Items: Which Grant or Remove Wound – 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
Wound Potion Item 300 gil 150 gil Wound -
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 Wound – 8 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
Stagger: Wound Commando Automatic Auto - Wound No - - - - -
Wound Saboteur Magic 1 - Wound Yes ×0.55 +0.50 1 - 25
Woundga Saboteur Magic 3 - Wound Yes ×0.55 +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 - -
Hit-and-Run Physical - - Wound No - - 1 - -
SnortDLC Magic - - Wound No - - - - -
Spinning Slice Physical - - Wound No - - 2 - -
Monsters: Weak against Wound – 180 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
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%
Yomi Cie'th Undying 1,200,000 705 705 40 300.0% 100 20,000 48,000 95 Immune 1000 - - 100% Tear of Woe 40% Trapezohedron 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%
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%
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%
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%
Deathgaze Feral Creatures Wyvern 158,096 1,055 329 85 260.0% 320 900 2,430 25 Immune 50 Saboteur (grade 3) 10% 100% Power Sliver 15% Gold Bangle 5%
Kanna Kamuy Feral Creatures Wyvern 80,253 588 235 80 230.0% 195 750 2,250 10 Immune 20 Saboteur (grade 2) 10% 100% Power Engine 30% Hypnocrown 1%
Narasimha Feral Creatures Behemoth 50,000 712 712 70 600.0% 500 2,000 2,200 40 Resistant 80 Commando (grade 3) 10% 100% Potent Sliver 20% Chronomist 2%
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% - -
Malebranche Cie'th Shambling Cie'th 317,700 1,014 1,014 95 - 5,394 800 1,920 40 Resistant 30 - - 100% Power Generator 20% Berserker's Ruby 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%
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%
Dreadnought Ancient Automata Armament 220,320 532 532 80 200.0% 150 540 1,215 35 Resistant 1 Commando (grade 3) 5% 100% Vitality Booster 20% Power Booster 5%
Ugallu Feral Creatures Beast 141,200 254 724 90 160.0% 180 450 1,013 95 Immune 1000 - - 100% Vitality Orb 100% - -
Illuyankas Feral Creatures Wyvern 48,800 913 137 80 260.0% 240 336 1,008 25 Immune 20 Saboteur (grade 3) 10% 100% Cobaltite 15% Martyr's Emblem 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%
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%
Reaver Feral Creatures Behemoth 46,080 800 800 80 350.0% 375 330 960 40 Immune 80 Commando (grade 2) 10% 100% Potent Sliver 40% Sinister Fang 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%
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Monsters: Resistant to Wound – 26 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
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%
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%
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%
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%
Chaos Bahamut Special Eidolon 79,930 485 420 60 - 674 300 450 100 Immune 51 - - Immune Phoenix Down 50% Phoenix Blood 10%
Gogmagog Rift Beasts Voidborn 146,400 307 155 55 200.0% 67 300 450 95 Immune 500 - - Immune Potent Orb 100% - -
Greater Behemoth Feral Creatures Behemoth 24,448 380 260 80 300.0% 300 200 350 40 Resistant 151 Ravager (grade 2) 3% 50% Potent Orb 20% Monstrous Fang 5%
Ghast Cie'th Shambling Cie'th 15,540 145 220 90 250.0% 450 132 122 25 Weakness 50 - - 20% Potion 12% Cie'th Tear 5%
Strigoi Cie'th Shambling Cie'th 20,049 150 400 80 200.0% 150 120 90 40 Weakness 30 - - 20% Tear of Remorse 20% Segmented Carapace 5%
Nelapsi Cie'th Winged Cie'th 3,349 95 80 50 200.0% 60 80 80 25 Immune 30 - - 20% Tear of Remorse 20% Tear of Woe 2%
Chonchon Cie'th Winged Cie'th 2,249 33 55 90 200.0% 300 44 52 5 Immune 20 - - 20% 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 - - 20% Holy Water 13% Cie'th Tear 5%
Taxim Cie'th Shambling Cie'th 13,500 135 175 50 200.0% 60 100 50 25 Immune 50 - - 20% Tear of Remorse 30% Begrimed Claw 5%
Twilight Odin Special Eidolon 706,000 304 203 50 300.0% 120 - - 95 Immune 1000 Commando (grade 3) - Immune Martyr's Badge 100% - -
Flowering Cactuar Feral Creatures Cactuar 7,777 35 35 50 777.0% 406 50 - 50 Weakness 30 Medic (grade 3) 33% 50% Potent Essence 30% Chocobo Tail Feather 3%
Twilight Odin Special Eidolon 706,000 435 304 80 300.0% 300 - - 95 Immune 1000 - - Immune Martyr's Badge 100% - -
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%
Proto Fal'cie Adam Special Fal'Cie 551,200 288 192 40 200.0% 50 - - 95 Immune 500 - - Immune Vitality Generator 50% - -
Proto Fal'cie Adam Special Fal'Cie 74,250 101 50 40 200.0% 50 - - 85 Immune 500 - - Immune Phoenix Down 50% - -
Proto Fal'cie Adam Special Fal'Cie 212,160 144 72 40 200.0% 50 - - 85 Immune 500 - - Immune Gold Nugget 50% - -
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