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This is a walkthrough for the boss fight Nemesis from the game Final Fantasy X (FF 10, FF X). Read on for tips and strategy about how to beat Nemesis , including Nemesis's stats and other useful information.
Name | Nemesis | ||
---|---|---|---|
HP(Overkill) | 10000000 (99999) | MP | 9999 |
AP(Overkill) | 55000 (55000) | Gil | - |
Drop (7/8) | Warp Sphere 1 (2) | Drop (1/8) | Dark Matter 1 (2) |
steal (3/4) | Lv.4 Key Sphere 1 | Steal (1/4) | Warp Sphere 1 |
Abilities | Armageddon | Ethereal Cannon | |
Ultra Spark | Ultima | ||
Srength | 255 | Agility | 200 |
---|---|---|---|
Defense | 150 | Luck | 0 |
Magic | 255 | Evasion | 0 |
Magic Defense | 150 | Accuracy | 150 |
Fire | Lightning | Water | Ice | Holy |
---|---|---|---|---|
-100% | -100% | -100% | -100% | -100% |
Sleep | Silence | Darkness |
---|---|---|
GUARD | GUARD | GUARD |
Poison | Petrify | Slow |
GUARD | GUARD | GUARD |
Zombie | Power Break | Magic Break |
GUARD | GUARD | GUARD |
Armor Break | Mental Break | Threaten |
GUARD | GUARD | GUARD |
Death | Provoke | Doom |
GUARD | GUARD | 0 |
Distill | Sensor | Scan |
0 | GUARD | GUARD |
Gravity | Delay | Eject |
GUARD | GUARD | GUARD |
Zanmato Lv. | ||
5 |
Weapon & Armor slots | 3-4 |
---|---|
Weapon and Armor Ability Drops | 1 |
Weapon Ability Drops | |
Break Damage Limit | |
Armor Ability Drops | |
Break HP Limit |
Weapon & Armor Slots Drops depicts the amount of possible slots the enemy's equipment drops will have while the Ability Drops depicts the possible amount of abilities the dropped weapon may have.
Stats | Max Str, Agi, Def, and Mag Def |
---|---|
Armour | Auto-Potion, Auto-Haste, and Auto-Phoenix |
Items | Stock of Potions (if Rikku is in the party), and Phoenix Downs |
Character | Rikku (for Hyper Mighty G and Trio of 9999) |
Abilities | Quick Hit and Entrust |
Ethereal Cannon | Deals massive damage to a single target damage can be reduced by Shell |
---|---|
Ultra Spark | Deals damage to the whole team |
Ultima | Deals massive non-elemental damage to all party members. Used as a counter against everything except normal attacks. |
Armageddon | Deals massive damage to the whole team. Armageddon is used around every 7th to 9th turn. Once it's used, the turn counter resets. |
Nemesis alternates between Ethereal Cannon and Ultra Spark with random normal attacks in between. After using Ultra Spark, Nemesis will always use a normal attack.
Keep using quick hits and let Auto-Phoenix handle the revival of your teammate. When Ultra Spark is about to be used again, use Overdrives to get countered by Ultima to build up Rikku's Overdrive Gauge and use Hyper Mighty G again.
Keep count of the number of turns Nemesis has taken in the fight. Nemesis will use Armageddon around his 7th to 9th turn so make sure Auto-Life is always up during this time. When Armageddon is used, the turn counter resets to 0. Be prepared to use Entrust to Rikku during these turns as Nemesis may use Ultra Spark which might remove the Auto-Life from everyone and can spell a game over.
Arena Area Conquest Monsters | Stratoavis | Malboro Menace |
---|---|
Kottos | Coeurlregina |
Jormungand | Cactuar King |
Espada | Abyss Worm |
Chimerageist | Don Tonberry |
Catoblepas | Abaddon |
Vorban |
Omega Dungeon | Ultima Weapon | Omega Weapon |
---|---|
Arena Species Conquest Monsters | Fenrir | Ornitholestes |
---|---|
Pteryx | Hornet |
Vidatu | One-Eye |
Jumbo Flan | Nega Elemental |
Tanket | Fafnir |
Sleep Sprout | Bomb King |
Juggernaut | Ironclad |
Arena Original Monsters | Earth Eater | Greater Sphere |
---|---|
Catastrophe | Th'uban |
Neslug | Ultima Buster |
Shinryu | Nemesis |
Dark Aeons and Penance | Dark Valefor | Dark Ifrit |
---|---|
Dark Ixion | Dark Shiva |
Dark Bahamut | Dark Yojimbo |
Dark Anima | Dark Cindy |
Dark Sandy | Dark Mindy |
Penance |
How to beat Nemesis Tips and Guide
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