Abilities: Used by Number 024 – 20 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 estimated average amount of damage this ability will deal to a target with 128 Mag.Def when used by this monster; actual damage will vary considerably based on the target's Defense or Mag.Def and other factors, but this is a good measure of the relative danger of this ability; a dagger (†) indicates that the ability ignores defense; fractional damage estimates are based on the maximum HP of characters of a similar level to the monster
Damage
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 44 25 20 100 - Water, Poison Seizure -
Aqua Rake Magic All Foes 123 71 22 150 - Water, Wind - -
Bolt Magic One/All Foes 70 20 6 150 Reflect, Runic Thunder - -
Bolt 2 Magic One/All Foes 210 61 22 150 Reflect, Runic Thunder - -
Cave In Magic One Foe 728 3/4 HP - 100% Wound - Seizure -
Cure Magic One/All Allies 70 10 5 - Reflect, Runic - - -
Cure 2 Magic One/All Allies 194 28 25 - Reflect, Runic - - -
Fire Magic One/All Foes 73 21 4 150 Reflect, Runic Fire - -
Fire 2 Magic One/All Foes 207 60 20 150 Reflect, Runic Fire - -
Fire Ball Magic All Foes 87 50 20 150 - Fire - -
Gale Cut Magic All Foes 27 15 - 100% - Wind - -
Ice Magic One/All Foes 77 22 5 150 Reflect, Runic Ice - -
Ice 2 Magic One/All Foes 214 62 21 150 Reflect, Runic Ice - -
Ice Rabbit Magic All Allies 208 60 - 100% - - - -
Magnitude8 Magic All Foes 173 100 20 130 Float Earth - -
R.Polarity Magic All Foes - - 20 100% - - - -
Scan Magic One Foe - - 3 222 Reflect, Runic - - -
Sonic Boom Magic One Foe 606 5/8 HP - 100% Wound - Seizure -
Sun Bath Magic All Allies 173 50 - 100% - - - -
WallChange Magic Self - - - 100% - - - -