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
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%
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%
Zwerg Metrodroid Militarized Units Zwerg Droid 4,530 64 64 25 130.0% 12 80 130 10 Weakness 20 Ravager (grade 2) 20% 100% Vitality Engine 20% Iron Shell 5%
Zwerg Scandroid Militarized Units Zwerg Droid 2,050 52 36 90 200.0% 300 50 55 5 Weakness 20 Ravager (grade 1) 15% 100% Potent Bolt 20% Mana Chip 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%
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% 100% Sinister Fang 20% Kaiser Knuckles 5%
Immortal Ancient Automata Centaurion 326,400 482 482 80 200.0% 150 1,200 2,880 85 Resistant 80 - - 100% Indrajit 10% Romulus & Remus 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%
Seeker Cie'th Unusual Cie'th 3,549 33 100 90 200.0% 300 44 52 5 Weakness 20 - - 100% Holy Water 13% Cie'th Tear 5%
Luminous Puma Militarized Units Razorclaw 3,210 180 140 50 200.0% 60 76 136 10 Weakness 20 Synergist (grade 3) 20% 100% Potent Sliver 30% Iron Shell 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%
Viking Militarized Units Tilter 6,500 85 85 80 200.0% 150 75 158 20 Weakness 50 Saboteur (grade 2) 15% 100% Power Bolt 20% Millerite 5%
Orion Militarized Units Tilter 16,600 128 128 80 250.0% 225 160 220 30 Weakness 50 Commando (grade 2) 10% 100% Potent Chip 30% Analog Circuit 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%
Microchu Feral Creatures Ochu 14,884 137 137 20 200.0% 38 64 108 5 Weakness 30 Synergist (grade 3) 10% 100% Potent Crystal 30% Sunpetal 5%
Ochu Feral Creatures Ochu 317,200 587 685 90 444.0% 1,032 1,600 2,880 40 Resistant 30 - - 100% Grasitha 10% Gandiva 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%
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%
Major Moblin Feral Creatures Goblin 61,000 257 257 80 235.0% 203 144 260 25 Weakness 40 Sentinel (grade 3) 10% 100% Vitality Essence 30% Royal Armlet 5%
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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
Mutantomato Feral Creatures Flan 49,520 82 82 85 250.0% 300 300 - 85 Resistant 500 - - Immune Potent Orb 50% Mutant Extract 100%
Chaos Bahamut Special Eidolon 79,930 485 420 60 - 674 300 450 100 Immune 51 - - Immune Phoenix Down 50% Phoenix Blood 10%
Garganzola Feral Creatures Flan 17,600 650 111 66 300.0% 176 160 130 85 Weakness 30 Commando (grade 2) 2% 50% Potent Orb 30% Mutant Extract 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%
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%
Royal Ripeness Feral Creatures Flan 750,780 881 881 55 - 599 300 - 100 Immune 500 - - Immune Vitality Crystal 50% Martyr's Badge 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%
Pulsework Gladiator Ancient Automata Pulsework Soldier 26,503 296 422 80 180.0% 120 100 240 95 Immune 30 Sentinel (grade 3) 10% 50% Vitality Chip 20% Thrust Bearing 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%
Hoplite Ancient Automata Combat Engineer 1,200 90 - 50 200.0% 60 22 65 25 Weakness 30 Commando (grade 1) 15% 10% Potent Bolt 40% Radial Bearing 5%
Schrodinger Feral Creatures Potcat 7,777 572 186 99 200.0% 3,000 75 150 15 Immune 20 Saboteur (grade 3) 10% 30% Potent Orb 20% Fractal Pot 5%
Metal Gigantuar Feral Creatures Cactuar 7,777 10,000 10,000 0 777.0% 203 2,000 - 95 Immune 30 Sentinel (grade 4) 3% Immune Potent Booster 30% Hermes Sandals 5%
Oannes Feral Creatures Sahagin 8,260 90 250 80 200.0% 150 100 150 20 Weakness 20 Synergist (grade 2) 15% 55% Moistened Scale 20% Power Sliver 5%
Strigoi Cie'th Shambling Cie'th 20,049 150 400 80 200.0% 150 120 90 40 Weakness 30 - - Immune Tear of Remorse 20% Segmented Carapace 5%
Taxim Cie'th Shambling Cie'th 13,500 135 175 50 200.0% 60 100 50 25 Immune 50 - - Immune Tear of Remorse 30% Begrimed Claw 5%
Geiseric Cie'th Shambling Cie'th 236,160 2,954 2,954 80 142.0% 63 1,000 5,000 85 Weakness 200 - - Immune Tear of Remorse 20% Gold Bangle 5%
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%
Raspatil Cie'th Undying 3,666,000 254 127 60 500.0% 300 25,000 50,000 95 Immune 1000 - - 55% Scarletite 30% Royal Armlet 5%
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%
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%
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