FF Resonance Bosses 75 bosses
FF Resonance Boss List: All 75 Story and Optional Bosses Final Fantasy Resonance has 75 bosses across the story, side quests, caves and the Chamber of Arms. Hit their weaknesses to stagger them and earn extra turns.
Main Story Bosses Side Quest Bosses Optional Bosses
List of Bosses All Main Story Bosses Chapter 1
Boss Lv. HP Weak to Where Tips Belmodar 4 2,000 Earth Shrine Have Rain cast Fire every turn to drain its stagger gauge. If you picked up a Flame Scroll I in the shrine, Lasswell can use it to add stagger too. Hell's Rider 6 4,000 Grandshelt, the Royal Capital Light and Ice both work, and your starting pair has access to each. Tronn's Hibernal Fury Resonance hits its Ice weakness several times. Fire off Limit Bursts from Rain and Lasswell as soon as they are ready. The Hunger 9 2,500 Kolobos Ruins Phase one wants Ice and phase two wants Light, so do not spend everything early. Stagger the first form before it dies to start phase two with free turns. In phase two, drop the two soldiers before focusing the boss. Siren 11 20,000 Siren's Tower Monk's Prayer Beads on Rain and Fina stop her Charm. Break her with Thunder from Cloud and WoL, then finish with Cloud's Ascension. Keep Fina healing and buffing while the other two deal damage.
Chapter 3
Boss Lv. HP Weak to Where Tips Wave Lopros 20 21,000 Cave of Waters Kill the Snappers first, before the boss eats them for a boost. Ice hits the boss, while Wind and Lightning handle the Snappers. Carbuncle helps soak its area attacks. Water Dragon 21 24,000 Old Town, Olderion Ramuh and Cloud bring strong Lightning damage. It acts twice a turn, so keep Fina healing and buffing between summons. Its attacks come in both physical and magic form, so raise both defenses. Leviathan 23 40,000 Lake Dorr Destroy the Orbs of Light first, since they keep Leviathan safe. Check each orb's weakness before attacking so no turn is wasted. Shellga or Carbuncle cuts its magic damage. Alluvion 26 48,000 Water Shrine Smash the Prism Cores with Lightning to weaken it. Cloud's Ascension Resonance makes short work of the cores. Tank with a high magic defense character wearing a Calm Armlet and Monk's Prayer Beads.
Chapter 4
Boss Lv. HP Weak to Where Tips Ignis 27 56,000 Weapons Factory The first two meetings are scripted losses, so only the third counts. He is weak to Water, so give everyone a Water skill. Carbuncle reflects his Firagas, and a physical tank with Provoke draws his single hits. Emperor of Zoldaad 30 52,000 Zoldaad Castle Clear his soldiers before you focus on him. Carbuncle's Reflect bounces his status spells. Water skills on everyone speed things up. Lazarov 30 45,000 Zoldaad Castle He keeps adding test subjects with different weaknesses, so carry Wind, Water, Fire, Light and Earth. Finish off his experiments before turning on him. Carbuncle reflects his attack spells.
Chapter 5
Boss Lv. HP Weak to Where Tips Slagworm 33 90,000 Village of Sunioo Give all four members Wind skills, since it can swallow one of them. Star Pendants block its Poison. Iron Giant 34 85,000 Nameless Ruins Leave physical attackers out, as its defense is very high. Lightning works, same as in the prologue. Raise physical defense or bring a Multi-Cover tank. Liquid Flame 34 78,000 Nameless Ruins Physical hits barely scratch it, so use magic. Ice and Water both work. Bring something to soften its Fire attacks. Byblos 36 95,000 Arcane Library Carbuncle reflects every spell it throws. Dark and Fire are its weaknesses. Be careful as its stagger gauge runs low. Archwitch Fina 38 100,000 Fina's Psyche Light and Water hit her weak spots. Her whip attacks add debuffs, so cleanse them often. At a quarter HP she takes far less damage and hits harder the next turn. Tellus 39 135,000 Tower of Mysidia Your first meeting stops by itself once a handful of turns pass, so just stay alive. For the real fight, carry Wind skills of both damage types. Raise defenses to absorb his area attacks.
Chapter 6
Boss Lv. HP Weak to Where Tips Lux 41 125,000 Rugged Mountain Path Put a Ribbon on your Multi-Cover tank. Dark magic hits her weakness. She dispels buffs, so only buff the members who need it most. Elfridt 42 120,000 Gronoa Shrine Give your Multi-Cover user a Ribbon so its ailments never reach the party. Light and Fire are its weaknesses. Break its gauge before it recovers. Archaeoaevis 40 130,000 Sanctissimus Shrine Its weakness shifts, so bring every element. Strong non-elemental attacks ignore Barrier Shift entirely. Dad Bomb 40 140,000 Sanctissimus Shrine Reraise or WoL's Grit keeps you alive through its self-destruct. Or burst it down with Fire before it gets the chance to explode. Test Rider 40 150,000 Sanctissimus Shrine Use a physical tank to take hits for the party, and play safer while it is enraged. Earth and Light cover both of its weaknesses. Yakhanati 40 145,000 Sanctissimus Shrine Bring Dark and Wind attacks of both physical and magic types. Watch which damage type it is immune to at the moment. Arch Gargoyle 40 55,000 Sanctissimus Shrine Kill both gargoyles on the same turn, or the survivor revives its partner. Area Light or Wind attacks keep their HP even. Dragon 42 175,000 Sanctissimus Shrine Watch the countdown and shield the party when it is close to zero. Lightning brings it down fastest. Your Multi-Cover user holds up well with Clive at 3 stars or Mastery Rank 9. Geldius 43 200,000 Sanctissimus Shrine Fire takes him down quickly. Keep Protectga up so the whole party resists his physical hits.
All Side Quest Bosses Chapter 3
Boss Lv. HP Weak to Where Tips Blood Dragon 28 10,800 OverworldMedicinal Mission This fight is just one of the ways to get the medicine, so skip it if you prefer. Give all four party members a Fire attack. Stay on offense and heal only when needed.
Chapter 6
Boss Lv. HP Weak to Where Tips Odin's Shadow 45 175,000 OverworldIron Splitter Finish it with Lightning before it can use Zantetsuken. Dispel its buffs to make the fight easier. Keep the party safe by having your tank use Provoke or Multi-Cover.
All Optional Bosses Chapter 1
Boss Lv. HP Weak to Where Tips Antlion 20 20,000 Overworld Physical Counter answers its own counterattacks. Cloud and Terra cover its Water weakness. Protect spells or Debrave cut down its damage. Marauder 15 30,000 Marauder Cave Protect and Debrave keep its damage low. Siren's Wind attacks hit its weakness. You can always come back once you have steadier Wind skills. Gilgamesh 11 6,000 None Siren's Tower At Siren's Tower he always runs away, so do not waste MP or items. On the airship, kill the summons first and the fight ends once the Bomb blows. At the Kolobos Bridge he has no weakness, so bring your best team.
Chapter 3
Boss Lv. HP Weak to Where Tips Rukh 26 46,800 Rukh Cave Siren's summon adds a good chunk of Wind damage. Lasswell holding Tsukiyo no Tachi, backed by Shell, makes a solid tank here. Zidane's Climax Edge Resonance hits its weakness hard. Mindflayer 28 52,000 Mindflayer Cave Bring protection from Paralysis, Poison, Silence and Blind, because Esuna does not work here. Let your high magic defense members handle the Mind Elementals and their Blizzagas. Shellga or Carbuncle reduces its magic damage.
Chapter 5
Boss Lv. HP Weak to Where Tips Ifrit 33 96,000 Overworld A 3-star or Mastery Rank 9 Clive absorbs his Fire damage. Summon Leviathan for steady Water damage. Raise both physical and magic defense. Shiva 35 115,000 Overworld Kill the elementals before they explode. Sleepga is blocked by a Headband, or by Terra once she reaches 3 stars. Give everyone Fire attacks. Sephiroth 45 250,000 None Whirlpool Hollow A party of physical attackers works best. Spend his Masamune in Waiting turns on buffs and healing. Bring high tier magic, Light especially, for his last phase. Salome 39 200,000 Monk's Prayer Beads on everyone block Charm. Carbuncle reflects her Stonegas back. Jotunn 42 240,000 Burst it down hard once its HP gets low. Fire and Dark both hit its weak points. Malboro Varietas 45 270,000 Malboro Varietas Cave A 3-star Terra gives you Ribbon against its ailments. Fire is its weakness. Tartarosaurus 50 350,000 Tartarosaurus Cave Go all in once it drops to low HP. Ice is its weakness. Catacumba 54 380,000 Catacumba Cave Its HP drop weakens it, so push damage early. Healing skills hurt it, so your healers can join the attack. Titanoraidos 60 800,000 Titanoraidos Cave Kill it as fast as you can before the fight drags on. Ice is its only weakness. Malboro Menace 60 700,000 Malboro Menace Cave Terra at 3 stars grants Ribbon, which shuts down its ailments. Fire hits its weakness. Alpherg 50 200,000 Chamber of Arms Reflect stays up for all of phase one, so aim spells at the opposite side to bounce them. Wind and Ice suit phase one, and Lightning suits phase two. Dabih 50 125,000 Chamber of Arms In phase one, focus Dabih alone to move on quickly. The Cultist falls to spells while the Warlock falls to physical hits. Light attacks in phase two set up a sweeping stagger. Brachium 50 200,000 Chamber of Arms It dodges one damage type at a time, so bring physical and magic attackers. Pack protection from Instant Death. Sheratan 50 240,000 Chamber of Arms Equip a Ribbon on whoever runs Multi-Cover to keep its ailments away. Spam Ultima on the two fruits in phase two before it eats them. Sadalsuud 50 130,000 None Chamber of Arms Its weakness shifts, so the party should cover every element. Strong non-elemental attacks also work.
Chapter 8
Boss Lv. HP Weak to Where Tips Aldhafera 50 200,000 Chamber of Arms Provoke or Multi-Cover protects allies with low HP. Break it with Lightning so Head Hunter never lands.
Chapter ?
Boss Lv. HP Weak to Where Tips Ultima Weapon 70 3,900,000 Overworld Master every Vision first for the AP and permanent stat bonuses. Each mode has a different weakness, so carry many elements or just chain Ultima. Your tank should refresh Guard and Multi-Cover on each turn.
What are Bosses? 1 Stagger them first Hit their weak elements to drain the stagger gauge. Breaking it gives you extra turns, and many skills hit harder on a staggered target.
2 Cave Masters Every region hides a Cave Master superboss that rewards Magicite Shards.
3 Chamber of Arms Once you have the airship in Chapter 5, twelve weapon trials wait on the island northwest of Dirnado.
Bosses FAQ What is the hardest boss? Ultima Weapon, a level 70 post-game fight that tops every story boss.
What are Cave Masters? Optional bosses living in caves around the world, and each one drops Magicite.