FF7 Remake

How to Beat The Arsenal | Boss Fight Guide (Normal & Hard)

TheArsenal.png

This is a guide to beating the Boss The Arsenal in the game Final Fantasy 7 Remake (FF7R). This article explains The Arsenal's attack patterns, weaknesses, and tips and strategies for defeating them on both Normal and Hard Mode.

The Arsenal Stats and Information

Basic Information

The Arsenal
The Arsenal Enemy Icon
Species Movement Type
Mechanical Grounded Boss

Description

An autonomous mobile weapons platform manufactured by Shinra's Advanced Weaponry Division. It is armed with an extremely powerful cannon on its right arm and rotary cannons on its left. Equipped with cutting-edge combat AI, it calculates the most efficient method of annihilating its targets based on the situation.

Assess (Tips)

While it runs an elemental defense protocol, attacks of those element have only a slight effect on the stagger gauge. Its stagger gauge is not affected at all when its barrier is online.

The Arsenal Stats

Easy Normal Hard
HP 47573 86496 124974
Attack 297 508
Magic Attack 297 508
Defense 145 212
Magic Defense 197 288

The Arsenal Weaknesses & Resistances

Weakness / Status Ailments Fire, Ice, Lightning, Wind
Lesser Resistances Stop
Greater Resistances -
Immunities Poison, Silence, Sleep, Slow, Berserk, Proportional Damage
Absorbed Elements -

Stagger Rates

PhysicalIcon.pngMelee
PhysicalIcon.pngRanged
MagicIcon.pngMagic
FireIcon.pngFire
×1 ×1 ×1 ×1
IceIcon.pngIce
LightningIcon.pngLightning
WindIcon.pngWind
-
×1 ×1 ×1 -

Stagger Length

Stagger Length 11 seconds

Rewards

Easy/Normal Hard
Gil 1300 2250
AP 10 30
Exp 1300 4500
Items Dropped -
Rare Items Dropped -
Steal -

Learnable Enemy Skills

No Enemy Skills can be learned from The Arsenal.

List of Enemy Skills

The Arsenal Boss Fight Guide

The Arsenal Abilities and Attack Patterns

Name Element Blockable? Knockdown? Status
physical.pngSaturation Fire
Phase 1.jpg Phase 2.jpg Phase 3.jpg
- Yes No -
Rapid fires its gun arm.
physical.pngSecondary Fire
Phase 1.jpg Phase 2.jpg Phase 3.jpg
- Yes No -
Shoots with its gun arm at a nearby target.
physical.pngPrimary Fire
Phase 1.jpg Phase 2.jpg Phase 3.jpg
- No Yes -
Charges its cannon arm for 5 seconds and fires at a target. If its weak point takes 1500 damage or is hit by Focus Shot, Maximum Fury, or Overcharge, the attack will be stopped.
magical.pngHoming Laser
Phase 1.jpg Phase 2.jpg Phase 3.jpg
- Yes No -
Charges its frontal cannon for 5 seconds before releasing a wave of purple homing lasers. Can be stopped the same way as Primary Fire.
magical.pngVoltaic Discharge
Phase 1.jpg Phase 2.jpg Phase 3.jpg
- No No
Stun (5 sec)
Releases charges of electricity along the floor in 5 directions that Stun if hit by.
magical.pngEM Field
Phase 1.jpg Phase 2.jpg Phase 3.jpg
- No Yes -
A blue disc shaped light will follow targets around and create a field of electricity that persists for 10 seconds.
physical.pngCharge
Phase 2.jpg Phase 3.jpg
- Yes Yes -
Charges in one direction towards a target.
magical.pngFocus Fire
Phase 2.jpg Phase 3.jpg
- No Yes -
Stronger version of Primary Fire that charges for 2 seconds. On Hard mode, actions to stop this ability must be performed twice.
magical.pngObliterating Laser
Phase 2.jpg Phase 3.jpg
- Yes No -
Stronger version of Homing Laser that charges for 7 seconds. On Hard mode, actions to stop this ability must be performed twice.
magical.pngFire Wall
Phase 2.jpg Phase 3.jpg Phase 4.jpg
- No Yes -
Unleashes red lasers from each of its arms, creating walls of fire that persist for 20 seconds.
magical.pngPulse Cannon
Phase 3.jpg
- No Yes -
Charges the cannon on it stomach for 12 seconds before releasing a laser that can one-hit kill a target. Dealing 2000 damage (3000 on Hard mode) to its weak point will prevent it from going off.
magical.pngCry Havoc
Phase 4.jpg
- No Yes -
Charges the cannon on its stomach for 45 seconds before releasing a last-ditch effort attack that will wipe the party.
Physical Defense Protocol
- - - -
Gains Resistance to Physical attacks.
Lightning Defense Protocol
- - - -
Gains Resistance to Lightning attacks.
Fire Defense Protocol
- - - -
Gains Resistance to Fire attacks.
Wind Defense Protocol
- - - -
Gains Resistance to Wind attacks.
Ice Defense Protocol
- - - -
Gains Resistance to Ice attacks.

*Status Effects and Ailments Guide

Best Characters for This Boss

Available Characters

Barret IconBarret Aerith IconAerith

Recommended Characters

You're going to want to be on the offensive for most of this battle, so Barret is your best choice to keep the damage coming with his fast attack rate. Equip Barret with an Elemental Materia + Fire, Ice, Thunder, or Wind to hit its weak points.

Aerith's no slouch either – if you've got Magic at Level 3, like Firaga or Thundaga, switch to Aerith every time her ATB Gauge fills to use one of these attacks and deal heavy damage. If you want to nuke The Arsenal harder, cast Arcane Ward to Aerith first before casting your highest damaging elemental spell.

When The Arsenal uses a Defense Protocol and one of your members starts dealing reduced damage, switch characters right away and start using a different element to keep the damage coming.

The Arsenal Attack Phases

Phase 1

Phase Point Summary
1 The Arsenal will appear along with three Barrier Drones. It will stay in position. After the first attack against one of the Barrier Drones, the Arsenal will put up a shield and become immune to attacks.

In Phase 1, Take Out the Drones

Drones.png

In the first Phase of the battle, you won't be able to attack The Arsenal directly. Take out its Drones first to release the Barrier and continue to Phase 2.

Phase 2

Phase Point Summary
1 You'll go toe-to-toe with the Arsenal. It will start moving around, and its Left and Right Front Wheels and Back Wheels will become targets.

Phase 3

Phase Point Summary
1 The Arsenal's Main Cannon will appear as an additional target.

Tips & Strategies for Beating The Arsenal

Strategy Checklist
(Click to jump)




Use Elemental Damage

ElementalDamage.png

The Chocobo & Moogle Materia's final attack, Stampede, has a Wind element and was able to deal a whopping 9999 damage.

Unlike many other bosses with no weak element, The Arsenal itself is weak to all four elements. Although you won't be able to attack it directly until Phase 2, be sure to equip Barret with an Elemental Materia plus one of the offensive Magic Materia, and use Aerith when her ATB Gauge fills to keep the offensive Magic flowing.

Keep in mind that The Arsenal can use Damage Protocols to protect itself from certain elements. It can only do this for one element at a time, so simply switch to a different Spell, or switch characters to the one which can continue to do damage to its remaining weak points.

Hide Behind the Pillars

Pillar2.png

If this attack, Cry Havoc, hit one of your party members, they'll take 9999 damage and be instantly KO'd.

The pillars will be your rock-solid support for this battle. Make sure that you're taking cover behind pillars for the majority of the battle, especially during Phase 1 of the fight, as almost all of The Arsenal's attacks can be blocked completely. After each attack has ended, simply peek out from behind the pillar to unleash a volley of bullets or an offensive Spell. As both of your characters are ranged attackers, there's no need to get particularly close.

Watch out for its attack Homing Lasers, which can hit your party even from behind the pillars; even still, you'll be far better off than standing out in the open. Its other charged laser attack has a long pre-attack animation, and you should be able to dodge out of the way easily.

As the battle continues, The Arsenal will destroy the pillars one by one, but only at the very end of the battle will you be left with no pillars to protect you.

Target its Weak Points

Whenever the Arsenal brings up its right arm to charge Primary Fire or charges up Homing Laser, a weak point appears. Hit the Main or Laser Cannons with your strongest lightning magic or Barret's Focused Shot to stop the attack and leave the Arsenal open for easier staggering.

Check its Defense Protocol

PhysicalDamageProtocol.png

The Arsenal using Physical Defense Protocol, changing its color to Yellow. This grants it Resistance to Physical damage.

Starting in Phase 2, The Arsenal will begin to use Defense Protocol Abilities. These Abilities will add a Resistance to one of the four elements, or to Physical attacks as a whole. You can check which Defense Protocol it is using by watching the color of the tubes surrounding its body. For example, The Arsenal's color will change to Yellow for Physical Defense Protocol, Blue for Lightning Defense Protocol, and White for Ice Defense Protocol.

The Arsenal can only use one Defense Protocol at a time. So when its Defense Protocol matches the element of your Weapon or Magic, switch to a different element for your attacks or to the other character to ensure that you can keep hitting for maximum damage.

Focus your Energy on The Arsenal

It's highly possible to defeat The Arsenal without taking out any of its Wheels. And even if one of its Wheels is crippled, it doesn't seem to affect The Arsenal's Focus Gauge, and also does not hurt its capability to use movement-based Abilities like Charge. As such, it doesn't seem to be highly advantageous to target any of the alternate targets after Phase 1.

Instead of spreading your damage thin across the multiple targets, simply aim true at The Arsenal and keep the hurt coming.

The Arsenal: Hard Mode Guide

Magic Materias.pngIce Magic Materias.pngFire Magic Materias.pngWind

The Arsenal may be weak to Lightning, however there are times when its weaknesses change and not having the rest of the elements at your disposal on Hard Mode can make things more difficult than they need to be. To be fully prepared for this fight, equip the remaining elemental magic materia on Aerith to cover all your bases.

Boss Fight Related Articles

List of Boss Battles

Major Story Bosses

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

VR Mission Bosses

All VR Mission Bosses
Chapter 8 Shiva
Chapter 9 Fat Chocobo
Chapter 13 Leviathan
Secret Boss Bahamut
Superboss Pride and Joy Prototype

Story Sub-Bosses

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

Monster Variants & Optional Sub-Bosses

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

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)

Comment

3 KingTreyboover 4 years

I gave the Gotterdammerung to Aerith and spammed her Planet Protection limit break. Negates almost all of The Arsenal's damage, except homing missiles. Just baited his Primary Fire and went to down on his cannon with magic.

2 Jalexover 4 years

If you have access to that accessory then you wouldn't have problem with this boss.

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