Godo (boss)

Godo is an optional boss in Final Fantasy VII who can assume the form of a monster similar to Asura in combat, representing his status as the most powerful of the five fighters in the Pagoda Of Five Mighty Gods. Godo is fought atop the Pagoda in Wutai Village with Yuffie Kisaragi. Losing to Godo does not prompt a Game Over.

Battle
Even though the battle is not a back attack, some of the special attack formation rules still apply to the battles fought in the pagoda. The Change command to change row is greyed out, Godo starts with an empty ATB bar, and the first physical attack Yuffie inflicts deals double damage.

Godo is unique in that he will rotate his head before attacking, and each face can perform different attacks: the golden face can perform Cure2 and some White Magic; the white face can perform various status changing magical attacks and Demi3, while the red Face can do Beast Sword and Trine. If Yuffie's HP is below 20% of her max HP, Codo will use Cure2 on her instead.

At low health (a few thousand left), Godo uses Cure2 as a counter attack. Because his Cure2 heals about 1,200 health, if the player's attacks do less than 1,000 damage, he may be difficult to finish.

Strategy
It is recommended Godo is poisoned at the start of the battle. Yuffie should equip an Enemy Skill Materia if it needs to learn Trine, as Godo is one of the only three sources where Trine can be learned. Godo is not immune to Gravity, so Demi spells can do several thousand damage to him. The Trine skill can also used to do heavy damage. If the Gravity Materia is linked to an HP Absorb Materia, Yuffie can heal herself while draining Godo's health with Demi.

The best way for the player to finish him off is leave him poisoned, sit in the back row defending with the Counter Attack Materia equipped and Big Guard on. Godo has no chance to heal, and the battle will end.

An alternative way to prevent him curing is for the player to cast Reflect on him, or use a Mirror item.

Many of Godo's attacks, particularly Bio2 and Demi3, cost a lot of MP to cast. Thus, if the player can endure his attacks until he runs out of MP, Godo is virtually helpless. Magic Hammer can also be used to drain Godo out of MP. Once he has no MP left, he will be limited to the Beast Sword attack, which is weak and easily healed.

AI Script
AI: Setup {
 * Stage = 0
 * Count = Rnd(0..7)
 * SpclChance = 5
 * TempVar:CounterTar = Choose Random Opponent

} AI: Main {
 * SelectTar = Choose All Opponents
 * TempVar:ChosenAtt = Beast Sword
 * TempVar:NewStage = 1
 * If (Count == 0) Then
 * 1/4 Chance: Count = 2
 * 1/4 Chance: Count = 4
 * 1/4 Chance: Count = 5
 * 1/4 Chance: Count = 1
 * } Else If (Count == 1) Then {
 * 1/4 Chance: Count = 3
 * 1/4 Chance: Count = 4
 * 1/4 Chance: Count = 6
 * 1/4 Chance: Count = 0
 * } Else If (Count == 2) Then {
 * If ((At Least One Opponent doesn't have Reflect Status)
 * & (At Least One Opponent doesn't have Sleep Status)
 * & (Godo's MP >= 8)) Then
 * SelectTar = Choose All Opponents
 * TempVar:ChosenAtt = 
 * TempVar:NewStage = 0
 * }
 * 1/3 Chance: Count = 0
 * 2/3 Chance: Count = 1
 * } Else If (Count == 3) Then {
 * If ((At Least One Opponent doesn't have Reflect Status)
 * & (At Least One Opponent doesn't have Small Status)
 * & (Godo's MP >= 10)) Then
 * SelectTar = Choose All Opponents
 * TempVar:ChosenAtt = 
 * TempVar:NewStage = 0
 * }
 * 1/3 Chance: Count = 1
 * 2/3 Chance: Count = 0
 * } Else If (Count == 4) Then {
 * If (Godo's MP >= 1) Then
 * SelectTar = Choose Random Opponent with Highest HP
 * TempVar:ChosenAtt = Drain
 * TempVar:NewStage = 2
 * }
 * 1/4 Chance: Count = 0
 * 1/4 Chance: Count = 1
 * 1/4 Chance: Count = 5
 * 1/4 Chance: Count = 6
 * } Else If (Count == 5) Then {
 * If ((At Least One Opponent doesn't have Reflect)
 * & (Godo's MP >= 36)) Then
 * SelectTar = Choose All Opponents
 * TempVar:ChosenAtt = Bio2
 * TempVar:NewStage = 2
 * }
 * If (Rnd(1..SpclChance) == 1) Then
 * Count = 7
 * } Else {
 * Count = 1
 * }
 * } Else If (Count == 6) Then {
 * If (Godo's MP >= 20) Then
 * SelectTar = Choose All Opponents
 * TempVar:ChosenAtt = Trine
 * TempVar:NewStage = 1
 * }
 * If (Rnd(1..SpclChance) == 1) Then
 * Count = 7
 * } Else {
 * Count = 0
 * }
 * } Else {
 * If (Godo's MP >= 48) Then
 * SelectTar = Choose All Opponents
 * TempVar:ChosenAtt = Demi3
 * TempVar:NewStage = 2
 * }
 * Count = Rnd(0..1)
 * }
 * If (Stage != TempVar:NewStage) Then
 * If (Stage == 0) Then
 * If (TempVar:NewStage == 1) Then
 * TempVar:FormMove = 
 * TempVar:NewForm = Beast
 * } Else If (TempVar:NewStage == 2) Then {
 * TempVar:FormMove = 
 * TempVar:NewForm = Joker
 * }
 * } Else If (Stage == 1) Then {
 * If (TempVar:NewStage == 0) Then
 * TempVar:FormMove = 
 * TempVar:NewForm = Human
 * } Else If (TempVar:NewStage == 2) Then {
 * TempVar:FormMove = 
 * TempVar:NewForm = Joker
 * }
 * } Else {
 * If (TempVar:NewStage == 0) Then
 * TempVar:FormMove = 
 * TempVar:NewForm = Human
 * } Else If (TempVar:NewStage == 1) Then {
 * TempVar:FormMove = 
 * TempVar:NewForm = Beast
 * }
 * }
 * Choose Self
 * Use TempVar:FormMove on Target
 * Godo's IdleAnim = TempVar:NewForm
 * }
 * Stage = TempVar:NewStage
 * Choose SelectTar
 * Use TempVar:ChosenAtt on Target
 * TempVar:FormMove = 
 * TempVar:NewForm = Human
 * } Else If (TempVar:NewStage == 1) Then {
 * TempVar:FormMove = 
 * TempVar:NewForm = Beast
 * }
 * }
 * Choose Self
 * Use TempVar:FormMove on Target
 * Godo's IdleAnim = TempVar:NewForm
 * }
 * Stage = TempVar:NewStage
 * Choose SelectTar
 * Use TempVar:ChosenAtt on Target

} AI: Counter - General {
 * If (Godo's IdleAnim == Human) Then
 * Godo's HurtAnim = Flinch (Human)
 * } Else If (Godo's IdleAnim == 6) Then {
 * Godo's HurtAnim = 7
 * } Else {
 * Godo's HurtAnim = 12
 * }
 * If (Godo's HP <= 40% of Godo's Max HP) Then
 * SpclChance = 2
 * } Else If (Godo's HP <= 60% of Godo's Max HP) Then {
 * SpclChance = 3
 * } Else If (Godo's HP <= 80% of Godo's Max HP) Then {
 * SpclChance = 4
 * } Else {
 * SpclChance = 5
 * }
 * If ((SpclChance <= 2) & (Godo doesn't have Reflect Status)
 * & (Godo's MP >= 24)) Then
 * If (Stage == 1) Then
 * Choose Self
 * Use  on Target
 * Godo's IdleAnim = Human
 * Godo's HurtAnim = Flinch (Human)
 * Stage = 0
 * } Else If (Stage == 2) Then {
 * Choose Self
 * Use  on Target
 * Godo's IdleAnim = Human
 * Godo's HurtAnim = Flinch (Human)
 * Stage = 0
 * }
 * TempVar:CounterTar = Godo's Last Attacker (General)
 * If ((TempVar:CounterTar's HP <= 2 * [TempVar:CounterTar's Max HP / 10])
 * & (Rnd(1..SpclChance) == 1)) Then
 * Choose TempVar:CounterTar
 * } Else {
 * Choose Self
 * }
 * Use  on Target
 * }
 * } Else {
 * Choose Self
 * }
 * Use  on Target
 * }

}

Gallery
Godo (boss)