Paradigm Pack

Paradigm Pack (モンスター・レイド) is a gameplay term from Final Fantasy XIII-2. It allows a player to examine and maintain monsters collected through battles.

Obtaining
In order 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, a crystal briefly appearing in its place on the field before disappearing. After the battle, the obtained creature will be shown along with the items obtained during the battle. Certain creatures, such as Cie'th and bosses, cannot be tamed. 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 Mystic in Serendipity after obtaining all Fragments 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 to the this rule are chocobos; the player can tame multiple chocobos of the same color.

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 Heads or Tails downloadable content episode. All of these crystals are one-of-a-kind items, and therefore they cannot be obtained again if the player releases or infuses them. Twilight Odin is also one-of-a-kind, and the player cannot recruit another Gigantaur once one defeats the only three encountered in a playthrough.

Paradigm Pack
When making use of monsters in a party's Paradigm system, the player must first place monsters in their Paradigm Pack before use. The Paradigm Pack may fit up to three monsters of the player's choice at a time. Once these monsters are chosen, the player is immediately taken to the Paradigm section in order to customize their paradigms.

Once customized, when in battle, the monster selected for that paradigm will appear in battle. If the player Paradigm Shifts to a paradigm with a different monster, then the old monster will switch out and the new monster will take its place.

Feral Link
Each creature has its own special Feral Link ability, which may only 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 depicted in orange. If the bar is filled, pressing the button on PlayStation or the  button on Xbox will cause the creature to unleash its ability, which can be powered by successfully filling out 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 own personal Crystarium system. Instead of requiring Crystarium Points, items must be used on monsters in order 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 attached to it to determine which bonus the item 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 increases in level, it gradually requires more items of each grade in order to level up. 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. Even creatures of the same general species and role can be different from one another based on these. There are four growth traits shown, each of which fall under one of these three types:
 * Grade: This refers to the level of items required in order to cause a monster to grow, represented by a stylized monster face, from one to five. The lower the grade, the lower the quality of items required to give to the creature in order to raise its level.
 * Level Trait: This trait shows how far a monster may be raised. There are three types; Early Peaker, Well-Grown, and Late Bloomer. Each have their own advantages and disadvantages, as the Early Peaker has a maximum level of only 20, but has very fast growth, leading to its use in early situations.
 * Type Trait: This trait hints at the sort of upgrades or special traits a monster might find on their Crystarium rung. The table below displays type traits that can describe monsters' attributes in battle. Other type traits not listed below do not influence 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.

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, allowing for personal customization of a creature.

Adornments
Adornments, obtained in a variety of ways, allow for a player to decorate their creature however they like. The adornments are for aesthetic purposes only, and serve no role in combat.

Infusion
A creature that has served its purpose may be infused with another creature, which allows the target to make use of abilities that the infusing creature possesses. However, not all abilities may be infused onto another creature. Only abilities which are not locked may be infused into another creature. In addition, if a creature is continually infused with the abilities of a creature with a different role, it will learn a hidden ability.

Release
If a creature is not desired by the player, it may be released at will. Only creatures which are not currently in a player's Paradigm Pack may be released.

Trivia

 * Human "monsters" are only available through downloadable content.