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Hold nothing back. Come as if you're trying to kill me! If you don't... then I'll have to kill you!

Godo

Godo is an optional boss in Final Fantasy VII who can assume the form of a monster similar to Asura, representing his status as the most powerful of the five fighters in the Pagoda Of Five Mighty Gods. Godo is fought atop the Pagoda in Wutai Village with Yuffie. Losing to Godo does not prompt a Game Over, and Yuffie will not pose if she wins.

Since Godo drops the unique and (normally) non-duplicatable All Creation, the player may want to duplicate it by means of the repeating boss glitch that allows the player to fight bosses twice. To do this the player must skip a random battle by opening the menu the instant the game wants to give a random encounter on a field map. One can get 99 copies of All Creation by winning the first battle and losing the second and repeating, but having more than one copy gives no specific advantage.

Stats[]

Formations[]

# Formation
628 Godo (No Rows)
629 Godo
630 Godo
631 Godo

Locations[]

Wutai
Godo's Pagoda, 5f. 628 (event)

Battle[]

Even though the battle is not a back attack, some of the special attack formation rules still apply to the battles fought in the Pagoda: the Change command to change row is grayed out, Godo starts with an empty ATB bar, and the first physical attack Yuffie inflicts deals double damage.

FFVII Beast Sword

Godo performing Beast Sword.

Godo will rotate his head before attacking, and each face can perform different attacks: the golden face can perform Cure2 and some support magic like Sleepel and Mini, which may inflict sleep or Small, respectively; the white face can perform various status changing magical attacks, such as Bio2, which may inflict Poison, and Demi3; while the red face can do Beast Sword and Trine.

Once Godo is below 40% of his max HP, he will start casting Cure2 on himself each time Yuffie directly damages him, but not when he takes poison damage. Because his Cure2 heals about 1,200 health, if the player's attacks do less than 1,000 damage, he may be difficult to finish. If Yuffie's HP is below 20% of her max HP, Godo might use Cure2 on her instead.

Strategy[]

It is recommended to poison Godo at the start of the battle. Yuffie should equip an Enemy Skill Materia if it needs to learn Trine, as Godo is one of the only three sources where Trine can be learned. The Trine skill can also used to deal heavy damage, and the Enemy Skill Materia can hold many useful spells for the battle itself as well. If the player took the time to acquire the Bolt Ring from the sleeping man in the cave in Junon Area, the threat Trine poses is neutralized.

Godo is not immune to Gravity, so Demi spells and the Enemy Skill Laser can do several thousand damage to him. If the Gravity Materia is linked to an HP Absorb Materia, Yuffie can heal herself while draining Godo's health with Demi.

An easy way to win is leave him poisoned, not attack him (thus giving him no chance to heal), and repeatedly have Yuffie defend and cure herself until she wins. Counter Attack Materia, Big Guard, Demi (when Godo's HP is high), and a powerful Limit or Summon (when his HP is low enough to finish off) are all helpful when using this strategy.

An alternative way to prevent him curing is for the player to cast Reflect on him, or use a Mirror item.

Saving Limit Breaks for when Godo starts casting Cure2 is useful, especially if Yuffie has her Limit 3-2, Doom of the Living.

Many of Godo's attacks, particularly Bio2 and Demi3, cost a lot of MP. Thus, if the player can endure his attacks until he runs out of MP, Godo is virtually helpless. Magic Hammer can be used to drain Godo of his MP. Once he has no MP left, he will be limited to the Beast Sword attack, which is weak and easily healed.

AI script[]

AI: Setup {

Stage = 0
Count = Rnd(0..7)
SpclChance = 5
TempVar:CounterTar = Choose Random Opponent

} AI: Main {

SelectTar = Choose All Opponents
TempVar:ChosenAtt = Beast Sword
TempVar:NewStage = 1
If (Count == 0) Then
{
1/4 Chance: Count = 2
1/4 Chance: Count = 4
1/4 Chance: Count = 5
1/4 Chance: Count = 1
} Else If (Count == 1) Then {
1/4 Chance: Count = 3
1/4 Chance: Count = 4
1/4 Chance: Count = 6
1/4 Chance: Count = 0
} Else If (Count == 2) Then {
If ((At Least One Opponent doesn't have Reflect Status)
& (At Least One Opponent doesn't have Sleep Status)
& (Godo's MP >= 8)) Then
{
SelectTar = Choose All Opponents
TempVar:ChosenAtt = <Sleepel>
TempVar:NewStage = 0
}
1/3 Chance: Count = 0
2/3 Chance: Count = 1
} Else If (Count == 3) Then {
If ((At Least One Opponent doesn't have Reflect Status)
& (At Least One Opponent doesn't have Small Status)
& (Godo's MP >= 10)) Then
{
SelectTar = Choose All Opponents
TempVar:ChosenAtt = <Mini>
TempVar:NewStage = 0
}
1/3 Chance: Count = 1
2/3 Chance: Count = 0
} Else If (Count == 4) Then {
If (Godo's MP >= 1) Then
{
SelectTar = Choose Random Opponent with Highest HP
TempVar:ChosenAtt = Drain
TempVar:NewStage = 2
}
1/4 Chance: Count = 0
1/4 Chance: Count = 1
1/4 Chance: Count = 5
1/4 Chance: Count = 6
} Else If (Count == 5) Then {
If ((At Least One Opponent doesn't have Reflect)
& (Godo's MP >= 36)) Then
{
SelectTar = Choose All Opponents
TempVar:ChosenAtt = Bio2
TempVar:NewStage = 2
}
If (Rnd(1..SpclChance) == 1) Then
{
Count = 7
} Else {
Count = 1
}
} Else If (Count == 6) Then {
If (Godo's MP >= 20) Then
{
SelectTar = Choose All Opponents
TempVar:ChosenAtt = Trine
TempVar:NewStage = 1
}
If (Rnd(1..SpclChance) == 1) Then
{
Count = 7
} Else {
Count = 0
}
} Else {
If (Godo's MP >= 48) Then
{
SelectTar = Choose All Opponents
TempVar:ChosenAtt = Demi3
TempVar:NewStage = 2
}
Count = Rnd(0..1)
}
If (Stage != TempVar:NewStage) Then
{
If (Stage == 0) Then
{
If (TempVar:NewStage == 1) Then
{
TempVar:FormMove = <to Beast>
TempVar:NewForm = Beast
} Else If (TempVar:NewStage == 2) Then {
TempVar:FormMove = <to Cheater>
TempVar:NewForm = Joker
}
} Else If (Stage == 1) Then {
If (TempVar:NewStage == 0) Then
{
TempVar:FormMove = <to Human>
TempVar:NewForm = Human
} Else If (TempVar:NewStage == 2) Then {
TempVar:FormMove = <to Cheat>
TempVar:NewForm = Joker
}
} Else {
If (TempVar:NewStage == 0) Then
{
TempVar:FormMove = <to Human>
TempVar:NewForm = Human
} Else If (TempVar:NewStage == 1) Then {
TempVar:FormMove = <to Beast>
TempVar:NewForm = Beast
}
}
Choose Self
Use TempVar:FormMove on Target
Godo's IdleAnim = TempVar:NewForm
}
Stage = TempVar:NewStage
Choose SelectTar
Use TempVar:ChosenAtt on Target

} AI: Counter - General {

If (Godo's IdleAnim == Human) Then
{
Godo's HurtAnim = Flinch (Human)
} Else If (Godo's IdleAnim == 6) Then {
Godo's HurtAnim = 7
} Else {
Godo's HurtAnim = 12
}
If (Godo's HP <= 40% of Godo's Max HP) Then
{
SpclChance = 2
} Else If (Godo's HP <= 60% of Godo's Max HP) Then {
SpclChance = 3
} Else If (Godo's HP <= 80% of Godo's Max HP) Then {
SpclChance = 4
} Else {
SpclChance = 5
}
If ((SpclChance <= 2) & (Godo doesn't have Reflect Status)
& (Godo's MP >= 24)) Then
{
If (Stage == 1) Then
{
Choose Self
Use <to Human> on Target
Godo's IdleAnim = Human
Godo's HurtAnim = Flinch (Human)
Stage = 0
} Else If (Stage == 2) Then {
Choose Self
Use <to Human> on Target
Godo's IdleAnim = Human
Godo's HurtAnim = Flinch (Human)
Stage = 0
}
TempVar:CounterTar = Godo's Last Attacker (General)
If ((TempVar:CounterTar's HP <= 2 * [TempVar:CounterTar's Max HP / 10])
& (Rnd(1..SpclChance) == 1)) Then
{
Choose TempVar:CounterTar
} Else {
Choose Self
}
Use <Cure2> on Target
}

}

Related enemies[]

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