
Wind Tribe Claude
Green DaggerA tier
Introduction
Wind Tribe Claude is a character in Fire Emblem Heroes. Wind Tribe Claude's weapon type is Green Dagger and role is Flying. Faction: Fire Emblem: Three Houses.
On our Fire Emblem Heroes tier list Wind Tribe Claude is A tier, 291st of the 907 characters ranked, from where 3 current tier lists put Wind Tribe Claude.
Is Wind Tribe Claude good?
A flier that fires off Specials on demand. Playful Pinwheel charges his Special right before his first attack and his follow-up, which goes around normal Guard effects, and grants Null Panic and Null Follow-Up, plus stats that grow with the status effects in play. Deep Star adds Canto, big reduction on the first hit (80% against melee), a Spd/Def cut on the foe, and after he attacks, Gravity on the target and its neighbors plus a status that cuts the first enemy-phase hit by 80%.
Bows and flier-effective weapons are his main threat. We rate him A.
Strengths
- Special charges before each attack, past Guard
- Heavy first-hit damage reduction
- Canto and Gravity for map control
Weaknesses
- Bows and flier-effective weapons deal 1.5x damage
Profile
Wind Tribe Claude carries the title "Golden Breeze".
Stats
- HP42
- Atk44
- Spd47
- Def24
- Res26
At level 40 with 5 stars and neutral IVs. Each bar is measured against the highest value in the Fire Emblem Heroes roster.
Skills
5Playful Pinwheel
Weapon · Might 14 · Range 2Accelerates Special trigger (cooldown count-1). At start of turn, if unit's HP ≥ 25%, grants 【Null Follow-Up】and【Null Panic】to unit. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit and grants bonus to unit's Atk/Spd during combat = number of Bonus effects active on unit and Penalty effects active on foe (excluding stat bonuses and stat penalties) × 2, and also, if unit's attack can trigger unit's Special, grants Special cooldown count-X to unit before unit's first attack and Special cooldown count-Y to unit before unit's first follow-up attack during combat (X = number of Bonus effects active on unit, excluding stat bonuses; max = unit's Special cooldown count value at start of combat; Y = number of Bonus effects active on unit (excluding stat bonuses) - unit's Special cooldown count value at start of combat; min: 0). After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions. 【Null Follow-Up】 If unit's Spd > foe's Spd during combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks for 1 turn. 【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.)
Lethality
Special · Cooldown 4When Special triggers, treats foe's Def/Res as if reduced by 75% during combat. Disables non-Special skills that "reduce damage by X%."
Atk/Spd Prime 4
A skillIf【Bonus】is active on unit, grants Atk/Spd+X to unit during combat (X = number of【Bonus】effects active on unit, excluding stat bonuses, × 2, + 3; max 9), and also, if number of【Bonus】effects active on unit (excluding stat bonuses) ≥ 4, unit can counterattack regardless of foe's range during combat. 【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).
Deep Star
B skillEnables【Canto (1)】. If unit initiates combat or is within 2 spaces of an ally, inflicts Spd/Def-5 on foe and reduces damage from foe's first attack by X% during combat (if unit initiates combat, X = 80; otherwise, X = 30; stacks with other damage reduction effects, like that from【Deep Star】; "first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes). If unit initiates combat, grants【Deep Star】to unit and inflicts【Gravity】on target and foes within 1 space of target after combat. 【Canto (1)】 After an attack, Assist skill, or structure destruction, unit can move 1 space(s). (Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.) 【Deep Star】 For 1 turn, if it is unit's first combat initiated by foe that turn, reduces damage from foe's first attack by 80% during combat (that turn only; "first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes). 【Gravity】 Restricts target's movement to 1 space through its next action.
Atk/Spd Oath 4
C skillAt start of turn, if unit is within 2 spaces of an ally, grants Atk/Spd+6 and the following status to unit for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." If unit is within 2 spaces of an ally, grants Atk/Spd+3 to unit during combat.



