March 28, 2008, Square Haven has ceased updates indefinitely. What you see below is an archived version.

Final Fantasy X

Traditional RPG
Final Fantasy
  • December 17, 2001
  • July 19, 2001
  • May 24, 2002
A 270 total ratings
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Monster Arena Guide

[text version]
written by Christine Bomke with HTML and additions by BahaMatt

« Foreword / Contact Information Normal Monster Price List »

General Strategies / Leveling Up
 => Monster Arena Overview
 => Suggested Abilities and Equipment
 => Leveling Up

Monster Arena Overview

To capture monsters, go to the Monster Arena to the east of the Calm Lands, and buy monster-capturing weapons from the trainer there. If you deal the killing blow to a monster with one of these weapons, the monster is sent to the Monster Arena, and you can then fight it there for a nominal cost. If you lose any battle at the monster arena, it's not a game over, your characters simply have 1 HP afterwards, and you lose the money you paid to fight the monster. Capture enough monsters from an area or a species, and you'll unlock new bosses. The rest of this FAQ deals with these bosses.

Suggested Abilities and Equipment

Assume that all of the following bosses are immune to all status ailments unless specified otherwise (Jumbo Flan is succeptable to Slow, and Neslug to Silence, for example), and defend against all elemental attacks, if not absorb them entirely. It's not nescessary for all of your characters to know every single spell, Skill, and Special on the grid, but having at least one person with a full complement of Black and White magics, someone else with status ailment Skills, and teaching as many people as possible Entrust and Copycat, is a good idea. Having Wakka's Attack Reel, and Tidus' Blitz Ace Overdrives are dirty shortcuts to causing lots of damage, and are absolutely worth your time to obtain.

Hitting for 99,999 damage with your characters is not essential for the first group of bosses, the Area Creations, but it certainly helps. For the Species and Original Creations, consider it vital. This means that you need several weapons with Break Damage Limit. The easiest way to obtain weapons with this auto-ability is to power up your characters' Celestial Weapons (for information on how to do that, see the FAQ I wrote on the subject), although you may customize the auto-ability into a weapon yourself if you have 60 Dark Matter. Self-made weapons don't have the special damage properties of Celestial Weapons, however, and won't do as much damage to armored enemies. A self-made spear for Kimahri will only do about 40,000 damage to Tanket at 255 strength regardless of HP, for example, while his Spirit Lance will do 99,999 damage at 210 strength and full HP.

Quick Hit is a nescessity. Let me reiterate, QUICK HIT IS A NESCESSITY. Quick Hit will allow you to get many, many extra attacks on a boss before it's had a chance to move, often allowing you to dispose of it without a scratch on you to show for it. Some bosses automatically counterattack everything, however, which brings us to...

::at::Auto-Protect:: and ::at::Auto-Shell:: armor are at least as important as how many hits you can get in between bosses' turns. In previous Final Fantasies, the importance of Protect and Shell fell by the wayside - either they were not as effective in reducing damage, or the enemies in previous games didn't warrant religious use of them - but not so in FFX. Protect and Shell effectively halve all physical and magical damage dealt to your party, which can mean the difference between victory and the Game Over screen when fighting bosses with very high physical or magical offense, such as Fafnir, Nega Elemental, ::ma::Greater Sphere::, or Ultima Buster, especially if these bosses counterattack when you so much as sneeze in their direction.

Hastega, or an armor with ::at::Auto-Haste::, used in conjunction with Quick Hit, is a nescessity. The more frequently you can attack, obviously the sooner the boss will perish. In this author's opinion, however, [Auto Haste] takes a backseat to Protect and Shell, because unlike Hastega, there isn't a multiple- character Protect or Shell spell. Likewise, ::at::Auto-Regen::, ::at::Auto-Phoenix::, and/or ::at::Auto-Potion:: used in conjunction with Alchemy are also helpful, but IMHO, the former three that I just named should take precedence.

Having over 9,999 HP to defeat any of these bosses isn't nescessary, but you'd best have at least two characters with ::at::Auto-Phoenix:: and/or keep everyone in ::wm::Auto-Life:: status if you don't have more than 9,999 HP. Auto-Life is preferable to [Auto Phoenix], because it doesn't require a living party member to activate, but it wastes a turn. The tradeoff is yours to decide.

All told, you need at least two different armors for fighting in the Monster Arena - one to defend against monsters who use a lot of status ailment attacks, and a second one when fighting monsters who hit for big damage. The status armor should consist of ::at::Auto-Med::, Berserkproof, Confuseproof, and Deathproof. You could substitute Curseproof or Blindproof for [Auto Med] if you like, but consider the other three auto-abilities very important. The armor to use against monsters with a high offense should consist of Break HP Limit, ::at::Auto-Protect::, ::at::Auto-Shell::, and either ::at::Auto-Haste:: or ::atAuto::Phoenix::. With ::at::Auto-Protect:: and high defense, ::at::HP +30%:: would merely be decorative - anything that can take off more than 15,000 HP in one hit while you're in Protect status with 255 defense would probably kill you in one hit regardless of how many HP you have, but if you'd like to use [HP +30%] anyway, [Auto Shell] is the most expendable of these abilities. That's not to say it's unnescessary altogether, it simply means that more monsters use physical attacks than magical ones.

Leveling Up

First, a disclaimer - before engaging any of these bosses in battle, read their writeups [in the bestiary] to learn about their statistics and attack patterns. This section is only a suggestion of who to fight first, it is not nearly as in-depth a boss guide as the information in sections IV, V, and VI. Disclaimer over, we now return you to your regularly scheduled FAQ.

At very, very low levels, you'll want to have your Aeons do the fighting for you. Having Anima - if not the Magus Sisters as well - will help you tremendously, because not only can these two Aeons break the damage limit without powering up a Celestial Weapon, but their stats begin porportionately higher than any other Aeon you have. If even Anima and the Magus Sisters are being slaughtered in the arena, however, level up Yuna, because the strength of any Aeon is tied to the strength of the summoner.

You'll probably want to begin fighting either ::ma::One-Eye:: or Pteryx before you take on any other bosses. Both of these Species Creations have very low HP, and despite a dirty trick or two up their sleeves, they're pushovers if you use Aeons to do the fighting for you at low levels. If you're concerned about being ambushed, create a party without Yuna, and equip a member of that party with a weapon bearing First Strike. If you're ambushed, swap the character with [First Strike] for Yuna, and immediately have her summon. Anyway, defeating One-Eye yields weapons with Triple AP, and Pteryx drops Evasion Spheres. (One-Eye also drops Magic Defense Spheres, but this tends to be overshadowed by the awesomeness of the weapons he drops. You'll probably have collected several dozen Magic Defense Spheres by the time you have [Triple AP] weapons for all seven members of your party - don't hesitate to place these on the Grid as you go, as well.) [Triple AP] weapons allow you to accrue ridiculous amounts of AP very rapidly (yours truly likes to exploit this by fighting Cactuars in Sanubia Desert, but the Omega Ruins is good as well in a pinch), and when your Evasion stat gets high enough, a good many of the Creations in the arena won't even be able to make a connecting hit.

Speaking of, once you've gained ungodly amounts of AP with your new weapons, and raised your Evasion stat to at least 180, ideally 200+, you can take on Ironclad without fear. Ironclad merely *looks* intimidating - when you have a very high Evasion stat, his Reppageki counter will never hit you, and you'll be laughing all the way to the HP Sphere bank. Bushinzan and Shinryudan can't be evaded, by the way, but hopefully you'll have defeated him before he gets his second and third turns to use these - refer to the Ironclad information for a strategy to take him down fast.

Alternately, if your Wakka has a decent Strength stat, his World Champion weapon, and Attack Reel, you can make short work of Fenrir before you even take on One-Eye, Pteryx, or Ironclad. Twelve hits of Attack Reel at 99,999 damage a pop is 1,199,988 damage, considerably more than Fenrir's laughable 850,000 HP. Causing that much damage at one time will always be an Overkill, therefore, Fenrir will always drop 2 Agility Spheres.

When your Agility and HP are respectable - I'd say at least 110 (plus Haste) for the former and over 9,999 for the latter - you can move on to Juggernaut. Now, Juggernaut will automatically forfeit its first turn to charge up for its second turn, which happens to be a Fire elemental breath attack, which means that if you wear armor with Fireproof or Fire Eater, your party actually gets two free turns on Juggernaut! (Nul Blaze works just as well as the aforementioned two armor abilities.) A moderately leveled party should have no trouble defeating Juggernaut before its third turn, but if he's giving you trouble, the tried-and-true method of Passado has never failed.

At some point in the preceeding, you can take on Hornet, who drops Accuracy Spheres. Hornet doesn't have super high HP, but he hits with absolute accuracy, his attacks inflict nasty status changes, and his evade rate is pretty high. You should be used to fighting monsters like him, so I'm sure I don't need to tell you to use Attack Reel or Passado. Right? Right. Sorted.

Defeating Jumbo Flan, who drops Magic Spheres, is an excercise in patience, not brute strength. Using the strategy I've outlined in Jumbo Flan's writeup, you should be able to defeat him in five to six minutes. The strategy, in short, is to teach Anima Haste, Lancet, Shell, and Dispel, and have her repeatedly use Pain on Jumbo Flan, healing with Lancet when nescessary, and using Shell if Anima's Magic Defense is below 200. If your Anima is of a high enough level, Pain will do 99,999 damage every time. This is admittedly a time-consuming and boring strategy, but it's much easier than Doublecasting Ultima. Moreover, you need a high Magic stat for your party's Ultima to do much damage, yet you can't get a high Magic stat without defeating Jumbo Flan in the first place! Catch 22! Anima may be an ugly fish-mummy-thing, but she's a useful ugly fish-mummy-thing.

Tanket, who drops Defense Spheres, almost qualfies as easy a boss to defeat as those discussed in the preceeding paragraphs, but the fact that he's armored makes doing appreciable damage to him very difficult without a high Strength stat. Consider taking him on towards the end of your stat-raising. Attack Reel him for a quick kill, or defeat him the regular way with Quick Hit - Tanket is fairly slow, and he'll have two turns tops if your Agility is high enough.

So you've got great Evasion, Magic Defense, HP, Agility, Accuracy, Strength, Defense, and Magic, isn't that enough?

Yes and no. Having a high Luck stat will affect how often you recieve a rare dropped item, how often you can make a rare steal, and the rate at which you make critical hits, much less hit an enemy with high Evasion at all! If you're not a completist, but still want the benefit of a high Luck stat, always making a rare Steal can be accomplished by putting Master Thief on an armor, and maxing out your strength and obtaining the Celestial Weapons eliminates the need for making critical hits. So yes, Luck is important, but unless you plan on engaging the Dark Aeons in battle - the only monsters with painfully high Evasion irrespective of your Accuracy stat - having a low Luck stat can be compensated for as outlined above. And with the exasperatingly difficult Greater Sphere and Earth Eater being the only two bosses to drop Luck and Fortune Spheres, respectively, you've got your work cut out for you.

« Foreword / Contact Information Normal Monster Price List »

All data, HTML is copyright Christine Bomke and Square Haven. You do not have permission to copy this data for any reason other than personal use. Data based on Christine Bomke's Monster Arena FAQ, © 2001, 2002 Christine Bomke. I don't advise that you copy this as CB has a skinny boyfriend named Matt but he just looks skinny and he's really not skinny and he will probably kick your butt if you copy this guide because he get's offended when you do stuff like that. probably.
Final Fantasy X
Monster Arena
Bestiary & Guide
Blitzball Guide

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