Bestiary
Select a bestiary category.


Abyss Worm - Buel
Cactuar - Esthar Soldier
Fastitocalon - Guard
Hexadragon - Righty
SAM08G - Wendigo


Disc 1 Ifrit - Edea
Disc 2 Biggs - Edea
Disc 3 Abadon - Adel


Omega & Ultima Weapons
Ultimecia's Castle
The Final Battle



     Main >   Final Fantasy VIII > Enemies > Omega & Ultima Weapons




 Enemy

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 HP

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 Exp

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 AP

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

Omega Weapon
750000+
None
250
 Battle Location
Ultimecia's Castle
 Start Requirement
Position your strongest party in the courtyard just outside chamber with the organ. Switch to your other party and move them to the gallery. At the bottom of the stairs towards the left hangs a rope. Pull the rope to ring a bell, then switch parties. Move your party north to the chamber to encounter Omega Weapon.
 Attacks
 Weakness
 Defense
Normal


 No Effect
 Absorbtion


 Draw
 Win Item
 Mug Item
Flare
Holy
Meteor
Ultima
Three Stars

 Preperation
It is recommended that you unlock all options and have all ultimate weapons before starting this battle. Junction the Auto-Haste ability (from Cerberus) to Squall. Junction 100 Hastes to each character's speed. Also junction Revive and Recover abilities to your party. Keep as many X-Potions, Mega Phoenixs, Elixirs, and Megalixirs at hand as possible. Two characters must have 9999 HP and one above 5000 in order to keep your party alive. Hero Drinks and Holy Wars can prove quite benefical. If any of your characters have a level that is the multiple of 5, junction as many Death magics to status defense. With your characters set in this manner, use all your abilities to inflict damage.
 Battle Strategies
Cast Meltdown on Omega Weapon, following with Aura on Squall. Use Squall's Renzokuken on Omega Weapon repeatedly. Always keep Squall's HP at maximum. When you're attacked with Medigo Flame, quickly revive and restore your party members HP. Afterwards, you'll be attack with Gravinja, decreasing your HP greatly. Finally, he'll attack with Terra Break (18000+ damage to all). Make sure to use a Hero Drink on Squall or have all characters in the GF summon status (GF HP should be 8000+). Whichever character survives should quickly revive all dead party members after the Terra Break. Continue to use Squall's Renzokuken on Omega. Repeat the combination until victory.


 Enemy
 HP
 Exp
 AP
Ultima Weapon
100000+
None
100
 Battle Location
Deep Sea Research Center
 Start Requirement

 Attacks
 Weakness
 Defense
Normal


 No Effect
 Absorbtion


 Draw
 Win Item
 Mug Item
Regen
Dispell
Ultima
Eden
Ultima Stone
Eden

 Preperation
Junction the Auto-Haste ability (from Cerberus) to Squall. Junction 100 Hastes to each character's speed. Also junction Revive and Recover abilities to your party. Keep as many X-Potions, Mega Phoenixs, Elixirs, and Megalixirs at hand as possible. All characters must have 5000+ in order to keep your party alive. Hero Drinks and Holy Wars can prove quite benefical. If any of your characters have a level that is the multiple of 5, junction as many Death magics to status defense. With your characters set in this manner, use all your abilities to inflict damage.
 Battle Strategies
Ultima will most likely attack with Light Pillar and kill one of your characters. Quickly revive your character with recovery magic or a Mega Phoenix. Cast Meltdown on Ultima Weapon and Aura on Squall and let him unleash his Renzokuken. Due to your high speed attribute you'll be able to attack several times before Ultima counters. Ultima Weapon will be defeated after 3 to 4 Renzokukens. Lion Heart will automatically dispatch him instantly. Make sure to draw the Eden GF some time throughout the battle.

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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 VIII enemy category from the enemy selection menu for a complete and comprehensive list, including descriptions, resident locations, HP, AP, and experience values, as well as draw magics per level and offensive/defensive status and elemental attributes.

Enemies*
Bosses*
Special/Final Monsters*
General enemies you'll encounter throughout the game in certain locations and on the world map.
Bosses you'll encounter throughout your progression in the game. By default, they are listed in order as you'll encounter them.
Monsters you'll face at the end of the game, including the final battle and optional Ultima & Omega Weapon battles.

* 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, special attacks, and stored magic. You can draw magic from them and either use it immediately or stock it for later use. As your characters progress in the game and become more experienced, enemies will as well, thus increasing their strength, power, and draw magics.

Enemy*
HP*
Exp*
AP*
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 possess. This value changes as your characters become more experienced.
Amount of experience points your party will receive when the enemy is defeated. The + value is multipled by the level of the enemy.
Amount of ability points your party will receive when the enemy is defeated. This value is fixed no matter what level the enemy is.
Res. Location(s)
Description
Attacks
Rare Card
Location(s) on the world map where this enemy can be found.
Description of the enemy as described when viewing using the Scan spell
Attack style of the enemy. Normal indicates general offensive/defensive postures.
Card the enemy can be turned into when using the Card ability from Quezacotl, though the success rate is extremely low.

* 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 special attacks and possess powerful stored magic. You can draw magic from them and either use it immediately or stock it for later use. Bosses do not give your characters experience, although their HP and strength are determined by the experience of your party. As a result, winning items and draw magics are fixed.

Boss*
HP*
Exp
AP*
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 possess. This value changes as your characters become more experienced.
Bosses do not give your character's experience, therefore they have no experience levels. This field is null for bosses.
Amount of ability points your party will receive when the boss is defeated. This value is fixed no matter what level the enemy is.
Battle Location
Description
Attacks
Battle Strategies
Area and/or scenario in Final Fantasy VIII where you'll encounter the boss.
Description of the boss as described when viewing using the Scan spell
Attack style of the boss. Normal indicates general offensive/defensive postures.
The most effective battle strategy to defeat the boss using the most benefical resources minimally.

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




S P E C I A L / F I N A L   B O S S   P R O P E R T I E S
Special/Final bosses are much more powerful end game bosses you'll encounter as your progress further towards the final areas of the game. Though they have many of the same characteristics of general enemies, they tend to use more special attacks and possess powerful stored magic. You can draw magic from them and either use it immediately or stock it for later use. Bosses do not give your characters experience, although their HP and strength are determined by the experience of your party. As a result, winning items and draw magics are fixed. Be aware that many of these bosses are optional and not required to fight to finish the game, however avoiding them may make it more difficult to acheive.

Boss*
HP*
Exp
AP*
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 possess. This value changes as your characters become more experienced.
Bosses do not give your character's experience, therefore they have no experience levels. This field is null for bosses.
Amount of ability points your party will receive when the boss is defeated. This value is fixed no matter what level the enemy is.
Battle Location
Description
Attacks
Battle Strategies
Area and/or scenario in Final Fantasy VIII where you'll encounter the boss.
Description of the boss as described when viewing using the Scan spell
Attack style of the boss. Normal indicates general offensive/defensive postures.
The most effective battle strategy to defeat the boss using the most benefical resources minimally.

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




S T A T U S   E F F E C T S
Status effects can be both benefical and fatal. Certain effects help recover lost HP or cure damaging ailments while others can inflict damage based on attributes and weaknesses. Magic, items, and equipment all cause status effects.

 Berserk
Causes the target to physically attack uncontrollably for the duration of the battle.
 Confuse
Disables ability to determine ally from foe and uncontrollably attacks anything.
 Curse
Disables the character's crisis level from increasing, preventing Limit Breaks.
 Darkness
Significantly reduces attack accuracy, resulting in missing most physical attacks.
 Death
Instantly dispatches the target.
 Earth
Inflicts earth-elemental damage.
 Fire
Inflicts fire-elemental damage. Extremely powerful against cold monsters.
 Holy
Inflicts holy-elemental damage. Extremely powerful against undead monsters.
 Ice
Inflicts ice-elemental damage. Extremely powerful against fire monsters.
 Petrify
Turns the target to stone, preventing any action or obtaining experience.
 Poison
Slowly depletes HP until death.
 Silence
Prevents the target from speaking, causing the inability to cast magic.
 Sleep
Puts the target sleep, making it vunerable to physical and magic attacks without defense.
 Slow
Reduces attack and defensive speed, taking longer to execute actions.
 Stop
Completely halts the target, preventing any offensive or defensive action.
 Thunder
Inflicts lightning-elemental damage. Extremely powerful against water monsters.
 Water
Inflicts water-elemental damage. Extremely powerful against thunder monsters.
 Wind
Inflicts wind-elemental damage. Extremely powerful against floating monsters.
 Zombie
Nullifies target's defense and causes negative reaction to recovery spells.