BOSS NOTES!
In recent discovery of how bad ass this form is, I've decided to post the stats of Ultros in a different form, that being his Lete River form, so...behold the awesome of...
Ultros (Lete River Form):Assuming level 10 here, which is about where you should end up if you don't go out of your way to powerlevel (aka Lete River trick.) ALso, yes, I'm assuming you did take Mog's equips (matters for the Mithril Shield on Sabin, mainly), so...here we go!
HP: 3000
MP: 640 (completely pointless)
Defense: 40 (170% vs. Average)
Magic Defense: 140 (90% vs. Average)
Speed: 35 (108% average)
Status Vulnerabilities: Stop, Slow and Dark
Weak to Fire and Lightning, Absorbs Water
NOTE: If this should matter to anyone, it is impossible to get any Water or Lightning damage at this moment, so whether you take these Weaknesses/Resistances seriously is up to you (Fire can be applied via Terra's magic, and if you level high enough, Sabin's Fire Dance)
Relevant PC Stats for Reference: 227 HP, 115 Defense, 31 Speed
Note: If the levels seem low, average HP at level 11 is 250~, and level 12 (which is when Terra learns Drain which, outside of Power leveling, she never does in my case) is 288~. Damages also go up a bit, but not by all that noticiable an amount.
Abilities:
Physical: 40 damage
Ink: 40 damage, physical, inflicts Dark Status (Cause FF6 Dark is so scary), cannot be used twice in a row
Tentacle: 218 damage, physical, Ignores Evade, can be used MT at half damage
Ultros counters all Fire damage with Ink (and a quote to go with it!)
Damage's done to him (these are after factoring in defenses, so physical damage is a inflated against him compared to average, while Magic is a lower than average):
Terra's Fire: 142 damage
Terra's Physical: 116
Edgar's AutoCrossBow: 227
Sabin's Aurabolt: 366
Banon's Physical: 154
Note: There is a Genji Glove available, as well as an Atlas Armlet and Hyper Wrist. The Genji Glove should probably go to Terra if you allow that (though, it lowers the average defense by 4 or so) Also note I didn't factor in the White Cape's stat boosts though, that raises average defense by such a small amount its not worth noting.
Ultros' battle is set up in an odd fashion. He has innitiative (and its an actual innitiative too; you can't act until he stops speaking and does his first move, so arguements about ATB fail don't apply) but is forced to use a Physical on that turn. After that, if Terra is alive, he'll hit her with Tentacle, then Sabin if he's alive, THEN he starts acting normally. He will then double act twice, then force an ST Tentacle on Banon.
I personally throw out the Scripted Tentacles completely; you can technically avoid them by starting the fight with Terra and Sabin dead (Why you would, I dunno, but it can be done.) but your milleage can vary.
As far what's allowed in double acting...well, his script looks like this:
Set target: All characters
Tentacle
Set target: Random character
Random: Battle or Ink (special) or Tentacle
Wait
Battle
Random: Battle or Ink (special) or Tentacle
For those who don't know, Wait simply indicates "Turn over" as.
Basically, this means that the first attack must always be either Tentacle or Battle (whether you force an order is up to you), the 2nd action can be whatever move he chooses. Basically, he can't double use Ink if he wants too (Oh noes, whatever will he do?)
Comments: Tentacle's damage by itself is pretty darn brutal. Its almost a OHKO to an average PC, even if you take levels a bit higher, its still a high 2HKO. It doesn't stop there, though; he can double act too, meaning he can use Tentacle TWICE in a row, for completely insane damage. HP is actually not that bad; the highest of any boss until Narshe Kefka in fact, and this is before you get a lot of damage boosts too (such as Earrings and Gau) Granted, the physical defense offsets this some on that side, but he still takes Magic pretty well.
Overall if you allow this form and scale it up, its probably better than his Opera House Form. Loses Imp song, but damage is improved, but more important he can take a damned hit (hell, he has 500 more HP UNSCALED) in this form. Has reasonable Godlike hype potential in this form <_<
Narshe KefkaAnyway, took the standard 7 PCs you have when you fight Narshe kefka, and calculated average stats. Took it at level 13, which is 313 HP, and factored in 2 Green Berets, which means 324 HP on average. If you take it at level 14, note HP increases by like 40 or so, so it does matter here.
For equips? Looked at the characters and figured they should look something like this:
Terra/Celes: Heavy Shield/Magus Hat/Silk Robe
Locke/Edgar/Cyan: Heavy Shield/Iron Helmet/Iron Armor
Sabin: Mithril Shield/Green Beret/Ninja Gear
Gau: Buckler/Green Beret/Kung Fu Suit
Why this way? Well, Heavy Shields are the best storeboughts for 5 of the 7 characters, there's one Mithril Shield you can pilfer from Mog, which should go to one of the Buckler users, so that's obvious. Armors, there's one Ninja Gear, which goes to one of the Kung Fu Suit users, Silk Robe was chosen for the Girls since its overall better (no Speed loss, more magic defense for 1 point less defense, +1 to Magic Power), Iron Armor is just otherwise best armor at the moment. Helmets...there are 2 RELIABLE Green Berets at this point w/out hunting for them, so I factored those in (one from the Telstar in the base, the other in the Serpant Trench), Magus Hat for similar reasons to the Silk Robe (+5 Magic Power makes it even more one sided though), Iron Helmet is otherwise best.
Should be noted there's one Mithril Glove, One Genji Glove/Gauntlet, and one White Cape around by now. If you factor those in (though, in the case of the Genji Glove/Gauntlet, you should subtract a shield), the MIthril Glove is +6 Defense, the White Cape is +5 Defense and Magic Defense, and Genji Glove/Gauntlet is +5 Defense. Make of this as you will.
Average defenses come out to be 127 for Defense (129 if you factor in relics), and 81 for Magic Defense (82 if you factor in White Cape)
Average speed of the cast at the moment is 34. If you factor in equips...changes nothing (Iron Armors are -2 each, Ninja Gear is +2 each, only weapon that boosts speed is Locke's Guardian which is +5)
ANYWAY, here are the actual stats!
HP: 3000 (equal to Lete River Ultros, for comparison)
Defense: 55 (translates to 155% damage from physicals)
Magic Defense: 160 (translates to 74% damage from Magic)
Speed: 45 (120% average)
Abilities:
Physical: 100
Ice: 160 Ice elemental magic
Bolt: 150 Lightning elemental magic
Drain: 270, heals Kefka for equal this amount, non elemental magic
Muddle: Adds Confusion status, 94% hit rate
Ice 2: 445 Ice Elemental magic damage
Poison: 180 Poison Elemental magic damage, adds Poison status.
Comments: Ice 2 is BRUTAL. Overkills any PC at that point of the game, besides maybe someone with that lone Barrier Ring's effect kicking in. Drain is a solid 2HKO, at least if he's taken damage, if the enemy is Ice resistance. Has usual kefka failings of durability, of course. He's decently fast too.
Final Kefka:Stats:
AI note: Kefka starts EVERY fight with his quotes, and then opens with Fallen One. Take this as you will, but I personally don't hold him to use Fallen One beginning every fight (Thanks to his shear offense, its pretty much worthless)
Kefka's Abilities:
Battle (aka Basic Attack): 1825, Physical, 190% Hit rate
Havok Wing: 7300 (O_O), physical, 190% Hit Rate
Train: inflicts Mute Status, Unblockable (well, it inflicts Blind too, but FF6 Blind doesn't do anything)
Revenger: Takes away positive status effects, Unblockable
Fallen One: Sets Target's CHP = 1, Unblockable, Unresistable (Generally accepted only to work on PCs)
Meteor: 1050, Non Elemental magic, Unblockable, Ignores Defense
Fire3: 1600, Fire Magic, 150% Hit Rate
Bolt3: 1600, Thunder Magic, 150% Hit Rate
Ice3: 1600, Ice Magic, 150% Hit Rate
Goner: 2850 Non Elemental Magic , unblockable, has 1 turn Charge time (Some "Ultimate" Spell dry.gif )
Hyper Drive: 3700, Non Elemental Pseudo Magic damage, Ignores Defense, Unblockable, Add: Siezure
Ultima: 4350, Non Elemental Magic, Unblockable, Ignores Defense
NOTE: Ultima and Hyper Drive apparently are Counter Attacks only. Hyper Drive is used when his HP reaches about 50%, and is Replaced by Ultima when his HP reaches 17%~ Kefka's counters any attack used on him, and can't counter if he's charging Goner (like he'll ever do that sleep.gif)
Kefka's has 100% chance of using either Nothing, Battle, or Hyperdrive/Ultima (equal chance of using any 3, basically, in RPGmon, it'd be a 1d3, 1 = Nothing, 2 = Battle, 3 = Hyperdrive/Ultima), which spell he casts in the 3rd slot depends on his HP.
After his HP drops to about the 55% mark, Kefka gets 2 turns per every 1 turn. However, his 2nd turn MUST be used as Havok Wing, since the game doesn't let him use anything else. AI? Rules? Up to you, also note that he always uses Train, Revenger or another Havok Wing before hand, so how you interpret his Double Attack is up to you.
Overview of Kefka: Kefka has one flaw and one Flaw only: his durability. 62,000 HP might be 1000 behind game Best (Doom), but given its FF6, it falls fast. However, this isn't much of a problem, since he has obnoxious speed and loads of Offense through Havok Wing. He's got some good Magic and Counter Attacks as supplement too, though, shame Goner has a Charge time (It'd kick ass otherwise) In fact, his offenses are so high, many God Like Bosses facing Kefka would seem like they are actually just as frail as he is. ihs Damage is nearly 3x Average PC HP, which, by some people's methods of Scaling, OHKOs Bosses. To put it simply, Kefka is God Like's Ball of Lightning, and I pity anybody stupiud enough to get his HP lower than 55%, as he's now capable of throwing *2* Havok Wings at the person. Simply put, he's a strong God Like, if he had Durability, he'd be REALLY scary to face, but thankfully, he doesn't.
Now for the Goddesses...
Poltrgeist:HP: 58,000 (only Kefka, Doom, and the Guardian have more)
MP: 18,900 (Meaning its finite, but still VERY VERY hard to run her out)
Speed: 53
Defense: 180
Magic Defense: 145
Status Immunities: Zombie, Poison, Clear, Imp, Petrify, Death, Condemned, Near Fatal, Image, Mute, Berserk, Confuse, Seizure, Sleep.
NOTE: To make things easier on you, that leaves out Blind (for a Mage Boss...yeah...), and Stop (ouch!)
Starts with Float, Haste, Safe, and Image
NOTE: Image is cancelled out by her immunity to that status, shame too, she'd like to be opening with physical immunity...Also, thanks to Auto Haste, she's immune to Slow
Absorbs Fire and Wind, weak to Poison
Attacks:
Battle: 520, Physical, 100% hit rate
Psychtrip: 1040, Physical, 100% hit rate
Flare Star: 3200 damage, Ignores Defense, Unblockable, FIre Elemental
NOTE: Flare Star is affected by the Target's level. So someone high leveled (like Nina1, for example) gets hurt a lot more, meanwhile, a lower leveled character (like Rune) take less. Mind, when I say lower or higher leveled, I mean compared to THIER cast, as far as I'm concerned, an Average PC acts as though they are Level 40 by FF6 terms (so, no, just cause Xenogears have levels in the 60/70s doesn't mean they take more from Flare Star, for example)
Stop: Freezes actions of user, 100% hit Rate, lasts about 2 turns
Blaster: Instant Death, given she can only use this if the target is inflicted with Stop Status, its 100% hit rate, barring Immunity (Note that its used INSTANTLY after Stop if Stop is successful)
Aero: 2300 Wind elemental damage, 150% Hit Rate, Ignores Reflect
Fire3: 2200 Fire elemental Damage, 150% Hit Rate
S. Cross: 2200 Fire Elemental Damage, 120% Hit Rate, Ignores Reflect, Ignores Split Damage (just about the only reason to use it over Fire3...)
Meteo: 2450 non elemental damage, Ignores Defense, Ignores Reflect, 80% hit rate (*Sigh* were it not for its hit Rate, this attack would kick ass)
Shrapnel: 2200 Non elemental Magic damage, 150% Hit Rate, Ignores Reflect
NOTE: If you let bosses cast spells on themselves, she can Heal by casting Fire3 or Aero on herself. The amount she'd heal would be, done with DIRECT casting on herself, a bit lower than her damage to an average PC is (say about 2000 from Aero instead of 2300). but you don't have to take this value literally, so Scale this as you will.
Overview: Poltrgeist has some nice variation in damage, all of which are close to OHKO, at least her Magical Attacks, and Flare Star is death to most PCs unless they have High HP, Low Levels (w/ high HP FOR that level...), or some sort of Fire Resistance. Her Base speed is pretty good, and consider she has Haste on innitially, she's effectivly 70 Speed (almost as good as Kefka) With HP just 4000 shy of Kefka, and 5000 shy of Doom, her above Average Magic Defense, and her Amazing Physical Defense backed up by Safe makes her probably into one of the most Tankish FF6 bosses around, especially since she could have, from certain point of views, Healing. And that Stop + Blaster Combo is pretty nasty for any PC who lacks resistance to Stop AND Instant death. While definatly More Durable than Kefka, she's generally inferior in most other regards, though
Doom:HP: 63,000 (Game best)
MP: 4800
Speed: 61
Defense: 110
Magic Defense: 160
Status Immunities: Zombie, Poison, Magitek, Imp, Petrify, Death, Condemned, Near Fatal Mute, Berserk, Confuse, Seizure, Sleep, Stop
NOTE: To make things easier, what she's NOT immune to is Slow and Blind
Absorbs Ice and Poison, Weak to Pearl/Holy
Abilities:
Battle: 1400, Physical, 100% Hit rate
Ice3: 1700, Ice elemental, 150% Hit Rate
N. Cross: Causes "Freeze" status, works on Bosses, 45% Hit Rate
NOTE: Unlike Fallen One, there IS in game proof that N. Cross works on Bosses. Gau's Doom Drgn Rage proves this well. Also, it goes through PC Full Status immunity, as shown how it goes through the FF6 Ribbon, or Gau's Magic Urn Rage
Absolute 0: 1500 Ice Elemental Damage, 140% Hit Rate, Ignores Reflect
Aura Shaking: Used as soon as HP is reduced to 50%, adds Image, Haste, and Reflect, usable only once
NOTE: After Aura Shaking (in game, it actually says "Doom's Aura is Shaking" but its easier to call it Aura Shaking), her AI changes DRASTICALLY, so the attacks listed below are the only things she uses IN GAME after Aura Shaking, meanwhile, all attacks sans Battle she stops using after Aura Shaking. AI? Rules? Interpret this as you will.
Force Field: Causes all damage from a random FF6 Element to be 0 (Fire, Ice, Thunder, Pearl/Holy, Earth, Wind, Water, or Poison) Can't null the same element more than once. Affect is permanant.
NOTE: For Multi Elemental attacks (like BoF3 Sirrocco), you have to seal off BOTH elements for effects to take place, otherwise, the spell is not affected in anyway (so sirrocco can still do Fire damage after Fire is nulled out, unless Wind was already Nulled out before hand)
Targetting: Makes next physical Attack have Perfect Accurracy, always followed up by Demon's Rage
Demon's Rage: 5200 physical damage, since its always used right after Targetting, it effectivly has Perfect Accurracy
NOTE: Similar to Poltrgeist, Doom can heal by casting Ice3 on herself, though, it'd be considerably less (about 1300~ is my guess), but still note that its available.
Overview: Doom is pretty solid. Her first half isn't much, but does sport N. Cross, which is a pretty evil status by its own right, especially since it works on bosses, which can give her the time she needs to heal her HP back to full, get some key damage in, etc, since FF6 Freeze Status lasts a LONG time (about 4 turns, Ick!) Her speed is pretty good too, and she has very nice magic Defense, as well as Game Best HP. After Aura Shaking, she's now quite the defensive Power House, and that raises her speed to nearly 80, which is good, since she needs 2 turns to use Demon's Rage, which is kills an average PC 2x over. Pretty respectable dueler, even if the scrubbiest of the 3 Goddesses in game, and the ability to potentially screw over pure elemental fighters doesn't hurt either, even if Unreliable.
GoddessHP: 44000 (Pretty low for an end game boss, ESPECIALLY bad since its an FF6 boss)
MP: 19000 (See Poltrgeist)
Speed: 50
Defense: 85 (...eeewww..)
Magic Defense: 150
Status Immunities: See Kefka, only take away the Positive immunities
Starts with Haste and Shell
Absorbs Lightning and Pearl/Holy
Abilities:
Battle: 500
Bolt3: 2450, Lightning elemental Damage, 150% HIt Rate
Bolt2: 1250 Lightning Elemental Damage, 150% Hit Rate, used to counter ANY attack 33% of the time (that's the only reason I'm bringing it up)
Flash Rain: 1250 Ice/Water Elemental Magic Damage, 140% Hit rate
Quasar: 2600 Non Elemental Magic Damage, Ignores Evade, Ignores Defense
Lullaby: Adds Sleep Status, Magical, 90% hit rate
NOTE: FF6 Sleep status lasts a few turns, or can be offset through a PHYSICAL attack
Love Token: Forces the target to "Cover" her (ala Cecil, IOWs), taking all physical attacks. Used only as a Counter when hit with the equivalent of the "Fight" or "Battle" Command, with 33% chance, works on any target, regardless of status resistance/immunities, Unblockable, lasts until User is dead.
Charm: Gives Charm status to enemy, 80% hit rate, works on all targets
NOTE: Charm and Love Token are status' that work on Bosses in game, and unlike Fallen ONe, but not unlike N. Cross, there is IN GAME proof of this. Gau's Barb-e Rage (Love Token), and Nightshade Rage (Charm) both work on any enemy in the game, as well as they work even with a character who has a Ribbon on, or Gau/Gogo using Magic Urn Rage. Interesting Fact is both will lead Kefka to potentially hit himself with his own Havok Wing ^^
NOTE2: Charm status is identical to Muddle, with one "minor" exception: Its Permanant. It lasts the ENTIRE battle, and you Can NOT undo it no matter how hard you try, unless the person who cast Charm dies, and POSSIBLY, Rippler, which is a messed up spell by itself. Basically, in a duel, if your hit with Charm, you've already lost. Love Token works the same way, for the record, as far as Recovering from the status goes.
Note: Goddess can heal herself like her counterparts Poltrgeist and Doom, BUT, due to her magic Defense, casting Bolt3 on herself probably will do such pitiful healing its not worth it.
Overview: Alright, first off, lets see what Goddess DOESN'T have. Well, she lacks HP, and in FF6, a game notorious for bosses dying fast, that's especially bad. Her Physical defense is not good no matter how you look at it. Basically, she fears physical attacks, though, the Counter attack of Love Token possibility helps remedy this a bit. Now, that's it for the bad, what GOOD things does she have? Well, first off, Quasar, and to lesser extent, Bolt3 are strong Magic attacks that could OHKO a standard PC. Lullaby is nice considering she's a Mage boss, meaning if person is put to sleep, they probably die by the time the status wears off, given FF6 Sleep doesn't wear off from magic attacks. And her Magic Defense is pretty damn scary, considering its already got a nice base stat as is, BUT, she also has innate Shell status, making her a magical tank. Her speed is already faster than any PC sans Locke, and throw in Auto Haste, she's just a bit below 70 FF6 speed, which is pretty nice. But all those advantages (besides the Speed, which complements what's coming up) Pale in comparison to her REAL evil. Charm more or less decides Fights against bosses she's up against Right there and then. If she gets this spell to work, she has already won the fight. That spell alone is evil, especially considering (unlike Gau, the other Charm user) she can use it AT WILL. I don't know about you, but I smell another Anti Zophar on our hands (Think he'd like to eat his own Fate Storm?)
AtmaWeaponDue to being a WoB boss, one right at the end, he's being compared to average defenses then. Defense is 149, Magic Defense is 112, and HP for a PC is just above 1000. So if something is doing 4 digit damage, its nearing OHKO terroritory. Also, remember that game best Damage is just over 2000 (Morphed Terra Fire2), and Average Damage is only about 1000 as well from a PC, hence, scale his durability likewise.
NOTE: Defense, Magic Defense, and Speed for earlier game bosses need no scaling. FF6 enemies do NOT improve in these areas throughout the agme, since FF6 uses a Division System, and since PCs don't gain speed naturally, there really isn't much of a need to speed up bosses to make the game harder. IOW, 33 is still average speed, and 127 is still average Magic Defense and Defense for a monster
HP: 24,000 (best at the time, probably game best once scaled too)
MP: 5000 (scaled, this is probably on par with Kefka)
Speed: 67
Defense: 142
Magic Defense: 92
M. Block: 10% (out of 128%, like PCs)
Status Immunites: Zombie, Poison, Imp, Petrify, Death, Condemned, Near Fatal, Mute Berserk, Confuse, Sleep, Stop
NOTE: That leaves out Blind, Siezure, and Slow
Starts with Float status
Special aspects: Atma Weapon dies when his MP reaches 0. However, note that this only occurrs if his MP was drained, so if he loses all MP naturally (casting spells), he still lives, but once he's hit with something like Orlandu's Dark Sword, or Cecilia's MP Drain, he'll die.
Abilities:
Battle: 500, 100% Hit Rate
Full Power: 1000, 100% hit rate, Physical
Flare: 700 Non Elemenatl damage, 150% Hit Rate, Ignores Defense
Blaze: 450 Fire elemental damage, 120% Hit Rate, Ignores Reflect
Quatr: Deals damage = 3/4's of enemies CHP, Stopped by Instant Death immunity, 75% hit rate
W Wind: Lowers all targets on screen (allies and foes alike) to 1/16th of thier current HP, Stopped by Instant Death Immunity, 75% hit rate
Quake: 640 Earth elemental damage, Unblockable, Ignores Defense, hits all targets on screen, Ally or enemy, misses any airborne target (IE "Float" status)
Mind Blast: Randomly causes any of the following status: Dark, Zombie, Poison, Imp, Petrify, Condemned, Mute, Berserk, Muddled, Seizure, Sleep, Slow, Stop, 110% Hit Rate, can only be used when HP is =< 50%.
Bio: 325 Poison elemental damage, Add: Poison Status, 120% hit rate
Rasp: Deals 65 MP Damage (PCs have about 240 MP in FF6 at this point)
Meteo: 700 Non elemental damage, 80% hit rate, Ignores Defense, Ignore Reflect (only advantage it has over Flare sleep.gif)
Vast Energy Stored: Gives Safe, Shell, and Haste Status. Can only be used when HP =< 50%
Flare Star: 2000 Fire elemental damage, ignores Defense, Unblockable (See Poltrgeist for Details about Flare Star. Only reason it does less is cause its against Lower level PCs, in fact), has 3 turn charge time (Shame too, this would be a kick butt move otherwise), usable only when HP is below 50%.
NOTE: In game, he ONLY uses Flare Star after "Vast Energy Stored" However, looking at the attack Script, it seems more just an AI thing, and that the Glowing isn't directly related to Vast Energy Stored, sans the order its always used in. Personally, I let him use Vast Energy Stored anytime after his HP drops to that point, and I do NOT force him to use Flare Star right after (well, 3 turns after anyway), On the flipside, I'll let Atmaweapon use Flare Star whenever he pleases after his HP drops to 50%, of course, he still has to deal with those Charge times. Others can interpret this as they please.
Overview: Atmaweapon, plain and simple, is a nasty PC dueler, if only cause of Mind Blast. For Bosses, his damage is pretty respectable too. His Magic defense is a bit shakey, though once he can use Vast Energy Stored, its somewhat made up for. Having 24,000 HP and above average defense which gets boosted further with Vast Energy Stored, he's probably the most tankish FF6 boss there is, and he's actually got pretty decent durability, scaled anyway, unlike most FF6 bosses. His speed is also really good, and after Haste, its just sickeningly high, being more than 2x the Average Speed, linearlly. Full Power sports some good offense too, though, its a shame about Flare Star's charge times, but I guess his obnoxious speed after Haste helps make up for the Charge times. All in all, a really solid dueler in general.
Storm DrgnSometimes refered to as: Stormy >_>
Stormy isn't an end game boss, but you can easily fight him with End Game equips, due to the nature of the WoR, I consider him fighting End Game PCs (epsecially since you go to the town wtih the best storebought stuff BY DEFINITION before fighting him) Though, to me, I consider him fightning lower leveled PCs, so I'd say OHKO damage is closer to 2000 than 2500 and damage dealt to him being a bit lower too *Shrugs* Take this as you will, though
HP: 42000 (best of the 8 Dragons...)
MP: 1250 (awww, poor Guy, only 4 digit MP...)
Speed: 65
Defense: 110
Magic Defense: 150
Status Immunities: See Atma Weapon, add Slow to that list
Starts with "Float" status (come on, he's teh Dragon of Wind, you expect him not to be flying?)
Weak to Thunder, Absorbs Wind
Abilities:
Battle: 600, 100% Hit Rate, can be used as a counter attack (to all attacks) with 33% chance of kicking in
Wing Saber: 1800, Physical, 100% hit Rate
Aero: 1800 Wind Elemental Damage, 140% hit rate, Ignores Reflect
Wind Slash: 675 Wind elemental Damage, Unblockable
Rage: 700 Non Elemental magic damage, Unblockable
Cyclonic: Reduces targets HP to 1/16 of thier current value, 56% hit rate, can be blocked by Instant Death immunity
Overview: Stormy is, all things considered, Kefka-lite. Cyclonic is like Fallen One only worse in every way, he's reasonably fast, got good damage, and Decent HP (at least, the way I scale him *Shrugs*) his Counters make him a bit annoying to fight as well. His damage is both good Magically and physically. Mind, the only reason I actually bothered to put him up there is cause he was used in RPGmon a few times (admittedly, by myself), so I felt that at least, for future reference, to list his stats at least. Anyway, he's solid, but not "dominating" by any means, probably the best of the 8 Dragons.
Ultros:Opera House form:
NOTE: Defensive Stats here were taken for the average at this time. Values are 137 for Defense, and 84 for Magic defense, kudos to Sage for giving me these stats. Characters I assume are level 15, which means thier HP is hovering around the 400 area, so something that does 400 damage is roughly OHKO level damage, probably. Anyway, here are the stats.
HP: 2550 (To be blunt, BAD! This is worse than his Lete River form, UNSCALED, by 450 points sleep.gif)
MP: 500
Speed: 40
Defense: 105
Magic Defense: 150
Status Immunities: Immune to everything but Blind, Slow, Stop and Vanish (arguably, a negative status)
Weak to Fire and Thunder, Absorbs Water
Abilities:
Battle: 70 damage, 100% hit Rate
Tentacle: 400 damage, Unblockable, physical
Ink: 70 damage, 100% hit rate, physical, Causes Blind (Remember, FF6 Blind does jack ****, so this move is basically just his physical with another animation)
Fire: 95 damage, Fire Elemental (Duh?), 150% Hit Rate
Megavolt: 90 Damage, Thunder Elemental, 150% Hit Rate
"Dive": Fully Heals Ultros
NOTE: Yes, when Ultros dives and reappears at random in this fight, his Hp DOES refill. Whether you allow this or not is up to you, personally, I do, given how it works in game, and his HP is so low anyway that its probably not a factor.
Imp Song: Causes Imp Status, 100% hit rate
Drain: 180 damage + Healing to Ultros, restricted by Ultros' Max HP, 120% Hit Rate
Acid Rain: 120 Water/Poison Damage, 100% hit rate, Adds Siezure status. Used only as a counter to "Swordtech" and "Blitz"
NOTE: Personally, I wouldn't take the exact counters Literally. I interpret it as he counter attacks moves that use the person's weapon beyond a standard attack (Like Steiner's Sword Arts, for example), or Martial Arts moves to be countered. Take this as you will though, but that's just my interpretation *Shrugs*
L3 Muddle: Causes Muddle to anybody whose level is multiple of 3, Unblockable, ignores reflect, etc.
NOTE: Interpret this as you will, personally, I only see it working on characters from other games where level differences are apparenty (Phantasy Star games, BoF games, etc.) and those characters have levels of Multiples of 3. Otherwise, I wouldn't let it work on a cast just cause, say, the whole PS1 cast is level 30 end game, and that just HAPPENS to be a multiple of 3 (this means some casts get a free pass, while others are utterly raped) So...yeah, I'd just take this with a grain of salt, if you wish to allow it at all.
Evaluation: Ultros is a pretty solid dueler, having a brutal status (Imp Song), a painful physical, and can even heal himself both full and parasitically (though, not all at once) He does have a few obvious flaws that hold him back a bit. His durability, for starters, is HORRID. His Magic defense is decent, but his craptastic HP and subpar Defense, along with that glaring Fire and Lighting weakness, make him quite a frail character. He's happy he has other forms with better durability, though, this form is just best for quick wins, since he clearly cna't use it to beat those with decent Offense (on the flip side, people who win based on Healing, and poking people to death over time *waves hi to Nina1* would be beaten by this form, since htey can't do enough damage to offset his healing, and he's just run them out of MP)
Well, the End game bosses and the AtmaWeapon are done. I'll get Ultros 3 (Ugh, that's gonna be a pain *kicks his Battle Script*), and cause NEB requested it, the Brachosaur as well listed later in this post.
Doom GazeLevel 68
HP: 55555
MP: 30000 (given his most expensive spell, Ice 3, costs 51 MP, its safe to say he has enough for a duel)
Battle Power: 35
Magic Power: 8 (12 effectively, as Monsters have a hidden Magic Power * 1.5 in their algorithms)
150% Hit Rate (...one of the few FF6 enemies with a hit rate that differs from 100%, heh)
Defense: 150 (82% damage reduction compared to average)
Magic Defense: 170 (66% damage reduction compared to average)
Evade: 30% (23% effectivly, in FF6a at least. 0% in any other version <_< >_>)
M. Block: 30% (23% effectivly)
Speed: 95 (216% against nonequipped average, 198% vs. equipped average. If this value isn't game best, nixing Colloseum Chupon, its damn close)
Weak to Fire and Pearl, Immunes Ice and Poison. Also immunes Suplex, so...umm...ANTI LIZA!!! or something <_<?
Immune to all negative status effects that can be immuned in FF6
Automatically starts with Float, Safe and Shell. Safe and Shell in FF6 are 33% damage reduction to the respective attack, and act like defense normally (as in, ITD > them)
If his MP is reduced to 0, he automatically dies. Note that he MUST be hit by an MP Busting attack for this to work (as in, casting spells to reach 0 MP won't work. Do note that yes, hitting him while he's at 0 MP will kill him)
Abilities:
Battle: 766 physical damage
L5 Doom: Instant Death to anyone who has a level factor of 5, cannot fail outside of Immunity, usable OPB
Doom: Instant Death, 71% effective hit rate to 0% M. Block
Ice 3: 1317 Ice elemental Magic damage, 150% hit rate to 0% M. Block, can be used ST at full or MT at half damage
Aero: 1350 Wind elemental Magic damage, 150% hit rate to 0% M. Block, forced MT at half damage if more than one target remains (as in, same as Ultima), ignores Reflect
Escape: Allows Doom Gaze to run from battle! Note that no, he isn't forced to do this; it happens 67% of the time once every 3 turns, starting on the 4th turn initially (due to the opening Level 5 Doom)