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Trema (boss)

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Final Fantasy X-2 Superboss
トレマ (Torema)
Trema ffx-2
Level HP MP
99 999,999 999
Strength Magic Defense
255 255 255
M. Defense Agility Accuracy
255 128 0
Evasion Luck
99 26
10,000 50 10,000
Elemental affinities
Fire Lightning Water
- - -
Ice Gravity Holy
- Immune -
Location Via Infinito
Fiend Arena
Chapter(s) 5
Common Steal Ether
Rare Steal Turbo Ether
Gil Steal 300
Common Drop Dark Matter x1
Rare Drop Dark Matter x2
Bribe Amount N/A
Common Bribe N/A
Rare Bribe N/A
Abilities Beguiling Mire, Choking Mist, Demi, Dying Star, Falling Leaf, Flare, Meteor, Thundering Wave, Ultima, Waning Moon
Blue Bullet None
Status Resist Zantetsu (255)
Status Immunity All
Other Information This enemy does not Oversoul.
The founder of New Yevon. He is now a dark puppeteer, able to bend Spira's most powerful fiends to his will. He once operated a training academy for Spira's youth.

Trema is an optional boss fought in the bottom of Via Infinito in Final Fantasy X-2. He is fought immediately after Paragon, and is regarded as the game's superboss. Trema can be fought in the final cup of the Fiend Arena in the International and HD Remaster versions, and fights identically to how he does in the Via Infinito.

Defeating him in Final Fantasy X-2 HD Remaster will unlock the "Founder" trophy.


Now, show me. Show me the strength that you have gained!

The party will start the battle in the condition the Paragon battle ended.

Trema primarily uses 3-hit physical attacks, some of which can inflict status effects like Poison and Stop. These attacks have no charging time and a low cooldown, allowing him to attack several times in a short period. He also uses Demi, Flare, Ultima, and Meteor. In the original version of X-2, Meteor is a physical attack that hits random targets and takes 12.5% off the target's HP per hit, but the damage can be halved with Protect and reduced to 1 HP damage with Sentinel. In the International and HD Remaster versions, Meteor is a magical attack which must be halved with Shell instead of Protect, and cannot be reduced to 1 damage with Sentinel.

He will use Meteor after losing 50% of his HP and again after losing 75%. After losing 87.5%, he will use Ultima. Trema only uses Meteor twice in battle.

Trema has very high Evasion, making him near-impossible to hit with regular attacks without a high Luck stat.

Beating Trema will award the handy Iron Duke accessory, which doubles maximum HP and MP and adds a +100 to all stats except Agility and Luck, which have a respective +10 and +50 bonus.


Facing such a powerful enemy, defensive strategies are of the utmost importance. Both Warriors and Dark Knights have defensive uses in this battle, despite their high strength counting for nothing as Trema evades normal attacks. Cat Nip/Trigger Happy is, as always, a powerful addition.

As the player begins the battle against Trema in the condition the Paragon battle ended, the first moves may be the need to heal. It is best to aim to have over 9000 HP by the time Trema uses Meteor. Mix is a powerful tool in any battle. For example, if the player bribed Paragon, or got his rare drop, they will have some Dark Matters; an Alchemist can Mix a Dark Matter with any other item to make the party temporarily invincible.

Stamina Springs can be used alone to double the party's HP, or with Mix to create the Mega Vitality effect (Stamina Tonic has the same effect in Mix, but will additionally double the party's MP). Chocobo Wings can be Mixed with any non-status item to give Final Wall or used singly for Haste. Alternatively, Defense Bracers give a constant Protect and Shell effect. Twin Stars or Three Stars items will not only give the Spellspring effect, reducing the cost of spells to zero MP, but reduce the HP cost of Dark Knights' Darkness ability to zero as well.

A good defensive strategy is to bring a Warrior into the fight. If Trema's MP has been drained, all of his remaining attacks, including Meteor, can be reduced to 1 damage with Sentinel. When Trema enters a spellcasting animation, the Warrior can drop Sentinel to attack or use items as necessary.

A popular accessory for the Gunner in this fight is Cat Nip, which causes a near-death character to deal 9,999 damage per hit. Under these conditions Trigger Happy should do around 150,000 damage to Trema. The player should keep the other characters at full health while the Gunner continues to use Trigger Happy. After one or two rounds of Trigger Happy, Trema should cast Meteor, which is likely to kill the Gunner, and Trema's physical attacks can also kill the Gunner; either way, the party can use Phoenix Downs to revive her. If the player does not use the Cat Nip accessory the battle will take longer. This method no longer works in the International and HD Remaster versions as Cat Nip adds Auto-Berserk and Auto-Slow.

A good strategy is to begin the fight by having the Gunner with Cat Nip use Target MP on Trema. If she is in HP Critical it will completely drain all of Trema's MP, which makes him unable to cast Ultima and Flare, though he can still cast Meteor. Other methods to drain his MP include Mana or Soul Spring items, Thief's Pilfer MP, and Samurai's Magicide. In the International and HD Remaster versions of the game, Trema has the Spellspring ability and thus draining his MP will have no effect.

Dark Knights' abilities are ideal for keeping HP high enough to survive Meteor while attacking. Because Black Sky is a magic version of Meteor, it is still effective against Trema; to Chain it requires Ethers in inventory. To chain Darkness requires the use of Twin Stars or Three Stars to reduce HP cost or the Dark Knights' Drain ability to get HP back. Dark Knight is a good dressphere for the battle for its high HP and Defense; moving the Dark Knights all the way around the edge of the Valiant Lustre Garment Grid gives them full HP (9,999) and maxed out Defense and Magic Defense.

Another strategy is to have everyone in the Mascot dressphere and using the Higher Power Garment Grid. Yuna must have learned Moogle Cureja and Paine must have learned Cactling Gun as well as Nonpareil from the Samurai dressphere. All girls should be equipped with Crystal Bangles. The player also needs a Kaiser Knuckles (for Paine), a Rabite's Foot (for Rikku) and a Ribbon (for Yuna).

At the start of the battle the player should use a Stamina Tonic to double the party's HP and a Megalixir, as well as using Light Curtain/Lunar Curtain for protection. Paine must course through the gates of the Higher Power Garment Grid to get the Break Damage Limit ability. Nonpareil can be used up to five times for a Strength boost. After this, she can start attacking with Cactling Gun.

When Paine's attack animation begin, Rikku should hit Trema and chain her attack with Paine's Cactling Gun. Rikku's attack will deal very little damage, but if timed correctly will allow Cactling Gun to deal about ~70,000/~99,999 damage, depending on Paine's Strength stat. However, it should be noted that attacking during Trema's casting animation won't build a chain attack, although Cactling Gun will still deal high damage.

Yuna must be constantly using Moogle Cureja to heal the party's HP and status ailments caused by Trema's physical attacks. Rikku should occasionally use a Mega-Potion/Megalixir to complement Yuna's healing. The player should always keep the party's HP high enough to survive Meteor and Ultima. If one runs out of MP, a Ether/Turbo Ether can be used.

Trema has very high evasion, but Rikku can hit him due to her high Luck stat (provided by the Rabite's Foot accessory), whereas Cactling Gun ignores evasion.

This same strategy can also be used to defeat Paragon, so the player can carry on the same adjustments to the battle with Trema.

Battle QuotesEdit

The unenlightened shall fall.
Know your place!
Release your past and tower above all.
Be flung unto the Farplane!
Ha sa te ka na e Ku ta ma e.
I know nothing of defeat.
Now, prostrate before me!



Related enemiesEdit

Final Fantasy X-2: Last MissionEdit


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