Every enemy of the original European game, read from its battle table and battle lists: base stats, resistances, techniques, the item it can leave and every battle it is in, with its level, HP and real stats there. Search by name, place, drop or technique; click an enemy for its data.
Stats in a battle are the base stats × the battle's strength / 16. MP 9999 means the enemy never runs out. EXP, DV and BIT are what the whole battle gives once won (shared with the enemies in "With"). EXP goes to the partners who fought: all of it to one, 60% each to two, a third each to three. Each Digimon form used gets DV × 10 / the partner's level (DV / 5 above level 50), split among the forms used (60% each for two), at least 1 and at most 10 (50 once the form is past its first levels). Drop chance is per battle won; with several enemies that carry an item, the game picks one of them at random first. Story battles are the ones events start: bosses, leaders and tamers. Trees: the hidden spots kicked with the boots (each map's first tree enemy comes 4 times in 5, its second 1 in 5). Fishing: the rod's gauge game (where the cursor stops picks the map's first or second fishing enemy, or nothing). Map events: a spot of the map that starts a battle.
Your partner's numbers as the status screen shows them (with its equipment). The game adds the form's own stats and resistances on top when it fights digivolved; the calculator does that for you.
The partner's stats stop at 999 (training and levels can't raise them further); the form's own stats, the equipment and the buffs add on top, so in battle they can go past it. Buffs and debuffs (the small menus): Double Power and Double Guard +37.5%, Mega Strength and Mega Protection +50%, Speed Up +25%, Mega Boost +37.5%; Lovely Charm and Armor Break −18.75%, Armor Off −37.5%, Slow Down −12.5%, Mega Break −25%. They add up, between −50% and +100% of the stat (fightstg/boosts.c).
Each box: the enemy's resistance to the ailment and the element resistance that goes with it, and what your chance gets for them and its Wisdom against your Wisdom (fightstg/rolls.c). Add it to the technique's own chance: a technique with 64/128 (50%) and −20% lands it 30% of the time. Green: easy; red: hard; dashed: this battle blocks it.
Damage without a critical hit, as the game works it out: physical = Power × Strength / Defense, then ×1.5 against the technique's family and the element against the target's resistance (×(1 + 2 × element power / resistance)); magic = Power × (½ + ½ × Spirit / target's Spirit), between ½ and 2×, then the resistance's table. At most 5× the base. A critical hit adds 50–148% (physical) or 50–150% (magic). Hit chance from the technique's accuracy, the Speed (physical) or Wisdom (magic) difference over 8 and the level difference. Not counted: elemental fields, buffs, charge, equipment sets and weapon families. Enemies' techniques are scaled by the battle's strength.