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1!![[center:'''Navigation''' [[Characters/FinalFantasyVII Main]] | [[Characters/FinalFantasyVIIPlayableCharacters Playable Characters]] | [[Characters/FinalFantasyVIIShinraInc Shinra Inc]] | [[Characters/FinalFantasyVIISOLDIER SOLDIER]] ([[Characters/FinalFantasyVIISephiroth Sephiroth]]) | [[Characters/FinalFantasyVIIDeepground Deepground]] | [[Characters/FinalFantasyVIIOtherAntagonists Other Antagonists]] | [[Characters/FinalFantasyVIIOtherCharacters Other Characters]] | Bosses ]]
2
3[[foldercontrol]]
4
5[[folder:Guard Scorpion]]
6!!Guard Scorpion
7
8A robotic scorpion fought by Cloud and Barret after they plant the bomb to blow up the first reactor. It is remembered by a mistranslation in the original game of shooting devastating lasers when the player hits it while its tail is up.
9----
10* BeamSpam: Attacking this machine when it has its tail up will subject Cloud and Barret to the dreaded Tail Laser every time, which can quickly wipe them out. Plus the scorpion uses tracking beams before each of its other two attacks.
11* BossCorridor: Both it and Airbuster have a straight catwalk just prior to their boss fights.
12* MechanicalMonster: It is shaped like a scorpion.
13* StarterVillain: It is the first boss in the original game.
14* WarmUpBoss: The Guard Scorpion is the first enemy met that requires the player to think about their moves, but, unless they fall into the Tail Laser trap, won't be hard; it has the second-lowest HP total for major boss enemies after Rufus, and Rufus both casts Barrier at the start of his fight and has Dark Nation backing him up.
15[[/folder]]
16
17[[folder:Air Buster]]
18!!Air Buster
19
20A robot summoned by President Shinra to destroy AVALANCHE after he intercepts them on their way out of the second reactor. This is the first boss in the game to use the "Fight On!" main boss theme; the Guard Scorpion uses the opening "Bombing Mission" tune.
21----
22* BackStab: Air Buster is coded to take more damage from back attacks than normal (5x instead of 2x) to add emphasis to the mechanic for new players.
23* BossCorridor: Both it and the Guard Scorpion have a straight catwalk just prior to their boss fights.
24* WarmupBoss: Much like the Guard Scorpion, Airbuster is a bit of a pushover (you now have three characters and are surrounding the boss, meaning someone can hit it from behind and do more damage; this is the one boss in the game to be in the "Side Attack" battle stance where it's sandwiched between the fighters).
25[[/folder]]
26
27[[folder:Aps]]
28!!Aps
29
30A monster from the sewers summoned by Don Corneo to fight Cloud, Aerith, and Tifa after getting dumped from his mansion.
31----
32* DubNameChange: Abzu in the original Japanese, named after the primeval sea below the underworld and earth in Mesopotamian religion. Its name is changed to Abzu in the remake.
33* MakingASplash: Aps can create Sewer Tsunamis that can come from behind him or the team; the tsunami will hurt everyone including him. Which direction it comes from determines who takes more damage from it.
34* TacticalSuicideBoss: His main attack actually harms him more than Cloud, Aerith, and Tifa.
35[[/folder]]
36
37[[folder:Sample: H0512]]
38!!Sample: H0512
39
40An experimental monster sent by Hojo to fight Cloud, Barret/Tifa, and Red XIII after they rescue Aerith.
41----
42* FlunkyBoss: Sample: H0512 has three "opt" bugs in front of it; destroying one will prompt the main monster to bring it back to life, so it's always in the back row.
43* WakeUpCallBoss: This is the first boss in the game to be a decent challenge and be annoying due to being able to poison you.
44[[/folder]]
45
46[[folder:Hundred Gunner & Heli-Gunner]]
47!!Hundred Gunner & Heli-gunner
48
49Two dual-robot bosses that fought Barret, Aerith, and Red XIII on their way to leave Shinra HQ.
50----
51* BeamSpam: The Hundred Gunner has four types of beam attacks: Aft Artillery, Hidden Artillery (both of which attack one of the three fighters), Main Artillery after the arms are destroyed (this attacks everyone), and Wave Artillery (it begins charging this three-way hit attack when it starts running low on health; keep attacking and you'll junk this machine completely before it can fire).
52* FourIsDeath: The Hundred Gunner has four separate beam attacks. Heli Gunner has three gun-type attacks and then a physical spinning attack when IT starts to run low on health.
53* SequentialBoss: Hundred Gunner is fought first, but once it's destroyed, Barret, Aerith, and Red XIII immediately have to deal with Heli-Gunner.
54* TurnsRed: Both Gunners up their attack power after taking a certain amount of damage. For the Heli Gunner, once it's down to about a quarter of its health, it puts its guns up and starts spinning; the physical attack it deals here does more damage than the guns.
55[[/folder]]
56
57[[folder:Motor Ball]]
58!!Motor Ball
59
60A tank-like robot that chases after Cloud and the party in a motorcycle chase.
61----
62* BossCorridor: The last part of the motorcycle chase preceding this boss fight is in a highway tunnel, and this tunnel is where Motor Ball comes rolling in from behind the team.
63* PlayingWithFire: Motor Ball has two fire-based attacks: Twin Burner and Rolling Fire. It uses the first one when it transforms and it does some decent damage, but Rolling Fire, which it can use when upright, WILL decimate your party's health if it activates; keep your health high.
64* VehicularAssault: Motor Ball barrels in from behind at the end of the motorcycle chase and both inflicts damage on the truck plus Cloud and "Back Attacks" the team when the boss fight proper starts up (attempt to run to get Cloud and Co to turn around and minimize damage). Any damage taken during the bike chase is factored into the fight when it starts, and the team's lineup is reversed.
65[[/folder]]
66
67[[folder:Bottomswell]]
68!!Bottomswell
69
70A fish monster fought in Junon.
71----
72* MakingASplash: Can trap a party member in a bubble that will immobilize them, sap their health, AND can only be popped with magic. The monster can also send tidal waves when its health gets low, and will use a tidal wave as a final parting shot once it runs out of health.
73* SeaMonster: It looks like a giant colorful fish.
74* TakingYouWithMe: Make sure your party is in good health when you kill this thing, because it will cast one final tsunami on your team before it disappears.
75[[/folder]]
76
77[[folder:Gi Nattak]]
78!!Gi Nattak
79
80The leader of the Gi tribe that the party fought in the Gi caverns.
81----
82* BossCorridor: The cave with this boss has a short rock walkway between two lava pools just prior to his statue face.
83* FlunkyBoss: This boss has two Soul Fire enemies in front of him that can be destroyed to get a bonus drop item.
84* NightmareFace: The statue face of the boss gives one to the party before battle.
85* PlayingWithFire: This guy has two Soul Fire helpers in his boss fight that can possess a party member and torch them.
86* ReviveKillsZombie: You can easily kill him by using an X-Potion or an Revive Materia.
87* TheUndead: Made by the spectre of the Gi Tribe.
88[[/folder]]
89
90[[folder:Lost Number]]
91!!Lost Number
92
93A monster fought inside Nibelheim mansion before the party encounters Vincent.
94----
95* ChestMonster: Lost Number is inside a safe in the mansion that has a combination lock on it. Cloud will warn the player about trying to open this safe before one can do so, and Lost Number attacks immediately upon the safe opening; he must be defeated to be able to recruit Vincent.
96* FourIsDeath: The safe with Lost Number (who drops the Limited Moon manual for Red XIII), the Odin Materia and the key to Vincent's crypt has a four-number lock on it. Also, there are four things in the safe (the boss, his drop item, the Materia, and the key), and it TurnsRed when it's down to its last quarter of health and alters its strategy.
97* TimedMission: Once Cloud tries to open the safe with this creature, you'll have 30 seconds to get the combination right; scrolling past a correct number will blow it.
98* TurnsRed: Once Lost Number is down to a fourth of its original health bar, it will either turn purple (which will use physical attacks) or red (which uses magic), with this determined by whether or not your last attack before the change was physical or magic; it gains high resistance to whatever attacks it's using at this point (purple will even weaken Limit Breaks).
99[[/folder]]
100
101[[folder:Materia Keeper]]
102!!Materia Keeper
103
104An insect-like monster fought at Mount Nibel.
105----
106* PlayingWithFire: While the Materia Keeper doesn't use fire attacks, he CAN be healed by fire, which can be a problem with Vincent's first Limit Break form, which uses fire.
107* ShockAndAwe: The Materia Keeper is the first of three enemies in the game that can cast the Enemy Skill Trine (an electric pyramid attack in this game), which will do about 500 points worth of damage but, if learned, can become a literal DiscOneNuke.
108[[/folder]]
109
110[[folder:Red Dragon]]
111!!Red Dragon
112
113A red dragon that the party fought in the Temple of the Ancients.
114----
115* BossCorridor: The room this dragon is fought in is the room with Sephiroth and the Black Materia, which is shaped like a long hall.
116* BreathWeapon: Of course, it breathes fire.
117* OurDragonsAreDifferent: A recolored red dragon.
118* PlayingWithFire: This dragon can breathe fire and can be healed by it.
119[[/folder]]
120
121[[folder:Demon’s Gate]]
122!!Demon’s Gate
123
124A horrific wall monster fought at the exit of Temple of the Ancients.
125----
126* BossCorridor: When making your escape from the temple, the player is railroaded by the cave room and a straightened clock hand into the hall prior to the Demon's Gate.
127* CollapsingCeilingBoss: This boss can drop rather damaging pieces of rock on a player's head.
128* FinalBoss: For Aerith; this boss fight is the very final time in the game where Aerith can be used (and the only one where she can use the Bahamut Materia, which is obtained after killing the Red Dragon above). Following this fight, Aerith leaves the group permanently [[spoiler:and is killed by Sephiroth shortly afterwards;]] she'll take whatever weapon and armor she is equipped with in this fight with her, but unequip everything else she has.
129* WakeUpCallBoss: Were you abusing offensive magic the entire time? Good luck being walled out the entire battle thanks to the high magic defense. You also need to start learning to buff/debuff a lot more this time around.
130[[/folder]]
131
132[[folder:Schizo]]
133!!Schizo
134
135A two-headed dragon fought at Gaea's Cliff.
136----
137* BossCorridor: Schizo is encountered in a long ice hallway just before the final cliff at Gaea's Cliff.
138* BreathWeapon: Both heads breathe some sort of hazardous element on the team as their attacks.
139* DishingOutDirt: Schizo can also cast Quake on the party.
140* AnIcePerson: One of Schizo's heads breathes ice.
141* OurDragonsAreDifferent: It is a two headed dragon that breaths both fire and ice.
142* PlayingWithFire: One of Schizo's heads breathes fire.
143* ShockAndAwe: Unleashes one as a final attack when one of its heads dies.
144* TakingYouWithMe: Once one of its heads dies, it will use a rather nasty electric earthquake attack as a final attack; since there are two heads, AVALANCHE must survive two of these to win the fight.
145[[/folder]]
146
147[[folder:Carry Armor]]
148!!Carry Armor
149
150One of the hardest bosses in the game, this robot is sent by Reno to destroy the party. Its arms can grab and immobilize two random characters unless they are destroyed.
151----
152* BeamSpam: The only attack the main body has, and the only one it can use after its arms are destroyed, is Lapis Laser, which is a sweeping blade attack that appears the same as the Guard Scorpion and Jenova-BIRTH; using [=MBarrier=] cuts this beam's 1,500 point damage in half.
153* BossCorridor: Just like the Guard Scorpion and Airbuster, a straight catwalk precedes this boss fight.
154[[/folder]]
155
156[[folder:Proud Clod]]
157!!Proud Clod
158
159A colossal mech piloted by Scarlet and Heidegger in their last attempt to destroy Cloud and his friends.
160----
161* BeamSpam: This machine has quite a few beam-based attacks.
162* BossCorridor: It's a short street between the train tunnels and the point where Heidegger and Scarlet ambush AVALANCHE with this machine.
163* DamageSpongeBoss: Proud Clod's attacks aren't very powerful for such a late-game boss, but it has a big ol' stack of hit points.
164* DuelBoss: If you manage to survive the top-level Battle Arena tournament in the Gold Saucer, your sole character, with handicaps, will have to contend with a brand-new Proud Clod as the last enemy in the stack of eight.
165* HumongousMecha: The biggest robot boss in the original game. It has to be; it was designed to fight the [=WEAPONs=]
166* OptionalBoss: The Proud Clod can be fought again as the final opponent in the toughest Battle Arena challenge in the Gold Saucer.
167* VehicularAssault: The mandatory boss fight with the Proud Clod manned robot in Midgar has Heidegger and Scarlet in control of the machine, which ambushes AVALANCHE when they emerge from the train tunnels near the Sister Ray cannon and where Cloud first met Aerith.

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