Crystarium Bonuses: Requiring Commando Focus – 2 shown
Locked roles add more options to your characters' crystariums; unique bonuses are exclusive to a single character
Name
The requirements for Serah to gain this bonus; if a bonus is indicated, she must have gained that bonus in a previous stage; if a stage is listed, this indicates the minimum possible stage where this bonus can be learned, considering any role focus requirements
Prerequisite (Serah)
The requirements for Noel to gain this bonus; if a bonus is indicated, he must have gained that bonus in a previous stage; if a stage is listed, this indicates the minimum possible stage where this bonus can be learned, considering any role focus requirements
Prerequisite (Noel)
Commando Bonus Boost I Stage 2 Stage 2
Commando Bonus Boost II Stage 3 Stage 3
Abilities: Learned by Commandos – 39 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
Type ATB Cost Element
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
Attack Physical 1 - - No ×1.10 +0.50 1 - 25
Ruin Magic 1 - - Yes ×1.10 +0.50 1 - 15
Drain Attack Physical 1 - - No ×1.10 +0.50 1 - 25
Blitz Physical 2 - - No ×1.80 +0.50 1 - 25
Ruinga Magic 3 - - Yes ×2.20 +0.50 1 - 15
Area Sweep Physical 3 - - No ×2.30 +0.50 1 - 40/25
Meteor Javelin Physical All - - No ×2.20 - 4 - 90/40
COM Bonus Boost Automatic Auto - - No - - - - -
COM Bonus Boost II Automatic Auto - - No - - - - -
Deathblow Automatic Auto - - Yes - - - - -
Lifesiphon Automatic Auto - - Yes - - - - -
Adrenaline Automatic Auto - - Yes - - - - -
Jeopardize Automatic Auto - - No - - - - -
Launch Automatic Auto - - No - - - - -
Ravage Automatic Auto - - No - - - - -
Blindside Automatic Auto - - Yes - - - - -
Powerchain Automatic Auto - - Yes - - - - -
Smite Automatic Auto - - No - - - - -
Scourge Automatic Auto - - Yes - - - - -
Armor Breaker Automatic Auto - - No - - - - -
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Tamed Monsters: Commandos – 52 shown
Material Grade:
Material Type:
Powerful monsters have grade 4 crystariums; advanced monsters have grade 5 crystariums; exceptional monsters have more than one stage of a grade 5 crystarium; DLC monsters are only available if you have the relevant content
Name
The starting and maximum grades of this monster, which indicate its general level of strength as well as determining which items must be used when upgrading this monster; monster grades increase at certain level thresholds
Grade
Whether this is a biological or mechanical monster, which determines which items must be used when upgrading it
Type
The highest level this monster can achieve through the upgrade process
Max Level
The starting strength of this monster, which improves as it increases in level; starting values may vary slightly
Strength
The starting magic of this monster, which improves as it increases in level; starting values may vary slightly
Magic
The starting maximum hp of this monster, which improves as it increases in level; starting values may vary slightly
HP
The starting size of this monster's ATB gauge; the maximum size is determined by the number of crystarium stages the monster has and your choices when advancing them
ATB
The relative animation speed of this monster's actions; this number is based on Serah's animation speed for a particular role being 100
Speed
The maximum level that this monster can achieve using only monster materials of the chosen grade or lower
Upgr. Level
The approximate strength of this monster at the maximum level it can achieve using only monster materials of the chosen grade or lower, assuming the recommended monster materials are used when upgrading it; in practice, this value can vary significantly depending on a number of factors
Upgr. Strength
The approximate magic of this monster at the maximum level it can achieve using only monster materials of the chosen grade or lower, assuming the recommended monster materials are used when upgrading it; in practice, this value can vary significantly depending on a number of factors
Upgr. Magic
The approximate maximum HP of this monster at the maximum level it can achieve using only monster materials of the chosen grade or lower, assuming the recommended monster materials are used when upgrading it; in practice, this value can vary significantly depending on a number of factors
Upgr. HP
The total cost of materials of the chosen grade or lower required to reach the maximum level for this monster; this assumes all materials are purchased from Chocolina
Material Cost
Feral Link
The modifier to base effects that this creature's feral link ability uses
Modifier
The base time required for this creature to re-use its feral link ability, in seconds
Charge Time
Orion 2 Mechanical 20 132 32 1,872 3 80 20 370 210 4,123 11,200 gil Dual Bolt ×3.00 165 s
Yeoman 3 Mechanical 20 193 47 2,718 3 80 20 516 285 5,847 52,800 gil Drill Bolt ×3.00 165 s
Dragoon 2 Mechanical 20 150 125 1,692 3 45 20 503 262 4,435 11,200 gil Orbital Battery ×2.19 120 s
Vespid Soldier 3-4 Mechanical 40 99 122 852 3 55 40 731 190 4,528 149,000 gil Sniping Thrust ×3.00 165 s
Frag Leech 2-3 Mechanical 40 27 49 2,640 3 45 40 351 234 4,793 64,800 gil Explosive Thrust ×2.40 165 s
Lucidon 2-5 Mechanical 99 42 23 932 3 65 99 1,073 369 4,584 1,623,000 gil Shell Spin ×2.20 135 s
Thermadon 2-3 Mechanical 40 218 36 1,474 3 65 40 928 220 6,307 64,800 gil Crippling Surge ×1.80 108 s
Flanborg 2-3 Mechanical 40 68 100 835 3 20 40 485 514 4,370 64,800 gil Twin Fists ×3.00 165 s
Proto-behemoth 3-4 Mechanical 40 260 90 2,462 3 65 40 849 414 8,039 149,000 gil Sunder ×2.20 120 s
Gorgonopsid 1-5 Biological 99 59 33 400 3 65 99 751 521 6,240 850,000 gil Sonic Fangs ×3.00 165 s
Uridimmu 1-2 Biological 40 45 43 442 3 65 40 329 317 2,695 34,640 gil Sonic Fangs ×3.00 165 s
Mánagarmr 3-5 Biological 45 190 124 1,552 3 65 45 741 549 6,651 328,400 gil Sonic Fangs ×3.00 165 s
Chunerpeton 3-5 Biological 45 60 73 951 3 65 45 536 465 6,214 328,400 gil Refreshing Rain ×4.00 120 s
Yaksha 3 Biological 20 180 100 1,280 3 65 20 678 353 4,679 52,800 gil Spinning Step ×2.20 120 s
Gandayaks 2 Biological 20 55 36 942 3 65 20 269 118 1,706 11,200 gil Heel Kick ×3.00 165 s
Vodianoi 4 Biological 20 69 103 1,328 3 65 20 827 334 7,305 85,800 gil Spinning Step ×2.20 120 s
Shaguma 2 Biological 20 41 60 830 3 65 20 264 207 2,749 11,200 gil War Dance ×6.00 165 s
Mandrake 1-5 Biological 99 48 100 445 3 55 99 764 351 6,604 850,000 gil Sniping Thrust ×3.00 165 s
Crawler 3-5 Biological 45 51 85 881 3 45 45 323 302 3,781 328,400 gil Slurp ×2.80 150 s
Sarracenia 1-3 Biological 60 16 30 291 3 45 60 392 216 3,024 88,240 gil Slurp ×2.80 150 s
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