Items: Which Remove Zombie – 3 shown
Rare items can be stolen from monsters; limited items are usually found as treasure; strange items can be won in the colosseum
Name
Type Description Price Value
The status effects removed by this item
Statuses
Revivify - Cures "Zombie" status 300 GP 150 GP Zombie
Sleeping Bag - Recovers HP/MP to 100% 500 GP 250 GP Dark, Zombie, Poison, Imp, Petrify, Clear
Tent - Recovers party's HP/MP to 100% 1,200 GP 600 GP Dark, Zombie, Poison, Imp, Petrify, Wound, Clear
Monsters: With Zombie-inflicting Special Attacks – 13 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
Orog 1,584 250 30 510 716 Absorb HP: Poison
Weak pt: Fire, Pearl
Zombite Zombie 35 19 10 45 392 - 105 117% 0 140 90% 0 100 Amulet (1/8) Amulet (7/8), Revivify (1/8) Human, Undead Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
Ogor 4,211 219 44 1,583 869 Weak pt: Thunder, Poison Zombite Zombie 32 24 11 19 477 - 100 121% 30 150 82% 30 100 Ashura (7/8), Murasame (1/8) Revivify (7/8) Human Prevent: Petrify, Wound, 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
Tiger 30,000 10,000 70 - - Absorb HP: Earth
Weak pt: Ice
Doom Tusk Zombie 21 40 7 13 992 - 120 105% 0 153 80% 0 100 Elixir (7/8) - Can't Control, Can't Scan, Can't Sketch, Can't Suplex Prevent: Dark, Zombie, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Psyche, Slow, Stop, Clear
Necromancr 3,525 900 48 1,510 791 Absorb HP: Poison
Weak pt: Fire, Pearl
ZombiStick Zombie 25 22 7 13 467 - 100 121% 0 150 82% 0 100 Fenix Down (1/8) Revivify (7/8) Can't Suplex, Human, Undead, Wound at 0 MP Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
Uroburos 50 760 48 1,780 390 Absorb HP: Fire
Weak pt: Ice
Doom Touch Zombie 40 16 10 13 467 - 252 2% 0 252 2% 0 100 Fenix Down (1/8) Fenix Down (1/8) - Prevent: Dark, Imp, Petrify, Near Fatal, Mute, Psyche
Zombone 1,991 160 21 1,072 309 Absorb HP: Poison
Weak pt: Fire, Pearl
Bone Zombie 40 19 10 29 142 - 150 82% 0 100 121% 0 100 Potion (7/8), Fenix Down (1/8) Fenix Down (1/8) Can't Suplex, Undead Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
Osteosaur 1,584 143 30 770 542 Absorb HP: Poison
Weak pt: Fire, Pearl
Fossil Zombie 33 19 10 45 392 - 115 109% 0 155 78% 0 100 Remedy (1/8) Revivify (7/8) Undead, Wound at 0 MP Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
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
Black Drgn 4,000 600 26 780 502 Absorb HP: Poison
Weak pt: Fire, Pearl
BonePowder Zombie 30 23 10 14 143 - 102 120% 0 20 184% 0 100 Revivify (7/8) Tent (1/8) Can't Suplex, Undead Seizure
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
Wizard 1,677 200 32 587 388 Weak pt: Thunder, Poison Doom Step Zombie 33 19 10 13 208 - 50 160% 0 160 74% 0 100 Thunder Rod (7/8), Ice Rod (1/8) Fire Rod (1/8) Human Prevent: Dark, Imp, Petrify, Wound, Condemned, Berserk, Muddled
Exoray 1,200 112 29 449 370 Absorb HP: Poison
Weak pt: Fire, Pearl
DoomPollen Zombie 33 18 10 13 172 - 105 117% 0 105 117% 0 100 - Revivify (7/8) Undead Shell
Prevent: Dark, Imp, Petrify, Mute, Berserk, Muddled, Psyche
Hidonite 3,500 1,000 43 - - Absorb HP: Poison
Weak pt: Fire, Pearl
Zombi Claw Zombie 30 22 10 13 375 - 105 117% 0 130 98% 0 100 - - Can't Control, Undead Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
Abilities: Which Add or Remove Zombie – 9 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
ChokeSmoke Magic One Foe - 20 100% - - Zombie -
Mind Blast Magic All Foes - 20 110 - - Dark, Zombie, Poison, Imp, Petrify, Condemned, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop -
Overcast Magic All Foes - 20 100% Wound - Zombie, Condemned -
Pep Up Magic One Ally 16 1 100% - - Dark, Zombie, Poison, Petrify, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop -
Revivify Item One Ally 1/8 HP - 100% - - Zombie -
Soul Out Magic One Foe - 20 100% - - Zombie -
Spiraler Magic All Allies 200 - 100% - - Dark, Zombie, Poison, Imp, Petrify, Condemned, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop, Freeze -
Tapir Magic All Allies - - 100% - - Dark, Zombie, Poison, Imp, Petrify, Condemned, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop -
Wild Bear Magic All Allies 100 - 100% - - Dark, Zombie, Poison, Petrify, Condemned, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop, Freeze -
Monsters: Immune to Zombie – 171 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
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
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
Orog 1,584 250 30 510 716 Absorb HP: Poison
Weak pt: Fire, Pearl
Zombite Zombie 35 19 10 45 392 - 105 117% 0 140 90% 0 100 Amulet (1/8) Amulet (7/8), Revivify (1/8) Human, Undead Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
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
Speck 420 285 25 - - Weak pt: Thunder, Water Hit Battle ×1.5 15 16 10 12 123 185 230 20% 0 160 74% 0 100 Amulet (1/8) - Can't Control, Can't Suplex Runic
Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Clear, Image
Sleep 40,000 10,000 71 - - - Calmness Wound 46 40 6 63 2,848 - 140 90% 0 120 105% 0 100 Atma Weapon (7/8) - Can't Control, Can't Scan, Can't Sketch, Can't Suplex, Human Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop, Clear, Image, Haste, Shell, Safe
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
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
Misfit 1,750 140 26 750 786 Absorb HP: Poison
Weak pt: Fire, Pearl
Enmity Dark 35 19 10 26 202 - 105 117% 0 155 78% 0 100 Back Guard (1/8) - Can't Suplex, Undead, Wound at 0 MP Float
Prevent: Dark, Zombie, Poison, Imp, 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
Chaser 1,202 140 19 691 380 Weak pt: Thunder, Water Program 17 Shell 40 18 8 13 74 - 200 43% 0 150 82% 0 100 Bio Blaster (7/8) - Can't Suplex Float
Prevent: Zombie, Poison, Imp, Petrify, Seizure
Dueller 7,200 1,600 53 2,500 800 Weak pt: Thunder, Water Megashock Battle ×3 35 30 10 13 569 1,707 185 55% 0 145 86% 0 100 Chain Saw (1/8) - - Prevent: Zombie, Poison, Imp, Petrify, Seizure
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
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
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
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
Dante 1,945 200 28 1,150 712 Weak pt: Poison QuartzPike Battle ×3 40 19 10 17 183 549 105 117% 0 150 82% 0 100 Diamond Helm (1/8) Gold Shld (1/8) Human, Undead, Wound at 0 MP Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
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
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
Ultros 17,000 8,000 26 - - Absorb HP: Water
Weak pt: Fire, Poison
OctopusInk Battle/Dark 30 40 3 10 123 123 20 184% 0 10 191% 0 100 Dried Meat (7/8) - Can't Control, Can't Scan, Can't Suplex Prevent: Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Stop
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Rages: With Zombie-inflicting Abilities – 3 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
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 -
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 -
Relics: Which Grant Immunity to Zombie – 4 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)Amulet Protects against "Poison", "Dark", "Zombie" Prevent: Dark, Zombie, Poison - 5,000 GP 2,500 GP - - - - - - - - - All Characters
(Relic)Memento Ring Departed mom's love protects against fatal magic attacks Prevent: Zombie, Petrify, Wound - - 1 GP - - - - - - - - - Sh Re
(Relic)Ribbon Protects from all status ailments Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Muddled, Seizure, Psyche - - 1 GP - - - - - - - - - All Characters
(Relic)Safety Bit Protects from mortal magic attacks Prevent: Zombie, Petrify, Wound - - 1 GP - - - - - - - - - All Characters
Rages: Which Grant Immunity to Zombie – 79 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
Samurai Weak pt: Poison Prevent: Zombie, Imp, Petrify, Wound, Condemned, Mute, Berserk, Muddled, Image Human Lullaby All Foes - 90 - - Psyche -
Orog Absorb HP: Poison
Weak pt: Fire, Pearl
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche Human, Undead Pearl One Foe 108 150 Reflect, Runic Pearl - -
Hazer Weak pt: Pearl Prevent: Zombie, Imp, Wound, Condemned Human, Wound at 0 MP Bolt 2 One/All Foes 61 150 Reflect, Runic Thunder - -
Dahling Weak pt: Poison Prevent: Dark, Zombie, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Psyche Human, Wound at 0 MP Cure 2 One/All Allies 28 - Reflect, Runic - - -
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 - -
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 -
Whisper Absorb HP: Poison
Weak pt: Fire, Pearl
Seizure, Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
Undead Demi One Foe 1/2 HP 120 Runic, Wound, Stamina - - -
Over-Mind Absorb HP: Poison
Weak pt: Fire, Pearl
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche Undead Elf Fire One Foe 72 100% - Fire - -
Osteosaur Absorb HP: Poison
Weak pt: Fire, Pearl
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche Undead, Wound at 0 MP X-Zone All Foes - 85 Runic, Wound, Stamina - - -
Ursus Weak pt: Fire Prevent: Zombie, Poison, Mute, Muddled, Clear - Net One Foe - 100 - - Stop -
Suriander Weak pt: Pearl Prevent: Zombie, Imp, Wound, Condemned, Berserk, Muddled, Slow, Stop, Clear - 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 - -
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
Brachosaur Weak pt: Ice Prevent: Dark, Zombie, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Stop, Image - Disaster One/All Foes - 62 Runic - Dark, Imp, Condemned, Mute, Muddled, Float -
Tyranosaur Weak pt: Ice Prevent: Dark, Zombie, Poison, Imp, Petrify, Wound, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Stop, Image - Meteo All Foes 60 80 - - - Full damage to all targets
Trapper Weak pt: Thunder, Water Float
Prevent: Zombie, Poison, Imp, Petrify, Seizure
- L.3 Muddle All Foes - 100% - - Muddled -
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 -
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 -
Rider Weak pt: Fire, Poison Prevent: Zombie, Imp, Muddled Human Virite All Foes 20 80 - Poison Poison -
Pipsqueak Weak pt: Thunder, Water Prevent: Zombie, Poison, Imp, Petrify, Seizure Human Imp One Foe - 100 Reflect, Runic - Imp -
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Lores: Which Add or Remove Zombie – 1 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
Pep Up 1 Uses own HP to save the party One Ally 16 100% - - Dark, Zombie, Poison, Petrify, Condemned, Near Fatal, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop -
Blitzes: Which Remove Zombie – 1 shown
Quested blitzes can be learned from sidequests in addition to by leveling
Name
The level at which Sabin learns this Blitz if he has not yet earned it in some other manner
LV
Input
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
Description Elements Notes
The status effects inflicted or removed by this ability
Statuses
Spiraler 42 R L X Y Right Left 200 Magic All Allies 100% Recovers party at own expense - - Dark, Zombie, Poison, Imp, Petrify, Condemned, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop, Freeze
Dance Moves: Which Add or Remove Zombie – 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
Love Sonata Tapir Town 1/16 Magic All Allies - 100% - - Dark, Zombie, Poison, Imp, Petrify, Condemned, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop -
Water Rondo Wild Bear Water 1/16 Magic All Allies 100 100% - - Dark, Zombie, Poison, Petrify, Condemned, Mute, Berserk, Muddled, Seizure, Psyche, Slow, Stop, Freeze -