Motor Ball

Motor Ball is a boss in Final Fantasy VII fought after escaping from the Shinra Headquarters. The boss is fought immediately after the motorcycle minigame, and the party's starting HP depends on how much damage the player sustained during the minigame. If a party member died during the minigame they start the battle with 1 HP, but get knocked out straight away as Motor Ball always gets first turn.

Battle
The battle will always be a Back Attack and the boss deals unblockable damage to all party members as soon as the battle begins. Because the battle is a back attack, the battle rows are reversed.

Motor Ball attacks using physical attacks, which are not too strong, but eventually, it shifts to his other form and uses new attacks. Twin Burner hits the entire party for considerable Fire damage. Motor Ball later uses Rolling Fire when weak, which is an even stronger Fire attack doing around 200 damage. When Motor Ball falls below 1/8th of it's Max HP, only form 1 can be used.

Motor Ball is weak to Lightning.

Strategy
If the party acquired the Elemental Materia from Domino, they can link it to a Fire Materia in someone's armor to lessen Fire damage.

Offensively, the party should use Bolt. It is advised that Aeris be in the party to use Healing Wind. Otherwise, the party should use Restore Materia linked to an All Materia, as they should have several of each by this point.

AI Script
AI: Setup {
 * Choose Self
 * Use  on Target
 * Choose All Opponents
 * Use  on Target
 * Motor Ball's IdleAnim = Upright Form

} AI: Main {
 * If (Count == 0 or 1) Then
 * Choose Random Opponent with Highest HP
 * Use Arm Attack on Target
 * If (1/2 Chance) Then
 * Choose Random Opponent with Highest HP
 * Use Arm Attack on Target
 * }
 * Count = Count + 1
 * } Else If (Count == 2) Then {
 * Choose Self
 * Use <> on Target
 * Motor Ball's IdleAnim = Flamethrower Form
 * If (Motor Ball's MP >= 16) Then
 * Choose All Opponents
 * Use Twin Burner on Target
 * } Else {
 * Choose All Opponents
 * Use  on Target
 * }
 * Count = 3
 * } Else If (Count == 3) Then {
 * Count = 4
 * } Else If (Count == 4) Then {
 * Choose All Opponents
 * Use  on Target
 * Count = 5
 * } Else If (Count == 5) Then {
 * Choose Self
 * Use <> on Target
 * Motor Ball's IdleAnim = Upright Form
 * Count = 6
 * } Else {
 * If (Motor Ball's MP >= 24) Then
 * Choose All Opponents
 * Use Rolling Fire on Target
 * } Else {
 * Choose All Opponents
 * Use Deadly Wheel on Target
 * }
 * Count = 0
 * }
 * Use Deadly Wheel on Target
 * }
 * Count = 0
 * }

} AI: Counter - General {
 * If (Motor Ball's IdleAnim == Flamethrower Form) Then
 * Motor Ball's HurtAnim = Flinch (Flamethrower Form)
 * } Else {
 * Motor Ball's HurtAnim = Flinch (Upright Form)
 * }
 * If (TempVar:HPReact == 0) Then
 * If (Motor Ball's HP <= 1/8th of Motor Ball's Max HP) Then
 * If (Motor Ball's IdleAnim == Flamethrower Form) Then
 * Choose Self
 * Use <> on Target
 * Motor Ball's IdleAnim = Upright Form
 * }
 * Count = 2
 * TempVar:HPReact = 1
 * }
 * }
 * Count = 2
 * TempVar:HPReact = 1
 * }
 * }

}

Gallery
Motorball