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Zeromus's Malice(Lunar Subterrane Level 12(Elite) Lunar Subterrane Level 12)

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Zeromus's Malice



Abilities

Zeromus's Mind (Normal)
Bio Deal magic dark damage to one target, with a chance to Sap it.
Bio Deal magic poison damage to all targets, with a chance to Sap them.
Flare Deal magic non-elemental damage to one target.
Black Hole Remove buffs from all targets.
Osmose Remove a portion of one ability's uses from one target.
Big Bang Deal magic non-elemental damage to all targets, with a chance to Sap them.
Big Bang Deal damage to all targets, reducing their HP to 1. Can break the damage cap.
Bio(Counter) Deal magic dark damage to one target, with a chance to Sap it.
Whirl(Counter) Deal magic damage to one target proportional to its current HP, ignoring resistances.

Zeromus's Mind (Weak)
Bio Deal magic dark damage to one target, with a chance to Sap it.
Bio Deal magic poison damage to all targets, with a chance to Sap them.
Flare Deal magic non-elemental damage to one target.
Black Hole Remove buffs from all targets.
Osmose Remove a portion of one ability's uses from one target.
Big Bang Deal magic non-elemental damage to all targets, with a chance to Sap them.
Big Bang Deal damage to all targets, reducing their HP to 1. Can break the damage cap.
Bio(Counter) Deal magic dark damage to one target, with a chance to Sap it.
Whirl(Counter) Deal magic damage to one target proportional to its current HP, ignoring resistances.

Zeromus's Mind (Very Weak)
Bio Deal magic dark damage to one target, with a chance to Sap it.
Bio Deal magic poison damage to all targets, with a chance to Sap them.
Flare Deal magic non-elemental damage to one target.
Black Hole Remove buffs from all targets.
Osmose Remove a portion of one ability's uses from one target.
Big Bang Deal magic non-elemental damage to all targets, with a chance to Sap them.
Big Bang Deal damage to all targets, reducing their HP to 1. Can break the damage cap.
Bio(Counter) Deal magic dark damage to one target, with a chance to Sap it.
Whirl(Counter) Deal magic damage to one target proportional to its current HP, ignoring resistances.

Elements

Zeromus's Mind (Normal)
Fire
Ice
Lightning
-
-
-

Earth
Wind
Water
-
-
-

Holy
Dark
Poison
-
-
-

Zeromus's Mind (Weak)
Fire
Ice
Lightning
-
-
-

Earth
Wind
Water
-
-
-

Holy
Dark
Poison
-
-
-

Zeromus's Mind (Very Weak)
Fire
Ice
Lightning
-
-
-

Earth
Wind
Water
-
-
-

Holy
Dark
Poison
-
-
-

Debuff Immunities

Zeromus's Mind (Normal)
Poison Silence Paralyze Confuse
Stop Blind Sleep Petrify
Doom Instant KO Berserk Sap
Zeromus's Mind (Weak)
Poison Silence Paralyze Confuse
Stop Blind Sleep Petrify
Doom Instant KO Berserk Sap
Zeromus's Mind (Very Weak)
Poison Silence Paralyze Confuse
Stop Blind Sleep Petrify
Doom Instant KO Berserk Sap

Break Resistance

Zeromus's Mind (Normal)
Attack RESIST
Defense RESIST
Magic RESIST
Resistance RESIST
Mind RESIST

Zeromus's Mind (Weak)
Attack RESIST
Defense RESIST
Magic RESIST
Resistance RESIST
Mind RESIST

Zeromus's Mind (Very Weak)
Attack RESIST
Defense RESIST
Magic RESIST
Resistance RESIST
Mind RESIST

Dr. Mog's Advice

Zeromus's Malice uses mainly magic attacks, kupo, so although it resists break debuffs, shore up your allies' defenses with Shellga, or use abilities like Magic Breakdown to curb the damage! The enemy also blasts the entire party with abilities like Bio, which deals magic poison damage, with a chance to Sap, and Big Bang, which deals magic non-elemental damage, with a chance to Sap, so it pays to bring Angelsong, kupo! Zeromus's Malice also uses Black Hole to deal damage to all heroes and remove their buffs, so watch out! The enemy counters black magic with the single-target magic poison attack Bio, which has a chance to Sap, and white magic with the single-target magic attack Whirl, which deals damage proportional to targets' current HP, ignoring resistances, kupo!
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