Tier: AAC Heavyweight
Auto-attacks: physical on  MT
Total HP: 131,936,161
Required DPS: 237,967.21

Phase 2 revolves primarily around two types of mechanics: player clones and boss clones. Player clones repeat whichever mechanic that player is subject to, and boss clones always repeat the first mechanic they execute.

This phase also has extremely heavy-hitting auto attacks on the main tank. There are periods of time where the boss does nothing but auto-attack for more than 30 seconds straight.

This page is still a work-in-progress.

Current stage: 3

The page includes detailed explanations of mechanics and strategies, but those explanations are not yet supported by diagrams.

To get notified when this page gets updated or to help speed up the process, please consider joining our Discord!

Hit Ability Type Description
00:15
00:15
Arcadia Aflame Raidwide

Heavy raidwide.

00:28
00:28
Replication I (+ 7 others) Mechanic

Spawns one Lindschrat clone on each cardinal. Each clone casts a different mechanic. It is not possible to determine which clone casts what.

  • One clone casts Top-tier Slam, a two-player stack on the closest player that deals fire damage and inflicts Fire Resistance Down II Fire Resistance Down II.
  • The opposite clone casts Mighty Magic, a spread on the two closest players that deals dark damage and inflicts Dark Resistance Down II Dark Resistance Down II.
  • The other two clones cast Winged Scourge, a conal AoE either towards west and east, or towards north and south. Inflicts Damage Down Damage Down. These conal AoEs have a late telegraph and can be sidestepped at the last moment.
Afterwards all clones split in two while a Snaking Kick (Halfroom) AoE is executed wherever The Lindwurm is facing. All clones then dash towards an intercardinal. Each intercardinal fits two clones: a close clone and a far clone. After the dashes, all four Winged Scourge clones occupy all spots northwest and southeast or northeast and southwest. The other four clones occupy the other two intercardinals. The two clones that share a mechanic are always opposite one another (e.g. if the first Top-tier Slam clone is northwest close, the other one will be southeast far).

Use fixed positions at the start of the mechanic. Ensure that there are always two players closest to each clone, and that those two players are not on top of each other.

Because the first set only has half the number of clones, it means that half the players don't get hit by anything. (Depending on your exact positions, you may still be hit by your partner's mechanic.) During the second set, every player must take a hit, but as the first hit gives you a vuln to the damage inflicted by that clone, you must not get hit by the same clone twice. In other words:

  • Players who got hit by Top-tier Slam and now have Fire Resistance Down II Fire Resistance Down II must get hit by Mighty Magic next.
  • Players who got hit by Mighty Magic and now have Dark Resistance Down II Dark Resistance Down II must get hit by Top-tier Slam next.
  • Players who got hit by nothing and have no debuff count as having been hit by Top-tier Slam and must get hit by Mighty Magic next.
Dodge Snaking Kick (Halfroom), then track the clone you need to get hit by as they split and dash to an intercardinal. You do not need to watch the clones as they fire their mechanics initially. There is a simple way to find each clone before they split:
  • The Top-tier Slam clone is the only clone that jumps on a player, so the clone that is not directly on a cardinal is the Top-tier Slam clone.
  • The cardinal without a clone on it is the cardinal that the Top-tier Slam clone was originally on.
  • The cardinal directly opposite the empty cardinal features the Mighty Magic clone.
Likewise, after they split, you only need to keep track of one of the two clones that fire the same mechanic, not both. As stated above, you can extrapolate the second clone's position through the first clone's position after the dashes. Because of this, both the spread and the stack feature one clone in melee range and one clone outside of melee range, so melees always position to get hit by the melee clone and rangeds always position to get hit by the ranged clone.

Ranged players additionally need to remember whether Winged Scourge hit east/west or north/south, as they'll need to dodge the cones (of which there are now twice as many) during the second set. Melees don't have to worry about this.

  • During the second set there are always two players who get hit by the same clone. If you miss where your clone goes, you may be able to save the pull by following your partner (as long as they know where they're going).

00:39
00:39
Top-tier Slam Chariot close stack
00:40
00:40
Winged Scourge ×4 Cone AoE
00:40
00:40
Mighty Magic ×2 Chariot spread (close)
00:45
00:45
Snaking Kick (Halfroom) Half-room cleave AoE
01:01
01:01
Top-tier Slam ×2 Chariot close stack
01:02
01:02
Winged Scourge ×8 Cone AoE
01:02
01:02
Mighty Magic ×4 Chariot spread (close)
01:09
01:09
Double Sobat (+ 3 others) Half-room cleave tankbuster (stack)

A halfroom tankbuster (stack) into a halfroom AoE into a chariot tankbuster (MT & OT).

01:10
01:10
Double Sobat Half-room cleave tankbuster (stack)

Halfroom cleave on the highest-enmity target. Deals about 1.1 million damage evenly split between all players hit.

01:14
01:14
Double Sobat Half-room cleave AoE

The Lindwurm faces a random direction and casts a halfroom cleave in front of him. Functionally identical to Snaking Kick (Halfroom). Inflicts Damage Down Damage Down.

01:17
01:17
Esoteric Finisher ×2 Chariot tankbuster (MT & OT)

Chariot tankbusters on the two highest-enmity targets.

01:31
01:31
Staging Preparation

Spawns a clone of each player in a fixed order around the arena. See Replication II for more information.

Each clone, while still in its infant "mannequin" state, tethers to a random player. This tether has no meaning and simply indicates which player the mannequin will clone. The tether cannot be passed.

The clones (in their mannequin state) always spawn north and south, then continue clockwise until all mannequins are spawned.

Each player clone copies the Lindschrat mechanics that player has chosen during Replication II after those mechanics have executed. These mechanics are copied in the order the player clones spawned (so north/south first, then clockwise).

01:45
01:45
Replication II (+ 15 others) Mechanic

Six Lindschrat clones spawn and tether to a random player each. The tether can be passed.

Just like during Replication I, each clone embodies a different mechanic, only this time the mechanic is not baited by proximity but is assigned to whichever player has that clone's tether when it locks in. The embodied mechanic is displayed as an icon near the start of the tether. There are three types of mechanics:

  • A light party stack, indicated by 4 dots (Heavy Slam)
  • A defamation, indicated by a single dot (Mana Burst)
  • A player gaze AoE, indicated by a cone (Hemorrhagic Projection)
Additionally, The Lindwurm also casts out a tether. The player with this tether will be targeted by Firefall Splash (see below).

After some time, the tethers lock in. At this point, they can no longer be passed and the first mechanics are about to be executed.

The mechanics are not executed at the same time. The order is as follows:

  • Firefall Splash:

    The Lindwurm jumps on the player with the boss tether, dealing moderate damage, inflicting Magic Vulnerability Up Magic Vulnerability Up, and binding that player until Scalding Waves has executed.

  • Scalding Waves (immediately after):

    The Lindwurm fires narrow conal AoEs at the closest four players. Inflicts Magic Vulnerability Up Magic Vulnerability Up.

  • Mana Burst (immediately after):

    A massive defamation on targeted players that knocks any player nearby off the platform.

    Note that The Lindwurm also fires a Mana Burst. The Lindwurm's Mana Burst ignores all tethers and instead targets the farthest player.
  • Heavy Slam (after some delay):

    4-player stack on a player with a stack Lindschrat tether. Inflicts Magic Vulnerability Up Magic Vulnerability Up.

    Can be survived with 3 players with some mitigation. Surviving with only 2 is difficult.

  • Hemorrhagic Projection (immediately after):

    Cone in the direction a player is facing. Inflicts Damage Down Damage Down.

While this is happening, each player's clone precisely tracks what mechanics that player is targeted by. After all mechanics have executed, The Lindwurm casts Reenactment, which causes all mechanics to be executed again on the player clones in the order in which the player clones spawned. To reiterate: the mechanics are not executed in the same order the second time around.

There's also a Snaking Kick (Halfroom) and a Netherwrath Far/Netherwrath Near, a 2-player stack on the two farthest/closest players, respectively. The latter resolves at the same time as the first player clone set north and south.

  • Firefall Splash (Clone) has a Lindschrat clone jump on the respective player clone and execute Scalding Waves at the same players that were targeted by Scalding Waves the first time, not the four closest players.
  • Mana Burst (Clone) is self-explanatory. Whoever was target of a Mana Burst before, their clone is targeted by Mana Burst (Clone) now. That includes The Lindwurm's Mana Burst (Clone) as well.
  • Heavy Slam (Clone) is executed on the same player clones as the initial targets. This now counts as a towers mechanic, meaning that any Heavy Slam (Clone) that does not have any players soaking it deals heavy damage and inflicts Sustained Damage Sustained Damage on the whole party.
  • Hemorrhagic Projection (Clone) fires conal AoEs in the direction the respective clones are looking (i.e. towards the center of the arena).

During the first part of the mechanic you're essentially "setting up" the second part, making this a "Make Your Own Mechanic" type of mechanic. Because of this, there is a significant degree of freedom and flexibility for how and where to take certain mechanics. Check your data center's raidplans for more information.

02:08
02:08
Firefall Splash Chariot spread
02:08
02:08
Scalding Waves ×4 Cone spread
02:10
02:10
Mana Burst ×3 Defamation spread
02:15
02:15
Heavy Slam ×2 Chariot targeted stack
02:17
02:17
Hemorrhagic Projection ×2 Cone player gaze
02:21
02:21
Snaking Kick (Halfroom) Half-room cleave AoE
02:31
02:31
Reenactment Mechanic
02:39
02:39
Netherwrath Far Chariot far stack
02:40
02:40
Timeless Spite ×2 Chariot partner stack
02:39
02:39
Netherwrath Near Chariot close stack
02:40
02:40
Timeless Spite ×2 Chariot partner stack
02:39
02:39
Player Clones (N/S) Mechanic
02:43
02:43
Player Clones (NE/SW) Mechanic
02:47
02:47
Player Clones (E/W) Mechanic
02:51
02:51
Player Clones (SE/NW) Mechanic
03:04
03:04
Mutating Cells Status application

Inflicts 4 players with Mutation α Mutation α and the other 4 players with Mutation β Mutation β.

Both debuff groups feature exactly one tank, one healer, and two DPS.

  • Mutation α Mutation α players are inflicted with Damage Down Damage Down if they don't take any damage before the debuff expires.
  • Mutation β Mutation β players are inflicted with Damage Down Damage Down if they do take any damage before the debuff expires. This includes auto-attacks.
After the debuffs expire, triggers Dramatic Lysis on all players. Dramatic Lysis either does no damage if the debuff's condition was met, or deals heavy damage and inflicts Damage Down Damage Down if the condition was not met. The debuff then briefly changes to Mutating Cells Mutating Cells before flipping to the opposite debuff (so Mutation α Mutation α becomes Mutation β Mutation β and vice-versa).

The Mutation β Mutation β tank should Provoke Provoke immediately if they're not already first in enmity.

03:10
03:10
Blood Mana (+ 17 others) Mechanic

Spawns two miniature black holes east and west.

Each black hole then spits out four distinct shapes. Each shape embodies a different effect:

  • Cyan water orb: Lindwurm's Water III (chariot AoE)
  • Green wind ring: Lindwurm's Aero III (dynamo AoE)
  • Fire bowtie: Sideways Fire II (east/west cone)
  • Blue/purple bowtie: Straightforward Thunder II (north/south cone)
One of the black holes spits out all shapes at the same distance to the black hole itself. The other black hole spits out two of the shapes closer than the others. The two close shapes are always directly opposite one another. Additionally, one of the close shapes will always be a bowtie (Sideways Fire II or Straightforward Thunder II) and the other either water orb or the wind ring, with one caveat: Straightforward Thunder II can never be close (or far) alongside Lindwurm's Aero III.

The shapes will then begin to move, traveling towards the black hole that spawned them until they're absorbed by it. The order in which the shapes are absorbed indicates the order in which their respective mechanics are executed later.

Players can touch these shapes. This triggers Bloody Burst, an explosion that deals damage split evenly between all players hit and staggers the corresponding shape. When a shape is staggered, it briefly stops moving. This only works once; touching the same shape again triggers another Bloody Burst but does not stagger the shape a second time.

After Bloody Burst is triggered, Bloody Burst cannot be triggered again on the same shape for a certain grace period (about 1-2 seconds).

The Mutation α Mutation α and Mutation β Mutation β debuffs flip to the opposite debuff before the far shapes have been absorbed.

Note: An astute observer may have noticed that this means that there are actually three possible "shape absorption timings". The two close shapes spat out by one of the black holes are always absorbed first, followed by the far shapes no player touched, followed by the staggered shapes. This is, however, completely irrelevant. A shape is either among the first to be absorbed by a black hole, or among the second to be absorbed by the black hole. All shapes that are absorbed first by a black hole execute their mechanic at the same time, despite the fact that these shapes are not actually absorbed at the same time between the two black holes.

Find the black hole with the two shapes that are closer than the others. Take note of those two close shapes.

On the other side, find those same two shapes and stagger them by touching them with as many players as possible. Staggering those two shapes ensures that the two shapes that are absorbed first by the first black hole are absorbed second by the other black hole, and vice-versa, and ensures that the two black holes don't execute the same mechanics at the same time, which would leave no safe spot. Remember that only Mutation β Mutation β players should be staggering any shapes.

One of the two shapes to stagger is always north and the other always south, so you can assign fixed soaks based on this (e.g. supports stagger the northern shapes, DPS the southern shape). However, while this is most likely the intended strategy, there is another strategy that has significantly less healing requirements: have all Mutation β Mutation β players stagger the northern shape. The Mutation α Mutation α players wait until their debuff flips, then stagger the southern shape. There is enough time to do so. This way there are four players per stack instead of two, significantly decreasing damage dealt. (Note: Mutation α Mutation α players do not need to wait until their debuff becomes Mutation β Mutation β. Once the debuff becomes Mutating Cells Mutating Cells, it is safe to soak the shape.)

While soaking the shapes, pay attention to where the green wind ring is on either side. Whichever black hole absorbed the green ring first is the black hole all players should move to for Blood Wakening. After the first AoEs resolve, move to the other side.

Straightforward Thunder II cannot coincide with Lindwurm's Aero III (unless the wrong shapes were staggered), so the safe spot is always "in and north/south". (If it were possible for Straightforward Thunder II to coincide with Lindwurm's Aero III, it would mean that Sideways Fire II would cleave the other black hole while resolving Lindwurm's Aero III there, so there would be no safe spot.)

03:21*
03:21
Bloody Burst Chariot targeted stack
03:22
03:22
Dramatic Lysis ×8 Check
03:25*
03:25
Bloody Burst Chariot targeted stack
03:37
03:37
Blood Wakening Mechanic
03:39
03:39
Straightforward Thunder II ×2 Cone AoE
03:39
03:39
Lindwurm's Water III Chariot AoE
03:39
03:39
Sideways Fire II ×2 Cone AoE
03:39
03:39
Lindwurm's Aero III Dynamo AoE
03:44
03:44
Sideways Fire II ×2 Cone AoE
03:44
03:44
Lindwurm's Aero III Dynamo AoE
03:44
03:44
Straightforward Thunder II ×2 Cone AoE
03:44
03:44
Lindwurm's Water III Chariot AoE
03:48
03:48
Netherworld Far Chariot far stack
03:49
03:49
Wailing Wave Chariot targeted stack
03:48
03:48
Netherworld Near Chariot close stack
03:49
03:49
Wailing Wave Chariot targeted stack
03:52
03:52
Dramatic Lysis ×8 Check
03:56
03:56
Arcadia Aflame Raidwide

Heavy raidwide.

04:06
04:06
Double Sobat (+ 3 others) Half-room cleave tankbuster (stack)

A halfroom tankbuster (stack) into a halfroom AoE into a chariot tankbuster (MT & OT).

04:06
04:06
Double Sobat Half-room cleave tankbuster (stack)

Halfroom cleave on the highest-enmity target. Deals about 1.1 million damage evenly split between all players hit.

04:11
04:11
Double Sobat Half-room cleave AoE

The Lindwurm faces a random direction and casts a halfroom cleave in front of him. Functionally identical to Snaking Kick (Halfroom). Inflicts Damage Down Damage Down.

04:13
04:13
Esoteric Finisher ×2 Chariot tankbuster (MT & OT)

Chariot tankbusters on the two highest-enmity targets.

04:29
04:29
Idyllic Dream Arena change

Heavy raidwide that splits reality in two.

The two realities coexist, but only one of the two realities is active at any given time. The Lindwurm periodically casts Twisted Vision, which shifts reality, reactivating it. Whichever reality is not currently active is in stasis, meaning that all mechanics within (including in-progress Lindschrat casts) are paused until that reality is reactivated.

One reality features a pervasive green mist, with floating ruins and a massive planet in the background. The other reality takes place in space. These realities will henceforth be referred to as "green reality" and "blue reality", respectively.

The following things are important to take note of and memorize for future mechanics, in the order in which you need to remember them:

  • In the green reality, whether the first 4 player clones spawned on intercardinals or cardinals. This determines where to go for Reenactment.
  • In the blue reality, whether the northmost clone embodies a north/south cleave or the southmost clone. This determines both the safe spot after Replication IV and Temporal Curtain.
  • In the green reality, whether the first spawned Lindschrats after Replication IV embody stacks or defamations. This determines which of the two mechanics resolves first later.
  • In the green reality, which of the two tethers you chose (stack or defamation).
  • In the green reality (if you're defamation), whether you're the first or second defamation.
  • In the blue reality, which tower you're assigned after Arcadian Arcanum.
  • In the blue reality (after resolving towers), whether the northmost clone or the southmost clone jumped into the Temporal Curtain portal. This determines the safe spot after Reenactment as well as the safe spot after the subsequent Twisted Vision.
  • In the blue reality, which platform the middle clone jumped to. This determines the safe spot when next returning to the blue reality.
As memorizing all of these things on your own is extremely difficult, it is strongly recommended for one member of your party to create a set of chat macros that post the non-personal mechanics into chat (e.g. which player clones spawned first, whether the northmost clone embodies a north/south clone or east/west, and whether stack or defamation resolves first).
04:36
00:06
Staging Preparation

Spawns 4 player clones on intercardinals, then cardinals (or vice-versa). See Replication III for more information.

The clones function the same way as during Replication II, copying whatever mechanic the cloned player chooses via Lindschrat tether.

04:51
00:21
Twisted Vision (+ 1 others) Arena change

Shifts to the blue reality and executes Replication III.

04:57
00:27
Replication III Mechanic

Summons three Lindschrat clones: one north, one south, and one in the middle (but closer to south).

They will then begin telegraphing their mechanics. The north clone either telegraphs a north/south cone or an east/west cone (Power Gusher), with the south clone telegraphing the opposite. The middle clone telegraphs a chariot AoE (Snaking Kick (Chariot)).

They begin casting these actions, but the cast does not complete. Instead, The Lindwurm casts Twisted Vision, pausing the Lindschrats' cast bars.

Remember whether the north clone telegraphs a north/south cone or east/west. The first time these clones execute their respective AoEs, all three AoEs are executed simultaneously, so it may be easier to memorize the initial safe spot separately.

05:09
00:39
Twisted Vision (+ 1 others) Arena change

Shifts to the green reality and executes Replication IV.

05:15
00:46
Replication IV Mechanic

Spawns eight Lindschrat clones starting north and south, then proceeding clockwise. Each clone tethers to a player like before.

The north/south clone embody either a stack (Heavy Slam) or a defamation (Mana Burst). All subsequent clones alternate between the two.

The clones resolve later, after returning to this reality.

Check your data center's raidplans for strategies regarding who picks which tether.

05:35
01:05
Twisted Vision (+ 5 others) Arena change

Shifts to the blue reality. Immediately after, executes the paused casts of the Replication III clones.

05:39
01:09
Snaking Kick (Chariot) Chariot AoE

A chariot AoE executed by a Lindschrat clone. Inflicts Damage Down Damage Down.

05:40
01:10
Power Gusher ×4 Cone AoE

North/south or east/west cones originating from a Lindschrat clone. Inflicts Damage Down Damage Down.

05:43
01:14
Lindwurm's Meteor Arena change

Heavy raidwide that destroys all telegraphed parts of the arena in the blue reality, leaving only two circular platforms behind.

Assign one light party to the west platform and the other one to the east platform.

05:50
01:20
Downfall Towers

Spawns 4 towers per platform. Each tower has a meteor dropping on it. These meteors have special effects.

  • Brown earth meteor: leaves behind an invisible Lindwurm's Stone III AoE underneath the tower that resolves later, inflicting Damage Down Damage Down.
  • White light + purple dark + blue thunder meteor: kills the soakee if they have Light Resistance Down II Light Resistance Down II. Fires a dark laser from the center of the tower towards the soaking player that inflicts Doom Doom on all players hit. Inflicts Nearby Portent Nearby Portent and Lindwurm's Portent Lindwurm's Portent.
  • Red fire meteor: inflicts Hot-blooded Hot-blooded.
  • White light + green aero + blue thunder meteor: kills the soakee if they have Light Resistance Down II Light Resistance Down II. Knocks the soakee up and away relative to the center of the tower. Inflicts Faraway Portent Faraway Portent and Lindwurm's Portent Lindwurm's Portent.
All four tower types appear once per platform, but the exact arrangement is random, with one caveat: two adjacent towers cannot both feature light meteors.

The towers resolve on the next return to this reality.

Preposition for towers. The towers don't actually resolve here, but you need to be spread anyway for Arcadian Arcanum, so you might as well spread in tower positions. Tanks and melees take the towers close to The Lindwurm, healers and rangeds the towers far from The Lindwurm.

After Arcadian Arcanum, swap towers with the other close/far player if you were hit and your tower is a light tower. Remember which tower you're assigned here for when you return to this reality.

05:57
01:27
Arcadian Arcanum ×4 Chariot spread

Hits either all supports or all DPS with a small chariot inflicting Light Resistance Down II Light Resistance Down II.

06:04
01:34
Twisted Vision (+ 4 others) Arena change

Shifts to the green reality and executes all Lindschrat tether mechanics.

06:12
01:42
Mana Burst ×2 Defamation spread

A massive defamation on targeted players that knocks any player nearby off the platform.

06:15
01:45
Heavy Slam ×2 Chariot targeted stack

4-player stack on a player with a stack Lindschrat tether. Inflicts Magic Vulnerability Up Magic Vulnerability Up.

Can be survived with 3 players with some mitigation. Surviving with only 2 is difficult.

06:22
01:52
Mana Burst ×2 Defamation spread

A massive defamation on targeted players that knocks any player nearby off the platform.

06:25
01:55
Heavy Slam ×2 Chariot targeted stack

4-player stack on a player with a stack Lindschrat tether. Inflicts Magic Vulnerability Up Magic Vulnerability Up.

Can be survived with 3 players with some mitigation. Surviving with only 2 is difficult.

06:34
02:04
Twisted Vision (+ 6 others) Arena change

Shifts to the blue reality and executes towers as well as all tower-related effects.

06:39
02:09
Cosmic Kiss ×8 Towers

Towers resolve, alongside their special effects. Inflicts Sustained Damage Sustained Damage per tower missed.

06:39
02:10
Lindwurm's Dark II ×2 Line spread

Dark laser originating from the center of the dark tower, aimed at the player soaking the dark tower. Inflicts Doom Doom on them and any other player hit.

The Doom Doom can be cleansed.

06:44
02:15
Lindwurm's Stone III ×2 Chariot delayed AoE

Inflicts Damage Down Damage Down on any player near where the earth tower stood.

06:49
02:20
Lindwurm's Thunder II ×4 Cone close or far

Nearby Portent Nearby Portent and Faraway Portent Faraway Portent resolve in the form of a cone originating from the player themselves, aimed towards the closest/farthest player from them, respectively.

06:49
02:20
Lindwurm's Glare ×4 Chariot spread

Lindwurm's Portent Lindwurm's Portent resolves in the form of a tiny chariot AoE that inflicts Magic Vulnerability Up Magic Vulnerability Up.

06:58
02:28
Temporal Curtain Mechanic

Opens a portal to the other reality on one of the two platforms. Either the northmost or southmost Lindschrat clone slips through this portal.

The two remaining Lindschrat clones then each jump to opposite platforms.

You have hopefully memorized which of the two clones (northmost or southmost) embodies a north/south cone and which of the two embodies the east/west cone, so take note of which of the two cone orientations slips through the portal. Also, take note of which platform each of the other two clones jumps to. Whichever platform the middle clone jumped to is unsafe and must be avoided the next time you return to this reality.

07:10
02:41
Twisted Vision (+ 3 others) Arena change

Shifts to the green reality and executes the stored mechanics on the player clones that spawned first.

07:17
02:47
Reenactment Mechanic

All previously executed mechanics are repeated on the player clones in the order in which the player clones spawned.

07:20
02:50
Mana Burst (Clone) ×2 Defamation AoE

Fires a Mana Burst at the clone of a player who took Mana Burst before and knocks any nearby players off the platform.

07:20
02:50
Heavy Slam (Clone) ×2 Towers

A Heavy Slam resolves on a player clone. If left unsoaked, inflicts Sustained Damage Sustained Damage on the whole party. Inflicts Magic Vulnerability Up Magic Vulnerability Up.

07:26
02:56
Twisted Vision (+ 2 others) Arena change

Shifts to the blue reality and executes Snaking Kick (Chariot) on one platform and Power Gusher on the other.

07:30
03:00
Snaking Kick (Chariot) Chariot AoE

A chariot AoE executed by a Lindschrat clone. Inflicts Damage Down Damage Down.

07:30
03:01
Power Gusher ×2 Cone AoE

North/south or east/west cones originating from a Lindschrat clone. Inflicts Damage Down Damage Down.

07:33
03:03
Twisted Vision (+ 3 others) Arena change

Shifts to the green reality and executes the remaining 4 Reenactment player clone mechanics.

07:41
03:11
Mana Burst (Clone) ×2 Defamation AoE

Fires a Mana Burst at the clone of a player who took Mana Burst before and knocks any nearby players off the platform.

07:41
03:11
Heavy Slam (Clone) ×2 Towers

A Heavy Slam resolves on a player clone. If left unsoaked, inflicts Sustained Damage Sustained Damage on the whole party. Inflicts Magic Vulnerability Up Magic Vulnerability Up.

07:46
03:16
Power Gusher ×2 Cone AoE

The clone that previously jumped into the Temporal Curtain portal now emerges north and executes its conal AoE.

07:52
03:22
Idyllic Dream Arena change

Heavy raidwide that fuses the two realities back together to restore the original reality.

08:00
00:08
Double Sobat (+ 3 others) Half-room cleave tankbuster (stack)

A halfroom tankbuster (stack) into a halfroom AoE into a chariot tankbuster (MT & OT).

08:01
00:08
Double Sobat Half-room cleave tankbuster (stack)

Halfroom cleave on the highest-enmity target. Deals about 1.1 million damage evenly split between all players hit.

08:05
00:13
Double Sobat Half-room cleave AoE

The Lindwurm faces a random direction and casts a halfroom cleave in front of him. Functionally identical to Snaking Kick (Halfroom). Inflicts Damage Down Damage Down.

08:08
00:15
Esoteric Finisher ×2 Chariot tankbuster (MT & OT)

Chariot tankbusters on the two highest-enmity targets.

08:21
00:29
Replication V (+ 5 others) Soft enrage

Summons 4 Lindschrat clones. Each will duplicate The Lindwurm's Arcadian Hell cast, then split themselves in two.

08:35
00:43
Arcadian Hell Raidwide

The Lindwurm's raidwide. Does significantly more damage than the Lindschrats' Arcadian Hells.

08:35
00:43
Arcadian Hell ×4 Raidwide

Deals 4 counts of 19,000 damage.

08:51
00:59
Arcadian Hell Raidwide

The Lindwurm's raidwide. Does significantly more damage than the Lindschrats' Arcadian Hells.

08:51
00:59
Arcadian Hell ×8 Raidwide

Deals 8 counts of 19,000 damage.

09:14
01:22
Arcadian Hell ×17 Enrage

The clones split again, resulting now in 17 (16 + boss) instances of 9,999,999 damage.