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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 = Physical damage
Magic damage = Magical damage
Attack Pic Description Block KB(Knockback)
Physical damage Beatdown Beatdown from FFVII Remake Swings at a target 4 times followed by a kick if the swing hit
Hard Mode: Cannot be stopped
Y N
Physical damage Rushdown Jumping attack with stun baton, then kicks thrice if the baton succeeded
Hard Mode: Cannot be stopped
Y N
Physical damage Shock Swipe Shock Swipe from FFVII Remake Charges electricity and dashes at a target. Always used if EM Shot stuns his opponent. Y Y
Physical damage Counterattack Counterattack from FFVII Remake Dodges and counters. N N
Magic damage EM Shot EM Shot from FFVII Remake An orb of electricity homes in on a target, dealing Lightning Lightning damage and stunning them for 5 seconds. N N
Magic damage EM Flail EM Flail from FFVII Remake Swings an EM Mine at a target, dealing Lightning Lightning damage and binding his target. Y Y
EM Charge Charges an EM Mine. - -
Magic damage Bright Spark Bright Spark from FFVII Remake Uses EM Mines to stun and slam down on a target for Lightning Lightning damage. N Y
Magic damage EM Mine Toss EM Mine Toss from FFVII Remake Throws two EM Mines. - -

Battle[]

EM Flail.

EM Flail.

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 is weak against Wind Wind, and 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 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 Elemental Materia with Fire Materia Fire Materia allows the more Elite Security Officers before the boss fight to be defeated more easily, and Cloud should cast Regen Regen as soon Reno steps in for durability. Another use for elemental is to pair it in armor with a Lightning Materia 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 = Physical damage
Magic damage = Magical damage
Attack Pic Description Block KB(Knockback)
Physical damage Beatdown Swings at a target 4 times followed by a kick if the swing hit
Hard Mode: Cannot be stopped
Y N
Physical damage Shock Swipe Charges electricity and dashes at a target. Y Y
Physical damage Wild Swings Wild Swings from FFVII Remake Punches a target into the air and then lays into them. Y Y
Physical damage Flashstrike Reno uses Flashstrike from FFVII Remake Crouches and charges. Y Y
Magic damage Electroburst Electroburst from FFVII Remake Jumps and crashes down releasing Lightning Lightning. Y Y
Magic damage Flashfoot Zig-zags through the arena leaving streaks of Lightning Lightning that damage on contact. Y N
Magic damage Triple EM Shot EM Triple Shot from FFVII Remake Shoots three Lightning Lightning orbs that home in on a target. N N
Magic damage Pyramid Pyramid from FFVII Remake Binds a target inside a pyramid until the structure is destroyed. N Y
Magic damage Binding Current Binding Current from FFVII Remake Binds the target for Rude to attack. The target is released if Rude does not within 3 seconds. N Y
Magic damage Turks' Combo Turks Combo from FFVII Remake Reno and Rude jump, Reno using Electroburst and Rude using shockwave. Y Y

Battle[]

Pyramid.

Pyramid.

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 losing half of his HP, Reno will exit the fight temporarily, and Rude will fly in with a helicopter. When Rude joins Reno on the ground battle, they gain access to combination attacks.

Reno retains his weakness against Wind Wind.

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 Healing Materia and Barrier Materia Barrier Materia are useful, and it is ideal to pair one or the other with Magnify Materia Magnify Materia to cast Manaward Manaward on all. Time Materia Time Materia and Binding Materia Binding Materia are crucial on different characters to cast Sleep Sleep and Stop Stop, respectively. Parry Materia Parry Materia is excellent on both Cloud and Tifa. Offensive spellcasting is mostly unimportant for this fight, though Bio Bio spells can be good and both Reno and Rude can be inflicted with Poison Poison as well. Steadfast Block Materia 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.

An effective way to quickly dispose of Reno is to equip Barret with the Synergy Materia Synergy Materia paired with a Wind Materia Wind Materia while repeatedly using offensive abilities with Cloud and Tifa, which will make Barret follow them up with Aero Aero, instantly pressuring Reno while knocking him up in the air.

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 Barrier can be helpful, though Barret's Lifesaver should also suffice. Regardless of the strategy, it's recommended to take down Reno first as he can be easily pelted with Aero Aero.

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.

Gallery[]

Related enemies[]