Category:Enemies

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Number Name Description Tip Weaknesses
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001 Security Officer Troopers serving in the Shinra Security Corps. Typically seen patrolling the city streets and company installations. Many are new recruits with little training. Though they are not seasoned Fighters, they do know a variety of different attacks. Fire
002 Elite Security Officer Elite troopers belonging to Shinra's Public Security Division who were promoted due to higher-than-average abilities. Usually deployed in dangerous zones where fighting is particularly fierce. Blocking their melee attacks makes them easier to interrupt. Fire
003 Grenadier Troopers belonging to Shinra's Public Security Division. Largely tasked with providing support from the rear. They prefer to attack from a distance, but can fight up close when required. These troopers carry powerful weapons such as grenade launchers. Try using magic to counter their long-range fire. Fire
004 Elite Grenadier Elite Troopers serving in Shinra's Public Security Division who were promoted from the ranks of grenadiers due to their superior ability. Armed with portable artillery weapons, they are often deployed in key stronghold. These Troopers carry powerful weapons such as grenade launchers. Try using magic to counter their long-range fire. Fire
005 Riot Trooper Troopers belonging to Shinra's Public Security Division. Protected by a large shield, they specialize in close combat. Often deployed in urban districts and company installations and used to break up violent demonstrations. Their shields protect them against frontal attacks. Try outflanking them or using magic. Fire
006 Elite Riot Trooper Elite troopers belonging to Shinra's Public Security Division who were promoted from the ranks of riot troopers due to their superior ability. Easily identified by their spiked shields. Their shields protect them against frontal attacks. Try outflanking them or using magic. Fire
007 Flametrooper Troopers belonging to Shinra's Public Security Division. Equipped with flamethrowers that can target a wide area, they are used in monster extermination ops or when the enemy must be thoroughly obliterated. Hitting these troopers in the back will eventually cause their fuel tank to blow and inflict significant damage. Fire
008 Shock Trooper Troopers serving in the Shinra Company Security Corps. Pharmacological agents and reinforced suits make these troopers tough to take down. They attack with claw weapons equipped to both arms. They evade all standard attacks except when they are attacking or knocked off their feet. Hitting them with fire attacks when they are staggered can detonate vulnerable parts of their suit and inflict significant damage. Fire
009 Elite Shock Trooper Elite troopers belonging to Shinra's Public Security Division who were promoted from the ranks of shock troopers due to their superior ability. These troopers can move along walls and ceilings and attack from any angle. They evade all standard attacks except when they are attacking of knocked- off-balance. Fire
010 Armored Shock Trooper Troopers belonging to Shinra's Public Security Division. Protected by reinforced armor developed by the Advanced Weaponry Division, and capable of inflicting heavy damage with their beam sword and heavy machine gun. As they are some of the most elite troopers in the military, they are tasked with guarding Shinra's HQ. Tactical data not available. Lightning
011 Enhanced Shock Trooper Troopers belonging to Shinra's Public Security Division. The rollers on their feet enable them to run circles around their targets. As they are some of the most elite troopers in the military, they are tasked with guarding Shinra's HQ. Fire attacks rapidly fill their stagger gauge.
012 Helitrooper Troopers belonging to Shinra's Public Security Division. They wear power-enhancing suits and use rotors to fight while airborne. They perform reconnaissance and can pursue targets to areas where other troopers cannot. While in midair, wind attacks rapidly fill their stagger gauge. Evading their powerful aerial attacks makes them susceptible to staggering. Fire, Wind
013 Elite Helitrooper Elite troopers belonging to Shinra's Public Security Division who are promoted from the ranks of helitroopers due to superior ability. Equipped with high-performance suits and powerful engines. While in midair, wind attacks rapidly fill their stagger gauge. Fire, Wind
014 3-C SOLDIER Operator Special troopers that had been enhanced with mako energy. SOLDIERs divided into 3 classes, based on their capabilities. The 3rd class is the lowest, but even they are vastly more effective than standard troopers. Hitting them with physical attacks and blocking theirs will eventually make them susceptible to staggering. Fire
015 Guard Dog Military canines employed by Shinra Public Security. Under the control of expert trainers, these dogs can sniff out intruders and launch ferocious attacks. Use magic attacks to rapidly fill their stagger gauge. Ice
016 Wrath Hound The result of administering ability-enhancing drugs to guard dogs. As a side effect, these dogs often went into a bloodthirsty frenzy, so most of them were put down... but some survived. Normally their attacks cannot be interrupted, regardless of what capital ATB commands are used. Using certain attacks on them, however, sends them into a rampage, also making them susceptible to interruption. Ice
017 Bloodhound Military canines trained by Shinra's Public Security Division. Genetic modifications have bestowed these animals with tentacles that can drain energy from their victims. Unless they are in the middle of an attack or knocked off-balance, they evade all magic except for spells that are guaranteed to hit. Ice
018 Monodrive Bionic sentries created by Shinra's R&D Division. They are equipped with artificial intelligence and are used to guard mako reactors. Tactical data not available. Wind
019 Mark II Monodrive Modified version of the monodrive. Not only did these creations survive the Mako Reactor 5 explosion, the mako spill caused them to grow in both size and strength. They are resistant to physical attacks until pelted by magic. Wind
020 Sentry Ray An autonomous gun platform developed by the Advanced Weaponry Division. Deployed to protect mako reactors and other important installations. It opens fire as soon as it detects intruders. Its stagger gauge is only affected by non-elemental and lightning magic. Of these, lightning magic is the more effective at driving up the gauge. Lightning
021 Laser Cannon A modified version of the autonomous entry ray weapons platform. Overall capabilities, including the effects of its lasers, are greatly enhanced. Its stagger gauge is only affected by non-elemental and lightning magic. Of these, lightning magic is more effective at filling the gauge. Lightning
022 Sentry Launcher An autonomous weapons platform developed by the Advanced Weaponry Division. Able to rotate a full 360 degrees for improved surveillance. It has an extremely quick response time between detecting intruders and launching its homing missiles. Its stagger gauge is only affected by non-elemental and lightning magic. Of these, lightning magic is the more effective at filling the gauge. Lightning
023 Sentry Gun Prototype An early prototype of the autonomous sentry gun weapons platform. When an intruder is detected, the platform opens fire with a rotary cannon. As it is a test model, the rate of fire is fairly low. Its stagger gauge is only affected by non-elemental and lightning magic. Of these, lightning magic is more effective at filling the gauge. Lightning
024 Sentry Gun An autonomous weapons platform developed by the Advanced Weaponry Division. When an intruder is detected, the platform opens fire with a rotary cannon. Its stagger gauge is only affected by non-elemental and lightning magic. Of these, lightning magic is more effective at filling the gauge. Lightning
025 Slug-Ray A compact sentry weapon manufactured by Shinra's Advanced Weaponry Division. Its gyroscopic control system enables the unity to track and engage intruders from the air at high speeds. Physical attacks rapidly fill its stagger gauge. If dealt a certain amount of physical damage while airborne, it will crash to the ground. Lightning, Wind
026 Shock-Ray A modified version of the slug-ray that is armed with high-voltage weapons, which immobilize targets. Physical attacks rapidly fill its stagger gauge. If dealt a certain amount of physical damage while airborne, it will crash to the ground. Lightning
027 Blast-Ray A modified version of the slug-ray. Larger than the original model, but unable to fly. Equipped with rapid-fire grenade launchers that can eliminate multiple targets at once. Its stagger gauge is filled each time a certain amount of damage is inflicted. Lightning
028 Sweeper An autonomous antipersonnel weapon manufactured by Shinra's Advanced Weaponry Division. It remains in sleep mode until it detects intruders, at which point it goes into threat-elimination mode. Inflicting a certain amount of damage makes them susceptible to staggering. Lightning
029 Sweeper Prototype An early prototype of the sweeper. Due to a malfunctioning Al system that engineers could never fix, these units were deemed a failure and discarded in the slums...where they lived on. After repeated attacks, the arm section goes into a rampage. Inflict a certain amount of damage to shut down rampage mode and fill its stagger gauge. Lightning
030 Cutter An improved version of the Sweeper, outfitted with spinning saw blades at the end of each arm. Delivering a certain amount of damage or destroying an arm knocks it down, making is more susceptible to staggering. However, when it recovers, it activates rampage mode and becomes very difficult to stagger. Lightning
031 Jury-Rigged Cutter A cutter modified by a Wall Market local using scrap parts then dumped illegally when it proved unstable. Its arms can only be destroyed when it is staggered. Lightning
032 M.O.T.H. Unit A self-piloting antipersonnel weapon manufactured by Shinra's Advanced Weaponry Division. This consummate killing machine is armed with a drill on its head, claws on its arms, and rotating blades on its torso. Once it charges up enough electricity, it unleashes a highly potent special attack. For a short time after this attack, the unit is susceptible to staggering. In fact, this is the only time its stagger gauge can be filled. Lightning, Wind
033 Zenene A species created by Shinra's R&D Division via the synthesis of parts from other life-forms. Physically powerful and extremely intelligent, they refuse to obey human commands, and thus are kept in quarantine. Tactical data not available.
034 Sledgeworm An autonomous antipersonnel weapon manufactured by Shinra's Advanced Weaponry Division. Able to warp space-time and seemingly disappear into thin air. It warps close to targets and strikes with its hammer. Inflict a certain amount of damage to force it into a temporary rampage, which makes it susceptible to staggering. Lightning
035 Brain Pod A species created by Shinra's R&D Division by installing a copy of the human brain into a tank. Its primary method of attack is to expel the waste matter that builds up in that tank. Tactical data not available. Lightning
036 Swordipede A bionic species created by Shinra's R&D Division. These specimens are difficult to control, as their behavior regulation mechanisms have not yet been perfected. They circle in the sky searching for quarry, then swoop down to attack. Tactical data not available.
037 Hoodlum A man wearing [clothes/a vest] decorated with a gaudy dragon emblem. He appears to be looking for something in the Sector 7 slums with his cohorts. When his HP gets low, he drinks a concoction that helps keep his attacks from being interrupted. Once he's doped up, attacks no longer fill his stagger gauge. Fire
038 Corneo Lackey Don Corneo's henchmen. Some are former troopers, others common thugs hired off the street. They all have a favorite weapon they reach for when things get rough, and are always ready for a fight. When their HP gets low, they drink a concoction that helps keep their tax from being interrupted. Once they're doped up attacks no longer fill their stagger gauge. Fire
039 Beastmaster A Don Corneo henchman. He wields a deadly dagger and makes monster do his bidding. He puts these skills to good use in the Corneo Cup. When his HP gets low, he drinks a concoction that helps keep his attacks from being interrupted. Once he's doped up, attacks no longer fill his stagger gauge. Fire
040 Bandit Bandits who prowl the slums. As bandits are wont to do, they gang up on vulnerable victims to steal their belongings. Use magic attacks to rapidly fill their stagger gauge. Fire
041 Beck Leader of Beck's Badasses, a gang based in the area around the collapsed road. Not the sharpest tool in the shed, he's especially bad at sizing up the strength of his enemies. His special ability is feigning knowledge of things. Use magic attacks to rapidly fill his stagger gauge. Fire
042 Butch A member of Beck's Badasses, a gang based in the area around the collapsed road. Endlessly inquisitive, he constantly peppers Beck with questions. His special ability is playing dead. Use magic attacks to rapidly fill their stagger gauge. Fire
043 Burke A member of Beck's gang, which claims the collapsed road as its territory. He goes with the flow and lets Beck make all the decisions. His special ability is playing dead. Use magic attacks to rapidly fill his stagger gauge. Fire
044 Grungy Bandit Hired muscle working for Beck's Badasses. With his massive bulk, he delivers devastating blows one after the other. He likes his fights clean and fair, and remains honorable in victory and defeat. Dealing damage interrupts his attacks, but he soon counters with a throwing technique. Evading the attack and hitting him while his guard is down makes him susceptible to staggering. Fire
045 Wererat Large rats that appeared in the slums in search of food. Weary and alert, they always move in packs. Tactical data not available. Ice
046 Doomrat A variant of the wererat, larger and more intelligent then it's genetic relative. These creatures do not fear humans, and will seek revenge on those who harm they're Vermin brethren. Inflicting a certain amount of damage makes them susceptible to staggering. Ice
047 Gorger Large insects found throughout the slums. They always move in swarms, scavenging for food scraps and praying on whatever crosses their path, whether it be a small animal or a human. Tactical data not available. Ice, Magic
048 Ringmaw A gorger subspecies. Larger than their close relatives and armed with bladelike front legs. Drawn by the taste of human flesh, they often venture into residential areas. They become stronger some time after battle starts, but they will return to normal after taking a certain amount of damage. Ice
049 Lesser Drake Spell-weaving airborne lizards that live in the slums. They are usually seen flying closer to the ground than their larger brethren. Hitting them with wind attacks makes them susceptible to staggering, while Landing magic attacks on them will bring them to the ground for a short time. Wind
050 Cerulean Drake Spell-weaving lizards with wings that are usually found floating about the train graveyard. Hitting them with wind spells and inflicting a certain amount of damage makes them susceptible to staggering. The icy winds that surround them are harmful, but can be temporarily stilled with spells of an element other than ice. Wind
051 Rust Drake Spell-weaving airborne lizards found in the Sector 5 slums. Inquisitive by nature, they cannot resist collecting shiny objects such as jewelry. While enveloped in darkness, they absorb all spells. However, inflicting a certain amount of damage while they cast Gravity will dispel the darkness and make them susceptible to staggering for a short while. Ice, Wind
052 Grashtrike Large insects that like dark, confined spaces. Usually encountered in tunnels and the plate interior. They ensnare their prey with sticky threads discharged from their mouth. Ice attacks rapidly fill their stagger gauge. They protect themselves with a barrier when low on health or isolated. Ice
053 Queen Grashtrike The queen of a grashtrike colony. As such, her duties include laying eggs and commanding her offspring in battle. Her main defense mechanism is the ability to spit sticky thread, with which she can trap her foes. Inflicting a certain amount of damage makes her susceptible to staggering. Wind
054 Venomantis A subspecies of the grashstrike that is marked with yellow and black patterning on its carapace. It is also armed with a highly potent poison. Tactical data not available. Ice
055 Blugu Azure-pigmented creatures that like dark, moist environments. Though fish-like in appearance, they also live on land. Despite being extremely timid, when their fight-or-flight response is triggered they often fight rather than flee. Tactical data not available. Lightning, Wind
056 Terpsicolt Aquatic monsters that prefer dark, moist places and feed on the blood of living creatures. They detect their prey through vibrations and temperature changes. These creatures start spinning when interrupted. While in this state, they can shrug off melee attacks, so use long-range attacks instead. Stop them from spinning and they become susceptible to staggering. Ice
057 Hedgehog Pie Mischievous creatures found throughout the slums. They first came to Midgar in search of food, and have proliferated since. They attack by charging into foes with the spines on their back, and by casting spells. Ice attacks rapidly fill their stagger gauge. Knocking them off-balance causes them to rampage, making them harder to stagger. Ice
058 Hedgehog Pie King The leader of the hedgehog pie pack. This self-styled king wears a toy crown it picked up in the slums. It attacks by charging into foes with the spins on its back, and by casting spells. Inflicting a certain amount of damage makes it susceptible to staggering. It enhances either itself or its comrades during battle, so target whoever is not currently affected by its powers. Ice
059 Smogger An autonomous robot discarded by Shinra. As part of its self-repair protocol, it used nearby scrap material to put itself back together. It also intermittently emits smog. Hitting it while it is using Haywire Haze makes it susceptible to staggering. Lightning attacks will rapidly fill its stagger gauge. Lightning
060 Chronomogger An autonomous robot discarded by Shinra. As part of its self-repair protocol, it used nearby scrap material to repair its body. It knocks down foes by switching its arm with a wrecking ball attached. Normally, attacks do not affect its stagger gauge, but inflicting a certain amount of physical damage does make it susceptible to staggering. Lightning
061 Scissorclaw Large crustaceans that dwell in the sewers. They feed on dead bodies that are washed down into the sewers. They are rather territorial, attacking any and all intruders they see with their giant claws. Ice attacks rapidly fill their stagger gauge. Ice
062 Sahagin Aquatic creatures that have taken up residence in the sewers. They are intelligent enough to have created their own language, and they defend their territory with harpoons of their own fashioning. Fire or ice spells rapidly fill their stagger gauge, while physical attacks have little effect on them. Fire
063 Sahagin Prince A prince of the sewer dwelling sahagin. He wields a special lance that symbolizes his royal status and is more powerful than that of a typical sahagin. He believes his species must take control of the surface world if they are to thrive. His stagger gauge cannot normally be affected, but he becomes susceptible to staggering when in counterattack mode. Fire
064 Cripshay Nocturnal carnivores found in the train graveyard. These violent, aggressive creatures hunt for prey in packs, and will not hesitate to set upon humans. Tactical data not available. Ice
065 Ghost Spirits that drift about the train graveyard. These troubling pests set upon passerby and cause mischief as well as harm- to what end, no one knows. They cast shield when hit with physical attacks, and reflect when hit with magic attacks. Use magic attacks when they have cast Shield and physical attacks when they have cast Reflect. Fire
066 Phantom Thought by experts to be a subspecies of ghost. Much like their relatives, however, they set upon passersby and cause mischief as well as harm - and no one can discern why. Dispelling its Reflect spells with Breach makes it susceptible to staggering. Fire
067 Tonberry Enigmatic creatures purchased on the black market by Don Corneo. These green, robed fiends will slowly approach with no expression on their faces, but a lantern and a chef's knife in hand. If they fail at performing an action, they are briefly susceptible to being staggered.
068 Bugaboo Large insects that live in the ground beneath Midgar. The collapse of the plate has made these creatures more active, and they will attack in swarms when intruders wander into their territory. Tactical data not available.
069 Varghidpolis Monster originally created by Shinra's R&D Division, but are now feral after some escaped the lab and bred in the wild. Tactical data not available. Ice
070 Trypopolis A subspecies of the varghidpolis that was created in experiments that violated every precept of bioethics. They can multiply by simple fission. If their attacks are interrupted while they are dancing, they clone themselves. Defeat the clone first to deal with the original effectively.
070A Proto Trypopolis An offshoot life-form that separated from a trypopolis. Tactical data not available.
071 Byobapolis A bionically modified subspecies of varghidpolis capable of flying thanks too levistones implanted in its body. This breed is now feral after some specimens escaped the lab and bread in the wild. Wind attacks rapidly fill its stagger gauge. Ice, Wind
072 Hellhound A species that is the product of a particularly deranged series of experiments. These two-headed creatures have limbs and tails that ignite when provoked. Savage and ravenous, they leave nothing behind after catching their preyーnot even bones. Extinguish either flame to weaken their attacks. Ice attacks will extinguish their red flame, while healing spells and items will extinguish their purple flame. Ice
073 Bomb Large, floating balls of flame. The bigger they grow, the more dangerous they become. Inflicting a certain amount of damage while they're using fire-based attacks makes them more susceptible to staggering, but striking them while they are under the effects of Inflame will causes them to swell up more quickly. Knock them down or stagger them to reduce the swelling by one.
074 Malboro These grotesque monsters have countless tentacles springing from their head, along with a giant maw that spits a corrosive liquid and emits the most accurate of breath. Aim for their mouth when they use bad breath or chow down, as hitting them there will make them susceptible to staggering.
075 The Huntsman An elite trooper belonging to Shinra's Public Security Division and said to be the most dangerous of all Shinra troopers. He serves as a unit commander in the Sector 8 town area. His shield protects him against frontal attacks. Try using magic or attacking from the rear. Inflicting a certain amount of damage makes him susceptible to staggering. Fire
076 Roche A 3-C SOLDIER operator who loves bikes, speed, and anyone capable of going toe-to-toe with him. A demon on wheels, he is ostracized by many in the organization due to his antics and general disregard for anyone's safety. Hitting him with physical strikes and blocking his attacks will eventually make him easier to interrupt. Fire
077 Reno An operative with the Turks unit of Shinra's General Affairs Division. Fast and extremely agile, he leaps in to attack with his special Shinra-made security baton. Magic and lightning attacks have only a slight effect on his stagger gauge.
077A EM Mine Floating mines deployed by Reno. They can track targets and inflict a paralyzing jolt of electricity on contact. No attacks exhibit any effect on their stagger gauge.
078 Rude An operative with the Turks unit of Shinra's General Affairs Division. As he possesses incredible strength and a well-toned physique, he prefers using his fists over weapons. Wind attacks have only a slight effect on his stagger gauge. Wind
078A Rude (Chopper) Tactical data not available.
079 Rufus Shinra's vice president and the son of the president. He carries a custom-made shotgun and is protected by Darkstar, a military canine. Standard physical and magic attacks have no effect on his stagger gauge. However, hitting him with a certain attack when his guard is down will instantly stagger him.
080 Darkstar A military canine serving as Rufus's is personal guard dog. A one-off breed specially enhanced by Shinra's R&D Division, it follows its master's orders without hesitation, and will die to protect him. All attacks have only a slight effect on its stagger gauge until its link with Rufus is broken.
081 Scorpion Sentinel A large sentry weapon manufactured by Shinra's Advanced Weaponry Division. Highly mobile due to its many legs and armed with array of heavy weapons. Deployed at Mako Reactor 1 to protect the core. Its stagger gauge does not fill while its force field is deployed. Lightning
082 Crab Warden A large sentry weapon manufactured by Shinra's Advanced Weaponry Division. It is an outdated model used during the lat war, so it is kept in storage in the corkscrew tunnel. Slow but heavily armored and bristling with powerful weapons. Crippling its parts significantly fills its stagger gauge. Lightning
083 Airbuster A large mobile weapons platform currently being developed by the Advanced Weaponry Division. Although still in the prototype phase, it was rushed into action to aid in the public execution of Avalanche members. Lightning attacks rapidly fill its stagger gauge. Lightning
083A Right Arm The separated right arm of an airbuster. Agile and quick in the air, it relentlessly tracks its targets. Lightning attacks rapidly fill its stagger gauge. Lightning
083B Left Arm The separated left arm of an airbuster. Agile and quick in the air, it relentlessly tracks its targets. Lightning attacks rapidly fill its stagger gauge. Lightning
084 The Valkyrie A high-speed aerial weapon manufactured by Shinra's Advanced Weaponry Division. It's giant cannon launches grenades and status-ailment bombs. Melee, lightning, and wind attacks rapidly fill its stagger gauge, but long-range and magic attacks have only a slight effect. All attacks have a slight effect on its stagger gauge during Limiter. Lightning, Wind
085 The Arsenal An autonomous mobile weapons platform manufactured by Shinra's Advanced Weaponry Division. It is armed with an extremely powerful cannon on its right arm and rotary cannons on its left. Equipped with cutting-edge combat AI, it calculates the most efficient method of annihilating its targets based on the situation. While it runs and elemental defense protocol, attacks of those elements have only a slight effect. Fire, Ice, Lightning, Wind
086 Pride and Joy Prototype Large-scale robotic weapon. Development was discontinued because it was deemed too dangerous. Chadley used the project data to recreate a prototype within virtual reality. Tactical data not available. Lightning
087 Specimen H0512 A monster created by Shinra's R&D Division. Highly adaptable, it evolves involves during battle, where it exhibits extraordinary offensive and restorative capabilities. Tactical data not available.
088 H0512-OPT Organisms extruded by the artificial life-form specimen H0512. Capable of autonomous movement, they swarm around their parent to protect it from threats. Tactical data not available.
089 Jenova Dreamweaver A top secret Shinra experimental specimen. Information on it is scarce, but it is believed to induce hallucinations. Once its health falls below a certain level, its stagger gauge cannot be filled.
090 Hell House Don Corneo's secret weapon, a monster in the form of a house. No one knows how it was built. When it shifts barriers, hit it with the opposing element, such as ice to fire or lightning to wind, to rapidly fill it's stagger gauge. when God House Mode is active, attacks will be less effective at filling the gauge, but for short time after this mode ends, it will be much easier to stagger. Magic
091 Abzu A giant beast the Don Corneo keeps in the sewers. Much more intelligent than it appears, it uses the surrounding environment to its advantage and attacks with sewer water. Magic attacks have only a slight effect on its stagger gauge, and ice attacks have no effect on the gauge at all. Fire
092 Abzu Shoat Offspring of Don Corneo's pet, Abzu. These ferocious creatures live in herds down in the sewers. They immediately attack anything that moves. All attacks have only a slight effect on its staggered gauge. Fire
093 Mischievous Shoat Offspring of Don Corneo's pet, Abzu. This creature lives in a herd down in the sewers. It is more intelligent and cunning than others of its ilk. Tactical data not available. Fire
094 Ghoul An aggregate of ghosts. The large amounts of baleful energy that result from this aggregation allow it to use telekinesis. Switches between physical and ghostly forms. Neither magic attacks against the physical form nor physical attacks against the ghostly form have any affect on its stagger gauge. Use magic attacks against the ghostly form too rapidly fill its stagger gauge. Fire
095 Eligor A ghastly fiend that home to train graveyard and feeds on human fear to grow stronger. It is a manifestation of the memories and sorrows that linger in the train graveyard. When it is in the air, hit it with wind attacks to wrap it the fill it's staggered gauge. Unleash a leaping attack to knock it down to the ground. Ice
096 Failed Experiment An experimental specimen kept in the Shinra underground research facility. It was human once, but cellular transplants from various large creatures have turned it into a terrifying creature. It leads a group of failed test subjects. Ice spells rapidly filled its stagger gauge, while melee attacks have only a slight effect on it, and long-range and other element attacks have no effect. Ice
097 Unknown Entity Experimental specimens kept in Shinra's underground research facility. They were human once, but cellular transplants designed to enhance their strength have turned them into monsters. Ice attacks rapidly fill their staggered age. They rarely get interrupted unless attacked from behind. Ice
098 Type-0 Behemoth Variant form of the behemoth. They are bred and raised as Shinra lab specimens and other monsters quake in fear at the sound of their roar. Cripple and knock down its upper or lower body. While one is knocked down, do the same to the other to stagger the beast. It will counter if attacked with spells while its horns are intact.
099 Shiva An ice-element summon recreated in virtual reality. It is the manifestation of a queen who once healed the planet's wounds with ice, as evidenced by the existence of permafrost in the polar lands. Tactical data not available. Fire
100 Fat Chocobo A pleasingly plump summon recreated in virtual reality. It is the manifestation of the legendary chocobo, a symbol of fertility and good fortune. Fat chocobos appear in many a beloved fairy tale. Tactical data not available.
101 ???? A plush toy of unknown origins conjured up by a fat chocobo. Looks like a certain monster with four letters in its name. Tactical data not available.
102 ???????? A plush toy of unknown origins conjured up by a fat chocobo. Looks like a certain monster with eight letters in its name. Tactical data not available.
103 Cactaur A cactus with legs that loves to run hither and thither. Watch out for its thorns!
104 Leviathan A summon recreated in virtual reality. This entity is a tutelary dragon deity to protect people from natural disasters. Today, most of its worshipers live in the vicinity of Wutai. Tactical data not available. Lightning
105 Bahamut A legendary some and recreated in virtual reality. it is the manifestation of a dragon king revered by the original stewards of the planet. According to oral tradition, there are many Bahamuts, each with their own powers and forms. Tactical data not available.
106 Ifrit A flame-wielding summon recreated in virtual reality. This entity is said to have given humans the gift of fire, and is widely known as the incarnation of creation and destruction. Tactical data not available. Ice
107 Mysterious Spectre Unable to read. Physical attacks only have a slight effect on their stagger gauge, so use magic attacks to fill it rapidly.
108 Enigmatic Spectre Unable to read. Normally, attacks have only a slight defect on it stagger gauge, but the gauge fills more quickly after it has been interrupted.
109 Whisper Harbinger An accretion of Whispers, the so-called arbiters of fate. The creatures appear when someone tries to alter destiny's course. They are connected to all the threads of time and space that shape the planet's fate. Unable to read.
110 Whisper Rubrum An entity from a future timeline that has manifested in the present day. It fights with a sword to protect the future that gave shape to it. Unable to read.
111 Whisper Viridi An entity from a future timeline that has manifested in the present day. It fights with barehanded to protect the future that gave shape to it. Unable to read.
112 Whisper Croceo An entity from a future timeline that has manifested in the present day. It fights with guns to protect the future that gave shape to it. Unable to read.
113 Whisper Bahamut Bahamut, as formed by the coalescence of three Whispers: Whisper Rubrum, Whisper Vindi, and Whisper Croceo. Unable to read.
114 Sephiroth A former SOLDIER who distinguished himself as a hero in the war against Wutai. His accomplishments on the battlefield are so legendary that they inspired countless people to join the military. Official reports state that he died while on a classified mission, though details of the incident are almost nonexistent. Unable to read.

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Pages in category "Enemies"

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