Monster Abilities: Used by Sword Dance – 3 shown
Basic abilities are not called out by name when used; some abilities are used as basic abilities only by certain monsters
Name
MP
The damage calculation of the ability; P or M represent the user's physical or magic base damage, which is based on their Attack/Magic atk and Level; damage based on P or M is reduced by 1/3 when used against multiple targets; HP or MP are those of the target of the ability; abilities marked with an asterisk (*) use special damage formulas; a dagger (†) indicates the ability ignores Defense/Magic def; healing, MP restoration, HP draining, and MP draining or damaging abilities are indicated by their text color
Base Damage
The estimated average amount of damage this ability will deal to a target with 128 Defense or Magic def when used by this monster (3/4 of base damage); actual damage will vary considerably based on the target's actual Defense or Magic def and other factors, but this is a good measure of the relative danger of this ability; a dagger (†) indicates that the ability deals set damage or otherwise ignores Defense and Magic def; numbers in italics are based on factors that will change during combat and should be considered very rough estimates; healing, MP restoration, HP drain, and MP drain or damage are indicated by text color
Typical Damage
Attack% Type Target Element
The status effects that can be inflicted or removed by this ability, and the chance of success if it is not assured
Status
Special Properties
Bodyblow - P 21 100% Physical One enemy Hit - -
Slap - 125%×P 26 95% Physical One enemy Hit Add: Fury (47%) -
Sawback - P 14 100% Physical All enemies Cut - -
Screens: Where Sword Dance is Encountered – 4 shown
Area
Temporary screens become permanently inaccessible during the normal course of the game
Name
The random encounter groups that you may fight on this screen; this list only includes standard encounters, but special encounter types may also be present as detailed on the screen detail page; encounter rates are in parenthesis and are out of 256
Random Encounters
How many treasures (items of interest containing equipment or other items) are found on this screen
Treasures
The price of the cheapest inn in this screen. it is not necessarily always available
Inn Price
Save Point Notes
Midgar Shinra Building Elevator - - - - -
Midgar Shinra Building Shinra Bldg. 63f. (Main Area) Hammer Blaster (72)
Sword Dance (68)
2 Hammer Blasters (60)
2 Sword Dances (56)
7 - - -
Midgar Shinra Building Shinra Bldg. 65f. (Main Area) Hammer Blaster (60)
Sword Dance (56)
2 Hammer Blasters (52)
2 Sword Dances (48)
3 Sword Dances (40)
6 - - -
Gold Saucer Arena Lobby - - - - -
Set Encounters: With Sword Dance – 2 shown
Limited encounters never appear as random encounters; bosses are involved in important plot fights; special bosses and the final bosses are specifically called out as well; super bosses represent the greatest challenge in the game; Battle Square encounters only appear in the Battle Square; chocobo encounters only appear in certain areas when using a Chocobo Lure and can be caught
Encounter
Area Screen Details
The range of levels of monsters in this encounter
Level
EXP AP Gil
In a pincer attack, your party is surrounded; in a side attack, your party surrounds the enemies; in a back attack, the enemy attacks from behind
Type
A factor indicating how hard it is to run from a battle; for example, it will generally take twice as long to run from a battle with a ×2 run difficulty than one with a ×1 run difficulty
Run Difficulty
Sword Dance Midgar Shinra Building Elevator Encountered on the elevator on floors 31, 35, 42, 49, or 51 during a frontal assault 11 39 6 90 gil Normal Battle ×1
2 Sword Dances Midgar Shinra Building Elevator Encountered on the elevator on floors 32, 36, 40, 46, 54, or 55 during a frontal assault 11 78 12 180 gil Normal Battle ×1
Battle Square Battles: With Sword Dance – 1 shown
The special battle must be unlocked by fulfilling certain requirements
Name
Type
When this battle is available; only one regular battle is available at any given time
Available
The starting encounters that indicate that you will be competing against group 1 during a regular battle
Encounter Group 1
The starting encounters that indicate that you will be competing against group 2 during a regular battle
Encounter Group 2
Which characters can participate in this battle, subject to both timing and special rules
Characters
The potential rewards for competing in the battle square; these don't include items that can be purchased with earned battle points
Rewards
Area Screen
First Regular Battle Regular Battle Before gaining use of the Tiny Bronco 2 Mono Drives
2 Grunts
3 Grunts
Guard Hound
2 Guard Hounds
Grashtrike
2 Chuse Tanks
3 Grashtrikes
Cloud, Barret, Tifa, Aeris, Red XIII, Yuffie, Cait Sith, Vincent Tissue
Battle Points
Gold Saucer Arena Lobby
Battle Square Rounds: With Sword Dance – 1 shown
Battle Round
Possible encounters you may fight during this round of the battle for group 1
Group 1 Encounters
Possible encounters you may fight during this round of the battle for group 2
Group 2 Encounters
First Regular Battle 4 2 Sword Dances
Moth Slasher
2 Brain Pods
Vargid Police, Zenene
Sword Dance
3 Sword Dances
2 Moth Slashers
Brain Pod
Encounters: With Sword Dance – 3 shown
Limited encounters never appear as random encounters; bosses are involved in important plot fights; special bosses and the final bosses are specifically called out as well; super bosses represent the greatest challenge in the game; Battle Square encounters only appear in the Battle Square; chocobo encounters only appear in certain areas when using a Chocobo Lure and can be caught
Name
The range of levels of monsters in this encounter
Level
EXP AP Gil
In a pincer attack, your party is surrounded; in a side attack, your party surrounds the enemies; in a back attack, the enemy attacks from behind
Type
Whether pre-emptive strikes are possible in this encounter; pre-emptive strikes are only possible during normal battles, and are disabled during any set encounter on a map with no random encounters, even if the encounter would normally allow them; there are no pre-emptive strikes in the battle square
Pre-emptive?
A factor indicating how hard it is to run from a battle; for example, it will generally take twice as long to run from a battle with a ×2 run difficulty than one with a ×1 run difficulty
Run Difficulty
The specific monsters that appear in this encounter; a dagger (†) indicates that one or more of the marked monsters have cover, meaning that they cannot be attacked until certain monsters in closer rows have been defeated
Monsters
Sword Dance 11 39 6 90 gil Normal Battle No ×1 Sword Dance
2 Sword Dances 11 78 12 180 gil Normal Battle No ×1 Sword Dances
3 Sword Dances 11 117 18 270 gil Normal Battle No ×1 Sword Dances
Items: Held by Sword Dance – 3 shown
Uncommon items cannot be purchased in shops, but can be found or won multiple times in other ways; rare items can only be found at specific points during the game; special items are held by the most powerful monsters in the game
Name
Description
The damage calculation of the item's effect; multiple hits are indicated first; items deal full damage to multiple targets and always hit; HP or MP are those of the character the item is used on; healing and MP restoration items are indicated by their text color
Base Damage
Type Target Element
The status effects that can be inflicted or removed by this spell, and the chance of success if it is not assured
Status
Special Properties Price Value Use in Field?
Hyper Cures [Sadness] - Magic One ally - Remove: Sadness Adds Fury if target does not have Sadness 100 gil 50 gil Yes
Loco weed Uses “Confu” on all opponents - Magic All enemies - Add: Confusion (78%) - - 1 gil No
Light Curtain Creates [Barrier] around all allies - Magic All allies - Add: Barrier - - 1 gil No
Elements: Resisted by Sword Dance – 1 shown
Physical elements are applied to physical attacks rather than magic; healing elements heal rather than harm; the hidden element is not shown within the game menus
Name
Type
Earth Magic
Status Effects: Resisted by Sword Dance – 2 shown
Positive status effects are generally beneficial; negative status effects are generally harmful; special status effects can only be inflicted by certain materia commands
Name
This status is negated by its opposed status
Opposed
Type Duration Effect
Paralyzed - Negative Temporary Character cannot act
Stop - Negative Temporary Character can't act