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Carry Armor can [[Imprisoned|grab and immobilize]] two random characters. In addition, the arms will do damage to each character until they are defeated. The arms will hold onto each character until the corresponding arm is defeated. Carry Armor's true threat lies in its powerful Lapis Laser attack, which can deal overwhelming damage unless protected. If Carry Armor manages to immobilize two characters and [[Knocked Out|kill]] the third member, the battle is declared [[Game Over|a loss]], similar to how [[Turks:Reno|Reno]] or [[Bottomswell]] win if two characters are trapped and the third is killed.
 
Carry Armor can [[Imprisoned|grab and immobilize]] two random characters. In addition, the arms will do damage to each character until they are defeated. The arms will hold onto each character until the corresponding arm is defeated. Carry Armor's true threat lies in its powerful Lapis Laser attack, which can deal overwhelming damage unless protected. If Carry Armor manages to immobilize two characters and [[Knocked Out|kill]] the third member, the battle is declared [[Game Over|a loss]], similar to how [[Turks:Reno|Reno]] or [[Bottomswell]] win if two characters are trapped and the third is killed.
   
Because Carry Armor is a machine is it weak against [[Lightning (Element)|Lightning]]. Using [[Thundaga|Bolt3]] paired with an [[Support Materia#All|All]] Materia works well, and the characters can also link a Lightning-elemental Materia with [[Support Materia#Elemental|Elemental]] to a weapon to deal increased damage. Multiple hit [[Limit (Final Fantasy VII)|Limit Breaks]] work well on it as well. If the central armor dies, the entire enemy is defeated. It is possible to use the [[Enemy Skill Materia|Enemy Skill]] [[Magic Hammer]] to reduce Carry Armor's [[MP (Stat)|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.
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Because Carry Armor is a machine it is weak against [[Lightning (Element)|Lightning]]. Using [[Thundaga|Bolt3]] paired with an [[Support Materia#All|All]] Materia works well, and the characters can also link a Lightning-elemental Materia with [[Support Materia#Elemental|Elemental]] to a weapon to deal increased damage. Multiple hit [[Limit (Final Fantasy VII)|Limit Breaks]] work well on it as well. If the central armor dies, the entire enemy is defeated. It is possible to use the [[Enemy Skill Materia|Enemy Skill]] [[Magic Hammer]] to reduce Carry Armor's [[MP (Stat)|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.
   
 
==Glitches and Phenomena==
 
==Glitches and Phenomena==

Revision as of 16:33, 7 June 2012

Template:FFVII Enemies The Carry Armor is a boss from Final Fantasy VII the party fights in the Junon Underwater Reactor. Reno uses this boss to delay the party while he escapes on a Shinra submarine with the Huge Materia.

Battle

Field model of Carry Armor.

Carry Armor can grab and immobilize two random characters. In addition, the arms will do damage to each character until they are defeated. The arms will hold onto each character until the corresponding arm is defeated. Carry Armor's true threat lies in its powerful Lapis Laser attack, which can deal overwhelming damage unless protected. If Carry Armor manages to immobilize two characters and kill 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. 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. Multiple hit Limit Breaks work well on it as well. If the central armor dies, the entire enemy is defeated. 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.

Glitches and Phenomena

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 also disappear from the screen, but the game still considers the Carry Armor holding a player character. If the player then attacks the arm that is 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.

There is a glitch that 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.

AI Script

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)
& (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

}

Gallery

Template:Gallery

Related Enemies