Armors: Which Absorb HP from Thunder – 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)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
(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
Armors: Which Prevent Thunder 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
(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
Relics: Which Prevent Thunder Damage – 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)Rage Ring Equip on sasquatch, and... - - - 1 GP - - - - +5 - - - Absorb HP: Fire
No Effect: Thunder
Um
Armors: Which Halve Thunder Damage – 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
(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
(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
Armors: Weak against Thunder 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: Thunder-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)ThunderBlade Sword 108 150 Randomly casts "Bolt" Bolt - - - - - - +2 7,000 GP 3,500 GP - Thunder SwdTech, Runic, 2-hand, Throw Te Lo Ed Ce
(Rod)Thunder Rod Rod 79 135 Casts "Bolt 2" when used as an item, and breaks Bolt 2 - - - - - - - 3,000 GP 1,500 GP Bolt 2 Thunder 2-hand St Re Go
Spells: Thunder-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)Bolt Attack 6 Lightning-elemental attack One/All Foes 20 150 Reflect, Runic Thunder - - Bismark ×20, Ramuh ×10
(Attack)Bolt 2 Attack 22 Lightning-elemental attack One/All Foes 61 150 Reflect, Runic Thunder - - Maduin ×3, Ramuh ×2, Thunder Shld ×5
(Attack)Bolt 3 Attack 53 Lightning-elemental attack One/All Foes 120 150 Reflect, Runic Thunder - - Tritoch ×1
Abilities: Thunder-elemental – 13 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
Bolt Magic One/All Foes 20 6 150 Reflect, Runic Thunder - -
Bolt 2 Magic One/All Foes 61 22 150 Reflect, Runic Thunder - -
Bolt 3 Magic One/All Foes 120 53 150 Reflect, Runic Thunder - -
Bolt Beam Magic One Foe 62 - 100% - Thunder - -
Bolt Edge Magic All Foes 100 - 100% - Thunder - -
Bolt Fist Magic All Foes 50 25 100% - Thunder - -
Diffuser Magic All Foes 62 20 150 Runic Thunder - -
Giga Volt Magic One/All Foes 110 20 130 Runic Thunder - -
Mega Volt Magic One/All Foes 20 20 150 Runic Thunder - -
Plasma Magic One Foe 70 - 100% - Thunder - -
Tek Laser Magic One Foe 20 20 150 Runic Thunder - -
Tri-Dazer Magic All Foes 110 68 100% - Fire, Ice, Thunder - -
WaveCannon Magic All Foes 110 20 150 - Thunder - -
Monsters: Weak against Thunder Damage – 69 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
Chitonid 1,111 60 26 321 356 Weak pt: Thunder Carapace Battle ×1.5 25 18 10 13 138 207 140 90% 0 80 137% 0 100 Potion (7/8) Remedy (1/8) Critical Hits if Imp Safe
Prevent: Petrify, Wound, Mute
Sea Flower 4,200 200 47 1,315 670 Absorb HP: Fire, Water
Weak pt: Ice, Thunder
Feeler Poison 30 24 10 13 448 - 135 94% 0 100 121% 0 100 Fenix Down (1/8) Fenix Down (1/8) - Prevent: Dark, Poison, Imp, Mute, Berserk, Muddled, Psyche
Mega Armor 1,000 50 21 350 - Weak pt: Thunder, Water MetalPunch Battle ×1.5 45 17 10 19 110 165 120 105% 0 100 121% 0 100 Potion (7/8) - Can't Control, Can't Suplex Safe
Prevent: Zombie, Poison, Imp, Petrify, Seizure
Dragon 7,000 850 29 2,931 - Weak pt: Thunder Tail Battle ×5 55 29 10 45 367 1,835 130 98% 40 110 113% 0 100 Potion (7/8), Genji Glove (1/8) - - Prevent: Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure
ProtoArmor 670 125 19 499 296 Weak pt: Thunder Program 35 Battle ×1.5 30 17 7 12 72 108 230 20% 0 110 113% 0 100 Potion (7/8), Mithril Mail (1/8) Bio Blaster (1/8) - Prevent: Zombie, Poison, Imp, Petrify, Seizure
Brainpan 1,300 1,000 25 550 600 Absorb HP: Poison
Weak pt: Fire, Thunder, Pearl
Smirk Stop 35 18 10 24 178 - 120 105% 0 110 113% 0 100 Earrings (1/8) - Can't Suplex, Undead, Wound at 0 MP Float
Prevent: Dark, Zombie, Poison, Imp, Mute, Berserk, Psyche
HeavyArmor 495 150 13 80 195 Weak pt: Thunder, Water Metal Hand Battle ×1.5 40 16 11 53 85 128 150 82% 0 110 113% 0 100 Tonic (7/8), Iron Helmet (1/8) - - Safe
Prevent: Zombie, Poison, Imp, Petrify, Seizure
Crane 2,300 447 24 - - Absorb HP: Fire
Weak pt: Thunder, Water
Iron Ball Battle ×2 30 20 4 14 122 244 125 102% 0 120 105% 0 100 Potion (7/8), Debilitator (1/8) - Can't Control Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Stop, Clear, Image
Sky Armor 900 170 24 350 400 Weak pt: Thunder, Wind Backlash Mute 30 17 7 16 130 - 150 82% 0 120 105% 0 100 Tincture (7/8) - Can't Suplex Float
Prevent: Zombie, Poison, Imp, Petrify, Seizure
Air Force 8,000 750 25 - - Weak pt: Thunder, Water Hit Battle ×1.5 35 31 12 10 114 171 150 82% 0 120 105% 0 100 Elixir (7/8) Czarina Ring (100%) Can't Control, Can't Suplex Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop, Clear, Image
Tomb Thumb 2,000 100 33 500 150 Weak pt: Thunder, Water Dash Haste 32 19 10 10 198 - 150 82% 0 120 105% 0 100 - Green Cherry (1/8) Human Prevent: Zombie, Poison, Imp, Petrify, Seizure
Lethal Wpn 9,200 1,956 47 5,848 1,189 Weak pt: Thunder, Water Metal Arm Battle ×2 55 33 15 18 528 1,056 190 51% 10 125 102% 10 100 Debilitator (1/8) - - Reflect
Prevent: Dark, Zombie, Poison, Imp, Petrify, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Clear, Image
M-TekArmor 210 250 8 - - Weak pt: Thunder Metal Kick Battle ×1.5 25 16 3 18 17 26 30 176% 0 130 98% 0 100 Tonic (7/8), Potion (1/8) Potion (7/8) Can't Control Safe
Prevent: Zombie, Poison, Imp, Petrify, Wound, Condemned, Seizure
Spit Fire 1,400 180 25 550 300 Weak pt: Thunder, Wind Propeller Battle ×1.5 35 18 4 17 146 219 155 78% 0 130 98% 0 100 Tincture (7/8), Elixir (1/8) Tincture (1/8) Can't Suplex Prevent: Zombie, Poison, Imp, Petrify, Seizure, Slow, Stop
Trapper 555 80 19 235 200 Weak pt: Thunder, Water Program 18 Reflect 35 17 10 13 74 - 180 59% 0 135 94% 0 100 AutoCrossbow (1/8) - Can't Suplex Float
Prevent: Zombie, Poison, Imp, Petrify, Seizure
L.40 Magic 4,000 1,000 55 - - Absorb HP: Poison
Weak pt: Thunder
- - 38 23 19 10 547 - 200 43% 100 135 94% 0 100 Tincture (1/8) Tincture (1/8) Human, Wound at 0 MP Float
Prevent: Dark, Imp, Wound, Condemned, Berserk, Muddled, Psyche, Slow, Stop
Ninja 1,650 130 27 694 520 Absorb HP: Poison
Weak pt: Thunder, Pearl
Inviz Clear 37 19 5 22 196 - 135 94% 50 140 90% 0 100 Cherub Down (1/8) Ninja Star (1/8) Human Float
Prevent: Dark, Petrify, Near Fatal, Muddled, Seizure, Psyche, Slow, Stop
Cephaler 420 100 21 214 280 Weak pt: Thunder Husk Battle ×1.5 30 16 10 10 81 122 100 121% 0 140 90% 0 100 Potion (7/8), Remedy (1/8) - - Safe
Prevent: Imp, Wound, Condemned, Muddled
Latimeria 1,700 100 27 612 971 Weak pt: Thunder Wind-up Battle ×1.5 35 19 9 15 159 239 125 102% 0 140 90% 0 100 Gaia Gear (7/8) Antidote (1/8) - Prevent: Dark, Poison, Imp, Wound, Berserk, Psyche
Laser Gun 3,300 335 24 - - Weak pt: Thunder, Water Hit Battle ×1.5 30 22 9 12 114 171 130 98% 0 140 90% 0 100 X-Ether (7/8) - Can't Suplex Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Clear, Image
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Monsters: Immune to Thunder Damage – 30 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
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
Rhinox 800 35 19 592 400 Absorb HP: Thunder BaneStrike Poison 30 17 10 13 74 - 200 43% 0 100 121% 0 100 Flash (1/8) - Critical Hits if Imp Safe
Prevent: Petrify, Wound, Condemned
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
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
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
Crane 1,800 447 23 - - Absorb HP: Thunder
Weak pt: Water
Iron Ball Battle ×1.5 35 19 4 14 112 168 145 86% 0 120 105% 0 100 NoiseBlaster (1/8) - Can't Control Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Stop, Clear, Image
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
Phunbaba 26,000 10,000 31 - - Absorb HP: Thunder
Weak pt: Poison
Solar Plex Battle ×3 35 40 6 15 210 630 100 121% 0 130 98% 0 100 - - Can't Control, Critical Hits if Imp Prevent: Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Slow, Stop
Moe 12,500 2,000 47 - - Absorb HP: Thunder Hit Battle ×2 25 40 6 4 304 608 80 137% 0 130 98% 0 100 - - Can't Control, Critical Hits if Imp, Human, Wound at 0 MP Float
Prevent: Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Muddled, Seizure, Psyche, Slow
Chadarnook 30,000 7,600 41 - - Absorb HP: Thunder
Weak pt: Fire, Pearl
Hit Condemned 61 40 10 18 402 - 135 94% 0 130 98% 0 100 - - Can't Control, Can't Suplex, Wound at 0 MP Prevent: Zombie, Poison, Imp, Petrify, Wound, Condemned, Mute, Berserk, Muddled, Seizure, Psyche, Stop
Anemone 2,000 100 33 1,000 550 Absorb HP: Thunder, Water
Weak pt: Fire
Imp Touch Imp 33 19 10 10 198 - 115 109% 0 145 86% 0 100 - Green Cherry (7/8) - Prevent: Dark, Imp, Berserk, Muddled, Psyche
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
Ceritops 2,000 100 33 1,000 850 Absorb HP: Thunder
Weak pt: Fire
Pal Maker Imp 34 19 10 10 198 - 130 98% 0 150 82% 0 100 - White Cape (7/8), Green Cherry (1/8) Critical Hits if Imp, Wound at 0 MP Safe
Prevent: Dark, Poison, Petrify, Wound, Condemned, Near Fatal, Muddled
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
Vaporite 15 0 5 23 29 Absorb HP: Thunder
Weak pt: Fire, Pearl
Cling Slow 30 16 10 13 7 - 95 125% 0 150 82% 0 100 Tonic (100%) Tonic (1/8) Can't Suplex, Undead Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
Gold Drgn 32,400 4,000 62 - - Absorb HP: Thunder
Weak pt: Water
- - 75 40 10 13 779 - 110 113% 0 150 82% 0 100 - Crystal Orb (100%) Can't Control, Wound at 0 MP Prevent: Zombie, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Muddled, Seizure, Psyche, Slow, Stop
Goddess 44,000 19,000 68 - - Absorb HP: Thunder, Pearl Hit Battle ×1.5 50 40 14 13 936 1,404 85 133% 0 150 82% 0 100 Minerva (1/8) Excalibur (100%) Can't Control, Can't Suplex Haste, Shell
Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop
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
Phunbaba 26,000 10,000 31 - - Absorb HP: Thunder
Weak pt: Poison
Solar Plex Battle ×3 30 40 6 15 210 630 105 117% 0 150 82% 0 100 - - Can't Control, Critical Hits if Imp Prevent: Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop
Phunbaba 28,000 10,000 31 - - Absorb HP: Thunder
Weak pt: Poison
Solar Plex Battle ×3 30 40 6 15 210 630 105 117% 0 150 82% 0 100 - - Can't Control, Critical Hits if Imp Prevent: Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop
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Rages: With Thunder-elemental Abilities – 20 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
Hazer Weak pt: Pearl Prevent: Zombie, Imp, Wound, Condemned Human, Wound at 0 MP Bolt 2 One/All Foes 61 150 Reflect, Runic Thunder - -
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 - -
Rhinotaur Absorb HP: Thunder Prevent: Petrify, Slow, Stop - Mega Volt One/All Foes 20 150 Runic Thunder - -
Delta Bug Weak pt: Fire Prevent: Dark, Poison, Imp, Berserk, Muddled - Mega Volt One/All Foes 20 150 Runic Thunder - -
M-TekArmor Weak pt: Thunder Safe
Prevent: Zombie, Poison, Imp, Petrify, Wound, Condemned, Seizure
- Tek Laser One Foe 20 150 Runic Thunder - -
Sky Armor Weak pt: Thunder, Wind Float
Prevent: Zombie, Poison, Imp, Petrify, Seizure
- Tek Laser One Foe 20 150 Runic Thunder - -
Aspik Absorb HP: Water
Weak pt: Fire
Float
Prevent: Dark, Imp, Mute, Muddled, Psyche
- Giga Volt One/All Foes 110 130 Runic Thunder - -
Ghost Absorb HP: Poison
Weak pt: Fire, Pearl
Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
Undead Bolt 2 One/All Foes 61 150 Reflect, Runic Thunder - -
Joker Weak pt: Thunder, Poison Float
Prevent: Imp
Human Bolt 2 One/All Foes 61 150 Reflect, Runic Thunder - -
Goblin Weak pt: Pearl Reflect
Prevent: Imp, Condemned, Mute, Berserk, Psyche
Wound at 0 MP Bolt 3 One/All Foes 120 150 Reflect, Runic Thunder - -
PlutoArmor Weak pt: Thunder, Water Prevent: Zombie, Poison, Imp, Petrify, Seizure - Tek Laser One Foe 20 150 Runic Thunder - -
HeavyArmor Weak pt: Thunder, Water Safe
Prevent: Zombie, Poison, Imp, Petrify, Seizure
- Tek Laser One Foe 20 150 Runic Thunder - -
Chaser Weak pt: Thunder, Water Float
Prevent: Zombie, Poison, Imp, Petrify, Seizure
- Plasma One Foe 70 100% - Thunder - -
Parasite Weak pt: Fire Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
Wound at 0 MP Giga Volt One/All Foes 110 130 Runic Thunder - -
Anemone Absorb HP: Thunder, Water
Weak pt: Fire
Prevent: Dark, Imp, Berserk, Muddled, Psyche - Giga Volt One/All Foes 110 130 Runic Thunder - -
Ceritops Absorb HP: Thunder
Weak pt: Fire
Safe
Prevent: Dark, Poison, Petrify, Wound, Condemned, Near Fatal, Muddled
Wound at 0 MP Giga Volt One/All Foes 110 130 Runic Thunder - -
Dueller Weak pt: Thunder, Water Prevent: Zombie, Poison, Imp, Petrify, Seizure - Mega Volt One/All Foes 20 150 Runic Thunder - -
Karkass Absorb HP: Poison
Weak pt: Fire, Pearl
Float
Prevent: Dark, Imp, Wound, Condemned, Near Fatal, Berserk, Muddled, Psyche
Undead, Wound at 0 MP Bolt 3 One/All Foes 120 150 Reflect, Runic Thunder - -
Punisher Weak pt: Poison Haste
Prevent: Imp, Psyche, Slow, Stop
Human Bolt 3 One/All Foes 120 150 Reflect, Runic Thunder - -
Spit Fire Weak pt: Thunder, Wind Prevent: Zombie, Poison, Imp, Petrify, Seizure, Slow, Stop - Tek Laser One Foe 20 150 Runic Thunder - -
Rages: With Weakness against Thunder 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
Ninja Absorb HP: Poison
Weak pt: Thunder, Pearl
Float
Prevent: Dark, Petrify, Near Fatal, Muddled, Seizure, Psyche, Slow, Stop
Human Water Edge All Foes 100 100% - Water - -
Apokryphos Weak pt: Thunder, Water, Pearl Prevent: Zombie, Poison, Imp, Condemned, Near Fatal, Berserk, Muddled Wound at 0 MP L.3 Muddle All Foes - 100% - - Muddled -
Trapper Weak pt: Thunder, Water Float
Prevent: Zombie, Poison, Imp, Petrify, Seizure
- L.3 Muddle All Foes - 100% - - Muddled -
Nautiloid Absorb HP: Water
Weak pt: Fire, Thunder
Safe
Prevent: Imp
- Ink One Foe Dark - - - Dark -
Exocite Absorb HP: Water
Weak pt: Fire, Thunder
Prevent: Dark, Imp - Scissors One Foe Battle ×1.5 - - - - -
Anguiform Absorb HP: Water
Weak pt: Thunder
Dark
Prevent: Imp
- Aqua Rake All Foes 71 150 - Water, Wind - -
Pipsqueak Weak pt: Thunder, Water Prevent: Zombie, Poison, Imp, Petrify, Seizure Human Imp One Foe - 100 Reflect, Runic - Imp -
M-TekArmor Weak pt: Thunder Safe
Prevent: Zombie, Poison, Imp, Petrify, Wound, Condemned, Seizure
- Tek Laser One Foe 20 150 Runic Thunder - -
Sky Armor Weak pt: Thunder, Wind Float
Prevent: Zombie, Poison, Imp, Petrify, Seizure
- Tek Laser One Foe 20 150 Runic Thunder - -
Telstar Weak pt: Thunder, Water Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Clear, Image
- Sonic Boom One Foe 5/8 HP 100% Wound - Seizure -
Lethal Wpn Weak pt: Thunder, Water Reflect
Prevent: Dark, Zombie, Poison, Imp, Petrify, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Clear, Image
- Grav Bomb One Foe 1/2 HP 100 Wound, Stamina - - -
Brainpan Absorb HP: Poison
Weak pt: Fire, Thunder, Pearl
Float
Prevent: Dark, Zombie, Poison, Imp, Mute, Berserk, Psyche
Undead, Wound at 0 MP Blow Fish One Foe - 100% - - - -
Pug Absorb HP: Water
Weak pt: Fire, Thunder
Prevent: Wound, Condemned, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop - Break One Foe - 120 Reflect, Runic, Wound, Stamina - Petrify -
Actaneon Absorb HP: Water
Weak pt: Fire, Thunder
Dark
Prevent: Zombie, Imp, Mute, Berserk, Muddled, Psyche
- Clamp One Foe Battle ×1.5 - - - - -
Ogor Weak pt: Thunder, Poison Prevent: Petrify, Wound, Condemned, Near Fatal, Mute, Psyche Human Storm All Foes 100 100% - Ice - -
Warlock Weak pt: Thunder, Poison Prevent: Imp, Petrify, Wound, Condemned, Mute, Berserk, Muddled Human, Wound at 0 MP Pearl One Foe 108 150 Reflect, Runic Pearl - -
Joker Weak pt: Thunder, Poison Float
Prevent: Imp
Human Bolt 2 One/All Foes 61 150 Reflect, Runic Thunder - -
Chitonid Weak pt: Thunder Safe
Prevent: Petrify, Wound, Mute
- Stop One Foe - 100 Reflect, Runic - Stop -
Dragon Weak pt: Thunder Prevent: Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure - Revenge One Foe - 100% - - - -
Sprinter Weak pt: Thunder Prevent: Dark, Poison, Imp, Petrify, Near Fatal, Slow, Stop - Aero All Foes 125 150 - Wind - -
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Rages: Which Grant Immunity to Thunder Damage – 9 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
Rhinotaur Absorb HP: Thunder Prevent: Petrify, Slow, Stop - Mega Volt One/All Foes 20 150 Runic Thunder - -
Vaporite Absorb HP: Thunder
Weak pt: Fire, Pearl
Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
Undead Blaze One/All Foes 68 120 - Fire - -
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 - - -
Rhinox Absorb HP: Thunder Safe
Prevent: Petrify, Wound, Condemned
- Life 3 One Ally - - Runic - Life 3 -
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 -
Anemone Absorb HP: Thunder, Water
Weak pt: Fire
Prevent: Dark, Imp, Berserk, Muddled, Psyche - Giga Volt One/All Foes 110 130 Runic Thunder - -
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 -
Ceritops Absorb HP: Thunder
Weak pt: Fire
Safe
Prevent: Dark, Poison, Petrify, Wound, Condemned, Near Fatal, Muddled
Wound at 0 MP Giga Volt One/All Foes 110 130 Runic Thunder - -
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 - -
Dance Moves: Thunder-elemental – 2 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
Wind Song Plasma Plains 2/16 Magic One Foe 70 100% - Thunder - -
Water Rondo Plasma Water 6/16 Magic One Foe 70 100% - Thunder - -
Thrown Objects: Thunder-elemental – 2 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
ThunderBlade Sword 108 ×2 Physical One Foe 100% Thunder - 7,000 GP
Bolt Edge Skean 100 Magic All Foes 100% Thunder - 500 GP
Espers: Thunder-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
Ramuh Bolt ×10, Bolt 2 ×2, Poison ×5 Stamina +1 Bolt Fist 25 Lightning-elemental attack All Foes 50 100% - Thunder - -
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 - -
MagiTek Abilities: Thunder-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
Bolt Beam 62 Magic One Foe 100% Any Character - Thunder - -