Proto-behemoth is an enemy in Final Fantasy XIII-2. It is the final behemoth to be encountered in the course of the storyline and the strongest one, as well as the only Militarized Unit (the others are Feral Creatures). It spawns on the north-western platform pf Academia -500 AF- with two Schrodingers. If defeated, they will not respawn until the player closes the Academia -500 AF- Time Gate.
Stats[]
Battle[]
Proto-behemoth starts the battle in a quadrupedal state and attacks by swiping with its claws four or more times. It will then follow up with Heave which inflicts a large amount of physical damage against one target and launches them into the air.
After falling below 50% HP, the Proto-behemoth will stand up, heal itself completely, pull a saw-blade melee weapon out of its back and buff itself with Bravery, Faith and Vigilance for 333 seconds. In this state, its strength and magic are doubled. It will then either attack with the blade or buff itself further with its Manadrive abilities one to four times then follow with Sunder, which deals physical damage in a line.
Proto-behemoth is one of the three creatures that can be summoned by a Mimi. The Mimi is accompanied by between three and five Bamapamas; a Proto-behemoth is always summoned when there are four or five Bamapamas remaining on the field; if two or three remain, the Mimi summons a Xolotl; if one or none are alive, a Managarmr is summoned instead. The Mimi itself is invincible while summoning.
Strategy[]
Proto-behemoth should be taken out first, because if it transforms it can turn the battle to its favor, as its attacks when standing on two legs are powerful; combined with the Schrodinger's Deprotega spell, they can deal up to 4,500–5,000 HP damage to the entire party. The initial hit of Sunder can deal around 6,000 damage even without Bravery or Deprotect.
It is good to start the battle with a preemptive strike to get Haste, switch to Tri-disaster (RAV/RAV/RAV) to build its chain gauge high enough, then switch to Cerberus (COM/COM/COM) and attack until it falls. The party should also use Diversity (COM/RAV/MED) occasionally to heal. This is also the best strategy for attempting to acquire its crystal.
If the party is too weak to use the above strategy, the player can use wound to damage its max HP, preventing it from standing up. The party can use MED/MED/SEN to heal, and SYN/SAB/SEN for offense. After Proto-behemoth has several status ailments and is at 60–70% life, and the party has Protect, Veil and Vigilance, the party can switch to Tri-disaster and finish it off.
Paradigm Pack[]
Proto-behemoth is tricky to acquire due to them only appearing once naturally at the end of the floating maze in Academia 500 AF with two Schrodingers, requiring the player to target the Proto-behemoth first and retry the fight if they do not receive its crystal, or saving and reloading, or closing the gate.
Proto-behemoth is a Commando. It is easy to max out by the time it can be recruited, only requiring Essence grade materials to complete growth at highest levels (can be bought from Chocolina), and a level cap of 40 instead of the usual Behemoth species's level cap of 70. It has less potential for growth and with three red-locked abilities it loses out in the long run to a maxed Narasimha who also has 4 ATB bars available if only Commando role bonuses are chosen during growth. Only one Commando bonus boost is available in contrast to other higher level Commandos with a level cap of 70 or more.
Its Feral Link, Sunder, hits its target plus any targets in its way. It has a maximum synchronization rate of 300%. Its sword lets it hit opponents without the need to get close, and it can attack launched opponents without magic. After Chichu, Proto-behemoth is the second best Armor Breaker user outside of DLC content, since other Commandos with it forgo Armor Breaker in favor of Stagger: Wound or Stagger: Drain once an opponent has been staggered. It also learns Bravery Feeder. Due to its three red-locked passive abilities, Proto-behemoth functions in Synergist-like fashion in critical condition.
Proto-behemoth is a very powerful Commando especially for one who doesn't care for hours of farming Power Crystals to power up Twilight Odin, Narasimha, or Chichu.
Monster stats[]
Abilities[]
| Ability | Level | Type | Infuse |
|---|---|---|---|
| Attack | Initial | Command | |
| Ruin | Initial | Command | |
| Critical: Faith | Initial | Passive | |
| Critical: Bravery | Initial | Passive | |
| Critical: Vigilance | Initial | Passive | |
| Launch | 4 | Auto | |
| Blitz | 5 | Command | |
| Ravage | 9 | Auto | |
| Scourge | 12 | Auto | |
| Smite | 19 | Auto | |
| Blindside | 21 | Auto | |
| Armor Breaker | 27 | Auto | |
| Bloodthirsty | 34 | Auto | |
| Bravery Feeder | 40 | Auto |
Etymology[]
Behemoth is a beast mentioned in the biblical Book of Job 40:15–24. In addition to mythological creatures, it is likened to dinosaurs, especially sauropods, as well as elephants, hippos, rhinos, and bison. Metaphorically, the term behemoth denotes "an extremely large or powerful entity".
Related enemies[]
Final Fantasy XIII[]
- Alpha Behemoth
- Beta Behemoth
- Lodestar Behemoth
- Proto-behemoth
- Behemoth King
- Feral Behemoth
- Greater Behemoth
- Kaiser Behemoth
- Humbaba