Items: Which Grant or Remove Dispel – 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 Dispel – 6 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
Dispel Saboteur Magic 1 - Dispel Yes ×0.35 +4.50 1 - 15/10
Dispel II Saboteur Physical 1 - Dispel No ×0.55 +0.50 1 - 25
Dispelga Saboteur Magic 3 - Dispel Yes ×0.35 +4.50 1 - 15/10
Esuna Medic Magic 2 - All status ailments Yes - +1.16 1 - -
Esunada Medic Magic 3 - All status ailments Yes - +1.16 1 - -
Heavy Dispelga Saboteur Physical 3 - Dispel No ×0.80 +0.50 1 - 25
Monsters: Weak against Dispel – 141 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
Garuda Militarized Units Annihilator 186,000 650 550 75 300.0% 240 300 900 50 Immune 500 Saboteur (grade 3) 5% 100% Vitality Droplet 25% Grimoire Hat 5%
Bunkerbeast Feral Creatures Armadillon 189,191 389 329 95 130.0% 180 180 594 85 Resistant 401 Sentinel (grade 2) 30% 100% Vitality Sliver 20% Vitality Orb 3%
Navidon Feral Creatures Armadillon 195,200 514 893 95 130.0% 180 640 1,306 85 Resistant 30 Sentinel (grade 4) 10% 100% Potent Essence 20% Ribbon 2%
Thermadon Militarized Units Armadon 15,200 385 385 95 150.0% 300 70 120 85 Resistant 151 Commando (grade 2) 7% 100% - - - -
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%
Albino Lobo Feral Creatures Beast 3,200 150 100 75 200.0% 120 80 90 25 Weakness 20 Ravager (grade 2) 15% 100% Phoenix Down 10% Vitality Sliver 5%
Silver Lobo Feral Creatures Beast 10,847 115 45 80 170.0% 105 120 145 25 Weakness 50 Saboteur (grade 2) 20% 100% Potent Sliver 33% Power Sliver 5%
Uridimmu Feral Creatures Beast 1,600 75 50 50 200.0% 60 40 45 15 Weakness 50 Commando (grade 1) 15% 100% Remedy 25% Potent Droplet 5%
Feral Behemoth Feral Creatures Behemoth 32,000 560 480 80 300.0% 300 300 360 40 Resistant 151 Commando (grade 2) 10% 100% Potent Sliver 75% Power Chip 5%
Narasimha Feral Creatures Behemoth 50,000 712 712 70 600.0% 500 2,000 2,200 40 Resistant 80 Commando (grade 3) 10% 100% Potent Sliver 20% Chronomist 2%
Reaver Feral Creatures Behemoth 46,080 800 800 80 350.0% 375 330 960 40 Immune 80 Commando (grade 2) 10% 100% Potent Sliver 40% Sinister Fang 5%
Zaghnal Feral Creatures Behemoth 43,920 411 411 90 200.0% 300 240 648 40 Resistant 80 Ravager (grade 3) 10% 100% Power Essence 20% Martyr's Emblem 2%
Bomb Ancient Automata Bomb 6,000 64 64 90 200.0% 300 81 171 5 Immune 50 Ravager (grade 2) 13% 100% Mana Sliver 30% Fire Aegis 2%
Cloudburst Ancient Automata Bomb 8,922 211 148 90 150.0% 150 54 111 5 Immune 150 Ravager (grade 3) 10% 100% Mana Chip 30% Thrust Bearing 5%
Cryohedron Ancient Automata Bomb 6,000 64 64 90 200.0% 300 81 171 5 Immune 50 Ravager (grade 2) 13% 100% Mana Sliver 20% Ice Aegis 2%
Debris Ancient Automata Bomb 20,074 211 492 80 140.0% 60 96 196 15 Immune 20 Ravager (grade 4) 10% 100% Mana Chip 30% Thrust Bearing 5%
Grenade Ancient Automata Bomb 41,480 206 206 95 150.0% 300 120 396 10 Immune 20 Ravager (grade 2) 10% 100% Power Booster 20% Cobaltite 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%
Gigantuar Feral Creatures Cactuar 100,000 1,000 1,000 100 777.0% 20,310 1,200 2,160 85 Immune 1000 Synergist (grade 4) 100% 100% Potent Crystal 100% - -
Metal Gigantuar Feral Creatures Cactuar 7,777 10,000 10,000 0 777.0% 203 2,000 - 95 Immune 30 Sentinel (grade 4) 3% 100% Potent Booster 30% Hermes Sandals 5%
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Monsters: Resistant to Dispel – 60 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
Pink Lily Militarized Units Annihilator 16,650 177 177 95 130.0% 180 132 396 25 Resistant 1000 Ravager (grade 3) 10% Immune Potent Chip 15% Potent Engine 3%
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%
Gorgonopsid Feral Creatures Beast 950 22 15 50 200.0% 60 28 35 15 Weakness 30 Commando (grade 1) 15% 30% Potion 33% Power Wristband 5%
Ugallu Feral Creatures Beast 141,200 254 724 90 160.0% 180 450 1,013 95 Immune 1000 - - Immune Vitality Orb 100% - -
Greater Behemoth Feral Creatures Behemoth 24,448 380 260 80 300.0% 300 200 350 40 Resistant 151 Ravager (grade 2) 3% 20% Potent Orb 20% Monstrous Fang 5%
Proto-behemoth Militarized Units Behemoth 52,950 1,520 1,520 80 300.0% 300 400 1,000 40 Resistant 80 Commando (grade 3) 10% 10% Sinister Fang 20% Kaiser Knuckles 5%
Cactuar Feral Creatures Cactuar 7,777 50 50 50 777.0% 406 50 - 50 Weakness 500 Commando (grade 3) 33% 50% Potent Orb 30% Chocobo Tail Feather 3%
Flowering Cactuar Feral Creatures Cactuar 7,777 35 35 50 777.0% 406 50 - 50 Weakness 30 Medic (grade 3) 33% 50% Potent Essence 30% Chocobo Tail Feather 3%
Giant Cactuar Feral Creatures Cactuar 7,777 180 120 50 777.0% 406 50 - 50 Weakness 500 - - 50% Potent Orb 30% Chocobo Tail Feather 3%
Metallicactuar Feral Creatures Cactuar 2,500 33 33 25 250.0% 60 1,000 - 95 Weakness 30 Commando (grade 4) 2% Immune Potent Booster 20% Hermes Sandals 5%
Blue Chocobo Feral Creatures Chocobo 90,768 137 121 70 - 899 320 461 15 Resistant 30 Ravager (grade 1) 15% 10% Chocobo Plume 20% Afro & Blue Chick 1%
Hoplite Ancient Automata Combat Engineer 1,200 90 - 50 200.0% 60 22 65 25 Weakness 30 Commando (grade 1) 15% 30% Potent Bolt 40% Radial Bearing 5%
Chaos Bahamut Special Eidolon 79,930 485 420 60 - 674 300 450 100 Immune 51 - - Immune Phoenix Down 50% Phoenix Blood 10%
Twilight Odin Special Eidolon 706,000 435 304 80 300.0% 300 - - 95 Immune 1000 - - 20% Martyr's Badge 100% - -
Twilight Odin Special Eidolon 706,000 304 203 50 300.0% 120 - - 95 Immune 1000 Commando (grade 3) - 10% Martyr's Badge 100% - -
Left Manipulator Special Fal'Cie 11,420 64 25 50 150.0% 30 - - 85 Immune 500 - - Immune Phoenix Down 50% - -
Left Manipulator Special Fal'Cie 16,320 92 36 50 150.0% 30 - - 85 Immune 500 - - Immune Gold Nugget 50% - -
Left Manipulator Special Fal'Cie 11,420 64 25 50 150.0% 30 - - 85 Immune 500 - - Immune Phoenix Down 50% - -
Left Manipulator Special Fal'Cie 16,320 276 183 0 150.0% 15 - - 95 Immune 500 - - Immune Power Generator 50% - -
Proto Fal'cie Adam Special Fal'Cie 551,200 288 192 40 200.0% 50 - - 95 Immune 500 - - Immune Vitality Generator 50% - -
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