Zodiark is an optional boss and the most powerful Esper in Final Fantasy XII. He appears as a dragon head with an ancient ring on top. Zodiark is fought in the special dig site of the Henne Mines, and defeating him unlocks his license on the License Board. Zodiark is also fought in Stage 97 of Trial Mode in the Zodiac versions where the following equipment pieces can be stolen from him: Black Mask (common), Black Robes (uncommon), and Lordly Robes (rare).
Bestiary entry[]
Page 1: Observations[]
- Strongest of the scions created by the gods, they feared his growth, and so kept him a child. So indomitable is his strength that all things are by him twisted and pressed into oblivion. He alone fashions the laws governing all things, and administers punishment in place of the gods. So is he Keeper of Precepts, and his authority is absolute.
Stats[]
AI script[]
Abilities | ||
---|---|---|
Type | Name | Condition |
Scathe | 80% > HP > 50% (5%) HP <20% (25%) | |
Darkja | First move (100%) HP >80% and repeated after next 20 commands (100%) HP > 80% repeated after next 16 commands (if Banish Ray isn't used) (100%) 80% > HP > 50% after next 14 commands (100%) 50% > HP > 20% after next 16 commands (100%) 50% > HP > 20% after next 7 commands (if Banish Ray isn't used) (100%) HP < 20% after next 8 commands (100%) | |
Reflect | HP <20% (50%) | |
Bravery | HP <50% (50%) | |
Faith | 80% > HP > 50% (50%) HP <20% (50%) | |
Lv.2 Sleep | HP >80% (5%) | |
Lv.3 Disable | HP >80% (5%) | |
Lv.4 Break | HP >80% (5%) | |
Piercing Graviga | 80% > HP > 50% (25%) | |
Banish Ray | Used 4 commands after Darkja when at least one opponent doesn't absorb Dark (100%) 80% > HP > 50% used on opponent who doesn't absorb Dark (5%) HP < 20% used on opponent who doesn't absorb Dark (25%) | |
Battle Cry (Bestows the Normal Damage+ augment) | Used once after Shift (100%) | |
Limit Break | HP <50% when Attack CT0/Magic CT0 is/are inactive (100%) | |
Greater Barrier (Bestows the Reduce Damage augment) | HP <80%; used once (100%) | |
Shift | HP <20%; used once (100%) | |
Mana Spring (Bestows 0 MP augment) | Used once after Greater Barrier (100%) | |
Evade+ | When HP <50% | |
Magick Wall (Renewed constantly after first applied) | When HP <20% | |
Attack CT0 | If Banish Ray is unusable | |
Magick CT0 | After using Limit Break and under Faith status | |
Shift | When hit with his elemental weakness (starts with Holy weakness) | |
Properties | ||
Type | Property | |
Targeting | ||
Linking | ||
Attacks | ||
Pursuit |
How to find[]
To gain access to the optional area of the Henne Mines, the player must acquire ten Espers and talk to Geomancer Yugelu in Jahara to have him open the door that leads deeper into the mines. Zodiark is found at the very end. The path to Zodiark is littered with strong foes, but the player can use the Immobilize glitch to avoid them. As the Immobilize glitch requires the party leader to be a decent distance away from the rest of the party, the trek will still be difficult. Fleeing is not suggested, as certain enemies can transport to the space in front of a character, and if there are many teleporting enemies the player's path may become blocked.
Without a correctly trained party, the trek to Zodiark can be harder than the Esper itself. Many enemies fought here are undead and appear in groups, so casting Curaja on them deals good area damage, and the Holy-elemental Excalibur and Holy Lance are good, especially when coupled with the Holy-boosting White Robes, if available.
Battle[]
Once the party enters the battlefield they cannot leave until they defeat Zodiark. As soon as the party enters the area Zodiark casts its special move, Darkja, a powerful Dark-elemental cinematic attack that has a chance to instantly KO a target, and can inflict Blind on a character even if they are KO'd by Darkja.
Zodiark starts with Reflect, Protect, Shell, and Haste. His Banish Ray is Dark-elemental and will usually inflict massive damage, often killing a target without the Bubble status or a Bubble Belt (with Bubble it is possible to break the HP limit, although the screen always displays 9999 as the max). Zodiark will not use Banish Ray if everyone is immune to or absorbs Dark-elemental attacks, however, this is not recommended as Darkja will be used twice as often.
At half HP Zodiark erects a Magick Wall if his Reflect status has been previously dispelled at any point during the fight, making him immune to magick attacks for two minutes. At quarter health Zodiark begins using Shift to change his elemental weakness; once the player figures out his vulnerability (he is initially weak against Holy), Zodiark will change it.
When Zodiark's HP is critical, his attacks grow stronger and faster and Darkja is used more often. The most dangerous part is when his HP is almost gone. Zodiark's Battle Cry will empower his attacks. Once Zodiark puts up the physical paling, physical attacks will be useless from then on, as Zodiark will only erect it again as soon as the paling falls.
Strategy[]
It is recommended for the party to be at least level 70. Bubble Belts, strong weaponry, and equipment that absorbs Dark-elemental damage will be useful, as is Brave Suit for those attacking with their weapon. It helps to equip Black Masks for this purpose, but it is best to leave at least one active party member vulnerable to Dark element as Zodiark will otherwise cast Darkja twice as often. Absorbing Dark-elemental damage will not spare a character from an automatic KO from Darkja, and there is no equipment available that can protect against it. Most shields are useless in the battle as Zodiark's attacks ignore evasion, though one may want to equip the Shell Shield for the Auto-Shell, and Demon Shield for absorbing Dark.
Good weapons to equip are Tournesol, Zodiac Spear, Masamune, Kumbha, Mesa, Holy Lance, Excalibur, or even the Wyrmhero Blade, the latter three being Holy-elemental, the element Zodiark is initially weak to. Good accessories include the Bubble Belts, Hermes Sandals, and Genji Gloves.
Before entering the map where Zodiark resides, the party should cast Protect, Shell, and Haste. Regen, Bravery, and Faith are also useful. It is possible to use Berserk, although for this battle it may be better to use sober characters. As Zodiark's HP is not overly high, the player can power through the battle with berserked characters before he gets much of a chance to act, but there is no Save Crystal before the battle and the auto-save of The Zodiac Age version does not return the player to the room where Zodiark is, as it is impossible to leave once the battle starts.
The player should enter the battle with only a weak character who is not a member of the main party, because right at the beginning Zodiark casts Darkja, and there is no reason for the entire party to be exposed to it. After Darkja the player can bring in the main party. The initial character can throw a Dispel Mote at Zodiark as their first move. This can be done if the player is going for a quick win, as dispelling Zodiark makes him put up a paling when low on health, and it is thus better to not dispel him unless the player plans to kill Zodiark so fast that he won't have a chance to put up the palings, which is easier in the Zodiac versions where the damage cap has been removed.
The quick win method involves a party of berserked and otherwise fully buffed individuals with Holy-elemental or ultimate non-elemental weapons all attacking Zodiark at once; Excalibur can deal 25,000 damage per hit, and Zodiark only has 336,000 HP, meaning three characters attacking at once depletes his HP before he can do anything. If the character is also in critical health they will also do long combos and deal boosted damage if they have Adrenaline.
If not going for the quick win with maximally powered characters, the party should not dispel Zodiark's buffs, as doing so will trigger him to use Magick Wall when he falls below half HP. Spellcasters should equip Opal Ring to bypass Zodiark's Reflect status. Non-elemental spells, like Scourge, are recommended once Zodiark begins using Shift.
The player should plan to react and recover from Darkja: when the main party falls, the player should bring in the reserve party and heal with Arise or Phoenix Downs (preferably the character would be equipped with Pheasant Netsuke to mimic Arise). The reserved party can fight for a bit, but they will probably not be as strong as the main party. At times the main party may need to be switched in to heal the reserved party. This technique is important when it the battle nears its end and Darkja isn't the only worry. It's good to keep the party spread out so area attacks like Scathe won't affect everyone.
The first part of the battle is simple. One strategy is to cast Berserk and Bravery on the strongest physical attacker. If Holy-elemental weapons are in the player's possession, equipping them is suggested to abuse Zodiark's initial weakness.
When Zodiark's HP is close to one quarter, he will begin changing his elemental weakness, and the player should change weapons to non-elemental ones. This is when the player should start to use Quickenings. The battle could end immediately with a long enough Quickening chain. If that doesn't finish him off, Zodiark will become immune to physical attacks, and he will recast the paling as soon as it wears off. Casting Scourge or Scathe repeatedly is suggested. The player can take away the party's weapons and equip Demon Shields to absorb Dark damage, as magick can be cast just as well without a weapon, although staves can boost Magick Power.
The player must beat Zodiark by casting preferably non-elemental magick. Scathe is the most powerful one, but takes a while to cast, so one might opt to use Shock or Scourge instead.
Great Trango[]
Great Trango, the invisible ultimate one-handed sword added in the Zodiac versions, can be rarely stolen from Zodiark. If the player really wants one, the following strategy can be used in The Zodiac Age version: The player can clear Special Charter Shaft of all enemies, leave, and then return. If there are still enemies around, the player should again kill them and leave and return. The goal is to create an auto-save at the start of Special Charter Shaft where Special Charter Shaft has no enemies. The player can then run to Zodiark's lair unopposed, steal, and if they don't get the Great Trango, start again from the auto-save.
Rewards[]
Defeating Zodiark unlocks its sprite in the Sky Pirate's Den and awards the "Zodiac Knight" trophy/achievement in The Zodiac Age. The player will also gain the ability to control Zodiark as a summoned Esper.