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    Guard Scorpion 

Guard Scorpion

A robotic scorpion fought by Cloud and Barret after they plant the bomb to blow up the first reactor. It is remembered by a mistranslation in the original game of shooting devastating lasers when the player hits it while its tail is up.


  • Beam Spam: Attacking this machine when it has its tail up will subject Cloud and Barret to the dreaded Tail Laser every time, which can quickly wipe them out. Plus the scorpion uses tracking beams before each of its other two attacks.
  • Boss Corridor: Both it and Airbuster have a straight catwalk just prior to their boss fights.
  • Mechanical Monster: It is shaped like a scorpion.
  • Starter Villain: It is the first boss in the original game.
  • Warm-Up Boss: The Guard Scorpion is the first enemy met that requires the player to think about their moves, but, unless they fall into the Tail Laser trap, won't be hard; it has the second-lowest HP total for major boss enemies after Rufus, and Rufus both casts Barrier at the start of his fight and has Dark Nation backing him up.

    Air Buster 

Air Buster

A robot summoned by President Shinra to destroy AVALANCHE after he intercepts them on their way out of the second reactor. This is the first boss in the game to use the "Fight On!" main boss theme; the Guard Scorpion uses the opening "Bombing Mission" tune.


  • Back Stab: Air Buster is coded to take more damage from back attacks than normal (5x instead of 2x) to add emphasis to the mechanic for new players.
  • Boss Corridor: Both it and the Guard Scorpion have a straight catwalk just prior to their boss fights.
  • Warmup Boss: Much like the Guard Scorpion, Airbuster is a bit of a pushover (you now have three characters and are surrounding the boss, meaning someone can hit it from behind and do more damage; this is the one boss in the game to be in the "Side Attack" battle stance where it's sandwiched between the fighters).

    Aps 

Aps

A monster from the sewers summoned by Don Corneo to fight Cloud, Aerith, and Tifa after getting dumped from his mansion.


  • Dub Name Change: Abzu in the original Japanese, named after the primeval sea below the underworld and earth in Mesopotamian religion. Its name is changed to Abzu in the remake.
  • Making a Splash: Aps can create Sewer Tsunamis that can come from behind him or the team; the tsunami will hurt everyone including him. Which direction it comes from determines who takes more damage from it.
  • Tactical Suicide Boss: His main attack actually harms him more than Cloud, Aerith, and Tifa.

    Sample: H 0512 

Sample: H0512

An experimental monster sent by Hojo to fight Cloud, Barret/Tifa, and Red XIII after they rescue Aerith.


  • Flunky Boss: Sample: H0512 has three "opt" bugs in front of it; destroying one will prompt the main monster to bring it back to life, so it's always in the back row.
  • Wake-Up Call Boss: This is the first boss in the game to be a decent challenge and be annoying due to being able to poison you.

    Hundred Gunner & Heli-Gunner 

Hundred Gunner & Heli-gunner

Two dual-robot bosses that fought Barret, Aerith, and Red XIII on their way to leave Shinra HQ.


  • Beam Spam: The Hundred Gunner has four types of beam attacks: Aft Artillery, Hidden Artillery (both of which attack one of the three fighters), Main Artillery after the arms are destroyed (this attacks everyone), and Wave Artillery (it begins charging this three-way hit attack when it starts running low on health; keep attacking and you'll junk this machine completely before it can fire).
  • Four Is Death: The Hundred Gunner has four separate beam attacks. Heli Gunner has three gun-type attacks and then a physical spinning attack when IT starts to run low on health.
  • Sequential Boss: Hundred Gunner is fought first, but once it's destroyed, Barret, Aerith, and Red XIII immediately have to deal with Heli-Gunner.
  • Turns Red: Both Gunners up their attack power after taking a certain amount of damage. For the Heli Gunner, once it's down to about a quarter of its health, it puts its guns up and starts spinning; the physical attack it deals here does more damage than the guns.

    Motor Ball 

Motor Ball

A tank-like robot that chases after Cloud and the party in a motorcycle chase.


  • Boss Corridor: The last part of the motorcycle chase preceding this boss fight is in a highway tunnel, and this tunnel is where Motor Ball comes rolling in from behind the team.
  • Playing with Fire: Motor Ball has two fire-based attacks: Twin Burner and Rolling Fire. It uses the first one when it transforms and it does some decent damage, but Rolling Fire, which it can use when upright, WILL decimate your party's health if it activates; keep your health high.
  • Vehicular Assault: Motor Ball barrels in from behind at the end of the motorcycle chase and both inflicts damage on the truck plus Cloud and "Back Attacks" the team when the boss fight proper starts up (attempt to run to get Cloud and Co to turn around and minimize damage). Any damage taken during the bike chase is factored into the fight when it starts, and the team's lineup is reversed.

    Bottomswell 

Bottomswell

A fish monster fought in Junon.


  • Making a Splash: Can trap a party member in a bubble that will immobilize them, sap their health, AND can only be popped with magic. The monster can also send tidal waves when its health gets low, and will use a tidal wave as a final parting shot once it runs out of health.
  • Sea Monster: It looks like a giant colorful fish.
  • Taking You with Me: Make sure your party is in good health when you kill this thing, because it will cast one final tsunami on your team before it disappears.

    Gi Nattak 

Gi Nattak

The leader of the Gi tribe that the party fought in the Gi caverns.


  • Boss Corridor: The cave with this boss has a short rock walkway between two lava pools just prior to his statue face.
  • Flunky Boss: This boss has two Soul Fire enemies in front of him that can be destroyed to get a bonus drop item.
  • Nightmare Face: The statue face of the boss gives one to the party before battle.
  • Playing with Fire: This guy has two Soul Fire helpers in his boss fight that can possess a party member and torch them.
  • Revive Kills Zombie: You can easily kill him by using an X-Potion or an Revive Materia.
  • The Undead: Made by the spectre of the Gi Tribe.

    Lost Number 

Lost Number

A monster fought inside Nibelheim mansion before the party encounters Vincent.


  • Chest Monster: Lost Number is inside a safe in the mansion that has a combination lock on it. Cloud will warn the player about trying to open this safe before one can do so, and Lost Number attacks immediately upon the safe opening; he must be defeated to be able to recruit Vincent.
  • Four Is Death: The safe with Lost Number (who drops the Limited Moon manual for Red XIII), the Odin Materia and the key to Vincent's crypt has a four-number lock on it. Also, there are four things in the safe (the boss, his drop item, the Materia, and the key), and it Turns Red when it's down to its last quarter of health and alters its strategy.
  • Timed Mission: Once Cloud tries to open the safe with this creature, you'll have 30 seconds to get the combination right; scrolling past a correct number will blow it.
  • Turns Red: Once Lost Number is down to a fourth of its original health bar, it will either turn purple (which will use physical attacks) or red (which uses magic), with this determined by whether or not your last attack before the change was physical or magic; it gains high resistance to whatever attacks it's using at this point (purple will even weaken Limit Breaks).

    Materia Keeper 

Materia Keeper

An insect-like monster fought at Mount Nibel.


  • Playing with Fire: While the Materia Keeper doesn't use fire attacks, he CAN be healed by fire, which can be a problem with Vincent's first Limit Break form, which uses fire.
  • Shock and Awe: The Materia Keeper is the first of three enemies in the game that can cast the Enemy Skill Trine (an electric pyramid attack in this game), which will do about 500 points worth of damage but, if learned, can become a literal Disc-One Nuke.

    Red Dragon 

Red Dragon

A red dragon that the party fought in the Temple of the Ancients.


    Demon’s Gate 

Demon’s Gate

A horrific wall monster fought at the exit of Temple of the Ancients.


  • Boss Corridor: When making your escape from the temple, the player is railroaded by the cave room and a straightened clock hand into the hall prior to the Demon's Gate.
  • Collapsing Ceiling Boss: This boss can drop rather damaging pieces of rock on a player's head.
  • Final Boss: For Aerith; this boss fight is the very final time in the game where Aerith can be used (and the only one where she can use the Bahamut Materia, which is obtained after killing the Red Dragon above). Following this fight, Aerith leaves the group permanently and is killed by Sephiroth shortly afterwards; she'll take whatever weapon and armor she is equipped with in this fight with her, but unequip everything else she has.
  • Wake-Up Call Boss: Were you abusing offensive magic the entire time? Good luck being walled out the entire battle thanks to the high magic defense. You also need to start learning to buff/debuff a lot more this time around.

    Schizo 

Schizo

A two-headed dragon fought at Gaea's Cliff.


  • Boss Corridor: Schizo is encountered in a long ice hallway just before the final cliff at Gaea's Cliff.
  • Breath Weapon: Both heads breathe some sort of hazardous element on the team as their attacks.
  • Dishing Out Dirt: Schizo can also cast Quake on the party.
  • An Ice Person: One of Schizo's heads breathes ice.
  • Our Dragons Are Different: It is a two headed dragon that breaths both fire and ice.
  • Playing with Fire: One of Schizo's heads breathes fire.
  • Shock and Awe: Unleashes one as a final attack when one of its heads dies.
  • Taking You with Me: Once one of its heads dies, it will use a rather nasty electric earthquake attack as a final attack; since there are two heads, AVALANCHE must survive two of these to win the fight.

    Carry Armor 

Carry Armor

One of the hardest bosses in the game, this robot is sent by Reno to destroy the party. Its arms can grab and immobilize two random characters unless they are destroyed.


  • Beam Spam: The only attack the main body has, and the only one it can use after its arms are destroyed, is Lapis Laser, which is a sweeping blade attack that appears the same as the Guard Scorpion and Jenova-BIRTH; using MBarrier cuts this beam's 1,500 point damage in half.
  • Boss Corridor: Just like the Guard Scorpion and Airbuster, a straight catwalk precedes this boss fight.

    Proud Clod 

Proud Clod

A colossal mech piloted by Scarlet and Heidegger in their last attempt to destroy Cloud and his friends.


  • Beam Spam: This machine has quite a few beam-based attacks.
  • Boss Corridor: It's a short street between the train tunnels and the point where Heidegger and Scarlet ambush AVALANCHE with this machine.
  • Damage-Sponge Boss: Proud Clod's attacks aren't very powerful for such a late-game boss, but it has a big ol' stack of hit points.
  • Duel Boss: If you manage to survive the top-level Battle Arena tournament in the Gold Saucer, your sole character, with handicaps, will have to contend with a brand-new Proud Clod as the last enemy in the stack of eight.
  • Humongous Mecha: The biggest robot boss in the original game. It has to be; it was designed to fight the WEAPONs
  • Optional Boss: The Proud Clod can be fought again as the final opponent in the toughest Battle Arena challenge in the Gold Saucer.
  • Vehicular Assault: The mandatory boss fight with the Proud Clod manned robot in Midgar has Heidegger and Scarlet in control of the machine, which ambushes AVALANCHE when they emerge from the train tunnels near the Sister Ray cannon and where Cloud first met Aerith.

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