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Zalmour, Knights, & Mystics(Outlying Church(Classic) Outlying Church, Part 3)

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Zalmour, Knights, & Mystics



Abilities

Zalmour (Normal)
Curaja Restore a very large amount of HP to one target.
Cura Restore a large amount of HP to one target.
Aim +1 Deal heavy physical damage to one target.
Attack Deal physical damage to one target.
Full-Life Revive one target.
Tackle(Counter) Deal physical damage to one target.

Zalmour (Weak)
Curaja Restore a very large amount of HP to one target.
Cura Restore a large amount of HP to one target.
Aim +1 Deal heavy physical damage to one target.
Attack Deal physical damage to one target.
Full-Life Revive one target.
Tackle(Counter) Deal physical damage to one target.

Zalmour (Very Weak)
Curaja Restore a very large amount of HP to one target.
Cura Restore a large amount of HP to one target.
Aim +1 Deal heavy physical damage to one target.
Attack Deal physical damage to one target.
Full-Life Revive one target.
Tackle(Counter) Deal physical damage to one target.

Knight A
Aim +2 Deal heavy physical damage to one target.
Rend Armor Temporarily lower the Defense of one target.
Aim +1 Deal physical damage to one target.
Attack Deal physical damage to one target.

Knight B
Aim +2 Deal heavy physical damage to one target.
Rend Armor Temporarily lower the Defense of one target.
Aim +1 Deal physical damage to one target.
Attack Deal physical damage to one target.

Mystic A
Attack Deal physical damage to one target.
Invigoration Deal heavy magic non-elemental damage to one target, healing the user for all of the damage dealt.
Quiescence Moderate chance to Silence one target. Cannot be reflected or absorbed.
Fervor Very small chance to Berserk one target.
Delirium Moderate chance to Confuse one target. Cannot be reflected or absorbed.
Attack Deal physical damage to one target.

Mystic B
Attack Deal physical damage to one target.
Invigoration Deal heavy magic non-elemental damage to one target, healing the user for all of the damage dealt.
Quiescence Moderate chance to Silence one target. Cannot be reflected or absorbed.
Fervor Very small chance to Berserk one target.
Delirium Moderate chance to Confuse one target. Cannot be reflected or absorbed.
Attack Deal physical damage to one target.

Elements

Zalmour (Normal)
Fire
Ice
Lightning
-
-
-

Earth
Wind
Water
-
-
-

Holy
Dark
Poison
-
-
-

Zalmour (Weak)
Fire
Ice
Lightning
-
-
-

Earth
Wind
Water
-
-
-

Holy
Dark
Poison
-
-
-

Zalmour (Very Weak)
Fire
Ice
Lightning
-
-
-

Earth
Wind
Water
-
-
-

Holy
Dark
Poison
-
-
-

Knight A
Fire
Ice
Lightning
-
-
-

Earth
Wind
Water
-
-
-

Holy
Dark
Poison
-
-
-

Knight B
Fire
Ice
Lightning
-
-
-

Earth
Wind
Water
-
-
-

Holy
Dark
Poison
-
-
-

Mystic A
Fire
Ice
Lightning
-
-
-

Earth
Wind
Water
-
-
-

Holy
Dark
Poison
-
-
-

Mystic B
Fire
Ice
Lightning
-
-
-

Earth
Wind
Water
-
-
-

Holy
Dark
Poison
-
-
-

Debuff Immunities

Zalmour (Normal)
Poison Silence Paralyze Confuse
Stop Blind Sleep Petrify
Doom Instant KO Berserk Sap
Zalmour (Weak)
Poison Silence Paralyze Confuse
Stop Blind Sleep Petrify
Doom Instant KO Berserk Sap
Zalmour (Very Weak)
Poison Silence Paralyze Confuse
Stop Blind Sleep Petrify
Doom Instant KO Berserk Sap
Knight A
Poison Silence Paralyze Confuse
Stop Blind Sleep Petrify
Doom Instant KO Berserk Sap
Knight B
Poison Silence Paralyze Confuse
Stop Blind Sleep Petrify
Doom Instant KO Berserk Sap
Mystic A
Poison Silence Paralyze Confuse
Stop Blind Sleep Petrify
Doom Instant KO Berserk Sap
Mystic B
Poison Silence Paralyze Confuse
Stop Blind Sleep Petrify
Doom Instant KO Berserk Sap

Break Resistance

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

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

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

Knight A
Attack RESIST
Defense RESIST
Magic RESIST
Resistance RESIST
Mind RESIST

Knight B
Attack RESIST
Defense RESIST
Magic RESIST
Resistance RESIST
Mind RESIST

Mystic A
Attack RESIST
Defense RESIST
Magic RESIST
Resistance RESIST
Mind RESIST

Mystic B
Attack RESIST
Defense RESIST
Magic RESIST
Resistance RESIST
Mind RESIST

Dr. Mog's Advice

Zalmour is accompanied by a Knight and a Mystic, kupo! If you defeat the Knight and Mystic, another Knight and Mystic join the fray!
Zalmour casts healing spells like Cura and Curaja! Once a certain amount of time passes after the second Knight and Mystic are defeated, he'll also cast Arise to revive them, kupo! Zalmour also counters physical attacks with the single-target physical attack Tackle!
Along with their physical attacks, the Knights use Armor Break to temporarily lower a single hero's Defense, and the Mystics use the magic non-elemental attack Invigoration to heal themselves for the damage done to a single target. Use abilities like Protectga and Shellga to shore up your defenses, kupo! The Mystics also use debuff attacks that inflict Silence, Berserk, and Confuse, so watch out!
Although all foes resist break debuffs, it's still worth using Exhausting Polka and Heathen Frolic Sarabande to weaken them, kupo! They're also susceptible to Slow, so use abilities like Slowga to gain the upper hand!
Take down Zalmour and victory is yours, kupo!
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