Deal a moderate amount of wind damage and pull target closer.Description
Aerora is a magic spell in Final Fantasy VII Remake and "Episode INTERmission". It is granted by the Wind Materia, and is the second-level Wind-elemental spell above Aero and below Aeroga. Aerora deals a decent amount of wind-elemental damage, has a medium MP cost, and a medium casting time.
|Magic Materia||Wind Materia|
|Effects||Medium Wind damage|
2 meter area-of-effect
1 second 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 (second hit; 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.
Aerora costs 10 MP to cast, and can be cast by those with level 2 wind materia equipped. It deals 1.5 times more damage compared to the base Wind spell, Aero. The spell has many uses against medium-level flying enemies, which are weak to the wind element. It can be used both to deal considerable damage, as well as pressuring and staggering enemies, which is especially useful against flying enemies that are otherwise harder to hit. Among its peers— Fira, Blizzara, and Thundara—Aerora is the most effective against flying enemies in the majority of cases, and its ability to pull targets closer to the caster can be very beneficial to Cloud and Tifa, due to their melee range.
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.
Aerora outclasses Aero, and is outclassed by Aeroga in terms of pure damage. Aerora at this stage remains useful in many cases due to its shorter cast time and lower MP cost. It can be useful against enemies that regularly interrupt the caster, as Aeroga can be easily interrupted, and is also still useful when preserving MP.
The spell can be amplified by pairing the wind materia with Support Materia. Pairing it with HP Absorption Materia and MP Absorption Materia can be useful for a character's sustainability, while Magnify Materia can make the spell better against a group of flying enemies, or be used to pull all enemies towards a melee character and cluster them together. Users of wind materia are more likely to pair it with Elemental Materia, since the materia most benefits Cloud and Tifa to mitigate their weakness against flying enemies, and thus a slot to pair wind materia with another support materia will not be available. Aerora can also be used effectively with Aerith's Arcane Ward to cast it twice in succession.
Aero is a Greek prefix relating to air and flight. Common usages in modern times include the words "aeroplane" and "aerospace". The "-ra" suffix denotes it is the level two form of the base Aero spell.