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"Those Chosen by the Planet"


Voiced By: Tyler Hoechlin (English), Toshiyuki Morikawa (Japanese)
"Those who look with clouded eyes see nothing but shadows."

A mysterious man who appears to have some connection to Cloud. He wields a nodachi called the Masamune and was formerly a SOLDIER First Class, considered a living legend even amongst its top members.

  • Abled in the Adaptation: In the original, for the entirety of the game except its very end, Sephiroth was a half-dead corpse stuck in the Northern Crater, using Jenova figments to act in his stead. Here, his appearance in the final two chapters has him fully able to fight on his own.
  • Absurdly Sharp Blade: He cuts an entire bridge with one swipe of his sword, and can casually one-shot the Whispers — which are noted to be resilient to physical attacks.
  • Adaptational Badass: Even with his original incarnation being the World's Strongest Man, in this game Sephiroth steps it up a notch. He demonstrates powers on-par with his Advent Children appearance, able to fly, telekinetically move buildings, and manifest his single black wing. He also has a degree of ability to alter the very fabric of time through the Whispers.
  • Adaptational Early Appearance: Part one takes place entirely in Midgar, and Sephiroth was only mentioned during that portion of the original game. He appears as early as Chapter 2 (even if he's just a hallucination that Cloud suffers from), but makes a full, proper appearance in the final two chapters and is even the final obstacle keeping the party from escaping Midgar, where in the original story he wasn't fought until the very end.
  • Adaptational Intelligence: While Sephiroth in the original game was established to be The Ace once upon a time, this was before his Sanity Slippage turned into something just one step above a Generic Doomsday Villain - it wasn't clear if he had any motivation or personality beyond destroying the world or really hating Cloud. A few more years of writing practice and supplementary material and games really did Remake's Sephiroth a favor, as not only is he a more active threat, but he is capable of the complex planning and sheer brute force you'd expect from SOLDIER's crown jewel. Case in point: he's aware of the original events of the game and masterminded a scheme spanning all of Part 1 to make Cloud get rid of the Arbiters of Fate for him, completely undoing his destined defeat in the future, and even tries to recruit Cloud to his cause because he knows he'd be a better ally than enemy.
  • Adaptational Jerkass: Despite his more pronounced affability to Cloud in this version, Sephiroth does something in the remake that he didn't originally: he personally murdered Cloud's mother and uses it to torment him, telling him about how she begged him to spare her son and how he killed her with his own blade. In the original, she was another casualty of his burning of Nibelheim, and her death wasn't brought up again. He also mocks Cloud every time he fails to reinforce Cloud's frustration at the world over having no control over the direction of his own life to motivate Cloud into accomplishing his goals.
  • Adaptational Personality Change: Played with. When he appears he tends to be focused on mocking and tormenting Cloud, which is accurate to his characterization in Advent Children (as well as spin-offs like Kingdom Hearts and Dissidia), but isn't much like his original Final Fantasy VII incarnation, where he was focused on other goals and didn't pay Cloud any notice unless he was in a position to be a complication in Sephiroth's plans. He still has shades of his original VII personality, but they're downplayed in favor of his rivalry with Cloud. May be justified, as the ending reveals his plans are very different from the original game, and Cloud seems to be important to them.
  • Affably Evil: Strangely not quite as much of a dick to Cloud compared to their usual interactions in the franchise, sometimes even trying to get him to focus or encourage him to keep going when not taunting him. He even seems genuinely bothered when Cloud declines to help him change destiny. Of course, it turns out to be Faux Affably Evil because in the same sequence of events, he mentally torments Cloud with the illusory slaughter of his comrades, and is more than eager for a battle once he's pushed Cloud far enough into one. Aerith also strongly believes he's as evil as ever.
  • Ambiguous Situation:
    • Throughout the game, Cloud is tormented by flashbacks and visions of him, but it's not fully clear on what occasions Sephiroth is actually appearing to him, and when it's Clouds own psychological trauma that is causing him to see Sephiroth. The game's Ultimania guide specifies that there are four forms of Sephiroth in the game; the one that appears to Cloud in visions, the one in Cloud's flashbacks, the one manifested through the black-cloaked men, and the one that appears at the end of the game and fights the party. The last one is left as a giant question mark as to what he is.
    • Also, while only exemplified in the Japanese track, the Sephiroth at the Edge of Creation changes from the post villainous pronoun usage of watashi 私 throughout the game to his pre-breakdown personal pronoun of ore 俺 as heard in Crisis Core. What this means is unknown, but it does imply that Cloud is talking to a different Sephiroth, and leads open the possibility that either this Sephiroth is one who is before the Nibelheim Incident, or something else entirely.
  • Badass Baritone: In the game proper, Sephiroth has a deeper more growly voice. Which seems to partially be in response to criticisms of Hoechlin's voice for the character in the trailer.
  • The Bad Guy Wins: He convinces the party that the Arbiters of Fate must be stopped via context-less visions of the future that will happen if they "fail to stop them", thus freeing destiny up to be changed - just as he intended. Also, the fight against him ends with Sephiroth easily defeating Cloud, meaning he walked away with a win at the game's end.
  • Big Bad Ensemble: He, alongside Rufus Shinra, share the Big Bad position at the end of part 1.
  • Blade Spam: His Octaslash skill has him unleash a flurry of eight slashes from his sword. Some of his regular sword strikes also show multiple slash lines, similar to his moveset in Dissidia.
  • BFS: Sephiroth's weapon-of-choice is the Masamune, a nodachi as long as he is tall. It's capable of effortlessly slicing through almost any material, and he can swing it with one hand fast enough to parry a slash from Cloud's Buster Sword.
  • Card-Carrying Villain: Compared to his Godhood Seeker mindset in the original game where he couldn't give less of a damn for anything but Jenova, Sephiroth knows how much Cloud hates him and willingly plays the role of an antagonist to the ex-SOLDIER while openly demonstrating just how immoral he could be if he feels like it. The prime example: the first thing Sephiroth does on screen is go into detail to Cloud on how good it felt to slice up Cloud's mother while Cloud watched.
  • Casting a Shadow: His Shadow Flare attack has him conjure explosive orbs of darkness.
  • Casting Gag: His previous long-term voice actor (George Newbern) was best known for voicing Superman. Sephiroth's new actor? Tyler Hoechlin is also known for his recent work in Superman.
  • Colony Drop: While inside the Shinra virtual reality presentation, Avalanche is shown a vision of Meteor destroying Midgar, and at the start of the final boss fight Sephiroth absorbs Meteor to power himself up. Also during the final battle's last phase, he'll use his Divine Proclamation skill, summoning a meteor and beginning a nine second countdown. If the party doesn't defeat him before the countdown ends, the meteor will drop on the party for a One-Hit Kill.
  • Counter-Attack: His Scintilla skill has him drop into a defensive stance and retaliate with a flurry of slashes if struck, similar to Cloud's Counterstance.
  • Cryptic Conversation: At the end of the first game, he leaves Cloud with confusing words which never go explained after their final duel at the edge of creation.
    Sephiroth: Seven seconds till the end. Time enough for you. Perhaps. But what will you do with it? Let's see.
  • Curb-Stomp Battle: In their final battle, Cloud cannot do anything to defeat Sephiroth and gets disarmed for his troubles. Notably, this is the only time that any work has Sephiroth ending the fight unquestionably victorious.
  • Death from Above: His Hell's Gate attack has him leaping into the air and stabbing the ground with his sword, creating large shockwaves in six directions.
  • Deadpan Snarker: He has a moment of this while toying with Cloud.
    Cloud: You're not're...dead.
    Sephiroth: [in the smuggest, faux-surprised voice] I am?
  • Demonic Possession: It's revealed that he can control the robed and tattooed figures at-will, with Cloud suffering hallucinations of Sephiroth in their place.
  • Dissonant Serenity:
    • When Cloud first "encounters" him, Sephiroth is casual and calm while standing in an alleyway that's gone up in flames. note 
    • He's comically nonchalant about strolling into the Shinra building while ignoring most of the security, to the point where he's not shown to have even killed anyone until the President's office.
  • The Dreaded: The mere sight of Sephiroth walking through the hallways of Shinra's headquarters causes Palmer to drop his tea in shock.
  • Duel Boss: Subverted during the final fight with him. Cloud initially faces him one-on-one, but then two of his teammates (depending on how much you used them during the preceding fight against Whisper Harbinger) intervene on his side.
  • Elemental Powers: In the third phase of the battle with him, he can change up his elemental affinity between Fire, Ice, Lightning, and Wind, giving himself attacks in that elemental but a weakness to the opposing element. After cycling through all four, he infuses himself with all four elements and gains resistance to all of them.
  • Establishing Character Moment: In this version, he makes his first appearance shortly after the mission to blow up the Sector 1 Reactor, and immediately proceeds to guide Cloud through an illusion he creates of a burning alleyway leading up to Nibelheim, and taunts him with his murder of his mother. Afterwards, he tells Cloud to run and live with his hatred. It shows his crueler demeanor as well as reintroduces the player to his obsession with Cloud.
  • Evil Counterpart: Like in the original, he shows himself as one to Cloud and Aerith.
    • Like Cloud, he was once a SOLDIER, being stronger, more durable and faster than any normal human- as well as being proficient with a giant blade. In gameplay, this even is translated as both sharing similar moves. Furthermore, both want to defy fate, but Sephiroth does so for his own sake, while Cloud does it for the sake of his friend Zack.
    • Like Aerith, he has special magic powers that stand out from regular Materia- his dark magic when compared to Aerith's holy powers. Also, they both have the knowledge of the fate of their original counterparts, specially their deaths. However, he seeks to undo his fate while she seemingly resigns herself to it and accepts what is to come.
  • Evil Is Bigger: Downplayed compared to most examples. Sephiroth isn't a giant, but he is still noticeably taller and bulkier than the heroes, sans Barret.
  • Feather Flechettes: During the final battle's last phase, he can fire the feathers from his wing as projectiles which will stun the character you're currently controlling.
  • Final Boss: He's the last enemy the player faces as the party makes their escape from Midgar.
  • Flash Step: Could easily be misaken for teleporting in battle, were it not for the motion blur.
  • Greater-Scope Villain: For Part 1, with Aerith even pointing out that Shinra is a minor issue compared to him. He isn't the Big Bad of the Midgar section, but he has his hands still involved, even if he only appears a few times. Like with the original game, once the heroes leave Midgar, he becomes the Big Bad.
  • Hellish Pupils: Sephiroth's pupils are catlike slits, as shown off in closeups of his face, evidence that he's not entirely human.
  • Hijacked by Ganon: While he was always the Big Bad of Final Fantasy VII, the Midgar sequence focused on the battle with Shinra until the very end, when the party left town to pursue Sephiroth. In Remake, he instead appears in person to the party as they escape and serves as the Final Boss.
  • Hijacking Cthulhu: He possesses some form of control or influence over Jenova and those infused with her cells.
  • HP to 1: His Signature Move, Heartless Angel, has him throw his sword to the ground, creating an AOE that will sap the health of anyone caught in it.
  • Humanoid Abomination: While Sephiroth was never fully human — as evidenced by his white hair and catlike eyes — he shares the "Unreadable" class with the Whispers, Summons, and Jenova; and after meeting him — or possibly Jenova shapeshifted as him — in-person, Aerith notes that everything about him is completely wrong.
  • Immortality Seeker: The only part of his goals that are clear is that he outright tells Cloud that he wants to live forever. Interestingly, Sephiroth also tells Cloud that he plans to have Cloud live forever too.
  • Kick the Son of a Bitch: Impales President Shinra. You could thank Sephiroth for this if not for the hint that he's still out to cause the end of the world.
  • Knight of Cerebus: Everything gets worse when he shows up. Part one has flat out ended with him winning.
  • Long-Haired Pretty Boy: Sephiroth possesses an eerie, otherworldly beauty that is emphasized by his long silver hair. It makes him look more androgynous than Cloud (who is also very pretty, himself).
  • Magic Knight: Sephiroth's magical prowess is just as much as a problem as his swordsmanship. He starts out using the highest level of elemental magic, then he uses more powerful ones. He will always open with Firaga and will prioritize using magic over his sword to trick players that mindlessly use Cloud's counterattacks and are expecting him to fight like he's usually been portrayed by aggressively rushing with his sword at the start, leading to many unobservant players getting smacked with a fireball at the start of the fight. He's actually way more vulnerable to being put into a punishable state when he's using Masamune than when he's casually under-handing high level spells at the player.
  • Make Wrong What Once Went Right: It's indicated that Sephiroth wants to defy destiny in order to avert his future defeat.
  • Manipulative Bastard: Shows the heroes visions of Meteor destroying Midgar which convinces them that the Arbiters of Fate wanting to keep this future in motion means that they need to change the future. This leaves it possible for him to change the future in his favor.
  • Master of Illusion: He torments Cloud with hallucinations and visions throughout the game, such as reminding him of Nibelheim's destruction. He also somehow hijacks Shinra's VR suite to Cloud, Aerith, and Tifa a vision of him summoning Meteor to destroy Midgar.
  • Master Swordsman: Sephiroth's ability with the Masamune is legendary, just the fact he can use such a massive blade is proof of his skill. During the final battle, he deflects Cloud's attacks so effortlessly sometimes he literally has it resting on his shoulder.
  • Mirror Boss: His movelist, particularly in the first phase, can make you feel like fighting an evil version of Cloud's. Appropriately because their strength comes from the same source.
  • Momma's Boy: While it's not as prevalent in the main game, flashbacks to the Nibelheim Incident show Sephiroth still sees Jenova as his mother and seeks to conquer the Planet in her honor.
  • Mythology Gag:
    • Referencing Crisis Core, his Octaslash limit break makes a comeback as a skill during the final boss fight. Also, one of his attacks has him fire off the feathers from his wing as projectiles, much like Genesis did during his first boss fight.
    • Referencing Final Fantasy VII: Advent Children, some of his lines — "On your knees." and "Shall I bring you despair?" — are quotes from the movie. He also manipulates corrupted Lifestream and sprouts his iconic black wing when unleashing his full power.
    • Referencing Dissidia Final Fantasy (2015), a majority of Sephiroth’s attacks during the final boss fight take inspiration from his moveset in that game, with attacks such as “Telluric Fury”, “Aeolian Onslaught”, “Scintilla”, “Shadow Flare”, and his iconic “Hell's Gate” acting as they originally functioned with some minor alterations. Also one of his regular attacks has him fire three purple sword beams, a reference to his Zanshin Bravery Attack.
    • The opening cutscene of his showdown with Cloud at the edge of creation parallels the cutscene that plays during the final showdown between him and Cloud at the end of the original Final Fantasy VII.
  • Mystical White Hair: Sephiroth's knee-length silvery-white hair is a product of the process that created him, and is evidence of his malevolent nature.
  • Not-So-Well-Intentioned Extremist:
    • While trying to persuade Cloud to join him, Sephiroth claims to be fighting against fate itself to save the Planet. However, Aerith notes that he's lying and wants to destroy it himself.
    • From his cryptic musings, he implies that there are greater cosmic forces in the Final Fantasy 7 universe note , and his main goal is to kill them all. And unfortunately, that just leaves the possibility that he wants to usurp them and become a god.
      Sephiroth: Our world will become a part of it one day. But I will not end.
  • Obviously Evil: To a bigger extent than in the original, who first appears in person during a flashback sequence where he was still a hero. Here, Cloud bumps into a hallucination of him in the middle of Midgar's streets, and he proceeds to guide him through burning alleys, all while his ominous theme "Those Chosen By the Planet" is playing. Coupled with his unnatural, cat-like eyes and black outfit, it becomes clear he is the villain even for those who have never played or heard of the original game.
  • One-Winged Angel: Averted. Despite being the trope namer he DOESN'T do this. While he does gain his black wing, he never turns into a giant monster and keeps a human form for the entire fight.
  • Pet the Dog: In the finale, he reveals that while he still holds on to his dream of existing forever he doesn't actually want to destroy Cloud anymore either. Seemingly to prove this, after defeating Cloud in a one-on-one duel, he spares Cloud rather than killing him. Of course, this could just mean Sephiroth still wants to manipulate Cloud to do his bidding, as in the previous version of events.
  • Polite Villains, Rude Heroes: He's amazingly polite to Cloud in each of their meetings, treating him as though he's a friend. Cloud, on the other hand, is as hostile as ever thanks to Sephiroth's past villainy.
  • Power of the Void: His Boundless Void attack has him create a small black hole that will restrain one of your party members if they're caught by it.
  • Psychotic Smirk: He's never seen without a contemptuously smug smile on his face.
  • Reports of My Death Were Greatly Exaggerated: Sephiroth's been presumed dead for years, hence Cloud's shock at seeing him apparently alive and well.
  • Screw Destiny: Sephiroth maintains that he wants to save the Planet by defying destiny, and scolds Cloud for failing to stop the Sector 7 plate from being dropped.
  • Soft-Spoken Sadist: Sephiroth never raises his voice beyond a calmly smug tone, even as he's telling Cloud to remember how his mother died or mocking him over his failures.
  • The Sociopath: As noted by Aerith, he isn't affected by the emotions of people around him at all. The fact he honestly asks Cloud to join him despite burning down Cloud's hometown and killing Cloud's mother speaks volumes to how little he understands or cares about others emotions.
  • Troll: Most of the time he just shows up to mock and scare Cloud before leaving. Most of it is part of his plan, but sometimes he's clearly just being an asshole only because he thinks its hilarious. It's especially apparent when Cloud isn't the victim. The prime examples are him scaring the shit out of Palmer by just choosing to walk past him while ignoring him, scaring a bunch of kids with one of his creepy clones in Sector 5 before Cloud even showed up, or playing a silent "made you look" before teleporting and casually floating off to get Cloud to climb a big ladder on the top of the Shinra building and halfassedly jumping off with a smile when Cloud almost gets to the top.
  • Spanner in the Works: His whole plan revolves around messing up events that were supposed to happen while motivating Cloud into stopping the planet from fixing history.
  • Sword Beam: One of his unnamed attacks involves sending shockwaves of purple energy out with his sword slashes. The fact that they go unnamed implies that it just happens without any real effort on his part. This doubles as another reference to Dissidia, where throwing out sword beams was a staple of his moveset.
  • Super Soldier: Sephiroth was the premier member of SOLDIER's First Class prior to his disappearance, and his white hair and catlike eyes further distinguish him from lesser SOLDIERs like Roche and Cloud.
  • Time-Limit Boss: Drop his health down to critical levels, he'll summon Metor and start counting down. If his countdown reaches 0, Meteor will Total Party Kill, incentivizing you to quickly defeat Sephiroth.
  • Villainous Rescue: He stabs President Shinra from behind while he has a gun trained on the party.
  • Walking Spoiler: While Sephiroth's existence and evil nature has been a part of gaming's Pop Culture Osmosis for ages, his role in the Remake and its Cosmic Retcon makes it hard to talk about him in length, other than that he's in the game.
  • We Can Rule Together: In his own words, with how sincere they are being up to debate:
    Sephiroth: Cloud, lend me your strength. Let us fight destiny... together.
  • White Hair, Black Heart: Already one of the most famous examples of the trope there is, Sephiroth still has his silvery-white hair and is still as cruel and self-serving as ever.
  • Winged Humanoid: When using his full power, he manifests a single black wing from his right shoulder.
  • World's Strongest Man: Sephiroth is easily considered the strongest being on the planet to the point where most tall tales actually underestimate how powerful he is (rather than the other way around). And he proves it at the end, where despite fighting five-on-one harder than ever before, the party's efforts don't make him bring any more effort than Just Toying with Them. Furthermore, he easily wins his duel with Cloud.

    Sephiroth Clones 
Hooded and robed figures who shamble around Midgar.
  • Adaptational Attractiveness: It was heavily implied the Sephiroth Clones were deformed and heavily burned beneath their robes in the original game. Here, they look like normal, if somewhat ragged, people.
  • Adaptational Badass: The Sephiroth Clones couldn't even move very fast in the original, or fight. Here, Marco not only is the one to kill President Shinra and nearly Barret, but serves as a Climax Boss.
  • Black Cloak: They wear hooded black robes that obscure their faces.
  • In the Hood: Their faces are shrouded in darkness underneath.
  • Madness Mantra: They mumble "Reunion..." under their breaths, signifying that they're not altogether there mentally.
  • Meat Puppet: Sephiroth can control them at will, causing them to take on his appearance — at least to Cloud's eyes.
  • Transformation of the Possessed: When Sephiroth is controlling them, they can assume his appearance.
  • You Are Number 6: They each have numbers tattooed on their shoulders, with only Tifa and Cloud's neighbor at Marle's apartment, Clone #49, having a name of his own — Marco.

A mysterious ancient entity being studied by Shinra, who believe her to be one of the Cetra.
  • Alien Blood: Compared to the original where the trail of her blood that Sephiroth left behind was normal red blood, this time around its a dark, scintillating purple that moves around as though it's alive and emits wisps of dark energy.
  • Ancient Evil: Jenova is an Eldritch Abomination that arrived on the planet inside a meteor 2000 years before the present, devastated the Cetra's civilization, and was trapped in a glacier by the ice deity Shiva.
  • Body Horror: Jenova's humanoid form might be considered attractive... were it not for the protruding veins and grotesque organ-like extrusions. Her monstrous form is downright nightmarish.
  • Captured Super-Entity: Jenova is an ancient eldritch entity that is being kept and studied by Shinra under the misconception that she is one of the Cetra. Professor Hojo has dedicated half his life to studying her and the majority of his experiments involve infusing other life forms with her biomass to augment them.
  • The Dragon: She becomes this to Sephiroth near the end of part 1 and like the original game Sephiroth uses Jenova like a puppet and to disguise as Sephiroth himself.
  • Eldritch Abomination: Jenova is introduced as a white-haired humanoid entity floating in a stasis tank, but is capable of assuming horrifically monstrous forms.
  • Expy: Jenova is still pretty much a very expanded version of John Carpenter's The Thing. Now down to the little details such as blood that can move on its own.
  • Mystical White Hair: Jenova's humanoid form possesses long white hair, though her true nature is anything but human.
  • People Jars: She is contained in a large stasis tank in the center of the Drum, a classified laboratory resembling a larger version of her containment chamber in the Nibelheim mako reactor. She escapes at the end of the game with Sephiroth's help, to Professor Hojo's delight.
  • Sealed Evil in a Can: Shiva's dossier reveals that Jenova was frozen in a glacier by the ice deity 2000 years in the past.
  • The Virus: Jenova's biomass can infect other organisms, mutating them into horrific monsters. Hojo seeks to weaponize this property as a means of augmenting monsters.

Other Antagonists

    Don Corneo 

Voiced By: Fred Tatasciore (English), Yohei Tadano (Japanese)
A lecherous mobster who rules the Sector 6 slums from his Wutai-themed mansion in Wall Market.
  • 0% Approval Rating: You'll be hard-pressed to find anyone in Wall Market who talks/thinks about Don Corneo favorably and even many of his closer associates like the Trio and Leslie are quick to turn on him to assist Cloud's party when given the opportunity.
  • Adaptational Badass: A very minor one. When Leslie holds him at gunpoint, he actually manages to pull off an impressive disarm and turn the tables on him. Of course, he still completely crumples when Cloud and company intervene in the nick of time. It's still more fighting prowess than he ever showed in the original.
  • Adipose Rex: He's the don of the Sector 6 slums and is a lecherous fat guy.
  • Always a Bigger Fish: For all the fear and clout he carries in Wall Market, all the power he wields as the Don of all the Slums, even he is forced to turn tail and run out of Midgar out of fear of pissing off Shinra.
  • Aroused by Their Voice: Despite the fact that Cloud doesn’t even try to act like a woman, Corneo nonetheless acts turned on by his voice.
  • Beware the Silly Ones: Corneo looks and acts goofy for a crime lord, but he is also a literal serial killer and rapist that numerous characters have serious vendettas against.
  • The Bluebeard: The women he chooses are refered to as his "todays bride" and he'll only keep them around if they satisfy him enough. Once he's done with them, he'll then feed them to his pet monster.
  • Card-Carrying Villain: He hangs a lampshade on the Evil Gloating trope while trying to get Cloud, Aerith, and Tifa to stand on the trap door in the floor of his room, outright calling himself a villain.
  • Dirty Old Man: While his age is never stated, Corneo is certainly no spring chicken, yet he seems to favour younger women. He also doesn't like taking no for an answer, and seems unconcerned over whether or not his brides are willing participants.
  • The Don: Don Corneo is a lecherous crime-lord in Sector 6's slums, ostensibly rejecting even Shinra's authority according to the game's Twitter page, and is established in the Theme Song Trailer as taking a new woman as his "bride" each night before feeding them to his pet monster Abzu when he's done having his way with them.
  • Fat Bastard: He's got a noticeable gut and is one mean bastard, being a lecherous, sadistic crime-lord.
  • Faux Affably Evil: Don't be fooled by that jolly goof persona of his. His silly, outlandish mannerisms and fun-loving disposition only serve to highlight how maniacally debauched he is. He enslaves women, then feeds them to his monstrous pet as soon as he's tired of their company. He also perfectly goes along with mass murder if it means securing more power for himself, hence his deal with Shinra to help in Sector 7's destruction.
  • Gladiator Games: He hosts no-holds-barred gladiator matches at the Corneo Colosseum, an arena located under Wall Market, which Cloud and Aerith have to compete in.
  • Gonk: He's rather hideous, with tacky clothes and a stupid hairstyle that do him no favors on top of his unfortunate looks.
  • Good Hair, Evil Hair: Sports a disconnected, side-swept undercut with a handlebar mustache and chinstrap beard.
  • Groin Attack: Just like in the original, Cloud, Aerith, and Tifa threaten the don with this if he doesn't give them the information that they want.
  • Hate Sink: Don Corneo is a licentious mobster who forces himself onto women, feeds them to his pet monster when he grows bored of them, and is otherwise responsible for having people’s lives be ruined or possibly worse. All these things make it clear that there is nothing redeeming about Don Corneo.
  • Hypocrite: He refers to Cloud as a "Big boned girl" but he's the fattest guy in the room.
  • Insult Backfire: The vulgar comments that Cloud makes at him only serve to get Corneo even more excited rather than being repulsed.
  • Jiggle Physics: On his fat stomach, just to make him look even grosser.
  • Just Between You and Me: He loves this and especially wants his victims to know that the villain only does this when they're sure they've won.
  • Kavorka Man: Don Corneo is an unattractive man, but somehow manages to net himself a new "bride" almost every evening. Once he's bored of them, however, he feeds them to his pet monster.
  • Occidental Otaku: He's indicated to have an appreciation for Wutai culture, with his mansion being themed after a Japanese castle and one of his high-ranking employees being an oiran.
  • Oh, Crap!: Aerith, Cloud, and Tifa threatening to castrate him unless he tells them why he was having his goons spy on Avalanche trumps his fear of retaliation from Heidegger.
  • Perverted Sniffing: He does this to Aerith while checking her out as his prospective "bride".
  • Psychopathic Man Child: Cloud’s vulgar comments towards him causes him to get rather giggly, such as how at one point, Corneo flails his arms and legs about on the bed before deciding that he’s waited long enough, and wants some sugar.
  • Rape Is a Special Kind of Evil: He blatantly forces himself on top of women. Corneo also dumps off girls that didn't quite catch his full attention to his horny goons. Said goons are ecstatic with what they claim to be Corneo rewarding them.
  • Tattoo as Character Type: He has a tattoo of a heart on his head and infamous for being a lecherous womanizer.
  • Too Kinky to Torture: Cloud trash-talking and insulting him only serves as a turn-on, though he's livid when Cloud dares to physically strike him.

    Scotch and Kotch 

Scotch Voiced By: Greg Chun (English), Kenji Kitamura (Japanese)
Kotch Voiced By: Chris Jai Alex (English), Subaru Kimura (Japanese)

A pair of thugs who work as Don Corneo's lieutenants, as well as announcers at the Corneo Colosseum.
  • Delinquent Hair: Playing up his urban delinquent look, Kotch sports a blond mohawk.
  • The Host: They act as the Masters of Ceremony at Corneo Colosseum, announcing the combatants and hyping up the crowd.
  • Large Ham: As the MCs of the Colosseum, they snark at participants, hype them up, and gleefully participate in Lampshade Hanging.
  • Locked Up and Left Behind: Following a raid on Corneo's mansion by Shinra's troops, Kotch ends up restrained on a table in Corneo's torture chamber. Cloud and company can free him if they so wish.
  • Oh, Crap!: Scotch recognizes Aerith as one of the Corneo Colosseum's new champions and has a brief moment of panic before she kicks him in the crotch and Tifa boots him in the face.
  • Shipper on Deck: When Cloud and Aerith sign up to the Corneo Colosseum, Scotch and Kotch assume they're romantically involved and play them up as a couple united by unquenchable bloodlust while MCing.

    Beck's Badasses 

Beck Voiced By: Andrew Kishino (English), Wataru Takagi (Japanese)
Burke Voiced By: Sean Rohani (English), Anri Katsu (Japanese)
Butch Voiced By: Ben Pronsky (English), Chikahiro Kobayashi (Japanese)

A gang of inept thugs — Beck, Burke, and Butch, plus five other unnamed members — who prowls the Sector 6 slums.
  • Ascended Extra: They appear to be based off the Vice enemies from the original game that were randomly encountered in the Sector 5 slums.
  • An Axe to Grind: Beck wields a hatchet as his main weapon.
  • Batter Up!: Burke's weapon-of-choice is a nail-studded bat.
  • Beware the Silly Ones: Despite Beck, Burke, and Butch mostly being comic relief, they're still a dangerous threat.
  • Bringing in the Expert: Beck's Badasses does quite a bit. In the Corneo Cup tournament, they reinforce themselves with 5 of Corneo's Lackeys - these guys provide More Dakka and grenades to the trio's melee. After that, they hire the Grungy Bandit - a fighter from the Colosseum, who becomes a permanent member of the group unlike those previous others.
  • Bullying a Dragon: Their profiles note that they are terrible at sizing up potential targets, and they pick fights with Cloud numerous times across the story — initially mistaking him and Aerith for an easy mark. The final time they do so, they are terrified when they recognize Cloud.
  • Delusions of Eloquence: The quite possibly only reason why Beck is still the leader of his own criminal gang is that he's dumb enough to believe that he's way smarter than he actually is, yet smart enough to not completely butcher his pronunciations (even though he's using expressions that he clearly has no idea what they really mean), combined with the fact that all the other bandits are so dumb that they actually fall for it.
  • Elite Mook: Beck, Burke, and Butch serve as this to the common "Bandit" enemies... except, they're all actually weaker than the enemies they're supposed to be elite versions of, sssooo...
  • Feigning Intelligence: Beck routinely uses big words in an attempt to sound smarter than he actually is, but falters whenever Butch asks him for clarification on what he means.
  • Goldfish Poop Gang: You know you're Goldfish Poop when the hero denies knowing who you are.
    Beck: Not so fast! You wanna come through here, you'll have to provide due compens- You again!?
    Burke: Oh shit!
    Barret: Friends of yours?
    Cloud: Nope.
    Beck: Stop lying! We go way back!
  • Malevolent Masked Men: They all wear black masks with white sigils on the front.
  • Oh, Crap!: Their final appearance has them react in horror when they realise they've come across Cloud again.
  • Not Worth Killing: Really, the only explanation as to how they keep surviving encounters with Cloud. Even after their final story mandated appearance, they can be fought at any time by returning to the spot in the ruined highway that serves as their new base of operations.
  • Playing Possum: They play dead upon being defeated, and can be heard whispering conspicuously to each other upon being first defeated. They also react in pain if stepped on.
  • Quirky Miniboss Squad: They're a bunch of incompetent idiots who really shouldn't keep picking fights with the people who keep wiping the floor with them, but seeing as they've got nothing better to do...
  • Revenge Before Reason: Beck, Burke, and Butch challenge Cloud and Aerith in the Corneo Colosseum in order to seek "due recompense" for their humiliating defeat, bringing the other five members of the gang. They later seek a rematch with hired muscle from the Colosseum.
  • Rouge Angles of Satin: In one of the side-quests they try to impersonate the Guardian Angel of the Slums to steal donations for the Leaf House, but malaprop her name as "Garden Angel" — leading to their ruse being exposed when Cloud apprehends them.
  • Rule of Three: They have three story-mandated appearances, each one resulting in their being further humiliated.
  • Running Gag: Beck is the smartest of them — which isn't saying much — and a running gag is malapropism-prone Butch having to ask him for clarification whenever he uses big words.
  • Serial Escalation: Only the first fight is against Beck, Butch & Burke. When they pop up in the Corneo Cup, they quickly bring in another five guys to back them up; and every appearance after that has them backed up by an Elite Mook. However, the trope is also inverted, as they go from being introduced in cutscenes to being treated as if they were any other enemy on the map in their final appearances.
  • Sinister Scimitar: Butch's weapon of choice is a black-bladed scimitar.
  • Terrible Trio: Though Beck's Badasses does contain more than three members, its leaders, Beck, Burke, and Butch, qualifies. As for the "terrible" part, well... they try. And, to be fair to them, they are a band of notorious criminals at least. It's just that they're going up against Cloud and company.
  • Wrestler in All of Us: New hire Grungy Bandit is a fighter from the Colosseum who's weapon of choice is wrestling moves like Press Slam and Choke Slam. Unlike Rude, he's definitely willing to use them on Tifa.

    Arbiters of Fate
Mysterious shadowy entities also known as Whispers, first seen haunting Aerith.
  • Ambiguously Evil: The heroes can't really make heads or tails of them, but know they're certainly antagonistic at times. There's also the fact that Sephiroth can seemingly control them in the final battles, though it's hard to tell if that's actually what's going on. Ultimately they're on no one's side, just literally upholding fate.
  • Black Cloak: They're noted to resemble cloaked and hooded wraiths, accenting their sinister appearance.
  • Blue-and-Orange Morality: They're ready to save those that aren't supposed to die according to fate, and antagonize those that are. The Arbiters cause Jessie's grenade to blow up in her face and then block Cloud and Tifa from reaching her until it's too late, and prevent Wedge from fleeing the collapsing Sector 7 plate when he tries to rescue his cat — though he is revealed to have survived. Conversely, when Barret is killed by Sephiroth one of the Arbiters resurrects him, and they aid Aerith and Cloud when they're escaping the Sector 5 Church, blocking the Shinra infantry from reaching Aerith when she falls in front of them.
  • Canon Foreigner: The Arbiters of Fate were completely absent from the original Final Fantasy VII.
  • Foreshadowing: Despite the cast believing they're enemies, their first combat encounter has these things mostly being non-aggressive and doing pitiful damage until a more powerful spectre emerges, and their binding grab attacks are literally just encircling a character and doing surprisingly minuscule damage. That's because they aren't trying to kill your party members, but "detain them" so they follow destiny's line more; it's why they leave immediately after injuring Jessie, as they ensured at that point that Barret will now hire Cloud for the Sector 5 bombing mission compared to the cast holding off previously.
  • Godzilla Threshold: The Compilation is rife with various Weapons for world-class threats, but these beings literally exist by the Planet's will because Sephiroth is outright trying to change history itself. And considering some of the chaos they cause just by running amok in certain scenes, even if only malevolent to those defying fate, they're distinctly more dangerous than the average measure thanks to being able to manipulate things on a human scale instead of just destroying everything.
  • Greater-Scope Villain: Considering the ambiguity of their intentions and how they react to the various events and time divergences, the cast assume they're a greater problem than whatever the heck Sephiroth is doing in the first part's story. Turns out that by the standards of Sephiroth's plans, one could make a case for them constituting a Big Good of sorts, albeit one that's very antagonistic towards the Avalanche members that were fated to die, forcing Cloud and friends into a direct confrontation with them. Their defeat at the end of part one means that Cloud may have a chance to make things much less bleak in this timeline, but also that Sephiroth could make things much more bleak.
  • Invisible to Normals: Aerith is initially the only person who can see them, by virtue of being a Cetra. Cloud next becomes able to see them as well when they touch him, and eventually almost everyone becomes able to see them.
  • Irony: Their purposes is to make sure the plot of the original game happens, but they're essentially Canon Foreigners who don't exist in the original game.
  • Leaning on the Fourth Wall: They're essentially an embodiment of forces attempting to preserve a purist idea of what a Final Fantasy VII remake should be, opposing any changes to the events of the original timeline.
  • Life Drain: Aerith remarks that every time they touch her she feels she's losing "a part of [herself]."
  • Living Shadow: The Arbiters of Fate are spectral entities seemingly made of smoke and shadows, and are invisible to most people.
  • Meanwhile, in the Future…: The destruction of the Whisper Harbinger in the present appears to destroy the Arbiters of Fate at every point in time they interfered in. Most significantly, this causes Zack to survive his final battle, but it also seems to mean Biggs and Jessie never died either, and likely Wedge as well, if he died at all.
  • Necromancer: They can bring people back from the dead. In the climax of the storming of the Shinra HQ, Barret is explicitly killed by Sephiroth, but because this would cause things to diverge majorly from the original game's plot, one of the Arbiters immediately begins to resurrect him.
  • Spanner in the Works: They try to deal with these as they crop up, and frequently act as this themselves. For example, Cloud not immediately accepting the next reactor gig causes them to create a stir in the Sector 7 slums just so that Jessie gets hurt in the collateral, forcing him get involved anyway. They also step in to prevent Cloud from killing Reno in a battle that didn't happen originally, repeatedly try to kill Wedge when he survives the Sector Seven plate collapse, make damn sure to whisk Hojo away before he reveals the full truth of Cloud never having been in SOLDIER to begin with, and resurrect Barret when he is killed by Sephiroth, because this could have a major butterfly effect on the rest of the game's plot.
  • Take That, Audience!: The Arbiters basically personify Final Fantasy VII purists who wanted a remake that has the exact same plot as the original and engineer events throughout the game so it can be achieved. Yet because of this, they are seen mostly as villains by the heroes, who don't exactly like being made to do what they don't know. Aerith, in particular, who is implied to have full knowledge of the original game's story, is horrified to learn that she's basically Doomed by Canon to advance the story and convinces the others to defy them, even though it means that Sephiroth's defeat is not inevitable.
  • Time Police: The Arbiters of Fate seek to enforce that You Can't Fight Fate and intervene to both help and hinder the heroes in order to make sure that the events of Final Fantasy VII Remake occur more-or-less as they did in the original Final Fantasy VII.
  • Walking Spoiler: While showcased in the trailers and advertising openly, what the Arbiters of Fate are as well as their goals are a major underlying mystery to part one of the story, as they revolve around a major crux of the changes from the original game. Their influence and each major appearance they have is consequently meant to be a big surprise.
  • You Can't Fight Fate: They're the ones that actively enforce this, making characters stick to how things went in the original game and acting to keep them in line if they deviate. However, it turns out you literally can fight fate, and doing so can change history.


    Scorpion Sentinel

The boss of Chapter 1. A scorpion-shaped mech sent to deal with Avalanche when they attack the Sector 1 mako reactor.

  • Adaptational Badass: The only reason it's remembered in the original is because of its laser tail that would attack the characters if the player struck it in its counter position, as a tutorial on teaching the player about the classic Active Time Battle mechanics. Here? The damn thing goes absolutely ballistic, tears up the entire reactor room while bombarding Cloud and Barret with bullets and missiles, has a barrier system, can discharge an EMP field, and just when you think it's finally about to kick the bucket, it has an auto-regenerative emergency mode that forces players to chop it down to size fast.
  • Beware My Stinger Tail: It can fire powerful energy beams from the tip of its tail, forcing the player to hide behind debris. In Hard Mode it will fire it's tail laser attack a second time soon after the first, forcing the player to quickly run into another debris for cover.
  • Cognizant Limbs: The Scorpion Sentinel's legs can be targeted separately from its main body.
  • Dub Name Change: In the original game, this boss was known as the "Guard Scorpion." In the Japanese version of the remake, its name stays "Guard Scorpion," but in the English version its name is changed.
  • EMP: The "EM-Field" attack has it releases an electric wave into the floor as an Area of Effect attack.
  • Deflector Shields: In the second phase of the fight, it will activate a barrier system, making it resistant to magic and physical attacks. Attacking it's exposed generator will turn it off.
  • Grapple Move: The "Death Grip" attack has it swiping its claw to grab a character, holding them in the air while charging it's "Stinger Salvo" attack at point-blank range. It will lose his grip on the character if dealt enough damage.
  • In a Single Bound: It will jump high into the air when maneuvering around the arena.
  • Macross Missile Massacre: The "Mark 99 Launchers" attack has it firing out a salvo of small missiles.
  • Regenerating Health: It activates an auto-repair unit that regenerates it's health in the final phase, turning the fight into a DPS race.
  • Spider Tank: The Scorpion Sentinel, as its name suggests, is a scorpion-shaped mech armed with a variety of powerful weapons.
  • Wake-Up Call Boss: In the playable demo, this boss is rather challenging. Players are encouraged to swap party members at certain times and memorize the Scorpion's attack patterns in order to avoid them. In the full game, this boss is still challenging but a little bit less punishing compared to the demo unless you are playing on Hard Mode.

    The Huntsman 
The boss of Chapter 2. An elite Shinra trooper that leads the hunt for Cloud in Chapter 2.

  • Degraded Boss: Can later be fought in Chapter 9 & 14 in the Corneo Colosseum as an optional battle.
  • Elites Are More Glamorous: His armor and shield are considerably more glamorous than the average Shinra Trooper.
  • Flunky Boss: He's accompanied by several Shinra soldiers during his boss fight.
  • King Mook: He's a boss version of the Shinra Riot Trooper with more powerful attacks, higher defense, and grenades.
  • Lawman Baton: An elite member of Shinra's Public Security force that wields a stun baton as a weapon, which is capable of stunning his target.
  • Luckily, My Shield Will Protect Me: His tower shield protects him against frontal attacks. Cloud has to resort to magic, Counter-Attack or attacking him from the rear to damage him.
  • Mook Lieutenant: He serves as a unit commander for the Shinra troops in the Sector 8 town area.
  • Shield Bash: His most common attack is a shield bash.
  • Stern Chase: He leads Shinra's Public Security efforts in capturing Cloud in Sector 8.

    Crab Warden 
The boss of Chapter 5. An outdated combat mech and relic of the Wutai War, left to rust in the old train yards.
  • Canon Foreigner: The first Shinra mech boss that was absent from the original.
  • Spider Tank: It's a crab-like tank mecha with four legs and a pair of arm-mounted machine gun turrets.
  • Shock and Awe: It has an attack that electrifies the train tracks to deal heavy lightning elemental damage.

The boss of Chapter 7. A prototype monster-slaying mech that Heidegger unleashes in an attempt to crush Avalanche when they attack the Sector 5 reactor.
  • Adaptational Badass: In the original game, the Airbuster was something of a pushover once you managed to lock its movement, and wasn't much of a challenge. Here, if the player doesn't go out of their way to sabotage its development, it lives up to its designation and is sickeningly powerful. Even diminishing its capabilities still results in a hell of a fight, as well.
  • Battleship Raid: Played with, as the Airbuster is under-construction as Cloud, Barrett, and Tifa attack the Sector 5 Mako Reactor, and they can sabotage its construction in order to weaken it.
  • Boring, but Practical: Towards the end of the fight, the Airbuster gets the idea to simply fly away from the fight and take to long-range battle. Your only hope of even hitting him at that point is Barret and any lightning materia you thought to equip beforehand while it still retains its powerful payload.
  • Chest Blaster: It can fire powerful energy beams from its chest-mounted power core.
  • Detachment Combat: One of the Airbuster's many new tricks is the ability to detach its arms from its body and use them as independent attack drones.
  • Finger Firearms: It can fire lasers from its fingertips, and which inflict the stun status effect.
  • Hollywood Hacking: By using keycards scattered around the reactor on unlocked terminals conveniently booted up to the relevant schematics, Cloud can redirect components of the Airbuster's design to the disposal area instead, crippling its abilities in the fight to come. Keycards are limited in number, so choose what to sabotage carefully.
  • Homing Lasers: Airbuster's shoulders house laser cannons that fire a scattershot upward before raining down on the battlefield.
  • Mecha: Airbuster is a prototype flight-capable combat mech with a wide array of powerful weapons.
  • Ridiculously Potent Explosive: Its Big Bomber units are described as being capable of wiping out entire armies.
  • Shout-Out: The original incarnation of the Airbuster was already visually similar to the Zeong from Mobile Suit Gundam. The new version leans into the comparison much harder, giving the Airbuster the Zeong's signature detachable arms and Finger Firearms.
  • Super Prototype: It is a prototype mech constructed with the intent of slaying giant monsters.
  • Time-Limit Boss: Although the timer is very generous, there is a limit to how long the boss fight can run before Mako Reactor 5 explodes.
  • Walking Armory: Electrical fields around its waist, two cannons on its back, Finger Firearms, a Chest Blaster, waist-launched bombs, flamethrowers in its palms, Homing Lasers in its shoulders, and electrical punches.

    Hell House 
The boss of Chapter 9. The most powerful monster in the Corneo Colosseum, a nightmarish mech shaped like a house.
  • Adaptational Badass: In the original Final Fantasy VII it was a regular but powerful Giant Mook that could be fought in the slums, but in the Remake it's a boss fought in the Corneo Colosseum.
  • Adaptational Late Appearance: In the original game, it appeared in the Sector 6 Slums. Here, it appears in the Corneo Colosseum, after the slums have been passed through.
  • Barrier Change Boss: It periodically changes its elemental weakness and absorption along with its elemental attacks.
  • Beehive Barrier: It's capable of generating a tessellated force field to protect itself from damage.
  • Haunted House: It's a creepy mech with the motif of a haunted house.
  • Have a Nice Death: Unlike every other boss in the game, losing to the Hell House causes Scotch and Kotch to keep commenting on the Game Over screen, bemoaning Cloud and Aerith's demise.
  • Macross Missile Massacre: One of its main attacks is firing volleys of chair-shaped missiles.
  • Mechanical Abomination: It's played up as such, with even its dossier noting that its inner workings are a complete mystery.
  • One-Winged Angel: In the second stage of its battle a face pops out the front, arms from its roof, and rocket boosters from its back end.
  • Refuge in Audacity: The original game's Hell House was a unique and bizarre enemy, a sentient house who could attack you. The remake embraces the absurdity and ramps it up, making Hell House a robot built into the shape of a small house, which can launch chairs as missiles as an attack, project a barrier to defend itself, suck a character into itself to pummel them inside and has other abilities like House Call and Housing Rush, all while Corneo's henchman commentators continuously make awful house-related puns. The game is fully aware of how insane the enemy is and lampshades it endlessly.
  • Wake-Up Call Boss: It's plausible on Normal difficulty to make your way up to this fight by just mostly dealing physical damage, raising Stagger meters and hitting with weaknesses where applicable. The Hell House then demands that the player watches the fight and strategizes very carefully to be able to stand a snowball's chance in hell of winning without bumping down the difficulty. Similarly, on Hard mode you may have gotten by without changing their character build or worrying about using too much MP in the chapter before reaching the boss - Hell House marks the point where the player needs to plan what materia they’ll need to use in advance, and needs to ration their MP use throughout the chapter to avoid going into the boss battle with a drastically diminished ability to cast spells.

A boss in Chapter 10. Don Corneo's pet monster, which he feeds the women chosen to be his "bride" each night.
  • Adaptation Name Change: His name was transliterated as "Aps" in the original game.
  • Dies Differently in Adaptation: In the original game, Cloud, Aerith, and Tifa kill him. In the Remake, it flees after they defeat it, crashing through a wall and providing the trio with an escape route. It returns alongside its offspring in Chapter 14 to save Don Corneo from Leslie and Avalanche, and is killed by the party.
  • Fed to the Beast: Don Corneo keeps it as a pet, and feeds it the women he takes as his "brides" once he's done having his way with them. Cloud, Aerith, and Tifa end up being dropped into its sewer-based lair, forcing them to slay it.
  • Heroic Build: Despite its otherwise monstrous features, its actually possesses one of these, and will even strike a pose or two during battle to show it off.
  • It Can Think: Its Assess materia dossier notes that while it may look like a grotesquely ugly beast, it's deceptively intelligent.
  • Monster Is a Mommy: Despite being referred to with male pronouns, it has a plethora of progeny prowling the sewers. One shoat happens to be smarter than the rest, and has a nasty sense of humor.
  • Religious and Mythological Theme Naming: Abzu is named after the primordial sea that exists below the Underworld in Sumerian mythology.
  • Scars Are Forever: Any crippling damage you've done on Abzu (either one of its horns) stays that way after it flees and then fight again for a rematch later.

A boss in Chapter 11. An amalgam of several ghosts that attack Cloud, Tifa, and Aerith as they make their way through the Train Graveyard.
  • Fusion Dance: It is an amalgam of numerous ghosts, which fuse together to have some "fun" with Cloud, Tifa, and Aerith.
  • Make Me Wanna Shout: Its Piercing Scream skill, which is Exactly What It Says on the Tin. It will stun any character that's too close to it.
  • Mana Drain: Its Etheric Drain skill has it grab Aerith and drain her MP to power up its next skill, Etheric Burst, where it releases the MP in a short-ranged explosion.
  • Mind over Matter: It can telekinetically lift objects and throw them around. It will periodically use its telekinesis to rearrange the objects in the room to make navigating it harder.
  • Not Evil, Just Misunderstood: While it and its constituent ghosts frequently harass and attack Cloud, Tifa, and Aerith, they're more lonely and bored than anything and just want to play.
  • Playing with Fire: It can conjure spectral flames to attack its opponents. One of its normal attacks is to swipe the ground and send out a wave of blue flame, and its Balefire skill has it summon spectral flames to act as mines.
  • Stance System: It can shift between corporeal and incorporeal states, respectively rendering magic and physical attacks useless against it.
  • Undead Child: The ghosts it is comprised of are all the spirits of children who were abducted and killed by Eligor.
  • Weaksauce Weakness: Healing magic and items cause it damage, as befitting an undead enemy.

The boss of Chapter 11. A spectral entity that prowls the Train Graveyard, abducting children and feeding off their fear.
  • Ascended Extra: It was a normal enemy in the original game, fought as a Giant Mook in random encounters in the Train Graveyard. Now it's a boss.
  • Blade on a Stick: It wields a halberd as its primary weapon.
  • Blow You Away: Its Winds of Gehenna skill has it fire a black wind from its halberd.
  • Bullying a Dragon: It abducts Aerith to prey off her suppressed fears and insecurities, costing Cloud and Tifa valuable time they could have used to save Jessie and stop the Turks from dropping the Sector 7 plate. Tifa — the team's resident Badass Normal — is so enraged at this that she kicks it clean through a pile of shipping crates.
  • Casting a Shadow: It manipulates a dark spectral energy, conjuring tornadoes of black wind and shrouding its would-be victims in darkness to heighten their fear.
  • Cyborg: It is a cyborg-like ghost resembling a rider and horse with gears and wheels for hind legs, and the rider portion having a glowing red robotic eye.
  • The Dreaded: This creature has reached urban legend proportion. Marlene tells Tifa of the tale of the Black Wind that takes people away, to be trapped in the Train Graveyard forever.
  • Emotion Eater: It is sustained by the fear of its victims.
  • Eye Beams: Its Piercing Gaze and Sweeping Gaze skills have it fire red lasers from its eye.
  • Javelin Thrower: Its Javelin Bolts skill has it rain down electrified copies of its halberd.
  • Megaton Punch: A dying Eligor is the victim of the kick equivalent. Tifa jumps up to him and does her Sommersault directly at his head. This smashes him through piles of shipping crates and through the wall surrounding the compound.
  • Mythology Gag: Eligor in the original game was notable for having the Striking Staff for Aerith as a stealable weapon, as the Striking Staff is a much more powerful weapon for her normally not available until Junon. Here, the Eligor has the Bladed Staff (which is based in appearance on the Striking Staff) as a stealable item, but this time it's the only way to acquire it at all.
  • Nigh-Invulnerable: Like the ghost enemies in the area, Eligor can make himself immune to physical attacks and alternately he can also reflect spells used against him.
  • Ninja Pirate Robot Zombie: It's an undead cyborg charioteer.
  • Religious and Mythological Theme Naming: Named after a demon from the Ars Goetia described as a ghostly knight riding on a decaying horse.
  • Tulpa: In its description, it was formed from the memories of all the suffering that happened in the Train Graveyard.
  • Unique Items: Eligor is the only enemy in the game with a truly unique stealable item, the Bladed Staff. Every other enemy has items that can be found or even bought elsewhere (some of these items are almost unique though, such as the Iron Maiden which can only be found once and a 2nd copy stolen from the M.O.T.H Unit.)
  • Villain of Another Story: This thing has captured and killed many children over the years and is the reason the Train Graveyard is the haunted hellhole it is. Cloud, Tifa, and Aerith only go through its territory to get back to the Sector 7 slums and kill it because it gets in their way.
  • Would Hurt a Child: It abducts children to prey off their fear until they die and become the ghosts haunting the Train Graveyard.

    Failed Experiment 
The boss of Chapter 13. A colossal humanoid monster fought in the ruins of the secret Shinra laboratory beneath Sector 7.
  • Combat Tentacles: Unlike its lesser brethren, which only have one tentacle, it has four tentacles protruding from its back.
  • Escaped from the Lab: The collapse of the Sector 7 plate enabled it and its kindred to escape from the stasis tanks they were being held in.
  • Foreshadowing: It has an attack called Livewire, in which it discharges electrical blasts after pounding its chest. This invokes another unfortunate victim of Hojo's experiments: Vincent. Vincent's Death Gigas transformation has the same attack.
  • Grievous Harm with a Body: It can grab, electrify, and throw its lesser brethren at its opponents.
  • Shock and Awe: It primarily uses electrical attacks to stun its prey.
  • Was Once a Man: Following its defeat, it's revealed that the Failed Experiment and its lesser kindred are cognates of the makonoids from the original game, being the result of Professor Hojo abducting civilians and infusing them with mako and Jenova cells until they mutate into monsters.
  • Wolfpack Boss: It's fought alongside a swarm of similar smaller creatures, which it can throw at Barret and Tifa or absorb to heal itself.

    Type- 0 Behemoth 
An optional boss in Chapter 14. A massive beast experimented on by Shinra's R&D department, found in the Sector Seven Hidden Laboratory.
  • Counter-Attack: If hit with magic while the horns are intact, it will retaliate with its Counter Flare skill, conjuring an explosion.
  • The Dreaded: It is a legendary monster, and even other monsters are terrified of it. Even Shinra’s science division are afraid of it, as it’s sealed in a separate room with the door covered in security tape warning any unsuspecting soul not to open the door.
  • Foreshadowing: It can be heard shortly after Barret, Cloud & Tifa are separated in Chapter 13.
  • Horn Attack: One of its main means of offense is using its massive horns to ram and toss opponents.
  • Mighty Roar: It can be heard yowling throughout in Chapter 13, and its Enemy Intel dossier notes other monsters are terrified of its roar.
  • Panthera Awesome: It's a massive beast resembling a panther with a fin on its back and bull-like horns.
  • Volcanic Veins: Its body is covered in glowing red markings which intensify as it powers up.

An optional boss in Chapter 14. An exotic monster imported by Don Corneo to fight in his Colosseum, which his thugs sic on Cloud's party.
  • The Dreaded: Despite its adorable appearance, it is a powerful and extremely dangerous monster. Corneo's thugs wisely choose to stay out of its way when it fights Cloud's party.
  • Knife Nut: It wields a chef's knife as its primary weapon.
  • Nerf: Hell House on Hard mode can periodically summon a group of three Tonberries. Whilst they’re as lethal as ever, they have significantly less health than the one fought in Sector 5.
  • One-Hit Kill: Its knife attacks one-shot anyone they hit.
  • Pintsized Powerhouse: Small as a moogle, but can one-hit ko anyone.
  • Unflinching Walk: As true to form as ever.

    The Valkyrie 
The boss of Chapter 15. A flying mech patrolling the ruins of the Sector 7 plate, hunting for survivors.
  • Adaptation Name Change: Was called Heli Gunner in the original Final Fantasy VII.
  • Adaptational Early Appearance: In the original game, it appeared as Barret, Aerith and Red XIII took the elevator to the ground floor in Shinra Tower, attacking immediately after the Hundred Gunner fell. Here, it instead attacks Cloud, Tifa and Barret as they make their way across the ruins of the Sector 7 plate to the Shinra Tower.
  • More Dakka: It's armed with a pair of massive rotary cannons, and can also fire grenades.
  • Taking You with Me: Self-destructs in defeat. Being that the boss battle takes place amidst the ruins of Sector 7, this is more effective (if equally as unsuccessful) than the Airbuster’s attempt.

    Specimen H 0512 
The boss of Chapter 16. A twisted, grotesque abomination created by Professor Hojo.
  • Arm Cannon: Its left arm is a radial mouth that acts as a projectile weapon.
  • Cthulhumanoid: It is a towering humanoid abomination with a tentacled head.
  • Enemy Summoner: It spawns little spider-legged eyeball-monsters called H0521-OPTs to fight alongside it.
  • Goal-Oriented Evolution: Its dossier states that it evolves through combat to become more efficient at killing enemies.
  • Too Many Mouths: It has grotesque Lamprey Mouths on its left arm and right shoulder.

    Brain Pod 
A boss in Chapter 17. A techno-organic drone that aids Professor Hojo.
  • Adaptational Badass: In the original, it was an easily-dispatched regular enemy in a random encounter. Here, it's a boss battle.
  • Ascended Extra: In the original Final Fantasy VII, it was a basic enemy found in the Shinra Headquarters after Jenova escapes. Now it's a full-fledged boss battle.
  • Me's a Crowd: Spawns several clones of itself for the second half of the boss fight.
  • Nightmare Face: Unlike the Brain Pod from the original Final Fantasy VII which had a goofy-looking head within, this one's face is a nightmarish, techno-organic one.
  • Poisonous Person: Discharges toxic waste that deals damage over time to those standing in it.

A boss in Chapter 17. A flying oarfish-like robot made of sharp blades.
  • Adaptational Badass: In the original, it was an easily-dispatched regular enemy in a random encounter. Here, it's a full-fledged boss battle.
  • Adaptation Name Change: Was called Sword Dance in the original Final Fantasy VII.
  • Ascended Extra: In the original Final Fantasy VII it was a basic enemy found in the Shinra Headquarters. Now it's a full-fledged boss battle, and much larger in size.
  • Sequential Boss: The first half of the battle has Cloud and Barret combat it, after which it retreats to the area where Tifa, Aerith, and Red XIII are.
  • Spin Attack: Several of its attacks involve spinning and using its bladed body like a buzzsaw.

    Jenova Dreamweaver 
A boss in Chapter 17. An incarnation of Jenova stated to be a top-secret bioweapon engineered by Hojo. It is manifested by Marco, a Sephiroth Clone who had been living at Marle's apartment complex.
  • Adaptational Superpower Change: Its existence is one for Sephiroth and Jenova; whereas in the core game all the Sephiroth Body Doubles were pieces of Jenova, here it's an illusion created by a Sephiroth Clone.
  • Canon Foreigner: The only bosses who attacked you when fleeing Shinra headquarters were Shinra-aligned mechs, let alone a minion of Sephiroth's. The first manifestation of Jenova fought in the original game — Jenova∙BIRTH — was on the ship to Costa de Sol.
  • Combat Tentacles: Jenova Dreamweaver has a pair of tentacles protruding from its lower body, and in the second stage of its boss fight can project tentacles through the portals that open in the floor to attack foes keeping their distance.
  • Eldritch Abomination: It is a monstrous incarnation of Jenova, appearing as a grotesquely twisted pillar of flesh and tentacles that has corrupted the terrain around it.
  • Master of Illusion: It is stated to have the ability to create potent hallucinations, causing the party to perceive a cavern with pillars of crystalized mako.
  • Meat Moss: The arena in which it's fought is a Cetra cavern deep in the Planet, with pillars of crystalized mako covered by pulsating tendrils of Jenova's biomass. In the third stage of the fight, gobs of corrosive ooze drip off the ceiling.
  • No Body Left Behind: After it's defeated its body turns into that of a Sephiroth Clone and disappears into wisps of darkness.
  • Shattering the Illusion: Killing it shatters the illusory world it creates, and kills the Sephiroth Clone that conjured it.
  • Skull for a Head: Jenova Dreamweaver has fanged skull for a face, with a pair of mandibles where its lower jaw should be.
  • Your Mind Makes It Real: While Red XIII tells the team that Jenova Dreamweaver — or at least the arena it creates — is merely an illusion and to stay calm, it's still capable of injuring the team.

    The Arsenal 

  • Adaptation Name Change: Was called Hundred Gunner in the original Final Fantasy VII.
  • Arm Cannon: Its left arm is a rotary cannon made of smaller rotary cannons, and its right arm is a powerful plasma cannon.
  • Chest Blaster: Like the Airbuster, it can fire powerful energy beams from its torso-mounted core.
  • Corridor Cubbyhole Run: Several of its attacks are very powerful, but the player can use the pillars around the area to hide from said attacks.
  • Desperation Attack: When it's on its last legs it will become immobile and only use the One-Hit Kill Cry Havoc as an attack.
  • Homing Lasers: Its Obliterating laser attack fires a massive volley of energy beams that home in on their target.
  • Mech: It's a massive tank-like mech that chases Barret, Aerith, and Red XIII through the Shinra HQ.
  • Mythology Gag:
    • It first makes its appearance in the lift where Barret, Aerith and Red XIII are in, just like in the original game, although it is no longer fought on the elevator.
    • Cry Havoc's 9999 surefire damage attack is reminiscent of the Weapons' Light Pillar attack from Final Fantasy VIII.
  • One-Hit Kill: When it's on its last legs, it will charge up a massive Beam Spam attack called Cry Havoc. Anyone caught in the open will take 9999 damage, and it will also destroy cover (but the character behind will be safe).
  • Shoot the Medic First: In the first phase of the fight, it's protected by three Barrier Drones that put up an invincible shield on it, and they need to be taken down in order to make the boss vulnerable.
  • Tank Goodness: It's a four-barreled tank-like mech with a rotary cannon and a plasma cannon for "arms".
  • Time-Limit Boss: In its final phase, it will repeatedly charge up and unleash a One-Hit Kill Beam Spam attack that instakills anyone not behind cover and destroys any cover it hits, meaning that you need to destroy it quickly before it causes a Total Party Kill.


A boss in Chapter 18.

  • Adaptation Name Change: Was called Motor Ball in the original Final Fantasy VII.
  • All There in the Manual: Its name is only included in supplemental material, such as the art book included with the deluxe edition.
  • Fire-Breathing Weapon: Armed with four torso-mounted flamethrowers, which it uses in conjunction with its rotating torso.
  • Mecha: One of the largest of Shinra's mechs, sporting a humanoid torso atop six massive spiked wheels.
  • No Name Given: No name appears above its health bar and it doesn’t appear in the Enemy Intel page on the menu screen, as Cloud can’t use materia whilst driving and thus cannot use Assess to view the enemy’s weakness.
  • Shielded Core Boss: To damage it, Cloud needs to deplete the health bars on all its wheels, causing it to become vulnerable to damage for a short while before it repairs its wheels again.
  • Vehicular Combat: Chases the remnants of Avalanche as they flee Midgar, with Cloud fighting it from his motorcycle and Barret from the back of a stolen truck.

    Whisper Harbinger
A boss in Chapter 18. A colossal amalgam of countless Whispers, manifested as a last-ditch effort to stop Avalanche from defying destiny.
  • All There in the Manual:
    • The official Ultimania guide to Remake makes it explicit that Rubrum, Viridi, and Croceo use the same weapons and fighting styles as Kadaj, Loz, and Yazoo from Advent Children.
    • The score for the remake also identifies the piece that plays when the Whisper Harbinger (and the three sub-bosses) reveal themselves as "Arbiter of Fate - Advent". This appears to be a further reference that the enemies are tied in some fashion to the preceding anime.
  • Anti-Villain: The Whispers are not actually the real enemy whatsoever, but the heroes firmly believe otherwise and think each of the visions given to them are some sort of bad future.
  • Blow You Away: Its Correction skill has it conjure a massive wind to blow the party away.
  • Call-Back:
    • Rubrum, Viridi, and Croceo's weapons, fighting styles, move names and summoning of Bahamut all reference the three Remnants of Sephiroth — Kadaj, Loz, and Yazoo — from the Advent Children sequel film.
    • In the Japanese version, one of Croceo's special moves is named "Velvet Nightmare" - a reference to the nickname of Yazoo's primary weapon from the same film.
  • Climax Boss: The second-to-last boss faced in the main story, followed by the battle with Sephiroth.
  • Dark Is Not Evil: If it won, it would effectively have saved the world by ensuring the timeline where Sephiroth is defeated remains intact.
  • Eldritch Abomination: It is an amalgam of countless Whispers, connected to all the threads of the space-time continuum. Barret even lampshades how it's more worthy of being called an arbiter of fate than the individual Whispers are.
  • Enemy Summoner: It summons a trio of lesser Whisper entities — Rubrum, Croceo, and Viridi — to dispose of Avalanche.
  • Evil Counterpart: Subverted. Initially, its three apparitions appear to be this to our heroes (Rubrum is a counterpart to Cloud, having a massive BFS; Croceo is a counterpart to Barret, having a pair of Arm Cannons; and Viridi is a counterpart to Tifa, having a massive mace-like fist). However Rubrum's sword is thin and wielded in his left arm, Croceo has two arm cannons rather than a single gun and Viridi rather than boxing has a single enlarged fist. As confirmed in the Ultimania, this is because they are in fact more closely tied to the three Remnants of Sephiroth. Kadaj was a left-handed katana wielder, Yazoo used two handguns, and Loz fought with a pile bunker. They are also all linked elementally: Kadaj used fire magic, Yazoo wind, and Loz lightning. In fusing into Bahamut, they also call back to the summoning of Bahamut SIN]].
  • Fusion Dance:
    • The Whisper Harbinger is formed of countless Whispers merging together into a colossal entity.
    • At the third stage of the boss fight, Rubrum, Croceo, and Viridi amalgamate into Whisper Bahamut.
  • Gem Tissue: Rubrum is partially comprised of red crystal, Croceo of yellow crystal, and Viridi of blue crystal.
  • Godzilla Threshold: The Whispers were already the Planet's response to Sephiroth attempting to Screw Destiny, but the Harbinger is essentially a Weapon in all but name in its last-ditch attempts to prevent history from being distorted.
  • Non-Malicious Monster: It just wants to preserve the future where the Planet's survival is guaranteed, and repeatedly attempts to talk down the party by showing them visions of the original future.
  • No-Sell: It's completely immune to being directly attacked, and can only be damaged through attacking Rubrum, Croceo, and Viridi.
  • Poor Communication Kills: What ends up causing its demise. If the cast could realize that what they saw in the Psychic Dreams for Everyone were not inherently a bad thing (though it would require Aerith's death as per the original timeline), not to mention Sephiroth luring them into this distrust and situation to begin with, this entire battle wouldn't need to happen. And with its death comes a theoretical new cavalcade of problems.
  • Psychic Dreams for Everyone: It inflicts visions of the future as it should be on the party, attempting to get them to give up on changing it. Unfortunately, the visions it shows are of things like Meteor, so they don't listen.
  • Psycho Rangers: Rubrum, Croceo, and Viridi have similar fighting styles to Kadaj, Yazoo, and Loz, respectively.
  • Reality Warper: It creates a hurricane of darkness containing chunks of rubble copied from pieces of Midgar.
  • Set Right What Once Went Wrong: Rubrum, Croceo, and Viridi's Enemy Intel profiles state they're from a future timeline that they're fighting to preserve.


An optional boss in Chapter 17, fought as part of the Shinra VR challenges.

  • Adaptational Early Appearance: In the original game, Malboros didn’t appear until the start of the second disc & on a completely different continent. Whilst it doesn’t appear outside of the Battle Simulator, it’s still far earlier than in the original game.
  • Adaptational Wimp: Despite being upgraded to an actual boss, it's actually easier to defeat than its original FFVII incarnation.
  • Ascended Extra: It was a normal enemy in the original Final Fantasy VII, but in the Remake it's a boss.
  • Breath Weapon: Its signature Bad Breath attack has it exhale a noxious spray of red acid from its maw, inflicting numerous status effects.
  • Man-Eating Plant: It's a monstrous plant-like monster with thick vine-like tentacles and a gaping fang-lined maw.
  • More Teeth than the Osmond Family: It has a gaping maw lined with hundreds of fangs.
  • Nerf: Its Bad Breath attack is nowhere near as dangerous as it was in the original game; it's unlikely to hit more than one of your party members, the statuses it inflicts can now wear off with time, and it can be avoided by simply running behind the Malboro when it attempts to use it.
  • Tentacled Terror: It's a nightmarish plant-like monster with a gaping fang-lined maw and body bristling in Combat Tentacles.
  • Waddling Head: It is a massive set of jaws with eyestalks on top and tentacles on the bottom.

    Pride and Joy Prototype
The final enemy of the Shinra VR challenges. A virtual reality recreation of a discontinued Shinra weapon.
  • Adaptational Early Appearance: Technically just a prototype of the actual Proudclod, and as a virtual reality program it doesn't physically exist, but it appears well before the battle for the mako cannon the original one was used in.
  • Bonus Boss: It is only available to fight on hard mode after facing all other VR challenges along with all the Corneo Colosseum challenges.
  • Frickin' Laser Beams: It's most powerful attack are the two Shoulder Cannon lasers.
  • Mecha: It's a little smaller than the Arsenal but it's still the most powerful Shinra mech in-game.
  • Mighty Glacier: Not winning any marathons but hits like a runaway tank and harder to put down. It gets faster when it Turns Red.
  • Mythology Gag:
    • The name of the boss is a reference to what Heidegger and Scarlet referred to the Proud Clod as: the Pride and Joy of Shinra.
    • The Proudclod dropped Cloud's second strongest sword, the Ragnarok. The reward it drops is named after the translation of Ragnarok into German.
  • Super Prototype: A virtual reality recreation of a currently discontinued Shinra weapon.

The Legendary Dragon King. An optional boss fought as one of Chadley's VR programs. Defeating it gives you the ability to summon him to aid you in battle.
  • Assist Character: During the battle, if Bahamut takes enough damage, he'll summon Ifrit to back him up. Defeating him lets you summon him in battle.
  • Battle Aura: His Umbral Aura skill has him cloak itself in an aura that deals Damage Over Time. As it gets closer to using Megaflare, the aura gets stronger.
  • Breath Weapon: His classic Flare Breath skill has him breathe purple fire. Also, his Umbral Inferno skill has him fire several Homing Projectiles from its mouth.
  • Casting a Shadow: Many of his attacks, such as his Umbral Strikes skill seem to be darkness-based.
  • Dash Attack: One of his normal attacks has him perform a spinning dive at you.
  • Death from Above: His Divebomb skill has him dive at your party from above with a small explosion.
  • Dragons Are Divine: A dragon that is revered as a deity who is also one of the most powerful summons in the game.
  • Energy Ball: His Umbral Strikes skill has it conjure orbs of darkness in his hands and toss them at you.
  • Eye Beams: His Umbral Gaze skill, a move he rarely uses, has him fire lasers from his eyes that will inflict Stop on anyone they hit.
  • Fantastic Nuke: His Signature Move, Megaflare. Bahamut will periodically begin a five-second countdown and gather energy around himself. When the countdown ends, it will use Megaflare and deal massive damage to your party. Staggering him will reset the countdown and remove his aura.
  • Grapple Move: One of Bahamut's normal attacks has him grab one of your party members and fire a blast of Flare magic at pointblank range.
  • Theme Naming: All of his skills are prefixed with the word Umbral.
  • Wolverine Claws: His main form of offense comes in the form of swiping you with his claws. His Claw Swipe skill has him drag his claws along the ground and release four waves of energy while his Umbral Frenzy skil has him perform an eight hit combo with his claws.


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