Major Numerus

Major Numerus is a superboss in Final Fantasy X-2: International + Last Mission 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, as part of the Outer Plane Envoy team. It starts to appear after the player has won the Farplane Cup several times.
== Stats ==
== 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.
Unum has 555,555 HP and the deadly Radis Command, which has a damage constant of 58 and unleashes an extremely powerful energy blast on one target for 26,395~29,804 physical damage (can be lowered with Protect and setting the Cheer Gauge below 3 stars). Duo and Tria have 666,666 HP, with the former having Venam Command, which inflicts extreme physical damage to all characters (12,879~14,542 HP damage, ignoring Defense) along with Poison, and the latter having Fulmen Command, which launches a lightning ball that falls from the sky to inflict extreme Lightning-elemental physical damage to the party (121,965~137,718 damage before taking into account Defense). Quattor has 777,777 HP and can use Mortis Command, which spawns several rocks from above that fall onto the ground and hit the entire party for 16,737~18,899 points of physical damage, ignoring Defense as well.
=== Strategy ===
==== 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 automatically lose.
The player must have more than 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 or petrified 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 between three and five times to increase her attack. Afterward, she must 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 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 Radis 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 Radis 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 which can easily kill the entire party. She should dispel his Protect. With sufficient healing from Yuna, Quattour 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 Major Numerus's many attacks. Hero's Stash is only accessible after completing Almighty Shinra's fiend tale to unlock the Last Resort Garment Grid. As an advanced option, the two Iron Dukes can be replaced with an Adamantite (provides Auto-Wall and +100% HP) and Key to Success (provides +100% HP, +100 Luck, and Double All) provided the player consumes enough Iron Dukes on the captured creatures to bring all of their stats to 255 with both the Adamantite and Key to Success equipped at once.
The player's captured fiends should be taught Fireworks, have Break Damage Limit (or Total Limit Break in the case of Hexapod) and maxed Strength (255), and be at Level 99 to be able to deal massive damage to Major Numerus (around 43,000 with the Cheer Gauge set to 5 stars, before Strength increases via Nonpareil or Strength Up are considered). Like most enemies, Mushroom Cloud can trivialize even Major Numerus, as it can lower the boss's attack and magic power with Pernicious Powder. Couple this with a Machina Leader that only uses Impale and can deal over 42,000 damage with each hit (possible once all of its stats are at 255), and Paine using Cactling Gun or Yuna using Moogle Beam (plus the extra Black Sky from the Mushroom Cloud if it has access to that ability), and Major Numerus will easily fall. While Ultima is also useful, its effectiveness will be minimized once Major Numerus casts Shell.
Using an L-sized fiend, on the other hand, is much more difficult, as equipping it with Last Resort Garment Grid (grants the Hero's Stash) and teaching it Vigor, Auto-Life, and either Fireworks or Hurt is practically mandatory to beat Major Numerus. This is compounded by the fiend needing very high stats all around, at least 70,000 HP (preferably at least 85,000), and Spellspring to never run out of MP from using Hurt and Fireworks repeatedly. The Adamantortoise is a good choice as it has the highest base HP of all creatures (at Level 99, when equipped with two HP +100% accessories and the Mascot dressphere, it has well over 82,000 HP). The Adamantoise (capturable as early as Chapter 1) is the next best option; although the Jumbo Cactuar has higher HP, the Adamantoise has much more balanced stats, especially in Defense and Magic Defense.
Having Tetra Eater or Omnistrike will allow characters to absorb Major Numerus' various elemental attacks, including the extremely powerful Fulmen Command. Since Fulmen Command's damage is governed by Defense, if it hits a character who absorbs Lightning-elemental attacks and has low Defense, Fulmen Command can potentially heal them for 99,999 HP, fully restoring their health. This is applicable to both YRP and captured creatures.
Since all four of Major Numerus's heads give out a total of 20 Iron Dukes when defeated as a rare drop, it may be beneficial to have at least one captured fiend with the Ray of Hope Garment Grid equipped and have them survive the entire battle. When the battle is won with the creature(s) with said Garment Grid equipped still alive, the player will procure 20 Iron Dukes every time they defeat Major Numerus. These Iron Dukes can then be equipped on the player's party members or consumed on their creatures to increase their stats.
== Gallery ==
Major Numerus LM.png|Major Numerus.
Major Numerus is defeated.jpg|Major Numerus defeated.
== Etymology ==
 Unum, duo, tria and quattuor mean "one, two, three, four" in Latin respectively; in fact Quattour's name is misspelled.
== Related enemies ==
=== Final Fantasy X-2: Last Mission ===
*Quattour
Category:Bosses in Final Fantasy X-2
Category:Superbosses