Armors: Which Absorb HP from Ice – 3 shown
Rare armor can be stolen from monsters; unique armor is usually found as treasure; strange armor can be won in the colosseum; ultimate armor is the most powerful in the game; starting armor is owned by certain characters but cannot be otherwise found
Namex
Type Defense
Evade % is listed in gray to indicate that, due to a bug, this value is not used; MBlock% is used to evade physical attacks instead
Evade %
Mag.Def
Due to a bug, MBlock% is used to evade physical attacks instead of Evade %
MBlock%
Description Vigor Speed Stamina Mag.Pwr Price Value
If used as an item in combat, this item is lost but has the effect of the listed ability; this ability maximizes damage and ignores defense and environment factors
Item Use
The item teaches the listed spell at the listed rate in the same manner as an equipped esper
Learned
The elemental protections and weaknesses offered when equipping this item
Elements
The status effects removed by this item
Statuses
The characters that can normally equip this item; the Merit Award will expand a character's item selections
Used By
(Shield)Ice Shld Shield 42 20 28 10 Absorbs Ice-elemental attack - - - - - 1 GP Ice 3 Ice 2 ×5 Absorb HP: Ice
No Effect: Fire
Weak pt: Wind
- All Except Umaro
(Shield)Paladin Shld Shield 59 40 59 40 Houses a hero's soul - - - - - 1 GP - Ultima ×1 Absorb HP: Fire, Ice, Thunder, Pearl
No Effect: Water, Wind, Earth, Poison
- All Except Umaro
(Armor)Snow Muffler Armor 128 10 90 10 How cozy! - - - - - 1 GP - - 50% Dmg: Fire
Absorb HP: Ice
- Mo Ga Um
Relics: Which Absorb HP from Ice – 1 shown
Rare relics can be stolen from monsters; unique relics are usually found as treasure; strange relics can be won in the colosseum
Name
Description
The status effects removed by this item
Statuses
The item teaches the listed spell at the listed rate in the same manner as an equipped esper
Learned
Price Value Defense
Evade % is listed in gray to indicate that, due to a bug, this value is not used; MBlock% is used to evade physical attacks instead
Evade %
Mag.Def
Due to a bug, MBlock% is used to evade physical attacks instead of Evade %
MBlock%
Vigor Speed Stamina Mag.Pwr
The elemental protections and weaknesses offered when equipping this item
Elements
The characters that can normally equip this item; the Merit Award will expand a character's item selections
Used By
(Relic)Blizzard Orb Equip on a Sasquatch, and... - - - 1 GP - - - - - - - +5 Absorb HP: Ice
No Effect: Fire
Um
Armors: Which Prevent Ice Damage – 2 shown
Rare armor can be stolen from monsters; unique armor is usually found as treasure; strange armor can be won in the colosseum; ultimate armor is the most powerful in the game; starting armor is owned by certain characters but cannot be otherwise found
Namex
Type Defense
Evade % is listed in gray to indicate that, due to a bug, this value is not used; MBlock% is used to evade physical attacks instead
Evade %
Mag.Def
Due to a bug, MBlock% is used to evade physical attacks instead of Evade %
MBlock%
Description Vigor Speed Stamina Mag.Pwr Price Value
If used as an item in combat, this item is lost but has the effect of the listed ability; this ability maximizes damage and ignores defense and environment factors
Item Use
The item teaches the listed spell at the listed rate in the same manner as an equipped esper
Learned
The elemental protections and weaknesses offered when equipping this item
Elements
The status effects removed by this item
Statuses
The characters that can normally equip this item; the Merit Award will expand a character's item selections
Used By
(Shield)Flame Shld Shield 41 20 28 10 Absorbs Fire-elemental attack - - - - - 1 GP Fire 3 Fire 2 ×5 Absorb HP: Fire
No Effect: Ice
Weak pt: Water
- All Except Umaro
(Armor)Minerva Armor 88 - 70 10 Raises MP by 1/4 +1 +2 +1 +4 - 1 GP - - 50% Dmg: Water, Earth, Pearl, Poison
No Effect: Fire, Ice, Thunder, Wind
- Te Ce
Armors: Which Halve Ice Damage – 4 shown
Rare armor can be stolen from monsters; unique armor is usually found as treasure; strange armor can be won in the colosseum; ultimate armor is the most powerful in the game; starting armor is owned by certain characters but cannot be otherwise found
Namex
Type Defense
Evade % is listed in gray to indicate that, due to a bug, this value is not used; MBlock% is used to evade physical attacks instead
Evade %
Mag.Def
Due to a bug, MBlock% is used to evade physical attacks instead of Evade %
MBlock%
Description Vigor Speed Stamina Mag.Pwr Price Value
If used as an item in combat, this item is lost but has the effect of the listed ability; this ability maximizes damage and ignores defense and environment factors
Item Use
The item teaches the listed spell at the listed rate in the same manner as an equipped esper
Learned
The elemental protections and weaknesses offered when equipping this item
Elements
The status effects removed by this item
Statuses
The characters that can normally equip this item; the Merit Award will expand a character's item selections
Used By
(Shield)Force Shld Shield - - 70 50 Protects against magic attacks - - - - - 1 GP - Shell ×5 50% Dmg: Fire, Ice, Thunder, Water, Wind, Earth Shell All Except Umaro
(Shield)Thunder Shld Shield 43 20 28 10 Absorbs Thunder-elemental attack - - - - - 1 GP Bolt 3 Bolt 2 ×5 50% Dmg: Fire, Ice
Absorb HP: Thunder
No Effect: Wind
- All Except Umaro
(Helmet)Cat Hood Helmet 33 10 33 10 Picks up all possible GP - +2 - +4 - 1 GP - - 50% Dmg: Fire, Ice, Thunder, Wind, Earth, Pearl - Re
(Armor)Force Armor Armor 69 - 68 30 Mag Def up - - - - - 1 GP - - 50% Dmg: Fire, Ice, Thunder, Wind, Earth - Te Lo Cy Ed Ce Se
Armors: Weak against Ice Damage – 1 shown
Rare armor can be stolen from monsters; unique armor is usually found as treasure; strange armor can be won in the colosseum; ultimate armor is the most powerful in the game; starting armor is owned by certain characters but cannot be otherwise found
Namex
Type Defense
Evade % is listed in gray to indicate that, due to a bug, this value is not used; MBlock% is used to evade physical attacks instead
Evade %
Mag.Def
Due to a bug, MBlock% is used to evade physical attacks instead of Evade %
MBlock%
Description Vigor Speed Stamina Mag.Pwr Price Value
If used as an item in combat, this item is lost but has the effect of the listed ability; this ability maximizes damage and ignores defense and environment factors
Item Use
The item teaches the listed spell at the listed rate in the same manner as an equipped esper
Learned
The elemental protections and weaknesses offered when equipping this item
Elements
The status effects removed by this item
Statuses
The characters that can normally equip this item; the Merit Award will expand a character's item selections
Used By
(Shield)Cursed Shld Shield - - - - Is cursed −7 −7 −7 −7 - 1 GP - - Weak pt: Fire, Ice, Thunder, Water, Earth, Poison Condemned, Mute, Berserk, Muddled, Seizure All Except Umaro
Weapons: Ice-elemental – 2 shown
Rare weapons can be stolen from monsters; unique weapons are usually found as treasure; legendary weapons are dropped by the legendary dragons; strange weapons can be won in the colosseum; ancient weapons are held by the statues; ultimate weapons are the most powerful in the game; starting weapons are owned by certain characters but cannot be otherwise found
Name
Type Bat.Pwr
A 100% Hit Rate indicates that the weapon will not miss regardless of the target's MBlock%
Hit Rate
Description
When you attack with this weapon, there is a 1/4 chance that it will use this spell for 0 MP with a 100% Hit Rate on the same target after the attack; spell damage is affected by row and Jump status; weapons that deal automatic critical hits will deal critical damage with this spell; the spell is not subject to Reflect or the Runic command
Random
Any special battle effects this weapon has
Special
Evade % is listed in gray to indicate that, due to a bug, this value is not used; MBlock% is used to evade physical attacks instead
Evade %
Due to a bug, MBlock% is used to evade physical attacks instead of Evade %
MBlock%
Vigor Speed Stamina Mag.Pwr Price Value
If used as an item in combat, this item is lost but has the effect of the listed ability; this ability maximizes damage and ignores defense and environment factors
Item Use
The elemental nature of attacks made with this weapon
Element
Certain commands or abilities require weapons with a specific trait to operate
Used With
The characters that can normally equip this item; the Merit Award will expand a character's item selections
Used By
(Sword)Blizzard Sword 108 150 Randomly casts "Ice" Ice - - - - - - +2 7,000 GP 3,500 GP - Ice SwdTech, Runic, 2-hand, Throw Te Lo Ed Ce
(Rod)Ice Rod Rod 79 135 Casts "Ice 2" when used as an item, and breaks Ice 2 - - - - - - - 3,000 GP 1,500 GP Ice 2 Ice 2-hand St Re Go
Spells: Ice-elemental – 3 shown
Hidden esper spells can first be taught by hidden espers in the World of Balance; World of Ruin spells are taught by espers obtained via World of Ruin quests; advanced spells are taught by espers obtained from difficult quests; ultimate spells are taught by the most well-hidden and powerful espers
Name
Type MP Description
The targets available to this ability; many abilities can target either allies or foes, and the note here signifies which they target by default; a double dagger (‡) indicates that an ability can hit all targets on either side of a pincer attack or side attack at the same time
Target
The base power of this ability, which determines the amount of damage or healing it does; a dagger (†) indicates that the attack ignores defense, making it more powerful than other abilities with the same Bat.Pwr; fractional damage is based on current HP or MP values and always ignores Defense; healing, MP restoration, HP draining, and MP draining or damaging attacks are indicated by their text color
Bat.Pwr
How likely this ability is to connect; abilities with a 100% hit rate always connect unless some effect prevents them entirely
Hit Rate
Special circumstances that allow this ability to be resisted; mouse over the terms to learn more
Resistance
Elements
The status effects inflicted or removed by this ability
Statuses
Notes Taught By
(Attack)Ice 3 Attack 52 Ice-elemental attack One/All Foes 122 150 Reflect, Runic Ice - - Tritoch ×1
(Attack)Ice 2 Attack 21 Ice-elemental attack One/All Foes 62 150 Reflect, Runic Ice - - Shiva ×5, Maduin ×3, Ice Shld ×5
(Attack)Ice Attack 5 Ice-elemental attack One/All Foes 22 150 Reflect, Runic Ice - - Bismark ×20, Shiva ×10
Abilities: Ice-elemental – 11 shown
Monster abilities cannot normally be used by characters; character abilities are learned by specific characters and are covered in this guide under the appropriate section; spells are normal spells that characters can learn; lores are monster abilities that can be learned by Strago; esper abilities are the results of summoning; dance moves are used while dancing; special attacks are used by some characters in certain circumstances; item abilities are how items function
Name
Whether this ability is physical or magical in nature; the game determines hits and damage differently for each; item abilities have non-random effects
Type
The targets available to this ability; many abilities can target either allies or foes, and the note here signifies which they target by default; a double dagger (‡) indicates that an ability can hit all targets on either side of a pincer attack or side attack at the same time
Target
The base power of this ability, which determines the amount of damage or healing it does; a dagger (†) indicates that the attack ignores defense, making it more powerful than other abilities with the same Bat.Pwr; fractional damage is based on current HP or MP values and always ignores Defense; healing, MP restoration, HP draining, and MP draining or damaging attacks are indicated by their text color
Bat.Pwr
MP
How likely this ability is to connect; abilities with a 100% hit rate always connect unless some effect prevents them entirely
Hit Rate
Special circumstances that allow this ability to be resisted; mouse over the terms to learn more
Resistance
Elements
The status effects inflicted or removed by this ability
Statuses
Notes
Ice 3 Magic One/All Foes 122 52 150 Reflect, Runic Ice - -
Absolute 0 Magic All Foes 110 20 140 - Ice - -
Tri-Dazer Magic All Foes 110 68 100% - Fire, Ice, Thunder - -
Storm Magic All Foes 100 - 100% - Ice - -
Ice 2 Magic One/All Foes 62 21 150 Reflect, Runic Ice - -
Ice Beam Magic One Foe 61 - 100% - Ice - -
Flash Rain Magic All Foes 60 20 140 - Ice, Water - -
Surge Magic All Foes 55 - 100% - Ice - Full damage to all targets
Gem Dust Magic All Foes 52 27 100% - Ice - -
Blizzard Magic All Foes 25 20 140 - Ice - -
Ice Magic One/All Foes 22 5 150 Reflect, Runic Ice - -
Monsters: Weak against Ice Damage – 59 shown
World of Ruin monsters cannot be found in the World of Balance; unique monsters are found as set encounters or treasure guardians, but never in a random battle; legendary dragons are unique monsters that are found in the World of Ruin; special bosses have unique music and immense power; the final bosses are the last creatures fought in the game
Name
HP MP LV Exp. GP Elements
Most monsters have a special attack that is a modified basic attack; this attack is sometimes referred to as 'Special' regardless of its name
Special Attack
'Battle' refers to the effects of the monster's normal attack; HP draining, and MP draining attacks are indicated by their text color
Special Attack Effect
Speed Stamina Mag.Pwr Bat.Pwr
The estimated average amount of damage this monster's attack will deal to a target with 128 Defense; actual damage will vary considerably based on the target's Defense and other factors, but this is a good measure of the relative danger of monster's attacks
Damage
The estimated average amount of damage this monster's special attack will deal to a target with 128 Defense; actual damage will vary considerably based on the target's Defense and other factors
S.A. Dmg.
Defense
The percentage of base damage (based on 128 Defense) this monster takes from physical attacks due to its Defense score; a '1' indicates that the monster takes 1 damage from any physical attack
Phys. Vuln.
Evade % is listed in gray to indicate that, due to a bug, this value is not used; MBlock% is used to evade physical attacks instead
Evade %
Mag.Def
The percentage of base damage (based on 128 Mag.Def) this monster takes from magic attacks due to its Mag.Def score; a '1' indicates that the monster takes 1 damage from any magic attack
Mag.. Vuln.
Due to a bug, MBlock% is used to evade physical attacks instead of Evade %
MBlock%
Hit Rate
The items that can be stolen from this monster; even if a steal attempt would be successful, if no item is selected it will fail and can be attempted again
Steal
The items that can be dropped by this monster; there is always a chance of a drop if an item is listed
Win
Any special properties the monster has
Notes
Status effects that are always active on this monster as well as those it is immune to
Statuses
Brachosaur 46,050 51,420 77 14,396 - Weak pt: Ice Swing Battle ×6 95 40 25 55 3,006 18,036 190 51% 70 145 86% 50 100 Ribbon (1/8) Economizer (1/8) - Prevent: Dark, Zombie, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Stop, Image
Hoover 12,018 10,500 49 7,524 10,000 Weak pt: Ice, Water Crush Battle ×5 54 39 22 54 1,201 6,005 130 98% 30 60 152% 0 180 Remedy (1/8) - Can't Suplex Prevent: Imp, Petrify, Psyche
Siegfried 32,760 6,000 53 - - Weak pt: Fire, Ice, Thunder, Water, Wind, Earth, Pearl, Poison Knuckles Battle ×5 90 40 25 53 1,384 6,920 160 74% 25 150 82% 25 100 - - Critical Hits if Imp, Human Safe
Prevent: Petrify, Wound, Condemned
SoulSaver 3,066 566 41 - - Absorb HP: Fire, Pearl
Weak pt: Ice
MagicDrain Battle (MP drain) 15 21 3 50 792 792 150 82% 0 175 63% 0 100 - - Can't Control, Human Prevent: Poison, Imp, Mute, Seizure, Psyche, Stop
Tyranosaur 12,770 420 57 8,800 - Weak pt: Ice Bite Battle ×7 55 40 16 33 1,129 7,903 125 102% 0 160 74% 0 100 Imp's Armor (1/8) Imp Halberd (1/8) Critical Hits if Imp Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Stop, Image
Figaliz 4,220 140 45 1,219 554 Weak pt: Ice Gunk Poison 30 24 10 29 646 - 90 129% 0 250 4% 0 100 Potion (1/8) - Critical Hits if Imp Reflect
Prevent: Poison, Psyche
Wrexsoul 23,066 5,066 53 - - Absorb HP: Fire, Pearl
Weak pt: Ice
KarmicBlow Condemned 40 40 5 27 855 - 70 145% 0 220 27% 0 100 Memento Ring (1/8) Pod Bracelet (100%) Can't Control Prevent: Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop, Clear
FossilFang 1,399 219 20 380 1,870 Absorb HP: Poison
Weak pt: Fire, Ice, Water, Pearl
Bone Zombie 35 18 3 25 117 - 100 121% 0 165 70% 0 100 Remedy (7/8), Revivify (1/8) - Can't Suplex, Undead Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
Ifrit 3,300 600 21 - - Absorb HP: Fire
No Effect: Thunder, Water, Wind, Earth, Pearl, Poison
Weak pt: Ice
Hit Battle ×1.5 35 22 7 25 129 194 215 31% 20 115 109% 0 150 - - Can't Control, Can't Scan, Can't Suplex Prevent: Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Stop, Clear, Image
Behemoth 5,800 180 28 2,055 - Weak pt: Ice Take Down Battle ×3 50 27 7 25 228 684 100 121% 0 135 94% 0 100 RunningShoes (1/8) X-Potion (1/8) - Prevent: Dark, Poison, Imp, Condemned, Mute, Muddled, Psyche, Slow, Stop
Sand Ray 67 10 6 41 54 Weak pt: Ice, Water Tail Battle ×1.5 30 16 10 20 11 17 110 113% 0 145 86% 0 100 Antidote (100%) Antidote (1/8) - -
Coelecite 480 15 20 290 270 Absorb HP: Fire
Weak pt: Ice
HypnoSting Psyche 35 16 10 20 103 - 120 105% 0 130 98% 0 100 Potion (7/8), Antidote (1/8) Antidote (1/8) - Prevent: Dark, Imp, Mute, Berserk, Muddled, Psyche
Areneid 87 15 6 37 94 Weak pt: Ice, Water Numb Stop 30 16 10 20 11 - 80 137% 0 135 94% 0 100 Tonic (7/8) Tonic (1/8) - -
Vermin 499 40 16 145 235 Absorb HP: Poison
Weak pt: Ice
Bacteria Seizure 35 16 10 20 66 - 120 105% 0 190 51% 0 100 Antidote (7/8), Potion (1/8) Potion (1/8) Critical Hits if Imp -
Apparite 781 60 20 415 300 Absorb HP: Fire, Poison
Weak pt: Ice, Pearl
Slip Touch Seizure 35 17 10 17 94 - 110 113% 0 150 82% 0 100 Potion (7/8), Revivify (1/8) Revivify (1/8) Can't Suplex, Undead Seizure, Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche, Slow, Stop
Wyvern 892 95 18 484 434 Weak pt: Ice Slip Wing Seizure 30 17 10 15 72 - 140 90% 0 155 78% 0 100 Tonic (7/8), DragoonBoots (1/8) - Can't Suplex Prevent: Imp
Maliga 952 100 26 360 576 Weak pt: Ice, Thunder, Water Scissors Battle ×1.5 30 17 10 15 148 222 110 113% 0 145 86% 0 100 Tonic (7/8) - - Prevent: Dark, Imp, Petrify, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Image
Sand Horse 1,025 100 27 475 726 Weak pt: Ice, Water Clamp Battle ×5 30 18 9 15 159 795 135 94% 0 155 78% 0 100 Potion (7/8) - Wound at 0 MP Prevent: Dark, Imp, Petrify, Wound, Condemned, Mute, Berserk, Muddled, Psyche
Brontaur 10,050 12,850 50 3,000 1,200 Weak pt: Ice Wail Battle ×5 35 35 12 15 543 2,715 130 98% 0 110 113% 0 100 Dried Meat (1/8) - - Prevent: Wound, Condemned, Berserk, Muddled
Psychot 900 55 32 347 275 Absorb HP: Fire
Weak pt: Ice
Mindshock Battle (MP drain) 33 17 10 14 216 216 165 70% 0 125 102% 0 100 Tonic (100%) Tonic (1/8) Can't Suplex Float
Prevent: Dark, Poison, Imp, Petrify, Wound, Condemned, Psyche
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Monsters: Immune to Ice Damage – 28 shown
World of Ruin monsters cannot be found in the World of Balance; unique monsters are found as set encounters or treasure guardians, but never in a random battle; legendary dragons are unique monsters that are found in the World of Ruin; special bosses have unique music and immense power; the final bosses are the last creatures fought in the game
Name
HP MP LV Exp. GP Elements
Most monsters have a special attack that is a modified basic attack; this attack is sometimes referred to as 'Special' regardless of its name
Special Attack
'Battle' refers to the effects of the monster's normal attack; HP draining, and MP draining attacks are indicated by their text color
Special Attack Effect
Speed Stamina Mag.Pwr Bat.Pwr
The estimated average amount of damage this monster's attack will deal to a target with 128 Defense; actual damage will vary considerably based on the target's Defense and other factors, but this is a good measure of the relative danger of monster's attacks
Damage
The estimated average amount of damage this monster's special attack will deal to a target with 128 Defense; actual damage will vary considerably based on the target's Defense and other factors
S.A. Dmg.
Defense
The percentage of base damage (based on 128 Defense) this monster takes from physical attacks due to its Defense score; a '1' indicates that the monster takes 1 damage from any physical attack
Phys. Vuln.
Evade % is listed in gray to indicate that, due to a bug, this value is not used; MBlock% is used to evade physical attacks instead
Evade %
Mag.Def
The percentage of base damage (based on 128 Mag.Def) this monster takes from magic attacks due to its Mag.Def score; a '1' indicates that the monster takes 1 damage from any magic attack
Mag.. Vuln.
Due to a bug, MBlock% is used to evade physical attacks instead of Evade %
MBlock%
Hit Rate
The items that can be stolen from this monster; even if a steal attempt would be successful, if no item is selected it will fail and can be attempted again
Steal
The items that can be dropped by this monster; there is always a chance of a drop if an item is listed
Win
Any special properties the monster has
Notes
Status effects that are always active on this monster as well as those it is immune to
Statuses
Presenter 9,845 1,600 31 - 1,000 Absorb HP: Ice, Thunder, Water
No Effect: Poison
Weak pt: Fire
PetriBlast Petrify 35 35 7 75 628 - 80 137% 0 150 82% 0 100 - Dragon Claw (100%) Can't Control, Can't Suplex Prevent: Zombie, Poison, Imp, Near Fatal, Berserk, Muddled, Seizure, Clear, Image
Girl 9,999 10,000 58 - - Absorb HP: Fire, Ice, Thunder, Water, Wind, Earth, Pearl, Poison Calmness Psyche 41 35 9 73 2,145 - 150 82% 0 155 78% 0 100 Ragnarok (7/8) - Can't Control, Can't Scan, Can't Sketch, Can't Suplex Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop, Clear, Image, Regen, Haste, Shell, Safe, Reflect
Doom 63,000 4,800 73 - - Absorb HP: Ice, Poison
Weak pt: Pearl
Demon Rage Battle ×4 61 40 9 60 2,895 11,580 110 113% 0 160 74% 0 100 Safety Bit (1/8) Sky Render (100%) Can't Control, Can't Suplex Prevent: Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Stop
Dullahan 23,450 1,721 37 - - Absorb HP: Ice
Weak pt: Fire
Morn Star Battle ×2 55 40 7 55 695 1,390 130 98% 10 160 74% 0 150 X-Potion (7/8), Genji Glove (1/8) - Wound at 0 MP Float, Haste
Prevent: Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Psyche, Stop
Presenter 9,230 1,600 19 - 1,000 Absorb HP: Ice, Thunder, Water
Weak pt: Fire
Hit Battle ×1.5 30 34 10 53 179 269 160 74% 0 195 47% 0 100 - Dragon Claw (100%) Can't Control, Can't Suplex, Wound at 0 MP Float
Prevent: Dark, Zombie, Poison, Imp, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop, Image
Doom Gaze 55,555 38,000 68 - - Absorb HP: Ice, Poison
Weak pt: Fire, Pearl
Bane Claw Poison 95 40 8 35 1,674 - 150 82% 30 170 66% 30 150 - - Can't Control, Can't Suplex, Wound at 0 MP Float, Shell, Safe
Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop
Intangir 32,000 16,000 26 - - Absorb HP: Fire, Ice, Thunder, Water, Wind, Earth, Pearl, Poison Sleep Clear 50 40 10 25 197 - 150 82% 50 150 82% 0 100 Magicite (1/8) Antidote (1/8) Critical Hits if Imp, Wound at 0 MP Clear, Float, Haste, Shell, Safe
Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche
Umaro 17,200 6,990 33 - 10 Absorb HP: Ice
Weak pt: Fire, Poison
Tackle Battle ×3 45 40 11 25 316 948 100 121% 0 150 82% 0 100 - - Can't Control, Human Prevent: Zombie, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Muddled, Seizure, Stop, Clear
Zone Eater 7,700 57,000 61 2,000 2,000 Absorb HP: Ice
No Effect: Fire, Thunder, Water, Wind, Earth, Poison
Weak pt: Pearl
Hit Battle ×1.5 60 31 10 23 1,024 1,536 120 105% 0 150 82% 0 100 Warp Stone (1/8) - Can't Control, Can't Suplex, Wound at 0 MP Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop, Image
Toe Cutter 2,500 187 36 1,753 726 Absorb HP: Ice
Weak pt: Fire, Wind
Doomsickle Battle (HP drain) 40 20 12 21 339 339 125 102% 20 140 90% 0 100 Poison Rod (7/8) Poison Rod (1/8) - Prevent: Dark, Poison, Imp, Petrify, Wound, Mute, Berserk, Muddled, Psyche
RightBlade 400 150 21 - - Absorb HP: Ice Rapier Battle ×1.5 30 16 5 20 113 170 120 105% 0 150 82% 0 100 Tincture (1/8) Fenix Down (7/8) Can't Control, Can't Suplex Prevent: Dark, Zombie, Poison, Imp, Mute, Berserk, Muddled, Seizure, Psyche, Clear, Image
Tritoch 30,000 50,000 62 - - Absorb HP: Ice
No Effect: Thunder, Water, Wind, Earth, Pearl, Poison
Weak pt: Fire
Hit Battle ×1.5 40 40 4 19 946 1,419 254 1% 0 70 145% 0 100 - - Can't Control, Can't Suplex Float
Prevent: Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Psyche, Slow, Stop
Woolly 3,609 300 43 1,385 826 Absorb HP: Ice, Thunder, Water, Wind, Earth, Poison
Weak pt: Fire
Frenzy Berserk 32 23 11 17 429 - 105 117% 20 150 82% 0 100 Imperial (7/8), Hardened (1/8) - Can't Suplex, Human, Wound at 0 MP Float
Prevent: Dark, Poison, Imp, Petrify, Near Fatal, Berserk, Muddled, Slow, Stop
Shiva 3,000 500 21 - - Absorb HP: Ice
No Effect: Thunder, Water, Wind, Earth, Pearl, Poison
Weak pt: Fire
Hit Battle ×1.5 35 21 7 15 97 146 200 43% 20 110 113% 0 150 - - Can't Control, Can't Scan, Can't Suplex Prevent: Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Stop, Clear, Image
Striker 11,000 2,600 67 - - Absorb HP: Ice
Weak pt: Fire
Slash Battle ×2 26 37 7 13 909 1,818 75 141% 0 185 55% 0 100 Flame Shld (1/8) - Can't Control, Can't Suplex Prevent: Dark, Zombie, Poison, Imp, Mute, Berserk, Muddled, Seizure, Psyche, Clear, Image
Leafer 33 0 5 24 45 Absorb HP: Ice
Weak pt: Fire, Water
Incisor Battle ×1.5 30 16 10 13 7 11 60 152% 0 140 90% 0 100 Tonic (100%) Tonic (1/8) - -
Evil Oscar 7,000 500 56 2,800 1,320 Absorb HP: Ice, Thunder, Water, Wind, Earth, Pearl, Poison
Weak pt: Fire
Demon Kiss Wound 30 29 6 13 635 - 115 109% 0 105 117% 0 100 Warp Stone (7/8) - - Prevent: Dark, Mute
Ice Dragon 24,400 9,000 74 - - Absorb HP: Ice
Weak pt: Fire
Hit Battle ×2 60 40 10 13 1,108 2,216 110 113% 0 150 82% 0 100 - Force Shld (100%) Can't Control, Wound at 0 MP Prevent: Zombie, Imp, Petrify, Wound, Near Fatal, Psyche, Stop
Hidonite 3,500 1,000 43 - - Absorb HP: Fire, Ice, Thunder, Water, Wind, Pearl, Poison Confuclaw Muddled 30 22 10 13 375 - 115 109% 0 120 105% 0 100 - - Wound at 0 MP Reflect
Prevent: Imp, Wound, Condemned, Mute, Muddled, Psyche, Slow, Stop
Tentacle 6,000 700 32 - - Absorb HP: Ice, Water
Weak pt: Fire
Seize Slow 30 27 8 13 208 - 102 120% 0 153 80% 0 100 - - Can't Control, Can't Suplex Prevent: Zombie, Imp, Petrify, Near Fatal, Mute, Berserk, Muddled, Psyche, Stop, Clear
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Rages: With Ice-elemental Abilities – 13 shown
World of Ruin rages cannot be learned in the World of Balance; unique monster rages are learned from monsters found as set encounters or treasure guardians (but not in random battles); legendary dragon rages are based on unique monsters that are found in the World of Ruin
Name
While using a rage ability, the monster's elemental properties become active; any conflicts with elemental properties of armor or relics are resolved in favor of better elemental defense
Elements
While using a rage ability, the monster's status effects and immunities are applied
Statuses
Other special properties inherited from this monster
Special
Each turn there is a 50% chance of a normal attack and a 50% chance of the attack listed here; special attacks are handled like modified normal attacks
Ability
The targets available to this ability; many abilities can target either allies or foes, and the note here signifies which they target by default; a double dagger (‡) indicates that an ability can hit all targets on either side of a pincer attack or side attack at the same time
Target
The effect of this special attack or base power of this ability, which determines the amount of damage or healing it does; a dagger (†) indicates that the attack ignores Defense, making it more powerful than other abilities with the same Bat.Pwr; fractional damage is based on current HP or MP values and always ignores Defense; healing, MP restoration, HP draining, and MP draining or damaging attacks are indicated by their text color
Bat.Pwr/Effect
How likely this ability is to connect; abilities with a 100% hit rate always connect unless some effect prevents them entirely
Hit Rate
Special circumstances that allow this ability to be resisted; mouse over the terms to learn more
Resistance
Ability Elements
The status effects inflicted or removed by this ability
Ability Statuses
Notes
Woolly Absorb HP: Ice, Thunder, Water, Wind, Earth, Poison
Weak pt: Fire
Float
Prevent: Dark, Poison, Imp, Petrify, Near Fatal, Berserk, Muddled, Slow, Stop
Human, Wound at 0 MP Ice 3 One/All Foes 122 150 Reflect, Runic Ice - -
Black Drgn Absorb HP: Poison
Weak pt: Fire, Pearl
Seizure
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
Undead Storm All Foes 100 100% - Ice - -
Ogor Weak pt: Thunder, Poison Prevent: Petrify, Wound, Condemned, Near Fatal, Mute, Psyche Human Storm All Foes 100 100% - Ice - -
Dark Side Absorb HP: Poison
Weak pt: Fire, Pearl
Seizure, Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
Undead Ice 2 One/All Foes 62 150 Reflect, Runic Ice - -
SlamDancer Weak pt: Poison Prevent: Poison, Imp, Berserk, Muddled Human Ice 2 One/All Foes 62 150 Reflect, Runic Ice - -
Test Rider Weak pt: Poison Prevent: Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Muddled Human, Wound at 0 MP Flash Rain All Foes 60 140 - Ice, Water - -
Hipocampus Absorb HP: Poison
Weak pt: Fire, Pearl
Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche, Slow, Stop
Undead, Wound at 0 MP Flash Rain All Foes 60 140 - Ice, Water - -
Parasoul Absorb HP: Fire
Weak pt: Ice
Float
Prevent: Imp, Petrify, Mute, Slow, Stop
Human, Wound at 0 MP Flash Rain All Foes 60 140 - Ice, Water - -
Rhyos - Prevent: Dark, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled - Surge All Foes 55 100% - Ice - Full damage to all targets
Vomammoth Weak pt: Fire Prevent: Psyche - Blizzard All Foes 25 140 - Ice - -
Tusker Weak pt: Fire - - Blizzard All Foes 25 140 - Ice - -
Nastidon Weak pt: Fire Safe
Prevent: Wound, Condemned
- Blizzard All Foes 25 140 - Ice - -
Steroidite Weak pt: Pearl Prevent: Dark, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Psyche - Blizzard All Foes 25 140 - Ice - -
Rages: With Weakness against Ice Damage – 44 shown
World of Ruin rages cannot be learned in the World of Balance; unique monster rages are learned from monsters found as set encounters or treasure guardians (but not in random battles); legendary dragon rages are based on unique monsters that are found in the World of Ruin
Name
While using a rage ability, the monster's elemental properties become active; any conflicts with elemental properties of armor or relics are resolved in favor of better elemental defense
Elements
While using a rage ability, the monster's status effects and immunities are applied
Statuses
Other special properties inherited from this monster
Special
Each turn there is a 50% chance of a normal attack and a 50% chance of the attack listed here; special attacks are handled like modified normal attacks
Ability
The targets available to this ability; many abilities can target either allies or foes, and the note here signifies which they target by default; a double dagger (‡) indicates that an ability can hit all targets on either side of a pincer attack or side attack at the same time
Target
The effect of this special attack or base power of this ability, which determines the amount of damage or healing it does; a dagger (†) indicates that the attack ignores Defense, making it more powerful than other abilities with the same Bat.Pwr; fractional damage is based on current HP or MP values and always ignores Defense; healing, MP restoration, HP draining, and MP draining or damaging attacks are indicated by their text color
Bat.Pwr/Effect
How likely this ability is to connect; abilities with a 100% hit rate always connect unless some effect prevents them entirely
Hit Rate
Special circumstances that allow this ability to be resisted; mouse over the terms to learn more
Resistance
Ability Elements
The status effects inflicted or removed by this ability
Ability Statuses
Notes
Aquila Absorb HP: Fire
Weak pt: Ice
Float
Prevent: Imp, Petrify, Wound, Condemned, Psyche
- Cyclonic All Foes 15/16 HP 75 Wound - - -
Wyvern Weak pt: Ice Prevent: Imp - Cyclonic All Foes 15/16 HP 75 Wound - - -
Osprey Weak pt: Ice Float
Prevent: Imp, Petrify, Condemned, Near Fatal, Mute, Psyche
- Shimsham One Foe 1/2 HP 100% Runic, Wound - - -
Brontaur Weak pt: Ice Prevent: Wound, Condemned, Berserk, Muddled - Fire 3 One/All Foes 121 150 Reflect, Runic Fire - -
Rain Man Weak pt: Ice, Water, Pearl Float
Prevent: Zombie, Imp, Petrify, Near Fatal, Mute, Berserk, Psyche, Clear
Human, Wound at 0 MP Bolt 3 One/All Foes 120 150 Reflect, Runic Thunder - -
Cluck Absorb HP: Poison
Weak pt: Ice
Prevent: Dark, Poison, Imp, Petrify, Near Fatal, Mute, Berserk, Muddled, Psyche - Quake All Allies and Foes 111 100% Float Earth - -
Uroburos Absorb HP: Fire
Weak pt: Ice
Prevent: Dark, Imp, Petrify, Near Fatal, Mute, Psyche - Quake All Allies and Foes 111 100% Float Earth - -
ChickenLip Weak pt: Ice Prevent: Poison, Imp, Petrify, Wound, Condemned, Mute, Psyche - Quake All Allies and Foes 111 100% Float Earth - -
Coelecite Absorb HP: Fire
Weak pt: Ice
Prevent: Dark, Imp, Mute, Berserk, Muddled, Psyche - Magnitude8 All Foes 100 130 Float Earth - -
Land Worm Absorb HP: Earth
Weak pt: Ice
Prevent: Imp - Magnitude8 All Foes 100 130 Float Earth - -
Psychot Absorb HP: Fire
Weak pt: Ice
Float
Prevent: Dark, Poison, Imp, Petrify, Wound, Condemned, Psyche
- Lifeshaver One Foe 84 100% - Earth - -
Grenade Absorb HP: Fire
Weak pt: Ice, Water
Float
Prevent: Imp, Petrify
- Blaze One/All Foes 68 120 - Fire - -
Bomb Absorb HP: Fire
Weak pt: Ice, Water
Float
Prevent: Dark, Zombie, Poison, Imp, Petrify
- Blaze One/All Foes 68 120 - Fire - -
Tyranosaur Weak pt: Ice Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Stop, Image - Meteo All Foes 60 80 - - - Full damage to all targets
Parasoul Absorb HP: Fire
Weak pt: Ice
Float
Prevent: Imp, Petrify, Mute, Slow, Stop
Human, Wound at 0 MP Flash Rain All Foes 60 140 - Ice, Water - -
Sand Horse Weak pt: Ice, Water Prevent: Dark, Imp, Petrify, Wound, Condemned, Mute, Berserk, Muddled, Psyche Wound at 0 MP Sand Storm All Foes 45 100 - Wind - Full damage to all targets
FossilFang Absorb HP: Poison
Weak pt: Fire, Ice, Water, Pearl
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche Undead Sand Storm All Foes 45 100 - Wind - Full damage to all targets
Hoover Weak pt: Ice, Water Prevent: Imp, Petrify, Psyche - Sand Storm All Foes 45 100 - Wind - Full damage to all targets
Brawler Absorb HP: Poison
Weak pt: Ice
Berserk
Prevent: Poison
Human Stone One/All Foes 40 75 - - Muddled -
Behemoth Weak pt: Ice Prevent: Dark, Poison, Imp, Condemned, Mute, Muddled, Psyche, Slow, Stop - Meteor All Foes 36 100% - - - Full damage to all targets
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Rages: Which Grant Immunity to Ice Damage – 7 shown
World of Ruin rages cannot be learned in the World of Balance; unique monster rages are learned from monsters found as set encounters or treasure guardians (but not in random battles); legendary dragon rages are based on unique monsters that are found in the World of Ruin
Name
While using a rage ability, the monster's elemental properties become active; any conflicts with elemental properties of armor or relics are resolved in favor of better elemental defense
Elements
While using a rage ability, the monster's status effects and immunities are applied
Statuses
Other special properties inherited from this monster
Special
Each turn there is a 50% chance of a normal attack and a 50% chance of the attack listed here; special attacks are handled like modified normal attacks
Ability
The targets available to this ability; many abilities can target either allies or foes, and the note here signifies which they target by default; a double dagger (‡) indicates that an ability can hit all targets on either side of a pincer attack or side attack at the same time
Target
The effect of this special attack or base power of this ability, which determines the amount of damage or healing it does; a dagger (†) indicates that the attack ignores Defense, making it more powerful than other abilities with the same Bat.Pwr; fractional damage is based on current HP or MP values and always ignores Defense; healing, MP restoration, HP draining, and MP draining or damaging attacks are indicated by their text color
Bat.Pwr/Effect
How likely this ability is to connect; abilities with a 100% hit rate always connect unless some effect prevents them entirely
Hit Rate
Special circumstances that allow this ability to be resisted; mouse over the terms to learn more
Resistance
Ability Elements
The status effects inflicted or removed by this ability
Ability Statuses
Notes
Woolly Absorb HP: Ice, Thunder, Water, Wind, Earth, Poison
Weak pt: Fire
Float
Prevent: Dark, Poison, Imp, Petrify, Near Fatal, Berserk, Muddled, Slow, Stop
Human, Wound at 0 MP Ice 3 One/All Foes 122 150 Reflect, Runic Ice - -
Toe Cutter Absorb HP: Ice
Weak pt: Fire, Wind
Prevent: Dark, Poison, Imp, Petrify, Wound, Mute, Berserk, Muddled, Psyche - Shrapnel One/All Foes 120 120 - - - -
Magic Urn Absorb HP: Fire, Ice, Thunder, Water, Wind, Earth, Pearl, Poison Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop, Clear, Image Wound at 0 MP Cure 3 One/All Allies 66 - Reflect, Runic - - -
Mag Roader Absorb HP: Ice
Weak pt: Fire
Safe
Prevent: Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Muddled, Psyche
- Bio One/All Foes 53 120 Reflect, Runic Poison Poison -
Evil Oscar Absorb HP: Ice, Thunder, Water, Wind, Earth, Pearl, Poison
Weak pt: Fire
Prevent: Dark, Mute - Bio One/All Foes 53 120 Reflect, Runic Poison Poison -
Intangir Absorb HP: Fire, Ice, Thunder, Water, Wind, Earth, Pearl, Poison Clear, Float, Haste, Shell, Safe
Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche
Wound at 0 MP Pep Up One Ally 16 100% - - Dark, Zombie, Poison, Petrify, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop -
Leafer Absorb HP: Ice
Weak pt: Fire, Water
- - Incisor One Foe Battle ×1.5 - - - - -
Dance Moves: Ice-elemental – 1 shown
World of Balance dances cannot be obtained in the World of Ruin, and World of Ruin dances cannot be obtained in the World of Balance
Name
Dance moves are always shown in purple to differentiate them from other abilities
Ability
If you perform a dance in the wrong terrain, there is a 50% chance of stumbling instead of beginning the dance; if the dance begins, the terrain graphic changes; Mog will learn a dance if you win a battle in a terrain for a dance he does not yet know
Terrain
Once a dance has successfully begun, a random move from that dance will be chosen each turn at the listed probabilities
Frequency
Whether this ability is physical or magical in nature; the game determines hits and damage differently for each; item abilities have non-random effects
Type
The targets available to this ability; many abilities can target either allies or foes, and the note here signifies which they target by default; a double dagger (‡) indicates that an ability can hit all targets on either side of a pincer attack or side attack at the same time
Target
The base power of this ability, which determines the amount of damage or healing it does; a dagger (†) indicates that the attack ignores defense, making it more powerful than other abilities with the same Bat.Pwr; fractional damage is based on current HP or MP values and always ignores Defense; healing, MP restoration, HP draining, and MP draining or damaging attacks are indicated by their text color
Bat.Pwr
How likely this ability is to connect; abilities with a 100% hit rate always connect unless some effect prevents them entirely
Hit Rate
Special circumstances that allow this ability to be resisted; mouse over the terms to learn more
Resistance
Elements
The status effects inflicted or removed by this ability
Statuses
Notes
Snowman Jazz Surge Snowfield 6/16 Magic All Foes 55 100% - Ice - Full damage to all targets
Thrown Objects: Ice-elemental – 1 shown
Item Type
The base power of this ability, which determines the amount of damage it does; a dagger (†) indicates that the attack ignores Defense, making it more powerful than other abilities with the same Bat.Pwr; normally thrown weapons deal double damage, indicated by a ×2
Bat.Pwr
Whether this ability is physical or magical in nature; the game determines hits and damage differently for each; item abilities have non-random effects
Type
The targets available to this ability; many abilities can target either allies or foes, and the note here signifies which they target by default; a double dagger (‡) indicates that an ability can hit all targets on either side of a pincer attack or side attack at the same time
Target
How likely this ability is to connect; abilities with a 100% hit rate always connect unless some effect prevents them entirely
Hit Rate
Element
The status effect granted to the target of this ability
Status
Price
Blizzard Sword 108 ×2 Physical One Foe 100% Ice - 7,000 GP
Espers: Ice-elemental – 2 shown
Hidden espers are optional and can be obtained in either world; World of Ruin espers are obtained from various quests; advanced espers have powerful spells and are obtained from difficult quests; ultimate espers are the most difficult to obtain and teach supremely powerful spells
Name
The set of spells that can be learned while this esper is equipped and the rate at which they are learned
Spells Learned
Level Up Bonus Summon MP Description
The targets available to this ability; many abilities can target either allies or foes, and the note here signifies which they target by default; a double dagger (‡) indicates that an ability can hit all targets on either side of a pincer attack or side attack at the same time
Target
The base power of this ability, which determines the amount of damage or healing it does; a dagger (†) indicates that the attack ignores defense, making it more powerful than other abilities with the same Bat.Pwr; fractional damage is based on current HP or MP values and always ignores Defense; healing, MP restoration, HP draining, and MP draining or damaging attacks are indicated by their text color
Bat.Pwr
How likely this ability is to connect; abilities with a 100% hit rate always connect unless some effect prevents them entirely
Hit Rate
Special circumstances that allow this ability to be resisted; mouse over the terms to learn more
Resistance
Elements
The status effects inflicted or removed by this ability
Statuses
Notes
Tritoch Fire 3 ×1, Ice 3 ×1, Bolt 3 ×1 Mag.Pwr +2 Tri-Dazer 68 Ice/Fire/Lightning 3-way attack All Foes 110 100% - Fire, Ice, Thunder - -
Shiva Ice ×10, Ice 2 ×5, Rasp ×4, Osmose ×4, Cure ×3 - Gem Dust 27 Ice-elemental attack All Foes 52 100% - Ice - -
MagiTek Abilities: Ice-elemental – 1 shown
Exclusive abilities can only be used when Terra is piloting Magitek Armor
Name
The base power of this ability, which determines the amount of damage or healing it does; a dagger (†) indicates that the attack ignores defense, making it more powerful than other abilities with the same Bat.Pwr; fractional damage is based on current HP or MP values and always ignores Defense; healing, MP restoration, HP draining, and MP draining or damaging attacks are indicated by their text color
Bat.Pwr
Whether this ability is physical or magical in nature; the game determines hits and damage differently for each; item abilities have non-random effects
Type
The targets available to this ability; many abilities can target either allies or foes, and the note here signifies which they target by default; a double dagger (‡) indicates that an ability can hit all targets on either side of a pincer attack or side attack at the same time
Target
How likely this ability is to connect; abilities with a 100% hit rate always connect unless some effect prevents them entirely
Hit Rate
Whether this ability is available to any character using MagiTek armor, or Terra exclusively
Used By
Special circumstances that allow this ability to be resisted; mouse over the terms to learn more
Resistance
Elements
The status effects inflicted or removed by this ability
Statuses
Notes
Ice Beam 61 Magic One Foe 100% Any Character - Ice - -