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Proto-behemoth (Final Fantasy XIII-2)

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Final Fantasy XIII-2 Enemy
ベヒーモス零式 (Behimōsu Reishiki)
FFXIII enemy Proto-Behemoth
HP FFXIII-2 Strength Icon FFXIII-2 Magic Icon
52,950 1,520 1,520
Stagger Icon FFXIII Chain Icon FFXIII
300% 80
Keep Launch Libra
40 Resistant 80
CP Gil
400 1,000
Fire Icon FFXIII Ice Icon FFXIII Lightning Icon FFXIII
- - -
Wind Icon FFXIII Physical Icon FFXIII Magical Icon FFXIII
- - -
Status resistanceThe lower the number, the more suspectible the enemy is to the status.
Deprotect-ffxiii-icon Deshell-ffxiii-icon Slow-ffxiii-icon Poison-ffxiii-icon Imperil-ffxiii-icon
50% 50% 30% 50% 30%
Curse-ffxiii-icon Pain-ffxiii-icon Fog-ffxiii-icon Debrave-ffxiii-icon Defaith-ffxiii-icon
30% 30% 30% 30% 30%
Daze-ffxiii-icon Wound Death-ffxiii-icon Dispel-ffxiii-icon Provoke-ffxiii-icon
30% 0% 0% 90% 30%
Location Academia -500 AF-
Type Militarized Unit
Subtype Behemoth
Recruit Chance 10%
Common Drop Sinister Fang (20%)
Rare Drop Kaiser Knuckles (5%)
Abilities Sunder
Notes - Can alter own form.
- Delivers devastating physical attacks.
- Becomes twice as powerful when in upright position.

Proto-behemoth is an enemy in Final Fantasy XIII-2. It is the final behemoth to be encountered in the course of the storyline and the strongest one, as well as the only one to count as a Militarized Unit (the others are Feral Creatures).

Proto-behemoth is also one of the three creatures that can be summoned by a Mimi. The Mimi is accompanied by between three and five Bamapamas; a Xolotl is always summoned when there are two or three Bamapamas remaining on the field; if four or five remains, the Mimi summons a Proto-behemoth; if one or none are alive, a Managarmr is summoned instead. The Mimi itself is invincible while summoning. The chances of taming a Proto-behemoth summoned by a Mimi are so low that it can be considered almost impossible to recruit one.

In random encounters, one can only find this enemy at the end of the labyrinth. When faced as a random encounter it is always accompanied by two Schrodingers. If it is defeated, it'll never reappear unless the player closes the Academia 500 AF Time Gate and travels all the way to the final platform again.


Like its counterparts, Proto-behemoth begins quadrupedal and can transform, standing upright bipedal, healing completely and pulling a saw-blade melee weapon out of its back. In this state it uses elemental magic and powerful moves like Sunder.


It should be taken out first because if it transforms it can turn the battle to its favor, as its attacks when standing on two legs are extremely powerful, and combined with the Schrodinger's Deprotega spell they can deal up to 4,500-5,000 HP damage to the entire party. It is good to start the battle with a preemptive strike to get Haste, switch to Tri-disaster (RAV/RAV/RAV) to build its chain gauge high enough, then switch to Cerberus (COM/COM/COM) and attack until it falls. The party should also use Diversity (COM/RAV/MED) occasionally to heal. This is also the best strategy for attempting to acquire its crystal.

Paradigm PackEdit

Proto-behemoth is tricky to acquire due to them only appearing once naturally at the end of the floating maze in Academia 500 AF with two Schrodingers, requiring the player to target the Proto-behemoth first and retry the fight if they do not receive its crystal, or saving and reloading, or closing the gate.

Proto-behemoth is a Commando. It is easy to max out by the time they can be recruited, only requiring Essence grade materials to complete growth at highest levels (can be bought from Chocolina), and a level cap of 40 instead of the usual Behemoth species's level cap of 70. However, due to this, it has less potential for growth and with three red-locked abilities it loses out in the long run to a maxed Narasimha's stats and with its 4 ATB bars available if only Commando role bonuses are chosen during growth for both, Proto-behemoth having only 3 ATB in this circumstance. Only one Commando bonus boost is available in contrast to other higher level Commandos with a level cap of 70 or more.

Its Feral Link, Sunder, hits its target plus any targets in its way. It has a maximum synchronization rate of 300%. Its sword lets it hit opponents without the need to get close, and it can attack launched opponents without magic. After Chichu, it is the second best Armor Breaker user outside of DLC content, since other Commandos with it forgo Armor Breaker in favor of Stagger: Wound or Stagger: Drain once an opponent has been staggered. It also learns Bravery Feeder. Due to its three red-locked passive abilities, Proto-behemoth functions in Synergist-like fashion in critical condition.

Proto-behemoth is a very powerful Commando especially for one who doesn't care for hours of farming Power Crystals to power up Twilight Odin, Narasimha, or Chichu.

Tameable Monster
Name Proto-behemoth Role Commando
Traits Well Grown - Pinch Hitter - Vicious
Composition Mechanical Start Grade Monster Grade 3
Max Level 40 HP 2,462
Strength 260 Magic 90
ATB Segments 3 Stages 2
Innate Affinities N/A
Feral Link Sunder (Inflict Physical damage on target and nearby foes. Input Type: Timing)
Ability Type Level Infusible
Attack Command Initial N
Ruin Command Initial N
Critical: Faith Passive Initial N
Critical:Bravery Passive Initial N
Critical: Vigilance Passive Initial N
Launch Auto 4 N
Blitz Command 5 N
Ravage Auto 9 N
Scourge Auto 12 Y
Smite Auto 19 N
Blindside Auto 21 Y
Armor Breaker Auto 27 N
Bloodthirsty Auto 34 N
Bravery Feeder Auto 40 N


Behemoth is a beast mentioned in Job 40:15–24. In addition to mythological creatures, it is likened to elephants, hippos, rhinos, and bison. Metaphorically, the term behemoth denotes "an extremely large or powerful entity."

Related enemiesEdit

Final Fantasy XIIIEdit

Lightning Returns: Final Fantasy XIIIEdit

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