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
Zwerg Scandroid Militarized Units Zwerg Droids 57 13 31 12 0 130.0% 9 - Torn Leather 25% Thickened Hide 5% 100% 2
Bloodfang Bass Feral Creatures Terraquatics 81 18 - 10 0 200.0% 30 3 Strange Fluid 25% Enigmatic Fluid 5% 100% 3
PSICOM Ranger Soldiers PSICOM Hunters 324 45 1 16 50 200.0% 60 7 Potion 10% Phoenix Down 2% 100% 3
Corps Gunner Soldiers Corps Gunmen 1,092 40 64 10 20 150.0% 19 14 Potion 10% Phoenix Down 2% 100% 4
PSICOM Tracker Soldiers PSICOM Shock Troops 1,296 64 210 16 50 200.0% 60 8 Potion 10% Phoenix Down 2% 100% 3
Corps Regular Soldiers Corps Footmen 1,560 64 107 11 20 150.0% 19 16 Potion 10% Phoenix Down 2% 100% 4
Watchdrone Militarized Units Drones 1,890 29 - 18 90 110.0% 30 10 Digital Circuit 25% Paraffin Oil 5% 100% 3
Breshan Bass Feral Creatures Terraquatics 2,430 100 - 12 50 130.0% 18 8 Strange Fluid 25% Enigmatic Fluid 5% 100% 3
PSICOM Executioner Soldiers PSICOM Elites 4,050 70 1,167 30 90 130.0% 90 20 Credit Chip 25% Millerite 2% 100% 3
Crusader Militarized Units Tilters 7,290 70 - 11 0 200.0% 30 16 Digital Circuit 25% Ferroelectric Film 5% 100% 3
Ciconia Velocycle Militarized Units Cognispeeders 7,290 167 - 14 50 160.0% 36 24 Digital Circuit 25% Insulated Cabling 5% 100% 3
Garuda Interceptor Militarized Units Annihilators 8,000 58 - 58 50 170.0% 42 - - - - - 100% 3
Lucidon Militarized Units Armadons 10,080 133 - 23 90 120.0% 60 96 Segmented Carapace 25% Iron Shell 5% 100% 7
Starboard Turret Militarized Units Armatures 10,710 218 - 51 90 - 2,697 - - - - - 100% 7
Starboard Hull Militarized Units Armatures 12,600 218 - 51 90 - 2,697 - - - - - 100% 7
Portside Hull Militarized Units Armatures 12,600 218 - 51 90 - 2,697 - - - - - 100% 7
Portside Turret Militarized Units Armatures 12,600 218 - 51 90 - 2,697 - - - - - 100% 7
Leyak Feral Creatures Spooks 15,300 108 154 1 10 150.0% 17 440 Torn Leather 25% Smooth Hide 5% 100% 11
Garuda Interceptor Militarized Units Annihilators 16,200 58 - 58 80 200.0% 150 250 Silver Bangle 100% - - 100% 3
Alpha Behemoth Militarized Units Behemoths 20,250 125 - 6 0 500.0% 120 36 Begrimed Claw 25% Bestial Claw 5% 100% 3
loading table data...
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
PSICOM Marauder Soldiers PSICOM Elites 600 20 19 25 0 104.0% 1 - Credit Chip 100% - - 40% 1
Targeting Beacon Soldiers PSICOM Shock Troops 975 - - - 100 200.0% 3,000 - - - - - Immune 4
Beta Behemoth Militarized Units Behemoths 1,800 95 - 20 70 200.0% 100 - Potion 100% - - 40% 1
Targeting Beacon Soldiers PSICOM Shock Troops 15,840 - - - 100 200.0% 3,000 - - - - - Immune 12
Chonchon Cie'th Winged Cie'th 16,979 131 261 7 80 350.0% 375 750 Cie'th Tear 25% Tear of Woe 5% Immune 11
Cryptos Pulse Automata Combat Engineers 17,700 731 731 12 50 300.0% 120 1,000 Analog Circuit 25% Solenoid 5% 10% 11
Centaurion Blade Pulse Automata Centaurions 20,008 235 235 - 70 150.0% 50 - - - - - Immune 10
Hoplite Pulse Automata Combat Engineers 33,638 494 315 5 80 270.0% 255 770 Analog Circuit 25% Solenoid 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
Pulsework Gladiator Pulse Automata Pulsework Soldiers 36,221 482 261 12 40 145.0% 23 1,600 Spark Plug 25% Thrust Bearing 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
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% 30% 11
Thermadon Militarized Units Armadons 43,200 176 - 11 80 165.0% 98 269 Segmented Carapace 25% Iron Shell 5% 50% 9
Rust Pudding Feral Creatures Flan 46,800 820 - 9 85 150.0% 100 1,470 Murky Ooze 25% Wonder Gel 5% 10% 11
Left Ailette Others Fal'Cie 50,400 - 100 51 80 150.0% 75 - - - - - 30% 9
Right Pauldron Others Fal'Cie 50,400 - 100 51 80 150.0% 75 - - - - - 30% 9
Left Pauldron Others Fal'Cie 50,400 - 100 51 80 150.0% 75 - - - - - 30% 9
Right Ailette Others Fal'Cie 50,400 - 100 51 80 150.0% 75 - - - - - 30% 9
Yakshini Feral Creatures Daemons 58,212 402 348 10 80 150.0% 75 1,750 Shattered Bone 25% Ancient Bone 5% 30% 11
PSICOM Reaver Soldiers PSICOM Elites 59,400 135 135 13 30 250.0% 64 384 Credit Chip 25% Cobaltite 5% 5% 9
loading table data...