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Knights, Archers, & Chemists(Orbonne Monastery(Classic) Orbonne Monastery, Part 3)

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Knights, Archers, & Chemists



Abilities

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

Archer
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.

Chemist
Attack Deal physical damage to one target.
Stone Deal ranged physical damage to one target.
Potion Restore a small amount of HP to one target.
Auto-Potion(Counter) Restore a small amount of HP to the user.

Elements

Knight
Fire
Ice
Lightning
-
-
-

Earth
Wind
Water
-
-
-

Holy
Dark
Poison
-
-
-

Archer
Fire
Ice
Lightning
-
-
-

Earth
Wind
Water
-
-
-

Holy
Dark
Poison
-
-
-

Chemist
Fire
Ice
Lightning
-
-
-

Earth
Wind
Water
-
-
-

Holy
Dark
Poison
-
-
-

Debuff Immunities

Knight
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
Chemist
Poison Silence Paralyze Confuse
Stop Blind Sleep Petrify
Doom Instant KO Berserk Sap

Break Resistance

Knight
Attack -
Defense -
Magic -
Resistance -
Mind -

Archer
Attack -
Defense -
Magic -
Resistance -
Mind -

Chemist
Attack -
Defense -
Magic -
Resistance -
Mind -

Dr. Mog's Advice

You'll face waves of Knights, Archers, and Chemists in this battle, kupo! The Knights counter physical attacks with the physical ability Counter Tackle, so hit them with magic attacks instead! All three enemies here use only physical attacks, so bring debuffs like Power Break to lower their Attack, and buffs like Protect to raise your party's Defense, kupo!
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