Final Fantasy Online
Bestiary
Info
Info
Final Fantasy VII

Enemies E-G

Eagle Gun

Level HP MP EXP AP Gil
46 17,000 40 2,000 90 3,800
Location
North Corel Huge Materia Mission
North Corel Huge Materia MissionTrain chase to stop Shinra from taking Corel's Huge Materia.
Attacks
Dual Wing Fire
Dual Wing FireInflicts physical damage on all opponents.
, Single Wing Fire
Single Wing FireInflicts physical damage on one opponent.
Defenses
Immune to Earth and Water
Weaknesses
Lightning
Steal Item
Warrior Bangle
Warrior BangleNo-growth defensive armlet with Strength +20.
Morph Item
-
Dropped Item
X-Potion
X-PotionRestores HP to maximum.
Strategy
Eagle Gun is most dangerous when it gets time to use Dual Wing Fire; remove it before that pattern starts controlling the fight. Single Wing Fire is the follow-up to respect if the first round does not end it. Use Lightning damage to shorten the encounter, especially if the enemy appears with support targets. Skip the listed immunities (Immune to Earth and Water) rather than wasting MP on resisted spells. Fire resistance helps if the formation lasts more than a round. The safest rhythm is to remove it early, heal after the enemy phase, and move on.

Edgehead

Level HP MP EXP AP Gil
27 900 80 370 36 385
Location
Wutai
WutaiYuffie's homeland on the western continent.
Attacks
Scissors
ScissorsInflicts physical damage on one opponent.
, Electric Burst
Electric BurstInflicts Lightning-elemental magic damage on one opponent.
Defenses
-
Weaknesses
-
Steal Item
-
Morph Item
-
Dropped Item
Smoke Bomb
Smoke BombEscapes battle.
Strategy
Edgehead is a small encounter on paper, but Scissors gives it enough bite to justify focused damage. Electric Burst is the follow-up to respect if the first round does not end it. Save expensive resources unless the group is large; normal attacks and mid-tier magic are enough once one target falls. Do not extend the fight for minor drops unless the formation is already under control. The enemy is not worth a defensive setup unless it appears in a formation that is already going badly.

Elfadunk

Level HP MP EXP AP Gil
14 220 34 64 7 140
Location
Chocobo Farm
Chocobo FarmFarm near the Midgar Zolom marsh where the party learns about catching chocobos.
Attacks
Shower
ShowerInflicts magic damage and Sadness.
Defenses
-
Weaknesses
-
Steal Item
Hi-Potion
Hi-PotionRestores 500 HP.
Morph Item
-
Dropped Item
Potion
PotionRestores 100 HP. Damages enemies weak to Restorative.
Strategy
Elfadunk is a small encounter on paper, but Shower gives it enough bite to justify focused damage. Save expensive resources unless the group is large; normal attacks and mid-tier magic are enough once one target falls. There is no reason to preserve it after any steal or Morph attempt is complete. The enemy is not worth a defensive setup unless it appears in a formation that is already going badly.

Eligor

Level HP MP EXP AP Gil
12 300 67 36 4 12
Location
Train Graveyard
Train GraveyardMaze of abandoned trains between Sector 6 and Sector 7.
Attacks
Sword Attack
Sword AttackInflicts physical damage on one opponent.
, Silence
SilenceInflicts Silence status on one target.
, Sleepel
SleepelInflicts Sleep status on one target.
, Mono Laser
Mono LaserInflicts physical damage on one opponent.
Defenses
-
Weaknesses
-
Steal Item
Striking Staff
Striking StaffA staff designed for direct, forceful attacks.
Morph Item
Mute Mask
Mute MaskInflicts Silence.
Dropped Item
Echo Screen
Echo ScreenCures Silence.
Strategy
Eligor is worth slowing down for because the Striking Staff steal is one of Aeris's better early weapon upgrades. Silence and Sleepel are the real disruptions, so wake or cure the healer first if the battle opens badly. After the steal succeeds, use normal attacks and magic to finish it before Mono Laser starts pressuring the party. This is one of the few early random encounters where the item is more important than the EXP.

Epiolnis

Level HP MP EXP AP Gil
36 1,800 90 950 70 1,500
Location
Ancient Forest
Ancient ForestHidden forest near Cosmo Canyon.
Attacks
Bird Kick
Bird KickInflicts physical damage on one opponent.
, Acid Rain
Acid RainInflicts Poison-elemental magic damage and Poison on one opponent.
, Catapult
CatapultInflicts physical damage on one opponent.
Defenses
-
Weaknesses
-
Steal Item
Wizard Bracelet
Wizard BraceletEight-slot linked armlet with high MDef and Magic +20.
Morph Item
-
Dropped Item
-
Strategy
Epiolnis does not need many turns to become annoying, especially once Catapult enters the rotation. Bird Kick is the follow-up to respect if the first round does not end it. If several appear together, remove one at a time so their routine turns stop stacking up. Steal Wizard Bracelet before finishing the fight if you want the upgrade. Treat the fight as a chance to leave the area in good condition rather than as a place to burn rare items.

Evilhead

Level HP MP EXP AP Gil
28 740 45 650 50 400
Location
Gaea's Cliff
Gaea's CliffFrozen mountain climb toward the Northern Crater.
Attacks
Blood Suck
Blood SuckConsumes target HP to restore the user.
, Ultrasound
UltrasoundInflicts magic damage and Silence on one opponent.
Defenses
-
Weaknesses
-
Steal Item
-
Morph Item
Holy Torch
Holy TorchCasts DeSpell.
Dropped Item
Vampire Fang
Vampire FangDrains HP.
Strategy
Evilhead is a small encounter on paper, but Blood Suck gives it enough bite to justify focused damage. Ultrasound is the follow-up to respect if the first round does not end it. Save expensive resources unless the group is large; normal attacks and mid-tier magic are enough once one target falls. The safest rhythm is to remove it early, heal after the enemy phase, and move on. The enemy is not worth a defensive setup unless it appears in a formation that is already going badly.

Flapbeat

Level HP MP EXP AP Gil
18 330 60 140 15 186
Location
Gold Saucer
Gold SaucerMassive amusement complex above the desert.
Attacks
Tailbeat
TailbeatInflicts physical damage on one opponent.
Defenses
Immune to Earth
Weaknesses
Wind
Steal Item
T/S Bomb
T/S BombCasts Demi2.
Morph Item
T/S Bomb
T/S BombCasts Demi2.
Dropped Item
T/S Bomb
T/S BombCasts Demi2.
Strategy
Flapbeat is most dangerous when it gets time to use Tailbeat; remove it before that pattern starts controlling the fight. Flying Sickle is the follow-up to respect if the first round does not end it. Use Wind damage to shorten the encounter, especially if the enemy appears with support targets. Skip the listed immunities (Immune to Earth) rather than wasting MP on resisted spells. If you are grinding in the area, build around quick kills rather than defensive turtling.

Flower Prong (large)

Level HP MP EXP AP Gil
19 550 68 240 24 400
Location
Gongaga
GongagaRuined town near a destroyed reactor.
Attacks
Bio2
Bio2Deals moderate Poison-elemental magic damage and may inflict Poison.
, Pollen
PollenInflicts physical damage and may inflict Sleep on all opponents.
, Seed Bullet
Seed BulletInflicts physical damage on one opponent.
, W-Laser
W-LaserInflicts physical damage on one opponent.
, W Laser
W LaserInflicts damage equal to 93.75% of the target's HP.
Defenses
Absorbs Poison
Weaknesses
Fire and Earth
Steal Item
-
Morph Item
-
Dropped Item
Earth Drum
Earth DrumCasts Quake2.
Strategy
Flower Prong becomes worse the longer its form cycle is allowed to matter. Bio2 and Poison-based pressure are its best tools, but Fire and Earth cut through every size cleanly while Poison is absorbed. Target the active form hard instead of spreading damage around the formation. If it begins draining or using W Laser, stop stealing or Morphing and end the fight before the extra turns erase your progress.

Flower Prong (medium)

Level HP MP EXP AP Gil
19 550 68 220 22 350
Location
Gongaga
GongagaRuined town near a destroyed reactor.
Attacks
Bio2
Bio2Deals moderate Poison-elemental magic damage and may inflict Poison.
, Pollen
PollenInflicts physical damage and may inflict Sleep on all opponents.
, Seed Bullet
Seed BulletInflicts physical damage on one opponent.
, W-Laser
W-LaserInflicts physical damage on one opponent.
, W Laser
W LaserInflicts damage equal to 93.75% of the target's HP.
Defenses
Absorbs Poison
Weaknesses
Fire and Earth
Steal Item
-
Morph Item
-
Dropped Item
Earth Drum
Earth DrumCasts Quake2.
Strategy
The medium Flower Prong should be treated the same way as the full-grown version: do not feed it Poison, and use Fire or Earth to keep the form from controlling the battle. Bio2 is the move that can make the fight expensive, especially if the healer is already behind. Focus one target at a time and avoid low-value steals. The goal is to prevent a plant enemy from turning into a long status-and-drain exchange.

Flower Prong (small)

Level HP MP EXP AP Gil
19 550 68 200 20 300
Location
Gongaga
GongagaRuined town near a destroyed reactor.
Attacks
Bio2
Bio2Deals moderate Poison-elemental magic damage and may inflict Poison.
, Pollen
PollenInflicts physical damage and may inflict Sleep on all opponents.
, Seed Bullet
Seed BulletInflicts physical damage on one opponent.
, W-Laser
W-LaserInflicts physical damage on one opponent.
, W Laser
W LaserInflicts damage equal to 93.75% of the target's HP.
Defenses
Absorbs Poison
Weaknesses
Fire and Earth
Steal Item
-
Morph Item
-
Dropped Item
Earth Drum
Earth DrumCasts Quake2.
Strategy
The small Flower Prong is still dangerous because the same Poison and drain tools are available as it grows. Fire or Earth damage keeps the encounter brief, while Poison magic simply helps the enemy. If several appear in a jungle formation, remove them one by one before they start throwing Bio2 and W Laser around. Do not let the smaller form convince you to conserve every resource; a quick elemental spell is often cheaper than a long fight.

Formula

Level HP MP EXP AP Gil
16 240 100 65 7 120
Location
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.
, Upper Junon
Upper JunonShinra military port city.
Attacks
Air Bomber
Air BomberInflicts Wind-elemental magic damage on one opponent.
, Cross Impulse
Cross ImpulseInflicts Wind-elemental magic damage on all opponents.
Defenses
Immune to Earth
Weaknesses
Wind
Steal Item
Boomerang
BoomerangA curved throwing weapon that returns after flight.
Morph Item
Speed Drink
Speed DrinkCasts Haste.
Dropped Item
Hi-Potion
Hi-PotionRestores 500 HP.
Strategy
Formula is most dangerous when it gets time to use Air Bomber; remove it before that pattern starts controlling the fight. Cross Impulse is the follow-up to respect if the first round does not end it. Use Wind damage to shorten the encounter, especially if the enemy appears with support targets. Skip the listed immunities (Immune to Earth) rather than wasting MP on resisted spells. Steal Boomerang before finishing the fight if you want the upgrade.

Foulander

Level HP MP EXP AP Gil
27 800 100 440 34 460
Location
Da-chao Statue
Da-chao StatueMountain/statue area behind Wutai.
, Wutai
WutaiYuffie's homeland on the western continent.
Attacks
Flame Dance
Flame DanceInflicts Fire-elemental magic damage on all opponents.
Defenses
Absorbs Fire
Weaknesses
-
Steal Item
-
Morph Item
-
Dropped Item
Lunar Curtain
Lunar CurtainSets MBarrier.
, Fire Veil
Fire VeilCasts Fire3.
Strategy
Foulander's threat comes from its named moves rather than its HP pool, with Flame Dance being the one to plan around. Avoid the absorbed element noted in its data (Absorbs Fire) and use neutral damage instead. Fire resistance helps if the formation lasts more than a round. Do not extend the fight for minor drops unless the formation is already under control. If the battle opens with multiple targets, choose the one with the most disruptive named move and collapse the group from there.

Frozen Nail

Level HP MP EXP AP Gil
28 1,300 100 520 50 800
Location
Great Glacier
Great GlacierLarge snowfield maze after the snowboard sequence.
Attacks
-
Defenses
-
Weaknesses
-
Steal Item
-
Morph Item
-
Dropped Item
-
Strategy
Frozen Nail's threat comes from its named moves rather than its HP pool, with Continu-claw being the one to plan around. Flying Sickle is the follow-up to respect if the first round does not end it. Keep the healer free instead of chasing small damage optimizations, since the enemy is not built around a long phase. If you are grinding in the area, build around quick kills rather than defensive turtling.

Gagighandi

Level HP MP EXP AP Gil
19 480 55 173 18 220
Location
Gongaga
GongagaRuined town near a destroyed reactor.
Attacks
Claw
ClawInflicts physical damage on one opponent.
, Stone Stare
Stone StareInflicts Slow-numb on one opponent.
Defenses
-
Weaknesses
-
Steal Item
Soft
SoftCures Petrify.
Morph Item
Remedy
RemedyCures most negative statuses.
Dropped Item
Soft
SoftCures Petrify.
Strategy
Gagighandi does not need many turns to become annoying, especially once Stone Stare enters the rotation. Claw is the follow-up to respect if the first round does not end it. If several appear together, remove one at a time so their routine turns stop stacking up. Guarding against Petrify keeps the fight from becoming slower than it needs to be. The safest rhythm is to remove it early, heal after the enemy phase, and move on. Use the listed data to avoid obvious mistakes, but rely on decisive targeting more than prolonged preparation.

Gargoyle

Level HP MP EXP AP Gil
43 2,000 200 800 80 2,500
Location
Northern Cave / Northern Crater
Northern Cave / Northern CraterFinal dungeon where Sephiroth waits at the Planet's wound.
Attacks
L4 Death
L4 DeathInflicts Death on targets whose level is divisible by 4.
Defenses
-
Weaknesses
-
Steal Item
X-Potion
X-PotionRestores HP to maximum.
Morph Item
-
Dropped Item
X-Potion
X-PotionRestores HP to maximum.
Strategy
Gargoyle is not a mechanics-heavy enemy, but ignoring it lets routine damage accumulate across the area. Save expensive resources unless the group is large; normal attacks and mid-tier magic are enough once one target falls. There is no reason to preserve it after any steal or Morph attempt is complete. The enemy is not worth a defensive setup unless it appears in a formation that is already going badly.

Garuda

Level HP MP EXP AP Gil
29 1,400 200 520 30 520
Location
Da-chao Statue
Da-chao StatueMountain/statue area behind Wutai.
, Wutai
WutaiYuffie's homeland on the western continent.
Attacks
Bolt2
Bolt2Deals moderate Lightning-elemental magic damage to one target.
, Ice2
Ice2Deals moderate Ice-elemental magic damage to one target.
, Dance
DanceConsumes MP from the target or inflicts physical damage, Darkness, and Slow on all opponents depending on user. Costs 8 MP for Garuda's version.
, Rod
RodInflicts physical damage on one opponent.
Defenses
Immune to Earth and Wind; Absorbs Ice and Lightning
Weaknesses
-
Steal Item
-
Morph Item
-
Dropped Item
Bolt Plume
Bolt PlumeCasts Bolt2.
, Mute Mask
Mute MaskInflicts Silence.
, Light Curtain
Light CurtainSets Barrier.
Strategy
Garuda is a small encounter on paper, but Ice2 gives it enough bite to justify focused damage. Bolt2 is the follow-up to respect if the first round does not end it. Work around its defenses carefully: Immune to Earth and Wind; Absorbs Ice and Lightning. There is no reason to preserve it after any steal or Morph attempt is complete. The enemy is not worth a defensive setup unless it appears in a formation that is already going badly.

Gas Ducter

Level HP MP EXP AP Gil
42 3,000 200 900 75 1,100
Location
North Corel Huge Materia Mission
North Corel Huge Materia MissionTrain chase to stop Shinra from taking Corel's Huge Materia.
Attacks
-
Defenses
Absorbs Poison
Weaknesses
-
Steal Item
-
Morph Item
-
Dropped Item
-
Strategy
Gas Ducter is not a mechanics-heavy enemy, but ignoring it lets routine damage accumulate across the area. Avoid the absorbed element noted in its data (Absorbs Poison) and use neutral damage instead. The safest rhythm is to remove it early, heal after the enemy phase, and move on. The enemy is not worth a defensive setup unless it appears in a formation that is already going badly. Once you know which element or status angle matters, the enemy loses most of its leverage.

Ghirofelgo

Level HP MP EXP AP Gil
26 1,600 0 380 44 300
Location
Nibelheim
NibelheimPresent-day version of Cloud and Tifa's hometown, strangely rebuilt after the flashback incident.
Attacks
Guillotine
GuillotineInflicts physical damage on one opponent.
Defenses
Immune to Earth
Weaknesses
Gravity
Steal Item
-
Morph Item
-
Dropped Item
Phoenix Down
Phoenix DownRevives a KO'd character with partial HP.
Strategy
Ghirofelgo is best treated as a quick cleanup target in Nibelheim, especially when it appears beside stronger enemies. Use Gravity damage to shorten the encounter, especially if the enemy appears with support targets. Skip the listed immunities (Immune to Earth) rather than wasting MP on resisted spells. There is no reason to preserve it after any steal or Morph attempt is complete. Treat the fight as a chance to leave the area in good condition rather than as a place to burn rare items.

Ghost

Level HP MP EXP AP Gil
10 130 80 30 3 22
Location
Train Graveyard
Train GraveyardMaze of abandoned trains between Sector 6 and Sector 7.
Attacks
Scratch
ScratchInflicts physical damage on one opponent.
, Fire
FireDeals low Fire-elemental magic damage to one target.
Defenses
Immune to Earth and Water
Weaknesses
Fire and Holy
Steal Item
Ghost Hand
Ghost HandDrains MP.
Morph Item
-
Dropped Item
Ghost Hand
Ghost HandDrains MP.
Strategy
Ghost should be handled like an undead target rather than an ordinary random enemy. Fire and Holy punish it cleanly, while Drain is the move that can undo slow chip damage if you leave it alive. Do not use Water or Earth options, and do not stall unless you want the Ghost Hand. A fast Fire spell or focused physical round prevents the Train Graveyard from becoming a war of attrition.

Ghost Ship

Level HP MP EXP AP Gil
44 6,600 100 1,600 60 2,000
Location
Junon Underwater Reactor
Junon Underwater ReactorShinra underwater reactor beneath Junon.
Attacks
St. Elmos Fire
St. Elmos FireInflicts physical damage on one opponent.
, Goannai
GoannaiRemoves one opponent from battle.
Defenses
Immune to Earth and Gravity
Weaknesses
Holy
Steal Item
Phoenix Down
Phoenix DownRevives a KO'd character with partial HP.
Morph Item
Guide Book
Guide BookTrade to Kalm traveler for Underwater Materia.
Dropped Item
Phoenix Down
Phoenix DownRevives a KO'd character with partial HP.
Strategy
Ghost Ship is most dangerous when it gets time to use St. Elmos Fire; remove it before that pattern starts controlling the fight. Use Holy damage to shorten the encounter, especially if the enemy appears with support targets. Skip the listed immunities (Immune to Earth and Gravity) rather than wasting MP on resisted spells. Once the practical threat is handled, finish with your strongest non-resisted attacks. Use the listed data to avoid obvious mistakes, but rely on decisive targeting more than prolonged preparation.

Gi Spector

Level HP MP EXP AP Gil
23 450 88 260 20 150
Location
Cave of the Gi
Cave of the GiHaunted cave beneath Cosmo Canyon.
Attacks
Death Sentence
Death SentenceInflicts Death Sentence on one target.
, Hell Spear
Hell SpearInflicts physical damage and may inflict Paralysis on one opponent.
, Skewer
SkewerInflicts physical damage on one opponent.
Defenses
-
Weaknesses
Fire and Holy
Steal Item
-
Morph Item
-
Dropped Item
Smoke Bomb
Smoke BombEscapes battle.
Strategy
Gi Spector's defining turn is Death Sentence, so the encounter is less about setup and more about preventing that move from getting repeated. Use Fire and Holy damage to shorten the encounter, especially if the enemy appears with support targets. Status protection matters more than raw defense here, especially against Death Sentence, Instant Death. Death Sentence can be learned as an Enemy Skill from the right source, but keep the affected character healed until the timer resolves or the fight ends.

Gigas

Level HP MP EXP AP Gil
40 3,500 100 840 84 560
Location
Northern Cave / Northern Crater
Northern Cave / Northern CraterFinal dungeon where Sephiroth waits at the Planet's wound.
Attacks
Moon Wars
Moon WarsInflicts physical damage on one opponent.
, Quake3
Quake3Deals high Earth-elemental magic damage to one target.
, Squash
SquashInflicts Earth-elemental physical damage on one opponent.
Defenses
-
Weaknesses
-
Steal Item
Gigas Armlet
Gigas ArmletNo-growth armlet with Strength +30.
Morph Item
-
Dropped Item
Earth Mallet
Earth MalletCasts Quake3.
Strategy
Gigas's defining turn is Quake3, so the encounter is less about setup and more about preventing that move from getting repeated. Squash is the follow-up to respect if the first round does not end it. Use focused physicals, Limits, or efficient Enemy Skills rather than spreading damage across the formation. Earth resistance helps if the formation lasts more than a round. Steal Gigas Armlet before finishing the fight if you want the upgrade.

Goblin

Level HP MP EXP AP Gil
40 2,000 80 20 20 20
Location
Goblin Island
Goblin IslandRemote island with Goblin enemies.
, Round Island
Round IslandHidden island containing the Knights of the Round cave.
Attacks
Sleepel
SleepelInflicts Sleep status on one target.
, Goblin Punch
Goblin PunchDeals non-elemental physical damage, with greatly increased damage if caster and target levels match.
Defenses
-
Weaknesses
-
Steal Item
Zeio Nut
Zeio NutUsed for Chocobo breeding; required for Gold Chocobo breeding.
Morph Item
-
Dropped Item
-
Strategy
Goblin looks unimpressive, but Goblin Island exists largely so you can collect Goblin Punch. The skill is not listed as its normal threat in the same way as a boss move, so fight with Enemy Skill Materia equipped and manipulate/control the attempt if needed. Sleepel is just a delay tactic. Once the skill is learned, clear the island enemies quickly and move on.

Golem

Level HP MP EXP AP Gil
24 1,000 0 300 22 500
Location
Cosmo Canyon
Cosmo CanyonBugenhagen's observatory town and Red XIII's home.
Attacks
Megaton Punch
Megaton PunchInflicts physical damage on one opponent.
Defenses
-
Weaknesses
-
Steal Item
Turbo Ether
Turbo EtherRestores MP to maximum.
Morph Item
-
Dropped Item
Hi-Potion
Hi-PotionRestores 500 HP.
Strategy
Golem is a small encounter on paper, but Megaton Punch gives it enough bite to justify focused damage. Save expensive resources unless the group is large; normal attacks and mid-tier magic are enough once one target falls. Steal Turbo Ether before finishing the fight if you want the upgrade. The enemy is not worth a defensive setup unless it appears in a formation that is already going badly.

Grand Horn

Level HP MP EXP AP Gil
19 460 43 180 15 240
Location
Gongaga
GongagaRuined town near a destroyed reactor.
, Cosmo Canyon
Cosmo CanyonBugenhagen's observatory town and Red XIII's home.
Attacks
Punch
PunchInflicts physical damage on one opponent.
Defenses
-
Weaknesses
-
Steal Item
-
Morph Item
Hi-Potion
Hi-PotionRestores 500 HP.
Dropped Item
Hi-Potion
Hi-PotionRestores 500 HP.
, War Gong
War GongInflicts Berserk.
Strategy
Grand Horn is a small encounter on paper, but Poison Breath gives it enough bite to justify focused damage. Punch is the follow-up to respect if the first round does not end it. Save expensive resources unless the group is large; normal attacks and mid-tier magic are enough once one target falls. Guarding against Poison keeps the fight from becoming slower than it needs to be. The safest rhythm is to remove it early, heal after the enemy phase, and move on.

Grangalan

Level HP MP EXP AP Gil
16 550 60 88 10 220
Location
Costa del Sol
Costa del SolResort town reached after the Cargo Ship.
, Mt. Corel
Mt. CorelMountain and reactor route leading toward North Corel.
, North Corel
North CorelRuined mining town connected to Barret's past.
, Gold Saucer
Gold SaucerMassive amusement complex above the desert.
Attacks
Silver Wheel
Silver WheelInflicts physical damage on one opponent.
, Darkeye
DarkeyeMay inflict Darkness on one opponent.
Defenses
Immune to Earth, Gravity and Water
Weaknesses
-
Steal Item
-
Morph Item
-
Dropped Item
Hi-Potion
Hi-PotionRestores 500 HP.
Strategy
Grangalan does not need many turns to become annoying, especially once Darkeye enters the rotation. Silver Wheel is the follow-up to respect if the first round does not end it. Skip the listed immunities (Immune to Earth, Gravity and Water) rather than wasting MP on resisted spells. Guarding against Darkness keeps the fight from becoming slower than it needs to be. There is no reason to preserve it after any steal or Morph attempt is complete.

Grangalan Jr.

Level HP MP EXP AP Gil
15 330 40 77 8 110
Location
Costa del Sol
Costa del SolResort town reached after the Cargo Ship.
, Mt. Corel
Mt. CorelMountain and reactor route leading toward North Corel.
, North Corel
North CorelRuined mining town connected to Barret's past.
, Gold Saucer
Gold SaucerMassive amusement complex above the desert.
Attacks
Silver Wheel
Silver WheelInflicts physical damage on one opponent.
, Triclops
TriclopsMay inflict Sadness and Slow-numb.
Defenses
Immune to Earth, Gravity and Water
Weaknesses
-
Steal Item
-
Morph Item
-
Dropped Item
Potion
PotionRestores 100 HP. Damages enemies weak to Restorative.
Strategy
Grangalan Jr. does not need many turns to become annoying, especially once Triclops enters the rotation. Silver Wheel is the follow-up to respect if the first round does not end it. Skip the listed immunities (Immune to Earth, Gravity and Water) rather than wasting MP on resisted spells. The safest rhythm is to remove it early, heal after the enemy phase, and move on. Treat the fight as a chance to leave the area in good condition rather than as a place to burn rare items.

Grangalan Jr. Jr.

Level HP MP EXP AP Gil
14 110 20 66 6 55
Location
Costa del Sol
Costa del SolResort town reached after the Cargo Ship.
, Mt. Corel
Mt. CorelMountain and reactor route leading toward North Corel.
, North Corel
North CorelRuined mining town connected to Barret's past.
, Gold Saucer
Gold SaucerMassive amusement complex above the desert.
Attacks
Silver Wheel
Silver WheelInflicts physical damage on one opponent.
, Stop Eye
Stop EyeMay inflict Stop on one opponent.
Defenses
Immune to Earth and Water
Weaknesses
-
Steal Item
-
Morph Item
-
Dropped Item
-
Strategy
Grangalan Jr. Jr.'s threat comes from its named moves rather than its HP pool, with Stop Eye being the one to plan around. Silver Wheel is the follow-up to respect if the first round does not end it. Skip the listed immunities (Immune to Earth and Water) rather than wasting MP on resisted spells. Guarding against Stop keeps the fight from becoming slower than it needs to be. There is no reason to preserve it after any steal or Morph attempt is complete.

Grashtrike

Level HP MP EXP AP Gil
8 42 0 20 2 20
Location
-
Attacks
-
Defenses
-
Weaknesses
-
Steal Item
-
Morph Item
-
Dropped Item
Spider Web
Spider WebInflicts Slow.
Strategy
Grashtrike is most dangerous when it gets time to use Silk; remove it before that pattern starts controlling the fight. Sickle is the follow-up to respect if the first round does not end it. A fast single-target kill is usually better than spending MP to over-solve the encounter. Once the practical threat is handled, finish with your strongest non-resisted attacks. That approach preserves MP for the harder scripted battles nearby while still preventing random damage from piling up.

Gremlin

Level HP MP EXP AP Gil
36 1,500 100 750 60 750
Location
Whirlwind Maze
Whirlwind MazeCrater approach where the Reunion unfolds.
Attacks
Bad mouth
Bad mouthInflicts physical damage and Sadness on one opponent.
, Fury
FuryAnimation-only tantrum action.
, Fury 2
Fury 2Animation-only tantrum action.
Defenses
-
Weaknesses
-
Steal Item
Tent
TentFully restores party HP, MP, and status at Save Points or on the World Map.
Morph Item
X-Potion
X-PotionRestores HP to maximum.
Dropped Item
Shrivel
ShrivelInflicts Small.
Strategy
Gremlin is a small encounter on paper, but Fury gives it enough bite to justify focused damage. Fury 2 is the follow-up to respect if the first round does not end it. Save expensive resources unless the group is large; normal attacks and mid-tier magic are enough once one target falls. Guarding against Fury keeps the fight from becoming slower than it needs to be. There is no reason to preserve it after any steal or Morph attempt is complete.

Grenade

Level HP MP EXP AP Gil
32 2,000 0 900 100 400
Location
Northern Cave / Northern Crater
Northern Cave / Northern CraterFinal dungeon where Sephiroth waits at the Planet's wound.
Attacks
Bomb Blast
Bomb BlastSacrifices user to inflict physical damage on one opponent.
, Gush
GushInflicts Fire-elemental physical damage on one opponent.
Defenses
Immune to Fire and Earth
Weaknesses
-
Steal Item
Right Arm
Right ArmDeals 1,600 non-elemental damage.
Morph Item
-
Dropped Item
Right Arm
Right ArmDeals 1,600 non-elemental damage.
Strategy
Grenade's threat comes from its named moves rather than its HP pool, with Eruption being the one to plan around. Gush is the follow-up to respect if the first round does not end it. Skip the listed immunities (Immune to Fire and Earth) rather than wasting MP on resisted spells. There is no reason to preserve it after any steal or Morph attempt is complete. If the battle opens with multiple targets, choose the one with the most disruptive named move and collapse the group from there.

Grenade Combatant

Level HP MP EXP AP Gil
10 130 0 42 4 72
Location
Shinra Building
Shinra BuildingShinra headquarters, central to the Midgar escape sequence.
Attacks
Machine Gun
Machine GunInflicts physical damage on one opponent.
, Hand Grenade
Hand GrenadeInflicts physical damage on one opponent.
Defenses
-
Weaknesses
-
Steal Item
Tranquilizer
TranquilizerCures Fury and inflicts Sadness.
Morph Item
Grenade
GrenadeDeals 160 non-elemental damage.
Dropped Item
Grenade
GrenadeDeals 160 non-elemental damage.
Strategy
Grenade Combatant is most dangerous when it gets time to use Machine Gun; remove it before that pattern starts controlling the fight. A fast single-target kill is usually better than spending MP to over-solve the encounter. If you are grinding in the area, build around quick kills rather than defensive turtling. That approach preserves MP for the harder scripted battles nearby while still preventing random damage from piling up.

Griffin

Level HP MP EXP AP Gil
21 760 40 260 25 350
Location
Cosmo Canyon
Cosmo CanyonBugenhagen's observatory town and Red XIII's home.
Attacks
Peacock
PeacockInflicts MP magic damage on all opponents.
Defenses
-
Weaknesses
-
Steal Item
Phoenix Down
Phoenix DownRevives a KO'd character with partial HP.
Morph Item
Phoenix Down
Phoenix DownRevives a KO'd character with partial HP.
Dropped Item
Phoenix Down
Phoenix DownRevives a KO'd character with partial HP.
Strategy
Griffin's defining turn is Peacock, so the encounter is less about setup and more about preventing that move from getting repeated. Use focused physicals, Limits, or efficient Enemy Skills rather than spreading damage across the formation. Once the practical threat is handled, finish with your strongest non-resisted attacks. This keeps the entry consistent with normal exploration: low commitment, clean target priority, and no wasted elemental casts.

Grimguard

Level HP MP EXP AP Gil
31 880 120 600 45 560
Location
Northern Cave / Northern Crater
Northern Cave / Northern CraterFinal dungeon where Sephiroth waits at the Planet's wound.
Attacks
Bolt2
Bolt2Deals moderate Lightning-elemental magic damage to one target.
, Grim Rod
Grim RodInflicts physical damage on one opponent.
, Ice2
Ice2Deals moderate Ice-elemental magic damage to one target.
Defenses
Immune to Ice and Lightning
Weaknesses
-
Steal Item
Shrivel
ShrivelInflicts Small.
Morph Item
-
Dropped Item
Shrivel
ShrivelInflicts Small.
Strategy
Grimguard does not need many turns to become annoying, especially once Ice2 enters the rotation. Bolt2 is the follow-up to respect if the first round does not end it. Skip the listed immunities (Immune to Ice and Lightning) rather than wasting MP on resisted spells. There is no reason to preserve it after any steal or Morph attempt is complete. Treat the fight as a chance to leave the area in good condition rather than as a place to burn rare items.

Grosspanzer Big

Level HP MP EXP AP Gil
46 4,600 200 800 80 3,100
Location
Midgar Raid
Midgar RaidReturn to Midgar to stop Hojo and the Sister Ray/Mako Cannon.
Attacks
Napalm Bomb
Napalm BombInflicts Fire-elemental physical damage on one opponent.
Defenses
-
Weaknesses
Lightning
Steal Item
-
Morph Item
-
Dropped Item
8inch Cannon
8inch CannonDeals 3,200 non-elemental damage.
Strategy
Grosspanzer Big is best treated as a quick cleanup target in Sector 8, especially when it appears beside stronger enemies. Use Lightning damage to shorten the encounter, especially if the enemy appears with support targets. The safest rhythm is to remove it early, heal after the enemy phase, and move on. Treat the fight as a chance to leave the area in good condition rather than as a place to burn rare items. Use the listed data to avoid obvious mistakes, but rely on decisive targeting more than prolonged preparation.

Grosspanzer Mobile

Level HP MP EXP AP Gil
50 10,000 300 400 80 1,400
Location
-
Attacks
Deadly Wheel
Deadly WheelInflicts physical damage on all opponents.
, Napalm Bomb
Napalm BombInflicts Fire-elemental physical damage on one opponent.
, Normal Shell
Normal ShellInflicts physical damage on one opponent.
Defenses
-
Weaknesses
Lightning
Steal Item
-
Morph Item
-
Dropped Item
-
Strategy
Grosspanzer Mobile is a small encounter on paper, but Napalm Bomb gives it enough bite to justify focused damage. Deadly Wheel is the follow-up to respect if the first round does not end it. Use Lightning damage to shorten the encounter, especially if the enemy appears with support targets. There is no reason to preserve it after any steal or Morph attempt is complete. The enemy is not worth a defensive setup unless it appears in a formation that is already going badly.

Grosspanzer Small A

Level HP MP EXP AP Gil
42 2,900 160 600 80 700
Location
Midgar Raid
Midgar RaidReturn to Midgar to stop Hojo and the Sister Ray/Mako Cannon.
Attacks
-
Defenses
-
Weaknesses
Lightning
Steal Item
-
Morph Item
-
Dropped Item
-
Strategy
Grosspanzer Small A is simple by itself; the only real mistake is letting it sit alive while more dangerous formation partners act. Use Lightning damage to shorten the encounter, especially if the enemy appears with support targets. If you are grinding in the area, build around quick kills rather than defensive turtling. If the battle opens with multiple targets, choose the one with the most disruptive named move and collapse the group from there.

Grosspanzer Small B

Level HP MP EXP AP Gil
42 2,900 160 600 80 700
Location
Midgar Raid
Midgar RaidReturn to Midgar to stop Hojo and the Sister Ray/Mako Cannon.
Attacks
-
Defenses
-
Weaknesses
Lightning
Steal Item
-
Morph Item
-
Dropped Item
-
Strategy
Grosspanzer Small B is mostly a tempo check around Sector 8: clear it before spending turns on elaborate setup. Use Lightning damage to shorten the encounter, especially if the enemy appears with support targets. If you are grinding in the area, build around quick kills rather than defensive turtling. This keeps the entry consistent with normal exploration: low commitment, clean target priority, and no wasted elemental casts. Use the listed data to avoid obvious mistakes, but rely on decisive targeting more than prolonged preparation.

Grunt

Level HP MP EXP AP Gil
7 40 0 22 2 15
Location
Mako Reactor 1
Mako Reactor 1Opening bombing mission where Cloud joins AVALANCHE to destroy Shinra's No. 1 Reactor.
Attacks
Beam Gun
Beam GunInflicts physical damage on one opponent.
, Handclaw
HandclawInflicts physical damage on one opponent.
Defenses
-
Weaknesses
-
Steal Item
-
Morph Item
-
Dropped Item
Potion
PotionRestores 100 HP. Damages enemies weak to Restorative.
Strategy
Grunt's defining turn is Beam Gun, so the encounter is less about setup and more about preventing that move from getting repeated. Use focused physicals, Limits, or efficient Enemy Skills rather than spreading damage across the formation. If you are grinding in the area, build around quick kills rather than defensive turtling. This keeps the entry consistent with normal exploration: low commitment, clean target priority, and no wasted elemental casts.

Guard Dog

Level HP MP EXP AP Gil
3 42 0 20 2 12
Location
Mako Reactor 1
Mako Reactor 1Opening bombing mission where Cloud joins AVALANCHE to destroy Shinra's No. 1 Reactor.
, Sector 5 Church
Sector 5 ChurchAbandoned church where Cloud meets Aeris/Aerith properly after falling from Reactor 5.
, Sector 5 Slums
Sector 5 SlumsResidential slum area where Aeris lives with Elmyra.
Attacks
-
Defenses
-
Weaknesses
-
Steal Item
-
Morph Item
-
Dropped Item
Potion
PotionRestores 100 HP. Damages enemies weak to Restorative.
Strategy
Guard Dog is not a mechanics-heavy enemy, but ignoring it lets routine damage accumulate across the area. Save expensive resources unless the group is large; normal attacks and mid-tier magic are enough once one target falls. Do not extend the fight for minor drops unless the formation is already under control. The enemy is not worth a defensive setup unless it appears in a formation that is already going badly.

Guard System

Level HP MP EXP AP Gil
35 2,200 200 1,100 80 1,200
Location
Upper Junon
Upper JunonShinra military port city.
, Junon Underwater Reactor
Junon Underwater ReactorShinra underwater reactor beneath Junon.
, Fort Condor
Fort CondorReactor settlement where locals defend a giant condor from Shinra.
, Lower Junon
Lower JunonFishing village beneath Junon's cannon and military city.
Attacks
-
Defenses
Immune to Lightning
Weaknesses
-
Steal Item
-
Morph Item
-
Dropped Item
Molotov
MolotovDeals Fire-elemental damage.
Strategy
Guard System is mostly a tempo check around Junon Path: clear it before spending turns on elaborate setup. Skip the listed immunities (Immune to Lightning) rather than wasting MP on resisted spells. Do not extend the fight for minor drops unless the formation is already under control. This keeps the entry consistent with normal exploration: low commitment, clean target priority, and no wasted elemental casts. Once you know which element or status angle matters, the enemy loses most of its leverage.

Guardian

Level HP MP EXP AP Gil
40 4,000 340 940 60 500
Location
Junon Underwater Reactor
Junon Underwater ReactorShinra underwater reactor beneath Junon.
Attacks
Jumping Blow
Jumping BlowInflicts physical damage on one opponent.
, Rocket Punch
Rocket PunchInflicts physical damage on one opponent.
, W Rocket Punch
W Rocket PunchInflicts physical damage on one opponent.
Defenses
-
Weaknesses
-
Steal Item
-
Morph Item
-
Dropped Item
-
Strategy
Guardian does not need many turns to become annoying, especially once Jumping Blow enters the rotation. Rocket Punch is the follow-up to respect if the first round does not end it. If several appear together, remove one at a time so their routine turns stop stacking up. There is no reason to preserve it after any steal or Morph attempt is complete. Treat the fight as a chance to leave the area in good condition rather than as a place to burn rare items.

Gun Carrier

Level HP MP EXP AP Gil
39 3,400 240 860 75 1,600
Location
Junon Underwater Reactor
Junon Underwater ReactorShinra underwater reactor beneath Junon.
Attacks
Abnormal Shell
Abnormal ShellInflicts physical damage, Darkness, and Slow on one opponent.
, Normal Shell
Normal ShellInflicts physical damage on one opponent.
Defenses
-
Weaknesses
Lightning
Steal Item
-
Morph Item
-
Dropped Item
-
Strategy
Gun Carrier is most dangerous when it gets time to use Normal Shell; remove it before that pattern starts controlling the fight. Abnormal Shell is the follow-up to respect if the first round does not end it. Use Lightning damage to shorten the encounter, especially if the enemy appears with support targets. The safest rhythm is to remove it early, heal after the enemy phase, and move on. The result should be a short, controlled fight rather than a slow exchange of basic turns.

Enemy Properties

Enemy Name

The enemy's name.

Level

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

HP

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

MP

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

EXP

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

AP

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

Gil

The amount of Gil awarded after the enemy is defeated.

Location

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

Attacks

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

Defenses

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

Weaknesses

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

Steal Item

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

Morph Item

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

Dropped Item

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

Strategy

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

Final Fantasy Online

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