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Aquatic monsters that prefer dark, moist places and feed on the blood of living creatures. They detect their prey through vibrations and temperature changes.

Enemy Intel

The Terpsicolt is an enemy in Final Fantasy VII Remake and "Episode INTERmission". In the base game, they are found of the Sector 4 Plate in Chapter 6 "Light the Way", as well as in the Collapsed Expressway of Sector 6 in Chapter 9 "The Town That Never Sleeps" and Chapter 13 "A Broken World". They are also faced in the Shinra Combat Simulator during "Two-Person Team vs. High Flyers" in Chapter 16 "The Belly of the Beast".

In INTERmission, they are found in the Abandoned Talagger Factory in "Wutai's Finest".

Stats[]

Attacks[]

Physical damage = Physical damage
Magic damage = Magical damage
Attack Pic Description Block KB(Knockback)
Physical damageClaw Claws at a player character. Y N
Physical damageLeech Binds a player character for 6 seconds while biting. Will release if hit by an ability. N N
Physical damageSpinner Spins and flies around the field. Y N
Physical damageWhirling Barbs Whirling Barbs from FFVII Remake Charges into a player character. Y N

Battle[]

Terpsicolt is a nimble floating seahorse-esque enemy that uses physical attacks. It attacks by clawing and binding the characters, but its main form of attack is Spinner, where it spins around the battlefield, dealing high damage and knocking any characters who are not blocking. While spinning, all direct melee attacks will bounce off, including abilities. Terpsicolts will often use Spinner after being flinched or knocked down, and in this state they become difficult to pin down. After they stop spinning, they will be vulnerable for a few seconds.

Much like most of the biological creatures, terpsicolts are weak to Ice Ice.

Strategy[]

Cloud excels at fending off them off thanks to his Punisher Mode's counter, which will flinch all of terpsicolt's direct attacks, excluding Leech. The counter is specially useful against the Spinner attack, knocking the terpsicolt down.

Given that terpsicolts are highly mobile, using ice magic directly will often whiff the second hit due to the nature of these spells. Instead, the player should save ice magic for when the terpsicolts are knocked down after they either stop spinning or are interrupted by Punisher Mode, leaving them pressured.

Hard Mode[]

On the hard difficulty, terpsicolts will spin for much longer and deal far more damage while doing so.

Gallery[]

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