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For other uses, see Enemy.

Enemies are the AI-controlled opponents faced by the party in Xenoblade Chronicles and Future Connected. 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, Knuckle 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 and Future Connected 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 and Telethia are of both the Sight and Kindred categories, although Faced Mechon are typically only Sight enemies.

If the party leader is at least six 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. Nevertheless Bosses, as well as Unique Monsters will attack the party upon sight or noise regardless of the level difference.

Passive enemies do not attack the party at all unless they are attacked first. Their target window does not contain an icon.
Sight Sight 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 Sound 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 Ether 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 Kindred 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 Group 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 enemy pages have an infobox as shown on the right, listing some basic information about the enemy.

Category
The enemy's general category – Unique Monster, Boss, Quest Exclusive, etc.
Type
What species the enemy is.
Location
Where the enemy can be found. The larger area is listed first, followed by specific locations in parentheses.
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.
EXP
The base amount of Experience Points the enemy yields upon being defeated.
AP
The base amount of Art Points the enemy yields upon being defeated.
Movement
How the enemy moves, either by ground, water, or air.
Detection
The means by which the enemy can detect the party (Sight, Sound, or Ether), the angle and maximum range (in meters), and whether it is a Kindred enemy. For more information, see sense types.
Time
The time of day or other conditions in which the enemy appears. "Any" means the enemy can appear at any time.
Respawns
Whether the enemy will respawn if the party returns to its location after having previously defeated it.

Drops[]

Enemies in Xenoblade Chronicles drop a Treasure Chest upon defeat. This chest can come in three different types, and each enemy has a different drop rate for each chest.

Chests
Wood
Silver
Gold

For single enemies, the game calculates which chest drops as follows:

  1. The game uses the Gold Chest drop rate to roll for a Gold Chest.
  2. If a Gold Chest fails to roll, the game uses the Silver Chest drop rate to roll for a Silver Chest.
  3. If a Silver Chest fails to roll, the game uses the Wood Chest drop rate to roll for a Wood Chest.
  4. If a Wood Chest fails to roll, the enemy drops no Chest.

If multiple enemies are defeated, the game calculates which chest drops as follows:

  1. The game uses the Gold Chest drop rate, multiplies it by three, and rolls for a Gold Chest.
  2. If a Gold Chest fails to roll, the game defaults to a Silver Chest.

Skill bonuses like Riki's Lucky Me or Dream of Money, add on directly to the appropriate chest's drop rate chance.

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