The various Crashes from the Warrior class can be used effectively during the Arms and Body phases of the run. Below is a breakdown on how each works:
- 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.
Power Crash (PC) can be used to bring down the Power-Ups (Buffs) that the Arms will be casting. Utilizing PC during the Arms stage can ensure that everyone isn't hit with the Buffs before they are casted.
Armor Crash (AC) and Magic Crash (MC) are useful during all 3 Zakum body phases. AC to bring down Super Weapons Defense Up and MC to bring down Super Magic Defense Up.
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 & 8) 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)