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Wind Tribe Club
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Wind Tribe Club (Japanese: 風の部族の金棒 Wind tribe club) is a weapon skill in the axe category which debuted in Fire Emblem Heroes. When its user's HP is not low, Wind Tribe Club guarantees its user a follow-up attack, neutralizes effects that convert bonuses to penalties, and boosts its user's attack and defense based on the number of the user's bonuses and foe's penalties.
Stats
Game | Icon | Type | Might | Range | SP cost | Refine cost | Prerequisites | Unusable by | Inheritable | Other effects and notes |
---|---|---|---|---|---|---|---|---|---|---|
Heroes (Wind Tribe Club) |
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10 | 1 | 200 | -- | Steel Axe | -- | ✓ | If user's HP ≥ 25% at start of turn, grants "if user initiates combat, user makes guaranteed follow-up attack" and "if user's bonuses are converted to penalties, neutralizes effect" for 1 turn. If user's HP ≥ 25% at start of combat, grants +([(number of bonuses active on user + number of penalties active on foe) × 2] + 5) each to user's attack and defense during combat. |
Heroes (Wind Tribe Club+; refine: Unrefined) |
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14 | 1 | 300 | -- | Wind Tribe Club | -- | ✓ | If user's HP ≥ 25% at start of turn, grants "if user initiates combat, user makes guaranteed follow-up attack" and "if user's bonuses are converted to penalties, neutralizes effect" for 1 turn. If user's HP ≥ 25% at start of combat, grants +([(number of bonuses active on user + number of penalties active on foe) × 2] + 5) each to user's attack and defense during combat. |
Heroes (Wind Tribe Club+; refine: +Atk) |
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16 | 1 | 350 | 500 ![]() 50 ![]() |
-- | -- | ✗ | If user's HP ≥ 25% at start of turn, grants "if user initiates combat, user makes guaranteed follow-up attack" and "if user's bonuses are converted to penalties, neutralizes effect" for 1 turn. If user's HP ≥ 25% at start of combat, grants +([(number of bonuses active on user + number of penalties active on foe) × 2] + 5) each to user's attack and defense during combat. Grants +5 HP. |
Heroes (Wind Tribe Club+; refine: +Spd) |
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14 | 1 | 350 | 500 ![]() 50 ![]() |
-- | -- | ✗ | If user's HP ≥ 25% at start of turn, grants "if user initiates combat, user makes guaranteed follow-up attack" and "if user's bonuses are converted to penalties, neutralizes effect" for 1 turn. If user's HP ≥ 25% at start of combat, grants +([(number of bonuses active on user + number of penalties active on foe) × 2] + 5) each to user's attack and defense during combat. Grants +5 HP and +3 speed. |
Heroes (Wind Tribe Club+; refine: +Def) |
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14 | 1 | 350 | 500 ![]() 50 ![]() |
-- | -- | ✗ | If user's HP ≥ 25% at start of turn, grants "if user initiates combat, user makes guaranteed follow-up attack" and "if user's bonuses are converted to penalties, neutralizes effect" for 1 turn. If user's HP ≥ 25% at start of combat, grants +([(number of bonuses active on user + number of penalties active on foe) × 2] + 5) each to user's attack and defense during combat. Grants +5 HP and +4 defense. |
Heroes (Wind Tribe Club+; refine: +Res) |
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14 | 1 | 350 | 500 ![]() 50 ![]() |
-- | -- | ✗ | If user's HP ≥ 25% at start of turn, grants "if user initiates combat, user makes guaranteed follow-up attack" and "if user's bonuses are converted to penalties, neutralizes effect" for 1 turn. If user's HP ≥ 25% at start of combat, grants +([(number of bonuses active on user + number of penalties active on foe) × 2] + 5) each to user's attack and defense during combat. Grants +5 HP and +4 resistance. |
Availability
Heroes
Method | Data | |
---|---|---|
Wind Tribe Club | Wind Tribe Club+ | |
Unit (★★★★) | Fuga: Force of Gales | — |
Unit (★★★★★) | — | Fuga: Force of Gales |
Flavor text
Game | Text (English) |
Text (Japanese) |
---|---|---|
Heroes | 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). |
ターン開始時、自身のHPが25%以上なら、
自分に「自分から攻撃時、絶対追撃」、 【見切り・パニック】を付与(1ターン) 戦闘開始時、自身のHPが25%以上なら、 戦闘中、攻撃、守備+5、 さらに、攻撃、守備が、 自分が受けている強化を除いた【有利な状態】の数と 敵が受けている弱化を除いた【不利な状態異常】の数の 合計値の2倍だけ増加 【見切り・パニック】 「パニック」(強化を+ではなく-とする状態異常)を 付与されている時、 その「強化を+ではなく-とする」効果を無効化 (1ターン) (「パニック」と「見切り・パニック」の 両方が付与された場合、 「パニック」の効果は無効化するものの、 「不利な状態異常」は付与されていると扱う) 【有利な状態】 「1ターン」の効果全般 (強化、移動+1、敵弱化ダメージ+等) 【不利な状態異常】 「敵の次回行動終了まで」の効果全般 (弱化、移動制限、パニック、反撃不可、 相性激化、キャンセル等) |
Etymology and other languages
Names, etymology, and in other regions | ||
---|---|---|
Language | Name | Definition, etymology, and notes |
English |
Wind Tribe Club |
-- |
Japanese |
風の部族の金棒 |
Wind tribe club |
Spanish |
Porra del viento |
Club of the wind |
French |
Batte du vent |
Bat of the wind |
German |
Windkeule |
Wind club |
Italian |
Clava del Vento |
Club of the wind |
Portuguese |
Clava do vento |
Club of the wind |
Traditional Chinese |
風之部落的金棒 |
Wind tribe staff |
Gallery
- Is feh wind tribe club.png
The Wind Tribe Club as it appears in Heroes.