Bonus Battles
Firion
Firion
HP: 139,668
Target Score:
- Defeat Firion without being KO'ed.
- Reduce Firion's attack.
- Reduce Firion's defense.
Weak: Dark
Absorb: None
Resist: None
Null: None
Status Vulnerabilities: None
Just one fight here.
Notes: Firion has both physical and magical hits, but his AoE stuff is physical.
Lord of Arms in his weak phase is a ranged attack.
Onion Knight ++
Onion Knight
HP: 188,131
Target Score:
- Reduce Onion Knight's magic.
- Reduce Onion Knight's attack.
- Exploit Onion Knight's weakness to dark attacks.
Weak: Dark
Absorbs: None
Resists: None
Null: None
Vulnerabilities: None
Notes: After a certain amount of time, OK will shift to either Ninja mode (physical) or Sage mode (magical) depending on the type of attacks most used against him - similar to Lost Number from FF7.
Ninja mode has both ranged and regular physical hits, while Sage mode can deal most of the elemental spectrum in damage.
Vaan +++
Vaan
HP: 212,988
Target Score:
[LIST][*]Reduce Vaan's attack.[*]Reduce Vaan's defense. [*]Reduce Vaan's resistance.
Weak: Dark
Absorbs:
Resist: None
Null: None
Vulnerabilities: Stun
Notes: Vaan has a token thunder and fire magical attack (thunder AoE) but the majority of his stuff is physical.
After 70% HP, Vaan can use Pyroclasm. In addition to it being his only dangerous attack, it is also ranged physical.
Ultimate + Apocalypse Battles
Terra & Cloud (U)
凶Terra, 凶Cloud
HP: Terra: 142,253 - Cloud: 152,731
Target Score:
- Reduce an enemy's attack.
- Reduce an enemy's magic.
- Exploit an enemy's weakness to dark attacks.
Weak: Dark
Absorbs: None
Resist: None
Null: None
Vulnerabilities: None
Cloud Moveset:
Attack (PHY: ST 110% physical)
Sonic Break (PHY: RT 188% physical, 3 hits)
Blade Beam (NAT: AOE 206% ranged physical)
Slashing Blow (PHY: ST 188% physical)
Braver (PHY: ST 266% physical)
(Limit Break only) Cross Slash (NAT: ST 344% physical)
(Limit Break only) Spin Drive (PHY: AOE 159% physical)
Terra Moveset:
Attack (PHY: ST 110% physical)
(Default/Weak only) Fira (BLK: AOE 294% magical fire)
(Default/Weak only) Tornado (BLK: AOE 20% maximum hp damage, 303% chance)
(Weak only) Chain Blizzara (BLK: RT 330% magical ice, 3 hits)
(Weak only) Chain Thundara (BLK: RT 330% magical thunder, 3 hits)
(Weak only) Flare (BLK: ST 410% magical non-element)
(Weak/V Weak only) Holy (WHT: ST 490% magical holy)
(V Weak only) Chain Fira (BLK: RT 330% magical fire, 3 hits)
(V Weak only) Meltdown (BLK: AOE 342% magical fire)
(V Weak only) Meteor (BLK: AOE 342% magical non-element)
(V Weak only) Flare (BLK: ST 570% magical non-element)
Notes and Strategies: We've seen this dynamic before. Cloud is physical and Terra is magic based.
Cloud's nasty stuff comes after a certain amount of time has passed, while Terra's nesty stuff comes as she gets low on HP. Take out Cloud first.
In Weak mode and below, Terra will always follow Meteor with Flare and Meltdown with Holy.
Zidane & Bartz (U++)
凶Zidane, 凶Bartz
HP: Zidane: 186, 389 - Bartz: 175,205
Target Score:
- Reduce an enemy's attack.
- Reduce an enemy's defense.
- Reduce an enemy's resistance.
Weak: Dark
Absorbs: None
Resist: None
Null: None
Vulnerabilities: None
Zidane Moveset:
(Default only) Attack (PHY: ST 110% physical)
(Default only) Steal (NAT: ST reduce attack and defense by 15% for 25 seconds, 303% chance to Slow; Self increase attack and defense by 15% for 25 seconds, Haste)
Rumble Rush (PHY: RT 110% physical, 4 hits)
Shift Break (NAT: AOE 164% physical thunder, 30% chance to Slow or Sap)
(Default/Weak only) Booster 8 (PHY: ST 160% physical, 48% chance to Confuse)
(Default/Weak only) Scoop Art (PHY: ST 110% physical, 2 hits)
(Weak/V Weak/Enraged only) Mug (NAT: ST 110% physical, reduce attack and defense by 15% for 25 seconds, 303% chance to Slow; self increase attack and defense by 15% for 25 seconds, Haste)
(V Weak/Enraged only) Stellar Circle 5 (NAT: AOE 202% ranged physical wind)
Bartz Moveset:
(Default only) Attack (PHY: ST 110% physical)
(Default only) Spellblade: Firaga Strike (PHY: ST 344% physical fire)
(Default only) Spellblade: Blizzaga Strike (PHY: ST 344% physical ice)
(Default only) Spellblade: Thundaga Strike (PHY: ST 344% physical thunder)
Monk: Kick (PHY: AOE 159% physical)
Blue Mage: Multi-Missile (NAT: AOE 20% current HP damage, 303% chance)
Dancer: Sword Dance (NAT: AOE 253% physical)
Counter Blue Mage: Multi-Missile (response to black or white magic; NAT: AOE 20% current HP damage, 303% chance)
Counter Knight: Double Slash (response to physical; PHY: ST 110% physical, 2 hits)
(Default/Weak only)Ranger: Rapid Fire (PHY: RT 150% ranged physical, 4 hits)
(Weak/V Weak/Enraged only) Spellblade: Firaga Flurry (NAT: RT 188% physical fire, 4 hits)
(Weak/V Weak/Enraged only) Spellblade: Blizzaga Flurry (NAT: RT 188% physical ice, 4 hits)
(Weak/V Weak/Enraged only) Spellblade: Thundaga Flurry (NAT: RT 188% physical thunder, 4 hits)
(Weak/V Weak/Enraged only) Trueblade of Legend (NAT: RT 266% physical, 5 hits; Self increase defense by 50% for 25 seconds)
(V Weak/Enraged only) Light of the Four (NAT: RT 188% physical, 6 hits; Self Haste, increase attack, magic, defense, and resistance by 50% for 25 seconds)
Notes and Strategies: Fight is 100% physical, and nothing causes piercing damage. Bartz can use his compliment of elemental spellblades, however.
We've seen this Bartz before, but Zidane in this form is new.
They share phases, so if Zidane is at 30% and Bartz at 100%, both are in V Weak phase. When one dies, the other enters Enraged status.
Zidane has the nastier stuff status wise and Bartz has the harder hitting attacks. But thats not to say an enraged Zidane can't hurt you. Affliction Break helps a lot here, as would Def boosting SB's (since nothing is piercing).
Cid Mission: Just slot Garland in somewhere with your best set-up and plug away. Fight is dangerous enough where you should take it seriously but not dangerous enough where you need to min/max Garland if you have no SB's for him. His SSB should actually be pretty potent here, hitting Atk/Def breakdowns.
Squall (Apoc +)
滅Squall
HP: 680,000
Target Score:
- Win before 滅Squall uses Blasting Zone seven times.
- Win before 滅Squall uses Ultima four times.
- Win the battle with 3+ characters alive.
Weak: All
Absorbs: None
Resist: None
Null: None
Vulnerabilities: None
Moveset:
(Default only) Attack (PHY: ST 110% physical)
(Default only) Savage Claw (PHY: ST 344% piercing0.5 physical)
(Default only) Keen Edge (PHY: ST 344% piercing0.5 physical)
Fated Circle (NAT: AOE 253% piercing0.5 physical)
Rough Divide (NAT: ST 422% piercing0.5 physical)
(Default/Weak only) Thunder Barret (NAT: ST 330% piercing0.5 magical thunder)
(Weak/V Weak only) Draw & Junction Meteor (NAT: Self increase attack by 15% for 25 seconds)
(Weak/V Weak only) Blasting Zone (NAT: ST 450% piercing0.5 ranged physical)
(Weak/V Weak only) Ultima (BLK: AOE 450% piercing0.5 magical non-element)
Notes: Treat this like a magicite fight. Squall is immune to breaks, and everything he has is a piercing attack.
His only elemental offering is Thunder Barret.
At 40% HP, you need to get him down ASAP. He will start to use Blasting Zone on his 3rd, 4th, and 5th turn and Ultima consecutively after that. Good to save an OSB or two for that last push.
Last Stand is also probably a good idea, in case the damage gets away from you just a little bit would save you that medal condition.
Blasting Zone will deal ~6,500 HP before using the defend command...so consider the HP of your squishier character as well.