Bonus Battles
Narshe
Ice Dragon
HP: 69,489
Target Score:
- Defeat the Ice Dragon without being KO'ed.
Weak: Fire
Absorb: Ice
Resist: None
Null: None
Status Vulnerabilities: None
Valigarmanda
HP: 79,051
Target Score:
- Defeat Valigarmanda without being KO'ed.
Weak: Fire
Absorb: Ice
Resist: None
Null: Everything Else
Status Vulnerabilities: None
Notes: RW Terra OSB/USB.
Use one on Ice Dragon, the other on Vali. Done.
The Opera House ++
Earth Dragon
HP: 178,478
Target Score:
- Defeat the Earth Dragon without being KO'ed.
Weak: Wind, Water
Absorbs: None
Resists: None
Null: None
Vulnerabilities: None
Notes: Enough mixed mitigation needed to keep you honest, but primarily a magic fight.
Kefka's Tower +++
Skull Dragon
HP: 204,985
Target Score:
- Defeat the Skull Dragon without being KO'ed.
Weak: Fire, Holy
Absorbs: Poison
Resists: None
Null: None
Vulnerabilities: None
Notes: Only 2 attacks can damage you, the dangerous one being a ST magic fire attack.
Real danger here is Confuse or Disaster (Silence/Confuse/Blind/Doom) so ending the fight quickly is the best mitigation.
Ultimate + Apocalypse Battles
Phoenix Cave
凶Red Dragon
HP: 280,000
Target Score:
- Exploit the Red Dragon's weakness to ice attacks.
Weak: Ice, Water
Absorbs: Fire
Resists: None
Null: None
Vulnerabilities: None
Notes: 2 main things to look out for here: Runic won't save you much as the magic is mostly NAT, and putting up reflect will earn you a Dispel cast.
Mostly magic based, but it gains a relatively weak AoE physical counter when in Weak phase. Getting his once or twice by it is probably okay to forget protect, but if the fight is gonna drag it can hurt weaker parties a bit with bad RNG.
His only piercing attack is also holy element.
Mobliz
凶Phunbaba (Humbaba)
HP: 340,000
Target Score:
Weak: Poison
Absorbs: Lightning
Resist: None
Null: None
Vulnerabilities: None
Moveset:
Attack (PHY: ST 110% physical)
Thundara (NAT: ST 490% magical thunder)
Thundaga (BLK: AOE 342% magical thunder)
1000 Needles (NAT: AOE 1000 damage)
Solar Plexus (NAT: ST 422% physical)
Counter 1000 Needles (10%|10%|15% response to physical attacks; NAT: AOE 1000 damage)
Counter 1000 Needles (10%|10%|15% response to black or white magic; NAT: AOE 1000 damage)
Notes: His pattern really only chances in the frequency of his 1000 Needles counter between phases.
He has a bit of everything though, so bring both physical and magical mitigation. Thunder resist is the order, since 100 Needles is fixed damage and not gravity based.
Cid Mission: Don't forget that Locke is a requirement for the CM.
Mog can help lessen the counter chance with breakdowns as dances don't trigger it. Runic will only help you a bit here, but Celes may be a bring simply for Bioga Strike access.
If you're lower level, it can help to bring a 2nd healer here (which Mog can cover as well) to deal with an unlucky bout of counter needles. 340k HP can be a bit to chew through since Poison isn't a widely available element.
If you have some in-realm pieces available, RW Way Quistis BSB would be smart and can neglect Wall.
Floating Continent (Apoc +)
滅Atma (Ultima Weapon)
HP: 480,000
Target Score:
- Win with at least 3 characters alive.
Weak: Fire
Absorbs: None
Resist: Fire
Null: None
Vulnerabilities: None
Moveset:
(Default only) Attack (PHY: ST 110% physical)
(Default only) Flame (NAT: ST 490% magical fire)
(Default only) Flare (BLK: ST 410% magical non-element)
(Weak/V Weak only) Mind Blast (NAT: ST 490% magical non-element, 78% chance to Paralyze)
(Weak/V Weak only) Flarestar (NAT: AOE 486% piercing0.57 magical non-element, ignores Magic Blink)
(Weak/V Weak only) Fira (BLK: ST 490% magical fire)
(Weak/V Weak only) Bio (BLK: ST 490% magical bio, 78% chance to Poison)
(Weak/V Weak only) Graviga (BLK: ST 303% chance to 50% current HP gravity)
(Weak/V Weak only) Quake (NAT: AOE 390% magical earth)
(Weak/V Weak only) Tornado (NAT: ST 410% magical wind)
(Weak/V Weak only) Meteor (NAT: AOE 438% magical non-element)
(Weak/V Weak only) Full Power (NAT: AOE 300% physical)
Notes: 2 big things here. Maybe 3.
1. Heavily magical, but bring at least one form of physical mitigation because Full Power hurts just enough without it.
2. Be prepared for healing after 70% with the piercing Flare Star going off. Can't MBlink it.
3. Gravity happens on 4th turn in Weak Phase and 2nd turn in Very Weak. If you don't bring KO accessories (of which FF6 has 2 majors...hint) time a medica for these as well.
Most of the magic is NAT, so don't bother with Runic. Lot of elemets used as well, so going with KO Resist and breaking down magic as much as possible looks like the smarter route.
Finally, Ultra Cure may be preferred as Paralyze can proc often enough to be a headache.
Jump Start Notes: After a long while, the JS actually has a different fight.
滅Atma (Ultima Weapon)
HP: 620,000
Target Score:
- Win with at least 3 characters alive.
Weak: None
Absorbs: None
Resist: None
Null: None
Vulnerabilities: None
Atma's attack pattern remains the same as the Apoc fight, but you'll just be taking more damage. Note that the fire weakness is gone now as well.