Tier: AAC Heavyweight
Auto-attacks: physical on  MT
Total HP: 154,287,371
Required DPS: 232,980.85

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Current stage: 3

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Hit Ability Type Description
00:10
00:10
Crown of Arcadia Raidwide

Standard raidwide.

00:18
00:18
Raw Steel Trophy (Scythe) (+ 2 others) Cone combination

A tankbuster on each of the two highest enmity party members and a stack on a random other party member.

00:25
00:25
Raw Steel ×2 Cone tankbuster (MT & OT)

Conal tankbusters on the two highest enmity party members. Inflicts Physical Vulnerability Up Physical Vulnerability Up.

00:25
00:25
Heavy Hitter Cone stack

A conal stack on a random party member who is not one of the first two targets in enmity. Inflicts Physical Vulnerability Up Physical Vulnerability Up.

00:18
00:18
Raw Steel Trophy (Axe) (+ 2 others) Chariot combination

A shared tankbuster on either of the two highest-enmity party members and a spread on all other party members.

Note: To reiterate, the tankbuster randomly targets either the player with the most enmity or the player with the second-most enmity. You cannot have your main tank take this tankbuster solo with invuln for this reason.

00:24
00:24
Raw Steel Chariot tankbuster (stack)

Heavy-hitting tankbuster on either of the two highest-enmity party members that deals lethal damage unless shared by another player. Inflicts Physical Vulnerability Up Physical Vulnerability Up.

00:25
00:25
Impact ×6 Chariot spread

Spreads on all party members who are not first or second in enmity. Inflicts Physical Vulnerability Up Physical Vulnerability Up.

00:38
00:38
Trophy Weapons Preparation

The Tyrant summons an axe, scythe, and blade in a triangular pattern around the arena.

00:48
00:48
Assault Evolved (+ 9 others) Mechanic

The Tyrant dashes to each of the summoned weapons in turn and executes their mechanic.

At the start of the cast, the Tyrant turns towards a random of the three weapons. After dashing to it and executing its mechanic, he dashes to the remaining weapons in a clockwise order.

There can be no duplicate mechanics.

The possible mechanics are:

  • Axe: Heavy Weight (chariot + stack)
  • Blade: Sharp Taste (plus-shaped + healer stack)
  • Scythe: Sweeping Victory (dynamo + spread)
00:49
00:49
Assault Evolved (Dash) Mechanic

The Tyrant dashes to the next weapon.

00:50
00:50
Assault Evolved (Hit) Mechanic

One of Sweeping Victory, Heavy Weight, or Sharp Taste.

00:51
00:51
Assault Evolved (AoE) AoE

One of Sweeping Victory (AoE), Heavy Weight (AoE), or Sharp Taste (AoE).

00:54
00:54
Assault Evolved (Dash) Mechanic

The Tyrant dashes to the next weapon.

00:56
00:56
Assault Evolved (Hit) Mechanic

One of Sweeping Victory, Heavy Weight, or Sharp Taste.

00:56
00:56
Assault Evolved (AoE) AoE

One of Sweeping Victory (AoE), Heavy Weight (AoE), or Sharp Taste (AoE).

00:59
00:59
Assault Evolved (Dash) Mechanic

The Tyrant dashes to the next weapon.

01:01
01:01
Assault Evolved (Hit) Mechanic

One of Sweeping Victory, Heavy Weight, or Sharp Taste.

01:01
01:01
Assault Evolved (AoE) AoE

One of Sweeping Victory (AoE), Heavy Weight (AoE), or Sharp Taste (AoE).

01:13
01:13
Trophy Weapons Preparation

The Tyrant summons an axe, scythe, and blade in a triangular pattern around the arena.

01:20
01:20
Void Stardust (+ 5 others) Chariot delayed AoE

Three sets of AoEs spawn under players' positions, followed by Comet or Crushing Comet.

After Assault Evolved, this repeats, finishing on whichever of the two mechanics (Comet or Crushing Comet) wasn't used the first time.

01:24
01:24
Cometite ×8 Chariot delayed AoE
01:26
01:26
Cometite ×8 Chariot delayed AoE
01:28
01:28
Cometite ×8 Chariot delayed AoE
01:30
01:30
Comet ×8 Chariot spread
01:30
01:30
Crushing Comet Chariot targeted stack
01:33
01:33
Assault Evolved (+ 9 others) Mechanic

The Tyrant dashes to each of the summoned weapons in turn and executes their mechanic.

At the start of the cast, the Tyrant turns towards a random of the three weapons. After dashing to it and executing its mechanic, he dashes to the remaining weapons in a clockwise order.

There can be no duplicate mechanics.

The possible mechanics are:

  • Axe: Heavy Weight (chariot + stack)
  • Blade: Sharp Taste (plus-shaped + healer stack)
  • Scythe: Sweeping Victory (dynamo + spread)
01:33
01:33
Assault Evolved (Dash) Mechanic

The Tyrant dashes to the next weapon.

01:35
01:35
Assault Evolved (Hit) Mechanic

One of Sweeping Victory, Heavy Weight, or Sharp Taste.

01:35
01:35
Assault Evolved (AoE) AoE

One of Sweeping Victory (AoE), Heavy Weight (AoE), or Sharp Taste (AoE).

01:38
01:38
Assault Evolved (Dash) Mechanic

The Tyrant dashes to the next weapon.

01:40
01:40
Assault Evolved (Hit) Mechanic

One of Sweeping Victory, Heavy Weight, or Sharp Taste.

01:40
01:40
Assault Evolved (AoE) AoE

One of Sweeping Victory (AoE), Heavy Weight (AoE), or Sharp Taste (AoE).

01:43
01:43
Assault Evolved (Dash) Mechanic

The Tyrant dashes to the next weapon.

01:45
01:45
Assault Evolved (Hit) Mechanic

One of Sweeping Victory, Heavy Weight, or Sharp Taste.

01:45
01:45
Assault Evolved (AoE) AoE

One of Sweeping Victory (AoE), Heavy Weight (AoE), or Sharp Taste (AoE).

01:46
01:46
Void Stardust (Part 2) (+ 5 others) Chariot delayed AoE

The second set of Void Stardust, which is always opposite of the first.

01:51
01:51
Cometite ×8 Chariot delayed AoE
01:53
01:53
Cometite ×8 Chariot delayed AoE
01:55
01:55
Cometite ×8 Chariot delayed AoE
01:57
01:57
Comet ×8 Chariot spread
01:57
01:57
Crushing Comet Chariot targeted stack
02:03
02:03
Crown of Arcadia Raidwide

Standard raidwide.

02:15
02:15
Dance of Domination Trophy (+ 8 others) Mechanic

Boss summons a blade as his weapon.

This is followed by a heavy multi-hit raidwide, after which the Tyrant spawns thin white lines on the arena floor. One random edge does not have a line on it.

Each line indicates where a wide line AoE will hit after only a few seconds. At the same time, a partner stack goes off on all supports or all damage dealers.

02:22
02:22
Dance of Domination Raidwide
02:23
02:23
Dance of Domination Raidwide
02:23
02:23
Dance of Domination Raidwide
02:24
02:24
Dance of Domination Raidwide
02:25
02:25
Dance of Domination Raidwide
02:26
02:26
Dance of Domination (Finale) Raidwide
02:31
02:31
Eye of the Hurricane ×4 Chariot partner stack
02:31
02:31
Explosion ×12 Line AoE
02:37
02:37
Raw Steel Trophy (Axe) (+ 2 others) Chariot combination

A shared tankbuster on either of the two highest-enmity party members and a spread on all other party members.

Note: To reiterate, the tankbuster randomly targets either the player with the most enmity or the player with the second-most enmity. You cannot have your main tank take this tankbuster solo with invuln for this reason.

02:43
02:43
Raw Steel Chariot tankbuster (stack)

Heavy-hitting tankbuster on either of the two highest-enmity party members that deals lethal damage unless shared by another player. Inflicts Physical Vulnerability Up Physical Vulnerability Up.

02:44
02:44
Impact ×6 Chariot spread

Spreads on all party members who are not first or second in enmity. Inflicts Physical Vulnerability Up Physical Vulnerability Up.

02:37
02:37
Raw Steel Trophy (Scythe) (+ 2 others) Cone combination

A tankbuster on each of the two highest enmity party members and a stack on a random other party member.

02:44
02:44
Raw Steel ×2 Cone tankbuster (MT & OT)

Conal tankbusters on the two highest enmity party members. Inflicts Physical Vulnerability Up Physical Vulnerability Up.

02:44
02:44
Heavy Hitter Cone stack

A conal stack on a random party member who is not one of the first two targets in enmity. Inflicts Physical Vulnerability Up Physical Vulnerability Up.

02:59
02:59
Charybdistopia Sets HP

Sets all players' HP to 1 and engulfs the arena in a whirling tornado.

03:05
03:05
Ultimate Trophy Weapons (+ 20 others) Mechanic

Summons 6 weapons in a row and executes their mechanics.

The weapons themselves function identically to Trophy Weapons. However, the way they're spawned is completely different.

The first weapon always spawns to the south and either slightly to the west or to the east. If the first weapon spawned slightly to the west, the next weapon spawns northwest and all subsequent weapons spawn clockwise as well. If the first weapon spawned slightly to the east, the next weapon spawns northeast and all subsequent weapons spawn counter-clockwise as well. All weapons except the first two are spawned directly on a cardinal.

All weapons are executed in the order they spawn in. Unlike Trophy Weapons, the Tyrant does not wait until all weapons have spawned until he dashes to the first weapon.

The first two weapons are executed without any special effect. The last four weapons leave behind a small tornado when their mechanic resolves. Six seconds after the last weapon mechanic resolves, each of the four tornadoes shoots a conal AoE at the two closest players.

Resolve the weapons as normal, then position two players on the outside of each tornado to bait the tornado's cones away from the center of the arena.

For tornado assignments, your tornado is at your clock spot or (if you're at an intercardinal) at the cardinal clockwise to your clock spot.

The cones resolve approximately three quarters of the way through the Immortal Reign cast.

Do not dash back to the Tyrant right after the cones. The tornadoes remain active and dangerous for about a second after the cones resolve, so either wait a moment or position yourself such that your dash does not intersect the tornado.

03:13
03:13
Assault Apex Mechanic
03:13
03:13
Assault Evolved (Dash) Mechanic
03:15
03:15
Assault Evolved (Hit) Mechanic
03:15
03:15
Assault Evolved (AoE) AoE
03:18
03:18
Assault Evolved (Dash) Mechanic
03:20
03:20
Assault Evolved (Hit) Mechanic
03:20
03:20
Assault Evolved (AoE) AoE
03:23
03:23
Assault Evolved (Dash) Mechanic
03:25
03:25
Assault Evolved (Hit) Mechanic
03:25
03:25
Assault Evolved (AoE) AoE
03:29
03:29
Assault Evolved (Dash) Mechanic
03:30
03:30
Assault Evolved (Hit) Mechanic
03:31
03:31
Assault Evolved (AoE) AoE
03:34
03:34
Assault Evolved (Dash) Mechanic
03:35
03:35
Assault Evolved (Hit) Mechanic
03:36
03:36
Assault Evolved (AoE) AoE
03:39
03:39
Assault Evolved (Dash) Mechanic
03:41
03:41
Assault Evolved (Hit) Mechanic
03:41
03:41
Assault Evolved (AoE) AoE
03:47
03:47
Powerful Gust ×8 Cone spread (close)
03:48
03:48
Immortal Reign Mechanic

The Tyrant's hair begins glowing red.

04:01
04:01
One and Only Raidwide (transition)

Heavy raidwide. Engulfs the arena in flames.

04:13
00:12
Great Wall of Fire (+ 4 others) Line tankbuster (stack)

Line tankbuster on whoever is first in enmity. Deals lethal damage unless shared by another tank. Inflicts Fire Resistance Down II Fire Resistance Down II to the first player in line.

Leaves behind a delayed line explosion that deals heavy damage and inflicts Damage Down Damage Down if not stepped out of.

This repeats one more time. The second hit deals lethal damage to the tank with Fire Resistance Down II Fire Resistance Down II unless that tank is behind another player.

To resolve the mechanic correctly, both tanks soak both hits while swapping their position after the first hit so that the tank who now has Fire Resistance Down II Fire Resistance Down II is now behind the other tank, otherwise they die.

To simplify, you can simply have one tank invuln this tankbuster and soak both hits solo. Remember to still dodge the AoE left behind.

04:14
00:12
Great Wall of Fire (Hit) Line tankbuster (stack)

Individual hit of Great Wall of Fire.

04:17
00:15
Great Wall of Fire (Hit) Line tankbuster (stack)

Individual hit of Great Wall of Fire.

04:17
00:16
Great Wall of Fire (AoE) Line AoE

AoE left behind by a Great Wall of Fire (Hit). Inflicts Damage Down Damage Down.

04:21
00:19
Great Wall of Fire (AoE) Line AoE

AoE left behind by a Great Wall of Fire (Hit). Inflicts Damage Down Damage Down.

04:27
00:25
Orbital Omen (+ 5 others) Line multi-AoE

Spawns 4 portals at the north wall and 4 portals at the east wall in a random order.

Each northern portal spawns alongside an eastern portal. Each portal casts a white line outside of it. This line has no function and merely serves to make the mechanic easier.

After the third portals have spawned, the Tyrant begins to cast Fire and Fury, a front-and-back conal cleave originating from the Tyrant.

At the end of the Fire and Fury cast, the first two portals fire a meteor straight ahead. Each meteor is a wide line AoE covering exactly a quarter of the arena's width. Getting hit deals heavy damage and inflicts Damage Down Damage Down.

The sum of all meteors covers the entire arena, so a specific dodge is necessary in order to avoid Damage Down Damage Down.

The portals spawn in specific patterns. One constant is that the second portal is always guaranteed to be be inside (covering part of the center of the arena).

The simplest way to resolve this mechanic is to keep the Tyrant in the center, facing north, and then to perform all dodges in the center of the arena. This works by virtue of the second portal being guaranteed to be an inside portal.

The simplest ways of dodging are:

  • If the first two portals intersect near the center, wait diagonally across from the intersection, then move into the intersection when the Fire and Fury cast finishes. No further steps are necessary.
  • If the first two portals intersect elsewhere, wait for the second set of portals (which always intersect near center), then stand in that intersection. Wait until the Fire and Fury cast has gone off, then dodge diagonally across, then back again.
  • (Optional) If the first two portals intersect at a corner of the arena, wait for the second set of portals and stand diagonally across from the intersection, then move into the intersection when their line AoEs go off. This is less movement than the second bullet point, but otherwise functionally identical. If you prefer to keep things simple and only memorize two dodge patterns, you can ignore this bullet point.
04:36
00:34
Fire and Fury ×2 Cone AoE
04:36
00:34
Orbital Omen ×2 Line AoE
04:38
00:36
Orbital Omen ×2 Line AoE
04:39
00:37
Orbital Omen ×2 Line AoE
04:41
00:39
Orbital Omen ×2 Line AoE
04:53
00:51
Meteorain (+ 17 others) Mechanic

Major mechanic involving a lot of meteors and comets.

At the end of the cast, the two closest players to the Tyrant are marked for Cosmic Kiss and will drop a comet after a few seconds.

A random other non-tank is selected for Fearsome Fireball, a line Wild Charge.

This cycle repeats three more times, with some slight variations:

  • After the first set, all subsequent sets also feature 2× Foregone Fatality, a tether-based tankbuster that tethers itself to one of the available comets by default.
  • After the third set, no more players are marked for Cosmic Kiss, resulting in a maximum of 6 comets.
After the fourth set, the Tyrant casts Triple Tyrannhilation, a sequence of 3 back-to-back line of sight attacks that instantly kill any player or destroy any comet not hiding behind a comet.

Decide on a Cosmic Kiss priority. Every player (except tanks) must bait one comet, as each comet inflicts Physical Vulnerability Up Physical Vulnerability Up for the remainder of the mechanic, making it impossible for one player to bait more than one. MHR (melees, healers, rangeds) is a commonly used priority. Whichever players you choose, ensure they're in the boss hitbox when the Meteorain cast ends, and all players outside.

Also, decide which players place the Fearsome Fireball comets and which players place the Triple Tyrannhilation comets. Light party 1 players usually place Fearsome Fireball comets and light party 2 Triple Tyrannhilation.

Triple Tyrannhilation requires three comets, placed back-to-back, but not too close to each other or they'll explode. These comets are generally placed in a line between the Tyrant and the southwest corner of the arena.

Fearsome Fireball comets should all be placed in melee range, so that melees can hide maintain uptime while hiding behind the comet for the stack. To facilitate this, place the first of these comets northeast (in melee range but not max melee) and take the stack northwest, then alternate on each subsequent stack (so the second set takes the stack northeast, behind the previously placed comet, and the comet is placed northwest).

Tanks either decide on a priority system (e.g. MT checks for meteors clockwise from north and OT counter-clockwise from west) or just eyeball it. There's enough time between tethers appearing and the tankbusters resolving that eyeballing is a valid and safe strategy.

After all four sets, all of the northern comets should now be gone (used for Fearsome Fireball) and all 3 southern comets should still exist. Wait for the Triple Tyrannhilation cast to nearly finish, then hide behind the rearmost comet. Yes, this comet is far outside of melee range. No, there is no way to maintain melee uptime here. Unlike normal mode, the individual hits of Triple Tyrannhilation are executed in rapid succession and instantly kill any player in line of sight.

  • If one of the Fearsome Fireball comets is placed too close to another and explodes, under no circumstances should you use one of the southern comets for the stack instead, as this will destroy all 3 comets (or all comets placed there at that point) and guarantee a wipe. Instead, choose a player to sacrifice themselves to the Wild Charge.

05:01
00:59
Fearsome Fireball Line Wild Charge
05:02
01:01
Cosmic Kiss ×2 Comet
05:10
01:08
Foregone Fatality ×2 Tankbuster (tether)
05:11
01:09
Fearsome Fireball Line Wild Charge
05:12
01:11
Cosmic Kiss ×2 Comet
05:15
01:13
Explosion Chariot AoE
05:20
01:18
Foregone Fatality ×2 Tankbuster (tether)
05:21
01:19
Fearsome Fireball Line Wild Charge
05:22
01:21
Cosmic Kiss ×2 Comet
05:25
01:23
Explosion Chariot AoE
05:30
01:28
Foregone Fatality ×2 Tankbuster (tether)
05:31
01:29
Fearsome Fireball Line Wild Charge
05:35
01:33
Explosion Chariot AoE
05:44
01:42
Triple Tyrannhilation Line of sight
05:45
01:43
Shockwave Line of sight
05:46
01:45
Shockwave Line of sight
05:48
01:46
Shockwave Line of sight
06:03
02:01
Flatliner Arena change

Knocks all players up and away from the center and destroys a vertical line from north to south, splitting the arena in two.

Note: While the soon-to-be-destroyed part of the arena is telegraphed with a standard yellow AoE indicator, this is not actually an AoE and is safe to stand in. It does not deal any damage.

06:17
02:15
Majestic Meteor (+ 14 others) Mechanic

Spawns 4 meteor portals and 4 2P towers.

There will always be 2 meteor portals and 2 towers per side. The towers spawn in fixed positions on the north and south of the platform. The portals may either both spawn outside or inside. If the western portals spawn outside, the eastern portals spawn inside, and vice-versa.

Each meteor portal tethers to a random player, with an even 2-2 split (meaning each platform has exactly two tethered players). This is a distance tether and cannot be passed.

In addition to these east/west meteor portals, two meteor portals will also spawn on the north of the arena (one per platform). This portal does not tether to a player and is instead equivalent to the portals during Orbital Omen (a line AoE in the direction of the portal). Each of these portals renders one half of the arena unsafe, either the half close to the Tyrant or the half far from him. Like the east/west portals, these two portals are also inverted per platform (so if the west platform features the close portal, the east platform features the far portal).

Towers resolve when their meteor touches the ground, knocking all soakees up and away from the center of the tower. If a player is missing from a tower, deals heavy damage and inflicts Sustained Damage Sustained Damage on all party members. If a tower is missed completely, deals heavy damage and inflicts Sustained Damage Sustained Damage on all party members.

Shortly after players touch the ground again, the four closest players to the Tyrant are marked for Fire Breath. This is directly followed by three sets of delayed AoEs that spawn underneath each player (Majestic Meteor (AoE)). After the third set spawns the portal tethers (Majestic Meteowrath), the player markers (Fire Breath), and the north portals (Majestic Meteorain) resolve simultaneously.

This entire sequence, starting with the towers, repeats one more time in full. Any player who was tethered to a portal is now untethered and vice-versa.

After this repeat one last set of towers spawns, but this time without any portals. Instead the Tyrant faces a random platform and begins casting Arcadion Avalanche. After towers resolve, he picks up the platform he is facing, killing all players on it, then throws it towards the other platform, killing all players hit. See Arcadion Avalanche for hints on how to spot the AoE.

There are many different strategies on which players take which towers in the start and where to stand for the subsequent Majestic Meteowrath and Fire Breath. Consult your data center's raidplans for more information. In general, each data center has intercardinal waymarks that indicate where Fire Breath need to stand.

The following steps are required and will never change between strategies:

  • Each tower always requires 2 players to soak it.
  • If you are tethered to a portal next to your platform, you must use the tower to get knocked to the other platform or it will not be possible to stretch the tether enough. This is the only situation in which you want to get knocked to the other platform. In all other cases, you should position to get knocked onto the same platform you're already on.
  • After each tower knockup, all untethered players must move into the Tyrant's hitbox to get marked for Fire Breath.
  • After Fire Breath have gone out, all players stack inside the Tyrant's hitbox to bait Majestic Meteor (AoE). At this point, 2 players split to the left and 2 players to the right.
  • If you're tethered, you must go to the side that your meteor portal is not on, so that your tether stretches diagonally through the center. Failing to do so results in instant death due to an insufficiently stretched tether.
  • If you're untethered, the side you go to does not matter, but you can't go to the same side as the other Fire Breath player on your platform. To coordinate sides between yourself and the other player, the first untethered player who arrives in the hitbox slightly inches towards the side they want to go to. The other player inches towards the other side to indicate that they understand.
  • After taking your line AoEs, take the tower on the side that you took your line AoE on. Fixed tower assignments are impossible here since players may have been knocked across.
Warning: There is a pattern that prevents the Fire Breath players from taking their spreads at the side, on the usual waymarks. This pattern (also known as the "cursed pattern") happens when the far half of the platform is safe and the Majestic Meteowrath portals spawned on the outside. In this case, aim to break away for the far west/east after the second Majestic Meteor (AoE) and taking your Fire Breath there.
06:30
02:29
Explosion (Towers) ×4 2P towers
06:41
02:40
Majestic Meteor (AoE) ×8 Chariot delayed AoE
06:43
02:42
Majestic Meteor (AoE) ×8 Chariot delayed AoE
06:45
02:43
Majestic Meteowrath ×4 Line distance tethers
06:45
02:43
Majestic Meteorain ×2 Line AoE
06:45
02:43
Fire Breath ×4 Line spread
06:45
02:44
Majestic Meteor (AoE) ×8 Chariot delayed AoE
07:02
03:01
Explosion (Towers) ×4 2P towers
07:13
03:12
Majestic Meteor (AoE) ×8 Chariot delayed AoE
07:15
03:14
Majestic Meteor (AoE) ×8 Chariot delayed AoE
07:17
03:15
Majestic Meteowrath ×4 Line distance tethers
07:17
03:15
Majestic Meteorain ×2 Line AoE
07:17
03:15
Fire Breath ×4 Line spread
07:17
03:16
Majestic Meteor (AoE) ×8 Chariot delayed AoE
07:27
03:25
Massive Meteor ×2 (+ 5 others) Chariot targeted stack

5-hit stack on one random player per platform.

07:28
03:26
Massive Meteor (Hit) ×2 Chariot targeted stack
07:29
03:27
Massive Meteor (Hit) ×2 Chariot targeted stack
07:31
03:29
Massive Meteor (Hit) ×2 Chariot targeted stack
07:32
03:30
Massive Meteor (Hit) ×2 Chariot targeted stack
07:34
03:32
Massive Meteor (Hit) ×2 Chariot targeted stack
07:40
03:39
Explosion (Towers) ×4 2P towers

Towers explode. Each tower knocks all soakees up and away from their center. Any missing player inflicts Sustained Damage Sustained Damage on the entire party.

07:51
03:49
Arcadion Avalanche Rectangle AoE

The Tyrant turns towards one of the two platforms and picks it up after the towers explode, killing any player still on that platform.

He then throws the platform onto the other platform, leaving a small triangular safe zone in one corner of the platform and killing all players not in that safe zone.

Unlike normal mode, the throw AoE is not telegraphed until right before the throw, at which point it is too late to dodge. To know where the platform will be thrown, watch the Tyrant closely. His animation has several tells that indicate where he will throw the platform. Some of the indicators are:

  • When picking up the platform, he leaves one arm underneath and puts one arm on top. Whichever side has the arm on top is the safe side.
  • After picking up the platform, he bends one knee in preparation for the throw. Whichever knee he bends is the side he'll throw towards and is unsafe.
08:02
04:00
Crown of Arcadia Raidwide

Standard raidwide. Restores the arena.

08:13
04:11
Great Wall of Fire (+ 4 others) Line tankbuster (stack)

Line tankbuster on whoever is first in enmity. Deals lethal damage unless shared by another tank. Inflicts Fire Resistance Down II Fire Resistance Down II to the first player in line.

Leaves behind a delayed line explosion that deals heavy damage and inflicts Damage Down Damage Down if not stepped out of.

This repeats one more time. The second hit deals lethal damage to the tank with Fire Resistance Down II Fire Resistance Down II unless that tank is behind another player.

To resolve the mechanic correctly, both tanks soak both hits while swapping their position after the first hit so that the tank who now has Fire Resistance Down II Fire Resistance Down II is now behind the other tank, otherwise they die.

To simplify, you can simply have one tank invuln this tankbuster and soak both hits solo. Remember to still dodge the AoE left behind.

08:13
04:11
Great Wall of Fire (Hit) Line tankbuster (stack)

Individual hit of Great Wall of Fire.

08:16
04:14
Great Wall of Fire (Hit) Line tankbuster (stack)

Individual hit of Great Wall of Fire.

08:17
04:15
Great Wall of Fire (AoE) Line AoE

AoE left behind by a Great Wall of Fire (Hit). Inflicts Damage Down Damage Down.

08:20
04:18
Great Wall of Fire (AoE) Line AoE

AoE left behind by a Great Wall of Fire (Hit). Inflicts Damage Down Damage Down.

08:26
04:25
Orbital Omen (+ 5 others) Line multi-AoE

Spawns 4 portals at the north wall and 4 portals at the east wall in a random order.

Each northern portal spawns alongside an eastern portal. Each portal casts a white line outside of it. This line has no function and merely serves to make the mechanic easier.

After the third portals have spawned, the Tyrant begins to cast Fire and Fury, a front-and-back conal cleave originating from the Tyrant.

At the end of the Fire and Fury cast, the first two portals fire a meteor straight ahead. Each meteor is a wide line AoE covering exactly a quarter of the arena's width. Getting hit deals heavy damage and inflicts Damage Down Damage Down.

The sum of all meteors covers the entire arena, so a specific dodge is necessary in order to avoid Damage Down Damage Down.

The portals spawn in specific patterns. One constant is that the second portal is always guaranteed to be be inside (covering part of the center of the arena).

The simplest way to resolve this mechanic is to keep the Tyrant in the center, facing north, and then to perform all dodges in the center of the arena. This works by virtue of the second portal being guaranteed to be an inside portal.

The simplest ways of dodging are:

  • If the first two portals intersect near the center, wait diagonally across from the intersection, then move into the intersection when the Fire and Fury cast finishes. No further steps are necessary.
  • If the first two portals intersect elsewhere, wait for the second set of portals (which always intersect near center), then stand in that intersection. Wait until the Fire and Fury cast has gone off, then dodge diagonally across, then back again.
  • (Optional) If the first two portals intersect at a corner of the arena, wait for the second set of portals and stand diagonally across from the intersection, then move into the intersection when their line AoEs go off. This is less movement than the second bullet point, but otherwise functionally identical. If you prefer to keep things simple and only memorize two dodge patterns, you can ignore this bullet point.
08:35
04:34
Fire and Fury ×2 Cone AoE
08:35
04:34
Orbital Omen ×2 Line AoE
08:37
04:35
Orbital Omen ×2 Line AoE
08:38
04:37
Orbital Omen ×2 Line AoE
08:40
04:38
Orbital Omen ×2 Line AoE
08:44
04:42
Crown of Arcadia Raidwide

Standard raidwide.

08:57
04:55
Ecliptic Stampede (+ 18 others) Mechanic

The last major mechanic of the fight.

At the end of the cast, spawns two proximity AoEs in two opposite intercardinal corners of the arena (Mammoth Meteor). At the same time, randomly marks two of the four farthest players from the Tyrant for Atomic Impact, a 6-hit AoE that deals heavy damage and leaves behind a fire puddle after each hit. All other players bait 6 consecutive Majestic Meteors underneath them.

After baiting the last Majestic Meteor, four towers spawn at intercardinals around the Tyrant's hitbox. Two of these towers are solo tank towers (Cosmic Kiss (Tower)). The other two are 2-player towers (Weighty Impact). Which are which is completely random.

After towers have been soaked, four meteor portals spawn at each cardinal outside the arena and the closest player to the center of each tower is tethered to one of these portals at random. These tethers are functionally identical to those during Majestic Meteor (Majestic Meteowrath) and inflict Fire Resistance Down II Fire Resistance Down II.

After Majestic Meteowrath has resolved, the Tyrant begins casting either Two-way Fireball or Four-way Fireball.

  • Two-way Fireball: A line Wild Charge on the 2 closest players to the Tyrant that deals increased damage to the first two players in line. This increased damage is lethal to any player with Fire Resistance Down II Fire Resistance Down II.
  • Four-way Fireball: A line Wild Charge on the 4 closest players to the Tyrant that deals increased damage to the first player in line. This increased damage is lethal to any player with Fire Resistance Down II Fire Resistance Down II.

To begin with, tanks and melees should remain inside the hitbox to avoid baiting Atomic Impact. All rangeds and healers should remain outside. Whichever two players get marked for Atomic Impact drop these puddles at different edges of the arena while not covering the corners of the arena.

The two ranged players who did not get selected for Atomic Impact join the other players in the Tyrant's hitbox. Stack center to bait the first Majestic Meteors, then exit the hitbox north and rotate clockwise until all 6 sets have been baited.

Use snake prio to find your tower (see strategies below for more information). Afterwards, every tethered player takes their tether directly opposite their portal, then clockwise into the next corner (in other words: go across and right).

After towers, the two untethered players remaining in middle each choose an intercardinal for Four-way Fireball (stand on that intercardinal to indicate it's yours). The two Atomic Impact players rejoin the players in middle and also each choose an intercardinal.

If it's Four-way Fireball, everyone is already in the correct position. Everyone in the center remains in the center (in the hitbox). Majestic Meteowrath players can gapclose back to the Tyrant but should avoid entering the hitbox.

If it's Two-way Fireball, all players in the northern half of the arena collapse into a stack directly north, while all players in the southern half of the arena collapse into a stack directly south. Make sure that only one of the two non-Majestic Meteowrath players is inside the hitbox for each stack, otherwise you may end up baiting two stacks on top of each other. Having one player inside the hitbox, one player on the hitbox ring, and the two Majestic Meteowrath outside the hitbox is a good rule.

  • Role-based Ecliptic

    Towers are selected based on role. There will always be two tanks, two melees, and two rangeds/healers available for towers. The melees both soak the first tower clockwise from north, the rangeds/healers the second tower.

    After towers, the untethered players remaining in middle spread out inside the hitbox, with one player per intercardinal, thereby choosing their Four-way Fireball position ahead of time.

  • Fixed Ecliptic

    Towers are selected based on a priority system. The two melees do not soak the same tower. Instead, M1 soaks the first tower clockwise from north and M2 the second tower.

    As for rangeds/healers, the priority is (from north clockwise to counter-clockwise) H1/H2/R1/R2, meaning H1 always takes the first tower clockwise and R2 always the second tower, with H2 and R1 adjusting based on which other ranged player is with them in the middle.

    Importantly, the ranged/healer stands in the center of their tower while the melee stands at the edge of it. This ensures that the ranged/healer gets the tether, preventing melee uptime loss.

  • 09:04
    05:02
    Mammoth Meteor ×2 Proximity
    09:04
    05:02
    Atomic Impact ×2 Chariot puddle
    09:07
    05:05
    Majestic Meteor ×6 Chariot delayed AoE
    09:07
    05:05
    Atomic Impact ×2 Chariot puddle
    09:09
    05:07
    Majestic Meteor ×6 Chariot delayed AoE
    09:10
    05:08
    Atomic Impact ×2 Chariot puddle
    09:11
    05:09
    Majestic Meteor ×6 Chariot delayed AoE
    09:13
    05:11
    Majestic Meteor ×6 Chariot delayed AoE
    09:13
    05:11
    Atomic Impact ×2 Chariot puddle
    09:15
    05:13
    Majestic Meteor ×6 Chariot delayed AoE
    09:16
    05:14
    Atomic Impact ×2 Chariot puddle
    09:17
    05:15
    Majestic Meteor ×6 Chariot delayed AoE
    09:19
    05:17
    Atomic Impact ×2 Chariot puddle
    09:20
    05:18
    Cosmic Kiss (Tower) ×2 Tankbuster tower(s)
    09:20
    05:18
    Weighty Impact ×2 2P towers
    09:29
    05:28
    Majestic Meteowrath ×4 Line spread
    09:34
    05:32
    Two-way Fireball ×2 Line Wild Charge
    09:34
    05:32
    Four-way Fireball ×4 Line Wild Charge
    09:42
    05:40
    Crown of Arcadia Raidwide

    Standard raidwide.

    09:49
    05:48
    Damage Up Damage Up Status application

    Grants Damage Up Damage Up to the Tyrant.

    09:55
    05:53
    Heartbreak Kicks Hint

    The soft enrage sequence begins here. the Tyrant obtains Damage Up Damage Up and spawns a tower in the center of the arena. The damage of this tower can be shared and it hits 5 times.

    The Tyrant then repeats this tower two more times, each time getting an additional stack of Damage Up Damage Up and increasing the number of hits of the tower by 1.

    The towers can be handled in a multitude of ways. You can have your entire party stack for all three towers; this will, however, spread you extremely thin on party mitigation by the time the third tower spawns. It is instead recommended to have at least one tower be handled exlusively by tanks, either by invulning a tower solo or by having both tanks take the tower alone and kitchen sink.

    Note that only the first tower can be invulned in its entirety as all 5 hits fall within a span of less than ten seconds (but only barely). Both subsequent towers cannot be covered by a single invuln alone. A dark knight can cover the entire first tower for free by virtue of Living Dead Living Dead. Other tanks must time their invuln extremely precisely or risk wiping the party.

    Kitchen sinking a tower is only possible if both tanks have all their cooldowns available. As such, any party with a warrior will likely be unable to utilize this strategy, as they would need to use their cooldowns during Ecliptic Stampede or risk dying to the tankbuster tower(s). Even then, healers would need to apply constant spot heals to both tanks as they will both take heavy damage throughout the tower, even with full kitchen sink. The healing requirements for the tanks are virtually indistinguishable from the healing requirements to the whole party if the entire party stacked, making this strat questionable in its usefulness.

    Another strategy, if both tank invulns are available, is to have one tank invuln the first half of the tower and the second tank invuln the second half of the tower (with the non-invulning tank, respectively, stepping out of the tower until their invuln is active). In this case timing the invuln is no longer an issue. It's a fairly risk-free strat.

    Recommendation: This guide's general recommendation that works in all party comps is to take the first tower as a full party, have tanks use the aforementioned double invuln strat on the second tower, and have the entire party stack for the last tower, with tanks using short cooldowns such as The Blackest Night The Blackest Night or Intervention Intervention on low-defense party members (such as physical rangeds and healers).

    09:55
    05:53
    Heartbreak Kick (+ 5 others) Stack tower

    A tower spawns in the middle of the arena that must be shared by as many party members as possible. Hits 5 times. Deals heavy damage.

    09:56
    05:55
    Heartbreak Kick (Hit) Stack tower

    Individual hit of Heartbreak Kick. Each hit deals approximately 900,000 raw damage (500,000 to a tank). This damage is evenly split across all players in the tower, meaning that if both tanks take the hit together, it'll deal 250,000 raw damage to each per hit. If all 8 party members stack together, it'll deal about 120,000 damage to each player per hit.

    09:58
    05:57
    Heartbreak Kick (Hit) Stack tower

    Individual hit of Heartbreak Kick. Each hit deals approximately 900,000 raw damage (500,000 to a tank). This damage is evenly split across all players in the tower, meaning that if both tanks take the hit together, it'll deal 250,000 raw damage to each per hit. If all 8 party members stack together, it'll deal about 120,000 damage to each player per hit.

    10:00
    05:59
    Heartbreak Kick (Hit) Stack tower

    Individual hit of Heartbreak Kick. Each hit deals approximately 900,000 raw damage (500,000 to a tank). This damage is evenly split across all players in the tower, meaning that if both tanks take the hit together, it'll deal 250,000 raw damage to each per hit. If all 8 party members stack together, it'll deal about 120,000 damage to each player per hit.

    10:02
    06:01
    Heartbreak Kick (Hit) Stack tower

    Individual hit of Heartbreak Kick. Each hit deals approximately 900,000 raw damage (500,000 to a tank). This damage is evenly split across all players in the tower, meaning that if both tanks take the hit together, it'll deal 250,000 raw damage to each per hit. If all 8 party members stack together, it'll deal about 120,000 damage to each player per hit.

    10:04
    06:03
    Heartbreak Kick (Hit) Stack tower

    Individual hit of Heartbreak Kick. Each hit deals approximately 900,000 raw damage (500,000 to a tank). This damage is evenly split across all players in the tower, meaning that if both tanks take the hit together, it'll deal 250,000 raw damage to each per hit. If all 8 party members stack together, it'll deal about 120,000 damage to each player per hit.

    10:09
    06:07
    Damage Up Damage Up Status application

    Grants Damage Up Damage Up to the Tyrant.

    10:14
    06:13
    Heartbreak Kick (+ 6 others) Stack tower

    A tower spawns in the middle of the arena that must be shared by as many party members as possible. Hits 6 times. Deals heavy damage.

    10:15
    06:14
    Heartbreak Kick (Hit) Stack tower

    Individual hit of Heartbreak Kick. Each hit deals approximately 900,000 raw damage (500,000 to a tank). This damage is evenly split across all players in the tower, meaning that if both tanks take the hit together, it'll deal 250,000 raw damage to each per hit. If all 8 party members stack together, it'll deal about 120,000 damage to each player per hit.

    10:17
    06:16
    Heartbreak Kick (Hit) Stack tower

    Individual hit of Heartbreak Kick. Each hit deals approximately 900,000 raw damage (500,000 to a tank). This damage is evenly split across all players in the tower, meaning that if both tanks take the hit together, it'll deal 250,000 raw damage to each per hit. If all 8 party members stack together, it'll deal about 120,000 damage to each player per hit.

    10:19
    06:18
    Heartbreak Kick (Hit) Stack tower

    Individual hit of Heartbreak Kick. Each hit deals approximately 900,000 raw damage (500,000 to a tank). This damage is evenly split across all players in the tower, meaning that if both tanks take the hit together, it'll deal 250,000 raw damage to each per hit. If all 8 party members stack together, it'll deal about 120,000 damage to each player per hit.

    10:21
    06:20
    Heartbreak Kick (Hit) Stack tower

    Individual hit of Heartbreak Kick. Each hit deals approximately 900,000 raw damage (500,000 to a tank). This damage is evenly split across all players in the tower, meaning that if both tanks take the hit together, it'll deal 250,000 raw damage to each per hit. If all 8 party members stack together, it'll deal about 120,000 damage to each player per hit.

    10:24
    06:22
    Heartbreak Kick (Hit) Stack tower

    Individual hit of Heartbreak Kick. Each hit deals approximately 900,000 raw damage (500,000 to a tank). This damage is evenly split across all players in the tower, meaning that if both tanks take the hit together, it'll deal 250,000 raw damage to each per hit. If all 8 party members stack together, it'll deal about 120,000 damage to each player per hit.

    10:26
    06:24
    Heartbreak Kick (Hit) Stack tower

    Individual hit of Heartbreak Kick. Each hit deals approximately 900,000 raw damage (500,000 to a tank). This damage is evenly split across all players in the tower, meaning that if both tanks take the hit together, it'll deal 250,000 raw damage to each per hit. If all 8 party members stack together, it'll deal about 120,000 damage to each player per hit.

    10:30
    06:28
    Damage Up Damage Up Status application

    Grants Damage Up Damage Up to the Tyrant.

    10:36
    06:34
    Heartbreak Kick (+ 7 others) Stack tower

    A tower spawns in the middle of the arena that must be shared by as many party members as possible. Hits 7 times. Deals heavy damage.

    10:37
    06:35
    Heartbreak Kick (Hit) Stack tower

    Individual hit of Heartbreak Kick. Each hit deals approximately 900,000 raw damage (500,000 to a tank). This damage is evenly split across all players in the tower, meaning that if both tanks take the hit together, it'll deal 250,000 raw damage to each per hit. If all 8 party members stack together, it'll deal about 120,000 damage to each player per hit.

    10:39
    06:37
    Heartbreak Kick (Hit) Stack tower

    Individual hit of Heartbreak Kick. Each hit deals approximately 900,000 raw damage (500,000 to a tank). This damage is evenly split across all players in the tower, meaning that if both tanks take the hit together, it'll deal 250,000 raw damage to each per hit. If all 8 party members stack together, it'll deal about 120,000 damage to each player per hit.

    10:41
    06:39
    Heartbreak Kick (Hit) Stack tower

    Individual hit of Heartbreak Kick. Each hit deals approximately 900,000 raw damage (500,000 to a tank). This damage is evenly split across all players in the tower, meaning that if both tanks take the hit together, it'll deal 250,000 raw damage to each per hit. If all 8 party members stack together, it'll deal about 120,000 damage to each player per hit.

    10:43
    06:41
    Heartbreak Kick (Hit) Stack tower

    Individual hit of Heartbreak Kick. Each hit deals approximately 900,000 raw damage (500,000 to a tank). This damage is evenly split across all players in the tower, meaning that if both tanks take the hit together, it'll deal 250,000 raw damage to each per hit. If all 8 party members stack together, it'll deal about 120,000 damage to each player per hit.

    10:45
    06:43
    Heartbreak Kick (Hit) Stack tower

    Individual hit of Heartbreak Kick. Each hit deals approximately 900,000 raw damage (500,000 to a tank). This damage is evenly split across all players in the tower, meaning that if both tanks take the hit together, it'll deal 250,000 raw damage to each per hit. If all 8 party members stack together, it'll deal about 120,000 damage to each player per hit.

    10:47
    06:45
    Heartbreak Kick (Hit) Stack tower

    Individual hit of Heartbreak Kick. Each hit deals approximately 900,000 raw damage (500,000 to a tank). This damage is evenly split across all players in the tower, meaning that if both tanks take the hit together, it'll deal 250,000 raw damage to each per hit. If all 8 party members stack together, it'll deal about 120,000 damage to each player per hit.

    10:49
    06:47
    Heartbreak Kick (Hit) Stack tower

    Individual hit of Heartbreak Kick. Each hit deals approximately 900,000 raw damage (500,000 to a tank). This damage is evenly split across all players in the tower, meaning that if both tanks take the hit together, it'll deal 250,000 raw damage to each per hit. If all 8 party members stack together, it'll deal about 120,000 damage to each player per hit.

    11:02
    07:00
    Heartbreaker Enrage

    Kills all party members.