Final Fantasy Resonance hides 15 optional superbosses called cave masters. Each one sits alone in a one-room cave named after it, and three trophies count them: Magicite Hunter (beat one), The Bigger They Are… (beat five) and The Harder They Fall (beat all 15). Location lists already exist. What they skip is the fight itself, so this guide gives every cave master’s region, level, HP, stagger gauge, weakness, the element to avoid, its devastating attack and the one trick that wins it.
Quick answer: the order is Marauder (Lv 15), Shoggoth (25), Rukh (26), Mindflayer (28), Gogmagog (34), Pyroviper (37), Salome (39), Jotunn (42), Malboro Varietas (45), Tartarosaurus (50), Catacumba (54), Necromonarch (55), Humbaba (55), Malboro Menace (60) and Titanoraidos (60). Bring Wind for five of them, Fire for five, Ice for two, Earth for two and Water for Pyroviper. Use magic only on Shoggoth, which is immune to physical attacks. None of them can be missed, and every cave is still open after the credits.
How we checked this: the levels, HP, stagger gauges, affinities, moves and drops are Normal difficulty values from the game’s enemy data. We took them from the FF Resonance Wiki cave master table and its bestiary pages, then cross-checked HP and stagger values against the atma.gg databook. Regions and availability order come from PowerPyx’s location list. The game data lists each master’s moves but not the order it uses them. When we’re inferring something rather than reading it from the data, we say so.
All 15 cave masters at a glance
| # | Cave master | Region | Lv | HP | Stagger | Weak to | Don’t use | Devastating attack | Drop |
|---|---|---|---|---|---|---|---|---|---|
| 1 | Marauder | Kingdom of Grandshelt (island of Grandport) | 15 | 30,000 | 600 | Wind | – | Thwack | Turbo Ether |
| 2 | Shoggoth | Dirnado, the Continent of Wind | 25 | 45,500 | 800 | Earth, Water | Physical attacks (immune) | Gigavolt | Turbo Ether |
| 3 | Rukh | Olderion Federation | 26 | 46,800 | 600 | Wind | Earth (immune) | Cyclone | X-Ether |
| 4 | Mindflayer | Olderion Federation | 28 | 52,000 | 600 | Earth | – | Mind Blast | Mist Turbo Ether |
| 5 | Gogmagog | Zoldaad Empire Territory | 34 | 78,000 | 700 | Wind, Light | – | Fist of Ferocity | Mist Turbo Ether |
| 6 | Pyroviper | Zoldaad Empire Territory | 37 | 89,700 | 700 | Water | Fire (immune) | Burn to Ashes | Mist Turbo Ether |
| 7 | Salome | Mysidia | 39 | 200,000 | 1,050 | Wind | Earth (resisted) | Perforate | Mist X-Ether |
| 8 | Jotunn | Mysidia | 42 | 240,000 | 1,150 | Fire, Dark | Ice (immune) | Revenge Blast | Mist X-Ether |
| 9 | Malboro Varietas | Olderion Federation | 45 | 270,000 | 1,250 | Fire | – | Bad Breath | Mist X-Ether |
| 10 | Tartarosaurus | Kingdom of Pharm | 50 | 350,000 | 1,500 | Ice | Earth (resisted) | Meteor | Elixir |
| 11 | Catacumba | Gronoa, the Shuttered Land | 54 | 380,000 | 1,650 | Fire, Light | – | Disaster, Bone Toss | Elixir |
| 12 | Necromonarch | Gronoa, the Shuttered Land | 55 | 444,444 | 1,800 | Fire, Light | Earth (resisted) | Paralysis Fang | Elixir |
| 13 | Humbaba | Gronoa, the Shuttered Land | 55 | 450,000 | 1,875 | Wind | – | Ruthless Rampage, Revenge Blast | Elixir |
| 14 | Malboro Menace | Kingdom of Pharm | 60 | 700,000 | 2,025 | Fire | – | Putrid Breath, Whack and Smack | Megalixir |
| 15 | Titanoraidos | Kingdom of Pharm | 60 | 800,000 | 2,025 | Ice | Wind, Lightning (resisted) | Ultima, Snort | Megalixir |
“Lv” is the enemy’s own level on Libra. PowerPyx lists Tartarosaurus at the level 60 tier with the other Pharm masters, while its enemy data reads level 50. Check the recommended level at the cave entrance before you go in.
How cave masters work
- Every cave is one room with one fight. You walk in, the master is standing there, and you interact with it to start the battle. The Marauder Cave has no chests and no save point, so save on the world map before you enter.
- The cave entrance shows a recommended level. Use it. Several masters are available long before you can beat them.
- Nothing is missable. PowerPyx lists the masters in the order you can reach them until the airship in Chapter 5. After that every cave is open, and they all stay open after the credits.
- Every master here is immune to Poison, Confuse, Petrify, Charm and Instant Death and strongly resists most other ailments. Don’t spend turns on status effects. Spend them on the stagger gauge.
The stagger rule that decides every cave fight
Hitting a weakness deals 1.5x damage and 3x stagger. When the gauge empties, the master is staggered: it loses its turn and takes 1.5x damage. Every cave master fights alone, so each break is also a sweeping stagger. That gives the whole party a bonus action and a Resonance attack. The game’s tutorial also says a devastating attack can be prevented by staggering. For cave masters that is the whole fight: keep the gauge falling so the big move never lands. The game also says higher-level enemies are harder to stagger, so being underleveled slows the gauge as well as your damage.
From Pyroviper onward, every master has Double Action and acts twice per turn. A late break costs you twice as much.
Where to get each element
| Element | Sources in the party and Visions | Cave masters weak to it |
|---|---|---|
| Wind | Clive’s Aero Surge, Firion’s Aero Knife, Tidus’s Slice & Dice – Wind, Bartz’s Aero Blade, Aero on Onion Knight / Y’shtola / Victoria. Jake also learns Aero at level 3 and Gale Strike at level 6. | Marauder, Rukh, Gogmagog, Salome, Humbaba |
| Fire | Rain: Fire, Fira, Flame Sword | Jotunn, Malboro Varietas, Catacumba, Necromonarch, Malboro Menace |
| Earth | Lid: Stone, Mechabo Kick, Stonera (level 16) | Shoggoth, Mindflayer |
| Water | Nichol: Water, Watera | Shoggoth, Pyroviper |
| Ice | Lasswell: Dawn Frost, Ice Splitter, Blizzara. Tronn and Terra Visions: Blizzard | Tartarosaurus, Titanoraidos |
Light and Dark weaknesses (Gogmagog, Jotunn, Catacumba, Necromonarch) are secondary. Every one of those masters also has a Wind or Fire weakness, so you never need Light or Dark.
1. Marauder (Grandshelt)
Level 15 · 30,000 HP · 600 stagger · weak to Wind · resists nothing. The cave is on the island of Grandport, east of Siren’s Tower, on the coast between Grandport Harbor and the Village of Kol.
- Everything he does is physical (Crush, True Strike, Trample, Body Slam, Thwack). Put Protect on the front line (Rain learns it at level 9). Shell does nothing here.
- Thwack is his devastating attack: four hits on the whole party. Push Wind into the gauge so the break lands first.
- Body Slam paralyzes for one turn, and Bravery raises his attack by 50% for five turns. Guard and heal through Bravery windows. Nobody in Chapter 1 can dispel it.
- Neither starting Vision (Tronn, Leah) has Wind. Get Clive’s Vision from his sanctum on Grandshelt, or come back later with Jake.
Reward: 500 EXP, 750 gil, Turbo Ether.
2. Shoggoth (Dirnado)
Level 25 · 45,500 HP · 800 stagger · weak to Earth and Water · immune to physical attacks.
- Its trait reads “Immune to physical attacks.” Plain swings and physical skills do nothing, so use magic only: Lid’s Stone/Stonera and Nichol’s Water/Watera break the gauge fastest. Its magic defense (80) is far lower than its physical defense (255), so magic is also where your damage comes from.
- Gigavolt (devastating) is a two-hit Lightning spell on one character. Megavolt always paralyzes for one turn, and Digestive Fluid (party-wide, 50% Poison) and Sleep Gas (30% Sleep) chip at everyone. Bring Esuna or Remedies.
- Shell helps against the Lightning spells. It casts Faith on itself to raise its magic attack.
Reward: 1,125 EXP, 1,200 gil, Turbo Ether.
3. Rukh (Olderion)
Level 26 · 46,800 HP · 600 stagger · weak to Wind · immune to Earth.
- Leave Lid’s Earth skills off the menu. They do nothing here.
- Its Strength is 370, the highest of the early masters, and its Speed is 150, so it usually acts first. Stranglehold hits hard and can paralyze (20%, two turns).
- Cyclone (devastating) and Aerora are Wind magic on the whole party, and Aeroga is a three-hit Wind spell on one character. Keep both Protect and Shell up.
- Petrifying Gaze has a 30% petrify chance on one character. Carry a cure. It can also use Mighty Guard on itself, and its data shows a Scatter Feathers self-skill whose effect isn’t described.
Reward: 2,250 EXP, 1,800 gil, X-Ether.
4. Mindflayer (Olderion)
Level 28 · 52,000 HP · 600 stagger · weak to Earth. Its trait says it uses Paralysis, Poison and Silence attacks.
- Mind Blast (devastating) hits one character with Lightning and always inflicts Paralysis (3 turns), Silence (2 turns) and Poison (5 turns). If it hits your healer, the fight can fall apart. This is the fight where you most need the break to come first.
- Flash blinds the whole party for two turns, so lean on Lid’s Earth magic (Stone, Stonera) rather than physical hits.
- Bio always poisons. Thundara and Aerora hit the party. Shell is worth the turn.
- Give a second character a Remedy or Esuna as backup for the healer.
Reward: 2,700 EXP, 2,200 gil, Mist Turbo Ether.
5. Gogmagog (Zoldaad)
Level 34 · 78,000 HP · 700 stagger · weak to Wind and Light. Its trait warns that it uses a powerful physical attack.
- Fist of Ferocity (devastating) is a power-48 physical hit on one character, double its normal swings. Protect on the likely target, and stagger before it fires.
- Thwack hits the party four times, and Stonera is party-wide Earth magic, so Shell still has a use.
- It casts Bravery on itself. Guard through those turns, as you did against the Marauder.
Reward: 3,600 EXP, 5,000 gil, Mist Turbo Ether.
6. Pyroviper (Zoldaad)
Level 37 · 89,700 HP · 700 stagger · weak to Water · immune to Fire · Double Action.
- Rain’s Fire is useless here. Bring Nichol for Water.
- It acts twice a turn. Octo-Strike (eight random physical hits at power 50) and Thwack are the physical threats. Burn to Ashes (devastating, party-wide Fire) and Fira are the magic ones. Keep Protect and Shell up.
- Charge paralyzes 50% of the time for two turns.
Reward: 4,050 EXP, 6,000 gil, Mist Turbo Ether.
7. Salome (Mysidia)
Level 39 · 200,000 HP · 1,050 stagger · weak to Wind · resists Earth · Double Action. This is the big HP jump, more than double Pyroviper’s.
- Allure charms the whole party for one turn, and Slap charms one character. Anti-Charm gear or a Charm-nullify passive is the biggest upgrade you can bring. The Leah Vision has Nullify Charm.
- Perforate (devastating) is a power-36 single hit with a 50% Poison rider. Bio poisons everyone.
- Stonega and Stonera are Earth magic, so Shell matters despite the physical opener.
Reward: 8,000 EXP, 9,100 gil, Mist X-Ether.
8. Jotunn (Mysidia)
Level 42 · 240,000 HP · 1,150 stagger · weak to Fire and Dark · immune to Ice · Double Action.
- Its traits say it uses a powerful skill when the stagger gauge is rapidly reduced, and has a skill that gets stronger the lower its HP. That skill is Revenge Blast, its devastating attack.
- So don’t stop at half a gauge. Save Fire bursts (and Stagger Power buffs) for a turn when you can empty the gauge in one go, so the break cancels the counter instead of triggering it. This is our reading of the trait text. The data doesn’t give the exact threshold.
- Late in the fight, Revenge Blast hits harder as its HP drops. Keep the tank topped up below 30% boss HP.
- Body Slam (always paralyzes), Charge and Stranglehold all paralyze, and Blizzaga hits the party with Ice.
Reward: 10,000 EXP, 10,400 gil, Mist X-Ether.
9. Malboro Varietas (Olderion)
Level 45 · 270,000 HP · 1,250 stagger · weak to Fire · Double Action · immune to every ailment.
- Bad Breath (devastating) hits the whole party, and its trait says it uses a skill that inflicts multiple status ailments. Bring status protection (a Ribbon-type accessory if you have one) or several Remedies.
- Its trait also says its behavior changes when hit with its elemental weakness. The data doesn’t say how. Expect a different move pattern once Rain’s Fire starts landing, and keep the healer free for that turn.
- Bio, Secrete Acid and Poison Tail all poison. Octo-Strike is the big physical hit.
Reward: 12,000 EXP, 11,050 gil, Mist X-Ether.
10. Tartarosaurus (Pharm)
Level 50 · 350,000 HP · 1,500 stagger · weak to Ice · resists Earth · Double Action.
- Meteor (devastating) is four magic hits at power 120 on your party, the strongest move in the early-to-mid cave lineup. Its trait says it uses powerful skills more often the lower its HP, so the last quarter is the dangerous part.
- Bank a full gauge for the final stretch: break it at around 25% HP and spend the stagger window finishing it.
- Charge, Crushing Grasp (50%) and Stranglehold all paralyze. Keep Esuna ready.
Reward: 13,000 EXP, 13,000 gil, Elixir.
11. Catacumba (Gronoa)
Level 54 · 380,000 HP · 1,650 stagger · weak to Fire and Light · Double Action.
- Its traits say it uses Instant Death attacks and uses powerful skills more often the higher its HP. That’s the opposite of Tartarosaurus: the opening is the dangerous part.
- Bone Toss (devastating) takes 99% of one character’s current HP. Disaster (devastating) targets the whole party, and Doom targets one character. Death-protection gear and a Raise or Phoenix item in reserve are worth the slots.
- Open with Rain’s Fire and any Stagger Power buffs to break it early, then spend the stagger window pushing its HP down fast.
Reward: 14,500 EXP, 15,600 gil, Elixir.
12. Necromonarch (Gronoa)
Level 55 · 444,444 HP · 1,800 stagger · weak to Fire and Light · resists Earth · Double Action.
- Its trait: “Counterattacks when hit with magic of its elemental weakness.” Fire or Light spells trigger a counter. Physical Fire and Light skills, or Fire-imbued weapon attacks, hit the weakness without the magic trigger. Check each skill’s Physical/Magic tag in its description before you commit.
- Paralysis Fang (devastating) always paralyzes one character for three turns.
- Rejuvenate restores 20% of its max HP (about 88,900). Break it before it heals, or that’s a full round of damage gone.
- Sandstorm can blind the party (30%), which hurts a physical-heavy plan. Keep eye drops or Esuna ready.
Reward: 16,500 EXP, 20,000 gil, Elixir.
13. Humbaba (Gronoa)
Level 55 · 450,000 HP · 1,875 stagger · weak to Wind · Double Action.
- Ruthless Rampage (devastating) hits the whole party four times, with a 50% chance each for Paralysis, Blind and Silence.
- Rabid Claw can Confuse (50%) and Berserk (50%) one character. Berserk takes control of that character, so carry Remedies.
- Revenge Blast (devastating) gets stronger the lower its HP. Both Rejuvenate (20% max HP) and Groom heal it.
- Silence resistance is only 20 and Sleep is resisted rather than immune, but Wind on the gauge is still the reliable plan.
Reward: 16,500 EXP, 20,000 gil, Elixir.
14. Malboro Menace (Pharm)
Level 60 · 700,000 HP · 2,025 stagger · weak to Fire · Double Action · immune to every ailment.
- It counterattacks after a fixed number of weakness hits with Counter Vines, then takes one fewer action afterward (its counter in the data is Counter Vines). The counter is a two-hit physical attack, a fair trade for the lost action. Keep Fire coming and keep Protect up.
- It also uses a powerful skill when the stagger gauge drops quickly, the same warning as Jotunn. Line up your Fire hits so the gauge breaks in one turn rather than draining slowly.
- Whack and Smack (devastating) is eight physical hits at power 80 with 50% Poison, Blind and Silence riders. Putrid Breath (devastating) hits the whole party. Full status protection, or a stack of Remedies, is mandatory.
- Constrict always paralyzes for one turn, and CHOMP! is a power-36 single hit.
Reward: 40,000 EXP, 25,000 gil, Megalixir.
15. Titanoraidos (Pharm)
Level 60 · 800,000 HP · 2,025 stagger · weak to Ice · resists Wind and Lightning · Double Action. This is the final cave master, with the most HP of the 15.
- Its trait says it uses powerful skills more often the longer the battle lasts. This is a damage race. Bring your highest-damage Ice and break the gauge as often as you can.
- Ultima (devastating) is party-wide magic, and Meteor is four magic hits at power 120. Keep Shell up permanently.
- Snort (devastating) matches its trait, “uses a skill that removes targets from battle.” Expect to lose a character from the fight, and don’t let your only healer stand alone. Whether the character comes back is not stated in the data.
- Disaster also targets the whole party, and Charge paralyzes 50% of the time.
Reward: 40,000 EXP, 25,000 gil, Megalixir. With this kill the 15/15 trophy, The Harder They Fall, pops.
Best order for the trophies
- Magicite Hunter: Marauder in Chapter 1 (aim for level 17+, when Fina learns Cura).
- The Bigger They Are…: add Shoggoth, Rukh, Mindflayer and Gogmagog as the story reaches Dirnado, Olderion and Zoldaad.
- The Harder They Fall: the remaining ten from the airship onward. Do the Pharm trio last.
FAQ
How many cave masters are in Final Fantasy Resonance?
Fifteen. Beating one unlocks Magicite Hunter, five unlocks The Bigger They Are…, and all 15 unlocks The Harder They Fall.
Can you miss a cave master?
No. Every cave stays open, including after the credits once you keep a cleared save.
Which cave master is immune to physical attacks?
Shoggoth, in Dirnado. Use Earth or Water magic.
What is the hardest cave master?
Titanoraidos has the most HP (800,000) and gets more dangerous the longer the fight runs. Malboro Menace (700,000 HP) is the worst for status ailments because of Whack and Smack.
Are these numbers for Normal difficulty?
Yes. HP and stagger gauges are lower on Casual and higher on Expert.
More Final Fantasy Resonance and boss guides
- Final Fantasy Resonance Chapter 2 bosses: weaknesses and how to beat each
- Enshrouded Fell Dragon Youngling boss guide
- Deadlock Nurse Harrow guide
- Want a turn-based brain break between grinds? Play free chess online on Gipcus, then read our chess tips for beginners.
