The Carry Armor is a boss from Final Fantasy VII fought in the Junon Underwater Reactor. Reno uses it to delay the party while he escapes on a Shinra submarine with the Huge Materia.

Stats[edit | edit source]

Formations[edit | edit source]

# Formation
780 Carry Armor, Right Arm, Left Arm
781 Carry Armor, Right Arm, Left Arm
782 Carry Armor, Right Arm, Left Arm
783 Carry Armor, Right Arm, Left Arm

Locations[edit | edit source]

Underwater Reactor
Submarine Dock 780 (event)

Battle[edit | edit source]

Arm Grab.

Carry Armor can grab and immobilize two random characters and the arms will do damage to each until the characters are defeated. The arms will hold onto each character until the corresponding arm is defeated. Its powerful Lapis Laser attack can deal overwhelming damage unless protected and may use it as a first attack before battle starts.

If Carry Armor immobilizes two characters and kills the third member, the battle is declared a loss, similar to how Reno or Bottomswell win if two characters are trapped and the third is killed.

Because Carry Armor is a machine, it is weak against Lightning.

If the central armor dies, the entire enemy is defeated.

Strategy[edit | edit source]

Lapis Laser.

Since Carry Armor's Lapis Laser is non-elemental, the player can only reduce damage from the attack by using MBarrier, the Sadness status effect, or by increasing the Spirit stat with accessories, such as Talisman or Circlet.

Using Bolt3 paired with an All Materia works well and the characters can also link a Lightning-elemental Materia with Elemental to a weapon to deal increased damage. The Summons Kujata, Alexander, Bahamut, and Neo Bahamut will deal high damage against it, as well as the Enemy Skill Magic Breath. The Dragon Fang item and multi-hit Limit Breaks are effective as well.

It is possible to use the Enemy Skill Magic Hammer to reduce Carry Armor's MP to zero, rendering it unable to use Lapis Laser. Similarly, destroying the arms renders it unable to perform Arm Grab and normal attacks, and the use of Magic Hammer alongside this leaves Carry Armor harmless.

AI script[edit | edit source]

AI: Setup
{
   Turn off Death Handling for Carry Armor
   SpclChance = 4
   If (1/3 Chance) Then
   {
      Choose All Opponents
      Use Lapis Laser on Target
   }
}
AI: Main
{
   If (Count == 0) Then {
      If ((At Least One Opponent doesn't have Imprisoned Status)
            AND (Rnd(1..SpclChance) == 1)) Then
      {
         Choose All Opponents without Imprisoned Status
         Use Lapis Laser on Target
      }
      Count = 1
   } Else {
      Count = 0
   }
}
AI: Counter - General
{
   If (Carry Armor's IdleAnim == Both Arms Empty) Then
   {
      Carry Armor's HurtAnim = Flinch (Both Arms Empty)
   } Else If (Carry Armor's IdleAnim == Right Arm Full) Then {
      Carry Armor's HurtAnim = Flinch (Right Arm Full)
   } Else If (Carry Armor's IdleAnim == Left Arm Full) Then {
      Carry Armor's HurtAnim = Flinch (Left Arm Full)
   } Else If (Carry Armor's IdleAnim == Both Arms Full) Then {
      Carry Armor's HurtAnim = Flinch (Both Arms Full)
   }
   If (Right Arm's [4300] != [2040]) Then
   {
      Choose Right Arm's [4300]
      Use <Damage Attack> on Target
   }
   If (Left Arm's [4300] != [2040]) Then
   {
      Choose Left Arm's [4300]
      Use <Damage Attack> on Target
   }
   If (Carry Armor's HP <= 25% of Carry Armor's Max HP) Then
   {
      SpclChance = 1
   } Else If (Carry Armor's HP <= 50% of Carry Armor's Max HP) Then {
      SpclChance = 2
   } Else If (Carry Armor's HP <= 75% of Carry Armor's Max HP) Then {
      SpclChance = 3
   } Else {
      SpclChance = 4
   }
}
AI: Counter - Death
{
   Set Right Arm as Self
   If (Right Arm's CustomVar:ArmFull = 1) Then
   {
      Choose Right Arm's [4300]
      Remove Target's Imprisoned Status
      Activate Target
      Use <Free Right Character> on Target
   }
   Set Left Arm as Self
   If (Left Arm's CustomVar:ArmFull = 1) Then
   {
      Choose Left Arm's [4300]
      Remove Target's Imprisoned Status
      Activate Target
      Use <Free Left Character> on Target
   }
   Set Carry Armor as Self
   Choose Self
   Use <Vanish> on Target
   Remove Right Arm and Left Arm
}

Other appearances[edit | edit source]

Final Fantasy Record Keeper[edit | edit source]

FFRK Carry Armor FFVII.png
Baknamy FFTA2.pngThis section about an enemy in Final Fantasy Record Keeper is empty or needs to be expanded. You can help the Final Fantasy Wiki by expanding it.


Behind the scenes[edit | edit source]

Final_Fantasy_VII_-_All_Lucky_7s_While_Imprisoned-2

Final Fantasy VII - All Lucky 7s While Imprisoned-2

From 1:30 onwards.

All Lucky 7s will trigger even if Imprisoned by Carry Armor. If a character is grabbed by Carry Armor when Lucky 7 activates, a graphical glitch will happen where the character will attack, but will no longer be attached to the arm they were captured by.

A curious phenomenon happens if Cait Sith is in the party and uses his Transform Limit Break after Carry Armor has already grabbed a party member. When Cait Sith uses the Transform Limit Break, the two other allies disappear from the field and Cait Sith grows larger. The grabbed party member will disappear from the screen, but the game still considers the Carry Armor holding a player character. If the player then attacks the arm supposedly holding a party member, Cait Sith receives damage himself. If Carry Armor grabs the giant Cait Sith, the battle ends in a Game Over.

The Quadra Magic Ultima glitch affects Carry Armor: it involves casting Ultima against Carry Armor with Quadra Magic, while the Ultima Materia is also linked to HP or MP Absorb. Casting Ultima with this setup may freeze the game.

Gallery[edit | edit source]

Related enemies[edit | edit source]

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