Party Setup and mob behaviors
Skeleton: Tend to favor either manaburn or monk parties. All other jobs have damage penalties. Skeletons have 2 TP moves that destroy shadows. Skeletons have BLM or WAR jobs, and you can tell their jobs apart either by names or their weapons. Will resist sleep but not lullaby. Will resist ice-based attacks.
Pugil: Ninja tank, due to their potential one-shotter Screwdriver. Pugils tend to have higher than normal evasion.
Crab: Bard or RDM in party for dispel, or a member with current marksmanship skill for acid bolts. Any setup will work for crab.
Weapon: melees should sub ninja. Either Paladin or Ninja tank will work, though ninja is recommended. Bard is strongly recommended for the party, but more conventional party setups will work on weapons. Will aggro magic, these must be pulled with ranged attacks only. Whirl of Rage may be stopped with Stun. Sometimes, a passing RDM weapon will buff/heal the weapon that you're fighting - this is common and does not mean the RDM weapon had attacked. Only inside Ro'Maeve weapons will link, but most likely this comes on repops.
Spider: ninja tank due to their potential one-shotter. White mage is needed for Erase as their AOE slow will override Haste. Slow effect in ToAU zones does not last as long as the ones in RoZ zones.
Lumoria region mobs: manaburn highly recommended. Mobs are very much like fighting elementals, melees will have severe damage penalties.
Bats: Triple Bats need ninja tank, Big Bats do not matter. Bats in COP zones have AOE accuracy down and AOE defense down TP moves. Erase is a must.
Bird: Tank does not matter. Birds in COP zone has line-of-sight stun attack.
Demon: will resist lullaby but not sleep. they aggro like hell and link like crazy, but they are just sight mobs. Hide does not work. Demons in COP zones has a line-of-sight jump attack called Condemnation that will one-shot a taru mage.
Goblin: Hide works. Either ninja or paladin tank. Stunners required for Bomb Toss and Frypan. Barfira is important. Goblins in Bibiki Bay tend to blow up more often. Goblins in Movalpolis region do not use Goblin Bomb; instead they use Frypan and two other line-of-sight attacks.
Cockatrice. White mage required. ninja tank required. Echo drops required for mages. cockatrices has a gaze-type petrifaction attack and a potential one-shotter.
Manticore. ninja tank required. barfira must be kept up. Mages need to stay back due to Riddle. Manticores have a potential one-shotter called Deadly Hold.
Ram. ninja tank required. white mage required. watch out for Great Bleat (HP down to 1/4). Petribreath is line-of-sight petrify attack, so melees must attack from behind or side, and ram must face away from mages. Do not dispel Rage.
greater bird: they do not sleep (sleep will be resisted, and there is low chance of lullaby landing). thief puller required. hide does work on ditching aggro. if add happens on pop and hide is not ready or available, puller should overshoot camp, and RDM hits Gravity + Bind in that order. ninja or paladin tank will work, just remember that stormwind will destroy shadows and triple attack is a potential one-shotter.
Golem: While paladin will work, ninja tank is preferred. Heavy strike is potential one-shotter and resets hate if it lands. Ice Break and Thunder Break will destroy shadows. Ice Break also causes bind effect.
Raptor: breath attack will cause status effect depending on region. most likely this is virus or paralyze attack. setup of party does not matter, just as long you have white mage with viruna. save viruna til the end of fights. Vollbrow Region raptors has Virus, Valdenunia region raptors use Paralzye.
taurus. whoever has hate must turn their back to mob to avoid mortal ray (cursna/holy water only has 10% chance in removing doom effect). they have AOE defense down and AOE poison attacks (may be stopped with utsusemi, but poison is very potent). taurus are weak to blunt type attacks. mages should always face away from mob.
pot: monk party recommended. pots tend to resist magic more often. bard is needed for finale.
gigas: barthundra is recommended. impact roar may be stopped with stun. paladin tank should be used.
Coeurl. white mage needed for silena/paralyna. paladin may tank coeurl backwards to avoid those attacks.
doomed: ninja tank and white mage. these mobs hit very hard. whoever does not have hate on doomed must attack from behind or from the side, to avoid 2 very nasty breath attacks (virus and poison attacks).
scorpion: have two potential one-shotters (mandible bite and death scissors). earth plounder and wild rage both destroy shadows.
dhalmel: mages need to face away to avoid cold stare (line of sight gaze attack). echo drops needed. they have potential one-shotter called stomping. do not dispel berserk. healing breeze is dhalmel AOE.
crawler: barwatera required to cut down their poison breath attack. haste overrides sticky thread. dispel/finale/acid bolts needed to remove their defense buff. mobs link like hell but will lose you if you run across water. Crawlers will hit hard. Ones in ToAU zones called Eruca, daytime aggro, uses fire breath instead of poison breath (barfira required), and much stronger during Fire Weater/Firesday.
beastmen in general: DRG class mobs will use Jump. Except for Gigas and Shadows, RNG and NIN class mobs will stand there and shoot until they are low health.
Tiger: Barparalyze + Barblizzard will reduce the accuracy of Roar considerably. Claw Cyclone is conal attack, and may one-shot (but its rare). Razor Fang may one-shot but only if mages do not keep HP up.
Wyvern: ninja tank required. Has 2 potential one-shotters. Mages must stay out of Dispelling Wind range (Reraise will almost always be the first buff removed). Radiant Breath causes Silence + Slow. Mages should only move in for Barfira and get out of Dispelling Wind range. Echo drops are required.
Hippogryph: ninja tank required due to their potential one-shotter.
Lizard: WHM required for Stona. Echo drops and antidotes strongly recommended, especially at lower levels.
Funguars: echo drops and antidotes. attack from behind if you do not have hate, to reduce chance of getting hit with breath attacks. Breath attacks can cause virus, poison, paralyze, and blind status.
shadows: ninja tank. dimensional death is potential one-shotter and may be spammed. They have RNG/THF/WAR/BLM jobs, and their jobs are known by what they're wearing and the weapon they're using. Shadows in COP zones are called Fomor, and has a nasty AOE called Dancing Chains which must be Erased ASAP. Those mobs do not use dimensional death, however.
Elemental. They do not use TP moves. Air/Ice elementals will resist silence. Earth/Thunder elementals will resist Stun. Manaburn party is strongly recommended. Melees must either have a skillchain that corresponds with elemental's weakness, or use swords for Spirits Within. III and IV magic, -gas, and AM must be stunned if possible. Antidotes required for Water Elementals.
Bomb: BST/SMN party recommended. Self-Destruct must be stunned if possible. Do not dispel Berserk.
Doll: PLD tank or a BST/SMN party. Meltdown must be stunned. Certain NM dolls will spam TP moves. Dolls do not sleep or lullaby. Pull only with ranged attacks.
Goobbues: Multiple stacks of echo drops required. Paladin tank. Blank Gaze is a gaze-type paralyze attack. Goobbue will spam Antiphase (AOE silence) during the fight. Baraera+Barsilence will cut down Antiphase. Melee must attack goobbues from behind.
Fly: Antidotes recommended. Barwatera will cut down Venom damage (conal breath attack + poison). WHM required for curagas. Fights will get nasty if Cursed Sphere is spammed.
Trap: Have single target paralyze, slow, and sleep TP attacks.
Mandragora: Has AOE sleep and MND down attacks. Do not poisona leaf-dagger effect until the end of the fight. AOE sleep will hit anyone in the range, whether or not person is in the party. Melees need to attack from behind, mandragoras are monk-type mobs. Paladin tank required, they will simply go through shadows if ninja is used.
Antlion: Has an conal bind attack that takes shadows away. Also has potent poison. Melees need to attack from behind. Low evasion mobs but have tons of HP.
Ghost: High resistance to Silence. Like any other undead, will resist Sleep and ice-based attacks. WHM/PLD must use Banish on them to strip their defense away for melee. They use BLM spells. Avoid Cursna until fight is over. Grave Reel strips shadows away. Paladin tank strongly recommended.
Puk. Absorbs wind-based attacks. Thieves should gain TP only via marksmanship. Very weak to piercing attacks.
Imps. Spams AOE silence and Anmesia. Weak to piercing attacks. BLM-type mobs.
Colibri. Uses tp moves that reduces TP to 0 and removes an random effect including food. Very weak to piercing weapons/distortion skillchain. Higher tier colibries will mimic nukes.
Lamia. BRD/RNG/SMN/WAR jobs. Virelai must be stunned. May link with undead, and may call undead to assist.
Mammok. Will use actual weaponskills of the weapons they're using (Vorpal Blade, Full Swing, etc.) Firespit does a lot of damage, and is conal. Diamondhide must be dispelled.
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