Abilities: Daze-causing – 2 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 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 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
Saboteur Daze 1 Daze
10
5
-
8
10
Saboteur Dazega 3 Daze -
8
10
8
10
Monsters: Weak against Daze – 10 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 status effect; a typical monster has 70% vulnerability to any given status effect; a higher percentage is considered a weakness, while a lower percentage is considered a vulnerability; some monsters are completely immune to certain status ailments
Vulnerability
The first chapter where you can encounter this monster
Chapter
Zwerg Scandroid Militarized Units Zwerg Droids 57 13 31 12 0 130.0% 9 - Torn Leather 25% Thickened Hide 5% 100% 2
Ceratoraptor Feral Creatures Terraquatics 70,200 402 344 18 10 150.0% 17 1,400 Strange Fluid 25% Ineffable Fluid 5% 100% 11
Corps Defender Soldiers Corps Gunmen 26,400 710 710 8 70 120.0% 20 650 Credit Chip 25% Incentive Chip 5% 100% 12
Corps Steward Soldiers Corps Footmen 66,000 328 213 9 70 130.0% 30 780 Credit Chip 25% Incentive Chip 5% 100% 12
Bloodfang Bass Feral Creatures Terraquatics 81 18 - 10 0 200.0% 30 3 Strange Fluid 25% Enigmatic Fluid 5% 100% 3
Adamantheron Militarized Units Razorclaws 96,800 418 418 9 90 120.0% 60 780 Chipped Fang 25% Sinister Fang 5% 100% 12
Cryptos Pulse Automata Combat Engineers 17,700 731 731 12 50 300.0% 120 1,000 Analog Circuit 25% Solenoid 5% 100% 11
Boxed Phalanx Pulse Automata Combat Engineers 94,770 586 482 15 60 300.0% 150 2,450 Analog Circuit 25% Needle Valve 5% 100% 11
Noctilucale Feral Creatures Nudibranchs 5,040 155 155 8 50 500.0% 240 64 Gummy Oil 25% Fragrant Oil 5% 100% 10
Hoplite Pulse Automata Combat Engineers 33,638 494 315 5 80 270.0% 255 770 Analog Circuit 25% Solenoid 5% 100% 11
Monsters: Resistant to Daze – 152 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 status effect; a typical monster has 70% vulnerability to any given status effect; a higher percentage is considered a weakness, while a lower percentage is considered a vulnerability; some monsters are completely immune to certain status ailments
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% - - 40% 1
Ghoul Cie'th Shambling Cie'th 330 65 38 26 0 110.0% 3 3 Cie'th Tear 25% Tear of Frustration 5% Immune 2
Wight Cie'th Winged Cie'th 270 41 75 24 0 110.0% 3 - Cie'th Tear 25% Tear of Frustration 5% Immune 2
Myrmidon Militarized Units Tilters 1,260 36 - 18 0 110.0% 3 - Digital Circuit 25% Polymer Emulsion 5% Immune 1
Flowering Cactuar Feral Creatures Cactuars 123,750 - 1,800 2 11 111.0% 4 7,500 Chocobo Tail Feather 25% Ribbon 5% Immune 11
Ghast Cie'th Shambling Cie'th 900 48 80 19 0 120.0% 6 2 Cie'th Tear 25% Tear of Frustration 5% Immune 2
Adroa Feral Creatures Spooks 21,600 116 127 7 75 110.0% 12 700 Torn Leather 25% Supple Leather 5% 30% 11
Borgbear Feral Creatures Goblins 396,000 1,836 - 4 20 140.0% 15 3,000 Fractured Horn 25% Infernal Horn 5% 30% 11
Leyak Feral Creatures Spooks 15,300 108 154 1 10 150.0% 17 440 Torn Leather 25% Smooth Hide 5% 50% 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% Immune 11
Circuitron Pulse Automata Bombs 5,040 198 198 20 30 150.0% 21 128 Bomb Ashes 25% Bomb Shell 5% Immune 10
Pulsework Gladiator Pulse Automata Pulsework Soldiers 36,221 482 261 12 40 145.0% 23 1,600 Spark Plug 25% Thrust Bearing 5% Immune 11
Crusader Militarized Units Tilters 7,290 70 - 11 0 200.0% 30 16 Digital Circuit 25% Ferroelectric Film 5% Immune 3
Watchdrone Militarized Units Drones 1,890 29 - 18 90 110.0% 30 10 Digital Circuit 25% Paraffin Oil 5% Immune 3
Rangda Feral Creatures Spooks 27,000 116 191 1 30 170.0% 30 740 Torn Leather 25% Smooth Hide 5% 30% 11
Numidia Cie'th The Undying 17,600 328 200 51 50 150.0% 30 6,000 - - - - Immune 11
Geiseric's Fist Cie'th The Undying 26,000 1,025 - - 50 150.0% 30 - - - - - Immune 11
Taxim Cie'th Shambling Cie'th 237,600 439 284 3 75 125.0% 30 960 Cie'th Tear 25% Tear of Remorse 5% Immune 11
Mushussu Feral Creatures Stalkers 121,275 475 163 10 20 185.0% 32 2,500 Molted Tail 25% Entrancing Tail 5% Immune 11
Midlight Reaper Militarized Units Armatures 100,800 200 119 56 50 160.0% 36 1,500 Gyroscope 25% Piezoelectric Element 5% 10% 8
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