Tier: Anabaseios
Auto-attacks: mixed on  MT
Total HP: 36,660,084
Required DPS: 61,420.45
Required Uptime DPS: 64,039.67

A variety encounter, as Kokytos eats souls for breakfast, then adopts their aspects. While most of the fight revolves around simple AoE avoidance and stack/spread mechanics, Kokytos executes a dangerous limit cut mechanic in the middle of the fight, one of the most lethal mechanics a first floor has ever had.

Hit Ability Type Description
00:11
00:11
Gluttony's Augur Raidwide

Heavy raidwide damage.

00:24
00:24
Ravening (+ 1 others) Raidwide

Kokytos absorbs Soul of the Mage Soul of the Mage, dealing raidwide damage and switching to Mage Form.

00:31
00:31
Soul Surge Raidwide
00:46
00:21
Duality of Death (+ 4 others) Tankbuster (MT & OT)

Kokytos channels a tankbuster on both tanks, inflicting vulnerabilities, then repeats it.

Either tankswap or use invulnerabilities on both tanks.

00:46
00:22
Fire IV Chariot tankbuster (MT)

Kokytos hits the main target with heavy fire damage. Inflicts Fire Resistance Down II Fire Resistance Down II, preventing players from taking two of these in succession.

00:46
00:22
Aero IV Chariot tankbuster (OT)

Kokytos hits the second target with heavy wind damage. Inflicts Wind Resistance Down II Wind Resistance Down II, preventing players from taking two of these in succession.

00:49
00:24
Fire IV Chariot tankbuster (MT)

Kokytos hits the main target with heavy fire damage. Inflicts Fire Resistance Down II Fire Resistance Down II, preventing players from taking two of these in succession.

00:49
00:24
Aero IV Chariot tankbuster (OT)

Kokytos hits the second target with heavy wind damage. Inflicts Wind Resistance Down II Wind Resistance Down II, preventing players from taking two of these in succession.

00:59
00:34
Dualspell (+ 2 others) Chariot partner stack

Kokytos channels ice and fire. After the cast, one of the two elements flashes on the screen for all players, which indicates that this element will be enlarged. The mechanic itself executes several seconds after the element is shown to players.

  • Ice and Fire (out)

    Fire will flash on the screen, requiring partner stacks on the outside of the cardinals or intercardinals.

  • Ice and Fire (in)

    Ice will flash on the screen, requiring partner stacks on the inside of either the cardinals or intercardinals.

  • 01:07
    00:42
    Pile Pyre ×4 Chariot partner stack
    01:07
    00:42
    Blizzard III Dynamo AoE
    01:12
    00:48
    Dualspell (+ 2 others) Line spread

    Kokytos channels ice and lightning. After the cast, one of the two elements flashes on the screen for all players, which indicates that this element will be enlarged. The mechanic itself executes several seconds after the element is shown to players.

  • Ice and Thunder (out)

    Thunder will flash on the screen, requiring everyone to be spread out from each other at protean positions.

  • Ice and Thunder (in)

    Ice will flash on the screen, requiring everyone to be inside the inner circle at protean positions.

  • 01:20
    00:55
    Thunder III ×8 Line spread
    01:20
    00:55
    Blizzard III Dynamo AoE
    01:25
    01:01
    Dualspell (+ 2 others) Chariot partner stack

    Kokytos channels ice and fire, requiring partner stacks. Whichever element Kokytos chose to enhance in the first Ice and Fire, this will be the opposite element.

  • Ice and Fire (out)

    Fire will flash on the screen, requiring partner stacks on the outside of the cardinals or intercardinals.

  • Ice and Fire (in)

    Ice will flash on the screen, requiring partner stacks on the inside of either the cardinals or intercardinals.

  • 01:33
    01:09
    Pile Pyre ×4 Chariot partner stack
    01:33
    01:09
    Blizzard III Dynamo AoE
    01:53
    01:29
    Ravening (+ 1 others) Raidwide

    Kokytos absorbs Soul of the Martialist Soul of the Martialist, dealing raidwide damage, switching to Martialist Form, and erecting four walls on either the cardinals or intercards of the arena.

    02:00
    01:35
    Soul Surge Raidwide
    02:13
    00:19
    Ascendant Fist Tankbuster (MT)

    Kokytos uppercuts the main target for heavy damage, inflicting Concussion Concussion and Physical Vulnerability Up Physical Vulnerability Up.

    A tankswap is required after the hit as Kokytos's auto-attacks are physical in Martialist Form, meaning auto-attacks become lethal with Physical Vulnerability Up Physical Vulnerability Up.

    02:27
    00:33
    Archaic Rockbreaker (+ 12 others) Mechanic

    A four-step mechanic involving a knockback, partner stack, and some AoE avoidance.

    02:27
    00:33
    Shockwave Knockback

    Kokytos punches the center of the arena, knocking all players away from the knockback circle and spawning 12 Ravensclaw-like cracks in the ground, 8 of which will be initially lit. Players must position themselves to get knocked into one of the ice walls, lest they be knocked straight into the afterlife. If your protean spot does not have a wall behind it, rotate to your color partner.

    02:28
    00:34
    Archaic Rockbreaker (Stack) ×4 Chariot partner stack

    Rocks explode from the ground under each player of one role. Inflicts Magic Vulnerability Up Magic Vulnerability Up. Must be shared by a party member of the opposite role to reduce the damage to survivable levels. Make sure you don't gapclose back to the boss too early.

    02:34
    00:41
    Front Combination Store

    Kokytos stores a half-arena cleave in front of him, which he will execute during Swinging Kick (Front).

    02:34
    00:41
    Rear Combination Store

    Kokytos stores a half-arena cleave behind him, which he will execute during Swinging Kick (Rear).

    02:35
    00:41
    Inside Roundhouse Chariot AoE

    A chariot centered on the boss, leaving only the outside of the arena safe. Inflicts Damage Down Damage Down.

    02:35
    00:41
    Outside Roundhouse Dynamo AoE

    A dynamo centered on the boss, leaving only Kokytos's hitbox safe. Inflicts Damage Down Damage Down.

    02:35
    00:41
    Archaic Rockbreaker (AoE) ×8 Chariot AoE

    The lights reach the end of the cracks and explode in small chariot AoEs. This spawns the remaining four lights.

    02:38
    00:45
    Swinging Kick (Front) Frontal AoE

    Executes the previously stored frontward cleave. Inflicts Concussion Concussion.

    02:38
    00:45
    Swinging Kick (Rear) Rear AoE

    Executes the previously stored rearward cleave. Inflicts Concussion Concussion.

    02:41
    00:47
    Outside Roundhouse Dynamo AoE

    A dynamo centered on the boss, leaving only Kokytos's hitbox safe. Inflicts Damage Down Damage Down.

    02:41
    00:47
    Inside Roundhouse Chariot AoE

    A chariot centered on the boss, leaving only the outside of the arena safe. Inflicts Damage Down Damage Down.

    02:41
    00:47
    Archaic Rockbreaker (AoE) ×4 Chariot AoE

    The lights reach the end of the cracks and explode in small chariot AoEs.

    02:48
    00:54
    Archaic Demolish ×2 Chariot healer stack

    A rock explodes underneath each healer, hitting them for heavy shareable damage and inflicting Magic Vulnerability Up Magic Vulnerability Up. If players are dead, this stack can still be easily survived with some mitigation.

    Establish light parties and have each light party stack with your healer.

    02:55
    01:01
    Gluttony's Augur Raidwide

    Heavy raidwide damage.

    03:06
    01:12
    Ascendant Fist Tankbuster (MT)

    Kokytos uppercuts the main target for heavy damage, inflicting Concussion Concussion and Physical Vulnerability Up Physical Vulnerability Up.

    A tankswap is required after the hit as Kokytos's auto-attacks are physical in Martialist Form, meaning auto-attacks become lethal with Physical Vulnerability Up Physical Vulnerability Up.

    03:27
    01:34
    Ravening (+ 1 others) Raidwide

    Kokytos absorbs both Soul of the Mage Soul of the Mage and Soul of the Martialist Soul of the Martialist, dealing raidwide damage, switching to Mage + Martialist Form, and erecting four walls on either the cardinals or intercards of the arena.

    03:34
    01:40
    Soul Surge Raidwide
    03:41
    00:13
    Levinstrike Summoning Mechanic

    Summons four thunder orbs in front of the four ice walls. These will become relevant during Scrambled Succession.

    03:53
    00:25
    Scrambled Succession (+ 13 others) Limit cut

    Odd numbers (1, 3, 5, 7) appear above the orbs, while even numbers (2, 4, 6, 8) appear above four random players. This is a limit cut mechanic with four turns. After the cast resolves, the boss becomes untargetable and the first turn begins. In each turn the following three mechanics happen simultaneously:

    Shock:

    Kokytos dashes to the next orb in the numbered sequence, then kicks it toward the opposite wall. No players should be at that wall, as it releases a medium-sized chariot AoE, when it hits the wall, then spawns a tower. A player must quickly enter the tower to soak it. If the tower is not soaked, it explodes and wipes the raid. Inflicts Magic Vulnerability Up Magic Vulnerability Up, so being hit by another mechanic in the next turn results in death.

    Firemeld:

    Kokytos dashes to the next target in the even number sequence and deals damage to them and everyone around them relative to the distance he dashed, with more damage taken the less distance was dashed. To reduce damage to survivable levels, the targeted player should be as far away from Kokytos's initial position (i.e. the last orb) as possible, and no other player should be near them at this time. Inflicts Magic Vulnerability Up Magic Vulnerability Up, so being hit by another mechanic in the next turn results in death.

    Icemeld: Before each turn, a blue marker appears above a random unnumbered party member. These party members will receive an enormous chariot AoE that inflicts Magic Vulnerability Up Magic Vulnerability Up. Unlike Shock's and Firemeld's vulnerabilities, however, Icemeld's vulnerability lasts for the duration of the entire mechanic. This means that even after their Icemeld is resolved, these players cannot soak towers at any point. All towers must be soaked by numbered players two turns before or after their respective Firemeld dash.

    Order (tower soaks): 6-8-2-4. An easy way to remember this is that, if you're 2 or 4, your first mechanic is a Firemeld. If you're a 6 or 8, your first mechanic is a tower soak. Afterwards, your other responsibility resolves exactly two turns later.

    Note that, after the last tower is resolved, the boss immediately starts casting Two Minds, which essentially serves as a body check and also requires players to get into their assigned protean or partner positions quickly.

  • Oppo / Mario Kart

    First, identify the 1 orb, then find whether the 3 orb is clockwise or counter-clockwise to the 1 orb. This will determine the way you rotate during the mechanic.

    Anyone with a number immediately heads opposite the 1 orb (toward the 5 orb, but not too close to the wall). Anyone without a number stays near the 1 orb. One of those players will randomly receive an Icemeld marker. They will plant at the wall behind the 1 orb while the remaining three non-numbered players will rotate in the direction of the 3 orb. The next player who receives a blue marker will then plant at the wall behind the 3 orb, and so on. After their Icemeld resolves, these players will merge back with the numbered players on the opposite side.

    For players with numbers: for the first iteration, the 6 player waits outside where the tower will spawn, then heads inside the tower while the 2 player plants in-between the wall of the 5 orb and the 7 orb, or in other words: plant yourself an eighth of a rotation in the direction found at the start of the mechanic. Wait for all mechanics to resolve, then all players rotate in the corresponding direction and repeat until the mechanic is concluded.

    The benefit of this strategy is that it allows for maximum uptime on abilities like Meditate Meditate or Soulsow Soulsow. As long as you remember which direction to rotate, focusing on just your own duty during the mechanic makes it easily digestible.

  • JP

    First, identify the 1 and 3 orbs. The non-numbered players will wait there while the numbered players go opposite, between the 5 and 7 orbs (but closer to the center than the wall). Whoever receives the first Icemeld marker stays between 1 and 3; the other players all move between 5 and 7. Whoever receives the second Icemeld waits until the first one has resolved, then swaps places with that player.

    For the numbered players, towers resolve as normal (6 and 8 just head into whichever towers first appear). The Firemeld players (2 and 4) treat this mechanic exactly the same as the Icemeld players, but on the opposite side; so 2 will plant at the edge between the 5 and 7 orbs, then swap with 4 once their Firemeld resolves.

    After the first two turns, the party switches sides: the numbered players will now go to the Icemeld side (which will now have no orbs left) and the Icemelds will resolve their mechanic where the Firemelds previously resolved theirs, and vice-versa.

    The benefit of this strategy is that, aside from finding the initial positions, you do not need to remember the direction of rotation at all. The downside is that there is a far greater amount of movement than in Oppo, which may cause problems for abilities that accrue resources and require you to stand still like Meditate Meditate or Soulsow Soulsow.

  • 03:53
    00:25
    Untargetable
    03:58
    00:30
    Firemeld Chariot distance
    03:58
    00:30
    Icemeld Defamation spread
    03:58
    00:30
    Shock Towers
    04:03
    00:35
    Firemeld Chariot distance
    04:03
    00:35
    Icemeld Defamation spread
    04:03
    00:35
    Shock Towers
    04:09
    00:41
    Firemeld Chariot distance
    04:09
    00:41
    Icemeld Defamation spread
    04:09
    00:41
    Shock Towers
    04:14
    00:47
    Firemeld Chariot distance
    04:14
    00:47
    Icemeld Defamation spread
    04:14
    00:47
    Shock Towers
    04:17
    00:49
    Targetable

    The enemy or enemies on the field become targetable (again).

    04:24
    00:56
    Two Minds (+ 4 others) Spread or stack

    Identical to Dualspell except for one thing: Dualspell executes both the telegraph for the empowered element and the mechanic with a significant delay after the cast finishes, while Two Minds shows the element during the cast and executes the mechanic immediately at the end of the cast. To make up for this, Two Minds has a longer cast time.

  • Ice and Thunder (out)

    Thunder will flash on the screen, requiring everyone to be spread out from each other at protean positions.

  • Ice and Thunder (in)

    Ice will flash on the screen, requiring everyone to be inside the inner circle at protean positions.

  • Ice and Fire (out)

    Fire will flash on the screen, requiring partner stacks on the outside of the cardinals or intercardinals.

  • Ice and Fire (in)

    Ice will flash on the screen, requiring partner stacks on the inside of either the cardinals or intercardinals.

  • 04:24
    00:56
    Pile Pyre ×4 Chariot partner stack
    04:24
    00:56
    Blizzard III Dynamo AoE
    04:24
    00:56
    Thunder III ×8 Line spread
    04:24
    00:56
    Blizzard III Dynamo AoE
    04:31
    01:03
    Gluttony's Augur Raidwide

    Heavy raidwide damage.

    04:48
    01:20
    Ravening (+ 1 others) Raidwide

    Kokytos absorbs Soul of the Beast Soul of the Beast, dealing raidwide damage and switching to Beast Form.

    04:55
    01:27
    Soul Surge Raidwide
    05:02
    00:13
    Charybdis Mechanic

    Summons four tornados on the four cardinals of the arena. Stepping into one inflicts Windburn Windburn.

    05:09
    00:20
    Comet (+ 6 others) Proximity

    Places four comets on the intercardinals of the arena, between the tornadoes. Two of them will start out cracked.

    After they have spawned, two comets will appear whole, while two will appear cracked. If a comet takes any damage during this phase, its health state will be reduced by one (to "cracked" or, if it's already cracked, ready to Burst). If the two "whole" comets take any damage during this phase a wipe is guaranteed.

    05:10
    00:21
    Comet Impact ×4 Proximity

    The Comets crash into the ground. Each impact site will deal a moderate amount of proximity damage.

    Stack in the arena's center to reduce the proximity damage as much as possible.

    05:24
    00:35
    Beastly Bile ×1 Chariot far stack

    Stores a poison 4-person stack marker on the farthest player from Kokytos and applies Dark Resistance Down II Dark Resistance Down II to all players hit. The stack is executed at the same time as the Thunderbolt cast resolves. If the stack hits any of the comets, their health state is reduced by one. Due to limited space in the arena, the stack should be placed on one of the two cracked comets.

    05:24
    00:35
    Thunderbolt ×4 Cone spread

    Launches conal attacks at the closest 4 players, originating from Kokytos, and applies Lightning Resistance Down II Lightning Resistance Down II. If a cone hits any of the comets, its health state is reduced by one, which may destroy it if it is already cracked. Beastly Bile resolves at the same time. To avoid damaging any comets, the cones should be aimed into the tornados. The lines on each cardinal and intercardinal assist with positioning.

    05:31
    00:42
    Beastly Bile ×1 Chariot far stack

    The second stack resolves. Must be taken by the 4 players who just received Thunderbolt.

    05:31
    00:42
    Thunderbolt ×4 Cone spread

    The second cones resolve. Must be taken by the 4 players who just received Beastly Bile.

    05:42
    00:53
    Ecliptic Meteor Line of sight

    Kokytos targets a random whole comet (or a damaged one if no whole ones remain) and telegraphs it with a black cross above it. An ecliptic meteor now begins descending onto this comet. The party must stack behind the remaining whole comet, avoiding line of sight with the targeted comet. If no other whole comets remain, a wipe is guaranteed, as Ecliptic Meteor deals 2 health states of damage to each comet. If a comet is "overkilled" in this manner, it will vanish instantly rather than exploding after Burst, which means players cannot use it to avoid line of sight of Ecliptic Meteor. Any player in line of sight of the targeted comet is killed instantly.

    05:54
    01:05
    Beastly Fury Raidwide

    Raidwide inflicting moderate damage.

    06:13
    01:24
    Ravening (+ 1 others) Raidwide

    Kokytos absorbs both Soul of the Mage Soul of the Mage and Soul of the Martialist Soul of the Martialist, dealing raidwide damage, switching to Mage + Martialist Form, and erecting four walls on either the cardinals or intercards of the arena.

    06:20
    01:31
    Soul Surge Raidwide
    06:33
    00:19
    Duality of Death (+ 4 others) Tankbuster (MT & OT)

    Kokytos channels a tankbuster on both tanks, inflicting vulnerabilities, then repeats it.

    Either tankswap or use invulnerabilities on both tanks.

    06:33
    00:20
    Fire IV Chariot tankbuster (MT)

    Kokytos hits the main target with heavy fire damage. Inflicts Fire Resistance Down II Fire Resistance Down II, preventing players from taking two of these in succession.

    06:33
    00:20
    Aero IV Chariot tankbuster (OT)

    Kokytos hits the second target with heavy wind damage. Inflicts Wind Resistance Down II Wind Resistance Down II, preventing players from taking two of these in succession.

    06:36
    00:22
    Fire IV Chariot tankbuster (MT)

    Kokytos hits the main target with heavy fire damage. Inflicts Fire Resistance Down II Fire Resistance Down II, preventing players from taking two of these in succession.

    06:36
    00:22
    Aero IV Chariot tankbuster (OT)

    Kokytos hits the second target with heavy wind damage. Inflicts Wind Resistance Down II Wind Resistance Down II, preventing players from taking two of these in succession.

    06:43
    00:30
    Archaic Rockbreaker (+ 9 others) Mechanic

    Same mechanic as the previous Archaic Rockbreaker, except Kokytos doesn't use Rear Combination or Front Combination but instead casts Dualspell.

    This does mean that you must dodge the lines' chariot AoEs at or close to your protean position (or your partner's position if the boss casts fire and ice). While this initially sounds horrible, bear in mind that you don't have to worry about Inside Roundhouse, Outside Roundhouse, or Swinging Kick (Front), and that Dualspell resolves after all the lines have already resolved, making this arguably the easier combination of mechanics than the first Archaic Rockbreaker.

    06:43
    00:30
    Shockwave Knockback

    Kokytos punches the center of the arena, knocking all players away from the knockback circle and spawning 12 Ravensclaw-like cracks in the ground, 8 of which will be initially lit. Players must position themselves to get knocked into one of the ice walls, lest they be knocked straight into the afterlife. If your protean spot does not have a wall behind it, rotate to your color partner.

    06:45
    00:31
    Archaic Rockbreaker (Stack) ×4 Chariot partner stack

    Rocks explode from the ground under each player of one role. Inflicts Magic Vulnerability Up Magic Vulnerability Up. Must be shared by a party member of the opposite role to reduce the damage to survivable levels. Make sure you don't gapclose back to the boss too early.

    06:52
    00:38
    Archaic Rockbreaker (AoE) ×8 Chariot AoE

    The lights reach the end of the cracks and explode in small chariot AoEs. This spawns the remaining four lights.

    06:52
    00:38
    Dualspell Spread or stack

    Kokytos channels either ice and lightning, or ice and fire. After the cast, one of the two elements flashes on the screen for all players, which indicates that this element will be enlarged. The mechanic itself executes several seconds after the element is shown to players.

    Fire: all 4 players of one role (either all DPS or all tanks and healers) are targeted with Pile Pyre, a fire pillar that deals lethal damage when taken alone and survivable damage when taken with someone else and inflicts Magic Vulnerability Up Magic Vulnerability Up. Overlap results in death.

    Lightning: all 8 players are targeted with Thunder III, a lightning-aspected line AoE that inflicts Magic Vulnerability Up Magic Vulnerability Up. Overlap results in death.

    Ice: A giant dynamo, leaving only the center of the arena safe.

  • Ice and Thunder (out)

    Thunder will flash on the screen, requiring everyone to be spread out from each other at protean positions.

  • Ice and Thunder (in)

    Ice will flash on the screen, requiring everyone to be inside the inner circle at protean positions.

  • Ice and Fire (out)

    Fire will flash on the screen, requiring partner stacks on the outside of the cardinals or intercardinals.

  • Ice and Fire (in)

    Ice will flash on the screen, requiring partner stacks on the inside of either the cardinals or intercardinals.

  • 06:58
    00:44
    Archaic Rockbreaker (AoE) ×4 Chariot AoE

    The lights reach the end of the cracks and explode in small chariot AoEs.

    07:00
    00:46
    Pile Pyre ×4 Chariot partner stack

    The stack chariot fired during the fire variant of Dualspell or Two Minds.

    07:00
    00:46
    Blizzard III Dynamo AoE

    A dynamo on the outside of the arena during Dualspell and Two Minds. Must be avoided. Looking at the rings on the arena floor can help; if ice is empowered, only the inner ring (inside the boss's hitbox) will be safe, otherwise everything inside the middle ring (at max melee to the boss) will be safe.

    07:00
    00:46
    Thunder III ×8 Line spread

    The protean AoE fired during the thunder variant of Dualspell or Two Minds.

    Spread away from other players.

    07:00
    00:46
    Blizzard III Dynamo AoE

    A dynamo on the outside of the arena during Dualspell and Two Minds. Must be avoided. Looking at the rings on the arena floor can help; if ice is empowered, only the inner ring (inside the boss's hitbox) will be safe, otherwise everything inside the middle ring (at max melee to the boss) will be safe.

    07:05
    00:51
    Gluttony's Augur Raidwide

    Heavy raidwide damage.

    07:18
    01:04
    Chimeric Succession (+ 9 others) Limit cut

    This is another limit cut mechanic similar to Scrambled Succession, though this one is far simpler. Four numbers from 1-4 are placed above four players. These players will receive Icemelds in that order, which will likely kill any other players hit due to the Magic Vulnerability Up Magic Vulnerability Up.

    Between the second and third Icemelds Kokytos will use either Front Firestrikes or Rear Firestrikes. Similar to Firemeld, this will target a random non-Icemeld player and jump on them, inflicting enormous damage that falls off with distance and can also be shared. Afterwards, Kokytos will cleave everything either in front or behind him, depending on the which ability was used.

    Unlike Scrambled Succession, these Icemeld targets are not random. The farthest player from Kokytos receives 1, the second-farthest 2, and so on. This allows you to give the same players the same role each time and use identical movement each pull.

    As the Icemelds come out quite fast, it is recommended to place the 1 and 2 players both on the outside of the arena, then swap 3 for 1 once 1 resolves, and 4 for 2 once 2 resolves.

    The rest of the party must stack outside of Icemeld range and pay attention to Kokytos's cast: either Front Firestrikes or Rear Firestrikes. At the end of the cast (which happens between the resolution of the 2 and 3 Icemelds), Kokytos will dash towards a random non-numbered player and hit them with Pyremeld. Like Firemeld, Pyremeld is a proximity-based attack, dealing more damage the closer the targeted player is to Kokytos's initial position, but unlike Firemeld it is also a stack.

    Note that the distance from the center of the arena to the far edge of the wall is insufficient to survive Pyremeld without mitigation, so the solution is to either drag Kokytos slightly towards the Icemeld side at the start of the mechanic to increase the distance of the dash, or to heavily mitigate Pyremeld.

    After Pyremeld, the boss briefly turns towards whichever player he jumped on, then casts Swinging Kick (Front) (front) or Swinging Kick (Rear) (rear) based on whichever Firestrikes was cast at the beginning. Note that during this cast you can no longer turn Kokytos. This means that, for Front Firestrikes all stacking players should briefly move in front of Kokytos to face him into the outside of the arena, while for Rear Firestrikes all players should move back towards the center of the arena to make Kokytos face into the arena. Either way, his Swinging Kick will now hit the outside of the arena, leaving the Icemeld players safe.

  • Northeast/Northwest

    This strategy places the Icemeld on the north side of the arena and the party stack on the south side. The two most important slides in the diagram are slides 4, where the tank drags the boss northward to significantly reduce the damage dealt by Pyremeld, and slide 9, where all jumped-on players position themselves in front of Kokytos to bait Swinging Kick (Front) forward. Note that Kokytos cast Front Firestrikes in this diagram; if Kokytos had cast Rear Firestrikes instead, the jumped-on players would instead position themselves behind the boss after Pyremeld to turn the boss toward the center of the arena.

  • 07:28
    01:15
    Icemeld Defamation spread
    07:31
    01:18
    Icemeld Defamation spread
    07:33
    01:19
    Front Firestrikes Distance
    07:33
    01:19
    Rear Firestrikes Distance
    07:33
    01:19
    Pyremeld Proximity
    07:34
    01:21
    Icemeld Defamation spread
    07:37
    01:24
    Icemeld Defamation spread
    07:39
    01:25
    Swinging Kick (Front) Frontal mechanic
    07:39
    01:25
    Swinging Kick (Rear) Rear mechanic
    07:49
    01:35
    Two Minds (+ 4 others) Spread or stack

    Identical to Dualspell except for one thing: Dualspell executes both the telegraph for the empowered element and the mechanic with a significant delay after the cast finishes, while Two Minds shows the element during the cast and executes the mechanic immediately at the end of the cast. To make up for this, Two Minds has a longer cast time.

  • Ice and Thunder (out)

    Thunder will flash on the screen, requiring everyone to be spread out from each other at protean positions.

  • Ice and Thunder (in)

    Ice will flash on the screen, requiring everyone to be inside the inner circle at protean positions.

  • Ice and Fire (out)

    Fire will flash on the screen, requiring partner stacks on the outside of the cardinals or intercardinals.

  • Ice and Fire (in)

    Ice will flash on the screen, requiring partner stacks on the inside of either the cardinals or intercardinals.

  • 07:49
    01:35
    Pile Pyre ×4 Chariot partner stack
    07:49
    01:35
    Blizzard III Dynamo AoE
    07:49
    01:35
    Thunder III ×8 Line spread
    07:49
    01:35
    Blizzard III Dynamo AoE
    08:05
    01:51
    Ravening (+ 1 others) Raidwide

    Kokytos absorbs Soul of the Mage Soul of the Mage, dealing raidwide damage and switching to Mage Form.

    08:12
    01:58
    Soul Surge Raidwide
    08:19
    00:14
    Dualspell (+ 4 others) Spread or stack

    Kokytos channels either ice and lightning, or ice and fire. After the cast, one of the two elements flashes on the screen for all players, which indicates that this element will be enlarged. The mechanic itself executes several seconds after the element is shown to players.

    Fire: all 4 players of one role (either all DPS or all tanks and healers) are targeted with Pile Pyre, a fire pillar that deals lethal damage when taken alone and survivable damage when taken with someone else and inflicts Magic Vulnerability Up Magic Vulnerability Up. Overlap results in death.

    Lightning: all 8 players are targeted with Thunder III, a lightning-aspected line AoE that inflicts Magic Vulnerability Up Magic Vulnerability Up. Overlap results in death.

    Ice: A giant dynamo, leaving only the center of the arena safe.

  • Ice and Thunder (out)

    Thunder will flash on the screen, requiring everyone to be spread out from each other at protean positions.

  • Ice and Thunder (in)

    Ice will flash on the screen, requiring everyone to be inside the inner circle at protean positions.

  • Ice and Fire (out)

    Fire will flash on the screen, requiring partner stacks on the outside of the cardinals or intercardinals.

  • Ice and Fire (in)

    Ice will flash on the screen, requiring partner stacks on the inside of either the cardinals or intercardinals.

  • 08:27
    00:21
    Pile Pyre ×4 Chariot partner stack
    08:27
    00:21
    Blizzard III Dynamo AoE
    08:27
    00:21
    Thunder III ×8 Line spread
    08:27
    00:21
    Blizzard III Dynamo AoE
    08:32
    00:27
    Gluttony's Augur Raidwide

    Heavy raidwide damage.

    08:39
    00:34
    Dualspell (+ 4 others) Spread or stack

    Kokytos channels either ice and lightning, or ice and fire. After the cast, one of the two elements flashes on the screen for all players, which indicates that this element will be enlarged. The mechanic itself executes several seconds after the element is shown to players.

    Fire: all 4 players of one role (either all DPS or all tanks and healers) are targeted with Pile Pyre, a fire pillar that deals lethal damage when taken alone and survivable damage when taken with someone else and inflicts Magic Vulnerability Up Magic Vulnerability Up. Overlap results in death.

    Lightning: all 8 players are targeted with Thunder III, a lightning-aspected line AoE that inflicts Magic Vulnerability Up Magic Vulnerability Up. Overlap results in death.

    Ice: A giant dynamo, leaving only the center of the arena safe.

  • Ice and Thunder (out)

    Thunder will flash on the screen, requiring everyone to be spread out from each other at protean positions.

  • Ice and Thunder (in)

    Ice will flash on the screen, requiring everyone to be inside the inner circle at protean positions.

  • Ice and Fire (out)

    Fire will flash on the screen, requiring partner stacks on the outside of the cardinals or intercardinals.

  • Ice and Fire (in)

    Ice will flash on the screen, requiring partner stacks on the inside of either the cardinals or intercardinals.

  • 08:47
    00:42
    Pile Pyre ×4 Chariot partner stack
    08:47
    00:42
    Blizzard III Dynamo AoE
    08:47
    00:42
    Thunder III ×8 Line spread
    08:47
    00:42
    Blizzard III Dynamo AoE
    08:54
    00:48
    Duality of Death (+ 4 others) Tankbuster (MT & OT)

    Kokytos channels a tankbuster on both tanks, inflicting vulnerabilities, then repeats it.

    Either tankswap or use invulnerabilities on both tanks.

    08:54
    00:49
    Fire IV Chariot tankbuster (MT)

    Kokytos hits the main target with heavy fire damage. Inflicts Fire Resistance Down II Fire Resistance Down II, preventing players from taking two of these in succession.

    08:54
    00:49
    Aero IV Chariot tankbuster (OT)

    Kokytos hits the second target with heavy wind damage. Inflicts Wind Resistance Down II Wind Resistance Down II, preventing players from taking two of these in succession.

    08:57
    00:51
    Fire IV Chariot tankbuster (MT)

    Kokytos hits the main target with heavy fire damage. Inflicts Fire Resistance Down II Fire Resistance Down II, preventing players from taking two of these in succession.

    08:57
    00:51
    Aero IV Chariot tankbuster (OT)

    Kokytos hits the second target with heavy wind damage. Inflicts Wind Resistance Down II Wind Resistance Down II, preventing players from taking two of these in succession.

    09:03
    00:57
    Dualspell (+ 4 others) Spread or stack

    Kokytos channels either ice and lightning, or ice and fire. After the cast, one of the two elements flashes on the screen for all players, which indicates that this element will be enlarged. The mechanic itself executes several seconds after the element is shown to players.

    Fire: all 4 players of one role (either all DPS or all tanks and healers) are targeted with Pile Pyre, a fire pillar that deals lethal damage when taken alone and survivable damage when taken with someone else and inflicts Magic Vulnerability Up Magic Vulnerability Up. Overlap results in death.

    Lightning: all 8 players are targeted with Thunder III, a lightning-aspected line AoE that inflicts Magic Vulnerability Up Magic Vulnerability Up. Overlap results in death.

    Ice: A giant dynamo, leaving only the center of the arena safe.

  • Ice and Thunder (out)

    Thunder will flash on the screen, requiring everyone to be spread out from each other at protean positions.

  • Ice and Thunder (in)

    Ice will flash on the screen, requiring everyone to be inside the inner circle at protean positions.

  • Ice and Fire (out)

    Fire will flash on the screen, requiring partner stacks on the outside of the cardinals or intercardinals.

  • Ice and Fire (in)

    Ice will flash on the screen, requiring partner stacks on the inside of either the cardinals or intercardinals.

  • 09:11
    01:05
    Pile Pyre ×4 Chariot partner stack
    09:11
    01:05
    Blizzard III Dynamo AoE
    09:11
    01:05
    Thunder III ×8 Line spread
    09:11
    01:05
    Blizzard III Dynamo AoE
    09:16
    01:10
    Gluttony's Augur Raidwide

    Heavy raidwide damage.

    09:37
    01:32
    Ravening (+ 1 others) Raidwide

    Kokytos absorbs both Soul of the Mage Soul of the Mage and Soul of the Martialist Soul of the Martialist, dealing raidwide damage and switching to Mage + Martialist Form.

    09:44
    01:38
    Soul Surge Raidwide
    09:56
    01:51
    Disintegration Enrage

    Kokytos fuses the mage's and martialist's souls and uses them to create an explosion so terrible it disintegrates the Aitiascope itself.

    Dualspell

    Kokytos channels either ice and lightning, or ice and fire. After the cast, one of the two elements flashes on the screen for all players, which indicates that this element will be enlarged. The mechanic itself executes several seconds after the element is shown to players.

    Fire: all 4 players of one role (either all DPS or all tanks and healers) are targeted with Pile Pyre, a fire pillar that deals lethal damage when taken alone and survivable damage when taken with someone else and inflicts Magic Vulnerability Up Magic Vulnerability Up. Overlap results in death.

    Lightning: all 8 players are targeted with Thunder III, a lightning-aspected line AoE that inflicts Magic Vulnerability Up Magic Vulnerability Up. Overlap results in death.

    Ice: A giant dynamo, leaving only the center of the arena safe.

  • Ice and Thunder (out)

    Thunder will flash on the screen, requiring everyone to be spread out from each other at protean positions.

  • Ice and Thunder (in)

    Ice will flash on the screen, requiring everyone to be inside the inner circle at protean positions.

  • Ice and Fire (out)

    Fire will flash on the screen, requiring partner stacks on the outside of the cardinals or intercardinals.

  • Ice and Fire (in)

    Ice will flash on the screen, requiring partner stacks on the inside of either the cardinals or intercardinals.

  • Dualspell

    Kokytos channels ice and fire. After the cast, one of the two elements flashes on the screen for all players, which indicates that this element will be enlarged. The mechanic itself executes several seconds after the element is shown to players.

  • Ice and Fire (out)

    Fire will flash on the screen, requiring partner stacks on the outside of the cardinals or intercardinals.

  • Ice and Fire (in)

    Ice will flash on the screen, requiring partner stacks on the inside of either the cardinals or intercardinals.

  • Dualspell

    Kokytos channels ice and lightning. After the cast, one of the two elements flashes on the screen for all players, which indicates that this element will be enlarged. The mechanic itself executes several seconds after the element is shown to players.

  • Ice and Thunder (out)

    Thunder will flash on the screen, requiring everyone to be spread out from each other at protean positions.

  • Ice and Thunder (in)

    Ice will flash on the screen, requiring everyone to be inside the inner circle at protean positions.

  • Scrambled Succession

    Odd numbers (1, 3, 5, 7) appear above the orbs, while even numbers (2, 4, 6, 8) appear above four random players. This is a limit cut mechanic with four turns. After the cast resolves, the boss becomes untargetable and the first turn begins. In each turn the following three mechanics happen simultaneously:

    Shock:

    Kokytos dashes to the next orb in the numbered sequence, then kicks it toward the opposite wall. No players should be at that wall, as it releases a medium-sized chariot AoE, when it hits the wall, then spawns a tower. A player must quickly enter the tower to soak it. If the tower is not soaked, it explodes and wipes the raid. Inflicts Magic Vulnerability Up Magic Vulnerability Up, so being hit by another mechanic in the next turn results in death.

    Firemeld:

    Kokytos dashes to the next target in the even number sequence and deals damage to them and everyone around them relative to the distance he dashed, with more damage taken the less distance was dashed. To reduce damage to survivable levels, the targeted player should be as far away from Kokytos's initial position (i.e. the last orb) as possible, and no other player should be near them at this time. Inflicts Magic Vulnerability Up Magic Vulnerability Up, so being hit by another mechanic in the next turn results in death.

    Icemeld: Before each turn, a blue marker appears above a random unnumbered party member. These party members will receive an enormous chariot AoE that inflicts Magic Vulnerability Up Magic Vulnerability Up. Unlike Shock's and Firemeld's vulnerabilities, however, Icemeld's vulnerability lasts for the duration of the entire mechanic. This means that even after their Icemeld is resolved, these players cannot soak towers at any point. All towers must be soaked by numbered players two turns before or after their respective Firemeld dash.

    Order (tower soaks): 6-8-2-4. An easy way to remember this is that, if you're 2 or 4, your first mechanic is a Firemeld. If you're a 6 or 8, your first mechanic is a tower soak. Afterwards, your other responsibility resolves exactly two turns later.

    Note that, after the last tower is resolved, the boss immediately starts casting Two Minds, which essentially serves as a body check and also requires players to get into their assigned protean or partner positions quickly.

  • Oppo / Mario Kart

    First, identify the 1 orb, then find whether the 3 orb is clockwise or counter-clockwise to the 1 orb. This will determine the way you rotate during the mechanic.

    Anyone with a number immediately heads opposite the 1 orb (toward the 5 orb, but not too close to the wall). Anyone without a number stays near the 1 orb. One of those players will randomly receive an Icemeld marker. They will plant at the wall behind the 1 orb while the remaining three non-numbered players will rotate in the direction of the 3 orb. The next player who receives a blue marker will then plant at the wall behind the 3 orb, and so on. After their Icemeld resolves, these players will merge back with the numbered players on the opposite side.

    For players with numbers: for the first iteration, the 6 player waits outside where the tower will spawn, then heads inside the tower while the 2 player plants in-between the wall of the 5 orb and the 7 orb, or in other words: plant yourself an eighth of a rotation in the direction found at the start of the mechanic. Wait for all mechanics to resolve, then all players rotate in the corresponding direction and repeat until the mechanic is concluded.

    The benefit of this strategy is that it allows for maximum uptime on abilities like Meditate Meditate or Soulsow Soulsow. As long as you remember which direction to rotate, focusing on just your own duty during the mechanic makes it easily digestible.

  • JP

    First, identify the 1 and 3 orbs. The non-numbered players will wait there while the numbered players go opposite, between the 5 and 7 orbs (but closer to the center than the wall). Whoever receives the first Icemeld marker stays between 1 and 3; the other players all move between 5 and 7. Whoever receives the second Icemeld waits until the first one has resolved, then swaps places with that player.

    For the numbered players, towers resolve as normal (6 and 8 just head into whichever towers first appear). The Firemeld players (2 and 4) treat this mechanic exactly the same as the Icemeld players, but on the opposite side; so 2 will plant at the edge between the 5 and 7 orbs, then swap with 4 once their Firemeld resolves.

    After the first two turns, the party switches sides: the numbered players will now go to the Icemeld side (which will now have no orbs left) and the Icemelds will resolve their mechanic where the Firemelds previously resolved theirs, and vice-versa.

    The benefit of this strategy is that, aside from finding the initial positions, you do not need to remember the direction of rotation at all. The downside is that there is a far greater amount of movement than in Oppo, which may cause problems for abilities that accrue resources and require you to stand still like Meditate Meditate or Soulsow Soulsow.

  • Two Minds

    Identical to Dualspell except for one thing: Dualspell executes both the telegraph for the empowered element and the mechanic with a significant delay after the cast finishes, while Two Minds shows the element during the cast and executes the mechanic immediately at the end of the cast. To make up for this, Two Minds has a longer cast time.

  • Ice and Thunder (out)

    Thunder will flash on the screen, requiring everyone to be spread out from each other at protean positions.

  • Ice and Thunder (in)

    Ice will flash on the screen, requiring everyone to be inside the inner circle at protean positions.

  • Ice and Fire (out)

    Fire will flash on the screen, requiring partner stacks on the outside of the cardinals or intercardinals.

  • Ice and Fire (in)

    Ice will flash on the screen, requiring partner stacks on the inside of either the cardinals or intercardinals.

  • Chimeric Succession

    This is another limit cut mechanic similar to Scrambled Succession, though this one is far simpler. Four numbers from 1-4 are placed above four players. These players will receive Icemelds in that order, which will likely kill any other players hit due to the Magic Vulnerability Up Magic Vulnerability Up.

    Between the second and third Icemelds Kokytos will use either Front Firestrikes or Rear Firestrikes. Similar to Firemeld, this will target a random non-Icemeld player and jump on them, inflicting enormous damage that falls off with distance and can also be shared. Afterwards, Kokytos will cleave everything either in front or behind him, depending on the which ability was used.

    Unlike Scrambled Succession, these Icemeld targets are not random. The farthest player from Kokytos receives 1, the second-farthest 2, and so on. This allows you to give the same players the same role each time and use identical movement each pull.

  • Northeast/Northwest

    This strategy places the Icemeld on the north side of the arena and the party stack on the south side. The two most important slides in the diagram are slides 4, where the tank drags the boss northward to significantly reduce the damage dealt by Pyremeld, and slide 9, where all jumped-on players position themselves in front of Kokytos to bait Swinging Kick (Front) forward. Note that Kokytos cast Front Firestrikes in this diagram; if Kokytos had cast Rear Firestrikes instead, the jumped-on players would instead position themselves behind the boss after Pyremeld to turn the boss toward the center of the arena.