Gilgamesh & EnkiduThe first competent boss since... the last time you fought Gilgamesh. Not bad for a comic relief villain.
He'll use physicals and the odd ST gravity move (Missile or Death Claw, which also paralyses). The scary part of the battle comes once he loess a third of his HP: he'll summon Enkidu who immediately heals him to (probably) full. Enkidu only has 4000 HP, which is rahter paltry, but hides in the back row and has a bunch of annoying or dangerous moves: White Wind (potentially huge healing), Vampire (huge self-healing which OHKOs), and Wind Slash (2-3HKO MT). He also has Web (slow), Missile, Dischord, and Aera. Both are quite speedy, and both act basically randomly, though no one non-physical move can be spammed. Once Enkidu is down you're basically set.
Knight can probably two-round Enkidu... I say probably because they need 6-7 hits depending on level and he has 20% evade, so it's a bit dicy. If they screw up they might see Vampire/Wind Slash and things can get hairy. They can mostly neuter Gilgamesh by once again hitting him with the Ancient Sword's old (he'll still be able to land gravity moves, but their hit rate drops).
Monk is weaker. A lot weaker, three-rounding may be hard, even. (A little easier with Focus.) Otherwise the same set of concerns apply, and they can't use Old. They do have high HP so that Wind Slash is relatively not very good against them. This is probably the first fight where Chakra just can't keep up at all.
Thief, predictably, is bad,
even though they can steal a Genji Glove here!!1 The one thing they have going for him is that their two Moonring Blades are back-row OK, unfortunately it'll take like 20 attacks from that to kill, and more from anything else except Twin Lances, which will need closer to 13-14 or so (so only somewhat worse than Monk!). As usual they have good speed for a fighter, but way less HP, and this overall doesn't work out in their favour, as even one Wind Slash puts them in huge trouble.
Dragon has Jump which ignores row and evade, both useful here. In fact, one round of Jumps will kill Enkidu, if you stocked up on Heavy Lances from Suragte. That's pretty good, since again the rest of the fight is easy.
Ninja gonna throw stuff. Two rounds of scrolls for around 1400 gil is the cheapest still-safe option. Their physicals aren't too bad here (especially the Moonring Blade user) so they can mix in some of those and save a little more money. They'll want to. Before Enkidu shows up they can set up Image to feel safer if they wish. Past that, it's interesting to compare them with, say, Dragoon. Their offence is higher so they'll use less Hi-Potions, but it relies on scrolls so they don't really end up any better on cash, and in fact probably worse, considering Dragoon does have an HP lead. Close though. Obviously both do fine.
Samurai will want to throw money when Enkidu shows up. That's roughly 2500 gil down the hole, but it one-shots him (and does a bunch to Gilgamesh besides). Beyond that their physicals will suffice the rest of the way. I'm not sure how I feel about them vs Knight, who spends less money on average but lacks this bailout option and COULD get into trouble if they have bad luck. Mm, safety is good I think.
Berserker can't decide who to hit, but this is still one of their better fights, as both Gilgamesh and Enkidu can be IDed, and IDing Gilgamesh before Enkidu shows up is a great way to win. It's still RNG and requires farming rare drops, so there are limits to how much I want to hype this. At best, four Death Sickles from the back row gives them a ~97% chance to kill Gilgamesh before he can summon, with only a slim chance he'll pull a gravity-KO on anyone before then. Fewer Death Sickles... actually isn't too bad, they just unequip everyone else to do as little damage as possible. Compared to Thief, Death Sickles are faster to get than Twin Lances and win this fight more effectively. Compared to Monk, they actually win more safely, unless they have zero Death Sickles in which case they're much worse. But it's not too hard to get at least one and the impact is spread over many fights, so... sure.
Ranger having a back-row ITE weapon is great, they two-round Enkidu safely. Even better, their attacks have 8% ID, and well, see above. Animal spam can save a little money on items but they shouldn't bother while Enkidu is around, much too risky. They're similar overall to Dragoon but the perks push them over the top, I think speed/healing/ID trumps HP/shields.
Mystic Knight, like Knight, can try to drop Old on Gilgamesh early in the fight. Besides that, though, they should set Drain Spellblade and hack away. This... generally works for surviving (the evade rate both have puts a damper on it), but Vampire can eat them alive still, and their damage is sub-Monk so seeing it is a risk. This is a rare case where a class may want to just attack Gilgamesh even after Enkidu appears so Vampire isn't a thing, they recover from everything else pretty well. Prepare to curse at White Wind though, and various things do poke holes in this a bit (a bad run of missing, doubleturns from the bosses, Death Claw/Thread/Dischord).
Beastmaster is once again best-off throwing Aquathorns at Gilgamesh, each has a 72% chance to land ID, so throwing 3-4 almost always works. Aquathorns are a 100% encounter on the map and you have Kornago's Gourd now, so this actually isn't too much prep... but Samurai can still likely claim their own money represents less of an investment.
White Mage hates Vampire so much, erasing all their progress with OHKO damage. It's used on average every 7.5 turns, and even with Shell to half its hit rate that's really bad when WM has an effective 75HKO. They could get lucky? Going after Gilgamesh doesn't work either since White Wind will heal Gilgamesh for 4000, it's used half as often but always works, and Gilgamesh's defence is higher. So here's what they're gonna do: cast Protect/Shell/Image, and wait for Enkidu to run out of his 1000 MP. This only takes... *calcs* a little over 300 rounds. ...
During that time they can expect to be hit by about 43 gravity attacks, about 40 Wind Slashes, and see 350 physicals head their way (Elf Mantles will help, but this still means recasting Image about 130 times). Most of the rest they can hopefully use a Heal Staff to recover from, but they may need to occasionally pull out Cura (if say two gravity attacks hit at once), and anyway even using Image that many times will require an Elixir or two.
Black Mage uses Bio and easily one-rounds Enkidu (probably 3HKOs). Oh yeah and then they two-round Gilgamesh after that anyway. God I don't even think of their offence as THAT special at this point but no it's really dumb.
Summoner would be just as dumb, except that Titan only hits Gilgamesh, not Enkidu. Unfortunate! They can still two-round Enkidu with Ramuh if they play their cards right... still requires some effort. No more than Ranger, I suppose, so they trade Ranger's random ID and healing along with some stats for the ability to kill Gilgamesh way faster after? Mmm, actually I think that's a loss. Compared to Dragoon... yeah again killing Gilgamesh faster just isn't worth that much, since Enkidu is the threat. Weird.
Time Mage can hit either boss with Slow, or thanks to Haste they blitz Enkidu super-well with a Comet barrage (kill in 4-5 hits but with haste that's a simple one-round) so no need to even bother there. Compared to Black Mage... it's basically a tie, but yeah the ability to heal an injured TM after a Death Claw/Missile with a Heal Staff wards off the small chance Black Mage has of needing to use a Hi-Potion or Phoenix Down, which is all the tiebreak I need for these two OP picks for this fight. Top!
Blue Mage... depends on spells available. The best way, if they have it, is Dark Spark -> Level 5 Death on Gilgamesh, no limit 4 u. If they don't have that, 1000 Needles is an instant one-round on Enkidu. If they don't have that, Missile shaves off 75% of Enkidu's HP with 55-60 accuracy, and until it hits he can't use fatal Vampires, and then once it does two Aqua Breaths/Flame Throwers will kill him. Meanwhile they can use Vampire themselves if they get hurt. Ha-HA! This feels better than all but the two "our effective offence is so high we win instantly" mages, since the best-case scenario is uber and the worst-case is still pretty good.
Red Mage is starting to feel their lack of L4 spells. Still, they do barely two-round Enkidu, and Cura/Heal Staff/Protect/Ancient Sword are all nice utility options here. So... obviously better than Knight, probably everything up to at least Ninja as well. Versus Summoner, they have less offence (even L2s vs Ramuh), but they do have a few extra tricks... I don't think the tricks are good enough but it's close.
Chemist... mm. No, they really want Enkidu dead, the slow turtle option does not work well as White Mage showed. They can Death Potion him or even Gilgamesh, instantly winning the fight but costing the only pre-Atomos Dark Matter... still, hard to argue this isn't the best use (the main competition is the second seal guardian). Or they can use three Turtle Shells to kill Enkidu with Succubus Kiss, then cruise the rest of the way with Heal Staff / maaaybe the occasional Hi-Potion to ward off anything Gilgamesh does. As far as resources go, you can debate them vs. Samurai, but I'll tiebreak for 'em for now since they have both options. If it turns out that they really want two Dark Matters for the seal guardians I'll move them down one, maybe. If I remember.
Geomancer... hm. Gaia gives them around 40% weak MT, 40% HP-1 (only works on Enkidu, targets him 50% of the time and misses 25%), 20% pretty good MT. That's not really very reliable for not just running headlong into Vampire, but the alternative is knives against the back row, ew. So... all told they kill in around 2-3 rounds on average (relying on a lucky Whirlpool HP-1 mostly, though damage may work too). Compared to Monk they probably kill slightly faster on average, but have less HP... on the other hand thier gameplan isn't screwed up by Vampire as bad (since they can still fish for HP-1). So sure, better than Monk.
Bard... neither status is useful.
Same problem White Mage has. Yes, like the previous Gilgamesh they can hide and then go away until Enkidu runs out of MP and... okay this is obviously better than what White Mage does during this time at least, and Enkidu does run out 4x faster than Gilgamesh 2 did. That said since even Thief can beat this fight with decent reliability if they spam Hi-Potions / Phoenix Downs until Enkidu doesn't use Vampire, so it's hard to argue that Bard isn't second worst.
Lastly, Dancer. Flirt hits Enkidu, so that can lock him down mostly while the other dancers fish for Sword Dance/Jitterbug on him. Even if that happens their offence still beats Thief. With that strategy... mph. The problem is Gilgamesh will wail on them during this time and they're fragile enough that's a problem, so I think Monk looks better.
Yaaay first boss meriting actual interesting analysis in a while.
1. Time Mage
2. Black Mage
3. Blue Mage
4. Ranger
5. Dragoon
6. Summoner
7. Red Mage
8. Ninja
9. Chemist
10. Samurai
11. Beastmaster
12. Knight
13. Mystic Knight
14. Berserker
15. Geomancer
16. Monk
17. Dancer
18. Thief
19. Bard
20. White Mage
Next up: a boss who sucks. And if you don't have sleep, makes it suck to be you.