Abilities: Magic-based – 63 shown
The role that can learn this ability
Role
Auto abilities are always active and do not need to be used; secondary abilities are only available in characters' secondary crystariums; unique abilities are available to only a single character; basic abilities cannot be used once the crystarium has been unlocked
Name
The number of ATB sections required to use this ability; "Auto" abilities are automatically used rather than selected, and have no associated ATB cost
ATB Cost
If this ability is of a particular element or causes a particular status effect, it is listed here; elemental abilities may be more or less effective depending on the resistances and vulnerabilities of the target
Element/Status
The crystarium stage at which Lightning can learn this ability; clicking this header will bring up Lightning's character page
Lightning
The crystarium stage at which Sazh can learn this ability; clicking this header will bring up Sazh's character page
Sazh
The crystarium stage at which Snow can learn this ability; clicking this header will bring up Snow's character page
Snow
The crystarium stage at which Hope can learn this ability; clicking this header will bring up Hope's character page
Hope
The crystarium stage at which Vanille can learn this ability; clicking this header will bring up Vanille's character page
Vanille
The crystarium stage at which Fang can learn this ability; clicking this header will bring up Fang's character page
Fang
The chapter in which this ability first becomes available to any character
Chapter
Ravager Aero 1 Wind
6
1
6
2
1
3
3
Ravager Aeroga All Wind -
8
-
8
-
9
10
Ravager Aerora 3 Wind
8
5
8
7
4
8
6
Synergist Barfire 2 Barfire -
7
-
3
4
- 4
Synergist Barfrost 2 Barfrost -
7
-
3
3
- 4
Synergist Barthunder 2 Barthunder -
8
-
5
4
- 7
Synergist Barwater 2 Barwater -
8
-
5
3
- 7
Ravager Blizzaga 3 Ice - -
9
8
8
- 10
Ravager Blizzara 2 Ice
8
-
7
6
6
6
8
Ravager Blizzard 1 Ice
5
-
1
1
6
2
3
Synergist Bravera 2 Bravery - - - -
10
2
10
Synergist Bravery 2 Bravery
1
2
5
8
- - 4
Medic Cura 2 -
8
7
3
5
4
9
6
Medic Curaja 2 - - - -
9
8
- 10
Medic Curasa 1 - -
9
9
8
8
- 10
Medic Cure 1 -
3
1
1
1
1
1
3
Saboteur Curse 1 Curse -
8
1
- -
6
9
Saboteur Cursega 3 Curse - -
7
5
-
6
9
Saboteur Daze 1 Daze -
10
5
- -
8
10
Saboteur Dazega 3 Daze - -
8
10
-
8
10
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Eidolon Abilities: Magic-based – 29 shown
The Eidolon that uses this ability
Eidolon
Name
The number of ATB sections required to use this ability; "Auto" abilities are automatically used rather than selected, and have no associated ATB cost
ATB Cost
If this ability is of a particular element or causes a particular status effect, it is listed here; elemental abilities may be more or less effective depending on the resistances and vulnerabilities of the target
Element/Status
The chapter in which this ability first becomes available to any character
Chapter
Odin Arise Auto - 4
Stiria Arise Auto - 3
Brynhildr Arise Auto - 8
Alexander Arise Auto - 11
Hecatoncheir Arise Auto - 11
Bahamut Arise Auto - 10
Stiria Blizzaga 3 Ice 3
Stiria Blizzara 2 Ice 3
Nix Blizzara 2 Ice 3
Stiria Blizzard 1 Ice 3
Brynhildr Cryoburst 1 Ice 8
Brynhildr Cryoshot 1 Ice 8
Odin Curaga 1 - 4
Stiria Curaga 1 - 3
Brynhildr Curaga 1 - 8
Alexander Curaga 1 - 11
Bahamut Curaga 1 - 10
Brynhildr Electroburst 1 Lightning 8
Brynhildr Electroshot 1 Lightning 8
Stiria Esuna 1 - 3
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Monsters: Weak against Magic – 6 shown
Unique monsters are only encountered during one-time plot encounters; mission monsters appear only during missions; the final bosses make up the last set of encounters in the game; eidolons are special monsters that are not defeated through sheer martial prowess; 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 datalog
Type
The monster's subtype, as indicated by the in-game datalog
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
The monster's level
Level
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 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
The level of vulnerability this monster has against this element; "weakness" means the monster takes extra damage from the element, "halved" means they take half damage, "resistant" means they take 10% damage, "immune" means they take no damage, and "absorbed" indicates that they will gain hit points from attacks of this element
Vulnerability
The first chapter where you can encounter this monster
Chapter
Bituitus Cie'th The Undying 324,000 329 263 9 80 380.0% 420 2,250 Tetradic Crown 5% Tetradic Tiara 1% Weakness 11
Chonchon Cie'th Winged Cie'th 16,979 131 261 7 80 350.0% 375 750 Cie'th Tear 25% Tear of Woe 5% Weakness 11
Nelapsi Cie'th Winged Cie'th 86,400 293 263 4 25 150.0% 20 940 Cie'th Tear 25% Tear of Remorse 5% Weakness 11
Penanggalan Cie'th Winged Cie'th 252,252 339 385 8 90 230.0% 390 3,100 Whistlewind Scarf 5% Nimbletoe Boots 1% Weakness 11
Pijavica Cie'th Winged Cie'th 236,250 550 220 5 25 280.0% 72 1,150 Cie'th Tear 25% Tear of Frustration 5% Weakness 11
Varcolaci Cie'th Winged Cie'th 40,425 418 602 6 60 180.0% 60 1,500 Cie'th Tear 25% Tear of Woe 5% Weakness 11
Monsters: Resistant to Magic – 66 shown
Unique monsters are only encountered during one-time plot encounters; mission monsters appear only during missions; the final bosses make up the last set of encounters in the game; eidolons are special monsters that are not defeated through sheer martial prowess; 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 datalog
Type
The monster's subtype, as indicated by the in-game datalog
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
The monster's level
Level
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 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
The level of vulnerability this monster has against this element; "weakness" means the monster takes extra damage from the element, "halved" means they take half damage, "resistant" means they take 10% damage, "immune" means they take no damage, and "absorbed" indicates that they will gain hit points from attacks of this element
Vulnerability
The first chapter where you can encounter this monster
Chapter
Adamanchelid Feral Creatures Oretoises 956,250 1,292 861 5 25 450.0% 140 4,550 Gold Dust 25% Scarletite 1% Halved 11
Adamantoise Feral Creatures Oretoises 5,343,000 11,537 5,916 13 100 500.0% 12,000 40,000 Platinum Ingot 25% Trapezohedron 1% Resistant 11
Adamantortoise Feral Creatures Oretoises 3,699,000 9,964 8,303 10 100 250.0% 4,500 40,000 Platinum Ingot 25% Trapezohedron 1% Resistant 11
Ahriman Feral Creatures Spooks 15,120 215 258 9 90 150.0% 150 - Torn Leather 25% Smooth Hide 5% Halved 10
Alpha Behemoth Militarized Units Behemoths 20,250 125 - 6 0 500.0% 120 36 Begrimed Claw 25% Bestial Claw 5% Halved 3
Ambling Bellows Pulse Automata Combat Engineers 270,000 898 465 7 60 400.0% 225 1,850 Analog Circuit 25% Butterfly Valve 5% Halved 11
Amphisbaena Feral Creatures Wyverns 360,000 569 366 6 20 350.0% 94 3,500 Severed Wing 25% Abominable Wing 5% Resistant 11
Aquila Velocycle Militarized Units Cognispeeders 282,500 1,032 1,032 18 100 250.0% 4,500 2,400 Digital Circuit 25% Tesla Turbine 5% Resistant 13
Attacus Cie'th The Undying 9,135,000 3,125 3,125 57 100 - 26,970 75,000 Zealot's Amulet 25% Battle Talisman 1% Resistant 11
Bandersnatch Feral Creatures Woodwraiths 254,250 781 781 9 50 200.0% 60 16,000 Moonblossom Seed 25% Starblossom Seed 5% Resistant 13
Barthandelus Others Fal'Cie 462,000 73 100 57 100 - 26,970 6,000 Entite Ring 100% - - Resistant 9
Berserker Pulse Automata Centaurions 142,800 287 235 6 80 150.0% 75 512 Transformer 25% Amplifier 5% Halved 10
Borgbear Feral Creatures Goblins 396,000 1,836 - 4 20 140.0% 15 3,000 Fractured Horn 25% Infernal Horn 5% Halved 11
Borgbear Hero Feral Creatures Goblins 792,000 4,050 4,253 7 20 200.0% 38 5,600 Fractured Horn 25% Infernal Horn 5% Resistant 11
Boxed Phalanx Pulse Automata Combat Engineers 94,770 586 482 15 60 300.0% 150 2,450 Analog Circuit 25% Needle Valve 5% Halved 11
Ceratoraptor Feral Creatures Terraquatics 70,200 402 344 18 10 150.0% 17 1,400 Strange Fluid 25% Ineffable Fluid 5% Resistant 11
Ciconia Velocycle Militarized Units Cognispeeders 7,290 167 - 14 50 160.0% 36 24 Digital Circuit 25% Insulated Cabling 5% Halved 3
Corrosive Custard Feral Creatures Flan 263,250 2,050 2,278 20 99 150.0% 1,500 7,500 Murky Ooze 25% Wonder Gel 5% Resistant 11
Cryptos Pulse Automata Combat Engineers 17,700 731 731 12 50 300.0% 120 1,000 Analog Circuit 25% Solenoid 5% Halved 11
Dreadnought Pulse Automata Armaments 17,940 120 74 62 80 200.0% 150 - - - - - Halved 4
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