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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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Omega Weapon
Omega Weapon
Bestiary #384
Type
Level
HP
MP
Gil
EXP
None
97
65000
65000
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
111
30
55
222
222
55
Stolen Items
Dropped Items
Common: Megalixir
Common: KnifeMurakumo
Status Immunities
Elemental Immunities
darknesspoisonimppetrifydeathsilenceberserkconfusionsleepslowstop
None
Elemental Absorb
Elemental Weakness
None
None
Lores
Command Immunities
None
Control
 
Strategy
 
Omega Weapon's first life will use monster attacks. These include randomly (enemy) OMeteor, Flare Star, OQuake, OTornado, OAero, OTsunami, OLv. 3 Confuse, OLv. 4 Flare and OLv. 5 Death. Omega Weapon will stop using level-based spells once he dives below 32000 HP on his first life. Every 20 seconds, Omega Weapon will glow and will use Grand Delta on the subsequent turn. Grand Delta functions like OUltima, only it cannot be absorbed by Runic. Make sure that you have OReraise on all characters for this. Omega Weapon will counter-attack any atack you make use it with either Dischord (2/3 chance) or Freezing Dust (1/3) chance. When killed, Omega Weapon will glow without a message and use Vengeance to dispel all positive statuses, including OReraise.

Ideally, all characters are of suitable level to avoid OLv. 4 Flare and OLv. 5 Death, else they'll have a hard time surviving them. OLv. 3 Confuse shouldn't be a threat due to Ribbons. Since you used OFloat beforehand, the only attacks you'll need to worry about are OMeteor, Flare Star, OTornado and OTsunami, which shouldn't be able to kill you. Heal up with OCuraga whenever any of these moves slam a nasty dent in your HP. If Grand Delta is used, heal up and re-set OReraise ASAP.

The second life will be Omega Weapon in machine mode. It will randomly use any of the following attacks: Atomic Ray, Absolute Zero, Delta Attack, Blaster, Launcher, Wave Cannon, Magnitude 8, Gravity Bomb, Launcher and Metal Cutter. Every 20 seconds, Omega Weapon will glow and will use Mind Blast on the subsequent turn. When killed, Omega Weapon will use Heartless Angel to reduce all characters down to Critical status and move on to its third and final life. When struck by any kind of attack, Omega Weapon will counterattack twice; the first counter is either a physical (1/3) or Missile (2/3), the second is either Missile (2/3) or Blaster (2/3).

Delta Attack and Mind Blast, otherwise supreme nuisances, will have no effect due to your RelicRibbons. The biggest threats here are instant death attacks and Metal Cutter; should they hit, make sure to heal back up. Keep OReraise in place at all times, even without any attacks you know will kill you a surprise KO is right around the corner. Keep healing and damaging and you should have relatively little trouble with Omega Weapon's second life. When Omega Weapon uses Heartless Angel, I advise using a Megalixir to heal back up, as they require no casting time.

The last life of Omega Weapon is him combining the previous two AI scripts together, using two attacks (one from both lives) every turn. It will now counter twice: the first counter is either !Omega Drive or Freezing Dust, the second counter is either !Omega Drive or Blaster. The level-based Lores will make another appearance, by the way. Every 20 seconds, Omega Weapon will glow and use Forsaken the subsequent turn, which is quite powerful but managable. If not, there's always OReraise.

The trick during all three lives is to avoid Omega Weapon counterattacks, as they are often the most debilitating (Freezing Dust, Dischord, Blaster). Use OQuick for this. Within the time freeze that is caused by OQuick, no counter-attacks will ever be made. Make your first turn an offensive one; either a mass damage attack such as OGravija, OUltima, Tempest, RelicMaster's Scroll Attack or OOsmose, whichever you have and need. Never attack Omega Weapon on the second turn; just use a buff or healing spell or use the Defend command.

If the above strategy is well-played, Omega Weapon will be a very easy target. Without OQuick though, you'll spend a lot of time taking care of the victims of Omega Weapon's counterattacks, which will slow you down considerably, allowing for more attacks. Expand Full Strategy
  
Phantom Train
Phantom Train
Bestiary #284
Type
Level
HP
MP
Gil
EXP
Undead
14
1900
350
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
10
5
0
30
210
0
Stolen Items
Dropped Items
None
Common: Tent
Status Immunities
Elemental Immunities
darknesspoisonimppetrifysilenceberserkconfusionsleepslowstop
None
Elemental Absorb
Elemental Weakness
poison
firelightningholy
Lores
Command Immunities
None
Control
 
Strategy
 
The Phantom Train will start with the battle with either a physical attack, !Wheel, or Diabolic Whistle. The next four turns will be spent using normal physical attacks and his Special !Wheel; the fifth turn will be Diabolic Whistle, but only if there are at least two characters still alive.

After every 15 seconds of battle, Phantom Train will use either Acid Rain (2/3) or Saintly Beam, an attack that deals multi-target Holy-elemental damage to your party. Finally, if Phantom Train has been damaged, he has a one in three chance of using !Wheel.

For trivia, Saintly Beam used to be Phantom Train-exclusive until Holy Dragon Redux showed its pasty face for the Advance release. Given it's such a nasty move in that fight, its occurrence here at least shows the Phantom Train was on the right track.

The fight against Phantom Train can be real easy and real bad, and it all depends on his Diabolic Whistle attack. This sets one random status ailment on your party out of the following: Darkness, Poison, Imp, Doom, Berserk, Confused, Sap and Slow. Due to a GBA-exclusive bug, you can circumvent all effects from this attack by equipping a Relic which protects against Imp (such as the RelicWhite Cape). It should've still applied other status ailments in that case, but it doesn't.

The ones you need to be concerned about are Imp, Berserk, and Confused. If one of your characters is Imped, you'll want to use Hi-Potions to damage Phantom Train. Hi-Potions inflict 250 worth of HP damage, which is superior to your crummy Imped Attack command. Smack your Confused characters, as there's nothing more fatal than Confused characters, especially when they have access to Rising Phoenix or barrier-piercing attacks.

The Phantom Train battle is very much like the Apparition battle in the sense that using a Phoenix Down is the coward's way out, and that the strategy revolves around allowing Cyan to start the battle with his third Bushido skill, Tiger. After this, have Sabin come in with an Aura Cannon and Shadow with ShurikenShuriken. A lot of people have dubbed it 'hilarious' to have Sabin use Meteor Strike on the Phantom Train. If you want to see a tiny sprite lift a huge train, be my guest. 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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