[FFRK] FINAL FANTASY Record Keeper Official Strategy Site

Get the latest info!

Archers, Summoners & Thieves(Goug Lowtown(Classic) Goug Lowtown, Part 3)

Last updated :

Archers, Summoners & Thieves



Abilities

Archer
Attack Deal physical damage to one target.
Attack Deal ranged physical damage to one target.
Aim +1 Deal moderate ranged physical damage to one target.
Aim +2 Deal moderate ranged physical damage to one target.
Potion Restore a small amount of HP to one target.
Attack Deal ranged physical damage to one target, with a small chance to Poison it.

Summoner
Cura Restore a moderate amount of HP to one target.
Fire Deal magic fire damage to one target.
Protect Grant Protect to one ally.
Attack Deal physical damage to one target.
Attack Deal physical damage to one target, with a small chance to Poison it.
Judgment Bolt Deal moderate magic lightning damage to all targets.
Glacial Shards Deal moderate magic ice damage to all targets.

Thief
Attack Deal physical damage to one target.
Steal Heart Moderate chance to Confuse one target. Cannot be reflected or absorbed.
Attack Deal heavy physical damage to one target.
Stone Deal moderate ranged physical damage to one target.
Attack Deal physical damage to one target, with a very small chance to Silence it.

Elements

Archer
Fire
Ice
Lightning
-
-
-

Earth
Wind
Water
-
-
-

Holy
Dark
Poison
-
-
-

Summoner
Fire
Ice
Lightning
-
-
-

Earth
Wind
Water
-
-
-

Holy
Dark
Poison
-
-
-

Thief
Fire
Ice
Lightning
-
-
-

Earth
Wind
Water
-
-
-

Holy
Dark
Poison
-
-
-

Debuff Immunities

Archer
Poison Silence Paralyze Confuse
Stop Blind Sleep Petrify
Doom Instant KO Berserk Sap
Summoner
Poison Silence Paralyze Confuse
Stop Blind Sleep Petrify
Doom Instant KO Berserk Sap
Thief
Poison Silence Paralyze Confuse
Stop Blind Sleep Petrify
Doom Instant KO Berserk Sap

Break Resistance

Archer
Attack -
Defense -
Magic -
Resistance -
Mind -

Summoner
Attack -
Defense -
Magic -
Resistance -
Mind -

Thief
Attack -
Defense -
Magic -
Resistance -
Mind -

Dr. Mog's Advice

This gauntlet battle features waves of Archers, Summoners, and Thieves, kupo! After the first group of three, you'll have to defeat a second wave of the same enemies to win! What's more, they can inflict debuffs like Confuse, Poison, and Silence, so it'd pay to bring Esuna along! The Archers and Thieves use ranged attacks, so shore up your Defense with Protect. The Summoners wield a range of magic attacks that deal various types of elemental damage, so use abilities like Magic Break to keep the damage in check, kupo. Note that the Summoner in the first wave casts spells like Cura and Protect. None of these foes are resistant to Slow, so use that to gain the upper hand, kupo!
Comments on this page(0)
Newest
Highest rated
Post a comment...
Show more comments
Popular pages
Commented pages
Recently updated pages