Helletic Hojo is a boss in Final Fantasy VII. Once the party defeats Hojo's human form, the effects of his infusion with Jenova transform him into Helletic Hojo, a hideous mass of writhing flesh still wearing his tattered lab coat and glasses.

Stats[edit | edit source]

Formations[edit | edit source]

# Formation
860 Helletic Hojo, Right Arm, Left Arm
861 Helletic Hojo, Right Arm, Left Arm
862 Helletic Hojo, Right Arm, Left Arm
863 Helletic Hojo, Right Arm, Left Arm

Locations[edit | edit source]

Sector 8
Cannon Control Panel 860 (event)

Battle[edit | edit source]

Hojo's left and right arms can be targeted separately from the body, although their defeat only prevents Helletic Hojo from utilizing them offensively and is not necessary to defeat him.

Both arms are needed for the use of Bio Gas and Confu, which always inflict Poison and Confusion, respectively. The Right Arm allows for the use of Pile Banger, which it may use twice in one turn, and Sleepel and Silence can only be used when his Right arm and Left arm is down, respectively. He regenerates his Right Arm after several turns, but if both arms are defeated simultaneously Helletic Hojo's main body will fall on the ground (no matter how much HP he has left) and this phase of the battle will end.

AI script[edit | edit source]

AI: Setup {

Turn off Death Handling for Helletic Hojo
TempVar:HHGroup = Helletic Hojo, Right Arm and Left Arm with same
Formation ID as Helletic Hojo
Count = Rnd(0..4)

} AI: Main {

TempVar:PileBanger = 0
If (Helletic Hojo's IdleAnim == Both Arms Alive) Then
{
If (Count == 0 or 1) Then
{
TempVar:PileBanger = 1
If (1/3 Chance) Then
{
TempVar:PileBanger = 2
}
Count = Count + 1
} Else If (Count == 2) Then {
TempVar:PileBanger = 1
If (1/3 Chance) Then
{
TempVar:PileBanger = 2
}
2/3 Chance: Count = 4
1/3 Chance: Count = 3
} Else If (Count == 3) Then {
If ((Helletic Hojo's MP >= 15)
& (At Least One Opponent doesn't have Confusion Status)
& (At Least One Opponent doesn't have Poison Status)) Then
{
Choose Random Opponent with neither Poison nor Confusion Status
Use Bio Gas on Target
} Else {
TempVar:PileBanger = 1
}
Count = 0
} Else {
If ((Helletic Hojo's MP >= 18)
& (At Least One Opponent doesn't have Confusion Status)
& (At Least One Opponent doesn't have Reflect Status)) Then
{
Choose Random Opponent with neither Reflect nor Confusion Status
Use Confu on Target
} Else {
TempVar:PileBanger = 1
}
Count = 0
}
} Else If (Helletic Hojo's IdleAnim == Right Arm Dead) Then {
If (Count == 0) Then
{
If ((Helletic Hojo's MP >= 8)
& (At Least One Opponent doesn't have Reflect Status)
& (At Least One Opponent doesn't have Confusion Status)
& (At Least One Opponent doesn't have Sleep Status)) Then
{
Choose Random Opponent with neither Reflect nor Confusion
nor Sleep Status
Use Sleepel on Target
}
Count = 1
} Else {
If ((Right Arm has Death Status) & (1/2 Chance)) Then
{
Choose Self
Use <Right Arm Revive> on Target
Remove Death Status from Right Arm
Activate Right Arm
Set Right Arm's HP to Right Arm's Max HP
TempVar:HHGroup's IdleAnim = Both Arms Alive
}
Count = 0
}
} Else {
If (Count == 0 or 1) Then
{
TempVar:PileBanger = 1
If (1/2 Chance) Then
{
TempVar:PileBanger = 2
}
Count = Count + 1
} Else {
If ((Helletic Hojo's MP >= 24)
& (At Least One Opponent doesn't have Reflect Status)
& (At Least One Opponent doesn't have Silence Status)) Then
{
Choose Random Opponent with neither Reflect nor Silence Status
Use Silence on Target
} Else {
TempVar:PileBanger = 1
}
Count = 0
}
}
While (TempVar:PileBanger > 0)
{
If ((At Least One Opponent doesn't have Confusion Status)
& (At Least One Opponent doesn't have Sleep Status)) Then
{
Choose Random Opponent with neither Confusion nor Sleep Status
} Else {
Choose Random Opponent
}
Use <Pile Banger> on Target
TempVar:PileBanger = TempVar:PileBanger - 1
}

} AI: Counter - General {

If (Helletic Hojo's IdleAnim == Both Arms Alive) Then
{
TempVar:HHGroup's HurtAnim = Flinch (Both Arms Alive)
} Else If (Helletic Hojo's IdleAnim == Right Arm Dead) Then {
TempVar:HHGroup's HurtAnim = Flinch (Right Arm Dead)
} Else {
TempVar:HHGroup's HurtAnim = Flinch (Left Arm Dead)
}

} AI: Counter - Death {

Remove Sleep/Poison/Haste/Slow/Death-sentence/Berserk Statuses from
Helletic Hojo
Turn on Death Handling for TempVar:HHGroup
Choose Self
Use <Vanish> on Target
Choose Self
Use <Transform> on Target
Remove TempVar:HHGroup

}

Glitches[edit | edit source]

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

Other appearances[edit | edit source]

Final Fantasy Airborne Brigade[edit | edit source]

Baknamy FFTA2.pngThis section about an enemy in Final Fantasy Airborne Brigade is empty or needs to be expanded. You can help the Final Fantasy Wiki by expanding it.


Final Fantasy Record Keeper[edit | edit source]

FFRK Helletic Hojo 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.


Gallery[edit | edit source]

Etymology[edit | edit source]

Helletic is a mistranslation of the word "heretic", which acknowledges how nearly all of Professor Hojo's experiments go against the natural order. Him mistaking Jenova as a Cetra could also be seen as an act of heresy.

Related enemies[edit | edit source]

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