Abilities: Fire-based – 9 shown
Monster abilities can only be learned by tamed monsters; exclusive abilities can only be learned by one of your two main characters; feral link abilities are monster-specific special abilities; DLC abilities are only available if you have the relevant content
Name
Role Type ATB Cost
The status effects added or removed by this ability
Status Effects
Whether this ability can be infused in a tamed monster of the same role as the original monster who knew the ability
Infusible
The adjustment to base damage dealt by this ability; base damage is based on strength or magic as well as any applicable bonuses
Damage Modifier
The base amount added to a monster's chain gauge when this ability is used on them; the actual chain gauge addition is also based on chain resistance and any bonuses the ability user has
Chain Bonus
The number of hits involved in this ability; ability statistics apply to individual hits
Hits
The base duration of any status affects added by this ability, in seconds; the actual duration may be modified by other factors
Duration
The relative interrupt value of this ability; abilities with higher values will interrupt abilities with lower values, though these values may be modified by other factors and circumstances; if two numbers are listed, the first indicates the ability's interruption ability, while the second indicates how difficult the ability is to interrupt
Interrupt
Fire Ravager Magic 1 - Yes ×1.00 +10.00 1 - 15
Fira Ravager Magic 2 - Yes ×1.50 +18.00 1 - 15
Firaga Ravager Magic 3 - Yes ×2.20 +26.00 1 - 15
Flamestrike Ravager Physical 1 - No ×1.05 +10.00 1 - 25
Heat Blitz Ravager Physical 2 - No ×1.50 +10.00 1 - 25
Felflame Ravager Automatic Auto - No - - - - -
Drill Flame Physical - - No - - 5 - -
Flame Cyclone Magic - - No - - 4 - -
Missile Hatch Physical - - No - - 4 - -
Monsters: Weak against Fire – 50 shown
Rare monsters are hard to find in random encounters; unique monsters are only encountered during one-time plot encounters; the final bosses must be defeated to complete the main plot; note that multiple monsters may have the same name, especially in the case of multi-stage bosses
Name
The monster's type, as indicated by the in-game bestiary
Type
The monster's subtype, as indicated by the in-game bestiary
Subtype
The monster's starting and maximum hit points
HP
The monster's strength; a standard physical attack will deal approximately this amount of damage
Strength
The monster's magic power; a typical magic attack will deal approximately this amount of damage
Magic
A monster's chain resistance indicates how quickly its chain meter fills up; a chain resistance of 70 is normal, and every 30 points modifies the chain bonus per hit by that same amount; thus, the chain meter of a monster with a chain resistance of 40 will increase at double speed (compared to 70), or triple speed with a chain resistance of 10; a chain resistance of 100 negates all chain modifiers, reducing each hit to a minimal change to the chain gauge; when a monster is staggered, its chain resistance is reduced to 0
Chain Resistance
When the monster's chain gauge reaches this point, it increases by 100% and they are considered staggered; staggered creatures have a chain resistance of zero; if a monster has no stagger point listed, it will nonetheless be staggered when its chain gauge reaches 999.0%
Stagger Point
A monster's stagger index is an adjusted value that gives a relative measure of how hard a monster is to stagger; this number is based on how many hits the monster's chain gauge would require to reach the stagger point with a chain resistance of 70; for instance, a monster with a chain resistance of 70 and a stagger point of 150.0% would have a stagger index of 50 (since the chain gauge starts at 100.0%), as would a monster with a chain resistance of 40 and a stagger point of 200.0% or a monster with a chain resistance of 85 and a stagger point of 125.0%; the stagger index of a monster with a chain resistance of 100 is an approximation due to the effects of having 100 chain resistance
Stagger Index
The amount of CP earned by defeating this monster
CP
The amount of gil earned by defeating this monster
Gil
The relative priority of this monster's actions; the comparison of this value to that of other actions determines which actions succeed and which are interrupted
Action Priority
The vulnerability of this monster to the Launch ability
Launch?
The relative amount of bestiary data earned by fighting this monster normally
Libra
The role and starting grade of the tamed version of this monster, if it can be tamed
Tamed Role
The base chance that you will earn the monster crystal for this monster after battle
Tame Chance
The level of vulnerability this monster has against this element; "weakness" means the monster takes extra damage from the element, "halved" means they take half damage, "resistant" means they take 10% damage, "immune" means they take no damage, and "absorbed" indicates that they will gain hit points from attacks of this element
Vulnerability
The item you are most likely to earn after defeating this monster in combat; it is not possible to earn both the common drop and the rare drop from a single monster
Common Drop
The chance that you will earn the monster's common drop after combat; this chance can be modified by certain accessories
Rate
The item you are less likely to earn after defeating this monster in combat; it is not possible to earn both the common drop and the rare drop from a single monster
Rare Drop
The chance that you will earn the monster's rare drop after combat; this chance can be modified by certain accessories
Rate
Pacos Amethyst Rift Beasts Crystalspawn 250,400 190 190 40 200.0% 50 - - 95 Immune 500 - - Weakness Scarletite 30% Platinum Ingot 1%
Gorgonopsid Feral Creatures Beast 950 22 15 50 200.0% 60 28 35 15 Weakness 30 Commando (grade 1) 15% Weakness Potion 33% Power Wristband 5%
Uridimmu Feral Creatures Beast 1,600 75 50 50 200.0% 60 40 45 15 Weakness 50 Commando (grade 1) 15% Weakness Remedy 25% Potent Droplet 5%
Albino Lobo Feral Creatures Beast 3,200 150 100 75 200.0% 120 80 90 25 Weakness 20 Ravager (grade 2) 15% Weakness Phoenix Down 10% Vitality Sliver 5%
Bloodfang Bass Feral Creatures Terraquatic 2,531 89 89 30 125.0% 11 24 54 5 Weakness 30 Ravager (grade 3) 10% Weakness Power Sliver 25% Millerite 5%
Breshan Bass Feral Creatures Terraquatic 8,325 133 151 80 160.0% 90 61 138 15 Weakness 30 Saboteur (grade 3) 10% Weakness Mana Sliver 25% Millerite 5%
Hedge Frog Feral Creatures Terraquatic 6,100 114 114 10 130.0% 10 40 63 5 Weakness 50 Saboteur (grade 3) 10% Weakness Potent Essence 15% Mana Crystal 2%
Ceratosaur Feral Creatures Terraquatic 1,860 42 6 0 120.0% 6 35 70 5 Weakness 30 Saboteur (grade 1) 20% Weakness Potent Sliver 25% Moistened Scale 5%
Ceratoraptor Feral Creatures Terraquatic 8,660 50 60 75 150.0% 60 60 100 5 Weakness 30 Ravager (grade 1) 20% Weakness Potent Sliver 33% Moistened Scale 5%
Gremlin Feral Creatures Spook 640 10 70 0 140.0% 12 23 27 5 Weakness 30 Ravager (grade 1) 30% Weakness Potent Droplet 33% - -
Amanojaku Feral Creatures Spook 1,280 20 140 0 180.0% 24 46 51 5 Weakness 20 Synergist (grade 2) 10% Weakness Potent Sliver 20% Thickened Hide 5%
Vodianoi Feral Creatures Demon 23,616 329 329 60 250.0% 113 150 306 15 Weakness 30 Commando (grade 4) 10% Weakness Potent Orb 25% Vitality Orb 5%
Shaguma Feral Creatures Demon 8,820 286 25 75 500.0% 480 216 480 25 Weakness 100 Commando (grade 2) 5% Weakness Power Engine 30% Power Booster 5%
Samovira Feral Creatures Demon 11,808 296 296 80 140.0% 60 150 306 15 Weakness 50 Saboteur (grade 4) 10% Weakness Potent Orb 25% Vitality Orb 5%
Barbed Specter Feral Creatures Stalker 9,972 106 106 50 210.0% 66 69 125 15 Immune 100 Saboteur (grade 3) 10% Weakness Power Sliver 25% Power Orb 5%
Bunkerbeast Feral Creatures Armadillon 189,191 389 329 95 130.0% 180 180 594 85 Resistant 401 Sentinel (grade 2) 30% Weakness Vitality Sliver 20% Vitality Orb 3%
Flandit Feral Creatures Flan 5,600 130 90 90 200.0% 300 100 120 20 Weakness 50 Sentinel (grade 2) 10% Weakness Potent Sliver 30% Power Sliver 10%
Black Miniflan Feral Creatures Flan 4,000 15 35 90 120.0% 60 25 50 10 Weakness 1000 - - Weakness Power Essence 100% - -
Pink Miniflan Feral Creatures Flan 4,000 15 35 90 120.0% 60 25 50 10 Weakness 1000 - - Weakness Potent Essence 100% - -
Zaghnal Feral Creatures Behemoth 43,920 411 411 90 200.0% 300 240 648 40 Resistant 80 Ravager (grade 3) 10% Weakness Power Essence 20% Martyr's Emblem 2%
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Monsters: Resistant to Fire – 46 shown
Rare monsters are hard to find in random encounters; unique monsters are only encountered during one-time plot encounters; the final bosses must be defeated to complete the main plot; note that multiple monsters may have the same name, especially in the case of multi-stage bosses
Name
The monster's type, as indicated by the in-game bestiary
Type
The monster's subtype, as indicated by the in-game bestiary
Subtype
The monster's starting and maximum hit points
HP
The monster's strength; a standard physical attack will deal approximately this amount of damage
Strength
The monster's magic power; a typical magic attack will deal approximately this amount of damage
Magic
A monster's chain resistance indicates how quickly its chain meter fills up; a chain resistance of 70 is normal, and every 30 points modifies the chain bonus per hit by that same amount; thus, the chain meter of a monster with a chain resistance of 40 will increase at double speed (compared to 70), or triple speed with a chain resistance of 10; a chain resistance of 100 negates all chain modifiers, reducing each hit to a minimal change to the chain gauge; when a monster is staggered, its chain resistance is reduced to 0
Chain Resistance
When the monster's chain gauge reaches this point, it increases by 100% and they are considered staggered; staggered creatures have a chain resistance of zero; if a monster has no stagger point listed, it will nonetheless be staggered when its chain gauge reaches 999.0%
Stagger Point
A monster's stagger index is an adjusted value that gives a relative measure of how hard a monster is to stagger; this number is based on how many hits the monster's chain gauge would require to reach the stagger point with a chain resistance of 70; for instance, a monster with a chain resistance of 70 and a stagger point of 150.0% would have a stagger index of 50 (since the chain gauge starts at 100.0%), as would a monster with a chain resistance of 40 and a stagger point of 200.0% or a monster with a chain resistance of 85 and a stagger point of 125.0%; the stagger index of a monster with a chain resistance of 100 is an approximation due to the effects of having 100 chain resistance
Stagger Index
The amount of CP earned by defeating this monster
CP
The amount of gil earned by defeating this monster
Gil
The relative priority of this monster's actions; the comparison of this value to that of other actions determines which actions succeed and which are interrupted
Action Priority
The vulnerability of this monster to the Launch ability
Launch?
The relative amount of bestiary data earned by fighting this monster normally
Libra
The role and starting grade of the tamed version of this monster, if it can be tamed
Tamed Role
The base chance that you will earn the monster crystal for this monster after battle
Tame Chance
The level of vulnerability this monster has against this element; "weakness" means the monster takes extra damage from the element, "halved" means they take half damage, "resistant" means they take 10% damage, "immune" means they take no damage, and "absorbed" indicates that they will gain hit points from attacks of this element
Vulnerability
The item you are most likely to earn after defeating this monster in combat; it is not possible to earn both the common drop and the rare drop from a single monster
Common Drop
The chance that you will earn the monster's common drop after combat; this chance can be modified by certain accessories
Rate
The item you are less likely to earn after defeating this monster in combat; it is not possible to earn both the common drop and the rare drop from a single monster
Rare Drop
The chance that you will earn the monster's rare drop after combat; this chance can be modified by certain accessories
Rate
Atlas Militarized Units Giant 156,000 1,500 750 80 900.0% 1,200 500 1,000 100 Immune 51 - - Halved Potent Generator 100% Gold Bangle 5%
Notsugo Feral Creatures Spook 1,280 20 140 0 180.0% 24 46 51 5 Weakness 20 Ravager (grade 2) 10% Halved Potent Sliver 20% Thickened Hide 5%
Apotamkin Feral Creatures Spook 6,640 10 170 95 200.0% 600 100 100 25 Weakness 20 Ravager (grade 3) 2% Halved Potent Orb 30% Enigmatic Fluid 5%
Goblin Feral Creatures Goblin 3,850 91 45 50 150.0% 30 50 65 5 Weakness 30 Commando (grade 1) 30% Halved Remedy 60% - -
Goblin Chieftan Feral Creatures Goblin 8,880 220 150 66 200.0% 88 135 160 25 Weakness 30 Sentinel (grade 2) 15% Halved Potent Droplet 20% Mana Sliver 5%
Major Moblin Feral Creatures Goblin 61,000 257 257 80 235.0% 203 144 260 25 Weakness 40 Sentinel (grade 3) 10% Halved Vitality Essence 30% Royal Armlet 5%
Blue Chocobo Feral Creatures Chocobo 90,768 137 121 70 - 899 320 461 15 Resistant 30 Ravager (grade 1) 15% Halved Chocobo Plume 20% Afro & Blue Chick 1%
Frag Leech Militarized Units Leech 3,250 180 58 25 200.0% 40 60 72 5 Weakness 20 Commando (grade 2) 15% Halved Potent Chip 30% Molted Tail 5%
Lucidon Militarized Units Armadon 20,740 160 200 90 150.0% 150 300 720 85 Resistant 150 Commando (grade 2) 7% Halved Potent Sliver 20% Shattered Bone 5%
Paradox Alpha Militarized Units Giant 4,920 110 55 90 200.0% 300 100 150 100 Immune 51 - - Halved Phoenix Down 100% Magician's Mark 5%
Garchimacera Feral Creatures Spook 640 10 70 0 140.0% 12 23 27 5 Weakness 30 Ravager (grade 1) 30% Halved Potent Droplet 33% - -
Pulsework Gladiator Ancient Automata Pulsework Soldier 26,503 296 422 80 180.0% 120 100 240 95 Immune 30 Sentinel (grade 3) 10% Halved Vitality Chip 20% Thrust Bearing 5%
Testudo Ancient Automata Combat Engineer 32,800 211 148 70 250.0% 150 96 254 25 Weakness 20 Synergist (grade 3) 10% Halved Mana Chip 25% Thrust Bearing 5%
Ispusteke Cie'th Unusual Cie'th 105,900 152 423 100 130.0% 900 308 629 85 Immune 30 - - Halved Mana Crystal 20% Blaster's Sapphire 2%
Yomi Cie'th Undying 1,200,000 705 705 40 300.0% 100 20,000 48,000 95 Immune 1000 - - Halved Tear of Woe 40% Trapezohedron 5%
Chaos Bahamut Special Eidolon 79,930 485 420 60 - 674 300 450 100 Immune 51 - - Halved Phoenix Down 50% Phoenix Blood 10%
Garnet Bahamut Special Winged Chaos 141,200 253 304 50 300.0% 120 - - 95 Immune 1000 - - Halved - - - -
TyphonDLC Special Fantasy 3,720,000 - - 90 300.0% 600 - - Commando (grade 5) - Halved Mana Generator - Vitality Generator -
GilgameshDLC Special Fantasy 9,999,999 - - 80 255.0% 233 - - Commando (grade 5) - Halved Power Crystal - Genji Glove -
Lieutenant AmodarDLC Special Champion 636,000 - - 80 300.0% 300 - - Commando (grade 5) - Halved Vitality Crystal - Sergeant's Badge -
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