Spoilers: enemy names, artwork and rewardsIncludes content beyond the demo. Open to view the bestiary; close to hide it.
All monstersSephiroth
13 recorded variants. Select a variant to see its own stats, artwork and rewards.

- 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 buildsElement resistance
Status resistance
0% neutral · Negative: more damage · 100%: immune · 200%: absorbs. Status percentages are resistance, not infliction chances.
Drops
Steals
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.
| When | Action |
|---|---|
| Opening phase, repeating six-action cycle | Masamune 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 less | Use 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 cycle | Choose 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 actions | Infusion preceded by Heartless Angel; the corresponding Fire/Ice/Lightning/Wind spell; Hell’s Gate. |
| Elemental phase, second group of three actions | Use the infused element’s area move; Purging Blade; then Darkga or Graviga equally. |
| Elemental phase, third group of three actions | Boundless 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 moves | Fire 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 form | If 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 phase | Use Divine Proclamation (self) instead of the next attack, then begin the finishing sequence. |
| Final countdown, subsequent nine actions in order | Thundaga (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
| None | Physical | Single Target | 12 | 1 | 100 | 25 | — | Basic attack. | — | |
| None | Physical | Single Target | 12 | 1 | 100 | 25 | — | Used in the special responses described above. | Non-elemental physical damage to one target. Counts as a regular attack. | |
| None | — | Self | — | — | — | — | — |
| Evades physical attacks and counters for two turns. | |
| None | Physical | Random Targets | 45 | 3 | 100 | 12 | — |
| Non-elemental physical damage; each hit selects a random target. | |
| None | Physical | Single Target | 24 | 2 | 100 | 33 | — |
1 more
| Non-elemental physical damage to one target, with Paralysis. | |
| Physical | Single Target | 36 | 1 | 100 | 16 | — |
1 more
| Dark physical damage to one target, with physical and magic defense reductions. | ||
| None | Physical | AoE | 30 | 1 | 125 | 12 | — |
3 more
| Non-elemental physical damage to all targets. | |
| Magic | Single Target | 30 | 3 | 100 | 21 | 44 MP |
| Deal fire-type magic damage. | ||
| Magic | Single Target | 30 | 3 | 100 | 21 | 44 MP |
| Deal ice-type magic damage. | ||
| Magic | Single Target | 30 | 3 | 100 | 21 | 44 MP |
| Deal lightning-type magic damage. | ||
| Magic | Single Target | 30 | 3 | 100 | 21 | 44 MP |
| Deal wind-type magic damage. | ||
| None | — | Self | — | — | — | — | — |
| Signals the start of phase two without displaying a skill banner. | |
| None | Magic | AoETarget Cur HPRatio | — | 1 | 500 | 0 | 50 MP |
| Reduce the current HP of all enemies by a set percentage. | |
| Magic | AoE | 24 | 3 | 100 | 15 | 44 MP |
| Deal fire-type magic damage. | ||
| Magic | AoE | 24 | 3 | 100 | 15 | 44 MP |
| Deal ice-type magic damage. | ||
| Magic | AoE | 24 | 3 | 100 | 15 | 44 MP |
| Deal lightning-type magic damage. | ||
| Magic | AoE | 24 | 3 | 100 | 15 | 44 MP |
| Deal wind-type magic damage. | ||
| Magic | AoE | 24 | 3 | 100 | 21 | 44 MP |
| Deal dark magic damage. | ||
| None | Other | AoE | 1 | 1 | 500 | 12 | — |
1 more
| Sets targets' HP to 1. All-target move. | |
| None | — | Self | — | — | — | — | — |
| Grants Fire enhancement and changes the weakness to Water. | |
| None | — | Self | — | — | — | — | — |
| Grants Ice enhancement and changes the weakness to Fire. | |
| None | — | Self | — | — | — | — | — |
| Grants Lightning enhancement and changes the weakness to Earth. | |
| None | — | Self | — | — | — | — | — |
| Grants Wind enhancement and changes the weakness to Ice. | |
| Magic | AoE | 24 | 1 | 100 | 12 | — |
| Dark magic damage to all targets, with group Dispel. | ||
| None | Physical | Single Target | 128 | 8 | 500 | 25 | — |
| Non-elemental physical damage to one target. | |
| None | Physical | Self | — | — | 100 | 12 | — |
| Applies a nine-count countdown to meteor impact. | |
| None | Physical | AoE | 99999 | 1 | 500 | 12 | — |
| Meteor impact; guaranteed death. | |
| Magic | AoE | 30 | 3 | 500 | 21 | — |
| Deals Fire magic damage, with physical and magic attack reductions. | ||
| Magic | AoE | 30 | 3 | 500 | 21 | — |
| Deals Ice magic damage, with Slow. | ||
| Magic | AoE | 30 | 3 | 500 | 21 | — |
| Deals Lightning magic damage, with Paralysis. | ||
| Magic | AoE | 30 | 3 | 500 | 21 | — |
| 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.
Double Action (unlimited)Allows two actions.
Endure at 80% HPThe source says fatal damage is always survived at 0% HP. This appears inconsistent with the ability name; consult the numeric effects.
Magic Defense +60%Reduces damage taken from magic attacks by 60%.
Research Notes
These patterns were checked against the installed game’s AI.
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
]
}
- HP
- 250,000
- MP
- 100
- Stagger
- 1,350
- 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 buildsElement resistance
Status resistance
0% neutral · Negative: more damage · 100%: immune · 200%: absorbs. Status percentages are resistance, not infliction chances.
Drops
Steals
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.
| When | Action |
|---|---|
| Opening phase, repeating six-action cycle | Masamune 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 less | Use 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 cycle | Choose 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 actions | Infusion preceded by Heartless Angel; the corresponding Fire/Ice/Lightning/Wind spell; Hell’s Gate. |
| Elemental phase, second group of three actions | Use the infused element’s area move; Purging Blade; then Darkga or Graviga equally. |
| Elemental phase, third group of three actions | Boundless 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 moves | Fire 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 form | If 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 phase | Use Divine Proclamation (self) instead of the next attack, then begin the finishing sequence. |
| Final countdown, subsequent nine actions in order | Thundaga (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
| None | Physical | Single Target | 12 | 1 | 100 | 25 | — | Basic attack. | — | |
| None | Physical | Single Target | 12 | 1 | 100 | 25 | — | Used in the special responses described above. | Non-elemental physical damage to one target. Counts as a regular attack. | |
| None | — | Self | — | — | — | — | — |
| Evades physical attacks and counters for two turns. | |
| None | Physical | Random Targets | 45 | 3 | 100 | 12 | — |
| Non-elemental physical damage; each hit selects a random target. | |
| None | Physical | Single Target | 24 | 2 | 100 | 33 | — |
1 more
| Non-elemental physical damage to one target, with Paralysis. | |
| Physical | Single Target | 36 | 1 | 100 | 16 | — |
1 more
| Dark physical damage to one target, with physical and magic defense reductions. | ||
| None | Physical | AoE | 30 | 1 | 125 | 12 | — |
3 more
| Non-elemental physical damage to all targets. | |
| Magic | Single Target | 30 | 3 | 100 | 21 | 44 MP |
| Deal fire-type magic damage. | ||
| Magic | Single Target | 30 | 3 | 100 | 21 | 44 MP |
| Deal ice-type magic damage. | ||
| Magic | Single Target | 30 | 3 | 100 | 21 | 44 MP |
| Deal lightning-type magic damage. | ||
| Magic | Single Target | 30 | 3 | 100 | 21 | 44 MP |
| Deal wind-type magic damage. | ||
| None | — | Self | — | — | — | — | — |
| Signals the start of phase two without displaying a skill banner. | |
| None | Magic | AoETarget Cur HPRatio | — | 1 | 500 | 0 | 50 MP |
| Reduce the current HP of all enemies by a set percentage. | |
| Magic | AoE | 24 | 3 | 100 | 15 | 44 MP |
| Deal fire-type magic damage. | ||
| Magic | AoE | 24 | 3 | 100 | 15 | 44 MP |
| Deal ice-type magic damage. | ||
| Magic | AoE | 24 | 3 | 100 | 15 | 44 MP |
| Deal lightning-type magic damage. | ||
| Magic | AoE | 24 | 3 | 100 | 15 | 44 MP |
| Deal wind-type magic damage. | ||
| Magic | AoE | 24 | 3 | 100 | 21 | 44 MP |
| Deal dark magic damage. | ||
| None | Other | AoE | 1 | 1 | 500 | 12 | — |
1 more
| Sets targets' HP to 1. All-target move. | |
| None | — | Self | — | — | — | — | — |
| Grants Fire enhancement and changes the weakness to Water. | |
| None | — | Self | — | — | — | — | — |
| Grants Ice enhancement and changes the weakness to Fire. | |
| None | — | Self | — | — | — | — | — |
| Grants Lightning enhancement and changes the weakness to Earth. | |
| None | — | Self | — | — | — | — | — |
| Grants Wind enhancement and changes the weakness to Ice. | |
| Magic | AoE | 24 | 1 | 100 | 12 | — |
| Dark magic damage to all targets, with group Dispel. | ||
| None | Physical | Single Target | 128 | 8 | 500 | 25 | — |
| Non-elemental physical damage to one target. | |
| None | Physical | Self | — | — | 100 | 12 | — |
| Applies a nine-count countdown to meteor impact. | |
| None | Physical | AoE | 99999 | 1 | 500 | 12 | — |
| Meteor impact; guaranteed death. | |
| Magic | AoE | 30 | 3 | 500 | 21 | — |
| Deals Fire magic damage, with physical and magic attack reductions. | ||
| Magic | AoE | 30 | 3 | 500 | 21 | — |
| Deals Ice magic damage, with Slow. | ||
| Magic | AoE | 30 | 3 | 500 | 21 | — |
| Deals Lightning magic damage, with Paralysis. | ||
| Magic | AoE | 30 | 3 | 500 | 21 | — |
| 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.
Double Action (unlimited)Allows two actions.
Endure at 80% HPThe source says fatal damage is always survived at 0% HP. This appears inconsistent with the ability name; consult the numeric effects.
Magic Defense +60%Reduces damage taken from magic attacks by 60%.
Research Notes
These patterns were checked against the installed game’s AI.
Variant source data
Stored base stats. Encounter effects may modify these values. Battle-group references do not establish demo availability.
{
"unitId": 2505,
"table": "DT_UnitParameter",
"row": "セフィロス(第一)HEAT",
"offset": 342247,
"faceIconId": 595,
"dropNormalRate": 12,
"dropRareRate": 30,
"stealRate": 5,
"battleGroups": []
}
- 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 buildsElement resistance
Status resistance
0% neutral · Negative: more damage · 100%: immune · 200%: absorbs. Status percentages are resistance, not infliction chances.
Drops
Steals
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.
| When | Action |
|---|---|
| Opening phase, repeating six-action cycle | Masamune 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 less | Use 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 cycle | Choose 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 actions | Infusion preceded by Heartless Angel; the corresponding Fire/Ice/Lightning/Wind spell; Hell’s Gate. |
| Elemental phase, second group of three actions | Use the infused element’s area move; Purging Blade; then Darkga or Graviga equally. |
| Elemental phase, third group of three actions | Boundless 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 moves | Fire 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 form | If 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 phase | Use Divine Proclamation (self) instead of the next attack, then begin the finishing sequence. |
| Final countdown, subsequent nine actions in order | Thundaga (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
| None | Physical | Single Target | 12 | 1 | 100 | 25 | — | Basic attack. | — | |
| None | Physical | Random Targets | 45 | 3 | 100 | 12 | — |
| Non-elemental physical damage; each hit selects a random target. | |
| None | Physical | Single Target | 24 | 2 | 100 | 33 | — |
1 more
| Non-elemental physical damage to one target, with Paralysis. | |
| Physical | Single Target | 36 | 1 | 100 | 16 | — |
1 more
| Dark physical damage to one target, with physical and magic defense reductions. | ||
| None | Physical | AoE | 30 | 1 | 125 | 12 | — |
3 more
| Non-elemental physical damage to all targets. | |
| None | Other | AoE | 1 | 1 | 500 | 12 | — |
1 more
| Sets targets' HP to 1. All-target move. | |
| None | — | Self | — | — | — | — | — |
| Grants Fire enhancement and changes the weakness to Water. | |
| None | — | Self | — | — | — | — | — |
| Grants Ice enhancement and changes the weakness to Fire. | |
| None | — | Self | — | — | — | — | — |
| Grants Lightning enhancement and changes the weakness to Earth. | |
| None | — | Self | — | — | — | — | — |
| Grants Wind enhancement and changes the weakness to Ice. | |
| None | Physical | Self | — | — | 100 | 12 | — |
| Applies a nine-count countdown to meteor impact. | |
| None | Magic | AoETarget Cur HPRatio | — | 1 | 500 | 0 | 50 MP |
| Reduce the current HP of all enemies by a set percentage. | |
| Magic | Single Target | 30 | 3 | 100 | 21 | 44 MP |
| Deal fire-type magic damage. | ||
| Magic | Single Target | 30 | 3 | 100 | 21 | 44 MP |
| Deal ice-type magic damage. | ||
| Magic | Single Target | 30 | 3 | 100 | 21 | 44 MP |
| Deal lightning-type magic damage. | ||
| Magic | Single Target | 30 | 3 | 100 | 21 | 44 MP |
| Deal wind-type magic damage. | ||
| Magic | AoE | 24 | 3 | 100 | 15 | 44 MP |
| Deal fire-type magic damage. | ||
| Magic | AoE | 24 | 3 | 100 | 15 | 44 MP |
| Deal ice-type magic damage. | ||
| Magic | AoE | 24 | 3 | 100 | 15 | 44 MP |
| Deal lightning-type magic damage. | ||
| Magic | AoE | 24 | 3 | 100 | 15 | 44 MP |
| Deal wind-type magic damage. | ||
| Magic | AoE | 24 | 3 | 100 | 21 | 44 MP |
| Deal dark magic damage. | ||
| None | — | Self | — | — | — | — | — |
| Evades physical attacks and counters for two turns. | |
| None | Physical | Single Target | 12 | 1 | 100 | 25 | — | Used in the special responses described above. | Non-elemental physical damage to one target. Counts as a regular attack. | |
| None | — | Self | — | — | — | — | — |
| Signals the start of phase two without displaying a skill banner. | |
| Magic | AoE | 24 | 1 | 100 | 12 | — |
| Dark magic damage to all targets, with group Dispel. | ||
| None | Physical | Single Target | 128 | 8 | 500 | 25 | — |
| Non-elemental physical damage to one target. | |
| None | Physical | AoE | 99999 | 1 | 500 | 12 | — |
| Meteor impact; guaranteed death. | |
| Magic | AoE | 30 | 3 | 500 | 21 | — |
| Deals Fire magic damage, with physical and magic attack reductions. | ||
| Magic | AoE | 30 | 3 | 500 | 21 | — |
| Deals Ice magic damage, with Slow. | ||
| Magic | AoE | 30 | 3 | 500 | 21 | — |
| Deals Lightning magic damage, with Paralysis. | ||
| Magic | AoE | 30 | 3 | 500 | 21 | — |
| Deals Wind magic damage, with Silence. |
Traits & Passives
Uses a near-fatal attack.
Uses elemental enhancements. Weakness and resistance shifts with the enhanced element.
Uses signature attacks for the last attack during elemental enhancement.
Triple Action (Permanent)Performs three actions.
Endure at 20% HPThe source says fatal damage is always survived at 0% HP. This appears inconsistent with the ability name; consult the numeric effects.
Research Notes
These patterns were checked against the installed game’s AI.
Variant source data
Stored base stats. Encounter effects may modify these values. Battle-group references do not establish demo availability.
{
"unitId": 2510,
"table": "DT_UnitParameter",
"row": "セフィロス(第二)平時",
"offset": 342937,
"faceIconId": 595,
"dropNormalRate": 12,
"dropRareRate": 30,
"stealRate": 5,
"battleGroups": []
}
- 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: Water
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 buildsElement resistance
Status resistance
0% neutral · Negative: more damage · 100%: immune · 200%: absorbs. Status percentages are resistance, not infliction chances.
Drops
Steals
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.
| When | Action |
|---|---|
| Opening phase, repeating six-action cycle | Masamune 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 less | Use 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 cycle | Choose 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 actions | Infusion preceded by Heartless Angel; the corresponding Fire/Ice/Lightning/Wind spell; Hell’s Gate. |
| Elemental phase, second group of three actions | Use the infused element’s area move; Purging Blade; then Darkga or Graviga equally. |
| Elemental phase, third group of three actions | Boundless 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 moves | Fire 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 form | If 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 phase | Use Divine Proclamation (self) instead of the next attack, then begin the finishing sequence. |
| Final countdown, subsequent nine actions in order | Thundaga (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
| None | Physical | Single Target | 12 | 1 | 100 | 25 | — | Basic attack. | — | |
| None | Physical | Random Targets | 45 | 3 | 100 | 12 | — |
| Non-elemental physical damage; each hit selects a random target. | |
| None | Physical | Single Target | 24 | 2 | 100 | 33 | — |
1 more
| Non-elemental physical damage to one target, with Paralysis. | |
| Physical | Single Target | 36 | 1 | 100 | 16 | — |
1 more
| Dark physical damage to one target, with physical and magic defense reductions. | ||
| None | Physical | AoE | 30 | 1 | 125 | 12 | — |
3 more
| Non-elemental physical damage to all targets. | |
| Magic | AoE | 24 | 3 | 100 | 15 | 44 MP |
| Deal fire-type magic damage. | ||
| Magic | AoE | 30 | 3 | 500 | 21 | — |
| Deals Fire magic damage, with physical and magic attack reductions. | ||
| Magic | AoE | 24 | 3 | 100 | 21 | 44 MP |
| Deal dark magic damage. | ||
| None | Magic | AoETarget Cur HPRatio | — | 1 | 500 | 0 | 50 MP |
| Reduce the current HP of all enemies by a set percentage. | |
| None | Other | AoE | 1 | 1 | 500 | 12 | — |
1 more
| Sets targets' HP to 1. All-target move. | |
| Magic | AoE | 24 | 1 | 100 | 12 | — |
| Dark magic damage to all targets, with group Dispel. | ||
| None | Physical | Single Target | 128 | 8 | 500 | 25 | — |
| Non-elemental physical damage to one target. | |
| None | Physical | Self | — | — | 100 | 12 | — |
| Applies a nine-count countdown to meteor impact. | |
| Magic | Single Target | 30 | 3 | 100 | 21 | 44 MP |
| Deal fire-type magic damage. | ||
| Magic | Single Target | 30 | 3 | 100 | 21 | 44 MP |
| Deal ice-type magic damage. | ||
| Magic | Single Target | 30 | 3 | 100 | 21 | 44 MP |
| Deal lightning-type magic damage. | ||
| Magic | Single Target | 30 | 3 | 100 | 21 | 44 MP |
| Deal wind-type magic damage. | ||
| Magic | AoE | 24 | 3 | 100 | 15 | 44 MP |
| Deal ice-type magic damage. | ||
| Magic | AoE | 24 | 3 | 100 | 15 | 44 MP |
| Deal lightning-type magic damage. | ||
| Magic | AoE | 24 | 3 | 100 | 15 | 44 MP |
| Deal wind-type magic damage. | ||
| None | — | Self | — | — | — | — | — |
| Evades physical attacks and counters for two turns. | |
| None | Physical | Single Target | 12 | 1 | 100 | 25 | — | Used in the special responses described above. | Non-elemental physical damage to one target. Counts as a regular attack. | |
| None | — | Self | — | — | — | — | — |
| Signals the start of phase two without displaying a skill banner. | |
| None | — | Self | — | — | — | — | — |
| Grants Fire enhancement and changes the weakness to Water. | |
| None | — | Self | — | — | — | — | — |
| Grants Ice enhancement and changes the weakness to Fire. | |
| None | — | Self | — | — | — | — | — |
| Grants Lightning enhancement and changes the weakness to Earth. | |
| None | — | Self | — | — | — | — | — |
| Grants Wind enhancement and changes the weakness to Ice. | |
| None | Physical | AoE | 99999 | 1 | 500 | 12 | — |
| Meteor impact; guaranteed death. | |
| Magic | AoE | 30 | 3 | 500 | 21 | — |
| Deals Ice magic damage, with Slow. | ||
| Magic | AoE | 30 | 3 | 500 | 21 | — |
| Deals Lightning magic damage, with Paralysis. | ||
| Magic | AoE | 30 | 3 | 500 | 21 | — |
| Deals Wind magic damage, with Silence. |
Traits & Passives
Unleashes a special attack when a fixed number of characters are buffed.
Counters non-elemental attacks.
Becomes pressured if no party members are KO’d after using signature attacks.
Uses more powerful attacks when pressured, but easier to stagger.
Triple Action (Permanent)Performs three actions.
Endure at 20% HPThe source says fatal damage is always survived at 0% HP. This appears inconsistent with the ability name; consult the numeric effects.
Research Notes
These patterns were checked against the installed game’s AI.
Variant source data
Stored base stats. Encounter effects may modify these values. Battle-group references do not establish demo availability.
{
"unitId": 2511,
"table": "DT_UnitParameter",
"row": "セフィロス(第二)火",
"offset": 344255,
"faceIconId": 595,
"dropNormalRate": 12,
"dropRareRate": 30,
"stealRate": 5,
"battleGroups": []
}
- 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: Fire
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 buildsElement resistance
Status resistance
0% neutral · Negative: more damage · 100%: immune · 200%: absorbs. Status percentages are resistance, not infliction chances.
Drops
Steals
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.
| When | Action |
|---|---|
| Opening phase, repeating six-action cycle | Masamune 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 less | Use 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 cycle | Choose 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 actions | Infusion preceded by Heartless Angel; the corresponding Fire/Ice/Lightning/Wind spell; Hell’s Gate. |
| Elemental phase, second group of three actions | Use the infused element’s area move; Purging Blade; then Darkga or Graviga equally. |
| Elemental phase, third group of three actions | Boundless 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 moves | Fire 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 form | If 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 phase | Use Divine Proclamation (self) instead of the next attack, then begin the finishing sequence. |
| Final countdown, subsequent nine actions in order | Thundaga (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
| None | Physical | Single Target | 12 | 1 | 100 | 25 | — | Basic attack. | — | |
| None | Physical | Random Targets | 45 | 3 | 100 | 12 | — |
| Non-elemental physical damage; each hit selects a random target. | |
| None | Physical | Single Target | 24 | 2 | 100 | 33 | — |
1 more
| Non-elemental physical damage to one target, with Paralysis. | |
| Physical | Single Target | 36 | 1 | 100 | 16 | — |
1 more
| Dark physical damage to one target, with physical and magic defense reductions. | ||
| None | Physical | AoE | 30 | 1 | 125 | 12 | — |
3 more
| Non-elemental physical damage to all targets. | |
| Magic | AoE | 24 | 3 | 100 | 15 | 44 MP |
| Deal ice-type magic damage. | ||
| Magic | AoE | 30 | 3 | 500 | 21 | — |
| Deals Ice magic damage, with Slow. | ||
| Magic | AoE | 24 | 3 | 100 | 21 | 44 MP |
| Deal dark magic damage. | ||
| None | Magic | AoETarget Cur HPRatio | — | 1 | 500 | 0 | 50 MP |
| Reduce the current HP of all enemies by a set percentage. | |
| None | Other | AoE | 1 | 1 | 500 | 12 | — |
1 more
| Sets targets' HP to 1. All-target move. | |
| Magic | AoE | 24 | 1 | 100 | 12 | — |
| Dark magic damage to all targets, with group Dispel. | ||
| None | Physical | Single Target | 128 | 8 | 500 | 25 | — |
| Non-elemental physical damage to one target. | |
| None | Physical | Self | — | — | 100 | 12 | — |
| Applies a nine-count countdown to meteor impact. | |
| Magic | Single Target | 30 | 3 | 100 | 21 | 44 MP |
| Deal fire-type magic damage. | ||
| Magic | Single Target | 30 | 3 | 100 | 21 | 44 MP |
| Deal ice-type magic damage. | ||
| Magic | Single Target | 30 | 3 | 100 | 21 | 44 MP |
| Deal lightning-type magic damage. | ||
| Magic | Single Target | 30 | 3 | 100 | 21 | 44 MP |
| Deal wind-type magic damage. | ||
| Magic | AoE | 24 | 3 | 100 | 15 | 44 MP |
| Deal fire-type magic damage. | ||
| Magic | AoE | 24 | 3 | 100 | 15 | 44 MP |
| Deal lightning-type magic damage. | ||
| Magic | AoE | 24 | 3 | 100 | 15 | 44 MP |
| Deal wind-type magic damage. | ||
| None | — | Self | — | — | — | — | — |
| Evades physical attacks and counters for two turns. | |
| None | Physical | Single Target | 12 | 1 | 100 | 25 | — | Used in the special responses described above. | Non-elemental physical damage to one target. Counts as a regular attack. | |
| None | — | Self | — | — | — | — | — |
| Signals the start of phase two without displaying a skill banner. | |
| None | — | Self | — | — | — | — | — |
| Grants Fire enhancement and changes the weakness to Water. | |
| None | — | Self | — | — | — | — | — |
| Grants Ice enhancement and changes the weakness to Fire. | |
| None | — | Self | — | — | — | — | — |
| Grants Lightning enhancement and changes the weakness to Earth. | |
| None | — | Self | — | — | — | — | — |
| Grants Wind enhancement and changes the weakness to Ice. | |
| None | Physical | AoE | 99999 | 1 | 500 | 12 | — |
| Meteor impact; guaranteed death. | |
| Magic | AoE | 30 | 3 | 500 | 21 | — |
| Deals Fire magic damage, with physical and magic attack reductions. | ||
| Magic | AoE | 30 | 3 | 500 | 21 | — |
| Deals Lightning magic damage, with Paralysis. | ||
| Magic | AoE | 30 | 3 | 500 | 21 | — |
| Deals Wind magic damage, with Silence. |
Traits & Passives
Unleashes a special attack when a fixed number of characters are buffed.
Counters non-elemental attacks.
Becomes pressured if no party members are KO’d after using signature attacks.
Uses more powerful attacks when pressured, but easier to stagger.
Triple Action (Permanent)Performs three actions.
Endure at 20% HPThe source says fatal damage is always survived at 0% HP. This appears inconsistent with the ability name; consult the numeric effects.
Research Notes
These patterns were checked against the installed game’s AI.
Variant source data
Stored base stats. Encounter effects may modify these values. Battle-group references do not establish demo availability.
{
"unitId": 2512,
"table": "DT_UnitParameter",
"row": "セフィロス(第二)氷",
"offset": 344943,
"faceIconId": 595,
"dropNormalRate": 12,
"dropRareRate": 30,
"stealRate": 5,
"battleGroups": []
}
- 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: Earth
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 buildsElement resistance
Status resistance
0% neutral · Negative: more damage · 100%: immune · 200%: absorbs. Status percentages are resistance, not infliction chances.
Drops
Steals
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.
| When | Action |
|---|---|
| Opening phase, repeating six-action cycle | Masamune 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 less | Use 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 cycle | Choose 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 actions | Infusion preceded by Heartless Angel; the corresponding Fire/Ice/Lightning/Wind spell; Hell’s Gate. |
| Elemental phase, second group of three actions | Use the infused element’s area move; Purging Blade; then Darkga or Graviga equally. |
| Elemental phase, third group of three actions | Boundless 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 moves | Fire 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 form | If 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 phase | Use Divine Proclamation (self) instead of the next attack, then begin the finishing sequence. |
| Final countdown, subsequent nine actions in order | Thundaga (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
| None | Physical | Single Target | 12 | 1 | 100 | 25 | — | Basic attack. | — | |
| None | Physical | Random Targets | 45 | 3 | 100 | 12 | — |
| Non-elemental physical damage; each hit selects a random target. | |
| None | Physical | Single Target | 24 | 2 | 100 | 33 | — |
1 more
| Non-elemental physical damage to one target, with Paralysis. | |
| Physical | Single Target | 36 | 1 | 100 | 16 | — |
1 more
| Dark physical damage to one target, with physical and magic defense reductions. | ||
| None | Physical | AoE | 30 | 1 | 125 | 12 | — |
3 more
| Non-elemental physical damage to all targets. | |
| Magic | AoE | 24 | 3 | 100 | 15 | 44 MP |
| Deal lightning-type magic damage. | ||
| Magic | AoE | 30 | 3 | 500 | 21 | — |
| Deals Lightning magic damage, with Paralysis. | ||
| Magic | AoE | 24 | 3 | 100 | 21 | 44 MP |
| Deal dark magic damage. | ||
| None | Magic | AoETarget Cur HPRatio | — | 1 | 500 | 0 | 50 MP |
| Reduce the current HP of all enemies by a set percentage. | |
| None | Other | AoE | 1 | 1 | 500 | 12 | — |
1 more
| Sets targets' HP to 1. All-target move. | |
| Magic | AoE | 24 | 1 | 100 | 12 | — |
| Dark magic damage to all targets, with group Dispel. | ||
| None | Physical | Single Target | 128 | 8 | 500 | 25 | — |
| Non-elemental physical damage to one target. | |
| None | Physical | Self | — | — | 100 | 12 | — |
| Applies a nine-count countdown to meteor impact. | |
| Magic | Single Target | 30 | 3 | 100 | 21 | 44 MP |
| Deal fire-type magic damage. | ||
| Magic | Single Target | 30 | 3 | 100 | 21 | 44 MP |
| Deal ice-type magic damage. | ||
| Magic | Single Target | 30 | 3 | 100 | 21 | 44 MP |
| Deal lightning-type magic damage. | ||
| Magic | Single Target | 30 | 3 | 100 | 21 | 44 MP |
| Deal wind-type magic damage. | ||
| Magic | AoE | 24 | 3 | 100 | 15 | 44 MP |
| Deal fire-type magic damage. | ||
| Magic | AoE | 24 | 3 | 100 | 15 | 44 MP |
| Deal ice-type magic damage. | ||
| Magic | AoE | 24 | 3 | 100 | 15 | 44 MP |
| Deal wind-type magic damage. | ||
| None | — | Self | — | — | — | — | — |
| Evades physical attacks and counters for two turns. | |
| None | Physical | Single Target | 12 | 1 | 100 | 25 | — | Used in the special responses described above. | Non-elemental physical damage to one target. Counts as a regular attack. | |
| None | — | Self | — | — | — | — | — |
| Signals the start of phase two without displaying a skill banner. | |
| None | — | Self | — | — | — | — | — |
| Grants Fire enhancement and changes the weakness to Water. | |
| None | — | Self | — | — | — | — | — |
| Grants Ice enhancement and changes the weakness to Fire. | |
| None | — | Self | — | — | — | — | — |
| Grants Lightning enhancement and changes the weakness to Earth. | |
| None | — | Self | — | — | — | — | — |
| Grants Wind enhancement and changes the weakness to Ice. | |
| None | Physical | AoE | 99999 | 1 | 500 | 12 | — |
| Meteor impact; guaranteed death. | |
| Magic | AoE | 30 | 3 | 500 | 21 | — |
| Deals Fire magic damage, with physical and magic attack reductions. | ||
| Magic | AoE | 30 | 3 | 500 | 21 | — |
| Deals Ice magic damage, with Slow. | ||
| Magic | AoE | 30 | 3 | 500 | 21 | — |
| Deals Wind magic damage, with Silence. |
Traits & Passives
Unleashes a special attack when a fixed number of characters are buffed.
Counters non-elemental attacks.
Becomes pressured if no party members are KO’d after using signature attacks.
Uses more powerful attacks when pressured, but easier to stagger.
Triple Action (Permanent)Performs three actions.
Endure at 20% HPThe source says fatal damage is always survived at 0% HP. This appears inconsistent with the ability name; consult the numeric effects.
Research Notes
These patterns were checked against the installed game’s AI.
Variant source data
Stored base stats. Encounter effects may modify these values. Battle-group references do not establish demo availability.
{
"unitId": 2513,
"table": "DT_UnitParameter",
"row": "セフィロス(第二)雷",
"offset": 345631,
"faceIconId": 595,
"dropNormalRate": 12,
"dropRareRate": 30,
"stealRate": 5,
"battleGroups": []
}
- 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: Ice
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 buildsElement resistance
Status resistance
0% neutral · Negative: more damage · 100%: immune · 200%: absorbs. Status percentages are resistance, not infliction chances.
Drops
Steals
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.
| When | Action |
|---|---|
| Opening phase, repeating six-action cycle | Masamune 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 less | Use 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 cycle | Choose 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 actions | Infusion preceded by Heartless Angel; the corresponding Fire/Ice/Lightning/Wind spell; Hell’s Gate. |
| Elemental phase, second group of three actions | Use the infused element’s area move; Purging Blade; then Darkga or Graviga equally. |
| Elemental phase, third group of three actions | Boundless 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 moves | Fire 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 form | If 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 phase | Use Divine Proclamation (self) instead of the next attack, then begin the finishing sequence. |
| Final countdown, subsequent nine actions in order | Thundaga (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
| None | Physical | Single Target | 12 | 1 | 100 | 25 | — | Basic attack. | — | |
| None | Physical | Random Targets | 45 | 3 | 100 | 12 | — |
| Non-elemental physical damage; each hit selects a random target. | |
| None | Physical | Single Target | 24 | 2 | 100 | 33 | — |
1 more
| Non-elemental physical damage to one target, with Paralysis. | |
| Physical | Single Target | 36 | 1 | 100 | 16 | — |
1 more
| Dark physical damage to one target, with physical and magic defense reductions. | ||
| None | Physical | AoE | 30 | 1 | 125 | 12 | — |
3 more
| Non-elemental physical damage to all targets. | |
| Magic | AoE | 24 | 3 | 100 | 15 | 44 MP |
| Deal wind-type magic damage. | ||
| Magic | AoE | 30 | 3 | 500 | 21 | — |
| Deals Wind magic damage, with Silence. | ||
| Magic | AoE | 24 | 3 | 100 | 21 | 44 MP |
| Deal dark magic damage. | ||
| None | Magic | AoETarget Cur HPRatio | — | 1 | 500 | 0 | 50 MP |
| Reduce the current HP of all enemies by a set percentage. | |
| None | Other | AoE | 1 | 1 | 500 | 12 | — |
1 more
| Sets targets' HP to 1. All-target move. | |
| Magic | AoE | 24 | 1 | 100 | 12 | — |
| Dark magic damage to all targets, with group Dispel. | ||
| None | Physical | Single Target | 128 | 8 | 500 | 25 | — |
| Non-elemental physical damage to one target. | |
| None | Physical | Self | — | — | 100 | 12 | — |
| Applies a nine-count countdown to meteor impact. | |
| Magic | Single Target | 30 | 3 | 100 | 21 | 44 MP |
| Deal fire-type magic damage. | ||
| Magic | Single Target | 30 | 3 | 100 | 21 | 44 MP |
| Deal ice-type magic damage. | ||
| Magic | Single Target | 30 | 3 | 100 | 21 | 44 MP |
| Deal lightning-type magic damage. | ||
| Magic | Single Target | 30 | 3 | 100 | 21 | 44 MP |
| Deal wind-type magic damage. | ||
| Magic | AoE | 24 | 3 | 100 | 15 | 44 MP |
| Deal fire-type magic damage. | ||
| Magic | AoE | 24 | 3 | 100 | 15 | 44 MP |
| Deal ice-type magic damage. | ||
| Magic | AoE | 24 | 3 | 100 | 15 | 44 MP |
| Deal lightning-type magic damage. | ||
| None | — | Self | — | — | — | — | — |
| Evades physical attacks and counters for two turns. | |
| None | Physical | Single Target | 12 | 1 | 100 | 25 | — | Used in the special responses described above. | Non-elemental physical damage to one target. Counts as a regular attack. | |
| None | — | Self | — | — | — | — | — |
| Signals the start of phase two without displaying a skill banner. | |
| None | — | Self | — | — | — | — | — |
| Grants Fire enhancement and changes the weakness to Water. | |
| None | — | Self | — | — | — | — | — |
| Grants Ice enhancement and changes the weakness to Fire. | |
| None | — | Self | — | — | — | — | — |
| Grants Lightning enhancement and changes the weakness to Earth. | |
| None | — | Self | — | — | — | — | — |
| Grants Wind enhancement and changes the weakness to Ice. | |
| None | Physical | AoE | 99999 | 1 | 500 | 12 | — |
| Meteor impact; guaranteed death. | |
| Magic | AoE | 30 | 3 | 500 | 21 | — |
| Deals Fire magic damage, with physical and magic attack reductions. | ||
| Magic | AoE | 30 | 3 | 500 | 21 | — |
| Deals Ice magic damage, with Slow. | ||
| Magic | AoE | 30 | 3 | 500 | 21 | — |
| Deals Lightning magic damage, with Paralysis. |
Traits & Passives
Unleashes a special attack when a fixed number of characters are buffed.
Counters non-elemental attacks.
Becomes pressured if no party members are KO’d after using signature attacks.
Uses more powerful attacks when pressured, but easier to stagger.
Triple Action (Permanent)Performs three actions.
Endure at 20% HPThe source says fatal damage is always survived at 0% HP. This appears inconsistent with the ability name; consult the numeric effects.
Research Notes
These patterns were checked against the installed game’s AI.
Variant source data
Stored base stats. Encounter effects may modify these values. Battle-group references do not establish demo availability.
{
"unitId": 2514,
"table": "DT_UnitParameter",
"row": "セフィロス(第二)風",
"offset": 346319,
"faceIconId": 595,
"dropNormalRate": 12,
"dropRareRate": 30,
"stealRate": 5,
"battleGroups": []
}
- HP
- 250,000
- MP
- 100
- Stagger
- 1,350
- Strength
- 560
- Stamina
- 546
- Magic
- 560
- Spirit
- 546
- Speed
- 300
14,500 EXP · 12,000 gil
Plan your approach
Recorded elemental weaknesses: Water
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 buildsElement resistance
Status resistance
0% neutral · Negative: more damage · 100%: immune · 200%: absorbs. Status percentages are resistance, not infliction chances.
Drops
Steals
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.
| When | Action |
|---|---|
| Opening phase, repeating six-action cycle | Masamune 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 less | Use 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 cycle | Choose 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 actions | Infusion preceded by Heartless Angel; the corresponding Fire/Ice/Lightning/Wind spell; Hell’s Gate. |
| Elemental phase, second group of three actions | Use the infused element’s area move; Purging Blade; then Darkga or Graviga equally. |
| Elemental phase, third group of three actions | Boundless 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 moves | Fire 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 form | If 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 phase | Use Divine Proclamation (self) instead of the next attack, then begin the finishing sequence. |
| Final countdown, subsequent nine actions in order | Thundaga (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
| None | Physical | Single Target | 12 | 1 | 100 | 25 | — | Basic attack. | — | |
| None | Physical | AoE | 30 | 1 | 125 | 12 | — |
3 more
| Non-elemental physical damage to all targets. | |
| None | Physical | Single Target | 24 | 2 | 100 | 33 | — |
1 more
| Non-elemental physical damage to one target, with Paralysis. | |
| Physical | Single Target | 36 | 1 | 100 | 16 | — |
1 more
| Dark physical damage to one target, with physical and magic defense reductions. | ||
| Magic | AoE | 24 | 3 | 100 | 15 | 44 MP |
| Deal fire-type magic damage. | ||
| Magic | AoE | 30 | 3 | 500 | 21 | — |
| Deals Fire magic damage, with physical and magic attack reductions. | ||
| Magic | AoE | 24 | 3 | 100 | 21 | 44 MP |
| Deal dark magic damage. | ||
| None | Magic | AoETarget Cur HPRatio | — | 1 | 500 | 0 | 50 MP |
| Reduce the current HP of all enemies by a set percentage. | |
| None | Other | AoE | 1 | 1 | 500 | 12 | — |
1 more
| Sets targets' HP to 1. All-target move. | |
| Magic | AoE | 24 | 1 | 100 | 12 | — |
| Dark magic damage to all targets, with group Dispel. | ||
| None | Physical | Single Target | 128 | 8 | 500 | 25 | — |
| Non-elemental physical damage to one target. | |
| None | Physical | Self | — | — | 100 | 12 | — |
| Applies a nine-count countdown to meteor impact. | |
| Magic | Single Target | 30 | 3 | 100 | 21 | 44 MP |
| Deal fire-type magic damage. | ||
| Magic | Single Target | 30 | 3 | 100 | 21 | 44 MP |
| Deal ice-type magic damage. | ||
| Magic | Single Target | 30 | 3 | 100 | 21 | 44 MP |
| Deal lightning-type magic damage. | ||
| Magic | Single Target | 30 | 3 | 100 | 21 | 44 MP |
| Deal wind-type magic damage. | ||
| Magic | AoE | 24 | 3 | 100 | 15 | 44 MP |
| Deal ice-type magic damage. | ||
| Magic | AoE | 24 | 3 | 100 | 15 | 44 MP |
| Deal lightning-type magic damage. | ||
| Magic | AoE | 24 | 3 | 100 | 15 | 44 MP |
| Deal wind-type magic damage. | ||
| None | — | Self | — | — | — | — | — |
| Evades physical attacks and counters for two turns. | |
| None | Physical | Single Target | 12 | 1 | 100 | 25 | — | Used in the special responses described above. | Non-elemental physical damage to one target. Counts as a regular attack. | |
| None | Physical | Random Targets | 45 | 3 | 100 | 12 | — |
| Non-elemental physical damage; each hit selects a random target. | |
| None | — | Self | — | — | — | — | — |
| Signals the start of phase two without displaying a skill banner. | |
| None | — | Self | — | — | — | — | — |
| Grants Fire enhancement and changes the weakness to Water. | |
| None | — | Self | — | — | — | — | — |
| Grants Ice enhancement and changes the weakness to Fire. | |
| None | — | Self | — | — | — | — | — |
| Grants Lightning enhancement and changes the weakness to Earth. | |
| None | — | Self | — | — | — | — | — |
| Grants Wind enhancement and changes the weakness to Ice. | |
| None | Physical | AoE | 99999 | 1 | 500 | 12 | — |
| Meteor impact; guaranteed death. | |
| Magic | AoE | 30 | 3 | 500 | 21 | — |
| Deals Ice magic damage, with Slow. | ||
| Magic | AoE | 30 | 3 | 500 | 21 | — |
| Deals Lightning magic damage, with Paralysis. | ||
| Magic | AoE | 30 | 3 | 500 | 21 | — |
| Deals Wind magic damage, with Silence. |
Traits & Passives
Unleashes a special attack when a fixed number of characters are buffed.
Counters non-elemental attacks.
Becomes pressured if no party members are KO’d after using signature attacks.
Uses more powerful attacks when pressured, but easier to stagger.
Triple Action (Permanent)Performs three actions.
Endure at 20% HPThe source says fatal damage is always survived at 0% HP. This appears inconsistent with the ability name; consult the numeric effects.
Research Notes
These patterns were checked against the installed game’s AI.
Variant source data
Stored base stats. Encounter effects may modify these values. Battle-group references do not establish demo availability.
{
"unitId": 2515,
"table": "DT_UnitParameter",
"row": "セフィロス(第二)火HEAT",
"offset": 347007,
"faceIconId": 595,
"dropNormalRate": 12,
"dropRareRate": 30,
"stealRate": 5,
"battleGroups": []
}
- HP
- 250,000
- MP
- 100
- Stagger
- 1,350
- Strength
- 560
- Stamina
- 546
- Magic
- 560
- Spirit
- 546
- Speed
- 300
14,500 EXP · 12,000 gil
Plan your approach
Recorded elemental weaknesses: Fire
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 buildsElement resistance
Status resistance
0% neutral · Negative: more damage · 100%: immune · 200%: absorbs. Status percentages are resistance, not infliction chances.
Drops
Steals
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.
| When | Action |
|---|---|
| Opening phase, repeating six-action cycle | Masamune 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 less | Use 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 cycle | Choose 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 actions | Infusion preceded by Heartless Angel; the corresponding Fire/Ice/Lightning/Wind spell; Hell’s Gate. |
| Elemental phase, second group of three actions | Use the infused element’s area move; Purging Blade; then Darkga or Graviga equally. |
| Elemental phase, third group of three actions | Boundless 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 moves | Fire 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 form | If 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 phase | Use Divine Proclamation (self) instead of the next attack, then begin the finishing sequence. |
| Final countdown, subsequent nine actions in order | Thundaga (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
| None | Physical | Single Target | 12 | 1 | 100 | 25 | — | Basic attack. | — | |
| None | Physical | AoE | 30 | 1 | 125 | 12 | — |
3 more
| Non-elemental physical damage to all targets. | |
| None | Physical | Single Target | 24 | 2 | 100 | 33 | — |
1 more
| Non-elemental physical damage to one target, with Paralysis. | |
| Physical | Single Target | 36 | 1 | 100 | 16 | — |
1 more
| Dark physical damage to one target, with physical and magic defense reductions. | ||
| Magic | AoE | 24 | 3 | 100 | 15 | 44 MP |
| Deal ice-type magic damage. | ||
| Magic | AoE | 30 | 3 | 500 | 21 | — |
| Deals Ice magic damage, with Slow. | ||
| Magic | AoE | 24 | 3 | 100 | 21 | 44 MP |
| Deal dark magic damage. | ||
| None | Magic | AoETarget Cur HPRatio | — | 1 | 500 | 0 | 50 MP |
| Reduce the current HP of all enemies by a set percentage. | |
| None | Other | AoE | 1 | 1 | 500 | 12 | — |
1 more
| Sets targets' HP to 1. All-target move. | |
| Magic | AoE | 24 | 1 | 100 | 12 | — |
| Dark magic damage to all targets, with group Dispel. | ||
| None | Physical | Single Target | 128 | 8 | 500 | 25 | — |
| Non-elemental physical damage to one target. | |
| None | Physical | Self | — | — | 100 | 12 | — |
| Applies a nine-count countdown to meteor impact. | |
| Magic | Single Target | 30 | 3 | 100 | 21 | 44 MP |
| Deal fire-type magic damage. | ||
| Magic | Single Target | 30 | 3 | 100 | 21 | 44 MP |
| Deal ice-type magic damage. | ||
| Magic | Single Target | 30 | 3 | 100 | 21 | 44 MP |
| Deal lightning-type magic damage. | ||
| Magic | Single Target | 30 | 3 | 100 | 21 | 44 MP |
| Deal wind-type magic damage. | ||
| Magic | AoE | 24 | 3 | 100 | 15 | 44 MP |
| Deal fire-type magic damage. | ||
| Magic | AoE | 24 | 3 | 100 | 15 | 44 MP |
| Deal lightning-type magic damage. | ||
| Magic | AoE | 24 | 3 | 100 | 15 | 44 MP |
| Deal wind-type magic damage. | ||
| None | — | Self | — | — | — | — | — |
| Evades physical attacks and counters for two turns. | |
| None | Physical | Single Target | 12 | 1 | 100 | 25 | — | Used in the special responses described above. | Non-elemental physical damage to one target. Counts as a regular attack. | |
| None | Physical | Random Targets | 45 | 3 | 100 | 12 | — |
| Non-elemental physical damage; each hit selects a random target. | |
| None | — | Self | — | — | — | — | — |
| Signals the start of phase two without displaying a skill banner. | |
| None | — | Self | — | — | — | — | — |
| Grants Fire enhancement and changes the weakness to Water. | |
| None | — | Self | — | — | — | — | — |
| Grants Ice enhancement and changes the weakness to Fire. | |
| None | — | Self | — | — | — | — | — |
| Grants Lightning enhancement and changes the weakness to Earth. | |
| None | — | Self | — | — | — | — | — |
| Grants Wind enhancement and changes the weakness to Ice. | |
| None | Physical | AoE | 99999 | 1 | 500 | 12 | — |
| Meteor impact; guaranteed death. | |
| Magic | AoE | 30 | 3 | 500 | 21 | — |
| Deals Fire magic damage, with physical and magic attack reductions. | ||
| Magic | AoE | 30 | 3 | 500 | 21 | — |
| Deals Lightning magic damage, with Paralysis. | ||
| Magic | AoE | 30 | 3 | 500 | 21 | — |
| Deals Wind magic damage, with Silence. |
Traits & Passives
Unleashes a special attack when a fixed number of characters are buffed.
Counters non-elemental attacks.
Becomes pressured if no party members are KO’d after using signature attacks.
Uses more powerful attacks when pressured, but easier to stagger.
Triple Action (Permanent)Performs three actions.
Endure at 20% HPThe source says fatal damage is always survived at 0% HP. This appears inconsistent with the ability name; consult the numeric effects.
Research Notes
These patterns were checked against the installed game’s AI.
Variant source data
Stored base stats. Encounter effects may modify these values. Battle-group references do not establish demo availability.
{
"unitId": 2516,
"table": "DT_UnitParameter",
"row": "セフィロス(第二)氷HEAT",
"offset": 347695,
"faceIconId": 595,
"dropNormalRate": 12,
"dropRareRate": 30,
"stealRate": 5,
"battleGroups": []
}
- HP
- 250,000
- MP
- 100
- Stagger
- 1,350
- Strength
- 560
- Stamina
- 546
- Magic
- 560
- Spirit
- 546
- Speed
- 300
14,500 EXP · 12,000 gil
Plan your approach
Recorded elemental weaknesses: Earth
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 buildsElement resistance
Status resistance
0% neutral · Negative: more damage · 100%: immune · 200%: absorbs. Status percentages are resistance, not infliction chances.
Drops
Steals
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.
| When | Action |
|---|---|
| Opening phase, repeating six-action cycle | Masamune 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 less | Use 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 cycle | Choose 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 actions | Infusion preceded by Heartless Angel; the corresponding Fire/Ice/Lightning/Wind spell; Hell’s Gate. |
| Elemental phase, second group of three actions | Use the infused element’s area move; Purging Blade; then Darkga or Graviga equally. |
| Elemental phase, third group of three actions | Boundless 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 moves | Fire 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 form | If 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 phase | Use Divine Proclamation (self) instead of the next attack, then begin the finishing sequence. |
| Final countdown, subsequent nine actions in order | Thundaga (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
| None | Physical | Single Target | 12 | 1 | 100 | 25 | — | Basic attack. | — | |
| None | Physical | AoE | 30 | 1 | 125 | 12 | — |
3 more
| Non-elemental physical damage to all targets. | |
| None | Physical | Single Target | 24 | 2 | 100 | 33 | — |
1 more
| Non-elemental physical damage to one target, with Paralysis. | |
| Physical | Single Target | 36 | 1 | 100 | 16 | — |
1 more
| Dark physical damage to one target, with physical and magic defense reductions. | ||
| Magic | AoE | 24 | 3 | 100 | 15 | 44 MP |
| Deal lightning-type magic damage. | ||
| Magic | AoE | 30 | 3 | 500 | 21 | — |
| Deals Lightning magic damage, with Paralysis. | ||
| Magic | AoE | 24 | 3 | 100 | 21 | 44 MP |
| Deal dark magic damage. | ||
| None | Magic | AoETarget Cur HPRatio | — | 1 | 500 | 0 | 50 MP |
| Reduce the current HP of all enemies by a set percentage. | |
| None | Other | AoE | 1 | 1 | 500 | 12 | — |
1 more
| Sets targets' HP to 1. All-target move. | |
| Magic | AoE | 24 | 1 | 100 | 12 | — |
| Dark magic damage to all targets, with group Dispel. | ||
| None | Physical | Single Target | 128 | 8 | 500 | 25 | — |
| Non-elemental physical damage to one target. | |
| None | Physical | Self | — | — | 100 | 12 | — |
| Applies a nine-count countdown to meteor impact. | |
| Magic | Single Target | 30 | 3 | 100 | 21 | 44 MP |
| Deal fire-type magic damage. | ||
| Magic | Single Target | 30 | 3 | 100 | 21 | 44 MP |
| Deal ice-type magic damage. | ||
| Magic | Single Target | 30 | 3 | 100 | 21 | 44 MP |
| Deal lightning-type magic damage. | ||
| Magic | Single Target | 30 | 3 | 100 | 21 | 44 MP |
| Deal wind-type magic damage. | ||
| Magic | AoE | 24 | 3 | 100 | 15 | 44 MP |
| Deal fire-type magic damage. | ||
| Magic | AoE | 24 | 3 | 100 | 15 | 44 MP |
| Deal ice-type magic damage. | ||
| Magic | AoE | 24 | 3 | 100 | 15 | 44 MP |
| Deal wind-type magic damage. | ||
| None | — | Self | — | — | — | — | — |
| Evades physical attacks and counters for two turns. | |
| None | Physical | Single Target | 12 | 1 | 100 | 25 | — | Used in the special responses described above. | Non-elemental physical damage to one target. Counts as a regular attack. | |
| None | Physical | Random Targets | 45 | 3 | 100 | 12 | — |
| Non-elemental physical damage; each hit selects a random target. | |
| None | — | Self | — | — | — | — | — |
| Signals the start of phase two without displaying a skill banner. | |
| None | — | Self | — | — | — | — | — |
| Grants Fire enhancement and changes the weakness to Water. | |
| None | — | Self | — | — | — | — | — |
| Grants Ice enhancement and changes the weakness to Fire. | |
| None | — | Self | — | — | — | — | — |
| Grants Lightning enhancement and changes the weakness to Earth. | |
| None | — | Self | — | — | — | — | — |
| Grants Wind enhancement and changes the weakness to Ice. | |
| None | Physical | AoE | 99999 | 1 | 500 | 12 | — |
| Meteor impact; guaranteed death. | |
| Magic | AoE | 30 | 3 | 500 | 21 | — |
| Deals Fire magic damage, with physical and magic attack reductions. | ||
| Magic | AoE | 30 | 3 | 500 | 21 | — |
| Deals Ice magic damage, with Slow. | ||
| Magic | AoE | 30 | 3 | 500 | 21 | — |
| Deals Wind magic damage, with Silence. |
Traits & Passives
Unleashes a special attack when a fixed number of characters are buffed.
Counters non-elemental attacks.
Becomes pressured if no party members are KO’d after using signature attacks.
Uses more powerful attacks when pressured, but easier to stagger.
Triple Action (Permanent)Performs three actions.
Endure at 20% HPThe source says fatal damage is always survived at 0% HP. This appears inconsistent with the ability name; consult the numeric effects.
Research Notes
These patterns were checked against the installed game’s AI.
Variant source data
Stored base stats. Encounter effects may modify these values. Battle-group references do not establish demo availability.
{
"unitId": 2517,
"table": "DT_UnitParameter",
"row": "セフィロス(第二)雷HEAT",
"offset": 348383,
"faceIconId": 595,
"dropNormalRate": 12,
"dropRareRate": 30,
"stealRate": 5,
"battleGroups": []
}
- HP
- 250,000
- MP
- 100
- Stagger
- 1,350
- Strength
- 560
- Stamina
- 546
- Magic
- 560
- Spirit
- 546
- Speed
- 300
14,500 EXP · 12,000 gil
Plan your approach
Recorded elemental weaknesses: Ice
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 buildsElement resistance
Status resistance
0% neutral · Negative: more damage · 100%: immune · 200%: absorbs. Status percentages are resistance, not infliction chances.
Drops
Steals
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.
| When | Action |
|---|---|
| Opening phase, repeating six-action cycle | Masamune 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 less | Use 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 cycle | Choose 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 actions | Infusion preceded by Heartless Angel; the corresponding Fire/Ice/Lightning/Wind spell; Hell’s Gate. |
| Elemental phase, second group of three actions | Use the infused element’s area move; Purging Blade; then Darkga or Graviga equally. |
| Elemental phase, third group of three actions | Boundless 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 moves | Fire 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 form | If 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 phase | Use Divine Proclamation (self) instead of the next attack, then begin the finishing sequence. |
| Final countdown, subsequent nine actions in order | Thundaga (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
| None | Physical | Single Target | 12 | 1 | 100 | 25 | — | Basic attack. | — | |
| None | Physical | AoE | 30 | 1 | 125 | 12 | — |
3 more
| Non-elemental physical damage to all targets. | |
| None | Physical | Single Target | 24 | 2 | 100 | 33 | — |
1 more
| Non-elemental physical damage to one target, with Paralysis. | |
| Physical | Single Target | 36 | 1 | 100 | 16 | — |
1 more
| Dark physical damage to one target, with physical and magic defense reductions. | ||
| Magic | AoE | 24 | 3 | 100 | 15 | 44 MP |
| Deal wind-type magic damage. | ||
| Magic | AoE | 30 | 3 | 500 | 21 | — |
| Deals Wind magic damage, with Silence. | ||
| Magic | AoE | 24 | 3 | 100 | 21 | 44 MP |
| Deal dark magic damage. | ||
| None | Magic | AoETarget Cur HPRatio | — | 1 | 500 | 0 | 50 MP |
| Reduce the current HP of all enemies by a set percentage. | |
| None | Other | AoE | 1 | 1 | 500 | 12 | — |
1 more
| Sets targets' HP to 1. All-target move. | |
| Magic | AoE | 24 | 1 | 100 | 12 | — |
| Dark magic damage to all targets, with group Dispel. | ||
| None | Physical | Single Target | 128 | 8 | 500 | 25 | — |
| Non-elemental physical damage to one target. | |
| None | Physical | Self | — | — | 100 | 12 | — |
| Applies a nine-count countdown to meteor impact. | |
| Magic | Single Target | 30 | 3 | 100 | 21 | 44 MP |
| Deal fire-type magic damage. | ||
| Magic | Single Target | 30 | 3 | 100 | 21 | 44 MP |
| Deal ice-type magic damage. | ||
| Magic | Single Target | 30 | 3 | 100 | 21 | 44 MP |
| Deal lightning-type magic damage. | ||
| Magic | Single Target | 30 | 3 | 100 | 21 | 44 MP |
| Deal wind-type magic damage. | ||
| Magic | AoE | 24 | 3 | 100 | 15 | 44 MP |
| Deal fire-type magic damage. | ||
| Magic | AoE | 24 | 3 | 100 | 15 | 44 MP |
| Deal ice-type magic damage. | ||
| Magic | AoE | 24 | 3 | 100 | 15 | 44 MP |
| Deal lightning-type magic damage. | ||
| None | — | Self | — | — | — | — | — |
| Evades physical attacks and counters for two turns. | |
| None | Physical | Single Target | 12 | 1 | 100 | 25 | — | Used in the special responses described above. | Non-elemental physical damage to one target. Counts as a regular attack. | |
| None | Physical | Random Targets | 45 | 3 | 100 | 12 | — |
| Non-elemental physical damage; each hit selects a random target. | |
| None | — | Self | — | — | — | — | — |
| Signals the start of phase two without displaying a skill banner. | |
| None | — | Self | — | — | — | — | — |
| Grants Fire enhancement and changes the weakness to Water. | |
| None | — | Self | — | — | — | — | — |
| Grants Ice enhancement and changes the weakness to Fire. | |
| None | — | Self | — | — | — | — | — |
| Grants Lightning enhancement and changes the weakness to Earth. | |
| None | — | Self | — | — | — | — | — |
| Grants Wind enhancement and changes the weakness to Ice. | |
| None | Physical | AoE | 99999 | 1 | 500 | 12 | — |
| Meteor impact; guaranteed death. | |
| Magic | AoE | 30 | 3 | 500 | 21 | — |
| Deals Fire magic damage, with physical and magic attack reductions. | ||
| Magic | AoE | 30 | 3 | 500 | 21 | — |
| Deals Ice magic damage, with Slow. | ||
| Magic | AoE | 30 | 3 | 500 | 21 | — |
| Deals Lightning magic damage, with Paralysis. |
Traits & Passives
Unleashes a special attack when a fixed number of characters are buffed.
Counters non-elemental attacks.
Becomes pressured if no party members are KO’d after using signature attacks.
Uses more powerful attacks when pressured, but easier to stagger.
Triple Action (Permanent)Performs three actions.
Endure at 20% HPThe source says fatal damage is always survived at 0% HP. This appears inconsistent with the ability name; consult the numeric effects.
Research Notes
These patterns were checked against the installed game’s AI.
Variant source data
Stored base stats. Encounter effects may modify these values. Battle-group references do not establish demo availability.
{
"unitId": 2518,
"table": "DT_UnitParameter",
"row": "セフィロス(第二)風HEAT",
"offset": 349071,
"faceIconId": 595,
"dropNormalRate": 12,
"dropRareRate": 30,
"stealRate": 5,
"battleGroups": []
}
- 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: Light
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 buildsElement resistance
Status resistance
0% neutral · Negative: more damage · 100%: immune · 200%: absorbs. Status percentages are resistance, not infliction chances.
Drops
Steals
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.
| When | Action |
|---|---|
| Opening phase, repeating six-action cycle | Masamune 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 less | Use 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 cycle | Choose 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 actions | Infusion preceded by Heartless Angel; the corresponding Fire/Ice/Lightning/Wind spell; Hell’s Gate. |
| Elemental phase, second group of three actions | Use the infused element’s area move; Purging Blade; then Darkga or Graviga equally. |
| Elemental phase, third group of three actions | Boundless 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 moves | Fire 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 form | If 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 phase | Use Divine Proclamation (self) instead of the next attack, then begin the finishing sequence. |
| Final countdown, subsequent nine actions in order | Thundaga (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
| None | Physical | Single Target | 12 | 1 | 100 | 25 | — | Basic attack. | — | |
| None | Physical | AoE | 30 | 1 | 125 | 12 | — |
3 more
| Non-elemental physical damage to all targets. | |
| Magic | AoE | 24 | 3 | 100 | 15 | 44 MP |
| Deal fire-type magic damage. | ||
| Magic | AoE | 24 | 3 | 100 | 15 | 44 MP |
| Deal ice-type magic damage. | ||
| Magic | AoE | 24 | 3 | 100 | 15 | 44 MP |
| Deal lightning-type magic damage. | ||
| Magic | AoE | 24 | 3 | 100 | 15 | 44 MP |
| Deal wind-type magic damage. | ||
| None | Other | AoE | 1 | 1 | 500 | 12 | — |
1 more
| Sets targets' HP to 1. All-target move. | |
| Magic | AoE | 24 | 1 | 100 | 12 | — |
| Dark magic damage to all targets, with group Dispel. | ||
| None | Physical | Single Target | 128 | 8 | 500 | 25 | — |
| Non-elemental physical damage to one target. | |
| None | Physical | AoE | 99999 | 1 | 500 | 12 | — |
| Meteor impact; guaranteed death. | |
| None | Magic | AoETarget Cur HPRatio | — | 1 | 500 | 0 | 50 MP |
| Reduce the current HP of all enemies by a set percentage. | |
| Magic | Single Target | 30 | 3 | 100 | 21 | 44 MP |
| Deal fire-type magic damage. | ||
| Magic | Single Target | 30 | 3 | 100 | 21 | 44 MP |
| Deal ice-type magic damage. | ||
| Magic | Single Target | 30 | 3 | 100 | 21 | 44 MP |
| Deal lightning-type magic damage. | ||
| Magic | Single Target | 30 | 3 | 100 | 21 | 44 MP |
| Deal wind-type magic damage. | ||
| Magic | AoE | 24 | 3 | 100 | 21 | 44 MP |
| Deal dark magic damage. | ||
| None | — | Self | — | — | — | — | — |
| Evades physical attacks and counters for two turns. | |
| None | Physical | Single Target | 12 | 1 | 100 | 25 | — | Used in the special responses described above. | Non-elemental physical damage to one target. Counts as a regular attack. | |
| None | Physical | Random Targets | 45 | 3 | 100 | 12 | — |
| Non-elemental physical damage; each hit selects a random target. | |
| None | Physical | Single Target | 24 | 2 | 100 | 33 | — |
1 more
| Non-elemental physical damage to one target, with Paralysis. | |
| Physical | Single Target | 36 | 1 | 100 | 16 | — |
1 more
| Dark physical damage to one target, with physical and magic defense reductions. | ||
| None | — | Self | — | — | — | — | — |
| Signals the start of phase two without displaying a skill banner. | |
| None | — | Self | — | — | — | — | — |
| Grants Fire enhancement and changes the weakness to Water. | |
| None | — | Self | — | — | — | — | — |
| Grants Ice enhancement and changes the weakness to Fire. | |
| None | — | Self | — | — | — | — | — |
| Grants Lightning enhancement and changes the weakness to Earth. | |
| None | — | Self | — | — | — | — | — |
| Grants Wind enhancement and changes the weakness to Ice. | |
| None | Physical | Self | — | — | 100 | 12 | — |
| Applies a nine-count countdown to meteor impact. | |
| Magic | AoE | 30 | 3 | 500 | 21 | — |
| Deals Fire magic damage, with physical and magic attack reductions. | ||
| Magic | AoE | 30 | 3 | 500 | 21 | — |
| Deals Ice magic damage, with Slow. | ||
| Magic | AoE | 30 | 3 | 500 | 21 | — |
| Deals Lightning magic damage, with Paralysis. | ||
| Magic | AoE | 30 | 3 | 500 | 21 | — |
| Deals Wind magic damage, with Silence. |
Traits & Passives
Starts a countdown of fate.
When the countdown reaches 0...
Triple Action (Permanent)Performs three actions.
Research Notes
These patterns were checked against the installed game’s AI.
Variant source data
Stored base stats. Encounter effects may modify these values. Battle-group references do not establish demo availability.
{
"unitId": 2520,
"table": "DT_UnitParameter",
"row": "セフィロス(第三)",
"offset": 349759,
"faceIconId": 595,
"dropNormalRate": 12,
"dropRareRate": 30,
"stealRate": 5,
"battleGroups": []
}
- HP
- 250,000
- MP
- 100
- Stagger
- 1,350
- 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 buildsElement resistance
Status resistance
0% neutral · Negative: more damage · 100%: immune · 200%: absorbs. Status percentages are resistance, not infliction chances.
Drops
Steals
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.
| When | Action |
|---|---|
| Opening phase, repeating six-action cycle | Masamune 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 less | Use 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 cycle | Choose 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 actions | Infusion preceded by Heartless Angel; the corresponding Fire/Ice/Lightning/Wind spell; Hell’s Gate. |
| Elemental phase, second group of three actions | Use the infused element’s area move; Purging Blade; then Darkga or Graviga equally. |
| Elemental phase, third group of three actions | Boundless 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 moves | Fire 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 form | If 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 phase | Use Divine Proclamation (self) instead of the next attack, then begin the finishing sequence. |
| Final countdown, subsequent nine actions in order | Thundaga (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
| None | Physical | Single Target | 12 | 1 | 100 | 25 | — | Basic attack. | — | |
| None | Physical | Random Targets | 45 | 3 | 100 | 12 | — |
| Non-elemental physical damage; each hit selects a random target. | |
| None | Physical | Single Target | 24 | 2 | 100 | 33 | — |
1 more
| Non-elemental physical damage to one target, with Paralysis. | |
| Physical | Single Target | 36 | 1 | 100 | 16 | — |
1 more
| Dark physical damage to one target, with physical and magic defense reductions. | ||
| None | Physical | AoE | 30 | 1 | 125 | 12 | — |
3 more
| Non-elemental physical damage to all targets. | |
| None | Other | AoE | 1 | 1 | 500 | 12 | — |
1 more
| Sets targets' HP to 1. All-target move. | |
| None | — | Self | — | — | — | — | — |
| Grants Fire enhancement and changes the weakness to Water. | |
| None | — | Self | — | — | — | — | — |
| Grants Ice enhancement and changes the weakness to Fire. | |
| None | — | Self | — | — | — | — | — |
| Grants Lightning enhancement and changes the weakness to Earth. | |
| None | — | Self | — | — | — | — | — |
| Grants Wind enhancement and changes the weakness to Ice. | |
| None | Physical | Self | — | — | 100 | 12 | — |
| Applies a nine-count countdown to meteor impact. | |
| None | Magic | AoETarget Cur HPRatio | — | 1 | 500 | 0 | 50 MP |
| Reduce the current HP of all enemies by a set percentage. | |
| Magic | Single Target | 30 | 3 | 100 | 21 | 44 MP |
| Deal fire-type magic damage. | ||
| Magic | Single Target | 30 | 3 | 100 | 21 | 44 MP |
| Deal ice-type magic damage. | ||
| Magic | Single Target | 30 | 3 | 100 | 21 | 44 MP |
| Deal lightning-type magic damage. | ||
| Magic | Single Target | 30 | 3 | 100 | 21 | 44 MP |
| Deal wind-type magic damage. | ||
| Magic | AoE | 24 | 3 | 100 | 15 | 44 MP |
| Deal fire-type magic damage. | ||
| Magic | AoE | 24 | 3 | 100 | 15 | 44 MP |
| Deal ice-type magic damage. | ||
| Magic | AoE | 24 | 3 | 100 | 15 | 44 MP |
| Deal lightning-type magic damage. | ||
| Magic | AoE | 24 | 3 | 100 | 15 | 44 MP |
| Deal wind-type magic damage. | ||
| Magic | AoE | 24 | 3 | 100 | 21 | 44 MP |
| Deal dark magic damage. | ||
| None | — | Self | — | — | — | — | — |
| Evades physical attacks and counters for two turns. | |
| None | Physical | Single Target | 12 | 1 | 100 | 25 | — | Used in the special responses described above. | Non-elemental physical damage to one target. Counts as a regular attack. | |
| None | — | Self | — | — | — | — | — |
| Signals the start of phase two without displaying a skill banner. | |
| Magic | AoE | 24 | 1 | 100 | 12 | — |
| Dark magic damage to all targets, with group Dispel. | ||
| None | Physical | Single Target | 128 | 8 | 500 | 25 | — |
| Non-elemental physical damage to one target. | |
| None | Physical | AoE | 99999 | 1 | 500 | 12 | — |
| Meteor impact; guaranteed death. | |
| Magic | AoE | 30 | 3 | 500 | 21 | — |
| Deals Fire magic damage, with physical and magic attack reductions. | ||
| Magic | AoE | 30 | 3 | 500 | 21 | — |
| Deals Ice magic damage, with Slow. | ||
| Magic | AoE | 30 | 3 | 500 | 21 | — |
| Deals Lightning magic damage, with Paralysis. | ||
| Magic | AoE | 30 | 3 | 500 | 21 | — |
| Deals Wind magic damage, with Silence. |
Traits & Passives
Uses a near-fatal attack.
Uses elemental enhancements. Weakness and resistance shifts with the enhanced element.
Uses signature attacks for the last attack during elemental enhancement.
Triple Action (Permanent)Performs three actions.
Endure at 20% HPThe source says fatal damage is always survived at 0% HP. This appears inconsistent with the ability name; consult the numeric effects.
Research Notes
These patterns were checked against the installed game’s AI.
Variant source data
Stored base stats. Encounter effects may modify these values. Battle-group references do not establish demo availability.
{
"unitId": 2521,
"table": "DT_UnitParameter",
"row": "セフィロス(第二)平時HEAT",
"offset": 343596,
"faceIconId": 595,
"dropNormalRate": 12,
"dropRareRate": 30,
"stealRate": 5,
"battleGroups": []
}
