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
ChaosDLC 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
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%
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%
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%
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
Valfodr Lv. 45DLC Rift Beasts Netherknight 7,679,362 - - 80 300.0% 300 - - - - Immune Cactuarama - Cactuarina -
Chocobo Feral Creatures Chocobo 10,000 75 75 66 200.0% 88 90 100 15 Resistant 30 Commando (grade 1) 100% 55% Chocobo Plume 30% Yellow Chick in Afro 1%
Circuitron Ancient Automata Bomb 12,500 200 200 90 150.0% 150 35 121 5 Immune 25 Ravager (grade 2) 10% Immune Cobaltite 15% Lightning Aegis 2%
Valfodr Lv. 99DLC Rift Beasts Netherknight 15,516,000 - - 80 300.0% 300 - - Ravager (grade 3) - Immune Gigantuar - Twilight Odin -
Proto Fal'cie Adam Special Fal'Cie 212,160 144 72 40 200.0% 50 - - 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 16,320 92 36 50 150.0% 30 - - 85 Immune 500 - - Immune Gold Nugget 50% - -
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%
Valfodr Lv. 1DLC Rift Beasts Netherknight 5,172,000 - - 80 300.0% 300 - - - - Immune Leyak - Rangda -
Ispusteke Cie'th Unusual Cie'th 105,900 152 423 100 130.0% 900 308 629 85 Immune 30 - - Immune Mana Crystal 20% Blaster's Sapphire 2%
NabaatDLC Special Champion 781,000 - - 90 500.0% 1,200 - - Saboteur (grade 5) - Immune Mana Crystal - Colonel's Glasses -
LightningDLC Special Champion 636,000 - - 80 300.0% 300 - - Ravager (grade 5) - Immune Mana Crystal - Lightning Cross -
LightningDLC Special Champion 636,000 - - 80 300.0% 300 - - - - Immune Mana Crystal - Lightning Cross -
TyphonDLC Special Fantasy 3,720,000 - - 90 300.0% 600 - - Commando (grade 5) - Immune Mana Generator - Vitality Generator -
Wladislaus Cie'th Shambling Cie'th 60,010 1,014 1,014 10 - 300 200 360 25 Resistant 30 - - 10% Mana Generator 20% Supporter's Amethyst 2%
Xolotl Feral Creatures Woodwraith 105,000 560 720 33 300.0% 90 350 800 40 Immune 100 Sentinel (grade 3) 3% 10% Mana Orb 30% Moonblossom Seed 5%
Twilight Odin Special Eidolon 706,000 435 304 80 300.0% 300 - - 95 Immune 1000 - - Immune Martyr's Badge 100% - -
Twilight Odin Special Eidolon 706,000 304 203 50 300.0% 120 - - 95 Immune 1000 Commando (grade 3) - Immune Martyr's Badge 100% - -
Caius Ballad Special Protector 5,000 62 62 50 150.0% 30 - - 95 Immune 51 - - Immune Martyr's Emblem 100% - -
Tezcatlipoca Feral Creatures Woodwraith 276,000 1,200 2,400 75 500.0% 480 - 10,000 95 Immune 1000 Sentinel (grade 3) 3% 10% Moonblossom Seed 100% Unicorn Horn 2%
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