Gaming How-To

How to Beat Aether in Final Fantasy Resonance (Wind Shrine Boss)

How to beat Aether at the top of the Wind Shrine in Final Fantasy Resonance: his stats, the red marker before Heavenly Wind, Shellga vs Protectga, his minion, the stagger and Retry.

How to beat Aether at the top of the Wind Shrine in Final Fantasy Resonance: his stats, the red marker before Heavenly Wind, Shellga vs Protectga, his minion, the stagger and Retry.

Aether descending in front of the Wind Crystal at the top of the Wind Shrine

In Final Fantasy Resonance on PC, Aether is the Chapter 2 (“Eternal Blue”) encounter at the Wind Shrine summit on Dirnado, the Continent of Wind. His heavy hits and summoned allies make him dangerous, and one move can take out an underleveled party in one round. The figures here are from three Normal attempts, all of which ended in defeat; the battle was eventually cleared on Casual. Rain and Lasswell were Lv 18, Lid was Lv 16, and Fina was also in the party. Their max HP was 1,292 (Rain), 1,126 (Lasswell), 823 (Fina) and 810 (Lid).

Quick answer: A red marker on Aether’s turn-order icon means Heavenly Wind hits the whole party next round. Spend that round on Shellga, a full heal and Defend, and hit him with Ice the rest of the time.

Aether has 34,000 HP and is Lv 18. Ice is his weakness; Wind attacks have no effect. On Normal, Shell-style magic defense lowered Heavenly Wind’s damage by roughly a quarter to a third, but Protectga made no difference. Lid’s maximum HP is 810, and every Heavenly Wind took her out except for one cast while Shellga was active. Raise her level or keep Shell on her.

StatAetherAether’s Minion
Lv1818
HP34,0002,750
Weak toIceIce
Resists / nullifiesNullifies WindHalves Wind
Immune toPoison, Sleep, Confuse, Petrify, Charm, Berserk, Instant Death, GravityPetrify, Charm, Instant Death
EXP / Gil2,700 / 4,500102 / 80
DropsSylph’s Tiara–

Blind, Silence and Paralysis rarely land on Aether. Sylph’s Tiara reads “Imbues non-elemental physical attacks with Wind.” Aether is a Humanoid boss with the trait “Summons minions.” You cannot escape the fight.


Before the fight: save, rest and prepare

The boss save point sits at the end of the Wind Shrine’s top-floor corridor (the route is in the Wind Shrine walkthrough). The first time you touch it, the game tells you “You can now return to the save point at the entrance.” Its menu offers Save progress, Rest in a tent and Teleport. Rest in a tent asks “Use item? Tent” with your Held and Use counts and a Yes/No choice, with the cursor starting on No. Confirming fully restores HP and MP.

You can now return to the save point at the entrance, shown at the Wind Shrine boss save point
The boss save point before Aether also unlocks Teleport to the entrance.

Save here, then take the last lift up. Pack for a long fight:

Save point menu with Rest in a tent and the Use item? Tent prompt with Yes and No
Rest in a tent restores HP and MP before the fight.
  • Ethers, because MP runs out first. Lasswell was down to 26 MP after about 12 rounds.
  • Phoenix Downs. Two per attempt were used, mostly on Lid.
  • Mist Potions or a Mist Hi-Potion (“Restores 800 HP for all allies.”).
  • Tents for the save point.

The item shop in the Dwarven Forge stocks everything you need.

ItemPrice (Gil)
Ether500
Mist Ether2,500
Phoenix Down200
Mist Potion500
Tent300

The Wind Shrine’s door says Recommended Level 18, and a party at that level (Lid at Lv 16) lost three times on Normal. Go in a few levels higher, with Lid well above 810 max HP, and put the best armor from the Dwarven Forge armor shop on everyone. Equip the Leah Vision on Lasswell for Shellga and Cura, and keep Fina’s Light Veil available. In the losing runs, Lasswell carried Leah (Shellga, Cura, Shell), Rain had Tronn, and Lid had Warrior of Light (Protectga, Cura).


The cutscene and Aether’s stats

The lift brings you to the Wind Crystal. Lid exclaims “There it is! The Wind Crystal!”, Rain says “So you’re Aether…”, and Aether responds, “You have ignored my warning. And so, your chance for mercy is gone.” He then says, “I will eliminate you and destroy the Crystal…all so that the Invincible may fly again.”

Aether: You have ignored my warning. And so, your chance for mercy is gone.
Aether’s warning just before the battle.

Aether attacks first when the battle starts, and his opener hits one character for about 300-620. Unit Info shows “Aether Lv.18” with Affinities listed as “? ?” until you hit him with an element. Once Ice lands, the target displays “Weak” and “+200%”.

Unit Info on Aether showing Lv.18 with unknown affinities
Aether’s affinities show as unknown until you hit him with an element.

The Blizzara user makes a difference: Lasswell’s cast from Leah’s Skills (15 MP) dealt 387-409 damage, compared with 182-186 from Rain’s Blizzara in Tronn’s Skills. Selecting Q (All) for Blizzara divides the attack between Aether and the minion, dealing 160 and 179. Fina’s Siren Esper uses Wind, so don’t use it here.

Aether targeted with the Weak and +200% tags after an Ice hit
After Ice lands, Aether shows Weak and +200%.

Aether’s Minion

At the start of its turn in round 2, Aether displays the banner “Aether summons a minion!” The summoned minion is Lv 18, has 2,750 HP, and shares Aether’s Ice weakness.

Aether summons a minion! banner in round 2
Aether summons a minion on his round-2 turn.

Gravity halves the target’s current HP: Lasswell lost 563, while Rain went from 1,273 to 646.

Aether's Minion casting Gravity on the party
The minion’s Gravity halves a character’s current HP.

Drain dealt 310 damage to Lid, and Aerora dealt 207 to Lasswell. During a Normal attempt, the minion remained alive with roughly one-quarter of its HP after 12 rounds. Use spare turns to take it out; Gravity landing just before Heavenly Wind can be fatal.

Aether's Minion using Drain on Lid for 310
Drain took 310 HP from Lid.

Aether’s attacks and damage on Normal

Aether mixes single-target hits with party-wide magic. Sonic Boom is a single-target hit; it did 216 to Lid.

Aether's Sonic Boom hitting Lid for 216
Sonic Boom: a single-target hit, 216 on Lid.

Aerora hits all four characters, for 275-413 each.

Aether casting Aerora on the party
Aerora hits all four party members.

Stab is another single-target hit, anywhere from 190 to 623 on Normal; it did 308 to Fina.

Aether's Stab hitting Fina for 308
Stab: a single-target hit, 308 on Fina.
AttackTargetsDamage taken on Normal
Sonic BoomOne216
AeroraAll275-413 each
StabOne190-623
Heavenly WindAll307-1,009 each
Minion: GravityOneHalf current HP
Minion: DrainOne310
Minion: AeroraOne207

Heavenly Wind and the red marker

One round before every Heavenly Wind, Aether’s icon on the turn-order bar at the top of the screen gets a red marker with a yellow “!”. It came about every 3-4 rounds, landing in rounds 3, 7 and around 10 in one Normal attempt.

Red marker with a yellow exclamation mark on Aether's icon in the turn-order bar
The red marker on Aether’s turn-order icon: Heavenly Wind comes next round.

The next round opens with the “Heavenly Wind” banner, and the attack hits the whole party.

Aether's Heavenly Wind banner as the attack sweeps the party
Heavenly Wind hits the whole party.

Damage per character is listed as Rain / Lasswell / Fina / Lid, all on Normal.

After Heavenly Wind with no buffs: Rain 351, Lasswell 377, Fina 194 and Lid KO
With no buffs it hit 941, 749 and 629 and knocked Lid out.
CastParty buffsRain / Lasswell / Fina / Lid
No buffs, all at full HP, nobody defendingNone941 / 749 / 629 / KO (810 max HP)
Protectga up, Lasswell defendingProtectga915 / 371 (defending) / 675 / 972, KO
Light Veil up, Rain and Lasswell defendingLight Veil470 (defending) / 359 (defending) / 623 / 1,009, KO
Shellga up, Rain defendingShellga307 (defending) / 511 / 444 / 655, survived at 155
Shellga up again four rounds later, nobody defendingShellga660 / 547 / 470 / 943, KO

Protectga (“Increase physical defense of all allies”) changed nothing, which makes Heavenly Wind magic damage.

Heavenly Wind with Protectga up hitting 915, 371, 675 and 972
Protectga up: 915, 371 (defending), 675 and 972, so it did not help.

Shellga is in Leah’s Skills: “[White Magic] Increase magic defense of all allies”, 25 MP.

Leah's Skills list with Shellga 25 MP: [White Magic] Increase magic defense of all allies.
Shellga in Leah’s Skills, 25 MP.

Cast before the first Heavenly Wind, Shellga cut the damage by roughly a quarter to a third, and Lid survived at 155 HP.

Heavenly Wind with Shellga up hitting 307, 511, 444 and 655, Lid left at 155 HP
With Shellga up: 307 (defending), 511, 444 and 655. Lid survived.

The second cast under Shellga still killed Lid, so Heavenly Wind seems to hit harder later in the fight. Defend roughly halves the damage for whoever uses it. For how these effects stack, see buffs and debuffs in Final Fantasy Resonance.

Second Heavenly Wind under Shellga knocking Lid out
The next Heavenly Wind, still under Shellga, knocked Lid out.

Failing to prepare for the attack can be disastrous: one Heavenly Wind took out Rain, Lasswell and Lid, leaving Fina with 96 HP and the message “Fina is asleep!” on screen.

Rain, Lasswell and Lid KO'd with Fina at 96 HP and the banner Fina is asleep!
Unprepared, one Heavenly Wind knocked out three and put Fina to sleep.

What to do on the red-marker round

The moment the red marker appears, spend the whole round on defense:

  • Cast Shellga with Lasswell on Leah (25 MP), or Shell on the weakest characters.
  • Heal everyone to full with Cura on all (Lid with Warrior of Light or Lasswell with Leah), or use a Mist Potion.
  • Have anyone left over Defend.
  • Keep Fina’s Light Veil up (12 MP, “Activate a barrier on all allies that nullifies a status ailment or debuff once”).
Fina's Light Veil, 12 MP: Activate a barrier on all allies that nullifies a status ailment or debuff once.
Fina’s Light Veil blocks one status ailment per ally.

Keep Light Veil active: Heavenly Wind may inflict Sleep, but none appeared while the veil was up. Once the attack is over, revive any fallen character with a Phoenix Down, which restores 25% HP, and heal the party before the next red marker. Avoid letting Gravity from the minion hit anyone during that interval.


How to stagger Aether

Aether’s yellow stagger gauge drains slowly from Blizzara and regular attacks, taking about 9 rounds in one Normal attempt (the general rules are in stagger explained). Lasswell’s Limit Burst Null Moon speeds it up: “Deal non-elemental physical damage to an enemy. Target is more easily staggered for 3 turns.”

Lasswell's Limit Burst Null Moon: Target is more easily staggered for 3 turns.
Null Moon makes Aether easier to stagger.

Null Moon followed by one more hit, Fina’s Shining Arrow, staggered him. “STAGGERED” appears and Aether turns purple.

Aether staggered and turned purple
Aether staggered.

Spend that window on Limit Bursts. Rain’s Infinity Drive reads “Deal Fire physical damage to an enemy. Damage increases by 50% if target is staggered.”, and Fina’s Holy Ray (“Light magic damage to all enemies”) hit Aether for 898 and the minion for 692.

Fina's Holy Ray totals of 898 on Aether and 692 on the minion
Holy Ray hit Aether for 898 and the minion for 692.

A stagger may also trigger SELECT RESONANCE, with Hibernal Fury, Healing Wind or Crystal Braver available according to the equipped Visions. Hibernal Fury deals Ice damage and is the strongest choice here; see the full Resonance list for other options. Even during a stagger, Aether lost only about 10% of his HP. At Lv 18, expect a long fight: he still had over 80% HP after roughly 12 rounds.


If the party falls: Retry, or change the difficulty

When the whole party falls, the screen offers Retry, Load and Return to Title beneath “The party has fallen…”.

The party has fallen... with Retry, Load and Return to Title
When the party falls you can Retry, Load or return to the title.

Choosing Retry prompts “Retry this battle from the beginning?” with No selected. It starts the battle over with full HP and MP without loading your save.

Retry this battle from the beginning? with Yes and No
Retry restarts the fight at full HP and MP.

If repeated attempts fail, choose Load from the battle System Menu (Esc) to return to the boss save. Once back in the field, go to Options > Gameplay, change Difficulty to Casual (“Change battle difficulty.”), press R Apply, and confirm. You can return to Normal using the same steps. The difficulty settings are explained in more detail separately. That is how we finished the fight: on Casual, after three losses on Normal.

Options Gameplay tab with Difficulty set to Casual: Change battle difficulty.
Difficulty can be changed from Options in the field.

After Aether

After the battle, Aether kneels as the Invincible airship takes off. The objective updates to “Go to Dilmagia, the machinopolis” on Dirnado’s World Map, and the game autosaves. Find the upcoming fights in the bosses list; continue along the route in the full Final Fantasy Resonance walkthrough.