Wikia

Final Fantasy Wiki

Sentinel (Final Fantasy XIII)

Talk5
15,898 pages on
this wiki

Mediguard FFXIII

Fang in battle as a Sentinel.

Sentinel is a paradigm role in Final Fantasy XIII whose main function is to shield allies from enemy attacks with enhanced defense. They can counterattack after taking on enemy attacks, making them similar to a Viking. The role is symbolized with the initials SEN and the color yellow.

See also: Commando (Final Fantasy XIII), Ravager (Final Fantasy XIII), Synergist (Final Fantasy XIII), Saboteur (Final Fantasy XIII), and Medic (Final Fantasy XIII)
See also: Sentinel (Final Fantasy XIII-2)


ProfileEdit

Merely being in the role boosts the character's defense against both physical and magical attacks and the bonus is distributed to the other party members in lesser degree. The bonus depends on the role level and applies even if the attack ignores physical/magical defense. If the paradigm has more than one Sentinel the bonus is the sum of all applicable Sentinel bonuses.

Sentinel's Seal ach

Sentinel is a primary role for Snow and Fang, and a secondary role for Lightning, Vanille, Sazh, and Hope.

The player earns the Sentinel's Seal achievement upon learning all the abilities and reaching level 5 for the Sentinel role of a single character. This can only be achieved after defeating the final boss to unlock Stage 10 of the Crystarium.

Role LevelsEdit

The Crystarium Levels when each character can advance in role level.

Role Level Lightning Sazh Snow Vanille Hope Fang
1 7 7 1 7 7 1
2 9 9 5 9 9 4
3 10 10 6 10 10 6
4 10 10 8 10 10 8
5 10 10 10 10 10 10

The Sentinel's role bonus reduces damage and the bonus extends to other party members. If the party has more than one Sentinel the Sentinels get both their personal bonus for being a Sentinel, plus the party Sentinel bonuses from the other Sentinel(s). The role bonus is not contributed if the party member is incapacitated, and during summoning an Eidolon, only the party leader's role bonuses count.

Level Self Party
1 0.65 0.92
2 0.63 0.92
3 0.60 0.89
4 0.56 0.86
5 0.50 0.8

AbilitiesEdit

Auto AbilitiesEdit

Ability Effect Crystarium Level
Lightning Sazh Snow Vanille Hope Fang
Evade 20% chance of avoiding enemy attack. Only activates when a character is not performing an action. Not all attacks can be evaded. 7 - 5 - 7 5
Counter Chance to counterattack after evading an enemy attack with Evade. Never activates if character evades an attack using Elude (see below). Not all attacks can be countered even if they can be evaded. 7 - 8 - 7 7
Deathward Whenever the Sentinel's HP is HP Critical, the resistance to physical and magical damage increases by 25%. 7 9 6 - 10 5
Fringeward Whenever the Sentinel is targeted by an enemy attack, any party members involved in that attack will receive 35% less damage. 9 7 1 - - 5
Reprieve Whenever the Sentinel's HP is above critical and they receive an attack that should have reduced the Sentinel's HP to zero, they will remain alive with one HP. 10 - 8 7 9 9

Command AbilitiesEdit

When a Sentinel is guarding using any of its guard abilities, enemies cannot launch them in the air.

Ability ATB Effect Crystarium Level
Lightning Sazh Snow Vanille Hope Fang
Provoke 1 Makes the target and nearby opponents attack the defender. 7 7 1 7 7 5
Elude 1 While using Elude the damage reduction percentage increases by 20. While guarding, character has 50% chance to avoid an enemy attack. Not all attacks can be evaded. Will not activate Counter. 7 - - - 7 -
Challenge 1 Greatly increases the chance of one target attacking the defender. - 7 6 - - 7
Vendetta 1 While using Vendetta the damage reduction percentage increases by 10. Counter attack after guarding. The more damage the Sentinel takes, the more damage they deal to the enemy in return; each received attack increases the final damage by 10% to a max bonus of 300%. - 7 5 - 8 8
Entrench 1 While using Entrench the damage reduction percentage increases by 10. Counter attack after guarding. The longer the Sentinel guards, the more damage they deal to the enemy in return; each stocked Entrench command increases the final damage by 30%. - - 7 9 7 7
Steelguard 1 While using Steelguard the damage reduction percentage increases by 20. Defense increases each time the Sentinel is attacked while guard is in effect; each received attack increases the damage reduction by 1-3%. - 7 1 7 - 6
Mediguard 1 While using Mediguard the damage reduction percentage increases by 20 while simultaneously recovering HP. Each stocked Mediguard command recovers an additional ~4% of max HP. - - 6 7 - 5

AI MechanicsEdit

  • The Sentinel's first move is to draw in all enemy aggression. If there are at least three enemies that can be provoked, but are not currently provoked, the Sentinel will use the Provoke ability. If there are one or two enemies that can be provoked, but are not currently provoked, the Sentinel will use the Challenge ability. If Challenge is not available, they will use Provoke instead. Enemies that have "high damage-dealing potential" are always provoked first. Sentinels will only use Provoke and Challenge once per turn.
  • Once all enemies are provoked, the Sentinel will use their guard abilities depending on their current HP. If their HP is full or close to full, Sentinels will use counter attack abilities, such as Vendetta or Entrench. If their HP is around half full, Sentinels will use Mediguard. If their HP is very low, Sentinels will use Steelguard. Sentinels will only guard once their ATB gauge is full.

Other LanguagesEdit

  • Spanish: Protector - Protector
  • Italian: Sentinella - Sentinel
  • French: Défenseur - Defender
  • German: Verteidiger - Defender
  • Chinese: 防禦者, Fangyuzhe - Defender

GalleryEdit

TriviaEdit

  • As Hope has wider choice in abilities than Lightning, Elude is considered as Lightning's "signature" Sentinel move.

Around Wikia's network

Random Wiki