Final Fantasy Online
Bestiary
Info
Info
Final Fantasy VII

Enemies R-S

Razor Weed

Level HP MP EXP AP Gil
27 1,000 145 375 30 350
Location
Da-chao Statue
Da-chao StatueMountain/statue area behind Wutai.
, Wutai
WutaiYuffie's homeland on the western continent.
Attacks
Magic Hammer
Magic HammerDrains 100 MP from one target and gives it to the caster.
, Spaz Voice
Spaz VoiceMay inflict Fury on one opponent.
, Glasscutter
GlasscutterInflicts physical damage on one opponent.
Defenses
-
Weaknesses
-
Steal Item
-
Morph Item
-
Dropped Item
Tranquilizer
TranquilizerCures Fury and inflicts Sadness.
, Loco Weed
Loco WeedInflicts Confusion.
, Hi-Potion
Hi-PotionRestores 500 HP.
Strategy
Razor Weed is a Magic Hammer source and is more valuable as a utility stop than as a normal enemy. Let it use the skill if you still need it, then switch to direct damage before Spaz Voice and other nuisance turns build up. Because Magic Hammer drains MP, keep the healer's MP topped off or use items during the learning attempt. Once learned, there is little reason to keep Razor Weed alive.

Rilfsak

Level HP MP EXP AP Gil
40 2,000 500 1,000 70 900
Location
Ancient Forest
Ancient ForestHidden forest near Cosmo Canyon.
Attacks
Autumn Leaves
Autumn LeavesInflicts physical damage and may inflict Darkness on one or all opponents.
, Blood Suck
Blood SuckConsumes target HP to restore the user.
Defenses
-
Weaknesses
-
Steal Item
-
Morph Item
-
Dropped Item
X-Potion
X-PotionRestores HP to maximum.
Strategy
Rilfsak's threat comes from its named moves rather than its HP pool, with Blood Suck being the one to plan around. Autumn Leaves is the follow-up to respect if the first round does not end it. Keep the healer free instead of chasing small damage optimizations, since the enemy is not built around a long phase. There is no reason to preserve it after any steal or Morph attempt is complete.

Rocket Launcher

Level HP MP EXP AP Gil
5 50 0 13 3 7
Location
Mako Reactor 5
Mako Reactor 5Second Shinra reactor targeted by AVALANCHE.
, Train Route / Train Tunnels
Train Route / Train TunnelsRail sequence used during the second bombing mission before the party jumps off the train.
Attacks
Rocket Launcher
Rocket LauncherInflicts physical damage on one opponent.
, Confu Missile
Confu MissileInflicts physical damage and Confusion on one opponent.
Defenses
-
Weaknesses
Lightning
Steal Item
-
Morph Item
-
Dropped Item
-
Strategy
Rocket Launcher does not need many turns to become annoying, especially once Confu Missile enters the rotation. Rocket Launcher is the follow-up to respect if the first round does not end it. Use Lightning damage to shorten the encounter, especially if the enemy appears with support targets. Guarding against Confusion keeps the fight from becoming slower than it needs to be. The safest rhythm is to remove it early, heal after the enemy phase, and move on.

Roulette Cannon

Level HP MP EXP AP Gil
38 3,000 200 1,200 100 1,600
Location
Upper Junon
Upper JunonShinra military port city.
, Fort Condor
Fort CondorReactor settlement where locals defend a giant condor from Shinra.
, Lower Junon
Lower JunonFishing village beneath Junon's cannon and military city.
Attacks
Fire Roulette
Fire RouletteInflicts physical damage on one opponent.
Defenses
Immune to Poison
Weaknesses
Lightning
Steal Item
-
Morph Item
-
Dropped Item
X-Potion
X-PotionRestores HP to maximum.
Strategy
Roulette Cannon is mostly a tempo check around Junon Branch): clear it before spending turns on elaborate setup. Use Lightning damage to shorten the encounter, especially if the enemy appears with support targets. Skip the listed immunities (Immune to Poison) rather than wasting MP on resisted spells. Do not extend the fight for minor drops unless the formation is already under control. This keeps the entry consistent with normal exploration: low commitment, clean target priority, and no wasted elemental casts.

Sahagin

Level HP MP EXP AP Gil
10 150 0 30 3 89
Location
Sewer
SewerUnderground route beneath Wall Market after Corneo's trap.
Attacks
Harpoon
HarpoonInflicts physical damage on one opponent.
, Shell Defense
Shell DefenseRaises Defense extremely high after being physically attacked.
, Water Gun
Water GunInflicts physical damage on one opponent.
Defenses
Absorbs Wind; Immune to physical attacks
Weaknesses
-
Steal Item
Hyper
HyperCures Sadness and inflicts Fury.
Morph Item
-
Dropped Item
Potion
PotionRestores 100 HP. Damages enemies weak to Restorative.
, Hyper
HyperCures Sadness and inflicts Fury.
Strategy
Sahagin's threat comes from its named moves rather than its HP pool, with Harpoon being the one to plan around. Work around its defenses carefully: Absorbs Wind; Immune to physical attacks. There is no reason to preserve it after any steal or Morph attempt is complete. If the battle opens with multiple targets, choose the one with the most disruptive named move and collapse the group from there. Once you know which element or status angle matters, the enemy loses most of its leverage.

Scissors (lower half)

Level HP MP EXP AP Gil
33 2,900 88 3,400 270 4,200
Location
Northern Cave / Northern Crater
Northern Cave / Northern CraterFinal dungeon where Sephiroth waits at the Planet's wound.
Attacks
Scissor Attack
Scissor AttackInflicts physical damage and Death, then transforms Scissors.
, Scissor Kick
Scissor KickInflicts physical damage on one opponent.
, Scissor Tornado
Scissor TornadoRemoves one opponent from battle.
, Cross Scissor
Cross ScissorInflicts physical damage on one opponent.
, Confu
ConfuInflicts Confusion status on one target.
, Cure3
Cure3Restores a large amount of HP to one target.
Defenses
-
Weaknesses
-
Steal Item
-
Morph Item
-
Dropped Item
-
Strategy
Scissors (lower half) does not need many turns to become annoying, especially once Confu enters the rotation. Scissor Kick is the follow-up to respect if the first round does not end it. If several appear together, remove one at a time so their routine turns stop stacking up. Guarding against Confusion keeps the fight from becoming slower than it needs to be. The safest rhythm is to remove it early, heal after the enemy phase, and move on.

Scissors (upper half)

Level HP MP EXP AP Gil
33 2,900 88 1,000 90 1,400
Location
-
Attacks
Scissor Attack
Scissor AttackInflicts physical damage and Death, then transforms Scissors.
, Scissor Kick
Scissor KickInflicts physical damage on one opponent.
, Scissor Tornado
Scissor TornadoRemoves one opponent from battle.
, Cross Scissor
Cross ScissorInflicts physical damage on one opponent.
, Confu
ConfuInflicts Confusion status on one target.
, Cure3
Cure3Restores a large amount of HP to one target.
Defenses
-
Weaknesses
-
Steal Item
Ether
EtherRestores 100 MP.
Morph Item
-
Dropped Item
Turbo Ether
Turbo EtherRestores MP to maximum.
Strategy
Scissors (upper half) is a small encounter on paper, but Confu gives it enough bite to justify focused damage. Scissor Kick is the follow-up to respect if the first round does not end it. Save expensive resources unless the group is large; normal attacks and mid-tier magic are enough once one target falls. Guarding against Confusion keeps the fight from becoming slower than it needs to be. Morphing it into Turbo Ether is worthwhile once the fight is already safe.

Scotch

Level HP MP EXP AP Gil
11 150 0 22 0 60
Location
Wall Market
Wall MarketLawless entertainment district used to infiltrate Don Corneo's mansion.
, Don Corneo's Mansion
Don Corneo's MansionDon Corneo's estate at the north end of Wall Market.
Attacks
Machine Gun
Machine GunInflicts physical damage on one opponent.
Defenses
-
Weaknesses
-
Steal Item
-
Morph Item
-
Dropped Item
-
Strategy
Scotch does not need many turns to become annoying, especially once Machine Gun enters the rotation. If several appear together, remove one at a time so their routine turns stop stacking up. Once the practical threat is handled, finish with your strongest non-resisted attacks. Treat the fight as a chance to leave the area in good condition rather than as a place to burn rare items.

Screamer

Level HP MP EXP AP Gil
26 800 40 400 33 400
Location
Mt. Nibel
Mt. NibelMountain path beyond Nibelheim leading toward Rocket Town.
Attacks
Iron Attack
Iron AttackInflicts Earth-elemental physical damage on all opponents.
, Ironball
IronballInflicts physical damage on one opponent.
, War Cry
War CryInflicts Sadness on one opponent.
Defenses
Immune to Gravity
Weaknesses
-
Steal Item
-
Morph Item
Power Source
Power SourcePermanently raises Strength by 1.
Dropped Item
Earth Drum
Earth DrumCasts Quake2.
Strategy
Screamer is a small encounter on paper, but Ironball gives it enough bite to justify focused damage. Iron Attack is the follow-up to respect if the first round does not end it. Skip the listed immunities (Immune to Gravity) rather than wasting MP on resisted spells. Steal Power Source before finishing the fight if you want the upgrade. The enemy is not worth a defensive setup unless it appears in a formation that is already going badly.

Scrutin Eye

Level HP MP EXP AP Gil
15 240 60 80 8 120
Location
Cargo Ship
Cargo ShipShinra ship crossing from Junon to Costa del Sol.
Attacks
Drilldrive
DrilldriveInflicts physical damage on one opponent.
, Ice2
Ice2Deals moderate Ice-elemental magic damage to one target.
, Fire2
Fire2Deals moderate Fire-elemental magic damage to one target.
Defenses
Immune to Earth and Water
Weaknesses
Wind
Steal Item
Ether
EtherRestores 100 MP.
Morph Item
-
Dropped Item
Ether
EtherRestores 100 MP.
Strategy
Scrutin Eye is a small encounter on paper, but Ice2 gives it enough bite to justify focused damage. Drilldrive is the follow-up to respect if the first round does not end it. Use Wind damage to shorten the encounter, especially if the enemy appears with support targets. Skip the listed immunities (Immune to Earth and Water) rather than wasting MP on resisted spells. The safest rhythm is to remove it early, heal after the enemy phase, and move on.

Sculpture

Level HP MP EXP AP Gil
32 1,700 100 860 60 640
Location
Whirlwind Maze
Whirlwind MazeCrater approach where the Reunion unfolds.
Attacks
Fire Shell
Fire ShellInflicts Fire-elemental physical damage on one opponent.
Defenses
-
Weaknesses
Holy
Steal Item
-
Morph Item
-
Dropped Item
Hyper
HyperCures Sadness and inflicts Fury.
Strategy
Sculpture is best treated as a quick cleanup target in Whirlwind Maze, especially when it appears beside stronger enemies. Use Holy damage to shorten the encounter, especially if the enemy appears with support targets. Once the practical threat is handled, finish with your strongest non-resisted attacks. Treat the fight as a chance to leave the area in good condition rather than as a place to burn rare items. Once you know which element or status angle matters, the enemy loses most of its leverage.

Sea Worm

Level HP MP EXP AP Gil
22 9,000 200 1,300 200 5,000
Location
Costa del Sol
Costa del SolResort town reached after the Cargo Ship.
, Mt. Corel
Mt. CorelMountain and reactor route leading toward North Corel.
, North Corel
North CorelRuined mining town connected to Barret's past.
, Gold Saucer
Gold SaucerMassive amusement complex above the desert.
Attacks
Earthquake
EarthquakeInflicts Earth-elemental magic damage on all opponents.
, Sandstorm
SandstormInflicts physical damage and may inflict Darkness on all opponents.
, Crush
CrushInflicts physical damage on one opponent.
Defenses
Immune to Fire and Gravity; Absorbs Earth
Weaknesses
Ice
Steal Item
Dragon Scales
Dragon ScalesDeals Water-elemental damage.
Morph Item
Dragon Scales
Dragon ScalesDeals Water-elemental damage.
Dropped Item
-
Strategy
Sea Worm does not need many turns to become annoying, especially once Sandstorm enters the rotation. Earthquake is the follow-up to respect if the first round does not end it. Use Ice damage to shorten the encounter, especially if the enemy appears with support targets. Work around its defenses carefully: Immune to Fire and Gravity; Absorbs Earth. Guarding against Darkness keeps the fight from becoming slower than it needs to be. The safest rhythm is to remove it early, heal after the enemy phase, and move on.

Search Crown

Level HP MP EXP AP Gil
16 150 30 80 8 111
Location
Costa del Sol
Costa del SolResort town reached after the Cargo Ship.
, Mt. Corel
Mt. CorelMountain and reactor route leading toward North Corel.
, North Corel
North CorelRuined mining town connected to Barret's past.
, Gold Saucer
Gold SaucerMassive amusement complex above the desert.
Attacks
Four Laser
Four LaserInflicts non-elemental magic damage on one opponent; MP cost varies by enemy.
, Seed Shot
Seed ShotInflicts physical damage or Darkness depending on user.
Defenses
-
Weaknesses
-
Steal Item
Turbo Ether
Turbo EtherRestores MP to maximum.
Morph Item
Hi-Potion
Hi-PotionRestores 500 HP.
Dropped Item
Hi-Potion
Hi-PotionRestores 500 HP.
Strategy
Search Crown is most dangerous when it gets time to use Seed Shot; remove it before that pattern starts controlling the fight. Four Laser is the follow-up to respect if the first round does not end it. A fast single-target kill is usually better than spending MP to over-solve the encounter. Steal Turbo Ether before finishing the fight if you want the upgrade. That approach preserves MP for the harder scripted battles nearby while still preventing random damage from piling up.

Senior Grunt

Level HP MP EXP AP Gil
35 2,600 245 930 90 800
Location
Rocket Town
Rocket TownTown built around Shinra No. 26 and Cid's failed space program.
, Rocket Town Huge Materia Mission
Rocket Town Huge Materia MissionShinra launches the rocket toward Meteor.
Attacks
Beam Gun
Beam GunInflicts physical damage on one opponent.
, Handclaw
HandclawInflicts physical damage on one opponent.
, Harrier Beam
Harrier BeamInflicts physical damage on one opponent.
, Water Wave
Water WaveInflicts physical damage on one opponent.
, Normal Shell
Normal ShellInflicts physical damage on one opponent.
Defenses
-
Weaknesses
-
Steal Item
-
Morph Item
-
Dropped Item
S-Mine
S-MineDeals 1,600 non-elemental damage.
Strategy
Senior Grunt's defining turn is Water Wave, so the encounter is less about setup and more about preventing that move from getting repeated. Use focused physicals, Limits, or efficient Enemy Skills rather than spreading damage across the formation. If you are grinding in the area, build around quick kills rather than defensive turtling. This keeps the entry consistent with normal exploration: low commitment, clean target priority, and no wasted elemental casts.

Serpent

Level HP MP EXP AP Gil
40 14,000 290 1,400 70 2,500
Location
Sunken Gelnika
Sunken GelnikaCrashed Shinra aircraft underwater.
Attacks
Aqualung
AqualungDeals heavy Water-elemental damage to all enemies.
, Dragon Dance
Dragon DanceInflicts physical damage on one opponent.
, Huge Tidal Wave
Huge Tidal WaveInflicts Water-elemental physical damage on all targets, including user.
, Viper Breath
Viper BreathInflicts Ice/Water-elemental magic damage on one opponent.
Defenses
-
Weaknesses
Wind
Steal Item
Water Ring
Water RingAbsorbs Water-element attacks.
Morph Item
Mind Source
Mind SourcePermanently raises Spirit by 1.
Dropped Item
-
Strategy
Serpent is an Aqualung source with enough Water pressure to make the learning attempt dangerous. Wind is its weakness, so use that once Enemy Skill capture is complete. Huge Tidal Wave and Viper Breath can make the Gelnika feel much harsher than the world map, especially if you arrive underleveled. Keep HP high, learn Aqualung if needed, and avoid dragging the fight out for marginal rewards.

Shadow Maker

Level HP MP EXP AP Gil
42 2,000 120 500 25 500
Location
Sector 8
Sector 8Upper-plate city streets Cloud passes through while escaping Shinra after the first reactor bombing.
, Midgar Raid
Midgar RaidReturn to Midgar to stop Hojo and the Sister Ray/Mako Cannon.
Attacks
Support Beam
Support BeamInflicts Slow on one opponent.
Defenses
-
Weaknesses
Lightning
Steal Item
Graviball
GraviballCasts Demi.
Morph Item
-
Dropped Item
Turbo Ether
Turbo EtherRestores MP to maximum.
Strategy
Shadow Maker is best treated as a quick cleanup target in Sector 8, especially when it appears beside stronger enemies. Use Lightning damage to shorten the encounter, especially if the enemy appears with support targets. Morphing it into Turbo Ether is worthwhile once the fight is already safe. Treat the fight as a chance to leave the area in good condition rather than as a place to burn rare items. The result should be a short, controlled fight rather than a slow exchange of basic turns.

Shred

Level HP MP EXP AP Gil
32 900 100 500 40 950
Location
Great Glacier
Great GlacierLarge snowfield maze after the snowboard sequence.
Attacks
Crazy Claw
Crazy ClawInflicts physical damage and Berserk on one opponent.
, Cure3
Cure3Restores a large amount of HP to one target.
, Tail
TailInflicts physical damage on one opponent.
Defenses
Immune to Ice, Earth and Water
Weaknesses
Fire and Wind
Steal Item
-
Morph Item
-
Dropped Item
Ether
EtherRestores 100 MP.
Strategy
Shred is a small encounter on paper, but Tail gives it enough bite to justify focused damage. Cure3 is the follow-up to respect if the first round does not end it. Use Fire and Wind damage to shorten the encounter, especially if the enemy appears with support targets. Skip the listed immunities (Immune to Ice, Earth and Water) rather than wasting MP on resisted spells. Do not extend the fight for minor drops unless the formation is already under control.

Skeeskee

Level HP MP EXP AP Gil
20 540 0 222 22 222
Location
Cosmo Canyon
Cosmo CanyonBugenhagen's observatory town and Red XIII's home.
Attacks
Rage Bomber
Rage BomberInflicts physical damage and may inflict Fury.
Defenses
-
Weaknesses
-
Steal Item
Tranquilizer
TranquilizerCures Fury and inflicts Sadness.
Morph Item
Hyper
HyperCures Sadness and inflicts Fury.
Dropped Item
Hyper
HyperCures Sadness and inflicts Fury.
Strategy
Skeeskee's threat comes from its named moves rather than its HP pool, with Rage Bomber being the one to plan around. Keep the healer free instead of chasing small damage optimizations, since the enemy is not built around a long phase. There is no reason to preserve it after any steal or Morph attempt is complete. If the battle opens with multiple targets, choose the one with the most disruptive named move and collapse the group from there.

Slalom

Level HP MP EXP AP Gil
37 1,600 30 700 70 1,500
Location
Upper Junon
Upper JunonShinra military port city.
, Junon Underwater Reactor
Junon Underwater ReactorShinra underwater reactor beneath Junon.
, Fort Condor
Fort CondorReactor settlement where locals defend a giant condor from Shinra.
, Lower Junon
Lower JunonFishing village beneath Junon's cannon and military city.
Attacks
Smog
SmogInflicts physical damage and may inflict Poison or Darkness.
Defenses
Absorbs Poison
Weaknesses
-
Steal Item
Smoke Bomb
Smoke BombEscapes battle.
Morph Item
Hi-Potion
Hi-PotionRestores 500 HP.
Dropped Item
Deadly Waste
Deadly WasteCasts Bio2.
Strategy
Slalom does not need many turns to become annoying, especially once Smog enters the rotation. Avoid the absorbed element noted in its data (Absorbs Poison) and use neutral damage instead. Guarding against Poison keeps the fight from becoming slower than it needs to be. Once the practical threat is handled, finish with your strongest non-resisted attacks. Treat the fight as a chance to leave the area in good condition rather than as a place to burn rare items.

Slaps

Level HP MP EXP AP Gil
29 900 50 370 30 450
Location
Temple of the Ancients
Temple of the AncientsAncient Cetra temple containing the Black Materia.
Attacks
Berserk Needle
Berserk NeedleInflicts magic damage and Berserk on one opponent.
, Bug Needle
Bug NeedleInflicts magic damage and may inflict Poison and Sadness on one character.
, Paralyzer Needle
Paralyzer NeedleInflicts magic damage and may inflict Paralysis.
Defenses
Immune to Earth
Weaknesses
Wind
Steal Item
-
Morph Item
Hyper
HyperCures Sadness and inflicts Fury.
Dropped Item
Hi-Potion
Hi-PotionRestores 500 HP.
Strategy
Slaps's threat comes from its named moves rather than its HP pool, with Berserk Needle being the one to plan around. Paralyzer Needle is the follow-up to respect if the first round does not end it. Use Wind damage to shorten the encounter, especially if the enemy appears with support targets. Skip the listed immunities (Immune to Earth) rather than wasting MP on resisted spells. Status protection matters more than raw defense here, especially against Berserk, Paralysis. There is no reason to preserve it after any steal or Morph attempt is complete.

Smogger

Level HP MP EXP AP Gil
8 90 0 32 3 60
Location
Mako Reactor 5
Mako Reactor 5Second Shinra reactor targeted by AVALANCHE.
Attacks
Smog
SmogInflicts physical damage and may inflict Poison or Darkness.
Defenses
Absorbs Poison
Weaknesses
-
Steal Item
-
Morph Item
-
Dropped Item
Deadly Waste
Deadly WasteCasts Bio2.
Strategy
Smogger's threat comes from its named moves rather than its HP pool, with Smog being the one to plan around. Avoid the absorbed element noted in its data (Absorbs Poison) and use neutral damage instead. Guarding against Poison keeps the fight from becoming slower than it needs to be. Do not extend the fight for minor drops unless the formation is already under control. If the battle opens with multiple targets, choose the one with the most disruptive named move and collapse the group from there.

Sneaky Step

Level HP MP EXP AP Gil
21 600 65 270 24 330
Location
Cave of the Gi
Cave of the GiHaunted cave beneath Cosmo Canyon.
Attacks
Death Sentence
Death SentenceInflicts Death Sentence on one target.
, Triple Attack
Triple AttackInflicts physical damage on one opponent.
Defenses
-
Weaknesses
-
Steal Item
-
Morph Item
-
Dropped Item
M-Tentacles
M-TentaclesCasts Bio3.
Strategy
Sneaky Step does not need many turns to become annoying, especially once Death Sentence enters the rotation. Triple Attack is the follow-up to respect if the first round does not end it. If several appear together, remove one at a time so their routine turns stop stacking up. Status protection matters more than raw defense here, especially against Death Sentence, Instant Death. Death Sentence can be learned as an Enemy Skill from the right source, but keep the affected character healed until the timer resolves or the fight ends.

SOLDIER:1st

Level HP MP EXP AP Gil
44 5,000 400 960 90 2,400
Location
Sister Ray / Mako Cannon
Sister Ray / Mako CannonCannon mounted on Midgar and powered by reactors.
Attacks
Quadra-cut
Quadra-cutInflicts physical damage on one opponent.
, Silence
SilenceInflicts Silence status on one target.
, Sword of Doom
Sword of DoomInflicts physical damage on one opponent.
Defenses
-
Weaknesses
-
Steal Item
Shinra Alpha
Shinra AlphaShinra armor with four slots.
Morph Item
-
Dropped Item
-
Strategy
SOLDIER:1st is a small encounter on paper, but Silence gives it enough bite to justify focused damage. Quadra-cut is the follow-up to respect if the first round does not end it. Save expensive resources unless the group is large; normal attacks and mid-tier magic are enough once one target falls. Guarding against Silence keeps the fight from becoming slower than it needs to be. Do not extend the fight for minor drops unless the formation is already under control.

SOLDIER:2nd

Level HP MP EXP AP Gil
35 4,000 340 1,000 85 750
Location
Upper Junon
Upper JunonShinra military port city.
, Junon Underwater Reactor
Junon Underwater ReactorShinra underwater reactor beneath Junon.
, Underwater World
Underwater WorldSubmarine-accessible ocean areas.
, Fort Condor
Fort CondorReactor settlement where locals defend a giant condor from Shinra.
, Lower Junon
Lower JunonFishing village beneath Junon's cannon and military city.
Attacks
Quadra-cut
Quadra-cutInflicts physical damage on one opponent.
, Silence
SilenceInflicts Silence status on one target.
, Sword of Doom
Sword of DoomInflicts physical damage on one opponent.
Defenses
-
Weaknesses
-
Steal Item
Remedy
RemedyCures most negative statuses.
Morph Item
-
Dropped Item
X-Potion
X-PotionRestores HP to maximum.
Strategy
SOLDIER:2nd's threat comes from its named moves rather than its HP pool, with Silence being the one to plan around. Quadra-cut is the follow-up to respect if the first round does not end it. Keep the healer free instead of chasing small damage optimizations, since the enemy is not built around a long phase. Guarding against Silence keeps the fight from becoming slower than it needs to be. If you are grinding in the area, build around quick kills rather than defensive turtling.

SOLDIER:3rd

Level HP MP EXP AP Gil
13 250 40 54 6 116
Location
Shinra Building
Shinra BuildingShinra headquarters, central to the Midgar escape sequence.
Attacks
Sleepel
SleepelInflicts Sleep status on one target.
, Ice2
Ice2Deals moderate Ice-elemental magic damage to one target.
, Bolt2
Bolt2Deals moderate Lightning-elemental magic damage to one target.
, Split
SplitInflicts physical damage on one opponent.
Defenses
-
Weaknesses
Fire
Steal Item
Hardedge
HardedgeA thick-edged sword built for heavy strikes.
Morph Item
-
Dropped Item
Loco Weed
Loco WeedInflicts Confusion.
Strategy
SOLDIER:3rd does not need many turns to become annoying, especially once Ice2 enters the rotation. Bolt2 is the follow-up to respect if the first round does not end it. Use Fire damage to shorten the encounter, especially if the enemy appears with support targets. Guarding against Sleep keeps the fight from becoming slower than it needs to be. Steal Hardedge before finishing the fight if you want the upgrade. The result should be a short, controlled fight rather than a slow exchange of basic turns.

Sonic Speed

Level HP MP EXP AP Gil
26 750 50 370 28 330
Location
Mt. Nibel
Mt. NibelMountain path beyond Nibelheim leading toward Rocket Town.
Attacks
Harrier
HarrierInflicts physical damage on one opponent.
, Sonic Attack
Sonic AttackInflicts Wind-elemental physical damage on one opponent.
Defenses
Immune to Earth
Weaknesses
-
Steal Item
Ether
EtherRestores 100 MP.
Morph Item
Speed Drink
Speed DrinkCasts Haste.
Dropped Item
Hi-Potion
Hi-PotionRestores 500 HP.
Strategy
Sonic Speed's threat comes from its named moves rather than its HP pool, with Harrier being the one to plan around. Sonic Attack is the follow-up to respect if the first round does not end it. Skip the listed immunities (Immune to Earth) rather than wasting MP on resisted spells. There is no reason to preserve it after any steal or Morph attempt is complete. If the battle opens with multiple targets, choose the one with the most disruptive named move and collapse the group from there.

Soul Fire

Level HP MP EXP AP Gil
21 1,300 220 200 10 100
Location
Cave of the Gi
Cave of the GiHaunted cave beneath Cosmo Canyon.
Attacks
Take Over
Take OverOrders Soul Fire to possess the selected target.
, Fire2
Fire2Deals moderate Fire-elemental magic damage to one target.
Defenses
Absorbs Fire; Immune to Earth, Poison, Gravity and Water
Weaknesses
Wind and Holy
Steal Item
-
Morph Item
-
Dropped Item
-
Strategy
Soul Fire is a small encounter on paper, but Take Over gives it enough bite to justify focused damage. Use Wind and Holy damage to shorten the encounter, especially if the enemy appears with support targets. Work around its defenses carefully: Absorbs Fire; Immune to Earth, Poison, Gravity and Water. Do not extend the fight for minor drops unless the formation is already under control. The enemy is not worth a defensive setup unless it appears in a formation that is already going badly.

Special Combatant

Level HP MP EXP AP Gil
9 60 0 28 3 40
Location
Train Route / Train Tunnels
Train Route / Train TunnelsRail sequence used during the second bombing mission before the party jumps off the train.
Attacks
Beam Gun
Beam GunInflicts physical damage on one opponent.
, Handclaw
HandclawInflicts physical damage on one opponent.
, Wave
WaveInflicts physical damage on one opponent.
Defenses
-
Weaknesses
-
Steal Item
-
Morph Item
-
Dropped Item
Grenade
GrenadeDeals 160 non-elemental damage.
, Antidote
AntidoteCures Poison.
Strategy
Special Combatant is most dangerous when it gets time to use Wave; remove it before that pattern starts controlling the fight. Beam Gun is the follow-up to respect if the first round does not end it. A fast single-target kill is usually better than spending MP to over-solve the encounter. The safest rhythm is to remove it early, heal after the enemy phase, and move on. That approach preserves MP for the harder scripted battles nearby while still preventing random damage from piling up.

Spencer

Level HP MP EXP AP Gil
17 250 0 110 11 175
Location
Gold Saucer
Gold SaucerMassive amusement complex above the desert.
Attacks
Swordblade
SwordbladeInflicts physical damage on one opponent.
, Upper Cutter
Upper CutterInflicts physical damage on one opponent.
Defenses
-
Weaknesses
-
Steal Item
Saraha Nut
Saraha NutUsed for Chocobo breeding.
Morph Item
-
Dropped Item
Saraha Nut
Saraha NutUsed for Chocobo breeding.
Strategy
Spencer's defining turn is Swordblade, so the encounter is less about setup and more about preventing that move from getting repeated. Use focused physicals, Limits, or efficient Enemy Skills rather than spreading damage across the formation. Do not extend the fight for minor drops unless the formation is already under control. This keeps the entry consistent with normal exploration: low commitment, clean target priority, and no wasted elemental casts.

Spiral

Level HP MP EXP AP Gil
39 2,800 100 700 80 1,300
Location
Mideel
MideelLifestream-rich island town where Cloud is found.
Attacks
Angle Punch
Angle PunchInflicts physical damage on one opponent.
, Spin
SpinInflicts physical damage on one opponent.
Defenses
-
Weaknesses
-
Steal Item
X-Potion
X-PotionRestores HP to maximum.
Morph Item
Guard Source
Guard SourcePermanently raises Vitality by 1.
Dropped Item
Hi-Potion
Hi-PotionRestores 500 HP.
Strategy
Spiral is a small encounter on paper, but Spin gives it enough bite to justify focused damage. Angle Punch is the follow-up to respect if the first round does not end it. Save expensive resources unless the group is large; normal attacks and mid-tier magic are enough once one target falls. Steal Guard Source before finishing the fight if you want the upgrade. The enemy is not worth a defensive setup unless it appears in a formation that is already going badly.

Stilva

Level HP MP EXP AP Gil
40 2,000 300 1,000 110 1,100
Location
Gaea's Cliff
Gaea's CliffFrozen mountain climb toward the Northern Crater.
Attacks
Big Horn
Big HornInflicts physical damage on one opponent.
, Big Red Clipper
Big Red ClipperInflicts physical damage on one enemy.
, Jump Attack
Jump AttackInflicts physical damage on one opponent.
, Magic Breath
Magic BreathDeals heavy Fire, Ice, and Lightning-elemental damage to all enemies.
, Trine
TrineDeals Lightning-elemental damage to all enemies.
Defenses
Immune to Gravity
Weaknesses
-
Steal Item
-
Morph Item
Holy Torch
Holy TorchCasts DeSpell.
Dropped Item
Ether
EtherRestores 100 MP.
Strategy
Stilva is one of the most important Enemy Skill encounters in the game because it can teach both Trine and Magic Breath. Prepare elemental defense before waiting for those casts, since Magic Breath can punish an underprepared party. Gravity does nothing, so do not waste Demi-style turns. Learn what you need, then finish it with heavy neutral damage before Big Horn and Jump Attack turn the capture attempt into a liability.

Stinger

Level HP MP EXP AP Gil
25 2,200 60 290 25 358
Location
Cave of the Gi
Cave of the GiHaunted cave beneath Cosmo Canyon.
Attacks
Rabbit Gouge
Rabbit GougeInflicts physical damage on one opponent.
, Sting
StingInflicts physical damage on one opponent.
, Sting Bomb
Sting BombInflicts damage equal to 75% of the target's current HP.
Defenses
-
Weaknesses
-
Steal Item
Ether
EtherRestores 100 MP.
Morph Item
-
Dropped Item
Hi-Potion
Hi-PotionRestores 500 HP.
Strategy
Stinger's threat comes from its named moves rather than its HP pool, with Sting being the one to plan around. Sting Bomb is the follow-up to respect if the first round does not end it. Keep the healer free instead of chasing small damage optimizations, since the enemy is not built around a long phase. If you are grinding in the area, build around quick kills rather than defensive turtling.

Submarine Crew

Level HP MP EXP AP Gil
32 1,500 85 850 80 500
Location
Upper Junon
Upper JunonShinra military port city.
, Junon Underwater Reactor
Junon Underwater ReactorShinra underwater reactor beneath Junon.
, Underwater World
Underwater WorldSubmarine-accessible ocean areas.
, Fort Condor
Fort CondorReactor settlement where locals defend a giant condor from Shinra.
, Lower Junon
Lower JunonFishing village beneath Junon's cannon and military city.
Attacks
Machine Gun
Machine GunInflicts physical damage on one opponent.
, Hand Grenade
Hand GrenadeInflicts physical damage on one opponent.
Defenses
-
Weaknesses
-
Steal Item
8inch Cannon
8inch CannonDeals 3,200 non-elemental damage.
Morph Item
-
Dropped Item
S-Mine
S-MineDeals 1,600 non-elemental damage.
Strategy
Submarine Crew's threat comes from its named moves rather than its HP pool, with Machine Gun being the one to plan around. Keep the healer free instead of chasing small damage optimizations, since the enemy is not built around a long phase. Do not extend the fight for minor drops unless the formation is already under control. If the battle opens with multiple targets, choose the one with the most disruptive named move and collapse the group from there.

Sweeper

Level HP MP EXP AP Gil
8 140 0 27 3 30
Location
Mako Reactor 1
Mako Reactor 1Opening bombing mission where Cloud joins AVALANCHE to destroy Shinra's No. 1 Reactor.
Attacks
Machine Gun
Machine GunInflicts physical damage on one opponent.
, Smoke Shot
Smoke ShotInflicts physical damage on one opponent.
, W Machine Gun
W Machine GunInflicts physical damage on one opponent.
Defenses
-
Weaknesses
Lightning
Steal Item
-
Morph Item
-
Dropped Item
-
Strategy
Sweeper's defining turn is Smoke Shot, so the encounter is less about setup and more about preventing that move from getting repeated. Use Lightning damage to shorten the encounter, especially if the enemy appears with support targets. Do not extend the fight for minor drops unless the formation is already under control. This keeps the entry consistent with normal exploration: low commitment, clean target priority, and no wasted elemental casts.

Sword Dance

Level HP MP EXP AP Gil
11 160 0 39 6 90
Location
Shinra Building
Shinra BuildingShinra headquarters, central to the Midgar escape sequence.
Attacks
Sawback
SawbackInflicts physical damage on all opponents.
, Spinning Cut
Spinning CutInflicts physical damage on one opponent.
, Gash
GashInflicts physical damage on one opponent.
Defenses
Immune to Earth
Weaknesses
-
Steal Item
Hyper
HyperCures Sadness and inflicts Fury.
Morph Item
Light Curtain
Light CurtainSets Barrier.
Dropped Item
Loco Weed
Loco WeedInflicts Confusion.
Strategy
Sword Dance is a small encounter on paper, but Sawback gives it enough bite to justify focused damage. Spinning Cut is the follow-up to respect if the first round does not end it. Skip the listed immunities (Immune to Earth) rather than wasting MP on resisted spells. Do not extend the fight for minor drops unless the formation is already under control. The enemy is not worth a defensive setup unless it appears in a formation that is already going badly.

Enemy Properties

Enemy Name

The enemy's name.

Level

The enemy's level, which is used in several battle calculations and helps indicate its overall strength.

HP

The enemy's maximum HP. Reducing this value to zero defeats the enemy.

MP

The enemy's maximum MP, used to perform magic and other abilities that consume MP.

EXP

The amount of experience awarded to surviving party members after the enemy is defeated.

AP

The amount of Ability Points awarded after the enemy is defeated. AP is applied to Materia equipped in weapons or armor that allow Materia growth.

Gil

The amount of Gil awarded after the enemy is defeated.

Location

The areas, dungeons, or specific encounters where the enemy can be found.

Attacks

The attacks, spells, and special abilities the enemy can use during battle.

Defenses

Elements or status effects against which the enemy has increased resistance.

Weaknesses

Elements or status effects to which the enemy is especially vulnerable.

Steal Item

The item that can be stolen from the enemy with the Steal command.

Morph Item

The item the enemy is transformed into when defeated with the Morph command.

Dropped Item

The item or items the enemy may leave behind after being defeated.

Strategy

Recommended tactics for defeating the enemy, including useful attacks, Materia, defenses, and ways to counter its abilities.

Final Fantasy Online

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