Statistics, elemental traits, and translations where appropriate from...

Final Fantasy VI

Character attributes (stats)

As shown on the status screen:

 こうげきりょく  Attack Power
ちからぼうぎょ StrengthDefense
すばやさかいひりつ AgilityEvade Rate
たいりょくまほうぼうぎょ StaminaMagic Defense
まりょくまほうかいひりつ Magic PowerMagic Evade Rate

None of these values directly affect any of the others, though more than one may affect the same thing. All values in the left column are basic character parameters and may be raised using Genjuu level-up bonuses or enhanced by equipment, but do not increase otherwise. All values in the right column vary somewhat from character to character, but are primarily determined by equipment. The following information on what they do is summarized from Terii Senshi's Algorithms FAQ.

Strength (str) contributes to physical damage.

The value is doubled (but capped at 255) and added to attack power to use as a multiplier. Because of the cap, raising total strength beyond 128 is meaningless. Monsters use a strength value randomly chosen from 56 to 63 when combat begins. Note that since strength is only one factor in the multiplier, attack damage is not proportional to it, and double strength means less than double attack damage. However, strength does affect physical special attacks, unlike attack power, which is usually ignored or overridden.

Agility (agi) determines the fill rate of the time gauge.

The value (agi + 20) is used as a speed multiplier. Due to the added constant, it takes more than double the agility to make double the speed (for instance, 84 agi is twice as fast as 32 agi). Note that this affects only the delay between turns and does not affect other time-based effects such as duration of status changes or frequency of poison damage, which are controlled by the system timer. Agility also has no effect on Steal success rate, regardless of the agi bonus the Thief's Bracelet provides. Thanks to the use of a byte value, any agility over 235 will cause an overflow, but this is unreachable under normal circumstances anyway.

Stamina (stm) is something of the black sheep of the status screen. Higher stamina increases the amount 'regenerate' status and the Tama's Bell accessory heal, but also increases the amount of damage that 'poison' and 'slip' status inflict. However, its primary purpose is to provide resistance to many instant-death attacks (such as ○ Death) and percent-damage attacks (such as ○ Gravity).

Attacks that stamina can block will fail approximately (stamina / 128)% of the time, after the usual chance to miss. Stamina for monsters is set to 16 + (max HP / 512), rounded down and capped at 40, which occurs at 12,288 or greater max HP. This gives monsters about a 1/8 minimum to 5/16 maximum, or roughly 13% to 32%, chance to avoid stamina-blockable attacks.

Regardless of what might be expected, stamina does not affect defense power or maximum health in any way.

Magic power (mag) acts as a simple multiplier for magic damage or healing.

Note that because magic power is a multiplier on its own, rather than being factored into a multiplier like strength is, magic effectiveness is (almost*) directly proportional to magic power. In other words, double the magic power means spells with numeric results are (roughly*) twice as effective.

(* This is slightly inaccurate because there's also a constant added in based on the spell's innate potency.)

Attack power (atk) contributes to normal attack damage.

The value is added to (str x 2) or 255, whichever is smaller, for use as a multiplier. However, attack power is typically ignored or overridden when using physical skills. For instance, Edgar's Drill always uses attack power = 191, regardless of his equipped weapon. Also note that the displayed value is sometimes misleading, such as when using a Genji's Glove and two weapons, which will show attack power as (base + weapon 1 attack + weapon 2 attack) even though what you really get are two indepenent hits, each of which only uses the weapon associated with that strike.

Defense (def) reduces physical damage taken, except for undefendable damage.

The reduction is roughly (defense / 256). Maximum (255) defense cuts all defendable physical damage to 1, and other modifiers can further reduce it to 0.

Evade rate (evd) ought to reduce the hit chance of blockable physical attacks, but thanks to a bug does nothing at all other than display in the menu.

Magic defense (MDef) reduces magic damage taken, except for undefendable damage.

The reduction is roughly (MDef / 256). Maximum (255) magic defense cuts all defendable magic damage to 1, and certain uncommon modifiers ('transform' status or players attacking players) can further reduce it to 0.

Magic evade rate (MEvd) reduces the hit chance for avoidable magic attacks, and also for blockable physical attacks thanks to a bug.

Chance to hit is approximately [ (hit rate) * (1 - [MEvd/128]) ]%, unless hit rate is 255, which is considered a perfect hit rate and ignores evasion. In other words, start with base hit rate, then (if less than 255) remove 1/128 of that for every point of opposing MEvd. This means that an MEvd of 128 or higher guarantees evasion of any avoidable attack. When MEvd is 0, as is the case for most monsters, chance to hit = hit rate, so anything with a hit rate of at least 100 will always hit unless other factors interfere (such as status immunity or stamina blocking).

To put it another way, let's take a common hit rate value as an example. Most weapons and the mainstay offensive spells have a hit rate of 150. To reduce the chance to hit below 100%, the target's MEvd must be at least 43, high enough to cancel out a third of this. If it's any lower, the attack will always hit. At 60 MEvd, the chance is reduced to about 80%. Against 100 MEvd, it drops to under 33%. 120 MEvd reduces the chance to under 10%.

Level is the single most influential statistic, affecting damage (or healing) for nearly everything and success rate for quite a few things.

For instance, level factors into the multiplier for magic damage, while the attack damage formula involves level squared. The Ultima Weapon (Atma Weapon) even takes things a step further and multiplies final damage by an additional level-based factor on top of that.

Damage Types

There are eight types of elemental damage, called 属性 (zokusei, traits) in the game and typically referred to as "elements" in English discussion:

   炎 = Flame 氷 = Ice 雷 = Thunder 水 = Water
  風 = Wind 地 = Earth 毒 = Poison 聖 = Holy

In-game descriptions often refer to the ice trait as 冷気属性 (reiki zokusei, cold trait). Similarly, holy damage commonly appears as 聖なる属性 (sei naru zokusei), which means the same thing as 聖属性 but sounds fancier and perhaps looks better stylistically.

If the target of an elemental attack is immune to (negates) the element, the damage is zero. If resistant to the element, the damage is halved. If weak against the element, damage is doubled. If the target absorbs the element, the amount is unchanged, but becomes healing rather than damage. These adjustments take place at the end of damage calculation and therefore affect the final damage after all other modifiers.

Whenever an attack has more than one trait and the target absorbs at least one of them, then the target absorbs the entire attack, regardless of the other attack traits. Otherwise, if any is negated, the whole attack is negated, otherwise it's halved if any are halved. However, if the target does not absorb, negate, or halve any of the traits, but is weak to at least one, even if not all, the attack will inflict double damage.

Similarly, if a character wears multiple pieces of equipment that have different effects on any single trait, absorption overrides immunity, which overrides halving, which overrides weakness; damage only remains unaffected if there are no applicable modifiers.

As an example of both, let's say that a character is wearing something that is weak against Flame and halves Wind, and something else that negates Flame (and never mind that no such equipment exists). Because immunity overrides weakness, this character takes no damage from Flame, and half damage from Wind. If hit with Melton (a Flame / Wind attack), Flame immunity takes precedence over Wind resistance, so the character takes no damage.

Because damage from 'poison' status in combat has the Poison trait, it is affected accordingly by weakness, resistance, or absorption of the same. Immunity to the Poison trait additionally confers immunity to 'poison' status, rather than simply negating the damage, with two minor caveats. First, equipping an item with direct status immunity when out of combat will cure the corresponding status, but equipping something with Poison trait immunity won't immediately cure 'poison' status (entering combat in this situation, however, will remove the status). Second, equipping a Poison trait immunity item (i.e., the Hero's Shield) during combat while afflicted with 'poison' status won't remove the status, but will cause it to inflict zero damage.

And now, for some summary information to give some idea of how they tend to affect a randomly chosen enemy. Though this doesn't take into account how common the enemies are, of course. The game data contains 384 total monsters, including a few that you never actually fight. The second set of totals below only counts the first 256 monsters in the list (the ones with Rages), which ends up excluding most bosses and other one-time enemies.

   Flame Ice Thunder Water Wind Earth Poison Holy None All
Total useless against 33 30 30 44 20 22 77 19 224 3
Total weak against * 121 59 69 65 16 5 53 64 83 2
Total with only this weakness 56 34 17 8 4 2 42 14 n/a n/a

Useless - First 256 only 17 7 9 21 7 9 53 6 168 2
Weakness - First 256 only * 90 46 44 46 12 1 34 50 37 1
Only weakness - First 256 only 44 28 9 5 2 0 28 12 n/a n/a

* One monster is technically weak against all traits, but also absorbs them, and since absorption overrides weakness, the weakness counts exclude it. Similarly, the totals for Thunder weakness excludes a different creature that has the trait flagged as both a weakness and an absorption.

Flame: A moderate number of enemies have defenses against it, but more are weak to it than to any other attack type by a sizable margin, and close to half of these have no other weakness. Luckily, this is one of the easiest types of damage to use, thanks to the Flametongue, Flame Rod, and Burning Knuckle, not to mention standard attack magic and a number of skills. Defensively, Flame Shields absorb it, making it easy to counter once they become available, and that's not even getting into the wide variety of other equipment with resistance, immunity, or absorption.

Ice: A fairly frequent weakness, and few common enemies have protection against it. The Icebrand and Ice Rod along with standard magic take care of offense, while the ready availability of Ice Shields to absorb it makes defense trivial in the later portion of the game.

Thunder: Another fairly frequent weakness, though most that are weak against it also have another weakness. Still, few common enemies have any defense against it, and it's easy to come by. The Thunder Blade, Thunder Rod, and standard attack magic cover offense, while the absorption on the Thundergod's Shield will be your main source of defense, especially given its lack of any vulnerabilities, unlike the Flame and Ice Shields.

Water: Though a fairly common weakness for enemies to have, few with this weakness don't also have another one, and a larger than usual number of foes have defenses against it. Offensive choices are limited to the Trident and some more esoteric skills like Aqua Breath, El Niño, and the Bismark summon. Defensive options are similarly limited. The Carapace Shield, Dish, and Armor Kappa are the only sources of absorption, and they give bare minimum physical defense unless the wearer has 'kappa' status. The few remaining choices are either unique (Hero's Shield) or provide just partial resistance (Force Shield, Minerva's Bustier).

Wind: An uncommon weakness, but it's also uncommon for opponents to have any protection. This causes the Kazekiri Blade in particular to avoid being a liability except on rare occasions, which allows its random Wind Scythe to shine, especially in Gau's hands. Other offensive options include the Air Knife and Sakura Fubuki, along with a few skills like Aeroga and Shinkuu Ha. Defensively, the readily-available Thundergod's Shield provides immunity, as do the less convenient Hero's Shield (of which only one exists) and Minerva Bustier (which only two characters can use). No equipment absorbs it.

Earth: The low number of enemies guarded against this is deceptive, since most attacks of this type will miss anything with 'levitate' status, and that includes quite a few monsters—beyond those that have explicit defenses, that adds another 78, with 57 of those in the first 256 monsters. The only attacks I know of in this type that bypass this limitation are Lifeshaver and the Gravity Rod, which is also the only weapon with this damage type. Additionally, very few enemies are weak against it, with three of the five (Hidden and two of its minions) appearing in the same battle, and two of the five (coliseum Siegfried and one of the minions already mentioned) being weak against every other element as well (the fifth enemy is the target internally called Magic in the second tier of the final battle, which also happens to be floating, rendering most attacks of this type useless regardless). The redeeming factor is that the attacks you get tend to be quite powerful, especially the one anyone can learn: ○ Quake. For defense, many characters can use the Earth Garb, available unusually early, for absorption. Other options are the Hero's Shield for immunity; the Force Shield, Cat-Ear Hood, Force Armor, or Minerva's Bustier to halve the damage; and, of course, you can avoid most of these attacks just by floating.

Poison: There are a lot of enemies that can laugh it off, but on the other hand, a surprising number that are weak against it have no other weaknesses. There aren't any particularly strong attacks of this type, but there are readily available options in the Poison Rod, Dark Claw, and two common spells. Defensively, the only options are the Hero's Shield, Sleepy Cat Suit, Chocobo Suit, and Moogle Suit for immunity, or the Minerva's Bustier to halve the damage. No equipment absorbs it.

Holy: A comparatively large number of enemies have this as a weakness, and of the handful that are protected from it, the majority shrug off pretty much everything else, too. Available early on in Mash's Aura Cannon skill, then later taking a place in the magic list with the ○ Holy spell, this is also found on many weapons, namely the Gladius, Excalibur, Holy Lance, Holy Rod, Kaiser Knuckle, and Dragon Claw, with the Lightbringer additionally having a random chance to cast the spell on attack. Defensive options are virtually nonexistent, though, with only the Hero's Shield providing absorption, and the Cat-Ear Hood and Minerva's Bustier halving the damage.

Also remember that Gau and Gogo can use appropriate Rages to alter their elemental defenses as needed... assuming you know what to pick, of course. Magic Pot deserves special mention for sheer resilience, using ● Curega on top of absorbing all eight traits and preventing all preventable status ailments. Just don't expect it to give much in the way of offense.

○ Flare or ○ Figa?

When is it better to use a less powerful but defense-ignoring spell, instead of a stronger but defendable one? The answer, of course, is "it depends", but let's go into a little more depth here. I'll be using ○ Flare and ○ Figa for the comparisons, since they're fairly analogous powerful late-game spells with similar cost and difficulty to obtain, and because alliteration. We'll assume there's a single target since bosses generally work that way.

○ Figa has roughly double the raw power of ○ Flare, so clearly it's the superior option when the enemy has no magic defense, but this is rarely the case. Other factors to consider are whether the spell is striking a weakness (○ Flare obviously can't, since it has no element), whether the target has 'shell' status (○ Flare ignores this as well as defense), and whether the caster has 'transform' status (this doubles the damage of most spells, but has no effect on defense-ignoring ones).

Target weak against element? no YES no YES no YES no YES
Target has 'shell' status? no no YES YES no no YES YES
Caster has 'transform' status? no no no no YES YES YES YES
MDef for roughly equal damage: 128 192 64 160 192 224 160 208

When the enemy's magic defense is close to the crossover point in the table above, both spells will inflict similar amounts of damage. Use ○ Figa when target magic defense is lower (less reduction means more damage), and ○ Flare when it's higher (ignoring magic defense means damage stays constant).

Most bosses have magic defense somewhere between 120 and 160, and some also have 'shell' status, so ○ Flare works as least as well in most cases. However, if there's a weakness available to exploit, it's virtually always more worthwhile to do so, and Tina when Transformed is better off using ○ Figa in nearly any situation, not just in boss battles—hardly anything has enough in the way of magic defense for piercing it to justify sacrificing the damage bonus. Conversely, whenever you're going to be using defense-ignoring magic, there's little reason to Transform in the first place.

Stat Charts

Character values for each stat, sorted from highest to lowest. All values assume no Genjuu level-up bonuses and, except where otherwise specified, no equipment.

Evade is documented for completeness despite serving no purpose in an unmodified copy of the game.

Starting level when joining the party, or rejoining after being leaving it, is determined by averaging the levels of the current party members and applying a modifier. As an example, Lock will start with a level two above the party average, which at the beginning of the game simply means Tina's level plus two.

Fleeing skill is an internal value that affects how easily a character can flee from combat. Higher is better.

HP and MP follow the same fixed growth pattern for all characters (though Genjuu HP and MP level-up bonuses will affect the gains for individual levels when the appropriate bonuses are equipped). To give the impression of more variation, each character has a fixed additional amount of HP and MP. For example, the base HP value at level 10 is 173. Tina gets 40 extra, so will have an actual HP of 213, while Edgar's bonus of 49 makes his HP 222 at level 10. At higher levels, the difference hardly matters (base HP at level 60 is 5050, for example), but it at least adds some variety to the values.

MP growth has an interesting oddity, though, in that the JP and NA versions use entirely different growth curves. To summarize, the JP version has rapid gains in the earlier levels which then fall off later on, while the NA version has sluggish early gains that increase somewhat in the middle levels before dropping off again. The JP version growth curve results in higher MP totals at nearly all levels (it's only behind during levels 54 to 61, and even then by at most 7 points), especially the lower ones. From level 14 to level 45, the JP version leads by at least 50 points, and from 24 to 35, the difference exceeds 100. Put another way, a character with an average extra MP value (about 10) has at least 25% more MP from level 5 to level 37 in the Japanese version, and at least 50% more from level 14 to level 23. That makes a considerable difference. Final base MP totals at level 99 reach 989 in the JP version and 961 in the NA version.

If you're looking to maximize gains from Genjuu bonuses, the JP version's greatest MP increases come upon reaching levels 14 to 17 (+17), while in the NA version they come upon reaching levels 48 to 50 (also +17). The fact that levels 14 to 17 are likely to come and go before you have any ability to boost the gains is a possible reason for the modified growth curve in the NA version, though I question whether it's a good one, particularly with the reduction to overall natural growth.

The largest HP gain (+162) occurs when reaching level 70, with a steeper dropoff at higher levels than lower (gains of at least +150 occur at levels from 63 to 73).

Main characters

Note that Umaro's high stats are rather misleading due to his inability to change equipment or benefit from Genjuu level-up bonuses. Gogo's low stats are presumably meant as a tradeoff for flexibility, but a similar inability to equip Genjuu for level-up bonuses compounds the problem.

Strength   Agility   Stamina   Magic   Initial Level   Fleeing Skill
Umaro57  Lock40  Umaro46  Relm44  Mogavg +5  Lock5
Mash47  Shadow38  Mash39  Tina39  Lockavg +2  Shadow5
Gau44  Gau38  Gau36  Umaro37  Cayenneavg +2  Relm5
Cayenne40  Mash37  Edgar34  Celes36  Edgaravg +2  Mog5
Shadow39  Mog36  Cayenne33  Mog35  Mashavg +2  Gau5
Edgar39  Celes34  Setzer32  Stragus34  Stragusavg +2  Tina4
Lock37  Relm34  Lock31  Gau34  Gauavg +2  Edgar4
Setzer36  Tina33  Celes31  Shadow33  Gogoavg +2  Mash4
Celes34  Umaro33  Shadow30  Edgar29  Tinaavg +0  Celes4
Tina31  Setzer32  Tina28  Setzer29  Shadowavg +0  Setzer4
Mog29  Edgar30  Mog26  Lock28  Celesavg +0  Gogo4
Stragus28  Gogo30  Relm22  Mash28  Relmavg +0  Cayenne3
Relm26  Cayenne28  Gogo20  Gogo26  Setzeravg +0  Stragus3
Gogo25  Stragus25  Stragus19  Cayenne25  Umaroavg +0  Umaro3

Defense   MDef   Evade   MEvd   Extra HP   Extra MP
Umaro89  Umaro68  Shadow28  Gau18  Umaro60  Relm18
Mash53  Mog36  Gau21  Mog12  Mash58  Tina16
Mog52  Gau34  Lock15  Shadow 9  Cayenne53  Mog16
Edgar50  Tina33  Relm13  Celes 9  Shadow51  Celes15
Setzer48  Celes31  Mash12  Relm 9  Edgar49  Stragus13
Cayenne48  Relm30  Mog10  Tina 7  Lock48  Gogo12
Shadow47  Stragus27  Gogo10  Stragus 7  Setzer46  Gau10
Lock46  Setzer26  Setzer 9  Gogo 6  Gau45  Setzer 9
Celes44  Shadow25  Umaro 8  Umaro 5  Celes44  Lock 7
Gau44  Gogo25  Celes 7  Mash 4  Tina40  Edgar 6
Tina42  Lock23  Cayenne 6  Lock 2  Mog39  Shadow 6
Gogo39  Edgar22  Stragus 6  Cayenne 1  Relm37  Cayenne 5
Relm35  Mash21  Tina 5  Edgar 1  Gogo36  Mash 3
Stragus33  Cayenne20  Edgar 4  Setzer 1  Stragus35  Umaro 0

Attack power
(unarmed)
  Attack power
(top weapon)
  Total offense
(unarmed)
  Total offense
(top weapon)
Gau109  Tina255  Gau197  Edgar347
Umaro 57  Lock255  Umaro171  Lock343
Mash 36  Edgar255  Mash130  Mash341
Cayenne 35  Celes255  Cayenne115  Celes337
Shadow 33  Shadow243  Shadow111  Tina331
Edgar 30  Mog243  Edgar108  Shadow321
Setzer 28  Mash241  Setzer100  Cayenne313
Celes 26  Cayenne233  Lock 98  Umaro312
Mog 26  Setzer222  Celes 94  Mog307
Lock 24  Gogo217  Tina 84  Setzer294
Gogo 23  Relm215  Mog 84  Stragus270
Tina 22  Stragus214  Stragus 76  Relm267
Relm 21  Umaro198  Relm 73  Gogo267
Stragus 20  Gau109  Gogo 73  Gau197

Total offense = Strength x2 (capped at 255) + Attack power. The top weapon selections are based on raw attack power, and use the following weapons: Lightbringer for Tina, Lock, Edgar, and Celes; Mutsunokami for Cayenne; Kagenui for Shadow; Tiger Fangs for Mash; Gladius for Stragus, Relm, Setzer, and Gogo; Glow Lance for Mog; no weapon for Gau since he can't naturally use any; and Bone Club for Umaro since he's stuck with it regardless. The total offense values for these include strength bonuses from the weapons where applicable. Different weapons are often preferable in practice thanks to useful effects or bonuses other than raw attack power (for instance, the Wizard Rod's +7 magic and +30 MEvd typically outweigh the Gladius's higher attack for Stragus, Relm, and Gogo).

Guest characters

Only ally characters who actually fight appear in these lists. I have excluded non-combatants such as Madin and the temporary Mog used only for scenario selection, as well as uncontrollable characters such as Cefca who function as party members only during cutscenes.

Guest characters have fixed equipment, so the concept of a top weapon doesn't apply. Instead, I list their actual (with equipment) attack values and what they would be with no equipment. I'm also listing total values for defensive stats since invariable equipment makes it feasible to do so. Finally, two guest characters have equipment bonuses to magic, which are noted in the table below and factored into the sorting.

Strength   Agility   Stamina   Magic   Initial Level   Fleeing Skill
Leo52  Leo38  Wedge46  Bannan32+6  Leoavg +5  (ghost 1)5
Biggs41  Biggs36  Biggs45  Leo36  (ghost 1)avg +2  Biggs4
Wedge40  Wedge35  Leo41  Moruru33+1  Moglinavg +2  Wedge4
Mogshin24  Bannan24  Moglin12  Moglin33  Mogoolavg +2  Leo3
Mogool20  (ghost 1)15  Mogpuu12  Mogpuu33  Mogshinavg +2  (ghost 2)3
Zumomog20  Mogpuu14  Mogucci12  Mogucci33  Zumomogavg +2  Bannan2
Mogpon19  Mogucci14  Moruru12  Mogtan33  Mogpuuavg +0  Moglin2
Moglin18  Moruru14  Mogtan12  Mogool33  Mogucciavg +0  Mogpuu2
Mogpuu18  Mogtan14  Mogool12  Mogshin33  Mogtanavg +0  Mogucci2
Mogucci18  Mogool14  Mogshin12  Mogpon33  Mogponavg +0  Moruru2
Moruru17  Mogshin14  Mogpon12  Mugmug33  Mugmugavg +0  Mogtan2
Mugmug17  Mogpon14  Mugmug12  Zumomog33  Bannanavg -3  Mogool2
Mogtan16  Mugmug14  Zumomog12  (ghost 1)30  (ghost 2)avg -3  Mogshin2
(ghost 1)14  Zumomog14  Bannan11  Wedge29  Moruruavg -3  Mogpon2
Bannan10  Moglin11  (ghost 1)10  Biggs28  Biggsavg -3  Mugmug2
(ghost 2) 4  (ghost 2) 8  (ghost 2) 2  (ghost 2)15  Wedgeavg -3  Zumomog2

Defense   MDef   Evade   MEvd   Extra HP   Extra MP
Biggs79  (ghost 1)52  Bannan36  Bannan32  Biggs70  Bannan16
Wedge77  Bannan51  Leo22  Leo21  Wedge68  Leo10
(ghost 1)66  Biggs50  Wedge15  Moglin 5  Moruru64  Moglin 9
Leo63  Wedge50  Biggs12  Mogpuu 5  Mogtan55  Mogpuu 9
Bannan56  Leo41  Moglin 7  Mogucci 5  Mogpuu54  Mogucci 9
Moglin47  Mogucci33  Mogpuu 7  Moruru 5  Mogpon53  Moruru 9
Mogool45  Zumomog33  Mogucci 7  Mogtan 5  Zumomog53  Mogtan 9
Mogtan44  Moruru32  Moruru 7  Mogool 5  Mogshin52  Mogool 9
Mogucci42  Mogshin31  Mogtan 7  Mogshin 5  Mogool51  Mogshin 9
Mogshin41  Mogpon31  Mogool 7  Mogpon 5  Leo50  Mogpon 9
Mogpon41  Mogool30  Mogshin 7  Mugmug 5  Moglin50  Mugmug 9
Moruru40  Mogtan29  Mogpon 7  Zumomog 5  Mugmug50  Zumomog 9
Zumomog40  Moglin27  Mugmug 7  (ghost 1) 0  Mogucci48  (ghost 1) 1
Mogpuu38  Mogpuu26  Zumomog 7  (ghost 2) 0  Bannan46  (ghost 2) 1
Mugmug27  Mugmug19  (ghost 1) 0  Biggs 0  (ghost 1)26  Biggs 0
(ghost 2)17  (ghost 2)11  (ghost 2) 0  Wedge 0  (ghost 2)20  Wedge 0

Defense
(with equipment)
  MDef
(with equipment)
  Evade
(with equipment)
  MEvd
(with equipment)
Leo186  Leo145  Leo42  Leo61
Biggs134  Bannan 96   Bannan36  Bannan32
Wedge132  Biggs 86  Wedge25  Moglin 5
Bannan110  Wedge 86  Biggs22  Mogpuu 5
(ghost 1) 66  (ghost 1) 52  Moglin17  Mogucci 5
Moglin 63  Mogucci 43  Mogpuu17  Moruru 5
Mogool 61  Zumomog 43  Mogucci17  Mogtan 5
Mogtan 60  Moruru 42  Moruru17  Mogool 5
Mogucci 58  Mogshin 41  Mogtan17  Mogshin 5
Mogshin 57  Mogpon 41  Mogool17  Mogpon 5
Mogpon 57  Mogool 40  Mogshin17  Mugmug 5
Moruru 56  Mogtan 39  Mogpon17  Zumomog 5
Zumomog 56  Moglin 37  Mugmug17  (ghost 1) 0
Mogpuu 54  Mogpuu 36  Zumomog17  (ghost 2) 0
Mugmug 43  Mugmug 29  (ghost 1) 0  Biggs 0
(ghost 2) 17  (ghost 2) 11  (ghost 2) 0  Wedge 0

Attack
(no equipment)
  Attack
(with equipment)
  Total offense
(no equipment)
  Total offense
(with equipment)
Leo70  Leo227  Leo174  Leo331+25%
Mugmug54  Bannan117  Biggs119  Mogool156
Moglin45  Mogool116  Wedge114  Zumomog153
Mogshin37  Zumomog113  Mugmug88  Biggs147
Biggs37  Mogpuu110  Mogshin85  Mogpuu146
Wedge34  Moglin105  Moglin81  Wedge142
(ghost 1)32  Moruru97  Mogool71  Moglin141
Mogool31  Mogpon90  Mogpon69  Bannan137
Mogpon30  Mogshin87  Zumomog61  Mogshin135
Moruru21  Mugmug82  (ghost 1)60  Moruru131
Mogtan21  Mogucci66  Moruru55  Mogpon129
Zumomog21  Biggs65  Mogtan53  Mugmug116
(ghost 2)20  Wedge62  Mogpuu47  Mogucci102
Bannan16  Mogtan49  Mogucci47  Mogtan81
Mogpuu11  (ghost 1)32  Bannan36  (ghost 1)60
Mogucci11  (ghost 2)20  (ghost 2)28  (ghost 2)28


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