Spawned using a Gem of the North and a Winterstone
Spawns with added effect of water damage on attacks. Throwing Antarctic Wind and making contact with Genbu dispels the added effect.
Job: Paladin/Black Mage
Will use 2 hour ability Invincible.
Strong against: Earth, Water
Weak to: Lightning

♦ Job Abilities

  • Invincible - Immune to all physical attacks.
  • Head Butt - Single target, accuracy down effect. Takes 1 shadow.
  • Turtle Stomp - Single target defense down effect. Takes 1 shadow.
  • Harden Shell - Defense boost effect. Dispel-able.
  • Tortoise Song - Dispels all songs and rolls within 20' AoE. Ignores shadows.
  • Aqua Breath - Water-based cone breath attack. Ignores shadows.
  • Earth Breath - Earth-based cone breath attack. Ignores shadows.

♦ Spells

  • Water IV - Single target water damage. Takes 1 shadow.
  • Waterga III - AoE water damage. Wipes shadows and does damage.
  • Drown - Single target water based damage over time, strength down. Takes 1 shadow.
  • Flood - Single target water damage. Takes 1 shadow.
  • Poisonga III - AoE poison effect. Wipes shadows and does damage.

♦ Drops

♦ Strategy

All melee should use Thief as their subjob if possible. Black Mages, please allow melee to SATA a few weapon skills onto our Paladins at the start before nuking Genbu, start slow. Black Mages should turn off filters and be mindful to stun the Waterga III castings. It is not necessary to stun single target spells as our Paladins will be sub Ninja. Paladins will be traded pop sets to pop Genbu, and will do so after being given buffs. A Paladin will stand on the front and back side of Genbu in order to allow the melee to SATA back and forth between the tanks, and also keeping only one Paladin in the line of fire for breath attacks. This will not only allow the melee more spike damage, but it will also allow us to keep hate on the tanks and prevent as many deaths as possible. The reason a Ninja subjob will be rendered pretty much useless here is due to the fact that weapon skills will be SATA'ed onto the tanks to prevent hate on the melee, but also because Genbu's moves that may possibly hit a melee are either AoE and will wipe shadows and do damage, or ignore shadows and do damage. While engaged, melee should position themselves on the sides of Genbu instead of the front or back, in order to avoid his breath attacks. He will turn back and forth with hate changing on the tanks, so the sides are the safest places for melee to be. When we have extra melee that will not fit in the main alliance, Samurai will initiate the fight, SATA weapon skill onto the tanks, then drop party to meditate TP again. If you are a party leader of a melee party, please be aware of who is flagged up around you, and rotate melee in and out when they have TP. After the Samurai have used TP and dropped from their respective parties, the Thieves should be invited to Feint and SATA weapon skills onto the tanks, then drop PT again for heavy melee to re-enter the parties. As well at this point if we have Rangers, we should be inviting them to use Unlimited Shot and throw an Antarctic Wind at Genbu to dispel his added effect of water damage first, then use their TP, then drop party again for other spare melee with TP or Samurai who have meditated TP. After that, any melee with TP can be invited in. Thieves can be re-invited for added SATA damage if TP is down. Genbu will use Invincible as a 2 hour job ability, which will allow him to take 0 damage from all melee attacks. At this point our mages should be focusing on elemental attacks in order to take him down further. Thunder IV is your friend here. Thief/Thieves should be in main alliance past 10% to ensure Treasure Hunter on the enemy.

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