Scorpion Sentinel (VII Remake)

The Scorpion Sentinel is the first boss in Final Fantasy VII Remake, fought during "Set the Charge" in Chapter 1, "The Destruction of Mako Reactor 1".
Live demos featured the battle with this boss, and the downloadable demo included it.
==Stats==
==Attacks==
The attacks used depend on the boss's HP.
*Phase 1: 100–70%
*Phase 2: 70–40%
*Phase 3: 40–10%
*Phase 4: <10%
: = Physical damage
: = Magical damage
Attack 	Pic	Phase 	Description 	Block	
Mark 98 Cannons 	 	All 	A two-to-three-hit attack with each hit dealing a tiny amount of damage each, but it interrupts the player unless blocked. Each arm targets a different party member. 	 	
Jumping Press 	 	All 	Jumps into the air and stomps party members, dealing damage within a small radius. 	 	
EM Field 	 	All 	A heavy lightning-elemental attack that deals a great amount of damage unless blocked. 	 	
Electrostomp 	 	1–2 	Attacks with claws charged with electricity. Regardless, the damage is non-elemental. 	 	
Target Scanner 	 	1–3 	Shows the target for the next big attack 	 	
Mark 99 Launchers	 	1–3 	A salvo of tiny missiles. 	 	
Death Grip 	 	1–2 	Binds a party member with its front claw and shocks them with its tail. Dealing 1% of its total HP in damage, or hitting it with , will free the gripped party member. Freeing a party member from Death Grip gives a short opportunity to pressure the boss.	 	
Scorpion Strikes 	 	1–2, 4	The boss strikes from behind using its tail for 6 hits, each dealing a great amount of lightning damage. 	 	
Tail Swipe 	 	1–2 	Swipes any party member behind it using its stinger for lightning-elemental damage. 	 	
Tail Laser 	 	3 	The boss charges a laser beam on its stinger that deploys in 8 seconds, 6 for subsequent shots.Hard Mode: The first beam deploys in 6 seconds, followed by another beam. There is a short opportunity to pressure the boss right after this attack. 	 	
Stinger Salvo 	 	3 	Sends out blasts from its stinger. 	 	
Overkill 	 	4 	The boss uses Mark 98 Cannons, Mark 99 Launchers, and Stinger Salvo all at once 	 	
Auto-Repair 	 	4 	The boss recovers 1% of its max HP every 5 seconds. If it recovers 16% of its max HP, it becomes pressured or staggered, and stops healing.Hard Mode: The boss recovers 3% of its max HP every 5 seconds. 	- 	-
==Battle==
The first battle phase comprises of the boss being at 100–70% health. The Scorpion Sentinel will start off with Electrostomp, stomping its front legs, knocking back and dealing a great amount of damage to all party characters in front of it. It will then use Target Scanner to lock on to one nearby party member (usually the player-controlled) before deploying its Mark 99 Launchers at them. With the scanned party member as the center, the missiles land on a wide radius and hits other party members within it.
The boss occasionally uses EM Field, which expands an electric pulse in a large radius around it, which persists for a few seconds. The Scorpion Sentinel often jumps around the battlefield, knocking out any characters near its landing if they're not blocking. It may also leap at one of the walls, out of player's reach, and deploy its Mark 99 Launchers. If the player attacks the Scorpion Sentinel from the front for too long, it'll use Death Grip and attempt to bind them; if successful, it'll point its tail and slowly charge energy, blasting them away unless interrupted. The player can pressure the boss for 5 seconds after it takes damage equal to 8% of its max HP, and for 1.5 seconds after a party member is freed from its Death Grip.
At 70% health, it will move onto the opposite platform and activate its Field Generator under its main body near the tail, where it is vulnerable to physical attacks. As long as the Field Generator is operational, every part of the the Scorpion Sentinel is immune to attacks (including the generator itself), with its main body tremendously mitigating damage that it sustains, as well bouncing off Cloud's melee attacks. The Field Generator is its only vulnerable part in this phase. If its HP is not lowered quickly enough after destroying the Field Generator, it can activate another Field Generator. The boss's stagger gauge does not fill while the barrier is active. The barrier can only be attacked from the back.
At 40% health, the Scorpion Sentinel will move back to the other platform and will activate its Tail Laser, an unblockable attack that deals massive damage, used again throughout the rest of this phase. The player can avoid it by hiding behind debris, which the laser then destroys; the Scorpion Sentinel will always shoot upwards and cause more debris to fall moments before using Tail Laser again. It can be pressured for 3 seconds after it uses Tail Laser. In this phase, it will move from side to side on the platform. It can also start using Stinger Salvo, which sends out 10 cannon balls consecutively with light trailing behind each of them, each dealing a small amount of damage.
At 10% health, the Scorpion Sentinel will move back to the middle and start using Auto-Repair to slowly restore its HP; during this phase, the boss will remain stationary, and its legs will be targetable. It will also begin to use Overkill, which combines its Mark 99 Launchers, Mark 98 Cannons, and Stinger Salvo to perform an area-of-effect attack that deals low damage with each hit on all party members. It can be pressured for 5 seconds after the player destroys one of the boss's legs. The legs can only be targeted in this final phase, and are destroyed by dealing 4% of Max HP damage to it. Destroying the legs stops it from moving or healing.
===Strategy===
In the first stage of this fight, the player can frequently switch between Cloud and Barret to build-up ATB and use Focused Thrust and , respectively, to fill the boss's stagger gauge, switching to Barret when it latches onto the wall as he can shoot at it from afar. It is best to avoid being interrupted by blocking the boss's attacks, or by using Barret's ranged attacks and magic from afar. Cloud can remain in Punisher Mode and guard against the boss's attacks up close to counterattack. When the boss staggers, the player should use their best attacks: limit breaks, Thunder, and Braver.
When the boss puts up a barrier, the player should attack the Field Generator with Cloud from the behind, while Barret uses his ATB commands to heal. While the boss is charging its Tail Laser, Cloud should hide behind debris, while Barret can continue to shoot if he is at sufficient distance. When the boss grabs a party member, the player should switch and attack as much as they can to release the victim. In the final stage, destroying the two legs prevents the boss from auto-repairing.
===Hard Mode ===
On the hard difficulty, the Scorpion Sentinel is more aggressive and will use its Mark 98 Cannons and Jumping Press more often. In addition, Overkill will be available starting on the second phase. All its attacks hit a lot harder, and are even more crucial to guard against. It'll also gain two new abilities: Scorpion Strikes is used when attacked from behind, and has it repeatedly stings its tail on the ground, causing small bursts of lightning with each strike; Tail Swipe, also used from behind, hits in a huge arc and knocks down characters unless they're blocking.
Tail Laser, unlike before, can hit Barret from a range, and will be shot twice. This means Barret will have to get behind debris as well, and that both characters will have to run behind one piece of debris, then immediately hide behind the next, to avoid damage.
Barret should start by using Steelskin and Lifesaver, as Cloud will receive most damage since he is in melee range. As before, Barret can use Focused Shot (especially when charged with two ATB bars) and Cloud can use Focused Strike. Cloud can use and in tandem to greatly increase ATB generation. Barret can also use paired with to constantly pelt the Scorpion Sentinel with magic. can be very useful to guard against damage, and Cloud can make great use of Counterstance to both reduce damage and get in his own. Lightning materia can be useful when paired with on a weapon, or when paired with to heal the caster while also dealing damage. It is best to save some MP for the last phase to use lightning magic to break the Scorpion Sentinel's legs.
Defeating Scorpion Sentinel will award Barret with Sharpshooter's Companion Vol. IV.
==Gallery==
Guard Scorpion boss vii remake.jpeg|Screenshot from 2017.
Scorpion Sentinel battle artwork for FFVII Remake.png|Concept art.
Scorpion Sentinel artwork for FFVII Remake.png|Artwork.
Scorpion Sentinel in Enemy Intel from FFVII Remake.png|Enemy Intel.
Scorpion Sentinel's Electro Stomp from FFVII Remake.png|Electro Stomp.
Mark 99 Launchers from FFVII Remake.jpg|Mark 99 Launchers.
Scorpion Sentinel's Mark 98 Cannons from FFVII Remake.png|Mark 98 Cannons.
Death Grip from FFVII Remake.jpg|Death Grip.
Scorpion Sentinel's Scorpion Strikes from FFVII Remake.png|Scorpion Strikes.
Scorpion Sentinel's Tail Swipe from FFVII Remake.png|Tail Swipe.
Stinger Salvo from FFVII Remake.jpg|Stinger Salvo.
Scorpion Sentinel's Overkill from FFVII Remake.png|Overkill.
Category:Bosses in Final Fantasy VII Remake