Rages: With Thunder-elemental Abilities – 20 shown
World of Ruin rages cannot be learned in the World of Balance; unique monster rages are learned from monsters found as set encounters or treasure guardians (but not in random battles); legendary dragon rages are based on unique monsters that are found in the World of Ruin
Name
While using a rage ability, the monster's elemental properties become active; any conflicts with elemental properties of armor or relics are resolved in favor of better elemental defense
Elements
While using a rage ability, the monster's status effects and immunities are applied
Statuses
Other special properties inherited from this monster
Special
Each turn there is a 50% chance of a normal attack and a 50% chance of the attack listed here; special attacks are handled like modified normal attacks
Ability
The targets available to this ability; many abilities can target either allies or foes, and the note here signifies which they target by default; a double dagger (‡) indicates that an ability can hit all targets on either side of a pincer attack or side attack at the same time
Target
The effect of this special attack or base power of this ability, which determines the amount of damage or healing it does; a dagger (†) indicates that the attack ignores Defense, making it more powerful than other abilities with the same Bat.Pwr; fractional damage is based on current HP or MP values and always ignores Defense; healing, MP restoration, HP draining, and MP draining or damaging attacks are indicated by their text color
Bat.Pwr/Effect
How likely this ability is to connect; abilities with a 100% hit rate always connect unless some effect prevents them entirely
Hit Rate
Special circumstances that allow this ability to be resisted; mouse over the terms to learn more
Resistance
Ability Elements
The status effects inflicted or removed by this ability
Ability Statuses
Notes
Hazer Weak pt: Pearl Prevent: Zombie, Imp, Wound, Condemned Human, Wound at 0 MP Bolt 2 One/All Foes 61 150 Reflect, Runic Thunder - -
Rain Man Weak pt: Ice, Water, Pearl Float
Prevent: Zombie, Imp, Petrify, Near Fatal, Mute, Berserk, Psyche, Clear
Human, Wound at 0 MP Bolt 3 One/All Foes 120 150 Reflect, Runic Thunder - -
Rhinotaur Absorb HP: Thunder Prevent: Petrify, Slow, Stop - Mega Volt One/All Foes 20 150 Runic Thunder - -
Delta Bug Weak pt: Fire Prevent: Dark, Poison, Imp, Berserk, Muddled - Mega Volt One/All Foes 20 150 Runic Thunder - -
M-TekArmor Weak pt: Thunder Safe
Prevent: Zombie, Poison, Imp, Petrify, Wound, Condemned, Seizure
- Tek Laser One Foe 20 150 Runic Thunder - -
Sky Armor Weak pt: Thunder, Wind Float
Prevent: Zombie, Poison, Imp, Petrify, Seizure
- Tek Laser One Foe 20 150 Runic Thunder - -
Aspik Absorb HP: Water
Weak pt: Fire
Float
Prevent: Dark, Imp, Mute, Muddled, Psyche
- Giga Volt One/All Foes 110 130 Runic Thunder - -
Ghost Absorb HP: Poison
Weak pt: Fire, Pearl
Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
Undead Bolt 2 One/All Foes 61 150 Reflect, Runic Thunder - -
Joker Weak pt: Thunder, Poison Float
Prevent: Imp
Human Bolt 2 One/All Foes 61 150 Reflect, Runic Thunder - -
Goblin Weak pt: Pearl Reflect
Prevent: Imp, Condemned, Mute, Berserk, Psyche
Wound at 0 MP Bolt 3 One/All Foes 120 150 Reflect, Runic Thunder - -
PlutoArmor Weak pt: Thunder, Water Prevent: Zombie, Poison, Imp, Petrify, Seizure - Tek Laser One Foe 20 150 Runic Thunder - -
HeavyArmor Weak pt: Thunder, Water Safe
Prevent: Zombie, Poison, Imp, Petrify, Seizure
- Tek Laser One Foe 20 150 Runic Thunder - -
Chaser Weak pt: Thunder, Water Float
Prevent: Zombie, Poison, Imp, Petrify, Seizure
- Plasma One Foe 70 100% - Thunder - -
Parasite Weak pt: Fire Float
Prevent: Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Psyche
Wound at 0 MP Giga Volt One/All Foes 110 130 Runic Thunder - -
Anemone Absorb HP: Thunder, Water
Weak pt: Fire
Prevent: Dark, Imp, Berserk, Muddled, Psyche - Giga Volt One/All Foes 110 130 Runic Thunder - -
Ceritops Absorb HP: Thunder
Weak pt: Fire
Safe
Prevent: Dark, Poison, Petrify, Wound, Condemned, Near Fatal, Muddled
Wound at 0 MP Giga Volt One/All Foes 110 130 Runic Thunder - -
Dueller Weak pt: Thunder, Water Prevent: Zombie, Poison, Imp, Petrify, Seizure - Mega Volt One/All Foes 20 150 Runic Thunder - -
Karkass Absorb HP: Poison
Weak pt: Fire, Pearl
Float
Prevent: Dark, Imp, Wound, Condemned, Near Fatal, Berserk, Muddled, Psyche
Undead, Wound at 0 MP Bolt 3 One/All Foes 120 150 Reflect, Runic Thunder - -
Punisher Weak pt: Poison Haste
Prevent: Imp, Psyche, Slow, Stop
Human Bolt 3 One/All Foes 120 150 Reflect, Runic Thunder - -
Spit Fire Weak pt: Thunder, Wind Prevent: Zombie, Poison, Imp, Petrify, Seizure, Slow, Stop - Tek Laser One Foe 20 150 Runic Thunder - -