Deal a small amount of wind damage and pull target closer.Description
Aero is a magic spell in Final Fantasy VII Remake and "Episode INTERmission". It is granted by the Wind Materia, and is the basic Wind-elemental spell below Aerora and Aeroga. Aero deals a small amount of wind-elemental damage after a delay that slightly drags the enemy toward the caster, but has a minimal MP cost, and a short casting time.
Aero is also a materia in the Fort Condor minigame in Episode INTERmission, present on the following boards: Sorcerer Board I, Assassin Board II (x2), and Grandmaster Board. It pulls units toward its impact zone while damaging them.
|Magic Materia||Wind Materia|
|Effects||Small Wind damage|
1 meter area-of-effect
No charge time
|Interrupt stats||Interrupts targets with <50 interrupt defense|
Interrupted by attacks with ≥40 interrupt strength
|Compatible Support Materia|| Magnify Materia|
HP Absorption Materia
MP Absorption Materia
|Unconditional weapon passive bonuses||Wind Damage Up|
Elemental Damage Up
MP Saver: Attack Spells
|Special Interrupt(s)||Blowback (blows back interrupted targets)|
Where 16 is used rather than 4 while the target is Pressured, and "Target Wind Modifier & Target's Magic Modifier" are the respective stagger rate modifiers of the target.
Aero costs 4 MP to cast, and can be cast by those with level 1 wind materia equipped. The spell has many uses against low-level enemies, particularly flying enemies that are weak to the wind element. It can be used both to deal considerable damage, as well as pressuring and staggering more powerful enemies at low levels. Among its peers— Fire, Blizzard, and Thunder—Aero is the most effective against flying enemies in the majority of cases, and its ability to pull targets closer to the caster can be beneficial to Cloud and Tifa, whose melee range gives them a harder time against ranged enemies.
Wind spells bypass obstacles and appear on the target. They can inflict hit stun when they first appear. Like ice spells, wind spells experience a short delay before detonating, which in the original PlayStation 4 version can allow enemies to dodge out of the area of effect. In Final Fantasy VII Remake Intergrade, wind spells stick to enemies, and are guaranteed to hit after a short delay.
Once obtained, Aerora outclasses Aero in terms of damage. Aero's lower MP cost and shorter cast time can give it some situational uses, though in the majority of times, Aerora is preferable for being more effective and dealing greater damage. Once Aeroga is obtained at level 3 wind materia, Aero becomes redundant.
The Aero spell can be amplified by pairing the wind materia with Support Materia. HP Absorption Materia and MP Absorption Materia can be great boons to a character's sustainability, while Magnify Materia can make the spell better against a group of flying enemies, or to drag all enemies towards a melee character and cluster them together. However, these materia are often best used with more powerful spells. Aero can also be used with Aerith's Arcane Ward to cast it twice in succession.
In "Episode INTERmission", Yuffie can deal magical wind damage with Elemental Ninjutsu and Windstorm without expending MP, meaning spell-use is less relevant to her. Aero may be better suited for Sonon Kusakabe or when paired with magnify or elemental in armor.
Aero is a Greek prefix relating to air and flight. Common usages in modern times include the words "aeroplane" and "aerospace".