Tier: Anabaseios
Auto-attacks: magical on  MT
Total HP: 43,656,896
Required DPS: 68,316.27

Facing the enormous monster prison, now bequeathed with its own soul, players must move carefully and strategically around the unusual arena lest they be caught in its unholy webs and be trapped for all eternity...

Hit Ability Type Description
00:14
00:14
Ultima Raidwide

Heavy raidwide. Inflicts Bleeding Bleeding and erases any webs (including web bridges) in the arena.

00:23
00:23
Soul Grasp (+ 4 others) Chariot tankbuster (stack)

4-hit shared tankbuster on the main target.

The off-tank should stack with the main-tank. Alternatively, the main-tank can use their invulnerability. If neither is available, kitchen sinking is also an option – the stack scaling is linear, so taking the stack alone will deal about 100,000 damage per hit, which is still easily survivable with sufficient mitigation and some well-placed heals.

00:24
00:24
Soul Grasp Chariot tankbuster (stack)
00:26
00:26
Soul Grasp Chariot tankbuster (stack)
00:27
00:27
Soul Grasp Chariot tankbuster (stack)
00:29
00:29
Soul Grasp Chariot tankbuster (stack)
00:34
00:34
Dividing Wings (+ 3 others) Mechanic

Places two wing pillars in the arena that tether to and eventually shoot cones at players.

One pillar will always tether itself to a random tank or healer, while the other will always tether to a random DPS player. After some time, each wing shoots a wide conal AoE toward their tethered player, inflicting Bleeding Bleeding and Magic Vulnerability Up Magic Vulnerability Up.

Dividing Wings will always resolve at the same time as Steel Web. As Steel Web also applies Magic Vulnerability Up Magic Vulnerability Up, any player hit by both will die.

00:40
00:40
Steel Web Chariot role stack

A telegraphed three-person stack on a random party member. When the stack resolves, a web forms between all players in the stack, preventing movement. Every 1.5 seconds, these players receive a stack of Binding Soul Snare Binding Soul Snare, killing them if it reaches 5 before they are freed. To free them, another player must run through the web to break it. Breaking a web inflicts Heavy Soul Snare Heavy Soul Snare, slowing movement speed and applying a DoT every 3 seconds. Each player is only able to break up to 3 webs; breaking more inflicts Concentrated Poison Concentrated Poison, which is essentially a death sentence.

Note that, if any two players within the stack are too close to each other, the web becomes reinforced (indicated by a pink tint) and these players receive Incapacitating Soul Snare Incapacitating Soul Snare, preventing actions in addition to movement. A reinforced web cannot be broken in any way, sealing these players' doom. It is therefore essential that the stacking players position themselves close to the edge of the stack circle.

Be aware that including one of the small white posts that are present in the arena in the stack will also result in a reinforced web.

00:48
00:48
Dividing Wings (Hit) ×2 Cone spread

Dividing Wings resolves and shoots a wide conal AoE toward each tethered player that inflicts Bleeding Bleeding and Magic Vulnerability Up Magic Vulnerability Up.

00:48
00:48
Steel Web (Hit) ×2 Chariot role stack

Steel Web resolves, creating a web between the stacking players that must be broken by a free player.

00:58
00:58
Circles of Pandæmonium Dynamo AoE

The outside of Pandæmonium's hitbox becomes unsafe.

00:58
00:58
Pandæmon's Holy Chariot AoE

The entirety of Pandæmonium's hitbox (and a few inches more) becomes unsafe. Max melee remains safe.

01:07
01:07
Wicked Step (+ 2 others) Tankbuster tower(s)

Two towers appear on the central platform that must be soaked by tanks.

After a short time, Pandæmonium will step on the west tower, then the east tower, dealing heavy damage, inflicting Stab Wound Stab Wound, and knocking everyone within the tower up and away.

The knocked distance is quite far, so tanks will need precise positioning (in the northeast of the west tower/the northwest of the east tower) to get knocked onto the two side platforms. Every other position will lead to a fallen tank.

There is a significant delay between the resolution of the west tower and the east tower, so if you're the tank soaking the east tower, be careful of popping your defensive cooldowns too early.

01:08
01:08
Wicked Step (Hit) Tankbuster tower(s)
01:11
01:11
Wicked Step (Hit) Tankbuster tower(s)
01:18
01:18
Entangling Web (+ 2 others) Chariot baited AoE

Multiple players are targeted by a telegraphed chariot baited AoE. This AoE will initially follow the player but will soon "lock in", after which players should move out of it to avoid damage.

Like Steel Web, these AoEs form webs when dropped. While webs will attach to players, they will also attach to the small posts around the arena. This can be used to connect two posts, which requires this AoE to be placed in such a way as to encompass a post as well as intersect with another AoE that also encompasses a post.

When a web is formed in this way between the two posts at the edge of each poison segment, it will form a bridge instead of a usual breakable web. Bridges can be used to cross the poison without being afflicted with Concentrated Poison Concentrated Poison. Every Wicked Step will be followed by an Entangling Web on one healer, one DPS player, and both tanks. As tanks are expected to be on the side platforms at this point, it always allows you to form a bridge to bring both tanks back to the central platform.

01:24
01:24
Entangling Web (Lock) ×4 Chariot baited AoE

The Entangling Web "locks in". In other words, it no longer follows the player it spawned on.

01:29
01:29
Entangling Web (Hit) ×4 Chariot AoE

The Entangling Web drops, dealing heavy damage and entangling everything in its radius in a similar way as Steel Web.

01:36
01:36
Pandæmoniac Pillars (+ 6 others) Towers

Eight towers spawn on the central platform and must be soaked.

Unlike normal mode, the towers spawn in the same positions every time: 3 towers in the front and middle, and 2 towers on the sides in the rear. After they resolve (Bury), each tower is followed by another mechanic:

Three towers (at most 2 in the same row) emit Cannonspawn (dynamo).

Three towers (at most 2 in the same row) emit Imprisonment (chariot).

Both of the rear towers emit Peal of Damnation.

Pandæmonium will cast either Pandæmon's Holy or Circles of Pandæmonium at the same time as these post-tower mechanics resolve, limiting the party to either the first or second row (the third row will always be unsafe).

Failing to soak a tower causes an Unmitigated Explosion.

01:36
01:36
Bury ×8 Towers

Damage event that happens when one of Pandæmoniac Pillars is soaked.

01:42
01:42
Pandæmon's Holy Chariot AoE

The entirety of Pandæmonium's hitbox (and a few inches more) becomes unsafe. Max melee remains safe.

01:42
01:42
Circles of Pandæmonium Dynamo AoE

The outside of Pandæmonium's hitbox becomes unsafe.

01:42
01:42
Peal of Damnation ×2 Line AoE

A wide line originating from two pandæmoniac turrets after Pandæmoniac Pillars that leaves the last row unsafe.

Anyone in this row is killed instantly.

01:43
01:43
Cannonspawn ×3 Dynamo AoE

A small dynamo originating from three of the eight towers that inflicts Doom Doom.

01:43
01:43
Imprisonment ×3 Chariot AoE

A small chariot originating from three of the eight towers that inflicts Doom Doom and Fetters Fetters.

01:48
01:48
Silkspit (+ 1 others) Chariot spread

A chariot spread that deals heavy damage and briefly inflicts Bind Bind.

Similar to Entangling Web, but Silkspit never "locks in" its position and is therefore unavoidable. Players need to spread from each other to avoid creating a web between themselves, especially the second and third time it happens, as it will be directly followed by Pandæmoniac Pillars, meaning there is not enough time to break anyone out of a web if they get tethered.

As the circles are quite big, properly spreading requires the use of the side platforms, so bridges should have been established during the previous Entangling Web.

01:58
01:58
Silkspit (Hit) ×8 Chariot spread

Deals heavy damage and briefly inflicts Bind Bind.

02:02
02:02
Dæmoniac Bonds Mechanic

Gives everyone Dæmoniac Bonds Dæmoniac Bonds and either Duodæmoniac Bonds Duodæmoniac Bonds or Tetradæmoniac Bonds Tetradæmoniac Bonds. Resolves at a later time.

After receiving the status effects, it is necessary to not only check which ones you received (Tetradæmoniac Bonds Tetradæmoniac Bonds or Duodæmoniac Bonds Duodæmoniac Bonds) but also the durations. While the statuses will always resolve at the same time each pull, the order changes, so you must ascertain whether Dæmoniac Bonds Dæmoniac Bonds resolves first or Duodæmoniac Bonds Duodæmoniac Bonds/Tetradæmoniac Bonds Tetradæmoniac Bonds.

02:11
02:11
Pandæmoniac Meltdown Line stack

One person receives a stack line marker. One support and one DPS player receive a line spread marker. They cannot stack.

02:24
02:24
Touchdown (+ 1 others) Chariot AoE

Pandæmonium stomps the central platform, rendering it completely unsafe.

Anyone on the central platform when Pandæmonium stomps on it will be knocked into the abyss and killed instantly.

Players should evade to the side platforms.

02:25
02:25
Touchdown (Hit) Chariot AoE

Pandæmonium stomps the central platform, rendering it completely unsafe.

Anyone on the central platform when Pandæmonium stomps on it will be knocked into the abyss and killed instantly.

Players should evade to the side platforms.

02:25
02:25
Dæmoniac Bonds (Hit) ×8 Chariot spread

Dæmoniac Bonds Dæmoniac Bonds resolves. Requires everyone to be spread from each other.

02:28
02:28
Duodæmoniac Bonds (Hit) ×4 Chariot partner stack

Duodæmoniac Bonds Duodæmoniac Bonds resolves. Requires all supports to stack with a DPS player.

02:28
02:28
Tetradæmoniac Bonds (Hit) ×2 Chariot role stack

Tetradæmoniac Bonds Tetradæmoniac Bonds resolves. Requires all supports and all DPS players to stack in separate groups.

02:39
02:39
Ultima Raidwide

Heavy raidwide. Inflicts Bleeding Bleeding and erases any webs (including web bridges) in the arena.

02:48
02:48
Soul Grasp (+ 4 others) Chariot tankbuster (stack)

4-hit shared tankbuster on the main target.

The off-tank should stack with the main-tank. Alternatively, the main-tank can use their invulnerability. If neither is available, kitchen sinking is also an option – the stack scaling is linear, so taking the stack alone will deal about 100,000 damage per hit, which is still easily survivable with sufficient mitigation and some well-placed heals.

02:49
02:49
Soul Grasp Chariot tankbuster (stack)
02:51
02:51
Soul Grasp Chariot tankbuster (stack)
02:52
02:52
Soul Grasp Chariot tankbuster (stack)
02:54
02:54
Soul Grasp Chariot tankbuster (stack)
03:04
03:04
Dæmoniac Bonds Mechanic

Gives everyone Dæmoniac Bonds Dæmoniac Bonds and either Duodæmoniac Bonds Duodæmoniac Bonds or Tetradæmoniac Bonds Tetradæmoniac Bonds. Resolves at a later time.

After receiving the status effects, it is necessary to not only check which ones you received (Tetradæmoniac Bonds Tetradæmoniac Bonds or Duodæmoniac Bonds Duodæmoniac Bonds) but also the durations. While the statuses will always resolve at the same time each pull, the order changes, so you must ascertain whether Dæmoniac Bonds Dæmoniac Bonds resolves first or Duodæmoniac Bonds Duodæmoniac Bonds/Tetradæmoniac Bonds Tetradæmoniac Bonds.

03:13
03:13
Pandæmoniac Turrets (+ 5 others) Towers

Spawns two rows of 4 towers that must be soaked. This begins a limit cut-esque mechanic.

Each tower will have a turret dropped on top of it. They receive limit cut markers, indicating the order that they'll shoot in: 1-4 (2 turrets always shoot at the same time).

All turrets always face the closest player to them until just before it is their turn to shoot, at which point the turret will "lock in" to the closest player to it. After that, the target can't be changed anymore, even if that player moves to the other end of the arena.

Each shot is actually a stack line that deals lethal damage when taken alone but survivable damage when taken with another player. The damage only divides by two; adding additional players does not further reduce the damage taken. Additionally, each shot inflicts Dark Resistance Down II Dark Resistance Down II on the first person hit and knocks everyone in the line back a significant distance.

To wit: there are eight shots in total. Each shot requires at least 2 people to soak it. Anyone who is first-in-line for a shot cannot take another shot for the duration of the mechanic. By the time the last two shots happen, this therefore leaves only two people remaining without Dark Resistance Down II Dark Resistance Down II. No one else is available to stack with them. To resolve the mechanic in spite of this, the last two players must be tanks. Using defensive mitigation, they can each survive a shot alone.

Note that it is essential the tanks take their solo turret last, not first. If they take it first, they will not be able to join any of the other line stacks anymore, which then consigns one pair of baiters to death.

Be aware that Dæmoniac Bonds resolves immediately after the last two turrets fire.

  • 2221

    This is the more common strategy. In this strategy, the two tanks join every single line stack. Due to the fact that the turrets always alternate between two front turrets and two rear turrets, with front being first, the following order is most logical:

    First turret: melee/tank, melee/tank

    Second turret: phys ranged/tank, caster/tank

    Third turret: healer/tank, healer/tank

    Last turret: tank, tank

    It is recommended that tanks use their defensive mitigation early so it covers multiple hits instead of just the last one to reduce the burden on healers.

  • 4321

    This strategy is easier to execute but has significant downtime for casters and a higher healing requirement, making it far less common than 2221. While the order of Magic Vulnerability Up Magic Vulnerability Up is the same, in this strategy everyone stacks for each line until they've received their Dark Resistance Down II Dark Resistance Down II. The order, therefore, is:

    First turret: melee/phys ranged/healer/tank, melee/caster/healer/tank

    Second turret: phys ranged/healer/tank, caster/healer/tank

    Third turret: healer/tank, healer/tank

    Fourth turret: tank, tank

  • 03:14
    03:14
    Bury ×8 Towers

    Damage event that happens when one of Pandæmoniac Pillars is soaked.

    03:25
    03:25
    Peal of Condemnation ×2 Line Wild Charge

    An Wild Charge originating from a turret. Applies Dark Resistance Down II Dark Resistance Down II to the first player hit and knocks back all players hit.

    03:30
    03:30
    Peal of Condemnation ×2 Line Wild Charge

    An Wild Charge originating from a turret. Applies Dark Resistance Down II Dark Resistance Down II to the first player hit and knocks back all players hit.

    03:34
    03:34
    Peal of Condemnation ×2 Line Wild Charge

    An Wild Charge originating from a turret. Applies Dark Resistance Down II Dark Resistance Down II to the first player hit and knocks back all players hit.

    03:39
    03:39
    Peal of Condemnation ×2 Line Wild Charge

    An Wild Charge originating from a turret. Applies Dark Resistance Down II Dark Resistance Down II to the first player hit and knocks back all players hit.

    03:43
    03:43
    Duodæmoniac Bonds (Hit) ×4 Chariot partner stack

    Duodæmoniac Bonds Duodæmoniac Bonds resolves. Requires all supports to stack with a DPS player.

    03:46
    03:46
    Dæmoniac Bonds (Hit) ×8 Chariot spread

    Dæmoniac Bonds Dæmoniac Bonds resolves. Requires everyone to be spread from each other.

    03:53
    03:53
    Pandæmoniac Ray Side AoE

    Pandæmonium detaches its head and gets ready to cleave the side of the arena it's facing.

    Being hit by this cleave applies Damage Down Damage Down and Hysteria Hysteria.

    The cleave also summons either 7 or 8 orbs (or "bits") on the side that was cleaved. Each of these will fire a beam.

    04:08
    04:08
    Ultima Raidwide

    Heavy raidwide. Inflicts Bleeding Bleeding and erases any webs (including web bridges) in the arena.

    04:17
    04:17
    Soul Grasp (+ 4 others) Chariot tankbuster (stack)

    4-hit shared tankbuster on the main target.

    The off-tank should stack with the main-tank. Alternatively, the main-tank can use their invulnerability. If neither is available, kitchen sinking is also an option – the stack scaling is linear, so taking the stack alone will deal about 100,000 damage per hit, which is still easily survivable with sufficient mitigation and some well-placed heals.

    04:18
    04:18
    Soul Grasp Chariot tankbuster (stack)
    04:20
    04:20
    Soul Grasp Chariot tankbuster (stack)
    04:21
    04:21
    Soul Grasp Chariot tankbuster (stack)
    04:23
    04:23
    Soul Grasp Chariot tankbuster (stack)
    04:36
    04:36
    Wicked Step (+ 2 others) Tankbuster tower(s)

    Two towers appear on the central platform that must be soaked by tanks.

    After a short time, Pandæmonium will step on the west tower, then the east tower, dealing heavy damage, inflicting Stab Wound Stab Wound, and knocking everyone within the tower up and away.

    The knocked distance is quite far, so tanks will need precise positioning (in the northeast of the west tower/the northwest of the east tower) to get knocked onto the two side platforms. Every other position will lead to a fallen tank.

    There is a significant delay between the resolution of the west tower and the east tower, so if you're the tank soaking the east tower, be careful of popping your defensive cooldowns too early.

    04:38
    04:38
    Wicked Step (Hit) Tankbuster tower(s)
    04:40
    04:40
    Wicked Step (Hit) Tankbuster tower(s)
    04:47
    04:47
    Entangling Web (+ 2 others) Chariot baited AoE

    Multiple players are targeted by a telegraphed chariot baited AoE. This AoE will initially follow the player but will soon "lock in", after which players should move out of it to avoid damage.

    Like Steel Web, these AoEs form webs when dropped. While webs will attach to players, they will also attach to the small posts around the arena. This can be used to connect two posts, which requires this AoE to be placed in such a way as to encompass a post as well as intersect with another AoE that also encompasses a post.

    When a web is formed in this way between the two posts at the edge of each poison segment, it will form a bridge instead of a usual breakable web. Bridges can be used to cross the poison without being afflicted with Concentrated Poison Concentrated Poison. Every Wicked Step will be followed by an Entangling Web on one healer, one DPS player, and both tanks. As tanks are expected to be on the side platforms at this point, it always allows you to form a bridge to bring both tanks back to the central platform.

    04:53
    04:53
    Entangling Web (Lock) ×4 Chariot baited AoE

    The Entangling Web "locks in". In other words, it no longer follows the player it spawned on.

    04:58
    04:58
    Entangling Web (Hit) ×4 Chariot AoE

    The Entangling Web drops, dealing heavy damage and entangling everything in its radius in a similar way as Steel Web.

    04:58
    04:58
    Silkspit (+ 1 others) Chariot spread

    A chariot spread that deals heavy damage and briefly inflicts Bind Bind.

    Similar to Entangling Web, but Silkspit never "locks in" its position and is therefore unavoidable. Players need to spread from each other to avoid creating a web between themselves, especially the second and third time it happens, as it will be directly followed by Pandæmoniac Pillars, meaning there is not enough time to break anyone out of a web if they get tethered.

    As the circles are quite big, properly spreading requires the use of the side platforms, so bridges should have been established during the previous Entangling Web.

    05:08
    05:08
    Silkspit (Hit) ×8 Chariot spread

    Deals heavy damage and briefly inflicts Bind Bind.

    04:58
    04:58
    Entangling Web (Hit) ×4 Chariot AoE

    The Entangling Web drops, dealing heavy damage and entangling everything in its radius in a similar way as Steel Web.

    05:07
    05:07
    Dæmoniac Bonds Mechanic

    Gives everyone Dæmoniac Bonds Dæmoniac Bonds and either Duodæmoniac Bonds Duodæmoniac Bonds or Tetradæmoniac Bonds Tetradæmoniac Bonds. Resolves at a later time.

    After receiving the status effects, it is necessary to not only check which ones you received (Tetradæmoniac Bonds Tetradæmoniac Bonds or Duodæmoniac Bonds Duodæmoniac Bonds) but also the durations. While the statuses will always resolve at the same time each pull, the order changes, so you must ascertain whether Dæmoniac Bonds Dæmoniac Bonds resolves first or Duodæmoniac Bonds Duodæmoniac Bonds/Tetradæmoniac Bonds Tetradæmoniac Bonds.

    05:08
    05:08
    Silkspit (Hit) ×8 Chariot spread

    Deals heavy damage and briefly inflicts Bind Bind.

    05:15
    05:15
    Pandæmoniac Pillars (+ 6 others) Towers

    Eight towers spawn on the central platform and must be soaked.

    Unlike normal mode, the towers spawn in the same positions every time: 3 towers in the front and middle, and 2 towers on the sides in the rear. After they resolve (Bury), each tower is followed by another mechanic:

    Three towers (at most 2 in the same row) emit Cannonspawn (dynamo).

    Three towers (at most 2 in the same row) emit Imprisonment (chariot).

    Both of the rear towers emit Peal of Damnation.

    Pandæmonium will cast either Pandæmon's Holy or Circles of Pandæmonium at the same time as these post-tower mechanics resolve, limiting the party to either the first or second row (the third row will always be unsafe).

    Failing to soak a tower causes an Unmitigated Explosion.

    05:16
    05:16
    Bury ×8 Towers

    Damage event that happens when one of Pandæmoniac Pillars is soaked.

    05:22
    05:22
    Pandæmon's Holy Chariot AoE

    The entirety of Pandæmonium's hitbox (and a few inches more) becomes unsafe. Max melee remains safe.

    05:22
    05:22
    Circles of Pandæmonium Dynamo AoE

    The outside of Pandæmonium's hitbox becomes unsafe.

    05:22
    05:22
    Peal of Damnation ×2 Line AoE

    A wide line originating from two pandæmoniac turrets after Pandæmoniac Pillars that leaves the last row unsafe.

    Anyone in this row is killed instantly.

    05:22
    05:22
    Cannonspawn ×3 Dynamo AoE

    A small dynamo originating from three of the eight towers that inflicts Doom Doom.

    05:22
    05:22
    Imprisonment ×3 Chariot AoE

    A small chariot originating from three of the eight towers that inflicts Doom Doom and Fetters Fetters.

    05:29
    05:29
    Tetradæmoniac Bonds (Hit) ×2 Chariot role stack

    Tetradæmoniac Bonds Tetradæmoniac Bonds resolves. Requires all supports and all DPS players to stack in separate groups.

    05:29
    05:29
    Pandæmoniac Ray Side AoE

    Pandæmonium detaches its head and gets ready to cleave the side of the arena it's facing.

    Being hit by this cleave applies Damage Down Damage Down and Hysteria Hysteria.

    The cleave also summons either 7 or 8 orbs (or "bits") on the side that was cleaved. Each of these will fire a beam.

    05:33
    05:33
    Dæmoniac Bonds (Hit) ×8 Chariot spread

    Dæmoniac Bonds Dæmoniac Bonds resolves. Requires everyone to be spread from each other.

    05:37
    05:37
    Dividing Wings (+ 3 others) Mechanic

    Places two wing pillars in the arena that tether to and eventually shoot cones at players.

    One pillar will always tether itself to a random tank or healer, while the other will always tether to a random DPS player. After some time, each wing shoots a wide conal AoE toward their tethered player, inflicting Bleeding Bleeding and Magic Vulnerability Up Magic Vulnerability Up.

    Dividing Wings will always resolve at the same time as Steel Web. As Steel Web also applies Magic Vulnerability Up Magic Vulnerability Up, any player hit by both will die.

    05:44
    05:44
    Steel Web Chariot role stack

    A telegraphed three-person stack on a random party member. When the stack resolves, a web forms between all players in the stack, preventing movement. Every 1.5 seconds, these players receive a stack of Binding Soul Snare Binding Soul Snare, killing them if it reaches 5 before they are freed. To free them, another player must run through the web to break it. Breaking a web inflicts Heavy Soul Snare Heavy Soul Snare, slowing movement speed and applying a DoT every 3 seconds. Each player is only able to break up to 3 webs; breaking more inflicts Concentrated Poison Concentrated Poison, which is essentially a death sentence.

    Note that, if any two players within the stack are too close to each other, the web becomes reinforced (indicated by a pink tint) and these players receive Incapacitating Soul Snare Incapacitating Soul Snare, preventing actions in addition to movement. A reinforced web cannot be broken in any way, sealing these players' doom. It is therefore essential that the stacking players position themselves close to the edge of the stack circle.

    Be aware that including one of the small white posts that are present in the arena in the stack will also result in a reinforced web.

    05:51
    05:51
    Dividing Wings (Hit) ×2 Cone spread

    Dividing Wings resolves and shoots a wide conal AoE toward each tethered player that inflicts Bleeding Bleeding and Magic Vulnerability Up Magic Vulnerability Up.

    05:52
    05:52
    Steel Web (Hit) ×2 Chariot role stack

    Steel Web resolves, creating a web between the stacking players that must be broken by a free player.

    05:44
    05:44
    Steel Web Chariot role stack

    A telegraphed three-person stack on a random party member. When the stack resolves, a web forms between all players in the stack, preventing movement. Every 1.5 seconds, these players receive a stack of Binding Soul Snare Binding Soul Snare, killing them if it reaches 5 before they are freed. To free them, another player must run through the web to break it. Breaking a web inflicts Heavy Soul Snare Heavy Soul Snare, slowing movement speed and applying a DoT every 3 seconds. Each player is only able to break up to 3 webs; breaking more inflicts Concentrated Poison Concentrated Poison, which is essentially a death sentence.

    Note that, if any two players within the stack are too close to each other, the web becomes reinforced (indicated by a pink tint) and these players receive Incapacitating Soul Snare Incapacitating Soul Snare, preventing actions in addition to movement. A reinforced web cannot be broken in any way, sealing these players' doom. It is therefore essential that the stacking players position themselves close to the edge of the stack circle.

    Be aware that including one of the small white posts that are present in the arena in the stack will also result in a reinforced web.

    05:56
    05:56
    Touchdown (+ 1 others) Chariot AoE

    Pandæmonium stomps the central platform, rendering it completely unsafe.

    Anyone on the central platform when Pandæmonium stomps on it will be knocked into the abyss and killed instantly.

    Players should evade to the side platforms.

    05:57
    05:57
    Touchdown (Hit) Chariot AoE

    Pandæmonium stomps the central platform, rendering it completely unsafe.

    Anyone on the central platform when Pandæmonium stomps on it will be knocked into the abyss and killed instantly.

    Players should evade to the side platforms.

    05:56
    05:56
    Dividing Wings (Hit) ×2 Cone spread

    Dividing Wings resolves and shoots a wide conal AoE toward each tethered player that inflicts Bleeding Bleeding and Magic Vulnerability Up Magic Vulnerability Up.

    05:57
    05:57
    Steel Web (Hit) ×2 Chariot role stack

    Steel Web resolves, creating a web between the stacking players that must be broken by a free player.

    05:57
    05:57
    Touchdown (+ 1 others) Chariot AoE

    Pandæmonium stomps the central platform, rendering it completely unsafe.

    Anyone on the central platform when Pandæmonium stomps on it will be knocked into the abyss and killed instantly.

    Players should evade to the side platforms.

    05:58
    05:58
    Touchdown (Hit) Chariot AoE

    Pandæmonium stomps the central platform, rendering it completely unsafe.

    Anyone on the central platform when Pandæmonium stomps on it will be knocked into the abyss and killed instantly.

    Players should evade to the side platforms.

    06:14
    06:14
    Pandæmoniac Meltdown Line stack

    One person receives a stack line marker. One support and one DPS player receive a line spread marker. They cannot stack.

    06:23
    06:23
    Soul Grasp (+ 4 others) Chariot tankbuster (stack)

    4-hit shared tankbuster on the main target.

    The off-tank should stack with the main-tank. Alternatively, the main-tank can use their invulnerability. If neither is available, kitchen sinking is also an option – the stack scaling is linear, so taking the stack alone will deal about 100,000 damage per hit, which is still easily survivable with sufficient mitigation and some well-placed heals.

    06:25
    06:25
    Soul Grasp Chariot tankbuster (stack)
    06:26
    06:26
    Soul Grasp Chariot tankbuster (stack)
    06:28
    06:28
    Soul Grasp Chariot tankbuster (stack)
    06:29
    06:29
    Soul Grasp Chariot tankbuster (stack)
    06:43
    06:43
    Dividing Wings (+ 3 others) Mechanic

    Places two wing pillars in the arena that tether to and eventually shoot cones at players.

    One pillar will always tether itself to a random tank or healer, while the other will always tether to a random DPS player. After some time, each wing shoots a wide conal AoE toward their tethered player, inflicting Bleeding Bleeding and Magic Vulnerability Up Magic Vulnerability Up.

    Dividing Wings will always resolve at the same time as Steel Web. As Steel Web also applies Magic Vulnerability Up Magic Vulnerability Up, any player hit by both will die.

    06:50
    06:50
    Steel Web Chariot role stack

    A telegraphed three-person stack on a random party member. When the stack resolves, a web forms between all players in the stack, preventing movement. Every 1.5 seconds, these players receive a stack of Binding Soul Snare Binding Soul Snare, killing them if it reaches 5 before they are freed. To free them, another player must run through the web to break it. Breaking a web inflicts Heavy Soul Snare Heavy Soul Snare, slowing movement speed and applying a DoT every 3 seconds. Each player is only able to break up to 3 webs; breaking more inflicts Concentrated Poison Concentrated Poison, which is essentially a death sentence.

    Note that, if any two players within the stack are too close to each other, the web becomes reinforced (indicated by a pink tint) and these players receive Incapacitating Soul Snare Incapacitating Soul Snare, preventing actions in addition to movement. A reinforced web cannot be broken in any way, sealing these players' doom. It is therefore essential that the stacking players position themselves close to the edge of the stack circle.

    Be aware that including one of the small white posts that are present in the arena in the stack will also result in a reinforced web.

    06:57
    06:57
    Dividing Wings (Hit) ×2 Cone spread

    Dividing Wings resolves and shoots a wide conal AoE toward each tethered player that inflicts Bleeding Bleeding and Magic Vulnerability Up Magic Vulnerability Up.

    06:58
    06:58
    Steel Web (Hit) ×2 Chariot role stack

    Steel Web resolves, creating a web between the stacking players that must be broken by a free player.

    06:50
    06:50
    Pandæmoniac Web Mechanic

    Combines Steel Web (on 1 player) and Entangling Web (on 3 players) into one cast.

    All of these abilities (plus the preceding Dividing Wings) resolve at the same time, after which the three players who were consigned to stack receive another set of Entangling Web.

    06:57
    06:57
    Dividing Wings (Hit) ×2 Cone spread

    Dividing Wings resolves and shoots a wide conal AoE toward each tethered player that inflicts Bleeding Bleeding and Magic Vulnerability Up Magic Vulnerability Up.

    06:58
    06:58
    Steel Web (Hit) ×2 Chariot role stack

    Steel Web resolves, creating a web between the stacking players that must be broken by a free player.

    06:58
    06:58
    Pandæmon's Holy Chariot AoE

    The entirety of Pandæmonium's hitbox (and a few inches more) becomes unsafe. Max melee remains safe.

    07:01
    07:01
    Entangling Web (Hit) ×4 Chariot AoE

    The Entangling Web drops, dealing heavy damage and entangling everything in its radius in a similar way as Steel Web.

    07:05
    07:05
    Dæmoniac Bonds Mechanic

    Gives everyone Dæmoniac Bonds Dæmoniac Bonds and either Duodæmoniac Bonds Duodæmoniac Bonds or Tetradæmoniac Bonds Tetradæmoniac Bonds. Resolves at a later time.

    After receiving the status effects, it is necessary to not only check which ones you received (Tetradæmoniac Bonds Tetradæmoniac Bonds or Duodæmoniac Bonds Duodæmoniac Bonds) but also the durations. While the statuses will always resolve at the same time each pull, the order changes, so you must ascertain whether Dæmoniac Bonds Dæmoniac Bonds resolves first or Duodæmoniac Bonds Duodæmoniac Bonds/Tetradæmoniac Bonds Tetradæmoniac Bonds.

    07:07
    07:07
    Entangling Web (Hit) ×4 Chariot AoE

    The Entangling Web drops, dealing heavy damage and entangling everything in its radius in a similar way as Steel Web.

    07:16
    07:16
    Harrowing Hell (+ 9 others) Line Wild Charge

    Nine raidwide hits in quick succession. The first two players hit receive tankbuster levels of damage.

    This is the tighest heal-check a second turn has ever had. Each hit deals approximately 120,000 damage to the two closest targets to Pandæmonium, and 50,000 damage to everyone else.

    The last hit deals about 35% more damage and also knocks the entire party back. The distance of the knockback exceeds the length of the arena, so it is not possible to survive the knockback without establishing a wall in the back during Pandæmoniac Web. If a wall was established, players will be stopped by the wall and are not killed.

    The sum total of all hits is around 1,120,000 damage for tanks and 470,000 damage for everyone else. Due to the tremendous amount of damage, it is strongly recommended for tanks to use their invulnerabilities after the first or second hit while standing in front of the party. You may also wish to consider using a Tank Limit Break around the fourth hit, as hits 6, 7, and 8 come out much more quickly than the rest while dealing the same amount of damage. If you don't wish to use Tank Limit Break (or you don't have it available), your group's mitigation needs to be on point, as there is not enough time to heal in-between hits. As the mechanic deals physical damage, double Feint Feint and Reprisal Reprisal is all but mandatory along with whatever mitigation your healers and tanks can offer.

    07:17
    07:17
    Harrowing Hell (Hit) Line Wild Charge
    07:19
    07:19
    Harrowing Hell (Hit) Line Wild Charge
    07:21
    07:21
    Harrowing Hell (Hit) Line Wild Charge
    07:23
    07:23
    Harrowing Hell (Hit) Line Wild Charge
    07:24
    07:24
    Harrowing Hell (Hit) Line Wild Charge
    07:26
    07:26
    Harrowing Hell (Hit) Line Wild Charge
    07:27
    07:27
    Harrowing Hell (Hit) Line Wild Charge
    07:29
    07:29
    Harrowing Hell (Hit) Line Wild Charge
    07:32
    07:32
    Harrowing Hell (Knockback) Knockback
    07:38
    07:38
    Tetradæmoniac Bonds (Hit) ×2 Chariot role stack

    Tetradæmoniac Bonds Tetradæmoniac Bonds resolves. Requires all supports and all DPS players to stack in separate groups.

    07:41
    07:41
    Dæmoniac Bonds (Hit) ×8 Chariot spread

    Dæmoniac Bonds Dæmoniac Bonds resolves. Requires everyone to be spread from each other.

    07:59
    07:59
    Ultima Raidwide

    Heavy raidwide. Inflicts Bleeding Bleeding and erases any webs (including web bridges) in the arena.

    08:09
    08:09
    Soul Grasp (+ 4 others) Chariot tankbuster (stack)

    4-hit shared tankbuster on the main target.

    The off-tank should stack with the main-tank. Alternatively, the main-tank can use their invulnerability. If neither is available, kitchen sinking is also an option – the stack scaling is linear, so taking the stack alone will deal about 100,000 damage per hit, which is still easily survivable with sufficient mitigation and some well-placed heals.

    08:10
    08:10
    Soul Grasp Chariot tankbuster (stack)
    08:12
    08:12
    Soul Grasp Chariot tankbuster (stack)
    08:13
    08:13
    Soul Grasp Chariot tankbuster (stack)
    08:15
    08:15
    Soul Grasp Chariot tankbuster (stack)
    08:31
    08:31
    Wicked Step (+ 2 others) Tankbuster tower(s)

    Two towers appear on the central platform that must be soaked by tanks.

    After a short time, Pandæmonium will step on the west tower, then the east tower, dealing heavy damage, inflicting Stab Wound Stab Wound, and knocking everyone within the tower up and away.

    The knocked distance is quite far, so tanks will need precise positioning (in the northeast of the west tower/the northwest of the east tower) to get knocked onto the two side platforms. Every other position will lead to a fallen tank.

    There is a significant delay between the resolution of the west tower and the east tower, so if you're the tank soaking the east tower, be careful of popping your defensive cooldowns too early.

    08:33
    08:33
    Wicked Step (Hit) Tankbuster tower(s)
    08:35
    08:35
    Wicked Step (Hit) Tankbuster tower(s)
    08:41
    08:41
    Entangling Web (+ 2 others) Chariot baited AoE

    Multiple players are targeted by a telegraphed chariot baited AoE. This AoE will initially follow the player but will soon "lock in", after which players should move out of it to avoid damage.

    Like Steel Web, these AoEs form webs when dropped. While webs will attach to players, they will also attach to the small posts around the arena. This can be used to connect two posts, which requires this AoE to be placed in such a way as to encompass a post as well as intersect with another AoE that also encompasses a post.

    When a web is formed in this way between the two posts at the edge of each poison segment, it will form a bridge instead of a usual breakable web. Bridges can be used to cross the poison without being afflicted with Concentrated Poison Concentrated Poison. Every Wicked Step will be followed by an Entangling Web on one healer, one DPS player, and both tanks. As tanks are expected to be on the side platforms at this point, it always allows you to form a bridge to bring both tanks back to the central platform.

    08:47
    08:47
    Entangling Web (Lock) ×4 Chariot baited AoE

    The Entangling Web "locks in". In other words, it no longer follows the player it spawned on.

    08:52
    08:52
    Entangling Web (Hit) ×4 Chariot AoE

    The Entangling Web drops, dealing heavy damage and entangling everything in its radius in a similar way as Steel Web.

    09:02
    09:02
    Parted Plumes (+ 9 others) Line rotating AoEs

    Sets of two line AoEs that start opposite, then rotate around the arena. The center is unsafe.

    Be aware that Pandæmoniac Ray directly follows this mechanic, so you might want to consider using Sprint Sprint if you end up on the wrong side following the AoEs.

    The AoEs rotate at a rate of about 3.3/s.

    09:10
    09:10
    Parted Plumes (Hit) ×2 Line AoE
    09:10
    09:10
    Parted Plumes (Hit) ×2 Line AoE
    09:11
    09:11
    Parted Plumes (Hit) ×2 Line AoE
    09:11
    09:11
    Parted Plumes (Hit) ×2 Line AoE
    09:11
    09:11
    Parted Plumes (Hit) ×2 Line AoE
    09:12
    09:12
    Parted Plumes (Hit) ×2 Line AoE
    09:12
    09:12
    Parted Plumes (Hit) ×2 Line AoE
    09:12
    09:12
    Parted Plumes (Hit) ×2 Line AoE
    09:12
    09:12
    Parted Plumes (Hit) ×2 Line AoE
    09:15
    09:15
    Pandæmoniac Ray Side AoE

    Pandæmonium detaches its head and gets ready to cleave the side of the arena it's facing.

    Being hit by this cleave applies Damage Down Damage Down and Hysteria Hysteria.

    The cleave also summons either 7 or 8 orbs (or "bits") on the side that was cleaved. Each of these will fire a beam.

    09:22
    09:22
    Circles of Pandæmonium Dynamo AoE

    The outside of Pandæmonium's hitbox becomes unsafe.

    09:22
    09:22
    Pandæmon's Holy Chariot AoE

    The entirety of Pandæmonium's hitbox (and a few inches more) becomes unsafe. Max melee remains safe.

    09:28
    09:28
    Silkspit (+ 1 others) Chariot spread

    A chariot spread that deals heavy damage and briefly inflicts Bind Bind.

    Similar to Entangling Web, but Silkspit never "locks in" its position and is therefore unavoidable. Players need to spread from each other to avoid creating a web between themselves, especially the second and third time it happens, as it will be directly followed by Pandæmoniac Pillars, meaning there is not enough time to break anyone out of a web if they get tethered.

    As the circles are quite big, properly spreading requires the use of the side platforms, so bridges should have been established during the previous Entangling Web.

    09:38
    09:38
    Silkspit (Hit) ×8 Chariot spread

    Deals heavy damage and briefly inflicts Bind Bind.

    09:45
    09:45
    Pandæmoniac Pillars (+ 6 others) Towers

    Eight towers spawn on the central platform and must be soaked.

    Unlike normal mode, the towers spawn in the same positions every time: 3 towers in the front and middle, and 2 towers on the sides in the rear. After they resolve (Bury), each tower is followed by another mechanic:

    Three towers (at most 2 in the same row) emit Cannonspawn (dynamo).

    Three towers (at most 2 in the same row) emit Imprisonment (chariot).

    Both of the rear towers emit Peal of Damnation.

    Pandæmonium will cast either Pandæmon's Holy or Circles of Pandæmonium at the same time as these post-tower mechanics resolve, limiting the party to either the first or second row (the third row will always be unsafe).

    Failing to soak a tower causes an Unmitigated Explosion.

    09:46
    09:46
    Bury ×8 Towers

    Damage event that happens when one of Pandæmoniac Pillars is soaked.

    09:52
    09:52
    Pandæmon's Holy Chariot AoE

    The entirety of Pandæmonium's hitbox (and a few inches more) becomes unsafe. Max melee remains safe.

    09:52
    09:52
    Circles of Pandæmonium Dynamo AoE

    The outside of Pandæmonium's hitbox becomes unsafe.

    09:52
    09:52
    Peal of Damnation ×2 Line AoE

    A wide line originating from two pandæmoniac turrets after Pandæmoniac Pillars that leaves the last row unsafe.

    Anyone in this row is killed instantly.

    09:53
    09:53
    Cannonspawn ×3 Dynamo AoE

    A small dynamo originating from three of the eight towers that inflicts Doom Doom.

    09:53
    09:53
    Imprisonment ×3 Chariot AoE

    A small chariot originating from three of the eight towers that inflicts Doom Doom and Fetters Fetters.

    10:00
    10:00
    Pandæmoniac Meltdown Line stack

    One person receives a stack line marker. One support and one DPS player receive a line spread marker. They cannot stack.

    10:22
    10:22
    Harrowing Hell (+ 9 others) Line Wild Charge

    Nine raidwide hits in quick succession. The first two players hit receive tankbuster levels of damage.

    This is the tighest heal-check a second turn has ever had. Each hit deals approximately 120,000 damage to the two closest targets to Pandæmonium, and 50,000 damage to everyone else.

    The last hit deals about 35% more damage and also knocks the entire party back. The distance of the knockback exceeds the length of the arena, so it is not possible to survive the knockback without establishing a wall in the back during Pandæmoniac Web. If a wall was established, players will be stopped by the wall and are not killed.

    The sum total of all hits is around 1,120,000 damage for tanks and 470,000 damage for everyone else. Due to the tremendous amount of damage, it is strongly recommended for tanks to use their invulnerabilities after the first or second hit while standing in front of the party. You may also wish to consider using a Tank Limit Break around the fourth hit, as hits 6, 7, and 8 come out much more quickly than the rest while dealing the same amount of damage. If you don't wish to use Tank Limit Break (or you don't have it available), your group's mitigation needs to be on point, as there is not enough time to heal in-between hits. As the mechanic deals physical damage, double Feint Feint and Reprisal Reprisal is all but mandatory along with whatever mitigation your healers and tanks can offer.

    10:24
    10:24
    Harrowing Hell (Hit) Line Wild Charge
    10:26
    10:26
    Harrowing Hell (Hit) Line Wild Charge
    10:27
    10:27
    Harrowing Hell (Hit) Line Wild Charge
    10:29
    10:29
    Harrowing Hell (Hit) Line Wild Charge
    10:31
    10:31
    Harrowing Hell (Hit) Line Wild Charge
    10:32
    10:32
    Harrowing Hell (Hit) Line Wild Charge
    10:34
    10:34
    Harrowing Hell (Hit) Line Wild Charge
    10:35
    10:35
    Harrowing Hell (Hit) Line Wild Charge
    10:39
    10:39
    Harrowing Hell (Knockback) Knockback