Armors: Which Absorb HP from Water – 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)TortoiseShld Shield 66 30 66 30 ??? if equipped while an Imp - - - - - 1 GP - Imp ×1 Absorb HP: Water - All Except Umaro
(Helmet)Titanium Helmet 42 - 42 - ??? if equipped while an Imp - - - - - 1 GP - Imp ×1 Absorb HP: Water - All Except Umaro
(Armor)Imp's Armor Armor 100 - 100 - ??? if equipped while an Imp - - - - - 1 GP - Imp ×1 Absorb HP: Water - All Except Umaro
Armors: Which Prevent Water 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)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 Halve Water 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)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
(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: Weak against Water 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
(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: Water-elemental – 1 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
(Lance)Trident Lance 93 150 - - - - - - - - - 1,700 GP 850 GP - Water Runic, 2-hand, Throw Ed Mo
Abilities: Water-elemental – 7 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
Acid Rain Magic All Foes 25 20 100 - Water, Poison Seizure -
Aqua Rake Magic All Foes 71 22 150 - Water, Wind - -
CleanSweep Magic All Foes 50 30 150 - Water - Full damage to all targets
El Nino Magic All Foes 61 - 100% - Water - Full damage to all targets
Flash Rain Magic All Foes 60 20 140 - Ice, Water - -
Sea Song Magic All Foes 58 50 100% - Water - -
Water Edge Magic All Foes 100 - 100% - Water - -
Monsters: Weak against Water Damage – 65 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
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
Innoc 6,600 390 52 2,400 1,950 Weak pt: Thunder, Water BrainBlast Muddled 33 28 12 13 548 - 155 78% 0 155 78% 0 100 Bio Blaster (1/8) - - Float
Prevent: Zombie, Poison, Imp, Petrify, Seizure, Stop
Nohrabbit 75 200 26 - - Weak pt: Water Carrot Battle ×1.5 30 16 30 7 109 164 100 121% 0 100 121% 0 100 Remedy (7/8) Potion (1/8) - Haste
Prevent: Condemned, Near Fatal, Mute, Berserk
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
PlutoArmor 2,850 220 39 853 629 Weak pt: Thunder, Water Crash Battle ×2 35 21 9 13 309 618 105 117% 0 150 82% 0 100 - - - Prevent: Zombie, Poison, Imp, Petrify, Seizure
Io 7,862 1,550 39 3,253 1,995 No Effect: Wind, Earth, Poison
Weak pt: Thunder, Water, Pearl
Crush Battle ×3 60 31 10 13 309 927 110 113% 0 150 82% 0 100 - - - Prevent: Dark, Zombie, Poison, Imp, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Stop, Clear, 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
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
IronHitman 2,000 800 52 2,000 700 Weak pt: Thunder, Water Destroy Battle ×2 31 19 25 13 548 1,096 20 184% 0 165 70% 0 100 AutoCrossbow (1/8) - - Prevent: Zombie, Poison, Imp, Petrify, Seizure
Fortis 9,800 700 54 3,500 250 Weak pt: Thunder, Water Double Arm Battle ×2 35 35 10 5 422 844 160 74% 0 150 82% 0 100 Drill (1/8) - - Prevent: Zombie, Poison, Imp, Petrify, Seizure
TunnelArmr 1,300 900 16 - 250 Weak pt: Thunder, Water Drill Battle ×2 40 18 15 10 48 96 29 177% 0 145 86% 0 100 Air Lancet (7/8), Bio Blaster (1/8) Elixir (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
Prometheus 14,500 2,050 56 5,200 1,300 Weak pt: Thunder, Water Drill Battle ×1.5 47 40 10 13 635 953 170 66% 0 150 82% 0 100 Debilitator (1/8) - - Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Stop, Clear, Image
Red Dragon 30,000 1,780 67 - - Absorb HP: Fire
Weak pt: Ice, Water
Eraser Battle/Removes Reflect 75 40 10 13 909 909 110 113% 0 150 82% 0 100 - Strato (100%) Can't Control Prevent: Zombie, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Psyche, Stop
Balloon 555 80 22 369 300 Absorb HP: Fire
Weak pt: Ice, Water
Flare Up Battle ×1.5 25 17 10 11 92 138 20 184% 0 130 98% 0 100 Fenix Down (1/8) - Can't Suplex Float
Prevent: Imp, Psyche
Scullion 27,000 9,000 57 9,000 - Weak pt: Thunder, Water Gamma Rays Condemned 40 40 15 13 658 - 175 63% 0 145 86% 0 100 Air Anchor (1/8) - - Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Clear, Image
Ing 1,100 50 21 740 442 Absorb HP: Fire, Poison
Weak pt: Water, Pearl
Glare Dark 35 18 12 18 107 - 110 113% 0 150 82% 0 100 Amulet (1/8) Revivify (1/8) Can't Suplex, Undead Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, 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
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
MissileBay 3,000 7,000 25 - - Weak pt: Thunder, Water Hit Battle ×1.5 20 21 8 12 123 185 135 94% 0 150 82% 0 100 Debilitator (1/8) - Can't Suplex Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Clear, Image
Chupon 10,000 40,000 26 - - Absorb HP: Fire
Weak pt: Ice, Water
Hit Poison 10 35 10 13 138 - 100 121% 0 55 156% 0 100 Dirk (7/8) - Can't Control, Can't Scan, Can't Suplex Prevent: Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Muddled, Seizure
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Monsters: Immune to Water Damage – 44 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
Trilium 147 100 9 97 134 Absorb HP: Water
Weak pt: Fire
Bane Touch Poison 30 16 10 13 18 - 102 120% 0 170 66% 0 100 Tonic (7/8), Remedy (1/8) - Can't Suplex Prevent: Imp
Rizopas 775 39 13 - - Absorb HP: Water
Weak pt: Thunder
Bite Battle ×1.5 40 17 3 14 37 56 110 113% 0 175 63% 0 100 - Remedy (100%) Can't Control, Can't Suplex Float
Prevent: Zombie, Poison, Imp, Petrify, Wound, Condemned, Mute
TumbleWeed 6,200 600 55 2,554 1,333 Absorb HP: Water
Weak pt: Fire
Blinder Dark 30 28 10 10 547 - 120 105% 0 90 129% 0 100 Titanium (1/8) - - Prevent: Dark, Poison, Imp, Mute, Berserk, Muddled, Psyche
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
Actaneon 230 98 12 57 125 Absorb HP: Water
Weak pt: Fire, Thunder
Clamp Battle ×1.5 35 16 10 13 31 47 100 121% 0 150 82% 0 100 Potion (7/8) - - Dark
Prevent: Zombie, Imp, Mute, Berserk, Muddled, Psyche
Master Pug 22,000 1,200 73 - - Absorb HP: Water Cleaver Battle ×8 45 40 9 13 1,079 8,632 100 121% 0 165 70% 0 100 Elixir (7/8), Megalixir (1/8) Graedus (100%) Can't Control Prevent: Zombie, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Stop
Pug 8,000 15,500 27 1,200 3,333 Absorb HP: Water
Weak pt: Fire, Thunder
Cleaver Battle ×8 35 31 10 13 149 1,192 150 82% 50 180 59% 50 100 - Tintinabar (1/8) Critical Hits if Imp Prevent: Wound, Condemned, Mute, Berserk, Muddled, Seizure, Psyche, Slow, 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
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
Chadarnook 56,000 9,400 37 - - Absorb HP: Water, Pearl
Weak pt: Fire
Doom Kiss Condemned 50 40 10 13 278 - 140 90% 0 150 82% 0 100 - - Can't Control, Can't Suplex Prevent: Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Stop
Mad Oscar 2,900 980 30 780 2,292 Absorb HP: Water, Poison
Weak pt: Fire
Drool Seizure 30 21 10 20 229 - 95 125% 0 145 86% 0 80 X-Potion (1/8) Remedy (7/8), Revivify (1/8) - Prevent: Imp, Condemned, Near Fatal, Mute, Psyche
Bloompire 12 400 26 510 896 Absorb HP: Water
Weak pt: Fire
Energy Sap Zombie 35 16 10 13 138 - 254 1% 0 254 1% 0 100 Echo Screen (1/8) Smoke Bomb (1/8) Can't Suplex, Undead, Wound at 0 MP Prevent: Dark, Zombie, Poison, Imp, Petrify, Near Fatal, Mute, Berserk, Psyche
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
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
Anguiform 315 150 13 96 358 Absorb HP: Water
Weak pt: Thunder
Garrote Battle ×5 25 16 6 14 37 185 80 137% 0 150 82% 0 100 Potion (1/8) Fenix Down (1/8) - Dark
Prevent: Imp
Muus 900 100 28 189 287 No Effect: Water, Wind, Earth, Pearl, Poison Gunk Slow 30 17 10 11 149 - 110 113% 0 105 117% 0 100 Magicite (1/8) - Wound at 0 MP Shell
Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, 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
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
Atma 55,000 19,000 67 - - Absorb HP: Water, Wind, Earth, Pearl, Poison Hit Battle ×1.5 63 40 10 20 1,137 1,706 75 141% 0 70 145% 0 100 Drainer (7/8), Crystal Orb (1/8) - Can't Control, Can't Suplex, Wound at 0 MP Prevent: Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Psyche, Stop
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
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Rages: With Water-elemental Abilities – 12 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
Vindr Weak pt: Fire Float
Prevent: Imp, Psyche
- Acid Rain All Foes 25 100 - Water, Poison Seizure -
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 - -
Vectagoyle - Prevent: Dark, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop - Aqua Rake All Foes 71 150 - Water, Wind - -
Chimera - Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Muddled, Seizure, Psyche, Slow, Stop, Clear, Image - Aqua Rake All Foes 71 150 - Water, Wind - -
Anguiform Absorb HP: Water
Weak pt: Thunder
Dark
Prevent: Imp
- Aqua Rake All Foes 71 150 - Water, Wind - -
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 - -
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 - -
Adamanchyt - Safe
Prevent: Petrify, Wound, Condemned, Near Fatal, Muddled
- Acid Rain All Foes 25 100 - Water, Poison Seizure -
Enuo Weak pt: Pearl Seizure, Reflect
Prevent: Dark, Poison, Imp, Near Fatal, Berserk, Muddled, Psyche, Slow, Stop
- CleanSweep All Foes 50 150 - Water - 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 - -
Suriander Weak pt: Pearl Prevent: Zombie, Imp, Wound, Condemned, Berserk, Muddled, Slow, Stop, Clear - Aqua Rake All Foes 71 150 - Water, Wind - -
Dark Force Weak pt: Pearl Prevent: Imp, Near Fatal, Mute, Berserk, Muddled, Psyche, Stop Human, Wound at 0 MP CleanSweep All Foes 50 150 - Water - Full damage to all targets
Rages: With Weakness against Water 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
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
Innoc Weak pt: Thunder, Water Float
Prevent: Zombie, Poison, Imp, Petrify, Seizure, Stop
- Virite All Foes 20 80 - Poison Poison -
Nohrabbit Weak pt: Water Haste
Prevent: Condemned, Near Fatal, Mute, Berserk
- Cure 2 One/All Allies 28 - Reflect, Runic - - -
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
PlutoArmor Weak pt: Thunder, Water Prevent: Zombie, Poison, Imp, Petrify, Seizure - Tek Laser One Foe 20 150 Runic Thunder - -
Hoover Weak pt: Ice, Water Prevent: Imp, Petrify, Psyche - Sand Storm All Foes 45 100 - Wind - Full damage to all targets
Io No Effect: Wind, Earth, Poison
Weak pt: Thunder, Water, Pearl
Prevent: Dark, Zombie, Poison, Imp, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Stop, Clear, Image - Flare Star All Foes 80 100% - Fire - -
Tomb Thumb Weak pt: Thunder, Water Prevent: Zombie, Poison, Imp, Petrify, Seizure Human Step Mine One Foe 32 100% - - - -
IronHitman Weak pt: Thunder, Water Prevent: Zombie, Poison, Imp, Petrify, Seizure - Dischord One Foe - 100 Wound - - -
Fortis Weak pt: Thunder, Water Prevent: Zombie, Poison, Imp, Petrify, Seizure - Fire Ball All Foes 50 150 - Fire - -
Balloon Absorb HP: Fire
Weak pt: Ice, Water
Float
Prevent: Imp, Psyche
- Exploder One Foe - 100% - - - -
Scullion Weak pt: Thunder, Water Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Clear, Image - Dischord One Foe - 100 Wound - - -
Ing Absorb HP: Fire, Poison
Weak pt: Water, Pearl
Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
Undead Lifeshaver One Foe 84 100% - Earth - -
Leafer Absorb HP: Ice
Weak pt: Fire, Water
- - Incisor One Foe Battle ×1.5 - - - - -
Rhobite Weak pt: Water - - Life One Ally 1/8 HP - Reflect, Runic - Wound -
Drop Weak pt: Thunder, Water Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Clear, Image Wound at 0 MP Muddle One Foe - 94 Reflect, Runic - Muddled -
Dueller Weak pt: Thunder, Water Prevent: Zombie, Poison, Imp, Petrify, Seizure - Mega Volt One/All Foes 20 150 Runic Thunder - -
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 - - -
HeavyArmor Weak pt: Thunder, Water Safe
Prevent: Zombie, Poison, Imp, Petrify, Seizure
- Tek Laser One Foe 20 150 Runic Thunder - -
Grenade Absorb HP: Fire
Weak pt: Ice, Water
Float
Prevent: Imp, Petrify
- Blaze One/All Foes 68 120 - Fire - -
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Rages: Which Grant Immunity to Water Damage – 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
Trilium Absorb HP: Water
Weak pt: Fire
Prevent: Imp - Bio One/All Foes 53 120 Reflect, Runic Poison Poison -
TumbleWeed Absorb HP: Water
Weak pt: Fire
Prevent: Dark, Poison, Imp, Mute, Berserk, Muddled, Psyche - Lifeshaver One Foe 84 100% - Earth - -
Actaneon Absorb HP: Water
Weak pt: Fire, Thunder
Dark
Prevent: Zombie, Imp, Mute, Berserk, Muddled, Psyche
- Clamp One Foe Battle ×1.5 - - - - -
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 -
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 -
Mad Oscar Absorb HP: Water, Poison
Weak pt: Fire
Prevent: Imp, Condemned, Near Fatal, Mute, Psyche - Sour Mouth One Foe - 100 - - Dark, Poison, Imp, Mute, Muddled, Psyche -
Bloompire Absorb HP: Water
Weak pt: Fire
Prevent: Dark, Zombie, Poison, Imp, Petrify, Near Fatal, Mute, Berserk, Psyche Undead, Wound at 0 MP Bio One/All Foes 53 120 Reflect, Runic Poison Poison -
Sea Flower Absorb HP: Fire, Water
Weak pt: Ice, Thunder
Prevent: Dark, Poison, Imp, Mute, Berserk, Muddled, Psyche - Sleep One Foe - 111 Reflect, Runic - Psyche -
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 - -
Anguiform Absorb HP: Water
Weak pt: Thunder
Dark
Prevent: Imp
- Aqua Rake All Foes 71 150 - Water, Wind - -
Muus No Effect: Water, Wind, Earth, Pearl, Poison Shell
Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Berserk, Muddled, 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 - -
Nautiloid Absorb HP: Water
Weak pt: Fire, Thunder
Safe
Prevent: Imp
- Ink One Foe Dark - - - Dark -
Aspik Absorb HP: Water
Weak pt: Fire
Float
Prevent: Dark, Imp, Mute, Muddled, Psyche
- Giga Volt One/All Foes 110 130 Runic Thunder - -
Nightshade Absorb HP: Water
Weak pt: Fire
Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop, Clear, Image - Charm One Foe - 80 - - Charm -
Exocite Absorb HP: Water
Weak pt: Fire, Thunder
Prevent: Dark, Imp - Scissors One Foe Battle ×1.5 - - - - -
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 -
Flan No Effect: Water, Wind, Earth, Pearl, Poison
Weak pt: Fire
Prevent: Dark, Poison, Imp, Petrify - Slimer One Foe - 100 - - Slow -
Mandrake Absorb HP: Water
Weak pt: Fire
Prevent: Dark, Poison, Imp, Petrify, Wound, Condemned, Mute, Berserk, Muddled, Psyche, Clear, Image - Raid One Foe 40 100 - - - -
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 - - -
Lores: Water-elemental – 2 shown
World of Ruin lores are used by monsters in the World of Ruin; unique monster lores are used only by specific unique creatures; special monster lores are used only certain powerful creatures; some lores can be learned in other ways via the use of special abilities
Name
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
CleanSweep 30 Water-elemental damage All Foes 50 150 - Water - Full damage to all targets
Aqua Rake 22 Wind/Water elemental damage All Foes 71 150 - Water, Wind - -
Dance Moves: Water-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
Water Rondo El Nino Water 7/16 Magic All Foes 61 100% - Water - Full damage to all targets
Thrown Objects: Water-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
Trident Lance 93 ×2 Physical One Foe 100% Water - 1,700 GP
Water Edge Skean 100 Magic All Foes 100% Water - 500 GP
Espers: Water-elemental – 1 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
Bismark Fire ×20, Ice ×20, Bolt ×20, Life ×2 Vigor +2 Sea Song 50 Water-elemental attack All Foes 58 100% - Water - -