CHRONO CROSS: THE RADICAL DREAMERS EDITION

CHRONO CROSS: THE RADICAL DREAMERS EDITION

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The Battle System Handbook
By frowningmirror
If you're struggling to make sense of Chrono Crosses tactical combat system, this guide is for you. This contains the secrets that Radius *doesn't* teach you!
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Intro
Hello! This is a guide meant to explain the basic gameplay mechanics the game either rushes over or flat out doesn't tell you.

I am writing this guide because so many have told me personally they couldn't get into this beautiful game because it was too hard to understand. My goal is to focus on the things that make this different from other turn based RPGs.

Actions
Heres a short list of actions and their associated costs and affects on turn order.

  • Attack - Weak | Costs 1.0 Stamina | Turn order passes by 1
  • Attack - Strong | Costs 2.0 Stamina | Turn order passes by 2
  • Attack - Fierce | Costs 3.0 Stamina | Turn order passes by 3
  • Element - (Any) | Costs 7.0 Stamina | Turn order passes by 1
  • Defend | No Cost | Turn order passes by 1 or more *special rules*
  • Escape | No Cost | Until next enemy attack (Affects everyone once selected)
  • Switch (Press left/right on d-pad to switch) | No Cost | No turn order time passes

If you're out of stamina, you automatically go to the next person with stamina, even if they're defending. If everyone is out of stamina, time jumps forward by whole integers until someone has either positive stamina, or the enemy attacks. If you defend while a teammate can act, turn order will progress by 1. If you defend while your teammates can't act, then it will progress until another character besides the defending character can act or the opponents do. If everyone has full stamina and defends, time simply passes by 1.
Stamina
Stamina Basics:
  • Characters start with 7.0 stamina.
  • Actions spend stamina, and it can go negative. If stamina ≤ 0, that character can’t act until it’s positive again.
  • If everyone is at 0 or less, time automatically advances until an enemy acts or someone recovers stamina.
  • Elements/Techs always use 7.0 stamina, so the user must fully recover before acting again.
  • Defending uses no stamina, lasts until you're forced to select that character again, and reduces incoming damage by about 2/3's while you're in the guarding animation.

The Stamina Gauge

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Stamina Recovery
Stamina recovery determines how much stamina a character regains per action point spent. Character's with higher stamina recovery act more often, so this is the closest thing to a speed stat we have in the game. These numbers do not grow like other stats, but you can raise them by equipping certain accessories.

Example: If you have a party of Serge (1.0 recovery), Kid (1.2 recovery), Guile (0.8 recovery):
If Serge uses Weak (1 AP): Kid gains +1.2 stamina, Guile gains +0.8 stamina.
If Serge uses Strong (2 AP): Kid gains +2.4, Guile gains +1.6.
If Serge uses Fierce (3 AP): Kid gains +3.6, Guile gains +2.4.


In the status screen, divide Stamina Recovery by 10 to see how much stamina you regain per unit of time (accessory bonuses included). I have no idea why they don't use the decimal number everywhere, but it is what it is.

Fastest to Slowest Characters By Stamina
  • 1.3 – Draggy
  • 1.2 – Kid, Pierre, Razzly
  • 1.1 – Funguy, Glenn, Harle, Irenes, Leena, Luccia, Marcy, Mel, Miki, Mojo, NeoFio, Norris, Orlha, Riddel, Starky, Steena
  • 1.0 – Doc, Fargo, Grobyc, Janice, Korcha, Pip, Serge, Skelly, Sprigg, Van
  • 0.9 – Greco, Karsh, Leah, Macha, Nikki, Orcha, Poshul, Radius, Sneff, Turnip, Viper
  • 0.8 – Guile, Zappa, Zoah

Ways To Increase Stamina
Stamina Ring: +0.1 recovery - this can be first acquired by stealing it from Zoah (Boss) in Mount Pyre and Viper (Boss) in Fort Dragonia.

Stamina Belt: +0.2 recovery - this can be acquired extremely early as a rare steal from Pterodact.

These stack — e.g., Draggy (1.3) + 3 Belts (+0.6) = 1.9 recovery per Weak attack.

Vigora (blue-only Element) also prevents stamina loss for a while — amazing when cast on your strongest physical attacker.

Strategy Tips:
1. Since stamina caps at 7.0, attacking with high stamina characters first is optimal so recovery isn’t wasted.

2. The best support characters tend to have high stamina, and good grids with many early slots. If they lack the highest stamina, a single stamina belt can make a lot of characters into this kind of workhorse. Their only job is to have enough grid levels to cast the Elements they need to change the Field in favor of their teammates, they can otherwise defend.

3. I personally aim for 3.0+ total stamina recovery across my team setups i.e. Serge (1.0), Kid (1.2) and Guile (0.8), I avoid going lower. This is just so there is a clean recovery if we all defend. If you get numbers below this, things get more inconvenient and you're juggling more math around.
Turn-Order
In Chrono Cross, there’s no fixed turn order for each character. Instead, the game uses what we call Action Points (AP), and your whole team acts together between enemy turns. You can freely swap between characters who have positive stamina by pressing left/right on the d-pad — switching takes no time or action points.

Enemies act after a set amount of AP has been spent by your party. Actions cost:

Weak attack / Element = 1 AP

Strong attack = 2 AP

Fierce attack = 3 AP


Example: If a Komodo Dragon acts after 5 AP, you could do:

Weak + Weak + Weak + Weak + Weak (1+1+1+1+1)

Strong + Fierce (2+3)

Or even Strong + Strong + Fierce (2+2+3)

Tip: Landing your biggest attack last is often best, as it preps allies with more stamina for the next round or might finish an enemy outright, I'll have more on how to do this with turn order below.

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This Komodo Dragon Pup will attack in five more action points worth of turn order!But theres nothing to indicate this...you just have to get used to the enemy rhythm.


Defending:
  • If someone else still has stamina, defending doesn’t advance time and you're automatically switched to a non-defending character after you select the defend action.
  • In the case of everyone either defending or being out of stamina, turn order quickly advances by integers of 1 until the enemy acts or until you recover to full 7.0 stamina.
  • If everyone has full stamina and defends, turn order moves forward by 1 AP.
  • If a character is selected, they undo their defense. This means if you defended by accident, you can switch back if at least one of your characters have stamina at no turn order cost.
  • If you're out of stamina from using an element or tech, you won't be able to defend.

Tip: Defending as a group is very good in this game. It's often a good strategy to defend with everyone before anyone is out of stamina or just before you're attacked. I'll mention once again that it blocks 2/3rds of damage while attacked inside the animation, which is incredible.

Enemy Turn Order Speed
The game doesn’t show the AP needed before enemy takes their turn, but you can estimate it.
I'll give an example using the formula for the Marcy boss fight:

Base AP is a modified number and how many turns an enemy acts minimum once the battle starts.

Listed AP is how you get the base AP, it is the unmodified determined number for an enemy listed in the files.

Base AP = Listed AP + (0 or Listed AP ÷ 4).

Marcy’s Listed AP is 7, so Base AP is 7 or 8.

Turn AP = Base AP + (0 or Base AP ÷ 4).

After the battle starts, if Marcy's Base AP = 7, she acts every 7–8 worth of AP.

If Marcy's Base AP = 8, she acts every 8–10 AP (greater variance, but also much slower)

What does this mean for you? You can sometimes get slower enemies just by starting the fight. And slower enemies can be harder to predict when they take their turn.

Additionally, enemies also get an effective bonus to their first turn that is also random, so you can only gauge turn order after each enemy takes their first action. After this, enemies should become easily guesstimated using the formula I've outlined for the remainder of the battle.

Should you correctly guess turn order, you can take advantage using Fierce attacks or Defending with all your teammates.
Landing Attacks / Hit Percentage / Criticals
Here's some additional information you might find useful. Landing normal physical attacks with a single character consecutively without interruptions grants a hit % bonus, you don't gain any hit % for missing.

  • A strong attack is generally 2.5x the amount of power as a weak attack. Landing it gives 3x the hit % to your next attack as a weak attack would.
  • A fierce attack is typically 4x the power as a weak attack. Landing it gives 7x the hit % as a weak attack would, to your next attack. In addition, if you use a Staff/Rod you'll hit everyone.

All hit % gains involve a formula that gives diminishing returns the closer you are to 99%.

Critical hit rate seems to be affected by the hit % (can't crit if you don't hit) so it's a good idea to keep this high on your best physical attackers so they can do double fierce attack combos for major damage. (Some weapons seem to be guaranteed critical hits based on a hidden "enemy type", stone weapons for example will auto-crit on most futuristic mechanical enemies, I have a section for this at the end of the Handbook)


The last thing successfully hitting your opponent does is give you grid levels, which you can think of as the "MP" resource in other games to cast the "Elements" magic system in this game. You don't gain any levels if you miss, landing a Weak attack gives 1 grid level, Strong gives 2 grid levels, and Fierce gives 3.
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A low level Serge, all 3 element bars/columns he has are lit up, a numerical "Lv" value to the left confirms the maximum level he can cast.
Stealing
All three steal techs (Kid's Pilfer, Mel's Snatch and Fargo's Pillage) work the same. Stealing success rate is the same as your fierce attack (3) % rate. This means attacking to build hit % will increase your odds, using Vigora on Fargo can make him an incredibly good thief despite his low natural accuracy. However, PLEASE BE AWARE, perhaps because of an oversight on how the formula works, if you get hit and steal immediately after, you will always fail, so don't immediately go for the steal after being hit.

The dual tech Double Take simply works the same but is applied twice using the character with the higher fierce hit %, it's barely better.

A major important tip is if you miss with steal, is to simply run away. Run away never has any downsides to this game aside from restarting the battle. You'll get brand new chances to Pilfer with a reset!

Elements: Grid Levels and Allocating
Before you can use an Element, you must have it equipped.
From the menu, go to Elements > Allocate > Select the character you want to change up

The grid is on the left, this is the magic spells you prepare for and can use in battle. The right is basically the selection you can move over.

Element Grid Basics
  • The Element Grid starts small and expands in a set pattern as your party’s ★ level increases (shown after battles).
  • Each grid level holds a potential column of allocated Elements.
  • Using an Element lowers your current grid level by its cost — e.g., at level 5, casting a level 2 spell drops you to level 3.
  • Your max potential grid level is the highest slot you’ve filled, including techs. If level 8 is empty and unallocated, you can’t reach level 8 in battle even if you have the necessary ★ level and open grid, you must first allocate an Element to a level 8 slot beforehand.

Element Level Modifiers:
  • Slots can boost or weaken Elements damage or Healing: “+1” means 25% stronger, “-1” means 25% weaker.
  • The game doesn’t allow big negatives like “-4” (would be 0 power).
  • Higher base level = generally stronger Element.
  • Single-target Elements do slightly more damage than multi-target ones at the same level, but the difference is small.
  • Conclusive example: Fireball +6 is weaker than Inferno -1 under controlled equal conditions

When it comes to buffs/debuffs like Strengthen, it is not the buff in damage that is enhanced or reduced from a +/-, but rather the duration.

Because you heal based on what you can cast with your slot level after battle, most players like low level recovery magic on their characters. Recovery -2 after every fight isn't that bad when you aren't taking a lot of damage by playing the game correctly.
Elements: Color & Field System basics
Innate Color
Most everyone understands that this game has a rock beats paper elemental system, every enemy and player character has their "innate color". The general idea is that a color hurts its opposite, and using an element against a user of the same color is not as effective. More on that in a bit.

The Elemental magic:

Blue (Water, Ice, Evasion, Flu) <-> Red (Fire, Magma, Physical Attack, Burns)
Green (Wind, Plants, Hit%, Poison) <-> Yellow (Earth, Lightning, Physical Defense, Sprains)
White (Light, Meteors, Magic Defense, Sleep) <-> Black (Gravity, Cats?, Magic Attack, Death)

Your "Innate Color" is both the color you defend with, and the default color of all your weak/strong/fierce attacks. So if you see an enemy with a Blue color, you either want to have a red character, like Kid or Zappa - run up and smack it physically, or have any of your party members use a red Element.


Field Effect System
Next is the the Field Effect system. Whenever you start a fight, 3 colors will appear representative of the location you're fighting in. Like a kaleidoscope, every time an element is used, the color of that element will appear in the inner ring, pushing the outer color out.

In this picture, new elements being cast will change the color of "1" to the color of that last spell. The "3" will become green and the "2" will become yellow because of the shift.

This game revolves around a point system based on the colors of the attacker and defender and the Field Effect. Each point is worth 12.5% extra damage on your attack, the attack can be penalized should you end up with points in the negative.

For the basic weak/strong/fierce attacks the point system works like this for calculating damage:
  • Start with 1 point
  • +1 for each time the attacker’s color appears in the F.E. unless the target is also that color
  • -1 for each time the attacker’s opposite color appears in the F.E.
  • -1 if the attacker is the same color as the target

For the Tech and Elements, the point system is slightly altered:
  • Start with 0 points
  • +1 if the attacker and Element are the same color
  • +1 for each time the Element’s color appears in the F.E. unless the target is also that color
  • -1 for each time the Element’s opposite color appears in the F.E.
  • -1 if the attacker and Element are opposite colors
  • -1 if the target and Element are the same color
  • IMPORTANT the resulting damage is then multiplied by a further 1.5 if the Element / Tech is the opposite color of the defender.

To summarize, you want to hit the enemy with the color they're weak against, while also filling up the field with elements you like to use, while trying to avoid letting the enemy turn the field to their color.

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Side notes:
Innate Color locks some Elements from use. Some Elements can't be allocated unless the user is the same specific Innate Color as that Element. This makes Pip who changes Innate Colors a really powerful character if you build him right.
Summon Elements, represented by having a ★ in their name, are not only Innate Color locked, but require you to flood the Field Effect with their color to be used. They also consume a ★ from your ★ Level as well, but unless you are incredibly negligent user of summons, you will never run out of stars in this game, because simply going to an Inn or bed recovers ★ level to full.

Traps and Summons
Trap Elements (marked with a ↓ before the name, such as ↓Blackhole) are single-use consumables used to capture and acquire powerful end game Elements and Summons. They can also neutralize your own Elements if used against you. Traps are most easily acquired by buying them in Marbule (both worlds).


After allocating one, you can activate a Trap Element in your chosen character's grid slot same as any other element.

Trap's will initially do nothing in the battle, however, if you use a trap Element against an opponent, and they attempt to cast the corresponding Element or Summon, the Trap nullifies the effect and captures it instead—adding it to your inventory after battle. However, keep in mind, there is no refunding or run away abuse like there is with stealing. The game will tell if you or the enemy has laid out traps under the field effect, just as so

The game will tell if you or the enemy has laid out traps under the field effect, just as so

Many enemies have their AI only use certain Elements under specific conditions, like having the field all one color.

Here's a list as to find each of these rare Elements
Black Hole
  • De-Hydrate - Boss, Hydra Marshes (Another World) - Field Effect must be all Black
  • Tragedienne - Enemy, Dead Sea (Home World)
  • Dark Serge - Boss, Fort Dragonia (Home World)
  • Gravitor - Boss, Terra Tower (Another World)
  • Time Devourer - Boss, Terra Tower (Another World)

Carnivore
  • Fargo - Boss, S.S. Invincible (Another World)
  • Green Dragon - Boss, Gaea's Navel (Home World) - Field Effect must be all Green
  • Dark Serge - Boss, Fort Dragonia (Home World)
  • Anemotor - Boss, Terra Tower (Another World)

Deluge
  • Sidesteppa - Enemy, Water Dragon Isle (Home World) - Field Effect must be all Blue
  • Water Dragon - Boss, Water Dragon Isle (Home World)
  • Aquator - Boss, Terra Tower (Another World)
  • Time Devourer - Boss, Terra Tower (Another World)

Earthquake
  • Dwarf - Enemy, Hydra Marshes and Water Dragon Isle (not the scripted encounter Dwarf)
  • Centaurpede - Enemy, Hydra Marshes (Another World)
  • Cybot - Enemy, Fort Dragonia (Home World)
  • Solt and Peppor - Boss, Isle of the Damned (Another World)
  • Criosphinx - Boss, Earth Dragon Isle - Need to deliberately ignore questions to get it to attack normally

Freefall
  • Bunyip - Boss, Fort Dragonia (Another World) - Only casts Freefall in its Black Innate form
  • Airframe - Enemy, Isle of the Damned (Home World)
  • Sage of Marbule - Boss, S.S. Zelbess (Another World)
  • Black Dragon - Boss, Marbule (Another World)
  • Dario - Boss, Forbidden Island (Home World)
  • FATE - Boss, Chronopolis (Home World)
  • Gravitor - Boss, Terra Tower (Another World)
  • Time Devourer - Boss, Opassa Beach (Home World)

Frog Prince (Summon)
  • Aquator - Boss, Terra Tower (Another World) - Probably never uses the move, so don't worry about it
  • Golem (Summon)
  • Centaurpede - Enemy, Hydra Marshes (Another World)
  • Solt and Peppor - Bosses, Isle of the Damned (Another World)

Holy Light
  • Sun of a Gun - Boss, Fort Dragonia (Another World)
  • Miguel - Boss, Dead Sea (Home World)
  • Cupoid - Enemy, Terra Tower (Another World)
  • Luxator - Boss, Terra Tower (Another World)
  • Time Devourer - Boss, Terra Tower (Another World)


Iceberg
  • Giant Gloop - Boss, Fort Dragonia (Another World)
  • Water Dragon - Boss, Water Dragon Isle (Home World)
  • Orlha - Boss, Guldove (Another World)
  • Dark Serge - Boss, Fort Dragonia (Home World)
  • Royal Jelly - Boss, El Nido Triangle (Another World)
  • Aquator - Boss, Terra Tower (Another World)
  • Slash - Boss, Bend of Time (both)

Inferno
  • Bunyip - Boss, Fort Dragonia (Another World) - Only casts Inferno in its Red Innate form
  • Radius - Boss, Arni Village (Home World)
  • Taurminator - Enemy, Mount Pyre (Home World)
  • Fire Dragon - Enemy, Mount Pyre (Another World) - Only casts Inferno after transforming
  • Dark Serge - Boss, Fort Dragonia (Home World)
  • Vita Unus - Boss, Sea of Eden (Home World)

Mothership (Summon)
  • Airframe - Enemy, Isle of the Damned (Home World)
  • Shadow Cat - Enemy, Fossil Valley (Another World) - Field Effect must be all Black, only used if there are two Shadow Cats at the beginning of the fight and nothing else
  • Gravitor - Boss, Terra Tower (Another World)


Red Wolf (Summon)
  • Hot Doggity - Enemy, Mount Pyre (Another World)
  • Pyrotor - Boss, Terra Tower (Another World)
  • Sonja (Summon)
  • Bulb - Enemy, Shadow Forest (Home World) - Only used if there's a single Bulb
  • Prey Mantis - Enemy, Gaea's Navel (Home World) - Only used if there are two Prey Mantises at the beginning of the fight and nothing else
  • Anemotor - Boss, Terra Tower (Another World)

Thunda Storm
  • Solt and Peppor - Bosses, Isle of the Damned (Another World)
  • Criosphinx - Boss, Earth Dragon Isle (Home World) - Need to deliberately ignore questions to get it to attack normally
  • Dark Serge - Boss, Fort Dragonia (Home World)
  • Time Devourer - Boss, Terra Tower (Another World)

Tornado
  • Tragedienne - Enemy, Dead Sea (Home World)
  • Dark Serge - Boss, Fort Dragonia (Home World)
  • Anemotor - Boss, Terra Tower (Another World)
  • Time Devourer - Boss, Terra Tower (Another World)
  • Time Devourer - Boss, Opassa Beach (Home World)
  • Ozzie - Boss, Bend of Time (both)

Ultranova
  • Mega-Starky - Boss, Sky Dragon Isle (Home World)
  • Sky Dragon - Boss, Sky Dragon Isle (Another World)
  • Luxator - Boss, Terra Tower (Another World)
  • Time Devourer - Boss, Terra Tower (Another World)
  • Unicorn (Summon)
  • Dodo - Enemy, Fossil Valley (Another World)
  • Luxator - Boss, Terra Tower (Another World)

Volcano
  • Bunyip - Boss, Fort Dragonia (Another World) - Only casts Volcano in its Red Innate form
  • Tragedienne - Enemy, Dead Sea (Home World)
  • Tutanshaman - Enemy, Fossil Valley (Another World)
  • Dark Serge - Boss, Fort Dragonia (Home World)
  • Vita Unus, Vita Dos, Vita Tres - Bosses, Sea of Eden (Home World)
  • Pyrotor - Boss, Terra Tower (Another World)
  • Time Devourer - Boss, Terra Tower (Another World)
  • Flea - Boss, Bend of Time (both)


The Summons are extremely powerful and will use ★ fraction numbers you may have noticed when you open the menu screen in the bottom left. If you run out of stars, you cannot summon. People often ask, how to refill ★ power. Just go to a place where you can sleep, like an Inn. I have never not been able to summon, even when I have been using summons, but hopefully that clears up the confusion as to what that number is.

Lastly for this section, a 'Cuscus' enemy appears in the Dark Forest in both worlds. It will counter any Elemental attack with the same, making it quite easy to trap Elements. This enemy is extremely weak, so you may want to cast diminish first and take off your equipment that boosts your attack power. Don't have the Element you want yet? No problem. Some of Sprigg's transformations have these Elements, and while you cannot steal these from her Doppelgang tech directly, you can use Spriggs Doppelganger monsters to force Cuscus to cast those spells, which you can then use the traps against.

Status Ailments
In-Battle Ailments
  • Afraid (Green): More likely to be hit by criticals. Caused by Aeroblaster element
  • Confused (Red): May attack allies.
  • Dizzy (Yellow): Lower evasion. Cause by 'electro' elements
  • Frozen (Blue): Cannot act. Caused by 'ice' elements
  • Fatigued (White): Actions cost more stamina.
  • Asleep (White): Cannot act, reduced defense.
  • Darkness (Black): Lower accuracy. Low chance caused by "Hellsoul" if instant death doesn't happen
  • Cursed (Black): Lose stamina when hit.
  • Unable to Use Elements: Can’t use Elements of a specific color caused by Anti elements

Persistent In-And-Out-Of-Battle Ailments
  • Poison (Green): HP drains and lowers accuracy in battle, and drains HP while moving outside battle. Caused by 'nature' Elements like Bushbasher, Carnivore
  • Burns (Red): Lower defense in battle, hazard damage doubled. Caused by 'heat' elements such as FirePillar, Inferno, Volcano
  • Sprain (Yellow): Lower attack in battle, can’t run on the map. Caused by earth elements such as Upheaval, Earthquake
  • Flu (Blue): Slower in battle stamina recovery, altered out-of-battle movement. Caused by 'water' elements such as AquaBall, Deluge

Curing Ailments:
Consumables
  • Antidote (Green): Removes green ailments.
  • Ointment (Red): Removes red ailments.
  • Brace (Yellow): Removes yellow ailments.
  • Medicine (Blue): Removes blue ailments.
  • White Out (White): Removes white ailments.
  • Black Out (Black): Removes black ailments.
  • Panacea (White): Removes all ailments.
In-battle non-consumable
  • Revenge (Black): Transfers your ailments to an enemy.
  • Purify (White): Removes all ailments.
  • Holy Healing (White):Full heal + removes ailments.

If I were to give a tier list on good ailments to inflict on enemies, frozen and poison would be at the top of the list. Darkness would be high tier too, but it lacks an element that does good damage. After these, burn and afraid increase your DPS on opponents, and are easy to inflict, and I'd put almost everything else in the worthless category.

I don't know what the stamina style ailments like flu do on enemies, if anything at all, but they'd kinda suck regardless.
Monster-Weapon Vulnerabilities
Most monsters have a type coded into them. Certain weapons auto-crit or have buffs against these types. Mastermune crits against most everything. I have never needed to bother with this information aside knowing that it's a good idea to pick up stone weapons early for robots, and that flying types take damage from gunshots, but here is the list.

  • "Demon Type" - Vulnerable to Hero's Blade, Mastermune

    Enemy list: Bunyip, CatBurglar, Crossbones, Cupoid, DaffyDwarf, DaggyDwarf, Dwarf, Gremlin, Gurgoyle, Lava-boy, SnibGoblin, SnobGoblin, Taurminator, TutanShaman


  • "Dragon Type" - Vulnerable to Mastermune

    Enemy list: Anemotor, Aquator, BlackDragon, Dragoon, EarthDragon, FireDragon, Gravitor, GreenDragon, Luxator, Pyrotor, Sky Dragon, Taurusoid, Terrator, TimeDevourer (first form only), WaterDragon


  • "Floating Type" - Vulnerable to shooting weapons: Argent Gun, Bone Shot, Bronze Shot, Bronzerang, Denadorite Gun, Ferrous Gun, Mastermune, Pack of Lies, Plasma Pistol, Prism Pellets, Prismarang, Private Deck, Rockerang, Shockwave Gun, Silver Shot, Silverang, Spectral Gun, Steel Shot, Steelerang, Stone Shot

    Enemy list: Alphabat, Cupoid, Cytoplasm, Dario, Dead Head (first appearance), Ectoplasm, Gobledygook, Googhoul, Myxomycete, Opah Fish, SunOfAGun, Tzetze Fly, WillO'Wisp, Wingapede


  • "Human Type" - Vulnerable to Floral Rod, Mastermune, Pack of Lies

    Enemy list: Acacia PVT, Acacia SGT, Cassowary(Home World only), Dark Serge, Dragoon, Dummy, Fargo, Grobyc, Harle, Hell's Cook, Karsh, Ketchop, Lynx, Marcy, Orlha, Porre PVT, Porre SGT, Radius, Sage, Shaker Brothers, Zoah


  • Matter Type - Vulnerable to Denadorite/Stone weapons: Denadorite Dagger, Denadorite Gun, Denadorite Rod, Granite Glove, Mastermune, Pebble Pick, Rockerang, Saucepan SiO2, Stone Axe, Stone Lure, Stone Shot, Stone Staff, Stone Swallow, Stone Sword

    Enemy list: Aero-Guard, Big Boxer, Bomber, Combot, Criosphinx, Cybot, Fossicker, Gizmotoid, Guillot, Gyroblade, Lantern Jaw, Li'l Boxer, Man-Of-War, Mannequeen, Mystical Knights, Paper Boy, PolisPolice, Polly, PortalGheist, Potty, Roborg, SunOfAGun, Vita Duo, Vita Tres, Vita Unus, WightKnight


  • Soft Type - Vulnerable to Hero's Blade, Mastermune, Plasma Pistol, Shockwave Gun

    Enemy list: Dead Head, GiantGloop, Gloop, JellyBlubba, Pentapus, RoyalJelly, TerraTerror, YellowBelly


  • Zombie Type - Vulnerable to Einlanzer (single), Hero's Blade, Mastermune

    Enemy list: AirFrame, De-Hydrate, Dead Beat, Dead Head, Tzetze Fly, Wraith


  • None - Vulnerable to nothing

    Enemy list: Beeba, BlueMoaman, Bubba Dingo, Bulb, Cassowary(Another World only), Centaurpede, Chamellion, Cuscus, Dodo, Drongo, FamilyTree, FATE, FireDragon (first appearance), Garai, Geos, Gerridae, Hi-Ho Tank, Highwayman, HotDoggity, Hydra, KingMoaman, Komodo Pup, Loch Nest, Malebranche, Mama Dingo, Mama Komodo, MegaStarky, Miguel, Neo-N-Bulb, Quadffid, Potpourri, Prehysteric, PreyMantis, Pterodact, Puffy, RedMoaman, Roachester, Robo Ducky, Rockroach, Schoolmates, Scorpiod, Shadow Cat, Sidesteppa, Spearfisher, Swarmp Bug, TimeDevourer (Final), TotalChaos, Tragedienne, Tyrano, Viper, Whoot, Witchetty, Zoah (first appearance only)

  • Marine Type - Effectively the same as None, but it's coded into the game

    Enemy List: Beach Bum, Lagoonate, Mantarrey, SandSquirt
Thats it for now!
Version 2.1

8/26/25 2.1 Added short mention about buffs/debuffs, healing after battle

8/13/25 2.0 Simplified most sections, expanded enemy turn order information, added status ailments, Trap Elements and stealing sections.

5/18/25 1.2 Added Vulnerability section

7/3/23 1.1 Added more details about how the defending action works, miscellaneous details, fixed green to say hit% instead of evasion, grammar mistakes

Credits to the many I've read at in gamefaqs, Doctor Shrug's blog (http://www.doctorshrugs.com/blog/category/combat-systems/chrono-cross/) and the Chrono Compendium fansite,

2.0's more detailed expansion was influenced on SuperHandi's video on turn order, have a look at that if you're interested (https://www.youtube.com/watch?v=UpO1BL7WSaA)
5 Comments
frowningmirror  [author] 13 Aug @ 9:50am 
This is a little old, but I've updated the guide again.
Junko203 19 Mar @ 3:05pm 
Thx for that
Gnarly Sheen 12 Mar @ 3:17pm 
I haven’t played since the game came out so I couldn’t for the life of me remember how the battle system worked. This was a great refresher course and in depth enough to explain perfectly how the system works to a new player. Nice work 👍
brain 3 Jul, 2023 @ 12:53pm 
Hey, thanks for this! I still have my old ps1 CC game but haven't played it in like a decade at least.
I only remembered bits and piece of how things worked, so this was a really good read!
Peanut Butter 9 Apr, 2022 @ 7:44pm 
Thanks for putting this together for us! Diving back into the game I was wondering how to better anticipate the enemy actions and stamina recovery. You've answered my questions and taught me more.