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Orphan (Boss)

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Final Fantasy XIII Boss
Orphan
オーファン (Ōfan)
Orphan One
Statistics
Level HP
54 6,780,000
FFXIII-2 Strength Icon FFXIII-2 Magic Icon
1,368 1,368
Stagger Icon FFXIII Chain Icon FFXIII CP
400% 70 0
Vulnerabilities
Fire Icon FFXIII Ice Icon FFXIII Lightning Icon FFXIII Water Icon FFXIII
- - - -
Wind Icon FFXIII Earth Icon FFXIII Physical Icon FFXIII Magical Icon FFXIII
- - Halves Halves
Status susceptibility
Deprotect Deshell Slow Poison
5% 5% 5% 1%
Imperil Curse Pain Fog
5% 5% Immune Immune
Daze Death Dispel Provoke
Immune Immune - 70%
Other names Orphanus (German)
Location Orphan's Cradle - The Narthex
Type Others
Subtype Fal'Cie
Common Drop None
Rare Drop None
Abilities Merciless Judgment, Consummate Light, Consummate Darkness, Opposite Extremes, Requiem, Progenitorial Wrath, Chains of Torment, Vile Exploitation, Dies Irae
Notes - High damage-dealing potential.
- Employs non-elemental attacks.
- Capable of inflicting Fog.
"We are the Abandoned One, born but now to die. Our name is Orphan. By our hand, the world shall know redemption."
—Orphan

The first form of Orphan is the penultimate boss of Final Fantasy XIII. After Barthandelus is defeated, Orphan's shell emerges from the inky fluid and attacks the party.

Contents

StrategyEdit

While the battle starts directly after the previous battle with Barthandelus, the player can pause the game and select Retry if they wish to adjust their paradigms or equipment. Combat Clinic (Sentinel-Medic-Medic) should be the party's starting paradigm. Creating a paradigm for Evened Odds (Medic-Saboteur-Synergist), Relentless Assault (Commando-Ravager-Ravager) and Aggression (Commando-Commando-Ravager) is also recommended. As Orphan utilizes Instant Death attacks, equipping the party leader with a Seraph's Crown is recommended. Since Cherub's Crowns do not stack completely, equipping 3 will only result in a 66% resistance to death, whereas a max level Seraph's Crown will provide you with 60% resistance. Equipping 3 max level Seraph's crowns will provide the player with a 94% resistance.

Orphan is susceptible to poison, so it may be wise to have a character who can cast it as the party leader (Vanille, Lightning or Sazh). It will take a couple of tries to stick Orphan with poison, but it should happen eventually. The player will probably need to do this twice in the battle. This will make the battle much easier, because of the way poison works in Final Fantasy XIII: it removes a constant percentage of the target's maximum HP, meaning the more HP the target has, the more effective poison is.

In the first half of the battle, Orphan switches between Consummate Light and Consummate Darkness. During Consummate Light Orphan only has access to a slap attack which hits all nearby party members for moderate damage, and also regularly heals itself for around 2,500 HP per turn. Its Consummate Darkness mode is more dangerous, as its laser attack inflicts a fair amount of damage to a single party member, while also inflicting a large array of debilitating status ailments. Whenever Orphan switches form, it uses the powerful Merciless Judgment attack, dealing fractional damage to all party members and leaving them with dangerously low HP. Players cannot perform actions or paradigm shift while this attack is in action. Though Merciless Judgement normally cannot kill, it may kill if the characters are poisoned. Player should make sure to use Esuna as soon as the party are debuffed with it. Merciless Judgement also resets Orphan's chain gauge, so the player should make sure not to wait too long with attacking again after he uses it, or his bar will be reset before the party can stagger him.

Orphan First Form
Orphan's full form with the lyrics of the song "Ragnarok" inscribed in the blade.

Orphan uses Merciless Judgment as its first attack, which is why using Combat Clinic as the first paradigm is recommended. After the party has recovered from the attack, they should shift to Evened Odds. Orphan has low resistance to many status effects, including Slow and Imperil. The Synergist will concentrate on placing Haste, Protect, Shell, Veil and Enfire on all party members while the Medic should heal when needed. Once all these status effects are in place, the party should shift to Relentless Assault. With the party's Enfire status, coupled with Orphan's Imperil, it will not be long before Orphan is staggered, but the player should remember to shift back to Combat Clinic whenever healing is required. Once stagger occurs, the party should shift to Aggression and attack. Depending on how powerful the party is, Orphan will have lost around half its HP once the first stagger period ends. If this happens, one can skip the following paragraph. After the stagger period ends, Orphan will immediately use Merciless Judgment, so the party should shift to Combat Clinic before this happens.

After Merciless Judgment, if Orphan still has over half his HP remaining, it will switch to its dangerous Consummate Darkness form. The longer this form lasts, the more dangerous it becomes, so it is best to ignore any status ailments inflicted on the party and shift to Relentless Assault and aim to stagger the foe as quickly as possible. Once stagger is achieved, the party should shift to Evened Odds to reapply any expired buffs on the party and debuffs on the enemy, then shift to Aggression to inflict as much damage as possible. Again, the party should shift to Combat Clinic just before the stagger period ends to protect against Merciless Judgment.

Once Orphan's HP is reduced to below half, Orphan will combine both forms into one. From now on, Merciless Judgment will happen without prior warning and it also gains access to Progenitorial Wrath. This affects all party members and has a small chance of inflicting Instant Death, potentially ending the battle if the death effect takes affect on the party leader. The Cherub Crowns equipped prior to battle should lower the chances of this happening, but do not remove the threat entirely, so speed is still of the essence. If any other party members are inflicted with Instant Death, the leader can use a Phoenix Down as it is quicker and restores more HP than Raise.

During this stage, the party should use Relentless Assault and aim to stagger Orphan, remembering to shift to Combat Clinic if a party member's HP bar turns yellow. Again, once staggered, the party should switch to Aggression and aim to finish the battle. Orphan may cast Doom at random whenever its HP is low, though it has a very rare chance of occurring.

MusicEdit

Main article: Born Anew

The music played during this encounter of Orphan is "Born Anew".

TriviaEdit

GalleryEdit

 
XIII orphan1 merciless judgment
 
XIII orphan1 dies irae
 
XIII orphan1 requiem
 
XIII orphan1 vile exploitation

Related EnemiesEdit

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