Some of you may have killed Zakum a few times, some a lot, and some may probably have little clue what to expect. Information on Zakum boss can be found in the spoiler.
Zakum Information
Zakum Arms
Each Arm from Zakum has 22-33 million HP each, and have roughly 1 million EXP each. They wave around and where and how you can attack them change slightly.
Left Arm 1 (Top Left) 33,000,000HP / 18,000MP / 1,344,000EXP
Left Arm 3 (Mid-Top Left) 22,000,000HP / 18,000MP / 896,000EXP
Left Arm 5 (Mid-Bottom Left) 27,500,000HP / 18,000MP / 1,120,000EXP
Left Arm 7 (Bottom Left) 25,300,000HP / 18,000MP /1,030,400EXP
Right Arm 2 (Top Right) 33,000,000HP / 18,000MP / 1,344,000EXP
Right Arm 4 (Mid-Top Right) 22,000,000HP / 18,000MP / 896,000EXP
Right Arm 6 (Mid-Bottom Right) 30,000,000HP / 18,000MP / 1,120,000EXP
Right Arm 7 (Bottom Right) 25,300,000HP / 18,000MP / 1,030,400EXP
Breakdown of each Arm:
Arm 1 & 2
The top two arms (1 & 2) of Zakum are known as the drain arms, and have the most hp of all the arms. They have an attack that damages 300~400 MP. MP pots are recommended. Ranged parties are recommended for these arms, especially the right one since most other jobs have a difficult time attacking.
Arm 3 & 4
The mid-top two arms (3 & 4) are the magic arms. The left arm (3) is the F/P arm, and casts a poison mist situated at the bottom right of Zakum which does 800 damage per second a character spends in the mist. Also, when it is casting an attack, the hand expands, potentially knocking the people attacking the arm off the platforms. It is possible to stand in such a position that you can attack the F/P arm without falling off when it casts an attack. This arm is weakest to Ice. The right arm (4) is the I/L arm, and will require jumping to reach and attack with non-ranged attackers and is weak to fire.
Arm 3
Most effective magic: Ice
Effective magic: Lightning, Holy
Less effective magic: Fire
Non-effective magic: Poison, Heal
Unique Attack: Fire and Poison magic attacks.
Arm 4
Most effective magic: Fire
Effective magic: Poison, Holy
Less effective magic: Ice, Lightning
Non-effective magic: Heal
Unique Attack: Ice and Lightning magic attacks.
Arm 5 & 6
The mid-bottom two arms (5 & 6) are unique. The curse arm (5) just spews out various status ailments, other than slow, stun, poison and seduce. Generally it is a real nuisance if you don't have a priest with dispel. It has no attack of its own. The curse arm has limited range however, and it cannot reach characters on the top platforms or at the far right wall. The buffs/heal arm (6) supplies the other arms with the standard weapon and magic attack/defense buffs. It also heals the other arms about 55k hp periodically. It has no attack of its own. To reduce the annoyance of killing this arm, have really high jump (19+) to jump up to the platform level with the buffs/heal arm from the ground.
Arm 5: Inflict status: Curse, Seal, Weak
Arm 6: Unique Attack: Heals about 50,000 HP to all Zakum Arms every 30 seconds, Power Up, Weapon Defense Up, Magic Defense Up.
Arm 7 & 8
The bottom arms (7 & are the quake arms. In my experience they seem to be the least damaging in that they don't have AoE effects. I also believe they can't hurt you if you're high up on the platforms.
Arm 7: Unique Attack: Arm is slammed on the ground, causing screen to shake and physical damage to all players.
Arm 8: Unique Attack: Arm pounds on the floor, causing hands to rise up and damages players in the vicinity.
Zakum's body activates after the last arm falls, so don't be standing inside him or risk suffering 6.6k+ touch damage! Zakum's body has three body phases, each which get significantly harder than the last with stats, damage, and sheer speed of the attacks. 1st body Zakum is fairly tame compared to 3rd body Zakum. 3rd body Zakum is capable of constantly kbing you without any break, and can also easily do 9.6k touch damage (7.8k touch damage with Power Guard on Warriors). It's very possible that touching 3rd body Zakum means instant death, so be careful! Zakum has various attacks; a 1/1 attack, which can be spammed; a lightning attack that does 2.4-2.7k damage and also seals you if it hits; a flaming pillar attack that does 2.5-2.9k damage and stuns, a target painter icon appears for a short time before the attack happens, and the attack can be completely avoided by being up in the platforms. Zakum also has various supplimentary skills; summoning minions; super weapon defense (Null Weapon Attack - Armour Crash can dispel this); super magic defense (Null Magic Attack - Magic Crash can dispel this); heals for roughly 55k hp. Please do not jump to attack Zakum as for some odd reason you can only attack Zakum's base.
Zakum spawns are mostly resistant to Holy Charge, but they are not considered boss monsters, except Opachu and Pachu.
Zakum spawns generally do much less damage than Zakum itself. Boogies (image not currently available) are summoned throughout all of 1st body Zakum. They don't do much damage, but they are capable of stunning at a fairly long range, and they also cast area weapon attack up (so Zakum can do hundreds more touch damage).
Puco
Punco
Cuzco
Puco are flying minions that have no special attack of their own, and are summoned all throughout the battle, except maybe near the end. Punco and Cuzco are stronger spawns and have ranged magic attacks.
Opachu
Pachu
Opachu spawns are by far the most worrisome, as they are only summoned when 2nd body Zakum and 3rd body Zakum have 50% hp left. They have a high 50 avoid, while they and their offspring Pachu have the boss monster status. They also can hurt up to 2.8k magic damage, and Opachu spawns two Pachu when defeated. While Opachu are weak to fire, Pachu is immune to fire, and both Opachu and Pachu are immune to ice and resistant to all other elements. Opachu summons are easily capable of swarming a mediocre Zakum expedition party. Pachu do not have an attack of their own, however they detonate on death, doing 500-600 damage.
Typically, anyone who is still a 3rd jobber on the runs, attack with whatever you have maxxed out and make sure you don't run out of pots. For the 4th jobbers, here are some of the breakdowns:
Warriors
It is generally not known at which point to use the various Crashes from the warriors, although, if you have level 10 or higher on that skill, it could be very useful and very helpful once those "usage" areas are figured out. More details to come on this as Zakum is studied further.
Armor Crash nullifies the defensive buff used by the monster, with a given success rate.
Magic Crash cancel out enemy's magical defense up skill, with a given success rate.
Power Crash which cancels out the enemy's power up skill, with a given success rate.
For the Paladins, you can attack three arms with Advanced Charge Blow/Slash Blast. Power Stance is highly recommended, especially for the right side arms. Unless otherwise noted, all arms do 1.5-1.7k magic damage and do 2.3k touch damage. It is possible to walk through Zakum at this time without suffering body touch damage.
The top two arms (1 & 2) of Zakum are are notorious for warriors since they are hard to reach, especially the right arm.
The next two arms (3 & 4) generally fall easily. The left arm (3) is the F/P arm, is weak to ice, but since the Ice Charge damage bonus is 1.575 to the F/P arm and 1.05 to the surrounding arms, it might be better to use Holy Charge to attack with 1.4 damage bonus to potentially three arms instead. The right arm (4) is the I/L arm, and will require jumping to reach and attack is weak to fire.
The next two arms (5 & 6), are unique. All cures will be needed for the curse arm (5) since it will cast various ailments. And a high jump status will be needed for the heal arm (6).
The bottom arms (7 & are the quake arms. Standard attacks would work, although Holy and Lightening seem to have the best effect on these arms.
For the Heros,
(information is needed)
For the Dark Knights,
(information is needed)
Thieves
TBD (information is needed)
Magicians
TBD (information is needed)
Bowmen
TBD (information is needed)
Pirates
TBD (information is needed)
One last thing to note is that there's a hidden teleport at the bull skulls on the top of the platforms on each side of the map. Play around with it before the actual battle if you want.
Zakum Battle Plan
Please bring the following pots at the MINIMUM:
Warriors: 500 Ginseng / 300 Mana Elixer's (5xx more is required if you're using hp-only pots for the majority of the run)
Magicians: TBD
Thieves: TBD
Bowman: TBD
Pirates: TBD
100 to 200 allcures (these may be bought from Alcaster if you have done his quests)
2 to 6 onyx apples for the body (depending on total party size, the more people, the less apples)
Attacking order can vary.
For Non-Ranged Parties:
The order for attacking arms is 5, 6, 3, 1, 8, 4, 2, 7.
Or, looking at it it another way, L2, R2, L3, L4, R1, R3, R4, L1, where 1 is the bottom arm, and 4 is the top arm.
We'll begin on the left side bottom platform and bring down the curse arm (5) in order to spare using allcures during the arm phase.
Next we'll attack the buffs/heal arm (6) to stop the regeneration of hp and to make damaging the arms go a little bit faster.
Then we'll take out the F/P arm and the left drain arm (3, 1) since these arms will be easy to take out for the moment. We'll also take out the right quake arm (. This is so that there will be less attacks raining down on us while we take out the I/L arm and the right drain arm next (4, 2), and will spare us some grief in our attempts to kill those arms.
+19 jump is recommended for taking out the right drain arm (2). This is so you only have to make two jumps instead of climbing all of those platforms in order to attack. The more jump, the better!
Last of the arms, we'll take out the left quake arm (7). We purposely take out the left quake arm last so that when Zakum Body starts, we're on the advantageous side, since all of Zakum's attacks kb people to the left.
For All Mixed (short and long ranged) Parties:
The order for attacking arms is 8, 6, 4, 2 concurrently, then 7, 3, 1 concurrently, leaving the curse arm for last.
Or, looking at it it another way, R1, R2, R3, R4, L1, L3, L4, where 1 is the bottom arm, and 4 is the top arm, and leaving L2 for last.
Warriors are generally responsible for the right lower/lower-mid arms (R4/R3) and left lower/top-mid arms (L4/L2).
The reason for leaving the curse arm last in a mixed party is to take a short break before taking out the last arm (5/L2) and beginning the attack on the 1st of 3 Zakum bodies.
For all of Zakum body, I strongly urge that we use Onyx Apples, if not the arms stage. Please take care to stand as far away as possible from Zakum when attacking, as the body does an incredible amount of damage and may instantly kill some of our weaker members. Also, standing too close to the body risks having a freshly summoned minion bumping you into Zakum. The distance we can put between us and Zakum should be able to spare a kb or two in the event we get stunned or something. Many things are possible. NOTE: I am unsure about how effective Boogie spawns are at stunning. I highly doubt that we'll have to resort to a contingency plan. If they can incapacitate our entire party consistently, then we may have to take measures to have a few of our stronger members to deal with the boogies when they spawn.
Thanks to Kajitii for the original write-up. Statistical source: http://www.hidden-street.net/
This is a work in progress, stay tuned for more information as it is posted!
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To Err is Human, to really foul things up takes a Computer!
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