Abilities: Slow-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 Slow 1 Slow
10
6
-
1
7
Saboteur Slowga 3 Slow -
9
8
5
7
Monsters: Weak against Slow – 23 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
Orion Militarized Units Tilters 25,200 100 - 12 60 250.0% 113 77 Digital Circuit 25% Superconductor 5% 100% 7
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
Zwerg Scandroid Militarized Units Zwerg Droids 57 13 31 12 0 130.0% 9 - Torn Leather 25% Thickened Hide 5% 100% 2
Lodestar Behemoth Militarized Units Behemoths 37,800 200 100 18 40 500.0% 200 128 Begrimed Claw 25% Bestial Claw 5% 100% 7
Kalavinka Striker Militarized Units Annihilators 108,000 185 - 56 25 300.0% 80 1,280 Soulfont Talisman 100% - - 100% 9
Ushumgal Subjugator Militarized Units Annihilators 378,000 171 - 55 70 250.0% 150 960 - - - - 100% 7
Bloodfang Bass Feral Creatures Terraquatics 81 18 - 10 0 200.0% 30 3 Strange Fluid 25% Enigmatic Fluid 5% 100% 3
Ceratosaur Feral Creatures Terraquatics 35,100 598 152 4 10 300.0% 67 630 Strange Fluid 25% Ineffable Fluid 5% 100% 11
Yaksha Feral Creatures Daemons 61,446 615 44 8 60 280.0% 135 1,700 Shattered Bone 25% Ancient Bone 5% 100% 11
Yakshini Feral Creatures Daemons 58,212 402 348 10 80 150.0% 75 1,750 Shattered Bone 25% Ancient Bone 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
Rafflesia Feral Creatures Nudibranchs 127,500 - 1,077 4 75 350.0% 300 1,500 Gummy Oil 25% Esoteric Oil 5% 100% 11
Flan Feral Creatures Flan 28,800 166 105 7 40 200.0% 50 440 Murky Ooze 25% Transparent Ooze 5% 100% 11
Dire Flan Feral Creatures Flan 169,200 463 171 4 60 200.0% 75 960 Murky Ooze 25% Transparent Ooze 5% 100% 11
Monstrous Flan Feral Creatures Flan 247,500 762 295 6 90 200.0% 300 2,000 Murky Ooze 25% Transparent Ooze 5% 100% 11
Rust Pudding Feral Creatures Flan 46,800 820 - 9 85 150.0% 100 1,470 Murky Ooze 25% Wonder Gel 5% 100% 11
Hoplite Pulse Automata Combat Engineers 33,638 494 315 5 80 270.0% 255 770 Analog Circuit 25% Solenoid 5% 100% 11
Cryptos Pulse Automata Combat Engineers 17,700 731 731 12 50 300.0% 120 1,000 Analog Circuit 25% Solenoid 5% 100% 11
Circuitron Pulse Automata Bombs 5,040 198 198 20 30 150.0% 21 128 Bomb Ashes 25% Bomb Shell 5% 100% 10
Cryohedron Pulse Automata Bombs 35,100 136 200 14 10 250.0% 50 1,190 Bomb Ashes 25% Bomb Core 5% 100% 11
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Monsters: Resistant to Slow – 105 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
Targeting Beacon Soldiers PSICOM Shock Troops 975 - - - 100 200.0% 3,000 - - - - - Immune 4
Targeting Beacon Soldiers PSICOM Shock Troops 15,840 - - - 100 200.0% 3,000 - - - - - Immune 12
PSICOM Marauder Soldiers PSICOM Elites 600 20 19 25 0 104.0% 1 - Credit Chip 100% - - 1% 1
PSICOM Reaver Soldiers PSICOM Elites 59,400 135 135 13 30 250.0% 64 384 Credit Chip 25% Cobaltite 5% 5% 9
Bulwarker Militarized Units Golems 264,000 852 852 5 90 150.0% 150 2,080 Electrolytic Capacitor 25% Chobham Armor 5% 30% 12
Midlight Reaper Militarized Units Armatures 100,800 200 119 56 50 160.0% 36 1,500 Gyroscope 25% Piezoelectric Element 5% 10% 8
Megrim Thresher Militarized Units Armatures 1,017,000 1,216 1,216 10 80 300.0% 300 3,200 Gyroscope 25% Crystal Oscillator 5% 30% 13
Havoc Skytank Militarized Units Armatures 441,000 218 - 56 95 - 5,394 1,800 Uraninite 100% - - Immune 7
Starboard Hull Militarized Units Armatures 12,600 218 - 51 90 - 2,697 - - - - - Immune 7
Starboard Turret Militarized Units Armatures 10,710 218 - 51 90 - 2,697 - - - - - Immune 7
Portside Hull Militarized Units Armatures 12,600 218 - 51 90 - 2,697 - - - - - Immune 7
Portside Turret Militarized Units Armatures 12,600 218 - 51 90 - 2,697 - - - - - Immune 7
Lucidon Militarized Units Armadons 10,080 133 - 23 90 120.0% 60 96 Segmented Carapace 25% Iron Shell 5% Immune 7
Beta Behemoth Militarized Units Behemoths 1,800 95 - 20 70 200.0% 100 - Potion 100% - - 1% 1
Proto-behemoth Militarized Units Behemoths 484,000 710 710 8 90 200.0% 300 3,250 Begrimed Claw 25% Hellish Talon 5% 10% 12
Manasvin Warmech Militarized Units Annihilators 360 15 15 75 0 300.0% 60 - - - - - 1% 1
Manasvin Warmech Militarized Units Annihilators 990 15 15 75 0 300.0% 60 - Potion 100% - - 1% 1
Vernal Harvester Militarized Units Annihilators 924,000 2,130 2,506 5 80 200.0% 150 3,380 Electrode 20% Mobius Coil 5% 30% 12
Tiamat Eliminator Militarized Units Annihilators 3,825,000 700 - 52 75 200.0% 120 48,000 Imperial Armlet 100% - - Immune 13
The Proudclad Militarized Units Annihilators 1,530,000 420 - 54 90 150.0% 150 10,000 Particle Accelerator 100% - - Immune 12
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