Final Fantasy Online
Bestiary
Info
Info
Final Fantasy VII

World Bosses

Bottomswell

Level HP MP EXP AP Gil
23 2,500 100 550 52 1,000
Location
Upper Junon
Upper JunonShinra military port city.
, Fort Condor
Fort CondorReactor settlement where locals defend a giant condor from Shinra.
, Lower Junon
Lower JunonFishing village beneath Junon's cannon and military city.
Attacks
Big Wave
Big WaveInflicts physical damage on all opponents.
, Moonstrike
MoonstrikeInflicts physical damage on one opponent.
, Tail Attack
Tail AttackInflicts physical damage on one opponent.
, Waterball
WaterballInflicts Imprisoned and Seizure on one opponent and revives a Waterpolo.
Defenses
Immune to Earth
Weaknesses
Wind
Steal Item
-
Morph Item
-
Dropped Item
Power Wrist
Power WristRaises Strength by 10.
Strategy
Bottomswell floats out of reach of normal short-range attacks, so Barret, magic, and long-range options are the reliable damage sources. Wind is the listed weakness, while Earth does nothing. Waterball must be destroyed quickly before it locks a character out and drains them. Keep the party healed after Big Wave, then use ranged damage to end the fight without waiting for perfect physical access.

Carry Armor

Level HP MP EXP AP Gil
45 24,000 200 2,800 240 4,000
Location
Junon Underwater Reactor
Junon Underwater ReactorShinra underwater reactor beneath Junon.
Attacks
Damage Attack
Damage AttackInflicts damage on all opponents under Imprisoned status.
, Lapis Laser
Lapis LaserInflicts magic damage on all opponents.
Defenses
Immune to Poison and Gravity
Weaknesses
Lightning
Steal Item
-
Morph Item
-
Dropped Item
God's Hand
God's HandA perfect-accuracy fist weapon with divine styling.
Strategy
Carry Armor is dangerous because the arms can remove party members from the fight. Lightning is the correct element for the body and both arms, but target priority matters: free grabbed characters or destroy the arms before the battle collapses. Lapis Laser is the big recovery check, so keep Big Guard or MBarrier active if available. Once the arms are down, pour Bolt spells, Limits, and strong physical damage into the body.

Carry Armor Left Arm

Level HP MP EXP AP Gil
45 10,000 100 1,400 95 0
Location
Junon Underwater Reactor
Junon Underwater ReactorShinra underwater reactor beneath Junon.
Attacks
Arm Grab
Arm GrabInflicts Imprisoned on one opponent.
, Arm Punch
Arm PunchInflicts physical damage on one opponent.
, Damage Attack
Damage AttackInflicts damage on all opponents under Imprisoned status.
Defenses
Immune to Poison and Gravity
Weaknesses
Lightning
Steal Item
-
Morph Item
-
Dropped Item
-
Strategy
The left arm is not just an accessory target; Arm Grab can take away a character and make Carry Armor's main body much more dangerous. Lightning damage works, and freeing a trapped ally is more important than maximizing damage on the core. Do not ignore the arm if it is holding someone you need for healing. Break it quickly, recover from Lapis Laser pressure, and then return focus to the body.

Carry Armor Right Arm

Level HP MP EXP AP Gil
45 10,000 100 1,500 90 0
Location
Junon Underwater Reactor
Junon Underwater ReactorShinra underwater reactor beneath Junon.
Attacks
Arm Grab
Arm GrabInflicts Imprisoned on one opponent.
, Arm Punch
Arm PunchInflicts physical damage on one opponent.
, Damage Attack
Damage AttackInflicts damage on all opponents under Imprisoned status.
Defenses
Immune to Poison and Gravity
Weaknesses
Lightning
Steal Item
-
Morph Item
-
Dropped Item
-
Strategy
The right arm follows the same rule as the left: remove it when it starts controlling party actions. Arm Punch is minor compared with Arm Grab, because losing a character can interrupt healing and Limit timing. Use Bolt magic, Lightning-elemental attacks, and focused damage rather than spreading turns evenly across all parts. Once both arms are gone, the fight becomes a much simpler damage race against the body.

Demon Gate

Level HP MP EXP AP Gil
45 10,000 400 3,800 220 4,000
Location
Temple of the Ancients
Temple of the AncientsAncient Cetra temple containing the Black Materia.
Attacks
Cave-in
Cave-inInflicts physical damage on all non-petrified/non-slow-numb opponents.
, Demon Rush
Demon RushInflicts physical damage on all opponents.
, Petrif-Eye
Petrif-EyeInflicts Slow-numb or Petrify on one opponent.
, Falling Rocks
Falling RocksInflicts physical damage on one opponent.
Defenses
Immune to Poison and Gravity
Weaknesses
-
Steal Item
-
Morph Item
-
Dropped Item
Gigas Armlet
Gigas ArmletNo-growth armlet with Strength +30.
Strategy
Demon Gate is one of Disc 1's harshest damage checks. Cave-in and Demon Rush can hit hard enough that slow, greedy stealing is not worth it. Haste, Barrier or Big Guard, and immediate healing after Petrif-Eye pressure make the fight much safer. Use Bahamut, Limits, and your best non-resisted attacks early; this is not a boss to save everything for later.

Dyne

Level HP MP EXP AP Gil
23 1,200 20 600 55 750
Location
Corel Prison
Corel PrisonDesert prison beneath Gold Saucer.
Attacks
Molotov Cocktail
Molotov CocktailInflicts physical damage on all opponents.
, Needle Gun
Needle GunInflicts physical damage on one opponent.
, S-Mine
S-MineInflicts physical damage on one opponent.
, Fire
FireDeals low Fire-elemental magic damage to one target.
Defenses
Immune to Gravity
Weaknesses
-
Steal Item
-
Morph Item
-
Dropped Item
Silver Armlet
Silver ArmletFour-slot armlet.
Strategy
Dyne is Barret's solo resource check. Keep Restore or items ready, use the back row if your setup allows it, and do not let Needle Gun and S-Mine chip him into Limit-or-death territory. Molotov Cocktail is the burst to heal after. There is no party support to rescue a mistake, so steady healing and Barret's Limits are safer than trying to race from low HP.

Gi Nattak

Level HP MP EXP AP Gil
29 5,500 200 1,400 150 3,000
Location
Cave of the Gi
Cave of the GiHaunted cave beneath Cosmo Canyon.
Attacks
DeBarrier
DeBarrierRemoves Barrier, MBarrier, Reflect, and Shield from one target.
, Spear Attack
Spear AttackInflicts physical damage on one opponent.
, Take Over
Take OverOrders Soul Fire to possess the selected target.
Defenses
Immune to Earth, Gravity and Water
Weaknesses
Holy
Steal Item
-
Morph Item
-
Dropped Item
Wizer Staff
Wizer StaffAn old mystic staff with a wise, worn look.
Strategy
Gi Nattak is undead, which changes the fight completely. Holy-aligned damage and healing items can punish it far harder than normal attacks, while its own Drain and Take Over make drawn-out fighting awkward. DeBarrier can strip protection, so do not rely on one defensive layer staying up forever. If you use the undead shortcut, finish decisively; otherwise keep healing steady and avoid Earth, Gravity, and Water.

Helletic Hojo

Level HP MP EXP AP Gil
55 26,000 200 0 0 0
Location
Sister Ray / Mako Cannon
Sister Ray / Mako CannonCannon mounted on Midgar and powered by reactors.
, Midgar Raid
Midgar RaidReturn to Midgar to stop Hojo and the Sister Ray/Mako Cannon.
Attacks
Bio Gas
Bio GasInflicts magic damage and Poison on one opponent.
, Confu
ConfuInflicts Confusion status on one target.
, Pile Banger
Pile BangerInflicts physical damage on one opponent.
, Silence
SilenceInflicts Silence status on one target.
, Sleepel
SleepelInflicts Sleep status on one target.
Defenses
-
Weaknesses
-
Steal Item
-
Morph Item
-
Dropped Item
-
Strategy
Helletic Hojo shifts the battle from nuisance adds to status pressure. Bio Gas, Confu, Silence, and Sleepel can break a party that enters without Ribbons or status coverage. Cure status immediately on the healer, keep Barrier active if possible, and focus the body rather than wasting too many turns on parts. This phase is about keeping commands available so the final Hojo form does not begin with the party already compromised.

Hojo

Level HP MP EXP AP Gil
50 13,000 250 0 0 0
Location
Sister Ray / Mako Cannon
Sister Ray / Mako CannonCannon mounted on Midgar and powered by reactors.
, Midgar Raid
Midgar RaidReturn to Midgar to stop Hojo and the Sister Ray/Mako Cannon.
Attacks
Capsule
CapsuleRevives all allies and restores full HP.
, Capsule Targeting
Capsule TargetingTargets all allies; unused.
Defenses
-
Weaknesses
-
Steal Item
-
Morph Item
-
Dropped Item
-
Strategy
Hojo's first form is a setup phase disguised as a boss. Capsule summons can distract you, but killing the main body advances the fight faster than playing with every add. Keep the party healthy and avoid spending premium attacks before the later forms appear. Treat this phase as a controlled opener: remove anything that interferes with healing, then push Hojo onward.

Jamar Armor

Level HP MP EXP AP Gil
62 20,000 300 8,000 1,500 10,000
Location
Midgar Raid
Midgar RaidReturn to Midgar to stop Hojo and the Sister Ray/Mako Cannon.
Attacks
-
Defenses
-
Weaknesses
-
Steal Item
-
Morph Item
-
Dropped Item
-
Strategy
Jamar Armor exists to make Proud Clod more irritating than it needs to be. If Materia-jammer is disrupting your plan, destroy the armor before committing all damage to the main body. If your party is already winning through Limits and physical attacks, it can be ignored long enough to finish Proud Clod. The correct choice is practical: remove the support piece only when it is actually costing turns.

Jenova-BIRTH

Level HP MP EXP AP Gil
25 4,000 110 680 64 800
Location
Cargo Ship
Cargo ShipShinra ship crossing from Junon to Costa del Sol.
Attacks
Laser
LaserDeals Gravity damage equal to half of one target's current HP.
, Stop
StopTemporarily stops one target from acting.
, Tail Laser
Tail LaserInflicts physical damage on all opponents.
, W-Laser
W-LaserInflicts physical damage on one opponent.
, Gas
GasInflicts physical damage on one opponent.
Defenses
-
Weaknesses
-
Steal Item
-
Morph Item
-
Dropped Item
White Cape
White CapePrevents Frog and Small.
Strategy
Jenova-BIRTH is the Cargo Ship's endurance test. Tail Laser and W-Laser can spread damage quickly, while Stop can create a dangerous healing gap. Big Guard helps if you already learned it, but normal Barrier and Cure management are enough. Keep the party above multi-target range, avoid overcommitting to slow steals, and use Limits when they appear rather than saving them for a cleaner moment.

Jenova-DEATH

Level HP MP EXP AP Gil
55 25,000 800 6,000 400 5,000
Location
Whirlwind Maze
Whirlwind MazeCrater approach where the Reunion unfolds.
Attacks
Red Light
Red LightInflicts magic damage on one opponent.
, Silence
SilenceInflicts Silence status on one target.
, Tropic Wind
Tropic WindInflicts Fire/Wind-elemental magic damage on one opponent.
Defenses
Absorbs Fire
Weaknesses
-
Steal Item
-
Morph Item
-
Dropped Item
Reflect Ring
Reflect RingGrants Reflect at battle start.
Strategy
Jenova-DEATH absorbs Fire, and that single fact should shape the setup. Fire protection can blunt Red Light and Tropic Wind, but Fire-elemental offense only helps the boss. Silence is the disruption to cure quickly if your healing plan depends on magic. Use non-Fire damage and Limits, keep the party above multi-target range, and do not let the Whirlwind Maze fight become a slow spell trade.

Jenova-LIFE

Level HP MP EXP AP Gil
50 10,000 300 4,000 350 1,500
Location
Forgotten Capital / City of the Ancients
Forgotten Capital / City of the AncientsAncient Cetra city where Aeris/Aerith prays for Holy.
Attacks
Aqualung
AqualungDeals heavy Water-elemental damage to all enemies.
, Reflect
ReflectReflects most magic spells cast on one target.
Defenses
Absorbs Water
Weaknesses
-
Steal Item
-
Morph Item
-
Dropped Item
Wizard Bracelet
Wizard BraceletEight-slot linked armlet with high MDef and Magic +20.
Strategy
Jenova-LIFE is almost entirely about Water pressure. A Water Ring can trivialize Aqualung, while normal Water damage heals the boss and should be avoided. Reflect can complicate careless magic, so use physical attacks, Limits, and non-Water spells. Keep Enemy Skill Materia equipped if you still need Aqualung, then stabilize immediately after learning it and finish the fight before the tragedy sequence drains any more resources.

Lifeform Hojo-N

Level HP MP EXP AP Gil
58 30,000 100 25,000 2,500 6,000
Location
Sister Ray / Mako Cannon
Sister Ray / Mako CannonCannon mounted on Midgar and powered by reactors.
, Midgar Raid
Midgar RaidReturn to Midgar to stop Hojo and the Sister Ray/Mako Cannon.
Attacks
Absorb
AbsorbConsumes target HP or inflicts magic damage to restore the user. Costs 2 MP for Lifeform-Hojo N's version.
, Combo
ComboInflicts four physical hits, with possible Poison, Darkness, and Sleep on later hits.
, Silence
SilenceInflicts Silence status on one target.
, Slow
SlowSlows one target's ATB gauge.
Defenses
-
Weaknesses
-
Steal Item
-
Morph Item
-
Dropped Item
Power Source
Power SourcePermanently raises Strength by 1.
Strategy
Lifeform Hojo-N is the dangerous final Hojo phase because Combo, Slow, Silence, and Absorb can grind the party down. Ribbons or strong status coverage make the fight much smoother, and Haste helps offset Slow if it lands. Keep healing reliable, then use Limits and heavy single-target damage to close the battle. The Power Source Morph is possible, but it is not worth risking a collapse if your status protection is thin.

Lost Number

Level HP MP EXP AP Gil
35 7,000 300 2,000 80 2,000
Location
Shinra Mansion
Shinra MansionAbandoned mansion in Nibelheim tied to Hojo, Sephiroth, and Vincent.
Attacks
Bio
BioDeals low Poison-elemental magic damage and may inflict Poison.
, Bio2
Bio2Deals moderate Poison-elemental magic damage and may inflict Poison.
, Bolt2
Bolt2Deals moderate Lightning-elemental magic damage to one target.
, Quake
QuakeDeals low Earth-elemental magic damage to one target.
, Quake2
Quake2Deals moderate Earth-elemental magic damage to one target.
, Lost Blow
Lost BlowInflicts physical damage on one opponent.
, Bolt
BoltDeals low Lightning-elemental magic damage to one target.
Defenses
Immune to Gravity
Weaknesses
-
Steal Item
-
Morph Item
-
Dropped Item
Cosmo Memory
Cosmo MemoryTeaches Red XIII his Level 4 Limit Break.
Strategy
Lost Number's second half depends on how you push it through the threshold, so choose the form you would rather fight. Physical-heavy damage leads to the magic form, while magic-heavy damage leads to the physical form. Barrier, MBarrier, and steady healing matter more than elemental tricks because it blocks Gravity and has a broad spell list. Save Limits for after the transformation so the dangerous half ends quickly.

Materia Keeper

Level HP MP EXP AP Gil
38 8,400 300 3,000 200 2,400
Location
Mt. Nibel
Mt. NibelMountain path beyond Nibelheim leading toward Rocket Town.
Attacks
Big Horn
Big HornInflicts physical damage on one opponent.
, Cure2
Cure2Restores a moderate amount of HP to one target.
, Hell Combo
Hell ComboInflicts physical damage on one opponent.
, Keyclaw
KeyclawInflicts physical damage on one opponent.
, Trine
TrineDeals Lightning-elemental damage to all enemies.
Defenses
Immune to Gravity; Absorbs Fire
Weaknesses
-
Steal Item
-
Morph Item
-
Dropped Item
Jem Ring
Jem RingPrevents Petrify, Slow-numb, and Paralyzed.
Strategy
Materia Keeper is important because Trine can be learned here, and this is one of the Enemy Skill chances players often miss. Equip Enemy Skill Materia before the fight, avoid Fire because the boss absorbs it, and heal through Hell Combo while waiting for Trine. Cure2 can undo some of your progress, so do not stall longer than the learning attempt requires. Once Trine is secured, use Limits and strong neutral damage to finish it.

Palmer

Level HP MP EXP AP Gil
38 6,000 240 1,800 98 5,000
Location
Rocket Town
Rocket TownTown built around Shinra No. 26 and Cid's failed space program.
Attacks
Mako Gun
Mako GunInflicts Fire, Ice, or Lightning-elemental magic damage on one opponent.
Defenses
Immune to Gravity
Weaknesses
-
Steal Item
-
Morph Item
-
Dropped Item
Edincoat
EdincoatSeven-slot armlet with Magic +5.
Strategy
Palmer is more comic relief than wall, but Mako Gun still gives him enough damage to punish neglect. Keep the party healed, attack normally, and do not waste rare items on a boss with no meaningful phase control. Gravity will not help, so use direct damage and Limits instead. If you arrive overprepared after Rocket Town exploration, this should be a quick cleanup fight.

Proud Clod

Level HP MP EXP AP Gil
53 60,000 320 7,000 1,000 10,000
Location
Midgar Raid
Midgar RaidReturn to Midgar to stop Hojo and the Sister Ray/Mako Cannon.
Attacks
Beam Cannon
Beam CannonInflicts magic damage on all opponents.
, Big Hand Clash
Big Hand ClashInflicts physical damage on one opponent.
, Knee Blend
Knee BlendInflicts physical damage on one opponent.
, Knee Fire
Knee FireInflicts physical damage on one opponent.
, Materia-jammer
Materia-jammerBestows Reflect on one opponent.
, Wrist Laser
Wrist LaserInflicts physical damage on one opponent.
, W Machine Gun
W Machine GunInflicts physical damage on one opponent.
Defenses
Immune to Gravity
Weaknesses
-
Steal Item
-
Morph Item
-
Dropped Item
Ragnarok
RagnarokA powerful sword with a mythic name.
Strategy
Proud Clod is a long Midgar raid damage sponge, and the real danger is letting its heavy hits outpace your recovery. Big Guard, Barrier, and Haste are all useful because the boss has enough HP to make buffs pay off. Materia-jammer is annoying, so remove Jamar Armor support if it is disrupting your plan. Otherwise, keep offense focused and use Limits aggressively rather than trying to win through small chip damage.

Red Dragon

Level HP MP EXP AP Gil
39 6,800 300 3,500 200 1,000
Location
Temple of the Ancients
Temple of the AncientsAncient Cetra temple containing the Black Materia.
Attacks
Dragon Fang
Dragon FangInflicts physical damage on one opponent.
, Red Dragon Breath
Red Dragon BreathInflicts Fire-elemental magic damage on one opponent.
, Tail Attack
Tail AttackInflicts physical damage on one opponent.
Defenses
Immune to Gravity; Absorbs Fire
Weaknesses
-
Steal Item
-
Morph Item
-
Dropped Item
Dragon Armlet
Dragon ArmletHalves Fire, Ice, and Lightning damage.
Strategy
Red Dragon absorbs Fire, so do not bring Fire-elemental weapons or spells into what looks like an obvious dragon fight. Dragon Armlet-style protection helps, and Barrier softens Dragon Fang and Tail Attack. Red Dragon Breath is the attack to heal around if the party is not protected. Use non-Fire magic, Limits, and steady physical damage while preserving resources for Demon Gate shortly afterward.

Reno

Level HP MP EXP AP Gil
22 2,000 80 600 60 1,500
Location
Gongaga
GongagaRuined town near a destroyed reactor.
Attacks
Electro-mag Rod
Electro-mag RodInflicts physical damage and may inflict Paralysis on one opponent.
, Electroprod
ElectroprodInflicts Lightning-elemental physical damage on one opponent.
, Electroprod 2
Electroprod 2Inflicts Lightning-elemental physical damage on one opponent.
, Neo Turk Light
Neo Turk LightInflicts Confusion on one opponent.
, Pyramid
PyramidInflicts Imprisoned on one opponent and revives a Pyramid.
, Turk Light
Turk LightInflicts magic damage on one opponent.
Defenses
-
Weaknesses
-
Steal Item
-
Morph Item
-
Dropped Item
Fairy Tale
Fairy TaleA storybook-like staff with a gentle design.
Strategy
Reno's Pyramid is the mechanic to respect because it removes a character until the prison is attacked. Free trapped party members immediately, then return to damaging Reno; letting multiple Pyramids linger can turn an easy Turk fight into a stalled one. Electro-mag Rod and his Turk Light variants add pressure but are manageable with normal healing. Do not spread damage or chase style points?break Pyramids, heal, and focus him down.

Rude

Level HP MP EXP AP Gil
23 2,000 135 720 70 2,000
Location
Gongaga
GongagaRuined town near a destroyed reactor.
Attacks
Bolt2
Bolt2Deals moderate Lightning-elemental magic damage to one target.
, Cure
CureRestores a small amount of HP to one target.
, Cure2
Cure2Restores a moderate amount of HP to one target.
, Cover
CoverIntercepts physical damage for an ally.
, Grand Spark
Grand SparkInflicts magic damage on one opponent.
, MBarrier
MBarrierReduces magical damage taken by one target.
, Shoulder Attack
Shoulder AttackInflicts physical damage on one opponent.
, Fire
FireDeals low Fire-elemental magic damage to one target.
, Fire2
Fire2Deals moderate Fire-elemental magic damage to one target.
, Ice2
Ice2Deals moderate Ice-elemental magic damage to one target.
Defenses
-
Weaknesses
-
Steal Item
-
Morph Item
-
Dropped Item
X-Potion
X-PotionRestores HP to maximum.
Strategy
Rude's Gongaga fight is more exploitable than it first appears because his targeting behavior can soften the pressure when Tifa is present. Grand Spark and Bolt2 are the main damage turns, while Cure, Cure2, MBarrier, and Cover can prolong the battle. Keep offense focused so his support magic does not undo your progress. If he starts covering Reno-style pressure in a mixed Turk setup, remove the partner first or push Rude through with Limits.

Schizo (Left)

Level HP MP EXP AP Gil
43 18,000 350 2,200 120 1,500
Location
Gaea's Cliff
Gaea's CliffFrozen mountain climb toward the Northern Crater.
Attacks
Double Breath
Double BreathInflicts Fire/Ice-elemental magic damage on one opponent.
, Left Breath
Left BreathInflicts Ice-elemental magic damage on one opponent.
, Left Breath 2
Left Breath 2Inflicts Lightning-elemental magic damage on all opponents.
, Tremor
TremorInflicts Earth-elemental magic damage on all opponents.
, Right Breath
Right BreathInflicts Fire-elemental magic damage on one opponent.
, Right Breath 2
Right Breath 2Inflicts Lightning-elemental magic damage on all enemies.
Defenses
Immune to Gravity; Absorbs Ice
Weaknesses
-
Steal Item
-
Morph Item
-
Dropped Item
Dragon Fang
Dragon FangDeals Lightning-elemental damage.
Strategy
Schizo's left head absorbs Ice, so do not use all-target Ice or careless elemental weapons while it is alive. Keep both Fire and Ice protection equipped if possible because the heads punish the party from opposite sides. Focus one head down at a time and heal before a kill, since the final retaliation can punish low HP. Neutral attacks and Limits are safer than trying to thread the perfect element between the two heads.

Schizo (Right)

Level HP MP EXP AP Gil
43 18,000 350 2,200 120 1,500
Location
Gaea's Cliff
Gaea's CliffFrozen mountain climb toward the Northern Crater.
Attacks
Double Breath
Double BreathInflicts Fire/Ice-elemental magic damage on one opponent.
, Left Breath
Left BreathInflicts Ice-elemental magic damage on one opponent.
, Left Breath 2
Left Breath 2Inflicts Lightning-elemental magic damage on all opponents.
, Tremor
TremorInflicts Earth-elemental magic damage on all opponents.
, Right Breath
Right BreathInflicts Fire-elemental magic damage on one opponent.
, Right Breath 2
Right Breath 2Inflicts Lightning-elemental magic damage on all enemies.
Defenses
Immune to Gravity; Absorbs Fire
Weaknesses
-
Steal Item
Protect Ring
Protect RingGrants Barrier and MBarrier at battle start.
Morph Item
-
Dropped Item
-
Strategy
Schizo's right head absorbs Fire, making Fire-elemental offense a liability in half the battle. Treat the two heads as separate threats and avoid all-target elemental spells unless you are certain they will not heal one side. Keep the party healthy before finishing either head, then immediately stabilize before moving to the second. The safest plan is Big Guard or Barrier, focused neutral damage, and no greedy setup.

Snow

Level HP MP EXP AP Gil
32 4,000 160 500 42 700
Location
Great Glacier
Great GlacierLarge snowfield maze after the snowboard sequence.
Attacks
Cold Breath
Cold BreathInflicts Ice-elemental magic damage on one opponent; MP cost varies by enemy.
, Ice
IceDeals low Ice-elemental magic damage to one target.
, Ice2
Ice2Deals moderate Ice-elemental magic damage to one target.
, Fascination
FascinationInflicts Confusion on one opponent.
Defenses
Absorbs Ice
Weaknesses
Fire
Steal Item
Circlet
CircletRaises Magic and Spirit by 30.
Morph Item
-
Dropped Item
Ice Crystal
Ice CrystalCasts Ice3.
Strategy
Snow is a short but specific Great Glacier fight: Fire is the answer, Ice is the mistake. Steal the Circlet before committing to the kill if you want the accessory, then use Fire spells and Limits to end the duel. Cold Breath and Ice magic are manageable with Ice protection, but they become expensive if you try to trade the same element back. Treat it as a quick elemental check, not a long boss.

Enemy Properties

Enemy Name

The enemy's name.

Level

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

HP

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

MP

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

EXP

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

AP

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

Gil

The amount of Gil awarded after the enemy is defeated.

Location

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

Attacks

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

Defenses

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

Weaknesses

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

Steal Item

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

Morph Item

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

Dropped Item

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

Strategy

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

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