|
|
Medics
Monster Suggestions - By Episode
To start off we'll give a quick episode by episode breakdown of some good medics that you should recruit to best make it through .
- Episode 2 - Cait Sith: As soon as you enter Bresha Ruins you'll be handed a perfectly acceptable medic to work with at this stage of the game. Cait Sith is a Late Bloomer but will be a decent medic staple that you may want to keep and develop over the course of the game. You're first priority should be boosting his HP or you'll find that he gets wiped out pretty quickly.
- Episode 3.1 - Flanitor: This monster medic can be accessed through a Wild Artefact gate in Yaschas Massif 01X AF to Agusta Tower 300AF. It is much more cost-effective to develop than Cait Sith and comes with Cura, Esuna and Esunada. It also learns Improved Cure II. Until you can access higher level monster materials you'll want to switch to the Flanitor if you're using a monster Medic.
- Episode 3.2 - Caterchipillar & Green Chocobo: The Caterchipillar is an unremarkable Medic EXCEPT that it comes with Resist Elements +30% so it makes for great infusion. Also, at this time you can gain access to Yaschas Massif 110 AF and the Green Chocobo. If you're going for a Chocobo Paradigm Pack then this should be your long-term Medic investment. It lacks Esuna and Esunada so you should feed your Flanitor to it.
- The rest of the game - Cait Sith & Green Chocobo: There really isn't a huge pool of useful monster Medics available in the game. Once you hit Episode 4 you already have access to the only 3 worthwhile Medics. For the long term we recommend choosing between Cait Sith and the Green Chocobo. Both are viable options but keep in mind that Cait Sith has higher raw stats than the Green Chocobo. It also naturally acquires all major Medic abilities.
Monster List
This table gives you a breakdown of every monster medic in the game. Note that this table is a work in progress and abilities will be filled in as soon as we're able. In addition to rough stats (assuming you use all Potent materials) we'll also tell you what grade of materials caps a monsters growth. We've also included sections for all the passive and active abilities that each monster can acquire. Any red abilities are locked abilities and cannot be passed on through infusion.
NAME |
LOCATION |
MAX LEVEL/HP |
MAX STR/MAG |
MAX GRADE |
PASSIVE |
ACTIVE |
Cactrot |
Archylte Steppe ???AF |
45 / 2,997 |
736 / 488 |
5 |
Improved Cure II, Item Scavenger II, Item Collector, Magic +20% |
HYPNOTIC DANCE, Cure, Cura, Curasa, Cheer, Raise |
Cactuarama |
Improved Moogle Throw |
45 / 3,244 |
802 / 420 |
5 |
Role Resonance, Ally KO Power Surge II, Resilience +20% |
UPLIFT, Cure, Esuna, Cheer, Esunada, Raise |
Cactuarina |
Improved Moogle Throw |
45 / 2,950 |
735 / 407 |
5 |
Feral Surge, Improved Raise II, Feral Speed II, Resist Physical +26% |
HYPNOTIC DANCE, Cure, Cheer, Raise |
Cait Sith |
Bresha Ruins 003AF |
99 / 6,702 |
351 / 901 |
5 |
Improved Cure II, Resist Fog +66%, Resist Curse +66%, Resist Magic +26% |
KITTY CLOCK, Cure, Cura, Curasa, Esuna, Cheer, Esunada, Raise |
Caterchipillar |
Archylte Steppe ???AF |
45 / 4,173 |
327 / 508 |
5 |
Resist Elements +30%, Auto-Veil, Magic +20%, Improved Raise |
SLURP, Cure, Esuna, Esunada, Cheer, Raise |
Exoray |
New Bodhum 003AF |
40 / 3,382 |
160 / 240 |
3 |
Item Collector, Improved Cure II, Critical: Shell |
EXPLOSIVE THRUST, Cure, Cura, Curasa, Esuna |
Flanitor |
Augusta Tower 200AF & 300AF |
40 / 3,593 |
416 / 727 |
4 |
Improved Cure II, Ally KO: Power Surge, Resist Magic +26%, Resist Fog +44% |
HYPER RESCUE, Cure, Cura, Curasa, Esuna, Cheer, Esunada, Raise |
Green Chocobo |
Yaschas Massif 110AF & 100AF |
99 / 6,304 |
659 / 825 |
5 |
Bonus CP, Improved Cure II, Critical: Faith, Resist Physical +36% |
KWEH KWEH, Cure, Cura, Curasa, Cheer, Raise |
Haguma |
Vile Peaks 010AF |
99 / 6,898 |
682 / 918 |
5 |
Feral Speed II, Improved Cure II, Rapid Recovery, Magic +25%, Resist Deshell +66%, Resist Deprotect +66% |
HYPNOTIC STAR, Cure, Cura, Curasa, Esuna, Esunada |
Pupu |
Coliseum/DLC |
13 / 5,377 |
472 / 914 |
5 |
Improved Cure II, Pack Mentality, Improved Raise II |
ITEMS PLEASE!, Cure, Cura, Curasa, Esuna, Esunada, Cheer, Raise |
Spiranthes |
Yaschas Massif 010AF, 01XAF & 110AF |
40 / 1,630 |
152 / 220 |
3 |
Item Collector, Auto-Shell, Improved Raise II |
EXPLOSIVE THRUST, Cure, Cura, Esuna, Cheer, Raise |
White Chocobo |
Oerba 300AF |
99 / 6,352 |
822 / 1,028 |
5 |
Feral Surge, Feral Fatigue, Feral Speed II, Magic +20% |
KWEH, Cure, Cura, Curasa, Esuna, Esunada, Raise |
Return to top
Return to FF13-2 Main Page Return to FFExodus Main Page
|
|
|