Major Numerus Major Numerus is a superboss in " " and the " Final Fantasy X - 2 HD Remaster " . It is a Hydra - like fiend that consists of four parts , each with unique attacks and statistics — Unum , Duo , Tria , and Quattour — and will start out the fight with Spellspring . Major Numerus can be fought as either the final boss of " Last Mission " , or in the International and " HD Remaster " versions as an enemy in the Farplane Cup at the Fiend Arena . Battle . Major Numerus has incredible stats , and has access to over 30 abilities , making it one of the most difficult superbosses in " Final Fantasy " . Major Numerus acts quickly , and will use its most devastating attacks at a whim , and Protect and Shell on all of its heads . Therefore , the player party should be equipped with Haste since the start of the battle . The player must be extremely fast and fluid to stand against Major Numerus . Strategy . The battle depends on the speed and playtime the player has done . The more times the game has been played , the slower it gets , so the freshest mechanics from the game ' s playtime are required . With invincibility . Before fighting Major Numerus , the party ' s level should be 99 , with all abilities of the Mascot dressphere mastered . Rikku must have learned Dispel from the White Mage dressphere , and Paine must have learned Nonpareil from the Samurai dressphere . The key to the battle is Miracle Drink , making the party invincible to damage . It must be cast at the very start of the battle , because the party — even well - prepared — will likely be killed within a minute or two . The player must have at least one Dark Matter and mix it with a Potion to mix Miracle Drink . Invincible , or anything that grants Break Damage Limit , like the Last Resort Garment Grid , is needed . One girl must also equip the Highroad Winds Garment Grid for First Strike , and move the Dark Matter item to the top of the inventory . At the beginning of battle , the player should quickly mix Miracle Drink . This takes a lot of luck to not have any of the girls killed while waiting for it to happen . If a girl is KO ' d , the player can still win , but it will be very difficult . Afterwards , if the player doesn ' t have Invincible on and they are using a Garment Grid that has Break Damage Limit , the player should quickly use that gate . This is also worth doing for No MP Cost ( the Last Resort Garment Grid has that as well ) or use Three Stars to get the same effect . Paine should use Nonpareil three or four times to increase her attack . Afterward she will focus on using Cactling Gun , with Yuna using Moogle Beam . Rikku has two roles since she will have to deal with Numerus casting Protect and Shell on his heads . When both have been cast , the player should dispel all but one of the heads . Leaving one head with Protect and Shell on will mean Major Numerus won ' t cast it again . Paine and Yuna should concentrate on one head at a time . Rikku ' s second role is to chain her physical attack with Cactling Gun and Moogle Beam . With this strategy , Major Numerus can be beaten in around 18 minutes . Without invincibility . A strategy that doesn ' t involve invincibility is to have all three girls equipped with two Iron Dukes on either the Higher Power or The End Garment Grid . The girls should start off the battle in the Thief dressphere ( First Strike must be learned ) and then activate the gates necessary for Break Damage Limit as soon as the fight begins ; they should end up on a Mascot node . Yuna must immediately ready Moogle Cureja , Rikku must use a Stamina Tonic to double the party ' s HP , and Paine should use a Megalixir . All three girls should prepare to heal with Moogle Cureja or Megalixirs to survive the upcoming attacks . With around 40 , 000 HP , the party should survive both Unum ' s Ladis Command and Quattour ' s Mortis Command . Yuna must continuously use Moogle Cureja while Rikku heals with Megalixirs and Paine readies for battle using Nonpareil and maybe Hayate . Paine should be the only one focusing on Numerus , as constant healing from Yuna and Rikku is essential . After using Nonpareil five times , Paine should use a Dispel Tonic on Unum to remove his Protect , then start using Cactling Gun . If Unum recasts Protect , Paine must dispel it again . Unum has 555 , 555 HP , so 7 – 8 Cactling Guns should take him out . At this point , the party no longer has to fear the devastating Ladis Command , and no longer has to throw Megalixirs constantly , as Moogle Cureja should suffice . Paine ' s next target should be Quattour , because he is the one using Mortis Command . She should dispel his Protect . With sufficient healing from Yuna , Quartum should fall in a reasonably short time . At this point , Major Numerus ' s most devastating attacks have been eliminated . The player can now be more offensive , casting Moogle Regenja to put all three girls in Haste and have Yuna and Rikku be physical attackers , healing from time to time , while Paine continues to use Cactling Gun . This strategy will require around 30 Megalixirs as well as significantly more time than the other strategy . Having two accessories that give + 100 % HP is mandatory . Two Iron Dukes per girl is ideal , but to make up for missing a second Iron Duke , it must be replaced by Key to Success or , failing that , Crystal Bangles ( the latter , however , will be more difficult ) . Captured Fiends . The captured fiends and / or humanoids that have incredible stats , like Almighty Shinra , are recommended , but they must also be equipped with the Mascot dressphere ( as it makes them immune to status ailments ) , two Iron Duke accessories ( which maxes out almost all stats ) , and the Hero ' s stash ability ( which grants the Hero Drink effect ) to stand against the Major Numerus ' attacks . Etymology . " Unum " , " duo " , " tria " and " quattour " mean " one , two , three , four " in Latin respectively .