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Stun (グロッキー, Gurokkī?, lit. Groggy), also known as Daze, Interrupt Actions, Winded the whip (スタン, Sutan?, lit. Stun), is a recurring negative status effect in the Final Fantasy series. It generally temporarily stuns the target, preventing any action from them.
- 1 Appearances
- 1.1 Crisis Core -Final Fantasy VII-
- 1.2 Final Fantasy XI
- 1.3 Final Fantasy XIV
- 1.4 Final Fantasy Type-0
- 1.5 Final Fantasy Crystal Chronicles: Ring of Fates
- 1.6 Final Fantasy Crystal Chronicles: Echoes of Time
- 1.7 Final Fantasy Crystal Chronicles: My Life as a Darklord
- 1.8 Final Fantasy Legend II
- 1.9 Final Fantasy: The 4 Heroes of Light
- 1.10 Final Fantasy Dimensions
- 1.11 Final Fantasy Record Keeper
- 1.12 World of Final Fantasy
- 2 Gallery
Stun is a status effect that temporarily stops action. The player can immunize themselves against it with Aegis Armlet, Headband, Mountain Chocobo Armlet, River Chocobo Armlet, Sea Chocobo Armlet, Sky Chocobo Armlet, Ribbon and Super Ribbon.
Stun is a harmful status effect and spell that completely prevents the affected enemy or player from acting for a very brief time. Any spell or weaponskill being readied as Stun takes effect is interrupted, making it invaluable against some of the more dangerous enemies.
Stun is a status effect inflicted by abilities belonging to all Disciples of War other than Bard, including the Gladiator skills Shield Bash, Marauder skill Brutal Swing, Pugilist skill Steel Peak, Lancer skill Leg Sweep, and the Dragoon job skill Spineshatter Dive. Additionally, White Mage's Holy inflicts stun on susceptible enemies.
Each time stun is inflicted, the monster gains some resistance to the status effect; the first stun is ranted the full time of stun duration, the second stun is effective for only half of the stun's standard duration, and the third stun for a quarter of the standard duration. As soon as the third stun lands, the monster is immune to all stuns for 45 seconds, at which point the resistances reset. If two players stun a monster in rapid succession, and the second stun lands while the first stun is still in effect, the second stun does not refresh the monster's stun debuff and it does not count towards the monster's resistance.
Stun will cause the target to stagger and take double damage while within their stun animation. Any hit to the target will remove them from their stun animation, however.
Winded the whip (Stun in Japanese) stops the enemy for a turn. Whips have an additional feature which they can prevent the target from acting on the current turn if they haven't already took an action, it essentially stuns them for that turn.
For the status to be applied, the whip has to hit and deal damage. It won't work if the damage is completely nullified by high Def. Nothing is immune to this status, and there's no check for resistances or against the target's monster species.
|Whip||Whip||Inflicts "winded the whip" on one enemy for one turn after the hit.|
|Blitz||Whip||Inflicts "winded the whip" on one enemy for one turn after the hit.|
Interrupt Actions (Stun in Japanese) can be inflicted by various player and enemy abilities, such as Dismissal. When the status is inflicted, any action the target was charging is cancelled and their ATB meter is reset. A status icon appears to indicate when an action has been interrupted, though the status itself lasts for only one second and only takes effect upon being applied.
Stun can be inflicted to all characters in either the players' or enemy's stack when it loses its stability and breaks apart. The Resist Stun Seed and Resist Stun Mirajewel protects against this status ailment. It wears off relatively quickly.