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Pain
Type
Negative
Compare Pain to other Status Effects
Items: Which Grant or Remove
Pain
– 3 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
-
Painkiller
Item
100 gil
50 gil
Pain
-
Unicorn Horn
Item
1,600 coins
1,600 gil
All dispellable effects
-
Abilities: Which Grant or Remove
Pain
– 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
Pain
Saboteur
Magic
1
-
Pain
Yes
×0.35
+4.50
1
-
15/10
Pain II
Saboteur
Physical
1
-
Pain
No
×0.55
+0.50
1
-
25
Painga
Saboteur
Magic
3
-
Pain
Yes
×0.35
+4.50
1
-
15/10
Heavy Painga
Saboteur
Magic
3
-
Pain
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
Pain
– 6 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
Gandayaks
Feral Creatures
Demon
6,800
150
-
66
200.0%
88
72
84
15
Weakness
50
Commando (grade 2)
25%
90%
Power Sliver
33%
Shattered Bone
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%
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%
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%
Pitterpatter
Feral Creatures
Terraquatic
7,610
60
108
30
160.0%
26
60
135
5
Weakness
30
Saboteur (grade 3)
10%
100%
Power Sliver
20%
Power Orb
5%
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%
Monsters: Resistant to
Pain
– 157 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
Meonekton
Rift Beasts
Vermin
960
15
21
0
110.0%
3
12
20
15
Immune
30
Commando (grade 1)
15%
Immune
Potion
15%
Phoenix Down
5%
Hoplite
Ancient Automata
Combat Engineer
1,200
90
-
50
200.0%
60
22
65
25
Weakness
30
Commando (grade 1)
15%
Immune
Potent Bolt
40%
Radial Bearing
5%
Red Chocobo
Feral Creatures
Chocobo
87,352
257
206
90
200.0%
300
240
346
15
Resistant
30
Commando (grade 1)
15%
Immune
Chocobo Plume
20%
Afro & Red Chick
1%
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%
Svarog
Feral Creatures
Wyvern
10,300
150
350
50
300.0%
120
250
360
40
Immune
50
Commando (grade 1)
10%
30%
Potent Droplet
40%
Star Pendant
3%
Green Chocobo
Feral Creatures
Chocobo
146,400
137
206
90
150.0%
150
160
360
15
Resistant
30
Medic (grade 1)
15%
Immune
Chocobo Plume
20%
Vitality Orb
3%
Haguma
Feral Creatures
Demon
4,640
318
318
80
130.0%
45
216
480
5
Weakness
50
Medic (grade 1)
5%
Immune
Power Engine
30%
Power Booster
5%
Cait Sith
Feral Creatures
Potcat
680
30
50
33
150.0%
22
35
42
5
Immune
30
Medic (grade 1)
30%
40%
Potent Droplet
33%
Pot Shard
10%
White Chocobo
Feral Creatures
Chocobo
99,796
257
206
70
200.0%
100
300
468
15
Resistant
30
Medic (grade 1)
15%
Immune
Chocobo Plume
20%
Afro & White Chick
1%
Nekton
Rift Beasts
Vermin
180
7
7
0
110.0%
3
4
10
5
Weakness
30
Ravager (grade 1)
15%
Immune
Potion
10%
Phoenix Down
5%
Garchimacera
Feral Creatures
Spook
640
10
70
0
140.0%
12
23
27
5
Weakness
30
Ravager (grade 1)
30%
40%
Potent Droplet
33%
-
-
Gremlin
Feral Creatures
Spook
640
10
70
0
140.0%
12
23
27
5
Weakness
30
Ravager (grade 1)
30%
40%
Potent Droplet
33%
-
-
Blue Chocobo
Feral Creatures
Chocobo
90,768
137
121
70
-
899
320
461
15
Resistant
30
Ravager (grade 1)
15%
Immune
Chocobo Plume
20%
Afro & Blue Chick
1%
Zwerg Scandroid
Militarized Units
Zwerg Droid
2,050
52
36
90
200.0%
300
50
55
5
Weakness
20
Ravager (grade 1)
15%
Immune
Potent Bolt
20%
Mana Chip
5%
Black Chocobo
Feral Creatures
Chocobo
95,892
257
294
80
200.0%
150
300
468
15
Resistant
30
Saboteur (grade 1)
15%
Immune
Chocobo Plume
20%
Afro & Black Chick
1%
Pulsework Knight
Ancient Automata
Pulsework Soldier
1,200
90
45
66
200.0%
88
32
85
85
Immune
50
Sentinel (grade 1)
15%
Immune
Potent Bolt
33%
Radial Bearing
5%
Pulsework Soldier
Ancient Automata
Pulsework Soldier
850
75
-
0
200.0%
30
18
50
85
Immune
51
Sentinel (grade 1)
15%
Immune
Potion
33%
Iron Bangle
5%
Purple Chocobo
Feral Creatures
Chocobo
25,000
680
680
70
300.0%
200
240
648
40
Resistant
50
Synergist (grade 1)
15%
Immune
Chocobo Plume
25%
Afro & Purple Chick
1%
Reaver
Feral Creatures
Behemoth
46,080
800
800
80
350.0%
375
330
960
40
Immune
80
Commando (grade 2)
10%
Immune
Potent Sliver
40%
Sinister Fang
5%
Shaguma
Feral Creatures
Demon
8,820
286
25
75
500.0%
480
216
480
25
Weakness
100
Commando (grade 2)
5%
Immune
Power Engine
30%
Power Booster
5%
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Poison
Fog
Related
Pain
Type
Status Ailment
Removed With
Painkiller