The Weapon's Refrain (Ultimate)
Reexperience the fight against the Ultima Weapon, but without Hydaelyn's assistance, you can but rely on your own strength to prevail against the overwhelming power of the Ultima Weapon...
Expand this row to show a comprehensive explanation of how the fight's puzzle mechanic works.
In the first three phases of the fight, you will face Garuda, Ifrit, and Titan (in that order). Prevailing against the respective primal is relatively simple, but each primal features a hidden puzzle mechanic that requires certain mechanics in this phase to be solved in a specific way. Failing to do so leads to an inevitable wipe in the intermission phase of the fight (after Titan), which requires four back-to-back limit break 3s.
The key to unleashing those four required limit break 3s is a buff called
Beyond Limits
Beyond Limits
Beyond Limits
In order to obtain
Beyond Limits
Woken
Beyond Limits
Since there are three primals in total before reaching intermission and four required limit break 3s, this means that all three primals must be
Woken
Beyond Limits
Unfortunately, awakening a primal also upgrades their moveset, giving some of their abilities additional effects or follow-ups. A full list of these enhancements can be found under
Woken
As previously mentioned, awakening a primal requires certain mechanics to be resolved in a specific, non-obvious way to gradually grant them stacks of
Aetherially Charged
Aetherially Charged
Woken
- Garuda obtains stacks of
whenever a
Aetherially Charged is cleansed. This also triggers a heavy raidwide (
Thermal LowSuper Cyclone ), so cleansing multiple s at the same time is highly discouraged.
Thermal Low can be cleansed in one of two ways: by having players step into the bubble left behind by the Spiny Plume, or by soaking a
Thermal LowMesohigh tether. There are twoMesohigh tethers in Garuda's phase, but they resolve at the same time, so we can only cleanse one there because otherwise, as mentioned, the raidwide damage would turn lethal. This means that the other 3
Thermal Low cleanses need to come from the Spiny Plume bubble.
Thermal Low - Ifrit obtains stacks of
whenever an Infernal Nail is hit at least twice by an
Aetherially ChargedEruption , then destroyed. This also makes the Infernal Nail grow and gain and
Damage Up , so it is recommended to get their health low (but not too low) before hitting them with
Vulnerability DownEruption . There are only 4 Infernal Nails during Ifrit's phase, so if any Nail is missed or destroyed too early, can no longer be achieved.
Woken - Titan obtains stacks of
for every 3 seconds that he dwells within a
Aetherially Charged puddle.
Sludge puddles only spawn when a Granite Gaol detonates by means other than player attacks. Granite Gaols occur twice in Titan's phase, but only the first instance affords players the opportunity to instantly detonate a Gaol by means of clipping it with
SludgeBurst . However,Burst always takes place on the opposite side of the arena from Titan and Titan cannot be moved until the resulting puddles dissipate. The only way to force Titan to stand in a
Sludge puddle, therefore, is to bring the
Sludge to him by triggering a chain reaction of multiple back-to-back Granite Gaols which detonate each other in a line from one side of the arena to the other, where Titan stands.
Sludge
Beyond Limits
Beyond LimitsAfter getting through intermission, you reach the final phase of the fight, where you face off against the Ultima Weapon. But in this alternate timeline there is no Hydaelyn to wrest the primals' powers from the Ultima Weapon, so you will not only be facing off against an Ultima Weapon that is fully powered by three ordinary primals; you will face off against an Ultima Weapon that is fully powered by three
Woken
Expand this row for info and advice regarding limit break gain.
At certain points in the fight (namely, after defeating Titan and after
To prevent this problem, follow these steps:
- Only use abilities that reduce incoming damage. Do not use abilities that reduce outgoing damage such as
,
Feint ,
Addle , or
Reprisal . This may seem counter-intuitive, but this fight primarily deals in healing checks, not mitigation checks, so lacking these mitigative abilities is not an issue. For a detailed explanation on why this is necessary, see below.
Dismantle - Abilities like
,
Feint ,
Addle , or
Reprisal can be used once the limit break gauge is full.
Dismantle - Try to execute an "LB cheese" after
Ultima during Intermission. See below for details.
As soon as combat begins, the limit break gauge begins to passively accumulate points every server tick (3 seconds). However, there are a number of special occurrences that reward bonus limit break points. These are:
- Correctly resolving certain mechanics or defeating certain enemies. Mainly used in duties that necessitate a limit break 3 like The Final Day. This fight is not one of them.
- Surviving despite sustaining lethal damage.
- Recovering health through healing actions while at 10% HP or less.
Sustaining lethal damage
In order to accumulate bonus limit break points in this way, an enemy's action must deal enough damage to reduce a player's HP to 0 or past 0 before mitigation and shielding is factored in. Applying mitigation or shielding allows this player to survive despite sustaining what the game considers to be "lethal damage".
Unfortunately,
Feint
Addle
Bonus limit break points are accrued per player per damage instance, so actions like
LB cheese
For the LB cheese after
- Do not heal up the party after
Ultima . The only one casting any healing actions here should be your shield healer (see below). - Do not use
or similar actions to heal yourself. Let your shield healer handle your HP.
Second Wind - The shield healer should apply the strongest shields they can via
/
Deployment Tactics .
Zoe - The shield healer checks if every party member has at least 9,400 HP. (Be aware that the game doesn't include shields in the displayed HP, so we're checking the shieldless value here, even if shields have already been applied.)
- If most party members have less than 9,400 HP, cast a small additional heal.
- If only a small number of party members have less than 9,400 HP, use small heals like
if possible. Don't worry about it if you happen to heal too much. A dead player accrues no limit break gauge.
Physick - For
Tank Purge , every party member uses as many party and personal defensives as possible. ,
Shade Shift ,
Manaward ,
Tactician ,
Shield Samba ,
Divine Veil ,
Dark Missionary ,
Kerachole – all of these actions should be used. (If an action also has a regenerative component attached to it like with
Collective Unconscious , wait until the Ultima Weapon is targetable before using it.)
Shake It Off - Just as before, do not use any targeted mitigation like
,
Feint , or
Addle .
Reprisal
If you fail to properly execute the LB cheese and you end up with less than ~2.8 LB bars after
Deals heavy damage and inflicts
Stun
Wait for the cast to begin, then step behind Garuda.
Marks a random healer. After a short delay, Garuda fires a
A
All future
LPDU
Main tank keeps Garuda where she spawns (north). Rest of the party positions themselves in a line between Garuda and south. The off-tank must be the first player to be hit by
After
Four Satin Plumes spawn and each tether to a different DPS player. A Spiny Plume also spawns and tethers to the first player that deals damage to it. After a short delay, all plumes move toward the player they're tethered to.
Satin Plumes are purple and largely unthreatening, but if left alive for too long they will cast
Sleep
The Spiny Plume (green and larger than the Satin Plume) attacks the tethered player with
Thermal Low
The Spiny Plume must be picked up (i.e. attacked first) by the off-tank. This is because every 9 seconds the Spiny Plume attacks the tethered player with
Thermal Low
Thermal Low
When the Spiny Plume dies, it explodes with a moderate AoE (
Thermal High
Thermal Low
Once the plumes spawn, the off-tank should attack the Spiny Plume immediately to force the Spiny Plume to tether them.
Provoke
The main tank tanks Garuda away from the party while all other party members (including the off-tank) stack behind Garuda and wait for the Satin Plumes to gather. AoE the Satin Plumes down as fast as possible. Stop AoEing the moment the last Satin Plume has died. Do not defeat the Spiny Plume until after Garuda has flown away for
Heavy raidwide.
The Spiny Plume explodes a short while after being killed. Kills all players caught in its radius, then leaves behind a bubble.
When a player steps into the bubble, all stacks of
Thermal Low
Thermal High
If a player is inflicted with
Thermal Low
Thermal Low
The bubble lasts for approximately 23 seconds. During this time (assuming the Spiny Plume is not killed too early or too late), Garuda casts 2×
Thermal Low
The more stacks of
Thermal Low
Thermal Low
The bubble left behind by the Spiny Plume is key to granting
Woken
1. All players except the Spiny Plume tank (who should be the only player with
Thermal Low
2. After all players have entered the bubble and the damage from
Aetherially Charged
3. The Spiny Plume tank and both melees exit the bubble. Note that everyone should remain stacked here. Even the players who are now outside the bubble should remain stacked with the players inside the bubble, else
4. Garuda casts
Thermal Low
Thermal Low
5. All players exit the bubble. Just like before, remain stacked. Heal the damage.
6. Garuda casts
Thermal Low
Thermal Low
7. Wait for heals, then the first melee briefly steps into the bubble and back out, cleansing their
Thermal Low
Aetherially Charged
8. Wait for heals, then the second melee briefly steps into the bubble and back out, cleansing their
Thermal Low
Aetherially Charged
For this strategy to work, killing the Spiny Plume at the correct time (roughly in-between Garuda flying away and casting
Thermal Low
Thermal Low
Thermal Low
By the time the bubble fades, Garuda should be at
Aetherially Charged
Thermal Low
Thermal Low
Woken
Thermal Low
For healers: Depending on how early the Spiny Plume dies, there may be a very limited amount of time for the melees'
Thermal Low
For melees: Using
Second Wind
Bloodbath
The developers likely intended for all four
Thermal Low
Woken
Woken
The alternative in question (namely
Thermal Low
Thermal Low
Thermal Low
Aetherially Charged
Garuda screams and flies away, becoming untargetable.
Garuda or her sisters (Chirada and Suparna) scream and fly away. Approximately 2.5 seconds later, small AoEs hit where 5 random players were at the time of the scream.
The AoEs remain invisible until shortly before they resolve, too late to react to. Any player hit sustains significant damage and is inflicted with
Windburn
Try to stack with as many players as possible before the scream happens, then move away after. Since there is no cast bar, this necessitates knowing the fight's timeline to know exactly when each scream happens. Most of the fight is spent stacked with other players, so when in doubt simply stay stacked.
Avoid moving early, as this is likely to place an AoE in the path of another player when they move to dodge.
Garuda returns to the arena.
Heavy raidwide. Garuda summons her sisters (Chirada and Suparna) afterwards.
Wait until Chirada and Suparna scream and fly away after
Tanks pay attention to where Chirada and Suparna show up at the edge of the arena (always on cardinals) and move to intercept. It is sufficient to be in the safe spot on the respective cardinal. The
Wait for Chirada and Suparna to scream again before returning to Garuda, then make sure to move away from where the tanks just intercepted
For instance, if Chirada spawned south and Suparna spawned north, party moves counter-clockwise after the scream. Most of the time this works out fine. The only "tricky" pattern is if Chirada and Suparna spawned south and east. In this case neither clockwise nor counter-clockwise is a safe movement, so either backpedal towards the outer southeast edge of the arena or go in, rushing towards the center of the arena.
LPDU
Party stacks southeast. Tanks intercept, with the main tank prioritizing north -> west -> east, in that order, and off-tank prioritizing south -> east -> west.
Another set of Satin Plumes spawn and attach to each damage dealer, combined with two
There is no Spiny Plume this time.
The main tank tanks Garuda towards north. Keep her off-center to avoid cleaving the party with
Group up the Satin Plumes in the center of the arena when they spawn. Chirada and Suparna appear east and west, each with a
Thermal Low
Aetherially Charged
Woken
Important: If Garuda is already low by this point (less than ~10% HP when plumes spawn), the main tank drags Garuda far north, to the edge of the arena. If Garuda dies before
Woken
Garuda or her sisters (Chirada and Suparna) scream and fly away. Approximately 2.5 seconds later, small AoEs hit where 5 random players were at the time of the scream.
The AoEs remain invisible until shortly before they resolve, too late to react to. Any player hit sustains significant damage and is inflicted with
Windburn
Try to stack with as many players as possible before the scream happens, then move away after. Since there is no cast bar, this necessitates knowing the fight's timeline to know exactly when each scream happens. Most of the fight is spent stacked with other players, so when in doubt simply stay stacked.
Avoid moving early, as this is likely to place an AoE in the path of another player when they move to dodge.
With current gear and job kits, most experienced parties can kill the boss at around this time.
For Garuda, do not attempt to kill the boss sooner than this or a wipe is guaranteed. Garuda is currently the only primal that can be killed before you get the chance to
awaken
Deals heavy damage and inflicts
Stun
Wait for the cast to begin, then step behind Garuda.
Moderate
Woken
Moderate
Woken
Shared (two-player) tankbuster on the primary target.
Deals heavy damage and inflicts
Stun
Wait for the cast to begin, then step behind Garuda.
Garuda screams and flies away, becoming untargetable and casting her enrage.
Garuda or her sisters (Chirada and Suparna) scream and fly away. Approximately 2.5 seconds later, small AoEs hit where 5 random players were at the time of the scream.
The AoEs remain invisible until shortly before they resolve, too late to react to. Any player hit sustains significant damage and is inflicted with
Windburn
Try to stack with as many players as possible before the scream happens, then move away after. Since there is no cast bar, this necessitates knowing the fight's timeline to know exactly when each scream happens. Most of the fight is spent stacked with other players, so when in doubt simply stay stacked.
Avoid moving early, as this is likely to place an AoE in the path of another player when they move to dodge.
Garuda enrages, killing all players.
Ifrit jumps into the arena on a random cardinal and prepares to cast
Just before
After Garuda dies, spin your camera around, looking for Ifrit. Once you've spotted him, turn your camera 90° to either side, looking at one of the two adjacent cardinals. Use
When
- If the cardinal you're looking at has no
Radiant Plume on it, sprint towards it. - If the cardinal you're looking at has a
Radiant Plume on it, sprint backwards, as the opposite cardinal does not have aRadiant Plume covering it.
Ifrit becomes targetable.
Heavy raidwide.
Deals mild damage and knocks all players back a moderate distance.
If this attack is fully mitigated (i.e. dealing no damage to anyone's health) the knockback is not applied.
A simple
Eukrasian Prognosis
Succor
Heavy conal tankbuster on the primary target. Inflicts
Fire Resistance Down II
Despite the fact that
Heavy conal tankbuster on the primary target. Inflicts
Fire Resistance Down II
Heavy conal tankbuster on the primary target. Inflicts
Fire Resistance Down II
Heavy conal tankbuster on the primary target. Inflicts
Fire Resistance Down II
Spawns 4 Infernal Nails in a randomly rotated trapezoid pattern. Destroying a nail deals moderate damage (
Vulnerability Up
When an Infernal Nail is hit by an
Vulnerability Down
Damage Up
Aetherially Charged
Additionally, the order in which the nails are destroyed determines the order of the subsequent
To finish the fight, Ifrit must be
Woken
One random healer is targeted by
Avoid using any heavy attacks on the nails. They do not have a lot of health, so it is very easy to accidentally destroy one before it has grown two times if you fail to take into account potential crits and direct hits.
The nails' recommended kill order is the "reverse Z pattern", i.e. if you're facing the two close nails: relative southeast, then relative southwest, then relative northeast, then relative northwest. This maximizes the time you have to dodge the subsequent
Reverse Z
Destroy the nails in a Reverse Z order.
Ifrit jumps away, becoming untargetable.
Ifrit returns to the arena.
Heavy raidwide. Deals lethal damage if any Infernal Nail was left alive.
Inflicts a random healer with
Searing Wind
If a healer is already inflicted with
Searing Wind
Selects the two farthest players from Ifrit and spawns 4 back-to-back AoEs beneath their feet.
If these AoEs touch an Infernal Nail, the nail grows and is granted
Vulnerability Down
Damage Up
Players with
Searing Wind
A player with
Searing Wind
A player with
Searing Wind
Ifrit's clones dash across the arena, dealing massive damage to anyone caught in the dash. This always hits cardinals.
A player with
Searing Wind
Inflicts a random healer with
Searing Wind
If a healer is already inflicted with
Searing Wind
A player with
Searing Wind
With current gear and job kits, most experienced parties can kill the boss at around this time.
For Garuda, do not attempt to kill the boss sooner than this or a wipe is guaranteed. Garuda is currently the only primal that can be killed before you get the chance to
awaken
Targeted stack on a random, marked player. Can never target a healer.
If Ifrit is
Woken
Accursed Flame
A player with
Searing Wind
Ifrit becomes untargetable and jumps away. A short while later, he reappears outside the arena along with three of his clones.
The exact positions of the four Ifrits are based on the positions of the Infernal Nails you previously destroyed. Each nail was positioned on either a cardinal or an intercardinal, and the positions of the Ifrits mirror the nails exactly, spawning an Ifrit on a cardinal or intercardinal that previously seated a nail.
Each Ifrit now prepares to cast
Woken
The order that the Ifrits use their
Woken
Start at the position of the last nail to be killed (therefore also the last Ifrit to dash across the arena). Ideally, your tank should have already dragged the boss to this position after
To identify which Ifrit is the real one and will use the follow-up, find the Ifrit with the blue glow. The goal is to end up on the same position as the
Woken
If the glowing Ifrit is the first or third Ifrit (to your left), you wait for the first dash, then move one position counter-clockwise and stop there.
If the glowing Ifrit is the second (to your right) or fourth (behind you) Ifrit, you wait for the first dash, then quickly move two positions counter-clockwise. If you're extra fast, you may have to wait for the second dash before moving into it, but since dashes resolve very quickly this should generally not be necessary.
Your
Searing Wind
Examples
A player with
Searing Wind
Heavy conal tankbuster on the primary target. Inflicts
Fire Resistance Down II
Despite the fact that
Heavy conal tankbuster on the primary target. Inflicts
Fire Resistance Down II
Heavy conal tankbuster on the primary target. Inflicts
Fire Resistance Down II
Heavy conal tankbuster on the primary target. Inflicts
Fire Resistance Down II
Selects the two farthest players from Ifrit and spawns 4 back-to-back AoEs beneath their feet.
If these AoEs touch an Infernal Nail, the nail grows and is granted
Vulnerability Down
Damage Up
Players with
Searing Wind
Targeted stack on a random, marked player. Can never target a healer.
If Ifrit is
Woken
Accursed Flame
Ifrit becomes untargetable and prepares to cast its enrage.
Ifrit becomes untargetable and casts Hellfire again, wiping the party.
Titan drops into the center of the arena, dealing heavy damage that drops off with distance.
Hug the edge of the arena or the damage is unsurvivable.
Titan becomes targetable.
Heavy raidwide.
Deals heavy damage to the primary target and any players near them. Is immediately followed up with
Deals massive damage to the primary target and any players near them.
Spawns 2 (3 when
Woken
Titan faces a random cardinal and jumps away.
Titan turns toward a random cardinal before jumping away. A short time later he drops back into the arena on the cardinal he previously turned towards, dealing massive damage that drops off with distance and shrinking the arena.
Check which cardinal Titan turns towards, then quickly hug the edge of the safe area at the opposite side of the arena.
The main tank should attempt to drag Titan towards the center of the arena before he jumps away, to make it easier to see which cardinal he turns towards.
Titan becomes targetable again.
Titan returns to the arena and immediately begins casting
When the
stunned
Stun
Afterwards, three random players are visibly targeted for
The Granite Gaols immediately begin casting
Sludge
The puddles inflict
Sludge
Sludge
Sludge
Aetherially Charged
Woken
Sludge
The main tank cannot be targeted by
After
To awaken Titan, it is now necessary for the three players targeted by
Resolving this presents three difficulties:
First, a very small amount of time passes between players being targeted for
Second, since the
Third, the positioning is very tight. Party Finder generally uses waymarks for assistance here. However, the player farthest from Titan cannot blindly use any waymark; they must inch slightly left or slightly right to ensure they're hit by
Sludge
Sludge
Do not use raid buffs until after all three players are freed from their Granite Gaol as they are immune to all status effects, including raid buffs, while trapped within the gaol.
If a
Landslide is baited through the center, theRock Throw players should wait until theLandslide telegraph disappears, then jump into their waymark. If a player is gaoled mid-jump, their forward momentum is not halted until they touch the ground again, essentially extending their range of movement.But ideally, just don't bait that
Landslide through the center of the arena (or in other words, through the gaol markers).
If a player does not get knocked back correctly by
Upheaval , it's often a wipe, as theRock Throw assignment goes out beforeBurst , meaning that if a player dies toBurst who was selected forRock Throw , the Granite Gaol instead targets a random, unmarked player.The third player in line must not be exactly center (on the marker) but slightly off to the side, or the
Burst will fail to detonate their Granite Gaol.A
Landslide is baited through the center and one of theRock Throw players doesn't make it to their marker in time before it goes off, so their Gaol is no longer in range to detonate.
Example
Titan casts eight back-to-back raidwides, each dealing moderate damage.
If any Granite Gaols are still alive by this point, they enrage and wipe the party.
Spawns 2 (3 when
Woken
Five telegraphed
Five untelegraphed
Titan faces a random cardinal and jumps away, becoming untargetable.
Titan turns toward a random cardinal before jumping away. A short time later he drops back into the arena on the cardinal he previously turned towards, dealing massive damage that drops off with distance and shrinking the arena.
Check which cardinal Titan turns towards, then quickly hug the edge of the safe area at the opposite side of the arena.
The main tank should attempt to drag Titan towards the center of the arena before he jumps away, to make it easier to see which cardinal he turns towards.
Titan becomes targetable again.
Titan marks three random players. A short while later, they are entrapped within a Granite Gaol and inflicted with
Fetters
The main tank can never be marked for
A healer is trapped in a Granite Gaol, which becomes targetable.
If the Granite Gaol is still alive by this point, it enrages and wipes the party.
Five telegraphed
Five untelegraphed
Titan casts six back-to-back raidwides, each dealing moderate damage.
Deals heavy damage to the primary target and any players near them. Is immediately followed up with
Deals massive damage to the primary target and any players near them.
With current gear and job kits, most experienced parties can kill the boss at around this time.
For Garuda, do not attempt to kill the boss sooner than this or a wipe is guaranteed. Garuda is currently the only primal that can be killed before you get the chance to
awaken
Bomb boulders begin to drop in the middle of the arena in a rotating pattern.
A
After
Move as a unit for
Deals heavy damage to the primary target and any players near them. Is immediately followed up with
Deals massive damage to the primary target and any players near them.
Spawns 3 back-to-back sets of AoEs under 4 random players' feet. Only when
Woken
Titan casts eight back-to-back raidwides, each dealing moderate damage.
Titan becomes untargetable and prepares to cast his enrage.
Titan enrages, killing all party members.
A large proximity AoE resolves on all four cardinals, each dealing moderate damage to a player in the center of the arena.
Stand in the center of the arena.
Six magitek bits spawn around the arena and begin casting
The magitek bits are too spread out to AoE down, so destroying them is only realistically possible with a limit break 3.
If any magitek bits are still alive by this point, they enrage and wipe the party.
Use a limit break 3 to destroy the magitek bits. Ensure the caster using the limit break has
Beyond Limits
Lahabrea appears, inflicting a 4s
Down for the Count
Doom
Doom
This attack also deals damage, but the damage dealt is equal to each individual player's current HP minus one, which means it is not possible for this attack to deal lethal damage. Ordinarily this type of attack would simply be described as "sets all players' HP to 1", but this isn't quite true either. Unlike most other instances of
Use a limit break 3 to cleanse
Doom
Beyond Limits
Lahabrea becomes targetable.
Lahabrea becomes untargetable.
Lahabrea enrages, wiping the party.
Use a limit break 3 to defeat Lahabrea and prevent him from enraging. Ensure the melee using the limit break has
Beyond Limits
The Ultima Weapon unleashes devastation. Kills all party members not under the effect of a limit break 3.
Use a limit break 3.
A duty gauge subtitled "Ultima Aether" appears as the phase begins. When this gauge reaches 100 the Ultima Weapon gains
Damage Up
The background around the arena changes at 20, 40, 60, 80, and 100 duty gauge points, getting more and more orange-saturated until the arena turns fully blue at 100 (the same hue as is used by the weapons from this fight).
The duty gauge climbs under the following conditions:
- At certain moments in the fight, the duty gauge climbs by 4. This is not tied to any particular ability being cast. In total, the duty gauge climbs this way 11 times (by 44 points).
- Whenever a player dies, the duty gauge climbs by 4.
- Whenever an
Aetheroplasm orb is soaked, the duty gauge climbs by an amount equal to the number of players who soaked the orb. This only affects the orbs duringUltimate Annihilation , notAetheric Boom . - At the end of the fight, if the duty gauge is not yet at 100, the Ultima Weapon begins channeling aether at a rate of 2 points per second until the duty gauge is at 100.
The Ultima Weapon becomes targetable.
Note that while the Ultima Weapon has the
Woken
Woken
Woken
Heavy raidwide.
Deals mild damage to the highest enmity player and everyone near them, and inflicts
Viscous Aetheroplasm
The Ultima Weapon turns towards the second player in enmity and unleashes a heavy AoE tankbuster on them.
Note that the target for this attack locks in when the cast begins, not when it ends. If you wish to perform a
A player's
Viscous Aetheroplasm
The Ultima Weapon becomes untargetable and teleports to a random intercardinal at the edge of the arena.
Garuda spawns on a random intercardinal close to the center of the arena.
Ifrit spawns on a random intercardinal at the edge of the arena, like the Ultima Weapon.
Titan spawns on a random cardinal at the edge of the arena. He's slightly offset to either side.
After several seconds, all three primals and the Ultima Weapon execute a mechanic:
- Garuda uses
Wicked Wheel (Woken) and follows up withWicked Tornado . - Titan aims a
Landslide (Woken) in the direction that he's facing and follows up withLandslide (Followup) . Notably, thisLandslide is not baited towards a player. - Ifrit uses
Crimson Cyclone (Woken) and follows up withCrimson Cyclone (Followup) . - The Ultima Weapon uses
Ceruleum Vent , a close-range AoE that kills anyone close to the Ultima Weapon.
Afterwards, Garuda screams for
While dodging all these mechanics at the same time may seem daunting, there is a simple strategy that requires very little thought and can be executed regardless of the exact pattern. The only downside is that it is quite precise.
For this strategy, we use the fact that
For this strategy, we're going to use the runes behind the edge on the outside of the arena. The pattern just behind the death wall on the outside of the arena features two rows of various runes that circle the arena, excluding the cardinals themselves.
After going to the cardinal, find the fourth rune from the cardinal, either clockwise or counter-clockwise. Every fourth rune is safe from
Before going to that rune, check if the rune will be hit by the first
Since this is a purely individual mechanic, the only way you can cause a wipe here is if you move too early at the end and bait
Feather Rain in a bad location. Even then a wipe is unlikely.If you're not feeling confident, you can simply follow someone else until you've gotten a feel for the logic and the positioning.
This strategy has only one "cursed" pattern. In this pattern, the Ultima Weapon, Ifrit, and Titan are all on the half of the arena safe from Garuda. If this happens, the only safe rune is directly under Ifrit, meaning you have to wait until the first hit of
Crimson Cyclone (Woken) has executed and then quickly move to the rune.
On first glance it may seem as though outranging
Wicked Tornado is exactly as large as the arena. If the developers intended for you to dodge inside Garuda, there would be no reason for them to place Garuda offset from center. Without that offset, there would be no way to outrangeWicked Tornado .- Dodging inside
Wicked Tornado is not always possible. In all available patterns, the majority of the safe spot insideWicked Tornado is covered byCrimson Cyclone (Followup) , leaving only a small triangular safe spot inside. But in many patterns, that triangular safe spot is covered by aLandslide (Followup) .
Examples
Uses the fourth rune from a cardinal for an easy dodge.
The Ultima Weapon reappears in the center of the arena.
A sequence of primal mechanics.
- The Ultima Weapon summons Ifrit at the north of the arena, who then casts
Eruption andInfernal Fetters . Like before,Eruption s are baited on the two farthest players. - During this, the Ultima Weapon summons Titan at the farthest intercardinal from the Ultima Weapon.
- After
Eruption s, the Ultima Weapon castsRadiant Plume , covering everything but the center of the arena. - Immediately after
Radiant Plume s resolve,Bomb Boulders begin to spawn in the center of the arena, rotating clockwise. - At the same time, both the Ultima Weapon and Titan cast
Landslide at the same time. Only Titan'sLandslide is woken. - After Titan's
Landslide (Followup) resolves, the Ultima Weapon summons Garuda in the center of the arena and her sisters on the east and west. Meanwhile, Titan uses7× Tumults . - During
Tumults , the Ultima Weapon usesViscous Aetheroplasm on the main tank. - Immediately after Titan's
Tumults are finished, Garuda's sisters useWicked Wheel . - Immediately after
Wicked Wheel , Garuda usesMistral Shriek , Garuda's sisters scream and fly away, baitingFeather Rain s, and the Ultima Weapon castsHoming Lasers . - As the
Homing Lasers cast completes, Garuda also screams and flies away, baitingFeather Rain s.
While a lot happens, resolving it is quite easy.
- After
Ultimate Predation , have your main tank drag the Ultima Weapon slightly north and your rangeds go south to baitEruption s. - Rangeds converge with the rest of the party north, just outside of
Radiant Plume s. - After
Radiant Plume , immediately backpedal north to avoid the firstBury in the middle. This also baits the Ultima Weapon'sLandslide north, and Titan'sLandslide (who should have spawned either southwest or southeast) should be directly on top of it. Dodge both sets ofLandslide s on the Titan side, which has a bigger safe spot. - In theory,
Landslide (Followup) should not be able to hit you where you dodged initially, but just to be safe go back directly north. - After
Landslide (Followup) , the MT goes northeast and the rest of the party northwest of the Ultima Weapon. Heal throughTumults , dodgeFeather Rain , then dodgeFeather Rain again. That's it. You don't deal with any of the other mechanics (Bomb Boulders ,Wicked Wheel ) as long as you stay on the edge of the arena. - In Party Finder, the off-tank usually uses
after
ProvokeViscous Aetheroplasm so the main tank caninvuln to soloViscous Aetheroplasm (Stack) andHoming Lasers at the same time.
Example
The Ultima Weapon becomes untargetable and teleports to the north of the arena, where it becomes targetable again.
At the same time, Garuda spawns at the south of the arena. Titan spawns southwest and Ifrit southeast, or vice-versa.
First, three back-to-back
After
After the first
Searing Wind
There's a
A lot happens during this mechanic and it may all seem rather unstructured and borderline random on first glance, but the resolution is relatively straightforward.
First, stack at the northeast of the Ultima Weapon's hitbox (which, since the Ultima Weapon is facing the center of the arena, is towards the southwest of the arena). When the first
- Both your tanks and a designated melee go back to the northwest to soak the
Aetheroplasm orb that has just spawned there. We want this orb to be soaked by three players for a future mechanic (Aetheric Boom ). These three players stay there for the second orb as well. After soaking the second orb, they move up and stack directly north. - One of your rangeds (ordinarily the physical ranged; they must still have a
stack from Phase 1) goes south to pick up and soak the
Thermal LowMesohigh tether. AfterMesohigh resolves, they hurry to join the party north. Be aware that this player has no reason to go all the way south. They just need to avoid stacking with other players and avoid being too close to the healer. Moving too far south will make it difficult to rejoin the party before
Searing WindCrimson Cyclone (Woken) . - Your healers go directly west, away from everyone else. One of them will now be inflicted with
. They head towards south, where the
Searing WindMesohigh player was. The other healer joins the rest of the group at the southeast of the Ultima Weapon's hitbox. - Everyone else moves up, towards the southeast of the Ultima Weapon's hitbox. They wait there until the
Feather Rain has happened, then move north.
Searing WindNote that the
Searing Wind
Move in to avoid
Searing Wind
Searing Wind
Thermal Low
Searing Wind
Mitigate the
Searing Wind
Example
The Ultima Weapon turns towards the second player in enmity and unleashes a heavy AoE tankbuster on them.
Note that the target for this attack locks in when the cast begins, not when it ends. If you wish to perform a
Wide
AoEs that cover the inside of the arena.
Moderate tankbuster. Cleaves.
Deals mild damage and knocks all players back a moderate distance.
If this attack is fully mitigated (i.e. dealing no damage to anyone's health) the knockback is not applied.
A simple
Eukrasian Prognosis
Succor
Wide
The Ultima Weapon turns towards the second player in enmity and unleashes a heavy AoE tankbuster on them.
Note that the target for this attack locks in when the cast begins, not when it ends. If you wish to perform a
Deals mild damage and knocks all players back a moderate distance.
If this attack is fully mitigated (i.e. dealing no damage to anyone's health) the knockback is not applied.
A simple
Eukrasian Prognosis
Succor
Wide
Moderate tankbuster. Cleaves.
The Ultima Weapon becomes untargetable and all primals, plus Garuda's sisters, spawn in the arena at the same time.
If the Ultima Weapon reaches 49.9% HP or less before
After
- The Ultima Weapon spawns to the northeast on the outside of the arena.
- Garuda spawns to the northwest on the outside of the arena.
- Ifrit spawns to the southeast on the outside of the arena.
- Titan spawns to the southwest on the outside of the arena.
- Suparna spawns to the northwest, close to the center of the arena.
- Chirada spawns to the southeast, close to the center of the arena.
- Three random players bait four back-to-back
Eruption s. - One of those three players is targeted for
Rock Throw . They will be encased in a Granite Gaol immediately after the lastEruption has been baited, but before it explodes. TheEruption deals no damage to the Granite Gaol or the player within. - Two random non-
Eruption players are marked forMistral Song by Chirada and Suparna. - The player who is not baiting
Eruption s, is not a tank, and is not marked forMistral Song is targeted byLight Pillar .Light Pillar has no target marker of any kind.
At the same time as all these mechanics resolve, four Featherlances spawn near the edge of the arena and begin to circle the arena counter-clockwise. If any player gets too close to the edge of the arena and touch one of these Featherlances they will explode, instantly killing them and all nearby players.
Many AoEs happen during this mini-phase. There are three
Tanks preposition at the southwest of the arena, roughly as close to the center of the arena as Chirada and Suparna. One tank is slightly inched towards Chirada, the other towards Suparna.
Everyone else should begin the mechanic at an arbitrary location on the edge of the arena somewhere between the west and north. It is vital that no two players are stacked at this point. This is because of
After
- You are baiting an
Eruption , in which case you go all the way across to the southeast, then (if you're not also the target forRock Throw ) you rotate clockwise to avoid the lastEruption andFeather Rain , then move back to hit the Granite Gaol. - You have a
Mistral Song marker above your head, in which case you immediately begin heading towards the tanks at the southwest as soon as you realize it, and stand directly in-between both tanks. After the tanks have soakedMistral Song , all four players at the southwest move southeast to help out with killing the Granite Gaol. DodgeGreat Whirlwind if necessary. - You have nothing, in which case you have
Light Pillar . Pretend you haveMistral Song and follow the two other players to the tanks. Wait forMistral Song , then move northwards to escape theGreat Whirlwind while the other players move eastwards to the Granite Gaol. Alternatively, you can pretend you're anEruption player and go north at the end of the movement. The end goal is really just that you end up north, away from everyone else; how you get there doesn't really matter.
Thermal LowIt is highly recommended to dodge
Example
The Ultima Weapon becomes targetable.
The Ultima Weapon unleashes devastation. Kills all party members not under the effect of a limit break 3.
Use a limit break 3.
Knocks all players away from the Ultima Weapon and spawns four sets of orbs.
Each set consists of two orbs that are tethered to each other and begin slowly converging on each other. If the orbs touch, they explode and wipe the party. If either orb in a set is touched, it explodes (
The length of each tether is based on the
An orb pair spawns on each intercardinal. The northwest orb pair corresponds to the first orb during
Each soak deals massive amounts of damage, and there is very little time to heal in-between before you have to soak the next set. For this reason, it is recommended to split into two groups, but not light parties; soaking an orb with only 4 players would deal nigh-unsurvivable damage even with mitigation. Instead, Party Finder generally splits into a group that consists of both tanks and a group that consists of everyone else. The tank group soaks the southwest pair with defensive cooldowns, then the northwest pair. The other group soaks the southeast pair, then the northeast pair. Remember to wait for heals in-between.
This strategy is why the 3-3-1-1 soaks are recommended during
Keeping the tethers short also ensures that, no matter which of the two orbs of a given pair any individual player decide to soak, they will still be in range of the other orb's explosion in case someone touched the other orb first.
It is also generally recommended to use a limit break here, regardless of how many limit break bars you have, to make the mitigation and healing slightly easier. The heavy raidwides during
An orb belonging to an orb pair during
An orb belonging to an orb pair during
The Ultima Weapon inflicts
Viscous Aetheroplasm
The order in which the primals appear is random, but Ifrit can never appear last and Titan can never appear in the middle. This means that there are only three possible patterns: Ifrit -> Garuda -> Titan, Garuda -> Ifrit -> Titan, or Titan -> Ifrit -> Garuda.
Garuda executes a
Ifrit executes
Titan executes
Primal Roulette is relatively trivial to resolve as long as sufficient healing and mitigation is present for the raidwides. Since Ifrit's
The Ultima Weapon briefly disappears as it teleports north.
The Ultima Weapon reappears north.
The Ultima Weapon begins to channel aether at a rate of 2 points per second until the duty gauge has reached 100.
The enrage sequence begins whenever the duty gauge has reached 100.
Every three seconds whichever player is still alive and has dealt the least damage to the Ultima Weapon in total is
stunned
lifted
Once only one player is left, that player is pulled dead center and lifted like the others, but isn't killed immediately. Instead, the Ultima Weapon steps forward and eats them alive while unleashing all its absorbed aether in a magical explosion several times more destructive than
Mistral Song
Marks a random healer. After a short delay, Garuda fires a
A
All future
LPDU
Main tank keeps Garuda where she spawns (north). Rest of the party positions themselves in a line between Garuda and south. The off-tank must be the first player to be hit by
After
Double Mistral Song
LPDU
Party stacks southeast. Tanks intercept, with the main tank prioritizing north -> west -> east, in that order, and off-tank prioritizing south -> east -> west.
Ifrit Dashes
Ifrit becomes untargetable and jumps away. A short while later, he reappears outside the arena along with three of his clones.
The exact positions of the four Ifrits are based on the positions of the Infernal Nails you previously destroyed. Each nail was positioned on either a cardinal or an intercardinal, and the positions of the Ifrits mirror the nails exactly, spawning an Ifrit on a cardinal or intercardinal that previously seated a nail.
Each Ifrit now prepares to cast
Woken
The order that the Ifrits use their
Woken
Examples
Infernal Nails
Spawns 4 Infernal Nails in a randomly rotated trapezoid pattern. Destroying a nail deals moderate damage (
Vulnerability Up
When an Infernal Nail is hit by an
Vulnerability Down
Damage Up
Aetherially Charged
Additionally, the order in which the nails are destroyed determines the order of the subsequent
Reverse Z
Destroy the nails in a Reverse Z order.
Gaols
Titan returns to the arena and immediately begins casting
When the
stunned
Stun
Afterwards, three random players are visibly targeted for
The Granite Gaols immediately begin casting
Sludge
The puddles inflict
Sludge
Sludge
Sludge
Aetherially Charged
Woken
Sludge
The main tank cannot be targeted by
Example
Ultimate Predation
The Ultima Weapon becomes untargetable and teleports to a random intercardinal at the edge of the arena.
Garuda spawns on a random intercardinal close to the center of the arena.
Ifrit spawns on a random intercardinal at the edge of the arena, like the Ultima Weapon.
Titan spawns on a random cardinal at the edge of the arena. He's slightly offset to either side.
After several seconds, all three primals and the Ultima Weapon execute a mechanic:
- Garuda uses
Wicked Wheel (Woken) and follows up withWicked Tornado . - Titan aims a
Landslide (Woken) in the direction that he's facing and follows up withLandslide (Followup) . Notably, thisLandslide is not baited towards a player. - Ifrit uses
Crimson Cyclone (Woken) and follows up withCrimson Cyclone (Followup) . - The Ultima Weapon uses
Ceruleum Vent , a close-range AoE that kills anyone close to the Ultima Weapon.
Afterwards, Garuda screams for
Examples
Uses the fourth rune from a cardinal for an easy dodge.
Post-Predation
A sequence of primal mechanics.
- The Ultima Weapon summons Ifrit at the north of the arena, who then casts
Eruption andInfernal Fetters . Like before,Eruption s are baited on the two farthest players. - During this, the Ultima Weapon summons Titan at the farthest intercardinal from the Ultima Weapon.
- After
Eruption s, the Ultima Weapon castsRadiant Plume , covering everything but the center of the arena. - Immediately after
Radiant Plume s resolve,Bomb Boulders begin to spawn in the center of the arena, rotating clockwise. - At the same time, both the Ultima Weapon and Titan cast
Landslide at the same time. Only Titan'sLandslide is woken. - After Titan's
Landslide (Followup) resolves, the Ultima Weapon summons Garuda in the center of the arena and her sisters on the east and west. Meanwhile, Titan uses7× Tumults . - During
Tumults , the Ultima Weapon usesViscous Aetheroplasm on the main tank. - Immediately after Titan's
Tumults are finished, Garuda's sisters useWicked Wheel . - Immediately after
Wicked Wheel , Garuda usesMistral Shriek , Garuda's sisters scream and fly away, baitingFeather Rain s, and the Ultima Weapon castsHoming Lasers . - As the
Homing Lasers cast completes, Garuda also screams and flies away, baitingFeather Rain s.
Example
Ultimate Annihilation
The Ultima Weapon becomes untargetable and teleports to the north of the arena, where it becomes targetable again.
At the same time, Garuda spawns at the south of the arena. Titan spawns southwest and Ifrit southeast, or vice-versa.
First, three back-to-back
After
After the first
Searing Wind
There's a
Example
Ultimate Suppression
The Ultima Weapon becomes untargetable and all primals, plus Garuda's sisters, spawn in the arena at the same time.
If the Ultima Weapon reaches 49.9% HP or less before
After
- The Ultima Weapon spawns to the northeast on the outside of the arena.
- Garuda spawns to the northwest on the outside of the arena.
- Ifrit spawns to the southeast on the outside of the arena.
- Titan spawns to the southwest on the outside of the arena.
- Suparna spawns to the northwest, close to the center of the arena.
- Chirada spawns to the southeast, close to the center of the arena.
- Three random players bait four back-to-back
Eruption s. - One of those three players is targeted for
Rock Throw . They will be encased in a Granite Gaol immediately after the lastEruption has been baited, but before it explodes. TheEruption deals no damage to the Granite Gaol or the player within. - Two random non-
Eruption players are marked forMistral Song by Chirada and Suparna. - The player who is not baiting
Eruption s, is not a tank, and is not marked forMistral Song is targeted byLight Pillar .Light Pillar has no target marker of any kind.
At the same time as all these mechanics resolve, four Featherlances spawn near the edge of the arena and begin to circle the arena counter-clockwise. If any player gets too close to the edge of the arena and touch one of these Featherlances they will explode, instantly killing them and all nearby players.
Many AoEs happen during this mini-phase. There are three
A'rhaeda Vhil