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Mega Tonberry is an enemy in Final Fantasy X-2 found wandering the halls of Via Infinito. In the remastered versions, they can also be found in the Fiend Arena where they appear in random battles. Mega Tonberry is one of the strongest enemies. A regular Tonberry always accompanies a Mega Tonberry in the original version. It uses Master Tonberry's model from Final Fantasy X.

Mega Tonberry is the only enemy to teach the Blue Bullet skill, Cry in the Night, when Oversouled and in low health.

Stats Edit



Battle Edit

Mega Tonberry has high Agility and immense Attack Power and will kill the party in one hit unless they have over ~16,000 HP and are equipped with the Iron Duke accessory to have extremely high Defense stats. If the party survives its physical attack, it can still petrify and poison the party and finish them off with the Karma attack that also drains MP. Should they survive the petrifying and poisoning parts of Karma, it also ignores Confusion protection, which can especially be dangerous for L-sized captured fiends.

Oversouled Mega Tonberry is the only enemy to teach the Cry in the Night Blue Bullet skill, which is notoriously difficult to learn. As Tonberry and Mega Tonberry always appear together, it is random which one oversouls. If the player gets the wrong Tonberry they cannot run from the battle to try again, but in the HD Remaster Mega Tonberry can be fought alone.

Strategy Edit

Mega Tonberries in the original versions are easiest dealt with the Cat Nip strategy. High health and Defense are needed, so it is recommended to use two Dark Knights with the Valiant Lustre Garment Grid. One should give the two girls all the Defense and HP possible with any accessories available. The third girl should equip the Gunner dressphere with Trigger Happy mastered for maximum combo time and the Highroad Winds Garment Grid for its First Strike auto-ability. She should equip the Cat Nip accessory and have HP Critical health upon entering the battle. Haste benefits and drastically increases the amount of hits dealt with the Trigger Happy salvo.

When the battle begins, the two Dark Knights should concentrate on healing and buffing, whereas the Gunner should execute Trigger Happy. It should not take too long before the Mega Tonberry is dead. If the Gunner is killed, reviving her takes priority. This strategy only works in the original version; in the International + Last Mission and HD Remaster versions, Cat Nip gives Auto-Berserk and Auto-Slow, disabling the use of Trigger Happy.

A strategy without Cat Nip is using a party of Warriors who have learned Sentinel. When the battle starts two girls should use Sentinel and Mega Tonberry will attack with Chef's Knife; if it hits a girl in Sentinel, it will deal 1 HP damage. The other girl can dispose the regular Tonberry. After the Sentinel runs out the player should use it again with two girls, but not always use the same girls since Mega Tonberry picks its targets randomly. If it kills a girl not using Sentinel, a Phoenix Down can be used to revive.

Another strategy is to use powerful captured fiends that know First Strike and Auto-Haste, along with Black Sky to keep the Mega Tonberry stunlocked while the player's creatures attack it with chains of physical attacks.

Strategy for learning Cry in the Night Edit

Mega Tonberry is the only one to have the Gun Mage's ultimate Blue Bullet skill, Cry in the Night, which is tricky to learn, especially for all three girls.

One way is to use the Gunner equipped with Cat Nip accessory strategy (original versions only), by making sure the Gunner is in low health and has the First Strike ability. The other girls can be in Dark Knight job for better Defense and HP. When the battle starts the Gunner should use Trigger Happy three to five times. The player should wait for the girls to get their ATB up and switch to the Gun Mage dressphere and use the Gun Mages to bring the Mega Tonberry down to ~6500 HP for it to use Cry in the Night. Annihilator or Mortar are good attacks for them to use.

Scan can be used to check Mega Tonberry's HP.

A strategy without Cat Nip is to start with three Warriors with the Break HP Limit from the Higher Power Garment Grid with Crystal Gloves and Crystal Bangles equipped. When the battle begins the party should use a Stamina Tonic, a Megalixir and a Chocobo Wing, then use Sentinel to protect against Mega Tonberry's Chef's Knife attack.

The party can either stall out until Mega Tonberry uses magic, or keep using Sentinel and keep in sync with Mega Tonberry's attacks and attack right after it does. Once the Mega Tonberry has around 12,000 HP remaining, the player should wait for the girls' ATB to fill and spherechange to Gun Mage. Mega Tonberry should use Cry in the Night when it has ~6500 HP left. The party can survive due to their high HP.

If the party doesn't have access to Break HP Limit, and won't use the Cat Nip strategy, they can start the battle as Dark Knights wearing Crystal Gloves or Crystal Bangle and the Valiant Lustre Garment Grid. Dark Knight should be next to the Gun Mage on the Garment Grid and grid should be full of dresspheres. When the battle begins the party should use a Stamina Tonic and Megalixir, and although the Stamina Tonic won't affect the Dark Knights, it will have an effect for the Gun Mages.

Dark Knights can withstand Mega Tonberry's Chef's Knife attacks if they are on a decent level. If the party uses a Twin Stars or Three Stars item, the Dark Knight will not lose HP when using Darkness. To get a boost to the party's Defense, the party can spherechange around the Garment Grid going through all the nodes to get the Magic Defense and Defense way up. After using Dark Knight's Darkness six to seven times, the party should switch to Gun Mage, attack until Mega Tonberry has around 6500 HP remaining, and wait for him to do Cry in the Night. The damage is mitigated by the defense boost gained by going round the Garment Grid.

Creature Creator Edit

The Mega Tonberry can be recruited into the party by way of a Trap pod M in Bevelle during Chapter 5 after the player discovers Via Infinito. It comes into the party having learned Ailment Def. (complete protection against negative statuses), Gillionaire, and Double Items. In addition, it can use Quartet Knife, an ability otherwise exclusive to Paine through her Mascot dressphere's Cutlery ability set.

The Mega Tonberry's Strength is extremely high, true to its enemy counterpart, although it must be given Break Dmg. Limit to be able to deal massive physical damage to enemies. Its other stats are relatively similar.

Fiend Arena Edit

Mega Tonberry appears in the Fiend Arena as part of the Tonberry the Ripper team, which appears in Grand Cup: Hard after three wins (alongside another enemy team, Shady Duo, consisting of a Mushroom Cloud and Black Elemental) and, later, the Fiend World Cup. The Mega Tonberry usually beats any computer-controlled competitor it faces, with some exceptions, including Aranea, Omega Weapon, and Almighty Shinra (always). As it is an extremely dangerous enemy at the point in which it is first encountered, the player should either employ powerful fiends with extremely high Defense and Strength stats or hope that they don't get matched against the Mega Tonberry, especially in the Fiend World Cup when it first appears as Fiend portal, where losing to any enemy team causes a Game Over.

Fiend Tale Edit

In the Fiend Tale endings, a notable Mega Tonberry was befriended by Yuna and gives his life to protect her from his old nemesis "Karajishi" Tonberry.

Gallery Edit

Etymology Edit

Mega is a unit prefix in the metric system denoting a factor of one million (106 or 1,000,000). It has the symbol M.

Related enemies Edit

Final Fantasy X Edit

Final Fantasy X-2: Last Mission Edit

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