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  • Name: The enemy's name. Occasionally repeated if the same enemy has different parameters during seperate encounters.
  • Location: The areas and missions the enemy inhabits. A ★ before the location indicates that the enemy appears as part of a boss-style fight that Zack cannot flee.
  • Attributes: These are used to calculate damage and defense. For physical attacks, the aggressor's ATK checks against the defender's VIT; for magical assaults, attacker MAG is checked against defender SPR. While familiarty with how the game handles damage isn't necessary, the formulas help show how to give damage the biggest boost. The game uses three main formulas to calculate damage. One of these formulas is checked first, then the result is multiplied by the Materia Growth Coefficient. Work from left to right in the formulas, rounding down at any *.
    • ATK (or MAG 1): Used for physical attacks, limit breaks, and summons. For physical attacks and skills, use aggressor's ATK and defender's VIT; for limit breaks and summons, use aggressors's MAG and defender's SPR.
      • Coefficient A: (ATK x 1.25)*
      • Coefficient B: [(Aggressor's Level x2 + ATK) x 0.625]*
      • Stamina Coefficient: [(260 - VIT)/255]*
      • Damage: (Coefficient A x Coefficient B/4 + ATK)* x Base power of ability/16* x [Random number between 240-271]/256* Stamina Coefficient
    • MAG 2: Used for a vast majority of the game's magic attacks. Use aggressor's MAG and defender's SPR.
      • Spirit Coefficient: [(260 - SPR)/255]*
      • Damage: (Base power of spell + Aggressor's Level) x Base power of spell/24* x (MAG + 20) x (Random number between 240-271)/256* x Spirit Coefficient
    • MAG 3: Used to determine effects of healing spells
      • Random Coefficient: (Random number between 240-271)/256*
      • Healing: (Level + MAG) x (Base power of spell x 1.5)* x Random Coefficient
    • Materia Growth Coefficient: Upon finding the result of either ATK/MAG 1, MAG 2 or MAG 3, it's time to use the MGC to get the final damage/healing figure.Multiply the first result by the MGC to the actual total. Growth per level is listed in the Materia & Abilities chapter.
      • Materia Growth Coefficient: (Growth per level x materia level + 128)/128
  • EXP/SP/Gil: Although the stat is transparent to the player, enemies do award EXP upon defeat. Lucky 777 will only appear during Modulating Phase when Zack's accumulated sufficient EXP. SOLDIER Points and gil are also awarded after battle. Equip the Precious Watch or Heike Soul to double the amount of gil dropped.
  • Effects: Some enemies come equipped with a beneficial effect like Endure, Null Physical, or Regan. Be mindful of these foes, who are usually more powerful than other enemies.
  • Elemental Attributes: Fire, Ice, and Thunder spells will strike different foes in different ways. The results are listed here.
Absorb Foe is particularly strong to this element; will absorb damage as HP.
X Null effect; ability will be guarded, causing no damage.
Half Enemy has a strong resistance; 50% of normal damage will be dealt.
- Most common entry; ability will do 100% of normal damage.
Weak This is the enemy's weak point; ability will do 200% of normal damage.
  • Status Resistance: The likelihood that crippling status effects work on a given enemy are shown here. An "X" in any given field indicates that a status effect will not work. On the other hand, a number indicates that enemy's resistance rating to a given effect. Gravity is straightforward-it will either work, or it won't(indicated by "0" or "X"). For other status effects, the game uses a formula to determine the percentage chance that an effect will work. Base effect power is located in the ability tables below. Zack's own resistance to all effects is 0.
    • Base effect power + aggressor's level x2 - (defender's resistance + defenders level x2)
    • Base effect rating receives a bonus of (Effect growth per level x materia's level)
  • Recovery: When enemies perform actions, they are forced to wait before acting again. This number represents their waiting period in seconds.
  • Stagger: All attacks have a stagger rating and a simple formula is used to determine whether a heavy stagger takes place on contact. Criticals add +1to an action's stagger rating.
1 or less Heavy Stagger
3-3 Light Stagger
4-5 Brief Stun
6 or greater No effect
  • Interrupt: Whether the enemy can have its actions interrupted by your strikes or not.
  • Float: A "0" in this field indicates an enemy floats off the ground, thus giving it the ability to avoid the powerful Quake spell.
  • Spoils: The rewards from a battle, whether upon completion or by use of the Steal and Mug materia. Rare drops are indicated with a ★. Use the Mog's Amulet, Brigand's Gloves, Jeweled Ring, and Heike Soul items to improve the quality and quantity of looted items.

Sentry[edit]

Locations: ★Midgar Streets, the Mission: ★ M1-1-1 "Shinra's Basic Training"

Stats
Level HP MP Strength Vitality Magic Spirit Luck Exp SP Gil Effect
3 210 2 3 2 1 1 3 1 1 0 -
Status
Fire Ice Thunder Poison Silence Stun Stop Gravity Death Blast Wave Zantetsuken Recovery Stagger Interrupt Float
- - - 0 0 0 0 0 0 0 0 0.7s 4 0 X
Drop N/A
Steal N/A

Storm Trooper[edit]

Locations: Missions: M1-2-1 "Challenge from Security", M1-2-2 "Second Challenge", M1-2-3 "Third Challenge"

Stats
Level HP MP Strength Vitality Magic Spirit Luck Exp SP Gil Effect
8 538 3 16 3 2 2 5 8 8 20 -
Status
Fire Ice Thunder Poison Silence Stun Stop Gravity Death Blast Wave Zantetsuken Recovery Stagger Interrupt Float
- - - 0 0 0 0 0 0 0 0 0.7s 4 0 X
Drop Potion
Steal Potion

Grenade Combatant[edit]

Location: ★Nibelheim, ★M1-1-2 "Shinra's Advanced Training"

Stats
Level HP MP Strength Vitality Magic Spirit Luck Exp SP Gil Effect
23 2840 4 20 3 2 3 7 133 12 30 -
Status
Fire Ice Thunder Poison Silence Stun Stop Gravity Death Blast Wave Zantetsuken Recovery Stagger Interrupt Float
- - - 0 0 0 0 0 0 0 0 1.3s 4 0 X
Drop Potion, ★Potion x2
Steal Potion, ★Potion x2

Chief Petty Officer[edit]

Location: ★M1-1-3 "50 Shinra Troops"

Stats
Level HP MP Strength Vitality Magic Spirit Luck Exp SP Gil Effect
26 3759 6 21 2 2 4 9 48 12 30 -
Status
Fire Ice Thunder Poison Silence Stun Stop Gravity Death Blast Wave Zantetsuken Recovery Stagger Interrupt Float
- - - 0 0 0 0 0 0 0 0 1.3s 4 0 X
Drop Potion, ★Potion x2
Steal Potion, ★Potion x2

Special Ops Officer[edit]

Location: ★M1-1-4 "100 Shinra Troops"

Stats
Level HP MP Strength Vitality Magic Spirit Luck Exp SP Gil Effect
27 5460 8 26 2 3 5 10 56 16 40 -
Status
Fire Ice Thunder Poison Silence Stun Stop Gravity Death Blast Wave Zantetsuken Recovery Stagger Interrupt Float
- - - 0 0 0 0 0 0 0 0 1.3s 4 0 X
Drop Potion, ★Potion x2
Steal Potion, ★Potion x2

Combatant[edit]

Location: ★M1-1-5 "200 Shinra Troops"

Stats
Level HP MP Strength Vitality Magic Spirit Luck Exp SP Gil Effect
28 5928 10 30 2 3 6 10 63 16 50 -
Status
Fire Ice Thunder Poison Silence Stun Stop Gravity Death Blast Wave Zantetsuken Recovery Stagger Interrupt Float
- - - 0 0 0 0 0 0 0 0 1s 4 0 X
Drop Potion, ★Potion x2
Steal Potion, ★Potion x2

Guard[edit]

Location: ★M1-1-6 "1000 Shinra Troops"

Stats
Level HP MP Strength Vitality Magic Spirit Luck Exp SP Gil Effect
30 7180 12 34 2 4 8 13 93 20 60 -
Status
Fire Ice Thunder Poison Silence Stun Stop Gravity Death Blast Wave Zantetsuken Recovery Stagger Interrupt Float
- - - 0 0 0 0 0 0 0 0 0.8s 4 0 X
Drop Potion, ★Potion x2
Steal Potion, ★Potion x2

Mock Soldier B[edit]

Location: M9-6-5 "Life Form of Energy"

Stats
Level HP MP Strength Vitality Magic Spirit Luck Exp SP Gil Effect
80 92500 5280 142 195 202 36 1 2518 300 0 Wall, Regen, Criticals, 0 MP Cost
Status
Fire Ice Thunder Poison Silence Stun Stop Gravity Death Blast Wave Zantetsuken Recovery Stagger Interrupt Float
- - - X X X X 0 X 0 0.7s 4 X X
Drop Guard Stone, ★Mind Stone
Steal Phoenix Down