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Wind Tribe Club
From Fire Emblem Wiki, your source on Fire Emblem information. By fans, for fans.
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Wind Tribe Club (Japanese:風の部族の金棒Wind tribe club) is a weaponskill in theaxe category which debuted inFire Emblem Heroes. When its user'sHP is not low, Wind Tribe Club guarantees its user afollow-up attack, neutralizes effects that convert bonuses to penalties, and boosts its user'sattack anddefense 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) | 10 | 1 | 200 | -- | Steel Axe | -- | ✓ | If user'sHP ≥ 25% at start of turn, grants "if user initiates combat, user makes guaranteed follow-up attack" and Null Panic[effect 1] 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'sattack anddefense during combat. | ||
| Heroes (Wind Tribe Club+; refine: Unrefined) | 14 | 1 | 300 | -- | Wind Tribe Club | -- | ✓ | If user'sHP ≥ 25% at start of turn, grants "if user initiates combat, user makes guaranteed follow-up attack" and Null Panic[effect 1] 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'sattack anddefense during combat. | ||
| Heroes (Wind Tribe Club+; refine: +Atk) | 16 | 1 | 350 | 500 50 | -- | -- | ✗ | If user'sHP ≥ 25% at start of turn, grants "if user initiates combat, user makes guaranteed follow-up attack" and Null Panic[effect 1] 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'sattack anddefense during combat. Grants +5 HP. | ||
| Heroes (Wind Tribe Club+; refine: +Spd) | 14 | 1 | 350 | 500 50 | -- | -- | ✗ | If user'sHP ≥ 25% at start of turn, grants "if user initiates combat, user makes guaranteed follow-up attack" and Null Panic[effect 1] 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'sattack anddefense during combat. Grants +5 HP and +3 speed. | ||
| Heroes (Wind Tribe Club+; refine: +Def) | 14 | 1 | 350 | 500 50 | -- | -- | ✗ | If user'sHP ≥ 25% at start of turn, grants "if user initiates combat, user makes guaranteed follow-up attack" and Null Panic[effect 1] 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'sattack anddefense during combat. Grants +5 HP and +4 defense. | ||
| Heroes (Wind Tribe Club+; refine: +Res) | 14 | 1 | 350 | 500 50 | -- | -- | ✗ | If user'sHP ≥ 25% at start of turn, grants "if user initiates combat, user makes guaranteed follow-up attack" and Null Panic[effect 1] 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'sattack anddefense 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
- The Wind Tribe Club as it appears inHeroes.



