gale wind

This guide is aimed at F2P players simply because they need to choose who to save BTs and pull. If you’re P2W, just buy every LSSR 😛

TLDR

F2P: Nope, save BTs for SSR+! You may consider pulling if you focus on PVE as he helps a lot in many PVE content with his stuns!


RATING

ModeRating
PVPSSS
PVESSS
Ratings are of my own opinion

GALE WIND’S KIT

Role: Stunner Crowd Control / Follow-up
Type: Grappler / Monster (Demon)
Meta Duration:
For PVE, pretty long and useful. For PVP, until MBv2 comes out where he will be partially countered.

ABILITIES

Basic: 2 hits single target, 160% ATK. 100% chance to inflict [Internal Injury] (155% of Gale Wind’s ATK)
Ultimate: Ult only uses 900 points (1 energy). Cross shape – 4 hits, 200% ATK. For the first 2 rounds, 100% chance to inflict 2 random enemy units with [Stun] (Not affected by Hit%). 50% chance to ignore immunity.
Passive: 40% NON CRIT DMG Reduction. After any character action, does a [Follow-Up] to the enemy with the highest ATK (80% of Gale Wind’s ATK, up to 3 times per round)

Ultra-Ultimate:
ATK 200% > 260%
Energy bar 900 > 950 points
Stun random enemies 2 > 3
Extreme-Passive:

Non-crit dmg reduction 40% > 50%
Follow-up ATK 80% > 100%
Follow-up ATK 3x > 4x per round

GEAR

Suggested gear:

ATK% and CRIT% gear. If you don’t have a speedster like Sonic/Amai, then you might want to go full SPD gear to ensure your Gale Wind can move first.

Recommended set is Formal for the stun inflict (main target that you select only), or Gangster for Follow-up
Broken set is fine if you don’t have the required pieces.

Buff Gear:

ATK:
Monster ATK – ATK%x3
Grappler ATK- CRIT%x3
Demon ATK – ATK/DMG Rate

If playing a speed build, then swap the ATK% with SPD%.


SO WHY GALE WIND?

Pros:

  • Super crowd control with his stuns. I’m sure you know how annoying Lightning Max stun is in Live Clash. Well, this is the same thing, except that it’s 2 random enemies. One can argue since it’s random, it’s not as good as targeted, however random can also mean that your backline can get hit by stun and is not safe. Also, 2 100% stuns is already 1/3 of your team disabled, so it’s a 4v6!
  • Reduced ultimate energy cost, (basically 1 energy)
  • Excellent at PVE content – things like Training Center, Mirage Trials, etc. Meta life for PVE is considerably long (until they make PVE enemy have stun immunity?!)
  • Follow-up attacks enemy’s DPS, and hits pretty well if geared properly
  • Decent survivability with 40% non-crit dmg reduction
  • Uses Demon badge, so relatively cheaper to ascend

Cons:

  • Needs high speed to work, either on himself, or with a speedster ally (Sonic v2 / SSR Amai). If he doesn’t go first, he might get countered and stunned by enemy’s Gale Wind
  • He is mostly just a support so you still need a DPS carry like ATT to kill enemy units within the first 2 rounds
  • Needs KS to have maximum potential (stunning 3 instead of 2 is half the team disabled!)
  • Stun chance is not affected by HIT%
  • He is a grappler for some reason (even though he’s from the same ninja village as Sonic!), so competing for very limited Grappler slots since Bomb is already a Grappler (units like WDM, SSR Amai, Suiryu,etc)
  • His defense is his best offense – his stuns. Other than stuns, he doesn’t bring any utility or support to the team.
  • Very near SSR+ units, which will still dominate
  • Partially countered by MBv2 due to stun immunity

FINAL THOUGHTS

Gale Wind is a super strong unit, his ability to totally disable 1/3 (half with KS) of the enemy’s team is nothing to scoff at, and puts you at a huge advantage. If not for SSR+, he would totally be a must-pull. However, as F2Ps, sacrifices have to be made, so you should skip him for better SSR+ like MB v2 etc.

If you focus a lot on PVE, he is actually almost essential in clearing some of the content, and so far there’s no other unit that can stun multiple units.

Other than that, please skip him and save BTs for SSR+!


TIPS:
If you manage to draw in less than 50 draws, it’s advisable to stop and save up for the next LSSR.
If you draw between 50 and 150, then it’s up to you whether you want to max draw for duplicate shards.
If you draw at around 150, then you should continue and max draw for shards since you’re already so near 180.



DID YOU KNOW…

Gale Wind and Hellfire Flame attack Speed-o’-Sound Sonic in a forest and introduce themselves as Sonic’s seniors from their Ninja Village.


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