An operative with the Turks unit of Shinra's General Affairs Division. Fast and extremely agile, he leaps in to attack with his special Shinra-made security baton.
Enemy Intel
Reno is a boss in Final Fantasy VII Remake fought in the beginning of Chapter 8, "Budding Bodyguard", during "Second Chance Meeting". He is later fought again in Chapter 12, "Fight for Survival". He is quick and powerful, using lightning attacks. In the second battle, he teams up with Rude and the two are able to execute a joint attack.
Sector 5 Church[]
Stats[]
Attacks[]
- = Physical damage
- = Magical damage
Attack | Pic | Description | Block | KB Knockback |
---|---|---|---|---|
Beatdown | Swings at a target 4 times followed by a kick if the swing hit Hard Mode: Cannot be stopped |
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Rushdown | Jumping attack with stun baton, then kicks thrice if the baton succeeded Hard Mode: Cannot be stopped |
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Shock Swipe | Charges electricity and dashes at a target. Always used if EM Shot stuns his opponent. | |||
Counterattack | Dodges and counters. | |||
EM Shot | An orb of electricity homes in on a target, dealing Lightning damage and stunning them for 5 seconds. | |||
EM Flail | Swings an EM Mine at a target, dealing Lightning damage and binding his target. | |||
EM Charge | Charges an EM Mine. | - | - | |
Bright Spark | Uses EM Mines to stun and slam down on a target for Lightning damage. | |||
EM Mine Toss | Throws two EM Mines. | - | - |
Battle[]
Reno will often dodge Cloud's attacks, and use Counterattack if the player attack non-stop. At close range he will use normal melee attacks, Beatdown, or Rushdown, but will mostly try to maintain the distance and use EM Shot, which, if it hits the player, will trigger his Shock Swipe follow-up. He can also use Shock Swipe at any other given time.
After losing half HP, Reno will jump near the entrance door and toss out electric mines, which will slowly move towards the player, and will be linked, dealing damage on contact. The player needs to avoid being trapped in these or try to destroy them. If Cloud gets too close, takes too long to destroy and mines, or get surrounded by them, Reno will use EM Flail, which will stun Cloud, and the follow-up with Bright Spark to deal massive damage. The mines can be assessed, but have no entry in the enemy intel.
Reno cannot dodge limit breaks.
Strategy[]
Direct strikes against Reno will no do much good, since he can counter them. The best way to strike at him is to counter his melee attacks with Punisher Mode. This will pressure him, making him an easy target. Should he uses EM Shot, the player must dodge as it cannot be blocked.
The EM Mines he puts up on phase 2 should be destroyed as soon as possible, otherwise they link up and enable Reno to use EM Flail; Triple Slash is the best tool to destroy them quickly. Destroying them will pressure Reno, allowing retaliation.
The player can also dodge his counterattack, and then unleash Cloud's abilities against him. The player can wait for Reno to lunge in with an attack, and then dodge, pressuring Reno. At this point, the player can enter Punisher Mode and unleash Cloud's strong attacks and abilities against him. Reno can also be staggered to deal significant damage.
Hard Mode[]
While Reno lacks any new moves on Hard Mode, he still poses a threat, specially since he cannot be interrupted while using Beatdown and Rushdown in this difficulty. It is best to focus on physical attacks and save on MP. Hardedge makes for a good weapon for this battle. Counterstance is especially useful when Reno lunges in with attacks, and Blade Burst allows him to be attacked while remaining at a safe range.
Pairing Elemental Materia with Fire Materia allows the more Elite Security Officers before the boss fight to be defeated more easily, and Cloud should cast Regen as soon Reno steps in for durability. Another use for elemental is to pair it in armor with a Lightning Materia to resist/absorb Reno's electricity attacks, thus when he moves into the second phase of the battle, it actually becomes easier. While he is summoning EM Mines, Reno is left vulnerable and can be hit with a strong attack like Braver of Infinity's End.
Defeating Reno will grant Cloud The Art of Swordplay Vol. VII.
Sector 7 Pillar[]
Stats[]
Attacks[]
- = Physical damage
- = Magical damage
Attack | Pic | Description | Block | KB Knockback |
---|---|---|---|---|
Beatdown | Swings at a target 4 times followed by a kick if the swing hit Hard Mode: Cannot be stopped |
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Shock Swipe | Charges electricity and dashes at a target. | |||
Wild Swings | Punches a target into the air and then lays into them. | |||
Flashstrike | Crouches and charges. | |||
Electroburst | Jumps and crashes down releasing Lightning. | |||
Flashfoot | Zig-zags through the arena leaving streaks of Lightning that damage on contact. | |||
Triple EM Shot | Shoots three Lightning orbs that home in on a target. | |||
Pyramid | Binds a target inside a pyramid until the structure is destroyed. | |||
Binding Current | Binds the target for Rude to attack. The target is released if Rude does not within 3 seconds. | |||
Turks' Combo | Reno and Rude jump, Reno using Electroburst and Rude using shockwave. |
Battle[]
Reno attacks quickly, and can knock one character up in the air, though this gives the others an opportunity to pile on him. After he has finished moving, Reno will be temporarily stationary. After losing a third of his HP, a bombing run takes place. Reno will now use similar attacks as before, but can also use Pyramid to trap a character. The pyramid can be assessed but will not appear in Enemy Intel. After taking damage, Reno will exit the fight temporarily, and Rude will fly in with a helicopter. When Rude joins Reno on the ground battle, the tactics against Reno are the same as before.
Strategy[]
Barret can absorb a lot of damage with Lifesaver, meaning the party will only have to focus on healing him. When Reno remains stationary for a time, this is a good chance for Cloud to use his abilities, Tifa to use her Unbridled Strength, and Barret to use Overcharge. When the bombing run is coming the player should run to avoid it, or guard to reduce as much damage as possible, then heal. When Reno puts up a Pyramid, the player should pressure him to end this. When Rude's helicopter joins, Barret can shoot at it and everyone can cast spells against it, causing it to crash. When both Reno and Rude are present, the player can continue to avoid Reno's attacks, and then use physical abilities to deal most damage.
Hard Mode[]
Healing Materia and Barrier Materia are useful, and it is ideal to pair one or the other with Magnify Materia to cast Manaward on all. Time Materia and Binding Materia are crucial on different characters to cast Sleep and Stop, respectively. Parry Materia is excellent on both Cloud and Tifa. Offensive spellcasting is mostly unimportant for this fight, though Bio spells can be good and both Reno and Rude can be inflicted with Poison as well. Steadfast Block Materia helps charge ATB faster in this battle.
The player can cast Regen as the fight begins, and use Barret's Lifesaver and Steelskin. For the first phase, Cloud's Counterstance is helpful, though the best route is to wait for Reno to attack and then switch party member. For instance, while Reno focuses on Cloud, Tifa can use Omnistrike or Barret can use Overcharge or Maximum Fury to deal heavy damage. For the second phase, Barret can destroy the helicopter while Cloud and Tifa use physical attacks on Reno. It is best to prioritize destroying the pyramid when Reno uses it.
When both Rude and Reno appear, it is possible to cast Stop and Sleep interchangeably. If one is cast and applies successfully, the bosses become vulnerable to attacks. The party can then lay into them and cast the other debuff straight after and continue attacking. Otherwise, the same strategy applies; the Turks can focus one character, while the player attacks with another. Casting Barrier can be helpful, though Barret's Lifesaver should also suffice.
Defeating Rude and Reno rewards Barret the Sharpshooter's Companion Vol. VII.
Musical themes[]
"The Turks: Reno" plays when Cloud duels Reno in the church at the Sector 5 slums. It is a rock version of the classic Turks' Theme, which incorporates some leitmotivs of other themes, most notably the "Infiltrating Shinra HQ" and "Let the Battles Begin!" from the original Final Fantasy VII.