HoH 81-90

Don’t forget to use a pomander of raising at the start of the set. More cannot be found here, unfortunately. Be very careful if you’re going for hoards!

Floors 84-86 are the worst, mainly due to Shinzei patrols that nobody wants to fight. These are usually good candidates for flight/alteration/petrification/magicite.

Floors 87-89 are known to have a lot of landmines. Tanks especially can use pomander of sight on these floors to take advantage of this.

Enemy Details

Heavenly Garula (Buffalo)

Vulnerabilities:
Immune to bind Immune to heavy Immune to sleep Vulnerable to slow Immune to stun
AbilityPotencyEffect
Rush Physical damage 130 instant gap closer; used immediately on pull
Heave Physical damage 800 telegraphed conal AoE
Disorienting Groan Large or untelegraphed pointblank AoE Magic damage 300 telegraphed large pointblank AoE; inflicts vulnerability up (25%, 30s); can be LoSed
Earthquake Large or untelegraphed pointblank AoE Magic damage 50 (x6) stands in place and does 6 stomps, each an untelegraphed huge pointblank AoE; can be LoSed

Notes

  • You can duck behind a corner as it uses Rush to steer it into the wall. You'll still take damage, but it can give you a chance to heal before it's in range to auto-attack
  • If LoSing Earthquake, you can peek out between stomps for uptime, but the timing is weird. Damage is applied when it hits the ground as expected, but it snapshots your position earlier, as its feet come off the ground

Heavenly Mukai-inu (Chimera)

Vulnerabilities:
Immune to bind Immune to heavy Vulnerable to sleep Vulnerable to slow Immune to stun
AbilityPotencyEffect
The Dragon's Voice Large or untelegraphed donut AoE Magic damage 800 untelegraphed donut AoE - get IN. Inflicts electrocution (magic DoT potency 50, 30s) and paralysis (30s). Can be interrupted
The Ram's Voice Large or untelegraphed pointblank AoE Magic damage 800 untelegraphed pointblank AoE - get OUT. Inflicts frostbite (magic DoT potency 50?) and deep freeze. Can be interrupted
The Dragon's Breath Unique damage 600 telegraphed conal AoE; inflicts paralysis (15s)
The Lion's Breath Unique damage 600 telegraphed conal AoE; inflicts burns (unique DoT potency 50, 21s)
The Ram's Breath Unique damage 600 telegraphed conal AoE; inflicts heavy (10s)

Notes

  • These mostly just spam abilities, doing very little auto-attack damage
  • Try to stand behind it during Dragon's Voice and Breath attacks to delay its next auto-attack
  • Voice and Breath abilities are all treated as spells, so an impeding trap can interrupt one in an emergency

Heavenly Rowan (Gorilla)

Vulnerabilities:
Immune to bind Immune to heavy Vulnerable to sleep Vulnerable to slow Immune to stun
AbilityPotencyEffect
Browbeat Physical damage 110 instant
Ripe Banana Unclassified dangerous ability n/a grants physical damage up (100%, 15s) to self and heals ~15% of max HP; only used out of combat. After using this, it will use Chest Thump every few seconds until the buff expires
Chest Thump Out of combat ability Magic damage 30 huge 1.5 room instant AoE that inflicts physical vulnerability up (5% per stack, max 8 stacks, 8s). Only used out of combat during Ripe Banana

Notes

  • Hits hard, and doesn't stop to use abilities so the damage is constant
  • DO NOT pull while it has the attack bonus
  • Be very careful fighting other enemies nearby

Heavenly Gozu

Vulnerabilities:
Immune to bind Immune to heavy Vulnerable to sleep Vulnerable to slow Immune to stun
AbilityPotencyEffect
11-tonze Swipe Large or untelegraphed directional AoE Physical damage 1000 untelegraphed conal AoE; can be LoSed
Hex Gaze ability n/a 360 degree gaze attack that turns you into a pig (7s) - look away!
Devour n/a instant death; only used if you've been turned into a pig

Heavenly Matanga

Vulnerabilities:
Immune to bind Immune to heavy Vulnerable to sleep Vulnerable to slow Immune to stun
AbilityPotencyEffect
Buffet Physical damage 150 instant gap closer; used immediately on pull
Spin Physical damage 900 telegraphed conal AoE
Hurl Physical damage 500 telegraphed circle AoE

Notes

  • You can duck behind a corner as it uses Buffet to steer it into the wall. You'll still take damage, but it can give you a chance to heal before it's in range to auto-attack
  • For melee jobs, try standing behind it during its casts to delay its next auto-attack

Heavenly Ryukotsu (Elephant)

Vulnerabilities:
Immune to bind Immune to heavy Vulnerable to sleep Vulnerable to slow Immune to stun
AbilityPotencyEffect
Rock of Ages Magic damage 250 telegraphed circle AoE; inflicts stun (6s); also used out of combat

Heavenly Shinzei (Suud)

Vulnerabilities:
Immune to bind Immune to heavy Vulnerable to sleep Vulnerable to slow Immune to stun
AbilityPotencyEffect
Body Blow Physical damage 100 instant; inflicts concussion (physical DoT potency 20, 15s)
Anoxic Breath Magic damage 800 telegraphed conal AoE; inflicts knockback
Thunder II Magic damage 80 + 30x3 circle AoE on marked target hitting 3 times after the initial cast; inflicts electrocution (magic DoT potency 10, 30s) on each hit; can be interrupted

Heavenly Ryujin

Vulnerabilities:
Immune to bind Immune to heavy Vulnerable to sleep Vulnerable to slow Vulnerable to stun
AbilityPotencyEffect
Straight Punch Physical damage 130 instant
Firewater Magic damage 800 telegraphed circle AoE; inflicts burns
Elbow Drop Large or untelegraphed directional AoE Physical damage 400 untelegraphed backward conal AoE; inflicts stun (6s); used if someone is behind

Notes

  • Elbow Drop can be baited to delay its auto-attacks; just don't get hit by it!

Heavenly Hitotsume (Cyclops)

Vulnerabilities:
Immune to bind Immune to heavy Vulnerable to sleep Vulnerable to slow Immune to stun
AbilityPotencyEffect
Glower Large or untelegraphed directional AoE Magic damage 900 untelegraphed wide line AoE inflicting paralysis - get to the side or behind
100-tonze Swing Large or untelegraphed pointblank AoE Physical damage 1000 untelegraphed pointblank AoE inflicting knockback - get away; can also be LoSed

Heavenly Araragi (Goobbue)

Vulnerabilities:
Immune to bind Immune to heavy Vulnerable to sleep Vulnerable to slow Immune to stun
AbilityPotencyEffect
Goobbue's Grief Magic damage 50 untelegraphed pointblank AoE; inflicts stacking poison (magic DoT potency 15 per stack, 30s); used frequently; can be LoSed
Moldy Phlegm Magic damage 1200 telegraphed circle AoE; inflicts disease
Inhale Draw-in, knockback, heavy, or other movement-affecting status n/a instant conal AoE draw-in
Moldy Sneeze Large or untelegraphed directional AoE Magic damage 800 telegraphed conal AoE; inflicts disease. Used immediately after Inhale; actual AoE may be wider than the telegraph - get behind!

Notes

  • Rotation:
    • Goobbue's Grief
    • Moldy Phlegm
    • Goobbue's Grief
    • Inhale + Moldy Sneeze
    • Goobbue's Grief
    • Time for roughly 3 auto-attacks before it restarts (another Goobbue's Grief)

Heavenly Enko

Vulnerabilities:
Immune to bind Immune to heavy Vulnerable to sleep Vulnerable to slow Vulnerable to stun
AbilityPotencyEffect
Straight Punch Physical damage 130 instant
Plain Pound Physical damage 1000 telegraphed circle AoE
Flex n/a enrage; grants physical damage up (200%, 1m) to self; used about 1 minute after pull

Heavenly Koki

Vulnerabilities:
Immune to bind Immune to heavy Vulnerable to sleep Vulnerable to slow Immune to stun
AbilityPotencyEffect
Spiral Spin Large or untelegraphed donut AoE Magic damage 1000 telegraphed donut AoE
Vile Utterance Magic damage 1000 telegraphed narrow but long conal AoE
Blood Moon Magic damage 50 untelegraphed huge pointblank AoE; inflicts vulnerability up (5%? per stack, 30s). Can be LoSed, and fully shielding the damage also blocks the vulnerability up

Notes

  • If you let it do one auto-attack after Vile Utterance and then duck behind a corner, you should avoid the vulnerability up

Heavenly Rakshasa (Manticore)

Vulnerabilities:
Immune to bind Immune to heavy Vulnerable to sleep Vulnerable to slow Immune to stun
AbilityPotencyEffect
Wild Charge Physical damage 130 instant gap closer; used immediately on pull, and again when its damage down debuff (see next ability) wears off
Bloodboil n/a grants damage up (20%, 30s) to self; used immediately after Wild Charge. When the buff expires, it changes to a physical damage down debuff (60%, 30s)
Ripper Claw Large or untelegraphed directional AoE Physical damage 600 untelegraphed conal AoE - get away or behind
Fireball Magic damage 400 telegraphed circle AoE

Quivering Coffer (Mimic)

Vulnerabilities:
Immune to bind Immune to heavy Immune to sleep Immune to slow Immune to stun
AbilityPotencyEffect
Malice n/a inflicts pox (magic DoT potency 5, 10m); can be interrupted
Deathtrap Physical damage 300 telegraphed pointblank AoE

Notes

  • Sometimes found in gold chests
  • Pomander of Alteration transforms all enemies in a random room on the next floor into either mimics or mandragoras

Job-Specific Notes:

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Difficulty: Easy

  • Use TBN for the pull
  • Stand behind during Earthquake

Difficulty: Easy

  • Stand behind during Earthquake

Difficulty: Medium

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Easy

  • Stand behind during Earthquake

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Unrated

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Difficulty: Unrated

Difficulty: Unrated

Difficulty: Easy

  • Stand behind during Earthquake

Difficulty: Unrated

Difficulty: Unrated

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Difficulty: Unrated

Difficulty: Easy

  • Can interrupt a Ram's Voice for uptime

Difficulty: Easy

  • Can interrupt a Ram's Voice for uptime

Difficulty: Easy

  • Try to always stay at a medium range, so it's easy to move in or out when necessary. A bit of range will help to avoid some auto-attacks too
  • Can interrupt a Voice if you need to, but save for emergencies (avoiding another patrol, etc.)

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Easy

  • Can interrupt a Ram's Voice for uptime

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Easy

  • Can interrupt a Ram's Voice for uptime

Difficulty: Unrated

Difficulty: Unrated

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Difficulty: Unrated

Difficulty: Medium

  • Steel recommended if gloom

Difficulty: Medium

  • Requires good use of defensive cooldowns and potions
  • Steel recommended if gloom

Difficulty: Hard

  • Steel required

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Medium

  • Steel recommended

Difficulty: Unrated

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Difficulty: Medium

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Difficulty: Easy

  • A good time to use TBN is right after his second ability use (he will usually do 11-tonze Swipe followed by Hex, but sometimes it's reversed)

Difficulty: Easy

Difficulty: Easy

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Easy

Difficulty: Unrated

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Difficulty: Easy

Difficulty: Unrated

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Difficulty: Unrated

Difficulty: Easy

  • Use TBN for the pull

Difficulty: Easy

Difficulty: Easy

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Easy

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Difficulty: Easy

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Difficulty: Unrated

Difficulty: Easy

  • A good time to use TBN is right after a Rock of Ages cast

Difficulty: Easy

Difficulty: Easy

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Difficulty: Unrated

Difficulty: Easy

Difficulty: Unrated

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Difficulty: Easy

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Difficulty: Medium

  • Steel recommended
  • Don't interrupt Thunder II as it does less damage than its other attacks. Mitigate with Dark Mind instead

Difficulty: Medium

  • Don't interrupt Thunder II as it does less damage than its other attacks. Mitigate instead

Difficulty: Extreme

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Hard

  • Steel recommended
  • Don't interrupt Thunder II as it does less damage than its other attacks

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Hard

  • Steel recommended
  • Don't interrupt Thunder II as it does less damage than its other attacks

Difficulty: Unrated

Difficulty: Unrated

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Difficulty: Unrated

Difficulty: Medium

  • Can be scary without steel
  • Force enemy downtime by moving behind after firewater to bait elbow drop. Move behind again and save TBN for the auto-attack chain after

Difficulty: Unrated

Difficulty: Hard

  • Steel recommended

Difficulty: Unrated

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Difficulty: Medium

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Difficulty: Easy

Difficulty: Easy

  • Can be time-consuming to fight due to dodging AoE

Difficulty: Easy

  • Easiest thing you can fight in this set

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Easy

  • Can be time-consuming to fight due to dodging AoE

Difficulty: Unrated

Difficulty: Unrated

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Difficulty: Easy

  • Can be time-consuming to fight due to dodging AoE

Difficulty: Unrated

Difficulty: Unrated

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Difficulty: Unrated

Difficulty: Unrated

Difficulty: Easy if you can LoS Goobbue's Grief well

  • Use TBN during Goobue's Grief

Difficulty: Easy if you can LoS Goobbue's Grief well

Difficulty: Easy if you can LoS Goobbue's Grief well

  • Steel and/or burst recommended if you can't LoS well

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Easy if you can LoS Goobbue's Grief well

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Unrated

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Difficulty: Unrated

Difficulty: Unrated

Difficulty: Easy if you can LoS Goobbue's Grief well

Difficulty: Unrated

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Difficulty: Medium - 'Remembering to stun on cooldown helps with reducing damage.'

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Difficulty: Extreme

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Difficulty: Medium

  • Steel recommended

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Difficulty: Medium

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Difficulty: Easy

Difficulty: Easy

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Difficulty: Easy

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Difficulty: Easy

Difficulty: Unrated

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Difficulty: Unrated

Difficulty: Unrated

Difficulty: Easy

  • Use TBN for the pull

Difficulty: Unrated

Difficulty: Medium

  • Have heals ready - these hit HARD while the damage bonus is up

Difficulty: Unrated

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Difficulty: Medium

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Difficulty: Medium

  • Steel recommended if gloom

Difficulty: Medium

Difficulty: Hard

  • Steel required

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Hard

  • Steel recommended

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Unrated

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Difficulty: Medium

Difficulty: Unrated

Enemies

1 2 3 4 5 6 7 8 9 ! Name Warnings AST BLM BRD DNC DRG DRK GNB MCH MNK NIN PLD RDM RPR SAM SCH SGE SMN WAR WHM HP AA Vulnerabilities
Patrol Patrol Patrol Patrol Sight agro Heavenly Garula (Buffalo) Large or untelegraphed pointblank AoE ? ? ? ? ? Easy Easy Medium ? ? Easy ? ? ? ? ? ? Easy ? 62K 5858 Immune to bind Immune to heavy Immune to sleep Vulnerable to slow Immune to stun
Proximity agro Heavenly Mukai-inu (Chimera) Large or untelegraphed donut AoE Large or untelegraphed pointblank AoE ? ? ? ? ? Easy Easy Easy ? ? Easy ? ? ? ? ? ? Easy ? 64K 6070 Immune to bind Immune to heavy Vulnerable to sleep Vulnerable to slow Immune to stun
Sight agro Heavenly Rowan (Gorilla) Out of combat ability Unclassified dangerous ability ? ? ? ? ? Medium Medium Hard ? ? Medium ? ? ? ? ? ? Medium ? 60K 5564 Immune to bind Immune to heavy Vulnerable to sleep Vulnerable to slow Immune to stun
Sight agro Heavenly Gozu Large or untelegraphed directional AoE Gaze ability ? ? ? ? ? Easy Easy Easy ? ? Easy ? ? ? ? ? ? Easy ? 60K 5564 Immune to bind Immune to heavy Vulnerable to sleep Vulnerable to slow Immune to stun
Sight agro Heavenly Matanga ? ? ? ? ? Easy Easy Easy ? ? Easy ? ? ? ? ? ? Easy ? 60K 5564 Immune to bind Immune to heavy Vulnerable to sleep Vulnerable to slow Immune to stun
Sight agro Heavenly Ryukotsu (Elephant) ? ? ? ? ? Easy Easy Easy ? ? Easy ? ? ? ? ? ? Easy ? 60K 5564 Immune to bind Immune to heavy Vulnerable to sleep Vulnerable to slow Immune to stun
Patrol Patrol Patrol Sight agro Heavenly Shinzei (Suud) ? ? ? ? ? Medium Medium Extreme ? ? Hard ? ? ? ? ? ? Hard ? 62K 5841 Immune to bind Immune to heavy Vulnerable to sleep Vulnerable to slow Immune to stun
Sight agro Heavenly Ryujin Large or untelegraphed directional AoE ? ? ? ? ? Medium ? Hard ? ? Medium ? ? ? ? ? ? Medium ? 60K 5564 Immune to bind Immune to heavy Vulnerable to sleep Vulnerable to slow Vulnerable to stun
Sight agro Heavenly Hitotsume (Cyclops) Large or untelegraphed directional AoE Large or untelegraphed pointblank AoE ? ? ? ? ? Easy Easy Easy ? ? Easy ? ? ? ? ? ? Easy ? 60K 5564 Immune to bind Immune to heavy Vulnerable to sleep Vulnerable to slow Immune to stun
Sight agro Heavenly Araragi (Goobbue) Large or untelegraphed directional AoE Draw-in, knockback, heavy, or other movement-affecting status ? ? ? ? ? Easy* Easy* Easy* ? ? Easy* ? ? ? ? ? ? Easy* ? 59K 3872 Immune to bind Immune to heavy Vulnerable to sleep Vulnerable to slow Immune to stun
Sight agro Heavenly Enko ? ? ? ? ? Medium* ? Extreme ? ? Medium ? ? ? ? ? ? Medium ? 57K 5047 Immune to bind Immune to heavy Vulnerable to sleep Vulnerable to slow Vulnerable to stun
Proximity agro Heavenly Koki Large or untelegraphed donut AoE ? ? ? ? ? Easy Easy Easy ? ? Easy ? ? ? ? ? ? Easy ? 58K 5257 Immune to bind Immune to heavy Vulnerable to sleep Vulnerable to slow Immune to stun
Patrol Patrol Patrol Patrol Sight agro Heavenly Rakshasa (Manticore) Large or untelegraphed directional AoE ? ? ? ? ? Easy ? Medium ? ? Medium ? ? ? ? ? ? Medium ? 62K 5890 Immune to bind Immune to heavy Vulnerable to sleep Vulnerable to slow Immune to stun
Proximity agro Quivering Coffer (Mimic) ? ? ? ? ? Medium Medium Hard ? ? Hard ? ? ? ? ? ? Medium ? 57K 7621 Immune to bind Immune to heavy Immune to sleep Immune to slow Immune to stun

Boss: Onra

AbilityPotencyEffect
Burning Rave Magic damage 1000 telegraphed circle AoE
Knuckle Press Physical damage 1500 telegraphed pointblank AoE; inflicts knockback
Aura Cannon Magic damage 1200 telegraphed wide line AoE
Ancient Quaga Unique damage 50% of max HP roomwide AoE
Meteor Impact Magic damage 100-2000 delayed proximity AoE
Subduction (orb adds) Magic damage 100 instant pointblank AoE; inflicts heavy (30s) and knockback

Notes:

  • Rotation before 85%:
    • Burning Rave
    • Knuckle Press
    • Aura Cannon
  • Rotation after 85%:
    • Ancient Quaga
    • Meteor Impact - drops proximity marker under Onra; several black orbs also spawn around the room and pulse pointblank AoEs that inflict heavy
    • Aura Cannon
    • Burning Rave - meteor drops on proximity marker, and black orbs disappear roughly when this cast starts
    • Knuckle Press
  • Melee uptime strategy:
    • Place 3 markers along the wall, using the posts for reference:
      • A by the post at 3:00
      • B 2 posts north/counter-clockwise from A
      • C 3 posts north/counter-clockwise from B (just right of the exit)
    • Do whatever for the first 15% - doesn't really matter.
    • Before Onra hits 85%, position him so that he's standing on the A marker and facing south
    • When he starts casting Ancient Quaga, go behind him. This prevents an auto-attack immediately after Ancient Quaga
    • Wait for Onra to turn around and make one auto-attack. This is important for positioning Meteor Impact
    • Immediately run just past B. You need to move right after the auto to avoid a black orb AoE. You want Onra to stop on the B marker
    • Wait for one auto-attack, then run to C, which will get you out of Aura Cannon
    • Wait for Burning Rave, then move to B
    • Wait for Knuckle Press, then move Onra back to A facing south
    • Repeat from Ancient Quaga

Job-Specific Notes:

  • No notes written

Job-Specific Kill Times

  • 11m30s with 2 strength and 1 frailty (6.0)
  • No notes written

Job-Specific Kill Times

  • 7m45s with strength (6.0)
  • No steel required with ranged strat

Job-Specific Kill Times

  • 8m45s with 7m of strength (6.55)
  • No notes written

Job-Specific Kill Times

  • 8m45s with 1 strength (6.0)
  • No notes written

Job-Specific Kill Times

  • 7m with strength and 1 frailty (6.0)
  • No notes written

Job-Specific Kill Times

  • 10m30s with 1 strength (6.28)
  • 9m45s with 2 strength (6.0)
  • No notes written

Job-Specific Kill Times

  • 10m15s with 1 strength (6.0)
  • Steel required
  • Use melee uptime strategy

Job-Specific Kill Times

  • 7m with strength (6.4)
  • No notes written

Job-Specific Kill Times

  • No times recorded
  • No notes written

Job-Specific Kill Times

  • No times recorded
  • Use melee uptime strategy
  • Steel is not required

Job-Specific Kill Times

  • 10m45s with 2 strength and 1 frailty (6.0)
  • 7m30s with 1 strength and 2 frailty (6.31)
  • No notes written

Job-Specific Kill Times

  • No times recorded
  • No notes written

Job-Specific Kill Times

  • 5m45s with strength and 2 frailty (6.0)
  • No notes written

Job-Specific Kill Times

  • 6m45s with strength and 1 frailty (6.0)
  • No notes written

Job-Specific Kill Times

  • No times recorded
  • Use melee uptime strategy
  • Steel is not required

Job-Specific Kill Times

  • 12m45s with no offensive pomanders (6.0)
  • 10m with 1 strength (7.15)
  • No notes written

Job-Specific Kill Times

  • No times recorded
  • Use melee uptime strategy
  • Steel is not required
  • Inner Strength works to nullify both the heavy and knockback from Subduction (orbs)

Job-Specific Kill Times

  • 8m15s with strength and 2 frailty (6.28)
  • 13m with no offensive poms (7.05)
  • No notes written

Job-Specific Kill Times

  • 14m15s with pox (unknown duration), and no offensive pomanders (6.0)

Warning Icons

Icon Description
Large or untelegraphed pointblank AoE Large or untelegraphed pointblank AoE
Large or untelegraphed donut AoE Large or untelegraphed donut AoE
Large or untelegraphed directional AoE Large or untelegraphed directional AoE
High damage enrage or self-destruct High damage enrage or self-destruct
Gaze ability Gaze ability
Out of combat ability Out of combat ability
Gaze ability used out of combat Gaze ability used out of combat
Draw-in, knockback, heavy, or other movement-affecting status Draw-in, knockback, heavy, or other movement-affecting status
Unclassified dangerous ability Unclassified dangerous ability