Abilities: Physical-based – 18 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 Aquastrike 1 Water
2
-
5
- -
5
4
Ravager Army of One All -
9
- - - - - 12
Commando Attack 1 -
1
3
1
1
1
1
1
Commando Blitz 2 -
1
3
8
4
-
3
1
Sentinel Challenge 1 Provoke -
5
6
- -
7
9
Ravager Cold Blood All - -
9
- - - - 12
Sentinel Elude 1 -
3
- -
5
- - 10
Sentinel Entrench 1 - - -
7
3
9
7
10
Ravager Flamestrike 1 Fire
8
1
- - -
4
3
Ravager Froststrike 1 Ice
8
-
1
- -
5
3
- Hand Grenade 2 - - - Ch. 1 - - - 1
Commando Highwind All - - - - - -
9
12
Sentinel Mediguard 1 - - -
6
-
3
1
7
Sentinel Provoke 1 Provoke
1
1
1
1
1
1
3
Commando Sovereign Fist All - - -
9
- - - 12
Ravager Sparkstrike 1 Lightning
2
6
- - -
4
4
Sentinel Steelguard 1 - -
2
1
-
5
6
3
Sentinel Vendetta 1 - -
3
5
8
-
8
7
Eidolon Abilities: Physical-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
Hecatoncheir Aerial Tackle 1 - 11
Brynhildr ATB Boost Auto - 8
Nix ATB Charge Auto - 3
Alexander Blast Punch 1 - 11
Odin Crushing Blow 1 - 4
Bahamut Dragon Claws 1 - 10
Alexander Explosive Fist 3 - 11
Nix Flip Kick 1 - 3
Odin Flourish of Steel 1 - 4
Hecatoncheir Force Projection 1 - 11
Brynhildr Gunshot 1 - 8
Hecatoncheir Hurricane Kick 1 - 11
Alexander Lofty Challenge 1 - 11
Hecatoncheir Looming Wrath Auto - 11
Alexander Obliterator 1 - 11
Nix Pirouette 2 - 3
Hecatoncheir Pummel 1 - 11
Odin Seismic Strike 1 - 4
Odin Skyward Swing 1 - 4
Brynhildr Slash 1 - 8
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Monsters: Weak against Physical – 1 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
Targeting Beacon Soldiers PSICOM Shock Troops 15,840 - - - 100 200.0% 3,000 - - - - - Weakness 12
Monsters: Resistant to Physical – 75 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
PSICOM Marauder Soldiers PSICOM Elites 600 20 19 25 0 104.0% 1 - Credit Chip 100% - - Halved 1
Flandragora Feral Creatures Flan 7,290 107 53 8 0 150.0% 15 32 Murky Ooze 25% Vibrant Ooze 5% Immune 6
PSICOM Aerial Recon Soldiers PSICOM Airborne 189 20 - 44 80 110.0% 15 - Potion 10% Phoenix Down 2% Halved 1
Ceratoraptor Feral Creatures Terraquatics 70,200 402 344 18 10 150.0% 17 1,400 Strange Fluid 25% Ineffable Fluid 5% Halved 11
Circuitron Pulse Automata Bombs 5,040 198 198 20 30 150.0% 21 128 Bomb Ashes 25% Bomb Shell 5% Halved 10
Pulsework Gladiator Pulse Automata Pulsework Soldiers 36,221 482 261 12 40 145.0% 23 1,600 Spark Plug 25% Thrust Bearing 5% Resistant 11
Crusader Militarized Units Tilters 7,290 70 - 11 0 200.0% 30 16 Digital Circuit 25% Ferroelectric Film 5% Halved 3
Geiseric's Fist Cie'th The Undying 26,000 1,025 - - 50 150.0% 30 - - - - - Resistant 11
Midlight Reaper Militarized Units Armatures 100,800 200 119 56 50 160.0% 36 1,500 Gyroscope 25% Piezoelectric Element 5% Halved 8
Ciconia Velocycle Militarized Units Cognispeeders 7,290 167 - 14 50 160.0% 36 24 Digital Circuit 25% Insulated Cabling 5% Halved 3
Right Foreleg Feral Creatures Oretoises 246,600 9,964 8,303 6 60 150.0% 38 - - - - - Resistant 11
Phosphoric Ooze Feral Creatures Flan 6,720 72 108 15 20 200.0% 38 102 Murky Ooze 25% Vibrant Ooze 5% Halved 10
Left Foreleg Feral Creatures Oretoises 246,600 9,964 8,303 6 60 150.0% 38 - - - - - Resistant 11
PSICOM Warlord Soldiers PSICOM Elites 22,680 120 150 17 85 120.0% 40 128 Credit Chip 25% Rhodochrosite 5% Halved 7
PSICOM Huntress Soldiers PSICOM Epopts 11,960 59 20 22 45 180.0% 44 192 Credit Chip 25% Incentive Chip 5% Halved 9
Pulsework Soldier Pulse Automata Pulsework Soldiers 7,410 77 - 13 70 150.0% 50 29 Spark Plug 25% Passive Detector 5% Halved 4
Flan Feral Creatures Flan 28,800 166 105 7 40 200.0% 50 440 Murky Ooze 25% Transparent Ooze 5% Halved 11
Navidon Feral Creatures Armadillons 242,550 872 1,491 7 85 125.0% 50 1,900 Segmented Carapace 25% Regenerating Carapace 5% Immune 11
Seeker Cie'th Unusual Cie'th 34,175 100 1,367 2 10 260.0% 53 630 Cie'th Tear 25% Tear of Remorse 5% Halved 11
Bandersnatch Feral Creatures Woodwraiths 254,250 781 781 9 50 200.0% 60 16,000 Moonblossom Seed 25% Starblossom Seed 5% Immune 13
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