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Isilud, Knights, Summoner, & Archer(Monastery Vaults - Third Level(Classic) Monastery Vaults - Third Level, Part 3)

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Isilud, Knights, Summoner, & Archer



Abilities

Isilud (Normal)
Attack Deal physical damage to one target.
Attack Deal heavy physical damage to one target.
Rend Armor Temporarily lower the Defense of one target.
Jump Deal very heavy physical damage to one target.
Attack(Counter) Deal physical damage to one target.

Isilud (Weak)
Attack Deal heavy physical damage to one target.
Rend Armor Temporarily lower the Defense of one target.
Jump Deal very heavy physical damage to one target.
Attack(Counter) Deal physical damage to one target.

Isilud (Very Weak)
Attack Deal heavy physical damage to one target.
Rend Armor Temporarily lower the Defense of one target.
Jump Deal very heavy physical damage to one target.
Attack(Counter) Deal physical damage to one target.

Knight
Attack Deal physical damage to one target.
Attack Deal heavy physical damage to one target.
Aurablast Deal heavy ranged physical damage to one target.
Stone Deal moderate ranged physical damage to one target.
Rend Armor Temporarily lower the Defense of one target.
Attack(Counter) Deal physical damage to one target.

Summoner
Attack Deal physical damage to one target.
Attack Deal physical damage to one target.
Judgment Bolt Deal moderate magic lightning damage to all targets.
Glacial Shards Deal moderate magic ice damage to all targets.
Infernal Blaze Deal moderate magic fire damage to all targets.

Archer
Attack Deal physical damage to one target.
Attack Deal moderate ranged physical damage to one target.
Aim +1 Deal moderate ranged physical damage to one target.
Aim +2 Deal heavy ranged physical damage to one target.

Elements

Isilud (Normal)
Fire
Ice
Lightning
-
-
-

Earth
Wind
Water
-
-
-

Holy
Dark
Poison
-
-
-

Isilud (Weak)
Fire
Ice
Lightning
-
-
-

Earth
Wind
Water
-
-
-

Holy
Dark
Poison
-
-
-

Isilud (Very Weak)
Fire
Ice
Lightning
-
-
-

Earth
Wind
Water
-
-
-

Holy
Dark
Poison
-
-
-

Knight
Fire
Ice
Lightning
-
-
-

Earth
Wind
Water
-
-
-

Holy
Dark
Poison
-
-
-

Summoner
Fire
Ice
Lightning
-
-
-

Earth
Wind
Water
-
-
-

Holy
Dark
Poison
-
-
-

Archer
Fire
Ice
Lightning
-
-
-

Earth
Wind
Water
-
-
-

Holy
Dark
Poison
-
-
-

Debuff Immunities

Isilud (Normal)
Poison Silence Paralyze Confuse
Stop Blind Sleep Petrify
Doom Instant KO Berserk Regen
Sap
Isilud (Weak)
Poison Silence Paralyze Confuse
Stop Blind Sleep Petrify
Doom Instant KO Berserk Regen
Sap
Isilud (Very Weak)
Poison Silence Paralyze Confuse
Stop Blind Sleep Petrify
Doom Instant KO Berserk Regen
Sap
Knight
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
Archer
Poison Silence Paralyze Confuse
Stop Blind Sleep Petrify
Doom Instant KO Berserk Sap

Break Resistance

Isilud (Normal)
Attack -
Defense -
Magic -
Resistance -
Mind -

Isilud (Weak)
Attack -
Defense -
Magic -
Resistance -
Mind -

Isilud (Very Weak)
Attack -
Defense -
Magic -
Resistance -
Mind -

Knight
Attack -
Defense -
Magic -
Resistance -
Mind -

Summoner
Attack -
Defense -
Magic -
Resistance -
Mind -

Archer
Attack -
Defense -
Magic -
Resistance -
Mind -

Dr. Mog's Advice

Isilud is accompanied by a Summoner and a Knight, kupo! Once you take down the Summoner and Knight, an Archer and another Knight join the fray. Isilud uses the single-target ranged physical attack Jump, and can also temporarily lower the Defense of one of your heroes using Armor Break, so bolster your defenses with Protect, kupo! The Summoner blasts your whole party with the magic fire attack Infernal Blaze, the magic lightning attack Judgment Bolt, and the magic ice attack Glacial Shards, so keep the damage in check using abilities like Magic Break. Both the Knights and Archer use only physical abilities, favoring ranged physical attacks, so Weak Polka will help reduce the damage, kupo. Isilud and the Knights counter physical attacks, so don't provoke them unless you need to! Defeat Isilud and victory is yours!
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