Tier: Endwalker
Total HP: 40,478,540
Required DPS: 61,218.79

Endowed with the full power of Zodiark's Darkness, Zeromus holds nothing back in this extreme deep within the Thirteenth's moon.

Hit Ability Type Description
00:11
00:11
Abyssal Nox Sets HP

Sets everyone's HP to 1 and inflicts Doom Doom. If all players aren't fully healed before Doom Doom expires, they will die.

00:27
00:27
Abyssal Echoes (+ 2 others) Chariot AoE

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 chariot that deals heavy damage and inflicts Vulnerability Up Vulnerability Up. At the same time, lights travel to the other four cells, which are next to explode.

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.

00:27
00:27
Abyssal Echoes (Hit) ×5 Chariot AoE

The first set of AoEs explode.

00:32
00:32
Abyssal Echoes (Hit) ×4 Chariot AoE

The second set of AoEs explode.

00:43
00:43
Sable Thread (+ 6 others) Line Wild Charge

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 Dark Matter directly follows the first Sable Thread, so well-timed tank cooldowns can cover both.

00:43
00:43
Sable Thread (Hit) Line Wild Charge
00:45
00:45
Sable Thread (Hit) Line Wild Charge
00:46
00:46
Sable Thread (Hit) Line Wild Charge
00:48
00:48
Sable Thread (Hit) Line Wild Charge
00:49
00:49
Sable Thread (Hit) Line Wild Charge
00:51
00:51
Sable Thread (Hit) Line Wild Charge
01:03
01:03
Dark Matter ×2 (+ 3 others) Chariot tankbuster (MT & OT)

A three-hit two-target tankbuster.

01:03
01:03
Dark Matter (Hit) ×2 Line tankbuster (MT & OT)
01:05
01:05
Dark Matter (Hit) ×2 Line tankbuster (MT & OT)
01:07
01:07
Dark Matter (Hit) ×2 Line tankbuster (MT & OT)
01:19
01:19
Visceral Whirl (+ 1 others) AoE

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.

01:28
01:28
Miasmic Blast ×6 Line AoE

Each cross generated by Visceral Whirl emits a wide line AoEs in the direction of its tips, again leaving only two small safe spots.

There are only 3 possible patterns.

01:43
01:43
Flare ×2 (+ 4 others) Chariot stack tower

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 Scald.

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.

01:45
01:45
Flare (Hit) ×2 Chariot stack tower
01:47
01:47
Scald Chariot lingering AoE
01:52
01:52
Flare (Implosion) ×2 Chariot AoE
01:52
01:52
Prominence Spine ×6 Line AoE
02:01
02:01
Void Bio Orbs

Zeromus generates a row of poison orbs that slowly travel across the arena in a random order.

Void Bio is always followed directly by Visceral Whirl, requiring you to dodge into the safe spot while avoiding the poison balls.

Being hit by an orb inflicts Vulnerability Up Vulnerability Up and Pollen Pollen.

02:15
02:15
Visceral Whirl (+ 1 others) AoE

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.

02:24
02:24
Miasmic Blast ×6 Line AoE

Each cross generated by Visceral Whirl emits a wide line AoEs in the direction of its tips, again leaving only two small safe spots.

There are only 3 possible patterns.

02:29
02:29
Big Bang (+ 3 others) Ultimate attack

Big raidwide that inflicts debuffs and transitions the arena.

During the cast, random AoEs start to appear in the arena while everyone is targeted for a spread.

When the cast resolves, the arena changes appearance and inflicts players with Big Bounce Big Bounce, HP Penalty HP Penalty, Acceleration Bomb Acceleration Bomb, Divisive Dark Divisive Dark, one of the healers with Beckoning Dark Beckoning Dark, and 2 random players with Forked Lightning Forked Lightning.

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.

02:34
02:34
Big Bang (Spread) ×8 Chariot spread

A small spread AoE. Deals mild damage and inflicts a short Magic Vulnerability Up Magic Vulnerability Up. Being hit by another AoE is lethal.

02:35
02:35
Big Bang (AoEs) ×18 Chariot AoE

Random AoEs appear in the arena.

02:39
02:39
Big Bang (Hit) Ultimate attack

The final hit of Big Bang. Deals heavy damage, changes the appearance of the arena, and inflicts all players with Big Bounce Big Bounce, HP Penalty HP Penalty, Acceleration Bomb Acceleration Bomb, Divisive Dark Divisive Dark, one of the healers with Beckoning Dark Beckoning Dark, and 2 random players with Forked Lightning Forked Lightning.

02:54
02:54
Void Meteor (+ 6 others) Mechanic

Calls down 14 comets onto the arena, each dealing proximity damage, and starts the next major mechanic.

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 Meteor Impact. Additionally, each tether has a blue rounded rectangle underneath it that turns red when it intersects with a comet.

After some time, the 4 players are inflicted with Bind Bind, preventing further movement as comets shoot out from the Dalamud symbol to their current location. If their tether was red-purple, they will instantly die. If their rectangle was red, the comet will explode, causing a Massive Explosion that wipes the party. Any players (except for the baiters themselves) standing in the path of a comet will also instantly die. If both their rectangle and tether was resolved correctly, a comet will drop on their current position and Bind Bind will fall off.

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 Meteor Impact cast, the other 4 players also receive a tether and rectangle from a Dalamud symbol on the other side, but their comets won't shoot out until a few seconds after the first comets have resolved. Be aware that the last 4 players will have even less space available, due to the comets dropped by the first group. The second group also has much less time to move into their positions before being inflicted with Bind Bind. If the first group dropped their comets in inopportune places, the mechanic may not be resolvable for the second group. In this case, it is preferable to keep your tether short and thereby kill yourself, rather than hitting another comet and killing the whole party.

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 chariot AoE.

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 Sprint.

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.

02:55
02:55
Meteor Impact (Initial Hit) ×14 Proximity

The proximity hit of the first 14 comets.

03:07
03:07
Bind ×4 Mechanic

Inflicts the 4 comet players with Bind Bind.

03:08
03:08
Meteor Impact ×4 Mechanic

4 comets shoot at 4 tethered players, inflicting Blunt Resistance Down Blunt Resistance Down if the tether is at the correct minimum length. If it's too short, kills that player instead.

Outside of its target, if the comet hits any other players, those players instantly die. If the comet hits another comet, wipes the party.

03:14
03:14
Bind ×4 Mechanic

Inflicts the 4 comet players with Bind Bind.

03:15
03:15
Meteor Impact ×4 Mechanic

4 comets shoot at 4 tethered players, inflicting Blunt Resistance Down Blunt Resistance Down if the tether is at the correct minimum length. If it's too short, kills that player instead.

Outside of its target, if the comet hits any other players, those players instantly die. If the comet hits another comet, wipes the party.

03:23
03:23
Explosion Chariot AoE

The comets explode.

03:36
03:36
Visceral Whirl (+ 1 others) AoE

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.

03:45
03:45
Miasmic Blast ×6 Line AoE

Each cross generated by Visceral Whirl emits a wide line AoEs in the direction of its tips, again leaving only two small safe spots.

There are only 3 possible patterns.

03:49
03:49
The Dark Divides ×8 Chariot spread

Divisive Dark Divisive Dark resolves, dealing moderate damage and inflicting Magic Vulnerability Up Magic Vulnerability Up.

03:56
03:56
The Dark Beckons Chariot stack

Beckoning Dark Beckoning Dark resolves, dealing heavy damage that must be shared and inflicting Magic Vulnerability Up Magic Vulnerability Up.

03:56
03:56
Forked Lightning Chariot spread

Forked Lightning Forked Lightning resolves. Does not affect the afflicted player themselves but deals heavy damage to all other players hit and inflicts them with Paralysis Paralysis.

Afflicted players should make sure to stay away from all other players, particularly those in the The Dark Beckons stack.

03:56
03:56
Dark Matter ×2 (+ 3 others) Chariot tankbuster (MT & OT)

A three-hit two-target tankbuster.

03:56
03:56
Dark Matter (Hit) ×2 Line tankbuster (MT & OT)
03:58
03:58
Dark Matter (Hit) ×2 Line tankbuster (MT & OT)
04:00
04:00
Dark Matter (Hit) ×2 Line tankbuster (MT & OT)
04:21
04:21
Black Hole (+ 1 others) Chariot baited AoE

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 Black Hole at the corner on the side the beam starts on. Stack behind where the beam starts, then follow it as it moves toward the other side.

04:21
04:21
Fractured Eventide Line AoE

Zeromus leans onto the arena. After some time, it blasts a line across the arena, slowly sweeping toward the other side.

04:40
04:40
Big Crunch (+ 3 others) Raidwide

Same as Big Bang, but reverts the arena back to its original appearance and only inflicts Big Bounce Big Bounce.

04:44
04:44
Big Crunch (Spread) ×8 Chariot spread

A small spread AoE. Deals mild damage and inflicts a short Magic Vulnerability Up Magic Vulnerability Up. Being hit by another AoE is lethal.

04:45
04:45
Big Bang (AoEs) ×18 Chariot AoE

Random AoEs appear in the arena.

04:49
04:49
Big Crunch (Final Hit) Ultimate attack

The final hit of Big Crunch. Deals heavy damage, changes the appearance of the arena, and inflicts all players with Big Bounce Big Bounce.

05:05
05:05
Abyssal Nox Sets HP

Sets everyone's HP to 1 and inflicts Doom Doom. If all players aren't fully healed before Doom Doom expires, they will die.

05:21
05:21
Abyssal Echoes (+ 2 others) Chariot AoE

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 chariot that deals heavy damage and inflicts Vulnerability Up Vulnerability Up. At the same time, lights travel to the other four cells, which are next to explode.

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.

05:21
05:21
Abyssal Echoes (Hit) ×5 Chariot AoE

The first set of AoEs explode.

05:26
05:26
Abyssal Echoes (Hit) ×4 Chariot AoE

The second set of AoEs explode.

05:31
05:31
Sable Thread (+ 6 others) Line Wild Charge

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 Dark Matter directly follows the first Sable Thread, so well-timed tank cooldowns can cover both.

05:32
05:32
Sable Thread (Hit) Line Wild Charge
05:33
05:33
Sable Thread (Hit) Line Wild Charge
05:35
05:35
Sable Thread (Hit) Line Wild Charge
05:36
05:36
Sable Thread (Hit) Line Wild Charge
05:37
05:37
Sable Thread (Hit) Line Wild Charge
05:39
05:39
Sable Thread (Hit) Line Wild Charge
05:55
05:55
Branding Flare (+ 6 others) Chariot stack tower

Same as Flare, but the towers spawn side-by-side in the middle of the arena.

Additionally, adds two new mechanics afterwards:

  • Nox, which marks two players and spawns two chasing AoEs that pursue them.
  • Branding Flare (Hit), a partner stack that targets either supports or DPS and resolves at the same time as Prominence Spine.
The name of the cast determines whether the final hit is a stack or a spread. Compare Sparking Flare.

05:56
05:56
Flare (Hit) ×2 Chariot stack tower

The stack towers resolve.

05:58
05:58
Scald Chariot lingering AoE

Continuous damage dealt to anyone who doesn't immediately exit the fireballs that appear during Flare.

06:01
06:01
Nox Chariot chasing AoE

Marks 2 players and spawns two large balls that pursue them. Deals massive damage to anyone in their path.

06:03
06:03
Branding Flare (Hit) ×4 Chariot partner stack

Very small circular AoE on either all supports or all DPS players. Deals lethal damage unless soaked with someone of the opposite role. Inflicts Fire Resistance Down II Fire Resistance Down II, rendering overlap lethal.

06:03
06:03
Flare (Implosion) ×2 Chariot AoE

The fireballs left behind by the stack towers implode, dealing massive damage to anyone within.

06:03
06:03
Prominence Spine ×6 Line AoE

4 flames stream out from each fireball and, after some time, shoot a line AoE in that direction that deals heavy damage and inflicts Vulnerability Up Vulnerability Up.

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.

05:55
05:55
Sparking Flare (+ 6 others) Chariot stack tower

Same as Flare, but the towers spawn side-by-side in the middle of the arena.

Additionally, adds two new mechanics afterwards:

  • Nox, which marks two players and spawns two chasing AoEs that pursue them.
  • Sparking Flare, a spread that targets all players and resolves at the same time as Prominence Spine.
The name of the cast determines whether the final hit is a stack or a spread. Compare Branding Flare.

05:56
05:56
Flare (Hit) ×2 Chariot stack tower

The stack towers resolve.

05:58
05:58
Scald Chariot lingering AoE

Continuous damage dealt to anyone who doesn't immediately exit the fireballs that appear during Flare.

06:01
06:01
Nox Chariot chasing AoE

Marks 2 players and spawns two large balls that pursue them. Deals massive damage to anyone in their path.

06:03
06:03
Sparking Flare ×8 Chariot spread

Small circular AoE on all players. Inflicts Fire Resistance Down II Fire Resistance Down II, rendering overlap lethal.

06:03
06:03
Flare (Implosion) ×2 Chariot AoE

The fireballs left behind by the stack towers implode, dealing massive damage to anyone within.

06:03
06:03
Prominence Spine ×6 Line AoE

4 flames stream out from each fireball and, after some time, shoot a line AoE in that direction that deals heavy damage and inflicts Vulnerability Up Vulnerability Up.

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.

06:22
06:22
Loop

The basic mechanics repeat until Zeromus enrages or its HP is reduced below 25%.

08:20*
08:20
Rend the Rift (+ 6 others) Raidwide (transition)

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 Rend the Rift.

08:34
08:34
Dimensional Surge ×4 Chariot AoE
08:34
08:34
Dimensional Surge ×4 Chariot AoE
08:35
08:35
Dimensional Surge ×4 Chariot AoE
08:36
08:36
Dimensional Surge ×4 Chariot AoE
08:37
08:37
Dimensional Surge ×4 Chariot AoE
08:38
08:38
Dimensional Surge ×4 Chariot AoE
08:37
08:37
Nostalgia (+ 7 others) Raidwide

7 back-to-back raidwides that deal sequentially more damage.

08:38
08:38
Bury Raidwide
08:39
08:39
Bury Raidwide
08:40
08:40
Bury Raidwide
08:41
08:41
Bury Raidwide
08:43
08:43
Roar Raidwide
08:44
08:44
Roar Raidwide
08:47
08:47
Primal Roar Raidwide
09:01
09:01
Flow of the Abyss Line AoE

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 line AoE at the end of the cast, inflicting Vulnerability Up Vulnerability Up.

09:03
09:03
Akh Rhai ×8 Chariot lingering AoE

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.

09:03
09:03
Umbral Prism ×4 Chariot enumeration

An enumeration on either all supports or all DPS players. Instantly kills the targeted players unless one player stacks with them.

09:03
09:03
Umbral Rays Chariot stack

A telegraphed stack on one player.

09:03
09:03
Dimensional Surge ×4 Chariot AoE

Spawns a set of 4 AoEs that explode shortly after.

09:15
09:15
Chasmic Nails Cone multi-AoE

Executes five conal AoEs of 36° each in a random (but telegraphed) order. Also executes Flow of the Abyss at the same time. Inflicts Vulnerability Up Vulnerability Up and Flesh Wound Flesh Wound on any player hit.

Stay out of the first AoE, then move into it after it resolves.

09:16
09:16
Flow of the Abyss Line AoE

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 line AoE at the end of the cast, inflicting Vulnerability Up Vulnerability Up.

09:36
09:36
Flow of the Abyss Line AoE

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 line AoE at the end of the cast, inflicting Vulnerability Up Vulnerability Up.

09:37
09:37
Akh Rhai ×8 Chariot lingering AoE

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.

09:37
09:37
Umbral Prism ×4 Chariot enumeration

An enumeration on either all supports or all DPS players. Instantly kills the targeted players unless one player stacks with them.

09:37
09:37
Umbral Rays Chariot stack

A telegraphed stack on one player.

09:38
09:38
Dimensional Surge ×4 Chariot AoE

Spawns a set of 4 AoEs that explode shortly after.

09:49
09:49
Loop

Loops all mechanics after Rend the Rift until the boss enrages.

11:01
11:01
Big Bang Enrage

Zeromus enrages, wiping the party.

Note that this enrage is time-based, not mechanics-based, so it's possible to trigger Rend the Rift only to be met with the enrage immediately afterwards.