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 II Saboteur Physical 1 - Dispel No ×0.55 +0.50 1 - 25
Heavy Dispelga Saboteur Physical 3 - Dispel No ×0.80 +0.50 1 - 25
Dispel Saboteur Magic 1 - Dispel Yes ×0.35 +4.50 1 - 15/10
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 - -
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
Chaos Bahamut Special Eidolon 24,000 2,000 2,000 99 - 26,970 - - 100 Immune 0 - - 100% - - - -
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%
Atlas Militarized Units Giant 156,000 1,500 750 80 900.0% 1,200 500 1,000 100 Immune 51 - - 100% Potent Generator 100% Gold Bangle 5%
Atlas Militarized Units Giant 156,000 150 75 80 200.0% 150 500 600 100 Immune 51 - - 100% Potent Bolt 100% Silver Bangle 5%
Geiseric's Fist Cie'th Shambling Cie'th 23,616 2,954 2,954 80 142.0% 63 - - 100 Immune 0 - - 100% - - - -
Giant Fist Cie'th Shambling Cie'th 70,600 1,520 - 50 200.0% 60 - - 100 Immune 30 - - 100% - - - -
Long Gui Feral Creatures Oretoise 4,160,000 2,228 2,228 100 700.0% 18,000 4,000 7,200 95 Immune 31 - - 100% Ribbon 10% Adamantite 5%
Left Foreleg Feral Creatures Oretoise 416,000 2,228 2,228 20 450.0% 131 - - 95 Immune 0 - - 100% - - - -
Right Foreleg Feral Creatures Oretoise 416,000 2,228 2,228 20 450.0% 131 - - 95 Immune 0 - - 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%
Pulsework Gladiator Ancient Automata Pulsework Soldier 26,503 296 422 80 180.0% 120 100 240 95 Immune 30 Sentinel (grade 3) 10% 100% Vitality Chip 20% Thrust Bearing 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%
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%
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%
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% - -
Thermadon Militarized Units Armadon 15,200 385 385 95 150.0% 300 70 120 85 Resistant 151 Commando (grade 2) 7% 100% - - - -
Ispusteke Cie'th Unusual Cie'th 105,900 152 423 100 130.0% 900 308 629 85 Immune 30 - - 100% Mana Crystal 20% Blaster's Sapphire 2%
Fomoire Cie'th Shambling Cie'th 882,500 1,520 - 50 400.0% 180 800 1,920 85 Weakness 30 - - 100% Power Crystal 20% Defender's Topaz 2%
Centaurion Blade Ancient Automata Centaurion 32,640 642 3,852 80 200.0% 150 - - 85 Immune 0 - - 100% - - - -
Geiseric Cie'th Shambling Cie'th 236,160 2,954 2,954 80 142.0% 63 1,000 5,000 85 Weakness 200 - - 100% Tear of Remorse 20% Gold Bangle 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
Chaos Bahamut Special Eidolon 79,930 485 420 60 - 674 300 450 100 Immune 51 - - Immune Phoenix Down 50% Phoenix Blood 10%
Royal Ripeness Feral Creatures Flan 102,160 125 125 75 200.0% 120 300 - 100 Immune 500 - - Immune Potent Crystal 50% Martyr's Badge 2%
Royal Ripeness Feral Creatures Flan 750,780 881 881 55 - 599 300 - 100 Immune 500 - - Immune Vitality Crystal 50% Martyr's Badge 10%
Caius Ballad Special Protector 34,560 56 56 50 300.0% 120 - - 95 Immune 51 - - 50% - - - -
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%
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%
Twilight Odin Special Eidolon 706,000 304 203 50 300.0% 120 - - 95 Immune 1000 Commando (grade 3) - 10% Martyr's Badge 100% - -
Twilight Odin Special Eidolon 706,000 435 304 80 300.0% 300 - - 95 Immune 1000 - - 20% Martyr's Badge 100% - -
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% - -
Proto Fal'cie Adam Special Fal'Cie 551,200 288 192 40 200.0% 50 - - 95 Immune 500 - - Immune Vitality Generator 50% - -
Yomi Cie'th Undying 1,200,000 705 705 40 300.0% 100 20,000 48,000 95 Immune 1000 - - Immune Tear of Woe 40% Trapezohedron 5%
Ugallu Feral Creatures Beast 141,200 254 724 90 160.0% 180 450 1,013 95 Immune 1000 - - Immune Vitality Orb 100% - -
Caius Ballad Special Protector 12,000 90 90 50 200.0% 60 - - 95 Immune 51 - - 50% - - - -
Caius Ballad Special Protector 5,000 62 62 50 150.0% 30 - - 95 Immune 51 - - 50% Martyr's Emblem 100% - -
Caius Ballad Special Protector 38,830 85 85 50 300.0% 120 - - 95 Immune 51 - - 50% - - - -
Caius Ballad Special Protector 52,950 95 95 50 200.0% 60 - - 95 Immune 51 - - 50% - - - -
Caius Ballad Special Protector 424,000 235 235 50 300.0% 120 - - 95 Immune 51 - - 50% - - - -
Caius Ballad Special Protector 90,032 184 184 50 200.0% 60 - - 95 Immune 51 - - 50% - - - -
Caius Ballad Special Protector 30,052 106 106 50 150.0% 30 - - 95 Immune 51 - - 50% - - - -
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