Final Fantasy Wiki
Advertisement
Final Fantasy Wiki


An autonomous mobile weapons platform manufactured by Shinra's Advanced Weaponry Division. It is armed with an extremely powerful cannon on its right arm and rotary cannons on its left. Equipped with cutting-edge combat AI, it calculates the most efficient method of annihilating its targets based on the situation.

Enemy Intel

The Arsenal is a boss in Final Fantasy VII Remake, fought by Barret and Aerith, with the help of Red XIII, at the end of Chapter 17, "Deliverance from Chaos", during "The Great Escape". It is fought in the Shinra Building.

Stats[]

Attacks[]

Some attacks used depend on the battle phase.

  • Phase 1: The Arsenal is accompanied by three Barrier Drones and will stay in position. After the first attack against a drone, the Arsenal will become immune to attacks.
  • Phase 2: After the drones are destroyed, The Arsenal starts moving and its Left and Right Front Wheels and Back Wheels become targets.
  • Phase 3: The Arsenal's Main Cannon will become a target.
  • Phase 4: The Arsenal is nearly defeated
Physical damage = Physical damage
Magic damage = Magical damage
Attack Pic Phase Description Block KB(Knockback)
Physical damageSaturation Fire Saturation Fire from FFVII Remake 1–3 The boss fires its gun arm. Y N
Physical damageSecondary Fire 1–3 The boss fires from its gun arm at a nearby target. Y N
Physical damagePrimary Fire Primary Fire from FFVII Remake 1–3 The boss charges its cannon arm for 5 seconds and fires at a target. The attack is stopped if the boss's weak point takes 1500 damage, or Barret hits it with Focused Shot, Maximum Fury, or Overcharge. N Y
Magic damageHoming Laser Homing Laser from FFVII Remake 1–3 The boss charges its front cannon for 5 seconds to unleash purple homing lasers. The attack is stopped if the boss's weak point takes 1500 damage, or Barret hits it with Focused Shot, Maximum Fury, or Overcharge. Y N
Magic damageVoltaic Discharge Voltaic Discharge from FFVII Remake 1–3 Discharges electricity along the floor in 5 directions. If hit, the character is stunned for 5 seconds. N N
Magic damageEM Field 1–3 A blue light will follow targets and create a field of electricity that persists for 10 seconds. N Y
Physical damageCharge Charge Arsenal from FFVII Remake 2–3 The boss charges at a target. Y Y
Magic damageFocus Fire 2–3 The boss charges its cannon for 2 seconds to fire at a target. The attack is stopped if the boss's weak point takes 1500 damage, or Barret hits it with Focused Shot, Maximum Fury, or Overcharge.
Hard Mode: Barret must perform the stopping action twice to stop the attack.
N Y
Magic damageObliterating Laser Oblitterating Laser from FFVII Remake 2–3 The boss charges for 7 seconds to unleash laser beams. The attack is stopped if the boss's weak point takes 1500 damage, or Barret hits it with Focused Shot, Maximum Fury, or Overcharge.
Hard Mode: Barret must perform the stopping action twice to stop the attack.
Y N
Magic damageFirewall Firewall from FFVII Remake 2–4 The boss erects walls of fire that persist for 20 seconds. N Y
Magic damagePulse Cannon Pulse Cannon from FFVII Remake 3 The boss charges its main cannon for 12 seconds to unleash a one-hit kill beam. Dealing 2000 damage to its weak point will cancel it.
Hard Mode: Dealing 3000 damage during the charge cancels the attack.
N Y
Magic damageCry Havoc Cry Havoc from FFVII Remake 4 The boss charges its main cannon for 45 seconds before wiping the party. N Y
Physical Defense Protocol Resists physical damage
Lightning Defense Protocol Resists Lightning Lightning damage
Fire Defense Protocol Resists Fire Fire damage
Wind Defense Protocol Resists Wind Wind damage
Ice Defense Protocol Resists Ice Ice damage

Battle[]

All elemental Magic Materia Magic Materia are useful in the battle. The boss is weak to elements but uses damage protocols to protect itself from one element at a time.

Aerith taking cover from Obliterating Laser.

The Arsenal deploys two barrier drones that shield it, and uses ranged gunfire. Barret and Aerith can hide behind debris for cover, crucial for when the Arsenal charges its main attack. It will also deploy electric attacks at range, though the target reticule indicates where these will land on the ground, and thus they can be avoided. The Arsenal can destroy debris, though debris near the back or the pillars can be used for cover instead. The lasers may still hit even if the player is in cover.

Occasionally, Red XIII will use Sidewinder, staggering one of the drones, which can then be destroyed by both characters. Once the drones are destroyed, the boss's defense is gone, and its wheels are exposed. However, they will resist damage until the boss is pressured or staggered. After it loses half HP, it can use Pulse Cannon, which must be avoided by hiding behind debris. Once it is reduced to 1/4 HP, it will charge Cry Havoc.

Whenever the Arsenal charging for primary cannon or homing laser, a weak point appears, and hitting the main cannon or the laser cannons with Aerith's lightning spells, or Barret's Focused Shot, stops the attack and leaves the Arsenal open for staggering.

Strategy[]

Voltaic Discharge.

The party should use ranged attacks and cast magic spells against the boss, and Aerith's support abilities can boost the party as they do so. She can couple Arcane Ward with a tier 3 spell. The player should attack the right arm when it becomes vulnerable. The boss will target one character at a time, meaning as it targets one, the other can be switched to. The player can focus all efforts on damaging the main body and ignore the wheels as targets.

After the drones are destroyed, the player should avoid the boss's ranged attacks, and cripple its right arm when exposed to pressure it, then destroy the wheels. Most damage can be dealt against its main body until the wheels are exposed. Destroying one will stagger it, after which the player can lay into it with spells.

When the Arsenal uses its most powerful attacks in low health, the party can take cover behind debris or a pillar, then when it charges up the next, use powerful abilities, such as Barret's Maximum Fury, to defeat it quickly.

Hard Mode[]

MP Absorption Materia MP Absorption Materia on Aerith helps her spellcasting, while Barret can be built toward physical damage. Both can make good use of Refocus Materia Refocus Materia, especially with Transference Module on Barret and Spectral Cogwheel on Aerith. Barrier Materia Barrier Materia + Magnify Materia Magnify Materia can be a good combo on Barret.

Aerith should use Arcane Ward from a safe distance to dualcast spells. She can use low level spells to still deal significant damage while also conserving MP. Barret should use Lifesaver to protect Aerith, and focus on using Maximum Fury. When the Arsenal is pressured, and during the very last phase of the fight, Aerith can use high level spells.

Defeating the Arsenal will earn Aerith the Telluric Scriptures Vol. XIII.

Other appearances[]

Final Fantasy Brave Exvius[]

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

Gallery[]