Tier: Dawntrail
Total HP: 61,841,486
Required DPS: 91,089.1
Required Uptime DPS: 96,802.17

A relatively simple fight, Valigarmanda nonetheless requires a quick eye to spot the danger zone both within and without the arena, and also features one of the coolest tankbusters this game has ever seen.

Hit Ability Type Description
00:19
00:19
Spikesicle (+ 20 others) AoE

Telegraphs 10 subsequent ice curves.

The curves always start towards either the left or right side of the middle of the arena and move towards the far side. Note that the curves are always angled towards the far side of the arena, so after the first curve, the curves will now curve towards the other side since that side is now farther away.

Each curve spawns an ice block somewhere along its trajectory. The first 4 curves spawn their ice block at the origin of the curve; the 5th at the end of the curve; and the 6th in the middle of the curve (which is really more of a line at this point), on the edge of the arena. The remaining 4 curves behave identically to the previous 4 but on the other side of the arena.

After the telegraphs are finished, fires the ice curves in the telegraphed order. Each curve represents a narrow line AoE that inflicts Damage Down Damage Down to anyone in their path. The ice blocks they spawn are yet inactive, but approximately 7 seconds after an ice block spawns, it explodes in a large chariot AoE that likewise inflicts Damage Down Damage Down.

Determine which side of the arena the first curve appears on, then go towards that side, to the edge of the arena. Wait until after the second curve, then start chasing the curves until you end up just past the arrow on Valigarmanda's hitbox. Wait here until a curve cleaves the hitbox arrow, then plant yourself at the end of the hitbox arrow (opposite the tip). This spot is safe from every Sphere Shatter.

  • Minimal Movement

    This strategy dodges all AoEs with minimal movement.

  • 00:21
    00:21
    Spikesicle AoE
    00:22
    00:22
    Spikesicle AoE
    00:23
    00:23
    Spikesicle AoE
    00:24
    00:24
    Spikesicle AoE
    00:26
    00:26
    Spikesicle AoE
    00:27
    00:27
    Spikesicle AoE
    00:27
    00:27
    Sphere Shatter Chariot AoE
    00:28
    00:28
    Spikesicle AoE
    00:29
    00:29
    Sphere Shatter Chariot AoE
    00:29
    00:29
    Spikesicle AoE
    00:30
    00:30
    Sphere Shatter Chariot AoE
    00:30
    00:30
    Spikesicle AoE
    00:31
    00:31
    Sphere Shatter Chariot AoE
    00:32
    00:32
    Spikesicle AoE
    00:32
    00:32
    Sphere Shatter Chariot AoE
    00:33
    00:33
    Sphere Shatter Chariot AoE
    00:35
    00:35
    Sphere Shatter Chariot AoE
    00:36
    00:36
    Sphere Shatter Chariot AoE
    00:37
    00:37
    Sphere Shatter Chariot AoE
    00:38
    00:38
    Sphere Shatter Chariot AoE
    00:48
    00:48
    Skyruin (Fire) Raidwide (transition)

    Deals heavy damage, inflicts Burns Burns on all players, transitions the arena, and begins Fire Phase.

    The first Skyruin always transitions the arena to fire.

    00:56
    00:08
    Triscourge Raidwide

    Deals heavy damage and inflicts a number of status effects.

    • Calamity's Inferno Calamity's Inferno (76s) → both healers
    • Calamity's Bolt Calamity's Bolt (122s) → all players
    • Calamity's Chill Calamity's Chill (29s) → all supports or DPS
    • Calamity's Chill Calamity's Chill (91s) → opposite role of Calamity's Chill Calamity's Chill (29s)
    01:05
    00:17
    Volcanic Drop (+ 3 others) Chariot lingering AoE

    The message "A volcanic eruption is imminent." appears on screen.

    At the same time, one of the volcanoes to the west or east of the arena begins to smolder. After a short time, it spews a massive AoE onto that side of the arena that lingers for about 2.5s, dealing massive damage and inflicting Vulnerability Up Vulnerability Up to any players who enter the area during this time.

    It also spawns 3 sets of baited AoEs under 3 random players, also dealing massive damage and inflicting Vulnerability Up Vulnerability Up.

    Point your camera at one of the two volcanoes. If your volcano is smoldering, go to the opposite side. If it remains dark, go to that side.

    As the space to dodge Volcanic Drop (Baits) is limited, try to stack up and move together to make sure the AoEs are all in the same place. Casters may wish to stand off to the side and only move if they have to.

    01:07
    00:19
    Volcanic Drop (Baits) ×3 Chariot baited AoE
    01:08
    00:20
    Volcanic Drop (Baits) ×3 Chariot baited AoE
    01:09
    00:21
    Volcanic Drop (Baits) ×3 Chariot baited AoE
    01:18
    00:30
    Slithering Strike Chariot AoE

    Valigarmanda flies forward and begins to glow, hovering over the arena with both claws raised.

    After a short time he punches the front of the arena, leaving only the rear of the arena safe. Deals massive damage and inflicts Sustained Damage Sustained Damage and Trauma Trauma on any players hit.

    Note that the AoE covers more than max melee range.

    Afterwards, triggers one of three mechanics depending on the current dominant element of the arena:

    • Fire: Triggers Charring Cataclysm, a partner stack on all DPS or supports.
    • Ice: Triggers Chilling Cataclysm, a "find the safe spot" mechanic.
    • Thunder: Triggers Crackling Cataclysm, large invisible baited AoEs on all players.

    01:18
    00:30
    Susurrant Breath Cone AoE

    Valigarmanda flies backwards and begins glowing.

    After a short time, he fires a massive conal breath of fire across the arena, leaving only small triangles at the front left and right of the arena untouched. Deals massive damage and inflicts Sustained Damage Sustained Damage and Trauma Trauma on any players hit.

    Afterwards, triggers one of three mechanics depending on the current dominant element of the arena:

    • Fire: Triggers Charring Cataclysm, a partner stack on all DPS or supports.
    • Ice: Triggers Chilling Cataclysm, a "find the safe spot" mechanic.
    • Thunder: Triggers Crackling Cataclysm, large invisible baited AoEs on all players.

    01:18
    00:30
    Strangling Coil Dynamo AoE

    Valigarmanda flies around the arena, creating a wind effect around the outside of the arena.

    After a short time the wind manifests, leaving only a dynamo-shaped safe spot in the center of the arena. Deals massive damage and inflicts Sustained Damage Sustained Damage and Trauma Trauma on any players hit.

    Afterwards, triggers one of three mechanics depending on the current dominant element of the arena:

    • Fire: Triggers Charring Cataclysm, a partner stack on all DPS or supports.
    • Ice: Triggers Chilling Cataclysm, a "find the safe spot" mechanic.
    • Thunder: Triggers Crackling Cataclysm, large invisible baited AoEs on all players.

    01:18
    00:30
    Charring Cataclysm ×4 Chariot partner stack

    A partner stack on all DPS or support players. Deals heavy damage and inflicts Fire Resistance Down II Fire Resistance Down II.

    Triggered after Susurrant Breath, Strangling Coil, and Slithering Strike while in Fire Phase.

    01:33
    00:45
    Mountain Fire (+ 6 others) Tankbuster tower(s)

    A tower appears at the front of the arena. Valigarmanda then shoots six consecutive fireballs at it.

    If the tower is unsoaked, the fire bathes the arena in flames that deal heavy but survivable damage and inflict Vulnerability Up Vulnerability Up and a stacking cleansable Burns Burns DoT.

    If the tower is soaked, deals heavy damage to the player to the tower and inflicts Fire Resistance Down II Fire Resistance Down II and an uncleansable Burns Burns. This damage can only realistically be survived by a tank with defensive cooldowns. Due to Fire Resistance Down II Fire Resistance Down II, soaking multiple consecutive hits is lethal.

    Even with a soaked tower, the fire still bathes the arena in flames. However, the flames are "split" down the middle by the player in the tower, creating a narrow conal safe spot behind that player. Note that players outside of this safe spot do not take survivable damage and a Vulnerability Up Vulnerability Up and Burns Burns as it would be if the tower were left unsoaked; they just die.

    After each hit, Valigarmanda repositions to the left, the middle, or the right. This has no bearing on the tower player but changes the angle of the safe cone for the other players.

    Have one of your tanks soak the tower's first hit, then alternate tanks from there. The Fire Resistance Down II Fire Resistance Down II only lasts for a single hit.

    For the first hit, Valigarmanda is always positioned center. Afterwards, each hit requires the party to move such that the tower is between them and Valigarmanda.

    Note that using a tank invuln on multiple hits is inadvised, as the Fire Resistance Down II Fire Resistance Down II from the first hit renders the next hit's Burns Burns lethal. Additionally, the hits are spaced out just enough that an invuln cannot cover more than 2 hits. If you intend to invuln this tankbuster, make sure to time it as late as possible. If timed correctly, the invuln can cover two tower hits as well as the subsequent lethal Burns Burns ticks, expiring just after the last Burns Burns tick.

    • As a non-tank, always move back to the middle after each hit; that way you only have to move either not at all or a maximum of 45 degrees. If you stay on the side after a hit, you may have to move a full 90 degrees, which is especially uncomfortable for casters.

    • As a tank, make sure to cycle through mitigation as needed. Don't save any mitigation for other tankbusters; the other tankbusters can all be comfortably survived with only a tank's short cooldown.

    01:39
    00:51
    Mountain Fire Tankbuster tower(s)
    01:44
    00:56
    Mountain Fire Tankbuster tower(s)
    01:49
    01:01
    Mountain Fire Tankbuster tower(s)
    01:54
    01:06
    Mountain Fire Tankbuster tower(s)
    01:59
    01:11
    Mountain Fire Tankbuster tower(s)
    02:04
    01:16
    Mountain Fire Tankbuster tower(s)
    02:13
    01:25
    Scourge of Fire (Empowered) (+ 3 others) Chariot healer stack

    3 subsequent healer stacks, triggered by Calamity's Inferno Calamity's Inferno.

    Each stack deals heavy damage, inflicts a brief Fire Resistance Down II Fire Resistance Down II, and leaves behind a fire puddle. Remaining in the puddle for too long or stepping into it again inflicts Burns Burns.

    Use a predetermined starting position for both light parties in the center of the arena. The hitbox ring is a good indicator for where to start. After each hit, move forward until you reach the edge of the puddle. After the last hit, move sideways and wait for the puddles to dissipate.

    02:13
    01:25
    Scourge of Fire ×2 Chariot healer stack
    02:16
    01:28
    Scourge of Fire ×2 Chariot healer stack
    02:19
    01:31
    Scourge of Fire ×2 Chariot healer stack
    02:38
    01:50
    Volcanic Drop (+ 3 others) Chariot lingering AoE

    The message "A volcanic eruption is imminent." appears on screen.

    At the same time, one of the volcanoes to the west or east of the arena begins to smolder. After a short time, it spews a massive AoE onto that side of the arena that lingers for about 2.5s, dealing massive damage and inflicting Vulnerability Up Vulnerability Up to any players who enter the area during this time.

    It also spawns 3 sets of baited AoEs under 3 random players, also dealing massive damage and inflicting Vulnerability Up Vulnerability Up.

    Point your camera at one of the two volcanoes. If your volcano is smoldering, go to the opposite side. If it remains dark, go to that side.

    As the space to dodge Volcanic Drop (Baits) is limited, try to stack up and move together to make sure the AoEs are all in the same place. Casters may wish to stand off to the side and only move if they have to.

    02:40
    01:51
    Volcanic Drop (Baits) ×3 Chariot baited AoE
    02:41
    01:52
    Volcanic Drop (Baits) ×3 Chariot baited AoE
    02:42
    01:53
    Volcanic Drop (Baits) ×3 Chariot baited AoE
    02:48
    02:00
    Slithering Strike Chariot AoE

    Valigarmanda flies forward and begins to glow, hovering over the arena with both claws raised.

    After a short time he punches the front of the arena, leaving only the rear of the arena safe. Deals massive damage and inflicts Sustained Damage Sustained Damage and Trauma Trauma on any players hit.

    Note that the AoE covers more than max melee range.

    Afterwards, triggers one of three mechanics depending on the current dominant element of the arena:

    • Fire: Triggers Charring Cataclysm, a partner stack on all DPS or supports.
    • Ice: Triggers Chilling Cataclysm, a "find the safe spot" mechanic.
    • Thunder: Triggers Crackling Cataclysm, large invisible baited AoEs on all players.

    02:48
    02:00
    Susurrant Breath Cone AoE

    Valigarmanda flies backwards and begins glowing.

    After a short time, he fires a massive conal breath of fire across the arena, leaving only small triangles at the front left and right of the arena untouched. Deals massive damage and inflicts Sustained Damage Sustained Damage and Trauma Trauma on any players hit.

    Afterwards, triggers one of three mechanics depending on the current dominant element of the arena:

    • Fire: Triggers Charring Cataclysm, a partner stack on all DPS or supports.
    • Ice: Triggers Chilling Cataclysm, a "find the safe spot" mechanic.
    • Thunder: Triggers Crackling Cataclysm, large invisible baited AoEs on all players.

    02:48
    02:00
    Strangling Coil Dynamo AoE

    Valigarmanda flies around the arena, creating a wind effect around the outside of the arena.

    After a short time the wind manifests, leaving only a dynamo-shaped safe spot in the center of the arena. Deals massive damage and inflicts Sustained Damage Sustained Damage and Trauma Trauma on any players hit.

    Afterwards, triggers one of three mechanics depending on the current dominant element of the arena:

    • Fire: Triggers Charring Cataclysm, a partner stack on all DPS or supports.
    • Ice: Triggers Chilling Cataclysm, a "find the safe spot" mechanic.
    • Thunder: Triggers Crackling Cataclysm, large invisible baited AoEs on all players.

    02:49
    02:01
    Charring Cataclysm ×4 Chariot partner stack

    A partner stack on all DPS or support players. Deals heavy damage and inflicts Fire Resistance Down II Fire Resistance Down II.

    Triggered after Susurrant Breath, Strangling Coil, and Slithering Strike while in Fire Phase.

    02:59
    02:11
    Scourge of Thunder ×8 Chariot spread

    Standard spread on all 8 players.

    03:08
    02:20
    Disaster Zone Raidwide (transition)

    Heavy raidwide. Transitions the arena back to its original state, ending the elemental phase.

    03:16
    02:28
    Ruin Foretold (+ 5 others) Raidwide

    Heavy raidwide that initiates a mini-phase.

    During this mini-phase, Valigarmanda becomes untargetable and instead spawns three targetable beacons: one flame-kissed beacon, one glacial beacon, and one thunderous beacon. The fight will not continue until all three beacons have been destroyed.

    Additionally, telegraphs a series of conal AoEs originating from the boss. All AoEs are evenly spaced. After each set of cones resolves, the next set of cones appears where the previous set wasn't.

    Finally, both healers are marked with Prey Prey and, after a short time, targeted by Calamitous Cry, a light party Wild Charge. After Calamitous Cry resolves, Valigarmanda is granted a stack of Damage Up Damage Up, increasing the damage of the next Calamitous Cry by 6% per stack. Subsequent Calamitous Cries alternate between targeting the tanks and healers.

    03:17
    02:29
    Untargetable

    Valigarmanda becomes untargetable.

    03:18
    02:30
    Targetable

    Three beacons (one per element) become targetable.

    03:26
    02:37
    Calamitous Echo Cone AoE

    Conal AoEs during Ruin Foretold.

    03:26
    02:38
    Calamitous Cry ×2 Line Wild Charge

    A line stack on the two players marked by Prey Prey. Alternates between healers and tanks.

    Each Calamitous Cry increases the damage of the next one by 6%.

    03:32
    02:44
    Loop

    Continues to repeat Calamitous Cry and Calamitous Echo until either the party has wiped or all three beacons have been destroyed.

    03:56*
    03:08
    Targetable

    Valigarmanda becomes targetable again after all three beacons have been destroyed.

    This timeline assumes it took 7× Calamitous Cry until all beacons were destroyed. It may take your party more or less time, altering the overall timeline.

    04:10
    03:22
    Tulidisaster (+ 3 others) Raidwide

    A three-step raidwide. The last hit inflicts Perpetual Conflagration Perpetual Conflagration, which lasts until the end of the fight.

    04:13
    03:25
    Tulidisaster (Ice) Raidwide

    The first of the three raidwides during Tulidisaster.

    04:22
    03:34
    Tulidisaster (Thunder) Raidwide

    The second of the three raidwides during Tulidisaster.

    04:30
    03:42
    Tulidisaster (Fire) Raidwide

    The third of the three raidwides during Tulidisaster. Inflicts Perpetual Conflagration Perpetual Conflagration.

    Note that mitigating this attack only mitigates the initial raidwide damage. Perpetual Conflagration Perpetual Conflagration cannot be mitigated.

    04:45
    03:57
    Skyruin (Ice) Raidwide (transition)

    Deals heavy damage, inflicts Frostbite Frostbite on all players, transitions the arena, and begins Ice Phase.

    Either follows or precedes Skyruin (Thunder). This order will not change for the remainder of the instance.

    04:45
    03:57
    Skyruin (Thunder) Raidwide (transition)

    Deals heavy damage, inflicts Electrocution Electrocution on all players, transitions the arena, and begins Thunder Phase.

    Either follows or precedes Skyruin (Ice). This order will not change for the remainder of the instance.

    04:53
    00:08
    Triscourge Raidwide

    Deals heavy damage and inflicts a number of status effects.

    • Calamity's Embers Calamity's Embers (11s) → both healers
    • Calamity's Bite Calamity's Bite (11s) → both tanks
    • Calamity's Bolt Calamity's Bolt (43s) → all supports or DPS
    • Calamity's Bolt Calamity's Bolt (120s) → opposite role of Calamity's Bolt Calamity's Bolt (43s)
    05:05
    00:20
    Scourge of Ice ×2 Defamation tankbuster (MT & OT)

    Two massive tankbusters on the two tanks. Triggered by Calamity's Bite Calamity's Bite. Inflicts Frostbite Frostbite.

    05:05
    00:20
    Scourge of Fire ×2 Chariot healer stack

    3-man healer stack triggered by Calamity's Embers Calamity's Embers.

    05:22
    00:36
    Northern Cross Line AoE

    The message "A rumbling avalanche approaches from the southeast..." appears on-screen.

    The avalanche is telegraphed by arrows on either the northeastern or southwestern side of the arena. Shortly afterwards the avalanche hits, dealing heavy damage, inflicting Vulnerability Up Vulnerability Up, and knocking back anyone hit, with a potential to knock them off the arena.

    05:23
    00:38
    Slithering Strike Chariot AoE

    Valigarmanda flies forward and begins to glow, hovering over the arena with both claws raised.

    After a short time he punches the front of the arena, leaving only the rear of the arena safe. Deals massive damage and inflicts Sustained Damage Sustained Damage and Trauma Trauma on any players hit.

    Note that the AoE covers more than max melee range.

    Afterwards, triggers one of three mechanics depending on the current dominant element of the arena:

    • Fire: Triggers Charring Cataclysm, a partner stack on all DPS or supports.
    • Ice: Triggers Chilling Cataclysm, a "find the safe spot" mechanic.
    • Thunder: Triggers Crackling Cataclysm, large invisible baited AoEs on all players.

    05:23
    00:38
    Susurrant Breath Cone AoE

    Valigarmanda flies backwards and begins glowing.

    After a short time, he fires a massive conal breath of fire across the arena, leaving only small triangles at the front left and right of the arena untouched. Deals massive damage and inflicts Sustained Damage Sustained Damage and Trauma Trauma on any players hit.

    Afterwards, triggers one of three mechanics depending on the current dominant element of the arena:

    • Fire: Triggers Charring Cataclysm, a partner stack on all DPS or supports.
    • Ice: Triggers Chilling Cataclysm, a "find the safe spot" mechanic.
    • Thunder: Triggers Crackling Cataclysm, large invisible baited AoEs on all players.

    05:23
    00:38
    Strangling Coil Dynamo AoE

    Valigarmanda flies around the arena, creating a wind effect around the outside of the arena.

    After a short time the wind manifests, leaving only a dynamo-shaped safe spot in the center of the arena. Deals massive damage and inflicts Sustained Damage Sustained Damage and Trauma Trauma on any players hit.

    Afterwards, triggers one of three mechanics depending on the current dominant element of the arena:

    • Fire: Triggers Charring Cataclysm, a partner stack on all DPS or supports.
    • Ice: Triggers Chilling Cataclysm, a "find the safe spot" mechanic.
    • Thunder: Triggers Crackling Cataclysm, large invisible baited AoEs on all players.

    05:29
    00:44
    Chilling Cataclysm ×5 AoE

    5 frost circles appear in the arena, each preparing to shoot a line AoE in 8 different directions, leaving only a small number of tiny safe spots.

    Being hit by one of the lines deals moderate damage and inflicts Deep Freeze Deep Freeze and Damage Down Damage Down.

    The circle positioning is not random. They always appear in the same places every time, though they may be horizontally mirrored, for a total of only 2 variations. Specifically, each circle is exactly the diameter of 1/6th of the arena's height. If one pictures the arena divided into an even grid with 6 rows and 8 columns, each circle is placed exactly into this grid, and each row and column only features at most 1 circle. This means that only 1 row and 3 columns do not have a circle inside them, and because of the diagonal lines, this leaves only a single safe spot in the arena.

    Identify the two frontmost ice circles. The safe spot is centered in-between them. (More specifically, the safe spot is in the grid row between the two frontmost circles, and in the diagonal between the two rearmost circles.)

    It is not necessary to find this exact spot; there is a grace period of slightly more than a second after the line telegraphs appear before the AoEs resolve that allows for microadjustments. For additional ease, you can place waymarks in the two possible safe spots.

  • Visualization

    A visualization of the line AoEs. This is the only pattern that can appear, though it can appear horizontally mirrored (with the safe spot on the right instead of the left).

  • 05:37
    00:52
    Scourge of Thunder ×4 Chariot spread

    Standard spread on either 4 players (during Ice Phase) or all 8 players (during Fire Phase).

    05:53
    01:08
    Spikesicle (+ 20 others) AoE

    Like the first Spikesicle, but combined with a Northern Cross.

    Dodge like before, then inch forward or backward depending on where the avalanche is coming from.

  • Minimal Movement

    This strategy dodges all AoEs with minimal movement.

  • 05:54
    01:09
    Spikesicle AoE
    05:55
    01:10
    Spikesicle AoE
    05:56
    01:11
    Spikesicle AoE
    05:58
    01:12
    Spikesicle AoE
    05:59
    01:14
    Spikesicle AoE
    06:00
    01:15
    Spikesicle AoE
    06:01
    01:16
    Sphere Shatter Chariot AoE
    06:01
    01:16
    Spikesicle AoE
    06:02
    01:17
    Sphere Shatter Chariot AoE
    06:02
    01:17
    Spikesicle AoE
    06:03
    01:18
    Sphere Shatter Chariot AoE
    06:04
    01:18
    Spikesicle AoE
    06:04
    01:19
    Sphere Shatter Chariot AoE
    06:05
    01:20
    Spikesicle AoE
    06:06
    01:20
    Sphere Shatter Chariot AoE
    06:07
    01:22
    Sphere Shatter Chariot AoE
    06:08
    01:23
    Sphere Shatter Chariot AoE
    06:09
    01:24
    Sphere Shatter Chariot AoE
    06:10
    01:25
    Sphere Shatter Chariot AoE
    06:12
    01:26
    Sphere Shatter Chariot AoE
    06:06
    01:21
    Northern Cross Line AoE

    The message "A rumbling avalanche approaches from the southeast..." appears on-screen.

    The avalanche is telegraphed by arrows on either the northeastern or southwestern side of the arena. Shortly afterwards the avalanche hits, dealing heavy damage, inflicting Vulnerability Up Vulnerability Up, and knocking back anyone hit, with a potential to knock them off the arena.

    06:29
    01:44
    Slithering Strike Chariot AoE

    Valigarmanda flies forward and begins to glow, hovering over the arena with both claws raised.

    After a short time he punches the front of the arena, leaving only the rear of the arena safe. Deals massive damage and inflicts Sustained Damage Sustained Damage and Trauma Trauma on any players hit.

    Note that the AoE covers more than max melee range.

    Afterwards, triggers one of three mechanics depending on the current dominant element of the arena:

    • Fire: Triggers Charring Cataclysm, a partner stack on all DPS or supports.
    • Ice: Triggers Chilling Cataclysm, a "find the safe spot" mechanic.
    • Thunder: Triggers Crackling Cataclysm, large invisible baited AoEs on all players.

    06:29
    01:44
    Susurrant Breath Cone AoE

    Valigarmanda flies backwards and begins glowing.

    After a short time, he fires a massive conal breath of fire across the arena, leaving only small triangles at the front left and right of the arena untouched. Deals massive damage and inflicts Sustained Damage Sustained Damage and Trauma Trauma on any players hit.

    Afterwards, triggers one of three mechanics depending on the current dominant element of the arena:

    • Fire: Triggers Charring Cataclysm, a partner stack on all DPS or supports.
    • Ice: Triggers Chilling Cataclysm, a "find the safe spot" mechanic.
    • Thunder: Triggers Crackling Cataclysm, large invisible baited AoEs on all players.

    06:29
    01:44
    Strangling Coil Dynamo AoE

    Valigarmanda flies around the arena, creating a wind effect around the outside of the arena.

    After a short time the wind manifests, leaving only a dynamo-shaped safe spot in the center of the arena. Deals massive damage and inflicts Sustained Damage Sustained Damage and Trauma Trauma on any players hit.

    Afterwards, triggers one of three mechanics depending on the current dominant element of the arena:

    • Fire: Triggers Charring Cataclysm, a partner stack on all DPS or supports.
    • Ice: Triggers Chilling Cataclysm, a "find the safe spot" mechanic.
    • Thunder: Triggers Crackling Cataclysm, large invisible baited AoEs on all players.

    06:35
    01:50
    Chilling Cataclysm ×5 AoE

    5 frost circles appear in the arena, each preparing to shoot a line AoE in 8 different directions, leaving only a small number of tiny safe spots.

    Being hit by one of the lines deals moderate damage and inflicts Deep Freeze Deep Freeze and Damage Down Damage Down.

    The circle positioning is not random. They always appear in the same places every time, though they may be horizontally mirrored, for a total of only 2 variations. Specifically, each circle is exactly the diameter of 1/6th of the arena's height. If one pictures the arena divided into an even grid with 6 rows and 8 columns, each circle is placed exactly into this grid, and each row and column only features at most 1 circle. This means that only 1 row and 3 columns do not have a circle inside them, and because of the diagonal lines, this leaves only a single safe spot in the arena.

    Identify the two frontmost ice circles. The safe spot is centered in-between them. (More specifically, the safe spot is in the grid row between the two frontmost circles, and in the diagonal between the two rearmost circles.)

    It is not necessary to find this exact spot; there is a grace period of slightly more than a second after the line telegraphs appear before the AoEs resolve that allows for microadjustments. For additional ease, you can place waymarks in the two possible safe spots.

  • Visualization

    A visualization of the line AoEs. This is the only pattern that can appear, though it can appear horizontally mirrored (with the safe spot on the right instead of the left).

  • 06:40
    01:54
    Northern Cross Line AoE

    The message "A rumbling avalanche approaches from the southeast..." appears on-screen.

    The avalanche is telegraphed by arrows on either the northeastern or southwestern side of the arena. Shortly afterwards the avalanche hits, dealing heavy damage, inflicting Vulnerability Up Vulnerability Up, and knocking back anyone hit, with a potential to knock them off the arena.

    06:44
    01:58
    Freezing Dust Motion

    Inflicts Freezing Up Freezing Up on all players. If any player isn't moving at this point or stops moving before Freezing Up Freezing Up falls off, inflicts Deep Freeze Deep Freeze.

    06:54
    02:09
    Scourge of Thunder ×4 Chariot spread

    Standard spread on either 4 players (during Ice Phase) or all 8 players (during Fire Phase).

    07:02
    02:16
    Disaster Zone Raidwide (transition)

    Heavy raidwide. Transitions the arena back to its original state, ending the elemental phase.

    07:11
    02:26
    Ice Talon ×2 Chariot tankbuster (MT & OT)

    A telegraphed tankbuster on the two highest enmity targets. Inflicts Frostbite Frostbite.

    07:25
    02:40
    Skyruin (Thunder) Raidwide (transition)

    Deals heavy damage, inflicts Electrocution Electrocution on all players, transitions the arena, and begins Thunder Phase.

    Either follows or precedes Skyruin (Ice). This order will not change for the remainder of the instance.

    07:25
    02:40
    Skyruin (Ice) Raidwide (transition)

    Deals heavy damage, inflicts Frostbite Frostbite on all players, transitions the arena, and begins Ice Phase.

    Either follows or precedes Skyruin (Thunder). This order will not change for the remainder of the instance.

    07:34
    00:08
    Triscourge Raidwide

    Deals heavy damage and inflicts a number of status effects.

    • Calamity's Flames Calamity's Flames (11s) → both healers
    • Calamity's Fulgur Calamity's Fulgur (59s) → all supports or DPS
    • Calamity's Frost Calamity's Frost (99s) → same role as Calamity's Fulgur Calamity's Fulgur (59s)
    • Calamity's Frost Calamity's Frost (59s) → opposite role of Calamity's Fulgur Calamity's Fulgur (59s)
    • Calamity's Fulgur Calamity's Fulgur (99s) → same role as Calamity's Frost Calamity's Frost (59s)
    07:46
    00:20
    Scourge of Fire ×2 Chariot healer stack

    4-man healer stack triggered by Calamity's Flames Calamity's Flames.

    07:57
    00:31
    Hail of Feathers (+ 6 others) Proximity

    Drops a feather on each non-levitating square.

    Each feather drop deals moderate proximity damage, starting in the square on the west and moving counter-clockwise, or starting in the square on the east and moving clockwise.

    Feathers become targetable after being dropped. After Hail of Feathers, executes Blighted Bolt which hits all feathers with a lightning strike that kills any players on the same square as the feather, and also hits all levitating levitating players.

    Move opposite the first feather, then rotate around the front of the arena. (Feathers always rotate around the rear first.) Stop in the rear corner next to the first feather, then kill the first feather and stand on its square while Blighted Bolt resolves. Make sure you're not levitating levitating.

    • If you're a melee, do not attempt to maintain melee uptime on the last feather impact unless you know what you're doing. The proximity damage has a steep falloff and you will likely die.

    07:59
    00:33
    Hail of Feathers Proximity
    08:02
    00:36
    Hail of Feathers Proximity
    08:05
    00:39
    Hail of Feathers Proximity
    08:08
    00:42
    Hail of Feathers Proximity
    08:11
    00:45
    Hail of Feathers Proximity
    08:14
    00:48
    Hail of Feathers Proximity
    08:24
    00:58
    Blighted Bolt Chariot AoE

    Targets all feathers with an AoE large enough to cover the entire square that they're on. Also targets all levitating levitating players. Anyone hit is instantly killed.

    08:34
    01:08
    Scourge of Thunder (Empowered) ×4 Chariot spread

    Like Scourge of Thunder, but larger and deals more damage. Only appears during Thunder Phase.

    08:34
    01:08
    Calamity's Frost Calamity's Frost Status expiration

    Calamity's Frost Calamity's Frost expires, encasing any players who are not levitating levitating in a block of ice.

    Note that, even while levitating levitating, the block of ice still spawns, but it spawns underneath the afflicted player(s). If two blocks of ice are too close to each other, they will tether and explode, dealing massive damage and inflicting Vulnerability Up Vulnerability Up.

    08:49
    01:23
    Slithering Strike Chariot AoE

    Valigarmanda flies forward and begins to glow, hovering over the arena with both claws raised.

    After a short time he punches the front of the arena, leaving only the rear of the arena safe. Deals massive damage and inflicts Sustained Damage Sustained Damage and Trauma Trauma on any players hit.

    Note that the AoE covers more than max melee range.

    Afterwards, triggers one of three mechanics depending on the current dominant element of the arena:

    • Fire: Triggers Charring Cataclysm, a partner stack on all DPS or supports.
    • Ice: Triggers Chilling Cataclysm, a "find the safe spot" mechanic.
    • Thunder: Triggers Crackling Cataclysm, large invisible baited AoEs on all players.

    08:49
    01:23
    Susurrant Breath Cone AoE

    Valigarmanda flies backwards and begins glowing.

    After a short time, he fires a massive conal breath of fire across the arena, leaving only small triangles at the front left and right of the arena untouched. Deals massive damage and inflicts Sustained Damage Sustained Damage and Trauma Trauma on any players hit.

    Afterwards, triggers one of three mechanics depending on the current dominant element of the arena:

    • Fire: Triggers Charring Cataclysm, a partner stack on all DPS or supports.
    • Ice: Triggers Chilling Cataclysm, a "find the safe spot" mechanic.
    • Thunder: Triggers Crackling Cataclysm, large invisible baited AoEs on all players.

    08:49
    01:23
    Strangling Coil Dynamo AoE

    Valigarmanda flies around the arena, creating a wind effect around the outside of the arena.

    After a short time the wind manifests, leaving only a dynamo-shaped safe spot in the center of the arena. Deals massive damage and inflicts Sustained Damage Sustained Damage and Trauma Trauma on any players hit.

    Afterwards, triggers one of three mechanics depending on the current dominant element of the arena:

    • Fire: Triggers Charring Cataclysm, a partner stack on all DPS or supports.
    • Ice: Triggers Chilling Cataclysm, a "find the safe spot" mechanic.
    • Thunder: Triggers Crackling Cataclysm, large invisible baited AoEs on all players.

    08:52
    01:26
    Crackling Cataclysm Chariot baited AoE

    Leaves behind invisible AoEs that explode a short time later, dealing massive damage and inflicting Vulnerability Up Vulnerability Up and Paralysis Paralysis.

    09:04
    01:38
    Thunderous Breath Conditional

    Deals massive damage and inflicts Vulnerability Up Vulnerability Up and Paralysis Paralysis on all players who are not levitating levitating.

    09:04
    01:38
    Arcane Lightning ×10 Line AoE

    Lightning circles spawn on both sides of the arena, each preparing to fire a line AoE across. Each AoE inflicts Vulnerability Up Vulnerability Up and Paralysis Paralysis. Only one row in the arena has no circle on either side.

    09:14
    01:48
    Scourge of Thunder (Empowered) ×4 Chariot spread

    Like Scourge of Thunder, but larger and deals more damage. Only appears during Thunder Phase.

    09:14
    01:48
    Calamity's Frost Calamity's Frost Status expiration

    Calamity's Frost Calamity's Frost expires, encasing any players who are not levitating levitating in a block of ice.

    Note that, even while levitating levitating, the block of ice still spawns, but it spawns underneath the afflicted player(s). If two blocks of ice are too close to each other, they will tether and explode, dealing massive damage and inflicting Vulnerability Up Vulnerability Up.

    09:29
    02:03
    Slithering Strike Chariot AoE

    Valigarmanda flies forward and begins to glow, hovering over the arena with both claws raised.

    After a short time he punches the front of the arena, leaving only the rear of the arena safe. Deals massive damage and inflicts Sustained Damage Sustained Damage and Trauma Trauma on any players hit.

    Note that the AoE covers more than max melee range.

    Afterwards, triggers one of three mechanics depending on the current dominant element of the arena:

    • Fire: Triggers Charring Cataclysm, a partner stack on all DPS or supports.
    • Ice: Triggers Chilling Cataclysm, a "find the safe spot" mechanic.
    • Thunder: Triggers Crackling Cataclysm, large invisible baited AoEs on all players.

    09:29
    02:03
    Susurrant Breath Cone AoE

    Valigarmanda flies backwards and begins glowing.

    After a short time, he fires a massive conal breath of fire across the arena, leaving only small triangles at the front left and right of the arena untouched. Deals massive damage and inflicts Sustained Damage Sustained Damage and Trauma Trauma on any players hit.

    Afterwards, triggers one of three mechanics depending on the current dominant element of the arena:

    • Fire: Triggers Charring Cataclysm, a partner stack on all DPS or supports.
    • Ice: Triggers Chilling Cataclysm, a "find the safe spot" mechanic.
    • Thunder: Triggers Crackling Cataclysm, large invisible baited AoEs on all players.

    09:29
    02:03
    Strangling Coil Dynamo AoE

    Valigarmanda flies around the arena, creating a wind effect around the outside of the arena.

    After a short time the wind manifests, leaving only a dynamo-shaped safe spot in the center of the arena. Deals massive damage and inflicts Sustained Damage Sustained Damage and Trauma Trauma on any players hit.

    Afterwards, triggers one of three mechanics depending on the current dominant element of the arena:

    • Fire: Triggers Charring Cataclysm, a partner stack on all DPS or supports.
    • Ice: Triggers Chilling Cataclysm, a "find the safe spot" mechanic.
    • Thunder: Triggers Crackling Cataclysm, large invisible baited AoEs on all players.

    09:32
    02:07
    Crackling Cataclysm Chariot baited AoE

    Leaves behind invisible AoEs that explode a short time later, dealing massive damage and inflicting Vulnerability Up Vulnerability Up and Paralysis Paralysis.

    09:39
    02:13
    Disaster Zone Raidwide (transition)

    Heavy raidwide. Transitions the arena back to its original state, ending the elemental phase.

    09:49
    02:23
    Ruinfall (+ 3 others) Tankbuster tower(s)

    A tower appears in the center of the arena, dealing massive damage if left unsoaked. Soaking players take heavy damage that can be shared.

    Afterwards, knocks back all players towards the rear of the arena, where 3 chariot AoEs are about to explode.

    Have both tanks soak the tower with light cooldowns.

    All players should either use Arm's Length Arm's Length/Surecast Surecast towards the end of the cast, or position themselves in such a way to get knocked back in-between the AoEs at the rear of the arena.

    09:51
    02:25
    Ruinfall (TB) Tankbuster tower(s)

    The Ruinfall tower resolves.

    09:53
    02:27
    Ruinfall (Knockback) Knockback

    Deals moderate damage to all players and knocks them towards the rear of the arena.

    09:55
    02:29
    Ruinfall (Circles) ×3 Chariot AoE

    AoEs at the rear of the arena explode, dealing massive damage to anyone inside.

    10:03
    02:37
    Wrath Unfurled Raidwide

    Standard raidwide.

    10:14
    02:48
    Mountain Fire (+ 6 others) Tankbuster tower(s)

    A tower appears at the front of the arena. Valigarmanda then shoots six consecutive fireballs at it.

    If the tower is unsoaked, the fire bathes the arena in flames that deal heavy but survivable damage and inflict Vulnerability Up Vulnerability Up and a stacking cleansable Burns Burns DoT.

    If the tower is soaked, deals heavy damage to the player to the tower and inflicts Fire Resistance Down II Fire Resistance Down II and an uncleansable Burns Burns. This damage can only realistically be survived by a tank with defensive cooldowns. Due to Fire Resistance Down II Fire Resistance Down II, soaking multiple consecutive hits is lethal.

    Even with a soaked tower, the fire still bathes the arena in flames. However, the flames are "split" down the middle by the player in the tower, creating a narrow conal safe spot behind that player. Note that players outside of this safe spot do not take survivable damage and a Vulnerability Up Vulnerability Up and Burns Burns as it would be if the tower were left unsoaked; they just die.

    After each hit, Valigarmanda repositions to the left, the middle, or the right. This has no bearing on the tower player but changes the angle of the safe cone for the other players.

    Have one of your tanks soak the tower's first hit, then alternate tanks from there. The Fire Resistance Down II Fire Resistance Down II only lasts for a single hit.

    For the first hit, Valigarmanda is always positioned center. Afterwards, each hit requires the party to move such that the tower is between them and Valigarmanda.

    Note that using a tank invuln on multiple hits is inadvised, as the Fire Resistance Down II Fire Resistance Down II from the first hit renders the next hit's Burns Burns lethal. Additionally, the hits are spaced out just enough that an invuln cannot cover more than 2 hits. If you intend to invuln this tankbuster, make sure to time it as late as possible. If timed correctly, the invuln can cover two tower hits as well as the subsequent lethal Burns Burns ticks, expiring just after the last Burns Burns tick.

    • As a non-tank, always move back to the middle after each hit; that way you only have to move either not at all or a maximum of 45 degrees. If you stay on the side after a hit, you may have to move a full 90 degrees, which is especially uncomfortable for casters.

    • As a tank, make sure to cycle through mitigation as needed. Don't save any mitigation for other tankbusters; the other tankbusters can all be comfortably survived with only a tank's short cooldown.

    10:20
    02:54
    Mountain Fire Tankbuster tower(s)
    10:25
    02:59
    Mountain Fire Tankbuster tower(s)
    10:30
    03:04
    Mountain Fire Tankbuster tower(s)
    10:35
    03:09
    Mountain Fire Tankbuster tower(s)
    10:40
    03:14
    Mountain Fire Tankbuster tower(s)
    10:45
    03:19
    Mountain Fire Tankbuster tower(s)
    10:59
    03:33
    Tulidisaster (+ 3 others) Soft enrage

    Enrage sequence.

    Behaves like the first Tulidisaster, but instead of inflicting another Perpetual Conflagration Perpetual Conflagration, the last hit wipes the party.

    11:02
    03:36
    Tulidisaster (Ice) Raidwide

    The first of the three raidwides during Tulidisaster.

    11:10
    03:44
    Tulidisaster (Thunder) Raidwide

    The second of the three raidwides during Tulidisaster.

    11:18
    03:52
    Tulidisaster Enrage

    Kills all players.

    Spikesicle

    Telegraphs 10 subsequent ice curves.

    The curves always start towards either the left or right side of the middle of the arena and move towards the far side. Note that the curves are always angled towards the far side of the arena, so after the first curve, the curves will now curve towards the other side since that side is now farther away.

    Each curve spawns an ice block somewhere along its trajectory. The first 4 curves spawn their ice block at the origin of the curve; the 5th at the end of the curve; and the 6th in the middle of the curve (which is really more of a line at this point), on the edge of the arena. The remaining 4 curves behave identically to the previous 4 but on the other side of the arena.

    After the telegraphs are finished, fires the ice curves in the telegraphed order. Each curve represents a narrow line AoE that inflicts Damage Down Damage Down to anyone in their path. The ice blocks they spawn are yet inactive, but approximately 7 seconds after an ice block spawns, it explodes in a large chariot AoE that likewise inflicts Damage Down Damage Down.

  • Minimal Movement

    This strategy dodges all AoEs with minimal movement.

  • Chilling Cataclysm

    5 frost circles appear in the arena, each preparing to shoot a line AoE in 8 different directions, leaving only a small number of tiny safe spots.

    Being hit by one of the lines deals moderate damage and inflicts Deep Freeze Deep Freeze and Damage Down Damage Down.

    The circle positioning is not random. They always appear in the same places every time, though they may be horizontally mirrored, for a total of only 2 variations. Specifically, each circle is exactly the diameter of 1/6th of the arena's height. If one pictures the arena divided into an even grid with 6 rows and 8 columns, each circle is placed exactly into this grid, and each row and column only features at most 1 circle. This means that only 1 row and 3 columns do not have a circle inside them, and because of the diagonal lines, this leaves only a single safe spot in the arena.

  • Visualization

    A visualization of the line AoEs. This is the only pattern that can appear, though it can appear horizontally mirrored (with the safe spot on the right instead of the left).