Spoilers: enemy names, artwork and rewardsIncludes content beyond the demo. Open to view the bestiary; close to hide it.
All monsters
BESTIARY

Bahamut

1 recorded variant. Select a variant to see its own stats, artwork and rewards.

Monster portrait
Portrait · full sprite not yet reconstructed
LEVEL 50 · BOSS
HP
200,000
MP
100
Stagger
1,500
Strength
560
Stamina
350
Magic
480
Spirit
350
Speed
320

50,000 EXP · 18,750 gil

Plan your approach

Recorded elemental weaknesses: No elemental weakness recorded for this variant.

Match your attack to this variant’s resistance. Stored stats and move lists do not establish an exact turn order, a guaranteed status infliction, or demo availability.

Test damage assumptions · Compare complete builds

Element resistance

Fire0%
Ice0%
Wind0%
Earth0%
Lightning0%
Water0%
Light0%
Dark0%

Status resistance

Poison100%
Blind100%
Sleep100%
Silence100%
Paralysis100%
Confusion100%
Petrify100%
Charm100%
Berserk100%
Doom—
Slow50%
Strength down30%
Stamina down30%
Magic down30%
Spirit down30%
Instant death100%
Gravity100%

0% neutral · Negative: more damage · 100%: immune · 200%: absorbs. Status percentages are resistance, not infliction chances.

Drops

NormalItem 25002100%
RareNone

Steals

NormalNone
RareNone

Drop percentages are base chances before bonuses. Steal slot probabilities are still being verified.

Attack Pattern

Attacks while counting down to Megaflare. The countdown advances every other action and gets shorter after repeated uses.

Numbers count this boss’s own actions; combos are listed together. Battle-turn rules are labeled.

WhenAction
HP at least 60%: normal attack pattern steps 1 → 2 → 3 → 4Stranglehold → Fel Blaze → choose from Death Claw (30%) or Stranglehold (50%) or Tempest (20%) → 50% random choice from Crushing Grasp (about 38%) or Flare (about 62%) / 50% random choice from Death Claw (30%) or Stranglehold (50%) or Tempest (20%).
Below 60%: normal attack pattern steps 1 → 2 → 3 → 460% Inferno Sphere / 40% Fel Blaze → choose from Death Claw (30%) or Stranglehold (50%) or Tempest (20%) → 50% Flare / 50% Death Claw → choose from Crushing Grasp (about 38%) or Flare (about 62%).
Beginning a charge, on the first attack of a pairUse Faith before the normal attack. The countdown stays unchanged.
On the first attack of later pairs, counting 4 → 3 → 2 → 1Announce the number and use respectively Slowga → Stupefying Wind → Debilitating Wind → Sundering Wind before the normal attack. Reduce the countdown by one.
The countdown has reached zero, on the next first attack of a pairUse Megaflare and start charging again. Count down from 4 at first, from 3 after Bahamut’s third successful use, and from 2 after Bahamut’s sixth.

Pattern Changes

  • Below 80% HP, every third fire, ice, or wind hit provokes an extra attack while Bahamut is not staggered. Below 60%, earth, lightning, and water also count; below 40%, light and dark count too. Each element is counted separately.
  • The response matches the element: fire Inferno Sphere, ice Freezing Spike, wind Tempest, earth Calamity, lightning Chain Spark, water Cyclone Wave, light Banishga, dark Darkga.
  • Recovering from a stagger restarts charging and cancels pending extra attacks. Hits already counted toward the next elemental response are retained.

Combat Actions

NonePhysicalSingle Target18110025—Basic attack.—
NonePhysicalSingle Target12110025—Listed as the replacement attack when Silence prevents a spell.—
NonePhysicalSingle Target28110025—
  • HP at least 60%: normal attack pattern steps 1 → 2 → 3 → 4
  • Below 60%: normal attack pattern steps 1 → 2 → 3 → 4

Non-elemental physical damage with a 50% Paralysis effect.

NoneMagicSingle Target3615004063 MP
  • HP at least 60%: normal attack pattern steps 1 → 2 → 3 → 4
  • Below 60%: normal attack pattern steps 1 → 2 → 3 → 4

Deal magic damage.

NoneMagicAoE60750012—
  • The countdown has reached zero, on the next first attack of a pair

Deal magic damage to all enemies.

FireMagicAoE30350021—
  • Below 60%: normal attack pattern steps 1 → 2 → 3 → 4

Deal fire-type magic damage.

IceMagicAoE24210012—
  • HP at least 60%: normal attack pattern steps 1 → 2 → 3 → 4
  • Below 60%: normal attack pattern steps 1 → 2 → 3 → 4

Deals Ice magic damage to all enemies.

NonePhysicalSingle TargetTarget Cur HPRatio—16625—
  • HP at least 60%: normal attack pattern steps 1 → 2 → 3 → 4
  • Below 60%: normal attack pattern steps 1 → 2 → 3 → 4

Deals near-fatal damage to one enemy and inflicts Paralysis.

NonePhysicalSingle Target24110025—
  • HP at least 60%: normal attack pattern steps 1 → 2 → 3 → 4
  • Below 60%: normal attack pattern steps 1 → 2 → 3 → 4
Effects: Automatic Skill. Open the ability for details.
WindMagicAoE30350021—
  • HP at least 60%: normal attack pattern steps 1 → 2 → 3 → 4
  • Below 60%: normal attack pattern steps 1 → 2 → 3 → 4

Deal wind-type magic damage.

None—AoE—————
  • On the first attack of later pairs, counting 4 → 3 → 2 → 1

Blind, Silence and Sleep.

None—AoE—————
  • On the first attack of later pairs, counting 4 → 3 → 2 → 1

Deshell and Deprotect.

None—AoE—————
  • On the first attack of later pairs, counting 4 → 3 → 2 → 1

Defaith and Debrave.

IceMagicAoE30350021—Used in the special responses described above.

Deal ice-type magic damage.

LightningMagicAoE30350021—Used in the special responses described above.

Deal lightning-type magic damage.

WaterMagicAoE30350021—Used in the special responses described above.

Deal water-type magic damage.

EarthMagicAoE30350021—Used in the special responses described above.

Deal earth-type magic damage.

LightMagicAoE2431002144 MPUsed in the special responses described above.

Deal light magic damage.

DarkMagicAoE2431002144 MPUsed in the special responses described above.

Deal dark magic damage.

NoneMagicSingle Target——100256 MP
  • Beginning a charge, on the first attack of a pair

Increase magic attack of an ally.

NoneMagicAoE——100024 MP
  • On the first attack of later pairs, counting 4 → 3 → 2 → 1

Decrease speed of all enemies.

Traits & Passives

Unleashes Megaflare each time the countdown reaches zero.

Stores elemental attacks taken and counterattacks when the stored amount reaches a threshold.

Stores more elements the lower its HP.

Research Notes

These patterns were checked against the installed game’s AI.

How the patterns were checked · Detailed source notes

Variant source data

Stored base stats. Encounter effects may modify these values. Battle-group references do not establish demo availability.

{
  "unitId": 458,
  "table": "DT_UnitParameter",
  "row": "バハムート_BOSS",
  "offset": 208617,
  "faceIconId": 458,
  "dropNormalRate": 1,
  "dropRareRate": 30,
  "stealRate": 5,
  "battleGroups": [
    9914
  ]
}