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Boss Guide

7/26/15: Added defenses and evasions. Other than possibly updating the pics at some point, I am finished with this guide. That said, I'll continue to fix and add anything you may have to say, so still contact me if there's something that's wrong or another strategy that can be done.

7/25/15: FINALLY DONE! Don't know when/if I'll get around to replacing the images to the GBA versions. Please feel free to contact me about errors or new strategies or whatever.

Contact: or AIM: Mega64 or PM me on my Something Awful account.

Sources: Final Fantasy V Algorithms FAQ for stats, attack patterns, vulnerabilities, almost everything. Use this to see enemies' exact boss patterns and other stuff.

The goal is to have an easily-readable guide that actually shows status vulnerabilities and to give tips that will help any available jobs so as to be useful for various challenges.

Name: RPGe | Anthologies | GBA (Type, e.g. Heavy, Human)
Stats: HP | MP | Level
Defenses: (P)hysical (D)efense | (P)hysical (E)vasion | (M)agic (D)efense | (M)agic (E)vasion
Weak to (Element). Absorbs (Element). Immune to (Element).
Vulnerable to (Status Effect).

STATUS EFFECTS: Death, Stone, Toad, Mini, Poison, Blind, Old, Sleep, Paralyze, Confuse, Berserk, Silence, Stop, Slow



Name: WingRaptor | Wingrapter | Wing Raptor (Heavy)
Stats: 250HP | 25MP | LVL 1
Defenses: PD 0 | PE 0% | MD 10 | ME 10%
Vulnerable to Death, Poison, Blind, Old, Sleep, Paralyze, Confuse, Berserk, Silence, Stop, Slow.


Name: WingRaptor | Wingrapter | Wing Raptor (Heavy)
Stats: 250HP | 0MP | LVL 2
Defenses: PD 20 | PE 40% | MD 10 | ME 10%
Vulnerable to Death, Poison, Blind, Old, Sleep, Paralyze, Confuse, Berserk, Silence, Stop, Slow.
Attack Patterns:

Wing Raptor will do two attacks (which can be either a physical attack or a damage-everyone Breath Wing) before switching to a second form that will counter physical attacks with a defense-piercing special attack. Otherwise, this second form will do nothing for two turns before swapping back to the first form.


* Don't attack Wing Raptor while its wings are shielding it (Form 2).

* Seriously don't do it man I'm warning you.

* Use Potions to heal if you feel like it. This guy gives no experience so don't waste expensive Phoenix Downs on this guy.
Name: Karlabos | Karl Boss | Karlabos (Heavy)
Stats: 650HP | 100MP | LVL 5
Defenses: PD 0 | PE 0% | MD 10 | ME 0%
Weak to Bolt.
Vulnerable to Stop, Slow.

Attack Patterns:

This guy can do three things: Physical attack, use a paralysis-inflicting special attack, or use Tail Screw, which lowers one target to single-digit HP.


* Don't be afraid to use Potions if you don't have White Magic (or your White Mage is paralyzed). Tail Screw can be nasty.

* Although it sucks and I don't like to recommend it, some jobs for specific challenges may have to grind to have enough damage output to beat him. White Mages get more attack multipliers at L8, Thieves at L5 and L10/L11 (depending on character). Solo challenges have it even tougher thanks to paralysis.


Name: Siren | Siren | Siren (Human, Heavy)
Stats: 900HP | 200MP | LVL 2
Defenses: PD 0 | PE 0% | MD 20 | ME 0%
Vulnerable to Death, Stone, Poison, Blind, Old, Paralyze, Confuse, Berserk, Stop, Slow.


Name: Siren | Siren | Siren (Human, Heavy, Undead)
Stats: 900HP | 200 MP | LVL 2
Defenses: PD 12 | PE 0% | MD 0 | ME 0%
Weak to Fire. Absorbs Poison.
Vulnerable to Death, Stone, Blind, Slow.

Attack Patterns:

Siren starts off casting various spells, buffs (Haste, Protect, Cure), debuffs (Silence, Slow, Sleep), or attack (Ice, Bolt). After three rounds, she'll change to her undead form, which does three rounds of physical attacks, with her special attacks poisoning characters. After this, she reverts to her first form and everything repeats.


* Her human form has high magic defense but low defense, with the reverse true for her undead form. Mages will want to heal during her human form before blasting her with Fire or Cure, while physical jobs should attack her during her human form and then heal during her undead form.

Name: Magisa | Magissa | Magissa (Human)
Stats: 650HP | 200MP | LVL 8
Defenses: PD 0 | PE 0% | MD 0 | ME 0%
Vulnerable to Poison, Blind, Silence, Stop, Slow.

Name: Forza | Faltzer | Forza (Human, Heavy)
Stats: 850HP | 100MP | LVL 8
Defenses: PD 3 | PE 0% | MD 5 | ME 0%
Vulnerable to Poison, Blind, Old, Sleep, Paralyze, Confuse, Berserk, Silence, Stop, Slow.

Attack Patterns:

Magisa will alternate between a L1 Black Magic spell and either Aero, Drain, or a physical attack. When Magisa hits under 300HP, she will summon Forza and cast Regen on him. Forza only uses physical attacks.


* Magisa can (and should if possible) be silenced. Doing this will nullify most of her offense. Be sure to reapply Silence occasionally.

* If you have the offense, once Magisa's down to slightly over 300HP, you can rush and kill her before she gets a turn to completely skip the step where she summons Forza.

* Black Mages can put Forza to sleep. Blue Mages can blind Forza with Flash.
Name: Galura | Garula | Garula (Creature)
Stats: 1200HP | 100MP | LVL 3
Defenses: PD 7 | PE 0% | MD 4 | ME 0%
Vulnerable to Death, Stone, Toad, Poison, Blind, Old, Paralyze, Confuse, Berserk, Mute, Stop, Slow.
Attack Patterns:

At first, all Garula does is physical attacks. Once under 800HP, Garula will counter any attack with a physical attack, plus a chance of either a second attack or a special attack that inflicts HP leak. Garula can also untoad itself if Toaded for...some reason.


* Though Garula can untoad itself, you can still use Toad Song as a Blue Mage to force it to waste turns doing so while you attack it (or simply run it out of its meager MP completely). A White Mage could also silence it to prevent Garula from changing itself back.

* More fun with status effects: Blue Mages with Flash can make Garula significantly less threatening. White Mages should obviously use Protect.

* Monks should use Focus to avoid effectively half of Garula's counter attacks.

* Any party with a Knight can put the other three allies at near-death while having the Knight use Guard every round, automatically covering any ally taking damage with the Knight taking none.

* Thieves should steal Mythril Daggers from Wyverns (or Y-Burns for you purists) to gain some much-needed offense.
Name: Shiva | Shiva | Shiva (Human, Heavy)
Stats: 1500HP | 1000MP | LVL 11
Defenses: PD 0 | PE 0% | MD 0 | ME 0%
Weak to Fire. Absorbs Ice.
Vulnerable to Poison, Blind, Slow.

Name: Commander | IceComandr | Ice Commander (Human)
Stats: 600HP | 200MP | LVL 4
Defenses: PD 0 | PE 10% | MD 0 | ME 0%
Weak to Fire. Absorbs Ice.
Vulnerable to Death, Stone, Toad, Poison, Blind, Old, Sleep, Paralyze, Confuse, Berserk, Silence, Stop, Slow.
Attack Patterns:

Shiva will alternate casting Ice2 on the front and back rows. The Ice Commanders do physical attacks.


* Since you can do this fight at any time until the first point of no return, it'll help to wait until you unlock the Water Crystal jobs to try this. If you're still having trouble, you can go to Karnak to get Fira and Fire Rods and come back, as those will help significantly.

* Blue Mages should take advantage of status effects like Blind (Flash) and Toad (Toad Song) to weaken the Commanders. Black Mages can also use Sleep and Poison if they don't have Fira yet.

* Obviously Fire is useful to have. Fira is useful for Black Mages, Red Mages, and Mystic Knights. Rod-using classes like Time Mages can just break Fire Rods here to make this even more trivial. Summoners could wait until getting Ifrit, but at that point you probably won't have any trouble with this fight anyway.

* Focus down the Commanders one at a time to cut down on the onslaught of attacks going at you.

FORM 1 (Human)
Name: LiquiFlame | LiqudFlame | Liquid Flame
Stats: 3000HP | 100MP | LVL 19
Defenses: PD 0 | PE 20% | MD 15 | ME 0%
Weak to Ice. Absorbs Fire, Air.
Vulnerable to Death, Confuse.

FORM 2 (Hand)
Name: LiquiFlame | LiqudFlame | Liquid Flame (Heavy)
Stats: 3000HP | 30MP | LVL 19
Defenses: PD 0 | PE 10% | MD 30 | ME 0%
Absorbs Fire. Immune to Water, Air, Earth, Holy, Poison, Lightning, Ice.
Vulnerable to Death, Confuse.

FORM 3 (Tornado)
Name: LiquiFlame | LiqudFlame | Liquid Flame
Stats: 3000HP | 50MP | LVL 19
Defenses: PD 0 | PE 30% | MD 0 | ME 15%
Weak to Ice. Absorbs Fire, Air. Immune to Water, Poison.
Vulnerable to Death, Confuse.
Attack Patterns:

Whenever Liquid Flame takes damage, it will perform a counter-attack depending on its current form and then change into one of its other two forms. The human form will either do physical attacks or Blaze, a fire attack that hurts everyone for MaxHP/4 damage. When hit, it counters with Blaze. The hand form does physical attacks, including a special attack that can inflict paralysis. Attacking it causes it to counter with a single-target Fira. The tornado phase does nothing but cast Fira on itself, healing it. Attacking this form has it counter with Magnet, which brings a back-row member to the front row (but does nothing otherwise).


* Liquid Flame has low MP, so a good strategy is to let it waste its MP on casting Fira on itself during its Tornado form. This won't affect Blaze, but it means the Tornado form gives you time to breathe and heal for future rounds without undoing the damage you've done to it, letting you go for pure offense for the other two forms. If doing so, consider killing off Berserkers beforehand so they don't mess up the phase changes.

* As you may expect, Ice magic is powerful against this boss, though the Hand form is immune to Ice. This means Blizzara Sword will do nothing to it, so be sure to have a regular physical attack ready to force a form change.

* It's vulnerable to Confuse in all three forms, though I haven't tested yet to see how effective a strategy confusing it would be.

* Focus is useful here since using it means less counter-attacks to deal with.

Name: Sergeant | Sergeant | Sergeant
Stats: 1000HP | 25MP | LVL 0
Defenses: PD 0 | PE 0% | MD 10 | ME 10%
Vulnerable to Death, Stone, Poison, Blind, Old, Sleep, Paralyze, Confuse, Berserk, Silence, Stop, Slow.

Name: Karnak | Karnak | Cur Nakk (Creature)
Stats: 140HP | 25MP | LVL 19
Defenses: PD 0 | PE 0% | MD 0 | ME 20%
Vulnerable to Death, Stone, Toad, Poison, Blind, Old, Sleep, Paralyze, Confuse, Berserk, Silence, Stop, Slow.

Name: Iron Claw | Iron Claw | Iron Claw
Stats: 900HP | 150MP | LVL 39
Defenses: PD 20 | PE 0% | MD 10 | ME 10%
Vulnerable to all status effects.
Attack Patterns:

The Sergeant does nothing but orders the Cur Nakk dogs to attack the party. When the Sergeant is alone, they transform into Iron Claw. Iron Claw uses physical attacks and Death Claw, which paralyzes a target and puts them at single-digit HP.


* Unless you want a Blue Mage to learn Death Claw, there's no reason to fight the Iron Claw. You can get around the fight simply by killing the Sergeant before the Cur Nakks.

* Otherwise, these enemies are susceptible to a wide variety of status effects, though with the time limit going on it'd be faster to just go all-out on offense.
Name: Ifrit | Ifrit | Ifrit (Heavy)
Stats: 3000HP | 1000MP | LVL 22
Defenses: PD 10 | PE 20% | MD 20 | ME 10%
Weak to Water, Ice. Absorbs Fire. Immune to Poison.
Vulnerable to Death, Stone, Poison, Blind, Old, Paralyze, Confuse, Berserk, Silence, Stop, Slow.
Attack Patterns:

Each round, Ifrit has a chance to use Blaze, an attack that hurts everybody for 1/4 their max HP. Otherwise, he alternates between casting Fira and physical attacks, including one that can inflict paralysis.


* The fire summon is obviously weak to water and ice attacks. Blizzara, Blizzara Sword, breaking/fighting with Ice Rods, Shiva, and Water Scrolls will all do good damage. Aqua Rake is an exception since it technically isn't water-elemental.

* Otherwise, take advantage of his status vulnerabilities, such as Blind, Silence, Confuse, and Slow.
Name: Byblos | Biblos | Byblos (Creature)
Stats: 3600HP | 1000MP | LVL 24
Defenses: PD 10 | PE 30% | MD 30 | ME 20%
Weak to Fire. Absorbs Water, Air, Earth, Holy, Poison, Lightning, Ice.
Vulnerable to Poison, Blind, Paralyze, Berserk, Slow.
Attack Patterns:

Byblos has a variety of nasty attacks, including the slow-inducing Thread, MP-halving Magic Hammer, Confuse, level-halving Shock Wave, and the party-hitting Wind Slash. His counters are even worse, reacting against physical attacks with Protect and against magic with Toad. Once he's under 800HP, he has a 2/3 chance of countering any damage with Drain.


* Use fire if at all possible. Flame Scrolls, Fira, Fira Sword, Fire Rods, Ifrit are all invaluable. Beastmasters may have access to fire-casting monsters at this point.

* Since Byblos isn't Heavy, Death Claw works on him. Of course, if you have Blue Mages, you may want to leave him alive a bit to potentially learn Magic Hammer.

* Teams without fire damage will have a much tougher time. Thieves should grind Hi-Potions from the Steamship since healing is big for this fight and Potions won't really cut it. Monks should use Focus to minimize the chances of Byblos countering. Knights should likewise use Two-handed. Berserkers...welp. Chances are though that you may have to grind a bit and rely on luck to beat him, which obviously sucks.

* The only status vulnerabilities that really matter are Blind (from Blue Mages that don't have Death Claw) and Paralyze (from Beastmaster's whips).

* For Beastmasters, releasing Page 32 casts Banish, which has a decent chance of instantly killing Byblos.
Name: Ramuh | Ramuh | Ramuh (Human)
Stats: 4000HP | 300MP | LVL 21
Defenses: PD 20 | PE 10% | MD 5 | ME 10%
Absorbs Lightning.
Vulnerable to Death, Mini, Blind, Berserk, Stop, Slow.
Attack Patterns:

Ramuh's attacks include physical attacks and Bolt 2. He will also use a weaker electrical attack and Flash to blind your party. He also counters Mini by casting Mini on your party.


* Ramuh is not heavy and vulnerable to instant death, so things like a Berserker's Death Sickle, releasing a Page 32 to cast Banish or a Chemist's Death Potion (if you wait until getting Chemist to fight Ramuh) will end the fight easily. Death Claw is also nice.

* Blue Mages could try casting Dark Shock to reduce Ramuh's level to 10, at which point he can be hit with L5 Death.

* Time Mages can Stop Ramuh, trivializing the fight.
Name: Sandworm | Sandworm | Sandworm (Desert, Heavy)
Stats: 3000HP | 10125MP | LVL 18
Defenses: PD 0 | PE 0% | MD 10 | ME 10%
Vulnerable to Slow.
Attack Patterns:

Sandworm will always either do physical attacks (1/3 chance) or use Quicksand, which does a flat 60 damage to the party and inflicts sap. It will randomly switch positions to one of the other two holes. Attacking the holes triggers a Demi counter.


* Sandworm is a desert creature, so Aqua Rake does 8x damage to it. Thus Blue Mages and Beastmasters can one shot this boss.

* Note that, despite the game telling you not to use magic, magic is perfectly fine to use. The holes only counter physical attacks, so even if you miss the Sandworm, you won't suffer a counter attack.

* Berserkers are a liability here, since they may target the holes and trigger Demi counters. This is even worse in the SNES version, where there are three extra dummy targets. It may be best to let Berserkers die before this fight. If you're doing an all-Berserker run, you're gonna have to grind for a long, long time and get really, really lucky for this one.
Name: CrayClaw | Clay Claw | Cray Claw (Creature, Heavy)
Stats: 2000HP | 500MP | LVL 43
Defenses: PD 25 | PE 0% | MD 25 | ME 10%
Weak to Lightning. Absorbs Water.
Vulnerable to Death, Stone, Poison, Blind, Old, Sleep, Paralyze, Confuse, Berserk, Silence, Stop, Slow
Attack Patterns:

It only has three attacks: Mucus, which slows a character, a regular physical attack, and Tailscrew, which reduces a character to single-digit HP. It usually uses Tailscrew.


* With its low HP, lightning damage will kill it quickly. Thundara Black/Sword Magic, Lightning Scrolls, Thunder Rods, and Ramuh make short work of it. Coral Swords, bought at Jacohl, are lightning-elemental and will also severely hurt Cray Claw.

* Otherwise, it's weak to a large variety of status effects. Blind, Sleep, Paralyze, Stop, and Confuse are all very effective in neutralizing its attacks and making it even less threatening.

* Vampire makes Tailscrew from a vaguely scary attack to a decent way to deal damage if you're lacking in thunder magic.
Name: AdamanTiMi | Adamantaim | Adamantoise
Stats: 2000HP | 125MP | LVL 20
Defenses: PD 25 | PE 0% | MD 5 | ME 50%
Weak to Ice.
Vulnerable to Death, Poison, Blind, Old, Berserk, Silence, Slow.
Attack Patters:

Nothing but physical attacks. Note that it starts the battle with Protect and Shell, and sometimes it'll do two physical attacks in a row.


* If you have a Blue Mage, L5 Death will kill it instantly. Otherwise, Berserkers and Beastmasters have ways to inflict instant death, which Adamantoise is vulnerable to.

* Otherwise, if you can, take advantage of its ice weakness.

* Amanantoise has a high physical defense and low magical defense, so even if you don't have ice magic, magical attacks will still do more damage than physicals.

* Berserker axes bypasses much of Amanantoise's high defenses, which is useful if Death Sickles aren't proccing Death.

* Otherwise, statuses like Blind and Slow will help a lot, as would Protect.
Name: Flamegun | FlameThrow | Flame Thrower
Stats: 2400HP | 125MP | LVL 22
Defenses: PD 15 | PE 0% | MD 20 | ME 10%
Weak to Lightning.
Vulnerable to Stop, Slow.
Attack Patterns:

It casts nothing but Flame Thrower, which is basically the Blue Magic equivalent to Fira.


* Exploit lightning weaknesses and its vulnerability to Stop and Slow.

* Blue Mages can learn Flame Thrower, so why not. Blue Mages can also Dark Shock twice and L5 Death them. Death Claw should also work.

* One Flame Ring from Istory will make a character unkillable.
Name: Rocket | Rocket Gun | Rocket Launcher
Stats: 2500HP | 200MP | LVL 23
Defenses: PD 20 | PE 0% | MD 15 | ME 10%
Weak to Lightning.
Vulnerable to Stop, Slow.
Attack Patterns:

Rocket Launchers will either cast Missile, which reduces the target to 1/4 their current HP, or Rocket Punch, which reduces the target to 1/2 their current HP and inflicts confusion.


* Again, exploit lightning weaknesses and its vulnerability to Stop and Slow.

* Again, Blue Mages can learn Missile, and exploit L5 Death with two Dark Shocks. And there's always Death Claw.
Name: Sol Cannon | Soul Gun | Soul Cannon (Heavy)
Stats: 22500HP (effectively 12501) | 1000MP | LVL 36
Defenses: PD 5 | PE 0% | MD 10 | ME 10%
Weak to Lightning. Immune to Water, Air, Poison.
Vulnerable to Slow.

Name: Launcher | Launcher | Launcher (Heavy)
Stats: 10800HP (effectively 801) | 1000MP | LVL 50
Defenses: PD 0 | PE 0% | MD 10 | ME 10%
Immune to Water, Air, Poison.
Vulnerable to Stop, Slow.
Attack Patterns:

The two Launchers will only use one attack, which attacks a target for half their HP and inflicts Old. They self-destruct when their HP is under 10,000, so they effectively have 800 HP. Soul Cannon only has one attack, the powerful Surge Beam that does lots of damage and inflicts sap, though text boxes will inform you of its status (Energy 128 means it's about to fire) and it takes awhile to go off. When Soul Cannon goes under 10,000HP, it also self-destructs.


* Destroy the Launchers first, as Old is a nasty status effect to have since it'll continuously reduce the target's level until they either die or have Esuna cast on them, and even then they'll be stuck at a lower level for the rest of the fight. L5 Death will do it quickly.

* That said, Angel Rings from Istory will prevent Old if it ends up being a major issue. You could also try Stopping the Launchers with Time Mage, Bard, or Beastmaster.

* For Soul Cannon itself, it's weak to lightning, and Slow will give a lot more time to recover between Surge Beams. Otherwise, have Cura/Nightingale/Healing Rod/Hi-Potions ready (or Fira/Fira Sword if you have Fire Rings). This fight may be a bit rough depending on the team but should still be manageable (unless, again, all Berserkers, in which case good luck!)

* This is one of the few fights where Hide shines, since Soul Cannon's only attack is highly telegraphed. Simply Hide when it's about to go off to avoid all damage!
Name: ArchaeAvis | Archeoavis | Archeoaevis (Heavy)
Stats: 1600HP | 2000MP | LVL 21
Defenses: PD 30 | PE 10% | MD 6 | ME 0%
Weak to Air. Immune to Earth.
Vulnerable to Blind, Slow.

Name: ArchaeAvis | Archeoavis | Archeoaevis
Stats: 1600HP | 2000MP | LVL 19
Defenses: PD 24 | PE 10% | MD 12 | ME 0%
Absorbs Ice. Immune to Earth.
Vulnerable to Blind, Slow.

Name: ArchaeAvis | Archeoavis | Archeoaevis (Heavy)
Stats: 1600HP | 2000MP | LVL 23
Defenses: PD 18 | PE 10% | MD 18 | ME 0%
Absorbs Fire. Immune to Earth.
Vulnerable to Blind, Slow.

Name: ArchaeAvis | Archeoavis | Archeoaevis
Stats: 1600HP | 2000MP | LVL 24
Defenses: PD 12 | PE 10% | MD 24 | ME 0%
Absorbs Lightning. Immune to Earth.
Vulnerable to Blind, Slow.

Name: ArchaeAvis | Archeoavis | Archeoaevis (Heavy)
Stats: 2500HP | 2000MP | LVL 20
Defenses: PD 6 | PE 10% | MD 30 | ME 0%
Immune to Air, Earth, Lightning, Ice, Fire.
Vulnerable to Blind, Slow.
Attack Patterns:

Archeoaevis has five forms, always starting with Form 1, then switching to Form 2 after Form 1 runs out of HP, and so on until Form 5. There's no indication of form changes other than elemental absorption changes and a dialogue box from Tycoon when Form 5 appears. The first four forms are always a 1/3 chance of Archeoaevis either inflicting a physical attack, doing an elemental attack to the party that does MaxHP/4 damage (except Blaze which does regular damage and inflicts sap), or a special attack that inflicts a certain status. The attacks of each form (in addition to regular physical attacks) are as follows:

Form 1: Breath Wing/Sap-inflicting physical attack
Form 2: Blaze/Poison-inflicting physical attack
Form 3: Flame/Blind-inflicting physical attack
Form 4: Thunder/Paralysis-inflicting physical attack

Form 5 has a Charm-inflicting physical attack and can use any of the above special attacks, adding the paralysis-inflicting Entangle and the "reduce to single-digit HP" Maelstrom on top of that.


* Each form change counts as a new monster, so you'll have to reapply Blind and Slow if you're using them (and you should use them if you can).

* The first form is the only one with a weakness, so take advantage of it while you can. Blue Mages and Geomancers will do well against the first form.

* Form 1 starts with high Defense and low Magic Defense, but each successive form lowers physical Defense and raises Magic Defense, with Form 3 having equal amounts of both and Form 5 having the inverse stats of Form 1 with high Magic Defense and low Defense. Plan accordingly.

* Avoid Fire/Ice/Lightning damage if possible since Archeoaevis can absorb them in various forms, including all three in the final form. Parties using Black Magic in particular should pay attention to which form Archeoaevis is in.

* Forms 2 and 4 are not Heavy, so they are susceptible to Demi, Death Claw, and X-Zone/Banish from a released Page 32, and for Form 4, L4 Graviga. Likewise, Form 5 is L20 and thus goes down easily to L5 Death.

* A Blue Mage can solo this easily doing the following, assuming Dark Shocks land (and retrying if they don't): Dark Shock, L5 Death (Form 1 dead), Death Claw, any damage over 10 (Form 2 dead), Dark Shock twice, L5 Death (Form 3 dead), Death Claw, any damage over 10 (Form 4 dead), L5 Death (Form 5 dead). Isn't Blue Magic wonderful?

Name: Puroboros | Byurobolos | Purobolos
Stats: 1500HP | 100MP | LVL 22
Defenses: PD 0 | PE 0% | MD 0 | ME 0%
Vulnerable to Death, Stone, Poison, Blind, Old, Sleep, Berserk, Silence, Stop, Slow.
Attack Patterns:

They will spend two rounds doing nothing, then have a 2/3 chance of doing a physical attack and 1/3 of using Exploder. If Summon magic is used on them, they will counter with Cura. When one dies, it will cast Arise on the other five Purobolos, reviving all dead ones (excluding those that died that round) to full HP. MP is not restored this way, however, so after two castings from one Purobolos it will not have the MP to cast a third time.


* The best way to take care of Purobolos is to kill all six at once, which means sticking to multi-target attacks. Black Magic is great for this, and despite the healing counter Summons work well too (plus it forces the Purobolos to waste MP). Blue Mages, Beastmasters, and Samurai should also do well here. Time Mages can break rods, and Rangers and Geomancers can try to get lucky with Animals/Gaia.

* If you don't have access to good multi-target damage, exploit status effects. White Mages and Mystic Knights can silence the Purobolos so that they don't cast Arise upon death, while Bards can use Romeo's Ballad to stop them.

* Otherwise, the best thing to do is to whittle them down to low HP and wait for them to use Exploder, since when a Purobolos uses Exploder it ignores its "Cast Arise on Death" counter. You could TRY to brute-force it and kill all six Purobolos repeatedly until they all run out of MP, but that's 27000HP worth of monsters to brute force, so it's not recommended, plus waiting for Exploder would still likely be faster.
Name: Titan | Titan | Titan (Human, Heavy)
Stats: 2500HP | 2000MP | LVL 1
Defenses: PD 10 | PE 10% | MD 0 | ME 0%
Absorbs Earth.
Vulnerable to Paralyze, Stop, Slow.
Attack Patterns:

Titan uses nothing but physical attacks, except for a 1/3 chance of using Earth Shaker every second round. On Death, Titan will use Earth Shaker, which deals huge amounts of damage.


* The big thing is nullifying Earth Shaker, since Titan will cast it on death and it may kill your party outright. There's a couple ways to get Float this early, though. Confusing/Controlling Gaelicats at North Mountain will have them cast Float on you. Chemists with Mix can mix Levisalve (Antidote + Maiden's Kiss) to have a person Float.

* You can try Paralyzing (with Beastmaster's whips) or Stopping (Time Mage/Bard) Titan right before he dies, though since he's Heavy it lasts a short time. Make sure to land the killing blow immediately after the status hits or you'll eat Earth Shaker anyway.

* Finally, you can always try boosting HP by switching to Monk and using HP +30% or a lesser one, or having a Chemist drink a Giant's Tonic to double their HP.
Name: Chim. Brain | KimaBrain | Manticore (Creature)
Stats: 3300HP | 1000MP | LVL 19
Defenses: PD 10 | PE 10% | MD 20 | ME 0%
Absorbs Ice.
Vulnerable to Death, Stone, Poison, Blind, Old, Berserk, Silence, Stop, Slow.
Attack Patterns:

Each round it has a 1/3 chance of casting Aqua Rake. The other 2/3 chance alternates between physical attacks and Blaze.


* It's weak to many status effects, in particular instant death, and it's not Heavy. In addition to the instant death methods listed in previous boss strategies, you can mix a Death Potion (Phoenix Down + Dark Matter from the Sol Cannon fight), or use the Samurai's final job ability (though chances are good you don't have it yet and it's certainly not worthing grinding for it in World 1 just for this guy).

* Flame Rings makes a character immune to Blaze (though I don't think immune to the HP leak it inflicts).
Name: Gilgamesh | Gilgamesh | Gilgamesh
Stats: 11500HP (effectively 1501) | 2000MP | LVL 26
Defenses: PD 0 | PE 0% | MD 0 | ME 0%
Vulnerable to Death, Mini, Blind, Old, Berserk, Silence, Stop, Slow.
Attack Patterns:

He uses nothing but physical attacks, with a 1/3 chance of criticals. Once he's below 10000HP, he'll run away.


* Stop, Mini, and Blind are particularly useful status effects for this fight since physical attacks are all he does. High evasion also helps.

* Make sure you're adequately prepared. It's not a difficult fight if so, but it's easy to forget to gear up Galuf first.

* If you made the mistake of going #Natural in a Four Job Fiesta and get stuck with Dragoon, make sure you have a knife on hand. Thanks to alcharagia for being in such a situation that I need to point this out.
Name: Gilgamesh | Gilgamesh | Gilgamesh (Human, Heavy)
Stats: 6500HP | 1000MP | LVL 28
Defenses: PD 14 | PE 10% | MD 10 | ME 0%
Vulnerable to Blind, Old, Berserk, Silence (only in SNES/PS1 versions), Slow.
Attack Patterns:

Gilgamesh has four rotations. The first is always a physical attack, and each round after Gilgamesh has a 2/3's chance of a physical attack. The other attack varies between GoblinPunch, Aero 2, and Wind Slash. Once he goes below 2500HP, Gilgamesh will cast Haste, Protect, and Shell on himself and then jump on a character. After that, his rotation includes a 1/3 chance of jumping, 1/3 chance of a physical attack, and the last 1/3 rotating between a physical attack and a lightning attack.


* If you can time it just right, you may be able to Silence Gilgamesh before he casts his buffs on himself, making the latter part of the fight easier (NOTE: This method was removed in the GBA and mobile versions). You can also use Time Magic Mute to stop his magic (and yours of course). Even if you can't or if you mess it up, Slow will counter Haste at least. And of course Blind is useful for his physicals. You can even Berserk him if you have a Chemist (Turtle Shell + Holy Water).

* If you have a Chemist and feel particularly crazy, you can drain his 1000MP completely with mixes. If you're even crazier, you can wait for him to waste it using those 1/3 chance Aero 2's, but seriously don't do that.

* If your characters can do obscene damage, it's possible to get him as close down to 2500HP as possible and then rush him. Of course, if you can do 2500HP in four attacks at this stage in the game, you probably don't need this guide.

* Wind Slash is probably his worst attack in his first phase, but it only shows up every fourth attack at a 1/3 chance. If you're getting wrecked by this a lot, keep an eye on what attack he's on and prepare to heal accordingly.

* Second-phase Gilgamesh is sturdier due to his buffs, but he focuses on single-target damage from powerful physicals. High evasion and Protect will help reduce the damage from his attacks.
Name: Tyrasaurus | Tyrasaurus | Tyrannosaur (Dragon, Undead)
Stats: 5000HP | 1000MP | LVL 29
Defenses: PD 20 | PE 0% | MD 20 | ME 0%
Weak to Fire. Immune to Ice.
Vulnerable to Death, Blind, Old, Berserk, Slow.
Attack Patterns:

Tyrannosaur will simply use physical attacks. If attacked with physical attacks, it will counter with a 2/3 chance of a physical attack or a 1/3 chance of ????/Revenge, the Blue Mage spell that does (max HP - current HP) damage. It also can counter something with Poison Breath, but the Algorithms guide isn't very specific as to what triggers the counter. Have fun finding that one out!


* This guy is undead and not heavy. This means one measly Phoenix Down will kill him instantly. Enjoy the freebie!

* If you want to fight this guy legit, then avoiding physical attacks is recommended in favor of magic. Blind in particular neuters him if you do this. Fire magic works wonderfully, of course, as does Cure spells.

* If you're stuck with physical attacks, just keep in mind that there's a 1/3 chance he'll instantly kill a character as a counter. Make sure you stock up on all the Phoenix Downs you're not using to kill this guy immediately.
Name: Abductor | Abductor | Abductor
Stats: 2500HP | 1000MP | LVL 29
Defenses: PD 0 | PE 0% | MD 0 | ME 0%
Vulnerable to Death, Stone, Blind, Old, Sleep, Confuse, Berserk, Silence, Stop, Slow.
Attack Patterns:

Abductor has a 2/3's chance of physical attacks, with the latter attack alternating between Hurricane (reduces one person to 1HP) or Vampire.


* Vampire can kill a person and undo a lot of progress if he uses it late, so be aware of that. Silence helps.

* Otherwise, he's vulnerable to a lot of stuff and lacks the Heavy trait, so anything you can throw at him will kill him. Death Claw, a Chemist's Death Potion, a Berserker's Death Sickle, A Samurai's Iainuiki, or a Beastmaster releasing one of the Bal Basement statue enemies will all do it instantly, and you can neutralize him with Stop from Time Mage or Bard or Sleep from Black Mage or Confuse from Tempting Tango or fifty other ways. This guy's a chump, honestly, I don't even know why I'm writing a strategy for such a giant chump.
Name: HiryuuPlant | Drgn Grass | Dragon Pod (Human)
Stats: 12000HP | 1000MP | LVL 33
Defenses: PD 0 | PE 0% | MD 40 | ME 0%
Vulnerable to Death, Blind, Old, Berserk, Stop, Slow.

Name: HiryuuFlower | Drgn Bulb | Dragon Flower
Stats: 100HP | 1000MP | LVL 31
Defenses: PD 0 | PE 0% | MD 50 | ME 30%
Vulnerable to EVERYTHING.
Attack Patterns:

The Dragon Pod itself does nothing but summon Dragon Flowers, at first three specific ones at a time before it starts summoning all of them. The flowers have a 1/3 chance of doing nothing and a 2/3 chance of doing a physical attack that inflicts a certain status effect, which is different for each flower. From left to right, the status effects are confuse, paralyze, blind, age, and poison. The Dragon Pod and Flowers all have inherent Regen.


* The Dragon Pod itself is not heavy, so stuff like Gravity attacks and Death Claw will work wonders, as will any instant death attack. Stop and Slow are also useful in stalling it from summoning more Flowers.

* After the four initial waves of summoning flowers, the Dragon Pod will waste several turns before resummoning them if at least one flower is still alive. It's best to keep the poison one alive because it's not nearly as dangerous as the other status effects. If all flowers die, the Dragon Pod will revive them all more quickly.

* The Dragon Flowers are pretty fragile and are vulnerable to every status effect in the game apparently. Their attacks can be brutal since they ignore defense and are 100% accurate (apparently their attacks are actually Vacuum Wave, go figure), plus the whole nasty status effect business. Destroy or neutralize the nasty ones.

* Other useful abilities include Romeo's Ballad since everything is vulnerable to Stop and Golem/Blink which blocks the nasty physical attacks. If you have Iainuiki, it could very well kill everything. Various multi-target attacks are also useful.
Name: Gilgamesh | Gilgamesh | Gilgamesh (Human, Heavy)
Stats: 8888HP | 888MP | LVL 31
Defenses: PD 10 | PE 10% | MD 10 | ME 10%
Vulnerable to Death, Blind, Old, Berserk, Silence, Slow.

Name: Enkidou | Enkidoh | Enkidu (Human)
Stats: 4000HP | 1000MP | LVL 29
Defenses: PD 0 | PE 20% | MD 0 | ME 20%
Immune to Earth.
Vulnerable to Death, Blind, Old, Berserk, Silence, Slow.
Attack Patterns:

Gilgamesh will spend the battle using mostly physical attacks, though he'll also use Missile and Death Claw at times. When Gilgamesh goes under 6000 HP, Enkidu will show up and immediately cast White Wind. Enkidu uses physical attacks and a variety of spells like Vampire, Missile, Wind Slash, and White Wind.


* Don't worry at first about dealing too much damage to Gilgamesh, as Enkidu will undo it all anyway.

* This is the first Gilgamesh fight where you can steal Genji equipment from him, in this case the Genji Gloves. The worst of the set due to being an accessory, but there you go.

* Dark Shock/L5 Death will end this fight rather quickly. Otherwise, Blind will make Gilgamesh less threatening, especially paired with Berserk. 

* Enkidu is the real problem with this fight due to Vampire and White Wind. Silence or Berserk will help immensely. He's also vulnerable to instant death and is not Heavy, so there's a half-dozen ways to take him out instantly.

* You can equip someone with the Bone Mail and hope Enkidu tries to Vampire them, which heals the wearer and hurts Enkidu.

* Enkidu can apparently be Controlled as well, so you can have him use Hurricane on himself and then take him out.
Name: Atmos | Atomos | Atomos (Heavy)
Stats: 19997HP | 10000MP | LVL 41
Defenses: PD 14 | PE 0% | MD 20 | ME 20%
Vulnerable to Sleep.
Attack Patterns:

Atomos will perform two attacks in a row where it has a 2/3 chance of using Comet (and 1/3 chance of doing nothing) until at least one party member is dead. After that, Atomos will pull all dead characters towards itself. If they get too close, they'll be consumed and won't be able to be used for the rest of the battle. While pulling a character, Atomos will occasionally cast spells like Slowga, Age, and Graviga. If all characters are revived, it resumes its Comet spam.


* Dark Shock/L5 Death. Yep.

* Sleep is incredibly useful here, especially since it's the only status Atomos is vulnerable to. Black Mages, Mystic Knights, and Knights with Slumber Swords should take advantage of this. (Dream Harp won't work since non-Apollo harps always miss Heavy enemies).

* Keep one person down at a time and focus on dealing as much damage as possible. Once a character is close, revive them and let Atomos kill someone else. Rotate as necessary.

* Atomos can't actually kill anyone else while pulling characters since all it can do in that state are status and gravity attacks. Don't focus on healing, just revive as necessary and focus on damage.

* The big thing is dealing as much damage as possible. Defenses aren't important for this fight, speed and strength are (though you should have plenty of time unless you're underleveled and have poor damage-dealing jobs).
Name: Shoat | Shoat | Catoblepas (Heavy, Dragon, Creature)
Stats: 5000HP | 500MP | LVL 38
Defenses: PD 20 | PE 0% | MD 10 | ME 0%
Vulnerable to Poison, Stop.
Attack Patterns:

His attack pattern is always 2/3 chance of a physical attack, 1/3 chance of Drain. If he takes damage from a character, he'll counter by targeting that character with Demon's Eye, which can petrify.


* Since Demon's Eye is a counter, you can get around it through abusing a Monk's Counter ability or only attacking with characters immune to petrification. You can also get around it by Stopping him, of course. You could also just Poison him and wait for the poison to take him down, but he's not really worth the effort.

* Otherwise, just have a bunch of Gold Needles handy. He doesn't have a lot of HP, even if Drain will recover some of it. Since Demon's Eye is a counter, it should be easy enough to manage it without getting your entire party turned to stone.

* Alternatively, solo with a Bone Mail wearer, sit in the back row, and watch Shoat kill itself when it decides to Drain.
Name: Seal Guardian | Seal Fire | Crystal
Stats: 7777HP | 10000MP | LVL 77
Defenses: PD 10 | PE 0% | MD 20 | ME 20%
Absorbs Fire. Immune to Holy, Poison, Lightning, Ice.
Vulnerable to Death, Blind, Slow.

Name: Seal Guardian | Seal Earth | Crystal
Stats: 7777HP | 10000MP | LVL 77
Defenses: PD 10 | PE 0% | MD 20 | ME 20%
Absorbs Earth. Immune to Holy, Poison, Lightning, Ice.
Vulnerable to Death, Blind, Slow.

Name: Seal Guardian | Seal Water | Crystal
Stats: 7777HP | 10000MP | LVL 77
Defenses: PD 10 | PE 0% | MD 20 | ME 20%
Absorbs Water. Immune to Holy, Poison, Lightning, Ice.
Vulnerable to Death, Blind, Slow.

Name: Seal Guardian | Seal Air | Crystal
Stats: 7777HP | 10000MP | LVL 77
Defenses: PD 10 | PE 0% | MD 20 | ME 20%
Absorbs Air. Immune to Holy, Poison, Lightning, Ice.
Vulnerable to Death, Blind, Slow.
Attack Patterns:

Each guardians starts off doing nothing but physical attacks. Once a guardian goes below 3000HP, it changes to doing nothing but a party-wide special attack. Fire guardian does Fire3, Earth does Earth Shaker, Water does Aqua Rake, Wind does Aero 3.


* The easiest way to deal with these things is Instant Death. None are Heavy, which helps a lot in dealing with these things.

* Another strategy is to grind for Flame Rings in World 1 and weaken the Fire Crystal first so that its big attack heals the party. Expensive and roundabout, but very handy for offensively weak parties. Alternatively, you can sacrifice the Aegis Shield for the Flame Shield, but who'd be crazy enough to do that?

* Float can also nullify the threat from the Earth Crystal.

* GilToss is especially useful here.

* Otherwise, the best strategy is to attack a crystal until it's just above 3000HP, and then rush it to death before it can do too much damage with its party-wide attack. The physical attacks aren't too difficult to handle, especially if you have Protect and/or Blink available.
Name: Gil Turtle | Gilgame | Gilgame (Heavy, Undead)
Stats: 32768HP | 8000MP | LVL 57
Defenses: PD 40 | PE 40% | MD 55 | ME 40%
Weak to Ice. Absorbs Water, Air, Earth, Poison, Lightning, Fire. Immune to Holy.
Vulnerable to Slow.
Attack Patterns:

It starts with Protect and Shell. It does nothing but physical attacks if left to its own devices. If it takes physical damage, it'll counter with two attacks of Turtle Shell, which inflicts Old, Poison, Paralyze, Blind, Charm, and HP Sap. When it dies, it casts Quake.


* If you're using the GBA version, you can abuse Quicksave to avoid fighting Gilgame in the first place. Actually fighting it is not really worth it to begin with since it gives no rewards and has a ton of HP and nasty attacks.

* Gilgame hits hard. Protect and Blink are incredibly useful. So is Slow to reduce the rate he attacks, and Haste/Swift Song to give you more time to heal. Stick to the back row unless you have Ice 3 Sword Magic or other physical attacks that can do serious damage.

* Exploiting his Ice weakness is important, too. Bards can also use Requiem to do solid damage.

* If you can't evade its physical attacks, you'll want a lot of status protection beforehand for its counters. Ribbons are highly useful, of course.

* Make sure to have Float beforehand for its death attack.

Name: Carbunkle | Carbuncle | Carbuncle (Heavy, Creature)
Stats: 15000HP | 10000MP | LVL 44
Defenses: PD 50 | PE 70% | MD 50 | ME 50%
Immune to Earth.
Vulnerable to Blind, Silence, Slow.


Name: Carbunkle | Carbuncle | Carbuncle 
Stats: 15000HP | 10000MP | LVL 1
Defenses: PD 10 | PE 10% | MD 0 | ME 0%
Vulnerable to Stone, Toad, Mini, Poison, Blind, Old, Sleep, Paralyze, Confuse, Silence, Stop, Slow.
Attack Patterns:

Carbuncle has two forms. It starts in the first form, which has Float and Reflect. Carbuncle reflects spells off itself for three rounds before switching to the second form, which casts Cura on itself before reverting back to the first form. The second form does not have Float or Reflect. The first form bounces elemental -ra spells until Carbuncle hits below 10,000HP. Then it bounces Bio, Stop, or Confuse until it hits 3000 HP, at which point it casts Break, Banish, and Death.


* Obvious solution is to wait for the second form to pop up after three rounds of the first form's attacks, and exploit its myriad of weaknesses. Instant Death shines here, of course, though anything that blocks Carbuncle's form changes like Stop, Sleep, Confuse, or Paralyze will work great. Other status effects will go away when Carbuncle switches back to its first form. It's weak to all elements and has significantly lower defenses so the longer you keep it in the second form, the better.

* Otherwise, Silence will neuter the first form, though you'll need to get it past Carbuncle's Reflect. Black Mages would also need to get past Reflect, but they should just Sleep the second form and blast it with magic anyway.

* Blue Mages: Three Dark Shocks + L5 Death on first form. Like you need any help.

* If you're sticking with the first form, be careful to rush it to death when you get near the 3000 HP threshold, since at that point it'll start throwing instant death spells. Of course, if you're quick enough you can just throw Phoenix Downs/Raises to make up for it, especially since at this point healing is meaningless anyway. Aegis Shield/Bone Mail will block Break/Death, too.
Name: Gilgamesh | Gilgamesh | Gilgamesh (Human, Heavy)
Stats: 55000HP (effectively 13000HP) | 2000MP | LVL 53
Defenses: PD 10 | PE 0% | MD 15 | ME 30%
Vulnerable to Slow.
Attack Patterns:

Gilgamesh has a 1/3 chance of doing a physical attack and a whole bunch of magic attacks he'll release on you. He has a lot of status effects to unleash, including a few Blue Mage spells. Once you knock off 13k HP from him, he'll do several more attack rounds between conversing with the team, then do his form change. From there, it's just one big cutscene.


* The big thing is managing all the status effects Gilgamesh throws at you. Mini, Toad, Blind, Confuse, and Sleep/Old are the main ones. Esuna helps a lot, as does a weak physical attack (especially the Healing Rod). Otherwise, you might want to come stocked with curative items ahead of time.

* Other things to watch out for include his level-halving attack and Hurricane, which sends a character to single-digit HP.

* Alternatively, you can just not fight him. He's optional, in fact. Unless you have a Thief and someone to wear that Genji Helmet he has, of course, or you really want Excalipoor. Note that the Helmet is under the second form, not the first one.
Name: Exdeath | X-Death | Exdeath (Heavy)
Stats: 32768HP | 32768MP | LVL 66
Defenses: PD 25 | PE 10% | MD 25 | ME 85%
Weak to Holy. Immune to Poison.
Vulnerable to Slow (but will counter with Haste so don't do this).
Attack Patterns:

Considering he's the last boss of World 2 and the game's big bad, expect lots of nasty attacks, including a 2/3 chance of Condemn in the first round. Attacks include Earth Shaker, Zombie Breath, L3 Flare, Hurricane, and the hard-hitting Vacuum Wave. He has a 1/3 chance of countering a physical attack with Dispel. He'll also counter Slow by casting Haste on himself, so don't do that. Once he goes below 16000HP, he switches to just physicals, Vacuum Wave, and the elemental -aga spells, and usually doing two attacks in a row. When he's under 7000HP, apparently he'll also start casting Meteor (though I've never actually seen this so this could be wrong). And of course he always has Regen (Mobile/Steam only).


* Don't have your levels be a multiple of 3 in case L3 Flare gets cast. It gives you a potential free round of breathing room that way.

* Reflect is fantastic to have for this fight. It's recommended to grind Reflect Rings in the Barrier Tower from Reflect Knights (a rare drop) partly for this fight. Of course, if you're reading this, it might be too late to get some, so...sorry? At any rate, Reflect nullifies much of his offense once he loses half his HP.

* If you can cast Reflect, if you cast it on a character and Exdeath, you can bounce Slow onto Exdeath and then he'll bounce his Haste counter on the party. Convoluted, but it's probably worth it for this fight if you can pull it off.

* If you have a staff user, you can go to Ghido's Cave and grind Metamorpha (original form) for the Staff of Light (rare drop). You can break these to cast Holy, which Exdeath is weak to. Of course, this is one of the more annoying grinds you can do, but it might still be less painful in the long run considering how much of a roadblock Exdeath can be.

* Float helps for Earth Shaker, though Exdeath can nullify it as well.

* Protect, Blink, and Golem are very useful here since Exdeath's physicals hit hard, especially Vacuum Wave. Likewise, Shell's handy to have for those instances where Reflect wears off.

* Make sure to be as healed as possible before Zombie Breath hits, or else you might have one or more zombies beating up your living guys (Zombie Breath turns people "killed" by the attack into zombies). Exdeath's first phase has ten different attack sets before looping, and Zombie Breath has a 2/3 chance of hitting on the eighth set. It goes away after the first phase shift, though.
Name: Antlion | Antolyon | Antlion (Heavy)
Stats: 8100HP | 1000MP | LVL 34
Defenses: PD 20 | PE 10% | MD 20 | ME 10%
Weak to Water. Immune to Earth.
Vulnerable to Blind, Old, Sleep, Berserk, Silence, Slow.
Attack Patterns:

Every fifth round it'll use Stomach Acid, which does damage and inflicts HP Leak. Otherwise it has a 2/3 chance of a physical attack and 1/3 chance of Dischord, which halves the target's level.


* Go all-out on offense. You only have two characters, and with a 1/3 chance of having one character's offense significantly reduced each round, the battle will get more and more drawn out the longer you take to kill it. Any water attacks you have will help (Aqua Rake isn't technically a water attack, unfortunately)

* Access to level-independent attacks like 1000 Needles and Comet will help bypass Dischord's effects as well.

* As usual, status effects are great. No clue if Silence blocks Dischord (I'm guessing no), but Berserk and Sleep will prevent him using it.

* It's not really necessary but it can be hit by Old so might as well return the favor right?
Name: Gargoyle | Gargoyle | Gargoyle (Human, Heavy)
Stats: 5000HP | 300MP | LVL 33
Defenses: PD 13 | PE 10% | MD 12 | ME 35%
Absorbs Holy.
Vulnerable to Death, Stone, Poison, Blind, Old, Sleep, Paralyze, Berserk, Silence, Stop, Slow
Attack Patterns:

Every fifth round, a Gargoyle has a chance of using Transfusion, which kills the user to restore the HP of the other Gargoyle. If one Gargoyle is ever alone when it's their turn, they will fully revive the other Gargoyle.


* The big thing is their "Will revive the other when alone" trigger. Easiest way to do this is to kill both at the same time with a multi-target attack. Alternatively, use one of the many status effects to freeze one in place (Sleep, Paralyze, Berserk, Stop) so it can't act when the other dies. If you're really stuck, you just have to weaken both evenly and then have to be fast enough to kill both before the second one acts.

* Otherwise, their attacks are only physical attacks, so Blind/Blink/Protect/Guard/High Defense will make the defensive side of the fight a joke.

* Though the Pyramids fight may be a pain, every fight after that you'll have access to the Magic Lamp, which will cast a summon from Bahamut down, so killing them evenly for the other three temples should be much easier.

Name: Merugene | Mellusion | Melusine (Heavy)
Stats: 20000HP | 500MP | LVL 29
Defenses: PD 90 | PE 10% | MD 0 | ME 10%
Weak to Fire. Absorbs Lightning, Ice. Immune to Water, Air, Earth, Holy, Poison.
Vulnerable to Blind, Sleep, Paralyze, Confuse, Silence, Stop, Slow.


Name: Merugene | Mellusion | Melusine (Heavy)
Stats: 20000HP | 500MP | LVL 29
Defenses: PD 90 | PE 10% | MD 0 | ME 10%
Weak to Ice. Absorbs Lightning, Fire. Immune to Water, Air, Earth, Holy, Poison.
Vulnerable to Blind, Sleep, Paralyze, Confuse, Silence, Stop, Slow.


Name: Merugene | Mellusion | Melusine (Heavy)
Stats: 20000HP | 500MP | LVL 29
Defenses: PD 90 | PE 10% | MD 0 | ME 10%
Weak to Lightning. Absorbs Fire, Ice. Immune to Water, Air, Earth, Holy, Poison.
Vulnerable to Blind, Sleep, Paralyze, Confuse, Silence, Stop, Slow.


Name: Merugene | Mellusion | Melusine (Heavy)
Stats: 20000HP | 500MP | LVL 33
Defenses: PD 0 | PE 0% | MD 90 | ME 90%
Absorbs Lightning, Ice, Fire. Immune to Water, Air, Earth, Holy, Poison.
Vulnerable to Blind, Sleep, Paralyze, Confuse, Silence, Stop, Slow.
Attack Patterns:

Melusine starts in Form 1. She will do physical attacks and will cast two of Firaga, Blizzaga, and Thundaga, not casting the magic of the form she's currently weak to (for instance, if she's weak to Thunder, she won't cast Thundaga). After three rounds, she'll have a 1/3 chance of switching to another form randomly. This raises to a 2/3 chance if she doesn't change after three more rounds. Form 4 uses all three attack spells (but no physical attacks), though it also has significantly lower defense than the other forms.


* Start off using your strongest fire attacks since she starts in Form 1. You'll have at least three rounds to bomb her before she can switch forms.

* Shell is great here since most of her offense is magic-based. Likewise, Silence works great here in neutralizing much of her offense.

* Libra or one of the Blue Mage's scan abilities is useful here, for obvious reasons. If she has no listed weaknesses, she's weak to physical attacks.

* Statuses like Sleep, Paralyze, Confuse, and Stop will prevent her from changing forms, giving you more time to take advantage of that form's weakness.

* Forms 1-3 have high physical defenses but low magic defenses, while Form 4 is the opposite.

* Non-elemental magic like Drain and Aqua Rake aren't too shabby.
Name: Odin | Odin | Odin (Human, Heavy)
Stats: 17000HP | 500MP | LVL 2
Defenses: PD 20 | PE 10% | MD 20 | ME 80%
Absorbs Holy.
Vulnerable to Stone, Blind, Old, Sleep, Paralyze, Berserk, Silence, Stop, Slow.
Attack Patterns:

He alternates his rounds between doing nothing, using True Edge (which deals random damage to the entire party, similar damage formula to Comet), and a physical attack. If you don't defeat him in one minute, it's Game Over.


* Offense, offense, offense. You have one minute, hit him hard with everything you've got. You need high offense to take him out in time, no getting around it.

* It's easier to heal through True Edge than try to prevent it, as status effects won't be as effective as usual due to the time limit and his high magic evasion.

* The exception is stone, since that'll kill Odin instantly. His magic evasion is very high though, so you'll pretty much need Break Blade or a lot of brute forcing to get it to stick.
Name: Stalker | Stoker | Wendigo (Heavy)
Stats: 20000HP | 8192MP | LVL 7
Defenses: PD 10 | PE 0% | MD 20 | ME 10%
Absorbs Water. Immune to Earth.
Vulnerable to Blind, Sleep, Slow.
Attack Patterns:

Each round, Wendigo has a 2/3 chance of doing nothing, with the other 1/3 alternating between magic (Mind Blast, Hurricane, and Confuse) and physical attacks. The gimmick to this fight is there's only one real Wendigo and three imposters, and attacking an imposter does no damage and if the attack was multi-target leads to a Frost counter. Attacking the correct Wendigo does damage and causes Wendigo to switch to another random position. He also does this every seventh round of combat.


* This fight will be a lot of trial-and-error. It doesn't help that Wendigo may use stuff like Mind Blast and Confuse to put characters out of commission. Fortunately, Wendigo doesn't actually attack all that often, so that'll make up for the additional guesswork you'll be doing.

* Multi-target magic will lead to some nasty Frost counters, but Flame Rings and the Ice Shield will render those moot. Otherwise, unless you've got an able White Mage, AoE brute-forcing with Summons or whatever may not be the best strategy.

* No idea how Sleep works with the decoys' counters. I'll experiment and let you know (but feel free to experiment yourself, of course). Blind and Slow aren't as useful as usual but still not terrible.

* This is the only chance Blue Mages have to get Mind Blast until the castle section of The Rift, so take advantage of that!
Name: Minotauros | Minitaurus | Minotaur (Human, Heavy)
Stats: 19850HP | 0MP | LVL 37
Defenses: PD 0 | PE 0% | MD 0 | ME 0%
Absorbs Water, Earth, Holy, Poison.
No vulnerabilities.
Attack Patterns:

As you may expect, Minotaur only does physical attacks. It has a 1/3 chance of countering with physicals. Magic is impossible due to the Time Magic Mute being in effect.


* High defense and/or evasion is the way to go. Elven Cape is a huge plus, as is the Main Gauche if you don't mind the lowered offense. A Samurai's natural evasion is also helpful here.

* Most regular commands count as a physical attack, even the magic-based ones like Gaia.
Name: Omniscient | Omniscient | Omniscient (Heavy)
Stats: 16999HP | 30000MP | LVL 53
Defenses: PD 0 | PE 0% | MD 8 | ME 0%
Weak to Air.
Vulnerable to Blind, Old, Paralyze, Berserk, Silence, Stop, Slow.
Attack Patterns:

As you may expect, Omniscient casts nothing but magic. His list of spells is pretty big, but he has a good variety of Black, White, and Time Magic, though the worst of the lot are the -ra spells, Graviga, and Bio. Once he goes below 4000 HP, he casts nothing but -aga spells. When he dies, he casts Flare (and unlike Minotaur's Holy, this will actually go off). Finally, if you use a physical attack against him, he'll counter with Reset, sending the battle back to the very beginning with everything undone. He starts the battle with Protect, Shell, and Regen.


* The biggest way to exploit Omniscient is Silence. Mystic Knight can nullify this fight quite easily with Silence Sword. Most classes can use the Mage Masher as well, except since it only has a 33% proc rate and wears off of Omniscient quickly, you'll pretty much need a Reflect Ring so you can attack yourself and bounce the Silence off yourself onto Omniscient so that the non-proc attacks won't reset the battle.

* Otherwise, you can Berserk Omniscient as well, but he hits like a truck so you better be prepared to manage heavy physical attacks if you go this route. Blind on top of that will help immensely if you can manage both statuses.

* If you have a Reflect Ring, you can stand there and wait for Omniscient to kill himself. Some spells will still get through Reflect, like Drain (though the Bone Mail and having a weak weapon in case of Charm will prevent you from dying), so you still need to pay some attention, but you can do nothing but occasionally heal and let Omniscient die. Of course, it's also possible due to his Regen that you may need to wait out all 30000MP to be depleted. If he can't cast the 1MP Libra, then you know he's out and can't cast Reset, so you can then wail on him with physical attacks. Either way, be prepared for a long, long fight doing this method. (Note: In the mobile/Steam versions Omniscient will still Reset even if he has no MP.)

* If you do end up going this route, use a Mage Masher to proc Silence and then immediately throw an Ether at him. This will overflow his MP and result with him having only 9999MP. It cuts the fight by two thirds, so that's something at least.

* Pretty much any non-magic command will trigger Omniscient's physical Reset counter, even if it doesn't do physical damage. Gaia, Throw, Release, an offensive Mix, even breaking a rod will reset the battle. Omniscient in particular has an exception for Steal, in case you want a second Kornago Gourd.
Name: Triton | Triton | Triton (Undead)
Stats: 13333HP | 10000MP | LVL 37
Defenses: PD 0 | PE 0% | MD 25 | ME 60%
Weak to Ice. Absorbs Fire.
Vulnerable to Death, Stone, Poison, Blind, Old, Sleep, Paralyze, Confuse, Silence, Stop.

Name: Neregeid | Nergade | Nereid (Undead)
Stats: 13333HP | 10000MP | LVL 20
Defenses: PD 0 | PE 0% | MD 25 | ME 60%
Weak to Fire. Absorbs Ice.
Vulnerable to Death, Stone, Poison, Blind, Old, Sleep, Paralyze, Confuse, Silence, Stop.

Name: Phobos | Phobos | Phobos (Undead)
Stats: 13333HP | 10000MP | LVL 39
Defenses: PD 0 | PE 0% | MD 25 | ME 60%
Weak to Earth. Absorbs Poison.
Vulnerable to Death, Stone, Poison, Blind, Old, Sleep, Paralyze, Confuse, Silence, Stop.
Attack Patterns:

Each opponent uses physical attacks and magic specific to them: Nereid uses Blizzaga and other ice attacks, Triton uses Firaga, and Phobos uses Bio. Whenever any one or two of them dies, the remaining ones will revive the dead and counter with Delta Attack, which petrifies a character.


* The key is to kill them all at the same time to stop them reviving each other. It's useful to hit with elements that none of them are affected by, such as lightning.

* The big thing is all three are susceptible to Odin due to not being Heavy. Magic Lamp Odin can end this fight with no issue.

* Otherwise, they're all undead, so Curaga and especially Requiem will make short work of these guys.

* If you don't have any good multi-target moves (and don't want to cheese the fight with Odin), make use of status effects like Stop, Sleep, and Paralysis to stop them from reviving each other. Since they aren't Heavy, statuses should stick around a bit. Silence won't stop their counter but will stop most of their magic.

* If you're going the single-target route, they're vulnerable to Stone.
Name: Leviathan | Leviathan | Leviathan (Heavy, Dragon)
Stats: 40000HP | 2000MP | LVL 37
Defenses: PD 25 | PE 10% | MD 15 | ME 70%
Weak to Lightning. Absorbs Water. Immune to Earth, Fire.
Vulnerable to Blind, Silence, Slow.
Attack Patterns:

Leviathan has three main attacks: a regular physical attack, a physical attack that inflicts HP Leak, and the water-element Tidal Wave, which hits all characters for solid damage. There's also a round where he can cast the non-water elemental Aqua Rake. Sometimes Leviathan will take two actions in a row which can be any combination of his big three attacks. He has a 1/3 chance of countering physical attacks with Entangle and a 1/3 chance of countering magical attacks with Tidal Wave.


* There's a Coral Ring in the Istory Falls dungeon, so having your main healer wearing it is a good idea for this fight since it'll nullify Leviathan's big attack.

* As you probably expect, you want to exploit his weakness to lightning. Keep in mind that stuff like Throw and breaking rods is considered physical, even if it involves magic, which is handy since Leviathan's physical counter is much less threatening than his magical one.

* Blind neuters his physical attacks, so that and a Coral Ring will make a character close to invincible for the fight.

* Finally, if you're having trouble, Leviathan is actually optional. You can do the entire dungeon, get the tablet, and just leave without having to fight Leviathan. He has a free Reflect Ring drop when he dies, though, in case you need one. In fact, Leviathan's not that great a summon to begin with since you can only boost Water damage with a Chemist mix, so Syldra with Magus Rod will usually do more damage.
Name: Bahamut | Bahamut | Bahamut (Heavy)
Stats: 40000HP | 10000MP | LVL 99
Defenses: PD 10 | PE 5% | MD 20 | ME 33%
Immune to Earth.
Vulnerable to Blind, Silence, Stop, Slow.
Attack Patterns:

Bahamut's attack patterns change based on his HP. He starts off only having a 1/3 chance of Mega Flare each round (2/3 chance of nothing), then this changes every 5000 HP he loses. For the rest of the fight, he has a 1/3 chance of a physical attack and alternates between two spells for the other 2/3. In order: 35000 - Atomic Ray/Blaze, 30000 - Flame/Earth Shaker, 25000 - Aqua Rake/Thunder, 20000 - Maelstrom/Snowstorm, 15000 - Poison Breath/Zombie Breath, and at 10000 HP it's 2/3 chance of Mega Flare. When he's at 10000 HP, he'll also counter Mega Flare with Mega Flare.


* One of the reoccurring tropes of the series is being able to reflect Bahamut's Mega Flare on himself, and that's just as true here. Reflect, Carbuncle, and Reflect Rings will make short work of Mega Flare and will pretty much win you the fight once he's under 10k.

* You'll want either solid healing for his many various attacks or to attack as quickly as possible to try to skip certain phases.

* Take advantage of his various phases. For example, Flame Rings make him much less threatening early on, especially if you have Float to cancel Earth Shaker as well. You know your team's elemental strength better than I.

* Or simply spam !Calm/Romeo's Ballad to nullify him. Slow's also useful, of course.

* Magus Rod or Air Knife-boosted Syldra outdamages Bahamut on all enemies that don't absorb wind, so Summoners are welcome to skip Bahamut as well since few bosses at this stage of the game absorb wind.
Name: Gogo | Gogo | Famed Mimic Gogo (Human, Heavy)
Stats: 47714HP | 60000MP | LVL 77
Defenses: PD 30 | PE 30% | MD 20 | ME 99%
Immune to Water.
Vulnerable to Silence, Slow.
Attack Patterns:

Gogo mimics your actions, at least as far as the game allows. He counters physical attacks with his own powerful hits, magic with powerful magic, and nothing with nothing. Supposedly he'll also fully heal himself after every attack but maybe he doesn't? Need to double-check that at some point. Once he goes under 33k, he decides to stop screwing around and releases nine brutal attacks in a row, including three Meteors, and then just spams more nasty attacks from there.


* The easiest and sanest way to beat him is to do what he says and mimic him. He starts off by doing nothing. So do nothing yourself. Keep doing nothing. Eventually he'll be so impressed with your brilliant mimicry skills he'll give up and leave.

* If you want to beat him by doing damage to him... Uh, good luck. You'll need to withstand his brutal attacks and be able to deal significant damage. Dual-wield Rapidfire Flare Sword's probably your best bet. You'll also want either very high levels or a Bard and/or Chemist to get you to very high levels. There's not much skill in this, fighting Gogo with force is gonna be harder than Omega or Shinryu. It's possible but it won't be pretty. Good luck if you're that crazy.
Name: Calotisteri | Wood Sprite | Calofisteri (Human, Heavy, Creature)
Stats: 18000HP | 1000MP | LVL 68
Defenses: PD 50 | PE 10% | MD 30 | ME 10%
Vulnerable to Poison, Blind, Old, Silence, Slow.
Attack Patterns:

She starts off casting Reflect, Old, or Stop. If she has Reflect, she will bounce Bio off herself. If a party member has Reflect, she'll bounce buffs off them onto herself. Finally, she counters HP damage with Drain.


* Bone Mail + Running Shoes nullifies everything she does. Running Shoes prevents Stop, Bone Mail blocks Old and absorbs Bio, plus makes her Drain spell work against her.

* Even without those items, the scariest thing she does is Bio and Drain, and for this point of the game she has the HP pool of a piece of tissue.
Name: Omega | Omega | Omega (Heavy)
Stats: 55530HP | 60700MP | LVL 119
Defenses: PD 190 | PE 95% | MD 150 | ME 90%
Weak to Lightning. Absorbs Water, Air, Earth, Holy, Poison, Ice, Fire.
Vulnerable to Stop, Slow.
Attack Patterns:

As you may expect from a Super Boss, Omega has a ton of nasty attacks available. His signature is Wave Cannon, which hits all party members for half their Max HP, and he will use it very often. Rainbow Wind blinds and silences, Delta Attack petrifies, Blaster paralyzes or kills, Rocket Punch confuses, Maelstrom reduces to single-digit HP, he has fire and earth attacks, and he can even remove a character for the entire battle with Encircle. He executes two moves every time he takes damage with a 2/3 chance of Rocket Punch for each and the other 1/3 being Mustard Bomb and Encircle respectively. Finally, his defenses and evasion for both physical and magic attacks are sky-high, plus he has Reflect and Shell. So yeah, good luck.


* Chemists are invaluable since a huge chunk of their mixes can nullify most of Omega's attacks. Dragon's Kiss for the instant death attacks, Resist Fire and Levisalve to avoid fire/earth attacks. Delta Attack can be reflected as well.

* Alternatively, Bards and Beastmasters can have three people spamming Romeo's Ballad/!Calm every single round in the hopes to prevent a large chunk of Omega's attacks while the last person attacks. Note that !Calm only works in the GBA version due to a bug.

* As for offense, the key is getting through his significant defenses and evasion. Hitting an elemental weakness reduces the opponent's defenses to 0, and fortunately Omega has such a weakness to lightning attacks. Rapidfire Thundaga sword is a favorite, but most thunder attacks will hopefully do decent damage to him. The key is finding a way to avoid both his evasion and his defense, so Thundaga Sword isn't enough, you need an always-hit ability like !Jump or !Dance to land those hits.

* Finally, strategy of champions: Quick + Venom Rod. HP Sap usually wears off quickly on Heavy enemies, but not while Quick is active. You can always play another game of FF5 while you wait this out!
Name: Apanda | Apprehender | Apanda (Heavy, Creature)
Stats: 22200HP | 1000MP | LVL 59
Defenses: PD 23 | PE 20% | MD 10 | ME 30%
Weak to Fire.
Vulnerable to Blind, Berserk, Silence, Slow.
Attack Patterns:

Apanda's attack patterns are very similar to Byblos's, which shouldn't be as threatening now. Wind Slash, Slow, Sonic Wave, Magic Hammer, and of course his Protect/Toad/Drain counters. He also wastes a few turns if Ifrit is cast on him.


* Much like Byblos, Apanda can be destroyed by fire damage. You shouldn't have much trouble with him if you have fire damage available. For extra fun, use Ifrit to make him waste some turns (though doing so results in him messing with your rows and removing debuffs from himself).

* Alternatively, you can Berserk him and ignore all the nasty stuff that he can do. Add Blind to further humiliate him.

* If you don't have access to those strategies, then Running Shoes will block Slow. Wind Slash isn't as bad this stage in the game, keep a weak weapon handy to break Charm, and have Ethers/Elixirs in the rare case Magic Hammer hits someone you need MP on. Sonic Wave's the only big threat here, and all it'd do anyway is prolong the battle. Focus on big hits to minimize counters since both physical and magical attacks have a 1/3 chance of Drain.
Name: Apocalypse | Azulmagia | Azulmagia (Heavy)
Stats: 27900HP | 50000MP | LVL 57
Defenses: PD 30 | PE 10% | MD 70 | ME 33%
Weak to Poison.
Vulnerable to Blind.
Attack Patterns:

Azulmagia casts nothing but Blue Magic. He knows a large amount of it, too much to really list here. He can also learn a few Blue Magic spells and will then have a 2/3 chance of casting them for a few rounds.


* One of the spells he can learn is Exploder. If he learns it, he'll use it. This is pretty much required to do if you're a Blue Mage because it's the most hilarious and appropriate way to kill a Blue Mage boss. If you're feeling merciful, you can teach him L3 Flare and have him waste turns on you if your levels aren't a multiple of 3.

* Otherwise, exploit his weakness to Poison since it'll tear through his HP. Venom Rods will do the trick if nothing else.

* As for surviving his spells, Blue Magic is largely level-based spells and status effects with a few direct-damage spells mixed in. Go in on an odd level that isn't 5 (multiples of 3 are fine since he doesn't start with L3 Flare), and predict status effects like paralysis, mini, blind, and sleep. Note that he can still ruin your day with certain spells like Mighty Guard, Revenge, and White Wind, so there still may be luck involved if you can't kill him quickly enough.
Name: Catastroph | Catastrophe | Catastrophe (Heavy)
Stats: 19997HP | 19997MP | LVL 71
Defenses: PD 40 | PE 15% | MD 20 | ME 33%
Absorbs Earth.
Vulnerable to Blind, Old, Paralyze, Slow.
Attack Patterns:

If a character is Floating, he'll use Gravity 100 to remove it. Otherwise, he'll use Earth Shaker, Demon's Eye to petrify, and physical attacks.


* Gravity 100 can be reflected. Combine this with the Aegis Shield, and all any character has to worry about are weak physical attacks.

* Any job but Monk can get Float status before this boss by itself, most by confusing Poison Eagles in the Cave section of The Rift (rare encounter) with a 1/8 chance of Tempting Tango from the Dancing Dagger. Hopefully you don't need to go to that much effort since Catastrophe isn't too difficult, but the option is there. Just be sure not to use a Cottage after getting Float since then the status will go away.
Name: Halicarnaso | Halycanos | Halicarnassus (Heavy)
Stats: 33333HP | 5000MP | LVL 97
Defenses: PD 10 | PE 0% | MD 20 | ME 66%
Vulnerable to Mini, Blind, Old, Silence, Slow.
Attack Patterns:

Halicarnassus will start by changing the whole party into Toads (unless they resist it). Then they'll spend six rounds using mostly physical attacks, with every odd round having a 1/3 chance of changing your rows with Dynamo and every even round having a 1/3 chance of Dispel, Haste, or Shell (for rounds 2/4/6 respectively). Then Hali casts Holy and the process repeats. Also Hali may have a strong physical counter to summon magic according to the algorithms guide.


* Ribbons block Toad, but it's a non-issue to spend a turn using Maiden's Kiss anyway.

* Halicarnassus isn't too threatening for a full party since they only use single-target attacks anyway. Solo characters should use Reflect Rings since Hali can get wrecked by Holy.

* Mini and Blind ruins Hali's non-Holy offense.

* Row-independent attacks like Jump, Whips, and magic are a good idea since rows will be switched a lot and all.

Name: Twin Tania | Twintania | Twintania (Heavy, Creature)
Stats: 50000HP | 10000MP | LVL 39
Defenses: PD 30 | PE 0% | MD 16 | ME 10%
Weak to Water, Holy.
Vulnerable to Blind, Silence, Slow.


Name: Twin Tania | Twintania | Twintania (Creature)
Stats: 50000HP | 10000MP | LVL 30
Defenses: PD 0 | PE 0% | MD 0 | ME 0%
Weak to Water, Holy.
Vulnerable to Death, Stone, Toad, Blind, Silence, Stop, Slow.
Attack Patterns:

The first form goes through three attack rounds with attacks like Atomic Ray, Snowstorm, Mind Blast, and Windslash. It has nasty counters, with a 1/3 chance of countering physicals with Tidal Wave and magic attacks with Mega Flare. After three rounds, Twin moves to Form 2, where it does nothing for a round before releasing Giga Flare, then going back to Form 1.


* The easiest thing to do is wait out for its second form and then go on the offensive. There's no counters in this phase and Form 2 has 0 defenses/evasion for physical and magic.

* In fact, this is where you want to go hog-wild on status effects. Instant death works here, especially since Form 2 Twin loses Heavy. Same with Stone. Stop gives you more time to beat it up. Toad isn't as useful since it wears off after Twin switches back to Form 1. Most everyone should be able to try to kill Twin quickly with just the Assassin's Dagger and hoping for the death proc, and some jobs have more reliable methods.

* A Coral Ring will make physical attacks much more advantageous. His counters become free healing.

* Likewise, a Reflect Ring means his Mega Flare hurts him, and lets you spam magic on him without fear.
Name: Gilgamesh | Gilgamesh | Gilgamesh (Human, Heavy)
Stats: 37000HP (effectively 7000) | 0MP | LVL 59
Defenses: PD 0 | PE 5% | MD 35 | ME 0%
Vulnerable to Slow.
Attack Patterns:

Gilgamesh does nothing but physical attacks. He'll usually do two rounds each with a 2/3 chance of a physical attack. Once he goes below 30000HP, he'll start spouting dialogue and then run away.


* This isn't really a boss fight, especially if you've reached this point, but Golem, high defenses, or evasion will make this part a cakewalk, as does healing or burst damage. You honestly have to try to lose at this point.

* If you've got multiple shield users, be sure to steal the Genji Shield from him. At this point you have the Thief Knife, so there's no excuse not to try at least. Aegis Shields are better, but if you have three shield users and don't want to try stealing more Aegis the Genji Shield isn't a bad alternative.
Name: Shinryuu | Shinryu | Shinryu (Heavy, Dragon)
Stats: 55500HP | 51000MP | LVL 97
Defenses: PD 60 | PE 20% | MD 60 | ME 95%
Absorbs Holy.
Vulnerable to Blind, Berserk, Silence, Slow.
Attack Patterns:

Shinryu starts off with a powerful Tidal Wave. Afterwards, he can hit with a variety of nasty attacks, with instant death-ish attacks like Roulette, Maelstrom, and Demon's Eye, as well as elemental damage attacks like Snowstorm, Atomic Ray, and Thunder, and even a bit of blue magic like L2 Old, L3 Flare, and infuriatingly Mighty Guard. Once Shinryu goes below 20k HP, he has a 1/3 chance of countering any damage by using Zombie Breath and then another Tidal Wave a turn later.


* Tidal Wave will wipe your party unless you have very high HP. You either want Coral Rings on some or all of your party or you want to beat him to his first attack. Masamune and Running Shoes help with the latter.

* The very best way to take on Shinryu is using Berserk. Rod users can use the Wonder Rod until it casts Berserk, Beastmasters can release a Mammon from the castle portion of The Rift, Chemists can use the Bacchus Wine mix, and White Mages can cast Berserk. The Power Staff is also an option, but it's a rare drop you can only get in World 2 from Black Warlocks in Exdeath's Castle, and any job that can use it has another way to inflict Berserk anyway. Note that all of these abilities and spells will always hit, so you don't have to worry about going past his crazy-high 95% magic evasion.

* If you do go with Berserking Shinryu, be aware he hits fast and hard. You'll want lots of evasion (Blink/!Image is huge) and lots of Phoenix Downs (Dualcast Raise, Phoenix, or the Chemist !Revive ability are also very handy). Blind helps immensely if you can get it to land through his crazy-high magic evasion. Don't bother healing against him, just revive as necessary.

* As for offense, be aware that he has high physical and magical defenses. Ideally you'll have something that does huge damage to dragons (Bards, Dragoons, and Beastmasters have such weapons available to them) or that can pierce defense (Flare and Flare Sword for instance, or !Rapidfire). It's not nearly as tough to damage him as Omega, but if you don't have the right tools it can be tedious.

* If you have no Berserk access but have Bards, you could always have your Bard !Hide while three Zombies with Reflect Rings wail on themselves. Atomic Ray will bounce off Reflect and hurt Shinryu slightly. You can also reflect weapon procs onto Shinryu to speed things up if you have the proper jobs. Such weapons include the Wind Slash katana, Gaia Hammer, Fire Lash, and Gaia Bell.

* Fighting him the normal way is not recommended, but if you go this route you definitely want to kill him as quickly as possible by doing large amounts of damage. Avoid attacking at level multiples of 2 or 3, use two Aegis Shields on people if at all possible, and be prepared for an onslaught of horrible attacks. In particular, try to wear down that last 20k HP in as few attacks as possible because his counter can be devastating. Good luck!
Name: Necrofobia | NecroPhobe | Necrophobe (Heavy)
Stats: 44044HP (effectively 34044) | 10000MP | LVL 66
Defenses: PD 50 | PE 10% | MD 50 | ME 75%
Vulnerable to Blind, Silence, Slow.

Name: Barrier | Barrier | Barrier (Heavy)
Stats: 8800HP | 300MP | LVL 44
Defenses: PD 30 | PE 0% | MD 10 | ME 10%
Immune to Earth.
Vulnerable to Death, Stone, Silence, Stop, Slow.
Attack Patterns:

The Barriers have Reflect and will bounce the -aga spells, Flare, and Holy off themselves to hit your team, with the -aga spells targeting all enemy targets. Necrophobe cannot be damaged until all four barriers are down, which after a quick speech he uses Flash to blind your party and becomes vulnerable. At this point, he'll start attacking twice a turn, always with a 2/3 chance of physical attacks and occasionally Vacuum Wave to inflict large damage and HP Sap, Hurricane to bring a character to single digits, or rarely Doom. Once he's below 10k HP, if you've done the rest of the Gilgamesh fights, Gilgamesh shows up to save the day.


* The Barriers need to go down or else the damage will add up quickly. If you don't have good multi-target damage like !Zenigage or Syldra, instead focus on bringing down the front two barriers first. It'll make the magic damage more manageable. You'll even have a bit of breathing room when you're down to one barrier.

* Alternatively, the Barriers are vulnerable to death and stone and have pretty low magic evasion.

* Necrophobe is weak to all elements and thus if you have any elemental damage you should use it to great effect, especially if boosted from weapons.

* Since Necrophobe's offense is mostly physical, Blind and Blink are useful. He has high magic evasion though so if your Blind method doesn't always hit it may not be worth using.

* Finally, if you're feeling benevolent you can just rush Necrophobe to death and skip the Gilgamesh trigger. But then you also miss out on stealing the Genji Armor. You're kind of on a time limit for this one so if you're stuck with the Thief Knife keep attacking and hope you grab it before the battle ends!
Name: Exdeath | X-Death | Exdeath (Human, Heavy)
Stats: 49001HP | 30000MP | LVL 77
Defenses: PD 35 | PE 10% | MD 25 | ME 15%
Vulnerable to Slow.
Attack Patterns:

He starts off using either physical attacks or White Hole, an attack that inflicts both stone and instant death on a character. Once he gets below 30,000 HP he starts using Flare, Holy, and Doom as well. Once he's below 10,000 HP, he has a 1/3 chance of either casting Meteo, using a physical attack, or doing nothing. Finally, killing him will reveal the true final boss.


* The stone immunity from the Aegis Shield and Ribbon block White Hole, and both are things you should be using anyway if possible.

* At the 30k threshold, Exdeath can only use Flare or Holy in the first attack of his four-round rotation, and Doom in the last. Reflect helps for the former, but if you're doing a solo be prepared for a potential Doom here.

* Once he gets close to 10k, be prepared to rush him to death quickly. You do not want him wasting your party with Meteor right before you tackle the next form.

* If you're playing the SNES (and maybe PS1?) version, you can use the Kiss of Blessing mix to override its death script and completely skip the final boss! This was fixed in the GBA version but there's a similar ability the Cannoneer can use to trigger this. Doing this isn't Fiesta-legal though.

Name: Neo Exdeath | Neo X-Death | Neo Exdeath (Human)
Stats: 60000HP | 65000MP | LVL 86
Defenses: PD 30 | PE 10% | MD 20 | ME 66%
Vulnerable to Poison, Blind, Silence, Stop, Slow.


Name: Neo Exdeath | Neo X-Death | Neo Exdeath (Heavy, Dragon)
Stats: 55000HP | 65000HP | LVL 83
Defenses: PD 30 | PE 10% | MD 20 | ME 75%
Vulnerable to Blind, Paralyze, Stop.


Name: Neo Exdeath | Neo X-Death | Neo Exdeath (Heavy, Creature)
Stats: 55000HP | 65000MP | LVL 67
Defenses: PD 30 | PE 10% | MD 19 | ME 80%
Vulnerable to Stone, Blind, Old, Silence, Stop.


Name: Neo Exdeath | Neo X-Death | Neo Exdeath (Heavy)
Stats: 50000HP | 65000MP | LVL 81
Defenses: PD 30 | PE 10% | MD 25 | ME 76%
Vulnerable to Blind, Silence, Stop, Slow.
Attack Patterns:

All four Forms do different things. Form 1 casts various high-end Black Magic spells like the -agas, Flare, Holy, and Aeroga, as well as Delta Attack and Dispel and some physical attacks. Form 2 does some physical attacks and Dispel, but mainly casts Grand Cross, a party-wide attack that will inflict one of any negative status effect in the game to each character. Form 3 does nothing but cast Almagest, a party-wide Holy-elemental attack that can do around the range of 1800 damage. Form 4 does nothing but Dispel and physical attacks, including the defense-ignoring Vacuum Wave. Finally, once only one form is alive, it'll go into crazy mode and do two attacks each round, each attack pattern being slightly different depending on the part still alive but usually throwing in stuff like Meteo, Almagest, and Vacuum Wave.


- FORM 1:

* Form 1 is the easiest part to take care of because it's the only part that isn't Heavy. Instant death attacks that work on non-Heavy enemies like Iainuki will work on Form 1, but by far the most reliable way is to use the Magic Lamp to summon Odin, which kills Form 1 instantly. Note that summoned Odin does not work this way, only Magic Lamp Odin will use Zantetsuken.

* Otherwise, Form 1's entire offense is nullified by Reflect, especially the Reflect Ring. It may even be worth leaving Form 1 alive to try to bounce Delta Attack onto Form 3 to kill it instantly.

* Theoretically you could try absorbing Firaga or Blizzaga, but the spells are too infrequent to be reliable even in a solo run, so it's not advisable.

- FORM 2:

* Form 2 can be the most dangerous part for some parties due to Grand Cross. The key thing is if Grand Cross hits a status a character is immune to, then the status effect is ignored. Thus it's useful to use equipment with a variety of status immunities like the Ribbon, Hermes Sandals, Genji equipment, and if you're feeling risky the Bone Mail.

* Otherwise, it somewhat resets its battle patterns at certain threshholds (30k HP and 15k HP), so if you rush it down you might reduce the number of Grand Crosses you encounter. Alternatively, you can try paralyzing it to slow it down (A Blue Mage's Mind Blast is guaranteed to work).

* Finally, Form 2 is Dragon-type, so the Dragon Lance, Dragon Whisker, and Apollo's Harp should all deal major damage to it.

- FORM 3:

* Almagest is the scariest part for most teams, especially lower-level ones. Unfortunately, the only options are to reduce damage with Shell (the Wonder Wand could cast this in a pinch, Beastmaster can catch a Crystelle for Mighty Guard but the process is tricky), dodge it with !Jump or !Hide, pray for a lucky 1/3 chance Aegis Shield block, or simply tank the hit with a high-HP job. Unfortunately, there is no equipment that nullifies or absorbs Holy.

* Form 3 is susceptible to stone, but due to its high magic evasion using Break or Catoblepas can take a good number of attempts to successfully stick. Magic Lamp Catoblepas is unreliable since it targets randomly (though it affects all enemies in the mobile version). However, Break Blade from Mystic Knight will kill it easily.

* Form 3 is Creature type, so weapons like Beast Killer and Artemis Bow will do major damage to it as well. Rushing it down isn't a bad idea.

- FORM 4:

* Form 4 is easier to deal with due to its physical attacks, though keep in mind you may have a character hit by Almagest and Vacuum Wave in succession at times.

* Blink and high evasion help a lot. If Form 3 is down, using higher-evasion shields over the Aegis Shield may not be a bad idea.

* Form 4 is vulnerable to Blind, which will eliminate a large chunk of its offense.


* Definitely, definitely, definitely do not leave only one form alive. Even if you're using single-target damage jobs, you can use the Magic Lamp to bring the last two parts down at the same time with Bahamut or Syldra (depending on whether you use Odin on Form 1). You don't want to experience the joys of Meteor/Vacuum Wave or double-Almagest.

* If you have a Thief, you can steal Ragnarok from Form 1, Dragon Lance from Form 2, and Murakumo from Form 4, weapons your Knight, Dragoon, and Samurai will really appreciate (and the Dragoon can even return the favor against Form 2!).

* Finally, if you're stuck with all Berserkers, you can either try to abuse the magic underflow glitch in the SNES/PS1 versions to try to kill Neo with powerful Gaia Hammer procs, or use the Thief Knife to steal Bone Mails and Aegis Shields and have one or more zombie characters alive to try to "heal" characters with Death procs. You'll still want very high levels for this and it will be miserable. And if you're doing solo Berserker...well, it may theoretically be possible, but you will not keep your sanity in the process. You probably have to learn the inner workings of the game itself and find out how to manipulate the RNG to your utmost advantage every single step of the way and that still may not be enough. The very act of attempting Neo with a solo Berserker will break your very mind and leave you gibbering in madness. But yeah, good luck!