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Ascended Ced - Sage of the Wind

5

Obtainable as a 5 only

Related Heroes

Hero Stats

Max Avg Total Stats at Lvl 40
182
HP 43
ATK 45
SPD 46
DEF 22
RES 26

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 18 14 10 2 3
Middle 19 15 11 3 4
High 20 16 12 4 5

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 40 42 43 19 22
Middle 43 45 46 22 26
High 46 49 49 26 29

Weapon Skills

Weapons SP Rng. Mt.
Wind
Learns by default at 1 ★
Unlocks at 1 ★
Green Tome Users Only
50 2 4
Elwind
Learns by default at 2 ★
Unlocks at 2 ★
Green Tome Users Only
100 2 6
Rexcalibur
Learns by default at 4 ★
Unlocks at 3 ★
Green Tome Users Only
200 2 9
Heired Forseti

Accelerates Special trigger (cooldown count-1).

At start of turn, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit for 1 turn and grants Special cooldown count-1 to unit. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat, reduces damage from foe's first attack during combat by 30%, and deals damage = X% of unit's Spd when Special triggers (X = unit's max Special cooldown count value × 10, + 20).

Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 2 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Rising Wind

Before combat this unit initiates, foes in an area near target take damage equal to (unit's Atk minus foe's Def or Res).

Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
150 4
Blazing Wind

Before combat this unit initiates, foes in an area near target take damage equal to 1.5x (unit's Atk minus foe's Def or Res).

Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
300 4

Passive Skills

Passive Skills SP Slot
Atk/Spd Ideal 1

At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Spd+3 to unit 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).

Excludes Flying and Cavalry Units
Unlocks at 2 ★
60
A
Atk/Spd Ideal 2

At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Spd+4 to unit 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).

Excludes Flying and Cavalry Units
Unlocks at 3 ★
120
A
Atk/Spd Ideal 3

At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Spd+5 to unit 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).

Excludes Flying and Cavalry Units
Unlocks at 4 ★
240
A
Atk/Spd Ideal 4

At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Spd+7 to unit during combat. At start of combat, if unit's HP = 100% and【Bonus】is active on unit, grants an additional Atk/Spd+2 to unit 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).

Excludes Flying and Cavalry Units
Unlocks at 5 ★
300
A
Special Spiral 1

If unit initiates combat and unit's Special triggers before or during combat, grants Special cooldown count-1 after combat.

Excludes Flying and Cavalry Units
Unlocks at 2 ★
60
B
Special Spiral 2

If Special triggers before or during combat, grants Special cooldown count-1 after combat.

Excludes Flying and Cavalry Units
Unlocks at 3 ★
120
B
Special Spiral 3

If Special triggers before or during combat, grants Special cooldown count-2 after combat.

Excludes Flying, Cavalry, and Staff Units
Unlocks at 4 ★
240
B
Special Spiral 4

Deals +5 damage when Special triggers. If Special triggers, neutralizes "reduces damage by X%" effects from non-Special skills (excluding area-of-effect Specials). If Special triggers before or during combat, grants Special cooldown count-2 after combat.

Excludes Flying, Cavalry, and Staff Units
Unlocks at 5 ★
300
B
Infantry Pulse 1

At the start of turn 1, grants Special cooldown count-1 to all infantry allies on team with HP ≤ unit’s HP-5. (Stacks with similar skills.)

Infantry Units Only
Unlocks at 2 ★
60
C
Infantry Pulse 2

At the start of turn 1, grants Special cooldown count-1 to all infantry allies on team with HP ≤ unit’s HP-3. (Stacks with similar skills.)

Infantry Units Only
Unlocks at 3 ★
120
C
Infantry Pulse 3

At the start of turn 1, grants Special cooldown count-1 to all infantry allies on team with HP < unit’s HP. (Stacks with similar skills.)

Infantry Units Only
Unlocks at 4 ★
240
C
Infantry Pulse 4

At start of turn, if unit's Special cooldown count is at its maximum value, grants Special cooldown count-1 to unit.

At start of turn, if any infantry ally's Special cooldown count is at its maximum value and that ally's max HP < unit's max HP, grants Special cooldown count-1 to that ally. (Stacks with similar skills.)

Infantry Units Only
Unlocks at 5 ★
300
C

Other Info

Origin
Fire Emblem: Genealogy of the Holy War
Fire Emblem: Thracia 776

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