Armored Golem (Final Fantasy VII)

The Armored Golem is an enemy from Final Fantasy VII. It will slowly approach and retreat from the party, its stats changing each time. In the shown template, the second tab is its stats if it does not advance after the first two, while the third through fifth tabs are its stats after it advances once, twice, and three times.
The golem normally attacks with Snap and Golem Laser, both of which hit the party for mediocre damage. Once it is close enough because it advance three times, it uses the strong Megaton Punch attack, but the party should be able to kill it before that happens.
==Stats==
==Formations==
#	Formation
 	Armored Golem
==Locations==
Northern Cave 	Northern Cave
Vertical Fork 	894
Light Cavity 	894
Rocky Descent 	894
Above Mako Stream	894
Mako Stream 	894
==AI script==
AI: Setup
{
:TempVar:Row = 4
:TempVar:DfltAtt = Armored Golem's Att
:TempVar:DfltMAt = Armored Golem's MAt
:TempVar:DfltDef = Armored Golem's Def
:TempVar:DfltMDf = Armored Golem's MDf
:TempVar:LastHP = Armored Golem's HP
}
AI: Main
{
:TempVar:TurnTaken = 0
:If ((Armored Golem's HP < 50% of Armored Golem's Max HP)
:::AND (Stage == 0) AND (TempVar:JustLeftDefense == 0)) Then
:{
::Choose Self
::Use <Defense Start> on Target
::Armored Golem's IdleAnim = Defense Mode
::Armored Golem's HurtAnim = Flinch (Defense Mode)
::Stage = 1
::TempVar:TurnTaken = 1
:}
:If ((TempVar:JustLeftDefense == 1) AND (TempVar:TurnTaken == 0)) Then
:{
::Choose All Opponents
::Use Golem Laser on Target
::TempVar:JustLeftDefense = 0
:} Else If (TempVar:TurnTaken == 0) Then {
::If (TempVar:Row == 1) Then
::{
:::If (Stage == 0) Then
:::{
::::Choose Random Opponent
::::Use Megaton Punch on Target
:::} Else {
::::Choose Self
::::Use <Defense Down> on Target
::::Armored Golem's IdleAnim = Normal Mode
::::Armored Golem's HurtAnim = Flinch (Normal Mode)
::::TempVar:JustLeftDefense = 1
::::Stage = 0
:::}
::} Else {
:::If ((1/2 Chance) AND (Stage == 0)) Then
:::{
::::Choose All Opponents
::::2/3 Chance: Use Snap on Target
::::1/3 Chance: Use Golem Laser on Target
:::} Else {
::::If (TempVar:Row > 1) Then
::::{
:::::Choose Self
:::::If (Stage == 1) Then
:::::{
::::::Use <Advance> (Defense Version) on Target
:::::} Else {
::::::Use <Advance> (Normal Version) on Target
:::::}
:::::TempVar:Row = TempVar:Row - 1
::::}
:::}
::}
:}
:If (Stage == 1) Then
:{
::Armored Golem's Def = 400
::Armored Golem's MDf = 470
:} Else {
::Armored Golem's Att = TempVar:DfltAtt - TempVar:Row * 4
::Armored Golem's MAt = TempVar:DfltMAt - TempVar:Row * 6
::Armored Golem's Def = TempVar:DfltDef + TempVar:Row * 8
::Armored Golem's MDf = TempVar:DfltMDf + TempVar:Row * 10
:}
}
AI: Counter - General
{
:TempVar:TurnTaken = 0
:TempVar:DmgCounter = TempVar:DmgCounter +
:::::::: (TempVar:LastHP - Armored Golem's HP)
:TempVar:LastHP = Armored Golem's HP
:If ((TempVar:DmgCounter > 1000) AND (TempVar:TurnTaken == 0)) Then
:{
::Choose Self
::If (TempVar:Row < 4) Then
::{
:::If (Stage == 0) Then
:::{
::::Use <Retreat> (Normal Version) on Target
:::} Else {
::::Use <Retreat> (Defense Version) on Target
:::}
:::TempVar:Row = TempVar:Row + 1
::}
::TempVar:DmgCounter = 0
:}
:If (Stage == 1) Then
:{
::Armored Golem's Def = 400
::Armored Golem's MDf = 470
:} Else {
::Armored Golem's Att = TempVar:DfltAtt - TempVar:Row * 4
::Armored Golem's MAt = TempVar:DfltMAt - TempVar:Row * 6
::Armored Golem's Def = TempVar:DfltDef + TempVar:Row * 8
::Armored Golem's MDf = TempVar:DfltMDf + TempVar:Row * 10
:}
}
==Gallery==
FFVII Golem Laser.png|Golem Laser.
FFVII Megaton Punch.png|Megaton Punch.
FFVII Snap.png|Snap.
==Etymology==
==Related enemies==
*Golem
*Ice Golem
ru:Бронированный голем (Final Fantasy VII)
Category:Enemies in Final Fantasy VII