Master Tonberry (Final Fantasy VII)

Master Tonberry is a rare enemy in Final Fantasy VII, found only in the Northern Cave. Unlike the normal Tonberry, it is characterized by a large star floating over its head, as well being blue colored instead of green.

Battle
Master Tonberry will counterattack with Everyone's Grudge, which will cause damage equal to the number of kills a character has amassed x10. It gradually moves forward until it is in front of a character and then uses Knife to instantly KO them. It can be morphed into a Ribbon, one of the best accessories in the game.

Strategy
One of the easiest strategies for dealing with the Master Tonberry is to only attack it up to twice per turn. This will prevent it from countering with Everyone's Grudge until it has taken a step. Knife can be prevented by equipping the Safety Bit accessory, which protects the wearer against Sudden Death, Petrify and Slow-numb.

At the start of the fight, using Bio spells (or even better, Bad Breath) will help tremendously as Poison will help dealing damage. Dazers will also help as they inflict Paralysis on the target. Also Stop works to make this battle easier. To use this effectively, the player can link the Choco/Mog or Hades Materia to the Added Effect Materia on a weapon to allow for both damage and possible status effects.

AI Script
AI: Setup {
 * TempVar:LRPos = 1

} AI: Main {
 * TempVar:DontMove = 0
 * TempVar:HitCounter = 0
 * TempVar:RightTarget = 1st Opponent
 * TempVar:MiddleTarget = 2nd Opponent
 * TempVar:LeftTarget:= 3rd Opponent
 * If (TempVar:LRPos == 0) Then
 * If (TempVar:Distance == 0) Then
 * Nothing
 * } Else If (TempVar:Distance == 1 or 2) Then {
 * Choose Self
 * If (3/8 Chance) Then
 * Use  on Target
 * TempVar:LRPos = TempVar:LRPos + 1
 * }
 * } Else {
 * If ((TempVar:RightTarget doesn't have Death Status)
 * & (1/2 Chance)) Then
 * Choose TempVar:RightTarget
 * Use Knife on Target
 * TempVar:Distance = 0
 * TempVar:LRPos = 1
 * } Else {
 * Choose Self
 * Use  on Target
 * TempVar:LRPos = TempVar:LRPos + 1
 * }
 * TempVar:DontMove = 1
 * }
 * } Else If (TempVar:LRPos == 1) Then {
 * If (TempVar:Distance == 0) Then
 * Nothing
 * } Else If (TempVar:Distance == 1) Then {
 * Choose Self
 * 1/4 Chance:
 * Use  on Target
 * TempVar:LRPos = TempVar:LRPos - 1
 * TempVar:DontMove = 1
 * }
 * 1/4 Chance:
 * Use  on Target
 * TempVar:LRPos = TempVar:LRPos + 1
 * TempVar:DontMove = 1
 * }
 * 1/2 Chance: Nothing
 * } Else If (TempVar:Distance == 2) Then {
 * Choose Self
 * 3/8 Chance:
 * Use  on Target
 * TempVar:LRPos = TempVar:LRPos - 1
 * TempVar:DontMove = 1
 * }
 * 3/8 Chance:
 * Use  on Target
 * TempVar:LRPos = TempVar:LRPos + 1
 * TempVar:DontMove = 1
 * }
 * 1/4 Chance: Nothing
 * } Else {
 * If (TempVar:MiddleTarget doesn't have Death Status)
 * & (1/2 Chance) Then
 * Choose TempVar:MiddleTarget
 * Use Knife on Target
 * TempVar:Distance = 0
 * TempVar:LRPos = 1
 * } Else {
 * Choose Self
 * If (1/2 Chance) Then
 * Use  on Target
 * TempVar:LRPos = TempVar:LRPos - 1
 * } Else {
 * Use  on Target
 * TempVar:LRPos = TempVar:LRPos + 1
 * }
 * }
 * TempVar:DontMove = 1
 * }
 * } Else {
 * If (TempVar:Distance == 0) Then
 * Nothing
 * } Else If (TempVar:Distance == 1 or 2) Then {
 * Choose Self
 * If (3/8 Chance) Then
 * Use  on Target
 * TempVar:LRPos = TempVar:LRPos - 1
 * TempVar:DontMove = 1
 * }
 * } Else {
 * If ((TempVar:LeftTarget doesn't have Death Status)
 * & (1/2 Chance)) Then
 * Choose TempVar:LeftTarget
 * Use Knife on Target
 * TempVar:Distance = 0
 * TempVar:LRPos = 1
 * } Else {
 * Choose Self
 * Use  on Target
 * TempVar:LRPos = TempVar:LRPos - 1
 * }
 * TempVar:DontMove = 1
 * }
 * }
 * If (TempVar:DontMove == 0) Then
 * Use  on Target
 * TempVar:Distance = TempVar:Distance + 1
 * }
 * TempVar:Distance = 0
 * TempVar:LRPos = 1
 * } Else {
 * Choose Self
 * Use  on Target
 * TempVar:LRPos = TempVar:LRPos - 1
 * }
 * TempVar:DontMove = 1
 * }
 * }
 * If (TempVar:DontMove == 0) Then
 * Use  on Target
 * TempVar:Distance = TempVar:Distance + 1
 * }
 * }

} AI: Counter - General {
 * TempVar:HitCounter = TempVar:HitCounter + 1
 * If (TempVar:HitCounter == 2) Then
 * TempVar:HitCounter = 0
 * Choose Tonberry's Last Attacker (General)
 * Use Everyone's Grudge on Target
 * }
 * }

}

Related Enemies

 * Tonberry