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Final Fantasy 13-2 Monster Guide Part One: How To Acquire And Train Your New Party Members

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Posted February 10, 2012 - By Leah Jackson



Final Fantasy 13-2 Monster Guide Part One: How To Acquire And Train Your New Party Members

Monsters in Final Fantasy 13-2 are a lot more important this time around than they have been in just about any other Final Fantasy game out there. In FF13-2, you basically catch monsters that you fight and can then add them as members of your party to fight with you. Every monster is different and there are hundreds to collect, each with their own unique abilities to bring to your party.

With this Final Fantasy 13-2 Beginner Monster Guide I'm going to show you how to catch monsters, how to train them,  how to infuse your monsters with others in order to make them stronger, and more. There's a lot to get through, but honestly the monster taming feature in FF13-2 is one of the most diverse and interesting things that the entire game has to offer. It's basically Final Fantasy mixed with Pokemon...maybe that's why I like it so much.

How Do You Catch A Monster?

Every time you defeat a recruitable monster there's a chance it will drop a crystal which allows you to use them in your party. Not only that, but once you get one of these crystals you can level up the monster in the Crystarium as well.

To equip a monster in your party, enter the main screen menu and go to the Paradigm Packs option. From there you just click on one of the three available spots and put the monster you want to use in one of them. You can only have three monsters battling at a time, so make sure before you go in to tough fights that you have the right monsters selected. If you take a monster out of your party they aren't deleted or anything, so don't worry about that.

Once you've selected the three monsters for your Paradigm Pack you can back out to the Party Paradigms screen and customize, generate, or delete a paradigm that you want to use. It's up to you to decide which monster type you want to use to help Serah and Noel.

Final Fantasy 13-2 Monster Guide Part One: How To Acquire And Train Your New Party Members

What Are The Different Types Of Monsters?

Each monster is fixed to one specific role of the six different paradigm roles (Commando, Sentinel, Ravager, Medic, Saboteurs, and Synergist). For example, one monster might be a Commando, while another might be a Medic. They can't switch it up like the main characters can. Therefore, depending what you're about to fight, it's a good idea to get monsters in your party that will compliment Serah and Noel.

Also, aside from Chocobos you can only carry one of each individual monster at a time. You can carry multiple Chocobos since they're used for racing at the Chocobo Races in Serendipity. Check out our Chocobo Racing Guide for more info on Chocobo Racing.

To see what kind of different monsters you have, just go in to the menu and select Monsters. Once there, you'll get to check out all of the monsters you've caught, their stats, their level, their class, their descriptions, their configurations, their adornments, and more.

Final Fantasy 13-2 Monster Guide Part One: How To Acquire And Train Your New Party Members

What Do My Monster's Stats Mean?

In the monster screen there are four boxes that reveal just about everything you want to know about your monster. I've created this table so it's easier for you to figure out what each description means for every monster.

Term
Meaning
Early Peaker Reaches a maximum level of 20
Well-Grown Reaches a maximum level of 30 to 60
Late Bloomer Reaches a maximum level of 70 to 99
Hearty High HP growth
Strong High Strength growth
Magical High Magic growth
Balanced Balanced parameter growth
Brainy Learns many abilities
Flameprone Weak against Fire
Sparkprone Weak against Lightning
Windprone Weak against Wind
Flameproof Strong Fire resistance abilities
Frostproof Strong Ice resistance or learn Ice resistance abilities
Thunderproof Strong Lightning resistance or learns Lightning resistance abilities
Windproof Strong Wind resistance or learns Wind resistance abilities
Meleeproof Strong physical resistance or learns physical resistance abilities
Manaproof Strong magic resistance or learns magic resistance abilities
Venomproof Strong poison resistance or learns Poison resistance abilities
Fogproof Strong Fog resistance ofr learns Fog resistance abilities
Flameproof Strong Fire resistance abilities
Frostproof Strong Ice resistance or learn Ice resistance abilities
Thunderproof Strong Lightning resistance or learns Lightning resistance abilities
Windproof Strong Wind resistance or learns Wind resistance abilities
Meleeproof Strong physical resistance or learns physical resistance abilities
Manaproof Strong magic resistance or learns magic resistance abilities
Venomproof Strong poison resistance or learns Poison resistance abilities
Fogproof Strong Fog resistance ofr learns Fog resistance abilities
Painproof Strong Pain resistance or learns Pain resistance abilities
Hexproof Strong Curse resistance or learns Curse resistance abilities
Wimpy Has multiple weaknesses
Stoic Has numerous resistances or learns many resistance-based abilities
Resourceful Learns abilties that improve post-battle rewards
Pinch Hitter Learns abilires that can be activated when in danger
Loyal Learns abiliries that will be activated when allies are in danger
Zippy Speedy monster with abilities such as Auto-Haste or Critical: Haste
Rare Difficult to encounter or recruit


Final Fantasy 13-2 Monster Guide Part One: How To Acquire And Train Your New Party Members

How Do I Develop My Monsters?

Once you have a monster you've got to level it up so that it can help you in battles. Just like you level Serah and Noel, you level monsters via the Crystarium to increase their stats and give them new abilities. Rather than using CP like you do for the main characters though, you have to use monster materials to level your monsters up.

As you're developing your monsters you need to keep their roles in mind. For Commandos and Ravagers you need to determine the attack speed of your monsters. If they're slow then you're going to want to get the bonus boost enhancements, whereas faster monsters should get the additional ATB slot so that they can delve out even more damage.

Sentinels and Saboteurs should always get the bonus boost enhancement since they're more important than the extra ATB segment for those classes.

Synergists and Medics should always get the additional ATB slot for their first expansion bonus. Since their moves usually require more ATB slots to use, if they have more to work with then they can cast their stronger spells more often. After that you can get bonus boosts instead of the one extra ATB slot.

With that in mind, let me explain how you use Monster Materials to level up your monsters in the first place. Just about every monster drops monster materials and Chocolina also sells them. The most costly and time-consuming process in developing your monster is acquiring all the materials you need to develop them, unfortunately.

The materials are broken down in three different ways:

  • Material Grade: This scales from one to five and corresponds to the current cost rank of your monster. The little icon on your monster bar that looks like a little fox is the material grade.
  • Material Variety: This corresponds to the physical composition of the monster, which can be either Biological or Mechanical
  • Material Type: This corresponds to the bonus stat granted for each node in the Crystarium, whether it's Vitality (HP), Power (Strength), Mana (Magic) or Potent (all three).

Basically, the higher Grade a material it is, the more expensive it will be or the harder it will be to find. By using specific Monster Materials you can selectively enhance specific stats even further, making your monster the most powerful it can possibly be.

What this boils down to is that you need to understand the monster that you're leveling up. For example, if you have a Sentinel monster you aren't going to want to use magic monster materials when you level it up since Sentinels don't need magic. The same thing goes for a Ravager type monster. They don't need power materials since they aren't going to doing much physical damage.

What Is Monster Infusion?

Let's say that you have a monster that you love and have spent a lot of time leveling up but they just don't have the abilities that you need in your party. You can get around this via FF13-2's infusion system, which allows you to basically fuse two monsters together in to one utterly awesome monster.  It's a way to create your own custom monsters with all of the abilities you want.

When you infuse a monster they inherit the abilities of the monster that they were infused with. Keep in mind that if you infuse let's say, a Commando with a Ravager, the Commando won't learn the Ravager's move like Fire, it will only learn its passive abilities. If you do want to infuse two different monsters with different roles in to one, it's still okay though since the monsters will learn some pretty cool passive abilities. Here's a list of them:

  • Jeopardize: Infuse a COM monster with a developed RAV monster with a cumulative total of at least 99 levels
  • Vigor: Infuse a RAV monster with a developed COM monster with a cumulative total of at least 99 levels
  • Reprieve: Infuse a SEN monster with a developed MED monster with a cumulative total of at least 99 levels
  • Jinx: Infuse a SAB monster with a developed SYN monster with a cumulative total of at least 99 levels
  • Boon: Infuse a SYN monster with a developed SAB monster with a cumulative total of at least 99 levels
  • Curaja: Infuse a MED monster with a developed SEN monster with a cumulative total of at least 99 levels

Monsters can obtain up to ten passive abilities which makes them super strong if developed correctly. However, there are some rules when it comes to infusing a monster's passive abilities to other monsters.

If a monster has one or more abilities with a red padlock mark by their name, those abilities can't be transferred to other monsters under any circumstances.

Final Fantasy 13-2 Monster Guide Part One: How To Acquire And Train Your New Party Members

How Do I Make My Monsters Cuter?

I know that I'm not the only person who asked the above question, so I want to help you figure out how to make your monsters as cute as possible. I mean, they're going to be following you around through space and time, they might as well be adorable, right?

Each monster can be named out of a pre-determined list so that you can give them all their own personality. I named my trusty Chocobo Chirp, and I love him!

You can also equip your monsters with adornments. Adornments are for aesthetics only, and there are dozens that you can find throughout the game. Chocolina sells a lot of them, and she sells different ones depending where you buy them from her. You can also find adornments in chests and by completing challenges or live trigger events. Chirp's adornment is a Carbuncle Figurine, so it looks like he has a little Carbuncle passenger on him at all times. It's great!

With this monster beginner's guide you should be well on your way to acquiring and leveling up your monsters to their maximum potential. In a future guide we'll go over the best places to farm for monster materials, some of the best monsters you can get in the game, and more, so stay tuned!

For now, tell me about some of your monsters and why you love them so much.

Have something to share? Sitting on a news tip? E-mail me. You can also follow me on Twitter! 

 

Final Fantasy 13-2 Monster Guide Part One: How To Acquire And Train Your New Party Members
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