Chrono Trigger/Bosses

Yakra

 * Found: Cathedral, 600 A.D.
 * Charmables: N/A
 * Reward: 50EXP, 5TP, 600GP
 * Hp: 920
 * Strengths: None
 * Weaknesses: None

Attacks

 * Needle Spin: Damages one character for about 40-50 physical damage.
 * Drrrrrooooo...: Sometimes used as a counter-attack, deals about 15 physical damage to everyone.
 * A pouncing attack that does about 25 physical damage to one person.
 * Spitting rocks, which deals about 15 physical damage to one person.
 * An earthquake, which does about 15 physical damage to everyone.

Description
Crono and Frog's X-Strike and Crono and Lucca's Fire Whirl work well in this battle, as well as Lucca's Flame Toss and Frog's Slurp Cut. If you keep yourself healed with Tonics and Frog's Slurp and attack non-stop, and this fight should be over with rather quickly.

Dragon Tank

 * Found: Guardia Castle's prison, 1000 A.D.
 * Charmables: N/A
 * Reward: 40EXP, 5TP, 500GP
 * HP: 600 (Head), 266 (Body), 208 (Wheel)
 * Strengths: Fire, Lightning (Head), None (Body/Wheel)
 * Weaknesses: None

Attacks
Tank Head
 * Head repairs damage: Heals about 75 to all parts of the Dragon Tank.
 * A fire breath attack that does about 20-30 fire damage to one person.

Dragon Tank
 * A missile attack that does about 15 physical damage to one person.
 * A laser attack that does about 25 damage to one person. Sometimes used as a counter-attack.

Grinder
 * Energy is stored in the wheels: Means that the tank is about to ram you.
 * A ramming attack used after the above that does about 40 damage to everyone.

Description
Aim for the head first. Since Crono's Cyclone and Slash hit multiple targets, stick to single attacks for now, and have Lucca use Flame Toss on the head. After you've destroyed the head, start on the grinder (wheel). Have the party members use only regular attacks on this, because Flame Toss will hit both the grinder and the body in the line. Finally, you can set to work on the tank itself. Use any attacks you like on this. Personally, I recommend alternating between Crono's Slash, Lucca's Flame Toss, and then following it up with their Dual Tech Fire Whirl. The Tank should be destroyed with a few big attacks like these, now sit back and watch the cutscene.

Guardian

 * Found: Arris Dome, 2300 A.D.
 * Charmables: N/A
 * Drops: None
 * Reward: 300EXP, 5TP, 1,000GP
 * HP: 1,200 (Guardian), 200 (Bit x2)
 * Strengths: Fire (Guardian)
 * Weaknesses: None

Attacks

 * Guardian


 * 3 can join together for a delta attack: counter-attack to any attack on the Guardian whilst both bits are still functional. Does about 50 damage to everyone.
 * AmpliFire counter-attack: counter-attack to any attack on the Guardian whilst one bit is still functional. Does about as much damage as Delta Attack, except only targets one character.
 * 5, 4, 3, 2, 1, 0/Revives the bit: Countdown to revival of both bits.


 * Bits


 * AmpliFire: Does about 40 shadow damage to one person.
 * A laser attack that does about 25 shadow damage to everybody in line of the attack.
 * A missile attack that does about 25 physical damage to one person.

Description
The bits are the only thing capable of attacking, and they'll do some serious counter-attacks if you attack the Guardian. Just concentrate on one bit at a time and keep yourself healed with Aura Whirl. When the Guardian begins to count down make sure you're healed up and use your strongest attacks to destroy it quickly.

R Series

 * Found: Factory, 2300 A.D.
 * Charmables: N/A
 * Reward: 80EXP, 1TP, 100GP
 * HP: 150 each (900 total)
 * Strengths: None
 * Weaknesses: None

Attacks

 * A punching attack which does about 25-30 physical damage to one person.
 * A ranged punch which does about 15 physical damage to one person.
 * If at least 2 of the R Series are destroyed, a counter-attack which juggles one character around between two of the R Series, before throwing them into the other party member, which does about 25 physical damage to both.
 * If one of the R Series remains, a counter-attack which hits both players with an explosive attack for about 50 damage to both characters.

Description
This can sometimes be a difficult fight because almost all of the robots attack in a row, mostly on the same party member. Just concentrate on one of them at a time, and you should do fine. Using Crono's Cyclone on three of them at a time will quicken the battle; two doses of that should do it. If you have Lucca, use Flame Toss or dual tech Flame Whirl with Chrono and have her use Mid Tonics if necessary. If you're using Marle, have her use Aura to heal while Crono performs the attacks. It shouldn't take too long to defeat them all, as long as you concentrate on one of them (or 3 if you follow the Cyclone advice) at a time.

Heckran

 * Found: Heckran Cave, 1000 A.D.
 * Charmables: N/A
 * Reward: 250EXP, 10TP, 1500GP
 * HP: 2100
 * Strengths: None
 * Weaknesses: Fire, Lightning, Shadow, Water

Attacks

 * A bubble attack, which does about 30-40 water damage to one person.
 * Cyclone/Water: Does between 60 and 90 water damage to one person.
 * Go ahead! Try and attack!: This puts Heckran in a defensive stance where he won't attack but if attacked, will counter-attack with "Water wave!!."
 * Water wave!!: Does about 90 water damage to everyone.
 * Yes indeed!: Does about 60 physical damage to one person.

Description
Like all the monsters in Heckran Cave, Heckran can only be damaged well by magic attacks.

Heckran will occasionally say "Go ahead! Try and attack!" and clench himself up. It's a classic Square boss maneuver, where you're not supposed to attack while he's defending himself or he'll counter-attack with a powerful technique (in this case, "Water wave!!"). Take this time to use Aura Whirl with Marle and Chrono if you have her or have Robo use Cure Beam on everyone and then resume attacking after the battle text says, "Brief counter-attack break" to tell you when it's safe to barrage him again.

Use your most powerful magic, specifically Marle and Lucca's Antipode double tech.

Zombor

 * Found: Zenan Bridge - 600 A.D.
 * Charmables: N/A
 * Reward: 350EXP, 10TP, 1500GP
 * HP: 960 (Upper Body), 800 (Bottom Body)
 * Absorbs: Fire, Lightning (Upper Body), Shadow, Water (Bottom Body)
 * Weaknesses: Shadow, Water (Upper Body), Fire, Lightning (Bottom Body)
 * Immune: Hypno Wave

Attacks

 * Rrrrrrrrrr...: Zombor breaths fire on a single ally for about 15 fire damage.
 * Doom, doom, doom, doom: Zombor charges up a laser beam, damaging all allies for about 90 damage.
 * Gore, gore, gore, gore: does about 30 damage to one person and heals the top part of Zombor for the amount of damage that was dealt.
 * An attack which draws one character in and repeatedly slashes them, which does about 60 physical damage.
 * MP Buster/Steals MP!: Does exactly what it says - robs one character of all their MP and adds it to Zombor. However, Zombor will only use this as a dying move.

Description
This can be a confusing battle when it comes to what Zombor is immune to and what he is not. Zombor's upper half is immune to anything with Fire or Lightning attributes, so hit it with Marle's Ice or any of Robo's abilities. His bottom half is immune to Ice, so Lucca's Fire spell and Crono's Lightning spell work well. Fairly basic, just remember not to use dual techs or elemental abilities that target both the upper and lower halves. If you're using Lucca, don't waste your time trying to put the beast to sleep either, it won't work. Zombor isn't too hard to defeat, so just attack like mad and have fun with it! Don't be afraid to use tonics.

Masa & Mune

 * Found: Tata and the Frog, within the Denadoro Mts. in 600 A.D.
 * Charmables: N/A
 * Reward: 400EXP, 4TP, 400GP (Masa / Mune); 500EXP, 10TP, 1500GP (Masa & Mune)
 * HP: 1000 (Masa), 1000 (Mune), 3600 (Masa & Mune)
 * Strengths: None
 * Weaknesses: None

Attacks
Masa and Mune Individually


 * A weak scratching/punching attack that does about 25-30 physical damage to one person.
 * A counter-attack similar to Crono and Frog's X-Strike which does between 40-60 physical damage to one person.
 * A whirlwind attack which inflicts Chaos on one person.

Masa & Mune


 * A chopping attack that does about 70 physical damage to one person.
 * A whirlwind attack which does about 75 physical damage to one person.
 * Pain...: Comes after Storing tornado energy, and does about 120 damage to everyone.
 * A counter-attack that resembles Crono's Slash which hits all characters in a line for about 40-50 physical damage. Occurs when charging the tornado attack but is negated by Crono's Slash ability.

Description
You'll begin by fighting Masa and Mune by themselves. Concentrate your strongest attacks on one of them, and ONLY one of them. Be sure to have someone in your party who can cure well, because Masa and Mune counter-attack EVERYTHING with X-Strike. Alternatively, you can use Lucca and Crono's Dual Tech Hypno Cyclone to put both Masa and Mune to sleep, and then concentrate all your attacks on one or the other. This way, they cannot counter with X-Strike.

If you don't have anyone with cure magic, use Mid Tonics instead. They'll do just as well. Beat one of them, and that battle's over. But don't get up just yet! Masa and Mune will fuse together to create Masa&Mune!! Masa&Mune's attacks are brutal, so make sure to use healing moves. Again, use all your strongest attacks and don't hesitate. As soon as a character screen pops up, choose the attack and go with it! Have one character heal the party occasionally (or when desperately needed). When Masa&Mune begins to store Tornado Energy, have Crono dissipate it with Slash. You should get through this battle fairly well, as long as you keep these points in mind.

Nizbel

 * Found: Reptite Lair - 65,000,000 B.C.
 * Charmables: Third Eye
 * Reward: 500EXP, 10TP, 0GP
 * HP: 4200
 * Strengths: None
 * Weaknesses: Lightning

Attacks

 * Releases electrocution energy.: Used a short while after being shocked with Lightning-based attacks. Does anywhere between 100-200 lightning damage to everyone.
 * An earthquake attack that does about 40 physical damage to everyone.
 * A ramming attack that does about 50 physical damage to one person.

Description
Not too hard of a battle. Start out with a good dose of Lightning to shock Nizbel, therefore lowering his defense. Then whack away at it. If Ayla has Cat Attack, use it. It's priceless. Otherwise, Rollo Kick will suffice. Eventually Nizbel will release his Electrocution Energy. That'll do about 100-200 damage to your party, so heal up and start over with Lightning, following up with high-powered attacks. Crono and Ayla's Drill Kick and Crono and Marle's Ice Sword work well, as does replacing Marle with Lucca and using Crono and Lucca's Fire Sword. Ultimately you will want Marle in your party, rather than anyone else, because Aura Whirl will be helpful in reducing time taken to heal up your party after Nizbel's electrocution attack. Nizbel will be cut down to size soon enough, and you can continue your journey. If you've boosted Crono's speed, you can probably keep casting Lightning without giving Nizbel any chance to fight.

Slash

 * Found: Magus's Lair - 600 A.D.
 * Charmables: N/A
 * Reward: 500EXP, 10TP, 1500GP
 * HP: 3200 (First), 5200 (Second)
 * Strengths: Water
 * Weaknesses: None

Attacks
First fight


 * Attack, attack, attack: Does about 90 physical damage to one person.
 * A close range fiery punch that does about 50 physical damage to one person.
 * An energy wave attack, which does about 60 damage to everyone.

Second fight


 * An attack which resembles Crono's Slash. Your opponent will position himself around the room so that it always hits at least two people, and does about 50-60 physical damage.
 * Yes indeed!: Does about 90-100 physical damage to one person.
 * A close range sword slash which does anywhere from 40 to 70 physical damage to one person.
 * A leaping sword slash, which does between 120-150 physical damage to one person.

Description
Never let anyone's HP fall below 100. (This is an arbitrary number for convenience.) Stick to attacks and physical techs. Use double techs as you desire, but don't bother if the dual tech damage is less than if both characters used single techs. Dedicate someone to healing. Frog's Heal heals all 3 party members, and if you equip him with Rage Band he can add to damage while healing full time. Give Crono the Silver Stud if you want him to use Spincut through the whole fight. Have Lucca cast Protect on everyone, which will mitigate Slash's attacks. You can succeed without Lucca, but this makes healing less important. At the end of phase one he will hit the entire party for low damage, so as long as nobody's HP is in a "blink state" you don't need to revive anyone. The second phase begins without giving you a chance to heal or use ethers. Slash will use more attacks, have more turns, and hit harder. This is why you don't want anyone's HP to fall below 100 in the first phase.

Make sure you pick up the sword when you win.

Flea

 * Found: Magus's Lair - 600 A.D.
 * Charmables: N/A
 * Reward: 500EXP, 10TP, 1000GP
 * HP: 4120
 * Strengths: None
 * Weaknesses: None

Attacks

 * Prism Beam ♡/Darkness: Damages the entire party (40-50 damage) and attempts to blind them.
 * Waltz of the Wind/Chaos: Attempts to inflict Chaos on one person.
 * Rainbow Storm/Wind of Poison: Inflicts about 50 damage to everyone and attempts to poison them.
 * The Stare/Flea's Magic: Turns one character on the others - inflicts 80 physical damage to everyone. Used as a counter-attack to any magical attack on Flea.
 * A sleeping bomb move which attempts to put one person to sleep.
 * A weak ranged attack which inflicts 40 physical damage to one person and may put the target to sleep.

Description
The first version of Flea is actually a Joker. One hit kills him, although he uses MP Buster as his parting shot. However, if you allow it to attack you first, and you're equipped with a Rage Band, you'll counter-attack it instead and it won't be able to use MP Buster. Now comes the real Flea. Not too difficult. Crono and Frog's X-Strike and Crono, Frog's and Robo's Triple Raid Triple Tech work very well here. Heal often, use powerful attacks and do it quickly, and you shouldn't have too much trouble. However, you will want to be quick about defeating Flea because he loves to use status-inducing attacks, e.g. Prism Beam/Darkness and Rainbow Storm/Wind of Poison and you will pretty much always get one person who gets inflicted with the associated status ailment. Flea's magical defense is also really high, and he has a pretty nasty counter-attack to it, so stick with physical attacks. Also, for some reason, Flea is less susceptible to physical attacks than Slash, but has less HP.

Ozzie

 * Found: Magus's Lair - 600 A.D.
 * Charmables: N/A
 * Reward: N/A
 * HP: N/A
 * Strengths: N/A
 * Weaknesses: N/A

Description
This fight is laughably easy. Ozzie encases himself in a shield of Ice. All you have to do is attack the switches next to him, instead of attacking Ozzie himself. Now sit back and watch the fun!

Magus

 * Found: Magus's Lair - 600 A.D.
 * Charmables: N/A
 * Reward: 1500EXP, 15TP, 3000GP
 * HP: 6666
 * Strengths: Variable
 * Weaknesses: Variable

Attacks

 * Lightning 2: Deals about 150 lightning damage to the entire party.
 * Ice 2: Deals about 100 water damage to the entire party.
 * Fire 2: Deals about 150 fire damage to the entire party.
 * Shadow Bomb: Deals about 150 shadow damage to one ally.
 * Dark Matter: Deals 250 shadow damage to the entire party.
 * Geyser/HP Down: Does about 70 damage to everyone.
 * A slashing attack which deals about 75 physical damage to one person.

Description
The toughest fight you'll have at this point of the game. Magus will routinely switch between Fire, Water, Lightning, and Shadow Barriers. Whenever a certain barrier is active he will only attack with that type of spell(level 2) and will absorb all magic not of that type. For example, a Fire Barrier means he'll use the Fire2 attack and only attacks with Fire magic can harm him. Because of this, hope that Magus chooses Shadow as often as possible, especially if you have Robo in your party. Shadow Bomb only hits one person so the damage is minimal compared to Fire 2,Ice 2 and Lightning 2. The Masamune will also lower his magical defence. A healer is very necessary for this battle. If you have Marle, then you can use haste(if you have it) which will greatly help in the battle, especially when he tries to cast Dark Matter. Try to bring a balanced party for attack magic, to ensure that you can penetrate most of the barriers.

Whenever Magus is hit with any attack, technique or magic (aside from Frog's Masamune), he will switch barriers alongside one of his elemental spells. His intermittent attacks aren't as powerful, but he can slowly deplete the party with his Geyser/HP Down attack. If you're finding that he's always of a barrier type that you can't get through, then hit him with something like Crono's Spincut to force him into changing his barrier (but be prepared for the accompanying magical attack).

When you see "Magus risks casting a spell" he's dropped his defenses and is beginning to charge his Dark Matter on your party to cause massive damage. Heal before and after this spell and hit him with your most powerful attacks whatever magic you want, since none of his barriers are active at that point.