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
Water Edge Magic All Foes 100 - 100% - Water - -
Aqua Rake Magic All Foes 71 22 150 - Water, Wind - -
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 - -
CleanSweep Magic All Foes 50 30 150 - Water - Full damage to all targets
Acid Rain Magic All Foes 25 20 100 - Water, Poison Seizure -
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
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
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
Short Arm 27,000 10,000 73 - - Weak pt: Water VacuumWave Battle ×1.5 37 40 10 50 2,509 3,764 115 109% 10 155 78% 0 100 Elixir (7/8) - Can't Control, Can't Scan, Can't Sketch, Can't Suplex Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Muddled, Psyche, Stop, Clear, Image
Spek Tor 250 20 50 1,356 1,524 Weak pt: Water Scratch Battle ×1.5 70 16 10 30 815 1,223 100 121% 50 200 43% 0 100 X-Potion (1/8) - Critical Hits if Imp Prevent: Wound, Condemned, Mute
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
Dirt Drgn 28,500 16,500 53 - - Weak pt: Water, Wind Honed Tusk Battle ×5 55 40 12 23 773 3,865 110 113% 0 150 82% 0 100 X-Potion (1/8) Magus Rod (100%) Can't Control Float
Prevent: Zombie, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, 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) - -
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) - -
Telstar 1,800 250 14 - - Weak pt: Thunder, Water SonicBlast Muddled 35 19 13 20 51 - 120 105% 0 150 82% 0 100 X-Potion (1/8) Green Beret (100%) Can't Control, Can't Suplex Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Clear, Image
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
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
Apokryphos 1,900 195 26 1,200 525 Weak pt: Thunder, Water, Pearl Silencer Mute 37 19 10 18 163 - 80 137% 0 150 82% 0 100 Cure Ring (1/8) - Can't Suplex, Wound at 0 MP Prevent: Zombie, Poison, Imp, Condemned, Near Fatal, Berserk, Muddled
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
Wild Cat 1,115 78 36 701 416 Weak pt: Fire, Water Pounce Battle ×1.5 30 18 10 17 301 452 100 121% 10 140 90% 0 100 Tabby Suit (1/8) - - Prevent: Mute
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
Buffalax 2,252 218 26 562 458 Weak pt: Fire, Water Riot Battle ×1.5 30 20 10 15 148 222 100 121% 0 150 82% 0 100 Tincture (7/8), Diamond Vest (1/8) - Critical Hits if Imp Poison
Prevent: Petrify, Near Fatal, Psyche
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
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
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
loading table data...
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
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
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
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
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
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
Ultros 22,000 750 25 - 3 Absorb HP: Water
Weak pt: Fire, Thunder
Ink Battle/Dark 35 40 7 22 169 169 95 125% 0 155 78% 0 100 White Cape (7/8) - Can't Control, Can't Scan, Can't Suplex Float
Prevent: Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche
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
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
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
Exocite 196 100 11 162 153 Absorb HP: Water
Weak pt: Fire, Thunder
Scissors Battle ×1.5 30 16 10 19 31 47 100 121% 0 150 82% 0 100 Tonic (7/8), Mithril Claw (1/8) Tonic (1/8) - Prevent: Dark, Imp
Nautiloid 236 100 11 216 173 Absorb HP: Water
Weak pt: Fire, Thunder
Ink Dark 35 16 10 18 30 - 100 121% 0 150 82% 0 100 Tonic (7/8), Potion (1/8) Eyedrop (1/8) - Safe
Prevent: Imp
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
Mandrake 1,150 104 23 378 450 Absorb HP: Water
Weak pt: Fire
StoneTouch Petrify 30 18 10 16 120 - 115 109% 0 125 102% 0 100 Potion (100%) Remedy (1/8) Can't Suplex Prevent: Dark, Poison, Imp, Petrify, Wound, Condemned, Mute, Berserk, Muddled, Psyche, Clear, Image
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
Ultros 3,000 640 13 - - Absorb HP: Water
Weak pt: Fire, Thunder
Ink Battle/Dark 35 21 3 15 38 38 40 168% 0 140 90% 0 100 - - Can't Control, Can't Scan, Can't Suplex Prevent: Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche
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
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
Tentacle 5,000 600 33 - - Absorb HP: Thunder, Water Seize Slow 35 25 8 13 222 - 102 120% 0 153 80% 0 100 - - Can't Control, Can't Suplex Prevent: Zombie, Imp, Wound, Condemned, Near Fatal, Berserk, Muddled, Seizure, Stop, Clear
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
loading table data...
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
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 - -
Anguiform Absorb HP: Water
Weak pt: Thunder
Dark
Prevent: Imp
- 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 - -
Suriander Weak pt: Pearl Prevent: Zombie, Imp, Wound, Condemned, Berserk, Muddled, Slow, Stop, Clear - Aqua Rake All Foes 71 150 - Water, Wind - -
Vectagoyle - Prevent: Dark, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop - 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 - -
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 - -
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
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
Adamanchyt - Safe
Prevent: Petrify, Wound, Condemned, Near Fatal, Muddled
- Acid Rain All Foes 25 100 - Water, Poison Seizure -
Vindr Weak pt: Fire Float
Prevent: Imp, Psyche
- Acid Rain All Foes 25 100 - Water, Poison Seizure -
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
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 - -
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 - -
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 - -
Chaser Weak pt: Thunder, Water Float
Prevent: Zombie, Poison, Imp, Petrify, Seizure
- Plasma One Foe 70 100% - Thunder - -
Bomb Absorb HP: Fire
Weak pt: Ice, Water
Float
Prevent: Dark, Zombie, Poison, Imp, Petrify
- Blaze One/All Foes 68 120 - Fire - -
Grenade Absorb HP: Fire
Weak pt: Ice, Water
Float
Prevent: Imp, Petrify
- Blaze One/All Foes 68 120 - Fire - -
Fortis Weak pt: Thunder, Water Prevent: Zombie, Poison, Imp, Petrify, Seizure - Fire Ball All Foes 50 150 - Fire - -
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
Hoover Weak pt: Ice, Water Prevent: Imp, Petrify, Psyche - 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
Tomb Thumb Weak pt: Thunder, Water Prevent: Zombie, Poison, Imp, Petrify, Seizure Human Step Mine One Foe 32 100% - - - -
Nohrabbit Weak pt: Water Haste
Prevent: Condemned, Near Fatal, Mute, Berserk
- Cure 2 One/All Allies 28 - Reflect, Runic - - -
HeavyArmor Weak pt: Thunder, Water Safe
Prevent: Zombie, Poison, Imp, Petrify, Seizure
- Tek Laser One Foe 20 150 Runic Thunder - -
Dueller Weak pt: Thunder, Water Prevent: Zombie, Poison, Imp, Petrify, Seizure - Mega Volt One/All Foes 20 150 Runic Thunder - -
PlutoArmor Weak pt: Thunder, Water Prevent: Zombie, Poison, Imp, Petrify, Seizure - Tek Laser One Foe 20 150 Runic Thunder - -
Innoc Weak pt: Thunder, Water Float
Prevent: Zombie, Poison, Imp, Petrify, Seizure, Stop
- Virite All Foes 20 80 - Poison Poison -
Junk Weak pt: Thunder, Water Float
Prevent: Zombie, Poison, Imp, Petrify, Seizure
- Pep Up One Ally 16 100% - - Dark, Zombie, Poison, Petrify, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop -
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 -
Garm Weak pt: Thunder, Water Prevent: Zombie, Poison, Imp, Petrify, Seizure - Demi One Foe 1/2 HP 120 Runic, Wound, Stamina - - -
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 - - -
loading table data...
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
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 - -
Aspik Absorb HP: Water
Weak pt: Fire
Float
Prevent: Dark, Imp, Mute, Muddled, Psyche
- 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 - -
TumbleWeed Absorb HP: Water
Weak pt: Fire
Prevent: Dark, Poison, Imp, Mute, Berserk, Muddled, Psyche - Lifeshaver One Foe 84 100% - Earth - -
Anguiform Absorb HP: Water
Weak pt: Thunder
Dark
Prevent: Imp
- Aqua Rake All Foes 71 150 - Water, Wind - -
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 - - -
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 -
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 -
Trilium Absorb HP: Water
Weak pt: Fire
Prevent: Imp - Bio One/All Foes 53 120 Reflect, Runic Poison Poison -
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 - - - -
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 -
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 -
Flan No Effect: Water, Wind, Earth, Pearl, Poison
Weak pt: Fire
Prevent: Dark, Poison, Imp, Petrify - Slimer One Foe - 100 - - Slow -
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 -
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 -
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 -
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 -
Actaneon Absorb HP: Water
Weak pt: Fire, Thunder
Dark
Prevent: Zombie, Imp, Mute, Berserk, Muddled, Psyche
- Clamp One Foe Battle ×1.5 - - - - -
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 - - - - -
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
Aqua Rake 22 Wind/Water elemental damage All Foes 71 150 - Water, Wind - -
CleanSweep 30 Water-elemental damage All Foes 50 150 - Water - Full damage to all targets
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 - -