Bosses, all from ID.
Alright, I decided to get the relevant statistics for the bosses in the game (Excepting the ES battle bosses). I was going to put this in Rob's topic...but it ended up being pretty damn big and I didn't want to clutter it up. They are listed in chronological order, except two bosses who make second appearances. Those two have their earlier forms listed next to their later forms for easier comparison.
Average damage against the boss is left out simply because its mostly up to personal interpretation on how you view it (You'll know what I'm talking about if you played the game).
Oh, and a fair SPOILER warning for those who haven't played, some of the boss names can spoil the plot. So here's your warning.
And a few preliminary notes to start with.
Status Effects
A number of bosses can induce status effects of one sort or another, so here's specific info on the status. If a status connects a number of times, around 3-4 in my experience, the status 'upgrades' into an H-Status, which is far worse.
L Slow- Target AGL -25% (Cannot perform actions as often)
L Poison- Target takes 10% mHP in damage every action they take.
L Blind- Target DEX and EVA -40% (Lower Accuracy and Evade rates)
L Heavy- Target STR -25% (Less physical damage)
L Weak- Target VIT -25% (Less physical defense)
L Stun- Target cannot take any actions. 50% chance of recovery anytime damage is taken.
L Ether PD- Target EATK -25% (Less Ether/Magic damage)
L Ether DD- Target EDEF -25% (Less Ether/Magic damage)
L Poison EP- Target loses 5 EP per action
L Resistance Down- Status Resistance -20%
*An L-Status lasts for a max of 5 rounds
H Stop- Target AGL = 0. Doesn't wear off naturally (i.e. game over)
H Poison- Target takes 25% mHP in damage for each action
H Blind- Target DEX and EVA -80%
H Heavy- Target STR -50%
H Weak- Target VIT -50%
H Stun- Target cannot take any actions. 10% chance of recovery anytime damage is taken
H Ether PD- Target EATK -50%
H Ether DD- Target EDEF -50%
H Poison EP- All target's Ether/Spell costs are doubled
H Bind- Target cannot attack. Spells can still be cast, however.
H Lost- Target cannot cast spells.
H Boost Lock- Target cannot Boost (All but useless in the DL)
Curse- Whenever the target deals damage, he is damaged for as much damage as he was dealt (Very nasty in the DL).
*An H-Status lasts permanently
Dual Attributes & Elemental Attacks
Some attacks have more than one attribute, such as Fire/Slash. In the case of striking resistances or weaknesses, the combined bonus damage is summed, then added to the base damage. For example, if X takes 200% damage from Fire and 150% damage from Slash, and Fire/Slash attack deals 100 damage, then X takes 250 damage (100 from bonus fire, 50 from bonus slash, 100 base).
Combo Boosting
The majority of bosses have the ability to combo boost. That is, they can boost as many times in succession as they have a Boost Gauge Count. For every five attacks dealt, a character gains one Boost Gauge Count, up to a max of 3. This is important as some bosses have the ability to Down or Air certain characters. A character who has been Downed or Aired takes double damage for ALL successive Boost attacks. Thus, a boost chain can rack up some insane damage...though for the most part, most bosses don't have the capability to get a high enough Boost Count.
Boosting also allows the creation of Elemental Chains. That is, if two or more attacks are of the same element, subsequent element hits after the first gain roughly a cumulative 20% boost to damage. Thus, the first hit will do 1x, second will do 1.2x, third will do 1.4x, etc...
Okay, enough boring preliminary stuff, onto the actual bosses.
The useful Key/Legend
Boss Name[/i]
(Party HP, Party Agility)
Stats
Relevant boss stats, the higher, the better.
*I believe the CTB based AGL values are already direct ratios already. A 12 AGL character will get turns twice as often as a 6 AGL character. If there is a modifier, its damned small.
Elemental/Attribute Resistances
Boss resistance to the 5 Elements (Beam, Aura [i.e Holy], Thunder, Fire, and Ice) and the 3 Attributes (Pierce, Slash, Hit).
*Number noted is the total percent modifier to an attack of that type. Thus, 50 Fire and 150 Ice would mean that the boss takes only 50% damage from Fire attacks, and 150% from Ice.
Status Resistances
Boss resistance to the various status effects. The number is the percent reduction of the base status accuracy value. Thus, if an attack has a 50% base chance of causing the status, and the boss has 90% resistance to that status, then the attack is reduced to a 5% chance of hitting.
Skillset
Self explanatory. What the boss can do to kill you and/or make your day miserable.
Notes: Personal opinons on some of the bosses, or more indepth detail of some specific area.
XENOSAGA II BOSS STATISTICS[/u][/i]
*See Margulis below for Colonel Margulis' Stats*[/i]
Level 4[/i]
(853 HP, AGL 7)
Stats
HP: 5760 (Good)
STR: 43
VIT: 9
EATK: 33
EDEF: 29
DEX: 31
AGL: 9
Element/Attribute Resistances
Beam: 75
Aura: 150
Thunder: 200
Fire: 50
Ice: 50
Pierce: 150
Slash: 300 (Ouch)
Hit: 100
Status Resistance
Slow: 60
Blind: 60
Heavy: 75
Weak: 75
Ether PD: 75
Ether DD: 75
Resist Down: 25
Lost: 80
Curse: 15
Skillset
*Central Dogma Repair Program: Recovers 25% mHP. Once Level 4 has been reduced to 80% HP, he Counter Boosts and uses this.
System 40% Recovered: STR+3, VIT+1, EATK+3, EDEF+3, DEX+3, AGL+1.
System 70% Recovered: STR+3, VIT+1, EATK+3, EDEF+3, DEX+3.
System 100% Recovered: STR+3, VIT+1, EATK+3, EDEF+3, DEX+3, AGL+1.
Unlimited Program: STR+5, VIT+5, EATK+5, EDEF+5, DEX+5, AGL+1.
Armed Bug Now: 100 Hit Physical damage (200 after Unlimited Program)
ESW Output 20%: 100 Hit Ether damage, inflicts L-Heavy at 50% rate.
ESW Output 50%: 150 Hit Ether damage, inflicts L-Poison at 50% rate.
ESW Output 100%: 280 Hit Ether damage, MT, Downs target. Usable at 50% HP.
Alchemy: Summons an Infected URTV.
Cannibalism: Kills an Infected URTV to recover 240 HP. Usable at 50% HP.
FULL BOOST COMBO DAMAGE: 1960 [ESW Output x4] (VERY unlikely)
Notes: Starts out rather slow, but once he takes 20% damage, he can fully restore that HP and then start the System Recovery boosts to boost his stats to high hell. If he survives to that point, he can make good use of his insane speed (Almost 2x average) to abuse Alchemy/Cannibalism. A full Boost Combo of ESW Output 100% hurts like hell too. A solid Heavy, though winning a championship would be unlikely as he just starts off too slow and that weakness to Physical damage is abysmal (Especially Slashing physicals, swordsmen and the like scare Level 4).
*See Albedo below for his Winter SC Domain form*[/i]
Inquisitor Orgulla[/i]
(1300 HP, 7 AGL)
Note: Orgulla switches between two forms, Eryu and Manes. The first number is Eryu Mode's stats, and the second, bolded number is Manes Mode's stats. Any stat buffs and/or status she may have in one form IS NOT carried over to the other.
She starts off in Eryu mode, and eventually shifts to Manes mode (~10 PC turns). If constantly attacked with Piercing damage, or if she's the target of Ether, she'll switch forms sooner. Likewise, in Mane's Mode, she'll return to Eryu form eventually, but hitting her with a Hit damage attack will speed the process up.
Stats
HP: 18,000 (Incredible)
STR: 72 - 86
VIT: 35 - 25
EATK: 80 - 60
EDEF: 25 - 35
DEX: 54
EVA: 50 - 42
AGL: 16 (!!!) - 8
Elemental/Attribute Resistances
Beam: 100
Aura: 100
Thunder: 150% - 100
Fire: 100 - 200
Ice: 100 - 50
Pierce: 70 - 135
Slash: 75
Hit: 135 - 50
Status Resistances
Slow: 85
Blind: 30 - 50
Heavy: 30 - 50
Weak: 30 - 50
Ether PD: 50 - 40
Ether DD: 50 - 40
Resistances Down: 50
Lost: Immune
Curse: Immune
Skillset
Eryu Mode
Sealed Throne: All negative status resistances +10, PC Boost Gauge is fully drained and given to Orgulla. Orgulla's opening move, never used afterwards.
Eve of the Assassination: All negative status resistances +10, Poison odds of Byron's Cane and Byron's Cane Shot increased from 40% to 75%. Replaces Sealed Throne as Orgulla's opening attack when she shifts back to Eryu Mode from Manes Mode.
Byron's Cane: 250 damage Slash Physical, 40%/75% chance of inflicting L-Poison.
Byron's Cane Shot: 350 damage Slash/Pierce Physical, 40%/75% chance of inflcting L-Poison.
Scattershot: 200 Pierce Physical damage, MT
Quick: AGL +25%
Medica: Recovers 25% mHP
Refresh L- Recover from L Status effects
Refresh H- Recover from H Status effects
Manes Awakens- Shifts to Manes Mode
Manes Mode
Vigrid: 460 Slash/Ice Physical damage, Downs Target, 40% chance of inflicting L-Weak.
Valhalla: 460 Slash/Ice Physical damage, Airs Target
Einherjar: *920 Slash/Ice Physical damage. Only used when target is Downed. Damage listed is already incorporating the 2x damage bonus.
Ice Blast: 200 Ice Ether
Blood Oath: +5 Power (Stackable to 2x), Orgulla loses 500 HP. This increases the base damage of her attacks by about 100, up to 200.
A Pound of Flesh: Maxes out Orgulla's Boost Gauge Counter (3 and a full bar), Orgulla loses 1000 HP.
Manes' Restraint- Second Virus: Mane's Mode stats reduced as follows: STR -65, VIT -20, EDEF -15, DEX -30, EVA -30. Randomly happens when Orgulla shifts to Manes Mode (VERY VERY rarely, I had her revert over 20 times, and it only kicked in once).
Manes' Restraint- Shifts to Eryu Mode.
FULL BOOST COMBO DAMAGE: 6110 [Vigrid -> Einherjarx3] (VERY VERY easy for her to pull off)
Notes: Absolutely, bloody insane. Eryu mode more than double-turns average speed (She's 2.3x average), which more than makes up for her lackluster damage.....and she has Haste. Yeah, at 20 Agility, she's nearly triple-turns average speed, which means she can play hell with her opponent either by hitting them with Poison so often they hit H-Poison and quickly die, or she wins in a war of attrition with the unbelievably cheap Medica. She can take care of status either through Refresh, or by changing to Manes.
When she hits Manes Mode, she trades speed for raw damage. An Ice Chain combined with the Down effect of Vigrid massively boosts taht damage. Oh, and she can do this every other round, thanks to 'A Pound of Flesh'. Status attacks aren't too problematic, as they will be removed when she shifts to Eryu Mode. A very clear godlike, and a winning one at that, easily champion material.
Colonel Margulis
(337 HP, 7 AGL)
Stats
HP: 1000 (Bad)
STR: 24
VIT: 11
EATK: 34
EDEF: 18
DEX: 23
EVA: 0 (OMG!!!)
AGL: 10
Element/Attribute Resistances
Beam: 100%
Aura: 100%
Thunder: 75%
Fire: 75%
Ice: 150%
Pierce: 100%
Slash: 100%
Hit: 100%
Status Resistance
Slow: 50%
Blind: 50%
Heavy: 50%
Weak: 50%
Ether PD: 50%
Ether DD: 50%
Resistance Down: 25%
Lost: 80%
Curse: Immune
Skillset
Dakshina Marg: 45 Slash Physical Damage
Avamasya: 70 Slash Physical Damage
Brahma: DEX +2, usable at 90% HP
Matrika Shakti: Sets elemental resistances as following- Aura to 200%, Slash and Hit to 50%, Physical to Normal. Usable at 50% HP
Coercion: 50 Hit Physical Damage, MT, Ignores Evade, used only as a final attack.
Notes: Total scrub. Damage is laughable, and that HP is pathetic (Ice Brand can OHKO him if it criticals...though to be fair, its hitting his weakness). His speed and ability to halve most physical damage would let him survive in Middle, though he isn't winning any championships.
High Inquisitor Margulis[/i]
(1500 HP, 7 AGL)
Stats
HP: 20800 (Decent)
STR: 100
VIT: 27
EATK: 110
EDEF: 38
DEX: 60
EVA: 64
AGL: 10
Elemental/Attribute Resistances
Beam: 150
Aura: 75
Thunder: 50
Fire: 25
Ice: 100
Pierce: 150
Slash: 100
Hit: 100
Status Resistance
Slow: 90
Blind: 90
Heavy: 90
Weak: 90
Ether PD: 90
Ether DD: 90
Resistance Down: 80
Lost: Immune
Curse: Immune
Skillset
Shakti: 160 Slash/Pierce Physical damage
Shiva: 265 Slash/Pierce/Fire Physical damage
Rakta: 400 Fire Ether damage, Downs target
Syama: 100 Thunder Ether damage, MT, Downs targets
Kalagnirudra: 270 Hit Physical damage, MT, ignores Evade
Summon Chaaya- Summons a shadow of himself. The Shadow can use Shakta, Shiva, Rakta, and Medica (Restores 25% of Margulis' mHP). Shadow also absorbs all damage dealt, at about 2.75x the damage you would have dealt, and Margulis' loses that much HP. Can only be used twice.
Supress Chaaya- Shadow is sent away.
Krita-Yuga: First charge for Seal of Immobility
Treta-Yuga: Second charge for Seal of Immobility
Dvapara-Yuga: Third charge for Seal of Immobility
Kali-Yuga: Final charge for Seal of Immobility. Induces H-Stop at 100% rate and cannot be resisted/blocked, MT. As previously mentioned, H-Stop cannot be recovered from, so its game over in-game or in the DL should Margulis get Seal of Immobility off.
FULL BOOST COMBO DAMAGE: 3760 [Rakta x4] (Unlikely to pull off)
Notes: A fairly respectable boss. Damage is somewhat lacking, especially after that ordeal with Orgulla. The AI is retarded and likes to waste 2-5 turns between the Seal of Immobility charges, meaning he never pulls if off in-game (It also likes to use Shakti instead of Kalanirudra or Rakta). In the DL, however, he can pull it out in 4 rounds, which is quite feasibly with that decent AGL. Whether or not you let hit bosses/pure status immune is up to you. I put it in the same boat as FF6 Charm, myself, in that it hits everything but those with absolute status immunity. Without Seal of Immobility, he still has decent damage with a Shadow, being able to consistantly do a 2x Rakta combo (880 damage, 1360 with a boost in order to maintain the Down effect). A solid Heavy who wins more often than he loses, and a possible champion if he gets a lucky pool (i.e. a status vulnerable pool).
Cathedral[/i]
(1650 HP, 7 AGL)
Like Orgulla, Cathedral shifts around between different modes. This time, its based upon the gender of the opponent. When Cathedral uses 'Wheel of Memory', the next attack will send it to Cry of the Rapture Mode if attacked by a female, Call to Arms if attacked by a Male, or White Robe if not attacked at all. Cathedral's starting mode is White Robe.
The first set of numbers indicate White Robe, the second bolded numbers indicate Cry of the Rapture, and the third italicized set indicates Call to Arms.
Stats
HP: 32000 (Good)
STR: 70 - 50 - 100
VIT: 40 - 10 - 25
EATK: 65 - 100 - 50
EDEF: 30 - 45 - 10
DEX: 50 - 50 - 60
EVA: 30 - 50 - 60
AGL: 9 - 10 - 10
Elemental/Attribute Resistances
Beam: 250 - 50 - 150
Aura: 100 - 50 - 100
Thunder: 100 - 50 - 150
Fire: 100 - 50 - 150
Ice: 100 - 50 - 150
Pierce: 100 - 150 - 50
Slash: 100 - 150 - 50
Hit: 100 - 150 - 50
Status Resistance
Slow: Immune
Blind: 40
Heavy: 40
Weak: 40
Ether PD: 40
Ether DD: 40
Resistance Down: 70
Lost: Immune
Curse: 50
Skillset
All
Wheel of Memory- Causes Cathedral to change forms based on the next attack.
Memories of Guadalupe- Starts a countdown timer on a target, set for three rounds.
Purification of the Soul- Attack used after the countdown is over. Induces Instant Death, 100% rate, cannot be resisted/stopped.
White Robe
Love of the Virgin- 100 Beam Ether damage, MT
Four Shining Wheels- Inflicts L-Poison at a 50% rate, MT
Heart Rending Despair- Inflicts L-Ether DD at 50% rate, MT
A Lily Bathed in Deception- Inflicts L-Weak at 50% rate, MT
Advent of Sweet Whispers- Induces L-Stun at 50% rate, MT
Assumption of the Virgin- Recovers 25% mHP
Oracle of Healing- Doubles the effects of next healing.
Refresh H- Removes H-Status effects
Cry of the Rapture
Flame Blast- 380 Fire Ether damage
Gehenna- 380 Fire Ether damage, MT
Thunder Blast- 380 Thunder Ether damage
Lament of Babel- 380 Thunder Ether damage, MT
Look of Rapture- EATK +25%, EDEF -25%
Call to Arms
Sodom Quake- 330 Hit Physical damage, MT
Roar of Lucifer- 550 Hit, Physical damage, MT
Instigate Massacre- STR +25%, VIT -25%
FULL COMBO BOOST DAMAGE: 3850 [Roar of Lucifer x4] (Fairly unlikely he can pull it off)
Notes: The names of its spells alone are worthy of godlike! In all seriousness, its an interesting boss. Against females, whom tend to be mages, he gets insane elemental resistance and ether defense...but also uses magic (Which mages tend to resist better). Against males, he's got great physical defense, but dishes out physical damage as well. White Robe form is just a complete status whore. How he does...depends entirely on who he faces. Probably a Heavy with that Status and healing, and general tankishness.
Patriarch[/i]
(1650 HP, 7 AGL)
After taking out the first 21600 HP, Patriarch says some crap, then comes back to life with 32400 HP. All in-battle effects such as current Stock are preserved, so its effectively an in-battle form change. The first 'form' can only use the first three attacks listed. He also calls on Proto Omega for help (An enemy you cannot target), take that as you will.
Stats
HP: 21600 + 32400 (Excellent)
STR: 75
VIT: 20
EATK: 100
EDEF: 50
DEX: 50
EVA: 55
AGL: 8
Elemental/Attribute Resistances
Beam: 50
Aura: 100
Thunder: 50
Fire: 50
Ice: 50
Pierce: 200
Slash: 175
Hit: 150
Status Resistances
Slow: Immune
Blind: 50
Heavy: 40
Weak: 40
Ether PD: 60
Ether DD: 60
Resistance Down: 90
Lost: Immune
Curse: Immune
Skill Set
*Indicates the attacks which Patriarch can use during his first 21600 HP
*Death to the Wicked- 500 Aura Ether damage, inflicts L Blind at a 25% rate
*Invitation to Death- 500 Aura Ether damage, inflicts L Slow at a 25% rate
*Sublime Blast- 350 Aura Ether damage, hits a group of two
Crossroads of Dimensions- 350 Aura/Hit Ether damage, Airs target
Fool's Punishment- 350 Aura Ether damage, inflicts L Blind at a 50% rate
Rite of Initiation- 550 Aura Ether damage, Downs target, Induce L Slow at a 25% rate
Gravestone Lock- Induces H Boost Lock at a 75% rate
Curse of Gartes- Induces Curse at a 100% rate
Quick- AGL +25%
Refresh L- Recover from L-Status
Refresh H- Recover from H-Status
---------
UMN Phase Transfer Cannon- Scatter: 900 Beam Ether damage, MT (Used by Proto Omega)
UMN Phase Transfer Cannon- Direct: 400 Beam Ether damage, MT (Used by Proto Omega)
FULL COMBO BOOST DAMAGE: 5170 [Rite of Initiation x4] (Highly unlikely he can pull it off)
Notes: His tech names suck compared to Cathedral's....but he's better in every other way. Good elemental resistance and HP....horrendous weakness to the typical physical attack though. His status is tame for the most part, except for Curse...which doesn't bypass resistance unlike some of the status of other bosses. He can do good damage with a full Boost Combo of Rite of Initation, but that requires he makes 15 attacks before hand, and with Agility barely above average, he's going to have a hard time surviving that long. His other big damage, the UMN Phase Transfer Cannon, isn't even DL-legal by most people's standards, so he's left with decent general damage and lackluster status. Still a High Heavy, probably not good enough for low Godlike.
Albedo[/i]
(1000 HP, 7 AGL)
Stats
HP: 7680 (Very good)
STR: 65
VIT: 50
EATK: 53
EDEF: 48
DEX: 40
EVA: 99 (!!)
AGL: 12
Elemental/Attribute Resistances
Beam: 75
Aura: 50
Thunder: 50
Fire: 125
Ice: 50
Pierce: 175
Slash: 150
Hit: 100
Status Resistances
Slow: 75
Blind: 75
Heavy: 85
Weak: 85
Ether PD: 90
Ether DD: 90
Resistance Down: 50
Lost: Immune
Curse: Immune
Skill Set
Break Block: Albedo takes minimal damage from attacks all attacks by blocking with his arms. In order to break through this, you need to hit him with an attack that he's weak to (Fire or Piercing) ~6 times to destroy those arms. However, he can cast Regeneration to bring those arms back immediately (The AI doesn't like to do this, though it will occasionally), though the number of hits needed drops to ~4/5. Albedo can do this cycle until he's regenerated his arms 4 times, in which case he no longer Blocks.
Regeneration: Albedo recreates his arms and can Break Block again. After 4 uses, Break Block is disabled.
Release of Desire: 200 Pierce/Thunder Physical damage, increases the power of Release of Desire (II).
Carrion of Souls I: 190 Hit Ether damage, Inflicts L Ether DD at 50% rate MT
Carrion of Souls II- Drains 10% mHP of each character, 50% chance of absorbing a Boost Gauge to his own, MT
Carrion of Souls III: Deals ~7 EP damage, destroys one of the target's Stock, MT
Ice Blast: 130 Ice Ether Damage
Thunder Blast: 130 Thunder Ether Damage
Release of Desire (II): 350 Pierce/Thunder Physical damage, Downs Target, Ignores Evade. Usable at 50% HP OR when Regeneration used 4 times
Soul Blast: 400 Aura Ether damage, MT
Ether Spear: EATK +25%, EDEF -25%
FULL COMBO BOOST DAMAGE: 3950 [Release of Desire (II) -> Soul Blast x3] (Fairly easy for Albedo to use once or twice)
Notes: Probably in the running with Orgulla for the best boss in the game. Break Block is stupidly cheap, as you automatically lose to Albedo if you don't have Fire, Slash, or Piercing damage. Even then, you have to average ~15 very weak hits before his Break Block is gone, which is a good 25 attacks or so for Albedo thanks to that Agility. This in turn means more Boost Gauge for him is filled. He should easily pull off one Release of Desire (II) -> Soul Blast x3 combo in a fight, which is enough to overkill most PCs nearly 4 times. Extremely good defenses help cover his already fairly impressive HP (Level 4 is fought only 3-4 levels beforehand, for reference, and dies more than twice as quickly), and insane Evade helps to negate that Pierce/Slash weakness. A solid Godlike, who wins more than he loses, possible champion material.
Sexy Shirtless Albedo[/i]
(1250 HP, 8 AGL)
Stats
HP: 5300 (Good)
STR: 10 -_-
VIT: 20
EATK: 100
EDEF: 34
DEX: 60
EVA: 60
AGL: 10
Elemental/Attribute Resistances
Beam: 100
Aura: 150
Thunder: 100
Fire: 100
Ice: 100
Pierce: 100
Slash: 100
Hit: 100
Status Resistance
*Immune to all status
Skillset
Eternal Chain- 1800 Aura Ether damage, Ignores Ether Defense and Evade. Used only as a final attack.
Regenerate Consciousness- Restore 50% mHP. Used automatically when Albedo's HP drops to 0.
Regenerate Time-Space: Restore 50% mHP.
Safety Level: If target takes fatal damage, reduced to 1 HP instead of 0.
Miracle Star: 600 Non-Elemental Ether damage
Ice Blast: 600 Ice Ether damage
Notes: The token plot fight of the game, you cannot lose this fight as he will always maintain a Safety Level spell on you. That said, if for some reason you do allow this form, then he has good 2HKO spell damage, and an incredibly overpowered final attack. If you remove all restrictions on AI and let him cast Eternal Chain at will, he's a damn solid character >_>
But yes, anyone who allows this form needs to be shot.