Final Fantasy 16 Typhon boss strategy

The Boss

Final Fantasy 16 Typhon boss strategy

boss, Fantasy, Final, Strategy, Typhon

artwork is an Eikon, whose name will be familiar both as a summon and a boss in previous Final Fantasy games, but takes a very different form in Final Fantasy 16.

Gone is the cartoonish pink monster, and instead we have something a little more humanoid and nightmarish appearing from the literal void. He still has no legs and is floating in the air.

As with Garuda, this is another Final Fantasy 16 battle that consists of multiple phases as well as another Eikon vs. Eikon clash, although you’ll also wake up with new powers, so don’t expect that this fight plays out the same way.

Below you will learn how to defeat typhoon in final fantasy 16as well as how to prepare for this awesome Eikon as you embark on a very important story change.

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How to prepare for Typhoon in Final Fantasy 16

The fight against Typhon takes place at the end of the Drake’s Head level during the main storyline quest ‘The Crystals’ Curse’ in Final Fantasy 16, so you’ll need to have already made sure you’ve equipped and forged the latest gear at the Hideaway since you cannot go back in the middle of the level without restarting. However, you will find some potions that you can collect nearby before entering the next area where the boss is waiting for you.

While it’s worth spending the ability points from previous fights before you get to this boss, it won’t be as important because for the majority of this battle you’ll be controlling Ifrit, so Clive’s own skills won’t count. not. after the first phase.

While you start the level with the party members, you’ll face this battle alone (sorry, Torgal sits this one too) although it’s Eikon Ramuh who will get things started. There will be a major cutscene as these two Eikons face off before Clive finds himself warped into another plane where he will have to face Typhon head-on.

How to defeat Typhon in Final Fantasy 16

Before facing Typhon in Final Fantasy 16, he is actually injured from his fight with Ramuh, with a huge stick pierced through his chest. During this phase, you will only be fending off waves of Akashic enemies, starting with revenants, followed by wraiths, then wraiths. These mobs are easy enough for Clive to take down with his usual swordplay and Eikon abilities, though you should be careful with other attacks in the arena such as AOE blasts and lasers.

As each wave passes, Typhon gains more time to remove the staff from his chest. Once you’ve taken care of the Specters, a cutscene plays with a QTE prompting you to press R1 for a cinematic escape. Things are about to heat up and at the end of this cutscene you will regain control of Ifrit and now this battle is ready to begin.

Ifrit has an improved and faster moveset this time compared to the fight against Garuda. Where this one went like a kaiju/wrestling match, this time your moves are more like Clive’s, but on a more Eikonic level.

For example, you can use R1 to dodge (and dodge accurately), charge up your fireball attacks like Clive’s magic blast, and, instead of dashing, you can just sprint while holding Circle, while using the left stick to freely move in any direction. You’ll find more abilities listed under Eikonic Abilities in the main menu, though we highly recommend pressing Square and X together to perform Heat Rush – essentially the Eikonic equivalent of a Shoryuken (he’s basically Ken, though it pains us to admit it).

If you were previously low on potions, Ifrit can luckily heal itself with something similar called Firelight, which is also mapped to the d-pad much like your consumables and you can use it six times.

With all that out of the way, let’s get into the fight itself. Ifrit has the advantage of being able to enter quickly, while Typhon is quite slow. One of his attacks causes him to raise his arm in the air and slam it in front of him. He also glides with his arms, either in a one-two combo or using both arms at once, and another where he lunges forward arm-first as a charging attack.

In all of the above, these attacks require him to coil his arms with a highly telegraphed charge animation that makes it easy to time precision dodges to counter, while he takes a few seconds to recover from his snap of arms, allowing you to get in for a few free shots. You can deal a lot of damage quickly, although it’s the Willpower meter that will drop faster, so naturally you want to spread it out to deal even more damage.

Typhoon is a bit more of a ranged threat. It can move away from you and then start charging an ability called Endless Clamor, which surrounds you in a huge charged purple circle for an AOE attack. Immediately sprint out of the blast radius when this happens and you might even be able to close the distance on Typhon to land a few hits before he finishes this move.

He will also sometimes shoot waves of blue projectiles at you or swing his arm along the ground, which will send a wave of ground attack towards you. These can be dodged, but from the distance you will be it will be better to counter with your own fireballs rather than a melee attack.

When Typhon’s health is nearly low, he launches more ranged attacks. One of them uses both arms to send out flurries of blue projectiles in hellish fashion. Another has lasers coming out of his hands, which start off to the side before he swings them forward. If those lasers don’t catch you, then an explosion from the ground where the lasers hit a few seconds later unless you dodge and get out of there.

You’ll actually have to keep beating Typhon, even when his health is at zero, until you partially knock him down. A cutscene then plays out, and of course, the fight is far from over. You must now face Typhon the Transgressor.

How to defeat Typhon the Transgressor in Final Fantasy 16

With an extra pair of arms and a new hair color, Typhon the Transgressor is essentially a pumped up version of himself, with similar melee attacks that are always telegraphed the same. Although this time when he lowers his arms for a forward slam, it usually follows a charge attack where those arms then swing out to catch you, so be sure to dodge that or use a quick recovery to get back up quickly.

It’s still the ranged attacks that pose the most threat, not least because you want to try to close the distance at the same time as you dodge those attacks. It still has its endless clamor, but it can now cover more ground as it is sometimes multiple overlapping AOE attacks. Depending on his position, he can even drop them in his own vicinity. Either way, you’ll need to get out of the blast radius just as it starts charging if you want to avoid taking massive damage.

A new attack causes him to point a laser at you from his charging finger before firing a laser blast. If you can get close to him, so you’re below him, then you’ll be out of range of his finger. The rain of projectiles he fires also changes somewhat, so instead of shooting like a spread, they will start to hit you and you will have to dodge them.

Deadlier is Demon Wall, which sees Typhon return from a greater distance before sending a wall towards you. As he charges towards you, there will be a single space you can position yourself in to avoid him. Sprinting side to side is useful here so you can line up in front of the time gap. Since he’ll summon a few walls on you, suffice to say you won’t have the luxury of trying to close the distance, so just focus on not getting hit.

Another move to watch is Catacecaumene. Here, lasers will fire from its four arms into the ground, which, in turn, have pillars of lasers firing randomly from the ground. Just to confuse you further, he’ll also remove Endless Clamor in the middle of this. In our experience you’re actually less likely to get hit by the former than the latter due to the wide AOE, but don’t get distracted and just sprint away from there before it has any impact. .

It’s really about dodging those big attacks and then closing in on a flurry of Ifrit attacks while taking advantage of the lag when you can. If you get caught in heavy damage, remember to use Firelight to heal yourself.

When Typhon is at around 10% health, it’s pretty straightforward because we’re back to QTEs.

He’ll come in for a surprise attack, which follows with a prompt to press R1 for a cinematic escape. Next, you’ll need to smash Square for a cinematic clash, before Ifrit prepares his Hellfire move, which this time is a massive fireball formed in the air. You can’t use it right away, as there’s another prompt to press R1 for a cinematic escape, then a final mash of Square for a cinematic clash before you can finally unleash Hellfire and end the fight.

Typhon reward in Final Fantasy 16

Defeating Typhon in Final Fantasy 16 will net you 870 XP, 200 Ability Points, and 3,500 Gil. In terms of loot, you’ll receive a special accessory called The Breath of Fire, which when equipped reduces the cooldown of the Flames of Rebirth Eikon ability by 12 seconds, as well as 25 Sharp Fangs, 20 Silks of steel and 70 magic ash crafting materials.

That’s not all. There’s also a major cutscene right after this fight, and while you’ll want to see it for yourself, that’s when Clive will also unlock Ramuh’s power – your third Eikon in the game. you because the story and timeline of Final Fantasy 16 are about to change drastically. In many ways, the game is just getting started right!


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