First off, crediting the Game Mechanics guide in GameFAQs for much of this information, no way I'd be patient enough to do this all myself. Anyway, some notes on the final bosses of FF13, though feel free to add to this, it's probably incomplete.
Oh and spoilers, duh.
Orphan"We are the abandoned one, born but now to die."
HP: 6,780,000
Chain resistance: 70 (averagish)
Stagger point: 400%
Speed: His first turn is very fast (your ATB gague will just have charged when Judgment goes off, but you wouldn't have come close to executing the action.) After that... uh... feels like he skips some turns or something even before you have Haste up, so I'd be inclined to say a little slow. Maybe 95% average?
Elemental Resistance:Physical damage: Halved
Magic damage: Halved
...so, pretty much damage halving. Doesn't get any of the normal elements though (Fire, etc.).
Status Resistance:Figures are out of 100, so 95% resist = the odds of a status landing are multiplied by .05, 30% resist = *.70, etc.
95% resistance to Deprotect, Deshell, Slow, Imperil, & Curse.
99% resistance to Poison.
30% resistance to Provoke.
0% resistance to Dispel.
Immune to Pain, Fog, Daze, & Death.
This looks a lot better than it actually is. #1, FF13 Saboteurs get multiple bites at the apple, since the equivalent of a Silence spell in other games is 5 shots of Fog in FF13. #2, the chain affects status resistance, where a 100% Chain bonus is a multiplier of 1. In other words, at worst, if you can Stagger Orphan (knocking him to a Chain of 500%), you have 5x the chance of hitting a status. A base 100% slow effect would then have a 25% chance of hitting rather than a 5% chance.
Note that POIZN is pretty cool against Orphan but he does have 99% resist, meaning you really do have to wait for a Stagger to reliably get that one off. In addition, if you're really set
on statusing Orphan, you can have a Paradigm with 2x Saboteurs in it where Fang & Vanille will boost each other's hit rates even further. You might want to take these resistances less literally since PC FF13 status is so good compared to other games.... for all that it merely means his status resistance is "excellent" rather than "functionally immune." (But it does mean stuff like Raquel's POIZN BITE which ignores resistance gets him. In fact Raquel has a good argument against Orphan via Poison + Dragon Edge cheese... if she can somehow scrounge up perfect status immunity.)
PC averages for Orphan:This is unapologetically SnowFire's set as a baseline, do not take this as gospel, theoretically all 6 characters should be used with a generic mix of all reasonable accessories if spread across 3 characters. Instead for sanity's sake I will use just the 3 people in my party (Light/Snow/Hope) and the accessories I equipped them with.
HP: 7745 (includes a maxed Diamond Bangle & Adamant Bangle equipped for +1000 / +1500 HP)
Attack stats: Snow has 1600 Str. Light has 915 str / 1160 mag. Hope has 1951 mag.
Commando blasting away with no buffs vs. 100% chain (5x Attack / 5x Ruin): ~11200. [13100 (Snow), 13000 (Commando Hope which I didn't set or have), 7500 (Lightning)] (This is with +500 Str on Snow and +500 Mag on Hope for why Lightning lags.) Note that the Chain is going to be way higher than 100% most of hte time.
Commando blasting away with buffs vs. 500% chain: ~80000.
Commando blasting away with buffs & Orphan debuffed vs. 500% chain: ~160000+.
Defenses: 11.6% resistance to all physical & magic damage. (20% on Light, 15% on Snow, 0% on Hope.) Not included in move notes below, so reduce their damage by what you think is fair.
Note that Commando damage will rise a bit in a 3x Commando Cerberus party thanks to the party bonus from the Commando role, but also that this party isn't always feasible depending on your team & paradigm slots. Note also that as usual for final boss in a game with a postgame, if you go do some sidequesting on Pulse first, Orphan will be easier, and if you do a lot of sidequesting, Orphan will be delicious pie. This set is quite possibly underpowered since when I re-fought Orphan to get these notes, I died 7 times (though 4x was bad luck on the instant death - why must you target Lightning, then hit her through Veil & Cherub's Crown?!). Time travel to AF 0 complete, Cocoon is saved, no need for your help Serah. Make of that what you will.
FormsOrphan has 3 forms: Consummate Darkness, Consummate Light, and Opposite Extremes. It opens with a switch to Light. They've got slightly different skill sets; the Dark form can use an attacking orb while the Light form can have some minor regeneration. Orphan will switch every ~2 - 2:30 minutes. He'll also switch at the end of a stagger chain. (Insert cursing as the party all dies from Merciless Judgment after going all-out on offense.) After his HP drops to <40% he will switch immediately to Opposite Extremes and hit you with Judgment. The switch rules remain, but if Orphan would ever switch (because 2 mins 30 second passed, or because he came out of a stagger chain), he'll Judgment-> Opposite Extremes again.
If you stagger Orphan, note that he does
not get stunlocked like many enemies in FF13. He can't be launched and all his commands have a Keep >= 90, so he'll keep his offense rolling under a stagger.
All of Orphan's attacks ignore evasion.
At beginning of battle / on form switchMerciless Judgment - All targets, deals 99% of current HP base, but can be modified by all the usual damage multipliers.
This can be fatal. Notably this can be due to Deprotect or Daze buffing the base damage. If you don't have a Sentinel up for Fringeward and are poisoned, this is likely Game Over as well, since the Poison will kill you before you can respond. (Protip: Have a Sentinel ready at the end of every Stagger, and watch the limit like a hawk.)
This is basically a limit on hitting 40% HP, and he can go right away and interrupt with this.
All chain is removed from Orphan after Judgment. (Irrelevant when it Judgments as a result of finishing a stagger chain of course.)
Consummate Light (Stalker owl)
Progenitorial Wrath
650 magic damage.
50% chance of instant death. Counts as a magical attack (so resisted by Shell) but damage is determined by Orphan's physical attack.
Won't use above 80% health.
Did I mention that main character death in FF13 is game over, by the way. Because it is.
Swipe
1250 physical damage, large area of effect (Seemed to hit everyone all the time for me, though). Large disruption / stun on hit (high cut.)
AI's favorite move by far.
Requiem
2750 physical damage. High variance. (1900-3700)
(Regeneration orb)
The FAQs list this as a "move" but I wouldn't count it as such even if that's how it's coded in-game (I'd just give less Orphan speed respect for occasionally skipping a turn... if that's even true, which I'm not sure it is, since the Black Orb can laser you pretty fast after Judgment). Anyway, the white orb will heal Orphan for 2500 HP a shot every turn or so. Negligibile. (.01% HP per turn regen, fear.)
Form switch
At the end of a stagger chain, or after 2 minutes and 30 seconds, Merciless Judgment + switch to Consummate Darkness, or upon ~40% health (2700000), Merciless Judgment + switch to Opposite Extremes.
Consummate Darkness (Barthandelus)
Vile Exploitation
1250 magic damage, hits everyone.
Drains damage equal to damage dealt (which, even with 3x this value, is totally neglibile - like .02% of its HP.)
Chains of Torment
Hits all. 100% Poison. Seems to randomly add one-two other 100% status as well, including Debrave, Defaith, Fog, Pain, & Curse. Possibly others as well.
One FAQ claims that it adds just Poison itself but also any debuffs given to Orphan as well. Not sure if there was a US / Japanese mechanics change, but in teams without a SAB I've definitely seen other nastiness come attached with it. I didn't run a Sab so I can't confirm if this is still true as a bonus.
Another FAQ claims it's a specfic list of Debrave / Pain + Poison, but since I've seen it hand out Fog & Defaith, uh. It also claims there's magic damage off this move but I didn't see any. This move probably requires more research.
Ailmentation
Adds 4 random debuffs, each with a 70% hit rate, that will last for 60 seconds (~8 rounds?).
Possibilities: Deprotect, Deshell, Slow, Curse, Poison, Pain, Fog, Daze.
Won't use above 80% health.
(Lasers orb)
~1200 damage.
The FAQs list this as a "move," but I've seen the lasers fire quite fast after Merciless Judgment, so not sure I agree with that and would just hand it out as a passive bonus in this form. Anyway, the black orb will harry the party with lasers every turn or so. This is how Darkness does damage outside of Exploitation.
Form switch
At the end of a stagger chain, or after 2 minutes and 30 seconds, Merciless Judgment + switch to Consummate Light, or upon ~40% health (2700000), Merciless Judgment + switch to Opposite Extremes.
Opposite ExtremesDies Irae
4450 damage, area of effect.
Adds Deprotect, Deshell at 99% hit rate for 60 seconds (~8 turns).
If you are deprotected/deshelled (say from an earlier Dies Irae or from Ailmentation), double this roughly. (~8500-8900 damage)
Counts as both a physical & magical attack (resisted by both Protect and Shell, and future Dies Iraes take advantage of both Deprotect & Deshell if still active!).
AI note: They don't use this move very often.
Progenitorial Wrath - As above
Vile Exploitation - As above. This is by far OE's favorite move, they will cast this >50% of the time.
Form switch -> Merciless Judgment - As above, but will formshift back to Opposite Extremes, so not much of a shift. Happens if you don't stagger Orphan in 2 minutes & 30 seconds or post-Stagger. (Yes, both FAQs claim he doesn't have this move in this form, it's a lie, he does.)
(Orbs)
2500 regen
1400 damage
Both orbs are active. The laser orb's damage rises very subtly by +17.5% (~1400?) if I read the FAQ right, couldn't exactly tell in-game with all the buffs interfering with measuring it.
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If the fight somehow continues for half an hour, Orphan will Doom the party. After that there'll be 3 minutes to win before immunity-bypassing instant death kills you. In other words, 225 turns to the Doom turn, and 248 turns to actually win the fight at with 8 seconds a round. This is how Orphan kills ToV Repede.
If you blow a Summon on Orphan... well the good news is that Zantetsuken at 999% chain is going to hurt a lot. You better finish the fight with that, though, becuase otherwise
Orphan will heal back to 40% health, the start of his Opposite Extremes phase. Yuna is stuck using Anima as a finisher. (You will learn this fact exquisitely if you mistime your Zantetsuken to hit after the Stagger has worn off.)
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Orphan's durabilityNote also that all these figures are
with Orphan's defenses baked in. If you see ITD damage from other games as penetrating Orphan's damage halving (which... depends, frankly it should be looked at on a case-by-case basis since there's no particular way to break these defenses in FF13 I believe), then cut all these figures in half but then add the damage halving. (Also matters if Orphan somehow gets healing from others, that healing is twice as effective.)
Okay I think calculating FF13 boss durability is more art than science anyway, although if DHE or someone else wants to try and calculate this in other ways go ahead. The fight with Orphan probably goes something like this:
Stagger Consummate Light
Stagger Consummate Darkness
trigger the 40% limit - with Sabs, probably in the above Stagger; otherwise in Consummate Light round 2, either normally or on a new stagger chain depending on how much damage you got in. Possibly get owned by a surprise Judgment.
Stagger Opposite Extremes
...That's probably not quite enough without Sabs, though it should just take one final Stagger if you run a Sab.
The point is, it will take ~3.5 stagger chains to kill Orphan. Relentless Assault (2x RAV, 1x COM) can add 50% Chain in a round. Orphan's Stagger point is 400%. So:
6x rounds of pure RA to Stagger (starts at 100).
While hasted, you can eke out about 7 turns of offense before Orphan recovers from Stagger.
So... 13 rounds of offense per stagger chain. At 3.5 stagger chains to kill, that's 45 rounds of offense. That said, let's call it 3 stagger chains by assuming Sabs, higher levels, finishing with a summon, etc. So that'd be 3*13 = 39 rounds of offense = 39 / 2.5 =
15.6 PCHP.
As an additional tidbit of info, the target time at the end of battle recap (for me at least) was 10:21. If we arbitrarily call half that time "support" and half "offense", and use 8 second rounds, that gives us 621/2 = 310; 310 / 8 = 38 rounds of offense = 38/2.5 =
15.5 PCHP.
Of course these figures are ridiculous so I don't really recommend taking them literally. That said. Even if held against Saboteur hype + more crystarium levels + FF13 battle system is too fast penalty + stop hiding the plot outside the game penalty, Orphan is probably around 7-10 effective PCHP (equivalently 3.5-5 PCHP with halving all damage), which is super badass.
Orphan in the DL is a monster. You better have *perfect* status immunity, immunity so perfect it gets debuffs like Deprotect and Deshell, and preferably immune gravity as well. (In-game, this is why Hope is so insanely important in this battle - he has Veil for 50% status resistance & Shell on top of that for an extra 10-15% resist to make Consummate Darkness sane.) If you don't, off Orphan's tankiness, he's going to cheerfully status you until lots of good stuff sticks. Deprotect & Deshell in particular have solid arguments for smashing through vanilla boss immunity, since few FF13 bosses immune them (although many, like Orphan itself, resist them). That said, he is an indifferent status-immune boss slugger until Dies Irae unlocks. But with his tankiness, even a 2HKO is pretty solid, and it's a OHKO if Deprotect / Deshell have stuck. I personally wouldn't let him spam Dies Irae every turn, YRMV, but it frankly doesn't matter very much. His only weaknesses are lacking a few key outright status immunities (Poison, Slow) and potentially ignore defense hype in the DL. Perhaps some kind of endless buffing game as well before Form 3 unlocks.
Ubergodlike, the durability is just too damn good, and he still outslugs many characters who "spoil" him with perfect status immunity. Ryu3 and Yuna have arguments, as do characters with uber magic resistance to just shrug off Dies Irae's damage (Dheginsea?), but that's about it.
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Orphan 2: Whiskey Tango Foxtrot, over"Yet, if we but summon the Maker, we will be given the chance to begin again. All our sins absolved, and the world born anew! Submit, l'Cie! Become Ragnarok and lead us into the Light!"
"Salvation is born of sacrifice. Miracles, of misery. From shattered shards a new crystal legend will arise!"
(EDIT: Just to be direct & clear, skipping the plot stuff.
Unrankable. Orphan 2 takes 0 damage from all attacks unless staggered. Thus there's a giganto vote-split depending on if you enforce this in the DL, or just throw out staggers & scale his HP based off how long it takes to kill him in-game. If you bake in the staggering somehow, then Orphan 2 is just worse than Orphan 1, so the only reason why Orphan wants this form is some kind of cheese-people-who-can't-stagger-him whatever that means in the DL.)
Trick fight, much like the Time Devourer in Chrono Cross. It'll cast Death Sentence the leader (=everyone basically since it's game over if it counts down), you have 400 seconds = 6 minutes 40 seconds to win. If you want the bad end, you can attack it. Hits will do 0 damage but will ramp up the chain, then you can kill it in a big stylish stagger chain... at the cost of destroying Cocoon and probably zillions of lives. But hey our focus is to make the impossible possible, so let's blow up Cocoon then save it. To get the good end, just sit there and take it - you make a sacrifice of your own lives to save everyone else. Sad, but powerful. Since winning the fight involves just doing nothing, I'm going to say
not rankable. (If you do allow beating it, nothing to see here - takes 2-3 minutes to take down, crappy offense, pretty much a style fight.)