Uploaded September 2015 | Updated September 2026, 2 weeks ago
I nearly Black Batted myself to death.
Challenge Conditions
-) No Items
-) Initial Equipment
-) No Accessories
-) No Physical Attacks/Limits
-) No Non-Mandatory Inns: pastebin.com/WHheXtMc
-) Allowed Materia List: pastebin.com/cHJs2BLH
So the end of our first 'boss rush' segment of the challenge goes off without too many problems. Jenova here has decent magic defence + HP which makes this slightly dangerous. We can completely nullify her attacks on one person with Fire + Elemental, but this doesn't help if you can't bring her down, so I left this off.
The first order of business is the Silence; she'll cast this at the start of the fight and whoever it hits either needs Seal + Added Effect (only your third character can have this, as both Cloud and Tifa are wearing Bronze Bangles :I) or to get an Esuna casted.
Second, you get Slow casted on her to put a wrench in her damage output. They can add up over the course of the fight and you don't want to be wasting MP on healing or mitigation if you can help it. After that, it's damage time so Bolt3 + Comet get chucked out before slowing it down to regular Bolt1 as MP starts to fall low.
With a win here, we've got MP Turbo which I should probably start building up for faster battles. I doubt it's more economical for MP vs Damage but it's nice to have the option there. Our next heal after the Junon incident isn't going to be until the Midgar Raid itself so that's Carry Armor, various soldiers, Rocket Rude, maybe the Gelnika Turks + Rapps, and finally Diamond Weapon so lots to do, little MP to waste :c
I nearly Black Batted myself to death.
Challenge Conditions
-) No Items
-) Initial Equipment
-) No Accessories
-) No Physical Attacks/Limits
-) No Non-Mandatory Inns: pastebin.com/WHheXtMc
-) Allowed Materia List: pastebin.com/cHJs2BLH
So the end of our first 'boss rush' segment of the challenge goes off without too many problems. Jenova here has decent magic defence + HP which makes this slightly dangerous. We can completely nullify her attacks on one person with Fire + Elemental, but this doesn't help if you can't bring her down, so I left this off.
The first order of business is the Silence; she'll cast this at the start of the fight and whoever it hits either needs Seal + Added Effect (only your third character can have this, as both Cloud and Tifa are wearing Bronze Bangles :I) or to get an Esuna casted.
Second, you get Slow casted on her to put a wrench in her damage output. They can add up over the course of the fight and you don't want to be wasting MP on healing or mitigation if you can help it. After that, it's damage time so Bolt3 + Comet get chucked out before slowing it down to regular Bolt1 as MP starts to fall low.
With a win here, we've got MP Turbo which I should probably start building up for faster battles. I doubt it's more economical for MP vs Damage but it's nice to have the option there. Our next heal after the Junon incident isn't going to be until the Midgar Raid itself so that's Carry Armor, various soldiers, Rocket Rude, maybe the Gelnika Turks + Rapps, and finally Diamond Weapon so lots to do, little MP to waste :c
![FF7 NT Mod v1.3: Jenova-VECTOR
This is a quick technical demonstration of the Jenova Vector fight, mostly to show how to handle all the mechanics and some strategies that use what youll probably have in your inventory (basic healing items + unmissable Materia). It was recorded to give people a hand if they get stuck here.
[-Jenova Vector-]
HP: 9250
Weak to Earth & Holy, Resistant to Wind, Immune to Gravity
Can be Slowed
[-Vector Nodes-]
HP: 1300 each
Weak to Gravity & Wind, Immune to Earth
All status ailments except Stop & Paralysis can be inflicted
Like the original boss, her AI is phase-based and shell have four rounds of attacks after which she has a long cooldown phase.
Phase 1: Red Ray
Physical attack, single-target, that drain damage as HP; Back-row, Barrier, and the Defend command can reduce the damage. Used 1-3 times per round.
Phase 2: Bacteriophage
Physical attack, hits all, can inflict Poison. Used 1-2 times per round.
Phase 3: Nucleic Laser
Attacks MP, single-target, used 1-3 times per round.
Phase 4: Transducer + Vector Storm
Transducer, single-target, inflicts Death Sentence. Vector Storm hits all and can inflict Slow. After this phase, Vector enters a long cooldown phase where she is passive.
After two cycles, Vector will spawn two Nodes that grant a physical and magical immunity to the boss. Killing these will lift the corresponding immunity (one Node is physical-based, the other magical-based).
[Set-up]
I went with a balanced team of a fast caster (Red XIII), a support (Cloud), and a physical hitter (Tifa). Red XIII has Earth equipped and Sense (nothing else). Cloud on the other hand has Barrier + All, Restore + All, and Choco/Mog. Tifa has Heal + Elemental (which gives her weapon the Holy element for 2x damage against Vector), Gravity + All, and Shiva (which will inflict Slow 100% in v1.3).
First thing going into the fight is to gauge where Vector will start in her attack pattern. She will either begin with the red lasers or with Vector Storm. If she starts with Storm then she will enter the cooldown phase afterwards, which gives you time to get yourself healed and set up. In either case, you want to apply Barrier to any front row party members (or use Barrier + All) while healing with either Cure or Potions if anyone has dipped below 300HP.
First attack should be Shiva to inflict Slow on Vector; this gives you a slight edge in turns, especially if you use Haste + All on your party (I didnt have this equipped). After that, the physical hitter attacks normally while the caster lobs Quake at Vector. The support does not attack, and instead micro-manages the partys HP, ATB, and status. The Support can use Defend if nothing needs doing at the time in order to potentially reduce damage further.
As the fight goes on, your partys MP will be getting quite low. Keep track of how many cycles Vector has been through, as shell spawn the Nodes at the end of the 2nd Cycle and you want to be able to deal with them efficiently. An Ether can be handy.
When the Nodes spawn, I hit them with Demi + All for a good chunk of damage, following up with a Demi on the Node that is resistant to magical damage (this Node will take less damage from the Summon Im about to use). Then I hit them with Choco/Mog, a strong Wind-based Summon that will either kill them outright or at least leave them heavily damaged and Confused.
When the Nodes die, theyll lift the physical and magical immunity from Vector. After this, the fight continues as before until Vector is killed. One special thing to note is that when she has the protection of the physical Node, the drain effect from the red lasers is negated to 0 so she cant heal while Nodes are active.
As you see in the vid, its possible to kill Vector before the Nodes spawn but its common to see them on the first attempt of the fight. Theres also a secret relating to this boss fight, but that there is a secret :I FF7 NT Mod v1.3: Jenova-VECTOR](https://i.ytimg.com/vi/vyK1MT5-42o/mqdefault.jpg)









![FF7 Necrosis MO - Episode 28: Midgar Turks
Elena vs. Not-Elena D:
Challenge Conditions
-) No Items
-) Initial Equipment
-) No Accessories
-) No Physical Attacks/Limits
-) No Non-Mandatory Inns: http://pastebin.com/WHheXtMc
-) Allowed Materia List: http://pastebin.com/cHJs2BLH
One of the toughest fights so far (which is a shame, considering how far into the run we are), these guys have a nasty damage output and Elena can use Bewildered which has a high chance of inflicting Confusion; that means someones gotta go in there and solo them.
So to open, we get Elena poisoned (she gives the best EXP/AP of the three, and the battle ends immediately when any one of them dies) and Reno + Rude Slowed. Then our two supports need to KO themselves, which is quickest done with the Death spell.
Now Yuffie needs to roll with the punches until that Poison works its magic. Regen is the best healing spell, as it gives the most bang for your MP buck while Barrier + Defend can help mitigate the damage coming in. Rude is probably the riskiest due to his heavy punches (called Shoulder Tackle in the games files), because if any of those go critical then its a bad time to be had.
This fight is also completely optional when you complete the Wutai sidequest. You can also skip it by running a very specific path to avoid the trigger for this event. But were not doing either of those things, because [redacted]
Finally, weve got the revised Icicle fight at the end. As Demi2 was an illegal spell we used to one-shot them at the time, we need to re-do this battle. And if we can use less than the 33MP needed to cast Demi2, then itll sort of be fixed.
I went with Quake, which deals a surprising 1000 damage for 6 MP, meaning we finished the fight with 18/33MP used. That conveniently leaves 15MP for three Cure spells to cover the additional damage we took from the Evilheads.
And that wraps up the last boss battle in this run thatll take minutes to beat. From here on out, were dealing with behemoths loaded with HP & Magic Defence. And first up to bat, is Proud Clod... FF7 Necrosis MO - Episode 28: Midgar Turks](https://i.ytimg.com/vi/zo5f2FOSqtM/mqdefault.jpg)