The Abyssal Fracture (Extreme)
Endowed with the full power of Zodiark's Darkness, Zeromus holds nothing back in this extreme deep within the Thirteenth's moon.
Sets everyone's HP to 1 and inflicts
Divides the arena into a 3x3 grid and spawns glowing lights that travel across the floor to 5 of the 9 grid cells.
Shortly after, those grid cells explode in a large
There are a limited number of patterns. At least one of the northmost cells (within Zeromus's hitbox) is always safe.
Find a dark cell close to Zeromus, wait, then go to where an explosion just happened.
The first set of AoEs explode.
The second set of AoEs explode.
Multi-hit line stack. Hits 6 times for heavy damage per hit. The first two targets take double damage.
Have both tanks stand in front and pop tank cooldowns. Be aware that
A three-hit two-target tankbuster.
Zeromus drives his claws through the arena, leaving only two small triangle-shaped telegraphed safe spots.
The attack leaves behind 3 crosses in the arena.
Each cross generated by
There are only 3 possible patterns.
Two towers appear. Deals lethal damage to anyone inside, but the damage can be shared by multiple players to render it survivable.
The first tower always appears in the southeast of the arena, the second tower in the northwest.
When the towers resolve massive fireballs descend on the tower, sink halfway into the floor, and stay there. Players who do not exit the fireball immediately suffer continuous damage from
Due to the locations of the towers it makes the most sense to place tanks and melees in the northwest tower and healers and ranged DPS in the southeast tower, so melees can maintain uptime.
Zeromus generates a row of poison orbs that slowly travel across the arena in a random order.
Zeromus drives his claws through the arena, leaving only two small triangle-shaped telegraphed safe spots.
The attack leaves behind 3 crosses in the arena.
Each cross generated by
There are only 3 possible patterns.
Big raidwide that inflicts debuffs and transitions the arena.
During the cast,
When the cast resolves, the arena changes appearance and inflicts players with
Spread out while avoiding AoEs. Try to give healers space in the middle of the arena to allow them to heal and mitigate the heavy raidwide that follows.
A small spread AoE. Deals mild damage and inflicts a short
Random AoEs appear in the arena.
The final hit of
Calls down 14
The positions of the comets are fixed, with small variations. 11 of them will always come down in the front of the arena, rendering that entire hitbox unsafe. The remaining 3 comets are placed on the far east, far west, and far south of the arena.
Next, a Dalamud symbol appears next to the southern comet, and 4 [distance tethers](mt:mech.tether.distance) attach themselves to 4 players as Zeromus begins to cast
After some time, the 4 players are inflicted with
Be aware that, if the ends (the rounded parts) of two rectangles intersect, both rectangles will appear blue, but will then briefly flash red as the comets shoot out and cause a wipe anyway. This is because the comets aren't technically intersecting until they actually come out.
During the
The tethers will always target either all DPS or all supports, unless people are dead.
After both groups' tethers are resolved, all comets explode in a large telegraphed
Stand close to the center of the arena, on Zeromus's hitbox ring. This will cause the proximity impacts to deal minimal damage.
Next, you should settle on an order system for comets. Something like T1/T2/H1/H2 and D1/D2/D3/D4, for instance. This will determine where you drop your comet. There are generally only 4 viable placements per group, due to the angle of the comet trajectory – a player in group 2, for instance, may be able to squeeze their comet into a spot that a group 1 player wouldn't be able to reach as their comet would hit another comet.
As group 1, always prioritize spots that only your group can feasibly reach, and make doubly sure the comet you're placing won't block a potential spot for a group 2 comet.
As group 2, try to position yourself in-between two tethers close to the spot you're intending to go to. You can even stand inside one of the existing comets, since those are 100% guaranteed to be safe from the shooting comets. Alternatively, you can simply use
As either group, you cannot place your comet on the far other side (for instance, you cannot play your comet on the far west if you're part of the east group). This is due to the southern comet that is placed in-between the two Dalamud symbols, which you will hit in this case.
Remember to move back to the hitbox ring after your comet is resolved, to avoid being in the path of the next set of comets or being in the enusing comet explosion.
The proximity hit of the first 14 comets.
Inflicts the 4 comet players with
4 comets shoot at 4 tethered players, inflicting
Outside of its target, if the comet hits any other players, those players instantly die. If the comet hits another comet, wipes the party.
Inflicts the 4 comet players with
4 comets shoot at 4 tethered players, inflicting
Outside of its target, if the comet hits any other players, those players instantly die. If the comet hits another comet, wipes the party.
The comets explode.
Zeromus drives his claws through the arena, leaving only two small triangle-shaped telegraphed safe spots.
The attack leaves behind 3 crosses in the arena.
Each cross generated by
There are only 3 possible patterns.
Afflicted players should make sure to stay away from all other players, particularly those in the
A three-hit two-target tankbuster.
A marker appears above one player. When it resolves, they drop a black hole on their location that rapidly expands, consuming everything in its wake.
After being dropped, there is a grace period of a few seconds before the black hole becomes active. Any player caught in its radius after that point is sucked in and instantly killed.
Drop the
Zeromus leans onto the arena. After some time, it blasts a
Same as
A small spread AoE. Deals mild damage and inflicts a short
Random AoEs appear in the arena.
The final hit of
Sets everyone's HP to 1 and inflicts
Divides the arena into a 3x3 grid and spawns glowing lights that travel across the floor to 5 of the 9 grid cells.
Shortly after, those grid cells explode in a large
There are a limited number of patterns. At least one of the northmost cells (within Zeromus's hitbox) is always safe.
Find a dark cell close to Zeromus, wait, then go to where an explosion just happened.
The first set of AoEs explode.
The second set of AoEs explode.
Multi-hit line stack. Hits 6 times for heavy damage per hit. The first two targets take double damage.
Have both tanks stand in front and pop tank cooldowns. Be aware that
Same as
Additionally, adds two new mechanics afterwards:
Nox , which marks two players and spawns twochasing AoE s that pursue them.Branding Flare (Hit) , apartner stack that targets either supports or DPS and resolves at the same time asProminence Spine .
The stack towers resolve.
Continuous damage dealt to anyone who doesn't immediately exit the fireballs that appear during
Marks 2 players and spawns two large balls that pursue them. Deals massive damage to anyone in their path.
Very small circular AoE on either all supports or all DPS players. Deals lethal damage unless soaked with someone of the opposite role. Inflicts
The fireballs left behind by the stack towers implode, dealing massive damage to anyone within.
4 flames stream out from each fireball and, after some time, shoot a
Note that the location of the lines is not completely random. There are a limited number of patterns. Either the middle of the arena or its sides will always be safe.
Prominence is the scientific term for a massive loop of plasma that streams out from the sun.
Same as
Additionally, adds two new mechanics afterwards:
Nox , which marks two players and spawns twochasing AoE s that pursue them.Sparking Flare , aspread that targets all players and resolves at the same time asProminence Spine .
The stack towers resolve.
Continuous damage dealt to anyone who doesn't immediately exit the fireballs that appear during
Marks 2 players and spawns two large balls that pursue them. Deals massive damage to anyone in their path.
Small circular AoE on all players. Inflicts
The fireballs left behind by the stack towers implode, dealing massive damage to anyone within.
4 flames stream out from each fireball and, after some time, shoot a
Note that the location of the lines is not completely random. There are a limited number of patterns. Either the middle of the arena or its sides will always be safe.
Prominence is the scientific term for a massive loop of plasma that streams out from the sun.
The basic mechanics repeat until Zeromus enrages or its HP is reduced below 25%.
Heavy raidwide that transitions the arena into its final state and changes Zeromus's mechanics.
This action is not executed at a specific time. Instead, after the boss has been reduced to below 25% HP, its next cast will be replaced by
7 back-to-back raidwides that deal sequentially more damage.
Zeromus casts a tether to the outside of the arena and cracks the walls of reality in either the first, second, or third row of the arena.
This row will be hit by a
Marks all players for an AoE that drops on their position, hits without delay, and lingers for multiple hits.
Spread, to minimize the damage from the first hit or the first few hits, then step out of the AoE as soon as it has dropped.
An
A telegraphed stack on one player.
Spawns a set of 4 AoEs that explode shortly after.
Executes five conal AoEs of 36° each in a random (but telegraphed) order. Also executes
Stay out of the first AoE, then move into it after it resolves.
Zeromus casts a tether to the outside of the arena and cracks the walls of reality in either the first, second, or third row of the arena.
This row will be hit by a
Zeromus casts a tether to the outside of the arena and cracks the walls of reality in either the first, second, or third row of the arena.
This row will be hit by a
Marks all players for an AoE that drops on their position, hits without delay, and lingers for multiple hits.
Spread, to minimize the damage from the first hit or the first few hits, then step out of the AoE as soon as it has dropped.
An
A telegraphed stack on one player.
Spawns a set of 4 AoEs that explode shortly after.
Loops all mechanics after
Zeromus enrages, wiping the party.
Note that this enrage is time-based, not mechanics-based, so it's possible to trigger