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This is a guide to beating the Bosses Reno and Rude in the game Final Fantasy 7 Remake (FF7R). This article explains their attack patterns, weaknesses, and tips and strategies for defeating them on both Normal and Hard Mode.
List of Contents
Reno - Ch. 12 | ||
---|---|---|
Species | Movement | Type |
Human | Grounded | Boss |
An operative with the Turks unit of Shinra's General Affairs Division. Fast and extremely agile, he leaps in to attack with his special Shinra-made security baton.
Magic and lightning attacks have only a slight effect on his stagger gauge.
Easy | Normal | Hard | |
---|---|---|---|
HP | 8878 | 16142 | 33012 |
Attack | 146 | 328 | |
Magic Attack | 146 | 328 | |
Defense | 165 | 342 | |
Magic Defense | 165 | 342 |
Weakness / Status Ailments | - | |
---|---|---|
Lesser Resistances | - | |
Greater Resistances | Lightning, Proportional Damage | |
Immunities | Silence, Slow, Berserk | |
Absorbed Elements | - |
Melee |
Ranged |
Magic |
Fire |
---|---|---|---|
×1 | ×1 | ×0.5 | ×1 |
Ice |
Lightning |
Wind |
- |
×1 | ×0.5 | ×1 | - |
Stagger Length | 8 seconds |
---|
Easy/Normal | Hard | |
---|---|---|
Gil | 850 | 2250 |
AP | 10 | 30 |
Exp | 510 | 2700 |
Items Dropped | Turbo Ether (100%) | |
Rare Items Dropped | - | |
Steal | Magician's Bracelet (10%) |
No Enemy Skills can be learned from Reno - Ch. 12.
Rude - Ch. 12 | ||
---|---|---|
Species | Movement | Type |
Human | Grounded | Boss |
An operative with the Turks unit of Shinra's General Affairs Division. As he possesses incredible strenght and a well-toned physique, he prefers using his fists over weapons.
Wind attacks rapidly fills his stagger gauge, but fire attacks have litle effect on it.
Easy | Normal | Hard | |
---|---|---|---|
HP | 8878 | 16142 | 33012 |
Attack | 146 | 328 | |
Magic Attack | 146 | 328 | |
Defense | 165 | 342 | |
Magic Defense | 165 | 342 |
Weakness / Status Ailments | Wind, Poison | |
---|---|---|
Lesser Resistances | Fire | |
Greater Resistances | Proportional Damage | |
Immunities | Silence, Stop, Berserk | |
Absorbed Elements | - |
Melee |
Ranged |
Magic |
Fire |
---|---|---|---|
×1 | ×1 | ×1 | ×0.5 |
Ice |
Lightning |
Wind |
- |
×1 | ×1 | ×1.25 | - |
Stagger Length | 12 seconds |
---|
Easy/Normal | Hard | |
---|---|---|
Gil | 2550 | 6750 |
AP | 10 | 30 |
Exp | 340 | 1800 |
Items Dropped | Mega-Potion (100%) | |
Rare Items Dropped | - | |
Steal | Heavy-Duty Bracer (10%) |
No Enemy Skills can be learned from Rude - Ch. 12.
Name | Element | Blockable? | Knockdown? | Status |
---|---|---|---|---|
Beatdown
|
- | Yes | No | - |
Swings at a target 4 times if contact is made (cannot be stopped on Hard mode) followed by a kick. | ||||
Shock Swipe
|
- | Yes | Yes | - |
Charges himself with electricity and dashes at a target. | ||||
Wild Swings
|
- | Yes | Yes | - |
Uppercuts a target and launches them into the air followed by a series of strikes. | ||||
Flashstrike
|
- | Yes | Yes | - |
Crouches down and charges in one direction. | ||||
Electroburst
|
- | Yes | Yes | - |
Jumps into the air and crashes back down, releasing a large burst of electricity. | ||||
Flashfoot
|
Yes | No | - | |
Darts in a zig-zag pattern, leaving streaks of electricity behind that damage anyone who walks into them. | ||||
EM Triple Shot
|
Yes | No | - | |
Shoots 3 orbs of electricity that home in on a target. | ||||
Pyramid
|
- | No | No | - |
Releases a pyramid trap that binds its target until destroyed. | ||||
Binding Current
|
- | No | Yes | - |
An electric whip-like attack that binds the target so Rude can attack them. The target is released if Rude is unable to attack them within 3 seconds. | ||||
Turks Combo
|
- | Yes | Yes | - |
Only performed before Rude is knocked out. The Turks jump in the air with Reno using Electroburst and Rude using shockwave in tandem. |
*Status Effects and Ailments Guide
Name | Element | Blockable? | Knockdown? | Status |
---|---|---|---|---|
Quick Jabs
|
- | Yes | No | - |
Strikes 6 times with his fists. | ||||
Leg Flurry
|
- | Yes | No | - |
Hits his target with 3 different kicks. | ||||
Leg Sweep
|
- | Yes | No | - |
Does a sweeping kick, knocking his target off their feet. | ||||
Hammerblow
|
- | Yes | Yes | - |
Kicks his target into the air and slams them into the ground. | ||||
Seize (Male)
|
- | No | No | - |
Chases down Cloud or Barret and binds them while attacking. | ||||
Seize (Female)
|
- | No | Yes | - |
Grabs Tifa and karate chops her kneck, knocking her out. | ||||
Haymaker
|
- | Yes | Yes | - |
Comes at a target with a powerful punch. | ||||
Spinning Axe Kick
|
- | Yes | Yes | - |
Jumps into the air and kicks into the ground, producing a shockwave. | ||||
Shockwave
|
- | Yes | No | - |
Hits the ground sending a shockwave at his target. | ||||
Triple Shockwave
|
- | Yes | No | - |
Hits the ground sending 3 shockwaves that home in on the target. | ||||
Whirlwind
|
- | Yes | Yes | - |
Summons a tornado that moves straight across the battlefield. | ||||
Turks Combo
|
- | Yes | Yes | - |
Only performed before Reno is knocked out. The Turks jump in the air with Reno using Electroburst and Rude using shockwave in tandem. |
*Status Effects and Ailments Guide
Cloud | Barret | Tifa |
While you should be switching between all three playable characters in this fight, there are times where Barret becomes the most viable. As Barret can stay further away from Reno and Rude's hard hitting physical attacks, you can take advantage of his hard hitting Overcharge and Focused Shot abilities for heavy damage. He is also the best for quickly taking out Rude's helicopter to move into phase 3.
Phase Point Summary | |
---|---|
1 | Reno will start alone and use abilities like Beatdown and Wild Swings to interrupt your party. |
2 | He will also rotate Flashstrike, Flashfoot, and EM Triple Shot which deal lightning-based damage. |
3 | Once enough damage is dealt, Rude will show up in his helicopter. |
Phase Point Summary | |
---|---|
1 | Reno will be briefly out of the fight and Rude will start dropping bombs with Special Delivery. |
2 | Reno will return and continue using attacks from phase 2. |
3 | Once enough damage has been dealt Reno will briefly go down and Rude's helicopter becomes the focus. |
Phase Point Summary | |
---|---|
1 | When Rude's helicopter goes down, he and Reno will begin acting together. |
2 | Reno will occasionally release a Pyramid to trap a party member and Binding Current to set up Rude's attacks. |
3 | Rude will use Haymaker or Seize when his target is close, Shockwave, Triple Shockwave, or Whirlwind when far, and Spinning Axe kick at medium range. |
4 | From time to time the two will team up for their Turks Combo, an unavoidable attack that deals a large amount of damage to those within range. |
★ Strategy Checklist ★ (Click to jump) |
||
---|---|---|
|
Reno and Rude will do a lot of damage, some unavoidable, to your entire party. To remedy this and keep everyone healthy, link the Magnify and your strongest Healing Materia together to keep everyone in tip-top shape.
If you have been using the Poison Materia, bring it along! Both Reno and Rude, especially Rude, are susceptible to the poison status effect which can help whittle down their HP bars.
Reno becomes invincible to damage in two different portions of his fight so it isn't advised to attempt to stagger him. Go on the offensive as much as you can to keep pushing into the next phases. Rude is easier to stagger but as he starts the battle with half HP, you may not need to bother.
If you get close and try to attack too much, Reno will often take advantage of this and interrupt your attacks before you can block. Take a few swings and block to prevent his Beatdown or Wild Swings from hurting you too bad. When Rude enters the mix, he will often be blocking to take reduced damage and get ready for a counterattack with Haymaker so the same rules apply.
Chances are you'll either be blocking or taking a lot of damage which will power up your Limit Gauge by phase 2 or 3. Just one LB can be enough to take out the last of either Reno or Rude's HP so don't hold back!
Cloud | Weapon: Buster Sword Armor: Force Bracelet Accessory: Champion Belt |
---|---|
Tifa | Weapon: Metal Knuckles Armor: Force Bracelet Accessory: Champion Belt |
Barret | Weapon: EKG Cannon Armor: Chain Bangle Accessory: Healing Carcanet |
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 | ||||
★How to Beat Reno and Rude on Hard Mode★ | ||
---|---|---|
|
Barret will not join your party until directly before this fight, so he has the advantage of entering the fight with no MP previously used. If Cloud and Tifa's MP have already been used to some extent during the chapter, be sure to place the Magnify Materia and Healing Materia on Barret before the fight.
The only time you can pressure Rude or Reno is during phase 3. You will need to block or dodge Reno's attacks to pressure him. For Rude, similar in chapter 8, you will need to use Wind magic and hit him twice or during an action to pressure him.
Rude and Reno are both susceptible to poison magic, particularly Rude is. They are also vulnerable to Sleep spell. Use Sleep on one of them then Poison on the other and focus them in a 3 on 1!
Enlarge |
→ | Enlarge |
Almost all of Reno's attacks can be countered. There are some points where he might break through your counter, but in general, try to taunt Reno into coming at Cloud, and use Twin Stinger's Counterstance Ability to hit back against his attacks and take out Reno easily.
To make sure you have sufficient ATB to counter his attacks, equipping the Steadfast Block Materia will help you charge quickly.
Rude suffers from the same weakness to Wind Magic he did in Chapter 8, and hitting him with multiple Wind attacks in sequence will knock him down and build up his Focus Gauge quickly. Simply put, pummel him with Wind attacks repeatedly.
Before the fight wears on and your party members start to get tired, knock out Rude quickly at the start of the battle by going hard against him from the start with Wind Magic. Pairing Elemental Materia with Wind Materia on Tifa and/or Cloud will help take him out even more efficiently.
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) |
It is also notable, you can inflict sleep (they're not immune to this stat) on Rude specifically and add the poison.
How to Beat Reno and Rude | Boss Fight Guide (Normal & Hard Mode)
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You can steal an accessory from Reno, but I’m not sure about rude