Final Fantasy IV (PSP) - Zeromus (ゼロムス)
#240 Zeromus (2) Level: 96, HP: 65498, MP: 4093 Drop/Steal: Dark Matter (steals consist of the most common drop item; if the fight were programmed to have him actually drop something afterward, it would probably be a common or uncommon drop) Strength: 174, Defense: 3 Magic: 39, Magic Def: 38 Vulnerable to: Slow, Sap DS: • Final Fantasy IV - Zeromus (ゼロムス) NOTES *Counters all magic with Flare. *Dark Matter is useless; don't bother with it unless you're an obsessive collector or something. I don't know if it was intended to have any effect at all; if it did, it was dummied out of the final version. No, it does NOT reduce Big Bang's damage. If you're playing the DS version, it grants access to the superboss Proto-Babil on a New Game Plus. *Lunar Ruins trials open depending on the party setup at time of successful defeat; this requires going through the battle and ending sequence at least twice. You only need one of the twins to open theirs, though both must be in the party to actually undertake it. Incidentally, my Zeromus-bashing parties: Cecil/Rosa/Kain/Rydia/Edge (the original, and the canonical setup as per The After Years), Cecil/Porom/Yang/Edward/Cid. I need to check if there's some AI oddity going on or if I encountered a glitch...this doesn't seem to match with the SNES datadumps I have. He should heal up once around 9:27, but doesn't; perhaps the trigger condition is between 12k-16k, instead of simply below 16k as indicated by the script? 3:09 - Meteor is holy-elemental; they probably gave blue-spaghetti Zeromus holy-absorption property.

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