Aero (VII Remake)

Aero is a magic spell in Final Fantasy VII Remake and "Episode INTERmission". It is granted by the , and is the basic -elemental spell below and . 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.
==Mechanics==
 	
Effects 	Small damage1 meter area-of-effectNo charge time
Interrupt stats 	Interrupts targets with <50 interrupt defenseInterrupted by attacks with ≥40 interrupt strength
Compatible 	
Unconditional weapon passive bonuses	Wind Damage UpElemental Damage UpMP Saver: Attack Spells
Special Interrupt(s) 	Blowback (blows back interrupted targets)
Damage formula:
(2 \times User's\ Magic\ Attack\ - Target's\ Magic\ Defense) \times 2.5
Stagger formula:
\text {4 or 16} \times Target's\ Wind\ Rate\ Modifier \times Target's\ Magic\ Rate\ ModifierWhere 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.
==Use==
Aero costs 4 MP to cast, and can be cast by those equipped with a level 1 wind materia. 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—, , and —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 . and can be great boons to a character's sustainability, while can make the spell better against a group of flying enemies, or to drag all enemies towards a melee character and cluster them together. Tifa in particular can pull enemies to her with Magnify-Aero, then follow up with a Chi Trap to cluster the targets while juggling them. 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 in Fort Condor from FFVII Remake INTERmission.png|Fort Condor.
==Etymology==
Category:Magic in Final Fantasy VII Remake