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
Heavy Dispelga Saboteur Physical 3 - Dispel No ×0.80 +0.50 1 - 25
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
Mewmao Feral Creatures Potcat 21,960 137 2,054 100 150.0% 1,500 80 173 5 Immune 20 Synergist (grade 3) 10% 100% Mana Essence 30% Fractal Pot 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%
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%
Vespid Soldier Militarized Units Vespid 3,650 56 72 50 150.0% 30 100 110 10 Immune 30 Commando (grade 3) 15% 100% Mana Engine 30% Abominable Wing 5%
Vespid Militarized Units Vespid 9,680 50 120 80 300.0% 300 60 162 15 Immune 100 Ravager (grade 3) 15% 100% Molted Tail 25% - -
Lancer Militarized Units Golem 2,300 85 85 80 200.0% 150 60 180 20 Immune 50 Sentinel (grade 2) 15% 100% Vitality Chip 20% Millerite 5%
Dragoon Militarized Units Golem 4,960 128 128 80 250.0% 225 60 100 30 Immune 50 Commando (grade 2) 10% 100% Potent Droplet 30% Analog Circuit 5%
Barbed Specter Feral Creatures Stalker 9,972 106 106 50 210.0% 66 69 125 15 Immune 100 Saboteur (grade 3) 10% 100% Power Sliver 25% Power Orb 5%
Triffid Feral Creatures Stalker 7,604 50 150 30 200.0% 43 60 120 15 Immune 30 Synergist (grade 2) 20% 100% Potent Sliver 20% Molted Tail 5%
Clematis Feral Creatures Stalker 10,759 74 74 50 170.0% 42 72 162 15 Immune 20 Saboteur (grade 2) 10% 100% Mana Sliver 20% Rhodochrosite 5%
Dendrobium Feral Creatures Stalker 6,930 85 85 66 200.0% 88 50 55 25 Immune 50 Saboteur (grade 1) 10% 100% Antidote 15% Pot Shard 5%
Mandrake Feral Creatures Stalker 4,560 82 76 75 200.0% 120 64 76 15 Immune 20 Commando (grade 1) 15% 100% Remedy 20% Molted Tail 5%
Necrosis Feral Creatures Stalker 9,120 164 152 75 200.0% 120 128 141 15 Immune 20 Saboteur (grade 3) 10% 100% Molted Tail 15% Chronomist 2%
Forked Cat Feral Creatures Potcat 24,400 137 2,054 90 180.0% 240 96 216 10 Immune 20 Saboteur (grade 2) 10% 100% Mana Essence 20% Mana Essence 5%
Right Foreleg Feral Creatures Oretoise 416,000 2,228 2,228 20 450.0% 131 - - 95 Immune 0 - - 100% - - - -
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%
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% - - - -
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%
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% - -
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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
Caius Ballad Special Protector 30,052 106 106 50 150.0% 30 - - 95 Immune 51 - - 50% - - - -
Right Manipulator Special Fal'Cie 16,320 276 183 0 150.0% 15 - - 95 Immune 500 - - Immune Power Generator 50% - -
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% - -
Chaos Bahamut Special Eidolon 79,930 485 420 60 - 674 300 450 100 Immune 51 - - Immune Phoenix Down 50% Phoenix Blood 10%
Jet Bahamut Special Winged Chaos 1,059,000 2,027 760 50 300.0% 120 - - 95 Immune 1000 - - Immune - - - -
Proto Fal'cie Adam Special Fal'Cie 212,160 144 72 40 200.0% 50 - - 85 Immune 500 - - Immune Gold Nugget 50% - -
Right Manipulator Special Fal'Cie 11,420 64 25 50 150.0% 30 - - 85 Immune 500 - - Immune Phoenix Down 50% - -
Left Manipulator Special Fal'Cie 11,420 64 25 50 150.0% 30 - - 85 Immune 500 - - Immune Phoenix Down 50% - -
Proto Fal'cie Adam Special Fal'Cie 74,250 101 50 40 200.0% 50 - - 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% - -
Caius Ballad Special Protector 90,032 184 184 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 52,950 95 95 50 200.0% 60 - - 95 Immune 51 - - 50% - - - -
Caius Ballad Special Protector 38,830 85 85 50 300.0% 120 - - 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 12,000 90 90 50 200.0% 60 - - 95 Immune 51 - - 50% - - - -
Caius Ballad Special Protector 34,560 56 56 50 300.0% 120 - - 95 Immune 51 - - 50% - - - -
Gorgyra Cie'th Undying 848,000 235 352 80 300.0% 300 - - 20 Immune 1000 - - 50% Tear of Woe 100% - -
Zenobia Cie'th Undying 209,920 148 148 50 300.0% 120 - - 25 Immune 1000 - - 50% Tear of Woe 30% - -
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