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Deprotect
Type
Negative
Opposed Status
Protect
Compare Deprotect to other Status Effects
Items: Which Grant or Remove
Deprotect
– 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
Deprotect
– 7 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
Deprotect
Saboteur
Magic
1
-
Deprotect
Yes
×0.35
+4.50
1
-
15/10
Deprotect II
Saboteur
Magic
1
-
Deprotect
No
×0.55
+0.50
1
-
25
Deprotega
Saboteur
Magic
3
-
Deprotect
Yes
×0.35
+4.50
1
-
15/10
Heavy Deprotega
Saboteur
Physical
3
-
Deprotect
No
×0.80
+0.50
1
-
25
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
Deprotect
– 24 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
Gogmagog
Rift Beasts
Voidborn
4,200
110
10
90
120.0%
60
300
450
60
Immune
51
-
-
100%
Phoenix Down
100%
Power Wristband
5%
Raspatil
Cie'th
Undying
3,666,000
254
127
60
500.0%
300
25,000
50,000
95
Immune
1000
-
-
100%
Scarletite
30%
Royal Armlet
5%
Paradox Alpha
Militarized Units
Giant
4,920
110
55
90
200.0%
300
100
150
100
Immune
51
-
-
100%
Phoenix Down
100%
Magician's Mark
5%
Miquiztli
Feral Creatures
Woodwraith
55,400
320
500
50
300.0%
120
350
800
40
Immune
100
Synergist (grade 3)
3%
100%
Vitality Orb
30%
Moonblossom Seed
5%
Xolotl
Feral Creatures
Woodwraith
105,000
560
720
33
300.0%
90
350
800
40
Immune
100
Sentinel (grade 3)
3%
100%
Mana Orb
30%
Moonblossom Seed
5%
Gogmagog
Rift Beasts
Voidborn
4,200
70
10
90
120.0%
60
300
450
60
Immune
51
-
-
100%
Phoenix Down
100%
Power Wristband
5%
Dreadnought
Ancient Automata
Armament
220,320
532
532
80
200.0%
150
540
1,215
35
Resistant
1
Commando (grade 3)
5%
100%
Vitality Booster
20%
Power Booster
5%
Green Chocobo
Feral Creatures
Chocobo
146,400
137
206
90
150.0%
150
160
360
15
Resistant
30
Medic (grade 1)
15%
100%
Chocobo Plume
20%
Vitality Orb
3%
Red Chocobo
Feral Creatures
Chocobo
87,352
257
206
90
200.0%
300
240
346
15
Resistant
30
Commando (grade 1)
15%
100%
Chocobo Plume
20%
Afro & Red Chick
1%
Blue Chocobo
Feral Creatures
Chocobo
90,768
137
121
70
-
899
320
461
15
Resistant
30
Ravager (grade 1)
15%
100%
Chocobo Plume
20%
Afro & Blue Chick
1%
Black Chocobo
Feral Creatures
Chocobo
95,892
257
294
80
200.0%
150
300
468
15
Resistant
30
Saboteur (grade 1)
15%
100%
Chocobo Plume
20%
Afro & Black Chick
1%
Chocobo
Feral Creatures
Chocobo
10,000
75
75
66
200.0%
88
90
100
15
Resistant
30
Commando (grade 1)
100%
100%
Chocobo Plume
30%
Yellow Chick in Afro
1%
White Chocobo
Feral Creatures
Chocobo
99,796
257
206
70
200.0%
100
300
468
15
Resistant
30
Medic (grade 1)
15%
100%
Chocobo Plume
20%
Afro & White Chick
1%
Clione
Rift Beasts
Vermin
1,980
65
65
0
200.0%
30
40
54
5
Weakness
20
Synergist (grade 2)
20%
97%
Potent Droplet
25%
Power Sliver
5%
Fachan
Feral Creatures
Spook
2,400
25
85
0
150.0%
15
40
85
5
Weakness
20
Synergist (grade 2)
25%
85%
Mana Sliver
25%
Scaled Wing
5%
Thexteron
Militarized Units
Razorclaw
8,960
107
88
80
180.0%
120
16
-
10
Weakness
50
Synergist (grade 3)
10%
100%
Potent Sliver
25%
Iron Shell
5%
Flowering Cactuar
Feral Creatures
Cactuar
7,777
35
35
50
777.0%
406
50
-
50
Weakness
30
Medic (grade 3)
33%
100%
Potent Essence
30%
Chocobo Tail Feather
3%
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%
Seeping Brie
Feral Creatures
Flan
13,420
286
172
90
130.0%
90
110
281
40
Weakness
50
Commando (grade 2)
10%
100%
Vitality Sliver
20%
Potent Orb
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%
loading table data...
Monsters: Resistant to
Deprotect
– 70 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
Don Tonberry
Feral Creatures
Tonberry
393,939
1,515
1,515
66
222.0%
108
2,400
6,120
95
Immune
100
Commando (grade 3)
10%
Immune
Scarletite
20%
Hermes Sandals
3%
Tezcatlipoca
Feral Creatures
Woodwraith
276,000
1,200
2,400
75
500.0%
480
-
10,000
95
Immune
1000
Sentinel (grade 3)
3%
50%
Moonblossom Seed
100%
Unicorn Horn
2%
Proto Fal'cie Adam
Special
Fal'Cie
212,160
144
72
40
200.0%
50
-
-
85
Immune
500
-
-
50%
Gold Nugget
50%
-
-
Proto Fal'cie Adam
Special
Fal'Cie
74,250
101
50
40
200.0%
50
-
-
85
Immune
500
-
-
50%
Phoenix Down
50%
-
-
Reaver
Feral Creatures
Behemoth
46,080
800
800
80
350.0%
375
330
960
40
Immune
80
Commando (grade 2)
10%
55%
Potent Sliver
40%
Sinister Fang
5%
Cocytus
Cie'th
Winged Cie'th
28,640
50
50
70
300.0%
200
200
-
85
Immune
200
-
-
55%
Tear of Remorse
20%
Tear of Woe
3%
Varcolaci
Cie'th
Winged Cie'th
20,180
254
338
60
180.0%
60
100
180
5
Immune
30
-
-
Immune
Vitality Generator
20%
Healer's Emerald
2%
Giant Fist
Cie'th
Shambling Cie'th
70,600
1,520
-
50
200.0%
60
-
-
100
Immune
30
-
-
30%
-
-
-
-
Metal Gigantuar
Feral Creatures
Cactuar
7,777
10,000
10,000
0
777.0%
203
2,000
-
95
Immune
30
Sentinel (grade 4)
3%
Immune
Potent Booster
30%
Hermes Sandals
5%
Tonberry
Feral Creatures
Tonberry
393,939
1,010
1,010
88
666.0%
1,415
2,400
6,120
95
Immune
100
Commando (grade 3)
10%
Immune
Power Orb
25%
Hermes Sandals
2%
Ispusteke
Cie'th
Unusual Cie'th
105,900
152
423
100
130.0%
900
308
629
85
Immune
30
-
-
50%
Mana Crystal
20%
Blaster's Sapphire
2%
Schrodinger
Feral Creatures
Potcat
7,777
572
186
99
200.0%
3,000
75
150
15
Immune
20
Saboteur (grade 3)
10%
50%
Potent Orb
20%
Fractal Pot
5%
Faeryl
Feral Creatures
Wrathwyrm
108,120
131
85
90
150.0%
150
-
-
62
Immune
500
-
-
Immune
Potent Orb
50%
-
-
Dragoon
Militarized Units
Golem
4,960
128
128
80
250.0%
225
60
100
30
Immune
50
Commando (grade 2)
10%
50%
Potent Droplet
30%
Analog Circuit
5%
Garuda
Militarized Units
Annihilator
186,000
650
550
75
300.0%
240
300
900
50
Immune
500
Saboteur (grade 3)
5%
50%
Vitality Droplet
25%
Grimoire Hat
5%
Kalavinka
Militarized Units
Annihilator
182,400
440
440
95
150.0%
300
120
200
90
Immune
1000
-
-
50%
Potent Orb
100%
-
-
Atlas
Militarized Units
Giant
156,000
1,500
750
80
900.0%
1,200
500
1,000
100
Immune
51
-
-
30%
Potent Generator
100%
Gold Bangle
5%
Atlas
Militarized Units
Giant
156,000
150
75
80
200.0%
150
500
600
100
Immune
51
-
-
55%
Potent Bolt
100%
Silver Bangle
5%
Pulsework Gladiator
Ancient Automata
Pulsework Soldier
26,503
296
422
80
180.0%
120
100
240
95
Immune
30
Sentinel (grade 3)
10%
Immune
Vitality Chip
20%
Thrust Bearing
5%
Geiseric's Fist
Cie'th
Shambling Cie'th
23,616
2,954
2,954
80
142.0%
63
-
-
100
Immune
0
-
-
30%
-
-
-
-
loading table data...
Curse
Deshell
Related
Vit 0
Type
Harmful
Despite its name,
Vit 0
reduces both Vitality and Spirit to 0, making the target more vulnerable to both physical and magic attacks. This effect lasts until battle ends.
Deprotect
Type
Status Ailment
Opposed Effect
Protect