

Sephiroth’s Vision is not collected from a standard shrine in Final Fantasy Resonance. The greyed-out Vision becomes available only after you locate and defeat Sephiroth in an optional boss encounter.
This guide covers the whirlpool location, the three-phase battle and the abilities unlocked by Sephiroth’s Vision. If you enjoy practical gaming guides alongside arcade news, visit the RETROCADE Arcade Blog.
Where to find Sephiroth’s Vision

After obtaining the airship at the beginning of Chapter 5, fly to the whirlpool north of the bridge leading towards the desert in Grandshelt. Flying over the whirlpool displays an entry prompt.
Inside, you will find a familiar Vision shrine. Interact with its crystal and it will explain that a challenge must be completed first. Accepting the challenge begins the Sephiroth boss fight.
How to prepare for Sephiroth

Sephiroth is a level 45 enemy with 250,000 HP and three battle phases. He does not use separate health bars for those phases, so preparation matters more than simply attacking until his health reaches zero.
- Use Libra at the beginning of every phase to check his HP and current elemental weaknesses. Phase two provides two opportunities to use Libra.
- Bring a dedicated healer. Basic healing and restorative items are unlikely to keep the party alive.
- Firion’s Arms Akimbo, learned at mastery level 9, is especially valuable on a healer because it grants two turns, allowing party-wide healing and revival in the same sequence.
- Equip Rain with the Warrior of Light Vision. It grants dark-damage immunity and the Multi-Cover skill, which redirects incoming damage to Rain. Combine it with Provoke to protect the rest of the party from Heartless Angel and Nihilistic Solitude.
- Buff management can keep Sephiroth occupied. Nichol is useful for applying party-wide buffs, while Rain tanks repeated Nihilistic Solitude casts. Keep healing Rain throughout.
- Because Sephiroth changes elemental resistances, non-elemental Espers such as Odin or Bahamut are safer choices. Carbuncle from phase two can provide too many removable buffs, unless you are deliberately using the Rain strategy.
- Lid’s Mechamog Scan, unlocked through the Mechabo side quests, permanently adds a weakness to Sephiroth for the battle. This is particularly helpful in phase one, where he has no weakness.
- If his area attacks remove more than half the party’s HP, level up and return later. An unlucky Graviga combination can otherwise end the fight quickly.

Sephiroth boss strategy
Phase one
Sephiroth alternates between attacks and Masamune in Waiting, which blocks and counters physical attacks. He uses magic as well as physical and dark physical damage, and his magic defence is higher during this phase.
There is no elemental weakness at the start, so rely on Libra, Lid’s Mechamog Scan or dependable non-elemental damage while keeping your healer ready.
Phase two

At approximately 200,000 HP, Sephiroth becomes immune to damage while changing phase. He then casts One-Winged Angel, signalling that phase two has begun and attacks can connect again.

On the following turn, Heartless Angel reduces the entire party to 1 HP. Multi-Cover can redirect the effect to a tank, leaving the rest of the party protected. Sephiroth then charges with a random element and becomes weak to its opposing element. Libra will reveal the changed information.
Do not use the element Sephiroth has charged with, as it deals no damage. Use the opposing element, light-based attacks or non-elemental skills. Non-elemental attacks provoke area magic counters, so use them carefully. If the infusion expires, Heartless Angel is used again; defeat this phase before that happens where possible.

Sephiroth can also use Graviga, which halves everyone’s HP, alongside area elemental and physical attacks. Allowing him too many consecutive turns or neglecting recovery can lead to a quick defeat.
When the party carries too many buffs, Nihilistic Solitude deals dark damage and removes them. A Warrior of Light Vision-equipped Rain is immune to that dark damage and can block the attack with Multi-Cover, preserving the party’s buffs.
Phase three

At 50,000 HP, Sephiroth enters the final phase. He is temporarily immune during the transition, then casts Divine Proclamation, placing a meteor icon among his effects, followed by another Heartless Angel. Prepare Multi-Cover on the tank before this sequence.
The meteor counts down each turn and causes a game over when it reaches zero. Sephiroth is now definitely weak to light and absorbs dark attacks, so use your strongest non-dark abilities to finish the encounter while maintaining enough HP to survive.
Sephiroth’s Vision abilities and masteries

Sephiroth’s Vision is an exceptional damage-focused reward, offering physical, dark, fire, ice, lightning, healing and passive abilities. Its Resonance, True Octaslash, delivers eight hits of non-elemental physical damage to all enemies. With the Ultimate Aggression mastery, all eight hits critically strike, and Terra’s Breaking the Limit mastery can increase the result further.
Vision skills
- 0-star: Boundless Void, Dark Surge, Physical Attack +30%, and Jenova Cells. Boundless Void deals non-elemental physical damage and inflicts Paralysis; Dark Surge deals dark physical damage; Jenova Cells raises strength, stamina and magic according to spirit, up to 25%.
- 1-star: Darkra Surge, Firaga, Blizzaga, Thundaga, Magic Attack +30%, and Auto-Bravery. The first deals dark physical damage, the elemental spells deal fire, ice and lightning magic damage, and Auto-Bravery grants constant Bravery.
- 2-star: Purging Blade, Darkga Surge, Curaga, Critical Hit Rate +20%, and Legendary SOLDIER. Purging Blade deals dark physical damage and inflicts Deprotect and Deshell; Curaga restores a large amount of HP; Legendary SOLDIER uses the higher physical or magical attack when attacking and the higher physical or magical defence when taking damage.
- 3-star: Meteor and One-Winged Angel. Meteor deals non-elemental magic damage to random enemies four times. One-Winged Angel restores 5% maximum HP and 3% maximum MP each turn and raises Jenova Cells’ attribute-increase cap to 35%.
Mastery bonuses
- Rank 1, 20 AP: Perfect Serenity increases standard attack and battle-skill damage by 50%.
- Rank 2: HP+30.
- Rank 3, 40 AP: Critical Hit Rate +20%.
- Rank 4: AP+8.
- Rank 5, 30 AP: Ultimate Aggression guarantees critical hits on Limit Bursts and Resonances.
- Rank 6: Strength+15.
- Rank 7, 40 AP: Moiety’s Mirror reduces damage for one turn and counters with one selected physical and one selected magic attack when hit.
- Rank 8: Magic+15.
- Rank 9, 50 AP: Dark Eater absorbs dark damage and restores HP. A second AP+8 bonus is also available at rank 9.



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