Wind Sovereign Flo Boss Guide
Last Updated:June 10, 2025|Changelog
Wind Sovereign Flo is the Air Elemental Boss in Wizard of Legend 2. About halfway through each of the game's first 3 Zones, you encounter a random Elemental Boss. But since there are more than 3 Elemental Bosses, it's possible you may never encounter Flo during your run. If you do, though, this Boss Guide details Wind Sovereign Flo's core and enrage mechanics, discusses strategies to avoid these mechanics, and demonstrates how to take him down with an example gameplay video.
More than just the wind, Flo shapes the air around him to pierce through enemy defenses.
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Gameplay Video
Mechanics
- Air Flare - After a short windup, Flo dashes to you while swiping with one of his arms. The swipe causes a crescent-shaped burst of damage around him while the dash creates a star-shaped projectile pattern. He repeats this attack up to 3 times. Fortunately, each of the dashes is telegraphed by a red flare above Flo's head. When you see it, dash to avoid this burst of damage.
- Tempest Flurry - The Wind Sovereign rushes you with a trio of kicks. The first two each generate a single tornado, while his backflip finisher creates two tornados. These tornados persist for about 10 seconds and move around the arena randomly, dealing damage if they happen to contact the player. Do your best to sidestep the kicks, but don't worry too much about the tornados. They deal low damage and rarely find their way back to you.
- Tearing Whirlwind - Flo uses more or less the same Standard Arcana available to aspiring Wizards of Legend. He moves faster during this ability than a player can, but this speed costs him significantly when it comes to turning radius. Sidestep this attack once, maybe twice as he returns from the edge of the arena, and it isn't an issue.
- Mistral Arrow - If you see Flo appear to draw back a phantom bow, retreat to prepare yourself for the Ultimate version of this Signature Arcana. Once he releases the attack, simply walk or evade perpendicularly to avoid most, if not all, of the damage. Flo does fire additional projectiles at about 60 degrees to either side, but since these are in lockstep with the main projectiles, they're almost never a concern.
Enrage Mechanic - At roughly 50% HP, Flo levitates and becomes temporarily immune. In the meantime, birds converge from the edges of the arena, pathing in a straight line toward the player's current position to create lingering streams of wind. The streams expire after a few seconds, but they deal damage over time and lightly stun the player, allowing other flight paths to limit traversal or overlap their effect onto you. Your best course of action during this mechanic is to keep moving in one direction until a bird forces you to turn, utilizing the spacious arena and dashing across streams only when necessary.
Rewards
As an Elemental Boss, defeating Wind Sovereign Flo awards you with an Arcane Chromo, used to unlock and upgrade Runes at Nazradin. Further, besting an Elemental Boss reveals an Arcana Crystal that gives you three choices to upgrade one of your existing Arcana to one of their Forgotten Variants.

Summary
Wind Sovereign Flo has a chance to spawn roughly halfway through each of Wizard of Legend 2's major zones. Aside from his fast-hitting melee abilities, most of his mechanics are avoidable by simply moving or dashing perpendicularly at the right time. Defeating him awards you with an Arcane Chromo and the option to upgrade one of your Arcanas to its Variant form.
Credits
Written by: IBoilerUp
Reviewed by: Tenkiei