/24 | 147~149 |
2 | 32/35/38 | 35/38/41 | 20/23/26 | 36/39/41 | 20/23/26 | 157~158 |
3 | 35/38/41 | 38/41/44 | 23/26/29 | 38/41/44 | 23/26/29 | 172 |
4 | 36/39/42 | 41/44/47 | 24/27/30 | 40/43/47 | 24/27/30 | 180~181 |
5 | 39/42/45 | 43/46/49 | 26/30/33 | 42/45/49 | 27/30/33 | 192~194 |
Growth Rates
This set of values, after being multiplied by a rarity factor, determines how much each stat will increase from level 1 to level 40, see stat growth.
Rarity | HP | Atk | Spd | Def | Res | Total |
---|---|---|---|---|---|---|
3 | 55% | 80% | 50% | 70% | 60% | 315% |
Stats between level 1 and 40
For stat values between level 1 and 40, see this page.
Skills[ | ]
Weapons[ | ]
Name | Might | Range | Description | SP | Default | Unlock |
---|---|---|---|---|---|---|
Iron Axe | 6 | 1 | — | 50 | 1 | 1 |
Steel Axe | 8 | 1 | — | 100 | 2 | 2 |
Wind Tribe Club | 10 | 1 | At start of turn, if unit's HP ≥ 25%, grants "if unit initiates combat, unit makes a guaranteed follow-up attack" and【Null Panic】to unit for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk/Def+X to unit during combat (X = number of【Bonus】effects active on unit and【Penalty】effects active on foe, excluding stat bonuses and stat penalties, × 2, + 5). 【Null Panic】 If unit is inflicted with Panic (bonuses converted into penalties), neutralizes the "converts bonuses on target into penalties" effect for 1 turn. (Even though the effect is neutralized, the Panic status remains, and is treated as a Penalty status.) 【Bonus】 All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance). 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). | 200 | 3 | 3 |
Wind Tribe Club+ | 14 | 1 | At start of turn, if unit's HP ≥ 25%, grants "if unit initiates combat, unit makes a guaranteed follow-up attack" and【Null Panic】to unit for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk/Def+X to unit during combat (X = number of【Bonus】effects active on unit and【Penalty】effects active on foe, excluding stat bonuses and stat penalties, × 2, + 5). 【Null Panic】 If unit is inflicted with Panic (bonuses converted into penalties), neutralizes the "converts bonuses on target into penalties" effect for 1 turn. (Even though the effect is neutralized, the Panic status remains, and is treated as a Penalty status.) 【Bonus】 All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance). 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). | 300 | 5 | 5 |
Wind Tribe Club+ can be upgraded in the Weapon Refinery.
Assists[ | ]
This unit owns no Assist skills.
Specials[ | ]
Name | Cooldown | Description | SP | Default | Unlock |
---|---|---|---|---|---|
Glowing Ember | 4 | Boosts damage by 50% of unit's Def. | 100 | 4 | 3 |
Bonfire | 3 | Boosts damage by 50% of unit's Def. | 200 | — | 4 |
Passives[ | ]
Type | Name | Description | SP | Unlock | |
---|---|---|---|---|---|
A | Heavy Blade 1 | If unit's Atk ≥ foe's Atk+5, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.) | 60 | 3 | |
Heavy Blade 2 | If unit's Atk ≥ foe's Atk+3, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.) | 120 | 4 | ||
Heavy Blade 3 | If unit's Atk > foe's Atk, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.) | 240 | 5 | ||
C | Threaten Atk 1 | At start of turn, inflicts Atk-3 on foes within 2 spaces through their next actions. | 50 | 1 | |
Threat. Atk/Def 1 | At start of turn, inflicts Atk/Def-3 on foes within 2 spaces through their next actions. | 100 | 2 | ||
Threat. Atk/Def 2 | At start of turn, inflicts Atk/Def-4 on foes within 2 spaces through their next actions. | 200 | 4 |