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Major Numerus

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Final Fantasy X-2 Enemy
Major Numerus
Major Numerus
Location Fiend Arena
Chapter(s) 5
Abilities Unum: White Highwind, Ladis Command, Sparkler, Dispel, Shell, Protect
Duo: Venam Command, Slowga, Berserk, Break, Bio, Black Sky, Flare, Ultima, Blind, Silence, Slow, Demi, Confusion
Tria: Fulmen Command, Firaga, Blizzaga, Thundaga, Waterga, Holy, Absorb
Quartum: Mortus Command, Absorb, Meteor, Fireworks, Ultima
A terrible fiend that appeared out of nowhere.

Major Numerus is a superboss in Final Fantasy X-2: International + Last Mission and the HD Remaster. It is a Hydra-like fiend that consists of four parts, each with their own attacks and statistics; Unum, Duo, Tria, and Quartum; and will automatically start out the fight with Spellspring.

Major Numerus can only be fought as either the final boss of Last Mission or in the International and HD Remaster versions as an enemy in the Farplane Cup.


Major Numerus has incredible stats, and has access to over 30 abilities, making it one of the most difficult superbosses in Final Fantasy. Major Numerus will cast Protect and Shell on all of his heads.

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Strategy OneEdit

Before fighting Major Numerus, the party's level should be 99, with all abilities of the Mascot dressphere mastered. Rikku must also have learned Dispel from the White Mage dressphere, and Paine must have learned Nonpareil from the Samurai dressphere. The key to the battle is Miracle Drink, making the party invincible to damage. Without Miracle Drink, even the best, well-prepared party will stand no chance and likely be killed within two minutes.

The player must have at least two Dark Matters to mix Miracle Drink. Invincible, or anything that grants Break Damage Limit, like the Last Resort Garment Grid, is needed. Rikku must also equip the Highroad Winds Garment Grid for First Strike, and move the two Dark Matters to the top of the inventory.

At the beginning of battle, the player should quickly have Rikku mix Miracle Drink by using two Dark Matters. This takes a lot of luck to not have any of the girls killed while waiting for it to happen. If one girl is KO'd (as long as it's not Rikku), the player can still win the battle, but it will be difficult. Afterwards, if the player doesn't have Invincible on and they are using a Garment Grid that has Break Damage Limit, the player should use that gate. This is also worth doing for No MP Cost (the Last Resort Garment Grid has that as well) or use Three Stars to get the same effect.

Paine should use Nonpareil three or four times to increase her attack. Afterward she will focus on using Cactling Gun, with Yuna using Moogle Beam. Rikku has two roles since she will have to deal with Numerus casting Protect and Shell on all of his heads. When both of them have been cast, the player should Dispel all but one of the heads. Leaving one head with Protect and Shell on will mean Major Numerus won't cast it again. Paine and Yuna should concentrate on one head at a time. Rikku's second role is to chain her physical attack with Cactling Gun and Moogle Beam.

With this strategy, Major Numerus can be beaten in around 18 minutes.

Strategy TwoEdit

Another strategy that doesn't involve invincibility is to have all three girls equipped with two Iron Dukes on either the Higher Power or The End Garment Grid. The girls should start off the battle in the Thief dressphere (First Strike must be learned) and then activate the gates necessary for Break Damage Limit as soon as the fight begins. They should end up on a Mascot node. Yuna must immediately ready Moogle Cureja, Rikku must use a Stamina Tonic to double the party's HP and Paine should use a Megalixir. All three girls should prepare to heal with Moogle Cureja or Megalixirs to be able to survive the upcoming attacks.

With around 40,000 HP, all three girls should be able to survive both Unum's Ladis Command and Quartum's Mortis Command. At this point, Yuna must continuously use Moogle Cureja while Rikku heals with Megalixirs and Paine readies for battle using Nonpareil and maybe Hayate. Paine should be the only one focusing on Numerus at all as constant healing from Yuna and Rikku is essential to survive. After using Nonpareil five times, Paine should use a Dispel Tonic on Unum to remove his Protect, then start using Cactling Gun. If Unum recasts Protect, Paine must dispel it again and then resume the attack.

Unum has 555,555 HP so around 7-8 Cactling Guns should take him out. At this point, the party no longer has to fear the devastating Ladis Command and no longer has to throw Megalixirs constantly, as Moogle Cureja should suffice. Paine's next target should be Quartum because he is the one using Mortis Command. Don't forget to dispel his Protect. With sufficient healing from Yuna, Quartum should fall in reasonably short time.

At this point most devastating attacks from Major Numerus are no longer available. Therefore the player can now be more offensive, casting Moogle Regenja to put all three girls in Haste and have Yuna and Rikku be physical attackers, healing from time to time, while Paine continues to use Cactling Gun to deal massive damage. Soon enough, both Duo and Tria should be dead.

Beware that this strategy will require around 30 Megalixirs as well as significantly more time than the other strategy. Having two accessories that give +100% HP is mandatory. Two Iron Dukes per girl is ideal, but missing second Iron Dukes can be replaced by Key to Success or, failing that, Crystal Bangles.

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