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Transitioning
Baseline
Before transitioning to primal, it is generally reccomended to have the following weapons available with bars ready.
Spark Priority
Due to recent release of Fans, their full impact and spark priority are being determined. Presently, while the weapon is incrediblely strong, they need established zeph grid pieces to full shine so they are placed lower on the priority. But do not mistake that as for a sign for lack of strength.
Wind has some strong characters tied to their weapons which is why the sparking priority differentiates quite a bit from the barring priority, this list is built with the assumption that you had to spark for the character themselves, which means you did not pull any on their rate-up banner.
- 1st Evanescence
- For Naru and not the weapon itself
- 1st Claíomh Solais Díon
- 2nd Claíomh Solais Díon
- 1st Piercing Galewing
- 1st Kaguya’s Folding Fan
- 2nd Piercing Galewing
- 2nd Kaguya’s Folding Fan
Barring Priority
Before barring anything, it is a good idea to have most if not all of the gridpieces available with bars for them.
- 1st Piercing Galewing
- 1st Kaguya’s Folding Fan
- 2nd Kaguya’s Folding Fan
- 2nd Piercing Galewing
- 1st Claíomh Solais Díon
- 2nd Claíomh Solais Díon
Weapons
Central Grid Pieces
List of the core grid pieces to most grids.
Shamed Be Whoever Bears Evil |
Massive wind DMG to a foe (Gain Shielded and Unchallenged.)
Additional effect at 4★: Shielded now affects all allies. (Also remove 1 debuff from all allies.) |
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Jade Valuables
|
When 15 or more weapon skill types are active: Wind allies gain ATK, DEF, and DMG cap. |
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Wind’s Majesty
|
Small boost to wind allies’ ATK and max HP |
- Wind’s Resonator weapon, it provides a sharp boost to EX ATK, boost to DEF and more cap up if the skill conditions are met.
- Almost every Zeph grid has space for this weapon so it can be used everywhere.
- Bar priority not as high since Resonator skills are already accessible from 0*, but recommended to bar. for more damage once you have the bars for it.
- The condition looks a bit complicated but easily achievable with a proper grid.
- Weapon condition takes into account the Weapon Skills your character has – look at the SKILL 21
Quilling Dust Devil |
Massive wind DMG to a foe (Gain Dodge All 1.)
Additional effect at 4★: All allies also gain Charge Bar. |
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Tranquility’s Pact
|
Supplement wind allies’ DMG |
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Dagger Voltage II
|
Boost to ATK based on how many daggers are equipped. |
Tranquility’s Quintessence
|
Boost to wind allies’ DMG cap |
- 50k supp, dagger voltage, and 7% cap up at FLB.
- Not as powerful in wind as in other elements due to the lack of other daggers causes a drop in damage and the value wind places in cap up over supp.
Autumn Night Alight |
Massive wind DMG to a foe (800% Bonus Wind damage to all foes (Damage cap: ~800,000).)
Additional effect at 4★: Wind allies also gain Critical Hit Rate Boosted (Wind). |
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Optimus Exalto Aeros
|
30% boost to Wind’s, Whirlwind’s, and Ventosus’s weapon skills |
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Wind’s Fandango
|
Small boost to wind allies’ ATK / Small boost to triple attack rate |
Ventosus’s Demolishment
|
Big amplifying boost to wind allies’ normal attack DMG |
- Boostable normal attack damage is incredible strong.
- Primal skill boost skill provides a large damage boost to single sided Zeph setups. However, it requires some strong mods to boost since this weapon and clams only have a small attack mod and galewings have no boostable skills.
Let’s Dance |
Massive Wind damage to a foe. (Gain Bonus Wind DMG.)
Additional effect at 4★: Also gain Jammed. |
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Ventosus’s Bloodshed
|
Big boost to wind allies’ ATK / Take DMG worth 20% of max HP at battle start |
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Wind’s Enmity
|
Small boost to wind allies’ ATK based on how low HP is |
Wind’s Might
|
Small boost to wind allies’ ATK |
- The best source of raw damage mods available for wind helpfing ensure enmity as being apart of wind.
- Excellent for spartan setups.
Existence Cleave |
Massive wind DMG to a foe (Inflict Wind Lowered (Stackable).)
Additional effect at 4★: Also inflict Debuff Resistance Lowered (Stackable). |
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Ventosus's Bloodshed
|
Big boost to wind allies' ATK / Take DMG worth 20% of max HP at battle start |
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Wind's Garrison
|
Small boost to wind allies' DEF based on how low HP is |
Ventosus's Enmity
|
Big boost to wind allies' ATK based on how low HP is |
- The best source of raw damage mods available for wind helpfing ensure enmity as being apart of wind.
- Excellent for spartan setups.
- Edges out in damage over Destiny Knuckles while also offering some garrison to help with the low HP values.
Stormwyrm’s Majesty III
|
Big boost to wind allies’ ATK and max HP |
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Guiding Revelation
|
A symbol of apocalyptic corruption. Empowered by a chosen pendulum. |
Guiding Gospel
|
A symbol of evolution’s holy outcome. Empowered by a chosen pendulum. |
- Big magna ATK and HP, cap up of choice at FLB, and third skill of many powerful options at ULB.
- Generally the only source of magna mod in primal grids.
- Typically used for bursting.
- Frequently used keys: Echo
Ventosus’s Majesty
|
Big boost to wind allies’ ATK and max HP |
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Guiding Revelation
|
A symbol of apocalyptic corruption. Empowered by a chosen pendulum. |
Guiding Gospel
|
A symbol of evolution’s holy outcome. Empowered by a chosen pendulum. |
- Big normal ATK and HP, cap up of choice at FLB, and third skill of many powerful options at ULB.
- Typically used for FA and hard content.
- Frequently used keys: Majesty, Progression.
Roaming Gale |
Massive Wind damage to a foe. All allies gain Wind ATK Boosted (20%, 3.5t) and Earth DMG Lowered (20%, 3.5t). |
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Raphael’s Blessing III
|
Amplify Wind allies’ damage against Earth foes by 23%. |
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Wind’s Majesty
|
Small boost to wind allies’ ATK and max HP |
- 20-23% seraphic mod that boosts all wind damage by when fighting on element.
- Core to on element raids.
Cap Break
Weapons that break cap either via cap up or supplemental.
Verdict Sphere |
Massive wind DMG to a foe (All allies gain Conquest Anthem. (Converts “Boost to DEF” effects to “Boost to ATK” [Cap: 100%].))
Additional effect at 4★: All allies also gain Armored. Additional effect at 5★: Conquest Anthem and Armored’s duration increased to Half Turns|4.5 turns. |
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Emperor-Judgement’s Awakening
|
When main weapon: Massive boost to Wind allies’ ATK (Modifier: EX). Wind allies take 1% DMG (Based on max HP) every turn. 30% Earth DMG reduction. |
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Sephira Maxi-Wind
|
20% boost to Wind allies’ DMG Cap in Arcarum. |
Wind’s Majesty
|
Small boost to wind allies’ ATK and max HP |
- Needs FLB to be useful.
- At FLB:
- A strong grid slot thanks to its mix of normal majesty and massive EX.
- Generally limited in usage outside of Extra grids.
- At ULB:
- An all around great slot thanks to both its mix of mads and the additional 5% cap up.
- Good option for many normal grids.
- Provides a strong 30% earth damage reduction which is great for both FA and GW burst strategies.
Yesohd |
Unworldly Wind damage to a foe (Damage cap: ~2,550,000). (MC can’t attack next turn.)
Additional effect at 4★: Effect increased to Bonus Wind DMG (1 time). Additional effect at 5★: Effect increased to Bonus Wind DMG (1 time). |
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Hermit-Temperance’s Accord
|
When main weapon: Massive boost to Wind allies’ ATK (Modifier: EX). At end of turn: Wind allies who didn’t attack gain ATK Sharply Boosted (100%, 1 times, Multiplier: Assassin, 1T). |
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Sephira Maxi-Wind
|
20% boost to Wind allies’ DMG Cap in Arcarum. |
Wind’s Majesty
|
Small boost to wind allies’ ATK and max HP |
- Needs FLB to be useful.
- At FLB:
- A strong grid slot thanks to its mix of normal majesty and massive EX.
- Generally limited in usage outside of Extra grids.
- At ULB:
- An all around great slot thanks to both its mix of mads and the additional 5% cap up.
- Good option for many normal grids.
- Has a strong place in V2 due to the assassin buff for not attacking, making this weapon great for SUBHL and Siegfried.
Holy Ray of Decimation |
Massive wind DMG to a foe (Inflict DA Down and TA Down.)
Additional effect at 4★: All allies gain 30% DMG Cut for Half Turns|0.5 turns. |
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Ventosus’s Stamina II
|
Big boost to wind allies’ ATK based on how high HP is |
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Whirlwind’s Grace
|
Medium boost to wind allies’ max HP and debuff resistance |
- Strong ATK awakening + Stamina mod makes it a very solid mod and cap up source.
- Medium HP and debuff resistance makes it a solid option for HP for FA or Hard Content
Setepenre |
Massive wind DMG to a foe (Inflict Wind Resistance Lowered.)
Additional effect at 4★: Also inflicts Debuff Resistance Lowered. |
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Tranquility’s Fortitude
|
Supplement wind allies’ DMG based on how low HP is |
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Preemptive Gale Blade
|
Boost to wind allies’ ATK for first 8 turns of battle |
- Enmity based supplemental weapon
- Provides Preemptive skill, stacking with Ancient Nalakuvara.
- An upgrade MH over the Tia Fist for bursting.
Eastern Guardian Charge |
Massive wind DMG to a foe (Gain DA Up.) |
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Ventosus’s Might
|
Big boost to wind allies’ ATK |
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Essence of the East
|
Boost to Wind allies’ damage cap. |
- Big II Normal mod and 10% cap up.
- Easiest source of cap up to obtain and the largest single source of it.
Golden Thorns |
Massive wind DMG to a foe (All Wind allies gain Critical Hit Rate Boosted (Wind).)
Additional effect at 4★: All Wind allies also gain Wind ATK Up. |
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Verdant Sovereign
|
Unworldly boost to Wind allies’ ATK. |
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Astral Echo
|
When main weapon: Boost to Wind allies’ one-foe attack damage cap based on their number of buffs. |
- The biggest source of EX mod. Astral can be the only source of grid EX if slotted.
- 10% additional auto cap with 10 buffs.
- Slowly being phased out thanks to various other weapons also providing EX as well as Ultima ULB.
CA Cap
Weapons that break CA cap either via cap up or supplemental.
Lama dell’Accoglienza |
Massive wind DMG to a foe (All allies gain ATK Up.)
Additional effect at 4★: MC also gains Unchallenged (1 times, 2.5T). |
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Sword’s Wrath
|
Boost to ATK, max HP, and multiattack rate based on how many sabres are equipped |
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Sword’s Charge
|
Boost to C.A. DMG, C.A. DMG cap, and special C.A. DMG cap based on how many sabres are equipped |
- Sword wraith and charge as well as awakenings makes it a great slot for Hard Content and CA setups in general.
- Reccomended to start with two defense awakening to assist with hard content.
Lama della Via Lattea |
Massive wind DMG to a foe / 10% boost to MC’s charge bar
Additional effect at 4★: |
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Jade Enforcement
|
Boost to Wind allies’ ATK and DEF (Activates when either Wind Omega or Wind Optimus weapon skills have a boost of 280% or above) |
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Zenith Art: Wind
|
Boost to Wind allies’ skill DMG cap and C.A. DMG cap |
- Great for Chrys setups or Siegfried FA to output additional CA and skill cap.
- Solid MH for SUBHL Viking setups
Skill Cap
Weapons that break skill cap either via cap up or supplemental.
Zephyr Blade |
400% Wind damage to a foe. (All allies gain Skill DMG Boosted and Skill DMG Cap Boosted.)
Additional effect at 4★: Damage increased to 450%. (Also deal 300% bonus Wind damage to a foe (Damage cap: ~630,000).) |
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Gale’s Might
|
Massive boost to wind allies’ ATK |
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Emerald Covenant
|
Supplement Wind allies’ skill damage. |
- Unconditional 100k skill damage supplemental. Stacks up to 200k.
- Core weapon to Wind skill damage comps.
Dawn of Summer |
Massive wind DMG to a foe (Inflict Delay.)
Additional effect at 4★: Also remove 1 buff. |
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Ventosus’s Garrison
|
Big boost to wind allies’ DEF based on how low HP is |
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Whirlwind’s Aegis
|
Medium boost to wind allies’ max HP |
Tranquility’s Spectacle
|
Supplement wind allies’ skill DMG |
- Defense oriented skill supp weapon.
- 100k skill supp per copy.
- Big Garrison and medium HP are great for survivability.
Lama della Via Lattea |
Massive wind DMG to a foe / 10% boost to MC’s charge bar
Additional effect at 4★: |
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Jade Enforcement
|
Boost to Wind allies’ ATK and DEF (Activates when either Wind Omega or Wind Optimus weapon skills have a boost of 280% or above) |
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Zenith Art: Wind
|
Boost to Wind allies’ skill DMG cap and C.A. DMG cap |
- Great for Chrys setups or Siegfried FA to output additional CA and skill cap.
- Solid MH for SUBHL Viking setups
Clairseach |
Massive Wind damage to a foe. (300% Bonus Wind damage (Damage cap: 600,000).)
Additional effect at 4★: All allies also gain Charge Bar. |
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Armed Gale
|
Big boost to wind allies’ ATK |
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Jade Arts
|
Boost to wind allies’ skill DMG cap |
- Provides a huge 20% skill damage cap which can be pushed further with special awakening.
- Great for skill damage teams.
Raw Damage
Weapons used for as a source of raw damage.
Existence Cleave |
Massive wind DMG to a foe (Inflict Wind Lowered (Stackable).)
Additional effect at 4★: Also inflict Debuff Resistance Lowered (Stackable). |
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Ventosus's Bloodshed
|
Big boost to wind allies' ATK / Take DMG worth 20% of max HP at battle start |
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Wind's Garrison
|
Small boost to wind allies' DEF based on how low HP is |
Ventosus's Enmity
|
Big boost to wind allies' ATK based on how low HP is |
- The best source of raw damage mods available for wind helpfing ensure enmity as being apart of wind.
- Excellent for spartan setups.
- Edges out in damage over Destiny Knuckles while also offering some garrison to help with the low HP values.
Let’s Dance |
Massive Wind damage to a foe. (Gain Bonus Wind DMG.)
Additional effect at 4★: Also gain Jammed. |
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Ventosus’s Bloodshed
|
Big boost to wind allies’ ATK / Take DMG worth 20% of max HP at battle start |
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Wind’s Enmity
|
Small boost to wind allies’ ATK based on how low HP is |
Wind’s Might
|
Small boost to wind allies’ ATK |
- The second best source of raw damage mods available for wind helpfing ensure enmity as being apart of wind.
- Excellent for spartan setups.
Holy Ray of Decimation |
Massive wind DMG to a foe (Inflict DA Down and TA Down.)
Additional effect at 4★: All allies gain 30% DMG Cut for Half Turns|0.5 turns. |
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Ventosus’s Stamina II
|
Big boost to wind allies’ ATK based on how high HP is |
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Whirlwind’s Grace
|
Medium boost to wind allies’ max HP and debuff resistance |
- Strong ATK awakening + Stamina mod makes it a very solid mod and cap up source.
- Medium HP and debuff resistance makes it a solid option for HP for FA or Hard Content.
- Up to 2 can be used for OTK. Outside that 1 is typically the limit.
Violets are Red, Roses are Blue |
Massive wind DMG to a foe (All allies gain DA Up and TA Up.)
Additional effect at 4★: Increased to DA Up and TA Up. |
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Ventosus’s Might II
|
Big boost to wind allies’ ATK |
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Whirlwind’s Primacy
|
Medium boost to wind allies’ ATK / Medium boost to double attack rate for wind allies |
- Best galewings as a damage source.
- Two skill awakened ones are used for skill damage setups like for NM200.
- DEF awakening is also good as a source of HP.
Set Sail |
Massive wind DMG to a foe (All allies gain Wind ATK Boosted.)
Additional effect at 4★: All allies also gain Strength. |
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Ventosus’s Might II
|
Big boost to wind allies’ ATK |
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Wind’s Majesty
|
Small boost to wind allies’ ATK and max HP |
- Primarily used for MH purposes. Provides extra damage and HP if needed.
- Has since been replaced by Claíomh Solais Díon due to the latter weapon being stronger in grids vs Reunion.
Schwarzer Nebel |
Massive wind DMG to a foe (Gain Jammed.)
Additional effect at 4★: Jammed now affects all allies. |
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Coeli Excelsior
|
Boost to wind allies’ C.A. DMG cap |
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Ventosus’s Enmity
|
Big boost to wind allies’ ATK based on how low HP is |
- Farmable enmity dagger that can work as a replacement dagger option in Spartan setups.
Defensive
Weapons that provide HP or other defensive utility.
Holy Ray of Decimation |
Massive wind DMG to a foe (Inflict DA Down and TA Down.)
Additional effect at 4★: All allies gain 30% DMG Cut for Half Turns|0.5 turns. |
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Ventosus’s Stamina II
|
Big boost to wind allies’ ATK based on how high HP is |
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Whirlwind’s Grace
|
Medium boost to wind allies’ max HP and debuff resistance |
- Strong ATK awakening + Stamina mod makes it a very solid mod and cap up source.
- Medium HP and debuff resistance makes it a solid option for HP for FA or Hard Content
Cyclone Cage |
Massive wind DMG to a foe (All allies gain Shield.)
Additional effect at 5★: Also remove 1 debuff from all allies. |
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Ewiyar’s Gale
|
<span class="tooltip" >Boost to Wind allies’ ATK<span class="tooltiptext" style="">0.1% per turn per skill level (Max: 25%)’"`UNIQ–ref-00000003-QINU`"’<span class="hr"></span>”’Modifier:”’ EX</span></span> based on number of turns passed. |
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Four Orbs’ Judgment
|
Emblem of the four orbs bent on destroying the singular pigment. Empowered by a chosen teluma. |
Six Dragons’ Radiance
|
Emblem of the six colors in which the world is rendered. Empowered by a chosen teluma. |
- Alternative opus that trades the more offenseive skills of opus for defensive ones in particular the 30% wind damage reduction or 20% DEF.
- Can’t be slotted with Opus which greatly kills it’s general usage but can still be useful for Revan tier raids or NM200 FAs.
- Upgraded version of the Draconic Bow offering all the benefits of it while also allowing it to be slotted with opus and in extra slots.
- Offers new skill 2 keys most notably one that provides 10% seraphic mod against null foes.
Dawn of Summer |
Massive wind DMG to a foe (Inflict Delay.)
Additional effect at 4★: Also remove 1 buff. |
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Ventosus’s Garrison
|
Big boost to wind allies’ DEF based on how low HP is |
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Whirlwind’s Aegis
|
Medium boost to wind allies’ max HP |
Tranquility’s Spectacle
|
Supplement wind allies’ skill DMG |
- Defense oriented skill supp weapon.
- 100k skill supp per copy.
- Big Garrison and medium HP are great for survivability.
Arrow of Indra |
Massive wind DMG to a foe (Gain Skill DMG Boosted.)
Additional effect at 4★: Increased to Skill DMG Boosted. (Also gain Skill DMG Cap Boosted.) |
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Whirlwind’s Celere
|
Medium boost to wind allies’ ATK and critical hit rate |
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Ventosus’s Garrison
|
Big boost to wind allies’ DEF based on how low HP is |
- Wind’s farmable Garrison weapon.
- Also provides crit which can be useful in SUBHL to hit 100% crit rate.
Astra Horizon |
Massive wind DMG to a foe (Gain DEF Up.)
Additional effect at 4★: |
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Ventosus’s Aegis
|
Big boost to wind allies’ max HP |
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Wind’s Might
|
Small boost to wind allies’ ATK |
- Really good farmable HP source for Zeph grids that need the extra survivability, mostly applies to SUBHL and Siegfried.
Mainhand Only
Weapons that are strong as mainhands but not so much as grid pieces.
Tricky Moon Strike |
Massive wind DMG to a foe (All allies gain DA Up and TA Up.)
Additional effect at 4★: All allies also gain Bonus Wind DMG. |
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Ventosus’s Enmity
|
Big boost to wind allies’ ATK based on how low HP is |
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Tranquility’s Fortitude
|
Supplement wind allies’ DMG based on how low HP is |
- With Kaguya fans and Galewing’s, it no longer has a place in Zeph grids.
- Still retains great use as a mainhand for lucha thanks to it’s echoes on ougi.
Aeneis |
Massive wind DMG to a foe (All Wind allies gain Critical Hit Rate Boosted (Wind).)
Additional effect at 4★: Also deal 4-hit, 100% Bonus Wind damage (Damage cap: ~135,000 per hit). |
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Ventosus’s Might
|
Big boost to wind allies’ ATK |
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Jade Arts
|
Boost to wind allies’ skill DMG cap |
Rouge Pierre Tempest
|
When main weapon (MC only): 4-hit Wind damage to a foe at end of turn when HP is 80% or above. |
- 4 hit damage skill damage end of turn if HP is over 80%.
- Used in OTK, FA, and faster Siegfried Paladin setups but only if you need can maintain over 80% HP.
- Not required for anything.
Nine-Winged Butterfly |
Massive wind DMG to a foe (All allies gain Bonus Wind DMG.)
Additional effect at 4★: All allies also gain Charge Boost. |
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Ventosus’s Verity
|
Big boost to wind allies’ critical hit rate |
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Whirlwind’s Might
|
Medium boost to wind allies’ ATK |
Jade Craft
|
Supplement wind allies’ critical hit DMG |
- Strong MH for Wind Viking thanks to echoes and bar gain on ougi.
- Generally crit grids as a whole don’t see much use with the rise of stronger pieces.
Gold Moon
Weapons that cost Gold Moons to acquire.
Thunderous Edge |
Unworldly wind DMG to a foe (All Wind allies gain Bonus Wind DMG.)
Additional effect at 4★: All Wind allies also gain Critical Hit Rate Boosted and Keen. |
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Cyclonic Strike
|
When main weapon (MC only): Guaranteed triple attacks, 35% hit to charge bar gain, and normal attacks deal 3-hit damage to random foes. |
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Electrifying Onslaught
|
When main weapon: MC gains ATK Boosted (1 time) (Multiplier: Assassin, 1T) at end of turn when allies deal damage 40 or more times to the current target in 1 turn. |
Ventosus’s Majesty
|
Big boost to wind allies’ ATK and max HP |
- Gives MC have split autos like V.Grim.
- Great for mash setups and DPM racing.
- Kaguya fans makes this a really good option to consider for wind players.
Example Grids
Burst
Presently, the main burst strategy in Wind is using Spartan. This is both thanks to its strong teamwide buffs and its ability to use Falsehood opus for teamwide double strike. Grid wise it starts with a strong mix of of cap up components via Claíomh Solais Díons, Piercing Galewings, and Kaguya’s Folding Fans. Generally two each is the ideal. After that, you want to have strong ATK mods. Adding more cap up past the prior listed results in lower performance due to not being able to easily hit that cap. Best option for Spartan is either the enmity focused Incomplete Polarsector or Destiny Knuckles.
An alternative option makes use of the 150 GM weapon Rhomphaia. Generally it is pretty similar setup wise to Spartan but is faster with more mashability. Grid wise it is also pretty similar but you will lose a slot due to the weapon. The best option to replace are the Clams as they provide the lowest boost.
Full Auto
When it comes to FA, outside shorter fights that will use similar grids as the above, wind tends to lean a bit more towards skill damage. Below are two examples of a Manadiver grid. The first is heavily leaned towards normal attacks. Evanescence serves triple duty here. It provides a lot of large mod thanks to their crit damage and gives 40k supp total In addition, the crit pairs great with Narmaya (Grand) activating her passive teamwide bonus damage on critical hits.
The alt example leans more heavily on skill damage slotting in a skill cap weapon. Here we can either use Ewiyar’s Beak or Galleon Float as our skill cap up sources. Evening Floral Shower can replace the skill damage weapon if more surviability is needed.
Hard Content
Wind HL content leans heavily into CA setups that also have a lot of skill damage available. For the former, we see weapons like Sky Ace, Sette di Spade, a celestial like Wind’s own Gateway-Star Sword, and Worldforging Moros. For skill damage, we see the prior mentioned Beaks as well as the general supp and cap up source Piercing Galewings.
Wind hard content setups generally have a lot of defense via its characters. But you’ll still want a solid bunch of HP and defense from Settes, a Celestial, and Clams depending on what you have available.
Below is an example of a more advanced Chrysaor setup for Dark Rapture Zero. Evanescence is very important here for the teamwide bonus damage and bar on CA both helping CA uptime as well as having more hit counts to deal with hit count omens.