Spells: Thunder-elemental – 3 shown
Mid-level spells can only be drawn from normal enemies of level 20 and above; high-tier spells can only be drawn from normal enemies of level 30 and above; ultimate spells can only be drawn from draw points and bosses
Name
Whether this is an Attack, Healing, or Indirect spell
Type
The status effect inflicted or removed by this spell; hover over a "Multiple" status row to see the specific status list
Status
The relative damaging or curing power of this spell
Power
The number of hit points gained by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); numbers shown in green indicate that these are among the best values for this spell as determined by the relative rank of all stats, while numbers shown in red are among the worst
HP
The amount of strength gained by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); numbers shown in green indicate that these are among the best values for this spell as determined by the relative rank of all stats, while numbers shown in red are among the worst
Str
The amount of vitality gained by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); numbers shown in green indicate that these are among the best values for this spell as determined by the relative rank of all stats, while numbers shown in red are among the worst
Vit
The amount of magic gained by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); numbers shown in green indicate that these are among the best values for this spell as determined by the relative rank of all stats, while numbers shown in red are among the worst
Mag
The amount of spirit gained by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); numbers shown in green indicate that these are among the best values for this spell as determined by the relative rank of all stats, while numbers shown in red are among the worst
Spr
The amount of speed gained by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); numbers shown in green indicate that these are among the best values for this spell as determined by the relative rank of all stats, while numbers shown in red are among the worst
Spd
The amount of evade gained by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); numbers shown in green indicate that these are among the best values for this spell as determined by the relative rank of all stats, while numbers shown in red are among the worst
Eva
The amount of hit gained by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); numbers shown in green indicate that these are among the best values for this spell as determined by the relative rank of all stats, while numbers shown in red are among the worst
Hit
The amount of luck gained by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); numbers shown in green indicate that these are among the best values for this spell as determined by the relative rank of all stats, while numbers shown in red are among the worst
Luck
The percentage of status attack gained by by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); hover over a multiple status row to see the specific status list
Status Attack
The percentage of status defense gained by by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); hover over a multiple status row to see the specific status list
Status Defense
The percentage of elemental attack gained by by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); hover over a multiple element row to see the specific element list
Elemental Attack
The percentage of elemental defense gained by by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); hover over a multiple element row to see the specific element list
Elemental Defense
A modifier to the difficulty of drawing this spell; spells with a higher draw difficulty will generally yield less stock per draw, and are more likely to have a draw fail altogether
Draw Difficulty
Thunder Attack - 18 100 10 4 10 4 8 2% 10% 8 - - Thunder 50% - +0
Thundara Attack - 24 200 15 8 15 8 12 3% 16% 12 - - Thunder 80% - +16
Thundaga Attack - 35 1,400 30 16 30 16 14 4% 20% 14 - - Thunder 100% - +33
Limit Breaks: Thunder-elemental – 1 shown
Name
The character that can learn and use this limit break
Character
Whether this limit break deals physical or magic damage; physical damage is defended with the defense stat and Protect status, while magic damage is defended with the spirit stat and Shell status; only physical attacks can have critical hits
Type
The status effect inflicted or removed by this limit break; hover over a "Multiple" status row to see the specific status list;some limit breaks will only inflict certain statuses depending on how severe the character's situation is when using them
Status
The item required to learn or use this limit break
Required Item
Electrocute Quistis Magic - Coral Fragment
Guardian Forces: With Thunder-elemental Skill – 1 shown
Drawn GFs must be acquired from certain bosses using the Draw ability
Name
The name of the Guardian Force's combat skill, used with the GF command
Skill
The status effect created by the Guardian Force's combat skill; hover over a "Multiple" status row to see the specific status list
Status
The unique abilities that this Guardian Force is able to learn; these abilities cannot be learned by other Guardian Forces or through items
Unique Abilities
Quezacotl Thunder Storm - T Mag-RF, Mid Mag-RF, Card Mod
Monsters: Weak against Thunder – 15 shown
Special monsters are particularly powerful or otherwise noteworthy; bosses are only encountered in special plot encounters; super bosses are optional special battles of extreme difficulty; the final bosses must be defeated to complete the game
Name
The amount of experience yielded by defeating this monster, expressed as a base amount plus a modifier based on the monster's relative level; experience is split evenly among all surviving party members, and a separate split of the total is made for all equipped Guardian Forces; if the party runs from a battle, they still earn experience proportional to how much damage they dealt to the enemies; the character who registers the final blow on an enemy receives a bonus to experience
Exp
The amount of ability points yielded by defeating this monster; ability points beyond those needed to learn a GF's next ability are not carried over
AP
Whether this monster is flying and/or undead; flying monsters are immune to earth damage; undead monsters are damaged by curing spells and healed by drain effects (the caster is harmed instead)
Type
The range of levels which this monster may appear at; the monster's level is determined by the average level of the members of your party, within this range
Level
The range of hit points which this monster may have; the exact number is based on the monster's level
HP
The range of strength which this monster may have; the exact number is based on the monster's level; numbers shown in green indicate that this monster's strength is significantly above average, while numbers shown in red are significantly below average
Str
The range of vitality which this monster may have; the exact number is based on the monster's level; numbers shown in green indicate that this monster's vitality is significantly above average, while numbers shown in red are significantly below average
Vit
The range of magic which this monster may have; the exact number is based on the monster's level; numbers shown in green indicate that this monster's magic is significantly above average, while numbers shown in red are significantly below average
Mag
The range of spirit which this monster may have; the exact number is based on the monster's level; numbers shown in green indicate that this monster's spirit is significantly above average, while numbers shown in red are significantly below average
Spr
The range of speed which this monster may have; the exact number is based on the monster's level; numbers shown in green indicate that this monster's speed is significantly above average, while numbers shown in red are significantly below average
Spd
The range of evade which this monster may have; the exact number is based on the monster's level; numbers shown in green indicate that this monster's evade is significantly above average, while numbers shown in red are significantly below average
Eva
The elements that this monster takes extra damage from
Elemental Weakness
Adamantoise 50+10 4 - 1–100 573–42,500 13–155 210 2–70 151203 310 3% Thunder, Earth
Elastoid 80+20 3 Flying 1–100 531–18,500 9–141 130131 10–182 120–132 3–20 4–12% Thunder
Esthar Soldier 30+3 1 - 1–100 163–7,950 8–140 44–47 6–131 31–85 6–46 0–6% Thunder
Fastitocalon 60+20 1 - 1–100 215–9,200 6–110 40–73 36–181 58–78 3–20 5–15% Thunder, Earth
Fastitocalon-F 15+5 3 - 1–100 215–9,200 6–110 40–73 36–181 58–78 3–20 5–15% Thunder, Earth
GIM47N 30+5 3 - 1–100 310–6,300 11–102 40–46 2–13 618 28 0–6% Thunder, Earth, Water
GIM52A 30+8 3 - 1–100 1,431–19,400 13–140 3–104 5–104 120–132 5–18 0–5% Thunder, Earth, Water
Grand Mantis 80+20 4 - 1–100 5,213–13,000 8–97 150175 2–13 2–56 313 04% Ice, Thunder
Iron Giant 140+30 8 - 1–100 663–96,000 14–207 120126 3–20 113 7–20 0–5% Thunder
SAM08G 30+5 4 - 1–100 747–27,700 9–133 25–50 8–61 15–19 8–13 0–7% Thunder, Poison
BGH251F2 - 20 - 1–22 4,200–8,400 4091 52–83 65105 130–132 7 0–3% Thunder, Earth, Water
BGH251F2 - 20 - 1–28 5,100–7,800 2787 52–93 14–74 130–133 2023 0–4% Thunder, Earth, Water
Mobile Type 8 - 40 Flying 1–41 30,400–46,400 2396 10–12 64133 10 5057 01% Thunder
Ultimecia - - Flying 1–65 13,050–176,250 26124 51–85 31255 4–48 8597 03% Thunder, Water
X-ATM092 - 50 - 1–10 5,072–5,770 13–22 50–51 2–9 12–15 8–9 0% Thunder
Monsters: Resistant to Thunder – 16 shown
Special monsters are particularly powerful or otherwise noteworthy; bosses are only encountered in special plot encounters; super bosses are optional special battles of extreme difficulty; the final bosses must be defeated to complete the game
Name
The amount of experience yielded by defeating this monster, expressed as a base amount plus a modifier based on the monster's relative level; experience is split evenly among all surviving party members, and a separate split of the total is made for all equipped Guardian Forces; if the party runs from a battle, they still earn experience proportional to how much damage they dealt to the enemies; the character who registers the final blow on an enemy receives a bonus to experience
Exp
The amount of ability points yielded by defeating this monster; ability points beyond those needed to learn a GF's next ability are not carried over
AP
Whether this monster is flying and/or undead; flying monsters are immune to earth damage; undead monsters are damaged by curing spells and healed by drain effects (the caster is harmed instead)
Type
The range of levels which this monster may appear at; the monster's level is determined by the average level of the members of your party, within this range
Level
The range of hit points which this monster may have; the exact number is based on the monster's level
HP
The range of strength which this monster may have; the exact number is based on the monster's level; numbers shown in green indicate that this monster's strength is significantly above average, while numbers shown in red are significantly below average
Str
The range of vitality which this monster may have; the exact number is based on the monster's level; numbers shown in green indicate that this monster's vitality is significantly above average, while numbers shown in red are significantly below average
Vit
The range of magic which this monster may have; the exact number is based on the monster's level; numbers shown in green indicate that this monster's magic is significantly above average, while numbers shown in red are significantly below average
Mag
The range of spirit which this monster may have; the exact number is based on the monster's level; numbers shown in green indicate that this monster's spirit is significantly above average, while numbers shown in red are significantly below average
Spr
The range of speed which this monster may have; the exact number is based on the monster's level; numbers shown in green indicate that this monster's speed is significantly above average, while numbers shown in red are significantly below average
Spd
The range of evade which this monster may have; the exact number is based on the monster's level; numbers shown in green indicate that this monster's evade is significantly above average, while numbers shown in red are significantly below average
Eva
The elements that this monster takes extra damage from
Elemental Weakness
Belhelmel 10+6 2 Flying 1–100 369–5,760 4–106 30–33 5–95 10–22 10–27 0–5% Holy
Blitz 20+10 2 - 1–100 611–7,200 9–103 35–39 57–78 25–31 2–19 0–5% -
Chimera 150+20 10 - 1–100 352–60,000 21190 41–132 27238 89–180 5–25 2–8% Holy
Cockatrice 40+10 2 - 1–100 1,007–5,200 9–96 9–78 14–198 91–162 1229 2–19% Wind
Creeps 35+8 2 - 1–100 210–6,200 6–74 38 7–101 171220 2538 3040% Holy
Bahamut - 40 Flying 1–100 10,800–90,000 59255 71170 62251 16–120 1050 017% -
Catoblepas - 30 - 1–100 10,500–60,000 7–244 4–80 65254 2–56 2645 0–5% Earth, Water
Cerberus - 30 - 1–30 7,100–10,000 2799 11–40 55202 101–138 1138 5–7% -
Left Orb - - - 1–27 57–2,865 11–55 255 4–56 255 2145 01% -
NORG POD - - - 1–27 2,000 16 150156 117 171192 5680 1% -
Omega Weapon - 250 - 1–100 111,105–1,161,000 67255 61–113 70255 121–175 61 0–5% -
Raijin - 10 - 1–29 400–11,600 3288 42–91 3–34 18 10–15 2–3% Poison
Raijin - 12 - 1–44 5,400–22,600 32129 52–132 3–51 112 3037 2–4% Poison
Right Orb - - - 1–27 57–2,865 11–55 255 4–56 255 4165 01% -
Tiamat - 30 Flying 1–58 21,200–89,600 57172 81138 62181 4–119 20 0–7% -
Tri-Point - 30 Flying 1–51 2,400–22,400 5–108 101128 4–131 16 2648 03% Fire, Ice
Cards: Thunder-elemental – 7 shown
Boss cards are found rarely when using Card on normal monsters; GF cards are unique and only found in certain ways; player cards are unique and exceptionally powerful
Name
The level of this card
LV
The type of this card
Type
The value of the top of this card
T
The value of the left side of this card
L
The value of the right side of this card
R
The value of the bottom of this card
B
The number of this card that is used when refining it with Card Mod
Mod
The number of this item is created when refining this card with Card Mod
×
The item that is created when refining this card with Card Mod
Yield
The monsters who, when defeated with the Card ability, may yield this card; this does not include monsters that drop a card when defeated normally or for plot reasons; boss cards are only found as rare Card rewards
Monsters
Gayla 1 Monster 2 4 1 4 ×1 Mystery Fluid Gayla
Cockatrice 1 Monster 2 6 1 2 ×1 Cockatrice Pinion Cockatrice
Creeps 2 Monster 5 2 2 5 ×1 Coral Fragment Creeps
Grendel 2 Monster 4 2 4 5 ×1 Dragon Fin Grendel
Blitz 4 Monster 1 7 6 4 ×1 Dynamo Stone Blitz
Tri-Point 7 Boss 8 8 5 2 ×40 Jet Engine Belhelmel, Torama
Quezacotl 8 GF 2 4 9 9 ×1 100× Dynamo Stone -