Items: Which Grant or Remove KO – 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
Phoenix Down Item 1,600 gil
or 400 coins
500 gil KO Protect, Shell
Phoenix Blood Item 1,600 coins 1,600 gil KO Haste
Abilities: Which Grant or Remove KO – 1 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
Raise Medic Magic 3 - KO Yes - +1.16 1 - -
Monsters: Weak against KO – 48 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
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%
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%
Buccaboo Ace Feral Creatures Goblin 26,240 211 148 80 200.0% 150 108 195 25 Weakness 30 Ravager (grade 3) 10% 100% Potent Orb 30% Power Orb 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%
Calautidon Feral Creatures Armadillon 10,500 1,360 420 99 - 26,970 45 - 85 Immune 330 Sentinel (grade 3) 10% 100% Potent Sliver 30% Millerite 5%
Centaurion Blade Ancient Automata Centaurion 32,640 642 3,852 80 200.0% 150 - - 85 Immune 0 - - 100% - - - -
Ceratoraptor Feral Creatures Terraquatic 8,660 50 60 75 150.0% 60 60 100 5 Weakness 30 Ravager (grade 1) 20% 100% Potent Sliver 33% Moistened Scale 5%
Ceratosaur Feral Creatures Terraquatic 1,860 42 6 0 120.0% 6 35 70 5 Weakness 30 Saboteur (grade 1) 20% 100% Potent Sliver 25% Moistened Scale 5%
Chonchon Cie'th Winged Cie'th 2,249 33 55 90 200.0% 300 44 52 5 Immune 20 - - 100% Painkiller 13% Cie'th Tear 5%
Chunerpeton Feral Creatures Terraquatic 7,260 89 89 60 180.0% 60 38 86 5 Weakness 30 Commando (grade 3) 10% 100% Vitality Sliver 30% Mana Droplet 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%
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%
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%
Flanborg Militarized Units Flan 11,500 146 132 90 140.0% 120 102 - 25 Weakness 80 Commando (grade 2) 10% 100% Potent Engine 25% Transparent Ooze 5%
Frag Leech Militarized Units Leech 3,250 180 58 25 200.0% 40 60 72 5 Weakness 20 Commando (grade 2) 15% 100% Potent Chip 30% Molted Tail 5%
Gahongas Feral Creatures Demon 4,500 33 120 66 200.0% 88 58 60 15 Weakness 50 Synergist (grade 1) 20% 100% Mana Sliver 25% Shattered Bone 5%
Gancanagh Ace Feral Creatures Goblin 48,800 257 171 80 200.0% 150 144 260 25 Weakness 30 Synergist (grade 3) 10% 100% Sinister Fang 15% Entite Ring 5%
Gandayaks Feral Creatures Demon 6,800 150 - 66 200.0% 88 72 84 15 Weakness 50 Commando (grade 2) 25% 100% Power Sliver 33% Shattered Bone 5%
Goblin Feral Creatures Goblin 3,850 91 45 50 150.0% 30 50 65 5 Weakness 30 Commando (grade 1) 30% 100% Remedy 60% - -
Goblin Chieftan Feral Creatures Goblin 8,880 220 150 66 200.0% 88 135 160 25 Weakness 30 Sentinel (grade 2) 15% 100% Potent Droplet 20% Mana Sliver 5%
loading table data...
Monsters: Resistant to KO – 91 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
Aloeidai Rift Beasts Voidborn 52,990 178 89 80 150.0% 75 - - 60 Immune 500 - - Immune - - - -
Amber Bahamut Special Winged Chaos 141,200 253 122 50 300.0% 120 - - 95 Immune 1000 - - Immune - - - -
Atlas Militarized Units Giant 156,000 1,500 750 80 900.0% 1,200 500 1,000 100 Immune 51 - - 10% Potent Generator 100% Gold Bangle 5%
Atlas Militarized Units Giant 156,000 150 75 80 200.0% 150 500 600 100 Immune 51 - - 30% Potent Bolt 100% Silver Bangle 5%
Black Miniflan Feral Creatures Flan 4,000 15 35 90 120.0% 60 25 50 10 Weakness 1000 - - 55% Power Essence 100% - -
Blue Miniflan Feral Creatures Flan 4,000 15 35 90 120.0% 60 25 50 10 Weakness 1000 - - 55% Mana Essence 100% - -
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%
Cactuar Feral Creatures Cactuar 7,777 50 50 50 777.0% 406 50 - 50 Weakness 500 Commando (grade 3) 33% Immune Potent Orb 30% Chocobo Tail Feather 3%
Chaos Bahamut Special Eidolon 79,930 485 420 60 - 674 300 450 100 Immune 51 - - Immune Phoenix Down 50% Phoenix Blood 10%
Chelicerata Rift Beasts Vermin 6,820 72 120 25 200.0% 40 70 72 15 Weakness 30 Saboteur (grade 2) 20% 55% Potent Sliver 20% Mana Sliver 10%
Chocobo Feral Creatures Chocobo 10,000 75 75 66 200.0% 88 90 100 15 Resistant 30 Commando (grade 1) 100% 55% Chocobo Plume 30% Yellow Chick in Afro 1%
Clione Rift Beasts Vermin 1,980 65 65 0 200.0% 30 40 54 5 Weakness 20 Synergist (grade 2) 20% 55% Potent Droplet 25% Power Sliver 5%
Cocytus Cie'th Winged Cie'th 28,640 50 50 70 300.0% 200 200 - 85 Immune 200 - - Immune Tear of Remorse 20% Tear of Woe 3%
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%
Fachan Feral Creatures Spook 2,400 25 85 0 150.0% 15 40 85 5 Weakness 20 Synergist (grade 2) 25% 55% Mana Sliver 25% Scaled Wing 5%
Faeryl Feral Creatures Wrathwyrm 108,120 131 85 90 150.0% 150 - - 62 Immune 500 - - Immune Potent Orb 50% - -
Fencer Militarized Units Tilter 15,680 150 10 66 200.0% 88 120 150 25 Weakness 20 Ravager (grade 2) 5% 55% Potent Engine 30% Analog Circuit 5%
Flanbanero Feral Creatures Flan 5,694 80 170 90 200.0% 300 85 120 20 Weakness 50 Ravager (grade 2) 15% 55% Potent Sliver 30% Vitality Sliver 10%
Flandit Feral Creatures Flan 5,600 130 90 90 200.0% 300 100 120 20 Weakness 50 Sentinel (grade 2) 10% 55% Potent Sliver 30% Power Sliver 10%
Flangonzola Feral Creatures Flan 11,388 160 170 95 200.0% 600 210 231 20 Weakness 60 Commando (grade 3) 10% 55% Vitality Sliver 20% Chronomist 2%
loading table data...