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BESTIARY

Sephiroth

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

Animated battle sprite
LEVEL 45 · BOSS
HP
250,000
MP
100
Stagger
3,500
Strength
560
Stamina
546
Magic
560
Spirit
546
Speed
300

14,500 EXP · 12,000 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—
Slow30%
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

Uses a six-action opening pattern, changes to a nine-action elemental rotation around 80% HP, and begins a fixed finishing countdown around 20% HP.

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

WhenAction
Opening phase, repeating six-action cycleMasamune in Waiting; Triple Threat or Hell’s Gate equally; Purging Blade; Firaga (one party member) or Blizzaga (one party member) equally; Boundless Void; Thundaga (one party member) or Aeroga (one party member) equally.
At 80.1% HP or lessUse One-Winged Angel instead of the next attack and enter the elemental phase. Before the first infusion, finish the current set of actions with Hell’s Gate (50%), Boundless Void (25%), or Purging Blade (25%).
Elemental phase, start of Sephiroth’s nine-action cycleChoose Fire Infusion, Ice Infusion, Lightning Infusion, or Wind Infusion, favoring whichever elements Sephiroth has used the least. Use Heartless Angel immediately before the infusion.
Elemental phase, first group of three actionsInfusion preceded by Heartless Angel; the corresponding Fire/Ice/Lightning/Wind spell; Hell’s Gate.
Elemental phase, second group of three actionsUse the infused element’s area move; Purging Blade; then Darkga or Graviga equally.
Elemental phase, third group of three actionsBoundless Void or Hell’s Gate equally; the infused elemental spell; Octaslash. Then return to the uninfused form and choose another infusion.
Element-specific spells and area movesFire uses Firaga (the whole party) and Flamewall; Ice uses Blizzaga (the whole party) and Frostspike; Lightning uses Thundaga (the whole party) and Thunderstorm; Wind uses Aeroga (the whole party) and Windwail.
During an elemental formIf one party member has four or more of the buffs Sephiroth checks, replace the next ordinary attack with Nihilistic Solitude. These include main-stat boosts, Regen, Reflect, Haste, and several special buffs and formations.
At 20.1% HP or less during the elemental phaseUse Divine Proclamation (self) instead of the next attack, then begin the finishing sequence.
Final countdown, subsequent nine actions in orderThundaga (the whole party); Heartless Angel; Blizzaga (the whole party); Octaslash; Aeroga (the whole party); Nihilistic Solitude; Firaga (the whole party); Hell’s Gate; Divine Proclamation (the whole party). Continue using Divine Proclamation (the whole party) afterward.

Pattern Changes

  • In the opening phase, Sephiroth’s counterattack is Slash, changing to Triple Threat after HEAT. Hitting Sephiroth’s weakness in the original form prepares HEAT.
  • In the elemental phase, elemental attacks avoid Sephiroth’s counter. Against non-elemental damage, Sephiroth counters with Heartless Angel before an infusion, or with Sephiroth’s current elemental spell after an infusion.
  • Break restarts the current attack pattern. When Sephiroth recovers, Sephiroth’s opening form returns to normal, or Sephiroth’s elemental form loses the infusion. Break does not restart the final finishing sequence.
  • If everyone in the party survives Octaslash, Sephiroth prepares HEAT for the next infusion.

Combat Actions

NonePhysicalSingle Target12110025—Basic attack.—
NonePhysicalSingle Target12110025—Used in the special responses described above.

Non-elemental physical damage to one target. Counts as a regular attack.

None—Self—————
  • Opening phase, repeating six-action cycle

Evades physical attacks and counters for two turns.

NonePhysicalRandom Targets45310012—
  • Opening phase, repeating six-action cycle

Non-elemental physical damage; each hit selects a random target.

NonePhysicalSingle Target24210033—
  • Opening phase, repeating six-action cycle
  • At 80.1% HP or less
1 more
  • Elemental phase, third group of three actions

Non-elemental physical damage to one target, with Paralysis.

DarkPhysicalSingle Target36110016—
  • Opening phase, repeating six-action cycle
  • At 80.1% HP or less
1 more
  • Elemental phase, second group of three actions

Dark physical damage to one target, with physical and magic defense reductions.

NonePhysicalAoE30112512—
  • Opening phase, repeating six-action cycle
  • At 80.1% HP or less
3 more
  • Elemental phase, first group of three actions
  • Elemental phase, third group of three actions
  • Final countdown, subsequent nine actions in order

Non-elemental physical damage to all targets.

FireMagicSingle Target3031002144 MP
  • Opening phase, repeating six-action cycle

Deal fire-type magic damage.

IceMagicSingle Target3031002144 MP
  • Opening phase, repeating six-action cycle

Deal ice-type magic damage.

LightningMagicSingle Target3031002144 MP
  • Opening phase, repeating six-action cycle

Deal lightning-type magic damage.

WindMagicSingle Target3031002144 MP
  • Opening phase, repeating six-action cycle

Deal wind-type magic damage.

None—Self—————
  • At 80.1% HP or less

Signals the start of phase two without displaying a skill banner.

NoneMagicAoETarget Cur HPRatio—1500050 MP
  • Elemental phase, second group of three actions

Reduce the current HP of all enemies by a set percentage.

FireMagicAoE2431001544 MP
  • Element-specific spells and area moves
  • Final countdown, subsequent nine actions in order

Deal fire-type magic damage.

IceMagicAoE2431001544 MP
  • Element-specific spells and area moves
  • Final countdown, subsequent nine actions in order

Deal ice-type magic damage.

LightningMagicAoE2431001544 MP
  • Element-specific spells and area moves
  • Final countdown, subsequent nine actions in order

Deal lightning-type magic damage.

WindMagicAoE2431001544 MP
  • Element-specific spells and area moves
  • Final countdown, subsequent nine actions in order

Deal wind-type magic damage.

DarkMagicAoE2431002144 MP
  • Elemental phase, second group of three actions

Deal dark magic damage.

NoneOtherAoE1150012—
  • Elemental phase, start of Sephiroth’s nine-action cycle
  • Elemental phase, first group of three actions
1 more
  • Final countdown, subsequent nine actions in order

Sets targets' HP to 1. All-target move.

None—Self—————
  • Elemental phase, start of Sephiroth’s nine-action cycle

Grants Fire enhancement and changes the weakness to Water.

None—Self—————
  • Elemental phase, start of Sephiroth’s nine-action cycle

Grants Ice enhancement and changes the weakness to Fire.

None—Self—————
  • Elemental phase, start of Sephiroth’s nine-action cycle

Grants Lightning enhancement and changes the weakness to Earth.

None—Self—————
  • Elemental phase, start of Sephiroth’s nine-action cycle

Grants Wind enhancement and changes the weakness to Ice.

DarkMagicAoE24110012—
  • During an elemental form
  • Final countdown, subsequent nine actions in order

Dark magic damage to all targets, with group Dispel.

NonePhysicalSingle Target128850025—
  • Elemental phase, third group of three actions
  • Final countdown, subsequent nine actions in order

Non-elemental physical damage to one target.

NonePhysicalSelf——10012—
  • At 20.1% HP or less during the elemental phase

Applies a nine-count countdown to meteor impact.

NonePhysicalAoE99999150012—
  • Final countdown, subsequent nine actions in order

Meteor impact; guaranteed death.

FireMagicAoE30350021—
  • Element-specific spells and area moves

Deals Fire magic damage, with physical and magic attack reductions.

IceMagicAoE30350021—
  • Element-specific spells and area moves

Deals Ice magic damage, with Slow.

LightningMagicAoE30350021—
  • Element-specific spells and area moves

Deals Lightning magic damage, with Paralysis.

WindMagicAoE30350021—
  • Element-specific spells and area moves

Deals Wind magic damage, with Silence.

Traits & Passives

Has extremely high magic defense.

Parries and counters physical attacks during Masamune in Waiting.

Becomes pressured when hit with elemental weakness.

Uses more powerful attacks when pressured, but easier to stagger.

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": 595,
  "table": "DT_UnitParameter",
  "row": "セフィロス(敵)",
  "offset": 197417,
  "faceIconId": 595,
  "dropNormalRate": 1,
  "dropRareRate": 30,
  "stealRate": 5,
  "battleGroups": [
    9138
  ]
}