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...

Hit Ability Type Description Awakening Hint

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. Any player with this buff can unleash a limit break "for free", meaning that however many limit break bars are used for their limit break, these bars will immediately be refunded after the limit break has finished executing. For example, if a player with Beyond Limits Beyond Limits uses limit break while at 2.5 limit break bars, they will execute a limit break 2, depleting all 2.5 limit break bars. The game then refunds the party 2 bars of limit break. Beyond Limits Beyond Limits is consumed in the process.

In order to obtain Beyond Limits Beyond Limits, a primal (Garuda, Ifrit, Titan) must be defeated while they are Woken Woken. This leaves behind a small light puddle on the floor wherever they were defeated. When a player steps into this puddle, they gain Beyond Limits Beyond Limits (assuming they don't already have one) and the puddle disappears.

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 Woken to get 3× Beyond Limits Beyond Limits, allowing the limit break bars to be refunded 3 times. The last limit break will not be refunded.

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 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. At 4 stacks, Aetherially Charged Aetherially Charged upgrades into Woken Woken.

  • Garuda obtains stacks of Aetherially Charged Aetherially Charged whenever a Thermal Low Thermal Low is cleansed. This also triggers a heavy raidwide (Super Cyclone), so cleansing multiple Thermal Low Thermal Lows at the same time is highly discouraged. Thermal Low 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 Mesohigh tether. There are two Mesohigh tethers in Garuda's phase, but they resolve at the same time, so we can only cleanse one Thermal Low Thermal Low there because otherwise, as mentioned, the raidwide damage would turn lethal. This means that the other 3 Thermal Low Thermal Low cleanses need to come from the Spiny Plume bubble.
  • Ifrit obtains stacks of Aetherially Charged Aetherially Charged whenever an Infernal Nail is hit at least twice by an Eruption, then destroyed. This also makes the Infernal Nail grow and gain Damage Up Damage Up and Vulnerability Down Vulnerability Down, so it is recommended to get their health low (but not too low) before hitting them with Eruption. There are only 4 Infernal Nails during Ifrit's phase, so if any Nail is missed or destroyed too early, Woken Woken can no longer be achieved.
  • Titan obtains stacks of Aetherially Charged Aetherially Charged for every 3 seconds that he dwells within a Sludge Sludge puddle. Sludge 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 Burst. However, Burst always takes place on the opposite side of the arena from Titan and Titan cannot be moved until the resulting Sludge Sludge puddles dissipate. The only way to force Titan to stand in a Sludge Sludge puddle, therefore, is to bring the Sludge 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.
The intermission requires a mandatory caster limit break 3, healer limit break 3, melee limit break 3, and tank limit break 3, in that order, so you'll need a caster, healer, and melee with Beyond Limits Beyond Limits. In general, the pick-up order for Beyond Limits Beyond Limits is that the healer picks up the Garuda puddle, caster picks up the Ifrit puddle, and melee the Titan puddle. You can use the following mental helper to remember the order: Garuda is green, as are healers. A summoner (SMN) can use all three primals in their rotation, but the only one with significant cast times is Ifrit, therefore Ifrit belongs to casters. Titan has fists you don't want to come in contact with, similar to monk (MNK), a melee DPS.

After 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 Woken primals.

About LB Gain Hint

Expand this row for info and advice regarding limit break gain.

At certain points in the fight (namely, after defeating Titan and after Ultimate Suppression) you are required to execute limit break 3. However, due to current kill times, it is possible to reach those points in the fight without three full limit break bars. If this happens, it's an automatic party wipe, even though no one necessarily did anything wrong (on the contrary, as mitigating damage too well is usually the cause of this issue).

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 Feint, Addle Addle, Reprisal Reprisal, or Dismantle Dismantle. 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.
  • Abilities like Feint Feint, Addle Addle, Reprisal Reprisal, or Dismantle Dismantle can be used once the limit break gauge is full.
  • Try to execute an "LB cheese" after Ultima during Intermission. See below for details.
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 tank 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.
For the purposes of this fight, only the last two are of interest to us. Critical health recovery should be obvious enough, but the other one requires some explanation.

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, tank invulns do not count as "mitigation" in this sense, so sustaining lethal damage through a tank invuln does not grant any bonus points. Additionally (and more importantly), actions like Feint Feint or Addle Addle reduce an enemy's damage before it checks whether this damage would be lethal to a player. This means that using these actions can result in otherwise "lethal" damage to not be considered "lethal" anymore and is therefore discouraged.

Bonus limit break points are accrued per player per damage instance, so actions like 8× Tumults are more valuable than single raidwides since 8× Tumults can potentially reward up to 64 instances of bonus points (8 damage instances times 8 players).

LB cheese

For the LB cheese after Ultima, we leverage this exact phenomenon to accrue a large number of bonus points to the first raidwide in the phase (Tank Purge). Every party member must contribute to the LB cheese, though it is mainly the shield healer's responsibility. To do this:

  • 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 Second Wind Second Wind or similar actions to heal yourself. Let your shield healer handle your HP.
  • The shield healer should apply the strongest shields they can via Deployment Tactics Deployment Tactics/Zoe 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 Physick Physick if possible. Don't worry about it if you happen to heal too much. A dead player accrues no limit break gauge.
  • For Tank Purge, every party member uses as many party and personal defensives as possible. Shade Shift Shade Shift, Manaward Manaward, Tactician Tactician, Shield Samba Shield Samba, Divine Veil Divine Veil, Dark Missionary Dark Missionary, Kerachole Kerachole, Collective Unconscious Collective Unconscious – all of these actions should be used. (If an action also has a regenerative component attached to it like with Shake It Off Shake It Off, wait until the Ultima Weapon is targetable before using it.)
  • Just as before, do not use any targeted mitigation like Feint Feint, Addle Addle, or Reprisal Reprisal.
If done properly, you should be at about 1.25 LB bars after Ultima (since Ultima is always lethal damage no matter what) and at 2 or more LB bars after Tank Purge. The remaining LB bar is naturally accumulated over the course of the fight, even if zero additional bonus points are accumulated.

If you fail to properly execute the LB cheese and you end up with less than ~2.8 LB bars after Ultimate Annihilation, stop hitting the Ultima Weapon and wait until Ultimate Suppression naturally executes.

00:08
00:08
Slipstream cone AoE

Deals heavy damage and inflicts Stun Stun on all players in front of Garuda.

Wait for the cast to begin, then step behind Garuda.

00:10
00:10
Mistral Song (+ 3 others) line Interceptable attack

Marks a random healer. After a short delay, Garuda fires a line AoE towards that healer, dealing massive damage to the first player in line and moderate damage to all remaining players.

A Great Whirlwind spawns 6 seconds later wherever the first player in line stood when they took the hit. This Great Whirlwind repeats again two more times in the same location.

All future Mistral Song casts feature only a single Great Whirlwind.

  • 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 Mistral Song, so melees make sure to stay at max melee.

    After Mistral Song, drag Garuda south for Plumes and to avoid Great Whirlwind.

  • 00:17
    00:17
    Great Whirlwind chariot AoE
    00:23
    00:23
    Great Whirlwind chariot AoE
    00:29
    00:29
    Great Whirlwind chariot AoE
    00:20
    00:20
    Plumes (+ 9 others) Adds

    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 Thermal Tumult, putting all players to Sleep Sleep and guaranteeing a wipe.

    The Spiny Plume (green and larger than the Satin Plume) attacks the tethered player with Cyclone, a heavy tankbuster that cannot be survived by a non-tank. Each Cyclone inflicts one stack of Thermal Low Thermal Low on the tethered player.

    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 Cyclone, a heavy tankbuster that cannot be survived by a non-tank. While the Spiny Plume does not have a "proper" enrage, Cyclone gives it its own enrage (of sorts), as each Cyclone inflicts a stack of Thermal Low Thermal Low and any player reaching Thermal Low Thermal Low all but ensures a wipe.

    When the Spiny Plume dies, it explodes with a moderate AoE (Gigastorm) and leaves behind a bubble in the shape of that same AoE. Stepping into the bubble grants Thermal High Thermal High and cleanses all Thermal Low Thermal Low stacks. See Gigastorm for more information.

    Once the plumes spawn, the off-tank should attack the Spiny Plume immediately to force the Spiny Plume to tether them. Provoke Provoke works as well. If the off-tank is too slow to attack it, a stray AoE from one of the other players is likely to hit it, causing it to tether to them instead and guaranteeing a wipe.

    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 Feather Rain or the resulting bubble does not last enough to resolve all mechanics.

    00:20
    00:20
    Targetable: Plumes
    00:23
    00:23
    Slipstream cone AoE
    00:27
    00:27
    Downburst cone Main tankbuster
    00:27*
    00:27
    Cyclone Main tankbuster
    00:34
    00:34
    Untargetable: Garuda
    00:36*
    00:36
    Cyclone Main tankbuster
    00:37
    00:37
    Feather Rain ×5 chariot Delayed AoE
    00:38
    00:38
    Targetable: Garuda
    00:40*
    00:40
    Thermal Tumult Enrage
    00:41
    00:41
    Mistral Shriek Raidwide

    Heavy raidwide.

    00:43*
    00:43
    Gigastorm (+ 6 others) chariot AoE

    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 Low are cleansed from them, triggering Super Cyclone. They are also granted Thermal High Thermal High for as long as they remain within the bubble, reducing all wind damage taken (primarily affecting Super Cyclone and Friction).

    If a player is inflicted with Thermal Low Thermal Low while inside the bubble, Thermal Low Thermal Low is instantly cleansed, triggering Super Cyclone.

    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× Friction, a small AoE targeting a random player that deals heavy damage and inflicts a stack of Thermal Low Thermal Low on all players hit.

    The more stacks of Thermal Low Thermal Low a player has when they enter the bubble, the more damage Super Cyclone deals from the resulting cleanse. At Thermal Low Thermal Low, Super Cyclone deals lethal damage to all players.

    The bubble left behind by the Spiny Plume is key to granting Woken Woken to Garuda. The recommended order of operations is this:

    1. All players except the Spiny Plume tank (who should be the only player with Thermal Low Thermal Low) enter the bubble immediately.

    2. After all players have entered the bubble and the damage from Mistral Shriek has been healed, the Spiny Plume tank enters the bubble to cleanse their stacks, triggering Super Cyclone and granting Garuda her first stack of Aetherially Charged 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 Friction may miss some players.

    4. Garuda casts Friction. If everyone is properly stacked, this grants the players outside the bubble (i.e. the Spiny Plume tank and both melees) Thermal Low Thermal Low and triggers 5× Super Cyclone (from the players inside the bubble whose Thermal Low Thermal Low stack is instantly cleansed).

    5. All players exit the bubble. Just like before, remain stacked. Heal the damage.

    6. Garuda casts Friction, granting the Spiny Plume tank and the two melees Thermal Low Thermal Low and everyone else Thermal Low Thermal Low.

    7. Wait for heals, then the first melee briefly steps into the bubble and back out, cleansing their Thermal Low Thermal Low, triggering Super Cyclone, and granting Garuda Aetherially Charged Aetherially Charged.

    8. Wait for heals, then the second melee briefly steps into the bubble and back out, cleansing their Thermal Low Thermal Low, triggering Super Cyclone, and granting Garuda Aetherially Charged Aetherially Charged.

    For this strategy to work, killing the Spiny Plume at the correct time (roughly in-between Garuda flying away and casting Mistral Shriek) is essential. Kill it too early and the bubble fades before the second melee has had the chance to cleanse their Thermal Low Thermal Low, guaranteeing a wipe as it is no longer possible to awaken Garuda. Kill the Spiny Plume too late and the Spiny Plume tank doesn't have time to cleanse their Thermal Low Thermal Low before the first Friction, or they wind up with the wrong number of Thermal Low Thermal Low stacks.

    By the time the bubble fades, Garuda should be at Aetherially Charged Aetherially Charged, one tank should be at Thermal Low Thermal Low, and all other players but the melees should be at Thermal Low Thermal Low. Garuda is not yet Woken Woken here. We'll be awakening Garuda later by having the Thermal Low Thermal Low tank soak Mesohigh.

    For healers: Depending on how early the Spiny Plume dies, there may be a very limited amount of time for the melees' Thermal Low Thermal Low cleanses before the bubble fades. Therefore, try precasting your heals so that the heal cast finishes just as the damage is applied to reduce the time that melees have to wait before the next one can cleanse.

    For melees: Using Second Wind Second Wind and Bloodbath Bloodbath after Friction is a must, as you will be taking the most damage out of anyone. At the start of the fight, discuss which of you will cleanse first.

    The developers likely intended for all four Thermal Low Thermal Low cleanses to take place during the bubble, awakening Garuda immediately. However, since that would represent a very tight heal check and an alternative exists, virtually no party does it this way. It is possible, however, to awaken Garuda during the bubble, in which case the phase completely changes since you'll be facing Woken Woken mechanics immediately. (Or at all, since most parties defeat Garuda just after awakening her, which serves as more evidence that this is a dev-unintended strategy since you skip all of her Woken Woken mechanics this way.)

    The alternative in question (namely Mesohigh) is likely a "bug" – in a way. Mesohigh cleansing Thermal Low Thermal Low is definitely intended since Thermal Low Thermal Low is required to survive it, and if Mesohigh did not cleanse Thermal Low Thermal Low it would mean that you could simply designate a single player to soak all Mesohigh tethers during the fight. However, the developers likely did not intend for Mesohigh to be able to grant Aetherially Charged Aetherially Charged.

    00:47*
    00:47
    Super Cyclone Raidwide
    00:51
    00:51
    Friction chariot AoE
    00:52*
    00:52
    Super Cyclone ×5 Raidwide
    00:57
    00:57
    Friction chariot AoE
    01:05*
    01:05
    Super Cyclone Raidwide
    01:07*
    01:07
    Super Cyclone Raidwide
    01:09
    01:09
    Untargetable: Garuda

    Garuda screams and flies away, becoming untargetable.

    01:12
    01:12
    Feather Rain ×5 chariot Delayed AoE

    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 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.

    01:14
    01:14
    Targetable: Garuda

    Garuda returns to the arena.

    01:17
    01:17
    Aerial Blast Ultimate attack

    Heavy raidwide. Garuda summons her sisters (Chirada and Suparna) afterwards.

    01:33
    01:33
    Double Mistral Song (+ 6 others) Mechanic

    Feather Rain into Wicked Wheel + Eye of the Storm + 2× Mistral Song into another Feather Rain.

    Wait until Chirada and Suparna scream and fly away after Aerial Blast, then move southeast (melees can remain in melee range for a moment longer).

    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 line AoE is large enough that you don't need to be exactly centered between the cardinal and southeast.

    Wicked Wheel and Eye of the Storm telegraphs appear, which is where melees join the rest of the party in the southeast safe spot. The Mistral Song markers on the two random players can be ignored, since everyone is stacked anyway. Tanks intercept Mistral Song.

    Wait for Chirada and Suparna to scream again before returning to Garuda, then make sure to move away from where the tanks just intercepted Mistral Song as a Great Whirlwind is about to spawn on both locations.

    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.

  • 01:33
    01:33
    Feather Rain ×5 chariot Delayed AoE
    01:40
    01:40
    Mistral Song ×2 line Interceptable attack
    01:40
    01:40
    Eye of the Storm dynamo AoE
    01:40
    01:40
    Wicked Wheel chariot AoE
    01:44
    01:44
    Feather Rain ×5 chariot Delayed AoE
    01:46
    01:46
    Great Whirlwind chariot AoE
    01:53
    01:53
    Plumes II (+ 7 others) Adds

    Another set of Satin Plumes spawn and attach to each damage dealer, combined with two Mesohigh tethers.

    There is no Spiny Plume this time.

    The main tank tanks Garuda towards north. Keep her off-center to avoid cleaving the party with Downburst or Slipstream.

    Group up the Satin Plumes in the center of the arena when they spawn. Chirada and Suparna appear east and west, each with a Mesohigh tether that attaches to a random party member and can be passed. The caster takes the west tether, the tank with Thermal Low Thermal Low takes the east tether. This will grant Garuda Aetherially Charged Aetherially Charged and therefore Woken Woken, but it will also deal heavy damage since it triggers one mild Super Cyclone and one heavy Super Cyclone, with the caster taking the most damage. Personal mitigation is recommended for said caster.

    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 Mesohigh tethers resolve it's a guaranteed wipe (unless she's already Woken Woken). This keeps Garuda away from player AoEs.

    01:53
    01:53
    Targetable: Satin Plumes
    02:02
    02:02
    Slipstream cone AoE
    02:03
    02:03
    Eye of the Storm dynamo AoE
    02:05
    02:05
    Mesohigh ×2 chariot Tether spread
    02:05
    02:05
    Downburst cone Main tankbuster
    02:06
    02:06
    Super Cyclone Raidwide
    02:06
    02:06
    Super Cyclone Raidwide
    02:10
    02:10
    Feather Rain ×5 chariot Delayed AoE

    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 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.

    02:10
    02:10
    Target Kill Time Hint

    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 awaken them.

    02:22
    02:22
    Slipstream cone AoE

    Deals heavy damage and inflicts Stun Stun on all players in front of Garuda.

    Wait for the cast to begin, then step behind Garuda.

    02:31
    02:31
    Wicked Wheel (Woken) (+ 1 others) chariot AoE

    Moderate circle AoE centered on Garuda. Is immediately followed up by Wicked Tornado. Only when Garuda is Woken Woken.

    02:33
    02:33
    Wicked Tornado dynamo AoE

    Moderate donut AoE centered on Garuda. Same size as Wicked Wheel, but inverted. Always directly follows Wicked Wheel, but only when Garuda is Woken Woken.

    02:35
    02:35
    Downburst (Woken) cone Shared tankbuster

    Shared (two-player) tankbuster on the primary target.

    02:43
    02:43
    Slipstream cone AoE

    Deals heavy damage and inflicts Stun Stun on all players in front of Garuda.

    Wait for the cast to begin, then step behind Garuda.

    02:53
    02:53
    Untargetable: Garuda

    Garuda screams and flies away, becoming untargetable and casting her enrage.

    02:55
    02:55
    Feather Rain ×5 chariot Delayed AoE

    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 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.

    03:00
    03:00
    Aerial Blast Enrage

    Garuda enrages, killing all players.

    03:05
    00:04
    Ifrit Transition (+ 2 others) Mechanic

    Ifrit jumps into the arena on a random cardinal and prepares to cast Crimson Cyclone, a dash through the middle of the arena that deals massive damage to anyone caught in its wake.

    Just before Crimson Cyclone resolves, the entire arena gets covered in Radiant Plumes except for one safe spot at either the east or west and one safe spot at either the north or south.

    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 Sprint preemptively here or you'll need inhuman reflexes to make it to the safe spot in time.

    When Radiant Plumes spawn:

    • 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 a Radiant Plume covering it.
    03:11
    00:11
    Crimson Cyclone line AoE
    03:13
    00:12
    Radiant Plume ×10 chariot AoE
    03:16
    00:15
    Targetable: Ifrit

    Ifrit becomes targetable.

    03:19
    00:18
    Hellfire Ultimate attack

    Heavy raidwide.

    03:27
    00:26
    Vulcan Burst Knockback

    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 Eukrasian Prognosis or Succor Succor is enough to fully mitigate the damage and skip the knockback.

    03:30
    00:29
    Incinerate (+ 3 others) cone Main tankbuster

    Heavy conal tankbuster on the primary target. Inflicts Fire Resistance Down II Fire Resistance Down II.

    Despite the fact that Incinerate is unique damage invulns do work, so just invuln all three hits.

    03:30
    00:29
    Incinerate (Hit) cone Main tankbuster

    Heavy conal tankbuster on the primary target. Inflicts Fire Resistance Down II Fire Resistance Down II.

    03:33
    00:32
    Incinerate (Hit) cone Main tankbuster

    Heavy conal tankbuster on the primary target. Inflicts Fire Resistance Down II Fire Resistance Down II.

    03:37
    00:36
    Incinerate (Hit) cone Main tankbuster

    Heavy conal tankbuster on the primary target. Inflicts Fire Resistance Down II Fire Resistance Down II.

    03:40
    00:39
    Infernal Nails (+ 15 others) Mechanic

    Spawns 4 Infernal Nails in a randomly rotated trapezoid pattern. Destroying a nail deals moderate damage (Infernal Surge) and inflicts a stacking Vulnerability Up Vulnerability Up on all players. All four nails must be destroyed before Ifrit jumps away or the subsequent Hellfire deals lethal damage.

    When an Infernal Nail is hit by an Eruption it grows, gaining Vulnerability Down Vulnerability Down and Damage Up Damage Up, up to a maximum of two stacks. If a nail is destroyed at two stacks, Ifrit gains one stack of Aetherially Charged Aetherially Charged.

    Additionally, the order in which the nails are destroyed determines the order of the subsequent Crimson Cyclone dashes.

    To finish the fight, Ifrit must be Woken Woken. To do this, all nails must be hit by at least 2 Eruptions. Eruptions are baited on the two farthest players from Ifrit, so have your two ranged DPS position themselves between the edge of the arena and the two outer nails. Communicate before the pull which ranged DPS takes which of the two nails. The main tank drags Ifrit to in-between the two inner nails to allow players to cleave both inner nails and Ifrit with AoEs while also ensuring Eruptions are baited on the correct players.

    One random healer is targeted by Inferno Howl when nails spawn. If the boss's new position in-between the inner nails is relative north, this healer moves to the very edge of the arena at relative south, between the two outer nails. They will periodically explode in a big AoE (Searing Wind), instantly killing any players caught in the explosion. The explosion is large enough to clip the two outer nails, so melees must be extra careful when dealing damage to those two nails.

    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 Crimson Cyclones. (Note that, if the party has good damage, it is possible to skip those Crimson Cyclones, essentially rendering the nail kill order irrelevant. However, you should always expect to see the Crimson Cyclones.)

  • Reverse Z

    Destroy the nails in a Reverse Z order.

  • 03:44
    00:44
    Targetable: Infernal Nails
    03:49
    00:49
    Infernal Fetters Close tethers
    03:51
    00:51
    Inferno Howl Damage
    03:57
    00:56
    Eruption chariot Delayed AoE
    03:57
    00:57
    Eruption (Hit) ×2 chariot Delayed AoE
    03:59
    00:59
    Eruption (Hit) ×2 chariot Delayed AoE
    04:01
    01:01
    Eruption (Hit) ×2 chariot Delayed AoE
    04:03
    01:03
    Eruption (Hit) ×2 chariot Delayed AoE
    03:57
    00:56
    Searing Wind Knockback
    04:01*
    01:01
    Infernal Surge Raidwide
    04:02*
    01:01
    Infernal Surge Raidwide
    04:03
    01:03
    Searing Wind Knockback
    04:07*
    01:06
    Infernal Surge Raidwide
    04:09
    01:09
    Searing Wind Knockback
    04:12*
    01:12
    Infernal Surge Raidwide
    04:14
    01:14
    Untargetable: Ifrit

    Ifrit jumps away, becoming untargetable.

    04:18
    01:18
    Targetable: Ifrit

    Ifrit returns to the arena.

    04:22
    01:21
    Hellfire Ultimate attack

    Heavy raidwide. Deals lethal damage if any Infernal Nail was left alive.

    04:30
    01:29
    Inferno Howl Damage

    Inflicts a random healer with Searing Wind Searing Wind, causing them to periodically explode and kill all nearby players.

    If a healer is already inflicted with Searing Wind Searing Wind, this is guaranteed to target the other healer. If all available healers are dead, targets a random DPS instead.

    04:36
    01:35
    Eruption (+ 4 others) chariot Delayed AoE

    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 Vulnerability Down and Damage Up Damage Up, up to a maximum of two stacks.

    Players with Searing Wind Searing Wind can never be selected for Eruption, even if they're farther than anyone else.

    04:36
    01:35
    Eruption (Hit) ×2 chariot Delayed AoE
    04:38
    01:37
    Eruption (Hit) ×2 chariot Delayed AoE
    04:40
    01:39
    Eruption (Hit) ×2 chariot Delayed AoE
    04:42
    01:41
    Eruption (Hit) ×2 chariot Delayed AoE
    04:36
    01:35
    Searing Wind Knockback

    A player with Searing Wind Searing Wind explodes, knocking all players (apart from themselves) caught in the explosion into the wall.

    04:42
    01:41
    Searing Wind Knockback

    A player with Searing Wind Searing Wind explodes, knocking all players (apart from themselves) caught in the explosion into the wall.

    04:43
    01:42
    Crimson Cyclone ×2 line AoE

    Ifrit's clones dash across the arena, dealing massive damage to anyone caught in the dash. This always hits cardinals.

    04:48
    01:47
    Searing Wind Knockback

    A player with Searing Wind Searing Wind explodes, knocking all players (apart from themselves) caught in the explosion into the wall.

    04:48
    01:47
    Inferno Howl Damage

    Inflicts a random healer with Searing Wind Searing Wind, causing them to periodically explode and kill all nearby players.

    If a healer is already inflicted with Searing Wind Searing Wind, this is guaranteed to target the other healer. If all available healers are dead, targets a random DPS instead.

    04:54
    01:53
    Searing Wind ×2 Knockback

    A player with Searing Wind Searing Wind explodes, knocking all players (apart from themselves) caught in the explosion into the wall.

    04:56
    01:55
    Target Kill Time Hint

    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 awaken them.

    04:58
    01:58
    Flaming Crush chariot Stack

    Targeted stack on a random, marked player. Can never target a healer.

    If Ifrit is Woken Woken, this inflicts a DoT (Accursed Flame Accursed Flame) on all players inside the stack.

    05:00
    01:59
    Searing Wind ×2 Knockback

    A player with Searing Wind Searing Wind explodes, knocking all players (apart from themselves) caught in the explosion into the wall.

    05:02
    02:02
    Ifrit Dashes (+ 8 others) Mechanic

    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 Crimson Cyclone. If Ifrit is Woken Woken by this point, his Crimson Cyclone will be the woken version (with a follow-up). The other three Ifrits will only use the normal version of Crimson Cyclone without the follow-up.

    The order that the Ifrits use their Crimson Cyclone in is also based on the Infernal Nails – specifically their kill order. As an example, if there was a nail east, southeast, southwest, and north, and they were killed in the recommended order (in this case southwest, north, southeast, east), then the first Ifrit using Crimson Cyclone will be southwest, the second one north, the third southeast, and the last one east. One of them will randomly be the real (Woken Woken) Ifrit.

    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 Hellfire.

    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 Woken Ifrit, across from him, or at a 90° angle from him, after he dashes.

    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 Searing Wind healer will perform the same dodge, but directly across from the party on the opposite side of the arena.

  • Examples

  • 05:02
    02:02
    Untargetable: Ifrit
    05:06
    02:05
    Searing Wind Knockback
    05:10
    02:09
    Crimson Cyclone line AoE
    05:11
    02:10
    Crimson Cyclone line AoE
    05:12
    02:11
    Searing Wind Knockback
    05:12
    02:12
    Crimson Cyclone line AoE
    05:14
    02:13
    Crimson Cyclone line AoE
    05:18
    02:17
    Targetable: Ifrit
    05:18
    02:17
    Searing Wind Knockback

    A player with Searing Wind Searing Wind explodes, knocking all players (apart from themselves) caught in the explosion into the wall.

    05:22
    02:22
    Incinerate (+ 3 others) cone Main tankbuster

    Heavy conal tankbuster on the primary target. Inflicts Fire Resistance Down II Fire Resistance Down II.

    Despite the fact that Incinerate is unique damage invulns do work, so just invuln all three hits.

    05:22
    02:22
    Incinerate (Hit) cone Main tankbuster

    Heavy conal tankbuster on the primary target. Inflicts Fire Resistance Down II Fire Resistance Down II.

    05:25
    02:25
    Incinerate (Hit) cone Main tankbuster

    Heavy conal tankbuster on the primary target. Inflicts Fire Resistance Down II Fire Resistance Down II.

    05:29
    02:29
    Incinerate (Hit) cone Main tankbuster

    Heavy conal tankbuster on the primary target. Inflicts Fire Resistance Down II Fire Resistance Down II.

    05:38
    02:37
    Eruption (+ 4 others) chariot Delayed AoE

    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 Vulnerability Down and Damage Up Damage Up, up to a maximum of two stacks.

    Players with Searing Wind Searing Wind can never be selected for Eruption, even if they're farther than anyone else.

    05:38
    02:38
    Eruption (Hit) ×2 chariot Delayed AoE
    05:40
    02:40
    Eruption (Hit) ×2 chariot Delayed AoE
    05:42
    02:42
    Eruption (Hit) ×2 chariot Delayed AoE
    05:44
    02:44
    Eruption (Hit) ×2 chariot Delayed AoE
    05:48
    02:47
    Flaming Crush chariot Stack

    Targeted stack on a random, marked player. Can never target a healer.

    If Ifrit is Woken Woken, this inflicts a DoT (Accursed Flame Accursed Flame) on all players inside the stack.

    05:51
    02:50
    Untargetable: Ifrit

    Ifrit becomes untargetable and prepares to cast its enrage.

    05:58
    02:57
    Hellfire Enrage

    Ifrit becomes untargetable and casts Hellfire again, wiping the party.

    06:00
    00:02
    Geocrush Proximity

    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.

    06:03
    00:04
    Targetable: Titan

    Titan becomes targetable.

    06:06
    00:07
    Earthen Fury Ultimate attack

    Heavy raidwide.

    06:14
    00:15
    Rock Buster (+ 1 others) cone Main tankbuster

    Deals heavy damage to the primary target and any players near them. Is immediately followed up with Mountain Buster.

    06:17
    00:18
    Mountain Buster cone Main tankbuster

    Deals massive damage to the primary target and any players near them.

    06:21
    00:23
    Weight of the Land (+ 2 others) chariot Delayed AoE

    Spawns 2 (3 when Woken Woken) back-to-back sets of AoEs under 4 random players' feet.

    06:22
    00:24
    Weight of the Land (Hit) ×4 chariot Delayed AoE
    06:25
    00:27
    Weight of the Land (Hit) ×4 chariot Delayed AoE
    06:25
    00:27
    Untargetable: Titan

    Titan faces a random cardinal and jumps away.

    06:31
    00:32
    Geocrush Proximity

    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.

    06:33
    00:35
    Targetable: Titan

    Titan becomes targetable again.

    06:34
    00:35
    Gaols (+ 12 others) Mechanic

    Titan returns to the arena and immediately begins casting Upheaval. At the same time, five bomb boulders drop onto the opposite side of the arena with Bury and begin casting Burst. There is always one empty spot slightly to the left or to the right where a bomb boulder is missing.

    When the Upheaval cast completes, all players are stunned stunned and knocked away from Titan's position. The knockback is approximately the entire diameter of the safe zone of the arena, minus the radius of Titan's hitbox. Burst resolves shortly after players' Stun Stun expires, leaving time for only a small microadjustment.

    Afterwards, three random players are visibly targeted for Rock Throw as Titan casts Landslide. Another bomb boulder drops into the empty spot from before at this time, killing any player still there (Bury) and begins casting Burst. The three selected players are encased in a Granite Gaol immediately after Landslide. Titan then casts another Landslide, which the Granite Gaol players are now immune to.

    The Granite Gaols immediately begin casting Granite Impact. If this cast is permitted to complete, the party wipes. However, if a Granite Gaol is hit by the last bomb boulder's Burst, it is destroyed immediately and the encased player freed. At the same time, the bomb boulder drops a puddle of Sludge Sludge and destroys any other bomb boulder in its proximity, leading to the same result.

    The puddles inflict Sludge Sludge if players dwell within it after being freed. Sludge Sludge is a lethal DoT whose ticks cannot be survived. If Titan dwells within a Sludge Sludge puddle, he gains one stack of Aetherially Charged Aetherially Charged every tick (3 seconds) until 4 stacks, at which point he becomes Woken Woken. This is the only point in the fight where a Sludge Sludge puddle can be created.

    The main tank cannot be targeted by Rock Throw.

    After Geocrush, immediately run towards Titan to avoid being hit by any of the bomb boulders' Burys. Center yourself on Titan's frontal hitbox arrow, then look backwards to see if the safe spot (where a bomb boulder is missing) is left or right, then slightly inch towards that side while remaining on the edge of Titan's hitbox. If positioned correctly, Upheaval will knock you directly into the safe spot. After being unstunned, walk forward out of the safe spot immediately to avoid being hit by the Bury of the next bomb boulder that drops directly into this safe spot. Walk directly forward on the side that you're on; do not walk towards Titan through the center of the arena, as this has the chance to bait a Landslide directly through the center of the arena, which will make it difficult for the Rock Throw players to position themselves correctly.

    To awaken Titan, it is now necessary for the three players targeted by Rock Throw to form a straight line between the last bomb boulder and Titan. The player closest to the bomb boulder must ensure they get gaoled within the radius of Burst. The second player must ensure they're within the radius of the first player's Granite Gaol, and the third player must ensure they're within the radius of the second player's Granite Gaol while also ensuring Titan is within the radius of their own Granite Gaol.

    Resolving this presents three difficulties:

    First, a very small amount of time passes between players being targeted for Rock Throw and being encased in their Granite Gaol. This means that players cannot spend any time thinking about what to do or where to go. It must be a snap judgment.

    Second, since the Rock Throw assignment is completely random and not role-based, the party must establish a system whereby there is no ambiguity between who goes to which of the three possible spots, as there is no time to communicate or coordinate in any meaningful way here. It is strongly recommended to use a macro that applies a number marker to yourself if you get targeted by Rock Throw. A correctly written macro will apply the first number to your head that is not already taken by another player or enemy. However, Party Finder generally uses third-party tools to assign a number to each player.

    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 Burst. Failing to position yourself ensures a very delayed wipe, as it is nigh impossible to kill all three Gaols before they're able to cast Granite Impact, and the encased players are invulnerable until then. Even if the three players are freed by Burst and Freefire, Titan must already be standing in the third Sludge Sludge puddle as he is cast-locked until the Sludge Sludge puddles have disappeared. It is not enough for Titan's hitbox to be clipped by the puddle; a significant portion of his hitbox must intersect the puddle.

    • 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, the Rock Throw players should wait until the Landslide 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 the Rock Throw assignment goes out before Burst, meaning that if a player dies to Burst who was selected for Rock 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 the Rock 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

  • 06:36
    00:38
    Bury ×5 chariot AoE
    06:39
    00:41
    Upheaval Knockback
    06:41
    00:43
    Rock Throw ×3 Status application
    06:42
    00:43
    Burst ×5 chariot AoE
    06:44
    00:46
    Bury chariot AoE
    06:46
    00:47
    Landslide ×5 line AoE
    06:48
    00:50
    Targetable: Granite Gaols
    06:50
    00:51
    Burst chariot AoE
    06:50*
    00:52
    Freefire chariot AoE
    06:50
    00:52
    Landslide ×5 line AoE
    06:51*
    00:52
    Freefire chariot AoE
    06:51*
    00:53
    Freefire chariot AoE
    06:52
    00:54
    8× Tumults (+ 8 others) Raidwide

    Titan casts eight back-to-back raidwides, each dealing moderate damage.

    06:52
    00:54
    Tumult Raidwide
    06:53
    00:55
    Tumult Raidwide
    06:54
    00:56
    Tumult Raidwide
    06:56
    00:57
    Tumult Raidwide
    06:57
    00:58
    Tumult Raidwide
    06:58
    00:59
    Tumult Raidwide
    06:59
    01:00
    Tumult Raidwide
    07:00
    01:02
    Tumult Raidwide
    06:55*
    00:57
    Granite Impact Enrage

    If any Granite Gaols are still alive by this point, they enrage and wipe the party.

    07:08
    01:09
    Weight of the Land (+ 2 others) chariot Delayed AoE

    Spawns 2 (3 when Woken Woken) back-to-back sets of AoEs under 4 random players' feet.

    07:08
    01:10
    Weight of the Land (Hit) ×4 chariot Delayed AoE
    07:11
    01:13
    Weight of the Land (Hit) ×4 chariot Delayed AoE
    07:13
    01:15
    Landslide (Woken) ×5 (+ 1 others) line AoE

    Five telegraphed line AoEs originate from Titan, targeting a random player. Anyone hit is knocked into the wall. Is immediately followed up with Landslide (Followup), which hits in-between the first set of Landslides.

    07:15
    01:17
    Landslide (Followup) ×5 line AoE

    Five untelegraphed line AoEs originating from Titan that hit in-between the first set. Anyone hit is knocked into the wall.

    07:19
    01:21
    Untargetable: Titan

    Titan faces a random cardinal and jumps away, becoming untargetable.

    07:25
    01:26
    Geocrush Proximity

    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.

    07:27
    01:28
    Targetable: Titan

    Titan becomes targetable again.

    07:27
    01:29
    Rock Throw ×3 Status application

    Titan marks three random players. A short while later, they are entrapped within a Granite Gaol and inflicted with Fetters Fetters. The Gaol then begins casting Granite Impact which wipes the party if the Gaol is not killed before it can finish its cast.

    The main tank can never be marked for Rock Throw.

    07:34
    01:36
    Targetable: Granite Gaol

    A healer is trapped in a Granite Gaol, which becomes targetable.

    07:41*
    01:43
    Granite Impact Enrage

    If the Granite Gaol is still alive by this point, it enrages and wipes the party.

    07:42
    01:43
    Landslide (Woken) ×5 (+ 1 others) line AoE

    Five telegraphed line AoEs originate from Titan, targeting a random player. Anyone hit is knocked into the wall. Is immediately followed up with Landslide (Followup), which hits in-between the first set of Landslides.

    07:44
    01:45
    Landslide (Followup) ×5 line AoE

    Five untelegraphed line AoEs originating from Titan that hit in-between the first set. Anyone hit is knocked into the wall.

    07:47
    01:48
    6× Tumults (+ 6 others) Raidwide

    Titan casts six back-to-back raidwides, each dealing moderate damage.

    07:47
    01:48
    Tumult Raidwide
    07:48
    01:49
    Tumult Raidwide
    07:49
    01:51
    Tumult Raidwide
    07:50
    01:52
    Tumult Raidwide
    07:51
    01:53
    Tumult Raidwide
    07:52
    01:54
    Tumult Raidwide
    07:54
    01:56
    Rock Buster (+ 1 others) cone Main tankbuster

    Deals heavy damage to the primary target and any players near them. Is immediately followed up with Mountain Buster.

    07:58
    01:59
    Mountain Buster cone Main tankbuster

    Deals massive damage to the primary target and any players near them.

    07:56
    01:57
    Target Kill Time Hint

    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 awaken them.

    08:04
    02:05
    Boulders (+ 14 others) Mechanic

    Bomb boulders begin to drop in the middle of the arena in a rotating pattern.

    A Weight of the Land (Woken) happens at the same time, followed by a Landslide (Woken).

    After Mountain Buster, all melees and tanks stack north and all rangeds and healers stack south to prepare for Weight of the Land (Woken) and avoid the bomb boulders that drop in the middle of the arena.

    Move as a unit for Weight of the Land (Woken). Afterwards, dodge the Landslide (Woken). Depending on where the Landslide (Woken) is baited, this could be a very uncomfortable dodge since the last Weight of the Land (Hit) has not yet resolved when the Landslide (Woken) happens, significantly limiting the safe spots. Use of Sprint is recommended.

    08:04
    02:05
    Bury chariot AoE
    08:05
    02:07
    Weight of the Land (Woken) chariot Delayed AoE
    08:06
    02:07
    Weight of the Land (Hit) ×4 chariot Delayed AoE
    08:09
    02:10
    Weight of the Land (Hit) ×4 chariot Delayed AoE
    08:12
    02:13
    Weight of the Land (Hit) ×4 chariot Delayed AoE
    08:06
    02:07
    Bury chariot AoE
    08:08
    02:09
    Bury chariot AoE
    08:09
    02:11
    Burst chariot AoE
    08:10
    02:11
    Bury chariot AoE
    08:11
    02:13
    Landslide (Woken) ×5 line AoE
    08:13
    02:15
    Landslide (Followup) ×5 line AoE
    08:11
    02:13
    Burst chariot AoE
    08:13
    02:15
    Burst chariot AoE
    08:15
    02:17
    Burst chariot AoE
    08:19
    02:21
    Rock Buster (+ 1 others) cone Main tankbuster

    Deals heavy damage to the primary target and any players near them. Is immediately followed up with Mountain Buster.

    08:22
    02:24
    Mountain Buster cone Main tankbuster

    Deals massive damage to the primary target and any players near them.

    08:28
    02:30
    Weight of the Land (Woken) (+ 3 others) chariot Delayed AoE

    Spawns 3 back-to-back sets of AoEs under 4 random players' feet. Only when Woken Woken.

    08:28
    02:30
    Weight of the Land (Hit) ×4 chariot Delayed AoE
    08:31
    02:33
    Weight of the Land (Hit) ×4 chariot Delayed AoE
    08:34
    02:36
    Weight of the Land (Hit) ×4 chariot Delayed AoE
    08:36
    02:38
    8× Tumults (+ 8 others) Raidwide

    Titan casts eight back-to-back raidwides, each dealing moderate damage.

    08:36
    02:38
    Tumult Raidwide
    08:37
    02:39
    Tumult Raidwide
    08:38
    02:40
    Tumult Raidwide
    08:39
    02:41
    Tumult Raidwide
    08:40
    02:42
    Tumult Raidwide
    08:42
    02:43
    Tumult Raidwide
    08:43
    02:44
    Tumult Raidwide
    08:44
    02:45
    Tumult Raidwide
    08:52
    02:53
    Untargetable: Titan

    Titan becomes untargetable and prepares to cast his enrage.

    08:59
    03:01
    Earthen Fury Enrage

    Titan enrages, killing all party members.

    09:08
    00:09
    Freefire ×4 Proximity

    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.

    09:11
    00:12
    Targetable: Magitek Bits

    Six magitek bits spawn around the arena and begin casting Self-detonate, which wipes the party if permitted to complete.

    The magitek bits are too spread out to AoE down, so destroying them is only realistically possible with a caster limit break 3.

    09:23*
    00:24
    Self-detonate Enrage

    If any magitek bits are still alive by this point, they enrage and wipe the party.

    Use a caster limit break 3 to destroy the magitek bits. Ensure the caster using the limit break has Beyond Limits Beyond Limits.

    09:35
    00:36
    Blight Status application

    Lahabrea appears, inflicting a 4s Down for the Count Down for the Count and 8s Doom Doom on all players. Doom Doom can only be cleansed by a healer limit break 3.

    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 sets HP type attacks, this attack does not ignore shields, which means that if a player has a shield, their HP is not set to 1 but to (1 + shield value). The shield is consumed in the process.

    Use a healer limit break 3 to cleanse Doom Doom. Ensure the healer using the limit break has Beyond Limits Beyond Limits.

    09:44
    00:45
    Targetable: Lahabrea

    Lahabrea becomes targetable.

    09:57
    00:58
    Untargetable: Lahabrea

    Lahabrea becomes untargetable.

    10:01*
    01:02
    Dark IV Enrage

    Lahabrea enrages, wiping the party.

    Use a melee limit break 3 to defeat Lahabrea and prevent him from enraging. Ensure the melee using the limit break has Beyond Limits Beyond Limits.

    10:07
    01:08
    Ultima Raidwide (LB)

    The Ultima Weapon unleashes devastation. Kills all party members not under the effect of a tank limit break 3.

    Use a tank limit break 3.

    Ultima Aether Hint

    A duty gauge subtitled "Ultima Aether" appears as the phase begins. When this gauge reaches 100 the Ultima Weapon gains Damage Up Damage Up and begins its enrage sequence as soon as it has concluded whatever it is currently doing. This means that your ultimate goal should be to keep this gauge as low as possible to delay the enrage.

    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 during Ultimate Annihilation, not Aetheric 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.
    10:51
    00:00
    Targetable: The Ultima Weapon

    The Ultima Weapon becomes targetable.

    Note that while the Ultima Weapon has the Woken Woken buff and can cast primal abilities like Landslide, it will never cast the Woken Woken versions of those abilities itself. Only the primals themselves (after being summoned by the Ultima Weapon) can cast Woken Woken abilities.

    10:55
    00:04
    Tank Purge Raidwide

    Heavy raidwide.

    10:57
    00:06
    Viscous Aetheroplasm chariot Spread

    Deals mild damage to the highest enmity player and everyone near them, and inflicts Viscous Aetheroplasm Viscous Aetheroplasm on everyone hit.

    11:04
    00:12
    Homing Lasers chariot Off tankbuster

    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 tankswap to change the target of this attack, it is only possible to do so before the Ultima Weapon has begun casting.

    11:09
    00:17
    Viscous Aetheroplasm (Stack) chariot Stack

    A player's Viscous Aetheroplasm Viscous Aetheroplasm expires, triggering an explosion that can be shared to reduce the damage.

    11:15
    00:23
    Ultimate Predation (+ 9 others) Trio

    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 with Wicked Tornado.
    • Titan aims a Landslide (Woken) in the direction that he's facing and follows up with Landslide (Followup). Notably, this Landslide is not baited towards a player.
    • Ifrit uses Crimson Cyclone (Woken) and follows up with Crimson Cyclone (Followup).
    • The Ultima Weapon uses Ceruleum Vent, a close-range AoE that kills anyone close to the Ultima Weapon.
    All mechanics are executed simultaneously, except for Ceruleum Vent which is executed two seconds later.

    Afterwards, Garuda screams for Feather Rain and the Ultima Weapon teleports back to the center of the arena, where it becomes targetable again.

    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 Wicked Tornado has a finite range (exactly equal to the size of the arena) to outrange it, allowing us to ignore Garuda entirely and focus on Ifrit and Titan. To do this, identify which intercardinal Garuda has spawned on. The two cardinals farthest from her are now the "target cardinals". If one of those two cardinals has Titan on it, ignore it and go to the other cardinal. If neither cardinal has Titan on it, then either cardinal is safe. If possible, you may wish to select the cardinal perpendicular from Ifrit. This way you don't have to worry about Crimson Cyclone (Woken).

    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 Wicked Tornado, Landslide (Followup), and Crimson Cyclone (Followup), but not Ceruleum Vent, so make sure the rune you choose is not near the Ultima Weapon.

    Before going to that rune, check if the rune will be hit by the first Crimson Cyclone (Woken) hit or a Landslide. If yes, wait until the first hit is done, then go to the rune. If not, you can go to the rune right away and wait there until you hear Garuda scream.

    • 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 a cheese, but it's likely this is actually the intended strategy. There are two reasons for this:

    • 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 outrange Wicked Tornado.
    • Dodging inside Wicked Tornado is not always possible. In all available patterns, the majority of the safe spot inside Wicked Tornado is covered by Crimson Cyclone (Followup), leaving only a small triangular safe spot inside. But in many patterns, that triangular safe spot is covered by a Landslide (Followup).
  • Examples

    Uses the fourth rune from a cardinal for an easy dodge.

  • 11:19
    00:28
    Untargetable: The Ultima Weapon
    11:30
    00:38
    Landslide (Woken) ×5 line AoE
    11:32
    00:40
    Landslide (Followup) ×5 line AoE
    11:30
    00:38
    Crimson Cyclone (Woken) line AoE
    11:32
    00:40
    Crimson Cyclone (Followup) ×2 line AoE
    11:30
    00:38
    Wicked Wheel (Woken) chariot AoE
    11:32
    00:40
    Wicked Tornado dynamo AoE
    11:32
    00:40
    Ceruleum Vent chariot AoE
    11:37
    00:45
    Feather Rain ×5 chariot Delayed AoE
    11:39
    00:47
    Targetable: The Ultima Weapon

    The Ultima Weapon reappears in the center of the arena.

    11:51
    00:59
    Post-Predation (+ 38 others) Combination

    A sequence of primal mechanics.

    • The Ultima Weapon summons Ifrit at the north of the arena, who then casts Eruption and Infernal Fetters. Like before, Eruptions are baited on the two farthest players.
    • During this, the Ultima Weapon summons Titan at the farthest intercardinal from the Ultima Weapon.
    • After Eruptions, the Ultima Weapon casts Radiant Plume, covering everything but the center of the arena.
    • Immediately after Radiant Plumes 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's Landslide 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 uses 7× Tumults.
    • During Tumults, the Ultima Weapon uses Viscous Aetheroplasm on the main tank.
    • Immediately after Titan's Tumults are finished, Garuda's sisters use Wicked Wheel.
    • Immediately after Wicked Wheel, Garuda uses Mistral Shriek, Garuda's sisters scream and fly away, baiting Feather Rains, and the Ultima Weapon casts Homing Lasers.
    • As the Homing Lasers cast completes, Garuda also screams and flies away, baiting Feather Rains.
    After this, the Ultima Weapon casts Ultimate Annihilation.

    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 bait Eruptions.
    • Rangeds converge with the rest of the party north, just outside of Radiant Plumes.
    • After Radiant Plume, immediately backpedal north to avoid the first Bury in the middle. This also baits the Ultima Weapon's Landslide north, and Titan's Landslide (who should have spawned either southwest or southeast) should be directly on top of it. Dodge both sets of Landslides 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 through Tumults, dodge Feather Rain, then dodge Feather 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 Provoke Provoke after Viscous Aetheroplasm so the main tank can invuln to solo Viscous Aetheroplasm (Stack) and Homing Lasers at the same time.
  • Example

  • 11:51
    00:59
    Eruption chariot Delayed AoE
    11:51
    01:00
    Eruption (Hit) ×2 chariot Delayed AoE
    11:53
    01:02
    Eruption (Hit) ×2 chariot Delayed AoE
    11:55
    01:04
    Eruption (Hit) ×2 chariot Delayed AoE
    11:57
    01:06
    Eruption (Hit) ×2 chariot Delayed AoE
    11:56
    01:05
    Infernal Fetters Close tethers
    12:02
    01:11
    Radiant Plume chariot AoE
    12:02
    01:11
    Bomb Boulders chariot Rotating AoEs
    12:02
    01:11
    Bury chariot AoE
    12:04
    01:13
    Bury chariot AoE
    12:07
    01:15
    Bury chariot AoE
    12:08
    01:16
    Burst chariot AoE
    12:09
    01:17
    Bury chariot AoE
    12:10
    01:18
    Burst chariot AoE
    12:11
    01:19
    Bury chariot AoE
    12:12
    01:20
    Burst chariot AoE
    12:13
    01:21
    Bury chariot AoE
    12:14
    01:22
    Burst chariot AoE
    12:16
    01:24
    Burst chariot AoE
    12:18
    01:26
    Burst chariot AoE
    12:06
    01:14
    Landslide (Woken) ×5 line AoE
    12:08
    01:16
    Landslide (Followup) ×5 line AoE
    12:07
    01:15
    Landslide ×3 line AoE
    12:11
    01:19
    7× Tumults Raidwide
    12:11
    01:19
    Tumult Raidwide
    12:12
    01:20
    Tumult Raidwide
    12:13
    01:22
    Tumult Raidwide
    12:14
    01:23
    Tumult Raidwide
    12:15
    01:24
    Tumult Raidwide
    12:17
    01:25
    Tumult Raidwide
    12:18
    01:26
    Tumult Raidwide
    12:14
    01:22
    Viscous Aetheroplasm chariot Spread
    12:19
    01:27
    Wicked Wheel ×2 chariot AoE
    12:21
    01:29
    Mistral Shriek Raidwide
    12:24
    01:33
    Feather Rain ×5 chariot Delayed AoE
    12:25
    01:33
    Viscous Aetheroplasm (Stack) chariot Stack
    12:26
    01:34
    Homing Lasers chariot Off tankbuster
    12:28
    01:36
    Feather Rain ×5 chariot Delayed AoE
    12:33
    01:42
    Ultimate Annihilation (+ 31 others) Trio

    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 Weight of the Land (Woken) are baited underneath random players while one player is targeted for Flaming Crush and another for Mesohigh. The Mesohigh tether can be passed.

    After Flaming Crush Garuda uses Eye of the Storm and the first of four Aetheroplasm orbs spawns. Each orb spawns at the northwest of the Ultima Weapon's hitbox and begins moving toward a random party member. When a player touches it, the orb explodes, dealing moderate damage to any nearby player and briefly tethering all nearby players to the Ultima Weapon. For every player tethered the duty gauge climbs by one point, and the length of the tethers between orbs during Aetheric Boom is increased.

    After the first Mesohigh resolves, Ifrit uses Inferno Howl to inflict Searing Wind Searing Wind on a random healer. After a Feather Rain another Aetheroplasm orb spawns. Titan now begins casting an unbaited Landslide (Woken) and Ifrit Crimson Cyclone (Woken). Another Aetheroplasm orb spawns, another Eye of the Storm happens, and the final Aetheroplasm orb spawns while Garuda casts out a second Mesohigh tether.

    There's a Tank Purge, another Feather Rain, and then the Ultima Weapon briefly becomes untargetable as it teleports into the center of the arena for a last Eye of the Storm.

    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 Weight of the Land appears, move directly across to the Ultima Weapon's northwest to bait another Weight of the Land, then back again. After the third Weight of the Land, have everyone split into one of four directions:

    • 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 Thermal Low Thermal Low stack from Phase 1) goes south to pick up and soak the Mesohigh tether. After Mesohigh 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 Searing Wind Searing Wind healer. Moving too far south will make it difficult to rejoin the party before Crimson Cyclone (Woken).
    • Your healers go directly west, away from everyone else. One of them will now be inflicted with Searing Wind Searing Wind. They head towards south, where the Mesohigh 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.
    At this point everyone should be directly north, except the healer with Searing Wind Searing Wind, who should be directly south. Wait for Crimson Cyclone (Woken) and then move clockwise to the next intercardinal to dodge Crimson Cyclone (Followup). Only the tank designated to soak the last two orbs moves counter-clockwise instead. If you do this dodge, you can ignore Titan's Landslide (Woken) entirely.

    Note that the Searing Wind Searing Wind healer cannot simply dodge Crimson Cyclone (Woken) by moving clockwise. Instead, they must dodge to the southern intercardinal that doesn't have Titan on it. This can be either southwest or southeast.

    Move in to avoid Eye of the Storm and have the tank who moved counter-clockwise soak the last two orbs solo. The Searing Wind Searing Wind healer moves back south (inside the Eye of the Storm) and picks up the Mesohigh tether. Since Searing Wind Searing Wind can randomly target either healer here, it's important that both healers still have their Thermal Low Thermal Low stack. This also means that, should the Searing Wind Searing Wind healer die, the other healer can pick up the tether instead.

    Mitigate the Tank Purge, avoid the Feather Rain, step in for another Eye of the Storm, and the mechanic is over. Make sure your Searing Wind Searing Wind healer doesn't rejoin the party until their debuff has expired a short while after Eye of the Storm.

  • Example

  • 12:38
    01:46
    Untargetable: The Ultima Weapon
    12:42
    01:50
    Targetable: The Ultima Weapon
    12:45
    01:53
    Weight of the Land (Woken) chariot Delayed AoE
    12:45
    01:53
    Weight of the Land (Hit) ×4 chariot Delayed AoE
    12:48
    01:56
    Weight of the Land (Hit) ×4 chariot Delayed AoE
    12:51
    01:59
    Weight of the Land (Hit) ×4 chariot Delayed AoE
    12:47
    01:55
    Flaming Crush chariot Stack
    12:48
    01:57
    Eye of the Storm dynamo AoE
    12:50*
    01:58
    Aetheroplasm chariot AoE
    12:50
    01:59
    Mesohigh ×1 chariot Tether spread
    12:51
    01:59
    Inferno Howl Damage
    12:55
    02:03
    Feather Rain ×5 chariot Delayed AoE
    12:55*
    02:04
    Aetheroplasm chariot AoE
    12:57
    02:05
    Searing Wind Knockback
    12:59
    02:08
    Crimson Cyclone (Woken) line AoE
    13:01
    02:10
    Crimson Cyclone (Followup) ×2 line AoE
    13:00
    02:09
    Landslide (Woken) ×5 line AoE
    13:02
    02:11
    Landslide (Followup) ×5 line AoE
    13:03
    02:11
    Searing Wind Knockback
    13:05
    02:14
    Eye of the Storm dynamo AoE
    13:05*
    02:14
    Aetheroplasm chariot AoE
    13:07*
    02:16
    Aetheroplasm chariot AoE
    13:08
    02:16
    Mesohigh ×1 chariot Tether spread
    13:09
    02:17
    Searing Wind Knockback
    13:10
    02:19
    Tank Purge Raidwide
    13:12
    02:21
    Feather Rain ×5 chariot Delayed AoE
    13:14
    02:23
    Untargetable: The Ultima Weapon
    13:15
    02:23
    Searing Wind Knockback
    13:19
    02:27
    Targetable: The Ultima Weapon
    13:21
    02:29
    Searing Wind Knockback
    13:22
    02:30
    Eye of the Storm dynamo AoE
    13:26
    02:34
    Homing Lasers chariot Off tankbuster

    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 tankswap to change the target of this attack, it is only possible to do so before the Ultima Weapon has begun casting.

    13:34
    02:42
    Eye of the Storm dynamo AoE

    Wide donut around the center of the arena.

    13:37
    02:45
    Radiant Plume ×4 chariot AoE

    AoEs that cover the inside of the arena.

    13:39
    02:48
    Diffractive Laser chariot Main tankbuster

    Moderate tankbuster. Cleaves.

    13:44
    02:52
    Vulcan Burst Knockback

    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 Eukrasian Prognosis or Succor Succor is enough to fully mitigate the damage and skip the knockback.

    13:46
    02:54
    Eye of the Storm dynamo AoE

    Wide donut around the center of the arena.

    13:51
    03:00
    Homing Lasers chariot Off tankbuster

    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 tankswap to change the target of this attack, it is only possible to do so before the Ultima Weapon has begun casting.

    13:55
    03:04
    Vulcan Burst Knockback

    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 Eukrasian Prognosis or Succor Succor is enough to fully mitigate the damage and skip the knockback.

    13:58
    03:06
    Eye of the Storm dynamo AoE

    Wide donut around the center of the arena.

    13:59
    03:07
    Diffractive Laser chariot Main tankbuster

    Moderate tankbuster. Cleaves.

    14:05*
    03:14
    Ultimate Suppression (+ 30 others) Trio

    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 Ultimate Suppression would naturally be cast, the Ultima Weapon finishes its current action, then skips all remaining actions in its timeline and skips straight to Ultimate Suppression. This cannot happen before the first Homing Lasers after Ultimate Annihilation.

    After Ultimate Suppression is cast:

    • 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.
    Shortly afterwards:
    • Three random players bait four back-to-back Eruptions.
    • One of those three players is targeted for Rock Throw. They will be encased in a Granite Gaol immediately after the last Eruption has been baited, but before it explodes. The Eruption deals no damage to the Granite Gaol or the player within.
    • Two random non-Eruption players are marked for Mistral Song by Chirada and Suparna.
    • The player who is not baiting Eruptions, is not a tank, and is not marked for Mistral Song is targeted by Light Pillar. Light Pillar has no target marker of any kind.
    Tanks are never targeted for any of these mechanics.

    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 Feather Rains, one Mistral Song (Cone) (which has nothing to do with Mistral Song and is merely a large conal AoE originating from Garuda), two Aetherochemical Lasers, a Landslide (Woken) toward a random player, one last Mesohigh tether from Garuda at the northwest, a Flaming Crush, and a Tank Purge.

    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 Light Pillar which, as mentioned, targets the player who isn't targeted by anything else. To identify the Light Pillar player, it is therefore necessary to identify every Eruption player, which is not possible if two players are stacked.

    After Eruptions start, all players (except the tanks) begin to move directly across to the southeast of the arena. Avoid baiting an Eruption too close to either tank at all costs. While moving across, each player identifies the mechanic they have. There are only three possibilities:

    • 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 for Rock Throw) you rotate clockwise to avoid the last Eruption and Feather 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 soaked Mistral Song, all four players at the southwest move southeast to help out with killing the Granite Gaol. Dodge Great Whirlwind if necessary.
    • You have nothing, in which case you have Light Pillar. Pretend you have Mistral Song and follow the two other players to the tanks. Wait for Mistral Song, then move northwards to escape the Great Whirlwind while the other players move eastwards to the Granite Gaol. Alternatively, you can pretend you're an Eruption 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.
    After the Granite Gaol is destroyed, the remaining tank with Thermal Low Thermal Low moves to intercept Mesohigh at the northwest of the arena. All other players stack together close to where the Granite Gaol used to be. This baits the Landslide (Woken) towards the stack. Dodge the Landslide (Woken), then move back to where you just stacked to soak Flaming Crush and bait Feather Rain. Mitigate and heal for Tank Purge.

    It is highly recommended to dodge Landslide (Woken) towards where the Granite Gaol was, as this location will always be safe from Aetherochemical Laser in case the Ultima Weapon fires towards Titan.

  • Example

  • 14:10
    03:18
    Untargetable: The Ultima Weapon
    14:16
    03:24
    Rock Throw Status application
    14:16
    03:25
    Eruption chariot Delayed AoE
    14:17
    03:25
    Eruption (Hit) ×2 chariot Delayed AoE
    14:19
    03:27
    Eruption (Hit) ×2 chariot Delayed AoE
    14:21
    03:29
    Eruption (Hit) ×2 chariot Delayed AoE
    14:23
    03:31
    Eruption (Hit) ×2 chariot Delayed AoE
    14:20
    03:28
    Mistral Song ×2 line Interceptable attack
    14:22
    03:30
    Light Pillar chariot Chasing AoE
    14:25
    03:33
    Light Pillar (Hit) chariot Delayed AoE
    14:26
    03:34
    Light Pillar (Hit) chariot Delayed AoE
    14:27
    03:35
    Light Pillar (Hit) chariot Delayed AoE
    14:28
    03:37
    Light Pillar (Hit) chariot Delayed AoE
    14:29
    03:37
    Light Pillar (Hit) chariot Delayed AoE
    14:30
    03:39
    Light Pillar (Hit) chariot Delayed AoE
    14:22
    03:31
    Mistral Song (Cone) cone AoE
    14:25
    03:33
    Feather Rain ×5 chariot Delayed AoE
    14:26
    03:35
    Great Whirlwind ×2 chariot AoE
    14:27
    03:35
    Feather Rain ×5 chariot Delayed AoE
    14:31
    03:40
    Aetherochemical Laser line Delayed AoE
    14:35
    03:44
    Aetherochemical Laser (Hit) line AoE
    14:35
    03:43
    Landslide (Woken) ×5 line AoE
    14:37
    03:45
    Landslide (Followup) ×5 line AoE
    14:35
    03:43
    Aetherochemical Laser line Delayed AoE
    14:39
    03:47
    Aetherochemical Laser (Hit) line AoE
    14:37
    03:46
    Mesohigh ×1 chariot Tether spread
    14:38
    03:47
    Flaming Crush chariot Stack
    14:39
    03:47
    Super Cyclone Raidwide
    14:43
    03:52
    Feather Rain ×5 chariot Delayed AoE
    14:44
    03:52
    Tank Purge Raidwide
    14:50
    03:58
    Targetable: The Ultima Weapon

    The Ultima Weapon becomes targetable.

    14:55
    04:03
    Ultima Raidwide (LB)

    The Ultima Weapon unleashes devastation. Kills all party members not under the effect of a tank limit break 3.

    Use a tank limit break 3.

    15:05
    04:13
    Aetheric Boom (+ 2 others) Knockback

    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 (Aetheroplasm), dealing massive damage in a radius. The damage dealt by this attack is reduced by each player who is within the radius of the explosion. After soaking an orb in this way, both it and the orb it is tethered to disappear.

    The length of each tether is based on the Aetheroplasm soaks during Ultimate Annihilation. The more players soak each orb during Ultimate Annihilation, the longer the tether for the corresponding orb pair.

    An orb pair spawns on each intercardinal. The northwest orb pair corresponds to the first orb during Ultimate Annihilation and the rest are situated in a clockwise manner, so the northeast orb pair corresponds to the second orb, the southeast pair to the third orb, and the southwest pair to the fourth orb.

    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 Ultimate Annihilation. By having 3 players soak the first two orbs and only one player soak the last two orbs, the first two orb pairs that are soaked during Aetheric Boom have the shortest possible tether. This is fine, since both groups will soak these orbs immediately by virtue of being knocked back directly into those orbs. The tethers for the second sets of orb pairs are slightly longer to allow for healing in-between.

    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 tank limit break here, regardless of how many limit break bars you have, to make the mitigation and healing slightly easier. The heavy raidwides during Primal Roulette all but ensure that you'll have another limit break 3 before the end of the fight no matter what.

    15:09*
    04:18
    Aetheroplasm chariot Stack

    An orb belonging to an orb pair during Aetheric Boom explodes as a result of a player stepping into it, dealing heavy damage that is split between all players who soak the orb.

    15:13*
    04:21
    Aetheroplasm chariot Stack

    An orb belonging to an orb pair during Aetheric Boom explodes as a result of a player stepping into it, dealing heavy damage that is split between all players who soak the orb.

    15:26
    04:35
    Primal Roulette (+ 45 others) Mechanic

    The Ultima Weapon inflicts Viscous Aetheroplasm Viscous Aetheroplasm on three random party members, then each of the three primals briefly appears to execute one mechanic and a raidwide before leaving again.

    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 Wicked Wheel (Woken), an Aerial Blast, and leaves with a Feather Rain.

    Ifrit executes Eruptions, two Crimson Cyclones covering all cardinals, and concludes with a Hellfire.

    Titan executes Weight of the Land (Woken) and an Earthen Fury.

    Primal Roulette is relatively trivial to resolve as long as sufficient healing and mitigation is present for the raidwides. Since Ifrit's Crimson Cyclone always leaves the intercardinals safe, try to always preposition north until you know what primal you're getting, so that you don't end up baiting an Eruption on top of the intercardinal safe spot.

    15:26
    04:35
    Viscous Aetheroplasm Status application
    15:37
    04:46
    Primal Roulette (Ifrit) Mechanic
    15:37
    04:46
    Eruption chariot Delayed AoE
    15:38
    04:46
    Eruption (Hit) ×2 chariot Delayed AoE
    15:38
    04:46
    Crimson Cyclone ×2 line AoE
    15:39
    04:48
    Viscous Aetheroplasm (Stack) chariot Stack
    15:46
    04:54
    Hellfire Ultimate attack
    15:37
    04:46
    Primal Roulette (Garuda) Mechanic
    15:37
    04:46
    Wicked Wheel (Woken) chariot AoE
    15:39
    04:48
    Wicked Tornado dynamo AoE
    15:39
    04:47
    Viscous Aetheroplasm (Stack) chariot Stack
    15:44
    04:52
    Aerial Blast Ultimate attack
    15:52
    05:00
    Feather Rain ×5 chariot Delayed AoE
    15:37
    04:46
    Primal Roulette (Titan) Mechanic
    15:37
    04:46
    Weight of the Land (Woken) chariot Delayed AoE
    15:38
    04:46
    Weight of the Land (Hit) ×4 chariot Delayed AoE
    15:41
    04:49
    Weight of the Land (Hit) ×4 chariot Delayed AoE
    15:44
    04:52
    Weight of the Land (Hit) ×4 chariot Delayed AoE
    15:41
    04:49
    Viscous Aetheroplasm (Stack) chariot Stack
    15:47
    04:55
    Earthen Fury Ultimate attack
    15:58
    05:06
    Primal Roulette (Garuda) Mechanic
    15:58
    05:06
    Wicked Wheel (Woken) chariot AoE
    16:00
    05:08
    Wicked Tornado dynamo AoE
    15:59
    05:08
    Viscous Aetheroplasm (Stack) chariot Stack
    16:05
    05:13
    Aerial Blast Ultimate attack
    16:12
    05:21
    Feather Rain ×5 chariot Delayed AoE
    15:58
    05:06
    Primal Roulette (Ifrit) Mechanic
    15:58
    05:06
    Eruption chariot Delayed AoE
    15:58
    05:07
    Eruption (Hit) ×2 chariot Delayed AoE
    15:58
    05:07
    Crimson Cyclone ×2 line AoE
    16:00
    05:08
    Viscous Aetheroplasm (Stack) chariot Stack
    16:06
    05:15
    Hellfire Ultimate attack
    16:15
    05:24
    Primal Roulette (Titan) Mechanic
    16:15
    05:24
    Weight of the Land (Woken) chariot Delayed AoE
    16:16
    05:24
    Weight of the Land (Hit) ×4 chariot Delayed AoE
    16:19
    05:27
    Weight of the Land (Hit) ×4 chariot Delayed AoE
    16:22
    05:30
    Weight of the Land (Hit) ×4 chariot Delayed AoE
    16:19
    05:28
    Viscous Aetheroplasm (Stack) chariot Stack
    16:25
    05:33
    Earthen Fury Ultimate attack
    16:15
    05:24
    Primal Roulette (Garuda) Mechanic
    16:15
    05:24
    Wicked Wheel (Woken) chariot AoE
    16:17
    05:26
    Wicked Tornado dynamo AoE
    16:17
    05:25
    Viscous Aetheroplasm (Stack) chariot Stack
    16:22
    05:31
    Aerial Blast Ultimate attack
    16:30
    05:38
    Feather Rain ×5 chariot Delayed AoE
    16:29
    05:37
    Untargetable: The Ultima Weapon

    The Ultima Weapon briefly disappears as it teleports north.

    16:33
    05:41
    Targetable: The Ultima Weapon

    The Ultima Weapon reappears north.

    16:34
    05:42
    Aether Channel Mechanic

    The Ultima Weapon begins to channel aether at a rate of 2 points per second until the duty gauge has reached 100.

    17:00*
    06:08
    Citadel Siege (+ 8 others) Soft enrage

    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 stunned, pulled into the middle of the arena, lifted lifted, and instantly killed (Citadel Siege).

    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 Ultima, wiping the party.

    17:00
    06:08
    Citadel Siege Damage
    17:03
    06:11
    Citadel Siege Damage
    17:06
    06:14
    Citadel Siege Damage
    17:09
    06:17
    Citadel Siege Damage
    17:12
    06:20
    Citadel Siege Damage
    17:15
    06:23
    Citadel Siege Damage
    17:18
    06:26
    Citadel Siege Damage
    17:26
    06:34
    Sabik Enrage

    Mistral Song

    Marks a random healer. After a short delay, Garuda fires a line AoE towards that healer, dealing massive damage to the first player in line and moderate damage to all remaining players.

    A Great Whirlwind spawns 6 seconds later wherever the first player in line stood when they took the hit. This Great Whirlwind repeats again two more times in the same location.

    All future Mistral Song casts feature only a single Great Whirlwind.

  • 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 Mistral Song, so melees make sure to stay at max melee.

    After Mistral Song, drag Garuda south for Plumes and to avoid Great Whirlwind.

  • Double Mistral Song

    Feather Rain into Wicked Wheel + Eye of the Storm + 2× Mistral Song into another Feather Rain.

  • 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 Crimson Cyclone. If Ifrit is Woken Woken by this point, his Crimson Cyclone will be the woken version (with a follow-up). The other three Ifrits will only use the normal version of Crimson Cyclone without the follow-up.

    The order that the Ifrits use their Crimson Cyclone in is also based on the Infernal Nails – specifically their kill order. As an example, if there was a nail east, southeast, southwest, and north, and they were killed in the recommended order (in this case southwest, north, southeast, east), then the first Ifrit using Crimson Cyclone will be southwest, the second one north, the third southeast, and the last one east. One of them will randomly be the real (Woken Woken) Ifrit.

  • Examples

  • Infernal Nails

    Spawns 4 Infernal Nails in a randomly rotated trapezoid pattern. Destroying a nail deals moderate damage (Infernal Surge) and inflicts a stacking Vulnerability Up Vulnerability Up on all players. All four nails must be destroyed before Ifrit jumps away or the subsequent Hellfire deals lethal damage.

    When an Infernal Nail is hit by an Eruption it grows, gaining Vulnerability Down Vulnerability Down and Damage Up Damage Up, up to a maximum of two stacks. If a nail is destroyed at two stacks, Ifrit gains one stack of Aetherially Charged Aetherially Charged.

    Additionally, the order in which the nails are destroyed determines the order of the subsequent Crimson Cyclone dashes.

  • Reverse Z

    Destroy the nails in a Reverse Z order.

  • Gaols

    Titan returns to the arena and immediately begins casting Upheaval. At the same time, five bomb boulders drop onto the opposite side of the arena with Bury and begin casting Burst. There is always one empty spot slightly to the left or to the right where a bomb boulder is missing.

    When the Upheaval cast completes, all players are stunned stunned and knocked away from Titan's position. The knockback is approximately the entire diameter of the safe zone of the arena, minus the radius of Titan's hitbox. Burst resolves shortly after players' Stun Stun expires, leaving time for only a small microadjustment.

    Afterwards, three random players are visibly targeted for Rock Throw as Titan casts Landslide. Another bomb boulder drops into the empty spot from before at this time, killing any player still there (Bury) and begins casting Burst. The three selected players are encased in a Granite Gaol immediately after Landslide. Titan then casts another Landslide, which the Granite Gaol players are now immune to.

    The Granite Gaols immediately begin casting Granite Impact. If this cast is permitted to complete, the party wipes. However, if a Granite Gaol is hit by the last bomb boulder's Burst, it is destroyed immediately and the encased player freed. At the same time, the bomb boulder drops a puddle of Sludge Sludge and destroys any other bomb boulder in its proximity, leading to the same result.

    The puddles inflict Sludge Sludge if players dwell within it after being freed. Sludge Sludge is a lethal DoT whose ticks cannot be survived. If Titan dwells within a Sludge Sludge puddle, he gains one stack of Aetherially Charged Aetherially Charged every tick (3 seconds) until 4 stacks, at which point he becomes Woken Woken. This is the only point in the fight where a Sludge Sludge puddle can be created.

    The main tank cannot be targeted by Rock Throw.

  • 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 with Wicked Tornado.
    • Titan aims a Landslide (Woken) in the direction that he's facing and follows up with Landslide (Followup). Notably, this Landslide is not baited towards a player.
    • Ifrit uses Crimson Cyclone (Woken) and follows up with Crimson Cyclone (Followup).
    • The Ultima Weapon uses Ceruleum Vent, a close-range AoE that kills anyone close to the Ultima Weapon.
    All mechanics are executed simultaneously, except for Ceruleum Vent which is executed two seconds later.

    Afterwards, Garuda screams for Feather Rain and the Ultima Weapon teleports back to the center of the arena, where it becomes targetable again.

  • 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 and Infernal Fetters. Like before, Eruptions are baited on the two farthest players.
    • During this, the Ultima Weapon summons Titan at the farthest intercardinal from the Ultima Weapon.
    • After Eruptions, the Ultima Weapon casts Radiant Plume, covering everything but the center of the arena.
    • Immediately after Radiant Plumes 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's Landslide 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 uses 7× Tumults.
    • During Tumults, the Ultima Weapon uses Viscous Aetheroplasm on the main tank.
    • Immediately after Titan's Tumults are finished, Garuda's sisters use Wicked Wheel.
    • Immediately after Wicked Wheel, Garuda uses Mistral Shriek, Garuda's sisters scream and fly away, baiting Feather Rains, and the Ultima Weapon casts Homing Lasers.
    • As the Homing Lasers cast completes, Garuda also screams and flies away, baiting Feather Rains.
    After this, the Ultima Weapon casts Ultimate Annihilation.
  • 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 Weight of the Land (Woken) are baited underneath random players while one player is targeted for Flaming Crush and another for Mesohigh. The Mesohigh tether can be passed.

    After Flaming Crush Garuda uses Eye of the Storm and the first of four Aetheroplasm orbs spawns. Each orb spawns at the northwest of the Ultima Weapon's hitbox and begins moving toward a random party member. When a player touches it, the orb explodes, dealing moderate damage to any nearby player and briefly tethering all nearby players to the Ultima Weapon. For every player tethered the duty gauge climbs by one point, and the length of the tethers between orbs during Aetheric Boom is increased.

    After the first Mesohigh resolves, Ifrit uses Inferno Howl to inflict Searing Wind Searing Wind on a random healer. After a Feather Rain another Aetheroplasm orb spawns. Titan now begins casting an unbaited Landslide (Woken) and Ifrit Crimson Cyclone (Woken). Another Aetheroplasm orb spawns, another Eye of the Storm happens, and the final Aetheroplasm orb spawns while Garuda casts out a second Mesohigh tether.

    There's a Tank Purge, another Feather Rain, and then the Ultima Weapon briefly becomes untargetable as it teleports into the center of the arena for a last Eye of the Storm.

  • 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 Ultimate Suppression would naturally be cast, the Ultima Weapon finishes its current action, then skips all remaining actions in its timeline and skips straight to Ultimate Suppression. This cannot happen before the first Homing Lasers after Ultimate Annihilation.

    After Ultimate Suppression is cast:

    • 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.
    Shortly afterwards:
    • Three random players bait four back-to-back Eruptions.
    • One of those three players is targeted for Rock Throw. They will be encased in a Granite Gaol immediately after the last Eruption has been baited, but before it explodes. The Eruption deals no damage to the Granite Gaol or the player within.
    • Two random non-Eruption players are marked for Mistral Song by Chirada and Suparna.
    • The player who is not baiting Eruptions, is not a tank, and is not marked for Mistral Song is targeted by Light Pillar. Light Pillar has no target marker of any kind.
    Tanks are never targeted for any of these mechanics.

    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 Feather Rains, one Mistral Song (Cone) (which has nothing to do with Mistral Song and is merely a large conal AoE originating from Garuda), two Aetherochemical Lasers, a Landslide (Woken) toward a random player, one last Mesohigh tether from Garuda at the northwest, a Flaming Crush, and a Tank Purge.

  • Example