Abilities: Lightning-based – 11 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
Thunder Ravager Magic 1 - Yes ×1.00 +10.00 1 - 15
Thundara Ravager Magic 2 - Yes ×1.50 +18.00 1 - 15
Thundaga Ravager Magic 3 - Yes ×2.20 +26.00 1 - 15
Sparkstrike Ravager Physical 1 - No ×1.05 +10.00 1 - 25
Electric Blitz Ravager Physical 2 - No ×1.50 +10.00 1 - 25
Felspark Ravager Automatic Auto - No - - - - -
Drill Bolt Physical - - No - - 5 - -
Dual Bolt Physical - - No - - 2 - -
Energy Wave Magic - - No - - 1 - -
Hellstorm Bolt Physical - - No - - 1 - -
Orbital Battery Physical - - No - - 3 - -
Monsters: Weak against Lightning – 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
Long Gui Feral Creatures Oretoise 4,160,000 2,228 2,228 100 700.0% 18,000 4,000 7,200 95 Immune 31 - - Weakness Ribbon 10% Adamantite 5%
Geiseric Cie'th Shambling Cie'th 236,160 2,954 2,954 80 142.0% 63 1,000 5,000 85 Weakness 200 - - Weakness Tear of Remorse 20% Gold Bangle 5%
Malebranche Cie'th Shambling Cie'th 317,700 1,014 1,014 95 - 5,394 800 1,920 40 Resistant 30 - - Weakness Power Generator 20% Berserker's Ruby 2%
Fomoire Cie'th Shambling Cie'th 882,500 1,520 - 50 400.0% 180 800 1,920 85 Weakness 30 - - Weakness Power Crystal 20% Defender's Topaz 2%
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%
Apkallu Feral Creatures Sahagin 42,860 860 350 66 200.0% 88 180 500 40 Weakness 20 Commando (grade 3) 10% Weakness Potent Orb 15% Magistral Crest 5%
Vouivre Feral Creatures Wyvern 34,560 450 380 70 250.0% 150 90 480 40 Immune 50 Commando (grade 2) 5% Weakness Potent Sliver 40% Molted Tail 5%
Wladislaus Cie'th Shambling Cie'th 60,010 1,014 1,014 10 - 300 200 360 25 Resistant 30 - - Weakness Mana Generator 20% Supporter's Amethyst 2%
Swampmonk Feral Creatures Sahagin 15,860 274 257 50 200.0% 60 107 257 15 Weakness 20 Ravager (grade 3) 10% Weakness Potent Essence 20% Abyssal Scale 5%
Vampire Cie'th Shambling Cie'th 40,595 634 634 70 255.0% 155 125 225 25 Resistant 30 - - Weakness Potent Generator 20% Impeder's Opal 2%
Sahagin Prince Feral Creatures Sahagin 16,520 180 260 95 200.0% 600 200 220 20 Weakness 20 Synergist (grade 3) 10% Weakness Mana Orb 20% Chronomist 2%
Mud Frog Feral Creatures Terraquatic 36,600 257 257 70 160.0% 60 107 167 15 Weakness 50 Ravager (grade 3) 10% Weakness Potent Essence 15% Power Crystal 2%
Fencer Militarized Units Tilter 15,680 150 10 66 200.0% 88 120 150 25 Weakness 20 Ravager (grade 2) 5% Weakness Potent Engine 30% Analog Circuit 5%
Oannes Feral Creatures Sahagin 8,260 90 250 80 200.0% 150 100 150 20 Weakness 20 Synergist (grade 2) 15% Weakness Moistened Scale 20% Power Sliver 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%
Pitterpatter Feral Creatures Terraquatic 7,610 60 108 30 160.0% 26 60 135 5 Weakness 30 Saboteur (grade 3) 10% Weakness Power Sliver 20% Power Orb 5%
Ghast Cie'th Shambling Cie'th 15,540 145 220 90 250.0% 450 132 122 25 Weakness 50 - - Weakness Potion 12% Cie'th Tear 5%
Thermadon Militarized Units Armadon 15,200 385 385 95 150.0% 300 70 120 85 Resistant 151 Commando (grade 2) 7% Weakness - - - -
Moblin Feral Creatures Goblin 25,132 415 432 30 185.0% 36 64 116 5 Weakness 40 Commando (grade 2) 10% Weakness Power Essence 30% Power Crystal 3%
Microchu Feral Creatures Ochu 14,884 137 137 20 200.0% 38 64 108 5 Weakness 30 Synergist (grade 3) 10% Weakness Potent Crystal 30% Sunpetal 5%
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Monsters: Resistant to Lightning – 49 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
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%
Immortal Ancient Automata Centaurion 326,400 482 482 80 200.0% 150 1,200 2,880 85 Resistant 80 - - Immune Indrajit 10% Romulus & Remus 5%
Deathgaze Feral Creatures Wyvern 158,096 1,055 329 85 260.0% 320 900 2,430 25 Immune 50 Saboteur (grade 3) 10% Halved Power Sliver 15% Gold Bangle 5%
Kanna Kamuy Feral Creatures Wyvern 80,253 588 235 80 230.0% 195 750 2,250 10 Immune 20 Saboteur (grade 2) 10% Halved Power Engine 30% Hypnocrown 1%
Navidon Feral Creatures Armadillon 195,200 514 893 95 130.0% 180 640 1,306 85 Resistant 30 Sentinel (grade 4) 10% Resistant Potent Essence 20% Ribbon 2%
Ugallu Feral Creatures Beast 141,200 254 724 90 160.0% 180 450 1,013 95 Immune 1000 - - Halved Vitality Orb 100% - -
Atlas Militarized Units Giant 156,000 1,500 750 80 900.0% 1,200 500 1,000 100 Immune 51 - - Resistant Potent Generator 100% Gold Bangle 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%
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%
Mánagarmr Feral Creatures Beast 63,540 420 912 33 500.0% 179 200 600 40 Weakness 30 Commando (grade 3) 10% Absorbed Potent Essence 20% Spined Horn 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%
Chaos Bahamut Special Eidolon 79,930 485 420 60 - 674 300 450 100 Immune 51 - - Halved Phoenix Down 50% Phoenix Blood 10%
Pink Lily Militarized Units Annihilator 16,650 177 177 95 130.0% 180 132 396 25 Resistant 1000 Ravager (grade 3) 10% Resistant Potent Chip 15% Potent Engine 3%
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%
Yeoman Militarized Units Tilter 6,660 320 320 90 200.0% 300 100 220 15 Weakness 20 Commando (grade 3) 10% Resistant Potent Booster 20% Superconductor 5%
Orion Militarized Units Tilter 16,600 128 128 80 250.0% 225 160 220 30 Weakness 50 Commando (grade 2) 10% Halved Potent Chip 30% Analog Circuit 5%
Kalavinka Militarized Units Annihilator 182,400 440 440 95 150.0% 300 120 200 90 Immune 1000 - - Absorbed Potent Orb 100% - -
Debris Ancient Automata Bomb 20,074 211 492 80 140.0% 60 96 196 15 Immune 20 Ravager (grade 4) 10% Resistant Mana Chip 30% Thrust Bearing 5%
Bomb Ancient Automata Bomb 6,000 64 64 90 200.0% 300 81 171 5 Immune 50 Ravager (grade 2) 13% Halved Mana Sliver 30% Fire Aegis 2%
Cryohedron Ancient Automata Bomb 6,000 64 64 90 200.0% 300 81 171 5 Immune 50 Ravager (grade 2) 13% Halved Mana Sliver 20% Ice Aegis 2%
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