Final Fantasy Online
Bestiary
Info
Info
Elem/Stat Effects
Elem/Stat Effects
Final Fantasy VIII

World Bosses

Abadon

A monster born from ancient bones deep in the Great Salt Lake.

40 AP
At Level HP MAG STR VIT SPR SPD EVA EXP
1 510 61 39 2 2 16 8 0
10 5,010 69 52 6 6 18 9 0
20 10,010 79 66 12 12 20 11 0
30 15,010 87 66 17 17 22 12 0
34 17,010 91 85 19 19 22 12 0
Location
Great Salt Lake
Great Salt LakeA dried, skeletal lakebed concealing the western entrance to Esthar behind its optical camouflage system.
Draw Magic Steal Drop Devour Abilities
Cure
CureRestores a small amount of HP to one target.
, Cura
CuraRestores a moderate amount of HP to one target.
, Curaga
CuragaRestores a large amount of HP to one target.
, Esuna
EsunaRemoves most common negative statuses and Vit0 from one target.
, Dispel
DispelRemoves positive statuses such as Aura, Double, Float, Haste, Protect, Reflect, Regen, Shell, and Triple.
, Flare
FlareDeals heavy non-elemental damage to one target.
Power Wrist
Power WristTeaches Str+40% to one GF.
Flare Stone
Flare StoneCasts Flare.
Couldn't Devour!Lick
LickInflicts physical damage and inflicts Curse.
, Double Strike
Double StrikeInflicts critical non-elemental physical damage to one opponent.
, Stand Up
Stand UpRaises Vitality and Spirit; Torama changes to a physical attack pattern at low HP.
, Blind
BlindInflicts Darkness status on one target.
, Confuse
ConfuseInflicts Confuse status on one target.
, Silence
SilenceInflicts Silence status on one target.
, Flare
FlareDeals heavy non-elemental damage to one target.
, Sit Down
Sit DownAbadon sits down and returns its Vitality and Spirit to normal.
Defenses
-
Weaknesses
Fire, Holy
Absorption
-
No Effect
-
Strategy
Abadon is undead, so the fastest strategy ignores its large-looking boss body and uses the undead rule directly. A Phoenix Down can kill it instantly, and an Elixir or other full recovery effect is similarly devastating; Fire and Holy also work if you prefer a conventional battle. If you want its high-level Flare Draw or Power Wrist Mug, do that before using the instant kill. Its physical and status pressure is otherwise modest for this point in the game. Treat the encounter as a collection opportunity first and a boss second, then use the undead shortcut once you have what you need.

BGH251F2 (1st)

A Galbadian missile-base mobile weapon with heavy cannon attacks.

20 AP
At Level HP MAG STR VIT SPR SPD EVA EXP
1 4,200 65 40 52 130 7 0 0
10 6,000 82 62 65 131 7 1 0
20 8,000 101 87 80 132 7 3 0
22 8,400 105 91 83 132 7 3 0
Location
Galbadia Missile Base
Galbadia Missile BaseA secured military installation controlling the missiles launched against Trabia Garden and Balamb Garden.
Draw Magic Steal Drop Devour Abilities
Shell
ShellApplies Shell status to one target.
, Protect
ProtectApplies Protect status to one target.
, Stop
StopInflicts Stop status on one target.
--Couldn't Devour!Beam Cannon
Beam CannonInflicts heavy non-elemental magical damage to one opponent; some versions ignore Shell.
, Machine Gun
Machine GunInflicts non-elemental physical damage to one opponent.
, Chaingun
ChaingunInflicts non-elemental physical damage to one opponent.
Defenses
-
Weaknesses
Thunder, Earth, Water
Absorption
-
No Effect
-
Strategy
BGH251F2 is the real threat at the Missile Base because its weapon attacks can KO a poorly junctioned character while the self-destruct timer continues. Thunder, Earth, and Water all deal increased damage, so elemental junctions are better than lengthy GF summons that consume real time. Darkness is extremely useful if available because many of its dangerous attacks are physical. Keep HP high and attack continuously; defensive stalling works against the machine but not against the timer. Once it is defeated, the remaining soldiers are cleanup, so commit your stronger offense to the machine itself rather than saving everything.

BGH251F2 (2nd Time)

The damaged missile-base mobile weapon encountered again at Fishermans Horizon.

20 AP
At Level HP MAG STR VIT SPR SPD EVA EXP
1 5,100 14 27 52 130 20 0 0
10 6,000 35 47 65 131 21 1 0
20 7,000 57 69 80 132 22 3 0
28 7,800 74 87 93 133 23 4 0
Location
Fishermans Horizon
Fishermans HorizonA pacifist settlement built around the abandoned transcontinental railway where technicians repair the damaged mobile Garden.
Draw Magic Steal Drop Devour Abilities
Shell
ShellApplies Shell status to one target.
, Protect
ProtectApplies Protect status to one target.
, Stop
StopInflicts Stop status on one target.
Adamantine
AdamantineTeaches Vit+60% to one GF.
Running Fire
Running FireTeaches Quistis Gatling Gun.
, Missile
MissileTeaches Quistis Micro Missiles.
Couldn't Devour!Beam Cannon
Beam CannonInflicts heavy non-elemental magical damage to one opponent; some versions ignore Shell.
, Machine Gun
Machine GunInflicts non-elemental physical damage to one opponent.
, Chaingun
ChaingunInflicts non-elemental physical damage to one opponent.
Defenses
-
Weaknesses
Thunder, Earth, Water
Absorption
-
No Effect
-
Strategy
The second BGH251F2 fight is much more relaxed because there is no Missile Base timer forcing the pace. Thunder, Earth, and Water remain effective, and Darkness can still reduce the machine's physical threat. The major opportunity is Mug: BGH251F2 can provide an Adamantine, an important weapon-upgrade material that is worth taking before the kill. With time no longer a concern, heal between volleys and focus damage on the main body rather than relying on long GF animations. Once the Adamantine is secured, strong elemental attacks or Limits will finish a machine that is less threatening than its first appearance.

Biggs (1st)

A Galbadian officer encountered during the Dollet operation.

0 AP
At Level HP MAG STR VIT SPR SPD EVA EXP
1 467 8 6 31 45 6 2 0
10 705 17 18 37 49 7 3 0
Location
Dollet Communications Tower
Dollet Communications TowerA mountaintop transmission facility seized by Galbadian forces during the Dollet operation.
Draw Magic Steal Drop Devour Abilities
Fire
FireDeals weak Fire-elemental damage to one target.
, Thunder
ThunderDeals weak Lightning-elemental damage to one target.
, Blizzard
BlizzardDeals weak Ice-elemental damage to one target.
, Esuna
EsunaRemoves most common negative statuses and Vit0 from one target.
-Elixir
ElixirFully restores HP to one target and removes most statuses.
Couldn't Devour!Charge
ChargeInflicts non-elemental physical damage.
, Cure
CureRestores a small amount of HP to one target.
, Fire
FireDeals weak Fire-elemental damage to one target.
, Machine Gun
Machine GunInflicts non-elemental physical damage to one opponent.
, Thunder
ThunderDeals weak Lightning-elemental damage to one target.
Defenses
-
Weaknesses
-
Absorption
-
No Effect
-
Strategy
Biggs opens the Dollet tower battle alone and is not worth spending major resources on. His physical attacks and early magic are modest, and Wedge joins after a short time regardless, so use the opening turns to Draw anything you genuinely need and then attack. Once Wedge appears, focus one officer down rather than spreading damage; Elvoret follows immediately after the pair are defeated, making conservation more important than winning this phase stylishly. Keep HP comfortable and avoid long GF animations if you are still watching the Dollet withdrawal timer.

Biggs (2nd Time)

A demoted Galbadian soldier encountered again in prison.

0 AP
At Level HP MAG STR VIT SPR SPD EVA EXP
1 1,467 9 6 31 45 6 2 0
10 1,705 24 22 37 49 7 3 0
20 2,130 41 38 44 54 7 4 0
22 2,235 44 41 45 55 8 4 0
Location
D-District Prison
D-District PrisonA Galbadian desert prison built as stacked circular floors around a mechanism that raises and lowers the structure.
Draw Magic Steal Drop Devour Abilities
Cure
CureRestores a small amount of HP to one target.
, Cura
CuraRestores a moderate amount of HP to one target.
, Haste
HasteApplies Haste status to one target.
, Slow
SlowInflicts Slow status on one target.
, Regen
RegenApplies Regen status to one target.
Regen Ring
Regen RingTeaches HP+20% to one GF.
Elixir
ElixirFully restores HP to one target and removes most statuses.
Couldn't Devour!Charge
ChargeInflicts non-elemental physical damage.
, Cure
CureRestores a small amount of HP to one target.
, Fira
FiraDeals moderate Fire-elemental damage to one target.
, Machine Gun
Machine GunInflicts non-elemental physical damage to one opponent.
, Haste
HasteApplies Haste status to one target.
, Regen
RegenApplies Regen status to one target.
, Slow
SlowInflicts Slow status on one target.
, Thundara
ThundaraDeals moderate Lightning-elemental damage to one target.
Defenses
-
Weaknesses
-
Absorption
-
No Effect
-
Strategy
The second Biggs encounter is still not mechanically difficult, but it is more rewarding to Mug than the first. Biggs can yield a Regen Ring, an item with useful refinement and ability value, so secure it before ending the fight if Mug is available. Focus Biggs first to remove one enemy action and then turn to Wedge. Their attacks are straightforward and do not justify heavy GF use; Protect is enough if physical damage is higher than expected. Because this fight occurs before BGH251F2, keep the party healed but conserve rare recovery items for the machine battle.

Catoblepas

A lightning-focused guardian of Ultimecia Castle.

30 AP
At Level HP MAG STR VIT SPR SPD EVA EXP
1 10,500 65 7 4 2 26 0 0
10 15,000 83 29 11 6 28 1 0
20 20,000 102 53 19 12 30 1 0
30 25,000 122 78 26 17 32 2 0
40 30,000 141 102 32 23 34 2 0
50 35,000 160 126 42 28 35 3 0
60 40,000 179 150 49 34 38 3 0
70 45,000 198 174 57 39 39 4 0
80 50,000 216 197 65 45 41 4 0
90 55,000 235 221 77 50 43 5 0
100 60,000 254 244 80 56 45 5 0
Location
Ultimecia Castle
Ultimecia CastleUltimecia's immense castle in the compressed future, filled with sealed commands, eight guardian bosses, puzzles, and the final battle.
Draw Magic Steal Drop Devour Abilities
Meteor
MeteorDeals 10 moderate non-elemental hits to random opponents.
-Status Atk
Status AtkTeaches ST-Atk-J to one GF.
Couldn't Devour!Thunder Summon
Thunder SummonInflicts Thunder-elemental damage to all opponents after repeated Thunder-elemental magic.
, Meteor
MeteorDeals 10 moderate non-elemental hits to random opponents.
, Claw
ClawInflicts non-elemental physical damage.
, Deadly Horn
Deadly HornInflicts critical non-elemental physical damage to one opponent.
, Thundaga
ThundagaDeals moderate Lightning-elemental damage to one target.
Defenses
-
Weaknesses
Earth
Absorption
Thunder
No Effect
-
Strategy
Catoblepas combines powerful physical attacks with escalating Lightning magic, so junction Thunder to Elem-Def-J and use Darkness to reduce the threat from Deadly Horn. It is vulnerable to Water and Earth, while Lightning is absorbed, making Thunder-elemental offense actively harmful. After repeated Thundaga casts it can escalate to Thunder Summon, a much more dangerous party attack, so steady damage is preferable to a long Draw session. Draw Alexander before defeating it if the GF was missed earlier. Catoblepas uses Meteor as a final action, so heal the party before the killing blow and do not assume its last HP marks the end of the danger.

Droma

A small support unit created by Trauma.

0 AP
At Level HP MAG STR VIT SPR SPD EVA EXP
1 1,010 12 12 8 5 50 10 0
10 1,150 30 24 8 5 51 13 0
20 1,400 50 37 8 5 51 15 0
30 1,750 70 49 8 5 52 18 0
40 2,200 89 62 8 5 52 20 0
50 2,750 109 74 8 5 53 23 0
56 3,128 121 82 8 5 53 24 0
Location
Ultimecia Castle
Ultimecia CastleUltimecia's immense castle in the compressed future, filled with sealed commands, eight guardian bosses, puzzles, and the final battle.
Draw Magic Steal Drop Devour Abilities
Esuna
EsunaRemoves most common negative statuses and Vit0 from one target.
, Dispel
DispelRemoves positive statuses such as Aura, Double, Float, Haste, Protect, Reflect, Regen, Shell, and Triple.
-Meteor Stone
Meteor StoneCasts Meteor.
Couldn't Devour!Head Bump
Head BumpInflicts non-elemental physical damage.
, Mini Pulse Cannon
Mini Pulse CannonInflicts weaker defense-ignoring non-elemental magical damage to one opponent.
Defenses
-
Weaknesses
-
Absorption
-
No Effect
-
Strategy
Dromas exist primarily to support Trauma rather than to win the battle themselves. Trauma can drain their HP, but allowing one Droma to remain alive is usually preferable to clearing both because eliminating the pair can provoke Mega Pulse Cannon before Trauma summons replacements. Use single-target commands on Trauma and ignore the Dromas unless one is creating a specific problem. If you are farming, Dromas can be Mugged for Meteor Stones, but the extra turns increase exposure to Trauma's attacks. Do not use broad multi-target Limit Breaks or spells unless you are prepared for the boss's response.

Edea (1st)

A sorceress with powerful magic. Uses ice and status magic.

20 AP
At Level HP MAG STR VIT SPR SPD EVA EXP
1 1,300 45 3 16 76 6 1 0
10 4,000 50 11 25 84 15 2 0
20 7,000 55 19 35 94 24 2 0
Location
Deling City
Deling CityGalbadia's capital, built around a ceremonial arch, government district, shopping arcade, and extensive public transit system.
Draw Magic Steal Drop Devour Abilities
Cura
CuraRestores a moderate amount of HP to one target.
, Dispel
DispelRemoves positive statuses such as Aura, Double, Float, Haste, Protect, Reflect, Regen, Shell, and Triple.
, Life
LifeRevives one KO'd target with 12.5% maximum HP.
, Double
DoubleApplies Double status to one target.
Elixir
ElixirFully restores HP to one target and removes most statuses.
-Couldn't Devour!Blizzard
BlizzardDeals weak Ice-elemental damage to one target.
, Silence
SilenceInflicts Silence status on one target.
, Maelstrom
MaelstromGravity-based attack that reduces all opponents' HP and inflicts Curse.
, Astral Punch
Astral PunchInflicts non-elemental physical damage to one opponent.
, Blizzaga
BlizzagaDeals moderate Ice-elemental damage to one target.
, Firaga
FiragaDeals moderate Fire-elemental damage to one target.
, Thundaga
ThundagaDeals moderate Lightning-elemental damage to one target.
, Protect
ProtectApplies Protect status to one target.
, Shell
ShellApplies Shell status to one target.
Defenses
-
Weaknesses
-
Absorption
-
No Effect
-
Strategy
Edea's first battle is primarily magical, which makes Carbuncle one of the simplest answers. Reflect sends many of her elemental spells back at her, although she can use Dispel to remove the status, so be ready to restore it or switch to direct offense. Keep Spirit and HP junctions respectable and heal through any spells that bypass the setup. There is no missable GF to Draw from this first Edea encounter, so you do not need to prolong the battle for collection purposes. Focus on steady physical damage while Reflect disrupts her spell routine and finish the assassination sequence cleanly.

Edea (2nd Time)

Sorceress Edea in her second major battle, using powerful sorcery.

20 AP
At Level HP MAG STR VIT SPR SPD EVA EXP
1 500 64 5 41 151 20 0 0
10 5,000 80 8 48 157 21 3 0
20 10,000 98 10 56 165 23 5 0
30 15,000 115 13 64 172 24 8 0
32 16,000 118 13 66 174 24 8 0
Location
Galbadia Garden
Galbadia GardenA Garden academy allied with the Galbadian government, initially visited for new orders and later converted into Seifer's mobile stronghold.
Draw Magic Steal Drop Devour Abilities
Blizzard
BlizzardDeals weak Ice-elemental damage to one target.
, Blizzara
BlizzaraDeals moderate Ice-elemental damage to one target.
, Blizzaga
BlizzagaDeals moderate Ice-elemental damage to one target.
, Demi
DemiDeals damage equal to 25% of one target's current HP.
, Esuna
EsunaRemoves most common negative statuses and Vit0 from one target.
Royal Crown
Royal CrownTeaches Mag+60% to one GF.
Force Armlet
Force ArmletTeaches Spr+40% to one GF.
Couldn't Devour!Maelstrom
MaelstromGravity-based attack that reduces all opponents' HP and inflicts Curse.
, Blizzaga
BlizzagaDeals moderate Ice-elemental damage to one target.
, Death
DeathInflicts KO status on one target.
, Dispel
DispelRemoves positive statuses such as Aura, Double, Float, Haste, Protect, Reflect, Regen, Shell, and Triple.
, Fira
FiraDeals moderate Fire-elemental damage to one target.
, Reflect
ReflectApplies Reflect status to one target.
, Silence
SilenceInflicts Silence status on one target.
, Slow
SlowInflicts Slow status on one target.
, Thundara
ThundaraDeals moderate Lightning-elemental damage to one target.
Defenses
-
Weaknesses
-
Absorption
-
No Effect
-
Strategy
Draw Alexander before defeating Edea; missing the GF here means waiting until Catoblepas in Ultimecia Castle. Maelstrom is the signature threat, cutting current HP and inflicting Curse so Limit Breaks are unavailable until the status is cleared. Death and her high-level magic make ST-Def and Shell valuable, while she can also cast Reflect on herself and Dispel support from the party. Remove Reflect or attack physically rather than bouncing spells. Keep recovery ready after Maelstrom, secure Alexander early, then use steady physical or non-reflectable damage instead of letting her magic dominate a long battle.

Elvoret

A flying monster nesting at the top of the Dollet Communications Tower.

10 AP
At Level HP MAG STR VIT SPR SPD EVA EXP
1 1,563 10 17 2 127 8 0 0
10 3,523 28 28 4 130 10 0 0
Location
Dollet Communications Tower
Dollet Communications TowerA mountaintop transmission facility seized by Galbadian forces during the Dollet operation.
Draw Magic Steal Drop Devour Abilities
Thunder
ThunderDeals weak Lightning-elemental damage to one target.
, Cure
CureRestores a small amount of HP to one target.
, Double
DoubleApplies Double status to one target.
-G-Returner
G-ReturnerRevives one GF from KO.
, Elvoret Card
ElvoretLevel 6 Boss Card
Couldn't Devour!Storm Breath
Storm BreathInflicts non-elemental magical damage to all opponents.
, Fire
FireDeals weak Fire-elemental damage to one target.
, Thunder
ThunderDeals weak Lightning-elemental damage to one target.
, Swipe
SwipeInflicts non-elemental physical damage to one opponent.
Defenses
-
Weaknesses
Wind
Absorption
-
No Effect
-
Strategy
The first priority against Elvoret is not damage: Draw Siren before doing anything that could accidentally end the fight, because this is the only opportunity to obtain her until Ultimecia Castle. Elvoret's Storm Breath hits the entire party and can punish low HP, so keep everyone comfortably healed rather than relying on emergency recovery after it lands. Wind is effective and Earth-based attacks are a poor fit against a flying target. Once Siren is secured, concentrate attacks and finish quickly; the Dollet escape sequence gives no advantage to turning this into a long Draw session.

Fake President

A false Galbadian president used as a decoy.

0 AP
At Level HP MAG STR VIT SPR SPD EVA EXP
1 52 26 5 46 51 6 0 0
10 610 37 23 50 55 8 1 0
12 778 40 27 51 57 8 1 0
Location
Forest Owls' Base
Forest Owls' BaseThe Forest Owls' customized train and mobile headquarters used to brief Squall's team and stage the president-abduction operation.
, Timber
TimberA rail-centered city under Galbadian occupation and the base of several resistance groups, including the Forest Owls.
Draw Magic Steal Drop Devour Abilities
Cure
CureRestores a small amount of HP to one target.
--Couldn't Devour!Gnaw
GnawInflicts non-elemental physical damage.
Defenses
-
Weaknesses
-
Absorption
-
No Effect
-
Strategy
The Fake President is only the first half of the Timber train boss and should be treated as a resource-conservation phase. His attacks are weak, his HP is low, and defeating him immediately reveals Gerogero, which is the actual encounter. Use normal attacks and avoid spending strong items or GF summons here unless your junctions are unusually poor. If you need a safe moment to heal before the transformation, do it while the Fake President is still active. The important preparation is for what follows: Gerogero is undead and uses far more disruptive status attacks.

Fujin (1st)

Seifer's ally who uses wind-based attacks and terse speech.

10 AP
At Level HP MAG STR VIT SPR SPD EVA EXP
1 300 8 23 6 121 15 10 0
10 3,000 27 39 10 128 18 11 0
20 6,000 48 57 15 136 20 12 0
30 8,700 67 72 20 144 22 13 0
Location
Balamb Town
Balamb TownA quiet seaside town connected to the continental railway and used as the Garden's nearest port.
Draw Magic Steal Drop Devour Abilities
Aero
AeroDeals moderate Wind-elemental damage to one target.
, Cura
CuraRestores a moderate amount of HP to one target.
, Life
LifeRevives one KO'd target with 12.5% maximum HP.
Megalixir
MegalixirFully restores HP to all allies and removes most statuses.
, Hero
HeroMakes one character invincible temporarily.
Megalixir
MegalixirFully restores HP to all allies and removes most statuses.
Couldn't Devour!Sai
SaiUnavoidable attack that reduces one opponent's HP to 1.
, Zan
ZanInflicts non-elemental physical damage to one opponent.
, Aero
AeroDeals moderate Wind-elemental damage to one target.
, Hi-Potion
Hi-PotionEnemy uses Hi-Potion to restore HP.
Defenses
-
Weaknesses
-
Absorption
Wind
No Effect
-
Strategy
Fujin's first boss appearance is a magic-heavy contrast to Raijin. Wind is absorbed, so Aero and Tornado are poor offensive choices; use neutral physical damage or other elements instead. If she is fought alongside Raijin, focus one target down so the pair cannot alternate physical and magical pressure. Fujin is vulnerable to several statuses, making Sleep or Silence useful if you need time to stabilize. This version does not carry the missable Pandemona GF, so there is no collection requirement forcing you to prolong the encounter; control the spellcasting and finish efficiently.

Fujin (2nd Time)

Fujin's later battle as one of Seifer's followers.

10 AP
At Level HP MAG STR VIT SPR SPD EVA EXP
1 5,300 8 24 31 121 30 10 0
10 8,000 27 43 37 128 33 11 0
20 11,000 48 63 44 136 35 12 0
30 14,000 69 83 50 145 38 14 0
40 17,000 90 103 58 153 40 14 0
44 18,200 99 110 61 156 41 15 0
Location
Lunatic Pandora
Lunatic PandoraA colossal mobile excavation structure containing the Crystal Pillar that directs the Lunar Cry.
Draw Magic Steal Drop Devour Abilities
Aero
AeroDeals moderate Wind-elemental damage to one target.
, Cure
CureRestores a small amount of HP to one target.
, Cura
CuraRestores a moderate amount of HP to one target.
, Curaga
CuragaRestores a large amount of HP to one target.
, Life
LifeRevives one KO'd target with 12.5% maximum HP.
, Full-Life
Full-LifeRevives one KO'd target with full HP.
, Tornado
TornadoDeals moderate Wind-elemental damage to all enemies.
Megalixir
MegalixirFully restores HP to all allies and removes most statuses.
Megalixir
MegalixirFully restores HP to all allies and removes most statuses.
Couldn't Devour!Sai
SaiUnavoidable attack that reduces one opponent's HP to 1.
, Zan
ZanInflicts non-elemental physical damage to one opponent.
, Blind
BlindInflicts Darkness status on one target.
, Confuse
ConfuseInflicts Confuse status on one target.
, Dispel
DispelRemoves positive statuses such as Aura, Double, Float, Haste, Protect, Reflect, Regen, Shell, and Triple.
, Esuna
EsunaRemoves most common negative statuses and Vit0 from one target.
, Haste
HasteApplies Haste status to one target.
, Metsu
MetsuInflicts unavoidable non-elemental physical damage to all opponents.
, Pain
PainInflicts Darkness, Poison, and Silence on one target.
, Regen
RegenApplies Regen status to one target.
, Remedy
RemedyEnemy uses Remedy to remove negative statuses.
, Slow
SlowInflicts Slow status on one target.
, Tornado
TornadoDeals moderate Wind-elemental damage to all enemies.
Defenses
-
Weaknesses
-
Absorption
Wind
No Effect
-
Strategy
Fujin's Lunatic Pandora battle no longer carries Pandemona. Instead, her Draw list improves with level, eventually including Curaga, Full-Life, and Tornado, making this a useful late-game opportunity to stock recovery magic. She uses support and status magic alongside attacks such as Meteor and Sai, which can reduce a character to 1 HP. Wind damage is absorbed, so avoid Wind-elemental offense; Shell and strong Wind defense help against much of her magic. Reflect can turn many of her support and status spells against the pair, while Sleep or Doomtrain can disable her outright. Concentrate damage on either Fujin or Raijin instead of splitting attacks, and keep fast healing ready after Sai or Meteor.

Gargantua

A guardian monster in Ultimecia Castle's prison area.

30 AP
At Level HP MAG STR VIT SPR SPD EVA EXP
1 10,100 5 26 180 0 26 0 0
10 11,000 37 41 180 0 28 1 0
20 12,000 70 57 180 0 30 1 0
30 13,000 100 73 180 0 32 2 0
40 14,000 127 89 180 0 34 2 0
50 15,000 151 104 180 0 35 3 0
54 15,400 160 111 180 0 36 3 0
Location
Ultimecia Castle
Ultimecia CastleUltimecia's immense castle in the compressed future, filled with sealed commands, eight guardian bosses, puzzles, and the final battle.
Draw Magic Steal Drop Devour Abilities
Bio
BioDeals moderate Poison-elemental damage and inflicts Poison on one target.
, Quake
QuakeDeals heavy Earth-elemental ground-based damage to all enemies.
, Reflect
ReflectApplies Reflect status to one target.
-Magic Armlet
Magic ArmletTeaches Spr+60% to one GF.
Couldn't Devour!Counter Twist
Counter TwistInflicts critical non-elemental physical damage as a counterattack against physical attacks.
, Evil-Eye
Evil-EyeInflicts non-elemental magical damage to all opponents and inflicts Slow and Curse.
, Demi
DemiDeals damage equal to 25% of one target's current HP.
, Punch
PunchInflicts non-elemental physical damage.
, Berserk
BerserkInflicts Berserk status on one target.
, Dispel
DispelRemoves positive statuses such as Aura, Double, Float, Haste, Protect, Reflect, Regen, Shell, and Triple.
, Quake
QuakeDeals heavy Earth-elemental ground-based damage to all enemies.
, Silence
SilenceInflicts Silence status on one target.
Defenses
-
Weaknesses
-
Absorption
-
No Effect
-
Strategy
The battle begins as a Vysage, Lefty, and Righty encounter; defeat all three parts to make Gargantua appear. Draw Cerberus if the GF was missed, then prepare for Counter Twist, which answers most nonfatal direct damage and makes repeated weak attacks unnecessarily expensive. Protect against Berserk, Silence, Curse, and Slow if possible, and Earth defense helps against Quake. Meltdown followed by large Limit Breaks is the direct approach. A more specialized shortcut is to inflict Zombie and then use a powerful recovery effect such as Recover, Revive, or an X-Potion offensively, exploiting the undead state rather than trading counters for the entire fight.

Gerogero

An undead monster that appears after the Fake President reveals its true form.

20 AP
At Level HP MAG STR VIT SPR SPD EVA EXP
1 350 61 35 17 36 9 5 0
10 3,050 75 41 35 40 19 6 0
12 3,650 78 43 39 41 21 6 0
Location
Forest Owls' Base
Forest Owls' BaseThe Forest Owls' customized train and mobile headquarters used to brief Squall's team and stage the president-abduction operation.
, Timber
TimberA rail-centered city under Galbadian occupation and the base of several resistance groups, including the Forest Owls.
Draw Magic Steal Drop Devour Abilities
Esuna
EsunaRemoves most common negative statuses and Vit0 from one target.
, Double
DoubleApplies Double status to one target.
, Berserk
BerserkInflicts Berserk status on one target.
, Zombie
ZombieInflicts Zombie status on one target.
Phoenix Down
Phoenix DownRevives one KO'd ally and restores 12.5 percent max HP.
Zombie Powder
Zombie PowderMonster part used for Zombie/Holy Water refinement.
Couldn't Devour!Arm Attack
Arm AttackInflicts non-elemental physical damage to one opponent.
, Berserk
BerserkInflicts Berserk status on one target.
, Brrawghh!
Brrawghh!Inflicts non-elemental magical damage and inflicts Slow, Curse, and Darkness.
, Dispel
DispelRemoves positive statuses such as Aura, Double, Float, Haste, Protect, Reflect, Regen, Shell, and Triple.
, Silence
SilenceInflicts Silence status on one target.
, Sleep
SleepInflicts Sleep status on one target.
Defenses
-
Weaknesses
Fire, Holy
Absorption
-
No Effect
-
Strategy
Gerogero is undead, so recovery effects are far more efficient than fighting it like a normal monster. A Phoenix Down can end the battle immediately, while Fire, Holy, and healing magic also deal heavy damage. If you fight conventionally, be ready for Darkness, Silence, Berserk, and other status pressure; Esuna or a well-prepared ST-Def junction prevents the battle from becoming messy. Its HP is not high enough to justify a long exchange, so use the undead shortcut unless you specifically want time to Draw. Mugging Phoenix Downs is possible, but the quick kill is usually the better reward.

Granaldo

A large insect-like monster that controls Raldos.

5 AP
At Level HP MAG STR VIT SPR SPD EVA EXP
1 1,314 2 2 3 3 10 0 50
10 1,510 20 14 26 22 11 2 140
20 1,860 40 26 51 43 13 3 240
30 2,350 64 39 76 60 14 5 340
40 2,980 79 51 101 86 15 7 440
50 3,750 98 63 126 107 16 8 540
60 4,660 117 74 151 128 18 10 640
70 5,710 135 86 176 149 19 12 740
80 6,900 153 97 201 171 20 13 840
90 8,230 170 108 226 192 21 15 940
100 9,700 188 118 251 213 23 17 1,040
Location
Balamb Garden Training Center
Balamb Garden Training CenterA jungle-like combat area inside Balamb Garden containing live monsters and the secluded Secret Area.
Draw Magic Steal Drop Devour Abilities
Sleep
SleepInflicts Sleep status on one target.
, Blind
BlindInflicts Darkness status on one target.
, Shell
ShellApplies Shell status to one target.
, Confuse
ConfuseInflicts Confuse status on one target.
, Pain
PainInflicts Darkness, Poison, and Silence on one target.
Wizard Stone
Wizard StoneHigh-tier magic stone used for third-tier magic refinement.
Wizard Stone
Wizard StoneHigh-tier magic stone used for third-tier magic refinement.
Couldn't Devour!Claw
ClawInflicts non-elemental physical damage.
, Raldo Ball
Raldo BallInflicts non-elemental physical damage when an allied enemy is present.
, Raldo Throw
Raldo ThrowInflicts non-elemental physical damage when an allied enemy is present.
Defenses
-
Weaknesses
-
Absorption
-
No Effect
-
Strategy
Granaldo is dangerous mainly because the three Raldos give the enemy side several actions while it remains in the back directing the fight. Sleep works well on Granaldo, allowing you to remove the Raldos without pressure, or you can simply use multi-target damage to clear the escorts quickly. Once the Raldos are gone, Granaldo is an ordinary single target with little ability to threaten a properly junctioned party. If you are keeping EXP low, Card or status-based control is also practical here. The battle rewards reducing the number of enemy turns more than exploiting any particular element.

Ifrit

A fire Guardian Force living in the Fire Cavern. Uses fire-based attacks.

20 AP
At Level HP MAG STR VIT SPR SPD EVA EXP
1 1,068 9 37 44 183 3 0 0
Location
Fire Cavern
Fire CavernA volcanic cave east of Balamb Garden used for Squall's prerequisite field test with Quistis.
Draw Magic Steal Drop Devour Abilities
Fire
FireDeals weak Fire-elemental damage to one target.
, Cure
CureRestores a small amount of HP to one target.
, Scan
ScanDisplays one enemy's HP, weaknesses, and in-game description.
-G-Returner
G-ReturnerRevives one GF from KO.
, Ifrit Card
IfritLevel 8 GF Card
Couldn't Devour!Fire
FireDeals weak Fire-elemental damage to one target.
, Fira
FiraDeals moderate Fire-elemental damage to one target.
, Jump Punch
Jump PunchInflicts non-elemental physical damage.
Defenses
-
Weaknesses
Ice
Absorption
Fire
No Effect
-
Strategy
Ifrit is the first real test of whether the Junction system is working for you, but the battle itself is simple. Blizzard and Shiva exploit his Ice weakness, while Fire is absorbed, so do not attack with Fire-junctioned weapons. His physical leap and Fire magic are manageable if HP is junctioned and the party enters healthy. The Fire Cavern timer continues through the fight, so there is no benefit to excessive Drawing unless you have deliberately left plenty of time. Defeat him efficiently, and remember that the remaining time also affects the SeeD evaluation tied to the exam sequence.

Iguion

A gargoyle-like monster guarding Sorceress Edea. Can petrify targets.

20 AP
At Level HP MAG STR VIT SPR SPD EVA EXP
1 127 10 14 52 10 3 0 0
10 755 17 21 70 15 6 0 0
19 1,747 23 28 88 19 8 1 0
Location
Deling City
Deling CityGalbadia's capital, built around a ceremonial arch, government district, shopping arcade, and extensive public transit system.
Draw Magic Steal Drop Devour Abilities
Cure
CureRestores a small amount of HP to one target.
, Esuna
EsunaRemoves most common negative statuses and Vit0 from one target.
, Break
BreakInflicts Petrify status on one target.
G-Returner
G-ReturnerRevives one GF from KO.
G-Returner
G-ReturnerRevives one GF from KO.
Couldn't Devour!Resonance
ResonanceInflicts non-elemental physical damage to all opponents when allied enemies are present.
, Magma Breath
Magma BreathInflicts Fire-elemental damage and can inflict Petrifying.
, Claw
ClawInflicts non-elemental physical damage.
Defenses
-
Weaknesses
Earth, Holy
Absorption
-
No Effect
-
Strategy
Draw Carbuncle before killing the Iguions; missing it here means waiting until Ultimecia Castle for another chance. The pair begin with Reflect, and Drawing Carbuncle removes that protection, which also makes offensive magic safer. Their Petrify-related attacks are the main nuisance, so carry Soft or Esuna and avoid letting both party members become disabled at once. Focus one Iguion down to halve the number of incoming actions, then finish the second. Earth and Holy work well, but obtaining Carbuncle and controlling Petrify are much more important than maximizing elemental damage.

Krysta

A crystal-like guardian of Ultimecia Castle with high defense and a final counterattack.

30 AP
At Level HP MAG STR VIT SPR SPD EVA EXP
1 5,200 70 52 201 0 5 0 0
10 7,000 128 70 205 0 5 1 0
20 9,000 193 91 211 0 5 1 0
30 11,000 255 111 216 0 5 2 0
40 13,000 255 131 222 0 5 2 0
50 15,000 255 151 227 0 5 3 0
55 16,000 255 160 230 0 5 3 0
Location
Ultimecia Castle
Ultimecia CastleUltimecia's immense castle in the compressed future, filled with sealed commands, eight guardian bosses, puzzles, and the final battle.
Draw Magic Steal Drop Devour Abilities
Holy
HolyDeals heavy Holy-elemental damage to one target.
-Elem Guard
Elem GuardTeaches Elem-Defx4 to one GF.
Couldn't Devour!Charge
ChargeInflicts non-elemental physical damage.
, Slap
SlapInflicts non-elemental physical damage to one opponent; Adamantoise/Krysta versions can always critical.
, Counter Rocket
Counter RocketInflicts non-elemental physical damage as a counterattack against non-physical attacks.
, Stronger Counter Rocket
Stronger Counter RocketInflicts non-elemental physical damage as a stronger counterattack against physical attacks.
, Ultima
UltimaDeals very heavy non-elemental damage to all enemies.
Defenses
-
Weaknesses
-
Absorption
-
No Effect
-
Strategy
Krysta's physical defense is high but its Spirit is effectively nonexistent, so strong magic is much more efficient than repeatedly striking it with ordinary attacks. Every damaging action can provoke Counter Rocket, making a few large hits safer than many small ones; Gravity magic is also useful because Krysta is vulnerable to percentage damage. Ice should be avoided because it has no effect. If Carbuncle was missed earlier, Draw it before finishing the fight. Most importantly, Krysta casts Ultima as a final action when defeated, so put Shell up and make sure the party is healthy before delivering the killing blow rather than assuming the battle ends immediately.

Left Orb

The left control orb on NORG's pod.

0 AP
At Level HP MAG STR VIT SPR SPD EVA EXP
1 57 4 11 255 255 21 0 0
10 685 22 27 255 255 29 0 0
20 1,810 42 43 255 255 58 1 0
27 2,865 56 55 255 255 65 1 0
Location
Balamb Garden
Balamb GardenA mobile military academy and SeeD headquarters where Squall trains, receives missions, and repeatedly returns between major story events.
Draw Magic Steal Drop Devour Abilities
Thunder
ThunderDeals weak Lightning-elemental damage to one target.
, Thundara
ThundaraDeals moderate Lightning-elemental damage to one target.
, Life
LifeRevives one KO'd target with 12.5% maximum HP.
, Bio
BioDeals moderate Poison-elemental damage and inflicts Poison on one target.
Mag Up
Mag UpPermanently raises Mag by 1.
-Couldn't Devour!Bio
BioDeals moderate Poison-elemental damage and inflicts Poison on one target.
, Fira
FiraDeals moderate Fire-elemental damage to one target.
, Thundara
ThundaraDeals moderate Lightning-elemental damage to one target.
, Tornado
TornadoDeals moderate Wind-elemental damage to all enemies.
Defenses
-
Weaknesses
-
Absorption
-
No Effect
-
Strategy
The Left Orb cannot be removed permanently, so treat it as a meter that must be managed. As its color advances toward red, hit it to force the color backward; letting it remain red allows it to use stronger offensive magic while you are trying to break the NORG Pod or attack NORG. Mugging is worthwhile because the Left Orb can provide Mag Ups, one of the rare permanent stat-boosting items available this early. Keep it blue or yellow, collect the stat item if desired, and then return your real damage to the central target rather than wasting turns trying to deplete an orb that simply recovers.

Left Probe

The left support unit for Mobile Type 8.

0 AP
At Level HP MAG STR VIT SPR SPD EVA EXP
1 5,100 9 12 255 255 50 15 0
10 6,000 54 24 255 255 53 19 0
20 7,000 54 37 255 255 53 19 0
30 8,000 77 50 255 255 55 20 0
40 9,000 100 62 255 255 57 22 0
41 9,100 102 64 255 255 57 22 0
Location
Lunatic Pandora
Lunatic PandoraA colossal mobile excavation structure containing the Crystal Pillar that directs the Lunar Cry.
Draw Magic Steal Drop Devour Abilities
Cure
CureRestores a small amount of HP to one target.
, Cura
CuraRestores a moderate amount of HP to one target.
, Curaga
CuragaRestores a large amount of HP to one target.
, Esuna
EsunaRemoves most common negative statuses and Vit0 from one target.
Vit Up
Vit UpPermanently raises Vit by 1.
-Couldn't Devour!Homing Laser
Homing LaserInflicts non-elemental magical damage as a counterattack while support units are away.
, Spin Bash
Spin BashInflicts non-elemental physical damage to one opponent.
, Twin Homing Laser
Twin Homing LaserInflicts non-elemental magical damage as a counterattack when support units are attached.
Defenses
-
Weaknesses
Thunder
Absorption
-
No Effect
-
Strategy
The Left Probe is functionally part of Mobile Type 8's attack system rather than a normal kill target. It has extremely high defenses and remains present to enable the main body's counter routines, so wasting turns trying to destroy it is rarely efficient. Mug it instead: the Left Probe can provide Vit Ups, making it one of the most valuable steals in the encounter. In Support Mode, attacking a Probe can provoke Homing Laser, so take the item and return your offense to Mobile Type 8. The real defensive priority remains healing the party immediately after Corona before Megiddo Flame follows.

Mobile Type 8

A Lunatic Pandora mobile weapon supported by left and right probes.

40 AP
At Level HP MAG STR VIT SPR SPD EVA EXP
1 30,400 64 23 10 10 50 0 0
10 34,000 80 40 10 10 52 0 0
20 38,000 97 58 11 10 53 1 0
30 42,000 114 76 11 10 55 1 0
40 46,000 131 94 12 10 57 1 0
41 46,400 133 96 12 10 57 1 0
Location
Lunatic Pandora
Lunatic PandoraA colossal mobile excavation structure containing the Crystal Pillar that directs the Lunar Cry.
Draw Magic Steal Drop Devour Abilities
Fire
FireDeals weak Fire-elemental damage to one target.
, Fira
FiraDeals moderate Fire-elemental damage to one target.
, Firaga
FiragaDeals moderate Fire-elemental damage to one target.
, Thunder
ThunderDeals weak Lightning-elemental damage to one target.
, Thundara
ThundaraDeals moderate Lightning-elemental damage to one target.
, Thundaga
ThundagaDeals moderate Lightning-elemental damage to one target.
, Blizzard
BlizzardDeals weak Ice-elemental damage to one target.
, Blizzara
BlizzaraDeals moderate Ice-elemental damage to one target.
, Blizzaga
BlizzagaDeals moderate Ice-elemental damage to one target.
, Flare
FlareDeals heavy non-elemental damage to one target.
Laser Cannon
Laser CannonTeaches Quistis Homing Laser.
Laser Cannon
Laser CannonTeaches Quistis Homing Laser.
Couldn't Devour!Corona
CoronaReduces all opponents to 1 HP.
, Megido Flame
Megido FlameInflicts defense-ignoring non-elemental magical damage to all opponents; some versions inflict 9998 damage.
, Whip
WhipInflicts non-elemental physical damage.
Defenses
-
Weaknesses
Thunder
Absorption
-
No Effect
-
Strategy
Mobile Type 8 alternates between two modes, and attacking at the wrong time can make the fight much harder. In Mobile Mode, damage to the main body can trigger Twin Homing Laser counters while both Probes are active. In Support Mode, it opens with Corona, reducing the entire party to 1 HP, and can follow with Megiddo Flame for heavy group damage. Heal immediately after Corona?Megalixir is ideal?rather than gambling on another offensive turn. Thunder is effective, and the Probes can be Mugged for permanent Vit Up and Str Up items. Once the stat items are secured, burst the main body down.

NORG

The Shumi financier of Balamb Garden, fought after his pod opens.

20 AP
At Level HP MAG STR VIT SPR SPD EVA EXP
1 4,400 52 17 4 11 5 0 0
10 7,100 70 40 5 18 10 1 0
20 10,100 91 66 7 25 14 3 0
27 12,200 105 83 8 31 17 3 0
Location
Balamb Garden
Balamb GardenA mobile military academy and SeeD headquarters where Squall trains, receives missions, and repeatedly returns between major story events.
Draw Magic Steal Drop Devour Abilities
Shell
ShellApplies Shell status to one target.
, Protect
ProtectApplies Protect status to one target.
, Esuna
EsunaRemoves most common negative statuses and Vit0 from one target.
Royal Crown
Royal CrownTeaches Mag+60% to one GF.
Wizard Stone
Wizard StoneHigh-tier magic stone used for third-tier magic refinement.
Couldn't Devour!Blizzara
BlizzaraDeals moderate Ice-elemental damage to one target.
, Protect
ProtectApplies Protect status to one target.
, Psycho Blast
Psycho BlastInflicts non-elemental physical damage to one opponent.
, Shell
ShellApplies Shell status to one target.
, Silence
SilenceInflicts Silence status on one target.
, Slow
SlowInflicts Slow status on one target.
, Water
WaterDeals moderate Water-elemental damage to one target.
Defenses
-
Weaknesses
Wind
Absorption
-
No Effect
-
Strategy
Once the Pod breaks, the priority is immediate: Draw Leviathan before NORG dies, because the next opportunity does not come until Ultimecia Castle. NORG can cast Protect and Shell on himself, so Dispel those buffs instead of wasting several turns fighting through them. Wind is the best elemental offense, while Carbuncle can reflect much of his standard spellcasting; Psycho Blast still requires normal healing. If you have not already done so, Mug the side orbs for Mag Up and Spr Up and NORG for a Circlet. After the collection work is finished, concentrated physical or Wind damage ends the fight quickly.

NORG Pod

The protective pod surrounding NORG.

0 AP
At Level HP MAG STR VIT SPR SPD EVA EXP
1 2,000 1 1 150 171 56 1 0
10 2,000 7 3 152 178 64 1 0
20 2,000 13 4 155 186 73 1 0
27 2,000 7 6 156 192 80 1 0
Location
Balamb Garden
Balamb GardenA mobile military academy and SeeD headquarters where Squall trains, receives missions, and repeatedly returns between major story events.
Draw Magic Steal Drop Devour Abilities
Cure
CureRestores a small amount of HP to one target.
, Cura
CuraRestores a moderate amount of HP to one target.
--Couldn't Devour!Protect
ProtectApplies Protect status to one target.
, Shell
ShellApplies Shell status to one target.
Defenses
-
Weaknesses
-
Absorption
-
No Effect
-
Strategy
The NORG Pod is the only target whose destruction advances the first phase, so direct your real damage there while using spare turns to manage the side orbs. The Left and Right Orbs shift from blue toward yellow and red; at red they begin casting their dangerous magic, so tap them periodically to push their color back rather than trying to kill them, since they restore themselves. The Pod has only modest HP and should be broken quickly once the orbs are under control. Save Mug turns for the side orbs, whose permanent stat items are far more valuable than anything the Pod offers.

Oilboyle

An oil-based monster in Balamb Garden's lower levels.

20 AP
At Level HP MAG STR VIT SPR SPD EVA EXP
1 2,136 26 37 47 76 6 0 50
10 3,120 38 55 60 80 6 1 140
20 4,720 51 75 76 86 6 1 240
30 5,480 64 95 91 91 6 2 340
40 6,750 76 115 107 97 6 3 440
50 8,080 89 135 122 102 6 4 540
60 9,470 101 155 138 108 6 4 640
70 10,920 113 174 153 113 6 5 740
80 12,430 125 194 169 119 6 6 840
90 14,000 137 213 184 124 6 6 940
100 15,630 149 232 200 130 6 7 1,040
Location
Balamb Garden MD Level
Balamb Garden MD LevelThe buried mechanical level beneath Balamb Garden containing the ancient systems that allow the structure to move.
Draw Magic Steal Drop Devour Abilities
Esuna
EsunaRemoves most common negative statuses and Vit0 from one target.
, Blind
BlindInflicts Darkness status on one target.
, Cure
CureRestores a small amount of HP to one target.
, Cura
CuraRestores a moderate amount of HP to one target.
, Curaga
CuragaRestores a large amount of HP to one target.
, Confuse
ConfuseInflicts Confuse status on one target.
, Dispel
DispelRemoves positive statuses such as Aura, Double, Float, Haste, Protect, Reflect, Regen, Shell, and Triple.
Fuel
FuelUsed to power rental cars.
, Orihalcon
OrihalconTeaches Vit+40% to one GF.
Wizard Stone
Wizard StoneHigh-tier magic stone used for third-tier magic refinement.
, Orihalcon
OrihalconTeaches Vit+40% to one GF.
Couldn't Devour!Oil Shot
Oil ShotInflicts non-elemental physical damage and inflicts Darkness.
, Sonic Wave
Sonic WaveInflicts non-elemental magical damage and inflicts Curse on all opponents.
, Oil Blast
Oil BlastUnavoidable gravity-based counterattack that removes 62.5 percent of one opponent's HP at low health.
, Suck
SuckInflicts non-elemental physical damage.
Defenses
-
Weaknesses
Fire
Absorption
Poison
No Effect
-
Strategy
The two Oilboyles attack immediately in Balamb Garden's lower levels, so reducing the encounter from two targets to one is the first priority. Fire is highly effective, while their Flood Mud and physical attacks can create steady party-wide pressure if both remain active. Their Draw list includes useful recovery and status magic, but this is not a good battle to stock spells before control is established. Burn one Oilboyle down first, heal if Flood Mud has softened the party, and then deal with the second. Fuel can be Mugged if you need it, but survivability matters more than farming here.

Propagator

A Ragnarok monster that must be defeated by color pairs.

5 AP
At Level HP MAG STR VIT SPR SPD EVA EXP
1 1,100 1 42 36 38 76 0 0
10 2,000 8 60 37 38 77 1 0
20 3,000 16 81 38 38 78 2 0
30 4,000 24 101 39 38 79 3 0
40 5,000 31 122 41 39 79 3 0
42 5,200 33 126 41 39 80 4 0
Location
Ragnarok
RagnarokAn Estharian dragon-shaped spacecraft found drifting in orbit and reclaimed after its Propagator infestation is eliminated.
Draw Magic Steal Drop Devour Abilities
Bio
BioDeals moderate Poison-elemental damage and inflicts Poison on one target.
, Blind
BlindInflicts Darkness status on one target.
, Confuse
ConfuseInflicts Confuse status on one target.
, Pain
PainInflicts Darkness, Poison, and Silence on one target.
Wizard Stone
Wizard StoneHigh-tier magic stone used for third-tier magic refinement.
Aura Stone
Aura StoneCasts Aura.
, Flare Stone
Flare StoneCasts Flare.
, Meteor Stone
Meteor StoneCasts Meteor.
, Ultima Stone
Ultima StoneCasts Ultima.
Couldn't Devour!Punch
PunchInflicts non-elemental physical damage.
, BiteBite
BiteBiteInflicts critical non-elemental physical damage to one opponent.
, Blind
BlindInflicts Darkness status on one target.
, Dispel
DispelRemoves positive statuses such as Aura, Double, Float, Haste, Protect, Reflect, Regen, Shell, and Triple.
, Silence
SilenceInflicts Silence status on one target.
Defenses
-
Weaknesses
-
Absorption
-
No Effect
-
Strategy
Propagators are a battle puzzle spread across the Ragnarok rather than eight independent bosses. They come in four colors, and a defeated Propagator only stays gone if the other monster of the same color is defeated before you fight a different color; breaking the sequence causes the previous one to revive. Their individual attacks can hit hard, but they are vulnerable to many statuses and have low enough HP for focused attacks or Limits. Follow the ship route color by color, saving when convenient. Do not alternate colors for normal progression unless you deliberately want repeated encounters for spell-stone farming.

Raijin (1st)

Seifer's disciplinary committee ally. Uses strong physical and thunder attacks.

10 AP
At Level HP MAG STR VIT SPR SPD EVA EXP
1 400 3 32 42 1 10 2 0
10 4,000 13 50 57 3 12 3 0
20 8,000 24 70 75 6 13 3 0
29 11,600 34 88 91 8 15 3 0
Location
Balamb Town
Balamb TownA quiet seaside town connected to the continental railway and used as the Garden's nearest port.
Draw Magic Steal Drop Devour Abilities
Thunder
ThunderDeals weak Lightning-elemental damage to one target.
, Thundara
ThundaraDeals moderate Lightning-elemental damage to one target.
, Shell
ShellApplies Shell status to one target.
, Protect
ProtectApplies Protect status to one target.
Str Up
Str UpPermanently raises Str by 1.
Str Up
Str UpPermanently raises Str by 1.
Couldn't Devour!Raijin Special
Raijin SpecialInflicts critical non-elemental physical damage to one opponent.
, Fist
FistInflicts non-elemental physical damage.
, Hi-Potion
Hi-PotionEnemy uses Hi-Potion to restore HP.
, Strike
StrikeInflicts non-elemental physical damage to one opponent.
Defenses
-
Weaknesses
-
Absorption
Thunder
No Effect
-
Strategy
Raijin's first boss encounter is dominated by physical damage, and Thunder should never be used because he absorbs it. Protect and Darkness both reduce the danger substantially, while his human status vulnerabilities give you several ways to control the fight if your junctions are weak. When soldiers accompany him, remove them first so you are not absorbing extra attacks while concentrating on Raijin's larger HP pool. His offense is direct rather than complicated, so the fight rewards simple mitigation and focus fire. Save Wind and Thunder magic for other targets and use neutral physical damage instead.

Raijin (2nd Time)

Raijin's second battle, fought alongside Fujin at Balamb Hotel.

10 AP
At Level HP MAG STR VIT SPR SPD EVA EXP
1 400 3 32 42 1 10 2 0
10 4,000 13 50 57 3 12 3 0
20 8,000 24 70 75 6 13 3 0
29 11,600 34 88 91 8 15 3 0
Location
Balamb Town
Balamb TownA quiet seaside town connected to the continental railway and used as the Garden's nearest port.
Draw Magic Steal Drop Devour Abilities
Thunder
ThunderDeals weak Lightning-elemental damage to one target.
, Thundara
ThundaraDeals moderate Lightning-elemental damage to one target.
, Shell
ShellApplies Shell status to one target.
, Protect
ProtectApplies Protect status to one target.
Str Up
Str UpPermanently raises Str by 1.
Str Up
Str UpPermanently raises Str by 1.
Couldn't Devour!Strike
StrikeInflicts non-elemental physical damage to one opponent.
, Fist
FistInflicts non-elemental physical damage.
, Hi-Potion
Hi-PotionEnemy uses Hi-Potion to restore HP.
, Raijin Special
Raijin SpecialInflicts critical non-elemental physical damage to one opponent.
Defenses
-
Weaknesses
-
Absorption
Thunder
No Effect
-
Strategy
Raijin's second encounter is the Balamb Hotel battle fought alongside Fujin. He now uses Raijin Special, a much stronger physical attack that cannot miss, so Blind only shuts down his normal strikes rather than eliminating his offense. Protect is the most reliable way to soften his damage, while Thunder should be avoided because he absorbs it. He can also use a Hi-Potion after his HP is reduced, so sustained damage is preferable to giving him time to recover. Fujin is the more important utility target because Pandemona can be Drawn from her in this fight; secure the GF before finishing her. Once Pandemona is obtained, concentrate on one boss at a time and keep HP high enough to survive Raijin Special.

Raijin (3rd Time)

Raijin's final battle, fought alongside Fujin at Lunatic Pandora.

10 AP
At Level HP MAG STR VIT SPR SPD EVA EXP
1 5,400 3 32 52 1 30 2 0
10 9,000 13 53 69 3 32 3 0
20 13,000 24 75 88 6 33 3 0
30 17,000 36 98 106 8 35 4 0
40 21,000 47 120 125 11 37 4 0
44 22,600 51 129 132 12 37 4 0
Location
Lunatic Pandora
Lunatic PandoraA colossal mobile excavation structure containing the Crystal Pillar that directs the Lunar Cry.
Draw Magic Steal Drop Devour Abilities
Thunder
ThunderDeals weak Lightning-elemental damage to one target.
, Thundara
ThundaraDeals moderate Lightning-elemental damage to one target.
, Thundaga
ThundagaDeals moderate Lightning-elemental damage to one target.
, Shell
ShellApplies Shell status to one target.
, Protect
ProtectApplies Protect status to one target.
Power Wrist
Power WristTeaches Str+40% to one GF.
, Str Up
Str UpPermanently raises Str by 1.
Str Up
Str UpPermanently raises Str by 1.
Couldn't Devour!Strike
StrikeInflicts non-elemental physical damage to one opponent.
, Fist
FistInflicts non-elemental physical damage.
, Aura
AuraApplies Aura status to one target.
, Raijin Special
Raijin SpecialInflicts critical non-elemental physical damage to one opponent.
Defenses
-
Weaknesses
-
Absorption
Thunder
No Effect
-
Strategy
Raijin's third and final encounter at Lunatic Pandora is more dangerous than the Balamb version because he can cast Aura on himself, greatly increasing the threat of his physical attacks and allowing repeated use of Raijin Special. He still absorbs Thunder and is weak to Poison, while Darkness, Sleep, and Slow can substantially reduce his pressure; Doomtrain is especially effective against both him and Fujin. Protect is useful against his physical damage, and at higher levels Thundaga joins Thundara, Shell, and Protect in his Draw list. If you are farming items, his multiple Str Up drops are generally more valuable than Mugging the Power Wrist. Focus one member of the pair down quickly so Fujin cannot continue supporting him while Aura is active.

Raldo

A small rolling monster used by Granaldo as support.

2 AP
At Level HP MAG STR VIT SPR SPD EVA EXP
1 111 2 2 32 57 30 0 50
10 265 22 8 54 74 32 0 140
19 540 43 16 78 94 33 1 230
30 925 65 23 102 113 35 1 340
40 1,420 86 30 125 132 37 1 440
50 2,025 107 37 149 151 38 2 540
60 2,740 128 44 173 171 40 2 640
70 3,565 149 51 197 190 42 2 740
80 4,500 170 58 220 209 43 3 840
90 5,545 191 65 244 228 45 3 940
100 6,700 212 72 268 248 47 3 1,040
Location
Balamb Garden Training Center
Balamb Garden Training CenterA jungle-like combat area inside Balamb Garden containing live monsters and the secluded Secret Area.
Draw Magic Steal Drop Devour Abilities
Fire
FireDeals weak Fire-elemental damage to one target.
, Thunder
ThunderDeals weak Lightning-elemental damage to one target.
, Protect
ProtectApplies Protect status to one target.
Wizard Stone
Wizard StoneHigh-tier magic stone used for third-tier magic refinement.
Wizard Stone
Wizard StoneHigh-tier magic stone used for third-tier magic refinement.
Couldn't Devour!Roll Attack
Roll AttackInflicts critical non-elemental physical damage to one opponent.
, Claw
ClawInflicts non-elemental physical damage.
Defenses
-
Weaknesses
-
Absorption
-
No Effect
-
Strategy
Raldos are support enemies rather than the real boss of the encounter. Their individual attacks are weak, but three of them acting around Granaldo create unnecessary chip damage and can slow the fight if you leave them all active. Clear the Raldos with multi-target damage or focus them one at a time while Granaldo is under Sleep. There is no need to spend rare items or advanced magic on them; the entire point is to remove the extra actions so the central monster can be handled safely. Once only Granaldo remains, heal or Draw at your leisure before finishing.

Red Giant

A heavily armored giant guardian with very high physical defense.

30 AP
At Level HP MAG STR VIT SPR SPD EVA EXP
1 30,000 2 26 255 255 4 0 0
10 30,000 3 44 255 255 5 0 0
20 30,000 5 63 255 255 7 1 0
30 30,000 8 82 255 255 7 1 0
40 30,000 7 101 255 255 9 1 0
50 30,000 9 119 255 255 10 2 0
56 30,000 9 123 255 255 11 2 0
Location
Ultimecia Castle
Ultimecia CastleUltimecia's immense castle in the compressed future, filled with sealed commands, eight guardian bosses, puzzles, and the final battle.
Draw Magic Steal Drop Devour Abilities
Demi
DemiDeals damage equal to 25% of one target's current HP.
-Diamond Armor
Diamond ArmorTeaches GFHP+40% to one GF.
Couldn't Devour!Sword
SwordInflicts non-elemental physical damage.
, Gigantic Sword
Gigantic SwordInflicts non-elemental physical damage to all opponents.
, Lose Sword
Lose SwordRed Giant loses its sword at low HP and changes its attack pattern.
, Punch
PunchInflicts non-elemental physical damage.
, Demi
DemiDeals damage equal to 25% of one target's current HP.
Defenses
-
Weaknesses
-
Absorption
-
No Effect
-
Strategy
Red Giant's enormous Vitality makes unmodified physical attacks look nearly useless, but the defense can be bypassed rather than fought through. Meltdown or Doomtrain inflicts Vit 0 and immediately turns normal attacks and Limit Breaks into viable damage, while Demi and other Gravity effects are also effective because Red Giant is susceptible to percentage damage. Darkness is valuable against its powerful physical swings, and Protect provides another layer of safety. Draw Pandemona before the kill if she was missed earlier. Once Red Giant is low on HP its attack pattern becomes more dangerous, so avoid lingering after the defense has been broken.

Right Orb

The right control orb on NORG's pod.

0 AP
At Level HP MAG STR VIT SPR SPD EVA EXP
1 57 4 11 255 255 21 0 0
10 685 22 27 255 255 29 0 0
20 1,810 42 43 255 255 58 1 0
27 2,865 56 55 255 255 65 1 0
Location
Balamb Garden
Balamb GardenA mobile military academy and SeeD headquarters where Squall trains, receives missions, and repeatedly returns between major story events.
Draw Magic Steal Drop Devour Abilities
Dispel
DispelRemoves positive statuses such as Aura, Double, Float, Haste, Protect, Reflect, Regen, Shell, and Triple.
, Confuse
ConfuseInflicts Confuse status on one target.
, Slow
SlowInflicts Slow status on one target.
Spr Up
Spr UpPermanently raises Spr by 1.
-Couldn't Devour!Dispel
DispelRemoves positive statuses such as Aura, Double, Float, Haste, Protect, Reflect, Regen, Shell, and Triple.
, Silence
SilenceInflicts Silence status on one target.
, Slow
SlowInflicts Slow status on one target.
Defenses
-
Weaknesses
-
Absorption
-
No Effect
-
Strategy
The Right Orb follows the same color cycle as the Left Orb but emphasizes status magic rather than direct elemental damage. Hit it whenever it approaches red so Sleep, Silence, Blind, and Confuse do not begin interrupting the party's commands. Mug it before the fight ends if possible, because it can provide Spr Ups and the orb cannot be farmed after NORG is defeated. Do not attempt to kill it; its HP recovery makes that a dead end. The best use of each turn is either resetting its color, taking the stat item, or damaging the Pod/NORG.

Right Probe

The right support unit for Mobile Type 8.

0 AP
At Level HP MAG STR VIT SPR SPD EVA EXP
1 5,100 9 12 255 255 50 15 0
10 6,000 54 24 255 255 53 19 0
20 7,000 54 37 255 255 53 19 0
30 8,000 77 50 255 255 55 20 0
40 9,000 100 62 255 255 57 22 0
41 9,100 102 64 255 255 57 22 0
Location
Lunatic Pandora
Lunatic PandoraA colossal mobile excavation structure containing the Crystal Pillar that directs the Lunar Cry.
Draw Magic Steal Drop Devour Abilities
Fire
FireDeals weak Fire-elemental damage to one target.
, Fira
FiraDeals moderate Fire-elemental damage to one target.
, Firaga
FiragaDeals moderate Fire-elemental damage to one target.
, Thunder
ThunderDeals weak Lightning-elemental damage to one target.
, Thundara
ThundaraDeals moderate Lightning-elemental damage to one target.
, Thundaga
ThundagaDeals moderate Lightning-elemental damage to one target.
, Blizzard
BlizzardDeals weak Ice-elemental damage to one target.
, Blizzara
BlizzaraDeals moderate Ice-elemental damage to one target.
, Blizzaga
BlizzagaDeals moderate Ice-elemental damage to one target.
Str Up
Str UpPermanently raises Str by 1.
-Couldn't Devour!Homing Laser
Homing LaserInflicts non-elemental magical damage as a counterattack while support units are away.
, Spin Bash
Spin BashInflicts non-elemental physical damage to one opponent.
, Twin Homing Laser
Twin Homing LaserInflicts non-elemental magical damage as a counterattack when support units are attached.
Defenses
-
Weaknesses
Thunder
Absorption
-
No Effect
-
Strategy
The Right Probe should be handled like the Left Probe: treat it as a source of a valuable stat item, not as the main objective. Mugging can yield Str Ups, which are worth the extra command before finishing Mobile Type 8. Its enormous defenses make sustained damage inefficient, and attacking a Probe during Support Mode can trigger Homing Laser counters. Keep your attention on the main body's mode changes, especially the Corona-to-Megiddo Flame sequence, and use the Probe only for the steal. Once the Str Up is secured, stop targeting it and concentrate on ending the central boss.

Rinoa

Rinoa is attached to Adel during the battle and must be kept alive.

0 AP
At Level HP MAG STR VIT SPR SPD EVA EXP
1 6,021 65 4 1 1 20 0 0
10 6,300 83 7 1 2 20 1 0
20 6,800 102 10 1 3 20 1 0
30 7,500 122 13 1 4 20 2 0
40 8,400 141 15 1 6 20 2 0
46 9,036 152 17 1 6 20 2 0
Location
Lunatic Pandora
Lunatic PandoraA colossal mobile excavation structure containing the Crystal Pillar that directs the Lunar Cry.
Draw Magic Steal Drop Devour Abilities
Esuna
EsunaRemoves most common negative statuses and Vit0 from one target.
, Dispel
DispelRemoves positive statuses such as Aura, Double, Float, Haste, Protect, Reflect, Regen, Shell, and Triple.
, Regen
RegenApplies Regen status to one target.
Megalixir
MegalixirFully restores HP to all allies and removes most statuses.
-Couldn't Devour!-
Defenses
-
Weaknesses
-
Absorption
-
No Effect
-
Strategy
Rinoa is not an enemy to defeat in the Adel battle; her survival is the victory condition. Adel repeatedly drains HP from her, so Regen is the most efficient maintenance and Recover or direct healing can cover any sudden deficit. You can Mug Rinoa for eight Megalixirs, but use a character with low Strength because Mug also deals physical damage and an accidental KO causes an immediate Game Over. Protect and Shell can also be placed on her if you want extra insurance. Most importantly, never target the field with multi-target attacks while Rinoa is attached to Adel.

Seifer (1st)

Squall's rival and a gunblade user. Fights under Sorceress Edea's command.

0 AP
At Level HP MAG STR VIT SPR SPD EVA EXP
1 176 14 18 82 121 5 2 0
10 525 35 23 97 129 8 3 0
20 1,150 57 28 114 139 10 4 0
Location
Deling City
Deling CityGalbadia's capital, built around a ceremonial arch, government district, shopping arcade, and extensive public transit system.
Draw Magic Steal Drop Devour Abilities
Fire
FireDeals weak Fire-elemental damage to one target.
, Cure
CureRestores a small amount of HP to one target.
, Life
LifeRevives one KO'd target with 12.5% maximum HP.
Hero
HeroMakes one character invincible temporarily.
-Couldn't Devour!Fire
FireDeals weak Fire-elemental damage to one target.
, Fira
FiraDeals moderate Fire-elemental damage to one target.
, Gunblade
GunbladeInflicts non-elemental physical damage to one opponent.
Defenses
-
Weaknesses
-
Absorption
-
No Effect
-
Strategy
The first Seifer duel is fought by Squall alone, but Seifer's offense is modest enough that the battle can be used to stock magic before you finish him. Draw Life or improved Fire/Cure magic if your inventory needs it, and heal by Draw-casting Cure rather than spending items. Reflect or Carbuncle can neutralize much of his spellcasting, though normal attacks are already enough with a reasonable Strength junction. Do not leave Squall at dangerously low HP simply because Seifer seems easy; Edea follows as the real boss, and entering that battle healthy saves an immediate recovery turn.

Seifer (2nd Time)

Seifer fights again as Edea's knight.

0 AP
At Level HP MAG STR VIT SPR SPD EVA EXP
1 1,300 27 31 14 136 31 2 0
10 4,000 46 48 32 145 39 3 0
20 7,000 67 66 52 154 48 4 0
30 10,000 88 83 72 164 57 4 0
31 10,300 90 85 74 165 58 4 0
Location
Galbadia Garden
Galbadia GardenA Garden academy allied with the Galbadian government, initially visited for new orders and later converted into Seifer's mobile stronghold.
Draw Magic Steal Drop Devour Abilities
Fire
FireDeals weak Fire-elemental damage to one target.
, Fira
FiraDeals moderate Fire-elemental damage to one target.
, Firaga
FiragaDeals moderate Fire-elemental damage to one target.
, Thunder
ThunderDeals weak Lightning-elemental damage to one target.
, Thundara
ThundaraDeals moderate Lightning-elemental damage to one target.
, Thundaga
ThundagaDeals moderate Lightning-elemental damage to one target.
, Dispel
DispelRemoves positive statuses such as Aura, Double, Float, Haste, Protect, Reflect, Regen, Shell, and Triple.
, Haste
HasteApplies Haste status to one target.
Mega Phoenix
Mega PhoenixRevives all KO'd allies and restores 12.5 percent max HP.
Mega-Potion
Mega-PotionRestores 1,000 HP to all characters.
Couldn't Devour!Fira
FiraDeals moderate Fire-elemental damage to one target.
, Demon Slice
Demon SliceInflicts non-elemental physical damage to one opponent.
, Firaga
FiragaDeals moderate Fire-elemental damage to one target.
, Gunblade
GunbladeInflicts non-elemental physical damage to one opponent.
, Hi-Potion
Hi-PotionEnemy uses Hi-Potion to restore HP.
, Remedy
RemedyEnemy uses Remedy to remove negative statuses.
Defenses
-
Weaknesses
-
Absorption
-
No Effect
-
Strategy
The second Seifer fight is his first substantial upgrade. He uses stronger elemental magic and begins relying on Demon Slice once enough HP has been lost, so Protect is a useful baseline defense. Haste can be Drawn from him and cast on your own party, turning his spell list into an advantage. Poison also works well if you want passive damage, but strong physical attacks are enough with good junctions. Mug before finishing if you want his encounter-specific item. Keep the party healthy because this fight sits inside a longer Galbadia Garden boss sequence rather than being an isolated duel.

Seifer (3rd Time)

Seifer's third major duel, fought before Edea's second battle.

0 AP
At Level HP MAG STR VIT SPR SPD EVA EXP
1 1,200 27 16 81 131 9 4 0
10 3,000 47 34 90 139 18 5 0
20 5,000 68 52 101 148 28 6 0
30 7,000 90 70 111 158 37 8 0
32 7,400 94 73 113 159 39 8 0
Location
Galbadia Garden
Galbadia GardenA Garden academy allied with the Galbadian government, initially visited for new orders and later converted into Seifer's mobile stronghold.
Draw Magic Steal Drop Devour Abilities
Fire
FireDeals weak Fire-elemental damage to one target.
, Fira
FiraDeals moderate Fire-elemental damage to one target.
, Firaga
FiragaDeals moderate Fire-elemental damage to one target.
, Thunder
ThunderDeals weak Lightning-elemental damage to one target.
, Thundara
ThundaraDeals moderate Lightning-elemental damage to one target.
, Thundaga
ThundagaDeals moderate Lightning-elemental damage to one target.
, Dispel
DispelRemoves positive statuses such as Aura, Double, Float, Haste, Protect, Reflect, Regen, Shell, and Triple.
, Haste
HasteApplies Haste status to one target.
Hero
HeroMakes one character invincible temporarily.
, Holy War
Holy WarMakes the full party invincible temporarily.
Hero
HeroMakes one character invincible temporarily.
, Holy War
Holy WarMakes the full party invincible temporarily.
Couldn't Devour!Firaga
FiragaDeals moderate Fire-elemental damage to one target.
, Bloodfest
BloodfestInflicts non-elemental physical damage to all opponents; becomes more frequent at lower HP.
, Fira
FiraDeals moderate Fire-elemental damage to one target.
, Gunblade
GunbladeInflicts non-elemental physical damage to one opponent.
Defenses
-
Weaknesses
-
Absorption
-
No Effect
-
Strategy
Seifer's third encounter is a short prelude to the second Edea fight, so the goal is to strip him of anything useful and move on. Mugging can yield a Hero or Holy War depending on the version/slot, making the steal more valuable than the battle reward itself. He remains vulnerable to status effects such as Sleep and Darkness, and Protect cuts the damage from his physical sword techniques. Do not exhaust your healing or Aura stock here; Edea's Maelstrom and high-level magic are the real test immediately afterward. Once the Mug is secured, concentrated physical damage ends Seifer quickly.

Seifer (4th Time)

Seifer's final duel before Adel is released.

0 AP
At Level HP MAG STR VIT SPR SPD EVA EXP
1 3,700 9 38 101 121 46 0 0
10 10,000 52 56 105 125 48 1 0
20 17,000 94 76 111 131 50 1 0
30 24,000 132 96 116 136 152 2 0
40 31,000 164 115 122 142 154 2 0
45 34,500 179 124 125 145 155 2 0
Location
Lunatic Pandora
Lunatic PandoraA colossal mobile excavation structure containing the Crystal Pillar that directs the Lunar Cry.
Draw Magic Steal Drop Devour Abilities
Fire
FireDeals weak Fire-elemental damage to one target.
, Fira
FiraDeals moderate Fire-elemental damage to one target.
, Firaga
FiragaDeals moderate Fire-elemental damage to one target.
, Thunder
ThunderDeals weak Lightning-elemental damage to one target.
, Thundara
ThundaraDeals moderate Lightning-elemental damage to one target.
, Thundaga
ThundagaDeals moderate Lightning-elemental damage to one target.
, Blizzard
BlizzardDeals weak Ice-elemental damage to one target.
, Blizzara
BlizzaraDeals moderate Ice-elemental damage to one target.
, Blizzaga
BlizzagaDeals moderate Ice-elemental damage to one target.
, Aura
AuraApplies Aura status to one target.
Hero
HeroMakes one character invincible temporarily.
, Holy War
Holy WarMakes the full party invincible temporarily.
Hero
HeroMakes one character invincible temporarily.
, Holy War
Holy WarMakes the full party invincible temporarily.
Couldn't Devour!Bloodfest
BloodfestInflicts non-elemental physical damage to all opponents; becomes more frequent at lower HP.
, Firaga
FiragaDeals moderate Fire-elemental damage to one target.
, Flare
FlareDeals heavy non-elemental damage to one target.
, Gunblade
GunbladeInflicts non-elemental physical damage to one opponent.
Defenses
-
Weaknesses
-
Absorption
-
No Effect
-
Strategy
The final Seifer fight is a good place to stock Aura if you are short, because he carries the spell and the difficult endgame encounters are close. If Odin was obtained earlier, the battle also triggers the scripted sequence in which Seifer defeats Odin and Gilgamesh eventually replaces him; this is not something you need to prevent. Seifer's Bloodfest and stronger sword attacks become more dangerous at low HP, so Protect helps while you Draw. Mug his Hero/Holy War-class reward if desired, then use Meltdown, Aura, or concentrated physical damage to end the fight before he gets repeated low-HP turns.

Sorceress (1)

A sorceress from time compression, one of the successive sorceresses before Ultimecia.

0 AP
At Level HP MAG STR VIT SPR SPD EVA EXP
45 3,390 202 73 10 1 50 2 0
Location
Commencement Room
Commencement RoomA surreal transitional chamber where the party battles a succession of sorceresses from different eras.
Draw Magic Steal Drop Devour Abilities
Fire
FireDeals weak Fire-elemental damage to one target.
, Thunder
ThunderDeals weak Lightning-elemental damage to one target.
, Blizzard
BlizzardDeals weak Ice-elemental damage to one target.
--Couldn't Devour!Aero
AeroDeals moderate Wind-elemental damage to one target.
, Blizzara
BlizzaraDeals moderate Ice-elemental damage to one target.
, Dispel
DispelRemoves positive statuses such as Aura, Double, Float, Haste, Protect, Reflect, Regen, Shell, and Triple.
, Esuna
EsunaRemoves most common negative statuses and Vit0 from one target.
, Fira
FiraDeals moderate Fire-elemental damage to one target.
, Fire
FireDeals weak Fire-elemental damage to one target.
, Reflect
ReflectApplies Reflect status to one target.
, Telekinesis
TelekinesisInflicts non-elemental physical damage to one opponent.
, Thundara
ThundaraDeals moderate Lightning-elemental damage to one target.
, Thunder
ThunderDeals weak Lightning-elemental damage to one target.
Defenses
-
Weaknesses
-
Absorption
-
No Effect
-
Strategy
This phase opens the time-compression gauntlet rather than functioning like a conventional boss fight. The first Sorceress type appears repeatedly, with replacements entering as each one falls, so concentrate damage on one target instead of spreading attacks across the field. Their offense is still modest compared with the later forms, making this a good place to stabilize HP and avoid wasting rare recovery items or Aura Stones. Use strong physical attacks or efficient single-target magic, and enter each replacement with the party healthy because the stronger Sorceress variants arrive without a real break.

Sorceress (2)

A stronger sorceress from time compression.

0 AP
At Level HP MAG STR VIT SPR SPD EVA EXP
45 4,496 176 98 10 1 40 2 0
Location
Commencement Room
Commencement RoomA surreal transitional chamber where the party battles a succession of sorceresses from different eras.
Draw Magic Steal Drop Devour Abilities
Fira
FiraDeals moderate Fire-elemental damage to one target.
, Thundara
ThundaraDeals moderate Lightning-elemental damage to one target.
, Blizzara
BlizzaraDeals moderate Ice-elemental damage to one target.
--Couldn't Devour!Double
DoubleApplies Double status to one target.
, Esuna
EsunaRemoves most common negative statuses and Vit0 from one target.
, Flare
FlareDeals heavy non-elemental damage to one target.
, Meltdown
MeltdownDeals moderate non-elemental damage and inflicts Vit0 on one target.
, Meteor
MeteorDeals 10 moderate non-elemental hits to random opponents.
, Quake
QuakeDeals heavy Earth-elemental ground-based damage to all enemies.
, Reflect
ReflectApplies Reflect status to one target.
, Telekinesis
TelekinesisInflicts non-elemental physical damage to one opponent.
, Thundaga
ThundagaDeals moderate Lightning-elemental damage to one target.
Defenses
-
Weaknesses
-
Absorption
-
No Effect
-
Strategy
The second Sorceress type is the dangerous middle stretch of the time-compression sequence. These versions use stronger magic, including attacks such as Quake and Meteor, so entering a new wave at low HP can turn an otherwise simple battle into a sudden wipe. Keep the party topped off, use Shell or elemental defense if your setup is fragile, and continue removing one Sorceress at a time so the number of active casters stays low. There is little reason to stall here; save your most valuable resources for the final Sorceress, but use enough damage to prevent repeated high-level spell casts.

Sorceress (3)

The final and strongest time-compression sorceress before Ultimecia's castle.

0 AP
At Level HP MAG STR VIT SPR SPD EVA EXP
45 32,500 267 125 119 30 50 2 0
Location
Commencement Room
Commencement RoomA surreal transitional chamber where the party battles a succession of sorceresses from different eras.
Draw Magic Steal Drop Devour Abilities
Firaga
FiragaDeals moderate Fire-elemental damage to one target.
, Thundaga
ThundagaDeals moderate Lightning-elemental damage to one target.
, Blizzaga
BlizzagaDeals moderate Ice-elemental damage to one target.
, Flare
FlareDeals heavy non-elemental damage to one target.
--Couldn't Devour!Meteor
MeteorDeals 10 moderate non-elemental hits to random opponents.
, Ultima
UltimaDeals very heavy non-elemental damage to all enemies.
, 5
5Counts down to Ultima.
, 4
4Counts down to Ultima.
, 3
3Counts down to Ultima.
, 2
2Counts down to Ultima.
, 1
1Counts down to Ultima.
, Creepy Touch
Creepy TouchInflicts critical non-elemental physical damage as a counterattack.
Defenses
-
Weaknesses
-
Absorption
-
No Effect
-
Strategy
The last Sorceress is substantially tougher than the earlier time-compression forms and is the point where the encounter becomes a real boss fight. She counters attacks, so many weak hits create more danger than a smaller number of high-damage actions. Use your best junctioned physical attacks, Limit Breaks, or other concentrated damage and keep the party healed above the range where a counter or high-level spell can finish someone unexpectedly. Meltdown is useful if available because lowering Vitality makes each physical action count for more. Once this form falls, the sequence ends and the party proceeds toward Ultimecia's Castle.

Sorceress Adel

Esthar's former ruler, released by Ultimecia and regaining strength.

0 AP
At Level HP MAG STR VIT SPR SPD EVA EXP
1 6,000 59 46 32 42 35 0 0
10 15,000 78 64 47 61 40 1 0
20 25,000 98 83 65 82 44 1 0
30 35,000 118 101 82 103 49 2 0
40 45,000 137 120 100 124 53 2 0
46 51,000 148 131 110 136 56 2 0
Location
Lunatic Pandora
Lunatic PandoraA colossal mobile excavation structure containing the Crystal Pillar that directs the Lunar Cry.
Draw Magic Steal Drop Devour Abilities
Fire
FireDeals weak Fire-elemental damage to one target.
, Fira
FiraDeals moderate Fire-elemental damage to one target.
, Firaga
FiragaDeals moderate Fire-elemental damage to one target.
, Thunder
ThunderDeals weak Lightning-elemental damage to one target.
, Thundara
ThundaraDeals moderate Lightning-elemental damage to one target.
, Thundaga
ThundagaDeals moderate Lightning-elemental damage to one target.
, Blizzard
BlizzardDeals weak Ice-elemental damage to one target.
, Blizzara
BlizzaraDeals moderate Ice-elemental damage to one target.
, Blizzaga
BlizzagaDeals moderate Ice-elemental damage to one target.
Samantha Soul
Samantha SoulTeaches SumMag+40% to one GF.
-Couldn't Devour!Magical powers are concentrated on Adel!
Magical powers are concentrated on Adel!Adel charges magical power before casting Ultima.
, Energy Bomber
Energy BomberInflicts critical non-elemental physical damage to one opponent.
, Drain
DrainDrains HP from one target and transfers it to the caster.
, Flare
FlareDeals heavy non-elemental damage to one target.
, Holy
HolyDeals heavy Holy-elemental damage to one target.
, Meteor
MeteorDeals 10 moderate non-elemental hits to random opponents.
, Quake
QuakeDeals heavy Earth-elemental ground-based damage to all enemies.
, Ultima
UltimaDeals very heavy non-elemental damage to all enemies.
Defenses
-
Weaknesses
-
Absorption
-
No Effect
-
Strategy
Adel's real mechanic is Rinoa: if Rinoa dies, the battle is lost immediately. Do not use GFs, multi-target magic, or Limits with unpredictable area finishers, because Rinoa is treated as a second target and can be killed by your own offense. Draw-cast Regen from Rinoa onto Rinoa at the start, then heal her whenever Adel's repeated HP drain outpaces it. Meltdown on Adel makes single-target physical damage much more efficient. Mug Adel for a Samantha Soul if desired, but keep the attack controlled; Meteor, Flare, Holy, and the telegraphed Ultima are dangerous enough without adding friendly fire.

Sphinxaur/Sphinxara

The first guardian of Ultimecia Castle. It transforms into Sphinxara during battle.

30 AP
At Level HP MAG STR VIT SPR SPD EVA EXP
1 10,000 3 4 8 61 6 0 0
10 10,000 12 18 8 69 10 1 0
20 10,000 22 33 9 79 14 1 0
30 10,000 32 48 10 87 18 2 0
40 10,000 41 63 10 97 22 2 0
50 10,000 51 78 11 106 26 3 0
60 10,000 61 93 12 115 30 3 0
70 10,000 70 107 12 124 34 4 0
80 10,000 79 121 13 134 38 4 0
90 10,000 88 135 14 142 42 5 0
100 10,000 97 149 14 152 46 5 0
Location
Ultimecia Castle
Ultimecia CastleUltimecia's immense castle in the compressed future, filled with sealed commands, eight guardian bosses, puzzles, and the final battle.
Draw Magic Steal Drop Devour Abilities
Fire
FireDeals weak Fire-elemental damage to one target.
, Fira
FiraDeals moderate Fire-elemental damage to one target.
, Firaga
FiragaDeals moderate Fire-elemental damage to one target.
, Thunder
ThunderDeals weak Lightning-elemental damage to one target.
, Thundara
ThundaraDeals moderate Lightning-elemental damage to one target.
, Thundaga
ThundagaDeals moderate Lightning-elemental damage to one target.
, Cure
CureRestores a small amount of HP to one target.
, Cura
CuraRestores a moderate amount of HP to one target.
, Curaga
CuragaRestores a large amount of HP to one target.
Elixir
ElixirFully restores HP to one target and removes most statuses.
Megalixir
MegalixirFully restores HP to all allies and removes most statuses.
Couldn't Devour!Magic Summon
Magic SummonSummons an additional enemy.
, Blizzaga
BlizzagaDeals moderate Ice-elemental damage to one target.
, Firaga
FiragaDeals moderate Fire-elemental damage to one target.
, Thundaga
ThundagaDeals moderate Lightning-elemental damage to one target.
, Sleep
SleepInflicts Sleep status on one target.
, Slow
SlowInflicts Slow status on one target.
, Zombie
ZombieInflicts Zombie status on one target.
Defenses
-
Weaknesses
-
Absorption
-
No Effect
-
Strategy
Sphinxaur is the first servant encountered in Ultimecia's Castle, where nearly every command has initially been sealed. Because Attack remains available, the intended approach is simply to use strong physical attacks until it changes into Sphinxara. The second form can summon ordinary monsters such as Forbidden, Jelleye, or Tri-Face, but killing the summons is usually unnecessary; continue focusing the boss so the fight does not become cluttered. This encounter is deliberately straightforward and serves mainly to unlock the first sealed ability. Choose that unlock with the remaining castle bosses in mind?Magic, Draw, or Limit Breaks can dramatically change the difficulty of the fights that follow.

Tiamat

A dragon guardian of Ultimecia Castle that uses Dark Flare.

30 AP
At Level HP MAG STR VIT SPR SPD EVA EXP
1 21,200 62 57 81 4 20 0 0
10 32,000 83 75 90 22 20 1 0
20 44,000 105 96 100 42 20 3 0
30 56,000 126 116 110 62 20 4 0
40 68,000 146 136 120 83 23 5 0
50 80,000 166 156 130 103 20 6 0
58 89,600 181 172 138 119 20 7 0
Location
Ultimecia Castle
Ultimecia CastleUltimecia's immense castle in the compressed future, filled with sealed commands, eight guardian bosses, puzzles, and the final battle.
Draw Magic Steal Drop Devour Abilities
Flare
FlareDeals heavy non-elemental damage to one target.
-Status Guard
Status GuardTeaches ST-Def-Jx4 to one GF.
Couldn't Devour!D
DCounts down to Dark Flare.
, Da
DaCounts down to Dark Flare.
, Dar
DarCounts down to Dark Flare.
, Dark F
Dark FCounts down to Dark Flare.
, Dark Fla
Dark FlaCounts down to Dark Flare.
, Dark Flare
Dark FlareInflicts heavy Fire-elemental damage to all opponents.
Defenses
-
Weaknesses
-
Absorption
Fire
No Effect
-
Strategy
Tiamat has only one real offensive plan: it slowly charges Dark Flare, spelling out the attack before unleashing heavy Fire-elemental damage on the entire party. That makes preparation more important than reaction?junction strong Fire resistance to Elem-Def-J, ideally enough to nullify or absorb Fire, and much of the fight becomes harmless. Draw Eden before the kill if the GF was missed earlier, then use Meltdown and concentrated physical or Limit Break damage to finish before several charge cycles complete. Because Dark Flare is telegraphed, there is little reason to gamble with low HP; heal or defend before the final letters complete if your Fire protection is imperfect.

Trauma

A guardian of Ultimecia Castle that creates Dromas to assist it.

30 AP
At Level HP MAG STR VIT SPR SPD EVA EXP
1 5,555 12 2 180 36 36 3 0
10 10,125 35 40 180 36 36 3 0
20 15,250 60 60 180 36 36 3 0
30 20,425 85 80 180 36 36 3 0
40 25,650 110 99 180 36 36 3 0
50 30,925 134 119 180 36 36 3 0
55 34,114 149 130 180 36 36 3 0
Location
Ultimecia Castle
Ultimecia CastleUltimecia's immense castle in the compressed future, filled with sealed commands, eight guardian bosses, puzzles, and the final battle.
Draw Magic Steal Drop Devour Abilities
Meltdown
MeltdownDeals moderate non-elemental damage and inflicts Vit0 on one target.
-Elem Atk
Elem AtkTeaches Elem-Atk-J to one GF.
Couldn't Devour!Create Droma
Create DromaSummons an additional enemy.
, Mega Pulse Cannon
Mega Pulse CannonInflicts defense-ignoring non-elemental magical damage to all opponents.
, Drain
DrainDrains HP from one target and transfers it to the caster.
, Slap
SlapInflicts non-elemental physical damage to one opponent; Adamantoise/Krysta versions can always critical.
Defenses
-
Weaknesses
-
Absorption
-
No Effect
-
Strategy
Trauma continuously creates Dromas and then drains HP from them to sustain itself, so attacking every target on the field is usually counterproductive. Draw Leviathan first if the GF was missed, then Draw or cast Meltdown to strip away Trauma's high defense and concentrate single-target damage on the boss. Avoid killing both Dromas together: when both are gone, Trauma can answer with Mega Pulse Cannon and then recreate its helpers, adding danger without moving the fight forward. A single surviving Droma is therefore useful as a harmless HP battery while you finish Trauma. Strong physical attacks or Limit Breaks work well once Vit 0 is applied.

Tri-Point

A guardian of Ultimecia Castle that uses lightning attacks and counters.

30 AP
At Level HP MAG STR VIT SPR SPD EVA EXP
1 2,400 4 5 101 1 26 0 0
10 6,000 27 24 105 2 31 1 0
20 10,000 53 45 111 3 45 1 0
30 14,000 78 66 116 4 40 2 0
40 18,000 103 86 122 5 44 2 0
50 22,000 128 107 127 6 48 3 0
51 22,400 131 108 128 6 48 3 0
Location
Ultimecia Castle
Ultimecia CastleUltimecia's immense castle in the compressed future, filled with sealed commands, eight guardian bosses, puzzles, and the final battle.
Draw Magic Steal Drop Devour Abilities
Haste
HasteApplies Haste status to one target.
, Tornado
TornadoDeals moderate Wind-elemental damage to all enemies.
, Blind
BlindInflicts Darkness status on one target.
-Rocket Engine
Rocket EngineTeaches Spd+40% to one GF.
Couldn't Devour!Mega Spark
Mega SparkInflicts defense-ignoring Thunder-elemental damage as a counterattack.
, Claw
ClawInflicts non-elemental physical damage.
, Onrush
OnrushInflicts critical non-elemental physical damage to one opponent.
, Scan
ScanDisplays one enemy's HP, weaknesses, and in-game description.
Defenses
-
Weaknesses
-
Absorption
-
No Effect
-
Strategy
Tri-Point is built around its counterattack rather than its normal turns. It is extremely weak to either Fire or Ice, and attacking with anything other than its current weakness can trigger Mega Spark, a heavy party-wide Lightning attack that ignores Spirit. Scan reveals which element is presently effective; alternate Fire and Ice as required, or make the gimmick irrelevant by junctioning enough Thunder magic to Elem-Def-J to nullify or absorb Lightning. If Tri-Point Scans a character, Onrush is likely to target that character next, so use Protect or finish the boss first. Draw Siren before the kill if she was missed earlier.

Wedge (1st)

Biggs's subordinate Galbadian soldier during the Dollet operation.

0 AP
At Level HP MAG STR VIT SPR SPD EVA EXP
1 416 3 7 23 33 5 1 0
10 640 11 14 29 37 6 2 0
Location
Dollet Communications Tower
Dollet Communications TowerA mountaintop transmission facility seized by Galbadian forces during the Dollet operation.
Draw Magic Steal Drop Devour Abilities
Fire
FireDeals weak Fire-elemental damage to one target.
, Thunder
ThunderDeals weak Lightning-elemental damage to one target.
, Blizzard
BlizzardDeals weak Ice-elemental damage to one target.
, Cure
CureRestores a small amount of HP to one target.
-Cottage
CottageFully restores HP and status to all characters and GFs.
Couldn't Devour!Fire
FireDeals weak Fire-elemental damage to one target.
, Sword Slash
Sword SlashInflicts non-elemental physical damage to one opponent.
Defenses
-
Weaknesses
-
Absorption
-
No Effect
-
Strategy
Wedge enters after Biggs has had a few turns, turning the encounter into a two-target skirmish before Elvoret arrives. Neither officer is especially dangerous, so eliminate Biggs first if he is already damaged and then finish Wedge with normal attacks. The real reason to stay disciplined is the battle immediately afterward: Siren is missable from Elvoret, and Storm Breath is a much more meaningful threat than anything Wedge does. Heal before landing the final blow if necessary, and do not burn through useful Cure stock simply to end this phase a turn sooner.

Wedge (2nd Time)

Biggs's subordinate, encountered again in D-District Prison.

0 AP
At Level HP MAG STR VIT SPR SPD EVA EXP
1 1,416 4 7 23 33 5 1 0
10 1,640 14 18 29 37 6 2 0
20 2,040 26 30 36 42 6 2 0
22 2,139 28 32 37 43 7 3 0
Location
D-District Prison
D-District PrisonA Galbadian desert prison built as stacked circular floors around a mechanism that raises and lowers the structure.
Draw Magic Steal Drop Devour Abilities
Fire
FireDeals weak Fire-elemental damage to one target.
, Fira
FiraDeals moderate Fire-elemental damage to one target.
, Shell
ShellApplies Shell status to one target.
, Protect
ProtectApplies Protect status to one target.
, Reflect
ReflectApplies Reflect status to one target.
Strength Love
Strength LoveTeaches Str+20% to one GF.
Remedy
RemedyCures most status ailments.
Couldn't Devour!Wedge is pissed!
Wedge is pissed!Wedge increases Strength and Magic at low HP.
, Fire
FireDeals weak Fire-elemental damage to one target.
, Sword Slash
Sword SlashInflicts non-elemental physical damage to one opponent.
Defenses
-
Weaknesses
-
Absorption
-
No Effect
-
Strategy
Wedge's second appearance is another low-threat human fight, but Mug can produce a Strength Love, making him worth checking before the knockout. Once Biggs is down, Wedge is easy to control with normal attacks and basic healing, so there is little pressure to rush unless the Missile Base sequence has gone badly. Do not spend strong magic or long GF animations on him when a tougher boss waits outside. If your party is short on HP, use the end of this battle to recover before delivering the final hit rather than opening the next encounter in poor condition.

X-ATM092

A Galbadian spider-like mobile weapon that pursues the SeeD candidates.

50 AP
At Level HP MAG STR VIT SPR SPD EVA EXP
1 5,072 2 13 50 12 8 0 0
10 5,770 9 22 51 15 9 0 0
Location
Dollet
DolletAn independent coastal city invaded by Galbadia during the SeeD field examination.
, Dollet Communications Tower
Dollet Communications TowerA mountaintop transmission facility seized by Galbadian forces during the Dollet operation.
Draw Magic Steal Drop Devour Abilities
Fire
FireDeals weak Fire-elemental damage to one target.
, Blizzard
BlizzardDeals weak Ice-elemental damage to one target.
, Cure
CureRestores a small amount of HP to one target.
, Protect
ProtectApplies Protect status to one target.
-Orihalcon
OrihalconTeaches Vit+40% to one GF.
, Power Wrist
Power WristTeaches Str+40% to one GF.
, Hypno Crown
Hypno CrownTeaches Mag+40% to one GF.
, Force Armlet
Force ArmletTeaches Spr+40% to one GF.
Couldn't Devour!Ray-Bomb
Ray-BombInflicts non-elemental magical damage to all opponents.
, Leg Strike
Leg StrikeInflicts non-elemental physical damage.
, Repairing x%
Repairing x%X-ATM092 displays repair progress while knocked down.
, Arm Crush
Arm CrushInflicts non-elemental physical damage to one opponent.
, Clash
ClashInflicts non-elemental physical damage to all opponents.
Defenses
-
Weaknesses
Thunder
Absorption
-
No Effect
-
Strategy
X-ATM092 is a pursuit encounter, and the intended goal is to disable it rather than stand still and grind through repeated repairs. Thunder is the best element, and enough damage will force the machine into a repair animation that creates the opportunity to escape. In most encounters, take that opening and keep moving toward the beach; the evacuation timer and SeeD evaluation make clean progress more valuable than a prolonged fight. Destroying X-ATM092 permanently is possible in the appropriate encounter, but it requires enough damage to overcome its repair cycle, so attempt that only if the party is deliberately built for it.

Enemy Properties

Enemy/Boss Name & Description

The enemy's name and a brief description of its characteristics, behavior, or role in the game.

Level

The enemy level or level range at which the listed HP, attributes, EXP, Draw Magic, Steal, and Drop data apply. Many enemies become stronger and provide different rewards as their level increases.

AP

The amount of Ability Points awarded after the enemy is defeated. AP is used by equipped Guardian Forces to learn abilities.

HP

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

Magic (MAG)

The enemy's Magic stat, which affects the power of its magical attacks and other magic-based abilities.

Strength (STR)

The enemy's Strength stat, which affects the damage dealt by its physical attacks.

Vitality (VIT)

The enemy's Vitality stat, which reduces the damage it receives from physical attacks.

Spirit (SPR)

The enemy's Spirit stat, which reduces the damage it receives from magical attacks.

Speed (SPD)

The enemy's Speed stat, which affects how quickly it can take actions during battle.

Evasion (EVA)

The enemy's Evasion stat, which affects its chance of avoiding physical attacks.

EXP

The amount of experience awarded after the enemy is defeated. The amount may vary according to the enemy's level.

Location

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

Draw Magic

The magic that can be drawn from the enemy. Available spells may change according to the enemy's level.

Steal

The items that can be stolen from the enemy. Available items and their likelihood may vary according to the enemy's level.

Drop

The items the enemy may leave behind after being defeated. Available items and their likelihood may vary according to the enemy's level.

Devour

The effect produced when the enemy is consumed with the Devour ability, such as restoring HP, altering attributes, or producing another battle result.

Abilities

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

Card Ability

The Triple Triad card the enemy can be transformed into with the Card ability. Some enemies also have a small chance of becoming a rarer card.

Defenses

Elements or status effects against which the enemy has increased resistance, reducing their damage or likelihood of success.

Weaknesses

Elements or status effects to which the enemy is especially vulnerable, increasing their damage or likelihood of success.

Absorption

Elements that restore the enemy's HP instead of dealing damage.

No Effect

Elements or status effects that have no effect on the enemy.

Strategy

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

Elemental Effects

FireFire

Fire-elemental damage. Particularly effective against enemies weak to Fire, while enemies resistant or immune to Fire take reduced or no damage.

IceIce

Ice-elemental damage. Particularly effective against enemies weak to Ice, while enemies resistant or immune to Ice take reduced or no damage.

ThunderThunder

Thunder-elemental damage. It is especially useful against many mechanical enemies, while enemies resistant or immune to Thunder take reduced or no damage.

EarthEarth

Earth-elemental damage. Flying targets and enemies affected by Float are generally unaffected by Earth-based attacks.

PoisonPoison

Poison-elemental damage. This is separate from the Poison status effect, although some abilities can deal Poison-elemental damage while also inflicting Poison.

WindWind

Wind-elemental damage. It is opposed to Earth and is particularly effective against enemies with a weakness to Wind.

WaterWater

Water-elemental damage. It is opposed to Thunder and is particularly effective against enemies with a weakness to Water.

HolyHoly

Holy-elemental damage. It is particularly effective against enemies vulnerable to Holy and is opposed by the Poison element.

Status Effects

DeathDeath

Instantly KOs the affected target when successful.

PoisonPoison

Causes the affected target to lose HP as it takes actions. The effect remains until it is removed.

PetrifyPetrify

Turns the target to stone and prevents it from acting. Petrified characters are treated as defeated for determining a Game Over.

DarknessDarkness

Greatly reduces the accuracy of physical attacks. It also prevents Squall and Seifer from successfully using the gunblade trigger.

SilenceSilence

Prevents the affected character from using the Magic, Draw, and GF commands.

BerserkBerserk

Increases physical attack damage but removes control of the affected character, causing them to attack automatically.

ZombieZombie

Reverses most restorative effects so that healing causes damage and Life effects can instantly KO the target. Zombie also changes several other damage and status interactions.

SleepSleep

Prevents the affected target from acting until the effect expires or the target is struck by a physical attack.

SlowSlow

Reduces the affected target's Speed, causing its ATB gauge to fill more slowly.

StopStop

Completely halts the affected target, preventing actions and reducing its ability to evade attacks.

CurseCurse

Prevents the affected character from activating a Limit Break while the status remains active.

ConfuseConfuse

Causes the affected target to perform actions automatically against randomly selected targets.

DrainDrain

Causes HP dealt through a draining attack to be transferred from the target to the attacker. Status defense against Drain reduces or prevents this effect.

Final Fantasy Online

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