Items: Which Grant or Remove Deshell – 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 Deshell – 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
Deshell Saboteur Magic 1 - Deshell Yes ×0.35 +4.50 1 - 15/10
Deshell II Saboteur Physical 1 - Deshell No ×0.55 +0.50 1 - 25
Deshellga Saboteur Magic 3 - Deshell Yes ×0.35 +4.50 1 - 15/10
Heavy Deshellga Saboteur Physical 3 - Deshell No ×0.80 +0.50 1 - 25
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 Deshell – 23 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 70 10 90 120.0% 60 300 450 60 Immune 51 - - 100% Phoenix Down 100% Power Wristband 5%
Ceratosaur Feral Creatures Terraquatic 1,860 42 6 0 120.0% 6 35 70 5 Weakness 30 Saboteur (grade 1) 20% 85% Potent Sliver 25% Moistened Scale 5%
Gogmagog Rift Beasts Voidborn 4,200 110 10 90 120.0% 60 300 450 60 Immune 51 - - 100% Phoenix Down 100% Power Wristband 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%
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%
Haguma Feral Creatures Demon 4,640 318 318 80 130.0% 45 216 480 5 Weakness 50 Medic (grade 1) 5% 100% Power Engine 30% Power Booster 5%
Samovira Feral Creatures Demon 11,808 296 296 80 140.0% 60 150 306 15 Weakness 50 Saboteur (grade 4) 10% 100% Potent Orb 25% Vitality Orb 5%
Unsaganashi Feral Creatures Spook 2,400 25 85 0 150.0% 15 40 85 5 Weakness 20 Saboteur (grade 2) 25% 85% Mana Sliver 25% Scaled Wing 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%
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%
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%
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%
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%
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%
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%
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%
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%
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%
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%
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Monsters: Resistant to Deshell – 59 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
Ebon Seed Special Winged Chaos 3,177 - - 0 120.0% 6 - - - - Immune - - - -
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%
Navidon Feral Creatures Armadillon 195,200 514 893 95 130.0% 180 640 1,306 85 Resistant 30 Sentinel (grade 4) 10% Immune Potent Essence 20% Ribbon 2%
Bunkerbeast Feral Creatures Armadillon 189,191 389 329 95 130.0% 180 180 594 85 Resistant 401 Sentinel (grade 2) 30% Immune Vitality Sliver 20% Vitality Orb 3%
Aloeidai Rift Beasts Voidborn 52,990 178 89 80 150.0% 75 - - 60 Immune 500 - - Immune - - - -
Faeryl Feral Creatures Wrathwyrm 108,120 131 85 90 150.0% 150 - - 62 Immune 500 - - Immune Potent Orb 50% - -
Lucidon Militarized Units Armadon 20,740 160 200 90 150.0% 150 300 720 85 Resistant 150 Commando (grade 2) 7% Immune Potent Sliver 20% Shattered Bone 5%
Thermadon Militarized Units Armadon 15,200 385 385 95 150.0% 300 70 120 85 Resistant 151 Commando (grade 2) 7% 10% - - - -
Kalavinka Militarized Units Annihilator 182,400 440 440 95 150.0% 300 120 200 90 Immune 1000 - - 50% Potent Orb 100% - -
Ugallu Feral Creatures Beast 141,200 254 724 90 160.0% 180 450 1,013 95 Immune 1000 - - 30% Vitality Orb 100% - -
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%
Immortal Ancient Automata Centaurion 326,400 482 482 80 200.0% 150 1,200 2,880 85 Resistant 80 - - 30% Indrajit 10% Romulus & Remus 5%
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%
Atlas Militarized Units Giant 156,000 150 75 80 200.0% 150 500 600 100 Immune 51 - - 55% Potent Bolt 100% Silver Bangle 5%
Proto Fal'cie Adam Special Fal'Cie 74,250 101 50 40 200.0% 50 - - 85 Immune 500 - - 50% Phoenix Down 50% - -
Proto Fal'cie Adam Special Fal'Cie 212,160 144 72 40 200.0% 50 - - 85 Immune 500 - - 50% Gold Nugget 50% - -
Microchu Feral Creatures Ochu 14,884 137 137 20 200.0% 38 64 108 5 Weakness 30 Synergist (grade 3) 10% 30% Potent Crystal 30% Sunpetal 5%
Proto Fal'cie Adam Special Fal'Cie 74,250 101 50 40 200.0% 50 - - 85 Immune 500 - - 50% Phoenix Down 50% - -
Apkallu Feral Creatures Sahagin 42,860 860 350 66 200.0% 88 180 500 40 Weakness 20 Commando (grade 3) 10% 10% Potent Orb 15% Magistral Crest 5%
Flangonzola Feral Creatures Flan 11,388 160 170 95 200.0% 600 210 231 20 Weakness 60 Commando (grade 3) 10% 30% Vitality Sliver 20% Chronomist 2%
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