Paradigm Pack Paradigm Pack is a gameplay mechanism from " Final Fantasy XIII - 2 " that allows a player to examine and maintain monsters collected through battles . Datalog . Tutorial . Monster Crystals . " You have obtained a monster crystal ! " " New functions have been added to " Party Paradigms " and the " Crystarium " , and you can now access " Monsters " in the main menu . " " Select " Paradigm Pack " within " Party Paradigms " and choose monsters to add into your paradigms . Monsters can also be developed in the " Crystarium " . Press / and select " Monsters " to customize your monstrous allies . " " If you are not sure how to use these options , detailed information can be found in the Battle primers . " Primers : Battle . Paradigm Pack . " You can selects up to three of the monster crystals you obtain in battle to add into your paradigms . These three monsters make up a " Paradigm Pack " . " " To prepare your monster allies , open the main menu by pressing / and select " Party Paradigms " . From the Party Paradigms menu , select " Paradigm Pack " , and then choose the monsters you wish to add to your battle roster . You can now create paradigms that include the creatures in that Paradigm Pack . " " Execute paradigm shift during battle to change the summoned monster you wish to fight with . Learn to use your Paradigm Pack and defeat even the most powerful opponents ! " " Monster HP and KO " " During battle , if your current monster ally is wounded and you call upon another using paradigm shift , the replacement monster ally will also be wounded . The same rule applies for status ailments and KO ' d monsters . " " When you find yourself in a bind , make sure to heal your way back to health . " Obtaining Monster Crystals . " It is possible to increase your chances of obtaining a monster crystal from battles . " " Enemies defeated using a monster ' s Feral Link ability are more likely to become crystals . The more successful you are in inputting the Feral Link ability commands , the higher this chance becomes . " " Don ' t be shy about using monsters ' special attacks to obtain monster allies ! " Monster Growth . " Like characters , monsters can be developed through the main menu . Press / to open the menu and select " Crystarium " . Use monster " materials " obtained from battles and other means to develop your monsters . Growth bonuses are directly related to the material used , so you can focus on raising a particular attribute . " " Each monster has its own role and individual growth characteristics . The characteristics can be found under the status display on the right side of the Crystarium screen . " " Monster Growth Traits " The most important traits for monster growth are as follows : " Keep your monsters ' characteristics in mind when choosing which growth items to use . " " Monster Growth Items " " Items such as " potent droplets " , " power droplets " , " mana droplets " , and " vitality droplets " are used to develop your monster allies . There are different grades of items such as " droplets " , " slivers " , and " orbs " . " " All monsters require grade - appropriate items for development . There are five grades , and the grade of each item will be shown in the description with this icon : . The required item grade increases along with the monster crystarium level . " " Bots require different items than beasts . Use materials such as " potent bolts " , " power bolts " , " mana bolts " , and " vitality bolts " for development . " Chips " and " engines " are higher grade items . " " Whenever you unlock a crystal , you gain a particular growth bonus , such as a " Strength Bonus " or " Magic Bonus " , depending on the material used . Decide which of a monster ' s attributes you wish to develop to make the most efficient use of the different monster materials . " Acquisition . To obtain monster crystals , the player must defeat monsters in battle . If the player is successful in taming the monster , when it is defeated , its body will disappear with a glow , and a crystal appears in its place . After the battle , the obtained creature is shown along with the items obtained during the battle . Certain creatures , such as Cie ' th and boss es , cannot be tamed , with the exception of Twilight Odin and downloadable bosses from the Coliseum , like Gilgamesh or Omega . The chance of taming a monster depends on the individual monster , but the fragment skill " Monster Collector " adds 20 % to the base probability . It is acquired by speaking to the Mystic in Serendipity after obtaining all fragment s from the Vile Peaks in all time periods . Some creatures are given a shortened name when tamed in battle ; for example , when the Munchkin Maestro is tamed , it becomes Munchkin Boss . This is likely due to space constraints in the ally name field . The player can acquire only one of each type of monster at a time ; if the player wishes to obtain a new monster of the same type , one must release the previous monster , or infuse it into another monster . The sole exception are chocobos ; the player can tame multiple chocobos of the same color . This may be because chocobos have another use than being used in battle : the chocobo racing minigame . Not all monsters are obtained by defeating them in battle ; some monster crystals can only be found by performing an advanced Moogle Throw in some areas . The crystal containing a gold chocobo is found in a treasure sphere in A Dying World , and Sazh can be recruited after completing the downloadable content episode . All of these crystals are one - of - a - kind items , and therefore cannot be re - obtained if the player releases or infuses them . Twilight Odin is also one - of - a - kind , and the player cannot recruit another Gigantuar once the only three encountered in a playthrough are defeated . Paradigm Pack . When making use of monsters in a party ' s paradigm system , the player must place monsters in their Paradigm Pack before use . The Paradigm Pack may fit up to three monsters of the player ' s choice . Once the monsters are chosen , the player is taken to the Paradigm section of the menu to customize their paradigms . Once customized , when in battle , the monster selected for that paradigm will appear in battle . If the player shifts to a paradigm with a different monster , the old monster will switch out and the new monster will take its place . Feral Link . Each creature has its a Feral Link , comparable to a Limit Break ability , which may be used once the Feral Link bar is filled . The bar , located below the creature on the status list , gradually fills over time , but it can be helped along by building chains with the monster present . If a creature ' s bar is filled , the borders of its picture on the right side of the screen will be orange . If the bar is filled , pressing on PlayStation 3 or the on Xbox 360 unleashes the ability , which can be powered by completing a given input mechanism . This bar carries over between battles , and if a creature has a full Feral Link gauge , its border in the menu will glow with varying green colors . Crystarium . Each creature ' s stats can be increased via its personal Crystarium system . Instead of requiring Crystarium Points , items must be used on monsters to raise their role level s . Organic creatures require items such as droplets , slivers or orbs , whereas mechanical creatures require items such as bolts , chips , or engines . Each such item has a prefix to determine which bonus it gives in addition to increasing level . Power items increase a monster ' s strength , mana items increase its magic , vitality items increase its HP , and potent items increase all three stats . Unlike Serah and Noel , each creature ' s ability crystals are preset on their Crystarium , in addition to other crystals that grant bonuses to a certain type of defense for the monster . As a creature levels up , it requires more items of each grade . Once it makes its full way around its Crystarium , it gains a choice between a role boost for its role and an additional ATB bar . If the creature is not an Early Peaker , it then works its way around the Crystarium again with its grade increased . Traits . Each type of monster obtained has a different set of traits unique to that particular species of monster and even creatures of the same general species and role can be different from one another . There are fourty - two different traits , each of which falls under one of these three types : These stats are constant among a specific breed of monster , with the exception of the monster ' s grade , which rises along with their Crystarium . Customization . The monster section of the menu allows the player to do a number of things , such as adding adornments to a creature or infusing its crystal and abilities with another monster . A creature ' s name may be altered as the player desires . Adornments . Adornments , obtained in a variety of ways , allow for a player to decorate their creature . The adornments are for aesthetic purposes only , and serve no role in combat . Infusion . A creature may be selected to be infused with the powers of another creature . It acquires all of the passive abilities that the infusing creature possesses , except for abilities marked with a red lock symbol . Red locked abilities cannot be acquired , and thus can never be infused . If the monsters share roles , role abilities may also be chosen for infusion , dictated by the infused monster ' s Crystarium growth stage - for example , a stage 1 infused monster can only infuse one ability to the other monster , while a stage 2 can infuse two , and so forth . Infusable role abilities . If a creature is infused with 99 levels worth of creatures with a different role , it will also learn a hidden ability . This operates in pairs : Medic monsters will learn their hidden skill if infused with e . g . two level 50 Sentinels , and vice versa . The other pairs are : Commandos with Ravagers and Synergists with Saboteurs . Hidden abilities . A monster can hold a maximum of ten abilities at a time ; if more abilities are infused , existing ones may be replaced . Abilities have a rank , higher ranking ones replacing lower . Red locked abilities cannot be replaced , and since they cannot be infused , they will never replace others - they can be upgraded however , via infusion of higher ranked abilities of the same type . Unlike red locked abilities , abilities with a yellow lock symbol can be infused , and therefore replace others . If a particular ability is infused into a monster which already has an unlocked version of that ability , the ability will gain a yellow lock , which , like a red lock , will prevent that ability from being replaced by infusions of higher ranking abilities . If the same ability is infused a third time , the yellow lock will be removed , and the ability will once again be available for / vulnerable to replacement . There are numerous ways to affect whether or not an ability is yellow locked , or has no lock . To make an ability yellow locked , the infused ability must be of equal or higher rank , regardless of lock for infused ability . To change a yellow locked ability to no lock , the ability must be infused with an ability of equal or lower rank , regardless of lock . There is also an addition of Crystarium Upgrades removing yellow lock : Ex . HP + 10 % ( yellow lock ) - > Monster ' s Crystarium unlocks HP + 16 % - > HP + 16 % ( no lock ) . Release . If a creature is not desired , it can be released at any time . Only creatures not currently in a player ' s Paradigm Pack may be released .