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
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
Bahamut Others Eidolons - 310 310 - 80 - 1,349 - - - - - 100% 10
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
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
Cryptos Pulse Automata Combat Engineers 17,700 731 731 12 50 300.0% 120 1,000 Analog Circuit 25% Solenoid 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
Flan Feral Creatures Flan 28,800 166 105 7 40 200.0% 50 440 Murky Ooze 25% Transparent Ooze 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
Juggernaut Pulse Automata Armaments 1,584,000 1,151 2,130 3 95 200.0% 600 3,900 Tungsten Tube 25% Particle Accelerator 5% 100% 11
Kalavinka Striker Militarized Units Annihilators 108,000 185 - 56 25 300.0% 80 1,280 Soulfont Talisman 100% - - 100% 9
Lodestar Behemoth Militarized Units Behemoths 37,800 200 100 18 40 500.0% 200 128 Begrimed Claw 25% Bestial Claw 5% 100% 7
Monstrous Flan Feral Creatures Flan 247,500 762 295 6 90 200.0% 300 2,000 Murky Ooze 25% Transparent Ooze 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
Orion Militarized Units Tilters 25,200 100 - 12 60 250.0% 113 77 Digital Circuit 25% Superconductor 5% 100% 7
Rafflesia Feral Creatures Nudibranchs 127,500 - 1,077 4 75 350.0% 300 1,500 Gummy Oil 25% Esoteric Oil 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
Taxim Cie'th Shambling Cie'th 237,600 439 284 3 75 125.0% 30 960 Cie'th Tear 25% Tear of Remorse 5% 100% 11
Ushumgal Subjugator Militarized Units Annihilators 378,000 171 - 55 70 250.0% 150 960 - - - - 100% 7
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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
Adamanchelid Feral Creatures Oretoises 956,250 1,292 861 5 25 450.0% 140 4,550 Gold Dust 25% Scarletite 1% 30% 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% Immune 11
Adamantortoise Feral Creatures Oretoises 3,699,000 9,964 8,303 10 100 250.0% 4,500 40,000 Platinum Ingot 25% Trapezohedron 1% Immune 11
Adroa Feral Creatures Spooks 21,600 116 127 7 75 110.0% 12 700 Torn Leather 25% Supple Leather 5% 30% 11
Ahriman Feral Creatures Spooks 15,120 215 258 9 90 150.0% 150 - Torn Leather 25% Smooth Hide 5% 10% 10
Alchemic Ooze Feral Creatures Flan 67,200 258 258 15 70 300.0% 200 102 Murky Ooze 25% Vibrant Ooze 5% 30% 10
Alexander Others Eidolons - 850 850 - 85 - 1,798 - - - - - Immune 11
Ambling Bellows Pulse Automata Combat Engineers 270,000 898 465 7 60 400.0% 225 1,850 Analog Circuit 25% Butterfly Valve 5% 10% 11
Amphisbaena Feral Creatures Wyverns 360,000 569 366 6 20 350.0% 94 3,500 Severed Wing 25% Abominable Wing 5% 10% 11
Anima Others Fal'Cie 3,300 57 31 88 100 300.0% 6,000 - Doctor's Code 100% - - 1% 2
Attacus Cie'th The Undying 9,135,000 3,125 3,125 57 100 - 26,970 75,000 Zealot's Amulet 25% Battle Talisman 1% 10% 11
Bandersnatch Feral Creatures Woodwraiths 254,250 781 781 9 50 200.0% 60 16,000 Moonblossom Seed 25% Starblossom Seed 5% 50% 13
Barthandelus Others Fal'Cie 462,000 73 100 57 100 - 26,970 6,000 Entite Ring 100% - - Immune 9
Barthandelus Others Fal'Cie 5,227,500 840 840 54 70 250.0% 150 - - - - - 30% 13
Behemoth King Feral Creatures Behemoths 487,620 943 825 12 60 650.0% 413 4,000 Begrimed Claw 25% Gargantuan Claw 5% Immune 11
Beta Behemoth Militarized Units Behemoths 1,800 95 - 20 70 200.0% 100 - Potion 100% - - 1% 1
Brynhildr Others Eidolons - 116 128 - 70 - 899 - - - - - Immune 8
Bulwarker Militarized Units Golems 264,000 852 852 5 90 150.0% 150 2,080 Electrolytic Capacitor 25% Chobham Armor 5% 30% 12
Cactuar Feral Creatures Cactuars 777,777 777 - 7 77 777.0% 883 5,000 Chocobo Plume 5% Cactuar Doll 1% Immune 11
Cactuar Prime Feral Creatures Cactuars 777,777 777 - 7 100 777.0% 20,310 15,000 Chocobo Plume 25% Cactuar Doll 1% Immune 11
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