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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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Red Dragon (Redux)
Red Dragon (Redux)
Bestiary #375
Type
Level
HP
MP
Gil
EXP
None
97
59000
12000
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
40
15
20
150
150
10
Stolen Items
Dropped Items
Common: X-Ether
Common: SwordApocalypse
Status Immunities
Elemental Immunities
darknesspoisonimppetrifydeathsilenceberserkconfusionsleepslowstop
None
Elemental Absorb
Elemental Weakness
fire
icewater
Lores
Command Immunities
None
Control
 
Strategy
 
What draconic misdeeds Red Dragon (Redux) performed to deserve being confined even within the walls of the Dragon's Den is a mystery, especially since the rampaging Earth Dragon Redux and the vicousvicious little Ice Dragon (Redux) were both free to wander up and down its derelict halls. At any rate, its fiery temper, moral degeneration and the ability to set things aflame with its mere gaze - all common stereotypes associated with redheads - will provide you with a formidable foe.

The thing about Red Dragon (Redux) is that it can't be killed. By giving up its lifeforce it effectively becomes immune to all damage done by you, including elemental attacks it is weak against such as OBlizzaga. Attacks that normally dealt a fixed amount of damage such as Traveler or 1000 Needles will result in 0 damage. OUltima, physical attacks of any kind, magical attacks of any kind; Red Dragon (Redux) possesses the same invincibility as the WoB Guardian did, and after 12 years of trying, we have yet to find a way to damage the thing. It can't be done.

However, Red Dragon (Redux) is using it's its very lifeforce to gain this expert defense, so this isn't a fight of trading blows, it's an attempt to stay alive among the attacks of Red Dragon (Redux). Of course, the Joker's Death attack produced by the Slot command can kill this thing, but it'll be a cold day in Ethiopia when I'll tell you lot to start counting on Joker's Death.

Yeah, anyway. Red Dragon's arsenal is pretty much what you'd expect. The first turn he'll use three attacks, all of which can be either a normal physical attack, the instant-kill attack !Red Fang or a strong magical attack, either OFiraga, OFlare or OMeltdown. The second turn features eight physical attacks. The third turn both Blaze and Flare Star. Loop from there. He'll keep this up, without counterattacks of any kind until he dies. When he dies he'll cast two final spells; an OUltima spell and a OFlare spell. Red Dragon (Redux) will deal after 100 Doom timer units, which is either just before or after the third time Red Dragon (Redux) uses his eight-hit physical barrage. The OUltima spell will deal around 5000 damage to all characters, so you'll likely perish on the scene.

We'll need to focus on staying alive through the fight and somehow circumventing dying due to his final OUltima. The Maginot Line (EsperGolem/EsperFenrir/RelicPrayer Beads/possible OMighty Guard combo) is more than competent in dealing with the physical attacks and !Red Fang. Any magical attack is easily absorbed by a Fire Shield or negated with an ShieldIce Shield or ArmorRed Jacket. Raging any Rage that absorbs Fire-elemental attacks works since damage output isn't an issue: creatures such as Lich, Bomb and Grenade will heal Red Dragon (Redux) but will have the Rager absorbing anything but OFlare, which is too rare to use RelicReflect Rings for.

The best way to deal with the final OUltima depends on the characters present. If one or more characters know OReraise, it's clearly the safest route to victory. You can try to Jump to safety, but you'll have to make sure you know when Red Dragon (Redux) uses OUltima, something which you can't predict as accurately as you might like. Runic can just be applied after you're sure Red Dragon (Redux) just finished its first turn for the third time; if you have no characters casting spells, Runic will absorb OUltima and only a single character will die from the OFlare spell. Expand Full Strategy
  
Rest
Rest
Bestiary #364
Type
Level
HP
MP
Gil
EXP
Humanoid
71
40000
10000
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
63
6
0
140
120
0
Stolen Items
Dropped Items
None
Status Immunities
Elemental Immunities
darknesspoisonimppetrifydeathsilenceberserkconfusionsleepslowstop
None
Elemental Absorb
Elemental Weakness
None
None
Lores
Command Immunities
Control, Sketch, Scan
 
Strategy
 
Lady just isn't that interesting. OWhite Wind can show up at any turn, and !Repose may make a cameo appearance too. If you dare to kill off Rest before Lady, Lady will respond by casting OArise on Rest, reviving it. Note that Rest won't revive back to its max HP, but to 9999 HP instead, which is good news for us.

Lady is just there to keep Rest around, which is bad enough for you, as Rest is a particularly nasty enemy to have around. Every odd turn, Rest may cast either OTornado or OMeltdown, and, on every even turn, Rest will either use Battle or ODoom. Since this tends to be a long battle, ODoom quickly becomes a burden. Rest really goes for the kill once it dips below 10240 HP, though. Once you've brought this disaster on yourself, Rest will use Meteor. Always. Not only this, but it will also gain access to an omni-counter: 33% Meteor, 33% nothing, and 33% Trine, a new attack. Trine is unblockable and sets Dark and Mute, which is pretty bad as unless your characters are RelicWhite Cape-, RelicRibbon-, or Rage-protected. Once Rest is killed, it'll use at least one and possibly two !Repose attacks to set Death on a character, which is, again, pretty bad, since characters killed this way cannot be revived right after and disappear from your team.

The first priority of this battle is EsperGolem or EsperFenrir. As soon as this is in place, Lady needs to go down. It is vital you have non-elemental and targetable attacks to use for this purpose. Edgar's ToolsDrill Tool, Shadow's ShurikenFuma Shurikens, SwordFalchions, ShurikenPinwheels or LanceImpartisans, GamblerFixed Dice, OFlare spells, and SwordRagnarok or SwordLightbringer swings are all grand. Obviously, nothing is stopping you from hurting Rest in the meantime, so OGrand Delta and OUltima aren't out of the question either. Taking down Lady can be quite tedious, as she is constantly healed by both her own OWhite Wind attacks and Rest's OMeltdown spells. If you brought Locke or Gogo with a Steal command, you might try to Steal Lady's SwordRagnarok sword; if one of your characters is wielding an SwordEnhancer, replace it.

Once Lady has been killed, you just need to rough it out with Rest. Keep yourselves healed and always recover from Trine right away. You just need to bridge the dangerous gap between Rest having 10240 HP and Rest having 0 HP, as in this window Rest is simply strong enough to kill you whenever his AI script gives him the chance. The best route in the end is to go all-out on the offensive and give Rest as little time as possible to use Meteor. When Rest dies, it'll use either one or two !Repose attacks. This is why we kept EsperGolem and/or EsperFenrir around for all this time: Avoiding the gruesome fate of a successful !Repose attack. Having circumvented this dirty last trick, it's time to rise even further up in the Heavens and face the Fallen One himself. 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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