Abilities: Provoke-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 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
Sentinel Challenge 1 Provoke -
5
6
- -
7
9
Sentinel Provoke 1 Provoke
1
1
1
1
1
1
3
Monsters: Weak against Provoke – 54 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
Manasvin Warmech Militarized Units Annihilators 32,400 44 - 60 50 160.0% 36 64 Digital Circuit 100% - - 100% 3
Cid Raines Others L'Cie 226,800 136 172 68 90 300.0% 600 6,000 Tetradic Crown 100% - - 100% 10
Anavatapta Warmech Militarized Units Annihilators 280,500 168 168 54 20 250.0% 56 26,000 Tesla Turbine 100% - - 100% 12
Garuda Interceptor Militarized Units Annihilators 16,200 58 - 58 80 200.0% 150 250 Silver Bangle 100% - - 100% 3
Kalavinka Striker Militarized Units Annihilators 108,000 185 - 56 25 300.0% 80 1,280 Soulfont Talisman 100% - - 100% 9
Kalavinka Striker Militarized Units Annihilators 122,400 185 - 56 70 300.0% 200 1,280 Blessed Talisman 100% - - 100% 9
Ushumgal Subjugator Militarized Units Annihilators 126,000 171 - 57 95 150.0% 300 960 Abominable Wing 100% - - 100% 7
Havoc Skytank Militarized Units Armatures 441,000 218 - 56 95 - 5,394 1,800 Uraninite 100% - - 100% 7
Milvus Velocycle Militarized Units Cognispeeders 25,200 116 - 6 50 220.0% 72 48 Digital Circuit 25% Turbojet 2% 100% 5
Alpha Behemoth Militarized Units Behemoths 20,250 125 - 6 0 500.0% 120 36 Begrimed Claw 25% Bestial Claw 5% 100% 3
Lucidon Militarized Units Armadons 10,080 133 - 23 90 120.0% 60 96 Segmented Carapace 25% Iron Shell 5% 100% 7
Zwerg Scandroid Militarized Units Zwerg Droids 57 13 31 12 0 130.0% 9 - Torn Leather 25% Thickened Hide 5% 100% 2
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% 100% 13
Ciconia Velocycle Militarized Units Cognispeeders 7,290 167 - 14 50 160.0% 36 24 Digital Circuit 25% Insulated Cabling 5% 100% 3
Crusader Militarized Units Tilters 7,290 70 - 11 0 200.0% 30 16 Digital Circuit 25% Ferroelectric Film 5% 100% 3
Watchdrone Militarized Units Drones 1,890 29 - 18 90 110.0% 30 10 Digital Circuit 25% Paraffin Oil 5% 100% 3
Gorgonopsid Feral Creatures Beasts 30,600 225 93 5 10 160.0% 20 440 Chipped Fang 25% Monstrous Fang 5% 100% 11
PSICOM Executioner Soldiers PSICOM Elites 4,050 70 1,167 30 90 130.0% 90 20 Credit Chip 25% Millerite 2% 100% 3
Uridimmu Feral Creatures Beasts 45,900 275 114 9 50 200.0% 60 1,225 Chipped Fang 25% Sinister Fang 5% 80% 11
Sanctum Seraph Soldiers PSICOM Shock Troops 140,800 355 355 14 80 150.0% 75 910 Credit Chip 25% Incentive Chip 5% 100% 12
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Monsters: Resistant to Provoke – 70 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
Dahaka Others Fal'Cie 2,314,800 743 761 53 70 320.0% 220 33,000 Tetradic Tiara 100% - - 30% 11
PSICOM Marauder Soldiers PSICOM Elites 600 20 19 25 0 104.0% 1 - Credit Chip 100% - - 40% 1
Barthandelus Others Fal'Cie 462,000 73 100 57 100 - 26,970 6,000 Entite Ring 100% - - Immune 9
Barthandelus Others Fal'Cie 3,307,500 413 660 55 60 200.0% 75 100,000 Goddess's Favor 100% - - 30% 11
Beta Behemoth Militarized Units Behemoths 1,800 95 - 20 70 200.0% 100 - Potion 100% - - 40% 1
Adamantortoise Feral Creatures Oretoises 3,699,000 9,964 8,303 10 100 250.0% 4,500 40,000 Platinum Ingot 25% Trapezohedron 1% 30% 11
Long Gui Feral Creatures Oretoises 16,200,000 13,043 12,724 7 100 700.0% 18,000 100,000 Platinum Ingot 25% Trapezohedron 5% 10% 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% 30% 11
Navidon Feral Creatures Armadillons 242,550 872 1,491 7 85 125.0% 50 1,900 Segmented Carapace 25% Regenerating Carapace 5% 30% 11
Scalebeast Feral Creatures Armadillons 37,125 200 245 11 95 115.0% 90 160 Segmented Carapace 25% Iron Shell 5% 1% 6
Mushussu Feral Creatures Stalkers 121,275 475 163 10 20 185.0% 32 2,500 Molted Tail 25% Entrancing Tail 5% 30% 11
Yakshini Feral Creatures Daemons 58,212 402 348 10 80 150.0% 75 1,750 Shattered Bone 25% Ancient Bone 5% 30% 11
Yaksha Feral Creatures Daemons 61,446 615 44 8 60 280.0% 135 1,700 Shattered Bone 25% Ancient Bone 5% 30% 11
Ceratoraptor Feral Creatures Terraquatics 70,200 402 344 18 10 150.0% 17 1,400 Strange Fluid 25% Ineffable Fluid 5% 10% 11
Ceratosaur Feral Creatures Terraquatics 35,100 598 152 4 10 300.0% 67 630 Strange Fluid 25% Ineffable Fluid 5% 10% 11
Ugallu Feral Creatures Beasts 282,960 395 718 3 60 210.0% 83 1,330 Chipped Fang 25% Sinister Fang 5% 50% 11
Mánagarmr Feral Creatures Beasts 155,232 421 522 8 70 400.0% 300 1,900 Chipped Fang 25% Sinister Fang 5% 30% 11
Thermadon Militarized Units Armadons 43,200 176 - 11 80 165.0% 98 269 Segmented Carapace 25% Iron Shell 5% 50% 9
Midlight Reaper Militarized Units Armatures 100,800 200 119 56 50 160.0% 36 1,500 Gyroscope 25% Piezoelectric Element 5% 10% 8
PSICOM Reaver Soldiers PSICOM Elites 59,400 135 135 13 30 250.0% 64 384 Credit Chip 25% Cobaltite 5% 5% 9
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