Understand Aerial Ace
Useful when…
- Extend aerial movement by earning kills before landing.
- Use the Exilus slot for a mobility effect if airborne rifle kills are part of your play.
Effect and trigger
When you get a kill while airborne, Aerial Ace refreshes Double Jump. Its listed limit is 1 refresh at rank 0, 4 at rank 3, and 6 at rank 5.
Fit and slot
It is a Rifle Exilus mod with Naramon polarity, so it supports an airborne, kill-driven movement style rather than increasing rifle damage. Compare that role with ordinary damage or multishot options only if the build can spare the Exilus slot; Galvanized Aptitude and Galvanized Chamber, for example, offer status-related damage and multishot effects in standard slots, not jump refreshes.
Ranking tradeoff
The mod has five ranks and base drain 4. The listed refresh limit rises with rank, reaching six at rank 5. Example costs rise from 30 Endo and 1,449 credits for rank 0 to 1, 120 Endo and 5,796 credits for rank 2 to 3, and 480 Endo and 23,184 credits for rank 4 to 5. Rank it according to how often you need those additional refreshes; the higher ranks buy more mobility capacity, not higher damage.
Limitations
The trigger requires both a kill and being airborne. Aerial Ace does not describe a benefit for ground kills or a direct weapon-stat bonus. Do not assume a kill refreshes Double Jump without limit: the rank-specific cap is part of the effect.
Limitations and tradeoffs
- Takes the Rifle Exilus slot for movement utility rather than direct weapon statistics.
- Higher ranks increase the refresh cap but have steep listed Endo and credit costs at later ranks.
Common mistakes to avoid
- Expecting the refresh on a kill made while grounded.
- Reading the rank cap as unlimited Double Jump refreshes.






