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. The recruited monsters fight as an AI-controlled third party member, each performing one paradigm role. The monsters' stats and abilities can be developed through a Crystarium system that requires items to unlock nodes. Monsters are mainly recruited by defeating them in battle, where they have a random chance of turning into a crystal upon the player's victory.
== 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:
: Growth item grades.
:Early Peaker: Maximum level of 20, but grows quickly.
:Well-Grown: Standard growth.
:Late Bloomer: Capable of reaching level 70, or beyond.
:Strong: Strength is easily improved.
:Magical: Magic is easily improved.
:Hearty: HP (Hit Points) are easily increased.
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 enemies in battle. If the player succeeds 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, humans and bosses, cannot be tamed, with the exception of Twilight Odin and downloadable bosses from the Coliseum, like Gilgamesh or Omega. Human "monsters" are only available through downloadable content. 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 fragments from the Vile Peaks in all time periods.
Some creatures' names are shortened 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; to obtain a new monster of the same type, the previous monster must be released, or infused 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 are only 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 "Heads or Tails" 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 ==
To make use of monsters in a party's paradigm system, the player must place monsters in their Paradigm Pack, which may fit up to three monsters. Once the monsters are chosen, the player is taken to the Paradigm section of the menu to customize their paradigms. Once customized, 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 a Feral Link, comparable to a Limit Break ability, which may be used once the Feral Link gauge is full. The gauge, located below the creature on the status list, gradually fills over time. When a creature's gauge is full, the border around its portrait on the right side of the screen will turn orange. Pressing for the PlayStation 3 or for the Xbox 360 unleashes the Feral Link, which can be powered by completing a given input mechanism. This gauge carries over between battles, and if a creature has a full Feral Link gauge, its portrait border in the menu will glow with green hues.
== Crystarium ==
Each creature's stats can be increased via its personal Crystarium system. Instead of requiring Crystarium Points, monsters require items to raise their role levels. 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 boost 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 works its way around the Crystarium again with its grade increased.
=== Traits ===
Each type of monster has a unique set of traits and even creatures of the same genus and paradigm role can be different from one another.
* The first trait shows how far a monster may be raised. There are three types: Early Peaker, Well-Grown, and Late Bloomer. Each has its advantages and disadvantages, as the Early Peaker has a maximum level of only 20, but grows fast.
* The second trait hints at the resistances, innate affinities, or special traits a monster might learn on their Crystarium.
* The third trait may be purely decorative.
The table below displays type traits that can describe monsters' attributes in battle. These stats are constant among a specific breed of monster, with the exception of the monster's grade, which rises along with their Crystarium.
Trait	Meaning
 	Balanced stat development.
 	Learns many abilities.
 	Maximum level of 20 or less, but grows quickly.
 	Innate weakness against Fire.
 	Innate resistance against Fire and/or learns passive abilities that increase resistance to Fire.
 	Innate resistance against Fog and/or learns passive abilities that increase resistance to Fog.
 	Innate weakness against Ice.
 	Innate resistance against Ice and/or learns passive abilities that increase resistance to Ice.
 	Development geared towards HP.
 	Innate resistance against Curse and/or learns passive abilities that increase resistance to Curse.
 	Capable of reaching levels beyond 70.
 	Learns passive abilities that activate when allies are KO'd or low on HP.
 	Development geared towards Magic.
 	Innate resistance against magic attacks and/or learns passive abilities that increase resistance to magic attacks.
 	Innate resistance against physical attacks and/or learns passive abilities that increase resistance to physical attacks.
 	Innate resistance against Pain and/or learns passive abilities that increase resistance to Pain.
 	Learns passive abilities that activate whenever the monster is low on HP.
 	Monster was difficult to encounter as an enemy or had a very low recruit chance.
 	Learns passive abilities that increases, or improves the chance of, spoils dropped after battle.
 	Innate weakness against Lightning.
 	Innate resistance against many types of attacks and/or learns many passive resistance abilities.
 	Development geared towards Strength.
 	Innate resistance against Lightning, or learns passive abilities that increase resistance to Lightning.
 	Innate resistance against Poison and/or learns passive abilities that increase resistance to Poison.
 	Reaches an average level of 50.
 	Innate weakness against many types of attacks.
 	Innate weakness against Wind.
 	Innate resistance against Wind, or learns passive abilities that increase resistance to Wind.
 	Has fast animation speeds or learns passive abilities that are capable of charging their ATB gauge or bestowing Haste under certain conditions.
The table below shows the traits that do not influence a monster's stats or growth.
== Customization ==
The monster section of the menu allows the player to add adornments to decorate a creature, or infuse its crystal and abilities with another monster. The player can change the creature's name.
=== Adornments ===
Adornments, obtained in a variety of ways, allow for a player to decorate their creature. The adornments are cosmetic and serve no role in combat.
=== Infusion ===
A creature can 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, which cannot be transferred. If the monsters share roles, role abilities may also be chosen for infusion, dictated by the infused monster's Crystarium growth stage, e.g. 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 ====
Role 	Ability
Commando 	Ruinga, Adrenaline, Blindside, Faultsiphon, Lifesiphon, Powerchain, Scourge
Ravager 	Fire, Blizzard, Thunder, Aero, Fira, Blizzara, Thundara, Aerora, Firaga, Blizzaga, Thundaga, Aeroga, Fearsiphon, Overwhelm
Sentinel 	Challenge, Provoke, Mediguard, Element Guard, Steelguard, Entrench, Vendetta, Deathward, Fringeward
Saboteur 	Deprotect, Deprotega, Deshell, Deshellga, Poison, Poisonga, Imperil, Imperilga, Dispel, Dispelga, Curse, Cursega, Fog, Pain, Painga, Wound, Woundga
Synergist	Bravery, Bravega, Faith, Faithga, Enfire, Enfrost, Enthunder, Enaero, Protect, Protectga, Shell, Shellga, Veil, Veilga, Vigilance, Vigilaga
Medic 	Cure, Cura, Curasa, Esuna, Esunada, Raise
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 ====
Role 	Ability	Requirement
Commando 	 	Infuse a Commando monster with Ravager monsters of any variety with a combined level of 99.
Ravager 	 	Infuse a Ravager monster with Commando monsters of any variety with a combined level of 99.
Sentinel 	 	Infuse a Sentinel monster with Medic monsters of any variety with a combined level of 99.
Saboteur 	 	Infuse a Saboteur monster with Synergist monsters of any variety with a combined level of 99.
Synergist	 	Infuse a Synergist monster with Saboteur monsters of any variety with a combined level of 99.
Medic 	 	Infuse a Medic monster with Sentinel monsters of any variety with a combined level of 99.
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 that 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 an ability is yellow-locked, or has no lock. To yellow-lock an ability 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).
==== Rank listing ====
Level	Abilities
Level 1 (No lock)
Level 10 (Yellow lock)	HP +10%, Strength +10%, Magic +10%, Resist Physical +05%, Resist Magic +05%, Resist Fire +10%, Resist Ice +10%, Resist Lightning +10%, Resist Wind +10%, Resist Deprotect +10%, Resist Deshell +10%, Resist Slow +10%, Resist Poison +10%, Resist Imperil +10%, Resist Curse +10%, Resist Pain +10%, Resist Fog +10%, Resist Dispel +10%
Level 2 (No lock)
Level 11 (Yellow lock)	Resist Fire +33%, Resist Ice +33%, Resist Lightning +33%, Resist Wind +33%
Level 3 (No lock)
Level 12 (Yellow lock)	Resist Physical +15%, Resist Magic +15%
Level 4 (No lock)
Level 13 (Yellow lock)	HP +16%, Strength +16%, Magic +16%, Resist Deprotect +44%, Resist Deshell +44%, Resist Slow +44%, Resist Poison +44%, Resist Imperil +44%, Resist Curse +44%, Resist Pain +44%, Resist Fog +44%, Resist Dispel +44%, Item Scavenger II, Pack Mentality
Level 5 (No lock)
Level 14 (Yellow lock)	Strength +20%, Magic +20%, Resist Fire +45%, Resist Ice +45%, Resist Lightning +45%, Resist Wind +45%, Resist Elements +05%, Resilience +10%, Critical: Bravery, Critical: Faith, Critical: Protect, Critical: Shell, Critical: Veil, Critical: Power Surge, Critical: Shield, Siphon Boost, Chain Bonus Boost, Stagger Maintenance, Improved Guard, Improved Ward, Improved Counter, Defense Maintenance, Improved Cure, Improved Raise, Attack: ATB Charge, Kill: ATB Charge, ATB Advantage, Ally KO: Power Surge, Jungle Law
Level 6 (No lock)
Level 15 (Yellow lock)	Strength +25%, Magic +25%, Resist Physical +26%, Resist Magic +26%, Resist Fire +53%, Resist Ice +53%, Resist Deprotect +66%, Resist Deshell +66%, Resist Slow +66%, Resist Poison +66%, Resist Imperil +66%, Resist Curse +66%, Resist Pain +66%, Resist Fog +66%, Resist Dispel +66%, Critical: Vigilance, Critical: Power Surge II, Critical: Shield II, Gilfinder II, Item Collector, Siphon Boost II, Chain Bonus Boost II, Stagger Maintenance II, Improved Guard II, Improved Counter II, Improved Cure II, Improved Raise II, Attack: ATB Charge II, First Strike, Feral Speed II, Ally KO: Power Surge II, Hindrance, Fettered Magic
Level 7 (No lock)
Level 16 (Yellow lock)	HP +25%, Strength +35%, Magic +35%, Resist Physical +36%, Resist Magic +36%, Resist Elements +20%, Resilience +20%, Auto-Bravery, Auto-Faith, Auto-Protect, Auto-Shell, Auto-Veil, Kill: Libra, Quick Stagger, Role Resonance
Level 8 (No lock)
Level 17 (Yellow lock)	HP +30%, Resilience +40%, Auto-Vigilance, Critical: Haste, Critical: Tetradefense, Rapid Recovery
Level 9 (No lock)
Level 18 (Yellow lock)	Resist Elements +30%, Auto-Haste, Auto-Tetradefense
== Release ==
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.
==List of Paradigm Pack monsters==
== Etymology ==
==External links==
*Monster Infusion FAQ by BMSirius / sakurayule
Category:Gameplay in Final Fantasy XIII-2