Immobilize (Final Fantasy XII status)

Immobilize is a status in Final Fantasy XII. Immobilized units cannot move, but can still perform actions as long as the target is within their range. Its acting counterpart is Disable.
The formula for the duration is:
:Duration = 100 - (Vitality \times 0.5) s
This status can be exploited to trigger the Immobilize glitch where all nearby enemies are made to disappear.
==Abilities==
Spell 	Immobilize (Time Magicks)
Weapon	Kanya 10%, Lead Bolts 25%, Platinum Dagger 10%, Ragnarok 25%
The Immobilize spell's efficacy varies depending on stats and possible Faith on caster and Shell on recipient, but with the Indigo Pendant equipped to the caster, the spell will always take effect unless the target is immune to Immobilize.
Those with Immobilize can use Stamp to pass it onto others, but the target would need to be in range.
The player can use the items designed to heal Immobilize to inflict the status instead when they equip the Nihopalaoa accessory.
==Enemy abilities==
Ability 	Description 	Enemy
Hawk Glare 	 	Dead Bones [b, e], Necrofiend, Dark Skeleton [a], Ose, Chimera Brain, Bogey, Bandercoeurl, Grimalkin, Evil Spirit
Heave 	 	Seeq Cateran, Seeq Thief, Seeq Explorer, Seeq Fisher
Hell Blaster 	 	Ose, Grimalkin
Immobilize 	 	Spinner-Rook
Immobilizega 	 	Braegh, Vyraal, Ring Wyrm, Orthros, Shadowseer, Cúchulainn, Hydro, Ahriman [a], Crystal Knight, Judge Bergan (original Japanese version only)
Putrid Breath 	 	Vivian, Cassie, Wild Malboro, Carrot, Kris
Temblor 	 	Humbaba Mistant
"NOT USED #97" 	Enemy's normal attack has 4% chance of Immobilize	Victanir, Sephira, Shadowseer
"Immobilize Cutter"	Enemy's normal attack has 4% chance of Immobilize	Nightwalker
==Protection==
Accessory	Black Belt, Germinas Boots (Jackboots), Ribbon
==Healing==
Item 	Remedy (Remedy Lore 1 needed)
Spell 	Esuna & Esunaga (White Magicks)
Mechanics	Save Crystal
==Use==
Immobilize works on entite-type foes, which may be useful in being able to move to a safe distance from them. It can be used to get away from the enemy's range and then attack it from further with magicks and ranged weapons, or to flee altogether while the enemy/enemies cannot follow. It can also be used to stop the enemy from fleeing and getting out of range, such as with flying enemies.
It can be good against King Bomb who likes to retreat to use Renew. It can also be used against Gil Snapper, though it can heal its ailments and even when immobilized, can still attack with magick. Immobilize can be good against the Wyvern Lord. It works on Drace, and if immobilized and left too far away from the other Archadian Judges in the final Trial Mode stage, she will be unable to heal them with Elixirs. Immobilize does not work against the fleeing Vorpal Bunny (the player can use Berserk instead).
Immobilize can be used to trigger the Immobilize glitch where the player deliberately immobilizes one character and leaves them at the start of the zone while continuing with others until the immobilized character disappears from the minimap. When enemies come into view, the player can change leader to the immobilized character, and switch leaders back to make all foes disappear. This way the player can traverse through areas whose enemies are too tough to normally take on, like Feywood early on or the Necrohol of Nabudis, or the optional area of Henne Mines, or during New Game Minus.
Category:Status effects in Final Fantasy XII