Primary elements

Aero

A restless element of mobility and position - it knocks back, hastens, and turns their shots aside

Game data 1.6.0 · Reviewed 19 September 2026

Overview

A restless element of mobility and position - it knocks back, hastens, and turns their shots aside.

Slot Aero into a skill’s primary socket to change that skill’s behavior. Each skill has its own variants, so the element’s general identity is a starting point rather than a complete description of every combination.

No additional world or Ascension restriction is listed for this entry.

Element matchups

These multipliers apply to elemental affinity in the damage formula. Unlisted pairings are neutral (1×). True-damage and skill-specific effects have their own rules.

AgainstMultiplier
Hydro1.15×
Pyro1×
Geo0.85×
Aero1×
Phumi1×
Kali1×
Cosmic1×

Fusion recipes

Skill variants

Beam

Air Burst — Knockback when the beam ends - adds 1s to the target’s recovery

Barrier

Cyclone Guard — Basic blasts return as a tornado that knocks the enemy up and back

Second Breath

Gale Breath — A wind barrier deflects all basic blast attacks

Energy Surge

Gale Surge — Aero buffs from skills you cast this hand cycle last 3s longer - the whirlwind included

War Cry

Gale Cry — Wind-infused skills deal a further 10% damage for 15s

Quicken

Galestep — Halves how far Knockback throws you

Shadow Dance

Slipstream — The slipstream lands Knockback on the attacker - thrown 9m and its next action is delayed

Recover

Gale Ward — Become immune to Knockback for 15s

Sword Combo

Gale Edge — Each sword strike releases a wind blade that flies on, extending your reach

Grapple

Gale Hook — The reel travels twice as fast - the target is in your face in half the time

Energy Dagger

Gale Daggers — Daggers fly 50% faster and the throw comes off cooldown instantly - chain them back to back while charges last

Triple Shot

Gale Split — Each landed shot scatters 3 motes - catch one for +5% movement speed for 6s

Destructive Shot

Concussive Shell — A concussive shell - Knockback everything in the radius 14m and it cannot rush straight back in

Return Shot

Whirl Arc — The returning arc leaves a whirlwind - the target fires on random bearings for 4s

Super Beam

Thunderclap — 35% Chance to Stun for 2s when the beam ends

Punch Kick Combo

Gale Fists — A whirlwind grips the target for 5s - its basic blasts fire in random directions

Power Wave

Wind Shell — The wave leaves a wind shell that deflects basic blasts for 5s

Blink Assault

Gale Blink — Knockback on the target when the beam ends The wind trail left behind speeds YOU up for 4s

Smoke Bomb

Windwall — Enemy projectiles that cross the cloud lose 40% of their damage

Portal

Gale Gate — Increases the damage of AERO infused skills that go through the portal

Energy Bomb

Gale Charge — The sphere swells more than twice as fast per tap, and grows bigger

Fighting Aura

Gale Aura — While the aura burns an enemy that MELEE attacks you has a 15% Chance to be Weakened for 6s

Advancing Wall

Galewall — The wall shoves enemies along as it travels and knocks them back once they reach the ring edge

Guardian's Call

Gale Warden — 35% Chance to guardian attacks have a chance to Weaken the enemy for 4s

Shockwave

Galewash — A shockwave passing through you grants a speed buff The shockwaves push enemies and hazards as they pass

Blast Knuckle

Gale Knuckle — Apply Weaken Doubles it if the target is already Weakened

Power Stream

Gale Pools — Leaves wind pools - enemies inside are weakened and deal 15% less damage

Spirit Axe

Gale Reaver — The vortex spins twice as fast, dealing twice as many ticks

Power Shield

Gale Shield — The shield banks the damage it blocks. A full meter explodes into two tornados that bounce around the ring hurting enemies and clearing hazards

Sonic Pillars

Gale Pillars — Enemies that touch a pillar are Weakened. Stacks

Aureole Crown

Gale Halo — Move faster each time a sphere strikes

Tornado

Gale Vortex — A far stronger pull - the vortex drags caught enemies along with it

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