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Guard Hound (Ultimate)(Battle Training, Part 4 (Ultimate) Battle Training, Part 4 (Ultimate))

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Guard Hound (Ultimate)



Abilities

Guard Hound (Ultimate) (Normal)
Attack Deal ranged physical damage to all targets in range.
Tentacle Deal ranged physical damage to all targets in range.
Aerora Deal magic wind damage to all targets.
Ultimate Tackle Deal ranged physical damage to all targets in range, ignoring Defense.
Ultimate Tentacle Deal ranged physical damage to all targets in range, ignoring Defense.
Ultimate Aeroga Deal magic wind damage to all targets, ignoring Resistance.
Ultimate Crunch Deal damage to all targets proportional to their current HP, ignoring resistances.
Ultimate Gust Deal magic wind damage to all targets, ignoring Magic Barrier and Resistance.
Imperil Temporarily lower the Attack, Magic, Defense, and Resistance of all targets.

Guard Hound (Ultimate) (Weak)
Attack Deal ranged physical damage to all targets in range.
Tentacle Deal ranged physical damage to all targets in range.
Aerora Deal magic wind damage to all targets.
Ultimate Tackle Deal ranged physical damage to all targets in range, ignoring Defense.
Ultimate Aeroga Deal magic wind damage to all targets, ignoring Resistance.
Ultimate Crunch Deal damage to all targets proportional to their current HP, ignoring resistances.
Ultimate Gust Deal magic wind damage to all targets, ignoring Magic Barrier and Resistance.
Imperil Temporarily lower the Attack, Magic, Defense, and Resistance of all targets.

Guard Hound (Ultimate) (Very Weak)
Tentacle Deal ranged physical damage to all targets in range.
Ultimate Tackle Deal ranged physical damage to all targets in range, ignoring Defense.
Ultimate Tentacle Deal ranged physical damage to all targets in range, ignoring Defense.
Ultimate Aeroga Deal magic wind damage to all targets, ignoring Resistance.
Ultimate Crunch Deal damage to all targets proportional to their current HP, ignoring resistances.
Ultimate Gust Deal magic wind damage to all targets, ignoring Magic Barrier and Resistance.
Imperil Temporarily lower the Attack, Magic, Defense, and Resistance of all targets.

Elements

Guard Hound (Ultimate) (Normal)
Fire
Ice
Lightning
-
-
-

Earth
Wind
Water
-
-
-

Holy
Dark
Poison
-
-
-

Guard Hound (Ultimate) (Weak)
Fire
Ice
Lightning
-
-
-

Earth
Wind
Water
-
-
-

Holy
Dark
Poison
-
-
-

Guard Hound (Ultimate) (Very Weak)
Fire
Ice
Lightning
-
-
-

Earth
Wind
Water
-
-
-

Holy
Dark
Poison
-
-
-

Debuff Immunities

Guard Hound (Ultimate) (Normal)
Poison Silence Paralyze Confuse
Slow Stop Blind Sleep
Petrify Doom Instant KO Berserk
Sap Interrupt actions
Guard Hound (Ultimate) (Weak)
Poison Silence Paralyze Confuse
Slow Stop Blind Sleep
Petrify Doom Instant KO Berserk
Sap Interrupt actions
Guard Hound (Ultimate) (Very Weak)
Poison Silence Paralyze Confuse
Slow Stop Blind Sleep
Petrify Doom Instant KO Berserk
Sap Interrupt actions

Break Resistance

Guard Hound (Ultimate) (Normal)
Attack RESIST
Defense RESIST
Magic RESIST
Resistance RESIST
Mind RESIST

Guard Hound (Ultimate) (Weak)
Attack RESIST
Defense RESIST
Magic RESIST
Resistance RESIST
Mind RESIST

Guard Hound (Ultimate) (Very Weak)
Attack RESIST
Defense RESIST
Magic RESIST
Resistance RESIST
Mind RESIST

Dr. Mog's Advice

  • The enemy uses strong wind attacks.
  • The enemy uses attacks that ignore Defense.
  • The enemy uses attacks that ignore Resistance.
  • The enemy uses attacks that ignore Magic Barrier and Resistance.
  • The enemy uses Ultimate Crunch to deal damage proportional to targets' current HP, ignoring resistances.
  • The enemy uses Imperil, which temporarily lowers Attack, Magic, Defense, and Resistance.

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