Bestiary
Select a bestiary category.


Achelous - Bunyip
Cactuar - Dual Horn
Epaaj - Funguar
Gandarewa - Guado Guardian
Halma - Lord Ochu
Machea - Mushussu
Nebrios - Remora
Sahagin - Swamp Madfet
Thorn - Wraith
Xiphos - Zu


Page 1 Ammes - Oblitzerator
Page 2 Choco.Eater - Wendigo
Page 3 Evrae - Seymour Flux
Page 4 S.Keeper - Yunalesca


Area Creations
Species Creations
Original Creations
The Final Battle

Bribing Special Items
What are the chances of successfully bribing an item for the least expensive price?

The ± sign indicates a random range of values centering on a given number. The ± influence is determined by how much you bribed a monster. For instance, 30±15 means that a random number is chosen between all values from below 30 and down to 15, and above 30 up to 45. To influence getting a value above 30 or below 30 more more often, bribe less than the amount given to get a value below 30, or bribe more than the amount given to get a value above 30.

The ~ sign means a random value is chosen between the two values shown. For instance 24~78 means a random value is chosen from 24 to 78.

Collecting Abilities
What kind of abilities can I acquire to support my weapons and armor?

Whenever an enemy is defeated, there is a chance it may drop one piece of equipment, either a weapon or an armor, for one character chosen at random. The abilities listed for the monster tell you what abilities under which qualifications are attached to that piece of equipment. Monsters drop weapons with a differing number of slots and a random number of abilities indicated on their Drop Weapon and Armor information. Some regular enemies drop weapons with no abilities at all. Regular enemies drop equipment with a given chance, some more often than others. Bosses will always drop equipment.

     Main >   Final Fantasy X > Enemies > Bosses (Page 5)



 Boss

Display in ascending order based on the 'Boss' field.Display in descending order based on the 'Boss' field.

 HP

Display in ascending order based on the 'HP' field.Display in descending order based on the 'HP' field.

 Overkill

Display in ascending order based on the 'Overkill' field.Display in descending order based on the 'Overkill' field.

 MP

Display in ascending order based on the 'MP' field.Display in descending order based on the 'MP' field.

Sin (Left Fin)
65000
10000
999
 Battle Location
 AP

Display in ascending order based on the 'AP' field.Display in descending order based on the 'AP' field.

 Gil

Display in ascending order based on the 'Gil' field.Display in descending order based on the 'Gil' field.

Airship
16000
10000
 Descripton via Scan
Unleashes Gravija once the core is energized, reducing all characters' HP to 3/4. To avoid this, get Cid to back off. Dispels with Negation and sometimes attacks all with a physical attack.
 Battle Strategy
This is the first part of a three part battle. And it takes a lot of effort to be able to knock down Sin. But in any case, if you remember the fight against Evrae on the airship, this one is quite similar, albeit Cid has no missiles to fire as he's working on something else. Star off by moving in close and having Auron use Armor Break, followed by Mental Break to lower the fins defenses, enabling your characters to do a lot more damage against Sin. You should probably be doing about 3000 - 4000 damage a hit by now with all your characters suitably levelled up. Lulu will be your anchor, if she has double cast, as she'll be able to cast any of her high level element spells for 5000 damage a hit. She can do at most 10,000 damage every turn she gets. So support Lulu to your fullest, as she's able to hit Sin from afar as well. This is especially useful because when core gathers energy it'll use Gravija on its next turn which cuts all your characters current HP by 3/4. But if you tell Cid to pull away before the Fin's next turn, you'll be safe from. Don't stay too far away from Sin for very long or else it'll repeatedly bash all characters with it's fin, even from long range. If the fin uses Negation, you'll have to move in and use Armor Break and Mental Break again. This is a long and tiring 65000 HP to whittle down. You might want to charge up Yuna's Overdrive so she can use Grand Summon for Bahamut to Overkill the Fin and get some more much sought after HP Spheres for it.
 Atk

Display in ascending order based on the 'Atk' field.Display in descending order based on the 'Atk' field.

 Def

Display in ascending order based on the 'Def' field.Display in descending order based on the 'Def' field.

 MPwr

Display in ascending order based on the 'MPwr' field.Display in descending order based on the 'MPwr' field.

 MDef

Display in ascending order based on the 'MDef' field.Display in descending order based on the 'MDef' field.

 Agl

Display in ascending order based on the 'Agl' field.Display in descending order based on the 'Agl' field.

 Luck

Display in ascending order based on the 'Luck' field.Display in descending order based on the 'Luck' field.

 Eva

Display in ascending order based on the 'Eva' field.Display in descending order based on the 'Eva' field.

 Acc

Display in ascending order based on the 'Acc' field.Display in descending order based on the 'Acc' field.

30
100
30
50
20
15
0
0
 Descripton via Sensor

 B.Gil

Display in ascending order based on the 'B.Gil' field.Display in descending order based on the 'B.Gil' field.

 Bribe Item
 Drop Weapons
 Drop Armor
N/A
N/A
1~2 Abilities; 3~4 Slots

Always on and
Piercing

All Characters
Poisonstrike
1 Ability; 3~4 Slots

Poisonproof
 Ability Immunity
Status ResistanceStatus Immunities
Sleep
Darkness
Petrify
Zombie
Magic Break
Death
Doom
Demi
Eject
Silence
Poison
Slow
Power Break
Threaten
Provoke
Haste
Delay

Status Potency
Zanmato Level: 4
 Elemental Weakness
 Elemental Absorb
 Elemental Immunity
 Damaged Halved
















 Accompanied
 Lancet

N/A
 Steal Item
 Win Item
Common:
Mega-Potion
Rare:
Supreme Gem
Common:
HP Sphere
Rare:
HP Sphere

 Boss
 HP
 Overkill
 MP
Sin (Right Fin)
65000
10000
999
 Battle Location
 AP
 Gil
Airship
17000
10000
 Descripton via Scan
Unleashes Gravija once the core is energized, reducing all characters' HP to 3/4. To avoid this, get Cid to back off. Dispels with Negation and sometimes attacks all with a physical attack.
 Battle Strategy
This second part is pretty much exactly the same as the first battle you faced. The only difference is the rewards you get for defeating this Fin. Can't say too much else except do exactly what you did in the previous battle. There's still no rest in site yet for your characters, it's on the third part of this battle.
 Atk
 Def
 MPwr
 MDef
 Agl
 Luck
 Eva
 Acc
30
100
30
50
20
15
0
0
 Descripton via Sensor

 B.Gil
 Bribe Item
 Drop Weapons
 Drop Armor
N/A
N/A
1~2 Abilities; 3~4 Slots

Always on and
Piercing

All Characters
Stonestrike
1 Ability; 3~4 Slots

Stoneproof
 Ability Immunity
Status ResistanceStatus Immunities
Sleep
Darkness
Petrify
Zombie
Magic Break
Death
Doom
Demi
Eject
Silence
Poison
Slow
Power Break
Threaten
Provoke
Haste
Delay

Status Potency
Zanmato Level: 4
 Elemental Weakness
 Elemental Absorb
 Elemental Immunity
 Damaged Halved
















 Accompanied
 Lancet

N/A
 Steal Item
 Win Item
Common:
X-Potion
Rare:
Shining Gem
Common:
Lv. 3 Key Sphere
Rare:
Lv. 3 Key Sphere

 Boss
 HP
 Overkill
 MP
Sinspawn Genais
20000
2000
200
 Battle Location
 AP
 Gil
On Sin's Back
1800
10000
 Descripton via Scan

 Battle Strategy
You'll be fighting two bosses at once in this fight. Or rather, two bosses will be fighting you, and you can only attack them one at a time. Sinspawn Genais is in front of you, and you need to dispatch it to get to the core. This is easily accomplished as Sinspawn Genais is a carbon copy of Sinspawn Geneaux from way back at the beginning of the game. Quickly equip Auron, Tidus, Wakka, and Kimahri with Firestrike weapons, and have Lulu doublecast Firaga a bunch of times. If you're lucky, you can probably kill Genais before it gets a chance to retreat into it's shell. If it retreats into its shell it's still vulnerable to magic attacks, but it's physical defense rises substantially. So have Lulu doublecast Firaga until it's dead. Just be aware of the core in the back that's charging. These two can on occasion can attack one after the other, and this is potentially deadly. As the Core will use Gravija to lower everyone's HP by 3/4 and then Genais will use Toxic Cloud to finish everyone off. So whatever you do, try an arrange everyone's turns so that the Core and Genais don't get two turns after eachother.
 Atk
 Def
 MPwr
 MDef
 Agl
 Luck
 Eva
 Acc
30
80
35
50
25
15
0
0
 Descripton via Sensor
Absorbs magical attacks against Sin.
 B.Gil
 Bribe Item
 Drop Weapons
 Drop Armor
N/A
N/A
1~2 Abilities; 3~4 Slots

Always on and
Piercing

All Characters
Zombiestrike
1 Ability; 3~4 Slots

Zombieproof
 Ability Immunity
Status ResistanceStatus Immunities
Silence - 99%Sleep
Poison
Zombie
Mental Break
Death
Reflect
Eject
Darkness
Petrify
Armor Break
Threaten
Provoke
Delay

Status Potency
Zanmato Level: 4Doom Countdown: 30
 Elemental Weakness
 Elemental Absorb
 Elemental Immunity
 Damaged Halved
















 Accompanied
 Lancet

N/A
 Steal Item
 Win Item
Common:
Star Curtain
Rare:
Shining Gem
Common:
Return Sphere
Rare:
Return Sphere

 Boss
 HP
 Overkill
 MP
Sin (Core)
36000
3000
999
 Battle Location
 AP
 Gil
On Sin's Back
18000
10000
 Descripton via Scan
When Genais enters its shell, the core begins to energize, unleashing Gravija, which reduces the HP of all targets to 3/4. Also dispels positive status effects with Negation.
 Battle Strategy
With Genais out of the way, you can now focus on the Core. This battle is thankfully easy, and quite harmless. The Core's main attack for which it charges for is Gravija, which can never kill you. However it can also cast low level elemental spells that hit all characters for about 500 damage. With an attack that can't kill you by itself, and regular attacks that do about 500 damage to all party members, you're in no danger of dying if Yuna's around to heal your characters. To kill destroy the Core, start by having Auron use Armor Break and Mental Break so you're able to damage it. After that use all your strongest attacks on the core for an easy victory. Try not be too arrogant and forget that you'll need to heal for this relativly weak boss. After this battle, you're finally given a break for your characters to recuperate. There's one more battle on the way. And this is just to get inside Sin!
 Atk
 Def
 MPwr
 MDef
 Agl
 Luck
 Eva
 Acc
1
100
30
100
20
15
0
0
 Descripton via Sensor
Gathers energy when Genais enters its shell.
 B.Gil
 Bribe Item
 Drop Weapons
 Drop Armor
N/A
N/A
1~2 Abilities; 3~4 Slots

Always on and
Piercing

All Characters
Slowstrike
1 Ability; 3~4 Slots

All Characters
Slowproof
 Ability Immunity
Status ResistanceStatus Immunities
Sleep
Darkness
Petrify
Zombie
Magic Break
Death
Doom
Haste
Delay
Silence
Poison
Slow
Power Break
Threaten
Provoke
Reflect
Demi
Eject

Status Potency
Zanmato Level: 4
 Elemental Weakness
 Elemental Absorb
 Elemental Immunity
 Damaged Halved
















 Accompanied
 Lancet

N/A
 Steal Item
 Win Item
Common:
Stamina Spring x3
Rare:
Stamina Spring x4
Common:
MP Sphere
Rare:
MP Sphere

 Boss
 HP
 Overkill
 MP
Sin (Head)
140000
10000
999
 Battle Location
 AP
 Gil
Airship
20000
12000
 Descripton via Scan
Pulls the airship in while gathering all his strength to cast the ultimate terror, Giga-Graviton. Stop him before he wipes everyone out!
 Battle Strategy
The strategy for this battle is pretty straightforward. Inflict 140,000 points of damage as quickly as you possibly can.

Sin's regular attack is somewhat harmless, only causing about 700 damage, but inflicts multiple status ailments on a single character. Which the only one you should watch out for is Petrify. Start by having Tidus cast Haste on all your characters. Lulu should Doublecast her most powerful spell constantly, and Wakka should attack Sin while you're far away. Sin will draw the Airship in closer and closer till you're within melee range. When you're within melee range have Auron Armor Break, and Mental Break Sin so you can inflict greater damage. Have Tidus constantly use Quick Hit. if you have them, use a Twin Star or Three Stars on Tidus and/or Lulu so their MP consumption drops to 0. That way you won't have to waste time replenishing their MP. Switch out Auron now so you have a party of Tidus, Wakka, and Lulu hammering away at Sin. If Wakka has his Attack Reels overdrive use it when Sin has less than 10,000 HP remaining for an overkill. Try not to use Overdrives unless you're certain that they'll do enough damage to kill Sin if used in quick succession. They have too long a recovery time for the amount of damage that they do against Sin. Don't even use Aeon's for this fight as they are far far too slow to be of any use at all in this fight.
 Atk
 Def
 MPwr
 MDef
 Agl
 Luck
 Eva
 Acc
30
40
30
40
30
15
0
0
 Descripton via Sensor
Finish him before he opens his mouth all the way.
 B.Gil
 Bribe Item
 Drop Weapons
 Drop Armor
N/A
N/A
1~3 Abilities; 3~4 Slots

Always on and
Piercing

All Characters
Darkstrike
Silencestrike
Sleepstrike
Poisonstrike
1 Ability; 3~4 Slots

Silenceproof
 Ability Immunity
Status ResistanceStatus Immunities
Sleep
Darkness
Petrify
Zombie
Magic Break
Death
Doom
Demi
Eject
Silence
Poison
Slow
Power Break
Threaten
Provoke
Haste
Delay

Status Potency
Zanmato Level: 4
 Elemental Weakness
 Elemental Absorb
 Elemental Immunity
 Damaged Halved
















 Accompanied
 Lancet

N/A
 Steal Item
 Win Item
Common:
Ether
Rare:
Supreme Gem
Common:
Lv. 3 Key Sphere
Rare:
Lv. 3 Key Sphere

 Boss
 HP
 Overkill
 MP
Seymour Omnis
80000
15000
999
 Battle Location
 AP
 Gil
Inside Sin
24000
12000
 Descripton via Scan
Casts spells once energized by the four Mortiphasms behind him. Their positions somehow affect his actions. Physical attacks turn the Mortiphasms to the left, while magic turns them to the right.
 Battle Strategy
This is Seymour's last stand, and he's much tougher than he was before. The Mortiphasms behind him dictate his elemental weakness, and what spells he'll cast. You can either read on to find out how the Mortiphasms respond, and what their relation is to Seymour, or you can skip down to the last paragraph to just make the proper preparations to make Seymour a breeze.

Mortiphasms and Seymour's Attacks:
There are four Mortiphasms, each with 4 coloured orbs on them. The colours represent the elemental attacks. Red: Fire, Yellow: Thunder, Blue: Water, White: Blizzard. Seymour gets to use 4 spells every turn.The type of spells he uses is determined by the Mortiphasm combination. The elemental spell Seymour will use is indicatated by the coloured orb closest to Seymour on the Mortiphasm. If all four are the same colour Seymour will cast 4 high-level spells of that element in a row. If there are 3 matching colours Seymour will cast 3 high-level spells of that element, followed by a mid-level spell of the non-matching element. For example, if the Mortiphasms read - Red, Red, Red, Blue, Seymour will cast Firaga 3 times in a row followed by 1 Watera. All other colour combinations force Seymour to use mid-level elemental spells corresponding to the colour of Mortiphasm closest to Seymour. If it's Red, Blue, Yellow, White, Seymour will cast Fira, Watera, Thundara, and Blizzara. And that's all there is to determine Seymour's attacks

Mortiphasms and Seymour's Elemental Weakness:
The process for determining Seymour's weakpoint is quite simple. If all the Mortiphasms are the same colour, then Seymour's weakpoint will be of the opposite element. For example, if all the Mortiphasms are Red (Fire), then Seymour's weakpoint will be White (Ice). If they're all Blue (Water), then Seymour's weakpoint will be Yellow (Lightning). If the Mortiphasms do not all match of one colour then Seymour will have no weakpoint, but various elemental strengths, which I won't go into because it's a hideously complex procedure. And determing what his elemental strengths is quite pointless when you're able to use Sensor or Scan.

Manipulating the Mortiphasms:
As you can see by the Scan information you can manipulate the Mortiphasms so that they're elemental colours change. However only Lulu and Wakka are able to hit the Mortiphasms. If Wakka hits a Mortiphasm it'll rotate it to the left. If Lulu hits it with a spell it'll rotate it to the right.

You can potentially ignore all the strategy behind turning the Mortiphasms the way you want them to, and do a bit of prep work. Customize everyone with 4 Slot Armors that have Fire, Lightning, Water, and Ice -proof on them. The Eater abilities are preferable but getting Ice Eater is a royal pain, but Iceproof will suffice with the 3 slots being Eater class. Just so long as all characters take no damage at all from elemental attacks. With that out of the way, you only have one attack from Seymour to worry about and that's Ultima. But that spell is easily avoidable by summoning an Aeon to use Shield right before he casts Ultima. You can predict when Seymour will cast Ultima when he casts Dispel on all characters and beins charging up for an attack. He will cast Ultima on his next round, so be ready for it. Being able to damage Seymour is quite easy. Have Auron use Armor and Mental Break on him to greatly lower Seymour's defenses. From there hack away at him, he's pretty much powerless against your characters if his Ultima can't even touch you.
 Atk
 Def
 MPwr
 MDef
 Agl
 Luck
 Eva
 Acc
20
180
35
100
40
20
0
0
 Descripton via Sensor
Energized by the Mortiphasms.
 B.Gil
 Bribe Item
 Drop Weapons
 Drop Armor
N/A
N/A
1~2 Abilities; 3~4 Slots

Always on and
Piercing

All Characters
Magic +20%
1 Ability; 3~4 Slots

One of the following:
SOS Shell
SOS Protect
SOS Haste
 Ability Immunity
Status ResistanceStatus Immunities
Sleep
Darkness
Petrify
Zombie
Magic Break
Death
Doom
Demi
Eject
Silence
Poison
Slow
Power Break
Threaten
Provoke
Distill
Delay

Status Potency
Zanmato Level: 4
 Elemental Weakness
 Elemental Absorb
 Elemental Immunity
 Damaged Halved
Varies Varies Varies Varies
 Accompanied
 Lancet
Mortiphasms
N/A
 Steal Item
 Win Item
Common:
Shining Gem
Rare:
Supreme Gem
Common:
Lv. 3 Key Sphere
Rare:
Lv. 3 Key Sphere x2

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B E S T I A R Y   C A T E G O R Y   P R O P E R T I E S
Select a Final Fantasy X enemy category from the enemy selection menu for a complete and comprehensive list, including descriptions, resident locations, HP, MP, overkill, AP values, as well as steal and bribing items, dropped equipment, immunities, and more.

Enemies*
Bosses*
Arena Monsters*
General enemies you'll encounter throughout the game.
Bosses you'll encounter throughout your progression in the game. By default, they are listed in the order you'll encounter them.
Monsters you can fight at the Monster Arena.

* information fields can be sorted in ascending or descending order.




E N E M Y   P R O P E R T I E S
Enemies you fight throughout battle consist of their regular attacks, based on their abilities and offensive/defensive properties.

Enemy*
HP*
Overkill*
MP*
Name of the enemy. To the left of this field is an image of what the enemy looks like.
Amount of hit points the enemy possesses.
Amount of hit points necessary to inflict in a single attack to instantly dispatch the enemy, regardless of total HP value.
Amount of magic points the enemy possesses.
Battle Location
AP*
Gil*
Desc via Scan/Sensor
Locations throughout the journey where the enemy can be encountered.
Amount of AP your party will receive from this enemy when defeated. Characters must perform at least one action to receive AP.
Amount of Gil your party will receive from this enemy when defeated.
Enemy description based on the Scan or Sensor ability when used.
Atk, Def, MPwr, MDef
Agl, Luck, Eva, Acc
Bribe Gil/Item
Drop Weapons/Armor
Attack, Defense, Magic Power, and Magic Defense statistics. The higher the value, the stronger the enemy is in attack or defense, both physically and magically.
Agility, Luck, Evade, and Accuracy statistics. The higher the value, the better the enemy is at evading attacks and inflicting damage based on its attack power. Higher agility enables the enemy to attack more often.
Rare item which can be bribed from the enemy for the corresponding price.
Offensive and defensive abilities dropped by the enemy.
Ability Immunity
Weak/Absorb/Immune/Half
Lancet
Steal/Win Item*
Abilities the enemy is immune to or have a weaker affect as a result of defenses.
Elements that cause extreme damage, are absorbed, have no effect, or are halved. In order, each type is Fire, Lightning, Water, and Ice.
Lancet ability Kimarhi can learn from the enemy.
Items that can be stolen or acquired from the enemy after it's defeated.

* information fields can be sorted in ascending or descending order.




B O S S   P R O P E R T I E S
Bosses are much more powerful end-scenario bosses you'll encounter as your progress further into the game. Though they have many of the same characteristics of general enemies, they tend to use more attacks in specialized manners and possess greater abilities.

Boss*
HP*
Overkill*
MP*
Name of the boss. To the left of this field is an image of what the boss looks like.
Amount of hit points the boss possesses.
Amount of hit points necessary to inflict in a single attack to instantly dispatch the boss, regardless of total HP value.
Amount of magic points the boss possesses.
Battle Location/Strategy
AP*
Gil*
Desc via Scan/Sensor
Location where the battle takes place and the strategy to defeating the boss.
Amount of AP your party will receive from this boss when defeated. Characters must perform at least one action to receive AP.
Amount of Gil your party will receive from this boss when defeated.
Boss description based on the Scan or Sensor ability when used.
Atk, Def, MPwr, MDef
Agl, Luck, Eva, Acc
Bribe Gil/Item
Drop Weapons/Armor
Attack, Defense, Magic Power, and Magic Defense statistics. The higher the value, the stronger the boss is in attack or defense, both physically and magically.
Agility, Luck, Evade, and Accuracy statistics. The higher the value, the better the boss is at evading attacks and inflicting damage based on its attack power. Higher agility enables the boss to attack more often.
Only a select few bosses can be bribed to obtain rare items.
Offensive and defensive abilities dropped by bosses.
Ability Immunity
Weak/Absorb/Immune/Half
Accompanied
Steal/Win Item*
Abilities the boss is immune to or have a weaker affect as a result of defenses.
Elements that cause extreme damage, are absorbed, have no effect, or are halved. In order, each type is Fire, Lightning, Water, and Ice.
Enemies accompanied by the boss.
Items that are stolen or won from the boss.

* information fields can be sorted in ascending or descending order.




A R E N A   M O N S T E R S
Arena Monsters are special enemies that can be unlocked after capturing a certain amount of regular enemies using supported capture weapons. Enemies that are captured can be fought in an arena, as well as the special bosses.

Unlock Requirement
Unlock Prize
Required captured enemies to unlock this Arena Monster.
Special item acquired for unlocking this Arena Monster.

* information fields can be sorted in ascending or descending order.