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Enemy

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For details on enemies in Xenoblade Chronicles X, see Enemy (X).


Enemies are the AI-controlled opponents faced by the party in Xenoblade Chronicles. Enemies can be found all over Bionis and Mechonis, alone or in groups, and can be fought by the party to gain experience or progress in the story. When enemies are defeated, the party gains EXP, AP, and SP.

Regular enemies are usually members of a species, reflected in the second part of their names (for example, Little Bunnits are members of the Bunnit family). Exceptions to this rule are the more powerful Unique Monsters that all have unique names (for example, the Verdant Bluchal), various quest exclusive and story exclusive enemies, and bosses.

Enemies, like playable characters, have levels and use arts in battle. More powerful enemies, usually Unique Monsters and Bosses, even have Talent Arts similar to party members.

A complete list of enemies in Xenoblade Chronicles can be found at List of Enemies in Xenoblade Chronicles.

Sense types

Every enemy belongs to one of four main sense types, and can also belong to a fifth category called Kindred or a sixth category called Group Loyalty. Enemies' categories are indicated by icons in and below their target windows. When the "Enemy Icons" game option is set to "Display", icons are displayed above enemies even when they are not targeted. This icon consists of the monster's category icons superimposed on a generic icon which is the same for all enemies.

Almost all Mechon are of both the Sight and Kindred categories, although Faced Mechon are typically only Sight enemies.

If the party leader is at least 6 levels higher than a target, then the enemies will avoid the party, even if they are Sight or Sound enemies. They will only initiate an attack when the party attacks first.

Passive enemies do not attack the party at all unless they are attacked first. Their target window does not contain an icon.
Sight enemy iconSight enemies will attack the party upon sight. All sight enemies have a range of sight that triggers an attack when the party enters it. Their target window has an eye to designate them as sight enemies.
Sound enemy iconSound enemies will only attack if the party makes a noise, such as running within their hearing range. These are rarer types of enemies, usually found in caves. Their target window has sound waves to designate them as sound enemies.
Ether enemy iconEther enemies will respond if an Ether art is used within their range. All the Nebulae are enemies in this category as well as a few Selua and Apis enemies. Their target window has an Ether symbol to designate them as Ether enemies.
Kindred enemy iconKindred enemies will attack if any other nearby members of their species are attacked. They are indicated by a pair of white ellipses below the target window. If the Enemy Icons option is set to Display, the ellipses will appear on either side of the enemy's icon when the enemy is not targeted.
Group loyalty iconGroup Loyalty enemies are not necessarily all members of the same species. Any group of enemies with yellow triangles above them will attack if one member of the group is attacked by or detects the party. The yellow triangles don't appear in the enemy target window, the yellow triangles will only appear above the non-targeted enemies in the group, only when the group member is targeted.

Gallery

Infobox

On the Xenoblade Wiki, all enemies have an infobox on their page designating several statistics about them, as shown below.

Arm Bunnit Wiki-wordmark
Little Bunnit          
Area(s) Tephra Cave (Kneecap Hill)  
Type Bunnit Level(s) 11  
Respawn Yes Movement Type Ground  
Detection Type Sight Kindred No  
View Angle 120° View Distance 11 M  
EXP 44 AP 31  
Spawn Time Any  
 
Area
Where the enemy can be found. The larger area is listed first, followed by specific locations in parentheses.
Type
What species the enemy is.
Level
The range of levels that the enemy can be found. If only one level is present, the enemy is only found at one specific level.
Respawn
Whether or not the enemy respawns after it is defeated and the party returns to its location.
Movement Type
How the enemy moves, either by ground, water, or air.
Detection type
How the enemy can detect the party, either by sight, sound, or use of ether. For more information on detection type, see the sense types section on this page.
Kindred
Whether or not the enemy will attack the party if another member of its species is attacked.
View Angle
The angle at which the enemy can detect the party.
View Distance
The maximum distance at which the enemy can detect the party.
EXP
The base number of Experience Points the enemy yields upon being defeated.
AP
The base number of Art Points the enemy yields upon being defeated.
Spawn Time
When the enemy appears. If there are no special circumstances for it to appear, the spawn time will be labelled "Any".

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