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Wind Tribe Catria

Analysis by GamePress
Wind Tribe Catria - Windswept Knight

4-5

Obtainable as a 4 - 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
184
HP 39
ATK 45
SPD 45
DEF 25
RES 30

Stat Variations

Level 1 Stat Variation
5★
4★
HP ATK SPD DEF RES
Low 16 9 14 2 5
Middle 17 10 15 3 6
High 18 11 16 4 7

Level 40 Stat Variations
5★
4★
HP ATK SPD DEF RES
Low 35 42 42 21 27
Middle 39 45 45 25 30
High 42 48 49 28 33

Weapon Skills

Weapons SP Rng. Mt.
Iron Bow

Effective against flying units.

Learns by default at 1 ★
Unlocks at 1 ★
Only Inheritable by Bow users.
50 2 4
Steel Bow

Effective against flying units.

Learns by default at 2 ★
Unlocks at 2 ★
Only Inheritable by Bow users.
100 2 6
Whitewind Bow

Effective against flying foes. At start of turn, if unit's HP ≥ 25%, grants【Null Follow-Up】 and【Null Panic】to unit for 1 turn.

At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+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 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.) 

【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).

Learns by default at 4 ★
Unlocks at 3 ★
Only Inheritable by Bow users.
200 2 8
Whitewind Bow+

Effective against flying foes. At start of turn, if unit's HP ≥ 25%, grants【Null Follow-Up】 and【Null Panic】to unit for 1 turn.

At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+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 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.) 

【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).

Learns by default at 5 ★
Unlocks at 5 ★
Only Inheritable by Bow users.
300 2 12
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
Harsh Command

Converts penalties on target into bonuses.

Learns by default at 4 ★
1 150
Harsh Command+

Neutralizes target ally's penalties (from skills like Panic, Threaten, etc.) and negative status effects (preventing counterattacks, restricting movement, etc.) that last through ally's next action. Converts any penalties on target ally into bonuses.

1 400

Passive Skills

Passive Skills SP Slot
Atk/Spd Catch 1

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

【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).

Cavalry & Flying Only
Unlocks at 1 ★
60
A
Atk/Spd Catch 2

At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Spd+4 to unit during combat. 

【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).

Cavalry & Flying Only
Unlocks at 2 ★
120
A
Atk/Spd Catch 3

At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Spd+5 to unit during combat. 

【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).

Cavalry & Flying Only
Unlocks at 4 ★
240
A
S/D Far Trace 1

Enables【Canto (Rem.)】.  Inflicts Spd/Def-1 on foe during combat. 

【Canto (Rem.)】

After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (If unit used a movement skill that warped them, its remaining movement is 0.)  (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's remaining movement.)

Cavalry & Flying Only
Unlocks at 3 ★
60
B
S/D Far Trace 2

Enables【Canto (Rem.)】.  Inflicts Spd/Def-2 on foe during combat. 

【Canto (Rem.)】

After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (If unit used a movement skill that warped them, its remaining movement is 0.)  (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's remaining movement.)

Cavalry & Flying Only
Unlocks at 4 ★
120
B
S/D Far Trace 3

Enables【Canto (Rem.)】.  Inflicts Spd/Def-3 on foe during combat. 

【Canto (Rem.)】

After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (If unit used a movement skill that warped them, its remaining movement is 0.)  (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's remaining movement.)

Cavalry & Flying Only
Unlocks at 5 ★
240
B

Other Info

Origin
Fire Emblem: Mystery of the Emblem

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