Final Fantasy 1
Final Fantasy 2
Final Fantasy 3
Final Fantasy 4
Final Fantasy 5
Final Fantasy 6
Final Fantasy 7
Final Fantasy 8
Final Fantasy 9
Final Fantasy 10
Final Fantasy 10-2
Final Fantasy 11
Final Fantasy 12
Final Fantasy 13
Final Fantasy 13-2
Final Fantasy 13-3
Final Fantasy 14

Spinoffs:
- Final Fantasy 13
- Final Fantasy 7
- Kingdom Hearts
- Kingdom Hearts 2
- Tactics/Ivalice
- Crystal Chronicles
- Movies/TV
- Other
 
Home
News Archive
Community Forums
Chatroom
Mailbag
Philosopher's Guild
Conventions
Disclaimer
Site Staff
Staff Openings
Affiliates
 

 

Monster Infusions

The fist thing you should keep in mind with Infusion is that once you've used a monster to boost another monster, the monster you used is gone. To get another of that monster you must go recruit it again. There are some notable exceptions to that though. There are a certain few monsters that can only be acquired once. If you use them they're gone for good. If you use the wrong combination of monster materials to level them up, you cannot retry with a duplicate monster. If you infuse them with the wrong abilities then you're stuck with it.

One of a Kind Monsters

  • Gigantuar
  • Golden Chocobo
  • Twilight Odin
  • Cactuarina - Improved Moogle Throw
  • Rangda - Improved Moogle Throw
  • Leyak - Improved Moogle Throw
  • Chichu - Improved Moogle Throw
  • Nanochu - Improved Moogle Throw
  • Silver Chocobo - Improved Moogle Throw
  • Cactuarama - Improved Moogle Throw

Hidden Infused Abilities

There is a hidden ability that all monsters may recieve by infusing a total of 99 levels worth of monsters of a specific type into them.

  • Commando - learns Jeopardize by infusing Ravager monsters
  • Ravager - learns Vigor by infusing Commando monsters
  • Sentinel - learns Reprieve by infusing Medic monsters
  • Saboteur - learns Jinx by infusing Syngergist monsters
  • Syngergist - learns Boon by infusing Saboteur monsters
  • Medic - learns Curaja by infusing Sentinel monsters

Role Abilities

The first general rule to infusing role abilities is that Sentinels can only inherit Sentinal role abilities and so on for each of the roles. The second thing to keep in mind is that as a general rule, each monster that is eaten can possibly pass on one role ability but not all abilities are passable. The Role Abilities section will have more detailed information.

Passive Abilities

The most variation in monster capabilities comes from the passives that are infused into it. In the Passive Abilities section we will explain the ins and outs of how these abilities move around and various tips.

Return to top


Return to FF13-2 Main Page Return to FFExodus Main Page

  Monsters Main
Monster Locations
Monster Materials
Monster Infusion
Monster Passive Abilities
Monster Role Abilities
Feral Link Abilities
Commandos
Ravagers
Sentinels
Medics
Saboteurs
Synergists


Return to FF13-2 Main Page
 
 
Image Gallery



   
 
 
Game titles, images and content belong to SquareEnix, we lay no claim to them. Custom content and graphics, however, are © FFExodus team.