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This is a guide to beating the Boss Ghoul in the game Final Fantasy 7 Remake (FF7R). This article explains Ghoul's attack patterns, weaknesses, and tips and strategies for defeating them on both Normal and Hard Mode.
List of Contents
Ghoul | ||
---|---|---|
Species | Movement | Type |
Unreadable | Grounded | Boss |
An aggregate of ghosts. The large amounts of baleful energy that results from this aggregation allow it to use telekinesis.
Switches between physical and ghostly forms. Neither magic attacks against the physical form nor physical attacks against the ghostly form have any effect on its stagger gauge. Use magic attacks against the ghostly form to rapidly fill its stagger gauge.
Easy | Normal | Hard | |
---|---|---|---|
HP | 10276 | 18683 | 40086 |
Attack | 136 | 328 | |
Magic Attack | 136 | 328 | |
Defense | 156 | 342 | |
Magic Defense | 143 | 312 |
Weakness / Status Ailments | Fire | |
---|---|---|
Lesser Resistances | - | |
Greater Resistances | - | |
Immunities | Silence, Slow, Stop, Magic, Proportional Damage | |
Absorbed Elements | - |
Melee |
Ranged |
Magic |
Fire |
---|---|---|---|
×1※ | ×1※ | ×1.75 | ×1 |
Ice |
Lightning |
Wind |
- |
×1 | ×1 | ×1 | - |
Phase 1 | Phase 2 |
---|---|
12 seconds | 12 seconds |
Easy/Normal | Hard | |
---|---|---|
Gil | 600 | 1800 |
AP | 10 | 30 |
Exp | 600 | 3600 |
Items Dropped | Subversion Materia (100%) | |
Rare Items Dropped | - | |
Steal | Turbo Ether (5%) |
No Enemy Skills can be learned from Ghoul.
Phase | Situation |
---|---|
Phase 1 | When damage is dealt equaling 7% (10% on Hard Mode) of its max HP. |
Phase 2 | When damage is dealt equaling 5% (8% on Hard Mode) of its max HP. |
− | In the time before it attacks when it is hit by magic while charging Etheric Burst. |
Spell | Damage | Normal (Stagger Rate) |
Pressured (Stagger Rate) |
---|---|---|---|
Cure | Low | 4 | 24 |
Cura | Medium | 6 | 36 |
Curaga | High | 10 | 60 |
Regen | Low | 0 | 0 |
Raise | Medium | 0 | 0 |
Arise | High | 0 | 0 |
Potions | Low to Medium | 3 | 18 |
Elixir | High | 8 | 48 |
Note: The Ghoul has a Focus Gauge of 150.
Name | Element | Blockable? | Knockdown? | Status |
---|---|---|---|---|
Orb of Light
|
Yes | No | - | |
Makes orbs of light float into the air. Once in the air they will home in on the party. | ||||
Shock Wave
|
- | Yes | Yes | - |
Swings its right claw down, creating a trail of light that explodes soon after. | ||||
Telekinesis
|
- | Yes | Yes | - |
Uses various types of debris and hurls them at the party telekinetically with varying strength. (A) Lifts 1 or 3 pieces of debris and sends them at the target. (B) Lifts everything in the room and rearranges it, smashing it down to the ground. (C) Lifts debris one by one to throw at a target, up to 6 times. |
||||
Claw Swipe
|
- | Yes | No |
(15 sec)
|
Chases a target, swinging with its claws. | ||||
Piercing Scream
|
- | No | No |
Stun (3 sec)
|
Screams in a wide area, stunning anyone in range. Can be avoided by hiding behind debris. | ||||
Phantasmic Flurry
|
- | No | No | - |
Summons red lights around the room that ghost arms come out from when approached. Can grab and bind a target for up to 20 seconds. | ||||
Incorporeality
|
- | - | - | - |
Changes to Ghost form. | ||||
Balefire
|
- | Yes | Yes | - |
Summons blue flames around the arena that will explode when come into contact with. Will disappear after 12 seconds. | ||||
Etheric Drain
|
- | Yes | No | - |
Binds a target and absorbs their MP for 5 seconds. | ||||
Etheric Burst
|
- | Yes | Yes | - |
Charges energy for 2 seconds and releases it in a wide area. Can be avoided by hiding behind debris or hitting it with magic while it charges. |
*Status Effects and Ailments Guide
Nothing new for abilities in this fight, however the damage dealt and frequency of the attacks is increased so be careful.
Cloud | Tifa | Aerith |
You want to have Aerith doing the most with her strong magic abilities until the Ghoul goes into its Physical form where Cloud and Tifa will shine the most. Rotate as necessary.
Phase Point Summary | |
---|---|
1 | The Ghoul will begin with Telekenesis, hurling debris at a random target. |
2 | It will also use a blue flame attack from time to time and Piercing Scream to stun. |
3 | When it uses Incorporeality it will change into its Ghost form and become immune to physical attacks. |
4 | While in Ghost form it can use Phantasmic Flurry to silence a target. Ghost arms also appear to grab or damage your party members throughout the arena. |
5 | When it takes enough damage it will move into phase 2. |
Phase Point Summary | |
---|---|
1 | The Ghoul continues to use Telekenesis, however also as a shield. |
2 | When it casts Balefire, blue flames will spawn around the Ghoul, making it more difficult to approach. |
★ Strategy Checklist ★ (Click to jump) |
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---|---|---|
|
Enlarge
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Enlarge |
The Ghoul will alternate between two forms, Physical and Ghost. While in its Physical form, it will be blue, and in Ghost form it will be red. While in Physical form it is immune to magic damage and in Ghost form immune to physical attacks. Target it with Cloud and Tifa while in Physical form until it uses Incorporeality to switch to Ghost form, then hit it with your strongest fire spells to quickly get it to switch back. If you hit it with enough magic attacks it won't be able to use its Phantasmic Flurry attack that will silence you.
While the Ghoul is not typically weak to healing like Ghosts are, when it uses Incorporeality and switches to Ghost form, it will take damage from healing. Using a Phoenix Down on it in Ghost form will also immediately make it revert back to Physical form.
In the second phase, the Ghoul will begin to cast Balefire from time to time. This will cause blue flames to appear on the ground around it that can deal enough damage to KO a character if they aren't at full health. Walk around these as carefully as you can when attempting to get close to the Ghoul.
Cloud | Weapon: Buster Sword Armor: Force Bracelet Accessory: Champion Belt |
---|---|
Aerith | Weapon: Mythril Rod Armor: Chain Bangle Accessory: Circlet |
Tifa | Weapon: Metal Knuckles Armor: Force Bracelet Accessory: Champion Belt |
With the Ghouls changing forms constantly, it is a good idea to have Cloud have both Physical and Magical damage to be able to deal with both forms. Cloud's signature Buster Sword will be a good weapon for this fight.
Aerith can deal tons of damage with one spell if built offensively. Equip her with Mythril Rod and Circlet and you will be seeing big numbers when you deal damage with your spells!
Aerith and Cloud can deal the magical damage, you will need Tifa for the Physical damage when the Ghoul is in its Physical form. With Metal Knuckles you can deal the most physical damage when you can.
The number of slots in your Weapon may vary depending on your Weapon Level.
Weapon (6 Slots) | ||
---|---|---|
Armor (4 Slots) | ||
Summon | ||
Weapon (6 Slots) | ||
---|---|---|
Armor (4 Slots) | ||
Summon | ||
Weapon (6 Slots) | ||
---|---|---|
Armor (4 Slots) | ||
Summon | ||
★Strategy Checklist★ | ||
---|---|---|
|
Enlarge |
→ | Enlarge |
When the Ghoul unleashes its flame attack on hard mode it can hurt pretty bad. When you see the Ghoul raise its arms over its head, be prepared to guard or dodge away. There are also times where it will use this move directly after Telekenesis, so be prepared to heal.
Enlarge |
→ | Enlarge |
As in normal mode, while in Ghost form it is weak to healing magic or items. To take full advantage of this, have Aerith cast Curaga on the Ghoul for massive damage. Arise will deal damage as well, but Curaga hurts more and costs less MP.
When its HP gets low it will begin to use a combination of Balefire, Telekenesis, and its flame attack, giving you less freedom to maneuver the battlefield safely. Getting hit by any of these attacks will take out a large chunk HP, so try to go for the small openings after Piercing Scream or its flame attack to lay on the hurt.
All Major Story Bosses | |
---|---|
Chapter 1 | Scorpion Sentinel |
Chapter 4 | Roche |
Chapter 5 | Crab Warden |
Chapter 7 | Airbuster |
Chapter 8 | Reno Rude |
Chapter 9 | Hell House |
Chapter 10 | Abzu |
Chapter 11 | Ghoul Eligor |
Chapter 13 | Failed Experiment |
Chapter 14 | Abzu (2nd Fight) |
Chapter 15 | The Valkyrie |
Chapter 16 | Specimen H0512 |
Chapter 17 | Jenova Dreamweaver Rufus The Arsenal |
Chapter 18 | Motor Ball Whisper Harbinger Sephiroth |
All VR Mission Bosses | |
---|---|
Chapter 8 | Shiva |
Chapter 9 | Fat Chocobo |
Chapter 13 | Leviathan |
Secret Boss | Bahamut |
Superboss | Pride and Joy Prototype |
All Story Sub-Bosses | |
---|---|
Chapter 2 | The Huntsman |
Chapter 3 | The Hoodlums |
Chapter 4 | Enigmatic Spectre |
Chapter 12 | Enigmatic Spectre |
Chapter 17 | M.O.T.H. Unit Brain Pod Swordipede |
All Monster Variants & Optional Sub-Bosses | |
---|---|
Chapter 3 | Doomrat Cerulean Drake Wrath Hound |
Chapter 8 | Hedgehog Pie King Mark II Monodrive Venomantis Chromogger |
Chapter 14 | Rust Drake Tonberry Trypapolis Type-0 Behemoth |
Chapter 17 | Malboro |
Intergrade and INTERmission Bosses | |
---|---|
Chapter 1 | Levrikon Gigantipede |
Chapter 2 | Scarlet & The Crimson Mare Projector Nero the Sable |
Optional | Ramuh Weiss the Immaculate Pride and Joy Mk. 0.5 (Top Secrets) |
Yea but if you have healing 20% less, curaga is great just have Aerith and Cloud cast it as soon as it changes for easy 8-9k dmg and pressured, and if you want to cast sleep/poison that is actually a good idea poisoned will make it take 60 every second, sleep will give you time to max out your ATBs and ensure that those curaga hits dont miss. Baleful fire is the only annoyance that poison can make up for in dmg so you can stay put and wait till it changes form again.
How to Beat the Ghoul | Boss Fight Guide (Normal & Hard Mode)
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Go and apply the Poison from Bio, alongside the additional Regen assistance to aid the DoT damage altogether. This will make it take a lot more damage per tick even more so when you put sleep on it.