Fujin
Infographic (September 2023)
Character Notes & Recommendations
Have updates or suggestions? Contact us via Reddit or Discord, find our info Behind the Scenes!Summon Board Passive selections:
Pandemonium choose 3 / 4 / 6
Odin choose 3 / 6 / 7
Bahamut choose 4 / 6 / 7
Usuals:
Ifrit, Shiva, Ramuh, Brothers 4 / 5 / 7
Leviathan, Diabolos, Alexander 4 / 5 / 6
For more details and help with summons, check Summon Hub!
Sphere Recommendations
NOTE: The sphere letters below are hyperlinked to our Sphere Hub which lists all available spheres sorted by effect!C Sphere - Avoid spheres triggered from healing - all of the rest are about equal in value to Fujin, with Alphinaud's probably being the best as it's just a great sphere.
D Sphere - Focus on ATK and/or mBRV, the rest are fine!
E Sphere - Just about any ATK sphere is fine or you can give her Quistis for more mBRV aura, or opt to boost her own stats. Her own sphere belongs on a character like Kefka, Setzer, or others with E slots that either have a lot of debuffs or don’t debuff often.
How-To-Play Notes
Fujin is a wind-enchanting support with decent launch attacking capabilities. She has an invisible buff which is her Wind mode (white swirl aura around her) which provides her and her allies buffs and upgrades her base skills. Using EX as it's up will maintain it so don't worry too much about it and skills are assumed to be upgraded the entire fight (so they will launch)
With BT and FR she becomes a monstrous launch support allowing allies to launch all the time AND doubling Wall Damage.
Wall Damage = (10% + 5% per ally joined in launch) x (Damage dealt on the ground + Ally midair attacks). In a normal setting (Normal unit + 2 allies joining launch) this is a raw 20% bonus to the total damage deal to the enemy.
(Ex. 40M damage from allies will result in 8M wall damage and you see 48M Total HP Damage). Her BT effect will make wall damage 16M and result in 56M Total HP DMG, but more on that below.
Metsu+ (S1) is her most damaging skill in 2-target fights. It shaves all enemies, and has high turn rate to jump Fujin’s turn up earlier as well. Metsu is the only skill in Fujin’s kit that doesn’t apply Wind imperil, so if her imperil is pushed off or cleansed, hold off on this and reapply with S2, EX or LD.
Sai+ (S2) is her single target BRV shave with splash and imperil. This also refreshes her Wind mode.
Tai (EX) recharges in 2 skill uses. It launches the enemy and other enemies can be launched afterward. The party battery is great alongside this. If you don’t have a full launch possible, consider using:
All Delay Attack Throw (AA) will delay all enemies by a turn, enabling her to get better launches in, or just push enemies back a turn if an ally is needed to BRV shave or provide some utility.
Tai also places a strong trap that can ready the enemy for launch if BT/FR effects are missing.
Setsu (LD) on top of being a strong attack also applies her Gusts buff which enables party auras, one of which is a party battery upon hitting weakness once to help anyone setup launches.
Hyo (FR) is her FR which needs:
Wind damage on turn: 30%
Launching on turn: 60%
90% on turn and 20% HP DMG & Limit midair is a GREAT FR for most of the cast. She also batteries the party based on the HP DMG dealt that turn.
Nagi (BT) provides most of the usual stats, but her standout effect is enabling everyone to launch and doubling Wall Damage. Wall Damage was mentioned above and in our Glossary. If you thought Weiss' 10% effect was cool, Fujin provides up to 20% for most units.
Team Synergy Notes
Raines and Aranea get a little extra out of the BT effect because their follow up counts them as a separate ally joining in launch so they can get 50% Wall Damage instead of 40% that others would get.
Using the example from above, 40M HP Damage from the team would result in 20M Wall Damage (60M Total HP DMG)
Even without the wind enchant, units can gain 80% HP DMG Bonus with a launching Echo attack to setup big BT phases.
Unless a boss has launch immunity, she works in literally any rushdown team. She does everything a launch support could ask for and isn't reliant on Keiss LDCA, Raines FR, Selphie LD debuff, Pecil C spheres, nothing. She's a strong independent that don't need no words.
Removable Passives
NOTE: Passives should generally only be removed if you lack CP space. There are very rare occasions where a character has a bad passive that disrupts their optimal gameplay.BRV Attack+ Up (just no)
Chain Bonus (waste of CP, truly awful)
Initiative (only provides SPD for first 3 turns of a wave)
Debuff Initiative (only provides SPD, but be careful making her too slow to reapply her imperil)
Break Boost Up (marginal mBRV boost for 1 turn after break)