Final Fantasy Wiki
Register
Advertisement
FFVIII Aero

Aero in Final Fantasy VIII.

Creates a crushing gravitational vortex around enemies.

Final Fantasy VI description

Aero (エアロ, Earo?) is the basic Wind-elemental spell in the Final Fantasy series. Unlike Fire, Blizzard, and Thunder, it does not always appear, and has been Blue, Black, and White magic.

The spell called Aero in the English version of Final Fantasy VI, is named Aeroga in the Japanese version, even if the lower level versions of the spell are not present. This carried over to Final Fantasy VII, where Aero3 exists as an enemy attack.

Appearances[]

Final Fantasy III[]

WHM using Aero from FFIII Pixel Remaster

Aero in Final Fantasy III (Pixel Remaster).

Aero is a level 2 White Magic spell, being one of the few directly offensive spells available for the category. It deals some form of wind-elemental damage to targets, while also having the ability to be group-casted on all targets. The spell also deals extra damage against flying enemies. Aero can be bought in Tozus for 700 gil, while one can be found on Dragon's Peak.

It can be used by the White Mage, Red Mage, Devout, and Sage jobs in all versions. Additionally, the Onion Knight job can also use Aero in the 3D remake. Princess Sara and Prince Alus can also randomly cast Aero against enemies when they join the party as guests.

Final Fantasy V[]

Aero is a Blue Magic ability for the Blue Mage job, learned from Moldwynd, Gigas, Magissa, Mykale, Azulmagia, and Defeater. It causes minor Wind-elemental damage on one or all enemies, and costs 4 MP to cast.

Final Fantasy VI[]

The spell called Aero in English, is actually Aeroga in the original version. Aero is one of Strago's Lores, learned from Dark Force, Deathgaze, Demon, Marchosias, Sprinter, Storm Dragon, Tyrannosaur, Vasegiatta, and Gilgamesh. It deals Wind-elemental damage to all enemies, has a spell power of 125, hit rate of 150, and costs 41 MP to cast.

Final Fantasy VII Remake[]

Aero is the first ability of Wind Materia Wind Materia, costing 4 MP to cast. It deals a minor amount of Wind-elemental damage to one target, and knocks them slightly towards the caster.

Aero can be used by Jenova Dreamweaver.

Final Fantasy VII Rebirth[]

Edgar - Chainsaw2This section about an ability in Final Fantasy VII Rebirth is empty or needs to be expanded. You can help the Final Fantasy Wiki by expanding it.

Before Crisis -Final Fantasy VII-[]

Aero, and its upgrades, Aerora and Aeroga, are all Elemental Magic Materia. They deal Wind-elemental damage.

FFII - Magicshop signThis section about a spell in Before Crisis -Final Fantasy VII- is empty or needs to be expanded. You can help the Final Fantasy Wiki by expanding it.

Final Fantasy VII G-Bike[]

Edgar - Chainsaw2This section about an ability in Final Fantasy VII G-Bike is empty or needs to be expanded. You can help the Final Fantasy Wiki by expanding it.

Final Fantasy VIII[]

Aero can be drawn from and junctioned to stats. Casting Aero in battle increases compatibility with Pandemona by 0.6 and with Quezacotl by 0.2, but lowers compatibility with Brothers by 0.2. It can also be junctioned to damage or resist Wind-elemental damage.

Final Fantasy IX[]

Aero can be utilized by the enemies Griffin and Zuu. It deals minor Wind-elemental damage, and cost 7 MP for the enemy to use. It can't be reflected and works with Return Magic.

Final Fantasy XI[]

Aero is an Elemental Black Magic spell, serving as the first tier of the single target Aero spells. When cast, the spell inflicts wind-elemental damage to a single enemy.

The spell can be purchased from any of the three starter cities.

Final Fantasy XII[]

Aero is a Black Magick spell that deals wind damage to all enemies in range. In the original PlayStation 2 version, its license is Black Magick 2 that costs 25 License Points. It can first be bought from Dyce outside the Tomb of Raithwall for 1200 gil, and from Rabanastre and Eruyt Village afterward.

In the Zodiac versions, Aero is a Black Magick 4 license that costs 30 LP. Two classes can use it: Black Mage and Red Battlemage.

The Esper Chaos has a upgraded version called Aeroja, which causes Confuse and heavy Wind-elemental damage.

Final Fantasy XII: Revenant Wings[]

Aero is the Yarhi Sylph's normal attack. It deals non-elemental ranged damage, instead of Wind to one foe. Its appearance is like a shearing wind.

Final Fantasy XIII[]

Deal wind damage to target and temporarily stun it.

Description

Aero is a Ravager ability that deals wind-elemental magical attack against a target foe and stops foe movement briefly. It has an ATB cost of 1 and an Attack Power of 1.0. It can be learned by Lightning (stage 6), Sazh (stage 1), Snow (stage 6), Vanille (stage 1), Hope (stage 2), and Fang (stage 7).

It is also an enemy ability use by Chonchon, Dahaka, Leyak, and Vespid Soldier.

Final Fantasy XIII-2[]

Aero is a Ravager ability that inflicts wind-attribute magic damage on a target and temporarily stuns it. It has an ATB cost of 1 and a modifier of 1.0.

It can be learned by Serah (role level 12), Noel (role level 9), Albino Lobo (level 21), Apotamkin (level 1), Blue Chocobo (level 1), Buccaboo Ace (level 19), Cloudburst (level 1), Debris (level 5), Flanbanero (level 62), Koboldroid Yin (level 1), Lightning (level 1), Pink Lily (level 1), Pleuston (level 22), Valfodr (level 15), and Vespid (level 1).

It is also an enemy ability used by Blue Miniflan, Chocobo, Pleuston, Raspatil, Unsaganashi, Vespid, and Vespid Soldier.

Lightning Returns: Final Fantasy XIII[]

Deals wind-attribute magic damage to target.

Description

Aero deals wind magic damage to an opponent. It is dropped by Dryads. It has ATB cost of 15, initial attack of x0.40, stagger power of C and stagger time of E.

It is a locked ability in Utsusemi (LV 2) garb. It can also be used by Angel of Valhalla at bond level 2.

Final Fantasy XIV[]

Aero hotkey.

Aero is a Conjurer ability available at level 4. The ability deals wind-elemental damage with a potency of 50 to a single enemy and deals damage over time with a potency of 30 for a period of 18 seconds. Once the player learns the Aero Mastery trait at level 46, Aero will automatically upgrade to Aero II.

Some enemies such as Wind Sprites can use the original direct damage version of Aero as a regular attack.

Aero hotkey.

At the launch of the original Final Fantasy XIV, Aero was a spell learned by Conjurers at rank 1, dealing wind-elemental damage to all enemies within an area of effect. After patch 1.20, the Conjurer class still retained the ability to use Aero and was learned at level 4. The ability now dealt wind-elemental damage to a single enemy and had a chance to inflict the Bleed status. In addition, Aero also functioned as the Combo action for Aerora. Aero could be assigned to any Disciple of War or Disciple of Magic class.

From the initial relaunch through Heavensward, Aero could be used as a cross class spell by all Disciple of Magic classes, Astrologians, and Scholars. Before the implementation of the Aero Mastery trait, Aero and Aero II were separate abilities and both gave separate damage over time effects. After the release of Stormblood, the cross class system was replaced with the cross role system and Aero became a Conjurer and White Mage exclusive ability.

Final Fantasy XVI[]

Aero is the magical spell cast when Garuda is the currently equipped Eikon. It becomes the more powerful Aerora if the player charges before casting the spell.

Final Fantasy Tactics Advance[]

Creates damaging whorl of wind.

Description

Bishops and Sages can cast Aero for the cost of 12 MP. It can be learned for 200 AP from the Judge Staff for Bishops, and for 200 AP from the Battle Mace for Sages. It has a Magic Power of 34, a range of 3 with a vertical reach of 2, and is stealable through the ability Steal: Ability. It cannot be reflected, but can be countered by Return Magic, and can have MP absorbed from with Absorb MP.

Final Fantasy Tactics A2: Grimoire of the Rift[]

Bishops and Sages have the ability to cast Aero at the cost of 14 MP. It is learned for 200 AP by both classes, but learned through the Energy Mace for Sages and through the Judicer's Staff for Bishops.

Final Fantasy Tactics S[]

Edgar - Chainsaw2This section about an ability in Final Fantasy Tactics S is empty or needs to be expanded. You can help the Final Fantasy Wiki by expanding it.

Final Fantasy Crystal Chronicles: My Life as a Darklord[]

FFII - Magicshop signThis section about a spell in Final Fantasy Crystal Chronicles: My Life as a Darklord is empty or needs to be expanded. You can help the Final Fantasy Wiki by expanding it.

Final Fantasy Mystic Quest[]

Benjamin and Kaeli can both use the Black Magic spell Aero, which deals Wind-elemental damage to a single or multiple enemies. It can be repelled. Aero can be found in the Focus Tower behind the door to the Windia region. If Phoebe is on Auto, she can randomly cast Aero despite not having the book for it thanks to a bug.

Final Fantasy Legend III[]

Aero is a White Magic spell that deals Tornado elemental damage to a single target. It cost 12 MP to use, and it can be bought for 700 GP in Lae (Past) and Muu (Past).

Final Fantasy: The 4 Heroes of Light[]

FF4HoL Aero Slot

Aero is a low level Black Magic spell. The spell costs 2 AP to cast and it has a spell power of 5. Aero can only be used if the Aero Tome item is in the player's inventory. The spell can be bought for 500 gil in Guera and in Horne after the defeat of Satan. Krinjh is automatically equipped with this spell when he joins the party.

A variation called Strong Aero can be used when two Psyched Up characters cast Aero during the same turn.

Final Fantasy Dimensions[]

FFII - Magicshop signThis section about a spell in Final Fantasy Dimensions is empty or needs to be expanded. You can help the Final Fantasy Wiki by expanding it.

Final Fantasy Dimensions II[]

Aero I-III are magic attacks available only for Morrow to use. The spells can only be learned from the default Sylph signet. All Aero spells deal small wind-elemental magic damage to an enemy and inflicts continuous wind-elemental damage for three turns. The spells inflict more damage against flying enemies and cost 9 MP to use.

In the original free-to-play versions, Aero I-III could be used by any party member equipped with an Aero version of the Sylph signet. Each version of the spell dealt more damage depending on the summon's rank and had increased MP costs.

Additionally, Aero Rush I-III are the strongest Aero-type spells available for Morrow. They deal wind-elemental magic damage to a single enemy seven times and deals continuous wind-elemental damage for three turns. The spells also deal extra damage against flying enemies and cost 64 MP to cast. The spells are taught from the Deathguise signet

Dissidia Final Fantasy[]

Let me see you suffer!

Gabranth using Aero

Gabranth has Aero as a Bravery attack in EX Mode. It conjures a large tornado that slowly travels forward and initiates a chase sequence if it hits. Gabranth is able to use it both in the air and on the ground, and it costs 20 CP to equip and 140 AP to master.

Shantotto's Spirit Magic: Air casts Aero while her Bravery is below 3,000. It conjures a small vortex of wind that draws in opponents.

Aero is also an ability that can be chosen in Onion Knight's Sage EX Burst, but it does nothing when selected.

Dissidia 012 Final Fantasy[]

Edgar - Chainsaw2This section about an ability in Dissidia 012 Final Fantasy is empty or needs to be expanded. You can help the Final Fantasy Wiki by expanding it.

Dissidia Final Fantasy NT[]

Edgar - Chainsaw2This section about an ability in Dissidia Final Fantasy NT is empty or needs to be expanded. You can help the Final Fantasy Wiki by expanding it.

Dissidia Final Fantasy Opera Omnia[]

Spirit Magic: Aero is a Bravery ability for Shantotto. It is a three-hit magic attack. It changes into a five-hit Rage Aero for 3 turns upon receiving an HP attack or when her HP drop to 50% or below max HP.

Theatrhythm Final Fantasy Curtain Call[]

Aero is a reactive ability that costs 7 CP to equip. It is activated in BMS each time the player receives GOOD or better on 100 Touch or Slide Triggers. It deals magic damage and has low strength. It is learned by Onion Knight (level 75), Celes (level 25), Ashe (level 20), Lightning (initially), Hope (initially), and Serah (level 15).

Theatrhythm Final Fantasy All-Star Carnival[]

Edgar - Chainsaw2This section about an ability in Theatrhythm Final Fantasy All-Star Carnival is empty or needs to be expanded. You can help the Final Fantasy Wiki by expanding it.


Pictlogica Final Fantasy[]

FFII - Magicshop signThis section about a spell in Pictlogica Final Fantasy is empty or needs to be expanded. You can help the Final Fantasy Wiki by expanding it.

Pictlogica Final Fantasy ≒[]

Edgar - Chainsaw2This section about an ability in Pictlogica Final Fantasy ≒ is empty or needs to be expanded. You can help the Final Fantasy Wiki by expanding it.

Final Fantasy Airborne Brigade[]

Aero is an Intelligence-based ability, and comes in two varieties, one with a rarity of Normal and one with a rarity of Normal Plus. The normal version has a base Attack of 120, a base Defense of 120, a maximum level of 20, and a Cost of 2. The Normal Plus version has, at base, an attack of 410, a defense of 430, a maximum level of 40, and a Cost of 7. Both are elementally aligned with Air, and both have fast leveling rates.

FFII - Magicshop signThis section about a spell in Final Fantasy Airborne Brigade is empty or needs to be expanded. You can help the Final Fantasy Wiki by expanding it.

Final Fantasy Record Keeper[]

Aero is a Soul Break usable by Fujin and is her initial Soul Break. It deals magic wind damage to a single target.

Aero is also available to numerous bosses across various regions, including Fujin, Judge Ghis, Judge Bergan, Spherimorph, and others. It deals magical wind-elemental damage to one or more targets.

Final Fantasy Explorers[]

Whip up a small gale and launch it straight ahead.

Description
FFII - Magicshop signThis section about a spell in Final Fantasy Explorers is empty or needs to be expanded. You can help the Final Fantasy Wiki by expanding it.

Final Fantasy World Wide Words[]

Edgar - Chainsaw2This section about an ability in Final Fantasy World Wide Words is empty or needs to be expanded. You can help the Final Fantasy Wiki by expanding it.

Final Fantasy Brave Exvius[]

Aero is Black Magic Lv2 Ability that deals wind magic damage x1.2 to a single enemy and costs 3 MP to use. It can be crafted as an ability by purchasing its recipe at Port City Lodin Ability Shop for 900 gil or at Magi Nation Mysidia as a Slot Ability for 3000 gil. The Cherry Staff also grants the use of the spell.

The following units also can learn Aero:

Unit Rarity Level
Paula 2★ 14
Skaha 2★ 24
Anzelm 3★ 1
Ingus 3★ 1
Krile 3★ 1
Penelo 3★ 1
Shantotto 3★ 1
Sara 3★ 5
Heltich 3★ 12
Lasswell 3★ 13
Vaan 3★ 17
Friese 4★ 12

It can also be acquired via Esper training: both Leviathan and Tetra Sylphid at Rarity 1★ with a SP cost of 10.

Mobius Final Fantasy[]

Edgar - Chainsaw2This section about an ability in Mobius Final Fantasy is empty or needs to be expanded. You can help the Final Fantasy Wiki by expanding it.

World of Final Fantasy[]

Aero is an active, wind-elemental magic ability that inflict magical wind damage to a single target for 3 AP. It can be used by 2P Serafie, Cocadrille, Flan, Golem Head, Kuza Kit, Magna Roader (Red), Mist Dragon, Nightmare, Serafie, and Wind Toad.

It is also an enemy ability used by Valefor.

Stranger of Paradise Final Fantasy Origin[]

Edgar - Chainsaw2This section about an ability in Stranger of Paradise Final Fantasy Origin is empty or needs to be expanded. You can help the Final Fantasy Wiki by expanding it.

Chocobo no Fushigina Dungeon[]

FFII - Magicshop signThis section about a spell in Chocobo no Fushigina Dungeon is empty or needs to be expanded. You can help the Final Fantasy Wiki by expanding it.

Chocobo's Dungeon 2[]

FFII - Magicshop signThis section about a spell in Chocobo's Dungeon 2 is empty or needs to be expanded. You can help the Final Fantasy Wiki by expanding it.

Non-Final Fantasy guest appearances[]

Other Square Enix titles[]

Aero from BDII

Aero in Bravely Default II.

Aero has appeared in other Square Enix titles as an ability, referencing the Final Fantasy version of the spell.

The SaGa series used Aero in the original Game Boy version of SaGa 3 (known as Final Fantasy Legend III in the west) as the game's default tornado-elemental White Magic spell. The game's 3D remake discards Aero magic in favor of the Thunder school of spells to serve as the wind-elemental abilities.

Aero also appears as a recurring spell and type of magic in the Kingdom Hearts series. Originally appearing as defensive magic in the first Kingdom Hearts, Aero magic would serve as the base wind-elemental damaging spell in Chain of Memories, 358/2 Days, Birth by Sleep, Re:coded, and Kingdom Hearts III.

As the successor of Final Fantasy: The 4 Heroes of Light, the Aero spell of the Bravely series functions the same as its Final Fantasy counterpart, serving the default wind-elemental spell of the Aero school of magic. Aero is often White Magic in the first Bravely Default and titles associated with it, but appears as a Red Magic spell in Bravely Default II.

Gallery[]

Etymology[]

Aero is a Greek prefix relating to air and flight. Common usages in modern times include the words "aeroplane" and "aerospace".

References[]

Advertisement