Type | RANK | HP | STR | MAG | DEF | AGI | WT |
Aero | 3 | 78 | 92 | 74 | 75 | 118 | 16 |
SLv | HP | STR | MAG | DEF | AGI |
25 | 24 | 16 | 14 | 14 | 18 |
250 | 185 | 144 | 126 | 127 | 170 |
Skill Name | SLv | Category | Type Scope Range |
Power | Hit% | Cost | Effect(s) |
Tornado III | n/a | Mag. Attack | Aero Foes Long |
95 | 90% | SP12 | 10% chance of inflicting stun. (Target cannot act that turn) |
Tailwind | 90 | Buff Skill | Aero Allies n/a |
CT4 | Raises the party’s AGI by one stage. | ||
Tornado Kick | 150 | Phys. Attack | Aero One Mid Bash |
120 | 95% | CT3 | Variable Aero/Fighting type; dramatically more powerful against targets with buffed stats. |
Tornado Guard | n/a | Auto | Aero One |
Passive | DMG REDUCE: 40% | Halves damage taken from attacks that target the party. | ||
Gigantify | 120 | Auto | Aero One |
Passive | While HP is 50% or higher, attacks targeting all foes become 1.2x stronger. | ||
Rage Voltage | 180 | Auto | Fighting One |
Passive | At the end of each turn, attack multiplier +5%. |
Clear the game and win round 10 of the Battle Arena. You may add Tornado III to the party by pressing SHIFT twice while hovering your cursor over Confuse.
Rage Voltage boosts his attack multiplier by 5% each turn he is alive with a limit of +55%. Dying and being revived restarts the count. You can watch it add up right before your eyes just like with Water I. This percentage is ADDED at the END of %calculations, meaning that something which is not immune but would normally be 0% will display as 5%, then 10%, etc. (Aero against Steel, for example).
Tornado III can support the party with Tailwind and items while dealing massive damage using Tornado Kick. Gigantify makes him ideal for helping clear swathes of trash mobs in a hurry, and Rage Voltage is obviously great for longer battles.
Rage Voltage is additive which makes it possible to fight without fretting as much about type match ups, which is of course quite appealing. He has strong skills, but you can also get away with arming him with a decent weapon that has solid typing and just swinging away.
Tornado Kick and Rage Voltage come very late in the game.
He won’t even have a high enough level to support the team with Tailwind unless you pump some levels into him as soon as you get him.
The reality of Tactical Mode is that it favors ending battles as quickly as possible, making Tornado III's slower-to-develop battle style a tough sell.
What | Why |
Bramd | The STR buff is nice for dealing big damage with |
Rising Falcon | Gives Tornado III a physical option for laying the smack down on all foes as well as Aero STAB for normal attacks. |
Thunder Bow | A good choice for pesky Ghost type bosses and others with tough to deal with types. |
Halberd Cannon | Its Swing skill is made all the more useful thanks to Gigantify. |
Blitzgazer | A nice Aero STAB option with a Light-type party-wide physical skill. |
Tenpuu | Aero STAB weapon usable up front or on the mid-lines. |
Clear Wing | Aero STAB sword with Dichroic Mirror built in. |
Shield of Tower | Tornado Guard pairs up nicely with its aggro on party-wide attacks... whether the damage HE takes gets halved is inconclusive, however. |
Amber Armlet | To keep Tornado III alive during those long, drawn out fights. |
EX Skill | Why |
Sense Danger | Rage Voltage resets if Tornado III dies. This helps to prevent that. |
Auto Recovery | He only benefits from Gigantify at 50%+ HP. |
STR+ | Required for maximum damage dealing potential. |