Dark King Slime

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Lv: 140
HP:
MP:
ATK:
DEF:
AGL:
WIS:
Move:
Weight: 35

Leader Perk:
Slime Spell Potency +10%

Weaknesses: /
Resistances: /
Immunities:
Family: Role: Element:

Note: All perks/abilities denoted with an * are using unofficial translations

Abilities
Level Type Name MP Element Range Description
1 Bad Attitude*
24
Self
Grants the user Zamforce for 3 turns
22 Ball of Malice 48
1-4
Deals moderate Zam-type spell damage to 1 enemy, often curses
44 Dark Meteors*
135
Front
Deals major Zam-type spell damage to all enemies in area of effect, rarely raises damage taken for 3 turns
Base Perks
Level Name Description
1 Max MP +10 Raises max MP by 10
1 WIS +10 Raises max WIS by 10
100, 110, 120, 130 Dark Meteors* potency +2% Raises Dark Meteors* potency by 2%
140 Ability Potency/Recovery +2% Raises ability potency/recovery by 2%
Awakening Perks
Awakening Name Description
1 Move +1 Raises Move by 1
2 Zap Res +25 Raises Zap resistance by 25
3 Zammeister Lowers Zam-type ability MP cost by 10%, raises potency and recovery by 10%
3, 5 Dark Meteors* potency +5% Raises Dark Meteors* potency by 5%
4 Woosh Res +25 Raises Woosh resistance by 25
5 Dark Monarch*
Action start on even turns until turn 10:
Heals 10% of max HP

If there are 4 or more Slime allies (incl. self) in the party:
When using a Zam-type ability:
Reduces the Zam resistance of all attacked enemies by 25, for the attacker only
This perk can be triggered by attacks on allies, as well as counterattacks, follow-ups, and other attacks or effects triggered by perks
1, 2, 3, 4, 5 Stats Up Raises HP, MP, ATK, DEF, WIS and AGL by 5%