Final Fantasy X Bosses
FFX Strategy Guide for Boss Battles
Final Fantasy X Bosses are usually easy if you over-level, but there are a few challenges. Several FFX bosses have secret Achilles' heels that may surprise you -- for instance, did you know there's one boss that's scared of Auron?
This FFX Boss Strategy guide will help you play the game without having to backtrack or level grind. You'll learn how to achieve overkill, collecting more AP and loot. Be warned: some of these tricks make certain battles too easy!
So here's all the regular FFX Bosses -- ones you absolutely must fight in the storyline -- plus Lord Ochu and Yojimbo. For each one I give vital stats, strategy, and (sometimes) suggested preparations that will make the battle easier.
This page is part of my Final Fantasy X Secrets series.
Keys to this Guide
Numbers in () are the damage needed for overkill.
Numbers separated by / refer to different forms of the boss or phases within the same battle.
I skipped a few stats: Luck because nearly all are 15; one or two are 20; Gil and AP because you're gonna beat 'em anyway, and Bribe because obligatory bosses are not bribable.
"Equipment" "Armor" and "Weapon" mean items that the monster might drop at battle's end.
Silly Final Fantasy Boss Poll - Before we get started, let's review...
It just isn't a Final Fantasy game unless you have a boss battle with...
HP: Lots Elements: Weak to all four
Immune: All but Poison (Resist: 90%)
MP: 128 Str: 36 Mag: 40 Def: 50 MDf: 50 Agl: 48 Acc: 50
Drop / Steal / Equipment: N/A
Strategy: Thwack twice and run away, run away! Cutscene interrupts after boss takes 90HP, so don't waste a potion.
Submerged Ruins: Hall
HP:1500 (400) MP: 5 Elements: Normal
Immune: Sleep, Poison, Sensor, Scan
Str 14 Mag 1 Def 1 MDf 1 Agl 4 Eva 0 Acc 50
Drop: Ability Sphere Steal: Grenade(s) Equipment: None
Notes: I think Klikk's HP may reset to full when a new ally joins the battle.
Strategy: Hit and heal, hit and heal. Ally steals and tosses grenades (each time you steal, chance of another steal drops). If you want the overkill, delay until ally's overdrive builds, then Mix Grenades x2.
Underwater Ruins - after diving from Salvage Ship
HP: 2200 (600) MP: 10 Elements: Normal
Immune: All status effects except...
Vulnerable: All Breaks, Slow, Sleep, Scan, Delay
Str 0 Mag 1 Def 1 MDf 1 Agl 12 Eva 0 Acc 20
Drop: Power Sphere Steal: Grenade Equipment: None
Special Attacks: Nautilus Charge whole party for ~150HP, Tentacles ~100HP
Prep: For overkill, fight extra pirhanas first to charge Rikku's overdrive a bit.
Strategy: Steal grenades and throw them when it goes to far side of room. Heal when HP drop below 200. After its second retreat, use Trigger Command "Pincer Attack". Cheer helps increase damage.
Boss: Sin's Fin
From the Ill-Fated S.S. Liki
HP: 2000 (1000) MP: 100 Elements: Normal
Immune: All status effects except Delay/Sonic Wings
Vulnerable: All Breaks and Scan, Sensor, Demi
Str 1 Mag 1 Def 1 MDf 1 Agl 6 Eva 0 Acc 50
Drop: Mana Sphere Steal: Can't
Weapons/Armor: Piercing, Icestrike / Elemental wards
Notes: Endless Sinscales - 390HP, 200 overkill - means endless AP and up to 99 Power Spheres.
Strategy: Use Tidus' Cheer 3-4 times until you're killing Sinscales with one hit. Bash them until you get bored. Then use Kimahri's Lancet, Wakka's ball and Lulu's spells to hit Sin. When it's below 1000, charge Valefor's overdrive with Sinscales and then have her overkill Fin.
Tip: Heal Wakka and Tidus before finishing this battle.
Kimahri Leveling Tip
Start Kimahri towards Rikku's path to give him Steal and Use very early (guy in very first Agency gives you a Lvl 1 Key sphere; you get 2 for pushing Chocobo Eater off cliff, or lots in Operation Mi'ihen.)
You'll then have a Thief/Alchemist long before Rikku arrives, and he can steal Petrify Grenades from Basilisks in Djose. They are very useful against Guado.
Boss: Sinspawn Echuilles
HP: 2000 (400) MP: 20 Elements: Normal
Immune: Sleep, Petrification, Zombie, Death, Provoke
Vulnerable: DARKNESS, Poison, Breaks, Slow, stuff you don't have yet
Str 10 Mag 15 Def 1 MDf 1 Agl 5 Eva 0 Acc 15
Drop: Ability Sphere Steal: None
Weapons/Armor: Piercing, Waterstrike / Water Ward
Special Attacks/Notes: Every third turn, "Blender" does ~ 110HP damage to party.
Prep: When you first get on S.S. Liki, kick suitcase in hold for potions! (Not essential, just handy)
Strategy: Wakka's Dark Attack makes "Blender" miss and lasts 3 turns. Tidus' Cheer 5 times boosts defense and strength enough for a probable overkill; or wait to charge overdrives.
Boss: Lord Ochu
HP: 4649 (800) MP: 39 Elements: Fire-Weak
Immune: Darkness, Poison, Provoke
Vulnerable: Everything else, including Valefor's Sonic Wings/Delay
Str 15 Mag 23 Def 1 MDf 1 Agl 8 Eva 0 Acc 10
Drop/RareDrop: MP Sphere / HP Sphere Steal: Potion
Bribe: 92,980 Gil for Remedy x80
Weapons: 1-3 of Piercing, Poisontouch, Str +5%, Mag +5%
Armor: 1-3 of Darkness/Silence/Sleep/Stone/Confuse/Berserk Ward
Special Attacks: Poisontouch, EARTHQUAKE to party when it wakes up.
Prep: Charge Valefor's overdrive with random battles, chat up Luzzu for Antidotes, and SAVE.
Strategy: Lulu's Fire does bulk of work. After Ochu falls asleep, it regens, so summon Valefor to hit it; she's immune to Earthquake. Then Dismiss her and bring her back in when he drops below 1200 for sure overdrive/overkill and rare spheres.
Notes: 40 AP (60 for overkill) means be sure to swap in everybody. You could wait until after you get Ifrit from Kilika Temple to use his Fire, but if you beat Ochu on the way, Luzzu and a few Crusaders in woods give extra items.
Boss: Sinspawn Geneaux
Steps of Kilika Temple
HP: 3000 (900) MP: 30 Elements: Fire Weak; Absorbs Water
Immune: Sleep, Petrify,Dark, Poison, Zombie,Death,Provoke,Doom,Demi
Vulnerable: Silence, Slow, Delay/Sonic Wings, All Breaks
Str 15 Mag 10 Def 1 MDf 1 Agl 7 Eva 0 Acc 100
Drop: Power Spheres Steal: Nothing
Weapons/Armor: 1-2 slots: Piercing, Darktouch/Dark Ward
Notes: Geneaux starts out ARMORED, nearly impregnable to phys damage, and its two tentacles - 450HP (500 overkill!) - absorb magic.
Special Attacks: Sigh (Mag damage to party), Staccato (Phys dam to party), Venom (dam + Poison to target). Once shell is open, Water and Poison spells.
Strategy: Kill tentacles with physical damage, then swap in Lulu to crack shell. Use Wakka's Silence Attack if you've got it, or Yuna's NullTide. Summon Valefor at 1200 for overkill (She can take a few hits from it to charge up.)
Luca Dock Four
HP: 6000 (600) MP: 10 Elements: Lightning Weak; I/W/F Half
Vulnerable: Breaks, Slow, Delay, Demi, Scan
Str 16 Mag 10 Def 1 MDf 1 Agl 1 Eva 0 Acc 10
Drop: Elixir Steal: Can't
Weapons/Armor: 1-2 slots: Piercing, Lightningstrike/Defense +3%
Prep: Buy a few Echo Screens and Eyedrops from O'aka on the way.
Notes: Agility increases each turn. Crane will lower HP to 1/16.
Special Attacks: Blitzball Rush (party damage); often counterattacks with Dark or Silence.
Strategy: Haste Lulu. Have her zap the crane with Lightning 3x to jump start it. (Boy, wish the AAA agent looked like Lu.) Tidus operates crane for amusing/effective damage. Have Lulu Focus 4-5x so she can overkill, or else use her overdrive.
Boss: Chocobo Eater
Mi'ihen Highroad Travel Agency
HP: 10,000 (800) MP: 5 Elements: Fire Weak ARMORED**
Immune: Silence,Sleep,Petrify,Zombie,Threaten,Death, Demi,Doom
Vulnerable: DARKNESS, Slow, Delay, 50% resist to Breaks, Poison
Str 25 Mag 20 Def 25 MDf 35 Agl 12 Eva 0 Acc 25
Drop: Lvl 1 Key Spheres ONLY if falls over cliff Steal: Potion
Weapons: 1-2 slots: Sensor, Piercing, Str or Mag +5% or +10%
Armor: 1-2 slots: Any elemental ward (items ONLY if push over cliff)
Prep: On Highroad to S, Lancet a Dual-Horn so Kimahri has Fire Breath ready.
Notes: **Armored while on feet; knock over or use Piercing weapons. It takes 1201 cumulative dam to knock him over, 501 more to push him back. Lvl 1 Key Spheres if he goes over cliff!
Special Attacks: Push Back whole party + damage; "You're Next" means Fist of Fury (1000HP, 1 target) next turn, Blizzard when on back.
Strategy: Start with Dark Attack. Haste Lulu for Fire, Auron for his Breaks. First time he falls over, Focus Lulu and Cheer to buff attacks. It's hard to push Eater off cliff before killing him: cheat by healing him! You can overkill with Ifrit, but I'm not sure you get the key spheres without pushing him off cliff.
Boss: Sinspawn Gui
Operation Redshirt, I mean, Mi'Ihen
HP: Body - 12,000 first battle/6,000 second (800) Head - 4000 / 1000 (800)
Arms - 800/800 (500) MP: 30 Elements: Normal (Armored)
Immune: All status effects and breaks except...
Vulnerable: Power Break, Provoke, Demi
Str 29 Mag 20 Def 1 MDf 30 Agl 10 Eva 0 Acc 100
Drop: Lvl 1 Key Spheres x3 Steal: Potion
Weapons/Armor: 1-2 of: Piercing, Sleepstrike or -touch/ Sleepproof
Prep: Charge up aeons on way to Command Center and level Lulu to have at least 1 -ara spell.
Notes: Armored arms protect it; Lulu's -aras will lop them off with 1 spell each
Special Attacks: Body alternates between Punch (~600HP) and Demi; Head between Thunder and Venom (500+Poison)
Strategy: Haste Lulu to nail its arms, Auron to Power Break and pound it. Use Wakka's ball or spells to stop head. Use one aeon in each battle for overkill and lots of Key Spheres. In second battle, "ally" will take Lulu's place with -aras. (And no, his overdrive isn't worth waiting umpteen turns to see.)
Ride ze shoopuf!
HP: 4000 (800) MP: 10 Elements: Lightning Weak; I/W/F Half
Immune: Dark, Silence, Sleep, Poison, Petrify, Zombie, Doom, Death
Vulnerable: Slow, Breaks, Provoke 50%, Threaten, Delay, Scan, Demi
Str 23 Mag 15 Def 1 MDf 1 Agl 15 Eva 0 Acc 30
Drop: Mega-Phoenix Steal: Potion
Weapons/Armor: 1-3 of: Piercing, [Element]strike / SOS Nul[Element]
Prep: How nice of O'aka to be selling Lightningstrike weapons on the way here!
Notes: Provoke cancels Depth Charge but increases Str for 2 rounds. 500 damage will also cancel it.
Special Attacks: 2 turns of Aqua Shooter for ~200; on turn 4 does Depth Charge, ~350 + Dark.
Strategy: Haste Tidus and Wakka, Slow the Extractor, and Cheer or try to get 2 lightning hits from Wakka's overdrive to overkill.
HP: 12,000 (2000) MP: 100 Elements: Variable**
Immune: Scan, Sensor, Slow, Sleep, Silence, Dark, Petr, Death, Provke
Vulnerable: Breaks, Zombie, Demi, Threat (75% resist) Poison (90% resist)
Str 20 Mag 20 Def 100 MDf 1 Agl 15 Eva 0 Acc 30
Drop: Level 2 Key Sphere Steal/ Rare Steal: Ether/Turbo Ether
Weapons/Armor: 2-3 of: Piercing, [Element]strike / [Element]ward
Prep: Switch to non-elemental weapons. Get Ixion's and Ifrit's overdrive charged. Save.
Notes: **Always vulnerable to one element, it absorbs/heals the rest. Each time it takes magic damage, it phases to a new element at random. Counters physical attacks with current element.
Special Attacks: Press does massive damage to party.
Strategy: Haste Yuna and Lulu, get your Nulls up and Steal. Have Lulu Focus about 4x to increase her power and party's defense. Now bring in someone to poke it with a stick (sword, etc), which causes it to give away its current element. Lulu counters with the opposite. Rinse and repeat.
For overkill and rare spheres, keep running tally of damage in your head, since you can't scan. When it gets down below 2000, use Lulu's -ara Fury or Ifrit's or Ixion's overdrive when it's the right element.
Lake Macalania, Al Bhed Ambush
HP: 16,000 (4000) MP: 1 Elements: Lighting Weak, Half I/W/F
Protected by Negator: 1000 HP, 1000 overkill
Immune: All Breaks and status effects except...
Vulnerable: Slow, Scan, Sensor, Delay/Sonic Wings, Demi
Str 25 Mag 30 Def 100 MDf 50 Agl 20 Eva 0 Acc 30
Drop: Elixir Steal/ Rare Steal: Lunar Curtain
Weapons/Armor: 2-4 of: Piercing, [Element]strike / [Element]ward
Prep: Charge Ixion's overdrive and hope you stole some lightning marbles in Thunder Plains!
Notes: Negator blocks summons and spells -- and Crawler's mana beam! Mana beam takes 4 turns to charge; Negator regenerates 3 turns after being hit. Do the math. :)
Special Attacks: Gatling Gun (damage party), Mana Beam (massive damage to 1), Assault counterattacks spellcasts
Strategy: Haste Rikku and Lulu, Slow the Crawler. Have Wakka knock down Negator. Rikku can use Lightning Gem even while Negator is up. Once it's down, Lulu Thundaras. (You might have Auron Guard her from Counterattacks). If it's about to unleash Mana Beam, bring in Ixion and Shield to soak damage, then have aeon cast Thundara on himself to heal. Ixion's overdrive, Lulu's Thundara Fury, or a Lightning Gem should overkill.
Boss: Seymour (and Anima)
Macalania Temple Antechamber
HP: 6,000 (1400) MP: 100 Elements: Normal
Immune: Power Break, Silence, Sleep, Dark, Petri, Zombie, Threaten, Provoke,Demi, Death, Doom, Delay/Sonic Wings
Vulnerable: Slow, Mental/Armor Break, Magic Break (50% Resist) Poison (40% Resist), Scan, Sensor
Str 20 Mag 25 Def 1 MDf 25 Agl 20 Eva 0 Acc 100
Drop/Rare Drop: Black Mag / Special Sphere Steal/ Rare Steal: Turbo Ether / Elixir Equipment: 2-4 of: Piercing, Silencestrike/-proof
Notes: Guado Guards are 2000HP kill / overkill and self-heal until you overkill or steal from them.
Talking to Seymour raises Tidus' Str, Yuna's and Wakka's MDef.
After Seymour's down to 3000HP, summons Anima; his HP reset afterwards.
Attacks: S. multicasts ice, lightning, water, fire in that order; after Anima uses -ara spells which HURT.
Strategy: Talk. If available, use Kimahri's Stonebreath, Rikku's Petrify Grenades or Stonestrike weapons to remove guards. Meanwhile Haste Yuna and get up all four Nulls. Once she is ahead of Seymour with Null spells, Auron Magic Breaks and thwacks him until he calls for Mommy.
Mommy is Anima: 18,000 (1400) HP, Holy-weak, immune to all Breaks and Status Effects. The gang will remind you of your new aeon (scroll down in summons menu). Summon her to attack, heal her with Blizzara, or Shield when Anima unleashes overdrive. New aeon's overdrive kills Anima.
Now get back to Magic Break and pounding Seymour; the Nulls you cast earlier will save you from nasty multicasts. It won't take long to kill Seymour; one of your aeons can overkill.
HP: 18000 (1432) MP: 32 Elements: Fire-Weak
Vulnerable: Breaks, Threaten,Provoke,Doom,Sleep/Silence/Dark( 20% resist)
Str 40 Mag 1 Def 1 MDf 1 Agl 18 Eva 0 Acc 0
Drop: Power Sphere Steal/Rare Steal: Hi-Potion/X-Potion
Weapons/Armor: 1-2 of: Piercing, Counterattack/SOS Haste, HP+10%
Prep: Charge Ifrit while fleeing temple
Notes: Guado guards cast Berserk, Shell and Protect on him when killed, UNLESS they're petrified.
Special Attacks: Nasty Counterattack once he drops below 50% HP
Strategy: Remove Guado guards with Stonebreath/Petrify Grenades if possible, or steal their potions then kill them (2000HP; 1432overkill). Try Wakka's Sleep Attack and then tiptoe around beastie while Lulu burns him to a crisp. Auron's Threaten will cancel Berserk, and his Breaks are handy (but will wake Wendigo up). Haste helps, as usual, and Ifrit can deliver the overkill.
Assault on Bevelle
HP: 32,000 (2000) MP: 500 Elements: Half Damage all elements
Immune: Armor/Magic Break, Sleep, Silence, Pois, Petr, Zomb, Demi, Threat
Vulnerable: Power Break,Mental Break,50% resist Slow/Dark,Doom(30turns)
Str 36 Mag 30 Def 1 MDf 1 Agl 20 Eva 0 Acc 100
Drop: Black Magic Sphere Steal: Water Gem
Weapons/Armor: 1-3 of: Piercing, Stonetouch/Stone Ward
Prep: Equip Stone/Poison ward Armor, remove elemental weapons. SAVE.
Notes: Keep away 3 turns and Cid fires missiles. Also, no Poison/physical attacks while away. Evrae tends to cast Slow on Hasted characters.
Special Attacks: Breath Attack in melee does 1000HP to party + Poison; Photon attack at distance not so bad. Swooping Scythes to close in and smack party hard.
Strategy: This battle would be bad if Rikku didn't have Al Bhed potions curing poison and party damage. (Hopefully Kimahri too; I always start him on Rikku's path long enough to get Steal and Use). Start with Auron's Mental Break, then tell Cid to move off. Slow Evrae. Plink Evrae with spells, Wakka's ball, and gems so Cid can get off 3 rounds of missiles. Once Evrae refuses to stay away or Cid's out of ammo, Power Break Evrae and use someone's overdrive to finish Evrae off.
Boss: Isaaru's Aeons
I'm not giving the full write-up because they're easy, but Grothia (Ifrit) is 8000 HP and ice-weak, Pterya (Valefor) is 12,000, and Spathi (Bahamut) is 20,000.
Forget Overkill; there's no AP bonus or drops.
Tip: as with any aeon duel, shield when the other aeon's about to overdrive; heal elemental aeons with their element. I use Bahamut vs. Grothia and Pterya, then Shiva dances with Spathi.
P.S. Did you get all the rare spheres in the Via Purifico? Here's a Via Purifico Map with directions on unlocking the teleport puzzle. Finding Lulu adds to Isaaru's cutscene.
P.P.S. This is where I plug my award-winning alternate universe sequel to FFX in which Yuna chooses the Final Summoning. Thirteen years later, Isaaru resumes his pilgrimage with Auron's grudging help.
Boss: Evrae Altana
HP: 16,384 (2000) MP: 500 Elements: Normal (ZOMBIE)
Immune: Sleep, Silence, Poison, Petrify, Demi, Threaten,Provoke
Vulnerable: Breaks,Darkness/Slow resist 50%,Delay,Doom (30turns)
Str 32 Mag 27 Def 1 MDf 1 Agl 25 Eva 0 Acc 100
Drop: Black Mag Sphere Steal/Rare: Water Gem/Stamina Spring
Weapons: 1-3 of: Piercing, [Element]Strike, Str+3%,Str+5%
Armor: 1-3 of: Zombie/Stone/Silence/Dark/Sleep/Slow/Poisonproof
Notes: This would be hard, if he weren't a ZOMBIE.
Special Attacks: Stone Gaze, shattering punch, Photon Spray on party
Strategy: Take 20 seconds to ponder: what hurts Zombies? Stumped? Okay, highlight the spoiler (which will spoil this battle forever): Toss 2 Phoenix Downs at it and collect your overkill.
Bosses: Seymour Natus & Mortibody
SEYMOUR: HP: 36,000 (3500) MP: 200 Elements: Normal
Immune: Demi, Delay,All Breaks and Status Effects except...
Vulnerable: Poison,Power Break,Provoke (10% resist)
Str 30 Mag 25 Def 1 MDf 1 Agl 21 Eva 0 Acc 100
Drop: 2x Lvl 2 Key Sphere Steal/Rare: 2x Tetra Elemental
Weapons/Armor: 1-3 of: Piercing, [Element]Strike,/SOS Shell
MORTIBODY: HP: 4000/3000/2000/1000 MP: 50 Elements: Normal
Immune: Demi, All Breaks and Status Effects except...
Vulnerable: Power Break,Armor Break (50% resist)
Str 22 Mag 20 Def 50 MDf 1 Agl 28 Eva 0 Acc 100
Prep: Run around save sphere beforehand and charge Bahamut's overdrive in random battles.
Notes: When you KO Mortibody, it drains its new max HP from Seymour and regenerates. First it drops to 3000HP, then 2000, then sticks at 1000.
Special Attacks: Mortibody often uses Desperado, major damage to party + Dispel, if anyone's got multiple defensive spells up.
General Strategy: KO Mortibody so it uses its turn to suck HP from Seymour instead of hitting you. If you can put Reflect on Tidus, Provoke Seymour into bouncing his spells off Tidus.
THIS BATTLE HAS THREE PHASES:
- Elemental Phase: Mortibody casts Fire/Blizzard/etc, wiping out the Null for that element, then Seymour multicasts the same element as -ara. Sometimes Mortibody hits party hard with Desperado doing damage + Dispel to cancel Haste, Reflect, etc.
Strategy: Haste Yuna, get up Reflect if you have it or use Shell/Protect/Lunar Curtain. Have Lulu Bio Seymour so he's taking damage every turn. Talk to increase Strength or Mag Df. Steal from Seymour. Power Break and pound Mortibody as your primary target, Seymour with area spells/attacks/overdrives. Also cast Reflect on Seymour.
- Petrify Phase: When Seymour drops below 24,000 HP, he Protects himself (or you if you Reflected him), then starts casting Break which petrifies 1 character.
Strategy: Un-petrify with Al Bhed Potions and/or "kill" Mortibody before it uses Shattering Claw, which not only removes a petrified character from battle, but won't let anyone take his/her place! Keep pounding Mortibody as primary target, or do area attacks.
- Flare Phase: When Seymour drops below 12,000, he starts casting Flare for 2000-2500HP damage on one target.
Strategy: Reflect will save you. Mortibody casts Cura on Seymour or on party if you've put Reflect on Seymour. Bring in aeons with overdrives ready when he gets below 5,000 (or below 10,000 if you've got Bahamut ready).
Boss: Defender X
Far side of Calm Lands
HP: 64,000 (4060) MP: 1 Elements: Normal ARMORED
Immune: Power Break, Status Effects except...
Vulnerable: Provoke,Dark (resistant), Armor/Mental/Magic Break, Doom(10)
Str 42 Mag 5 Def 30 MDf 1 Agl 20 Eva 0 Acc 0
Drop: Lvl 2 Key Sphere Steal: 4x Lunar Curtain
Weapons: Piercing, Str or Magic +3/5/10% Armor: SOS Protect
Notes: Armored so only piercing weapons do much. Mighty Guard (Protect, Shell, Nulls) when critical.
Special Attacks: Blast Punch halves target's HP; Haymaker major damage to one target; SlowgaPrep: An aeon or two in overdrive. Aspirin and Ben-gay.
Strategy: Hastega, Dark Attack and Protect your party -- this thing's attacks are brutal. Haymaker usually misses if it's blind. If you're really in a jam, Provoke it and it'll just keep Blast Punching Tidus (how satisfying!) which simply halves his HP. Normally, I settle in with Yuna healing Lulu and Auron while they take turns smashing the thing. "Peel the fruit" for Lu with Mental Break. Once Yuna gets charged up for a Grand Summon, Dispel its Mighty Guard and bring in Bahamut.
Cavern of the Stolen Fayth
HP: 33,000 (4080) MP: 2000 Elements: Normal
Immune: All Breaks, all status effects except...
Vulnerable: Doom in 5 turns.
Str 34 Mag 35 Def 80 MDf 1 Agl 32 Eva 0 Acc 0
Prep: Charge your aeons' overdrives with Magic Urns on the way in; have aeons plunk them for prizes until they blow up. (if explosion kills aeon, go to aeons menu and improve their Def/HP)
Special Attacks: Daigoro 1 target for 500; Kozuka 1 target for 1000 + Poison and MP drain; Wakizashi 1000 to everyone, and Zanmato = 9999 to party.
Notes: His overdrive Zanmato is almost certainly Game Over unless you bring in an aeon to shield.
Strategy: Hastega and hammer away. Lulu's -agas do plenty damage. If you get frustrated, Doom works, but aeons should trounce him.
Bosses: Biran and Yenke
ROB THEM DOWN TO THEIR UNDERWEAR!
[BIRAN] HP: 1⅓ Kimahri's (2500) MP: 200 Elements: Normal
Immune: All Status Effects except Doom
Vulnerable: All Breaks, Demi, Doom (20 turns)
Str ⅔ Kimahri's Mag ½ Yenke's Def 30 MDf 50 Agl Kimahri's - 4 Eva 0 Acc 100 LANCET: Thrust Kick, Self-Destruct, Doom, Mighty Guard
[YENKE] HP: 1⅓ Kimahri's (2500) MP: 200 Elements: Normal
Immune: All Status Effects except Doom
Vulnerable: All Breaks, Demi, Doom (20 turns)
Str ½ Biran's Mag ⅔ Kimahri's Def 30 MDf 50 Agl Kimahri's - 4 Eva 0 Acc 100 LANCET: Fire/Stone/Aqua Breath, White Wind
[BOTH] Drop: Return/Friend Sphere Steal: Lvl 3 Key Sphere
Weapons/Armor: 1-3 of Piercing / MP + 40%
Special Attacks: Bulldozer: hits Kimahri but separates them; Each Guards the other when side-by-side, reducing damage.
Notes: Lancet all 4 Ronso Rages from each one of them before killing either; they don't use Ronso Rage after their buddy is down.
Prep: Make sure Kimahri has STEAL ability. Optionally, improve chances of stealing by acquiring Master Thief auto-ability: see below. It's a prize in the Remiem Temple chocobo race.
Strategy: If Kimahri has Use, Chocobo Feather (Haste) will make your life easier. Then start Lanceting all their Ronso Rages: each has four, but Kimahri may already have some. Use Hi-Potions or Al Bhed Potions. Be sure to use an Overdrive EVERY time you Lancet (Mighty G and White Wind to heal are good ones). Finally, Steal many Level 3 Key Spheres from one of them. Each time you steal, chance of stealing goes down, but you can probably get up to five. Once you've stolen all you can from one Ronso, kill him, then Steal the other. Use area attacks like Aqua Breath or Grenades when they're together, or Fire Breath and single attacks when they're apart.
Master Thief increases chances of stealing items, and stealing rare items. Useful against Biran, Yenke and Seymour.
It takes 30x Pendulum to customize armor with this auto-ability.
Get them by opening 4 chests without hitting poles in the Remiem Temple Chocobo Race. (Follow the route below, but skip a chest.)
Remiem Temple Race
Boss: Seymour Flux and Mortiorchis
Mt. Gagazet Prominence, Shortly After Save Sphere
[SEYMOUR] HP: 70,000 (3500) MP: 512 Elements: Normal
Immune: Demi, All Status Effects / Breaks except...
Resistant: 50% to Silence, 90% to Poison
Str 30 Mag 15 Def 40 MDf 40 Agl 38 Eva 0 Acc 100
[MORT] HP: 4000/ 3000/ 2000/ 1000 (N/A)* MP: 512 Elements: Normal Immune: All Status Effects, Breaks, Demi
Str 40 Mag 40 Def 100 MDf 1 Agl 38 Eva 0 Acc 100
[Seymour] Drop: Lvl. 4 Key Sphere Steal: Elixir
Weapons/Armor: 1-3 of Piercing, Darkstrike / SOS Shell
Special Attacks: (1) Seymour casts Zombie, Mort casts Full-Life to kill 1 target; (2) Seymour casts Reflect on self then Flare; (3) Mort casts Dispel, then Seymour Cross-Cleaves party for 2500 (Defend with Triangle button to halve this), (4) Seymour unleashes magical attack Total Annihilation which kills almost anyone without Shell.
Notes: Kimahri can raise Str with Talk command (not worth it); Yuna can raise her MDef (worth it). Every time you KO Mortichoris, it sucks HP from Seymour. (Its Max HP drop 1000 each KO until it reaches 1000). Seymour Banishes aeons on his turn, so...
Prep: Get all aeon overdrives charged; buy Holy Waters from Wantz. Equip any Silencestrike or Poisonstrike weapons you have; Seymour's vulnerable to those. If someone has Master Thief (see above), steal lots of Remedies from Grats on the way up Gagazet and customize 2-3 people's armor with Auto-med (takes 20). Then they'll cure Zombie status instantly.
Strategy: Poison Seymour, then keep attacking Mortichoris so it's sucking HP from Seymour instead of hitting you! For most of battle, I suggest Tidus to Haste and use Holy Water, Lulu for attacks and Auron because his Piercing weapons can damage Mort or Seymour. Yuna backing up.
1. Hastega to start and cast Bio on Seymour. (Silence may also be useful.)
2. Seymour casts Lance of Atrophy to Zombie a character. Get Holy Water or Remedy on him/her before Mortichoris follows up with Full-Life, which kills a Zombie.
3. Steal, keep trying to Poison Seymour and/or use magic and Rikku's items to KO Mortichoris before....
4. Starting 3 turns in, Mortichoris often casts Dispel on party, then Seymour Cross-Cleaves whole party for ~2500 damage. If Mort casts Dispel, hit triangle so everyone defends against Cross-Cleave.
5. Seymour follows up casting Reflect on self + Flare, killing anyone not healed up. If someone gets a turn before he does, Dispel his Reflect and he'll Flare himself!
6. Also Dispel if Seymour casts Shell, Protect.
7. Keep bashing Mortichoris as primary target with Seymour as secondary (Poison + Mortichoris will be hurting him). Cut loose with aeons, but save Bahamut.
8. GET READY when Seymour starts charging: you'll need everyone with Shell up or else bring in an aeon to block TOTAL ANNIHILATION attack which tends to kill party.
9. Once Seymour's down to 15,000 or so, bring in Bahamut with overdrive to get the overkill.
Boss: Sanctuary Keeper
Peak of Mt. Gagazet
HP: 40,000 (6400) MP: 256 Elements: Normal
Resists: Dark (100), Poison (90), Power Break (50), Magic Break (50)
Vulnerable: Slow,Armor Break,Mental Break,Reflect,Threaten
Str 37 Mag 40 Def 100 MDf 100 Agl 32 Eva 0 Acc 50
Drop: Return Sphere Steal: Turbo Ether
Weapons: Piercing, Half MP Cost Armor: MP +10%
Notes: This battle would be hard, if not for a secret: this beast is SCARED OF AURON. When Keeper gets below 50% HP, it casts Curaga on self -- or on party, if you put Reflect on it!
Special Attacks: Mana Breath usually kills target (esp. an aeon); Tail Sweep damages party + Delay; Photon Wings damages party + Dark, Poison, Curse (blocks overdrives; cured by Holy Water)
Prep: An aeon or two in overdrive for insurance, Holy Water, and equip any Curseproof, Darkproof, Poisonproof armor you've got.
Strategy: Hastega, Bio the beastie and let Auron rip with Power/ Armor/ Mental Breaks or Banishing Blade while Yuna keeps him alive (sort of). Be aware: Keeper is SMART, and will often counter these with Protect and/or Shell (but this wastes its turn). Likewise, don't cast Slow, or it'll cast Haste. It may Dispel if you cast Reflect on it, but worth it if you can get it to bounce Curaga on you! Aeon overdrives can wittle it down, but it mashes them like bugs.
If you're really in trouble, stop, take a deep breath, and scan through Auron's special abilities. There's one we never use that will turn this thing into a bunny rabbit. (Highlight if stumped: Threaten) It makes this battle far too easy, but proves again that Auron is Made of Awesome.
Boss: Spectral Keeper
Zanarkand Dome - Cloister of Trials
HP: 52,000 (8000) MP: 500 Elements: Normal
Immune: All (including Demi) except...
Vulnerable: Silence, Mental Break, Provoke
Str 36 Mag 1 Def 100 MDf 100 Agl 36 Eva 0 Acc 8
Drop: Lvl 4 Key Sphere Steal: Ether/Turbo Ether
Weapons: Piercing, [Element]strike Armor: [Element]proof
Notes: You'll need aeons charged for next battle, so use them sparingly; however, Valefor dominates this guy because mines can't reach her and she dodges well.
Special Attacks: Sets "Glyph Mines" on platforms at random that blow up a turn later. Berserk Tail causes Berserk (duh). Counterattacks by slashing 3 characters in front of it.
Prep: I recommend charging overdrives for Valefor and Ifrit, but it's not essential.
Strategy: Hastega really helps. Mental Break and hit it with Flare (it's immune to Ultima/Demi). Take your time: keep moving characters behind it and out of the way of mines. Don't let more than one person get Berserked; Esuna/Remedy cures it. Berserk on Auron, Wakka, or Tidus is okay: it makes them stronger. Just Life and Re-Haste them when they go down. You'll probably need an aeon overdrive to kill it. Try Valefor.
Zanarkand, Hall of the Final Summoning
HP: 24,000 / 48,000 / 60,000 (10,000) MP: 500
Elements: Weak to Holy
Immune: All but Threaten (75)
Str 20 Mag 30 Def 50 MDf 50 Agl 40 Eva 0 Acc 0
Drop: Lvl 3 Key Shpere Steal: Mega Potion/Farplane Wind
Weapons/Armor: Piercing, Zombiestrike/Zombieproof
Special Attacks: See Strategy below
Prep: If Yuna's close to Holy on Sphere Grid, go back to Dome and level her up for Holy. Charge aeon overdrives. Equip any Confuseproof armor you have. Silenceproof on mages also a good idea. Holy Water is useful but not essential (steal it from the Y-machinas in Zanarkand). Teach aeons Dispel if you can.
Form 1: Really Big Hair: Warm-up. Don't use aeons. Hastega everyone, Steal, Cheer and use Reflex/Focus to boost defenses. It's not hard to kill this form. She often counters phys attacks with Blind, magic with Silence, and skills with Sleep, so have Esunas, Remedies, or appropriate item ready.
Form 2: Snake Monster: It takes a while to whittle her down -- quicker if Yuna's got Holy -- but save overdrives for last form. Yunalesca starts using Hellbiter on whole party to Zombie them (200 HP damage each). Sometimes she casts Cura or Regen on Zombied characters, hurting them. But wait! Zombie is useful later, so leave tougher characters like Auron in Zombie mode. If Yunalesca casts Regen on them, Dispel it. Have Zombies ready with HP near full before killing this form.
Alternatively, remove Zombie status with Holy Water and watch Yunalesca's HP carefully to summon an aeon to knock off form 2.
Form 3: Medusa EWW: First thing she does is cast Megadeath which will kill anyone who's not a Zombie. Aeons are also immune to Megadeath. Then she casts Curaga, so if there's only one Zombie standing, that will KO him/her. Yunalesca will continue to Hellbiter/Megadeath fairly often, so try to keep a balance of new Zombies who are still at high HP, and weak ones whom you can save with Holy Water. Or just let them KO and resurrect them. Even if you're using aeons, you need a few Zombies in case she kills an aeon and then casts Megadeath.
Her Mind Blast also Confuses + Curses people, stopping their overdrives.
Once you get Form 3, THEN unleash every overdrive and aeon in your arsenal. Yunalesca Curses aeons which disables their overdrive, plus she tends to Osmose HP and MP from them. If you've taught aeons Dispel, they can remove the curse.
Bring in Bahamut for overkill; he's the only thing that can do it unless you've gotten Yuna's or Kimahri's Celestial Weapon to power up Valefor or Ixion.
10K Overkill Made Easier
It's hard to get a 10,000 HP overkill. You need a Celestial Weapon or aeon with Break Damage Limit (Bahamut, Anima, Sisters).
If you power up a Celestial Weapon with a crest, it breaks damage limit for:
Yuna's - Valefor
Wakka's - Ifrit
Kimahri's - Ixion
Lulu's - Shiva
Auron's - Yojimbo
Activate Scan near battle's start to monitor foe's HP so you know when to overdrive.
Boss: Sin's Fins
We're attacking... Sin's armpit!?
HP: 65,000 (10,000) MP: 256 Elements: Normal
Immune: All but Armor Break, Mental Break
Str 30 Mag 30 Def 100 MDf 50 Agl 20 Eva 0 Acc 0
Left Fin Drop: HP Sphere Steal: Mega Potion/Farplane Wind
Weapons/Armor: Piercing, Poisonstrike/Poisonproof
Right Fin Drop: Lvl 3 Key Sphere Steal: X-Potion/Shining Gem
Weapons/Armor: Piercing, Stonestrike/Stoneproof
Notes: 3 boss battles in a row before you rest.
Every fourth turn, fin rests to gather energy; next turn is Gravija.
Special Attacks: Gravija reduces party HP by 1/4; no effect at a distance. Negation, which is a speedy counterattack, removes bad statuses on Fin. ALSO removes good status on you if near.
Prep: Consider powering up 1-2 Celestial Weapons to Break Damage Limit for a couple characters and aeons, to make overkill easier.
Strategy: Hastega, Mental Break, Armor Break, Steal, then pull away. Pound with strongest magic, distance attacks or aeons' special attacks (Heavenly Strike, Impulse, etc). If Rikku has Copycat, copy Lulu's spells or Holy. You can fight close range if that's too slow, but be ready to heal after Gravija before next attack starts dropping people. Replace Hastega after a Negation at close range.
Bosses: Sinspawn Genais, Sin's Core
I don't really want to know which body part this is...
SINSPAWN GENAIS: HP: 20,000 (2000) MP: 200
Elements: Fire-weak, Water absorbs
Immune: All Breaks and Status Effects except...
Vulnerable: Power Break,Magic Break, semi-resistant to Silence/Zombie
Str 30 Mag 35 Def 80 MDf 50 Agl 25 Eva 0 Acc 0
Drop: Return Sphere Steal/Rare: Star Curtain / Shining Gem
Weapons/Armor: Piercing, Zombiestrike, Zombieproof
Sin (Core): HP: 36,000 (3000) MP: 999 Elements: Normal
Immune: All Breaks and Status Effects except...
Vulnerable: Mental Break,Armor Break
Str 1 Mag 30 Def 100 MDf 100 Agl 20 Eva 0 Acc 0
Drop: MP Sphere Steal: Stamina Spring
Weapons/Armor: Piercing, Slowstrike/Slowproof
Prep: Get Firestrike weapons and/or Poisonproof armor; remove Waterstrike.
Notes: Sinspawn Genais is in front of Core, keeping party at distance from Core until killed. Genais absorbs magic attacks aimed at Core, heals with Cura, and counters magic attacks with Waterga. When Genais loses half HP, retreats into shell, then armored and immune to Ultima. Core counters attacks on itself (including magic) with low-level elemental spell on all 3 party members.
Special Attacks: Genais mostly poison-based attacks. Inside its shell, uses Sigh, another poison attack, while Core uses Gravija, or may do Toxic Cloud after Gravija which can be deadly.
Strategy: Hastega, Slow Genais so its turn and Core don't have turns back-to-back. Firestrike Genais. Use Silence Buster and Zombie Attack on it if you can; it's resistant to both, but if you get through, that stops Cura. Once Genais is dead, Armor Break core and have at it. "Gathers Energy" means Core will Gravija next turn; bring in an aeon and use Shield to soak it.
Boss: Sin's Head
Me Engines Can't Take Much More o' This
HP: 140,000 (10,000) MP: 999 Elements: Normal
Immune: Demi, All but Armor Break, Mental Break
Str 30 Mag 30 Def 40 MDf 50 Agl 30 Eva 0 Acc 0
Drop: Lvl 3 Key Sphere Steal: Ether/Supreme Gem
Arms: Piercing, Dark/Sleep/Silence/Slowstrike, Silenceproof
Notes: You must finish battle before Sin's overdrive gauge is full or you DIE.
Special Attacks: Petrifiy/Confuse/Zombie Gaze; after about 16 turns Giga-Graviton overdrive = GAME OVER.
Prep: Break out Stoneproof, Confuseproof, Zombieproof armor.
Strategy: Hastega as usual. Save overdrives/aeons for finishing blow; they waste too much time (again, a quick Scan at the start will let you know when it's within 10K overkill range). Lulu's Doublecast and Rikku's Copycat help a lot, as do Flare, Ultima, Holy. After 2-3 "Sin draws you in" messages, you'll be in hand-to-hand range; Mental Break and Armor Break.
Boss: Seymour Omnis
PIE IN FACE
SEYMOUR OMNIS: HP: 80,000 (15,000) MP: 999
Elements: Absorbs or 1/2 dam from elements whose colors are near him
Immune: Demi, Delay,All Breaks and Status Effects except...
Vulnerable: Armor Break, Mental Break
Str 20 Mag 35 Def 180 MDf 100 Agl 40 Eva 0 Acc 0
Drop: Level 3 Key Sphere Steal/Rare: Shining Gem/Supreme Gem
Weapons/Armor: Piercing, Mag +20%; SOS Shell/Protect/Haste
Prep: You may want Shell or [Element] Eater armor.
Special Abilities:Multicasts element spells 4x per turn, -aga or -ara. Occasionally casts Dispel, then Ultima next turn.
Notes: Seymour has "Mortiphasm" wheels behind him. Red = Fire, Dark blue = Ice, Light blue = Water, Yellow = Thunder. Here's how they work:
- All 4 same color = multicast -aga of that element, FOUR TIMES.
- 3 of same color = multicast -aga of that element 3 times, then -ara of the single element.
- Anything else, he casts -aras for each element.
- 3x of same color = he absorbs that element; 1-2x, he takes half damage.
- Attack a Mortiphasm Wheel with a spell to turn it right. Physical attacks turn it left.
Strategy: Hastega, get up Reflect on your party and/or Nulls, bop two of the wheels with low-level spells or Wakka's ball to scramble them. Mental Break and Power Break Seymour, and if all his colors are about to match, bop them again. Or just prep with elemental proof or -eater armor, use Shell and Reflect to soak the damage, and pound him.
Important: Whenever he casts Dispel, gloats, and starts glowing red, he's about to Ultima your ass. Bring in an aeon with Shield to block it.
Boss: Braska's Final Aeon
Inside Sin: Dream's End
HP: 60,000/120,000 (20,000) MP: 100 Elements: Normal
Resists: Silence (75), Poison (90), Zombie (50)
Vulnerable: All Breaks
Str 45/50 Mag 50 Def 100 MDf 100 Agl 40 Eva 0 Acc 10
Drop: None Steal: Turbo Ether/Elixir
Notes: "Yu Pagodas" floating beside Jecht heal him 1500 points each and may remove status effects. They may be stopped for a few turns with damage (5000K each). Tidus can use Trigger command "Talk" to reset Jecht's overdrive gauge to zero. Works only 2 times, so save it for Jecht's second & final form.
Special Attacks: Jecht Beam causes petrification and character may then be shattered by physical attack; regular sword-swipe hits whole party; Triumphant Grasp hurts and Zombies one character; Jecht Bomber does 4000K to aeon; 2nd form's Ultimate Jecht Shot hits everybody for ~5000K.
Prep: Again, Break Damage Limit for aeons helps. Equip Zombieproof, Stoneproof armor; also Zombiestrike and/or Poisonstrike weapons. Check Rikku's Mixes and see if you've got ingredients for any protect-related buffs like Mighty G.
Strategy: First battle, Hastega, Scan, then use aeons' overdrives. Jecht will clobber them but oh well. Make SURE you remove petrification on any character as they can be Shattered next turn. Between Yuna's turns, get Rikku or others to use Light Curtains or Mixes to Protect party members.
Second half of battle, Hastega, Zombie Strike, Mental Break, then use Ultima to clobber Jecht + Yu Pagodas. Power Break and Armor Break work too, but I think Power Wave removes status effects. Zombie will wear off, but as long as it's on, Yu Pagodas will hurt instead of healing Jecht. TALK TO JECHT with Tidus' trigger command each time you see the "Jecht Overdrive" warning. Use up aeons/overdrives and powerful items you were saving. Doublecast Flare/Ultima/Holy or use Quick Hit.
Grand Finale: Aeons and Yu Yevon
Some people complain this is anticlimactic....
Final Notes: I'm not going to give you a strategy on this one for reasons that will quickly become clear. I will say only this:
if some of your aeons survived Jecht, you might as well do aeon vs. aeon; and remember what you learned about Yu Pagodas in the battle with Jecht. It's still true.
When you're done, pat yourself on the back -- congratulations! -- then go watch this incredibly cool Fan Tribute Video for Auron that gives him the send-off he deserves.
Monster Arena, Penance
Wait! you cry. What about optional bosses, including you-know-what on the HD remaster?
Sorry, I haven't beaten them enough times to have great strategies for them.
© 2010 auronlu