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Daze
Type
Negative
Compare Daze to other Status Effects
Items: Which Grant or Remove
Daze
– 2 shown
Rare items
cannot be purchased but may be dropped by monsters;
unique items
must be found or otherwise earned;
key items
are unique and have special uses;
DLC items
are only available if you have the relevant content
Name
Type
The cost to buy this item; prices in gil are purchased from Chocolina, while prices in coins are purchased with Casino Coins in Serendipity
Price
Value
The status effects removed by this item, if any
Removed Status
The status effects granted by this item, if any
Granted Status
Remedy
Item
250 gil
125 gil
Poison
,
Pain
,
Fog
,
Curse
,
Deprotect
,
Deshell
,
Imperil
,
Debrave
,
Defaith
,
Slow
,
Daze
,
Doom
,
Dispel
,
Wound
-
Unicorn Horn
Item
1,600 coins
1,600 gil
All dispellable effects
-
Abilities: Which Grant or Remove
Daze
– 3 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
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
Chaos
DLC
Saboteur
Magic
5
-
Curse
,
Deprotect
,
Deshell
,
Debrave
,
Defaith
,
Daze
No
-
-
-
-
-
Esuna
Medic
Magic
2
-
All status ailments
Yes
-
+1.16
1
-
-
Esunada
Medic
Magic
3
-
All status ailments
Yes
-
+1.16
1
-
-
Monsters: Weak against
Daze
– 4 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 status effect; a typical monster has 70% vulnerability to any given status effect; above 80% is considered a weakness, while a percentage below 60% is considered a vulnerability; some monsters are completely immune to certain status ailments
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
Bloodfang Bass
Feral Creatures
Terraquatic
2,531
89
89
30
125.0%
11
24
54
5
Weakness
30
Ravager (grade 3)
10%
100%
Power Sliver
25%
Millerite
5%
Chunerpeton
Feral Creatures
Terraquatic
7,260
89
89
60
180.0%
60
38
86
5
Weakness
30
Commando (grade 3)
10%
100%
Vitality Sliver
30%
Mana Droplet
5%
Viking
Militarized Units
Tilter
6,500
85
85
80
200.0%
150
75
158
20
Weakness
50
Saboteur (grade 2)
15%
100%
Power Bolt
20%
Millerite
5%
Cactuaroni
Feral Creatures
Cactuar
777,777
20
20
50
777.0%
406
1,000
-
50
Weakness
30
Commando (grade 3)
5%
100%
Potent Essence
20%
Chocobo Tail Feather
5%
Monsters: Resistant to
Daze
– 125 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 status effect; a typical monster has 70% vulnerability to any given status effect; above 80% is considered a weakness, while a percentage below 60% is considered a vulnerability; some monsters are completely immune to certain status ailments
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
Meonekton
Rift Beasts
Vermin
960
15
21
0
110.0%
3
12
20
15
Immune
30
Commando (grade 1)
15%
Immune
Potion
15%
Phoenix Down
5%
Nekton
Rift Beasts
Vermin
180
7
7
0
110.0%
3
4
10
5
Weakness
30
Ravager (grade 1)
15%
Immune
Potion
10%
Phoenix Down
5%
Ebon Seed
Special
Winged Chaos
3,177
-
-
0
120.0%
6
-
-
-
-
Immune
-
-
-
-
Right Manipulator
Special
Fal'Cie
16,320
276
183
0
150.0%
15
-
-
95
Immune
500
-
-
Immune
Power Generator
50%
-
-
Left Manipulator
Special
Fal'Cie
16,320
276
183
0
150.0%
15
-
-
95
Immune
500
-
-
Immune
Power Generator
50%
-
-
Vaballathus
Cie'th
Undying
9,194
165
83
50
130.0%
18
-
-
5
Immune
1000
-
-
Immune
-
-
-
-
Caius Ballad
Special
Protector
30,052
106
106
50
150.0%
30
-
-
95
Immune
51
-
-
Immune
-
-
-
-
Right Manipulator
Special
Fal'Cie
11,420
64
25
50
150.0%
30
-
-
85
Immune
500
-
-
Immune
Phoenix Down
50%
-
-
Left Manipulator
Special
Fal'Cie
11,420
64
25
50
150.0%
30
-
-
85
Immune
500
-
-
Immune
Phoenix Down
50%
-
-
Right Manipulator
Special
Fal'Cie
16,320
92
36
50
150.0%
30
-
-
85
Immune
500
-
-
Immune
Gold Nugget
50%
-
-
Left Manipulator
Special
Fal'Cie
16,320
92
36
50
150.0%
30
-
-
85
Immune
500
-
-
Immune
Gold Nugget
50%
-
-
Right Manipulator
Special
Fal'Cie
11,420
64
25
50
150.0%
30
-
-
85
Immune
500
-
-
Immune
Phoenix Down
50%
-
-
Left Manipulator
Special
Fal'Cie
11,420
64
25
50
150.0%
30
-
-
85
Immune
500
-
-
Immune
Phoenix Down
50%
-
-
Pulsework Soldier
Ancient Automata
Pulsework Soldier
850
75
-
0
200.0%
30
18
50
85
Immune
51
Sentinel (grade 1)
15%
Immune
Potion
33%
Iron Bangle
5%
Clione
Rift Beasts
Vermin
1,980
65
65
0
200.0%
30
40
54
5
Weakness
20
Synergist (grade 2)
20%
Immune
Potent Droplet
25%
Power Sliver
5%
Caius Ballad
Special
Protector
5,000
62
62
50
150.0%
30
-
-
95
Immune
51
-
-
Immune
Martyr's Emblem
100%
-
-
Chelicerata
Rift Beasts
Vermin
6,820
72
120
25
200.0%
40
70
72
15
Weakness
30
Saboteur (grade 2)
20%
Immune
Potent Sliver
20%
Mana Sliver
10%
Proto Fal'cie Adam
Special
Fal'Cie
74,250
101
50
40
200.0%
50
-
-
85
Immune
500
-
-
Immune
Phoenix Down
50%
-
-
Pacos Amethyst
Rift Beasts
Crystalspawn
250,400
190
190
40
200.0%
50
-
-
95
Immune
500
-
-
Immune
Scarletite
30%
Platinum Ingot
1%
Pacos Luvulite
Rift Beasts
Crystalspawn
250,400
190
190
40
200.0%
50
-
-
95
Immune
500
-
-
Immune
Scarletite
30%
Platinum Ingot
1%
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Slow
Doom
Related
Daze
Type
Status Ailment
Removed With
Foul Liquid