Wind Materia (VII Remake)

Wind materia is a in Final Fantasy VII Remake and "Episode INTERmission", equipped to provide the user -elemental spells, which deal wind damage and drag enemies towards the caster. The materia also has the wind element, meaning it can be linked with the to add wind damage to attacks or resist against wind. It can be paired with for auto-casting.
There was no wind-elemental magic materia in the original Final Fantasy VII, Aero spells being enemy-exclusive.
==Obtained==
In Final Fantasy VII Remake, Wind materia is unlocked by completing the Battle Intel 02 mission and talking to Chadley. Chadley will then sell the first wind materia at a discounted price, and any further copies cost 2,000 gil each.
In INTERmission, Yuffie can find a wind materia during "Don't Fear, Yuffie's Here" in chapter 1, "Wutai's Finest". After defeating two wayward wolves, instead of following the posters, Yuffie should head right to find two towers. Climbing the ladders on the first tower allows her to cross the walkway to the second to find a wind materia, then she can take the pole back down. A second copy of the materia is sometimes sold by the Junk Shop in the tunnel in the northern section of the Sector 7 Slums.
==Stats==
===Growth===
Level	AP required	Effect
1 	0 	Aero
2 	300 	Aerora
3 	900 	Aeroga
===Abilities===
Magic	MP	Effect
 	4 	Deal a small amount of damage and pull target closer.
 	10	Deal a moderate amount of wind damage and pull target closer.
 	21	Deal a large amount of wind damage and pull target closer.
==Use==
Wind materia grants three tiers of wind-elemental spells, beginning with the base spell . After receiving AP, it unlocks more powerful spells that require greater MP use; 300 AP unlocks , and 900 AP unlocks . Despite the materia's higher cost and added rarity, its spells are comparable in damage to spells from , , and . Equipping wind materia increases the user's max MP by +1.
Wind damage is best against flying enemies, as the majority of them are weak to wind. In addition to the damage exploiting a weakness to wind, wind spells will pull a target slightly toward the user, meaning they are ideal on Cloud and Tifa, who use melee attacks, and have more difficulty against flying targets before their aerial attacks improve.
Wind spells do not fire a projectile, bypassing obstacles and appearing on the target. They can interrupt enemies 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. The main benefit to wind spells is that they drag enemies towards the caster. Pairing wind materia with , especially on Cloud and Tifa, can drag all enemies towards them to allow them to be dealt powerful blows. Wind spells can blowback enemies who are susceptible to blowback, causing them to become pressured.
Because of its rarity, wind materia is hard to equip on all three characters. It is best used on Cloud, Tifa, or Barret while he is using a melee weapon, as Barret when using a gun or Aerith without one can often target flying enemies more easily with ranged attacks. Cloud and Tifa can also pair wind materia with an on a weapon to add damage to their physical attacks against enemies weak to wind, taking advantage of their naturally high . However, it can also be used effectively for spellcasting. For this purpose, Cloud and Aerith are best due to their naturally high attribute, as well as Aerith's Arcane Ward.
In Episode INTERmission, Yuffie can find a wind materia before reaching the town. It can come in use when fighting Ramuh in Chadley's VR simulator.
Aero from FFVII Remake.jpg|Aero.
Aerora from FFVII Remake.jpg|Aerora.
Category:Magic materia in Final Fantasy VII Remake