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Genesis(Hall of Parting, Part 2(Elite) Hall of Parting, Part 2)

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Genesis



Abilities

Genesis (Normal)
Driving Thrust Deal two physical attacks to one target.
Left Kick Deal physical damage to one target, ignoring Defense.
Rounding Slash Deal physical damage to one target, ignoring Defense.
Twister Strike Deal physical damage to two adjacent targets.
Dancing Sword Deal six physical attacks to random targets, ignoring Defense.
Magic Sword Deal magic non-elemental damage to one target, ignoring its Resistance.
Homing Deal magic non-elemental damage to four random targets.
Flash Deal magic non-elemental damage to three adjacent targets.
Apocalypse Deal ranged physical damage to all targets.

Genesis (Weak)
Driving Thrust Deal two physical attacks to one target.
Left Kick Deal physical damage to one target, ignoring Defense.
Rounding Slash Deal physical damage to one target, ignoring Defense.
Twister Strike Deal physical damage to two adjacent targets.
Dancing Sword Deal six physical attacks to random targets, ignoring Defense.
Magic Sword Deal magic non-elemental damage to one target, ignoring its Resistance.
Homing Deal magic non-elemental damage to four random targets.
Flash Deal magic non-elemental damage to three adjacent targets.
Apocalypse Deal ranged physical damage to all targets.

Genesis (Very Weak)
Driving Thrust Deal two physical attacks to one target.
Left Kick Deal physical damage to one target, ignoring Defense.
Rounding Slash Deal physical damage to one target, ignoring Defense.
Twister Strike Deal physical damage to two adjacent targets.
Dancing Sword Deal six physical attacks to random targets, ignoring Defense.
Magic Sword Deal magic non-elemental damage to one target, ignoring its Resistance.
Homing Deal magic non-elemental damage to four random targets.
Flash Deal magic non-elemental damage to three adjacent targets.
Apocalypse Deal ranged physical damage to all targets.

Elements

Genesis (Normal)
Fire
Ice
Lightning
-
-
-

Earth
Wind
Water
-
-
-

Holy
Dark
Poison
-
-
-

Genesis (Weak)
Fire
Ice
Lightning
-
-
-

Earth
Wind
Water
-
-
-

Holy
Dark
Poison
-
-
-

Genesis (Very Weak)
Fire
Ice
Lightning
-
-
-

Earth
Wind
Water
-
-
-

Holy
Dark
Poison
-
-
-

Debuff Immunities

Genesis (Normal)
Poison Silence Paralyze Confuse
Slow Stop Blind Sleep
Petrify Doom Instant KO Berserk
Sap Interrupt actions
Genesis (Weak)
Poison Silence Paralyze Confuse
Slow Stop Blind Sleep
Petrify Doom Instant KO Berserk
Sap Interrupt actions
Genesis (Very Weak)
Poison Silence Paralyze Confuse
Slow Stop Blind Sleep
Petrify Doom Instant KO Berserk
Sap Interrupt actions

Break Resistance

Genesis (Normal)
Attack RESIST
Defense RESIST
Magic RESIST
Resistance RESIST
Mind RESIST

Genesis (Weak)
Attack RESIST
Defense RESIST
Magic RESIST
Resistance RESIST
Mind RESIST

Genesis (Very Weak)
Attack RESIST
Defense RESIST
Magic RESIST
Resistance RESIST
Mind RESIST

Dr. Mog's Advice

Genesis uses Driving Thrust, which deals two physical attacks to one target, Left Kick and Rounding Slash, which deal physical damage to one target, ignoring Defense, Twister Strike, which deals physical damage to two adjacent targets, Dancing Sword, which deals six physical attacks to random targets, ignoring Defense, Magic Sword, which deals magic non-elemental damage to one target, ignoring Resistance, Homing, which deals four magic non-elemental attacks to random targets, Flash, which deals magic non-elemental damage to three adjacent targets, and Apocalypse, which deals ranged physical damage to all targets!
The enemy wields powerful physical and magic attacks, so although it resists break debuffs, it pays to either use abilities like Exhausting Polka and Heathen Frolic Sarabande, or shore up your defenses with abilities like Protectga and Shellga, then use Box Step Sarabande to end the battle quick, kupo!
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