Anabaseios: The Ninth Circle (Savage)
Inflicts a mix of physical and magical damage.
These auto-attacks target the player with the highest enmity.
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
Heavy raidwide damage.
Kokytos absorbs
Kokytos channels a tankbuster on both tanks, inflicting vulnerabilities, then repeats it.
Either tankswap or use invulnerabilities on both tanks.
Kokytos hits the main target with heavy fire damage. Inflicts
Kokytos hits the second target with heavy wind damage. Inflicts
Kokytos hits the main target with heavy fire damage. Inflicts
Kokytos hits the second target with heavy wind damage. Inflicts
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.
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
Ice and Thunder (in)
Ice will flash on the screen, requiring everyone to be inside the inner circle at
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.
Kokytos absorbs
Kokytos uppercuts the main target for heavy damage, inflicting
A
A four-step mechanic involving a knockback, partner stack, and some
Kokytos punches the center of the arena, knocking all players away from the
Rocks explode from the ground under each player of one role. Inflicts
Kokytos
Kokytos
A
A
The lights reach the end of the cracks and explode in small
Executes the previously stored frontward cleave. Inflicts
Executes the previously stored rearward cleave. Inflicts
A
A
The lights reach the end of the cracks and explode in small
A rock explodes underneath each healer, hitting them for heavy shareable damage and inflicting
Establish light parties and have each light party stack with your healer.
Heavy raidwide damage.
Kokytos uppercuts the main target for heavy damage, inflicting
A
Kokytos absorbs both
Summons four thunder orbs in front of the four ice walls. These will become relevant during
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
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
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
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
Note that, after the last tower is resolved, the boss immediately starts casting
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
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
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
For the numbered players, towers resolve as normal (6 and 8 just head into whichever towers first appear). The
After the first two turns, the party switches sides: the numbered players will now go to the
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
The enemy or enemies on the field become targetable (again).
Identical to
Ice and Thunder (out)
Thunder will flash on the screen, requiring everyone to be spread out from each other at
Ice and Thunder (in)
Ice will flash on the screen, requiring everyone to be inside the inner circle at
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.
Heavy raidwide damage.
Kokytos absorbs
Summons four tornados on the four cardinals of the arena. Stepping into one inflicts
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
The
Stack in the arena's center to reduce the proximity damage as much as possible.
Launches conal attacks at the closest 4 players, originating from Kokytos, and applies
The second stack resolves. Must be taken by the 4 players who just received
The second cones resolve. Must be taken by the 4 players who just received
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
Raidwide inflicting moderate damage.
Kokytos absorbs both
Kokytos channels a tankbuster on both tanks, inflicting vulnerabilities, then repeats it.
Either tankswap or use invulnerabilities on both tanks.
Kokytos hits the main target with heavy fire damage. Inflicts
Kokytos hits the second target with heavy wind damage. Inflicts
Kokytos hits the main target with heavy fire damage. Inflicts
Kokytos hits the second target with heavy wind damage. Inflicts
Same mechanic as the previous
This does mean that you must dodge the lines'
Kokytos punches the center of the arena, knocking all players away from the
Rocks explode from the ground under each player of one role. Inflicts
The lights reach the end of the cracks and explode in small
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
Lightning: all 8 players are targeted with
Ice: A giant
Ice and Thunder (out)
Thunder will flash on the screen, requiring everyone to be spread out from each other at
Ice and Thunder (in)
Ice will flash on the screen, requiring everyone to be inside the inner circle at
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.
The lights reach the end of the cracks and explode in small
The stack
A
The
Spread away from other players.
A
Heavy raidwide damage.
This is another
Between the second and third
Unlike
As the
The rest of the party must stack outside of
Note that the distance from the center of the arena to the far edge of the wall is insufficient to survive
After
Northeast/Northwest
This strategy places the
Identical to
Ice and Thunder (out)
Thunder will flash on the screen, requiring everyone to be spread out from each other at
Ice and Thunder (in)
Ice will flash on the screen, requiring everyone to be inside the inner circle at
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.
Kokytos absorbs
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
Lightning: all 8 players are targeted with
Ice: A giant
Ice and Thunder (out)
Thunder will flash on the screen, requiring everyone to be spread out from each other at
Ice and Thunder (in)
Ice will flash on the screen, requiring everyone to be inside the inner circle at
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.
Heavy raidwide damage.
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
Lightning: all 8 players are targeted with
Ice: A giant
Ice and Thunder (out)
Thunder will flash on the screen, requiring everyone to be spread out from each other at
Ice and Thunder (in)
Ice will flash on the screen, requiring everyone to be inside the inner circle at
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.
Kokytos channels a tankbuster on both tanks, inflicting vulnerabilities, then repeats it.
Either tankswap or use invulnerabilities on both tanks.
Kokytos hits the main target with heavy fire damage. Inflicts
Kokytos hits the second target with heavy wind damage. Inflicts
Kokytos hits the main target with heavy fire damage. Inflicts
Kokytos hits the second target with heavy wind damage. Inflicts
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
Lightning: all 8 players are targeted with
Ice: A giant
Ice and Thunder (out)
Thunder will flash on the screen, requiring everyone to be spread out from each other at
Ice and Thunder (in)
Ice will flash on the screen, requiring everyone to be inside the inner circle at
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.
Heavy raidwide damage.
Kokytos absorbs both
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
Lightning: all 8 players are targeted with
Ice: A giant
Ice and Thunder (out)
Thunder will flash on the screen, requiring everyone to be spread out from each other at
Ice and Thunder (in)
Ice will flash on the screen, requiring everyone to be inside the inner circle at
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
Ice and Thunder (in)
Ice will flash on the screen, requiring everyone to be inside the inner circle at
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
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
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
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
Note that, after the last tower is resolved, the boss immediately starts casting
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
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
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
For the numbered players, towers resolve as normal (6 and 8 just head into whichever towers first appear). The
After the first two turns, the party switches sides: the numbered players will now go to the
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
Two Minds
Identical to
Ice and Thunder (out)
Thunder will flash on the screen, requiring everyone to be spread out from each other at
Ice and Thunder (in)
Ice will flash on the screen, requiring everyone to be inside the inner circle at
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
Between the second and third
Unlike
Northeast/Northwest
This strategy places the