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Info
Final Fantasy VII

Weapon Encounters

Diamond Weapon

Level HP MP EXP AP Gil
49 30,000 30,000 35,000 3,500 25,000
Location
Midgar Raid
Midgar RaidReturn to Midgar to stop Hojo and the Sister Ray/Mako Cannon.
Attacks
Diamond Fire
Diamond FireInflicts Fire-elemental magic damage on one opponent.
, Foot Stamp
Foot StampInflicts magic damage on one opponent or physical damage on all opponents depending on user.
, Diamond Flash
Diamond FlashInflicts percentage-based damage and Silence on one or all opponents.
Defenses
Immune to Gravity
Weaknesses
Lightning
Steal Item
Rising Sun
Rising SunA bright throwing weapon named for dawn light.
Morph Item
-
Dropped Item
-
Strategy
Diamond Weapon is a scripted Weapon encounter, but it can still punish sloppy timing. Lightning is the listed weakness, and magic is especially important when its defenses make physical attacks unreliable. Steal the Rising Sun before ending the fight if you want the weapon. Heal before Diamond Flash and keep pressure steady; this battle is about surviving the countdown-style bursts rather than trying to out-trick the boss.

Emerald Weapon

Level HP MP EXP AP Gil
99 1,000,000 100 50,000 50,000 50,000
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
Aire Tam Storm
Aire Tam StormDeals damage based on the target's equipped materia and removes multiple timed defensive/status effects.
, Emerald Beam
Emerald BeamDeals percentage-based HP damage and removes Regen from all opponents.
, Foot Stamp
Foot StampInflicts magic damage on one opponent or physical damage on all opponents depending on user.
, Revenge Stamp
Revenge StampInflicts physical damage and removes Haste from all opponents.
Defenses
Immune to Earth and Gravity
Weaknesses
-
Steal Item
-
Morph Item
-
Dropped Item
Earth Harp
Earth HarpTrade to Kalm traveler for one of each Master Materia.
Strategy
Emerald Weapon is the game's underwater endurance superboss. Bring Underwater Materia unless you are intentionally racing the timer, and watch Materia count because Aire Tam Storm scales brutally with equipped Materia. Big Guard, HP Plus, Final Attack/Phoenix, Mime, and high-end Limit or summon strategies all matter more than elemental weaknesses. Remove or manage the eyes when they appear, then return to the main body before Emerald Beam and Revenge Stamp grind the party down.

Ruby Weapon

Level HP MP EXP AP Gil
59 800,000 2,560 45,000 50,000 30,000
Location
Corel Prison
Corel PrisonDesert prison beneath Gold Saucer.
Attacks
Big Claw
Big ClawInflicts damage equal to 62.5% of the target's HP.
, Big Swing
Big SwingInflicts physical damage and may inflict Paralysis on all opponents.
, Comet2
Comet2Deals multiple hits of non-elemental magic damage to random enemies.
, Whirlsand
WhirlsandRemoves one opponent from battle.
, Ruby Flame
Ruby FlameInflicts Fire-elemental magic damage on one opponent.
, Ultima
UltimaDeals extremely high non-elemental magic damage to all enemies.
, Ruby Ray
Ruby RayInflicts magic damage and Confusion on one opponent.
, Right Revenge
Right RevengeInflicts HP percentage damage and may inflict Frog and Small.
, Right Thrust
Right ThrustInflicts HP percentage damage and may inflict Frog and Small.
, Shadow Flare
Shadow FlareDeals very high non-elemental damage to one target.
, Left Revenge
Left RevengeInflicts MP damage and may inflict Poison and Slow-numb.
, Left Thrust
Left ThrustInflicts MP damage and may inflict Poison and Slow-numb.
Defenses
Immune to Gravity
Weaknesses
-
Steal Item
-
Morph Item
-
Dropped Item
Desert Rose
Desert RoseTrade to Kalm traveler for a Gold Chocobo.
Strategy
Ruby Weapon is a superboss built around party control. Entering with two characters down is the classic way to prevent Whirlsand from removing your active team, then revive once the tentacles are established if your strategy calls for it. Hades, Dazers, or other paralysis-style control can create the window for Knights of the Round and Mime loops. Keep Final Attack/Phoenix or a comparable safety net ready, because Shadow Flare, Ultima, and the tentacle counters can end a greedy attempt instantly.

Ultimate Weapon

Level HP MP EXP AP Gil
61 100,000 400 35,000 3,500 25,000
Location
Cosmo Canyon
Cosmo CanyonBugenhagen's observatory town and Red XIII's home.
Attacks
Quake2
Quake2Deals moderate Earth-elemental magic damage to one target.
, Shadow Flare
Shadow FlareDeals very high non-elemental damage to one target.
, Thunderball
ThunderballInflicts Lightning-elemental magic damage on one opponent.
, Ultima Beam
Ultima BeamInflicts magic damage on all opponents.
Defenses
Immune to Gravity
Weaknesses
-
Steal Item
Curse Ring
Curse RingBoosts stats but inflicts Death Sentence.
Morph Item
-
Dropped Item
Ultima Weapon
Ultima WeaponA legendary weapon whose power rises with vitality.
Strategy
Ultimate Weapon is fought across multiple encounters, so think of each battle as progress toward a shared HP pool. Long-range damage, strong magic, and Limits help when it is airborne or awkward to reach. Steal the Curse Ring if you want it, and prepare Enemy Skill Materia before the final fight if you want Shadow Flare from its last attack behavior. Do not burn all resources in early meetings; save the strongest push for the final stop.

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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