For the majority of P3P players, grabbing a wind persona is likely to be pretty low on their list of priorities. This is because Yukari, the first party member to join your team, specialises in bows, healing and yes you guessed it, Wind spells. She does the job particularly well too, but true aficionados of the Persona series will no doubt know that anything the party can do, the protagonist can do better. Let’s see just how much better they are at providing Wind damage now, shall we?
Credit to Cyrus917 on GameFAQs for the save file that allowed screenshots to be taken. Negative credit to developers that refuse to let screenshots be taken on Vita ports of PSP games.
When it comes to an early elemental persona, Fortuna really has everything that you might need, but you may need to wait a little longer than usual. Being level 17, you’re going to have to progress through Tartarus for a little while before you can fuse it, but things do work out well in this regard, because you’ll have Yukari around until this point due to a lack of party members.
Skill wise, Fortuna has access to both the single and multi target versions of basic Wind spells, being Garu and Magaru. Outside of these it does have access to Bufu, which is nice from a utility perspective, but it does inexplicably learn Dodge Wind despite being naturally resistant to it. Things really heat up when Fortuna reaches level 22 however, because it’ll learn Wind Boost, which increases all Wind damage by 25%. This is a nice increase of course, but it also ensures that this particular persona stays relevant for a long time, even without access to a medium level spell, because the increase will keep your basic Garu spell relevant enough in terms of damage whilst retaining it’s low SP cost.
- Innately knows Garu, the weak single Wind spell.
- Learns Magaru at level 18, the weak group Wind spell.
- Learns Wind Boost at level 22, increasing Wind damage by 25%.
- As a token bonus, innately knows Bufu, the weak single Ice spell.
Followers of our persona recommendations will no doubt know what to expect here, which is that we like to recommend a persona that moves with your team as they level up. Having Fortuna early will mean that you’re kind of used to having your Wind damage boosted by 25%, and anything less than this will likely frustrate you. That being said, Kusi Mitama will suit your needs quite nicely, though we will admit that we’re prioritising said boost more than anything else here, because it helps to retain SP, which is key in the longer mid game Tartarus climbs.
It’s the single target spell that has been upgraded here, with Garula being available innately to Kusi, but at this point the group spell is still the light Magaru. This is fine for us however, because SP is limited at this point, and getting Kusi Mitama to level 34 will once again reveal Wind Boost, keeping all of these relevant for longer than ever. Certainly, it’ll keep things going long enough to reach our next persona, the true mid game monster.
- Innately knows Garula, the medium single Wind spell.
- Innately knows Magaru, the weak group Wind spell.
- Learns Wind Boost at level 34, increasing Wind damage by 25%.
- Magic stat is prioritised, so damage will be high at this point.
Honestly, in our recent playthrough of Persona 3 Portable, Quetzalcoatl saw a tremendous amount of usage in the mid game, and even saw some usage into the late game. Having learned Wind Boost at level 34 on Kusi Mitama, it’s a short hop to level 43 to get your hands on this persona, and the upgrade in spells and damage is very, very noticeable.
Most of this power comes from Garudyne, the heavy single target Wind spell, which Quetzalcoatl will learn after one single level of experience, and you’re likely to get it automatically thanks to your social link levelling. This is joined by Magarula, the medium group target Wind spell, and at level 48 good ol’ Wind Boost will return to the fore. All of this will amount to a seriously powerful persona in the mid game, and if you’re facing Wind resistant enemies, why not throw in the multi target Light spell Mahamaon, the physical group skill Deathbound, or even just buff the defence of your entire team with Marakukaja! Truly, a wonderful persona for the mid game, and once you absolutely must fuse, for more than just Wind power alone.
- Innately knows Magarula, the medium group Wind spell.
- Learns Garudyne at level 44, the heavy single Wind spell.
- Learns Wind Boost at level 48, upping Wind damage by 25%.
- Also has access to Mahamaon, Deathbound and Marakukaja skills, all of which are super useful in the mid game.
For some reason, when we see ‘ultimate’ persona discussed around the P3P sphere, Norn is often completely ignored, in favour of stars like Surt, Odin and Siegfried. Those have their appeal of course, but why should you just completely forego one of your elemental spells? Why not gain access to every single unique, severe spell on offer? Well, maxing out your Fortune Arcana might be a bit of a stumbling block, because this either means paying a great deal of attention to your Club as the male protagonist, or waiting for it to become available in Ryoji as a female. So whilst we do understand that these often feel a little more awkward than others, the rank 10 persona is actually pretty damned good when you get there.
Admittedly however, it’s rather one note, being Wind and literally nothing else. Magarudyne is innately known, which takes care of the ‘heavy group’ type of Wind Spells, and it’s joined by both Wind Amp and Panta Rhei. The former is the usual 50% boost to elemental damage, but it’s the latter that we’re really after, because its unique to Norn and deals a massive amount of Wind damage to one target. Outside of regenerating health and SP every round thanks to a combination of Regenerate and Invigorate 3, that’s pretty much all you get. Grab yourself a Wind Boost card from Kusi Mitama (which you should have levelled earlier), and you have the most single target Wind damage possible in P3P!
- Innately knows Maragudyne, the heavy group Wind spell.
- Innately knows Panta Rhai, the severe Wind spell unique to Norn.
- Innately knows Wind Amp, increasing Wind damage by 50%.
- Seriously, teach it Wind Boost, which Kusi Mitama will eventually grant you, to maximise the possible Wind damage in the entirety of P3P!