PotD 171-180

Welcome to Behemoth’s Domain! Lots of easy mobs in the first half, but the last few floors can get rough. Try to conserve poms as much as possible, but don’t be afraid to blow a flight if you’re short on time, or a raging if you get a floor with a lot of Anzus and Sasquatches, bad debuffs, etc.

Make sure to pop raising immediately, assuming you either have 3 or are not confident in your ability to clear the set. This is the last set where they drop too.

Be aware of the wall traps on these floors.

Enemy Details

Deep Palace Snowclops (Cyclops)

Vulnerabilities:
Immune to bind Vulnerable to heavy Vulnerable to sleep Vulnerable to slow Vulnerable to stun Not weak to resolution
AbilityPotencyEffect
Glower Large or untelegraphed directional AoE 300 untelegraphed wide line AoE - DO NOT stand in front
100-tonze Swing Large or untelegraphed pointblank AoE Physical damage 600? untelegraphed pointblank AoE inflicting knockback - get away

Deep Palace Bandersnatch

Vulnerabilities:
Vulnerable to bind Vulnerable to heavy Vulnerable to sleep Vulnerable to slow Vulnerable to stun Not weak to resolution
AbilityPotencyEffect
Catching Claws Physical damage 130 instant

Notes

  • Hits pretty hard
  • Doesn't stop to use any abilities, so the damage is constant

Deep Palace Bear

Vulnerabilities:
Vulnerable to bind Vulnerable to heavy Vulnerable to sleep Vulnerable to slow Vulnerable to stun Not weak to resolution
AbilityPotencyEffect
Savage Swipe Physical damage 300 telegraphed conal AoE

Deep Palace Dhalmel

Vulnerabilities:
Vulnerable to bind Vulnerable to heavy Vulnerable to sleep Vulnerable to slow Vulnerable to stun Not weak to resolution
AbilityPotencyEffect
Whiplash Physical damage 300 telegraphed conal AoE
Whistle n/a grants physical damage up (50%, 15s) to self

Deep Palace Wolf

Vulnerabilities:
Vulnerable to bind Vulnerable to heavy Vulnerable to sleep Vulnerable to slow Vulnerable to stun Not weak to resolution
AbilityPotencyEffect
Sanguine Bite Physical damage 130 instant conal AoE; absorbs 100% of damage dealt; inflicts frostbite (physical DoT potency 50, 12s)

Notes

  • Hits pretty hard
  • Doesn't stop to use any abilities, so the damage is constant

Deep Palace Wisent

Vulnerabilities:
Immune to bind Immune to heavy Vulnerable to sleep Vulnerable to slow Immune to stun Not weak to resolution
AbilityPotencyEffect
Khoomii Draw-in, knockback, heavy, or other movement-affecting status n/a draws players in and inflicts an extreme heavy debuff (10s); used 30 seconds after pull; can use knockback immunity. Draw-in will not work under the Knockback Penalty enchantment
Horrisonous Blast High damage enrage or self-destruct Magic damage 300 large telegraphed pointblank AoE; inflicts paralysis (30s); can be interrupted. Used immediately after Khoomii, making it difficult to escape

Deep Palace Lion

Vulnerabilities:
Vulnerable to bind Vulnerable to heavy Vulnerable to sleep Vulnerable to slow Vulnerable to stun Not weak to resolution
AbilityPotencyEffect
Mark of the Beast Physical damage 130 instant
Cry Large or untelegraphed pointblank AoE Magic damage 300? large telegraphed pointblank AoE

Deep Palace Sasquatch

Vulnerabilities:
Immune to bind Vulnerable to heavy Vulnerable to sleep Vulnerable to slow Vulnerable to stun Not weak to resolution
AbilityPotencyEffect
Browbeat Physical damage 200 instant
Ripe Banana Unclassified dangerous ability n/a grants physical damage up (100%, 15s) to self and heals 20% 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 VERY hard
  • DO NOT pull while it has the attack bonus
  • Be very careful fighting other enemies nearby

Deep Palace Anzu

Vulnerabilities:
Immune to bind Immune to heavy Immune to sleep Vulnerable to slow Vulnerable to stun Not weak to resolution
AbilityPotencyEffect
Sonic Boom n/a instant; inflicts windburn (physical DoT potency 15, 20s)
Flying Frenzy Unclassified dangerous ability Physical damage 180 instant circle AoE gap closer; inflicts stun (2s) and vulnerability up (50%, 10s). Diminishing returns do NOT apply to this stun (it is always 2s)

Notes

  • If in a party, spread out to minimize damage from Flying Frenzy

Bird of the Deep Palace

Vulnerabilities:
Immune to bind Immune to heavy Immune to sleep Vulnerable to slow Immune to stun Not weak to resolution
AbilityPotencyEffect
Filoplumes Physical damage 130 instant
Revelation Physical damage 300 telegraphed circle AoE; inflicts confused (10s)
Tropical Wind n/a grants physical damage up (80%, 30s) and haste (30s) to self, and causes it to spam Revelation. Can be interrupted, but not recommended as its casting will give you lots of breathing room

Deep Palace Black Coeurl

Vulnerabilities:
Vulnerable to bind Vulnerable to heavy Vulnerable to sleep Vulnerable to slow Vulnerable to stun Not weak to resolution
AbilityPotencyEffect
Megablaster Magic damage ? telegraphed conal AoE. Doesn't use this while you're paralyzed
Blaster Draw-in, knockback, heavy, or other movement-affecting status n/a inflicts paralyze (30s)

Notes

  • If there are several, you may want to pull them in quick succession to take advantage of diminishing returns on paralyze

Mimic

Vulnerabilities:
Immune to bind Immune to heavy Immune to sleep Immune to slow Immune to stun Not weak to resolution
AbilityPotencyEffect
Infatuation 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

Difficulty: Easy

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Difficulty: Easy

  • Stun 100-tonze Swing for uptime

Difficulty: Easy

Difficulty: Easy

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Easy

Difficulty: Easy

Difficulty: Easy

  • Stun 100-tonze Swing for uptime

Difficulty: Unrated

Difficulty: Unrated

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Difficulty: Easy

Difficulty: Medium

  • Can be painful. Sprint and Leg Graze recommended

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Easy

Difficulty: Hard

Difficulty: Medium

  • Requires steel or Bloodbath and Potion

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Medium

  • Can be dangerous without steel. Kite to reduce damage

Difficulty: Medium

  • Steel recommended
  • Can be painful. Pre-pull Sprint and shield recommended

Difficulty: Easy

Difficulty: Unrated

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Difficulty: Easy

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Difficulty: Easy

Difficulty: Easy

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Difficulty: Easy

Difficulty: Easy

Difficulty: Easy

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Difficulty: Easy

Difficulty: Easy

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Difficulty: Easy

Difficulty: Easy

Difficulty: Easy

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Difficulty: Easy

Difficulty: Easy

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Difficulty: Medium

Difficulty: Hard

  • Avoid if possible
  • Sprint and Leg Graze if you have to fight them

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Medium

  • Annoying/slow to fight because of the HP drain and high DPS

Difficulty: Hard

  • Steel required

Difficulty: Extreme

  • Avoid if possible
  • Strength or Steel required
  • Witching recommended
  • Use Bloodbath to heal through the DoT

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Hard

  • Avoid if possible. Use steel or witching if you have to fight one
  • Can be fought without steel, but requires prompt Esuna on the DoT and is very slow

Difficulty: Hard

  • Avoid if possible
  • Shield and Sprint if pulled accidentally
  • Steel required
  • Strength recommended

Difficulty: Medium

  • Annoying/slow to fight because of the HP drain and high DPS

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Easy

  • Make sure to interrupt Horroisonous Blast. Avoid if you have amnesia enchantment

Difficulty: Easy

  • Very dangerous with amnesia enchantment as you can't prevent draw-in, interrupt the AoE, or burst it down quickly

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Easy

  • Make sure to interrupt Horroisonous Blast. Avoid if you have amnesia enchantment

Difficulty: Medium

  • Strength or steel recommended
  • You can use Displacement to get out of the Horroisonous Blast AoE

Difficulty: Medium

  • Steel recommended
  • Use Hell's Egress after the draw-in to avoid Horroisonous Blast

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Easy

  • Pull with Eukrasian Dosis for an easy Khoomii timer
  • Use Sleep after the draw-in to cancel Horroisonous Blast

Difficulty: Easy

  • Use Sleep after the draw-in to cancel Horroisonous Blast

Difficulty: Easy

  • Make sure to interrupt Horroisonous Blast. Avoid if you have amnesia enchantment

Difficulty: Unrated

Difficulty: Unrated

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Difficulty: Easy

  • Stun Cry for uptime

Difficulty: Medium

  • Can be painful. Sprint and Leg Graze recommended

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Easy

  • Stun Cry for uptime

Difficulty: Medium

Difficulty: Medium

  • Requires steel or Bloodbath and Potion

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Medium

  • Can be dangerous without steel. Kite to reduce damage

Difficulty: Medium

  • Steel recommended
  • Use Ifrit while it's using Cry; kite with Titan/Garuda/Dreadwyrm otherwise

Difficulty: Easy

  • Stun Cry for uptime

Difficulty: Unrated

Difficulty: Unrated

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Difficulty: Medium

Difficulty: Medium

  • Can be VERY painful. Only pull with Sprint and burst unless you have steel active

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Medium

Difficulty: Hard

  • Steel recommended

Difficulty: Hard

  • Steel, Bloodbath, and Potion required
  • Browbeat + auto can almost kill from 100%, so keep your HP up

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Hard

  • Steel recommended
  • Without steel, a Browbeat + auto-attack double crit will one-shot you. Make sure to kite and have a shield ready for Browbeat

Difficulty: Hard

  • Steel recommended any time, but required in Gloom, HP Penalty, and/or Item Penalty enchantments
  • Strength recommended
  • Doable without steel IF
    • There is no Gloom, HP Penalty, or Item Penalty enchantment
    • Dreadwyrm or Titan and Garuda are up
    • You have room to kite and sprint/shield before the pull

Difficulty: Medium

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Difficulty: Hard

  • Doable without steel as long as you don't have item penalty or amnesia enchantments

Difficulty: Extreme

  • Avoid if possible
  • Possible to kill with strength, steel, and burst, but still scary
  • Recommended to use witching if you need to kill one. Can do a couple GCDs and then use before it dives on you
  • Consider raging if you're going to have to kill a few to get off the floor

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Medium

  • Annoying and slow to fight due to the stuns. Try to avoid.

Difficulty: Extreme

  • Witching recommended

Difficulty: Extreme

  • Avoid if possible
  • Strength and Steel required
  • Recommended to use witching if you need to kill one. Can do a couple GCDs and then use before it dives on you

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Extreme

  • Avoid if possible
  • Steel required, strength recommended
  • Make sure you have heals ready to recover after the stun

Difficulty: Extreme

  • Avoid if possible
  • Witching required

Difficulty: Medium

  • Annoying and slow to fight due to the stuns. Try to avoid.

Difficulty: Unrated

Difficulty: Unrated

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Difficulty: Easy

Difficulty: Medium

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Easy

Difficulty: Medium

Difficulty: Medium

  • Steel recommended
  • Kite to manage Filoplumes damage

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Medium

  • Beware of auto-attack damage under Tropical Wind

Difficulty: Medium

  • Steel recommended

Difficulty: Easy

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Easy

  • Annoying and slow to fight due to the paralyze
  • Mitigate and get hit by Megablaster intentionally. Yes, really! The damage isn't bad and this will result in a shorter paralysis

Difficulty: Medium

  • Delay getting paralyzed by maintaining distance with Sprint and Leg Graze

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Easy

  • Annoying and slow to fight due to the paralyze
  • Mitigate and get hit by Megablaster intentionally. Yes, really! The damage isn't bad and this will result in a shorter paralysis

Difficulty: Medium

Difficulty: Medium

  • Strength or steel recommended

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Easy

Difficulty: Medium

  • Use Ifrit first if it's up, as it's the most annoying to use during paralyze

Difficulty: Easy

  • Annoying and slow to fight due to the paralyze
  • Mitigate and get hit by Megablaster intentionally. Yes, really! The damage isn't bad and this will result in a shorter paralysis

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Medium

Difficulty: Medium

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Medium

Difficulty: Hard

Difficulty: Hard

  • Strength or steel recommended
  • If using no pomanders, kite after the Pox and Deathtrap combo to manage incoming damage

Difficulty: Unrated

Difficulty: Unrated

Difficulty: Medium

  • Dangerous without steel. Kite to reduce damage

Difficulty: Medium

  • Steel recommended any time, but required if you don't have room to kite

Difficulty: Easy

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 Sight agro Deep Palace Snowclops (Cyclops) Large or untelegraphed directional AoE Large or untelegraphed pointblank AoE ? ? ? ? ? ? Easy Easy ? ? Easy Easy Easy ? ? Easy Easy Easy ? 23K 2077 Immune to bind Vulnerable to heavy Vulnerable to sleep Vulnerable to slow Vulnerable to stun Not weak to resolution
Sight agro Deep Palace Bandersnatch ? ? ? ? ? ? Easy Medium ? ? Easy Hard Medium ? ? Medium Medium Easy ? 23K 2030 Vulnerable to bind Vulnerable to heavy Vulnerable to sleep Vulnerable to slow Vulnerable to stun Not weak to resolution
Sight agro Deep Palace Bear ? ? ? ? ? ? Easy Easy ? ? Easy Easy Easy ? ? Easy Easy Easy ? 24K 2120 Vulnerable to bind Vulnerable to heavy Vulnerable to sleep Vulnerable to slow Vulnerable to stun Not weak to resolution
Proximity agro Deep Palace Dhalmel ? ? ? ? ? ? Easy Easy ? ? Easy Easy Easy ? ? Easy Easy Easy ? 23K 2077 Vulnerable to bind Vulnerable to heavy Vulnerable to sleep Vulnerable to slow Vulnerable to stun Not weak to resolution
Sight agro Deep Palace Wolf ? ? ? ? ? ? Medium Hard ? ? Medium Hard Extreme ? ? Hard Hard Medium ? 24K 2169 Vulnerable to bind Vulnerable to heavy Vulnerable to sleep Vulnerable to slow Vulnerable to stun Not weak to resolution
Patrol Patrol Patrol Sight agro Deep Palace Wisent High damage enrage or self-destruct Draw-in, knockback, heavy, or other movement-affecting status ? ? ? ? ? ? Easy Easy ? ? Easy Medium Medium ? ? Easy Easy Easy ? 25K 2221 Immune to bind Immune to heavy Vulnerable to sleep Vulnerable to slow Immune to stun Not weak to resolution
Sight agro Deep Palace Lion Large or untelegraphed pointblank AoE ? ? ? ? ? ? Easy Medium ? ? Easy Medium Medium ? ? Medium Medium Easy ? 25K 2221 Vulnerable to bind Vulnerable to heavy Vulnerable to sleep Vulnerable to slow Vulnerable to stun Not weak to resolution
Proximity agro Deep Palace Sasquatch Out of combat ability Unclassified dangerous ability ? ? ? ? ? ? Medium Medium ? ? Medium Hard Hard ? ? Hard Hard Medium ? 25K 2264 Immune to bind Vulnerable to heavy Vulnerable to sleep Vulnerable to slow Vulnerable to stun Not weak to resolution
Sight agro Deep Palace Anzu Unclassified dangerous ability ? ? ? ? ? ? Hard Extreme ? ? Medium Extreme Extreme ? ? Extreme Extreme Medium ? 26K 2364 Immune to bind Immune to heavy Immune to sleep Vulnerable to slow Vulnerable to stun Not weak to resolution
Patrol Patrol Patrol Patrol Proximity agro Bird of the Deep Palace ? ? ? ? ? ? Easy Medium ? ? Easy Medium Medium ? ? Medium Medium Easy ? 26K 2364 Immune to bind Immune to heavy Immune to sleep Vulnerable to slow Immune to stun Not weak to resolution
Sight agro Deep Palace Black Coeurl Draw-in, knockback, heavy, or other movement-affecting status ? ? ? ? ? ? Easy Medium ? ? Easy Medium Medium ? ? Easy Medium Easy ? 26K 2324 Vulnerable to bind Vulnerable to heavy Vulnerable to sleep Vulnerable to slow Vulnerable to stun Not weak to resolution
Proximity agro Mimic ? ? ? ? ? ? Medium Medium ? ? Medium Hard Hard ? ? Medium Medium Easy ? 34K 3064 Immune to bind Immune to heavy Immune to sleep Immune to slow Immune to stun Not weak to resolution

Boss: Dendainsonne

AbilityPotencyEffect
Thunderbolt Magic damage 300 telegraphed conal AoE
Charybdis Magic damage 300? telegraphed circle AoE on random player that leaves behind a tornado
Trounce Physical damage 350? large telegraphed conal AoE
Ecliptic Meteor Unique damage 80% of max HP roomwide AoE; medium cast time
Maelstrom (tornado) Magic damage 130? telegraphed circle AoE of double the tornado's size that draws players in
Charybdis (tornado) Magic damage 500? used periodically against players inside the tornado

Notes:

  • Rotation:
    • Thunderbolt
    • Charybdis (x2)
    • Thunderbolt
    • Trounce; runs to the south end of the arena to cast this
    • Charybdis (x2)
    • Thunderbolt
    • Charybdis
    • Trounce again, but from the north end
  • Enters enrage mode at 15% - stands up and casts Ecliptic Meteor, dealing 80% max HP damage to everyone in the party. Continues to cast this over and over until the fight ends
  • If you are standing in front of him during meteors, he can also autoattack you (so don't do that!)
  • Most jobs require a very strict strategy to get through this final push. See the job-specific notes below
  • Useful macros:
    • Cancel Lust: /statusoff "Transfiguration"
      • Useful if you have trouble clicking it off quickly
    • Cancel food: /statusoff "Well Fed"
      • Again useful if you have trouble cancelling it quickly otherwise
      • Cancelling food is useful during enrage if you're healing through it because Meteors do damage based on your max HP. Lower max HP means less damage taken, which means less damage to heal
      • Cancelling your food when not at full HP also acts like a pseudo heal since it lowers your max HP, which actually raises your current HP%
    • Check boss HP% with decimal place: /echo <thpp>
      • useful so you can get him as close to 15.0% as possible without accidentally starting the burst phase

Job-Specific Notes:

  • No notes written

Job-Specific Kill Times

  • No times recorded
  • No notes written

Job-Specific Kill Times

  • No times recorded
  • Steel required
  • Strength required for the final push, so you may as well have it up the entire fight!
  • Resolution strategy:
    • Slowly drag him clockwise around the arena, moving a bit each time he uses an ability so you're at the end he's going to Trounce from. This makes Trounce easy to avoid, and tornados are gone before you complete a lap
    • Pop lust at 22-23%. Get 5 stacks on the boss, then drop Transfiguration immediately
    • Bring the boss down as close to 15% as you can and make sure all your skills are off cooldown. Be very careful with DoTs because you want them up, but you don't want them to trigger enrage before you're ready. DoTs will do about 2-3% in the course of a full lap around the map.
    • Pop Wanderer's Minuet a bit earlier (without other skills) so you have 3 stacks for Pitch Perfect at the start of the burst
    • Wait for the double Charybidis cast. During the first, pop Resolution, hit the boss once with it, then immediately cancel Resolution and start your burst (standard Minuet rotation/opener)
  • Be prepared for multiple attempts. You can play perfectly and still lose this fight. A win requires good luck with Pitch Perfect and Straight Shot procs.

Job-Specific Kill Times

  • ~7-8m with strength and 2 lusts - 1 at start and 1 for the final push (6.55)
  • No notes written

Job-Specific Kill Times

  • No times recorded
  • No notes written

Job-Specific Kill Times

  • No times recorded
  • No notes written

Job-Specific Kill Times

  • No times recorded
  • Steel recommended for the later half of the fight to make burst setup easier
  • Start the fight by the gate (where he spawns), making sure to spread out the tornados. Follow him across when he goes for Trounce and repeat the pattern there. This part of the fight is easy without steel
  • Use strength (and steel if using) at 65% or when 8 minutes are remaining - whichever comes first
  • Start saving Aurora, No Mercy, and cartridges around 28%
  • Bring him to 19% and hold him there until he's heading north for Trounce. As he does Trounce, use sustaining potion, some mitigation (but NOT Aurora), and Lust. Hit him with lust at least 5 times and more if necessary to get him to around 16.0% HP, then drop Transfiguration immediately
  • Damage him slowly to between 15.3 and 15.1%, and then stop damage. You'll start the burst during the double Charybdis cast on the opposite side
  • Burst (tincture strat):
    • Make sure to keep Sustainings going until after the third meteor
    • During the first Charybdis cast, use strength tincture and No Mercy
    • As soon as the second Charybdis cast starts, begin your burst with Sonic Break into Gnashing Fang combo
    • After meteor #1, wait a second, then use Superbolide and Aurora
    • After meteor #2, cancel your food buff if you have it. See macro above for cancelling food. This will bring you up high enough to survive meteor #3
    • Kill him before meteor #4!

Job-Specific Kill Times

  • < 10m with 1 strength and 1 lust (6.15)
  • Steel required
  • Strength required for the final push, so you may as well have it up the entire fight!
  • Lust also required for the final push
  • Keep sustaining pots up 100% and you shouldn't need to use Second Wind or max/super pots until the final push. If you use them, make sure the cooldown is over before starting the push
  • There are two main strategies used for the burst phase. These will be detailed below. The first 85% of the fight is the same for both:
    • Slowly drag him clockwise around the arena, moving a bit each time he uses an ability so you're at the end he's going to Trounce from. This makes Trounce easy to avoid, and tornados are gone before you complete a lap
    • Start holding gauges at 30% so they can be full for the burst phase
    • Stop damage at 21%. Wait until after Trounce from the south end, then whenever your Sustaining Potion wears, pop a fresh one, use Tactician, and Lust. Get 5 stacks on the boss, then drop Transfiguration immediately
    • Damage him slowly down to 16% and then autoattack only until around 15.2%. Be careful not to hit 15% until you're ready for the burst phase
    • If your HP is in good shape, you're now ready to start the burst phase. Choose either the heal or tincture strat below
  • Heal strat involves healing after the first meteor so you can survive a second one. You must kill the boss before the third meteor hits
    • Make sure sustaining doesn't drop until the second meteor hits. If it does, use another RIGHT AWAY. You can afford to clip Heat Blast. You cannot afford to miss regen ticks
      • If you are full HP, wait until the first meteor cast is at 50% before popping another sustaining. This way, you won't need to use another
    • Wait for a double Charybdis cast
    • During the first Charybdis:
      • Deploy turret
      • Use Reassemble
    • As soon as the second Charybdis cast starts, begin your burst. Do not forget to refresh sustaining.
      • There are many variations of this rotation. You have a couple seconds to spare, so it doesn't have to be perfect. This is what I (Daleven) do, and there is plenty of time to spare
      • Burst 1: Drill > Gauss Round > Ricochet > Hot Shot > Wildfire Hypercharge combo > Split Shot
      • Heal: HQ Super Potion > Second Wind. As of Endwalker, cancelling food is no longer necessary
      • Burst 2: Hypercharge combo > Drill
  • Tincture strat involves using a HQ Tincture of Dexterity (Grade 4 or higher) instead in order to kill it before the second meteor hits. Note that tinctures share recast timer with health potions, so you cannot use both
    • Before you start:
      • Make sure you are almost full HP. Use Second Wind if needed
      • Make sure sustaining is running and fresh enough to take you to full HP
      • Use Tincture (just before Charybdis)
    • During first Charybdis:
      • Deploy turret
      • Use Reassemble
    • As soon as the second Charybdis cast starts, begin your burst. Rotation:
      • Drill > Wildfire Hypercharge combo > Hot Shot > Ricochet > Hypercharge combo > Drill

Job-Specific Kill Times

  • 6m30m with strength and 1 lust (6.45)
  • No notes written

Job-Specific Kill Times

  • No times recorded
  • No notes written

Job-Specific Kill Times

  • No times recorded
  • Steel recommended for the later half of the fight to make burst setup easier
  • Start the fight by the gate (where he spawns), making sure to spread out the tornados. Follow him across when he goes for Trounce and repeat the pattern there. This part of the fight is easy without steel
  • Bring him to 19% and hold him there until he's heading north for Trounce. As he does Trounce, use sustaining potion, some mitigation, and Lust. Hit him with lust at least 5 times and more if necessary to get him to around 16.0% HP, then drop Transfiguration immediately
  • Damage him slowly to 15.2% and then stop damage. You'll start the burst as soon as he starts the second Charybdis cast from the south end
  • Burst:
    • The goal is to survive 5 meteors and kill him before the 6th
    • Make sure to use potions and OGCDs (including Hallowed Ground) between GCDs - don't clip
    • Make sure to keep sustaining pots up until after the 5th meteor
    • Save your second Spirits Within for after you cast Clemency so you don't overcap MP
    • DPS rotation will be pretty straight-forward. Fight or Flight as you start the burst. You may need to break a combo for Clemency, but that's ok
    • After meteor #1, cast Clemency ASAP to get MP ticking
    • Use Hallowed Ground to survive meteor #2
    • Sustaining potion will bring your HP up enough to survive meteor #3. After it hits, cast Clemency twice ASAP
    • After meteor #4, heal up with HQ super potion and a Clemency. Also remove food if necessary (not sure)

Job-Specific Kill Times

  • < 11m with 1 strength and 1 lust
  • No notes written

Job-Specific Kill Times

  • No times recorded
  • Strength, steel, and 1 lust required
  • Start the fight by the gate (where he spawns), making sure to spread out the tornados. Follow him across when he goes for Trounce and repeat the pattern there
  • Use lust at 21-22%, get 5 stacks, drop lust, use auto-attacks to get him between 15.1 and 15.5%, then stop damage
  • Start damage again as soon as he starts the second cast of a double Charybdis
  • Hold 100% gauge until the first meteor hits, then use Bloodbath and Blood Stalk to heal back up for the second meteor
  • You can easily heal up again for the third meteor to be safe, but will probably kill it before

Job-Specific Kill Times

  • 7m30s with strength (6.0)
  • No notes written

Job-Specific Kill Times

  • No times recorded
  • No notes written

Job-Specific Kill Times

  • No times recorded
  • Steel not required, but watch out for crits
  • Make sure to keep sustaining potion up during enrage for maximum uptime

Job-Specific Kill Times

  • 11m30s with no offensive pomanders (6.28)
  • 9m with strength (6.28)
  • 8m with strength and 1 lust (6.28)
  • No notes written

Job-Specific Kill Times

  • 7m15s with strength and 1 lust (6.0)
  • Steel recommended for the later half of the fight to make burst setup easier
  • Start the fight by the gate (where he spawns), making sure to spread out the tornados. Follow him across when he goes for Trounce and repeat the pattern there. This part of the fight is easy without steel
  • Use strength (and steel if using) at 60% or when 8 minutes are remaining - whichever comes first
  • Start holding gauge at 28%
  • Bring him to 20% and hold him there until he's running across for Trounce. As he does Trounce, use sustaining potion, some mitigation, and Lust. Hit him with lust 5 times, then drop Transfiguration immediately
  • Damage him slowly to 15.4%, getting Surging Tempest up, and then stop damage. You'll start the burst as soon as he starts the second Charybdis cast on the opposite side
  • Burst (super pot strat):
    • Make sure to keep Sustainings going until after the third meteor
    • Berserk and unload your gauge immediately when the second Charybdis cast starts
    • After meteor #1, use Raw Instinct and Thrill of Battle, and cancel Thrill of Battle (you want the heal, but not the increased max HP). Macro: /statusoff "Thrill of Battle"
    • After meteor #2, use Equilibrium and HQ Super Pot
    • Use Holmgang to survive meteor #4
    • Kill before meteor #5!
  • Another option is to use a strength tincture instead of super potion. This involves relying on Raw Instinct and Sustaining Potion alone to heal after one meteor, and then Thrill and Equilibrium for another.

Job-Specific Kill Times

  • < 11m with 1 strength and 1 lust
  • No notes written

Job-Specific Kill Times

  • No times recorded

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