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Final Fantasy VI Bosses

You may be here looking at the Final Fantasy VI bosses in order to figure out how to beat them. We've included brief strategies for them here, but in virtually all cases, you may find more detail than we can fit here by visiting the walkthrough.

Enemies | Bosses | All

Laragorn
Laragorn
Bestiary #311
Boss Monster
Type
Level
HP
MP
Gil
EXP
Humanoid
47
10000
2000
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
2
5
0
90
120
0
Stolen Items
Dropped Items
None
None
Status Immunities
Elemental Immunities
poisonimppetrifyberserksleepstop
None
Elemental Absorb
Elemental Weakness
icewind
fire
Lores
Command Immunities
None
Control
  
Laser Gun
Laser Gun
Bestiary #290
Boss Monster
Type
Level
HP
MP
Gil
EXP
None
24
3300
335
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
12
9
0
130
140
0
Stolen Items
Dropped Items
Common: X-Ether
None
Status Immunities
Elemental Immunities
darknesspoisonimppetrifydeathsilenceberserkconfusionsleep
None
Elemental Absorb
Elemental Weakness
None
lightningwater
Lores
Command Immunities
None
None
  
Left Blade
Left Blade
Bestiary #282
Boss Monster
Type
Level
HP
MP
Gil
EXP
None
22
700
470
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
13
5
0
120
150
0
Stolen Items
Dropped Items
None
None
Status Immunities
Elemental Immunities
darknesspoisonimpsilenceberserkconfusionsleep
None
Elemental Absorb
Elemental Weakness
ice
None
Lores
Command Immunities
None
Control
  
Magic Master
Magic Master
Bestiary #317
Boss Monster
Type
Level
HP
MP
Gil
EXP
Humanoid
68
50000
50000
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
1
25
100
250
100
0
Stolen Items
Dropped Items
Common: RelicCrystal Orb
Rare: Elixir
Common: Megalixir
Status Immunities
Elemental Immunities
darknesspoisonimppetrifydeathsilenceconfusionsleepslowstop
None
Elemental Absorb
Elemental Weakness
Variable
None
Lores
Command Immunities
None
Control
 
Strategy
 
Yeeesh. First turn, he casts a level two spell. Then, he casts a level 3 spell. Then, he casts two level 3 spells. After that, it'll follow up with another double cast of two level 3 spells. On the fifth turn, it'll use a single level 3 spell, and, on his last turn before looping, Magic Master can make use of ODeath, OBio, or OSilence. All of this is coupled with a spectacular 50 Magic Power, which means that if you don't absorb the attack or have the Reflect status, you'll likely die a painful death. If Magic Master has the Reflect status, he will bounce a level 3 spell off of himself every turn; Magic Master will never self-apply the status though, and there's no reason for you to cast it.

You may have noticed that every spell Magic Master uses is reflectable; yes, that they are. However, the thing about Magic Master is that not only is he the ultimate mage, he's also fiercely loyal to Kefka. Given this, it's only logical that Magic Master would be able to cast the strongest spell in the game: OUltima, and he won't let you go before casting it. As soon as you kill the Magic Master, he will cast OUltima. It will deal between 5400 to 6100 damage to all of your characters; unless you've overleveled (level 53 with RelicMuscle Belt, 58 with HelmetRed Cap, 67 without any HP boosting equipment), that gonna kill you dead.

Let's go through a few potential situations now:

If you've followed the walkthrough, or know OReraise at the very least, keep yourself draped in RelicReflect Rings at all times, as this will essentially make you invincible. Do not attack Magic Master; as soon as you do this, he will use Barrier Change and he start countering all your attacks with Barrier Change, making him that much harder to take down. He will also counter to his own spells reflected back at him. If you just keep still, he won't start using Barrier Change, not even under the torment of his own attacks. Cast OReraise on all your characters, and just wait this one out. Eventually, when Magic Master has killed himself, he'll cast OUltima: everybody dies and is subsequently revived. You're free to go.

Without OReraise, this one's a tricky pony. You can cast ORasp over and over and over again until his 50000 MP are all gone; he won't be able to cast OUltima as a result. You'll have to keep him alive this way. This is easily done by casting the OBerserk spell on Magic Master while casting OVanish or summoning EsperPhantom to protect yourself. Now, ORasp away. It'll take a very long while. You can check his MP periodically with the OLibra spell. When he has less than 80 MP, you can kill him. There you go.

Alternately, you could just damage the boss a lot and summon EsperQuetzalli; the trick here is to kill Magic Master with one or more characters in the air. OUltima won't hit them, so you win. If you want to do this, carefully keep track of his HP with OLibra; for optimal damage output, you'll want to equip barrier-piercing weapons where possible (SwordUltima Weapon on Terra/Celes/Edgar/Locke, DirkValiant Knife on Locke, GamblerFixed Dice or GamblerDice on Setzer) to try and circumvent Magic Master's crazy 250 Defense.

If you don't have ORasp... and you don't have EsperQuetzalli either... eh... yeah. Last chance, honest. Equip a character (Terra, Celes, Edgar) with a RelicReflect Ring, RelicGenji Glove, SwordRune Blade/ SwordRagnarok/SwordLightbringer, and the SwordSoul Sabre. The MP-critical weapon in the Right Hand, the MP draining weapon in the Left Hand. Now, cast OBerserk on Magic Master, vanish your party, and then cast OBerserk and OHaste on your magical weapon character. Every turn, he or she will attack and deal twelve to nineteen MP damage. If you're setting this up so you can go do something else in the meantime (I trust you have taken a liking to your sanity?), OBerserk a RodHealing Rod character to make sure Magic Master doesn't die from the physical blows. Go take in a museum or something. Honestly, this is going to take ages. Expand Full Strategy
  
Magitek Armor
Magitek Armor
Bestiary #266
Boss Monster
Type
Level
HP
MP
Gil
EXP
None
8
210
250
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
18
3
0
30
130
0
Stolen Items
Dropped Items
Common: Hi-Potion
Rare: Potion
Common: Hi-Potion
Status Immunities
Elemental Immunities
poisonimppetrifydeath
None
Elemental Absorb
Elemental Weakness
None
lightning
Lores
Command Immunities
None
Control
 
Metamorph Package
 
  
Master Tonberry
Master Tonberry
Bestiary #315
Boss Monster
Type
Level
HP
MP
Gil
EXP
None
73
22000
1200
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
13
9
0
100
165
0
Stolen Items
Dropped Items
Common: Megalixir
Rare: Elixir
Common: DirkGladius
Status Immunities
Elemental Immunities
imppetrifydeathsilenceberserkconfusionstop
None
Elemental Absorb
Elemental Weakness
Variable
None
Lores
Command Immunities
Control
 
Strategy
 
Master Tonberry is very mean. He'll start the battle off with a Battle attack, and after this the madness will begin. Every 15 seconds, Master Tonberry takes a step forward; after seven steps, he'll use !Knife on a random character and retreat halfway back, meaning that he'll have to take just four more steps after that to reach the !Knife position again. Every step is accompanied with the ever-frustrating Barrier Change attack. Master Tonberry casts spells of the type opposing his current weakness, not unlike Number 024 way back in the day. Each time he changes his weakness, he has a two in three chance of using a magical attack that will indicate what his new weakness is. This will give you a chance to load up on that weakness until it changes again.
Indicator Attack
New Weakness
Ice
Fire
Wind
Lightning
Poison
Water
Earth

One of the worst parts of this battle, though, is Master Tonberry's OTraveler counter to every damaging attack you perform. Depending on your actions and style of playing this game, this move can do a lot of damage.

The way to victory lies in the enemy's status ailment vulnerabilities. Cast OSleep on Master Tonberry, and pair it up with OSlow as well. If you have enough people with control over the ORasp spell, you might try removing all his MP first; better safe than sorry, right? If you're done with that or simply don't want to bother, start attacking him with magical attacks. Physical attacks will wake him; stick to magical ones only. It's highly possible you may manage to kill him before he even wakes up once. If he does wake up, just cast OSleep again; Strago's OBad Breath Lore also works (sets Poison too, by the way). Expand Full Strategy
  
Missile Bay
Missile Bay
Bestiary #291
Boss Monster
Type
Level
HP
MP
Gil
EXP
None
25
3000
7000
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
12
8
0
135
150
0
Stolen Items
Dropped Items
Common: ToolsDebilitator
None
Status Immunities
Elemental Immunities
darknesspoisonimppetrifydeathsilenceberserkconfusionsleep
None
Elemental Absorb
Elemental Weakness
None
lightningwater
Lores
Command Immunities
None
None
  
Moebius
Moebius
Bestiary #312
Boss Monster
Type
Level
HP
MP
Gil
EXP
Humanoid
47
12500
2000
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
4
6
0
80
130
0
Stolen Items
Dropped Items
None
None
Status Immunities
Elemental Immunities
poisonimppetrifydeathsilenceberserkconfusionsleepslow
None
Elemental Absorb
Elemental Weakness
lightning
None
Lores
Command Immunities
None
Control
 
Strategy
 
Curlax is the strongest of the three Dream Stooges, and also the most vital one to take down. He has a random shot at casting OWhite Wind every now and again, which heals the other Stooges and himself. Even worse, he will cast OArise on a fallen comrade when he notices they're down. He'll attack with the status-inducing spells when all three brothers are alive, and with the Fire-elemental offensive spells when a comrade has been slain (which is a useless bit of the AI script, as Curlax will always immediately make sure this is never the case with OArise). When he's hit four times by a Magic spell, he'll cast OReflect on himself and start bouncing OFira and OFiraga spells off himself. When all three Stooges are alive, he'll cast Delta Attack every 30 seconds; Delta Attack is an unblockable single-target attack that sets Petrify (doesn't work on targets immune to Petrify, obviously). He has a 33% chance of countering any of your attacks with a OFira spell.

Laragorn is the weakest of the three Dream Stooges; his amount of HP is the lowest and his status vulnerabilities are horrible; as if Death wasn't enough, he's an almost exclusive spell caster susceptible to OSilence and OConfuse. He's the Ice-elemental of the three. Like Curlax, he'll cast Delta Attack when all three Stooges are alive and 30 seconds have passed since the beginning of the battle/the last time Delta Attack appeared. He'll cast OReflect once he's been hit by Magic four times and start reflecting OBlizzara and OBlizzaga spells off himself. Laragorn will normally just attack with Battle; he'll start using OBlizzara and OBlizzaga spells when one Stooge is down. He'll counter 33% of the time with OBlizzara. The interesting thing about Laragorn is that he may run away in the middle of a battle. When one of the Stooges is down and Laragorn has been hit by four Magic spells, he'll run away. After 30 seconds (if you haven't won the battle yet), he'll return; his HP will be back to maximum, but his MP won't have changed and any status ailments you might've set will still be there.

Moebius is the middle child, and the only one without an elemental weakness. His bane is the Berserk status, and he has the Lightning-element. Like his brethren, he casts Delta Attack after 30 seconds, will cast OReflect on himself after four Magic spells, and start casting OThundara and OThundaga on himself which bounce off; normally he uses support spells (OProtect, OShell, OHaste, and OCura), but he will start to cast offensive spells (OThundara and OThundaga) when one of the Stooges is down. He may counter any attack with a OThundara spell. Moebius is certainly the most boring of the three.

A note about Delta Attack: when the global battle timer reaches 30, the first Stooge to act will attack with Delta Attack. After that, the global timer is set to 0, so that neither of the other two Stooges can use it. In other words, every 30 seconds only one Delta Attack will appear, not three.

How to fight this battle? Set Mute on Laragorn (the OSilence spell is obviously the most prominent way, but Strago's OBad Breath is also a highly acceptable means of setting the same effect (not to mention that it'll also set Confuse); and Berserk on Moebius (with the OBerserk spell, possibly). Don't kill off Laragorn with a quick ODeath spell just yet; our main priority is Curlax. Cast a OSleep spell on him (once again, OBad Breath works there) and pound him with magical attacks, preferably Ice-elemental attacks. When he's dead, abuse Laragorn's vulnerability to instant death attacks and dispose of him quickly. What you have left is a Berserked Moebius who is no threat whatsoever.

So long as you know what you're doing, it's really an easy battle; barriers like OMighty Guard, OHastega, Moon Song, Earth Wall, and Life Guard are nice, but really not necessary. You don't get any items for beating the Dream Stooges, but you will receive 6 Magic Points. Expand Full Strategy
  
Nelapa
Nelapa
Bestiary #295
Boss Monster
Type
Level
HP
MP
Gil
EXP
Humanoid
26
2800
280
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
11
10
0
105
150
0
Stolen Items
Dropped Items
None
None
Status Immunities
Elemental Immunities
darknesspoisonimppetrifysilencesleepslow
poisonwindearthwater
Elemental Absorb
Elemental Weakness
fire
icelightningholy
Lores
Command Immunities
Control
 
Strategy
 
The big sparkle's name is Nelapa. He gets 10 out of 10 for style, but minus one billion for good thinking. I mean, here you are, with a timer quickening your pace, and he thinks it's a good idea to cast ODoom on the party. A bit redundant, if not outright illogical.

Sillier yet, the battle with Nelapa (or a Naude) will automatically terminate as soon as the global timer hits 0:04 seconds; enough time to dive from the Floating Continent to "safety". What was the point of the timer in the first place? 0:04 isn't enough time to wait for that special someone, though...

Anyway, after the pompous chatter and casting ODoom on the party, he will finally get around attacking you. He can use Attack, OFira, OFiraga, and Fireball. Very spooky. OFiraga actually hurts a bit. Now here's a hoot: If you hit Nelapa with six Attack commands, he'll use ORoulette. Next to the fact that ORoulette can actually take Nelapa himself down, the mere thought that Nelapa could even survive six Attacks is laughable in itself. You'd need a RodHealing Rod or a rat-flail in order to pull that off.

Anyway, back to not insulting this guy into submission (although you could). He's weak to Lightning and Ice and Holy. He's also Floating. Just make sure you keep in the back of your mind this guy is inherently Reflective, which means you'll need to resort to your skills and summon attacks. There are literally hundreds of ways to off this guy, and they're all very easy. Gau's Mu Rage can enSnare him for a one-hit KO, as can a fatal ToolsChainsaw attack. Bouncing a few ORasp spells off yourself will kill him. Bouncing a ODeath spell off yourself will kill him. You can even confuse him; enemies don't get any more pathetic than that.

Just use your strongest attacks, be it Gigavolt, or Aura Cannon, or Diamond Dust, or what have you. Nelapa has 2800 HP. That's it. If you played your cards right, you were doing 2800 in one attack back there against Ultima Weapon. Pushover. Expand Full Strategy
  
Number 024
Number 024
Bestiary #279
Boss Monster
Type
Level
HP
MP
Gil
EXP
Humanoid
24
4777
777
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
20
3
0
170
100
0
Stolen Items
Dropped Items
Common: SwordBlood Sword
Rare: SwordRune Blade
Common: SwordFlametongue
Rare: SwordIcebrand
Status Immunities
Elemental Immunities
darknesspoisonpetrifydeathsilenceberserkconfusionslowstop
None
Elemental Absorb
Elemental Weakness
Variable
None
Lores
Command Immunities
None
Control
 
Strategy
 
Machines tend to have that crippling weakness to Lightning, and they also usually have some sort of Program ## move to dish out. This guy has neither. He uses spells and wields swords, so you'd almost assume he was a human if it wasn't for the 'System error!' message that goes off in the middle of the battle. A cyborg, then, like the Sergeant? We can only guess. The facts remain that Number 024, while no real challenge even if you forget about his status ailment weaknesses, is just so darn versatile we still love him anyway.

The guy's main move, Barrier Change, shuffles all the elemental properties of the caster and picks one element to set as its weakness. Then, it sets one element as the element it absorbs. First effects: You'll never know what exactly your elemental attacks will do: 75% chance they'll do nothing, 12.5% chance they'll heal him, 12.5% chance they'll do double damage. Conclusion: Waste of time, think of alternative means of violence. But this fellow adapts his fighting style according to his weakness. You can sort his weakness from what he hits you with, if you like. If his weakness is fire, you'll see ice attacks. Vice versa, too. If lightning, you'll see water. Again, vice versa. If it's wind, he'll use earth-based attacks like Magnitude 8 and Cave In, and if it's earth he'll go to wind attacks like Sonic Boom and Gale Cut. If he's weak to poison, he'll try to cure himself, and if he's weak to Holy-elemental, he'll try to attack you physically or use Reverse Polarity.

Here's what he'll do. He'll simply strike you physically for 30 seconds (this first round doesn't indicate Holy weakness). Then, he'll do his first Barrier Change. When you manage to strike his weakness (you can figure it out via Libra spell), he'll perform it again. If 30 seconds of action elapses first instead (are you taking a nap?), he'll perform another Barrier Change anyway. After he has performed a Barrier Change three times, he'll go haywire, even though you haven't destroyed him; the result of this 'System error' is apparently calling up Arctic Hares (the more successful branch of the Lagomorph family), enjoying Sunbaths, and finding his true self with the Libra spell. After 30 seconds of this, he'll snap out of it again, starting over as if he had cast his first Barrier Change of the battle. Weird stuff, man.

But you won't have to see all this madness. The OSleep spell, taught to you by EsperSiren, works on the fiend, as does EsperCait Sith's OImp spell. Alone, they severely cripple him; together, they are an unstoppable force. Keep him sleeping and make sure you only cast Magic. If that blasted neutral Tapir shows up and awakens him, cast OSleep again as soon as possible. If Gau is among your forces, just have him relax. Try to steal with Locke; SwordRune Blade or SwordBlood Sword, both are nice additions if nothing else. I'd especially go for the SwordBlood Sword if you have any choice in the matter, as it's quite unique. In the end, Number 024's Hit Points will run out, and he will die. Victory dance, coffee break, et cetera. Expand Full Strategy
  
Number 128
Number 128
Bestiary #280
Boss Monster
Type
Level
HP
MP
Gil
EXP
None
23
3276
810
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
13
3
0
120
125
0
Stolen Items
Dropped Items
Common: KnifeKazekiri
Common: Tent
Status Immunities
Elemental Immunities
poisonimppetrifydeathsilenceconfusionsleepstop
None
Elemental Absorb
Elemental Weakness
ice
None
Lores
Command Immunities
None
Control
 
Strategy
 
Number 128 is not so much a human with the cybernetic parts in him as a robot with flesh on it. To top it, he's stronger than anything you've ever encountered so far. There are three attacking parts here, and only three party members. The absolute worst part is the fact that he carries a very rare sword on him, a sword that will remain useful throughout the entire game, of which only two exist; one in a chest you'll find two dungeons from now, one as a rare steal on this very opponent. It's by no means horrible if you don't obtain it, but it's really nice if you do.

There are two blades. Left Blade and Right Blade. They're to the left and right of Number 128. Hence their names. They attack physically every round, and throw in a mean Special if you're in bad luck. If you kill them, they'll be back within 15 seconds. Left Blade knows Shamshir, which is especially dangerous as it reveals invisible characters.

The main body is the worst, as you could imagine. Physical strikes more powerful than those of the blades, a Special that drains HP, the ability to cast the OBlizzard spell, and cast a Net over a character. The latter two reveal invisible characters. But when both blades are killed, he gets really mean. He will cast OHaste on himself to increase his amount of turns and begin using almost exclusively magical attacks. Gale Cut and Atomic Ray are both multi-target attacks, and Atomic Ray hurts quite a bundle. Shockwave is an attack you saw earlier on Dadaluma, and Blaster is its most dangerous move; while inaccurate, it will simply kill any character it does hit. If you are under the influence of Invisible, you get a Game Over.

So here's the strategy if you don't have EsperPhantom at your disposal and/or have summoned him earlier: Ignore the blades and try to focus on the main body. Locke should use Hi-Potions or Phoenix Downs when necessary, and spend all other turns trying to get that KnifeKazekiri blade rare steal. He's also useful for casting OSlow spells on the blades to dampen their aggression, if he has learned it. Edgar is reliable and powerful with ToolsDrill or ToolsChainsaw, but his brother not so much. If Sabin doesn't know the OThundara spell, I suggest Rising Phoenix. Eventually it will take out the blades, but EsperPhantom gave us a head start at the very least, and you can always summon him again if you entered the battle while invisible. With Cyan, it's the same, only with Fang. If you obtain the KnifeKazekiri, give it to him and simply Attack the body. Gau can Rage Anguiform to be sure to hit the body every OAqua Breath, or Rage Aspiran if you're feeling lucky. Gigavolt is stronger, yet not always multi-target. A few additional tips:
  1. If (most of) your party is revealed and you can still summon EsperPhantom, do so. Invisibility is definitely a positive status as long as you can keep at least one blade around at all times.
  2. Counter your adversary's OHaste spell with a OSlow spell from your side when possible.
  3. If you find yourself in the rare position of having EsperCatoblepas equipped but not EsperPhantom, summon the piglet Esper right away. There's a rather large chance he'll take out both blades in one go.

Number 128 is one of the most dangerous opponents of the game given its relative setting, and if your luck is just really, really bad it's possible to die even if you're a rather experienced player, especially if you're trying to get the KnifeKazekiri. Expand Full Strategy
  
Phantom Train
Phantom Train
Bestiary #271
Boss Monster
Type
Level
HP
MP
Gil
EXP
Undead
14
1900
350
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
10
5
0
30
210
0
Stolen Items
Dropped Items
None
Common: Tent
Status Immunities
Elemental Immunities
darknesspoisonimppetrifysilenceberserkconfusionsleepslowstop
None
Elemental Absorb
Elemental Weakness
poison
firelightningholy
Lores
Command Immunities
None
Control
 
Strategy
 
The Phantom Train will start with the battle with either a physical attack, !Wheel, or Diabolic Whistle. The next four turns will be spent using normal physical attacks and his Special !Wheel; the fifth turn will be Diabolic Whistle, but only if there are at least two characters still alive.

After every 15 seconds of battle, Phantom Train will use either Acid Rain (2/3) or Saintly Beam, an attack that deals multi-target Holy-elemental damage to your party. Finally, if Phantom Train has been damaged, he has a one in three chance of using !Wheel.

For trivia, Saintly Beam used to be Phantom Train-exclusive until Holy Dragon Redux showed its pasty face for the Advance release. Given it's such a nasty move in that fight, its occurrence here at least shows the Phantom Train was on the right track.

The fight against Phantom Train can be real easy and real bad, and it all depends on his Diabolic Whistle attack. This sets one random status ailment on your party out of the following: Darkness, Poison, Imp, Doom, Berserk, Confused, Sap and Slow.

The ones you need to be concerned about are Imp, Berserk, and Confused. If one of your characters is Imped, you'll want to use Hi-Potions to damage Phantom Train. Hi-Potions inflict 250 worth of HP damage, which is superior to your crummy Imped Attack command. Smack your Confused characters, as there's nothing more fatal than Confused characters, especially when they have access to Rising Phoenix or barrier-piercing attacks.

The Phantom Train battle is very much like the Apparition battle in the sense that using a Phoenix Down is the coward's way out, and that the strategy revolves around allowing Cyan to start the battle with his third Bushido skill, Tiger. After this, have Sabin come in with an Aura Cannon and Shadow with ShurikenShuriken. A lot of people have dubbed it 'hilarious' to have Sabin use Meteor Strike on the Phantom Train. If you want to see a tiny sprite lift a huge train, be my guest. Expand Full Strategy
  
Rahu
Rahu
Bestiary #330
Boss Monster
Type
Level
HP
MP
Gil
EXP
None
69
8000
770
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
13
10
0
80
190
0
Stolen Items
Dropped Items
Common: ShieldFlame Shield
None
Status Immunities
Elemental Immunities
darknesspoisonimpsilenceberserkconfusionsleep
None
Elemental Absorb
Elemental Weakness
lightning
ice
Lores
Command Immunities
None
Control
  
Red Dragon
Red Dragon
Bestiary #321
Boss Monster
Type
Level
HP
MP
Gil
EXP
None
67
30000
1780
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
13
10
0
110
150
0
Stolen Items
Dropped Items
None
Common: KnifeMurakumo
Status Immunities
Elemental Immunities
imppetrifydeathsilenceberserksleepstop
None
Elemental Absorb
Elemental Weakness
fire
icewater
Lores
Command Immunities
Control
 
Metamorph Package
 
 
Strategy
 
The Red Dragon is red and lives in a volcano. It may shock you to discover he's a Fire dragon! You'll be laughing by now, I assume; not only have you already spotted his weakness to the Confuse status, but the Fire element is the one most easily protected against. The ArmorRed Jacket, ShieldIce Shield, ArmorMinerva Bustier, and RelicBlizzard Orb all nullify it, the ShieldFlame Shield and RelicBerserker Ring absorb it, and, if those resources aren't enough, the ShieldForce Shield, ShieldThunder Shield, HelmetCat-Ear Hood, ArmorSnow Scarf, and ArmorForce Armor all halve damage done by the element. Even though the Red Dragon tries to counter this by employing OFlare spells and the OLv. 4 Flare attack, he's still fairly easy.

Every 40 seconds, Red Dragon will use a particularly powerful attack; either S. Cross, Flare Star, or OLv. 4 Flare. Flare Star still deals Fire-elemental damage based on your level, S. Cross is just a strong multi-target Fire-elemental attack and OLv. 4 Flare deals non-elemental, barrier-piercing damage to every character whose level is divisible by 4.

Normally, Red Dragon switches between OFira (66%) and Fire Ball (33%). When he reaches 10240 HP (after having absorbed 19760 HP damage), he'll switch to OFiraga (66%) or a OFlare spell (33%). All these spells (with the exception of Fire Ball) can be Reflected, but that may not be the wisest action to take; any character under the influence of Reflect will be targeted every second turn by !Eraser (from top character to bottom character), just like the living Behemoth King (1) and his !Devil Claw attack. !Eraser removes the Reflect status, though not when the status is inherent (through RelicReflect Rings or Rage). Like most bosses, the Red Dragon has a 33% Battle counter to every damaging attack he takes.

What to do? He has a fairly low amount of MP, and all his dangerous attacks need MP to function. In his less dangerous phase, throw up your barriers (summon EsperFenrir and/or EsperGolem, EsperKirin's Life Guard is useful as always, OHastega, OMighty Guard, you name it). When you're done, start casting ORasp! You can check if he's out of MP with OLibra if you can't keep track yourself. You should have him crippled before his first 40-second attack comes around. Now that Red Dragon is nothing but a big lizard of fire, attack him with all the standard repertoire. It doesn't really matter, as he's pretty much done by now, but the most effective attacks tend to be Ice-elemental ones: the OBlizzaga spell, thrown SwordIcebrand swords (or SkeanWater Scrolls), the usual Phantom Rush and RelicDragon Horn Jump attacks, whatever works. Note that Tri-Disaster is absorbed, though. You can toy around with Confuse if you want, but it's not necessary. Expand Full Strategy
  
Rhizopas
Rhizopas
Bestiary #272
Boss Monster
Type
Level
HP
MP
Gil
EXP
None
13
775
39
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
14
3
0
110
175
0
Stolen Items
Dropped Items
None
Common: Remedy
Status Immunities
Elemental Immunities
poisonimppetrifydeathsilence
None
Elemental Absorb
Elemental Weakness
water
lightning
Lores
Command Immunities
None
Control
 
Strategy
 
As soon as Rhizopas comes, you're in trouble. This little guy has access to the El NiƱo spell, which will deal up to 250 damage to both characters. Your best bet is to go all-out offensive. While Rhizopas has very decent magical defense, Aura Cannon still out-damages Raging Fist (and Rising Phoenix, but that should be obvious). For Bushido, Tiger doesn't work, so just go with Fang. If you're really unlucky, Rhizopas kills you, and there's nothing you can do about that short of over-leveling. The odds aren't that high, though. Expand Full Strategy
  
Right Blade
Right Blade
Bestiary #281
Boss Monster
Type
Level
HP
MP
Gil
EXP
None
21
400
150
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
20
5
0
120
150
0
Stolen Items
Dropped Items
None
None
Status Immunities
Elemental Immunities
darknesspoisonimpsilenceberserkconfusionsleep
None
Elemental Absorb
Elemental Weakness
ice
None
Lores
Command Immunities
None
Control
  
Samurai Soul
Samurai Soul
Bestiary #316
Boss Monster
Type
Level
HP
MP
Gil
EXP
Humanoid
61
37620
7400
30000
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
25
11
20
115
175
0
Stolen Items
Dropped Items
Common: KnifeMurakumo
Rare: KnifeMurasame
Status Immunities
Elemental Immunities
imppetrifydeathsilenceberserksleepslowstop
None
Elemental Absorb
Elemental Weakness
None
poison
Lores
Command Immunities
Control
 
Strategy
 
First off, a note of warning: Samurai Soul is unique in the fact that he's a monster in a box you can run from. Doing so hurts your game though; you won't be able to fight him when you return to the chest, and thus you'll miss out on the RelicMaster's Scroll.

Samurai Soul is the perfect hybrid between a Samurai and a Ninja, as will become apparent by his AI script. Normally, his attacks will consist of Battle, any of the three offensive ninja scrolls (SkeanFlame Scroll, SkeanWater Scroll, or SkeanLightning Scroll), and Gale Cut, O1000 Needles, or Shockwave. This isn't half bad for an opponent, but nothing spectacular either. It's when the enemy is aggravated that it becomes lethal. When you've battled him for longer than 40 seconds, he'll pump himself up. The message "Samurai Soul's power up!" will appear, and he will self-apply the Image and Reflect statuses, making him immune to every blockable Fight attack for the duration of Image and most Magic spells for the duration of Reflect. He'll also try to set Haste, but with inherent Slow immunity it will fail. Sad thing.

He may counter Fight, Magic, and Lore with a Battle, but that's not the purpose of his counter script there; when hit six times by Fight, he'll use !Assassin Blade on a random party member, which is a simple one-hit Wound attack with an admittedly poor Hit Rate of 100. When hit three times by any combination of Magic spells or Lore attacks, he'll chuck a weapon (either DirkKunai or KnifeAshura) at a random party member, doing about 8000 damage to him/her. He'll then spend the next turn using Setzer's GP Rain, dealing exactly 915 HP worth of damage to four party members (1220 to three if one is still down from the thrown blade).

Samurai Soul's glaring weakness is the combination of vulnerability to the Confuse status and its own Special, !Assassin Blade. By setting Confuse with the OConfuse spell, Strago's OBad Breath Lore, EsperCait Sith's Cat Rain, Edgar's ToolsNoiseblaster, or whathaveyou, Samurai Soul has a 50% chance of killing himself with !Assassin Blade. Sketching nets you a 25% shot at !Assassin Blade too. Exploit this weakness for a far easier battle.

If you're looking for more of a challenge or for some other reason don't want to muddle the poor warrior into defeat, here's what you'll want to do. First, throw up your barriers. Focus on the magical side; OMighty Guard (for Shell) or EsperZona Seeker's Wall, OHastega, EsperKirin's Life Guard, etc. EsperGolem and EsperFenrir help against !Assassin Blade, but you shouldn't see it directed at you anyway.

Now, let loose with your characters. There's no reason to use Fight, Magic, or Lore on Samurai Soul. Terra, Celes, and Strago should really just wait out this battle. Attack with Phantom Rush Blitzes, Cyan's SwdTech skills (Tempest is nice), Jump attacks, the ToolsDrill Tool, etc. If you're really unlucky and brought all the wrong characters, just Fight (!Assassin Blade every sixth Fight attack isn't all that bad). When Samurai Soul powers up, ODispel removes all three positive statuses immediately. If you want to be evil, you can break the no-Lore rule one time and steal all three with ORippler (provided Strago's not prancing around with something like a RelicGuard Bracelet or RelicMiracle Shoes). Expand Full Strategy
  
Shiva
Shiva
Bestiary #278
Boss Monster
Type
Level
HP
MP
Gil
EXP
None
21
3000
500
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
15
7
20
200
110
0
Stolen Items
Dropped Items
None
None
Status Immunities
Elemental Immunities
poisonimppetrifydeathsilenceberserkconfusionsleepstop
lightningpoisonwindholyearthwater
Elemental Absorb
Elemental Weakness
ice
fire
Lores
Command Immunities
None
Control, Scan
  
Skull Dragon
Skull Dragon
Bestiary #327
Boss Monster
Type
Level
HP
MP
Gil
EXP
None
62
32800
1999
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
15
10
0
140
120
0
Stolen Items
Dropped Items
None
Common: RelicMuscle Belt
Status Immunities
Elemental Immunities
darknesspoisonimppetrifysilenceberserkconfusionsleepslowstop
None
Elemental Absorb
Elemental Weakness
poison
fireholy
Lores
Command Immunities
Control
 
Metamorph Package
 
 
Strategy
 
Skull Dragon just isn't very assuming. It's a generally subpar dragon as-is, once you ignore the fact it has no status vulnerabilities to exploit, but, at the very end of the game, your party is a force to be reckoned with. It's kind of ridiculous and sad all at the same time.

Battle, ODoom, Will o' the Wisp, and Apparition all show up on the boss' first three turns, ODoom easily being the most popular one. Every fourth turn, Skull Dragon may use Disaster, which is clearly its most crippling attack. It will be randomly single or multi-targeted by the semi-Undead dragon, and it sets Dark, Imp, ODoom, Mute, Muddle, and, oddly enough, the Float status. One interesting little tidbit about the Apparition move is that the graphic designers never expected any monster to use it, so, instead of a graphic of the caster (Skull Dragon in this case), you'll see a half-baked sprite of your leading party member instead. Every damaging attack it takes may be countered by Battle.

Throw on RelicRibbons where possible. You shouldn't need any special protection for Will o' the Wisp, as it's about as powerful as OFira, but you can equip ShieldFlame Shields, ShieldIce Shields, ArmorMinerva Bustiers, or RelicBerserker Rings to absorb or nullify the attack. On the offensive front, just do whatever you have learned works. Since it's possible you have EsperRagnarok's Metamorph at your disposal, you can try that for a quick win. OFiraga spells are extremely powerful (more so than the OHoly spell). Ragers can Rage Srbehemoth to cast OFiraga and become immune to ODoom (the eventual death trigger will heal him), and the Imp, Mute, and Confuse statuses that Disaster may set (the remaining Dark and Float statuses that will be set are nothing to worry about for obvious reasons). Gogo should Rage like Gau. If you bought SwordFlametongues for Shadow, know that they are superior to other weapons Shadow can throw. Expand Full Strategy
  
Soul Saver
Soul Saver
Bestiary #314
Boss Monster
Type
Level
HP
MP
Gil
EXP
Humanoid
41
3066
566
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
50
3
0
150
175
0
Stolen Items
Dropped Items
None
None
Status Immunities
Elemental Immunities
poisonimpsilencesleepstop
None
Elemental Absorb
Elemental Weakness
fireholy
ice
Lores
Command Immunities
None
Control
  





Enemies | Bosses | All


Caves of Narshe: Final Fantasy VI
Version 6
©1997–2026 Josh Alvies (Rangers51)

All fanfiction and fanart (including original artwork in forum avatars) is property of the original authors. Some graphics property of Square Enix.