Deal wind damage to all foes in range.
Description
Aero is a Black Magick spell in both the original PlayStation 2 version of Final Fantasy XII and the Zodiac re-releases. It is a multi-target spell that deals wind-elemental damage to all foes in range. It is the first tier Wind spell, below Aeroga. It is the most powerful "first tier" elemental spell, above Fire, Blizzard, Thunder, Aqua, and Dark, and group-casting whereas most of the others are single-target. However, Aero is weaker than second tier spells, Fira, Blizzara, etc.
As a Black Magicks spell, it is also a random outcome of the Shades of Black Technick.
The enemies that use Aero against the player are Wyvern, Clay Golem, Slime, Wyvern Lord, Tiamat, Judge Ghis, and Judge Bergan in the original Japanese version where he is a magick-using boss.
Aero Mote casts the spell from an item.
Obtained[]
Aero's license costs 30 License Points in the Zodiac versions where the spell is bought for 1200 gil from shops after the events on Dreadnought Leviathan.
In the original version, Aero's license costs 25 LP and the spell is first bought for 1200 gil from Dyce outside the Tomb of Raithwall, and from Rabanastre and Eruyt Village later on.
In the Zodiac versions, Aero is used by the Black Mage and the Red Battlemage.
Mechanics[]
Aero deals wind-elemental damage to targets in range based on the caster's level and Magick Power, mitigated by the target's Magick Resist. Its range was expanded in the Zodiac versions.
The spell power is 52 in the original version, lowered ever so slightly to 51 in the Zodiac versions. The formula for damage calculation:
With the Serenity license or the Magick Gloves accessory, the damage is inflated to 120% (original) or 150% (Zodiac) when the caster is in full health. With the Spellbreaker license or the Leather Gorget accessory, the damage is doubled when the caster is in HP Critical. If the caster has Faith, Aero will damage for 30% more. As an elemental spell, it will do double damage to targets weak to wind, and 150% damage with wind-potency gear: Cherry Staff, Cloud Staff (Zodiac only), and Staff of the Magi (Zodiac only). The boosts stack multiplicatively.
Enemies who resist wind take half damage. Those who nullify wind take no damage and those who absorb wind are healed by it. Shell halves damage from Aero.
Certain weather conditions affect both the player characters' and the foes' wind damage. In any strong wind, shown with the characters' hair and clothes moving rapidly, the damage is inflated to 120% of normal damage; this includes heavy winds in sunny and cloudy weather, rainstorm, snowstorm, and sandstorm. No weather or terrain diminishes wind damage.
Aero bounces from Reflect unless the caster equips the Opal Ring. Casting Aero on the player's own reflected party bounces the spell multiple times onto the enemy or enemies. Damaging enemies with Aero gains MP to the caster if they have the Warmage License. A target can sometimes avoid Aero via their Magick Evade stat; for the player, this means wearing shields.
Aero costs 14 MP to cast without Channeling licenses in the Zodiac versions, and 16 MP in the original.
Use[]
Aero is a good mid game damaging spell that the player can set up via the gambit system (such as with Foe:wind-vulnerable→Aero or Foe:foes present 2+→Aero). It can be good against flying enemies for characters who lack ranged weapons, though flying enemies in Final Fantasy XII do not have any special weakness to wind, unlike in some other games in the Final Fantasy series, like Final Fantasy IX. Aero is the strongest Black Magicks spell when obtained the earliest, though the second tier Black Magicks will soon become available. Earth enemies are typically weak to wind.
Aero is best used with the Cherry Staff to boost its power, or with the Cloud Staff or the Staff of the Magi in the Zodiac versions. It is most powerful in windy weather, which is common in outside areas, and includes storms whether they be rain, snow, or sand. Aero is good against groups of enemies. The player can multi-cast it by reflecting it off their own party. It is useful against the Demon Walls in the Tomb of Raithwall and the Rocktoise mark, as well as Enkelados and Elder Wyrm, especially when the latter is put to sleep and the player reflects Aero off their party to make it hit four times, as at the time the player crosses Golmore Jungle, Larsa will be with the party.
Aero outclasses other "bottom tier" offensive elemental spells, thus being best when the enemy has no specific weakness to exploit. It is outclassed when Aeroga becomes available from Mosphoran Highwaste or Archades onward, depending on game version, as MP is generally plentiful enough for the player to use the stronger versions of spells, especially with the licenses that refund MP costs.
Etymology[]
Aero is a Greek prefix relating to air and flight. Common usages in modern times include the words "aeroplane" and "aerospace".