Spells: Which Cause or Remove Stop – 2 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 element of the spell; the damage dealt by the spell is affected by the target's vulnerability to that element (damage spells with no element are non-elemental and always deal normal damage)
Element
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
Stop Indirect - Stop - 800 18 20 30 24 48 10% 20% 20 Stop 100% - - - +28
Esuna Restore - 13 status effects - 500 6 36 12 36 3 1% 3% 10 - 10 statuses 20% - - +16
Items: Which Cause or Remove Stop – 3 shown
Uncommon items can be obtained from monsters or other repeatable means; rare items can be found, refined, or obtained as rare drops; Pocketstation items are available only through the Chocobo World minigame
Name
The type of item this is, based on the iconshown in game
Type
The cost to buy this item in a shop, if it is available for sale; you receive a 1/3 discount on all items if you have the Haggle menu ability
Price
The amount of gil you receive when selling this item; you get one and a half times this value if you have the Sell-High menu ability
Value
Whether this item can be used in the battle, from the game menu, or if it cannot be used in this way at all (these items are typically used to refine other items or spells)
Used In
Elixir Medicine 50,000 gil 2,500 gil Battle/Menu
Megalixir Medicine - 5,000 gil Battle/Menu
Remedy+ Medicine - 1,000 gil Battle/Menu
Abilities: Which Cause or Remove Stop – 1 shown
What type of ability this is, based on its in-game icon
Type
Exclusive abilities are learned by certain GFs and cannot be learned with items; rare abilities are not learned by any GF normally, and can only be learned with items
Name
The Guardian Forces that can learn this ability without the use of items
Guardian Forces
The item that can be used to teach a Guardian Force this ability
Item
Command Treatment Siren Med Kit
Monsters: Weak against Stop – 1 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
NORG - 20 - 1–27 4,400–12,200 1783 48 52105 11–31 5–17 0–3% Wind
Monsters: Resistant to Stop – 45 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
Tri-Face 130+40 8 - 1–100 6,027–21,600 16165 41–94 10–253 20–25 5–30 0–5% Fire, Holy
Grendel 80+15 6 - 1–100 2,131–30,000 22226 51–127 52238 121192 10–20 2–9% Earth, Wind, Holy
Torama 100+10 4 - 1–100 231–38,000 11–105 39–100 64233 111–168 10–23 1035% -
Buel 5+1 1 Flying 1–100 43–1,840 143 17 3–227 200212 10–17 04% Wind, Holy
Raldo - 3 - 1–100 111–6,700 272 32–268 2–212 57–248 3047 03% -
Paratrooper 30+5 3 - 1–100 607–4,800 11–180 36–48 11–203 45–48 11–19 5–16% Poison
Cockatrice 40+10 2 - 1–100 1,007–5,200 9–96 9–78 14–198 91–162 1229 2–19% Wind
Granaldo 40+10 5 Flying 1–100 1,314–9,700 2–118 3251 2–188 3213 10–23 017% Wind
Elastoid 80+20 3 Flying 1–100 531–18,500 9–141 130131 10–182 120–132 3–20 4–12% Thunder
Fastitocalon-F 15+5 3 - 1–100 215–9,200 6–110 40–73 36–181 58–78 3–20 5–15% Thunder, Earth
Fastitocalon 60+20 1 - 1–100 215–9,200 6–110 40–73 36–181 58–78 3–20 5–15% Thunder, Earth
Gesper 32+8 2 - 1–100 525–14,900 6–109 10–18 51–169 60–70 4–29 3–6% Poison
Blobra 40+8 3 - 1–100 246–3,840 8–74 240245 9–153 170181 6–10 0–10% -
Slapper 40+10 3 - 1–100 44–8,430 8–133 36–48 7–137 40–43 2040 2031% -
Cactuar 1+1 20 - 1–100 202–1,400 227 16–189 5–134 254 8–21 100% Water
Forbidden 85+15 4 Undead 1–100 221–22,100 14–163 25–37 1–133 200212 1160 2–19% Fire
Bomb 30+5 1 Flying 1–100 288–5,080 2–91 2–57 1–132 4–105 2–15 0–5% Ice, Wind
Esthar Soldier 30+3 1 - 1–100 163–7,950 8–140 44–47 6–131 31–85 6–46 0–6% Thunder
Imp 60+10 3 - 1–100 4,212–11,400 6–76 8–33 9–124 121180 4–53 3045% Holy
Elite Soldier 30+5 2 - 1–100 148–4,940 3–127 36–48 6–123 38–41 6–14 2–10% Poison
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Monsters: Immune to Stop – 88 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
"Sorceress" - - - 45 32,500 125 119 267 30 50 2% -
Ultimecia - - - 1–65 4,600–43,000 49142 81–116 54255 81–116 110122 03% Poison
Griever - - Flying 1–65 16,750–115,950 28117 22–131 55255 19–53 95108 03% Wind, Holy
Helix - - Flying 1–65 4,400–30,000 17143 80–96 68255 200232 255 120127% -
Krysta - 30 Flying 1–55 5,200–16,000 52160 201230 70255 0 5 03% -
Ultimecia - - Flying 1–65 2,300–21,500 49142 2–66 54255 4–37 2638 03% -
Ultimecia - - Flying 1–65 13,050–176,250 26124 51–85 31255 4–48 8597 03% Thunder, Water
Omega Weapon - 250 - 1–100 111,105–1,161,000 67255 61–113 70255 121–175 61 0–5% -
Catoblepas - 30 - 1–100 10,500–60,000 7–244 4–80 65254 2–56 2645 0–5% Earth, Water
Malboro 220+40 12 - 1–100 1,410–146,000 26158 10–22 4–251 8–20 4–18 0–6% Fire, Ice
Bahamut - 40 Flying 1–100 10,800–90,000 59255 71170 62251 16–120 1050 017% -
Elnoyle 220+20 18 Flying 1–100 30,968–159,000 64251 11–83 64250 81–180 10–16 03% Wind
Behemoth 200+30 12 - 1–100 35,263–91,000 64250 12–18 3–243 3226 39 0–6% -
Ruby Dragon 210+40 14 - 1–100 668–89,100 27250 81180 65240 151221 2–15 0–6% Ice, Holy
Hexadragon 240+30 8 - 1–100 10,052–40,000 52243 71127 47238 51–120 10–18 0–5% Water
Chimera 150+20 10 - 1–100 352–60,000 21190 41–132 27238 89–180 5–25 2–8% Holy
Lefty 40+10 3 - 1–100 1,821–13,800 144 110 33234 180194 212 0–5% Holy
Diablos - 20 Flying 1–100 1,600–80,800 17255 51–112 5–226 77–225 1562 0–8% Wind
Ochu 140+20 7 - 1–100 152–40,000 19188 20–40 9–226 16–22 4–14 0–5% Fire, Ice
Blue Dragon 100+20 6 - 1–100 236–41,000 15–166 71132 27225 120–170 5–30 0–6% Ice
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