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Deprotect
Type
Status Ailment
Opposed Effect
Protect
Compare Deprotect to other Status Effects
Abilities:
Deprotect
-causing – 2 shown
The role that can learn this ability
Role
Auto abilities
are always active and do not need to be used;
secondary abilities
are only available in characters' secondary crystariums;
unique abilities
are available to only a single character;
basic abilities
cannot be used once the crystarium has been unlocked
Name
The number of ATB sections required to use this ability; "Auto" abilities are automatically used rather than selected, and have no associated ATB cost
ATB Cost
If this ability is of a particular element or causes a particular status effect, it is listed here; elemental abilities may be more or less effective depending on the resistances and vulnerabilities of the target
Element/Status
The crystarium stage at which Lightning can learn this ability; clicking this header will bring up Lightning's character page
Lightning
The crystarium stage at which Sazh can learn this ability; clicking this header will bring up Sazh's character page
Sazh
The crystarium stage at which Hope can learn this ability; clicking this header will bring up Hope's character page
Hope
The crystarium stage at which Vanille can learn this ability; clicking this header will bring up Vanille's character page
Vanille
The crystarium stage at which Fang can learn this ability; clicking this header will bring up Fang's character page
Fang
The chapter in which this ability first becomes available to any character
Chapter
Saboteur
Deprotect
1
Deprotect
1
1
-
2
8
4
Saboteur
Deprotega
3
Deprotect
7
-
1
7
-
10
Gestalt Abilities:
Deprotect
-causing – 1 shown
The Eidolon that uses this ability in gestalt mode
Eidolon
Final abilities
end the Eidolon summon when used
Name
The controller commands used to trigger this ability on PlayStation 3
PS3 Command
The controller commands used to trigger this ability on the Xbox 360
Xbox Command
The number of ATB sections required to use this ability; abilities with a cost of "All" use up the eidolon's remaining points and ends gestalt mode
ATB Cost
If this ability is of a particular element or causes a particular status effect, it is listed here; elemental abilities may be more or less effective depending on the resistances and vulnerabilities of the target
Element/Status
The chapter in which the eidolon that uses this ability first becomes available
Chapter
Alexander
Retributive Blast
Circle
B
5
Deprotect
11
Monsters: Weak against
Deprotect
– 18 shown
Unique monsters
are only encountered during one-time plot encounters;
mission monsters
appear only during missions; the
final bosses
make up the last set of encounters in the game;
eidolons
are special monsters that are not defeated through sheer martial prowess; note that multiple monsters may have the same name, especially in the case of multi-stage bosses
Name
The monster's type, as indicated by the in-game datalog
Type
The monster's subtype, as indicated by the in-game datalog
Subtype
The monster's starting and maximum hit points
HP
The monster's strength; a standard physical attack will deal approximately this amount of damage
Strength
The monster's magic power; a typical magic attack will deal approximately this amount of damage
Magic
The monster's level
Level
A monster's chain resistance indicates how quickly its chain meter fills up; a chain resistance of 70 is normal, and every 30 points modifies the chain bonus per hit by that same amount; thus, the chain meter of a monster with a chain resistance of 40 will increase at double speed (compared to 70), or triple speed with a chain resistance of 10; a chain resistance of 100 negates all chain modifiers, reducing each hit to a minimal change to the chain gauge; when a monster is staggered, its chain resistance is reduced to 0
Chain Resistance
When the monster's chain gauge reaches this point, it increases by 100% and they are considered staggered; staggered creatures have a chain resistance of zero; if a monster has no stagger point listed, it will nonetheless be staggered when its chain gauge reaches 999.0%
Stagger Point
A monster's stagger index is an adjusted value that gives a relative measure of how hard a monster is to stagger; this number is based on how many hits the monster's chain gauge would require to reach the stagger point with a chain resistance of 70; for instance, a monster with a chain resistance of 70 and a stagger point of 150.0% would have a stagger index of 50 (since the chain gauge starts at 100.0%), as would a monster with a chain resistance of 40 and a stagger point of 200.0% or a monster with a chain resistance of 85 and a stagger point of 125.0%; the stagger index of a monster with a chain resistance of 100 is an approximation due to the effects of having 100 chain resistance
Stagger Index
The amount of CP earned by defeating this monster
CP
The item you are most likely to earn after defeating this monster in combat; it is not possible to earn both the common drop and the rare drop from a single monster
Common Drop
The chance that you will earn the monster's common drop after combat; this chance can be modified by certain accessories
Rate
The item you are less likely to earn after defeating this monster in combat; it is not possible to earn both the common drop and the rare drop from a single monster
Rare Drop
The chance that you will earn the monster's rare drop after combat; this chance can be modified by certain accessories
Rate
The level of vulnerability this monster has against this status effect; a typical monster has 70% vulnerability to any given status effect; a higher percentage is considered a weakness, while a lower percentage is considered a vulnerability; some monsters are completely immune to certain status ailments
Vulnerability
The first chapter where you can encounter this monster
Chapter
Zwerg Scandroid
Militarized Units
Zwerg Droids
57
13
31
12
0
130.0%
9
-
Torn Leather
25%
Thickened Hide
5%
100%
2
Bloodfang Bass
Feral Creatures
Terraquatics
81
18
-
10
0
200.0%
30
3
Strange Fluid
25%
Enigmatic Fluid
5%
100%
3
Dreadnought
Pulse Automata
Armaments
44,850
120
74
62
80
200.0%
150
360
Omni-kit
100%
-
-
100%
4
Dreadnought
Pulse Automata
Armaments
17,940
120
74
62
80
200.0%
150
-
-
-
-
-
100%
4
Incubus
Feral Creatures
Daemons
2,964
46
-
17
80
130.0%
45
16
Shattered Bone
25%
Sturdy Bone
5%
100%
4
Pulsework Soldier
Pulse Automata
Pulsework Soldiers
7,410
77
-
13
70
150.0%
50
29
Spark Plug
25%
Passive Detector
5%
100%
4
Succubus
Feral Creatures
Daemons
975
96
120
16
80
130.0%
45
15
Shattered Bone
25%
Sturdy Bone
5%
100%
4
Thexteron
Militarized Units
Razorclaws
3,120
74
-
10
70
120.0%
20
16
Chipped Fang
25%
Wicked Fang
5%
100%
4
Enki
Feral Creatures
Woodwraiths
75,600
133
171
56
65
150.0%
43
500
Riptide Ring
100%
-
-
100%
6
Enlil
Feral Creatures
Woodwraiths
70,200
120
185
56
65
150.0%
43
500
Fulmen Ring
100%
-
-
100%
6
Brynhildr
Others
Eidolons
-
116
128
-
70
-
899
-
-
-
-
-
100%
8
Borgbear
Feral Creatures
Goblins
396,000
1,836
-
4
20
140.0%
15
3,000
Fractured Horn
25%
Infernal Horn
5%
100%
11
Borgbear Hero
Feral Creatures
Goblins
792,000
4,050
4,253
7
20
200.0%
38
5,600
Fractured Horn
25%
Infernal Horn
5%
100%
11
Hecatoncheir
Others
Eidolons
-
586
373
-
90
-
2,697
-
-
-
-
-
100%
11
Juggernaut
Pulse Automata
Armaments
1,584,000
1,151
2,130
3
95
200.0%
600
3,900
Tungsten Tube
25%
Particle Accelerator
5%
100%
11
Leyak
Feral Creatures
Spooks
15,300
108
154
1
10
150.0%
17
440
Torn Leather
25%
Smooth Hide
5%
100%
11
Rafflesia
Feral Creatures
Nudibranchs
127,500
-
1,077
4
75
350.0%
300
1,500
Gummy Oil
25%
Esoteric Oil
5%
100%
11
Aquila Velocycle
Militarized Units
Cognispeeders
282,500
1,032
1,032
18
100
250.0%
4,500
2,400
Digital Circuit
25%
Tesla Turbine
5%
100%
13
Monsters: Resistant to
Deprotect
– 105 shown
Unique monsters
are only encountered during one-time plot encounters;
mission monsters
appear only during missions; the
final bosses
make up the last set of encounters in the game;
eidolons
are special monsters that are not defeated through sheer martial prowess; note that multiple monsters may have the same name, especially in the case of multi-stage bosses
Name
The monster's type, as indicated by the in-game datalog
Type
The monster's subtype, as indicated by the in-game datalog
Subtype
The monster's starting and maximum hit points
HP
The monster's strength; a standard physical attack will deal approximately this amount of damage
Strength
The monster's magic power; a typical magic attack will deal approximately this amount of damage
Magic
The monster's level
Level
A monster's chain resistance indicates how quickly its chain meter fills up; a chain resistance of 70 is normal, and every 30 points modifies the chain bonus per hit by that same amount; thus, the chain meter of a monster with a chain resistance of 40 will increase at double speed (compared to 70), or triple speed with a chain resistance of 10; a chain resistance of 100 negates all chain modifiers, reducing each hit to a minimal change to the chain gauge; when a monster is staggered, its chain resistance is reduced to 0
Chain Resistance
When the monster's chain gauge reaches this point, it increases by 100% and they are considered staggered; staggered creatures have a chain resistance of zero; if a monster has no stagger point listed, it will nonetheless be staggered when its chain gauge reaches 999.0%
Stagger Point
A monster's stagger index is an adjusted value that gives a relative measure of how hard a monster is to stagger; this number is based on how many hits the monster's chain gauge would require to reach the stagger point with a chain resistance of 70; for instance, a monster with a chain resistance of 70 and a stagger point of 150.0% would have a stagger index of 50 (since the chain gauge starts at 100.0%), as would a monster with a chain resistance of 40 and a stagger point of 200.0% or a monster with a chain resistance of 85 and a stagger point of 125.0%; the stagger index of a monster with a chain resistance of 100 is an approximation due to the effects of having 100 chain resistance
Stagger Index
The amount of CP earned by defeating this monster
CP
The item you are most likely to earn after defeating this monster in combat; it is not possible to earn both the common drop and the rare drop from a single monster
Common Drop
The chance that you will earn the monster's common drop after combat; this chance can be modified by certain accessories
Rate
The item you are less likely to earn after defeating this monster in combat; it is not possible to earn both the common drop and the rare drop from a single monster
Rare Drop
The chance that you will earn the monster's rare drop after combat; this chance can be modified by certain accessories
Rate
The level of vulnerability this monster has against this status effect; a typical monster has 70% vulnerability to any given status effect; a higher percentage is considered a weakness, while a lower percentage is considered a vulnerability; some monsters are completely immune to certain status ailments
Vulnerability
The first chapter where you can encounter this monster
Chapter
Beta Behemoth
Militarized Units
Behemoths
1,800
95
-
20
70
200.0%
100
-
Potion
100%
-
-
40%
1
PSICOM Marauder
Soldiers
PSICOM Elites
600
20
19
25
0
104.0%
1
-
Credit Chip
100%
-
-
40%
1
Gremlin
Feral Creatures
Spooks
896
48
86
14
90
130.0%
90
16
Torn Leather
25%
Thickened Hide
5%
30%
4
Targeting Beacon
Soldiers
PSICOM Shock Troops
975
-
-
-
100
200.0%
3,000
-
-
-
-
-
Immune
4
Flandragora
Feral Creatures
Flan
7,290
107
53
8
0
150.0%
15
32
Murky Ooze
25%
Vibrant Ooze
5%
Immune
6
Scalebeast
Feral Creatures
Armadillons
37,125
200
245
11
95
115.0%
90
160
Segmented Carapace
25%
Iron Shell
5%
1%
6
Wyvern
Feral Creatures
Wyverns
48,600
171
88
9
30
200.0%
43
128
Severed Wing
25%
Scaled Wing
5%
30%
6
Havoc Skytank
Militarized Units
Armatures
441,000
218
-
56
95
-
5,394
1,800
Uraninite
100%
-
-
Immune
7
Lucidon
Militarized Units
Armadons
10,080
133
-
23
90
120.0%
60
96
Segmented Carapace
25%
Iron Shell
5%
Immune
7
Portside Hull
Militarized Units
Armatures
12,600
218
-
51
90
-
2,697
-
-
-
-
-
Immune
7
Portside Turret
Militarized Units
Armatures
12,600
218
-
51
90
-
2,697
-
-
-
-
-
Immune
7
Starboard Hull
Militarized Units
Armatures
12,600
218
-
51
90
-
2,697
-
-
-
-
-
Immune
7
Starboard Turret
Militarized Units
Armatures
10,710
218
-
51
90
-
2,697
-
-
-
-
-
Immune
7
Midlight Reaper
Militarized Units
Armatures
100,800
200
119
56
50
160.0%
36
1,500
Gyroscope
25%
Piezoelectric Element
5%
10%
8
Barthandelus
Others
Fal'Cie
462,000
73
100
57
100
-
26,970
6,000
Entite Ring
100%
-
-
Immune
9
Kalavinka Striker
Militarized Units
Annihilators
108,000
185
-
56
25
300.0%
80
1,280
Soulfont Talisman
100%
-
-
5%
9
Kalavinka Striker
Militarized Units
Annihilators
122,400
185
-
56
70
300.0%
200
1,280
Blessed Talisman
100%
-
-
5%
9
Left Ailette
Others
Fal'Cie
50,400
-
100
51
80
150.0%
75
-
-
-
-
-
30%
9
Left Pauldron
Others
Fal'Cie
50,400
-
100
51
80
150.0%
75
-
-
-
-
-
30%
9
PSICOM Reaver
Soldiers
PSICOM Elites
59,400
135
135
13
30
250.0%
64
384
Credit Chip
25%
Cobaltite
5%
5%
9
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Defaith
Deshell
Related
Vit 0
Type
Harmful
Despite its name,
Vit 0
reduces both Vitality and Spirit to 0, making the target more vulnerable to both physical and magic attacks. This effect lasts until battle ends.
Deprotect
Type
Negative
Opposed Status
Protect