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Final Fantasy VI Bosses

You may be here looking at the Final Fantasy VI bosses in order to figure out how to beat them. We've included brief strategies for them here, but in virtually all cases, you may find more detail than we can fit here by visiting the walkthrough.

Enemies | Bosses | All | GBA Additions

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Dullahan
Dullahan
Bestiary #316
Type
Level
HP
MP
Gil
EXP
None
37
32450
1721
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
55
7
10
130
160
0
Stolen Items
Dropped Items
Common: RelicGenji Glove
Rare: X-Potion
None
Status Immunities
Elemental Immunities
poisonimppetrifydeathberserkconfusionsleepstop
None
Elemental Absorb
Elemental Weakness
ice
fire
Lores
Command Immunities
None
Control
 
Strategy
 
Dullahan is a stud. Although he looks like he'd rather impale you with that lance of his any day, he's almost exclusively a spell caster with inherent Haste. Both his spells and Magic Power are relatively strong, so expect a challenge here. The boss' name comes from an ancient spirit from Irish mythology: a headless horseman who only travels to collect somebody's life. His carriage is made of bone, his horses have flaming eyes, and he will stop at nothing...

Dullahan always starts the battle off with OLv. ? Holy. This is a strong Holy-elemental attack, in terms of power similar to level 3 spells. Its drawback is that it will only hit targets whose level is divisible by the last digit of your GP. This is why I told you to make sure that it never hits; it will leave quite a mark if it does.

Under normal circumstances, he'll just focus on his three main spells: namely, OBlizzara, OBlizzaga, and OHoly. When he detects any characters in your party with the Reflect status, he'll use OReflect ??? on your entire party. It will display "Holy cast if level is divisible by ?.", setting Dark, Mute, and Slow on every character with the Reflect status. If he dives beneath 10240 HP, he'll use OCura instantly. If he passes through four normal turns, he'll regain the ability to cast OReflect ??? and/or OCura if the situation calls for it. Finally, there is a 33% chance that it will counter your attack with Battle. Oh, my.

After damaging him eight times, he'll get four turns where he will use some of his nastier spells. OBlizzara and OLv. ? Holy can make another appearance, but so can !Morning Star, Absolute Zero, and Northern Cross. You can't Runic your way out of these new spells, which makes them harder to stop. Northern Cross, while being vulnerable to Runic, is the most dangerous of the five.

Northern Cross sets the Freeze status ailment, which you might have already encountered in the fight against Naude, who could set it with Freezing Dust. Northern Cross is multi-target, but uses an 'interesting' way to determine whether it hits or not. After the game checks if Northern Cross is blocked (after looking for Clear, Magic Block, the usual), it randomly misses from 0 to 4 characters. This ensures that even when all characters are normally hit by the move, you'll almost never see a party entirely frozen. That is good, as it's basically mega-Stop and there is no way to protect against it at all. Remember that the fastest way to dispel the Freeze status is to hit the party with a Fire-elemental attack; the OFire spell is obviously the best one.

There are two strategies you can employ. I'll list them both, as both should be perfectly fail-safe if you know what you're doing. Here they are:

Strategy #1: Hit Points


This is the strategy where we use violence to end Dullahan. First off, let's set up our available defenses. EsperZona Seeker is nice should Absolute Zero make an appearance, as is EsperGolem or EsperFenrir for !Morning Star and Battle counters. Have Celes use Runic, continuously. If she isn't wearing RelicHermes Sandals, make sure you cast the OHaste spell on her. Now, let's get to the violence! Your main damage dealers here are Sabin and Edgar. Sabin should be in the Front Row with two ClawBurning Fists. If Celes isn't busy with absorbing one of Dullahan's spells, sneak a OBerserk spell on Sabin for increased damage. If Edgar is equipped with the RelicDragon Horn, have him Jump. If not, stick to Tools; you can see what I want to do with him. Setzer should just stand by and use Hi-Potions on hurting characters. Since Celes should pretty much absorb all of Dullahan's attacks, you should be safe in that regard. In the end, you should prevail.

Strategy #2: Magic Points


Dullahan dies if you rasp away his MP. Thus, the entire offensive arsenal required for this strategy is ORasp. The advantage of the strategy is that if you have two to four ORasp casters, you'll find that the battle is over far more quickly. Its downside is that it does require two to four ORasp casters, and that, since ORasp is vulnerable to Runic, you can't protect yourself against Dullahan's attacks and will, consequently, have to regularly heal.

On a normally leveled party, I find both strategies equally satisfying; it's your pick, really. Expand Full Strategy
  
Earth Dragon
Earth Dragon
Bestiary #342
Type
Level
HP
MP
Gil
EXP
None
53
28500
16500
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
23
12
0
110
150
0
Stolen Items
Dropped Items
Common: X-Potion
Common: RodMagus Rod
Status Immunities
Elemental Immunities
imppetrifydeathsilenceberserkconfusionstop
None
Elemental Absorb
Elemental Weakness
None
windwater
Lores
Command Immunities
None
Control
 
Metamorph Package
 
 
Strategy
 
The Earth Dragon is fairly unique; he's the only elemental dragon that doesn't absorb his own element (instead, he uses the Float status to circumvent almost all Earth-elemental damage). Why they chose to do this is beyond me, as even with OQuake healing, Earth Dragon wouldn't have been that crazy of a challenge. We may well never know. Every 20 seconds, the Earth Dragon will use his 50 Gs attack, an Earth Dragon-only move that removes the Float status on all targets. Irremovable Float, like the one given by the RelicAngel Wings and Float-inducing Rages, will not be removed. Given the fact that Earth's G is, as you might expect, 1 G, 50 G is plain crazy; you'd effectively become 50 times as heavy as you normally are. Shadow would suddenly become 7250 lbs, for instance. But enough with the first-grade science. He has a one-third chance of countering any damage done to him with the dreaded !Honed Tusk attack, which really is quite strong. Any other attack he uses will be either Battle or ground-based. OQuake always misses Earth Dragon himself, and the Magnitude 8 and Landslide attacks should either miss or heal you if you've been smart up until now.

Start the battle off by throwing up your barriers. EsperGolem and EsperFenrir are particularly useful, as the only real threat in this battle should be Earth Dragon's !Honed Tusk and Battle attacks. Strago's OMighty Guard should also help in that department. OHastega is great as always, and EsperKirin doesn't hurt either. Cast a combination of OSleep and OSlow on the Earth Dragon as well: remember that OSleep can also be set with Strago's OBad Breath attack, which also can set Poison on the Earth Dragon. Now that you've been bulked up plenty, (and the Earth Dragon is vulnerable in his extended slumber) it's time to start the magical offensive.

If you want to keep Earth Dragon sleeping, keep Gau busy with Magic spells. Back Row Gau with 255 Defense and a Float-inducing Rage is invulnerable, but it may come at the cost of fallen party members. If that sounds a bit cheap to you, and since all characters are either draped in ArmorGaia Gear or protected by RelicAngel Wings, I should mention that Rages like Marchosias, Ninja, Hornet, and Luridan really help (especially Marchosias). Strago's OAero packs a proverbial wallop, and Shadow's SkeanWater Scrolls are pretty strong. If you don't care for the Sleep status, Thrown DirkSakuras are extremely painful to Earth Dragon. Sabin's Phantom Rush still gets the job done as always, and it is superior to Razor Gale even though it doesn't exploit a specific weakness. Mog's Water Harmony is a superior alternative to Jump attacks if you're trying to maintain a snoozing Earth Dragon. His Wind Rhapsody is also an option; Wind Slash is weaker than El Nino, but you might prefer Wind Rhapsody's 6/16 Sun Bath to Water Harmony's 6/16 Plasma attack. All other characters should just stick to Magic spells. Umaro should be kept far away from this battle, as usual. His presence makes the Sleep status strategy rather impossible. Expand Full Strategy
  



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Enemies | Bosses | All | GBA Additions


Caves of Narshe: Final Fantasy VI
Version 6
©1997–2025 Josh Alvies (Rangers51)

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