Tiamat (Past) -- Boss #17
The fourth and final Fiend rematch-the last obstacle before Chaos himself. Tiamat's HP has more than doubled from 2,400 to 5,500, Attack is up to 75, and Defense has climbed to 90. She still resists all four elements and has no weakness. The same breath attack rotation from the Flying Fortress-Blaze, Icestorm, Thunderbolt-hits the full party, except now it hits harder and you need to sustain NulAll for a much longer fight.
Tiamat (Past) Stats
HP
5500
Attack
75
Defense
90
Magic Defense
200
Weakness
None
Resistance
Fire, Ice, Lightning, Earth
Strategy
Grab the Masamune from the southeast chest room on B4 before this fight. It is the strongest weapon in the game and belongs on your Ninja for the remaining two bosses. Then save outside the boss room and go in prepared. The strategy mirrors the original Tiamat fight but lasts far longer. NulAll on turn one is the only non-negotiable-unmitigated breath attacks kill two to three party members per chain. With 5,500 HP and no weakness to exploit, Flare and Holy are your entire offensive contribution from the casters while physical attackers carry the damage. White Wizard: NulAll on turn one. No debate. After that, alternate between Curaja and reapplying NulAll as it wears off. NulAll absorbs hits rather than providing a flat duration-after absorbing enough elemental attacks it expires and must be recast. Keep Full-Life ready and revive immediately when someone falls. Black Wizard: Haste on Knight and Ninja first. Then Flare every remaining turn-it is non-elemental and bypasses Tiamat's elemental resistances entirely. If Flare charges run low, Temper on physical attackers is the next best use. Knight: Giant's Gloves (Saber) turn one, Excalibur every turn. Hasted and Saber-buffed, the Knight sustains the highest consistent damage output. Ninja: Masamune every turn. At level 45+ with Haste active, the Ninja with Masamune is your top single-target damage dealer. This is a long fight-budget 12 to 18 rounds. Use Elixirs freely. Only Chaos remains after this, and you can rest before engaging him.
Quick Tips
- • Grab the Masamune first. It is in the far southeast room of B4. Do not skip it-equip it on your Ninja before the fight.
- • NulAll is the entire defense plan. Her breath attacks cycling through fire, ice, and lightning will wipe an unprotected party in two rounds.
- • Watch the White Wizard's MP. Juggling NulAll and Curaja for 15+ rounds drains MP fast. Use Ethers early rather than scrambling at the end.
- • Flare and Holy only. Every elemental spell is completely resisted. Do not waste a single charge on Thundaga, Firaga, or Blizzaga.
- • Use Elixirs freely. Chaos is the only fight left after this. There is no reason to conserve items.
Turn-by-Turn Guide
- 1. Turn 1: White Wizard casts NulAll (essential defense)
- 2. Black Wizard casts Haste on Knight
- 3. Turn 2: Black Wizard casts Haste on Ninja
- 4. Knight uses Giant's Gloves for Saber
- 5. Turn 3+: White Wizard alternates Curaja/NulAll reapply
- 6. Black Wizard casts Flare every turn
- 7. Knight attacks with Excalibur (Hasted + Saber)
- 8. Ninja attacks with Masamune (Hasted)
- 9. Black Wizard casts Temper (if Flare runs low)
- 10. Tiamat's Blaze, Icestorm, Thunderbolt breath attacks
- 11. NulAll absorbs elemental damage (reapply when needed)
- 12. White Wizard keeps Full-Life ready (revive priority)
- 13. Fight duration: 12-18 rounds
Rewards
All four Fiends are down for good. The stairs past Tiamat's orb lead to B5 and Chaos. Before going down, assess your remaining resources. Chaos has 20,000 HP, resists every element, can cast Haste on himself, and can heal himself with Curaja. If your White Wizard is MP-depleted from keeping NulAll active through this fight, leave the dungeon and rest-defeated Fiends do not respawn and the stairs stay open. Equip your best armor, verify Ribbons are on every eligible party member, and save before engaging Chaos.