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		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Furor_(Savage)&amp;diff=1529095</id>
		<title>Eden&#039;s Verse: Furor (Savage)</title>
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		<updated>2026-09-03T19:42:16Z</updated>

		<summary type="html">&lt;p&gt;Pckables: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Verse (Savage)|Eden&#039;s Verse: Furor}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Verse: Furor (Savage)&lt;br /&gt;
| description = The discovery of a second crystal within Eden&#039;s core leads to more questions than answers, and yet again, your mind is assaulted with terrifying visions upon gazing inside. You see foes previously vanquished reborn, more brutal and unrelenting than even your wildest imagination, yet your unwavering resolve forbids you from tearing your eyes away...&lt;br /&gt;
| image =  Eden&#039;s Verse Furor (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 475&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = Ashfall&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|Life Finds a Way}}&lt;br /&gt;
| patch = 5.2&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| id-gt = 30091&lt;br /&gt;
| id-edb = 8e7439e713d&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E6S&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|limit=3}}&lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|32px|link=]] Heritors of Fury: [[Garuda (ShB)|Garuda]] &amp;amp; [[Ifrit (ShB)|Ifrit]] - Abilities and Timeline==&lt;br /&gt;
&lt;br /&gt;
The battle against Garuda and Ifrit takes place inside a 20y radius circular arena surrounded by a deadly wall of flame—instantly killing any players that collide with it.&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Garuda &amp;amp; Ifrit&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Garuda&#039;s Abilities&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Superstorm&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Touchdown&#039;&#039;&#039;&lt;br /&gt;
|An [[Knockback#Epicentral Knockback|epicentral]] knockback.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Occluded Front (Cutter)&#039;&#039;&#039;&lt;br /&gt;
|Spawns multiple &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; orbs that create thin green [[Area of Effect#Static Line AoE|static line AoEs]]. These line AoEs have the unique ability to cut any [[Tether (mechanic)|tether]] crossed over top of it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Storm of Fury&#039;&#039;&#039;&lt;br /&gt;
|Creates four [[Tether (mechanic)|tethers]], attaching to DPS players, and a 12.5y [[Area of Effect#Static Circle AoE|static circle AoE]] underneath the boss.&lt;br /&gt;
Tethers fire a 90 degree [[Area of Effect#Spread Line or Cone|spread cone]] at their target after a few second, dealing moderate magic damage.&lt;br /&gt;
&lt;br /&gt;
* If a tether is broken by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039;, the spread cone will instead fire at a random player that wasn&#039;t the original target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Air Bump&#039;&#039;&#039;&lt;br /&gt;
|Marks four support players with a [[Stack marker#Multi-Player Marker|2-player marker]], dealing moderate magic damage and inflicting {{Status effect|debuff|Magic Vulnerability Up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;. Creates a lethal [[Area of Effect#Static Circle AoE|static circle AoE]] afterwards.&lt;br /&gt;
If there is only one player inside the marker, that player is launched with a powerful [[Knockback#Knock-up|knock-up]] and unable to avoid the lethal follow-up AoE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ferostorm&#039;&#039;&#039;&lt;br /&gt;
|Creates two magical blades on opposite diagonals of the boss, each firing 90-degree [[Area of Effect#Static Cone AoE|static cone AoEs]] that deal high damage and inflict {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;&lt;br /&gt;
|Creates a 10y-wide [[Area of Effect#Puddle|line puddle]] across the center of the arena, either north-to-south or east-to-west—splitting the arena into two halves.&lt;br /&gt;
Players caught in the initial AoE, or that step into the puddle afterwards, are instantly killed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Occluded Front (Vacuum)&#039;&#039;&#039;&lt;br /&gt;
|Always follows &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;. One half of the arena has three &#039;&#039;&#039;&#039;&#039;Tumultuous Nexuses&#039;&#039;&#039;&#039;&#039;, the other half has four.&lt;br /&gt;
After a [[Knockback#Directional Knockback|directional knockback]], each Nexus explodes into a [[Area of Effect#Static Circle AoE|static circle AoE]], dealing high magic damage and inflicting {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; to those in range.&lt;br /&gt;
&lt;br /&gt;
* Tumultuous Nexuses are also affected by the directional knockback.&lt;br /&gt;
* Nexuses pulled into the Vacuum Slice puddle are destroyed.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Ifrit&#039;s Abilities&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Inferno Howl&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;&lt;br /&gt;
|A [[Tether (mechanic)|tether]] attached to the highest enmity player. Ifrit charges the target, inflicting {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039; to them and any other players inbetween for 20 seconds.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Eruption,&#039;&#039;&#039;&#039;&#039; a 10y radius  [[Area of Effect#Static Circle AoE|static circle AoE]], is created underneath the targeted player and detonates a few seconds later.&lt;br /&gt;
&lt;br /&gt;
* If a player already afflicted with {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039; is hit by this attack, they become {{Status effect|debuff|file:ConcussionDebuff.png|link=file:ConcussionDebuff.png}} &#039;&#039;&#039;Concussed&#039;&#039;&#039; for 10 seconds—unable to act, move, or [[Rescue|be moved]] by others.&lt;br /&gt;
* If the tether is broken by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039;, Ifrit will instead charge at a random player that was not the original target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Hell&#039;&#039;&#039;&lt;br /&gt;
|A healer or a DPS is marked with a red arrow. This target then has four [[Tether (mechanic)|tethers]] attached to them—three of them being [[Tether (mechanic)#Transferable Tether|transferable tethers]]. Each tether is then attacked by &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Each transferable tether can only be transferred once, locking on to their new target afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] targeting the higher enmity player. If the target is {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039;, they will be helplessly [[Knockback#Knock-up|launched upwards]] and unable to avoid the follow-up &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;&lt;br /&gt;
|Ifrit jumps at where the highest enmity player was standing at the start of the cast, dealing extreme damage to any player still at that location.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Strike Spark&#039;&#039;&#039;&lt;br /&gt;
|Eight fireballs are created around the arena, one in each cardinal and inter-cardinal direction. Multiple copies of Ifrit appear next to random orbs and face a random direction.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Eruption&#039;&#039;&#039;&#039;&#039; is placed underneath all players—then all copies of Ifrit cast &#039;&#039;&#039;&#039;&#039;Hot Foot&#039;&#039;&#039;&#039;&#039;, kicking any fireballs &amp;lt;u&amp;gt;in front of them&amp;lt;/u&amp;gt; 10y away.&lt;br /&gt;
&lt;br /&gt;
* Each fireball detonates into a 10y radius [[Area of Effect#Static Circle AoE|static circle AoE]] that deals high damage and inflicts {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Shared Abilities&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hated of the Vortex / Embers&#039;&#039;&#039;&lt;br /&gt;
|Deals unavoidable party-wide damage and places debuffs on all players based on proximity to Ifrit and Garuda.&lt;br /&gt;
&lt;br /&gt;
* The four players closest to Garuda are debuffed with {{Status effect|debuff|file:Hated of the vortex debuff.png|link=file:Hated of the vortex debuff.png}} &#039;&#039;&#039;Hated of the Vortex&#039;&#039;&#039;, preventing them from damaging Ifrit.&lt;br /&gt;
* The four closest players to Ifrit receive the inverse: {{Status effect|debuff|file:Hated of embers debuff.png|link=file:Hated of embers debuff.png}} &#039;&#039;&#039;Hated of Embers&#039;&#039;&#039;, preventing them from damaging Garuda.&lt;br /&gt;
* Two healers and two tanks can not receive the same debuff type.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Raktapaksa&#039;s Abilities&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hands of Flame/Hell&#039;&#039;&#039;&lt;br /&gt;
|Functions identically to Ifrit&#039;s, but additionally creates two immeasurable [[Area of Effect#Static Line AoE|static line AoEs]] covering the arena to Raktapaksa&#039;s left and right—leaving only a safe line in front and behind.&lt;br /&gt;
* The &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; safe zone will always converge where Raktapaksa originally cast the ability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Radiant Plume&#039;&#039;&#039;&lt;br /&gt;
|Covers the entire arena in lethal [[Area of Effect#Static Circle AoE|static circle AoEs]] with the exception of two small areas on the east and west side of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|debuff|File:Burning chains icon1.png|link=File:Burning chains icon1.png}} &#039;&#039;&#039;Irons of Purgatory&#039;&#039;&#039;&lt;br /&gt;
|A [[Tether (mechanic)#Paired / Close Tether|close tether]] attaching players together via role. Each tank is paired to a different random healer, and DPS players are paired to a different random DPS player.&lt;br /&gt;
If two tethered players move more than 10y apart, or their tether is destroyed by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; AoE, both players are instantly killed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twisting Blaze&#039;&#039;&#039;&lt;br /&gt;
|A flaming tornado that spawns on the north and south edge of the arena. Repeatedly fires 90-degree [[Tankbuster#AoE Tankbuster|cone AoE tankbusters]] at the closest player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spread of Fire&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] covering the entire arena except for a 5y radius safe zone directly underneath Raktapaksa.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Conflag Strike&#039;&#039;&#039;&lt;br /&gt;
|A lethal 270 degree [[Area of Effect#Static Cone AoE|static cone AoE]] from the front of Raktapaksa.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Garuda&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Superstorm&lt;br /&gt;
#Occluded Front (Cutter)&lt;br /&gt;
#Storm of Fury&lt;br /&gt;
#Air Bump&lt;br /&gt;
#Ferostorm&lt;br /&gt;
#Touchdown +&lt;br /&gt;
#* Air Bump&lt;br /&gt;
#Vacuum Slice&lt;br /&gt;
#Occluded Front (Vacuum)&lt;br /&gt;
#Ferostorm&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Ifrit&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Inferno Howl&lt;br /&gt;
#Hands of Hell (Healer)&lt;br /&gt;
#Strike Spark&lt;br /&gt;
#Hands of Hell (DPS)&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Garuda &amp;amp; Ifrit&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Hated of Vortex / Embers&lt;br /&gt;
#Occluded Front (Cutter)&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration +&lt;br /&gt;
#*Vacuum Slice&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Occluded Front (Vacuum) +&lt;br /&gt;
#* Eruption&lt;br /&gt;
#* Hot Foot&lt;br /&gt;
#Ferostorm&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Raktapaksa Opening&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Hands of Hell (Healer)&lt;br /&gt;
#Hands of Hell (DPS)&lt;br /&gt;
#Inferno Howl&lt;br /&gt;
#Air Bump +&lt;br /&gt;
#*Ferostorm&lt;br /&gt;
#Strike Spark&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Conflag Strike&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Touchdown&lt;br /&gt;
#Irons of Purgatory +&lt;br /&gt;
#*Radiant Plume&lt;br /&gt;
#Twisting Blaze x5 +&lt;br /&gt;
#*Occluded Front (Cutter) x3&lt;br /&gt;
#Air Bump +&lt;br /&gt;
#*Spread of Fire&lt;br /&gt;
#Conflag Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Final Phase&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Air Bump&lt;br /&gt;
#Storm of Fury +&lt;br /&gt;
#*Occluded Front (Cutter)&lt;br /&gt;
#Hands of Hell (Healer) +&lt;br /&gt;
#*Occluded Front (Cutter)&lt;br /&gt;
#Hands of Hell (DPS) +&lt;br /&gt;
#*Air Bump&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Ferostorm x2&lt;br /&gt;
#Touchdown&lt;br /&gt;
#&#039;&#039;&#039;Conflag Strike (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Detailed Phase Explanations ==&lt;br /&gt;
&lt;br /&gt;
===Phase 1: [[Garuda (ShB)|Garuda]]===&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Garuda&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Superstorm&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Touchdown&#039;&#039;&#039;&lt;br /&gt;
|An [[Knockback#Epicentral Knockback|epicentral]] knockback.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Occluded Front (Cutter)&#039;&#039;&#039;&lt;br /&gt;
|Spawns multiple &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; orbs that create thin green [[Area of Effect#Static Line AoE|static line AoEs]]. These line AoEs have the unique ability to cut any [[Tether (mechanic)|tether]] crossed over top of it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Storm of Fury&#039;&#039;&#039;&lt;br /&gt;
|Creates four [[Tether (mechanic)|tethers]], attaching to DPS players, and a 12.5y [[Area of Effect#Static Circle AoE|static circle AoE]] underneath the boss.&lt;br /&gt;
Tethers fire a 90 degree [[Area of Effect#Spread Line or Cone|spread cone]] at their target after a few second, dealing moderate magic damage.&lt;br /&gt;
&lt;br /&gt;
* If a tether is broken by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039;, the spread cone will instead fire at a random player that wasn&#039;t the original target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Air Bump&#039;&#039;&#039;&lt;br /&gt;
|Marks four support players with a [[Stack marker#Multi-Player Marker|2-player marker]], dealing moderate magic damage and inflicting {{Status effect|debuff|Magic Vulnerability Up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;. Creates a lethal [[Area of Effect#Static Circle AoE|static circle AoE]] afterwards.&lt;br /&gt;
If there is only one player inside the marker, that player is launched with a powerful [[Knockback#Knock-up|knock-up]] and unable to avoid the lethal follow-up AoE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ferostorm&#039;&#039;&#039;&lt;br /&gt;
|Creates two magical blades on opposite diagonals of the boss, each firing 90-degree [[Area of Effect#Static Cone AoE|static cone AoEs]] that deal high damage and inflict {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;&lt;br /&gt;
|Creates a 10y-wide [[Area of Effect#Puddle|line puddle]] across the center of the arena, either north-to-south or east-to-west—splitting the arena into two halves.&lt;br /&gt;
Players caught in the initial AoE, or that step into the puddle afterwards, are instantly killed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Occluded Front (Vacuum)&#039;&#039;&#039;&lt;br /&gt;
|Always follows &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;. One half of the arena has three &#039;&#039;&#039;&#039;&#039;Tumultuous Nexuses&#039;&#039;&#039;&#039;&#039;, the other half has four.&lt;br /&gt;
After a [[Knockback#Directional Knockback|directional knockback]], each Nexus explodes into a [[Area of Effect#Static Circle AoE|static circle AoE]], dealing high magic damage and inflicting {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; to those in range.&lt;br /&gt;
&lt;br /&gt;
* Tumultuous Nexuses are also affected by the directional knockback.&lt;br /&gt;
* Nexuses pulled into the Vacuum Slice puddle are destroyed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A short phase with simple mechanics, the only attacks to look out for are &#039;&#039;&#039;Storm of Fury&#039;&#039;&#039;, &#039;&#039;&#039;Air Bump&#039;&#039;&#039;, and &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;.&lt;br /&gt;
====== General Notes: ======&lt;br /&gt;
&lt;br /&gt;
* Players will need to be assigned into four pairs for &#039;&#039;&#039;Air Bump&#039;&#039;&#039;. As the attack always targets support players, each will need to be partnered with a DPS player.&lt;br /&gt;
* The party will additionally need to be split into two [[Party|light parties]] for &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;. As it is random whether the arena is split between north and south or east and west, each light party should be assigned to an opposite inter-cardinal.&lt;br /&gt;
&lt;br /&gt;
====== Storm of Fury: ======&lt;br /&gt;
All DPS will be targeted by tethers while two &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; AoEs divide the arena into thirds.&lt;br /&gt;
&lt;br /&gt;
* DPS must &#039;&#039;avoid&#039;&#039; crossing over the line AoEs to ensure their tether is not cut—which would result in another random player becoming the target and potentially being hit by two cones simultaneously.&lt;br /&gt;
* The four DPS players should split to the two open sides of Garuda, spreading apart to prevent being hit by the other cones.&lt;br /&gt;
* The unmarked support players can either stack with a DPS player to ensure they only take the damage of one cone AoE, or cross over the line AoE and attempt to dodge between the cones.&lt;br /&gt;
&lt;br /&gt;
====== Air Bump: ======&lt;br /&gt;
&lt;br /&gt;
* It is helpful to place down [[waymarks]] for each pair to stack together on. Placing these waymarks on inter-cardinals will help further during Phase 4.&lt;br /&gt;
* Players can not stack two markers together, as the {{Status effect|debuff|Magic Vulnerability Up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; would result in the death of all players inside.&lt;br /&gt;
* All players must run out of the [[Area of Effect#Static Circle AoE|static circle AoE]] created afterwards, which is intended to kill any players that failed to stack with any others.&lt;br /&gt;
&lt;br /&gt;
====== Vacuum Slice: ======&lt;br /&gt;
After splitting into two light parties on the two different halves of the arena, one random half will have three &#039;&#039;&#039;&#039;&#039;Tumultuous Nexuses&#039;&#039;&#039;&#039;&#039; while the other half has four. All DPS players will receive &#039;&#039;&#039;Storm of Fury&#039;&#039;&#039; tethers again.&lt;br /&gt;
&lt;br /&gt;
* While the tethered DPS must split to opposite sides of their half, supports can stack on a DPS player of their choice.&lt;br /&gt;
* On the side with three Tumultuous Nexuses, players can stand between two Nexuses while also hugging the arena wall.&lt;br /&gt;
* On the side with four Tumultuous Nexuses, players must stand in-line with one of the Nexuses farthest to the sides—these Nexuses will be pulled into the death-puddle and destroyed.&lt;br /&gt;
&lt;br /&gt;
After finishing the first rotation set, Garuda will fly away.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Garuda&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Superstorm&lt;br /&gt;
#Occluded Front (Cutter)&lt;br /&gt;
#Storm of Fury&lt;br /&gt;
#Air Bump&lt;br /&gt;
#Ferostorm&lt;br /&gt;
#Touchdown +&lt;br /&gt;
#* Air Bump&lt;br /&gt;
#Vacuum Slice&lt;br /&gt;
#Occluded Front (Vacuum)&lt;br /&gt;
#Ferostorm&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Phase 2: [[Ifrit (ShB)|Ifrit]]===&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Ifrit&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Inferno Howl&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;&lt;br /&gt;
|A [[Tether (mechanic)|tether]] attached to the highest enmity player. Ifrit charges the target, inflicting {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039; to them and any other players inbetween for 20 seconds.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Eruption,&#039;&#039;&#039;&#039;&#039; a 10y radius  [[Area of Effect#Static Circle AoE|static circle AoE]], is created underneath the targeted player and detonates a few seconds later.&lt;br /&gt;
&lt;br /&gt;
* If a player already afflicted with {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039; is hit by this attack, they become {{Status effect|debuff|file:ConcussionDebuff.png|link=file:ConcussionDebuff.png}} &#039;&#039;&#039;Concussed&#039;&#039;&#039; for 10 seconds—unable to act, move, or [[Rescue|be moved]] by others.&lt;br /&gt;
* If the tether is broken by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039;, Ifrit will instead charge at a random player that was not the original target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Hell&#039;&#039;&#039;&lt;br /&gt;
|A healer or a DPS is marked with a red arrow. This target then has four [[Tether (mechanic)|tethers]] attached to them—three of them being [[Tether (mechanic)#Transferable Tether|transferable tethers]]. Each tether is then attacked by &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Each transferable tether can only be transferred once, locking on to their new target afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] targeting the highest enmity player. If the target is {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039;, they will be helplessly [[Knockback#Knock-up|launched upwards]] and unable to avoid the follow-up &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;&lt;br /&gt;
|Ifrit jumps at where the highest enmity player was standing at the start of the cast, dealing extreme damage to any player still at that location.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Strike Spark&#039;&#039;&#039;&lt;br /&gt;
|Eight fireballs are created around the arena, one in each cardinal and inter-cardinal direction. Multiple copies of Ifrit appear next to random orbs and face a random direction.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Eruption&#039;&#039;&#039;&#039;&#039; is placed underneath all players—then all copies of Ifrit cast &#039;&#039;&#039;&#039;&#039;Hot Foot&#039;&#039;&#039;&#039;&#039;, kicking any fireballs &amp;lt;u&amp;gt;in front of them&amp;lt;/u&amp;gt; 10y away.&lt;br /&gt;
&lt;br /&gt;
* Each fireball detonates into a 10y radius [[Area of Effect#Static Circle AoE|static circle AoE]] that deals high damage and inflicts {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|}Ifrit enters the arena with a [[Other Mechanics#Proximity AoE|proximity AoE]], starting Phase 2. Often chaining his attacks together into combinations, players will need to look out for &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;, &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039;, and &#039;&#039;&#039;Strike Spark&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====== Hands of Flame: ======&lt;br /&gt;
&lt;br /&gt;
* This attack requires a tank swap as it is always followed by &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; and &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;—which would kill the main tank due to receiving {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039;.&lt;br /&gt;
* After Instant Incineration, tanks must remember to move a short distance away from their prior position to avoid the Meteor Strike.&lt;br /&gt;
&lt;br /&gt;
====== Hands of Hell: ======&lt;br /&gt;
&lt;br /&gt;
* In this phase, Hands of Hell can be handled by having healers, ranged DPS, and magical DPS take the tethers and moving them away from Ifrit.&lt;br /&gt;
* All untethered players should avoid standing in the path of a tether to prevent receiving unnecessary {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039; debuffs.&lt;br /&gt;
* Tanks should avoid Hands of Hell entirely in Phase 2, as the second cast is immediately followed by &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;.&lt;br /&gt;
{{Clear}}[[File:E6S Strike Spark.jpg|alt=An example of Strike Spark.|thumb|An example of Strike Spark. In this situation, the east edge is the safe spot.]]&lt;br /&gt;
====== Strike Spark: ======&lt;br /&gt;
Ifrit creates a square of fireballs and several copies of himself at random positions, ready to kick the fireballs in different cardinal directions.&lt;br /&gt;
&lt;br /&gt;
* Players should first stack in the center waiting for &#039;&#039;&#039;&#039;&#039;Eruptions&#039;&#039;&#039;&#039;&#039; to appear before moving into whichever area will be safe.&lt;br /&gt;
* Some copies of Ifrit may instead have their back turned to the fireballs, in which case their &#039;&#039;&#039;&#039;&#039;Hot Foot&#039;&#039;&#039;&#039;&#039; will not hit anything.&lt;br /&gt;
* The safe spot will be at an Ifrit copy that is correctly kicking away a fireball, &#039;&#039;and&#039;&#039; does not have another copy aiming a fireball at their location.&lt;br /&gt;
** There will only ever be one safe spot, and it will never be the center of the arena.&lt;br /&gt;
** Knowing the above, players can quickly locate the safe spot by looking for the Ifrit copy aiming at the center, then tracing the chain of Ifrit copies backwards to its starting point.&lt;br /&gt;
&lt;br /&gt;
At the end of the rotation set, Ifrit will jump away from the arena.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Ifrit&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Inferno Howl&lt;br /&gt;
#Hands of Hell (Healer)&lt;br /&gt;
#Strike Spark&lt;br /&gt;
#Hands of Hell (DPS)&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Phase 3: Garuda &amp;amp; Ifrit===&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Garuda &amp;amp; Ifrit&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hated of the Vortex / Embers&#039;&#039;&#039;&lt;br /&gt;
|Deals unavoidable party-wide damage and places debuffs on all players based on proximity to Ifrit and Garuda.&lt;br /&gt;
&lt;br /&gt;
* The four players closest to Garuda are debuffed with {{Status effect|debuff|file:Hated of the vortex debuff.png|link=file:Hated of the vortex debuff.png}} &#039;&#039;&#039;Hated of the Vortex&#039;&#039;&#039;, preventing them from damaging Ifrit.&lt;br /&gt;
* The four closest players to Ifrit receive the inverse: {{Status effect|debuff|file:Hated of embers debuff.png|link=file:Hated of embers debuff.png}} &#039;&#039;&#039;Hated of Embers&#039;&#039;&#039;, preventing them from damaging Garuda.&lt;br /&gt;
* Two healers and two tanks can not receive the same debuff type.&lt;br /&gt;
|}&lt;br /&gt;
Both Garuda and Ifrit will return to the arena simultaneously, forcing the party to deal with both.&lt;br /&gt;
&lt;br /&gt;
====== General Notes: ======&lt;br /&gt;
&lt;br /&gt;
* This phase always begins with &#039;&#039;&#039;Hated of the Vortex&#039;&#039;&#039; and &#039;&#039;&#039;Hated of Embers&#039;&#039;&#039;. As the debuffs are distributed based on proximity, the group can pre-assign light parties to each boss for consistency.&lt;br /&gt;
* The two bosses do not need to be separated.&lt;br /&gt;
* As a tank swap can not occur this phase, the tank handling Ifrit must break their &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; tether utilizing a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; line AoE. This will instead send the attack at a different random player and thus allow the tank to safely survive &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;.&lt;br /&gt;
** Alternatively, the tank can use an invulnerability.&lt;br /&gt;
&lt;br /&gt;
====== Vacuum Slice: ======&lt;br /&gt;
&lt;br /&gt;
* All players should stack on the same side of the arena for &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;. Garuda does not cast Storm of Fury in this phase, so there is no need to split into light parties. This additionally makes it easier to dodge Garuda&#039;s &#039;&#039;&#039;Ferostorm&#039;&#039;&#039; afterwards.&lt;br /&gt;
* During &#039;&#039;&#039;Occluded Front (Vacuum)&#039;&#039;&#039;, Ifrit will remove one safe zone with a copy casting &#039;&#039;&#039;&#039;&#039;Hot Foot&#039;&#039;&#039;&#039;&#039;, forcing the party to move to the other safe zone.&lt;br /&gt;
* Prior to the [[Knockback#Directional Knockback|directional knockback]], all players will have an &#039;&#039;&#039;&#039;&#039;Eruption&#039;&#039;&#039;&#039;&#039; AoE placed underneath them. The party should stack near the arena&#039;s center initially, only moving to the safe zone once the Eruption AoEs appear.&lt;br /&gt;
&lt;br /&gt;
After Ferostorm, Ifrit and Garuda will leave the arena one last time.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Garuda &amp;amp; Ifrit&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Hated of Vortex / Embers&lt;br /&gt;
#Occluded Front (Cutter)&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration +&lt;br /&gt;
#*Vacuum Slice&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Occluded Front (Vacuum) +&lt;br /&gt;
#* Eruption&lt;br /&gt;
#* Hot Foot&lt;br /&gt;
#Ferostorm&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Phase 4: [[Raktapaksa]]===&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Raktapaksa&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hands of Flame/Hell&#039;&#039;&#039;&lt;br /&gt;
|Functions identically to Ifrit&#039;s, but additionally creates two immeasurable [[Area of Effect#Static Line AoE|static line AoEs]] covering the arena to Raktapaksa&#039;s left and right—leaving only a safe line in front and behind.&lt;br /&gt;
* The &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; safe zone will always converge where Raktapaksa originally cast the ability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Radiant Plume&#039;&#039;&#039;&lt;br /&gt;
|Covers the entire arena in lethal [[Area of Effect#Static Circle AoE|static circle AoEs]] with the exception of two small areas on the east and west side of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|debuff|File:Burning chains icon1.png|link=File:Burning chains icon1.png}} &#039;&#039;&#039;Irons of Purgatory&#039;&#039;&#039;&lt;br /&gt;
|A [[Tether (mechanic)#Paired / Close Tether|close tether]] attaching players together via role. Each tank is paired to a different random healer, and DPS players are paired to a different random DPS player.&lt;br /&gt;
If two tethered players move more than 10y apart, or their tether is destroyed by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; AoE, both players are instantly killed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twisting Blaze&#039;&#039;&#039;&lt;br /&gt;
|A flaming tornado that spawns on the north and south edge of the arena. Repeatedly fires 90-degree [[Tankbuster#AoE Tankbuster|cone AoE tankbusters]] at the closest player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spread of Fire&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] covering the entire arena except for a 5y radius safe zone directly underneath Raktapaksa.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Conflag Strike&#039;&#039;&#039;&lt;br /&gt;
|A lethal 270 degree [[Area of Effect#Static Cone AoE|static cone AoE]] from the front of Raktapaksa.&lt;br /&gt;
|}&lt;br /&gt;
Ifrit and Garuda will merge together, becoming Raktapaksa and beginning the final phase of the fight.&lt;br /&gt;
&lt;br /&gt;
Raktapaksa will attack with deadlier attacks much more frequently, as well as adding new abilities to their repertoire.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Raktapaksa Opening=&lt;br /&gt;
====== Raktapaksa Opening: ======&lt;br /&gt;
Unlike in Phase 2, Raktapaksa uses &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; twice in quick succession, forcing the party to divide the eight attacks across all party members.&lt;br /&gt;
&lt;br /&gt;
Additionally, all tethered players will need to run at least 10y away from Raktapaksa to ensure their &#039;&#039;&#039;&#039;&#039;Eruption&#039;&#039;&#039;&#039;&#039; AoE does not cover the safe-zone created at the attack&#039;s origin.&lt;br /&gt;
&lt;br /&gt;
* The first &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; always targets a random healer. All supports should grab these tethers and bring them away from Raktapaksa, running back into the safe zone after tethers resolve.&lt;br /&gt;
* The second &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; always targets a random DPS player. As all supports will have {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039;, the other DPS players must take the tethers and repeat the process.&lt;br /&gt;
&lt;br /&gt;
The other notable attack series is &#039;&#039;&#039;Strike Spark&#039;&#039;&#039; followed by &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;. While Strike Spark can be handled identically to Phase 2, Raktapaksa begins casting Hands of Flame at the same time the fireballs detonate.&lt;br /&gt;
&lt;br /&gt;
* The party must run towards the wall in the safe zone while the tank stands &#039;&#039;slightly&#039;&#039; closer to the center. This is to prevent the off-tank (and other party members) from receiving {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039;.&lt;br /&gt;
* The off-tank must {{Action icon|provoke}} during or after the cast in order to be the target of the follow up &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;.&lt;br /&gt;
* All players will need to quickly sprint through Raktapaksa to avoid the &#039;&#039;&#039;&#039;&#039;Eruption&#039;&#039;&#039;&#039;&#039; AoE placed underneath the tank from Hands of Flame.&lt;br /&gt;
|-|Conflag Strike=&lt;br /&gt;
====== Conflag Strike: ======&lt;br /&gt;
A single long cast of Conflag Strike is combined with several new mechanics over a period of 35 seconds.&lt;br /&gt;
&lt;br /&gt;
* The party will need to be split into a support stack and a DPS stack—one being assigned to the east, and the other to the west.&lt;br /&gt;
* One tank must be assigned to handle the north &#039;&#039;&#039;Twisting Blaze&#039;&#039;&#039; while the other tank handles the southern one.&lt;br /&gt;
* After &#039;&#039;&#039;Touchdown&#039;&#039;&#039;, the party should split to their assigned east or west side of the arena, preparing to stand in the safe zone between the &#039;&#039;&#039;Radiant Plumes&#039;&#039;&#039;.&lt;br /&gt;
* During this, all players will receive {{Status effect|debuff|File:Burning chains icon1.png|link=File:Burning chains icon1.png}} &#039;&#039;&#039;Irons of Purgatory&#039;&#039;&#039;. Healers will need to quickly identify which tank they become tethered to.&lt;br /&gt;
** Tanks must then run to their assigned Twisting Blazes. While tanks stand in a corner and aim their tornado AoEs away from the center, healers should stand to the north/south of the tornado and focus on healing their partner.&lt;br /&gt;
** DPS players should run into melee range of Raktapaksa and focus on dealing damage. &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; line AoEs will be aimed at the DPS players three times, which must be dodged without letting the AoEs cut the tether.&lt;br /&gt;
*** Dodging the line AoEs can be accomplished via many methods, though a common one is to simply run through Raktapaksa each time a Line AoE appears.&lt;br /&gt;
* Soon all players will lose their {{Status effect|debuff|File:Burning chains icon1.png|link=File:Burning chains icon1.png}} &#039;&#039;&#039;Irons of Purgatory.&#039;&#039;&#039; Instead, &#039;&#039;&#039;Air Bump&#039;&#039;&#039; will be combined with &#039;&#039;&#039;Spread of Fire&#039;&#039;&#039;, forcing players to pair up inside a small [[Area of Effect#Static Donut AoE|static donut AoE]] without overlapping.&lt;br /&gt;
** This cast of Air Bump is unique in that it will instead target one player from each tether pair. Because of this, players should pair up based on their tether partner rather than their usual support+DPS assignments.&lt;br /&gt;
*** Additionally, this specific cast of Air Bump does &#039;&#039;not&#039;&#039; create a [[Area of Effect#Static Circle AoE|static circle AoE]] afterwards.&lt;br /&gt;
* This attack series ends with the end of the &#039;&#039;&#039;Conflag Strike&#039;&#039;&#039; cast. Players must immediately run behind Raktapaksa the instant Air Bump resolves.&lt;br /&gt;
|-|Final Phase=&lt;br /&gt;
====== Final Phase: ======&lt;br /&gt;
A final onslaught of deadly combination attacks, players will need to coordinate and position precisely, as a single death can easily cascade into additional ones.&lt;br /&gt;
&lt;br /&gt;
* [[Waymarks]] placed at inter-cardinals 10y away from the center can be used extensively for a majority of this attack series.&lt;br /&gt;
&lt;br /&gt;
The phase begins with &#039;&#039;&#039;Air Bump&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Storm of Fury&#039;&#039;&#039;. Players can stack into their usual pairs and then handle Storm of Fury identically to Phase 1.&lt;br /&gt;
&lt;br /&gt;
Next is a &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; targeting a healer, combined with four &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; AoEs that create box-shape around the center.&lt;br /&gt;
&lt;br /&gt;
* All supports should take a tether and bring it to a different corner inside the box created by the Wind Cutter AoEs. DPS players must avoid standing in the path of these tethers.&lt;br /&gt;
** If using Air Bump waymarks, support players can run towards their assigned position.&lt;br /&gt;
* Once tethers resolve, players must stand inside the safe zone left in the center. The tank should re-center Raktapaksa as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Third, Hands of Hell is cast again targeting a DPS player. At the same time, Air Bump targets all support players.&lt;br /&gt;
&lt;br /&gt;
* All DPS players will need to grab a tether, as the supports will be {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039;.&lt;br /&gt;
* Players will need to pair up into their usual Air Bump pairs away from Raktapaksa, but the supports will need to either be behind or to the side of their DPS partner to avoid being hit by the Hands of Hell attack.&lt;br /&gt;
* Once again, all players must stack back into the safe zone immediately after.&lt;br /&gt;
&lt;br /&gt;
Lastly, Raktapaksa will cast &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;, which can be handled as usual—aimed away from the party and with a tank-swap.&lt;br /&gt;
&lt;br /&gt;
If the party is still alive, Raktapaksa will cast two easily-avoided &#039;&#039;&#039;Ferostorms&#039;&#039;&#039; before jumping away and beginning a 10-second enrage cast of &#039;&#039;&#039;Conflag Strike&#039;&#039;&#039;, defeating the party if successful.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Raktapaksa Opening&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Hands of Hell (Healer)&lt;br /&gt;
#Hands of Hell (DPS)&lt;br /&gt;
#Inferno Howl&lt;br /&gt;
#Air Bump +&lt;br /&gt;
#*Ferostorm&lt;br /&gt;
#Strike Spark&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Conflag Strike&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Touchdown&lt;br /&gt;
#Irons of Purgatory +&lt;br /&gt;
#*Radiant Plume&lt;br /&gt;
#Twisting Blaze x5 +&lt;br /&gt;
#*Occluded Front (Cutter) x3&lt;br /&gt;
#Air Bump +&lt;br /&gt;
#*Spread of Fire&lt;br /&gt;
#Conflag Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Final Phase&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Air Bump&lt;br /&gt;
#Storm of Fury +&lt;br /&gt;
#*Occluded Front (Cutter)&lt;br /&gt;
#Hands of Hell (Healer) +&lt;br /&gt;
#*Occluded Front (Cutter)&lt;br /&gt;
#Hands of Hell (DPS) +&lt;br /&gt;
#*Air Bump&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Ferostorm x2&lt;br /&gt;
#Touchdown&lt;br /&gt;
#&#039;&#039;&#039;Conflag Strike (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
==Condensed Timeline==&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Superstorm&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Occluded Front (Cutter)&#039;&#039;&#039;&lt;br /&gt;
|DPS players should split to two opposite sides of Garuda.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Storm of Fury&#039;&#039;&#039;&lt;br /&gt;
|DPS players must spread apart while staying inside the line AoEs to prevent their tethers from being cut. Supports can stand with a single DPS player or attempt to find a safe area between cones.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Air Bump&#039;&#039;&#039;&lt;br /&gt;
|Each support player must pair with a DPS player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ferostorm&#039;&#039;&#039;&lt;br /&gt;
|Avoid where the blades are pointing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Touchdown + Air Bump&#039;&#039;&#039;&lt;br /&gt;
|Pair up again next to the [[Knockback#Epicentral Knockback|epicentral knockback]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;&lt;br /&gt;
|Split into light parties, dividing across the line AoE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Occluded Front (Vacuum)&#039;&#039;&#039;&lt;br /&gt;
|Tethered players must split to opposite sides, and all players must find a safe spot from the [[Knockback#Directional Knockback|directional knockback]] and exploding Nexuses.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ferostorm&#039;&#039;&#039;&lt;br /&gt;
|Avoid where the blades are pointing.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;&lt;br /&gt;
|Aim the tether away from the group and tank swap.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;&lt;br /&gt;
|Move away from where Ifrit is facing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Inferno Howl&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Hell (Healer)&#039;&#039;&#039;&lt;br /&gt;
|All healers and ranged DPS should take the tethers and bring them away from the group.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Strike Spark&#039;&#039;&#039;&lt;br /&gt;
|Stack in the center until &#039;&#039;&#039;&#039;&#039;Eruptions&#039;&#039;&#039;&#039;&#039; appear, then run to the safe zone created by copies of Ifrit kicking fireballs away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Hell (DPS)&#039;&#039;&#039;&lt;br /&gt;
|All Healers and ranged DPS can take the tethers again.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;&lt;br /&gt;
|Aim the tether away from the group and tank swap.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;&lt;br /&gt;
|Move away from where Ifrit is facing.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hated of Vortex / Embers&#039;&#039;&#039;&lt;br /&gt;
|Split into light parties for Garuda and Ifrit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Occluded Front (Cutter)&#039;&#039;&#039;&lt;br /&gt;
|The tank handling Ifrit will want to stand by Wind Cutter orb.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;&lt;br /&gt;
|Either break Ifrits tether using a Wind Cutter line AoE, or use an invulnerability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Instant Incineration + Vacuum Slice&#039;&#039;&#039;&lt;br /&gt;
|All players should group on the same side of the Vacuum Slice.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;&lt;br /&gt;
|Avoid where Ifrit is aiming.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Occluded Front (Vacuum) + Eruption + Hot Foot&#039;&#039;&#039;&lt;br /&gt;
|Stack near the arena&#039;s center until &#039;&#039;&#039;&#039;&#039;Eruption&#039;&#039;&#039;&#039;&#039; appears, then run to the safe zone from [[Knockback#Directional Knockback|directional knockback]] and exploding Nexuses, taking the Ifrit copy into account.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ferostorm&#039;&#039;&#039;&lt;br /&gt;
|Avoid where the blades are pointing.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hands of Hell (Healer)&#039;&#039;&#039;&lt;br /&gt;
|All supports must grab the tethers and bring them away from Raktapaksa, then run into the safe zone afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Hell (DPS)&#039;&#039;&#039;&lt;br /&gt;
|All DPS must grab the tethers and bring them away from Raktapaksa, then run into the safe zone afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Inferno Howl&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Air Bump + Ferostorm&#039;&#039;&#039;&lt;br /&gt;
|Stack into the usual Air Bump pairs, then dodge the blades.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Strike Spark&#039;&#039;&#039;&lt;br /&gt;
|Handle as before, but all players except the main tank must hug the wall of the safe zone.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;&lt;br /&gt;
|The main tank should stand a short distance away from the wall to prevent hitting others. Tank swap while all players run through Raktapaksa and out of the &#039;&#039;&#039;&#039;&#039;Eruption&#039;&#039;&#039;&#039;&#039; AoE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;&lt;br /&gt;
|Move away from where Raktapaksa is facing.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Touchdown&#039;&#039;&#039;&lt;br /&gt;
|Split into Support and DPS stacks to the east and west.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Irons of Purgatory + Radiant Plume&#039;&#039;&#039;&lt;br /&gt;
|Identify your tether partner.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twisting Blaze x5 + Occluded Front (Cutter) x3&#039;&#039;&#039;&lt;br /&gt;
|Each tank must run with their healer partner to the Twisting Blaze tornadoes in the north and south. DPS can attack the boss while protecting their tethers from the Wind Cutter line AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Air Bump + Spread of Fire&#039;&#039;&#039;&lt;br /&gt;
|Pair up with your tether partner inside the [[Area of Effect#Static Donut AoE|donut AoE]]. No circle AoE is created afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Conflag Strike&#039;&#039;&#039;&lt;br /&gt;
|Stand behind Raktapaksa.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Air Bump&#039;&#039;&#039;&lt;br /&gt;
|Each support player must pair with a DPS player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Storm of Fury + Occluded Front (Cutter)&#039;&#039;&#039;&lt;br /&gt;
|Handle the same way as in Phase 1.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Hell (Healer) + Occluded Front (Cutter)&#039;&#039;&#039;&lt;br /&gt;
|All supports must take a tether and bring it to an inter-cardinal, as far away from Raktapaksa as possible without crossing over a Wind Cutter Line AoE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Hell (DPS) + Air Bump&#039;&#039;&#039;&lt;br /&gt;
|All DPS must take a tether, then stack with their Air Bump partner away from Raktapaksa. Support players must avoid standing inside the tether path.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;&lt;br /&gt;
|Tank swap.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;&lt;br /&gt;
|Move away from where Raktapaksa is facing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ferostorm x2&#039;&#039;&#039;&lt;br /&gt;
|Avoid where the blades are pointing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Touchdown&#039;&#039;&#039;&lt;br /&gt;
|This is the party&#039;s last chance to defeat Raktapaksa.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Conflag Strike (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item reward|1|Book of Furor}} (Guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenchoir Head Gear Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Hand Gear Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Foot Gear Coffer (IL 500)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenchoir Head Gear Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Hand Gear Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Foot Gear Coffer (IL 500)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Primal Angel}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
E6N.png&lt;br /&gt;
E6 boss.png&lt;br /&gt;
E6 phase 4.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Furor_(Savage)&amp;diff=1528949</id>
		<title>Eden&#039;s Verse: Furor (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Furor_(Savage)&amp;diff=1528949"/>
		<updated>2026-09-02T19:02:27Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /* Phase 2: Ifrit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Verse (Savage)|Eden&#039;s Verse: Furor}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Verse: Furor (Savage)&lt;br /&gt;
| description = The discovery of a second crystal within Eden&#039;s core leads to more questions than answers, and yet again, your mind is assaulted with terrifying visions upon gazing inside. You see foes previously vanquished reborn, more brutal and unrelenting than even your wildest imagination, yet your unwavering resolve forbids you from tearing your eyes away...&lt;br /&gt;
| image =  Eden&#039;s Verse Furor (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 475&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = Ashfall&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|Life Finds a Way}}&lt;br /&gt;
| patch = 5.2&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| id-gt = 30091&lt;br /&gt;
| id-edb = 8e7439e713d&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E6S&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|limit=3}}&lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|32px|link=]] Heritors of Fury: [[Garuda (ShB)|Garuda]] &amp;amp; [[Ifrit (ShB)|Ifrit]] - Abilities and Timeline==&lt;br /&gt;
&lt;br /&gt;
The battle against Garuda and Ifrit takes place inside a 20y radius circular arena surrounded by a deadly wall of flame—instantly killing any players that collide with it.&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Garuda &amp;amp; Ifrit&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Garuda&#039;s Abilities&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Superstorm&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Touchdown&#039;&#039;&#039;&lt;br /&gt;
|An [[Knockback#Epicentral Knockback|epicentral]] knockback.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Occluded Front (Cutter)&#039;&#039;&#039;&lt;br /&gt;
|Spawns multiple &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; orbs that create thin green [[Area of Effect#Static Line AoE|static line AoEs]]. These line AoEs have the unique ability to cut any [[Tether (mechanic)|tether]] crossed over top of it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Storm of Fury&#039;&#039;&#039;&lt;br /&gt;
|Creates four [[Tether (mechanic)|tethers]], attaching to DPS players, and a 12.5y [[Area of Effect#Static Circle AoE|static circle AoE]] underneath the boss.&lt;br /&gt;
Tethers fire a 90 degree [[Area of Effect#Spread Line or Cone|spread cone]] at their target after a few second, dealing moderate magic damage.&lt;br /&gt;
&lt;br /&gt;
* If a tether is broken by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039;, the spread cone will instead fire at a random player that wasn&#039;t the original target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Air Bump&#039;&#039;&#039;&lt;br /&gt;
|Marks four support players with a [[Stack marker#Multi-Player Marker|2-player marker]], dealing moderate magic damage and inflicting {{Status effect|debuff|Magic Vulnerability Up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;. Creates a lethal [[Area of Effect#Static Circle AoE|static circle AoE]] afterwards.&lt;br /&gt;
If there is only one player inside the marker, that player is launched with a powerful [[Knockback#Knock-up|knock-up]] and unable to avoid the lethal follow-up AoE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ferostorm&#039;&#039;&#039;&lt;br /&gt;
|Creates two magical blades on opposite diagonals of the boss, each firing 90-degree [[Area of Effect#Static Cone AoE|static cone AoEs]] that deal high damage and inflict {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;&lt;br /&gt;
|Creates a 10y-wide [[Area of Effect#Puddle|line puddle]] across the center of the arena, either north-to-south or east-to-west—splitting the arena into two halves.&lt;br /&gt;
Players caught in the initial AoE, or that step into the puddle afterwards, are instantly killed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Occluded Front (Vacuum)&#039;&#039;&#039;&lt;br /&gt;
|Always follows &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;. One half of the arena has three &#039;&#039;&#039;&#039;&#039;Tumultuous Nexuses&#039;&#039;&#039;&#039;&#039;, the other half has four.&lt;br /&gt;
After a [[Knockback#Directional Knockback|directional knockback]], each Nexus explodes into a [[Area of Effect#Static Circle AoE|static circle AoE]], dealing high magic damage and inflicting {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; to those in range.&lt;br /&gt;
&lt;br /&gt;
* Tumultuous Nexuses are also affected by the directional knockback.&lt;br /&gt;
* Nexuses pulled into the Vacuum Slice puddle are destroyed.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Ifrit&#039;s Abilities&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Inferno Howl&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;&lt;br /&gt;
|A [[Tether (mechanic)|tether]] attached to the highest enmity player. Ifrit charges the target, inflicting {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039; to them and any other players inbetween for 20 seconds.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Eruption,&#039;&#039;&#039;&#039;&#039; a 10y radius  [[Area of Effect#Static Circle AoE|static circle AoE]], is created underneath the targeted player and detonates a few seconds later.&lt;br /&gt;
&lt;br /&gt;
* If a player already afflicted with {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039; is hit by this attack, they become {{Status effect|debuff|file:ConcussionDebuff.png|link=file:ConcussionDebuff.png}} &#039;&#039;&#039;Concussed&#039;&#039;&#039; for 10 seconds—unable to act, move, or [[Rescue|be moved]] by others.&lt;br /&gt;
* If the tether is broken by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039;, Ifrit will instead charge at a random player that was not the original target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Hell&#039;&#039;&#039;&lt;br /&gt;
|A healer or a DPS is marked with a red arrow. This target then has four [[Tether (mechanic)|tethers]] attached to them—three of them being [[Tether (mechanic)#Transferable Tether|transferable tethers]]. Each tether is then attacked by &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Each transferable tether can only be transferred once, locking on to their new target afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] targeting the higher enmity player. If the target is {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039;, they will be helplessly [[Knockback#Knock-up|launched upwards]] and unable to avoid the follow-up &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;&lt;br /&gt;
|Ifrit jumps at where the highest enmity player was standing at the start of the cast, dealing extreme damage to any player still at that location.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Strike Spark&#039;&#039;&#039;&lt;br /&gt;
|Eight fireballs are created around the arena, one in each cardinal and inter-cardinal direction. Multiple copies of Ifrit appear next to random orbs and face a random direction.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Eruption&#039;&#039;&#039;&#039;&#039; is placed underneath all players—then all copies of Ifrit cast &#039;&#039;&#039;&#039;&#039;Hot Foot&#039;&#039;&#039;&#039;&#039;, kicking any fireballs &amp;lt;u&amp;gt;in front of them&amp;lt;/u&amp;gt; 10y away.&lt;br /&gt;
&lt;br /&gt;
* Each fireball detonates into a 10y radius [[Area of Effect#Static Circle AoE|static circle AoE]] that deals high damage and inflicts {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Shared Abilities&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hated of the Vortex / Embers&#039;&#039;&#039;&lt;br /&gt;
|Deals unavoidable party-wide damage and places debuffs on all players based on proximity to Ifrit and Garuda.&lt;br /&gt;
&lt;br /&gt;
* The four players closest to Garuda are debuffed with {{Status effect|debuff|file:Hated of the vortex debuff.png|link=file:Hated of the vortex debuff.png}} &#039;&#039;&#039;Hated of the Vortex&#039;&#039;&#039;, preventing them from damaging Ifrit.&lt;br /&gt;
* The four closest players to Ifrit receive the inverse: {{Status effect|debuff|file:Hated of embers debuff.png|link=file:Hated of embers debuff.png}} &#039;&#039;&#039;Hated of Embers&#039;&#039;&#039;, preventing them from damaging Garuda.&lt;br /&gt;
* Two healers and two tanks can not receive the same debuff type.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Raktapaksa&#039;s Abilities&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hands of Flame/Hell&#039;&#039;&#039;&lt;br /&gt;
|Functions identically to Ifrit&#039;s, but additionally creates two immeasurable [[Area of Effect#Static Line AoE|static line AoEs]] covering the arena to Raktapaksa&#039;s left and right—leaving only a safe line in front and behind.&lt;br /&gt;
* The &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; safe zone will always converge where Raktapaksa originally cast the ability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Radiant Plume&#039;&#039;&#039;&lt;br /&gt;
|Covers the entire arena in lethal [[Area of Effect#Static Circle AoE|static circle AoEs]] with the exception of two small areas on the east and west side of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|debuff|File:Burning chains icon1.png|link=File:Burning chains icon1.png}} &#039;&#039;&#039;Irons of Purgatory&#039;&#039;&#039;&lt;br /&gt;
|A [[Tether (mechanic)#Paired / Close Tether|close tether]] attaching players together via role. Each tank is paired to a different random healer, and DPS players are paired to a different random DPS player.&lt;br /&gt;
If two tethered players move more than 10y apart, or their tether is destroyed by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; AoE, both players are instantly killed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twisting Blaze&#039;&#039;&#039;&lt;br /&gt;
|A flaming tornado that spawns on the north and south edge of the arena. Repeatedly fires 90-degree [[Tankbuster#AoE Tankbuster|cone AoE tankbusters]] at the closest player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spread of Fire&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] covering the entire arena except for a 5y radius safe zone directly underneath Raktapaksa.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Conflag Strike&#039;&#039;&#039;&lt;br /&gt;
|A lethal 270 degree [[Area of Effect#Static Cone AoE|static cone AoE]] from the front of Raktapaksa.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Garuda&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Superstorm&lt;br /&gt;
#Occluded Front (Cutter)&lt;br /&gt;
#Storm of Fury&lt;br /&gt;
#Air Bump&lt;br /&gt;
#Ferostorm&lt;br /&gt;
#Touchdown +&lt;br /&gt;
#* Air Bump&lt;br /&gt;
#Vacuum Slice&lt;br /&gt;
#Occluded Front (Vacuum)&lt;br /&gt;
#Ferostorm&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Ifrit&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Inferno Howl&lt;br /&gt;
#Hands of Hell (Healer)&lt;br /&gt;
#Strike Spark&lt;br /&gt;
#Hands of Hell (DPS)&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Garuda &amp;amp; Ifrit&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Hated of Vortex / Embers&lt;br /&gt;
#Occluded Front (Cutter)&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration +&lt;br /&gt;
#*Vacuum Slice&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Occluded Front (Vacuum) +&lt;br /&gt;
#* Eruption&lt;br /&gt;
#* Hot Foot&lt;br /&gt;
#Ferostorm&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Raktapaksa Opening&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Hands of Hell (Healer)&lt;br /&gt;
#Hands of Hell (DPS)&lt;br /&gt;
#Inferno Howl&lt;br /&gt;
#Air Bump +&lt;br /&gt;
#*Ferostorm&lt;br /&gt;
#Strike Spark&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Conflag Strike&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Touchdown&lt;br /&gt;
#Irons of Purgatory +&lt;br /&gt;
#*Radiant Plume&lt;br /&gt;
#Twisting Blaze x5 +&lt;br /&gt;
#*Occluded Front (Cutter) x3&lt;br /&gt;
#Air Bump +&lt;br /&gt;
#*Spread of Fire&lt;br /&gt;
#Conflag Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Final Phase&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Air Bump&lt;br /&gt;
#Storm of Fury +&lt;br /&gt;
#*Occluded Front (Cutter)&lt;br /&gt;
#Hands of Hell (Healer) +&lt;br /&gt;
#*Occluded Front (Cutter)&lt;br /&gt;
#Hands of Hell (DPS) +&lt;br /&gt;
#*Air Bump&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Ferostorm x2&lt;br /&gt;
#Touchdown&lt;br /&gt;
#&#039;&#039;&#039;Conflag Strike (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Detailed Phase Explanations ==&lt;br /&gt;
&lt;br /&gt;
===Phase 1: [[Garuda (ShB)|Garuda]]===&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Garuda&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Superstorm&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Touchdown&#039;&#039;&#039;&lt;br /&gt;
|An [[Knockback#Epicentral Knockback|epicentral]] knockback.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Occluded Front (Cutter)&#039;&#039;&#039;&lt;br /&gt;
|Spawns multiple &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; orbs that create thin green [[Area of Effect#Static Line AoE|static line AoEs]]. These line AoEs have the unique ability to cut any [[Tether (mechanic)|tether]] crossed over top of it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Storm of Fury&#039;&#039;&#039;&lt;br /&gt;
|Creates four [[Tether (mechanic)|tethers]], attaching to DPS players, and a 12.5y [[Area of Effect#Static Circle AoE|static circle AoE]] underneath the boss.&lt;br /&gt;
Tethers fire a 90 degree [[Area of Effect#Spread Line or Cone|spread cone]] at their target after a few second, dealing moderate magic damage.&lt;br /&gt;
&lt;br /&gt;
* If a tether is broken by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039;, the spread cone will instead fire at a random player that wasn&#039;t the original target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Air Bump&#039;&#039;&#039;&lt;br /&gt;
|Marks four support players with a [[Stack marker#Multi-Player Marker|2-player marker]], dealing moderate magic damage and inflicting {{Status effect|debuff|Magic Vulnerability Up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;. Creates a lethal [[Area of Effect#Static Circle AoE|static circle AoE]] afterwards.&lt;br /&gt;
If there is only one player inside the marker, that player is launched with a powerful [[Knockback#Knock-up|knock-up]] and unable to avoid the lethal follow-up AoE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ferostorm&#039;&#039;&#039;&lt;br /&gt;
|Creates two magical blades on opposite diagonals of the boss, each firing 90-degree [[Area of Effect#Static Cone AoE|static cone AoEs]] that deal high damage and inflict {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;&lt;br /&gt;
|Creates a 10y-wide [[Area of Effect#Puddle|line puddle]] across the center of the arena, either north-to-south or east-to-west—splitting the arena into two halves.&lt;br /&gt;
Players caught in the initial AoE, or that step into the puddle afterwards, are instantly killed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Occluded Front (Vacuum)&#039;&#039;&#039;&lt;br /&gt;
|Always follows &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;. One half of the arena has three &#039;&#039;&#039;&#039;&#039;Tumultuous Nexuses&#039;&#039;&#039;&#039;&#039;, the other half has four.&lt;br /&gt;
After a [[Knockback#Directional Knockback|directional knockback]], each Nexus explodes into a [[Area of Effect#Static Circle AoE|static circle AoE]], dealing high magic damage and inflicting {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; to those in range.&lt;br /&gt;
&lt;br /&gt;
* Tumultuous Nexuses are also affected by the directional knockback.&lt;br /&gt;
* Nexuses pulled into the Vacuum Slice puddle are destroyed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A short phase with simple mechanics, the only attacks to look out for are &#039;&#039;&#039;Storm of Fury&#039;&#039;&#039;, &#039;&#039;&#039;Air Bump&#039;&#039;&#039;, and &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;.&lt;br /&gt;
====== General Notes: ======&lt;br /&gt;
&lt;br /&gt;
* Players will need to assign players into four players for &#039;&#039;&#039;Air Bump&#039;&#039;&#039;. As the attack always targets support players, each will need a partnered with a DPS player.&lt;br /&gt;
* The party will additionally need to be split into two [[Party|light parties]] for &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;. As it is random whether the arena is split between north and south or east and west, each light party should be assigned to an opposite inter-cardinal.&lt;br /&gt;
&lt;br /&gt;
====== Storm of Fury: ======&lt;br /&gt;
All DPS will be targeted by tethers while two &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; AoEs divide the arena into thirds.&lt;br /&gt;
&lt;br /&gt;
* DPS must &#039;&#039;avoid&#039;&#039; crossing over the line AoEs to ensure their tether is not cut—which would result in another random player becoming the target and potentially being hit by two cones simultaneously.&lt;br /&gt;
* The four DPS should split to the two open sides of Garuda, spreading apart to prevent being hit by the other cones.&lt;br /&gt;
* The unmarked support players can either stack with a DPS player to ensure they only take the damage of one cone AoE, or cross over the line AoE and attempt to dodge between the cones.&lt;br /&gt;
&lt;br /&gt;
====== Air Bump: ======&lt;br /&gt;
&lt;br /&gt;
* It is helpful to place down [[waymarks]] for each pair to stack together on. Placing these waymarks on inter-cardinals will help further during Phase 4.&lt;br /&gt;
* Players can not stack two markers together, as the {{Status effect|debuff|Magic Vulnerability Up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; would result in the death of all players inside.&lt;br /&gt;
* All players must run out of the [[Area of Effect#Static Circle AoE|static circle AoE]] created afterwards, which is intended to kill any players that failed to stack with any others.&lt;br /&gt;
&lt;br /&gt;
====== Vacuum Slice: ======&lt;br /&gt;
After splitting into two light parties on the two different halves of the arena, one random half will have three &#039;&#039;&#039;&#039;&#039;Tumultuous Nexuses&#039;&#039;&#039;&#039;&#039; while the other half has four. All DPS players will receive &#039;&#039;&#039;Storm of Fury&#039;&#039;&#039; tethers again.&lt;br /&gt;
&lt;br /&gt;
* While the tethered DPS must split to opposite sides of their half, supports can stack on a DPS player of their choice.&lt;br /&gt;
* On the side with three Tumultuous Nexuses, players can stand between two Nexuses while also hugging the arena wall.&lt;br /&gt;
* On the side with four Tumultuous Nexuses, players must stand in-line with one of the Nexuses farthest to the sides—these Nexuses will be pulled into the death-puddle and destroyed.&lt;br /&gt;
&lt;br /&gt;
After finishing the first rotation set, Garuda will fly away.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Garuda&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Superstorm&lt;br /&gt;
#Occluded Front (Cutter)&lt;br /&gt;
#Storm of Fury&lt;br /&gt;
#Air Bump&lt;br /&gt;
#Ferostorm&lt;br /&gt;
#Touchdown +&lt;br /&gt;
#* Air Bump&lt;br /&gt;
#Vacuum Slice&lt;br /&gt;
#Occluded Front (Vacuum)&lt;br /&gt;
#Ferostorm&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Phase 2: [[Ifrit (ShB)|Ifrit]]===&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Ifrit&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Inferno Howl&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;&lt;br /&gt;
|A [[Tether (mechanic)|tether]] attached to the highest enmity player. Ifrit charges the target, inflicting {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039; to them and any other players inbetween for 20 seconds.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Eruption,&#039;&#039;&#039;&#039;&#039; a 10y radius  [[Area of Effect#Static Circle AoE|static circle AoE]], is created underneath the targeted player and detonates a few seconds later.&lt;br /&gt;
&lt;br /&gt;
* If a player already afflicted with {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039; is hit by this attack, they become {{Status effect|debuff|file:ConcussionDebuff.png|link=file:ConcussionDebuff.png}} &#039;&#039;&#039;Concussed&#039;&#039;&#039; for 10 seconds—unable to act, move, or [[Rescue|be moved]] by others.&lt;br /&gt;
* If the tether is broken by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039;, Ifrit will instead charge at a random player that was not the original target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Hell&#039;&#039;&#039;&lt;br /&gt;
|A healer or a DPS is marked with a red arrow. This target then has four [[Tether (mechanic)|tethers]] attached to them—three of them being [[Tether (mechanic)#Transferable Tether|transferable tethers]]. Each tether is then attacked by &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Each transferable tether can only be transferred once, locking on to their new target afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] targeting the highest enmity player. If the target is {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039;, they will be helplessly [[Knockback#Knock-up|launched upwards]] and unable to avoid the follow-up &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;&lt;br /&gt;
|Ifrit jumps at where the highest enmity player was standing at the start of the cast, dealing extreme damage to any player still at that location.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Strike Spark&#039;&#039;&#039;&lt;br /&gt;
|Eight fireballs are created around the arena, one in each cardinal and inter-cardinal direction. Multiple copies of Ifrit appear next to random orbs and face a random direction.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Eruption&#039;&#039;&#039;&#039;&#039; is placed underneath all players—then all copies of Ifrit cast &#039;&#039;&#039;&#039;&#039;Hot Foot&#039;&#039;&#039;&#039;&#039;, kicking any fireballs &amp;lt;u&amp;gt;in front of them&amp;lt;/u&amp;gt; 10y away.&lt;br /&gt;
&lt;br /&gt;
* Each fireball detonates into a 10y radius [[Area of Effect#Static Circle AoE|static circle AoE]] that deals high damage and inflicts {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|}Ifrit enters the arena with a [[Other Mechanics#Proximity AoE|proximity AoE]], starting Phase 2. Often chaining his attacks together into combinations, players will need to look out for &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;, &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039;, and &#039;&#039;&#039;Strike Spark&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====== Hands of Flame: ======&lt;br /&gt;
&lt;br /&gt;
* This attack requires a tank swap as it is always followed by &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; and &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;—which would kill the main tank due to receiving {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039;.&lt;br /&gt;
* After Instant Incineration, tanks must remember to move a short distance away from their prior position to avoid the Meteor Strike.&lt;br /&gt;
&lt;br /&gt;
====== Hands of Hell: ======&lt;br /&gt;
&lt;br /&gt;
* In this phase, Hands of Hell can be handled by having healers, ranged DPS, and magical DPS take the tethers and moving them away from Ifrit.&lt;br /&gt;
* All untethered players should avoid standing in the path of a tether to prevent receiving unnecessary {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039; debuffs.&lt;br /&gt;
* Tanks should avoid Hands of Hell entirely in Phase 2, as the second cast is immediately followed by &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;.&lt;br /&gt;
{{Clear}}[[File:E6S Strike Spark.jpg|alt=An example of Strike Spark.|thumb|An example of Strike Spark. In this situation, the east edge is the safe spot.]]&lt;br /&gt;
====== Strike Spark: ======&lt;br /&gt;
Ifrit creates a square of fireballs and several copies of himself at random positions, ready to kick the fireballs in different cardinal directions.&lt;br /&gt;
&lt;br /&gt;
* Players should first stack in the center waiting for &#039;&#039;&#039;&#039;&#039;Eruptions&#039;&#039;&#039;&#039;&#039; to appear before moving into whichever area will be safe.&lt;br /&gt;
* Some copies of Ifrit may instead have their back turned to the fireballs, in which case their &#039;&#039;&#039;&#039;&#039;Hot Foot&#039;&#039;&#039;&#039;&#039; will not hit anything.&lt;br /&gt;
* The safe spot will be at an Ifrit copy that is correctly kicking away a fireball, &#039;&#039;and&#039;&#039; does not have another copy aiming a fireball at their location.&lt;br /&gt;
** There will only ever be one safe spot, and it will never be the center of the arena.&lt;br /&gt;
** Knowing the above, players can quickly locate the safe spot by looking for the Ifrit copy aiming at the center, then tracing the chain of Ifrit copies backwards to its starting point.&lt;br /&gt;
&lt;br /&gt;
At the end of the rotation set, Ifrit will jump away from the arena.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Ifrit&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Inferno Howl&lt;br /&gt;
#Hands of Hell (Healer)&lt;br /&gt;
#Strike Spark&lt;br /&gt;
#Hands of Hell (DPS)&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Phase 3: Garuda &amp;amp; Ifrit===&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Garuda &amp;amp; Ifrit&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hated of the Vortex / Embers&#039;&#039;&#039;&lt;br /&gt;
|Deals unavoidable party-wide damage and places debuffs on all players based on proximity to Ifrit and Garuda.&lt;br /&gt;
&lt;br /&gt;
* The four players closest to Garuda are debuffed with {{Status effect|debuff|file:Hated of the vortex debuff.png|link=file:Hated of the vortex debuff.png}} &#039;&#039;&#039;Hated of the Vortex&#039;&#039;&#039;, preventing them from damaging Ifrit.&lt;br /&gt;
* The four closest players to Ifrit receive the inverse: {{Status effect|debuff|file:Hated of embers debuff.png|link=file:Hated of embers debuff.png}} &#039;&#039;&#039;Hated of Embers&#039;&#039;&#039;, preventing them from damaging Garuda.&lt;br /&gt;
* Two healers and two tanks can not receive the same debuff type.&lt;br /&gt;
|}&lt;br /&gt;
Both Garuda and Ifrit will return to the arena simultaneously, forcing the party to deal with both.&lt;br /&gt;
&lt;br /&gt;
====== General Notes: ======&lt;br /&gt;
&lt;br /&gt;
* This phase always begins with &#039;&#039;&#039;Hated of the Vortex&#039;&#039;&#039; and &#039;&#039;&#039;Hated of Embers&#039;&#039;&#039;. As the debuffs are distributed based on proximity, the group can pre-assign light parties to each boss for consistency.&lt;br /&gt;
* The two bosses do not need to be separated.&lt;br /&gt;
* As a tank swap can not occur this phase, the tank handling Ifrit must break their &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; tether utilizing a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; line AoE. This will instead send the attack at a different random player and thus allow the tank to safely survive &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;.&lt;br /&gt;
** Alternatively, the tank can use an invulnerability.&lt;br /&gt;
&lt;br /&gt;
====== Vacuum Slice: ======&lt;br /&gt;
&lt;br /&gt;
* All players should stack on the same side of the arena for &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;. Garuda does not cast Storm of Fury in this phase, so there is no need to split into light parties. This additionally makes it easier to dodge Garuda&#039;s &#039;&#039;&#039;Ferostorm&#039;&#039;&#039; afterwards.&lt;br /&gt;
* During &#039;&#039;&#039;Occluded Front (Vacuum)&#039;&#039;&#039;, Ifrit will remove one safe zone with a copy casting &#039;&#039;&#039;&#039;&#039;Hot Foot&#039;&#039;&#039;&#039;&#039;, forcing the party to move to the other safe zone.&lt;br /&gt;
* Prior to the [[Knockback#Directional Knockback|directional knockback]], all players will have an &#039;&#039;&#039;&#039;&#039;Eruption&#039;&#039;&#039;&#039;&#039; AoE placed underneath them. The party should stack near the arena&#039;s center initially, only moving to the safe zone once the Eruption AoEs appear.&lt;br /&gt;
&lt;br /&gt;
After Ferostorm, Ifrit and Garuda will leave the arena one last time.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Garuda &amp;amp; Ifrit&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Hated of Vortex / Embers&lt;br /&gt;
#Occluded Front (Cutter)&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration +&lt;br /&gt;
#*Vacuum Slice&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Occluded Front (Vacuum) +&lt;br /&gt;
#* Eruption&lt;br /&gt;
#* Hot Foot&lt;br /&gt;
#Ferostorm&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Phase 4: [[Raktapaksa]]===&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Raktapaksa&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hands of Flame/Hell&#039;&#039;&#039;&lt;br /&gt;
|Functions identically to Ifrit&#039;s, but additionally creates two immeasurable [[Area of Effect#Static Line AoE|static line AoEs]] covering the arena to Raktapaksa&#039;s left and right—leaving only a safe line in front and behind.&lt;br /&gt;
* The &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; safe zone will always converge where Raktapaksa originally cast the ability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Radiant Plume&#039;&#039;&#039;&lt;br /&gt;
|Covers the entire arena in lethal [[Area of Effect#Static Circle AoE|static circle AoEs]] with the exception of two small areas on the east and west side of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|debuff|File:Burning chains icon1.png|link=File:Burning chains icon1.png}} &#039;&#039;&#039;Irons of Purgatory&#039;&#039;&#039;&lt;br /&gt;
|A [[Tether (mechanic)#Paired / Close Tether|close tether]] attaching players together via role. Each tank is paired to a different random healer, and DPS players are paired to a different random DPS player.&lt;br /&gt;
If two tethered players move more than 10y apart, or their tether is destroyed by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; AoE, both players are instantly killed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twisting Blaze&#039;&#039;&#039;&lt;br /&gt;
|A flaming tornado that spawns on the north and south edge of the arena. Repeatedly fires 90-degree [[Tankbuster#AoE Tankbuster|cone AoE tankbusters]] at the closest player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spread of Fire&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] covering the entire arena except for a 5y radius safe zone directly underneath Raktapaksa.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Conflag Strike&#039;&#039;&#039;&lt;br /&gt;
|A lethal 270 degree [[Area of Effect#Static Cone AoE|static cone AoE]] from the front of Raktapaksa.&lt;br /&gt;
|}&lt;br /&gt;
Ifrit and Garuda will merge together, becoming Raktapaksa and beginning the final phase of the fight.&lt;br /&gt;
&lt;br /&gt;
Raktapaksa will attack with deadlier attacks much more frequently, as well as adding new abilities to their repertoire.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Raktapaksa Opening=&lt;br /&gt;
====== Raktapaksa Opening: ======&lt;br /&gt;
Unlike in Phase 2, Raktapaksa uses &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; twice in quick succession, forcing the party to divide the eight attacks across all party members.&lt;br /&gt;
&lt;br /&gt;
Additionally, all tethered players will need to run at least 10y away from Raktapaksa to ensure their &#039;&#039;&#039;&#039;&#039;Eruption&#039;&#039;&#039;&#039;&#039; AoE does not cover the safe-zone created at the attack&#039;s origin.&lt;br /&gt;
&lt;br /&gt;
* The first &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; always targets a random healer. All supports should grab these tethers and bring them away from Raktapaksa, running back into the safe zone after tethers resolve.&lt;br /&gt;
* The second &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; always targets a random DPS player. As all supports will have {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039;, the other DPS players must take the tethers and repeat the process.&lt;br /&gt;
&lt;br /&gt;
The other notable attack series is &#039;&#039;&#039;Strike Spark&#039;&#039;&#039; followed by &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;. While Strike Spark can be handled identically to Phase 2, Raktapaksa begins casting Hands of Flame at the same time the fireballs detonate.&lt;br /&gt;
&lt;br /&gt;
* The party must run towards the wall in the safe zone while the tank stands &#039;&#039;slightly&#039;&#039; closer to the center. This is to prevent the off-tank (and other party members) from receiving {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039;.&lt;br /&gt;
* The off-tank must {{Action icon|provoke}} during or after the cast in order to be the target of the follow up &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;.&lt;br /&gt;
* All players will need to quickly sprint through Raktapaksa to avoid the &#039;&#039;&#039;&#039;&#039;Eruption&#039;&#039;&#039;&#039;&#039; AoE placed underneath the tank from Hands of Flame.&lt;br /&gt;
|-|Conflag Strike=&lt;br /&gt;
====== Conflag Strike: ======&lt;br /&gt;
A single long cast of Conflag Strike is combined with several new mechanics over a period of 35 seconds.&lt;br /&gt;
&lt;br /&gt;
* The party will need to be split into a support stack and a DPS stack—one being assigned to the east, and the other to the west.&lt;br /&gt;
* One tank must be assigned to handle the north &#039;&#039;&#039;Twisting Blaze&#039;&#039;&#039; while the other tank handles the southern one.&lt;br /&gt;
* After &#039;&#039;&#039;Touchdown&#039;&#039;&#039;, the party should split to their assigned east or west side of the arena, preparing to stand in the safe zone between the &#039;&#039;&#039;Radiant Plumes&#039;&#039;&#039;.&lt;br /&gt;
* During this, all players will receive {{Status effect|debuff|File:Burning chains icon1.png|link=File:Burning chains icon1.png}} &#039;&#039;&#039;Irons of Purgatory&#039;&#039;&#039;. Healers will need to quickly identify which tank they become tethered to.&lt;br /&gt;
** Tanks must then run to their assigned Twisting Blazes. While tanks stand in a corner and aim their tornado AoEs away from the center, healers should stand to the north/south of the tornado and focus on healing their partner.&lt;br /&gt;
** DPS players should run into melee range of Raktapaksa and focus on dealing damage. &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; line AoEs will be aimed at the DPS players three times, which must be dodged without letting the AoEs cut the tether.&lt;br /&gt;
*** Dodging the line AoEs can be accomplished via many methods, though a common one is to simply run through Raktapaksa each time a Line AoE appears.&lt;br /&gt;
* Soon all players will lose their {{Status effect|debuff|File:Burning chains icon1.png|link=File:Burning chains icon1.png}} &#039;&#039;&#039;Irons of Purgatory.&#039;&#039;&#039; Instead, &#039;&#039;&#039;Air Bump&#039;&#039;&#039; will be combined with &#039;&#039;&#039;Spread of Fire&#039;&#039;&#039;, forcing players to pair up inside a small [[Area of Effect#Static Donut AoE|static donut AoE]] without overlapping.&lt;br /&gt;
** This cast of Air Bump is unique in that it will instead target one player from each tether pair. Because of this, players should pair up based on their tether partner rather than their usual support+DPS assignments.&lt;br /&gt;
*** Additionally, this specific cast of Air Bump does &#039;&#039;not&#039;&#039; create a [[Area of Effect#Static Circle AoE|static circle AoE]] afterwards.&lt;br /&gt;
* This attack series ends with the end of the &#039;&#039;&#039;Conflag Strike&#039;&#039;&#039; cast. Players must immediately run behind Raktapaksa the instant Air Bump resolves.&lt;br /&gt;
|-|Final Phase=&lt;br /&gt;
====== Final Phase: ======&lt;br /&gt;
A final onslaught of deadly combination attacks, players will need to coordinate and position precisely, as a single death can easily cascade into additional ones.&lt;br /&gt;
&lt;br /&gt;
* [[Waymarks]] placed at inter-cardinals 10y away from the center can be used extensively for a majority of this attack series.&lt;br /&gt;
&lt;br /&gt;
The phase begins with &#039;&#039;&#039;Air Bump&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Storm of Fury&#039;&#039;&#039;. Players can stack into their usual pairs and then handle Storm of Fury identically to Phase 1.&lt;br /&gt;
&lt;br /&gt;
Next is a &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; targeting a healer, combined with four &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; AoEs that create box-shape around the center.&lt;br /&gt;
&lt;br /&gt;
* All supports should take a tether and bring it to a different corner inside the box created by the Wind Cutter AoEs. DPS players must avoid standing in the path of these tethers.&lt;br /&gt;
** If using Air Bump waymarks, support players can run towards their assigned position.&lt;br /&gt;
* Once tethers resolve, players must stand inside the safe zone left in the center. The tank should re-center Raktapaksa as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Third, Hands of Hell is cast again targeting a DPS player. At the same time, Air Bump targets all support players.&lt;br /&gt;
&lt;br /&gt;
* All DPS players will need to grab a tether, as the supports will be {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039;.&lt;br /&gt;
* Players will need to pair up into their usual Air Bump pairs away from Raktapaksa, but the supports will need to either be behind or to the side of their DPS partner to avoid being hit by the Hands of Hell attack.&lt;br /&gt;
* Once again, all players must stack back into the safe zone immediately after.&lt;br /&gt;
&lt;br /&gt;
Lastly, Raktapaksa will cast &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;, which can be handled as usual—aimed away from the party and with a tank-swap.&lt;br /&gt;
&lt;br /&gt;
If the party is still alive, Raktapaksa will cast two easily-avoided &#039;&#039;&#039;Ferostorms&#039;&#039;&#039; before jumping away and beginning a 10-second enrage cast of &#039;&#039;&#039;Conflag Strike&#039;&#039;&#039;, defeating the party if successful.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Raktapaksa Opening&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Hands of Hell (Healer)&lt;br /&gt;
#Hands of Hell (DPS)&lt;br /&gt;
#Inferno Howl&lt;br /&gt;
#Air Bump +&lt;br /&gt;
#*Ferostorm&lt;br /&gt;
#Strike Spark&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Conflag Strike&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Touchdown&lt;br /&gt;
#Irons of Purgatory +&lt;br /&gt;
#*Radiant Plume&lt;br /&gt;
#Twisting Blaze x5 +&lt;br /&gt;
#*Occluded Front (Cutter) x3&lt;br /&gt;
#Air Bump +&lt;br /&gt;
#*Spread of Fire&lt;br /&gt;
#Conflag Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Final Phase&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Air Bump&lt;br /&gt;
#Storm of Fury +&lt;br /&gt;
#*Occluded Front (Cutter)&lt;br /&gt;
#Hands of Hell (Healer) +&lt;br /&gt;
#*Occluded Front (Cutter)&lt;br /&gt;
#Hands of Hell (DPS) +&lt;br /&gt;
#*Air Bump&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Ferostorm x2&lt;br /&gt;
#Touchdown&lt;br /&gt;
#&#039;&#039;&#039;Conflag Strike (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
==Condensed Timeline==&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Superstorm&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Occluded Front (Cutter)&#039;&#039;&#039;&lt;br /&gt;
|DPS players should split to two opposite sides of Garuda.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Storm of Fury&#039;&#039;&#039;&lt;br /&gt;
|DPS players must spread apart while staying inside the line AoEs to prevent their tethers from being cut. Supports can stand with a single DPS player or attempt to find a safe area between cones.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Air Bump&#039;&#039;&#039;&lt;br /&gt;
|Each support player must pair with a DPS player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ferostorm&#039;&#039;&#039;&lt;br /&gt;
|Avoid where the blades are pointing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Touchdown + Air Bump&#039;&#039;&#039;&lt;br /&gt;
|Pair up again next to the [[Knockback#Epicentral Knockback|epicentral knockback]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;&lt;br /&gt;
|Split into light parties, dividing across the line AoE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Occluded Front (Vacuum)&#039;&#039;&#039;&lt;br /&gt;
|Tethered players must split to opposite sides, and all players must find a safe spot from the [[Knockback#Directional Knockback|directional knockback]] and exploding Nexuses.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ferostorm&#039;&#039;&#039;&lt;br /&gt;
|Avoid where the blades are pointing.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;&lt;br /&gt;
|Aim the tether away from the group and tank swap.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;&lt;br /&gt;
|Move away from where Ifrit is facing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Inferno Howl&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Hell (Healer)&#039;&#039;&#039;&lt;br /&gt;
|All healers and ranged DPS should take the tethers and bring them away from the group.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Strike Spark&#039;&#039;&#039;&lt;br /&gt;
|Stack in the center until &#039;&#039;&#039;&#039;&#039;Eruptions&#039;&#039;&#039;&#039;&#039; appear, then run to the safe zone created by copies of Ifrit kicking fireballs away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Hell (DPS)&#039;&#039;&#039;&lt;br /&gt;
|All Healers and ranged DPS can take the tethers again.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;&lt;br /&gt;
|Aim the tether away from the group and tank swap.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;&lt;br /&gt;
|Move away from where Ifrit is facing.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hated of Vortex / Embers&#039;&#039;&#039;&lt;br /&gt;
|Split into light parties for Garuda and Ifrit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Occluded Front (Cutter)&#039;&#039;&#039;&lt;br /&gt;
|The tank handling Ifrit will want to stand by Wind Cutter orb.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;&lt;br /&gt;
|Either break Ifrits tether using a Wind Cutter line AoE, or use an invulnerability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Instant Incineration + Vacuum Slice&#039;&#039;&#039;&lt;br /&gt;
|All players should group on the same side of the Vacuum Slice.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;&lt;br /&gt;
|Avoid where Ifrit is aiming.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Occluded Front (Vacuum) + Eruption + Hot Foot&#039;&#039;&#039;&lt;br /&gt;
|Stack near the arena&#039;s center until &#039;&#039;&#039;&#039;&#039;Eruption&#039;&#039;&#039;&#039;&#039; appears, then run to the safe zone from [[Knockback#Directional Knockback|directional knockback]] and exploding Nexuses, taking the Ifrit copy into account.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ferostorm&#039;&#039;&#039;&lt;br /&gt;
|Avoid where the blades are pointing.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hands of Hell (Healer)&#039;&#039;&#039;&lt;br /&gt;
|All supports must grab the tethers and bring them away from Raktapaksa, then run into the safe zone afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Hell (DPS)&#039;&#039;&#039;&lt;br /&gt;
|All DPS must grab the tethers and bring them away from Raktapaksa, then run into the safe zone afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Inferno Howl&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Air Bump + Ferostorm&#039;&#039;&#039;&lt;br /&gt;
|Stack into the usual Air Bump pairs, then dodge the blades.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Strike Spark&#039;&#039;&#039;&lt;br /&gt;
|Handle as before, but all players except the main tank must hug the wall of the safe zone.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;&lt;br /&gt;
|The main tank should stand a short distance away from the wall to prevent hitting others. Tank swap while all players run through Raktapaksa and out of the &#039;&#039;&#039;&#039;&#039;Eruption&#039;&#039;&#039;&#039;&#039; AoE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;&lt;br /&gt;
|Move away from where Raktapaksa is facing.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Touchdown&#039;&#039;&#039;&lt;br /&gt;
|Split into Support and DPS stacks to the east and west.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Irons of Purgatory + Radiant Plume&#039;&#039;&#039;&lt;br /&gt;
|Identify your tether partner.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twisting Blaze x5 + Occluded Front (Cutter) x3&#039;&#039;&#039;&lt;br /&gt;
|Each tank must run with their healer partner to the Twisting Blaze tornadoes in the north and south. DPS can attack the boss while protecting their tethers from the Wind Cutter line AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Air Bump + Spread of Fire&#039;&#039;&#039;&lt;br /&gt;
|Pair up with your tether partner inside the [[Area of Effect#Static Donut AoE|donut AoE]]. No circle AoE is created afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Conflag Strike&#039;&#039;&#039;&lt;br /&gt;
|Stand behind Raktapaksa.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Air Bump&#039;&#039;&#039;&lt;br /&gt;
|Each support player must pair with a DPS player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Storm of Fury + Occluded Front (Cutter)&#039;&#039;&#039;&lt;br /&gt;
|Handle the same way as in Phase 1.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Hell (Healer) + Occluded Front (Cutter)&#039;&#039;&#039;&lt;br /&gt;
|All supports must take a tether and bring it to an inter-cardinal, as far away from Raktapaksa as possible without crossing over a Wind Cutter Line AoE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Hell (DPS) + Air Bump&#039;&#039;&#039;&lt;br /&gt;
|All DPS must take a tether, then stack with their Air Bump partner away from Raktapaksa. Support players must avoid standing inside the tether path.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;&lt;br /&gt;
|Tank swap.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;&lt;br /&gt;
|Move away from where Raktapaksa is facing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ferostorm x2&#039;&#039;&#039;&lt;br /&gt;
|Avoid where the blades are pointing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Touchdown&#039;&#039;&#039;&lt;br /&gt;
|This is the party&#039;s last chance to defeat Raktapaksa.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Conflag Strike (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item reward|1|Book of Furor}} (Guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenchoir Head Gear Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Hand Gear Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Foot Gear Coffer (IL 500)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenchoir Head Gear Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Hand Gear Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Foot Gear Coffer (IL 500)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Primal Angel}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
E6N.png&lt;br /&gt;
E6 boss.png&lt;br /&gt;
E6 phase 4.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Furor_(Savage)&amp;diff=1528883</id>
		<title>Eden&#039;s Verse: Furor (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Furor_(Savage)&amp;diff=1528883"/>
		<updated>2026-09-02T08:01:38Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Added Condensed Timeline section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Verse (Savage)|Eden&#039;s Verse: Furor}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Verse: Furor (Savage)&lt;br /&gt;
| description = The discovery of a second crystal within Eden&#039;s core leads to more questions than answers, and yet again, your mind is assaulted with terrifying visions upon gazing inside. You see foes previously vanquished reborn, more brutal and unrelenting than even your wildest imagination, yet your unwavering resolve forbids you from tearing your eyes away...&lt;br /&gt;
| image =  Eden&#039;s Verse Furor (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 475&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = Ashfall&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|Life Finds a Way}}&lt;br /&gt;
| patch = 5.2&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| id-gt = 30091&lt;br /&gt;
| id-edb = 8e7439e713d&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E6S&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|limit=3}}&lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|32px|link=]] Heritors of Fury: [[Garuda (ShB)|Garuda]] &amp;amp; [[Ifrit (ShB)|Ifrit]] - Abilities and Timeline==&lt;br /&gt;
&lt;br /&gt;
The battle against Garuda and Ifrit takes place inside a 20y radius circular arena surrounded by a deadly wall of flame—instantly killing any players that collide with it.&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Garuda &amp;amp; Ifrit&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Garuda&#039;s Abilities&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Superstorm&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Touchdown&#039;&#039;&#039;&lt;br /&gt;
|An [[Knockback#Epicentral Knockback|epicentral]] knockback.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Occluded Front (Cutter)&#039;&#039;&#039;&lt;br /&gt;
|Spawns multiple &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; orbs that create thin green [[Area of Effect#Static Line AoE|static line AoEs]]. These line AoEs have the unique ability to cut any [[Tether (mechanic)|tether]] crossed over top of it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Storm of Fury&#039;&#039;&#039;&lt;br /&gt;
|Creates four [[Tether (mechanic)|tethers]], attaching to DPS players, and a 12.5y [[Area of Effect#Static Circle AoE|static circle AoE]] underneath the boss.&lt;br /&gt;
Tethers fire a 90 degree [[Area of Effect#Spread Line or Cone|spread cone]] at their target after a few second, dealing moderate magic damage.&lt;br /&gt;
&lt;br /&gt;
* If a tether is broken by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039;, the spread cone will instead fire at a random player that wasn&#039;t the original target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Air Bump&#039;&#039;&#039;&lt;br /&gt;
|Marks four support players with a [[Stack marker#Multi-Player Marker|2-player marker]], dealing moderate magic damage and inflicting {{Status effect|debuff|Magic Vulnerability Up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;. Creates a lethal [[Area of Effect#Static Circle AoE|static circle AoE]] afterwards.&lt;br /&gt;
If there is only one player inside the marker, that player is launched with a powerful [[Knockback#Knock-up|knock-up]] and unable to avoid the lethal follow-up AoE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ferostorm&#039;&#039;&#039;&lt;br /&gt;
|Creates two magical blades on opposite diagonals of the boss, each firing 90-degree [[Area of Effect#Static Cone AoE|static cone AoEs]] that deal high damage and inflict {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;&lt;br /&gt;
|Creates a 10y-wide [[Area of Effect#Puddle|line puddle]] across the center of the arena, either north-to-south or east-to-west—splitting the arena into two halves.&lt;br /&gt;
Players caught in the initial AoE, or that step into the puddle afterwards, are instantly killed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Occluded Front (Vacuum)&#039;&#039;&#039;&lt;br /&gt;
|Always follows &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;. One half of the arena has three &#039;&#039;&#039;&#039;&#039;Tumultuous Nexuses&#039;&#039;&#039;&#039;&#039;, the other half has four.&lt;br /&gt;
After a [[Knockback#Directional Knockback|directional knockback]], each Nexus explodes into a [[Area of Effect#Static Circle AoE|static circle AoE]], dealing high magic damage and inflicting {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; to those in range.&lt;br /&gt;
&lt;br /&gt;
* Tumultuous Nexuses are also affected by the directional knockback.&lt;br /&gt;
* Nexuses pulled into the Vacuum Slice puddle are destroyed.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Ifrit&#039;s Abilities&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Inferno Howl&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;&lt;br /&gt;
|A [[Tether (mechanic)|tether]] attached to the highest enmity player. Ifrit charges the target, inflicting {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039; to them and any other players inbetween for 20 seconds.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Eruption,&#039;&#039;&#039;&#039;&#039; a 10y radius  [[Area of Effect#Static Circle AoE|static circle AoE]], is created underneath the targeted player and detonates a few seconds later.&lt;br /&gt;
&lt;br /&gt;
* If a player already afflicted with {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039; is hit by this attack, they become {{Status effect|debuff|file:ConcussionDebuff.png|link=file:ConcussionDebuff.png}} &#039;&#039;&#039;Concussed&#039;&#039;&#039; for 10 seconds—unable to act, move, or [[Rescue|be moved]] by others.&lt;br /&gt;
* If the tether is broken by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039;, Ifrit will instead charge at a random player that was not the original target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Hell&#039;&#039;&#039;&lt;br /&gt;
|A healer or a DPS is marked with a red arrow. This target then has four [[Tether (mechanic)|tethers]] attached to them—three of them being [[Tether (mechanic)#Transferable Tether|transferable tethers]]. Each tether is then attacked by &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Each transferable tether can only be transferred once, locking on to their new target afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] targeting the higher enmity player. If the target is {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039;, they will be helplessly [[Knockback#Knock-up|launched upwards]] and unable to avoid the follow-up &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;&lt;br /&gt;
|Ifrit jumps at where the highest enmity player was standing at the start of the cast, dealing extreme damage to any player still at that location.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Strike Spark&#039;&#039;&#039;&lt;br /&gt;
|Eight fireballs are created around the arena, one in each cardinal and inter-cardinal direction. Multiple copies of Ifrit appear next to random orbs and face a random direction.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Eruption&#039;&#039;&#039;&#039;&#039; is placed underneath all players—then all copies of Ifrit cast &#039;&#039;&#039;&#039;&#039;Hot Foot&#039;&#039;&#039;&#039;&#039;, kicking any fireballs &amp;lt;u&amp;gt;in front of them&amp;lt;/u&amp;gt; 10y away.&lt;br /&gt;
&lt;br /&gt;
* Each fireball detonates into a 10y radius [[Area of Effect#Static Circle AoE|static circle AoE]] that deals high damage and inflicts {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Shared Abilities&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hated of the Vortex / Embers&#039;&#039;&#039;&lt;br /&gt;
|Deals unavoidable party-wide damage and places debuffs on all players based on proximity to Ifrit and Garuda.&lt;br /&gt;
&lt;br /&gt;
* The four players closest to Garuda are debuffed with {{Status effect|debuff|file:Hated of the vortex debuff.png|link=file:Hated of the vortex debuff.png}} &#039;&#039;&#039;Hated of the Vortex&#039;&#039;&#039;, preventing them from damaging Ifrit.&lt;br /&gt;
* The four closest players to Ifrit receive the inverse: {{Status effect|debuff|file:Hated of embers debuff.png|link=file:Hated of embers debuff.png}} &#039;&#039;&#039;Hated of Embers&#039;&#039;&#039;, preventing them from damaging Garuda.&lt;br /&gt;
* Two healers and two tanks can not receive the same debuff type.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Raktapaksa&#039;s Abilities&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hands of Flame/Hell&#039;&#039;&#039;&lt;br /&gt;
|Functions identically to Ifrit&#039;s, but additionally creates two immeasurable [[Area of Effect#Static Line AoE|static line AoEs]] covering the arena to Raktapaksa&#039;s left and right—leaving only a safe line in front and behind.&lt;br /&gt;
* The &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; safe zone will always converge where Raktapaksa originally cast the ability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Radiant Plume&#039;&#039;&#039;&lt;br /&gt;
|Covers the entire arena in lethal [[Area of Effect#Static Circle AoE|static circle AoEs]] with the exception of two small areas on the east and west side of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|debuff|File:Burning chains icon1.png|link=File:Burning chains icon1.png}} &#039;&#039;&#039;Irons of Purgatory&#039;&#039;&#039;&lt;br /&gt;
|A [[Tether (mechanic)#Paired / Close Tether|close tether]] attaching players together via role. Each tank is paired to a different random healer, and DPS players are paired to a different random DPS player.&lt;br /&gt;
If two tethered players move more than 10y apart, or their tether is destroyed by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; AoE, both players are instantly killed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twisting Blaze&#039;&#039;&#039;&lt;br /&gt;
|A flaming tornado that spawns on the north and south edge of the arena. Repeatedly fires 90-degree [[Tankbuster#AoE Tankbuster|cone AoE tankbusters]] at the closest player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spread of Fire&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] covering the entire arena except for a 5y radius safe zone directly underneath Raktapaksa.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Conflag Strike&#039;&#039;&#039;&lt;br /&gt;
|A lethal 270 degree [[Area of Effect#Static Cone AoE|static cone AoE]] from the front of Raktapaksa.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Garuda&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Superstorm&lt;br /&gt;
#Occluded Front (Cutter)&lt;br /&gt;
#Storm of Fury&lt;br /&gt;
#Air Bump&lt;br /&gt;
#Ferostorm&lt;br /&gt;
#Touchdown +&lt;br /&gt;
#* Air Bump&lt;br /&gt;
#Vacuum Slice&lt;br /&gt;
#Occluded Front (Vacuum)&lt;br /&gt;
#Ferostorm&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Ifrit&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Inferno Howl&lt;br /&gt;
#Hands of Hell (Healer)&lt;br /&gt;
#Strike Spark&lt;br /&gt;
#Hands of Hell (DPS)&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Garuda &amp;amp; Ifrit&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Hated of Vortex / Embers&lt;br /&gt;
#Occluded Front (Cutter)&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration +&lt;br /&gt;
#*Vacuum Slice&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Occluded Front (Vacuum) +&lt;br /&gt;
#* Eruption&lt;br /&gt;
#* Hot Foot&lt;br /&gt;
#Ferostorm&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Raktapaksa Opening&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Hands of Hell (Healer)&lt;br /&gt;
#Hands of Hell (DPS)&lt;br /&gt;
#Inferno Howl&lt;br /&gt;
#Air Bump +&lt;br /&gt;
#*Ferostorm&lt;br /&gt;
#Strike Spark&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Conflag Strike&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Touchdown&lt;br /&gt;
#Irons of Purgatory +&lt;br /&gt;
#*Radiant Plume&lt;br /&gt;
#Twisting Blaze x5 +&lt;br /&gt;
#*Occluded Front (Cutter) x3&lt;br /&gt;
#Air Bump +&lt;br /&gt;
#*Spread of Fire&lt;br /&gt;
#Conflag Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Final Phase&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Air Bump&lt;br /&gt;
#Storm of Fury +&lt;br /&gt;
#*Occluded Front (Cutter)&lt;br /&gt;
#Hands of Hell (Healer) +&lt;br /&gt;
#*Occluded Front (Cutter)&lt;br /&gt;
#Hands of Hell (DPS) +&lt;br /&gt;
#*Air Bump&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Ferostorm x2&lt;br /&gt;
#Touchdown&lt;br /&gt;
#&#039;&#039;&#039;Conflag Strike (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Detailed Phase Explanations ==&lt;br /&gt;
&lt;br /&gt;
===Phase 1: [[Garuda (ShB)|Garuda]]===&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Garuda&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Superstorm&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Touchdown&#039;&#039;&#039;&lt;br /&gt;
|An [[Knockback#Epicentral Knockback|epicentral]] knockback.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Occluded Front (Cutter)&#039;&#039;&#039;&lt;br /&gt;
|Spawns multiple &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; orbs that create thin green [[Area of Effect#Static Line AoE|static line AoEs]]. These line AoEs have the unique ability to cut any [[Tether (mechanic)|tether]] crossed over top of it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Storm of Fury&#039;&#039;&#039;&lt;br /&gt;
|Creates four [[Tether (mechanic)|tethers]], attaching to DPS players, and a 12.5y [[Area of Effect#Static Circle AoE|static circle AoE]] underneath the boss.&lt;br /&gt;
Tethers fire a 90 degree [[Area of Effect#Spread Line or Cone|spread cone]] at their target after a few second, dealing moderate magic damage.&lt;br /&gt;
&lt;br /&gt;
* If a tether is broken by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039;, the spread cone will instead fire at a random player that wasn&#039;t the original target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Air Bump&#039;&#039;&#039;&lt;br /&gt;
|Marks four support players with a [[Stack marker#Multi-Player Marker|2-player marker]], dealing moderate magic damage and inflicting {{Status effect|debuff|Magic Vulnerability Up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;. Creates a lethal [[Area of Effect#Static Circle AoE|static circle AoE]] afterwards.&lt;br /&gt;
If there is only one player inside the marker, that player is launched with a powerful [[Knockback#Knock-up|knock-up]] and unable to avoid the lethal follow-up AoE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ferostorm&#039;&#039;&#039;&lt;br /&gt;
|Creates two magical blades on opposite diagonals of the boss, each firing 90-degree [[Area of Effect#Static Cone AoE|static cone AoEs]] that deal high damage and inflict {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;&lt;br /&gt;
|Creates a 10y-wide [[Area of Effect#Puddle|line puddle]] across the center of the arena, either north-to-south or east-to-west—splitting the arena into two halves.&lt;br /&gt;
Players caught in the initial AoE, or that step into the puddle afterwards, are instantly killed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Occluded Front (Vacuum)&#039;&#039;&#039;&lt;br /&gt;
|Always follows &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;. One half of the arena has three &#039;&#039;&#039;&#039;&#039;Tumultuous Nexuses&#039;&#039;&#039;&#039;&#039;, the other half has four.&lt;br /&gt;
After a [[Knockback#Directional Knockback|directional knockback]], each Nexus explodes into a [[Area of Effect#Static Circle AoE|static circle AoE]], dealing high magic damage and inflicting {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; to those in range.&lt;br /&gt;
&lt;br /&gt;
* Tumultuous Nexuses are also affected by the directional knockback.&lt;br /&gt;
* Nexuses pulled into the Vacuum Slice puddle are destroyed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A short phase with simple mechanics, the only attacks to look out for are &#039;&#039;&#039;Storm of Fury&#039;&#039;&#039;, &#039;&#039;&#039;Air Bump&#039;&#039;&#039;, and &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;.&lt;br /&gt;
====== General Notes: ======&lt;br /&gt;
&lt;br /&gt;
* Players will need to assign players into four players for &#039;&#039;&#039;Air Bump&#039;&#039;&#039;. As the attack always targets support players, each will need a partnered with a DPS player.&lt;br /&gt;
* The party will additionally need to be split into two [[Party|light parties]] for &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;. As it is random whether the arena is split between north and south or east and west, each light party should be assigned to an opposite inter-cardinal.&lt;br /&gt;
&lt;br /&gt;
====== Storm of Fury: ======&lt;br /&gt;
All DPS will be targeted by tethers while two &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; AoEs divide the arena into thirds.&lt;br /&gt;
&lt;br /&gt;
* DPS must &#039;&#039;avoid&#039;&#039; crossing over the line AoEs to ensure their tether is not cut—which would result in another random player becoming the target and potentially being hit by two cones simultaneously.&lt;br /&gt;
* The four DPS should split to the two open sides of Garuda, spreading apart to prevent being hit by the other cones.&lt;br /&gt;
* The unmarked support players can either stack with a DPS player to ensure they only take the damage of one cone AoE, or cross over the line AoE and attempt to dodge between the cones.&lt;br /&gt;
&lt;br /&gt;
====== Air Bump: ======&lt;br /&gt;
&lt;br /&gt;
* It is helpful to place down [[waymarks]] for each pair to stack together on. Placing these waymarks on inter-cardinals will help further during Phase 4.&lt;br /&gt;
* Players can not stack two markers together, as the {{Status effect|debuff|Magic Vulnerability Up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; would result in the death of all players inside.&lt;br /&gt;
* All players must run out of the [[Area of Effect#Static Circle AoE|static circle AoE]] created afterwards, which is intended to kill any players that failed to stack with any others.&lt;br /&gt;
&lt;br /&gt;
====== Vacuum Slice: ======&lt;br /&gt;
After splitting into two light parties on the two different halves of the arena, one random half will have three &#039;&#039;&#039;&#039;&#039;Tumultuous Nexuses&#039;&#039;&#039;&#039;&#039; while the other half has four. All DPS players will receive &#039;&#039;&#039;Storm of Fury&#039;&#039;&#039; tethers again.&lt;br /&gt;
&lt;br /&gt;
* While the tethered DPS must split to opposite sides of their half, supports can stack on a DPS player of their choice.&lt;br /&gt;
* On the side with three Tumultuous Nexuses, players can stand between two Nexuses while also hugging the arena wall.&lt;br /&gt;
* On the side with four Tumultuous Nexuses, players must stand in-line with one of the Nexuses farthest to the sides—these Nexuses will be pulled into the death-puddle and destroyed.&lt;br /&gt;
&lt;br /&gt;
After finishing the first rotation set, Garuda will fly away.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Garuda&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Superstorm&lt;br /&gt;
#Occluded Front (Cutter)&lt;br /&gt;
#Storm of Fury&lt;br /&gt;
#Air Bump&lt;br /&gt;
#Ferostorm&lt;br /&gt;
#Touchdown +&lt;br /&gt;
#* Air Bump&lt;br /&gt;
#Vacuum Slice&lt;br /&gt;
#Occluded Front (Vacuum)&lt;br /&gt;
#Ferostorm&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Phase 2: [[Ifrit (ShB)|Ifrit]]===&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Ifrit&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Inferno Howl&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;&lt;br /&gt;
|A [[Tether (mechanic)|tether]] attached to the highest enmity player. Ifrit charges the target, inflicting {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039; to them and any other players inbetween for 20 seconds.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Eruption,&#039;&#039;&#039;&#039;&#039; a 10y radius  [[Area of Effect#Static Circle AoE|static circle AoE]], is created underneath the targeted player and detonates a few seconds later.&lt;br /&gt;
&lt;br /&gt;
* If a player already afflicted with {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039; is hit by this attack, they become {{Status effect|debuff|file:ConcussionDebuff.png|link=file:ConcussionDebuff.png}} &#039;&#039;&#039;Concussed&#039;&#039;&#039; for 10 seconds—unable to act, move, or [[Rescue|be moved]] by others.&lt;br /&gt;
* If the tether is broken by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039;, Ifrit will instead charge at a random player that was not the original target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Hell&#039;&#039;&#039;&lt;br /&gt;
|A healer or a DPS is marked with a red arrow. This target then has four [[Tether (mechanic)|tethers]] attached to them—three of them being [[Tether (mechanic)#Transferable Tether|transferable tethers]]. Each tether is then attacked by &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Each transferable tether can only be transferred once, locking on to their new target afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] targeting the higher enmity player. If the target is {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039;, they will be helplessly [[Knockback#Knock-up|launched upwards]] and unable to avoid the follow-up &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;&lt;br /&gt;
|Ifrit jumps at where the highest enmity player was standing at the start of the cast, dealing extreme damage to any player still at that location.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Strike Spark&#039;&#039;&#039;&lt;br /&gt;
|Eight fireballs are created around the arena, one in each cardinal and inter-cardinal direction. Multiple copies of Ifrit appear next to random orbs and face a random direction.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Eruption&#039;&#039;&#039;&#039;&#039; is placed underneath all players—then all copies of Ifrit cast &#039;&#039;&#039;&#039;&#039;Hot Foot&#039;&#039;&#039;&#039;&#039;, kicking any fireballs &amp;lt;u&amp;gt;in front of them&amp;lt;/u&amp;gt; 10y away.&lt;br /&gt;
&lt;br /&gt;
* Each fireball detonates into a 10y radius [[Area of Effect#Static Circle AoE|static circle AoE]] that deals high damage and inflicts {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|}Ifrit enters the arena with a [[Other Mechanics#Proximity AoE|proximity AoE]], starting Phase 2. Often chaining his attacks together into combinations, players will need to look out for &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;, &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039;, and &#039;&#039;&#039;Strike Spark&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====== Hands of Flame: ======&lt;br /&gt;
&lt;br /&gt;
* This attack requires a tank swap as it is always followed by &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; and &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;—which would kill the main tank due to receiving {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039;.&lt;br /&gt;
* After Instant Incineration, tanks must remember to move a short distance away from their prior position to avoid the Meteor Strike.&lt;br /&gt;
&lt;br /&gt;
====== Hands of Hell: ======&lt;br /&gt;
&lt;br /&gt;
* In this phase, Hands of Hell can be handled by having healers, ranged DPS, and magical DPS take the tethers and moving them away from Ifrit.&lt;br /&gt;
* All untethered players should avoid standing in the path of a tether to prevent receiving unnecessary {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039; debuffs.&lt;br /&gt;
* Tanks should avoid Hands of Hell entirely in Phase 2, as the second cast is immediately followed by &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;.&lt;br /&gt;
{{Clear}}[[File:E6S Strike Spark.jpg|alt=An example of Strike Spark.|thumb|An example of Strike Spark. In this situation, the east edge is the safe spot.]]&lt;br /&gt;
====== Strike Spark: ======&lt;br /&gt;
Ifrit creates a square of fireballs and several copies of himself at random positions, ready to kick the fireballs in different cardinal directions.&lt;br /&gt;
&lt;br /&gt;
* Players should first stack in the center waiting for &#039;&#039;&#039;&#039;&#039;Eruptions&#039;&#039;&#039;&#039;&#039; to appear before moving into whichever area will be safe.&lt;br /&gt;
* Some copies of Ifrit may instead have their back turned to the fireballs, in which case their &#039;&#039;&#039;&#039;&#039;Hot Foot&#039;&#039;&#039;&#039;&#039; will not hit anything.&lt;br /&gt;
* The safe spot will be at an Ifrit copy that is correctly kicking away a fireball, &#039;&#039;and&#039;&#039; does not have another copy aiming a fireball at their location.&lt;br /&gt;
** There will only ever be one safe spot, and it will never be the center of the arena.&lt;br /&gt;
** Knowing the above, players can quickly locate the safe spot by looking for the Ifrit copy aiming at the center, then tracing the chain of Ifrit copies backwards to its starting point.&lt;br /&gt;
&lt;br /&gt;
At the end of the rotation set, Ifrit will jump away from the arena.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Ifrit&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Inferno Howl&lt;br /&gt;
#Hands of Hell (Healer)&lt;br /&gt;
#Strike Spark&lt;br /&gt;
#Hands of Hell (DPS)&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Phase 3: Garuda &amp;amp; Ifrit===&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Garuda &amp;amp; Ifrit&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hated of the Vortex / Embers&#039;&#039;&#039;&lt;br /&gt;
|Deals unavoidable party-wide damage and places debuffs on all players based on proximity to Ifrit and Garuda.&lt;br /&gt;
&lt;br /&gt;
* The four players closest to Garuda are debuffed with {{Status effect|debuff|file:Hated of the vortex debuff.png|link=file:Hated of the vortex debuff.png}} &#039;&#039;&#039;Hated of the Vortex&#039;&#039;&#039;, preventing them from damaging Ifrit.&lt;br /&gt;
* The four closest players to Ifrit receive the inverse: {{Status effect|debuff|file:Hated of embers debuff.png|link=file:Hated of embers debuff.png}} &#039;&#039;&#039;Hated of Embers&#039;&#039;&#039;, preventing them from damaging Garuda.&lt;br /&gt;
* Two healers and two tanks can not receive the same debuff type.&lt;br /&gt;
|}&lt;br /&gt;
Both Garuda and Ifrit will return to the arena simultaneously, forcing the party to deal with both.&lt;br /&gt;
&lt;br /&gt;
====== General Notes: ======&lt;br /&gt;
&lt;br /&gt;
* This phase always begins with &#039;&#039;&#039;Hated of the Vortex&#039;&#039;&#039; and &#039;&#039;&#039;Hated of Embers&#039;&#039;&#039;. As the debuffs are distributed based on proximity, the group can pre-assign light parties to each boss for consistency.&lt;br /&gt;
* The two bosses do not need to be separated.&lt;br /&gt;
* As a tank swap can not occur this phase, the tank handling Ifrit must break their &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; tether utilizing a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; line AoE. This will instead send the attack at a different random player and thus allow the tank to safely survive &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;.&lt;br /&gt;
** Alternatively, the tank can use an invulnerability.&lt;br /&gt;
&lt;br /&gt;
====== Vacuum Slice: ======&lt;br /&gt;
&lt;br /&gt;
* All players should stack on the same side of the arena for &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;. Garuda does not cast Storm of Fury in this phase, so there is no need to split into light parties. This additionally makes it easier to dodge Garuda&#039;s &#039;&#039;&#039;Ferostorm&#039;&#039;&#039; afterwards.&lt;br /&gt;
* During &#039;&#039;&#039;Occluded Front (Vacuum)&#039;&#039;&#039;, Ifrit will remove one safe zone with a copy casting &#039;&#039;&#039;&#039;&#039;Hot Foot&#039;&#039;&#039;&#039;&#039;, forcing the party to move to the other safe zone.&lt;br /&gt;
* Prior to the [[Knockback#Directional Knockback|directional knockback]], all players will have an &#039;&#039;&#039;&#039;&#039;Eruption&#039;&#039;&#039;&#039;&#039; AoE placed underneath them. The party should stack near the arena&#039;s center initially, only moving to the safe zone once the Eruption AoEs appear.&lt;br /&gt;
&lt;br /&gt;
After Ferostorm, Ifrit and Garuda will leave the arena one last time.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Garuda &amp;amp; Ifrit&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Hated of Vortex / Embers&lt;br /&gt;
#Occluded Front (Cutter)&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration +&lt;br /&gt;
#*Vacuum Slice&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Occluded Front (Vacuum) +&lt;br /&gt;
#* Eruption&lt;br /&gt;
#* Hot Foot&lt;br /&gt;
#Ferostorm&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Phase 4: [[Raktapaksa]]===&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Raktapaksa&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hands of Flame/Hell&#039;&#039;&#039;&lt;br /&gt;
|Functions identically to Ifrit&#039;s, but additionally creates two immeasurable [[Area of Effect#Static Line AoE|static line AoEs]] covering the arena to Raktapaksa&#039;s left and right—leaving only a safe line in front and behind.&lt;br /&gt;
* The &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; safe zone will always converge where Raktapaksa originally cast the ability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Radiant Plume&#039;&#039;&#039;&lt;br /&gt;
|Covers the entire arena in lethal [[Area of Effect#Static Circle AoE|static circle AoEs]] with the exception of two small areas on the east and west side of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|debuff|File:Burning chains icon1.png|link=File:Burning chains icon1.png}} &#039;&#039;&#039;Irons of Purgatory&#039;&#039;&#039;&lt;br /&gt;
|A [[Tether (mechanic)#Paired / Close Tether|close tether]] attaching players together via role. Each tank is paired to a different random healer, and DPS players are paired to a different random DPS player.&lt;br /&gt;
If two tethered players move more than 10y apart, or their tether is destroyed by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; AoE, both players are instantly killed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twisting Blaze&#039;&#039;&#039;&lt;br /&gt;
|A flaming tornado that spawns on the north and south edge of the arena. Repeatedly fires 90-degree [[Tankbuster#AoE Tankbuster|cone AoE tankbusters]] at the closest player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spread of Fire&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] covering the entire arena except for a 5y radius safe zone directly underneath Raktapaksa.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Conflag Strike&#039;&#039;&#039;&lt;br /&gt;
|A lethal 270 degree [[Area of Effect#Static Cone AoE|static cone AoE]] from the front of Raktapaksa.&lt;br /&gt;
|}&lt;br /&gt;
Ifrit and Garuda will merge together, becoming Raktapaksa and beginning the final phase of the fight.&lt;br /&gt;
&lt;br /&gt;
Raktapaksa will attack with deadlier attacks much more frequently, as well as adding new abilities to their repertoire.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Raktapaksa Opening=&lt;br /&gt;
====== Raktapaksa Opening: ======&lt;br /&gt;
Unlike in Phase 2, Raktapaksa uses &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; twice in quick succession, forcing the party to divide the eight attacks across all party members.&lt;br /&gt;
&lt;br /&gt;
Additionally, all tethered players will need to run at least 10y away from Raktapaksa to ensure their &#039;&#039;&#039;&#039;&#039;Eruption&#039;&#039;&#039;&#039;&#039; AoE does not cover the safe-zone created at the attack&#039;s origin.&lt;br /&gt;
&lt;br /&gt;
* The first &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; always targets a random healer. All supports should grab these tethers and bring them away from Raktapaksa, running back into the safe zone after tethers resolve.&lt;br /&gt;
* The second &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; always targets a random DPS player. As all supports will have {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039;, the other DPS players must take the tethers and repeat the process.&lt;br /&gt;
&lt;br /&gt;
The other notable attack series is &#039;&#039;&#039;Strike Spark&#039;&#039;&#039; followed by &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;. While Strike Spark can be handled identically to Phase 2, Raktapaksa begins casting Hands of Flame at the same time the fireballs detonate.&lt;br /&gt;
&lt;br /&gt;
* The party must run towards the wall in the safe zone while the tank stands &#039;&#039;slightly&#039;&#039; closer to the center. This is to prevent the off-tank (and other party members) from receiving {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039;.&lt;br /&gt;
* The off-tank must {{Action icon|provoke}} during or after the cast in order to be the target of the follow up &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;.&lt;br /&gt;
* All players will need to quickly sprint through Raktapaksa to avoid the &#039;&#039;&#039;&#039;&#039;Eruption&#039;&#039;&#039;&#039;&#039; AoE placed underneath the tank from Hands of Flame.&lt;br /&gt;
|-|Conflag Strike=&lt;br /&gt;
====== Conflag Strike: ======&lt;br /&gt;
A single long cast of Conflag Strike is combined with several new mechanics over a period of 35 seconds.&lt;br /&gt;
&lt;br /&gt;
* The party will need to be split into a support stack and a DPS stack—one being assigned to the east, and the other to the west.&lt;br /&gt;
* One tank must be assigned to handle the north &#039;&#039;&#039;Twisting Blaze&#039;&#039;&#039; while the other tank handles the southern one.&lt;br /&gt;
* After &#039;&#039;&#039;Touchdown&#039;&#039;&#039;, the party should split to their assigned east or west side of the arena, preparing to stand in the safe zone between the &#039;&#039;&#039;Radiant Plumes&#039;&#039;&#039;.&lt;br /&gt;
* During this, all players will receive {{Status effect|debuff|File:Burning chains icon1.png|link=File:Burning chains icon1.png}} &#039;&#039;&#039;Irons of Purgatory&#039;&#039;&#039;. Healers will need to quickly identify which tank they become tethered to.&lt;br /&gt;
** Tanks must then run to their assigned Twisting Blazes. While tanks stand in a corner and aim their tornado AoEs away from the center, healers should stand to the north/south of the tornado and focus on healing their partner.&lt;br /&gt;
** DPS players should run into melee range of Raktapaksa and focus on dealing damage. &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; line AoEs will be aimed at the DPS players three times, which must be dodged without letting the AoEs cut the tether.&lt;br /&gt;
*** Dodging the line AoEs can be accomplished via many methods, though a common one is to simply run through Raktapaksa each time a Line AoE appears.&lt;br /&gt;
* Soon all players will lose their {{Status effect|debuff|File:Burning chains icon1.png|link=File:Burning chains icon1.png}} &#039;&#039;&#039;Irons of Purgatory.&#039;&#039;&#039; Instead, &#039;&#039;&#039;Air Bump&#039;&#039;&#039; will be combined with &#039;&#039;&#039;Spread of Fire&#039;&#039;&#039;, forcing players to pair up inside a small [[Area of Effect#Static Donut AoE|static donut AoE]] without overlapping.&lt;br /&gt;
** This cast of Air Bump is unique in that it will instead target one player from each tether pair. Because of this, players should pair up based on their tether partner rather than their usual support+DPS assignments.&lt;br /&gt;
*** Additionally, this specific cast of Air Bump does &#039;&#039;not&#039;&#039; create a [[Area of Effect#Static Circle AoE|static circle AoE]] afterwards.&lt;br /&gt;
* This attack series ends with the end of the &#039;&#039;&#039;Conflag Strike&#039;&#039;&#039; cast. Players must immediately run behind Raktapaksa the instant Air Bump resolves.&lt;br /&gt;
|-|Final Phase=&lt;br /&gt;
====== Final Phase: ======&lt;br /&gt;
A final onslaught of deadly combination attacks, players will need to coordinate and position precisely, as a single death can easily cascade into additional ones.&lt;br /&gt;
&lt;br /&gt;
* [[Waymarks]] placed at inter-cardinals 10y away from the center can be used extensively for a majority of this attack series.&lt;br /&gt;
&lt;br /&gt;
The phase begins with &#039;&#039;&#039;Air Bump&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Storm of Fury&#039;&#039;&#039;. Players can stack into their usual pairs and then handle Storm of Fury identically to Phase 1.&lt;br /&gt;
&lt;br /&gt;
Next is a &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; targeting a healer, combined with four &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; AoEs that create box-shape around the center.&lt;br /&gt;
&lt;br /&gt;
* All supports should take a tether and bring it to a different corner inside the box created by the Wind Cutter AoEs. DPS players must avoid standing in the path of these tethers.&lt;br /&gt;
** If using Air Bump waymarks, support players can run towards their assigned position.&lt;br /&gt;
* Once tethers resolve, players must stand inside the safe zone left in the center. The tank should re-center Raktapaksa as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Third, Hands of Hell is cast again targeting a DPS player. At the same time, Air Bump targets all support players.&lt;br /&gt;
&lt;br /&gt;
* All DPS players will need to grab a tether, as the supports will be {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039;.&lt;br /&gt;
* Players will need to pair up into their usual Air Bump pairs away from Raktapaksa, but the supports will need to either be behind or to the side of their DPS partner to avoid being hit by the Hands of Hell attack.&lt;br /&gt;
* Once again, all players must stack back into the safe zone immediately after.&lt;br /&gt;
&lt;br /&gt;
Lastly, Raktapaksa will cast &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;, which can be handled as usual—aimed away from the party and with a tank-swap.&lt;br /&gt;
&lt;br /&gt;
If the party is still alive, Raktapaksa will cast two easily-avoided &#039;&#039;&#039;Ferostorms&#039;&#039;&#039; before jumping away and beginning a 10-second enrage cast of &#039;&#039;&#039;Conflag Strike&#039;&#039;&#039;, defeating the party if successful.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Raktapaksa Opening&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Hands of Hell (Healer)&lt;br /&gt;
#Hands of Hell (DPS)&lt;br /&gt;
#Inferno Howl&lt;br /&gt;
#Air Bump +&lt;br /&gt;
#*Ferostorm&lt;br /&gt;
#Strike Spark&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Conflag Strike&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Touchdown&lt;br /&gt;
#Irons of Purgatory +&lt;br /&gt;
#*Radiant Plume&lt;br /&gt;
#Twisting Blaze x5 +&lt;br /&gt;
#*Occluded Front (Cutter) x3&lt;br /&gt;
#Air Bump +&lt;br /&gt;
#*Spread of Fire&lt;br /&gt;
#Conflag Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Final Phase&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Air Bump&lt;br /&gt;
#Storm of Fury +&lt;br /&gt;
#*Occluded Front (Cutter)&lt;br /&gt;
#Hands of Hell (Healer) +&lt;br /&gt;
#*Occluded Front (Cutter)&lt;br /&gt;
#Hands of Hell (DPS) +&lt;br /&gt;
#*Air Bump&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Ferostorm x2&lt;br /&gt;
#Touchdown&lt;br /&gt;
#&#039;&#039;&#039;Conflag Strike (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
==Condensed Timeline==&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Superstorm&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Occluded Front (Cutter)&#039;&#039;&#039;&lt;br /&gt;
|DPS players should split to two opposite sides of Garuda.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Storm of Fury&#039;&#039;&#039;&lt;br /&gt;
|DPS players must spread apart while staying inside the line AoEs to prevent their tethers from being cut. Supports can stand with a single DPS player or attempt to find a safe area between cones.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Air Bump&#039;&#039;&#039;&lt;br /&gt;
|Each support player must pair with a DPS player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ferostorm&#039;&#039;&#039;&lt;br /&gt;
|Avoid where the blades are pointing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Touchdown + Air Bump&#039;&#039;&#039;&lt;br /&gt;
|Pair up again next to the [[Knockback#Epicentral Knockback|epicentral knockback]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;&lt;br /&gt;
|Split into light parties, dividing across the line AoE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Occluded Front (Vacuum)&#039;&#039;&#039;&lt;br /&gt;
|Tethered players must split to opposite sides, and all players must find a safe spot from the [[Knockback#Directional Knockback|directional knockback]] and exploding Nexuses.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ferostorm&#039;&#039;&#039;&lt;br /&gt;
|Avoid where the blades are pointing.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;&lt;br /&gt;
|Aim the tether away from the group and tank swap.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;&lt;br /&gt;
|Move away from where Ifrit is facing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Inferno Howl&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Hell (Healer)&#039;&#039;&#039;&lt;br /&gt;
|All healers and ranged DPS should take the tethers and bring them away from the group.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Strike Spark&#039;&#039;&#039;&lt;br /&gt;
|Stack in the center until &#039;&#039;&#039;&#039;&#039;Eruptions&#039;&#039;&#039;&#039;&#039; appear, then run to the safe zone created by copies of Ifrit kicking fireballs away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Hell (DPS)&#039;&#039;&#039;&lt;br /&gt;
|All Healers and ranged DPS can take the tethers again.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;&lt;br /&gt;
|Aim the tether away from the group and tank swap.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;&lt;br /&gt;
|Move away from where Ifrit is facing.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hated of Vortex / Embers&#039;&#039;&#039;&lt;br /&gt;
|Split into light parties for Garuda and Ifrit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Occluded Front (Cutter)&#039;&#039;&#039;&lt;br /&gt;
|The tank handling Ifrit will want to stand by Wind Cutter orb.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;&lt;br /&gt;
|Either break Ifrits tether using a Wind Cutter line AoE, or use an invulnerability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Instant Incineration + Vacuum Slice&#039;&#039;&#039;&lt;br /&gt;
|All players should group on the same side of the Vacuum Slice.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;&lt;br /&gt;
|Avoid where Ifrit is aiming.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Occluded Front (Vacuum) + Eruption + Hot Foot&#039;&#039;&#039;&lt;br /&gt;
|Stack near the arena&#039;s center until &#039;&#039;&#039;&#039;&#039;Eruption&#039;&#039;&#039;&#039;&#039; appears, then run to the safe zone from [[Knockback#Directional Knockback|directional knockback]] and exploding Nexuses, taking the Ifrit copy into account.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ferostorm&#039;&#039;&#039;&lt;br /&gt;
|Avoid where the blades are pointing.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hands of Hell (Healer)&#039;&#039;&#039;&lt;br /&gt;
|All supports must grab the tethers and bring them away from Raktapaksa, then run into the safe zone afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Hell (DPS)&#039;&#039;&#039;&lt;br /&gt;
|All DPS must grab the tethers and bring them away from Raktapaksa, then run into the safe zone afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Inferno Howl&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Air Bump + Ferostorm&#039;&#039;&#039;&lt;br /&gt;
|Stack into the usual Air Bump pairs, then dodge the blades.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Strike Spark&#039;&#039;&#039;&lt;br /&gt;
|Handle as before, but all players except the main tank must hug the wall of the safe zone.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;&lt;br /&gt;
|The main tank should stand a short distance away from the wall to prevent hitting others. Tank swap while all players run through Raktapaksa and out of the &#039;&#039;&#039;&#039;&#039;Eruption&#039;&#039;&#039;&#039;&#039; AoE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;&lt;br /&gt;
|Move away from where Raktapaksa is facing.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Touchdown&#039;&#039;&#039;&lt;br /&gt;
|Split into Support and DPS stacks to the east and west.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Irons of Purgatory + Radiant Plume&#039;&#039;&#039;&lt;br /&gt;
|Identify your tether partner.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twisting Blaze x5 + Occluded Front (Cutter) x3&#039;&#039;&#039;&lt;br /&gt;
|Each tank must run with their healer partner to the Twisting Blaze tornadoes in the north and south. DPS can attack the boss while protecting their tethers from the Wind Cutter line AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Air Bump + Spread of Fire&#039;&#039;&#039;&lt;br /&gt;
|Pair up with your tether partner inside the [[Area of Effect#Static Donut AoE|donut AoE]]. No circle AoE is created afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Conflag Strike&#039;&#039;&#039;&lt;br /&gt;
|Stand behind Raktapaksa.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Air Bump&#039;&#039;&#039;&lt;br /&gt;
|Each support player must pair with a DPS player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Storm of Fury + Occluded Front (Cutter)&#039;&#039;&#039;&lt;br /&gt;
|Handle the same way as in Phase 1.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Hell (Healer) + Occluded Front (Cutter)&#039;&#039;&#039;&lt;br /&gt;
|All supports must take a tether and bring it to an inter-cardinal, as far away from Raktapaksa as possible without crossing over a Wind Cutter Line AoE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Hell (DPS) + Air Bump&#039;&#039;&#039;&lt;br /&gt;
|All DPS must take a tether, then stack with their Air Bump partner away from Raktapaksa. Support players must avoid standing inside the tether path.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;&lt;br /&gt;
|Tank swap.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;&lt;br /&gt;
|Move away from where Raktapaksa is facing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ferostorm x2&#039;&#039;&#039;&lt;br /&gt;
|Avoid where the blades are pointing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Touchdown&#039;&#039;&#039;&lt;br /&gt;
|This is the party&#039;s last chance to defeat Raktapaksa.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Conflag Strike (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item reward|1|Book of Furor}} (Guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenchoir Head Gear Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Hand Gear Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Foot Gear Coffer (IL 500)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenchoir Head Gear Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Hand Gear Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Foot Gear Coffer (IL 500)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Primal Angel}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
E6N.png&lt;br /&gt;
E6 boss.png&lt;br /&gt;
E6 phase 4.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Furor_(Savage)&amp;diff=1528855</id>
		<title>Eden&#039;s Verse: Furor (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Furor_(Savage)&amp;diff=1528855"/>
		<updated>2026-09-02T06:19:22Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /* Phase 4: Raktapaksa */ Formatting fixes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Verse (Savage)|Eden&#039;s Verse: Furor}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Verse: Furor (Savage)&lt;br /&gt;
| description = The discovery of a second crystal within Eden&#039;s core leads to more questions than answers, and yet again, your mind is assaulted with terrifying visions upon gazing inside. You see foes previously vanquished reborn, more brutal and unrelenting than even your wildest imagination, yet your unwavering resolve forbids you from tearing your eyes away...&lt;br /&gt;
| image =  Eden&#039;s Verse Furor (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 475&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = Ashfall&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|Life Finds a Way}}&lt;br /&gt;
| patch = 5.2&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| id-gt = 30091&lt;br /&gt;
| id-edb = 8e7439e713d&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E6S&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|limit=3}}&lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|32px|link=]] Heritors of Fury: [[Garuda (ShB)|Garuda]] &amp;amp; [[Ifrit (ShB)|Ifrit]] - Abilities and Timeline==&lt;br /&gt;
&lt;br /&gt;
The battle against Garuda and Ifrit takes place inside a 20y radius circular arena surrounded by a deadly wall of flame—instantly killing any players that collide with it.&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Garuda &amp;amp; Ifrit&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Garuda&#039;s Abilities&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Superstorm&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Touchdown&#039;&#039;&#039;&lt;br /&gt;
|An [[Knockback#Epicentral Knockback|epicentral]] knockback.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Occluded Front (Cutter)&#039;&#039;&#039;&lt;br /&gt;
|Spawns multiple &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; orbs that create thin green [[Area of Effect#Static Line AoE|static line AoEs]]. These line AoEs have the unique ability to cut any [[Tether (mechanic)|tether]] crossed over top of it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Storm of Fury&#039;&#039;&#039;&lt;br /&gt;
|Creates four [[Tether (mechanic)|tethers]], attaching to DPS players, and a 12.5y [[Area of Effect#Static Circle AoE|static circle AoE]] underneath the boss.&lt;br /&gt;
Tethers fire a 90 degree [[Area of Effect#Spread Line or Cone|spread cone]] at their target after a few second, dealing moderate magic damage.&lt;br /&gt;
&lt;br /&gt;
* If a tether is broken by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039;, the spread cone will instead fire at a random player that wasn&#039;t the original target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Air Bump&#039;&#039;&#039;&lt;br /&gt;
|Marks four support players with a [[Stack marker#Multi-Player Marker|2-player marker]], dealing moderate magic damage and inflicting {{Status effect|debuff|Magic Vulnerability Up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;. Creates a lethal [[Area of Effect#Static Circle AoE|static circle AoE]] afterwards.&lt;br /&gt;
If there is only one player inside the marker, that player is launched with a powerful [[Knockback#Knock-up|knock-up]] and unable to avoid the lethal follow-up AoE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ferostorm&#039;&#039;&#039;&lt;br /&gt;
|Creates two magical blades on opposite diagonals of the boss, each firing 90-degree [[Area of Effect#Static Cone AoE|static cone AoEs]] that deal high damage and inflict {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;&lt;br /&gt;
|Creates a 10y-wide [[Area of Effect#Puddle|line puddle]] across the center of the arena, either north-to-south or east-to-west—splitting the arena into two halves.&lt;br /&gt;
Players caught in the initial AoE, or that step into the puddle afterwards, are instantly killed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Occluded Front (Vacuum)&#039;&#039;&#039;&lt;br /&gt;
|Always follows &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;. One half of the arena has three &#039;&#039;&#039;&#039;&#039;Tumultuous Nexuses&#039;&#039;&#039;&#039;&#039;, the other half has four.&lt;br /&gt;
After a [[Knockback#Directional Knockback|directional knockback]], each Nexus explodes into a [[Area of Effect#Static Circle AoE|static circle AoE]], dealing high magic damage and inflicting {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; to those in range.&lt;br /&gt;
&lt;br /&gt;
* Tumultuous Nexuses are also affected by the directional knockback.&lt;br /&gt;
* Nexuses pulled into the Vacuum Slice puddle are destroyed.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Ifrit&#039;s Abilities&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Inferno Howl&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;&lt;br /&gt;
|A [[Tether (mechanic)|tether]] attached to the highest enmity player. Ifrit charges the target, inflicting {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039; to them and any other players inbetween for 20 seconds.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Eruption,&#039;&#039;&#039;&#039;&#039; a 10y radius  [[Area of Effect#Static Circle AoE|static circle AoE]], is created underneath the targeted player and detonates a few seconds later.&lt;br /&gt;
&lt;br /&gt;
* If a player already afflicted with {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039; is hit by this attack, they become {{Status effect|debuff|file:ConcussionDebuff.png|link=file:ConcussionDebuff.png}} &#039;&#039;&#039;Concussed&#039;&#039;&#039; for 10 seconds—unable to act, move, or [[Rescue|be moved]] by others.&lt;br /&gt;
* If the tether is broken by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039;, Ifrit will instead charge at a random player that was not the original target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Hell&#039;&#039;&#039;&lt;br /&gt;
|A healer or a DPS is marked with a red arrow. This target then has four [[Tether (mechanic)|tethers]] attached to them—three of them being [[Tether (mechanic)#Transferable Tether|transferable tethers]]. Each tether is then attacked by &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Each transferable tether can only be transferred once, locking on to their new target afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] targeting the higher enmity player. If the target is {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039;, they will be helplessly [[Knockback#Knock-up|launched upwards]] and unable to avoid the follow-up &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;&lt;br /&gt;
|Ifrit jumps at where the highest enmity player was standing at the start of the cast, dealing extreme damage to any player still at that location.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Strike Spark&#039;&#039;&#039;&lt;br /&gt;
|Eight fireballs are created around the arena, one in each cardinal and inter-cardinal direction. Multiple copies of Ifrit appear next to random orbs and face a random direction.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Eruption&#039;&#039;&#039;&#039;&#039; is placed underneath all players—then all copies of Ifrit cast &#039;&#039;&#039;&#039;&#039;Hot Foot&#039;&#039;&#039;&#039;&#039;, kicking any fireballs &amp;lt;u&amp;gt;in front of them&amp;lt;/u&amp;gt; 10y away.&lt;br /&gt;
&lt;br /&gt;
* Each fireball detonates into a 10y radius [[Area of Effect#Static Circle AoE|static circle AoE]] that deals high damage and inflicts {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Shared Abilities&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hated of the Vortex / Embers&#039;&#039;&#039;&lt;br /&gt;
|Deals unavoidable party-wide damage and places debuffs on all players based on proximity to Ifrit and Garuda.&lt;br /&gt;
&lt;br /&gt;
* The four players closest to Garuda are debuffed with {{Status effect|debuff|file:Hated of the vortex debuff.png|link=file:Hated of the vortex debuff.png}} &#039;&#039;&#039;Hated of the Vortex&#039;&#039;&#039;, preventing them from damaging Ifrit.&lt;br /&gt;
* The four closest players to Ifrit receive the inverse: {{Status effect|debuff|file:Hated of embers debuff.png|link=file:Hated of embers debuff.png}} &#039;&#039;&#039;Hated of Embers&#039;&#039;&#039;, preventing them from damaging Garuda.&lt;br /&gt;
* Two healers and two tanks can not receive the same debuff type.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Raktapaksa&#039;s Abilities&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hands of Flame/Hell&#039;&#039;&#039;&lt;br /&gt;
|Functions identically to Ifrit&#039;s, but additionally creates two immeasurable [[Area of Effect#Static Line AoE|static line AoEs]] covering the arena to Raktapaksa&#039;s left and right—leaving only a safe line in front and behind.&lt;br /&gt;
* The &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; safe zone will always converge where Raktapaksa originally cast the ability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Radiant Plume&#039;&#039;&#039;&lt;br /&gt;
|Covers the entire arena in lethal [[Area of Effect#Static Circle AoE|static circle AoEs]] with the exception of two small areas on the east and west side of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|debuff|File:Burning chains icon1.png|link=File:Burning chains icon1.png}} &#039;&#039;&#039;Irons of Purgatory&#039;&#039;&#039;&lt;br /&gt;
|A [[Tether (mechanic)#Paired / Close Tether|close tether]] attaching players together via role. Each tank is paired to a different random healer, and DPS players are paired to a different random DPS player.&lt;br /&gt;
If two tethered players move more than 10y apart, or their tether is destroyed by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; AoE, both players are instantly killed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twisting Blaze&#039;&#039;&#039;&lt;br /&gt;
|A flaming tornado that spawns on the north and south edge of the arena. Repeatedly fires 90-degree [[Tankbuster#AoE Tankbuster|cone AoE tankbusters]] at the closest player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spread of Fire&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] covering the entire arena except for a 5y radius safe zone directly underneath Raktapaksa.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Conflag Strike&#039;&#039;&#039;&lt;br /&gt;
|A lethal 270 degree [[Area of Effect#Static Cone AoE|static cone AoE]] from the front of Raktapaksa.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Garuda&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Superstorm&lt;br /&gt;
#Occluded Front (Cutter)&lt;br /&gt;
#Storm of Fury&lt;br /&gt;
#Air Bump&lt;br /&gt;
#Ferostorm&lt;br /&gt;
#Touchdown +&lt;br /&gt;
#* Air Bump&lt;br /&gt;
#Vacuum Slice&lt;br /&gt;
#Occluded Front (Vacuum)&lt;br /&gt;
#Ferostorm&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Ifrit&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Inferno Howl&lt;br /&gt;
#Hands of Hell (Healer)&lt;br /&gt;
#Strike Spark&lt;br /&gt;
#Hands of Hell (DPS)&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Garuda &amp;amp; Ifrit&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Hated of Vortex / Embers&lt;br /&gt;
#Occluded Front (Cutter)&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration +&lt;br /&gt;
#*Vacuum Slice&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Occluded Front (Vacuum) +&lt;br /&gt;
#* Eruption&lt;br /&gt;
#* Hot Foot&lt;br /&gt;
#Ferostorm&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Raktapaksa Opening&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Hands of Hell (Healer)&lt;br /&gt;
#Hands of Hell (DPS)&lt;br /&gt;
#Inferno Howl&lt;br /&gt;
#Air Bump +&lt;br /&gt;
#*Ferostorm&lt;br /&gt;
#Strike Spark&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Conflag Strike&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Touchdown&lt;br /&gt;
#Irons of Purgatory +&lt;br /&gt;
#*Radiant Plume&lt;br /&gt;
#Twisting Blaze +&lt;br /&gt;
#*Occluded Front (Cutter) x3&lt;br /&gt;
#Air Bump +&lt;br /&gt;
#*Spread of Fire&lt;br /&gt;
#Conflag Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Final Phase&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Air Bump&lt;br /&gt;
#Storm of Fury +&lt;br /&gt;
#*Occluded Front (Cutter)&lt;br /&gt;
#Hands of Hell (Healer) +&lt;br /&gt;
#*Occluded Front (Cutter)&lt;br /&gt;
#Hands of Hell (DPS) +&lt;br /&gt;
#*Air Bump&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Ferostorm x2&lt;br /&gt;
#Touchdown&lt;br /&gt;
#&#039;&#039;&#039;Conflag Strike (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Detailed Phase Explanations ==&lt;br /&gt;
&lt;br /&gt;
===Phase 1: [[Garuda (ShB)|Garuda]]===&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Garuda&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Superstorm&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Touchdown&#039;&#039;&#039;&lt;br /&gt;
|An [[Knockback#Epicentral Knockback|epicentral]] knockback.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Occluded Front (Cutter)&#039;&#039;&#039;&lt;br /&gt;
|Spawns multiple &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; orbs that create thin green [[Area of Effect#Static Line AoE|static line AoEs]]. These line AoEs have the unique ability to cut any [[Tether (mechanic)|tether]] crossed over top of it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Storm of Fury&#039;&#039;&#039;&lt;br /&gt;
|Creates four [[Tether (mechanic)|tethers]], attaching to DPS players, and a 12.5y [[Area of Effect#Static Circle AoE|static circle AoE]] underneath the boss.&lt;br /&gt;
Tethers fire a 90 degree [[Area of Effect#Spread Line or Cone|spread cone]] at their target after a few second, dealing moderate magic damage.&lt;br /&gt;
&lt;br /&gt;
* If a tether is broken by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039;, the spread cone will instead fire at a random player that wasn&#039;t the original target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Air Bump&#039;&#039;&#039;&lt;br /&gt;
|Marks four support players with a [[Stack marker#Multi-Player Marker|2-player marker]], dealing moderate magic damage and inflicting {{Status effect|debuff|Magic Vulnerability Up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;. Creates a lethal [[Area of Effect#Static Circle AoE|static circle AoE]] afterwards.&lt;br /&gt;
If there is only one player inside the marker, that player is launched with a powerful [[Knockback#Knock-up|knock-up]] and unable to avoid the lethal follow-up AoE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ferostorm&#039;&#039;&#039;&lt;br /&gt;
|Creates two magical blades on opposite diagonals of the boss, each firing 90-degree [[Area of Effect#Static Cone AoE|static cone AoEs]] that deal high damage and inflict {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;&lt;br /&gt;
|Creates a 10y-wide [[Area of Effect#Puddle|line puddle]] across the center of the arena, either north-to-south or east-to-west—splitting the arena into two halves.&lt;br /&gt;
Players caught in the initial AoE, or that step into the puddle afterwards, are instantly killed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Occluded Front (Vacuum)&#039;&#039;&#039;&lt;br /&gt;
|Always follows &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;. One half of the arena has three &#039;&#039;&#039;&#039;&#039;Tumultuous Nexuses&#039;&#039;&#039;&#039;&#039;, the other half has four.&lt;br /&gt;
After a [[Knockback#Directional Knockback|directional knockback]], each Nexus explodes into a [[Area of Effect#Static Circle AoE|static circle AoE]], dealing high magic damage and inflicting {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; to those in range.&lt;br /&gt;
&lt;br /&gt;
* Tumultuous Nexuses are also affected by the directional knockback.&lt;br /&gt;
* Nexuses pulled into the Vacuum Slice puddle are destroyed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A short phase with simple mechanics, the only attacks to look out for are &#039;&#039;&#039;Storm of Fury&#039;&#039;&#039;, &#039;&#039;&#039;Air Bump&#039;&#039;&#039;, and &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;.&lt;br /&gt;
====== General Notes: ======&lt;br /&gt;
&lt;br /&gt;
* Players will need to assign players into four players for &#039;&#039;&#039;Air Bump&#039;&#039;&#039;. As the attack always targets support players, each will need a partnered with a DPS player.&lt;br /&gt;
* The party will additionally need to be split into two [[Party|light parties]] for &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;. As it is random whether the arena is split between north and south or east and west, each light party should be assigned to an opposite inter-cardinal.&lt;br /&gt;
&lt;br /&gt;
====== Storm of Fury: ======&lt;br /&gt;
All DPS will be targeted by tethers while two &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; AoEs divide the arena into thirds.&lt;br /&gt;
&lt;br /&gt;
* DPS must &#039;&#039;avoid&#039;&#039; crossing over the line AoEs to ensure their tether is not cut—which would result in another random player becoming the target and potentially being hit by two cones simultaneously.&lt;br /&gt;
* The four DPS should split to the two open sides of Garuda, spreading apart to prevent being hit by the other cones.&lt;br /&gt;
* The unmarked support players can either stack with a DPS player to ensure they only take the damage of one cone AoE, or cross over the line AoE and attempt to dodge between the cones.&lt;br /&gt;
&lt;br /&gt;
====== Air Bump: ======&lt;br /&gt;
&lt;br /&gt;
* It is helpful to place down [[waymarks]] for each pair to stack together on. Placing these waymarks on inter-cardinals will help further during Phase 4.&lt;br /&gt;
* Players can not stack two markers together, as the {{Status effect|debuff|Magic Vulnerability Up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; would result in the death of all players inside.&lt;br /&gt;
* All players must run out of the [[Area of Effect#Static Circle AoE|static circle AoE]] created afterwards, which is intended to kill any players that failed to stack with any others.&lt;br /&gt;
&lt;br /&gt;
====== Vacuum Slice: ======&lt;br /&gt;
After splitting into two light parties on the two different halves of the arena, one random half will have three &#039;&#039;&#039;&#039;&#039;Tumultuous Nexuses&#039;&#039;&#039;&#039;&#039; while the other half has four. All DPS players will receive &#039;&#039;&#039;Storm of Fury&#039;&#039;&#039; tethers again.&lt;br /&gt;
&lt;br /&gt;
* While the tethered DPS must split to opposite sides of their half, supports can stack on a DPS player of their choice.&lt;br /&gt;
* On the side with three Tumultuous Nexuses, players can stand between two Nexuses while also hugging the arena wall.&lt;br /&gt;
* On the side with four Tumultuous Nexuses, players must stand in-line with one of the Nexuses farthest to the sides—these Nexuses will be pulled into the death-puddle and destroyed.&lt;br /&gt;
&lt;br /&gt;
After finishing the first rotation set, Garuda will fly away.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Garuda&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Superstorm&lt;br /&gt;
#Occluded Front (Cutter)&lt;br /&gt;
#Storm of Fury&lt;br /&gt;
#Air Bump&lt;br /&gt;
#Ferostorm&lt;br /&gt;
#Touchdown +&lt;br /&gt;
#* Air Bump&lt;br /&gt;
#Vacuum Slice&lt;br /&gt;
#Occluded Front (Vacuum)&lt;br /&gt;
#Ferostorm&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Phase 2: [[Ifrit (ShB)|Ifrit]]===&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Ifrit&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Inferno Howl&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;&lt;br /&gt;
|A [[Tether (mechanic)|tether]] attached to the highest enmity player. Ifrit charges the target, inflicting {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039; to them and any other players inbetween for 20 seconds.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Eruption,&#039;&#039;&#039;&#039;&#039; a 10y radius  [[Area of Effect#Static Circle AoE|static circle AoE]], is created underneath the targeted player and detonates a few seconds later.&lt;br /&gt;
&lt;br /&gt;
* If a player already afflicted with {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039; is hit by this attack, they become {{Status effect|debuff|file:ConcussionDebuff.png|link=file:ConcussionDebuff.png}} &#039;&#039;&#039;Concussed&#039;&#039;&#039; for 10 seconds—unable to act, move, or [[Rescue|be moved]] by others.&lt;br /&gt;
* If the tether is broken by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039;, Ifrit will instead charge at a random player that was not the original target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Hell&#039;&#039;&#039;&lt;br /&gt;
|A healer or a DPS is marked with a red arrow. This target then has four [[Tether (mechanic)|tethers]] attached to them—three of them being [[Tether (mechanic)#Transferable Tether|transferable tethers]]. Each tether is then attacked by &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Each transferable tether can only be transferred once, locking on to their new target afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] targeting the higher enmity player. If the target is {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039;, they will be helplessly [[Knockback#Knock-up|launched upwards]] and unable to avoid the follow-up &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;&lt;br /&gt;
|Ifrit jumps at where the highest enmity player was standing at the start of the cast, dealing extreme damage to any player still at that location.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Strike Spark&#039;&#039;&#039;&lt;br /&gt;
|Eight fireballs are created around the arena, one in each cardinal and inter-cardinal direction. Multiple copies of Ifrit appear next to random orbs and face a random direction.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Eruption&#039;&#039;&#039;&#039;&#039; is placed underneath all players—then all copies of Ifrit cast &#039;&#039;&#039;&#039;&#039;Hot Foot&#039;&#039;&#039;&#039;&#039;, kicking any fireballs &amp;lt;u&amp;gt;in front of them&amp;lt;/u&amp;gt; 10y away.&lt;br /&gt;
&lt;br /&gt;
* Each fireball detonates into a 10y radius [[Area of Effect#Static Circle AoE|static circle AoE]] that deals high damage and inflicts {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|}Ifrit enters the arena with a [[Other Mechanics#Proximity AoE|proximity AoE]], starting Phase 2. Often chaining his attacks together into combinations, players will need to look out for &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;, &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039;, and &#039;&#039;&#039;Strike Spark&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====== Hands of Flame: ======&lt;br /&gt;
&lt;br /&gt;
* This attack requires a tank swap as it is always followed by &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; and &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;—which would kill the main tank due to receiving {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039;.&lt;br /&gt;
* After Instant Incineration, tanks must remember to move a short distance away from their prior position to avoid the Meteor Strike.&lt;br /&gt;
&lt;br /&gt;
====== Hands of Hell: ======&lt;br /&gt;
&lt;br /&gt;
* In this phase, Hands of Hell can be handled by having healers, ranged DPS, and magical DPS take the tethers and moving them away from Ifrit.&lt;br /&gt;
* All untethered players should avoid standing in the path of a tether to prevent receiving unnecessary {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039; debuffs.&lt;br /&gt;
* Tanks should avoid Hands of Hell entirely in Phase 2, as the second cast is immediately followed by &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;.&lt;br /&gt;
{{Clear}}[[File:E6S Strike Spark.jpg|alt=An example of Strike Spark.|thumb|An example of Strike Spark. In this situation, the east edge is the safe spot.]]&lt;br /&gt;
====== Strike Spark: ======&lt;br /&gt;
Ifrit creates a square of fireballs and several copies of himself at random positions, ready to kick the fireballs in different cardinal directions.&lt;br /&gt;
&lt;br /&gt;
* Players should first stack in the center waiting for &#039;&#039;&#039;&#039;&#039;Eruptions&#039;&#039;&#039;&#039;&#039; to appear before moving into whichever area will be safe.&lt;br /&gt;
* Some copies of Ifrit may instead have their back turned to the fireballs, in which case their &#039;&#039;&#039;&#039;&#039;Hot Foot&#039;&#039;&#039;&#039;&#039; will not hit anything.&lt;br /&gt;
* The safe spot will be at an Ifrit copy that is correctly kicking away a fireball, &#039;&#039;and&#039;&#039; does not have another copy aiming a fireball at their location.&lt;br /&gt;
** There will only ever be one safe spot, and it will never be the center of the arena.&lt;br /&gt;
** Knowing the above, players can quickly locate the safe spot by looking for the Ifrit copy aiming at the center, then tracing the chain of Ifrit copies backwards to its starting point.&lt;br /&gt;
&lt;br /&gt;
At the end of the rotation set, Ifrit will jump away from the arena.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Ifrit&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Inferno Howl&lt;br /&gt;
#Hands of Hell (Healer)&lt;br /&gt;
#Strike Spark&lt;br /&gt;
#Hands of Hell (DPS)&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Phase 3: Garuda &amp;amp; Ifrit===&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Garuda &amp;amp; Ifrit&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hated of the Vortex / Embers&#039;&#039;&#039;&lt;br /&gt;
|Deals unavoidable party-wide damage and places debuffs on all players based on proximity to Ifrit and Garuda.&lt;br /&gt;
&lt;br /&gt;
* The four players closest to Garuda are debuffed with {{Status effect|debuff|file:Hated of the vortex debuff.png|link=file:Hated of the vortex debuff.png}} &#039;&#039;&#039;Hated of the Vortex&#039;&#039;&#039;, preventing them from damaging Ifrit.&lt;br /&gt;
* The four closest players to Ifrit receive the inverse: {{Status effect|debuff|file:Hated of embers debuff.png|link=file:Hated of embers debuff.png}} &#039;&#039;&#039;Hated of Embers&#039;&#039;&#039;, preventing them from damaging Garuda.&lt;br /&gt;
* Two healers and two tanks can not receive the same debuff type.&lt;br /&gt;
|}&lt;br /&gt;
Both Garuda and Ifrit will return to the arena simultaneously, forcing the party to deal with both.&lt;br /&gt;
&lt;br /&gt;
====== General Notes: ======&lt;br /&gt;
&lt;br /&gt;
* This phase always begins with &#039;&#039;&#039;Hated of the Vortex&#039;&#039;&#039; and &#039;&#039;&#039;Hated of Embers&#039;&#039;&#039;. As the debuffs are distributed based on proximity, the group can pre-assign light parties to each boss for consistency.&lt;br /&gt;
* The two bosses do not need to be separated.&lt;br /&gt;
* As a tank swap can not occur this phase, the tank handling Ifrit must break their &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; tether utilizing a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; line AoE. This will instead send the attack at a different random player and thus allow the tank to safely survive &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;.&lt;br /&gt;
** Alternatively, the tank can use an invulnerability.&lt;br /&gt;
&lt;br /&gt;
====== Vacuum Slice: ======&lt;br /&gt;
&lt;br /&gt;
* All players should stack on the same side of the arena for &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;. Garuda does not cast Storm of Fury in this phase, so there is no need to split into light parties. This additionally makes it easier to dodge Garuda&#039;s &#039;&#039;&#039;Ferostorm&#039;&#039;&#039; afterwards.&lt;br /&gt;
* During &#039;&#039;&#039;Occluded Front (Vacuum)&#039;&#039;&#039;, Ifrit will remove one safe zone with a copy casting &#039;&#039;&#039;&#039;&#039;Hot Foot&#039;&#039;&#039;&#039;&#039;, forcing the party to move to the other safe zone.&lt;br /&gt;
* Prior to the [[Knockback#Directional Knockback|directional knockback]], all players will have an &#039;&#039;&#039;&#039;&#039;Eruption&#039;&#039;&#039;&#039;&#039; AoE placed underneath them. The party should stack near the arena&#039;s center initially, only moving to the safe zone once the Eruption AoEs appear.&lt;br /&gt;
&lt;br /&gt;
After Ferostorm, Ifrit and Garuda will leave the arena one last time.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Garuda &amp;amp; Ifrit&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Hated of Vortex / Embers&lt;br /&gt;
#Occluded Front (Cutter)&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration +&lt;br /&gt;
#*Vacuum Slice&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Occluded Front (Vacuum) +&lt;br /&gt;
#* Eruption&lt;br /&gt;
#* Hot Foot&lt;br /&gt;
#Ferostorm&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Phase 4: [[Raktapaksa]]===&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Raktapaksa&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hands of Flame/Hell&#039;&#039;&#039;&lt;br /&gt;
|Functions identically to Ifrit&#039;s, but additionally creates two immeasurable [[Area of Effect#Static Line AoE|static line AoEs]] covering the arena to Raktapaksa&#039;s left and right—leaving only a safe line in front and behind.&lt;br /&gt;
* The &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; safe zone will always converge where Raktapaksa originally cast the ability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Radiant Plume&#039;&#039;&#039;&lt;br /&gt;
|Covers the entire arena in lethal [[Area of Effect#Static Circle AoE|static circle AoEs]] with the exception of two small areas on the east and west side of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|debuff|File:Burning chains icon1.png|link=File:Burning chains icon1.png}} &#039;&#039;&#039;Irons of Purgatory&#039;&#039;&#039;&lt;br /&gt;
|A [[Tether (mechanic)#Paired / Close Tether|close tether]] attaching players together via role. Each tank is paired to a different random healer, and DPS players are paired to a different random DPS player.&lt;br /&gt;
If two tethered players move more than 10y apart, or their tether is destroyed by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; AoE, both players are instantly killed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twisting Blaze&#039;&#039;&#039;&lt;br /&gt;
|A flaming tornado that spawns on the north and south edge of the arena. Repeatedly fires 90-degree [[Tankbuster#AoE Tankbuster|cone AoE tankbusters]] at the closest player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spread of Fire&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] covering the entire arena except for a 5y radius safe zone directly underneath Raktapaksa.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Conflag Strike&#039;&#039;&#039;&lt;br /&gt;
|A lethal 270 degree [[Area of Effect#Static Cone AoE|static cone AoE]] from the front of Raktapaksa.&lt;br /&gt;
|}&lt;br /&gt;
Ifrit and Garuda will merge together, becoming Raktapaksa and beginning the final phase of the fight.&lt;br /&gt;
&lt;br /&gt;
Raktapaksa will attack with deadlier attacks much more frequently, as well as adding new abilities to their repertoire.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Raktapaksa Opening=&lt;br /&gt;
====== Raktapaksa Opening: ======&lt;br /&gt;
Unlike in Phase 2, Raktapaksa uses &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; twice in quick succession, forcing the party to divide the four attacks across all party members.&lt;br /&gt;
&lt;br /&gt;
Additionally, all tethered players will need to run at least 10y away from Raktapaksa to ensure their &#039;&#039;&#039;&#039;&#039;Eruption&#039;&#039;&#039;&#039;&#039; AoE does not cover the safe-zone created at the attack&#039;s origin.&lt;br /&gt;
&lt;br /&gt;
* The first &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; always targets a random healer. All supports should grab these tethers and bring them away from Raktapaksa, running back into the safe zone after tethers resolve.&lt;br /&gt;
* The second &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; always targets a random DPS player. As all supports will have {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039;, the other DPS players must take the tethers and repeat the process.&lt;br /&gt;
&lt;br /&gt;
The other notable attack series is &#039;&#039;&#039;Strike Spark&#039;&#039;&#039; followed by &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;. While Strike Spark can be handled identically to Phase 2, Raktapaksa begins casting Hands of Flame at the same time the fireballs detonate.&lt;br /&gt;
&lt;br /&gt;
* The party must run towards the wall in the safe zone while the tank stands &#039;&#039;slightly&#039;&#039; closer to the center. This is to prevent the off-tank (and other party members) from receiving {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039;.&lt;br /&gt;
* The off-tank must {{Action icon|provoke}} during or after the cast in order to be the target of the follow up &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;.&lt;br /&gt;
* All players will need to quickly sprint through Raktapaksa to avoid the &#039;&#039;&#039;&#039;&#039;Eruption&#039;&#039;&#039;&#039;&#039; AoE placed underneath the tank from Hands of Flame.&lt;br /&gt;
|-|Conflag Strike=&lt;br /&gt;
====== Conflag Strike: ======&lt;br /&gt;
A single long cast of Conflag Strike is combined with several new mechanics over a period of 35 seconds.&lt;br /&gt;
&lt;br /&gt;
* Supports should be assigned to either the east or west side of the arena, with DPS players on the opposite side.&lt;br /&gt;
* One tank must be assigned to handle the north &#039;&#039;&#039;Twisting Blaze&#039;&#039;&#039; while the other tank handles the southern one.&lt;br /&gt;
* After &#039;&#039;&#039;Touchdown&#039;&#039;&#039;, the party should split to their assigned east or west side of the arena, preparing to stand in the safe zone between the &#039;&#039;&#039;Radiant Plumes&#039;&#039;&#039;.&lt;br /&gt;
* During this, all players will receive {{Status effect|debuff|File:Burning chains icon1.png|link=File:Burning chains icon1.png}} &#039;&#039;&#039;Irons of Purgatory&#039;&#039;&#039;. Healers will need to quickly identify which tank they become tethered to.&lt;br /&gt;
** Tanks must then run to their assigned Twisting Blazes. While tanks stand in a corner and aim their tornado AoEs away from the center, healers should stand to the north/south of the tornado and focus on healing their partner.&lt;br /&gt;
** DPS players should run into melee range of Raktapaksa and focus on dealing damage. &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; line AoEs will be aimed at the DPS players three times, which must be dodged without letting the AoEs cut the tether.&lt;br /&gt;
*** Dodging the line AoEs can be accomplished via many methods, though a common one is to simply run through Raktapaksa each time a Line AoE appears.&lt;br /&gt;
* Soon all players will lose their {{Status effect|debuff|File:Burning chains icon1.png|link=File:Burning chains icon1.png}} &#039;&#039;&#039;Irons of Purgatory.&#039;&#039;&#039; Instead, &#039;&#039;&#039;Air Bump&#039;&#039;&#039; will be combined with &#039;&#039;&#039;Spread of Fire&#039;&#039;&#039;, forcing players to pair up inside a small [[Area of Effect#Static Donut AoE|static donut AoE]] without overlapping.&lt;br /&gt;
** This cast of Air Bump is unique in that it will instead target one player from each tether pair. Because of this, players should pair up based on their tether partner rather than their usual support+DPS assignments.&lt;br /&gt;
*** Additionally, this specific cast of Air Bump does &#039;&#039;not&#039;&#039; create a [[Area of Effect#Static Circle AoE|static circle AoE]] afterwards.&lt;br /&gt;
* This attack series ends with the end of the &#039;&#039;&#039;Conflag Strike&#039;&#039;&#039; cast. Players must immediately run behind Raktapaksa the instant Air Bump resolves.&lt;br /&gt;
|-|Final Phase=&lt;br /&gt;
====== Final Phase: ======&lt;br /&gt;
A final onslaught of deadly combination attacks, players will need to coordinate and position precisely, as a single death can easily cascade into additional ones.&lt;br /&gt;
&lt;br /&gt;
* [[Waymarks]] placed at inter-cardinals 10y away from the center can be used extensively for a majority of this attack series.&lt;br /&gt;
&lt;br /&gt;
The phase begins with &#039;&#039;&#039;Air Bump&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Storm of Fury&#039;&#039;&#039;. Players can stack into their usual pairs and then handle Storm of Fury identically to Phase 1.&lt;br /&gt;
&lt;br /&gt;
Next is a &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; targeting a healer, combined with four &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; AoEs that create box-shape around the center.&lt;br /&gt;
&lt;br /&gt;
* All supports should take a tether and bring it to a different corner inside the box created by the Wind Cutter AoEs. DPS players must avoid standing in the path of these tethers.&lt;br /&gt;
** If using Air Bump waymarks, support players can run towards their assigned position.&lt;br /&gt;
* Once tethers resolve, players must stand inside the safe zone left in the center. The tank should re-center Raktapaksa as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Third, Hands of Hell is cast again targeting a DPS player. At the same time, Air Bump targets all support players.&lt;br /&gt;
&lt;br /&gt;
* All DPS players will need to grab a tether, as the supports will be {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039;.&lt;br /&gt;
* Players will need to pair up into their usual Air Bump pairs away from Raktapaksa, but the supports will need to either be behind or to the side of their DPS partner to avoid being hit by the Hands of Hell attack.&lt;br /&gt;
* Once again, all players must stack back into the safe zone immediately after.&lt;br /&gt;
&lt;br /&gt;
Lastly, Raktapaksa will cast &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;, which can be handled as usual—aimed away from the party and with a tank-swap.&lt;br /&gt;
&lt;br /&gt;
If the party is still alive, Raktapaksa will cast two easily-avoided &#039;&#039;&#039;Ferostorms&#039;&#039;&#039; before jumping away and beginning a 10-second enrage cast of &#039;&#039;&#039;Conflag Strike&#039;&#039;&#039;, defeating the party if successful.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Raktapaksa Opening&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Hands of Hell (Healer)&lt;br /&gt;
#Hands of Hell (DPS)&lt;br /&gt;
#Inferno Howl&lt;br /&gt;
#Air Bump +&lt;br /&gt;
#*Ferostorm&lt;br /&gt;
#Strike Spark&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Conflag Strike&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Touchdown&lt;br /&gt;
#Irons of Purgatory +&lt;br /&gt;
#*Radiant Plume&lt;br /&gt;
#Twisting Blaze +&lt;br /&gt;
#*Occluded Front (Cutter) x3&lt;br /&gt;
#Air Bump +&lt;br /&gt;
#*Spread of Fire&lt;br /&gt;
#Conflag Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Final Phase&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Air Bump&lt;br /&gt;
#Storm of Fury +&lt;br /&gt;
#*Occluded Front (Cutter)&lt;br /&gt;
#Hands of Hell (Healer) +&lt;br /&gt;
#*Occluded Front (Cutter)&lt;br /&gt;
#Hands of Hell (DPS) +&lt;br /&gt;
#*Air Bump&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Ferostorm x2&lt;br /&gt;
#Touchdown&lt;br /&gt;
#&#039;&#039;&#039;Conflag Strike (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item reward|1|Book of Furor}} (Guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenchoir Head Gear Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Hand Gear Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Foot Gear Coffer (IL 500)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenchoir Head Gear Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Hand Gear Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Foot Gear Coffer (IL 500)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Primal Angel}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
E6N.png&lt;br /&gt;
E6 boss.png&lt;br /&gt;
E6 phase 4.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Furor_(Savage)&amp;diff=1528854</id>
		<title>Eden&#039;s Verse: Furor (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Furor_(Savage)&amp;diff=1528854"/>
		<updated>2026-09-02T06:08:45Z</updated>

		<summary type="html">&lt;p&gt;Pckables: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Verse (Savage)|Eden&#039;s Verse: Furor}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Verse: Furor (Savage)&lt;br /&gt;
| description = The discovery of a second crystal within Eden&#039;s core leads to more questions than answers, and yet again, your mind is assaulted with terrifying visions upon gazing inside. You see foes previously vanquished reborn, more brutal and unrelenting than even your wildest imagination, yet your unwavering resolve forbids you from tearing your eyes away...&lt;br /&gt;
| image =  Eden&#039;s Verse Furor (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 475&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = Ashfall&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|Life Finds a Way}}&lt;br /&gt;
| patch = 5.2&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| id-gt = 30091&lt;br /&gt;
| id-edb = 8e7439e713d&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E6S&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|limit=3}}&lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|32px|link=]] Heritors of Fury: [[Garuda (ShB)|Garuda]] &amp;amp; [[Ifrit (ShB)|Ifrit]] - Abilities and Timeline==&lt;br /&gt;
&lt;br /&gt;
The battle against Garuda and Ifrit takes place inside a 20y radius circular arena surrounded by a deadly wall of flame—instantly killing any players that collide with it.&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Garuda &amp;amp; Ifrit&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Garuda&#039;s Abilities&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Superstorm&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Touchdown&#039;&#039;&#039;&lt;br /&gt;
|An [[Knockback#Epicentral Knockback|epicentral]] knockback.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Occluded Front (Cutter)&#039;&#039;&#039;&lt;br /&gt;
|Spawns multiple &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; orbs that create thin green [[Area of Effect#Static Line AoE|static line AoEs]]. These line AoEs have the unique ability to cut any [[Tether (mechanic)|tether]] crossed over top of it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Storm of Fury&#039;&#039;&#039;&lt;br /&gt;
|Creates four [[Tether (mechanic)|tethers]], attaching to DPS players, and a 12.5y [[Area of Effect#Static Circle AoE|static circle AoE]] underneath the boss.&lt;br /&gt;
Tethers fire a 90 degree [[Area of Effect#Spread Line or Cone|spread cone]] at their target after a few second, dealing moderate magic damage.&lt;br /&gt;
&lt;br /&gt;
* If a tether is broken by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039;, the spread cone will instead fire at a random player that wasn&#039;t the original target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Air Bump&#039;&#039;&#039;&lt;br /&gt;
|Marks four support players with a [[Stack marker#Multi-Player Marker|2-player marker]], dealing moderate magic damage and inflicting {{Status effect|debuff|Magic Vulnerability Up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;. Creates a lethal [[Area of Effect#Static Circle AoE|static circle AoE]] afterwards.&lt;br /&gt;
If there is only one player inside the marker, that player is launched with a powerful [[Knockback#Knock-up|knock-up]] and unable to avoid the lethal follow-up AoE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ferostorm&#039;&#039;&#039;&lt;br /&gt;
|Creates two magical blades on opposite diagonals of the boss, each firing 90-degree [[Area of Effect#Static Cone AoE|static cone AoEs]] that deal high damage and inflict {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;&lt;br /&gt;
|Creates a 10y-wide [[Area of Effect#Puddle|line puddle]] across the center of the arena, either north-to-south or east-to-west—splitting the arena into two halves.&lt;br /&gt;
Players caught in the initial AoE, or that step into the puddle afterwards, are instantly killed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Occluded Front (Vacuum)&#039;&#039;&#039;&lt;br /&gt;
|Always follows &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;. One half of the arena has three &#039;&#039;&#039;&#039;&#039;Tumultuous Nexuses&#039;&#039;&#039;&#039;&#039;, the other half has four.&lt;br /&gt;
After a [[Knockback#Directional Knockback|directional knockback]], each Nexus explodes into a [[Area of Effect#Static Circle AoE|static circle AoE]], dealing high magic damage and inflicting {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; to those in range.&lt;br /&gt;
&lt;br /&gt;
* Tumultuous Nexuses are also affected by the directional knockback.&lt;br /&gt;
* Nexuses pulled into the Vacuum Slice puddle are destroyed.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Ifrit&#039;s Abilities&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Inferno Howl&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;&lt;br /&gt;
|A [[Tether (mechanic)|tether]] attached to the highest enmity player. Ifrit charges the target, inflicting {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039; to them and any other players inbetween for 20 seconds.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Eruption,&#039;&#039;&#039;&#039;&#039; a 10y radius  [[Area of Effect#Static Circle AoE|static circle AoE]], is created underneath the targeted player and detonates a few seconds later.&lt;br /&gt;
&lt;br /&gt;
* If a player already afflicted with {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039; is hit by this attack, they become {{Status effect|debuff|file:ConcussionDebuff.png|link=file:ConcussionDebuff.png}} &#039;&#039;&#039;Concussed&#039;&#039;&#039; for 10 seconds—unable to act, move, or [[Rescue|be moved]] by others.&lt;br /&gt;
* If the tether is broken by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039;, Ifrit will instead charge at a random player that was not the original target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Hell&#039;&#039;&#039;&lt;br /&gt;
|A healer or a DPS is marked with a red arrow. This target then has four [[Tether (mechanic)|tethers]] attached to them—three of them being [[Tether (mechanic)#Transferable Tether|transferable tethers]]. Each tether is then attacked by &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Each transferable tether can only be transferred once, locking on to their new target afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] targeting the higher enmity player. If the target is {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039;, they will be helplessly [[Knockback#Knock-up|launched upwards]] and unable to avoid the follow-up &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;&lt;br /&gt;
|Ifrit jumps at where the highest enmity player was standing at the start of the cast, dealing extreme damage to any player still at that location.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Strike Spark&#039;&#039;&#039;&lt;br /&gt;
|Eight fireballs are created around the arena, one in each cardinal and inter-cardinal direction. Multiple copies of Ifrit appear next to random orbs and face a random direction.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Eruption&#039;&#039;&#039;&#039;&#039; is placed underneath all players—then all copies of Ifrit cast &#039;&#039;&#039;&#039;&#039;Hot Foot&#039;&#039;&#039;&#039;&#039;, kicking any fireballs &amp;lt;u&amp;gt;in front of them&amp;lt;/u&amp;gt; 10y away.&lt;br /&gt;
&lt;br /&gt;
* Each fireball detonates into a 10y radius [[Area of Effect#Static Circle AoE|static circle AoE]] that deals high damage and inflicts {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Shared Abilities&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hated of the Vortex / Embers&#039;&#039;&#039;&lt;br /&gt;
|Deals unavoidable party-wide damage and places debuffs on all players based on proximity to Ifrit and Garuda.&lt;br /&gt;
&lt;br /&gt;
* The four players closest to Garuda are debuffed with {{Status effect|debuff|file:Hated of the vortex debuff.png|link=file:Hated of the vortex debuff.png}} &#039;&#039;&#039;Hated of the Vortex&#039;&#039;&#039;, preventing them from damaging Ifrit.&lt;br /&gt;
* The four closest players to Ifrit receive the inverse: {{Status effect|debuff|file:Hated of embers debuff.png|link=file:Hated of embers debuff.png}} &#039;&#039;&#039;Hated of Embers&#039;&#039;&#039;, preventing them from damaging Garuda.&lt;br /&gt;
* Two healers and two tanks can not receive the same debuff type.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Raktapaksa&#039;s Abilities&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hands of Flame/Hell&#039;&#039;&#039;&lt;br /&gt;
|Functions identically to Ifrit&#039;s, but additionally creates two immeasurable [[Area of Effect#Static Line AoE|static line AoEs]] covering the arena to Raktapaksa&#039;s left and right—leaving only a safe line in front and behind.&lt;br /&gt;
* The &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; safe zone will always converge where Raktapaksa originally cast the ability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Radiant Plume&#039;&#039;&#039;&lt;br /&gt;
|Covers the entire arena in lethal [[Area of Effect#Static Circle AoE|static circle AoEs]] with the exception of two small areas on the east and west side of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|debuff|File:Burning chains icon1.png|link=File:Burning chains icon1.png}} &#039;&#039;&#039;Irons of Purgatory&#039;&#039;&#039;&lt;br /&gt;
|A [[Tether (mechanic)#Paired / Close Tether|close tether]] attaching players together via role. Each tank is paired to a different random healer, and DPS players are paired to a different random DPS player.&lt;br /&gt;
If two tethered players move more than 10y apart, or their tether is destroyed by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; AoE, both players are instantly killed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twisting Blaze&#039;&#039;&#039;&lt;br /&gt;
|A flaming tornado that spawns on the north and south edge of the arena. Repeatedly fires 90-degree [[Tankbuster#AoE Tankbuster|cone AoE tankbusters]] at the closest player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spread of Fire&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] covering the entire arena except for a 5y radius safe zone directly underneath Raktapaksa.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Conflag Strike&#039;&#039;&#039;&lt;br /&gt;
|A lethal 270 degree [[Area of Effect#Static Cone AoE|static cone AoE]] from the front of Raktapaksa.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Garuda&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Superstorm&lt;br /&gt;
#Occluded Front (Cutter)&lt;br /&gt;
#Storm of Fury&lt;br /&gt;
#Air Bump&lt;br /&gt;
#Ferostorm&lt;br /&gt;
#Touchdown +&lt;br /&gt;
#* Air Bump&lt;br /&gt;
#Vacuum Slice&lt;br /&gt;
#Occluded Front (Vacuum)&lt;br /&gt;
#Ferostorm&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Ifrit&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Inferno Howl&lt;br /&gt;
#Hands of Hell (Healer)&lt;br /&gt;
#Strike Spark&lt;br /&gt;
#Hands of Hell (DPS)&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Garuda &amp;amp; Ifrit&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Hated of Vortex / Embers&lt;br /&gt;
#Occluded Front (Cutter)&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration +&lt;br /&gt;
#*Vacuum Slice&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Occluded Front (Vacuum) +&lt;br /&gt;
#* Eruption&lt;br /&gt;
#* Hot Foot&lt;br /&gt;
#Ferostorm&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Raktapaksa Opening&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Hands of Hell (Healer)&lt;br /&gt;
#Hands of Hell (DPS)&lt;br /&gt;
#Inferno Howl&lt;br /&gt;
#Air Bump +&lt;br /&gt;
#*Ferostorm&lt;br /&gt;
#Strike Spark&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Conflag Strike&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Touchdown&lt;br /&gt;
#Irons of Purgatory +&lt;br /&gt;
#*Radiant Plume&lt;br /&gt;
#Twisting Blaze +&lt;br /&gt;
#*Occluded Front (Cutter) x3&lt;br /&gt;
#Air Bump +&lt;br /&gt;
#*Spread of Fire&lt;br /&gt;
#Conflag Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Final Phase&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Air Bump&lt;br /&gt;
#Storm of Fury +&lt;br /&gt;
#*Occluded Front (Cutter)&lt;br /&gt;
#Hands of Hell (Healer) +&lt;br /&gt;
#*Occluded Front (Cutter)&lt;br /&gt;
#Hands of Hell (DPS) +&lt;br /&gt;
#*Air Bump&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Ferostorm x2&lt;br /&gt;
#Touchdown&lt;br /&gt;
#&#039;&#039;&#039;Conflag Strike (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Detailed Phase Explanations ==&lt;br /&gt;
&lt;br /&gt;
===Phase 1: [[Garuda (ShB)|Garuda]]===&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Garuda&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Superstorm&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Touchdown&#039;&#039;&#039;&lt;br /&gt;
|An [[Knockback#Epicentral Knockback|epicentral]] knockback.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Occluded Front (Cutter)&#039;&#039;&#039;&lt;br /&gt;
|Spawns multiple &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; orbs that create thin green [[Area of Effect#Static Line AoE|static line AoEs]]. These line AoEs have the unique ability to cut any [[Tether (mechanic)|tether]] crossed over top of it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Storm of Fury&#039;&#039;&#039;&lt;br /&gt;
|Creates four [[Tether (mechanic)|tethers]], attaching to DPS players, and a 12.5y [[Area of Effect#Static Circle AoE|static circle AoE]] underneath the boss.&lt;br /&gt;
Tethers fire a 90 degree [[Area of Effect#Spread Line or Cone|spread cone]] at their target after a few second, dealing moderate magic damage.&lt;br /&gt;
&lt;br /&gt;
* If a tether is broken by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039;, the spread cone will instead fire at a random player that wasn&#039;t the original target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Air Bump&#039;&#039;&#039;&lt;br /&gt;
|Marks four support players with a [[Stack marker#Multi-Player Marker|2-player marker]], dealing moderate magic damage and inflicting {{Status effect|debuff|Magic Vulnerability Up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;. Creates a lethal [[Area of Effect#Static Circle AoE|static circle AoE]] afterwards.&lt;br /&gt;
If there is only one player inside the marker, that player is launched with a powerful [[Knockback#Knock-up|knock-up]] and unable to avoid the lethal follow-up AoE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ferostorm&#039;&#039;&#039;&lt;br /&gt;
|Creates two magical blades on opposite diagonals of the boss, each firing 90-degree [[Area of Effect#Static Cone AoE|static cone AoEs]] that deal high damage and inflict {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;&lt;br /&gt;
|Creates a 10y-wide [[Area of Effect#Puddle|line puddle]] across the center of the arena, either north-to-south or east-to-west—splitting the arena into two halves.&lt;br /&gt;
Players caught in the initial AoE, or that step into the puddle afterwards, are instantly killed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Occluded Front (Vacuum)&#039;&#039;&#039;&lt;br /&gt;
|Always follows &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;. One half of the arena has three &#039;&#039;&#039;&#039;&#039;Tumultuous Nexuses&#039;&#039;&#039;&#039;&#039;, the other half has four.&lt;br /&gt;
After a [[Knockback#Directional Knockback|directional knockback]], each Nexus explodes into a [[Area of Effect#Static Circle AoE|static circle AoE]], dealing high magic damage and inflicting {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; to those in range.&lt;br /&gt;
&lt;br /&gt;
* Tumultuous Nexuses are also affected by the directional knockback.&lt;br /&gt;
* Nexuses pulled into the Vacuum Slice puddle are destroyed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A short phase with simple mechanics, the only attacks to look out for are &#039;&#039;&#039;Storm of Fury&#039;&#039;&#039;, &#039;&#039;&#039;Air Bump&#039;&#039;&#039;, and &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====== General Notes: ======&lt;br /&gt;
&lt;br /&gt;
* Players will need to assign players into four players for &#039;&#039;&#039;Air Bump&#039;&#039;&#039;. As the attack always targets support players, each will need a partnered with a DPS player.&lt;br /&gt;
* The party will additionally need to be split into two [[Party|light parties]] for &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;. As it is random whether the arena is split between north and south or east and west, each light party should be assigned to an opposite inter-cardinal.&lt;br /&gt;
&lt;br /&gt;
====== Storm of Fury: ======&lt;br /&gt;
All DPS will be targeted by tethers while two &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; AoEs divide the arena into thirds.&lt;br /&gt;
&lt;br /&gt;
* DPS must &#039;&#039;avoid&#039;&#039; crossing over the line AoEs to ensure their tether is not cut—which would result in another random player becoming the target and potentially being hit by two cones simultaneously.&lt;br /&gt;
* The four DPS should split to the two open sides of Garuda, spreading apart to prevent being hit by the other cones.&lt;br /&gt;
* The unmarked support players can either stack with a DPS player to ensure they only take the damage of one cone AoE, or cross over the line AoE and attempt to dodge between the cones.&lt;br /&gt;
&lt;br /&gt;
====== Air Bump: ======&lt;br /&gt;
&lt;br /&gt;
* It is helpful to place down [[waymarks]] for each pair to stack together on. Placing these waymarks on inter-cardinals will help further during Phase 4.&lt;br /&gt;
* Players can not stack two markers together, as the {{Status effect|debuff|Magic Vulnerability Up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; would result in the death of all players inside.&lt;br /&gt;
* All players must run out of the [[Area of Effect#Static Circle AoE|static circle AoE]] created afterwards, which is intended to kill any players that failed to stack with any others.&lt;br /&gt;
&lt;br /&gt;
====== Vacuum Slice: ======&lt;br /&gt;
After splitting into two light parties on the two different halves of the arena, one random half will have three &#039;&#039;&#039;&#039;&#039;Tumultuous Nexuses&#039;&#039;&#039;&#039;&#039; while the other half has four. All DPS players will receive &#039;&#039;&#039;Storm of Fury&#039;&#039;&#039; tethers again.&lt;br /&gt;
&lt;br /&gt;
* While the tethered DPS must split to opposite sides of their half, supports can stack on a DPS player of their choice.&lt;br /&gt;
* On the side with three Tumultuous Nexuses, players can stand between two Nexuses while also hugging the arena wall.&lt;br /&gt;
* On the side with four Tumultuous Nexuses, players must stand in-line with one of the Nexuses farthest to the sides—these Nexuses will be pulled into the death-puddle and destroyed.&lt;br /&gt;
&lt;br /&gt;
After finishing the first rotation set, Garuda will fly away.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Garuda&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Superstorm&lt;br /&gt;
#Occluded Front (Cutter)&lt;br /&gt;
#Storm of Fury&lt;br /&gt;
#Air Bump&lt;br /&gt;
#Ferostorm&lt;br /&gt;
#Touchdown +&lt;br /&gt;
#* Air Bump&lt;br /&gt;
#Vacuum Slice&lt;br /&gt;
#Occluded Front (Vacuum)&lt;br /&gt;
#Ferostorm&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Phase 2: [[Ifrit (ShB)|Ifrit]]===&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Ifrit&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Inferno Howl&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;&lt;br /&gt;
|A [[Tether (mechanic)|tether]] attached to the highest enmity player. Ifrit charges the target, inflicting {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039; to them and any other players inbetween for 20 seconds.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Eruption,&#039;&#039;&#039;&#039;&#039; a 10y radius  [[Area of Effect#Static Circle AoE|static circle AoE]], is created underneath the targeted player and detonates a few seconds later.&lt;br /&gt;
&lt;br /&gt;
* If a player already afflicted with {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039; is hit by this attack, they become {{Status effect|debuff|file:ConcussionDebuff.png|link=file:ConcussionDebuff.png}} &#039;&#039;&#039;Concussed&#039;&#039;&#039; for 10 seconds—unable to act, move, or [[Rescue|be moved]] by others.&lt;br /&gt;
* If the tether is broken by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039;, Ifrit will instead charge at a random player that was not the original target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Hell&#039;&#039;&#039;&lt;br /&gt;
|A healer or a DPS is marked with a red arrow. This target then has four [[Tether (mechanic)|tethers]] attached to them—three of them being [[Tether (mechanic)#Transferable Tether|transferable tethers]]. Each tether is then attacked by &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Each transferable tether can only be transferred once, locking on to their new target afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] targeting the higher enmity player. If the target is {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039;, they will be helplessly [[Knockback#Knock-up|launched upwards]] and unable to avoid the follow-up &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;&lt;br /&gt;
|Ifrit jumps at where the highest enmity player was standing at the start of the cast, dealing extreme damage to any player still at that location.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Strike Spark&#039;&#039;&#039;&lt;br /&gt;
|Eight fireballs are created around the arena, one in each cardinal and inter-cardinal direction. Multiple copies of Ifrit appear next to random orbs and face a random direction.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Eruption&#039;&#039;&#039;&#039;&#039; is placed underneath all players—then all copies of Ifrit cast &#039;&#039;&#039;&#039;&#039;Hot Foot&#039;&#039;&#039;&#039;&#039;, kicking any fireballs &amp;lt;u&amp;gt;in front of them&amp;lt;/u&amp;gt; 10y away.&lt;br /&gt;
&lt;br /&gt;
* Each fireball detonates into a 10y radius [[Area of Effect#Static Circle AoE|static circle AoE]] that deals high damage and inflicts {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:E6S Strike Spark.jpg|alt=An example of Strike Spark.|thumb|An example of Strike Spark. In this situation, the east edge is the safe spot.]]&lt;br /&gt;
Ifrit enters the arena with a [[Other Mechanics#Proximity AoE|proximity AoE]], starting Phase 2. Often chaining his attacks together into combinations, players will need to look out for &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;, &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039;, and &#039;&#039;&#039;Strike Spark&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====== Hands of Flame: ======&lt;br /&gt;
&lt;br /&gt;
* This attack requires a tank swap as it is always followed by &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; and &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;—which would kill the main tank due to receiving {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039;.&lt;br /&gt;
* After Instant Incineration, tanks must remember to move a short distance away from their prior position to avoid the Meteor Strike.&lt;br /&gt;
&lt;br /&gt;
====== Hands of Hell: ======&lt;br /&gt;
&lt;br /&gt;
* In this phase, Hands of Hell can be handled by having healers, ranged DPS, and magical DPS take the tethers and moving them away from Ifrit.&lt;br /&gt;
* All untethered players should avoid standing in the path of a tether to prevent receiving unnecessary {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039; debuffs.&lt;br /&gt;
* Tanks should avoid Hands of Hell entirely in Phase 2, as the second cast is immediately followed by &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====== Strike Spark: ======&lt;br /&gt;
Ifrit creates a square of fireballs and several copies of himself at random positions, ready to kick the fireballs in different cardinal directions.&lt;br /&gt;
&lt;br /&gt;
* Players should first stack in the center waiting for &#039;&#039;&#039;&#039;&#039;Eruptions&#039;&#039;&#039;&#039;&#039; to appear before moving into whichever area will be safe.&lt;br /&gt;
* Some copies of Ifrit may instead have their back turned to the fireballs, in which case their &#039;&#039;&#039;&#039;&#039;Hot Foot&#039;&#039;&#039;&#039;&#039; will not hit anything.&lt;br /&gt;
* The safe spot will be at an Ifrit copy that is correctly kicking away a fireball, &#039;&#039;and&#039;&#039; does not have another copy aiming a fireball at their location.&lt;br /&gt;
** There will only ever be one safe spot, and it will never be the center of the arena.&lt;br /&gt;
** Knowing the above, players can quickly locate the safe spot by looking for the Ifrit copy aiming at the center, then tracing the chain of Ifrit copies backwards to its starting point.&lt;br /&gt;
&lt;br /&gt;
At the end of the rotation set, Ifrit will jump away from the arena.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Ifrit&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Inferno Howl&lt;br /&gt;
#Hands of Hell (Healer)&lt;br /&gt;
#Strike Spark&lt;br /&gt;
#Hands of Hell (DPS)&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Phase 3: Garuda &amp;amp; Ifrit===&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Garuda &amp;amp; Ifrit&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hated of the Vortex / Embers&#039;&#039;&#039;&lt;br /&gt;
|Deals unavoidable party-wide damage and places debuffs on all players based on proximity to Ifrit and Garuda.&lt;br /&gt;
&lt;br /&gt;
* The four players closest to Garuda are debuffed with {{Status effect|debuff|file:Hated of the vortex debuff.png|link=file:Hated of the vortex debuff.png}} &#039;&#039;&#039;Hated of the Vortex&#039;&#039;&#039;, preventing them from damaging Ifrit.&lt;br /&gt;
* The four closest players to Ifrit receive the inverse: {{Status effect|debuff|file:Hated of embers debuff.png|link=file:Hated of embers debuff.png}} &#039;&#039;&#039;Hated of Embers&#039;&#039;&#039;, preventing them from damaging Garuda.&lt;br /&gt;
* Two healers and two tanks can not receive the same debuff type.&lt;br /&gt;
|}&lt;br /&gt;
Both Garuda and Ifrit will return to the arena simultaneously, forcing the party to deal with both.&lt;br /&gt;
&lt;br /&gt;
====== General Notes: ======&lt;br /&gt;
&lt;br /&gt;
* This phase always begins with &#039;&#039;&#039;Hated of the Vortex&#039;&#039;&#039; and &#039;&#039;&#039;Hated of Embers&#039;&#039;&#039;. As the debuffs are distributed based on proximity, the group can pre-assign light parties to each boss for consistency.&lt;br /&gt;
* The two bosses do not need to be separated.&lt;br /&gt;
* As a tank swap can not occur this phase, the tank handling Ifrit must break their &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; tether utilizing a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; line AoE. This will instead send the attack at a different random player and thus allow the tank to safely survive &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;.&lt;br /&gt;
** Alternatively, the tank can use an invulnerability.&lt;br /&gt;
&lt;br /&gt;
====== Vacuum Slice: ======&lt;br /&gt;
&lt;br /&gt;
* All players should stack on the same side of the arena for &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;. Garuda does not cast Storm of Fury in this phase, so there is no need to split into light parties. This additionally makes it easier to dodge Garuda&#039;s &#039;&#039;&#039;Ferostorm&#039;&#039;&#039; afterwards.&lt;br /&gt;
* During &#039;&#039;&#039;Occluded Front (Vacuum)&#039;&#039;&#039;, Ifrit will remove one safe zone with a copy casting &#039;&#039;&#039;&#039;&#039;Hot Foot&#039;&#039;&#039;&#039;&#039;, forcing the party to move to the other safe zone.&lt;br /&gt;
* Prior to the [[Knockback#Directional Knockback|directional knockback]], all players will have an &#039;&#039;&#039;&#039;&#039;Eruption&#039;&#039;&#039;&#039;&#039; AoE placed underneath them. The party should stack near the arena&#039;s center initially, only moving to the safe zone once the Eruption AoEs appear.&lt;br /&gt;
&lt;br /&gt;
After Ferostorm, Ifrit and Garuda will leave the arena one last time.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Garuda &amp;amp; Ifrit&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Hated of Vortex / Embers&lt;br /&gt;
#Occluded Front (Cutter)&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration +&lt;br /&gt;
#*Vacuum Slice&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Occluded Front (Vacuum) +&lt;br /&gt;
#* Eruption&lt;br /&gt;
#* Hot Foot&lt;br /&gt;
#Ferostorm&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Phase 4: [[Raktapaksa]]===&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Raktapaksa&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hands of Flame/Hell&#039;&#039;&#039;&lt;br /&gt;
|Functions identically to Ifrit&#039;s, but additionally creates two immeasurable [[Area of Effect#Static Line AoE|static line AoEs]] covering the arena to Raktapaksa&#039;s left and right—leaving only a safe line in front and behind.&lt;br /&gt;
* The &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; safe zone will always converge where Raktapaksa originally cast the ability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Radiant Plume&#039;&#039;&#039;&lt;br /&gt;
|Covers the entire arena in lethal [[Area of Effect#Static Circle AoE|static circle AoEs]] with the exception of two small areas on the east and west side of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|debuff|File:Burning chains icon1.png|link=File:Burning chains icon1.png}} &#039;&#039;&#039;Irons of Purgatory&#039;&#039;&#039;&lt;br /&gt;
|A [[Tether (mechanic)#Paired / Close Tether|close tether]] attaching players together via role. Each tank is paired to a different random healer, and DPS players are paired to a different random DPS player.&lt;br /&gt;
If two tethered players move more than 10y apart, or their tether is destroyed by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; AoE, both players are instantly killed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twisting Blaze&#039;&#039;&#039;&lt;br /&gt;
|A flaming tornado that spawns on the north and south edge of the arena. Repeatedly fires 90-degree [[Tankbuster#AoE Tankbuster|cone AoE tankbusters]] at the closest player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spread of Fire&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] covering the entire arena except for a 5y radius safe zone directly underneath Raktapaksa.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Conflag Strike&#039;&#039;&#039;&lt;br /&gt;
|A lethal 270 degree [[Area of Effect#Static Cone AoE|static cone AoE]] from the front of Raktapaksa.&lt;br /&gt;
|}&lt;br /&gt;
Ifrit and Garuda will merge together, becoming Raktapaksa and beginning the final phase of the fight.&lt;br /&gt;
&lt;br /&gt;
Raktapaksa will attack with deadlier attacks much more frequently, as well as adding new abilities to their repertoire.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Raktapaksa Opening=&lt;br /&gt;
====== Raktapaksa Opening: ======&lt;br /&gt;
Unlike in Phase 2, Raktapaksa uses &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; twice in quick succession, forcing the party to divide the four attacks across all party members.&lt;br /&gt;
&lt;br /&gt;
Additionally, all tethered players will need to run at least 10y away from Raktapaksa to ensure their &#039;&#039;&#039;&#039;&#039;Eruption&#039;&#039;&#039;&#039;&#039; AoE does not cover the safe-zone created at the attack&#039;s origin.&lt;br /&gt;
&lt;br /&gt;
* The first &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; always targets a random healer. All supports should grab these tethers and bring them away from Raktapaksa, running back into the safe zone after tethers resolve.&lt;br /&gt;
* The second &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; always targets a random DPS player. As all supports will have {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039;, the other DPS players must take the tethers and repeat the process.&lt;br /&gt;
&lt;br /&gt;
The other notable attack series is &#039;&#039;&#039;Strike Spark&#039;&#039;&#039; followed by &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;. While Strike Spark can be handled identically to Phase 2, Raktapaksa begins casting Hands of Flame at the same time the fireballs detonate.&lt;br /&gt;
&lt;br /&gt;
* The party must run towards the wall in the safe zone while the tank stands &#039;&#039;slightly&#039;&#039; closer to the center. This is to prevent the off-tank (and other party members) from receiving {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039;.&lt;br /&gt;
* The off-tank must {{Action icon|provoke}} during or after the cast in order to be the target of the follow up &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;.&lt;br /&gt;
* All players will need to quickly sprint through Raktapaksa to avoid the &#039;&#039;&#039;&#039;&#039;Eruption&#039;&#039;&#039;&#039;&#039; AoE placed underneath the tank from Hands of Flame.&lt;br /&gt;
|-|Conflag Strike=&lt;br /&gt;
====== Conflag Strike: ======&lt;br /&gt;
A single long cast of Conflag Strike is combined with several new mechanics over a period of 35 seconds.&lt;br /&gt;
&lt;br /&gt;
* Supports should be assigned to either the east or west side of the arena, with DPS players on the opposite side.&lt;br /&gt;
* One tank must be assigned to handle the north &#039;&#039;&#039;Twisting Blaze&#039;&#039;&#039; while the other tank handles the southern one.&lt;br /&gt;
* After &#039;&#039;&#039;Touchdown&#039;&#039;&#039;, the party should split to their assigned east or west side of the arena, preparing to stand in the safe zone between the &#039;&#039;&#039;Radiant Plumes&#039;&#039;&#039;.&lt;br /&gt;
* During this, all players will receive {{Status effect|debuff|File:Burning chains icon1.png|link=File:Burning chains icon1.png}} &#039;&#039;&#039;Irons of Purgatory&#039;&#039;&#039;. Healers will need to quickly identify which tank they become tethered to.&lt;br /&gt;
** Tanks must then run to their assigned Twisting Blazes. While tanks stand in a corner and aim their tornado AoEs away from the center, healers should stand to the north/south of the tornado and focus on healing their partner.&lt;br /&gt;
** DPS players should run into melee range of Raktapaksa and focus on dealing damage. &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; line AoEs will be aimed at the DPS players three times, which must be dodged without letting the AoEs cut the tether.&lt;br /&gt;
*** Dodging the line AoEs accomplished through many methods, though a common one is to simply run through Raktapaksa each time a Line AoE appears.&lt;br /&gt;
* Soon all players will lose their {{Status effect|debuff|File:Burning chains icon1.png|link=File:Burning chains icon1.png}} &#039;&#039;&#039;Irons of Purgatory.&#039;&#039;&#039; Instead, &#039;&#039;&#039;Air Bump&#039;&#039;&#039; will be combined with &#039;&#039;&#039;Spread of Fire&#039;&#039;&#039;, forcing players to pair up inside a small [[Area of Effect#Static Donut AoE|static donut AoE]] without overlapping.&lt;br /&gt;
** This cast of Air Bump is unique in that it will instead target one player from each tether pair. Because of this, players should pair up based on their tether partner rather than their usual support+DPS assignments.&lt;br /&gt;
*** Additionally, this specific cast of Air Bump does &#039;&#039;not&#039;&#039; create a [[Area of Effect#Static Circle AoE|static circle AoE]] afterwards.&lt;br /&gt;
* This attack series ends with the end of the &#039;&#039;&#039;Conflag Strike&#039;&#039;&#039; cast. Players must immediately run behind Raktapaksa the instant Air Bump resolves.&lt;br /&gt;
|-|Final Phase=&lt;br /&gt;
====== Final Phase: ======&lt;br /&gt;
A final onslaught of deadly combination attacks, players will need to coordinate and position precisely, as a single death can easily cascade into additional ones.&lt;br /&gt;
&lt;br /&gt;
* [[Waymarks]] placed at inter-cardinals 10y away from the center can be used extensively for a majority of this attack series.&lt;br /&gt;
&lt;br /&gt;
The phase begins with &#039;&#039;&#039;Air Bump&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Storm of Fury&#039;&#039;&#039;. Players can stack into their usual pairs and then handle Storm of Fury identically to Phase 1.&lt;br /&gt;
&lt;br /&gt;
Next is a &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; targeting a healer, combined with four &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; AoEs that create box-shape around the center.&lt;br /&gt;
&lt;br /&gt;
* All supports should take a tether and bring it to a different corner inside the box created by the Wind Cutter AoEs. DPS players must avoid standing in the path of these tethers.&lt;br /&gt;
** If using Air Bump waymarks, support players can run towards their assigned position.&lt;br /&gt;
* Once tethers resolve, players must stand inside the safe zone left in the center. The tank should re-center Raktapaksa as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Third, Hands of Hell is cast again targeting a DPS player. At the same time, Air Bump targets all support players.&lt;br /&gt;
&lt;br /&gt;
* All DPS players will need to grab a tether, as the supports will be {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039;.&lt;br /&gt;
* Players will need to pair up into their usual Air Bump pairs away from Raktapaksa, but the supports will need to either be behind or to the side of their DPS partner to avoid being hit by the Hands of Hell attack.&lt;br /&gt;
* Once again, all players must stack back into the safe zone immediately after.&lt;br /&gt;
&lt;br /&gt;
Lastly, Raktapaksa will cast &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;, which can be handled as usual—aimed away from the party and with a tank-swap.&lt;br /&gt;
&lt;br /&gt;
If the party is still alive, Raktapaksa will cast two easily-avoided &#039;&#039;&#039;Ferostorms&#039;&#039;&#039; before jumping away and beginning a 10-second enrage cast of &#039;&#039;&#039;Conflag Strike&#039;&#039;&#039;, defeating the party if successful.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Raktapaksa Opening&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Hands of Hell (Healer)&lt;br /&gt;
#Hands of Hell (DPS)&lt;br /&gt;
#Inferno Howl&lt;br /&gt;
#Air Bump +&lt;br /&gt;
#*Ferostorm&lt;br /&gt;
#Strike Spark&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Conflag Strike&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Touchdown&lt;br /&gt;
#Irons of Purgatory +&lt;br /&gt;
#*Radiant Plume&lt;br /&gt;
#Twisting Blaze +&lt;br /&gt;
#*Occluded Front (Cutter) x3&lt;br /&gt;
#Air Bump +&lt;br /&gt;
#*Spread of Fire&lt;br /&gt;
#Conflag Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Final Phase&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Air Bump&lt;br /&gt;
#Storm of Fury +&lt;br /&gt;
#*Occluded Front (Cutter)&lt;br /&gt;
#Hands of Hell (Healer) +&lt;br /&gt;
#*Occluded Front (Cutter)&lt;br /&gt;
#Hands of Hell (DPS) +&lt;br /&gt;
#*Air Bump&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Ferostorm x2&lt;br /&gt;
#Touchdown&lt;br /&gt;
#&#039;&#039;&#039;Conflag Strike (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item reward|1|Book of Furor}} (Guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenchoir Head Gear Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Hand Gear Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Foot Gear Coffer (IL 500)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenchoir Head Gear Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Hand Gear Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Foot Gear Coffer (IL 500)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Primal Angel}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
E6N.png&lt;br /&gt;
E6 boss.png&lt;br /&gt;
E6 phase 4.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Furor_(Savage)&amp;diff=1528853</id>
		<title>Eden&#039;s Verse: Furor (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Furor_(Savage)&amp;diff=1528853"/>
		<updated>2026-09-02T06:08:23Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Added ToC Limit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Verse (Savage)|Eden&#039;s Verse: Furor}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Verse: Furor (Savage)&lt;br /&gt;
| description = The discovery of a second crystal within Eden&#039;s core leads to more questions than answers, and yet again, your mind is assaulted with terrifying visions upon gazing inside. You see foes previously vanquished reborn, more brutal and unrelenting than even your wildest imagination, yet your unwavering resolve forbids you from tearing your eyes away...&lt;br /&gt;
| image =  Eden&#039;s Verse Furor (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 475&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = Ashfall&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|Life Finds a Way}}&lt;br /&gt;
| patch = 5.2&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| id-gt = 30091&lt;br /&gt;
| id-edb = 8e7439e713d&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E6S&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|limit=4}}&lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|32px|link=]] Heritors of Fury: [[Garuda (ShB)|Garuda]] &amp;amp; [[Ifrit (ShB)|Ifrit]] - Abilities and Timeline==&lt;br /&gt;
&lt;br /&gt;
The battle against Garuda and Ifrit takes place inside a 20y radius circular arena surrounded by a deadly wall of flame—instantly killing any players that collide with it.&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Garuda &amp;amp; Ifrit&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Garuda&#039;s Abilities&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Superstorm&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Touchdown&#039;&#039;&#039;&lt;br /&gt;
|An [[Knockback#Epicentral Knockback|epicentral]] knockback.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Occluded Front (Cutter)&#039;&#039;&#039;&lt;br /&gt;
|Spawns multiple &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; orbs that create thin green [[Area of Effect#Static Line AoE|static line AoEs]]. These line AoEs have the unique ability to cut any [[Tether (mechanic)|tether]] crossed over top of it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Storm of Fury&#039;&#039;&#039;&lt;br /&gt;
|Creates four [[Tether (mechanic)|tethers]], attaching to DPS players, and a 12.5y [[Area of Effect#Static Circle AoE|static circle AoE]] underneath the boss.&lt;br /&gt;
Tethers fire a 90 degree [[Area of Effect#Spread Line or Cone|spread cone]] at their target after a few second, dealing moderate magic damage.&lt;br /&gt;
&lt;br /&gt;
* If a tether is broken by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039;, the spread cone will instead fire at a random player that wasn&#039;t the original target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Air Bump&#039;&#039;&#039;&lt;br /&gt;
|Marks four support players with a [[Stack marker#Multi-Player Marker|2-player marker]], dealing moderate magic damage and inflicting {{Status effect|debuff|Magic Vulnerability Up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;. Creates a lethal [[Area of Effect#Static Circle AoE|static circle AoE]] afterwards.&lt;br /&gt;
If there is only one player inside the marker, that player is launched with a powerful [[Knockback#Knock-up|knock-up]] and unable to avoid the lethal follow-up AoE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ferostorm&#039;&#039;&#039;&lt;br /&gt;
|Creates two magical blades on opposite diagonals of the boss, each firing 90-degree [[Area of Effect#Static Cone AoE|static cone AoEs]] that deal high damage and inflict {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;&lt;br /&gt;
|Creates a 10y-wide [[Area of Effect#Puddle|line puddle]] across the center of the arena, either north-to-south or east-to-west—splitting the arena into two halves.&lt;br /&gt;
Players caught in the initial AoE, or that step into the puddle afterwards, are instantly killed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Occluded Front (Vacuum)&#039;&#039;&#039;&lt;br /&gt;
|Always follows &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;. One half of the arena has three &#039;&#039;&#039;&#039;&#039;Tumultuous Nexuses&#039;&#039;&#039;&#039;&#039;, the other half has four.&lt;br /&gt;
After a [[Knockback#Directional Knockback|directional knockback]], each Nexus explodes into a [[Area of Effect#Static Circle AoE|static circle AoE]], dealing high magic damage and inflicting {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; to those in range.&lt;br /&gt;
&lt;br /&gt;
* Tumultuous Nexuses are also affected by the directional knockback.&lt;br /&gt;
* Nexuses pulled into the Vacuum Slice puddle are destroyed.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Ifrit&#039;s Abilities&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Inferno Howl&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;&lt;br /&gt;
|A [[Tether (mechanic)|tether]] attached to the highest enmity player. Ifrit charges the target, inflicting {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039; to them and any other players inbetween for 20 seconds.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Eruption,&#039;&#039;&#039;&#039;&#039; a 10y radius  [[Area of Effect#Static Circle AoE|static circle AoE]], is created underneath the targeted player and detonates a few seconds later.&lt;br /&gt;
&lt;br /&gt;
* If a player already afflicted with {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039; is hit by this attack, they become {{Status effect|debuff|file:ConcussionDebuff.png|link=file:ConcussionDebuff.png}} &#039;&#039;&#039;Concussed&#039;&#039;&#039; for 10 seconds—unable to act, move, or [[Rescue|be moved]] by others.&lt;br /&gt;
* If the tether is broken by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039;, Ifrit will instead charge at a random player that was not the original target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Hell&#039;&#039;&#039;&lt;br /&gt;
|A healer or a DPS is marked with a red arrow. This target then has four [[Tether (mechanic)|tethers]] attached to them—three of them being [[Tether (mechanic)#Transferable Tether|transferable tethers]]. Each tether is then attacked by &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Each transferable tether can only be transferred once, locking on to their new target afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] targeting the higher enmity player. If the target is {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039;, they will be helplessly [[Knockback#Knock-up|launched upwards]] and unable to avoid the follow-up &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;&lt;br /&gt;
|Ifrit jumps at where the highest enmity player was standing at the start of the cast, dealing extreme damage to any player still at that location.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Strike Spark&#039;&#039;&#039;&lt;br /&gt;
|Eight fireballs are created around the arena, one in each cardinal and inter-cardinal direction. Multiple copies of Ifrit appear next to random orbs and face a random direction.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Eruption&#039;&#039;&#039;&#039;&#039; is placed underneath all players—then all copies of Ifrit cast &#039;&#039;&#039;&#039;&#039;Hot Foot&#039;&#039;&#039;&#039;&#039;, kicking any fireballs &amp;lt;u&amp;gt;in front of them&amp;lt;/u&amp;gt; 10y away.&lt;br /&gt;
&lt;br /&gt;
* Each fireball detonates into a 10y radius [[Area of Effect#Static Circle AoE|static circle AoE]] that deals high damage and inflicts {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Shared Abilities&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hated of the Vortex / Embers&#039;&#039;&#039;&lt;br /&gt;
|Deals unavoidable party-wide damage and places debuffs on all players based on proximity to Ifrit and Garuda.&lt;br /&gt;
&lt;br /&gt;
* The four players closest to Garuda are debuffed with {{Status effect|debuff|file:Hated of the vortex debuff.png|link=file:Hated of the vortex debuff.png}} &#039;&#039;&#039;Hated of the Vortex&#039;&#039;&#039;, preventing them from damaging Ifrit.&lt;br /&gt;
* The four closest players to Ifrit receive the inverse: {{Status effect|debuff|file:Hated of embers debuff.png|link=file:Hated of embers debuff.png}} &#039;&#039;&#039;Hated of Embers&#039;&#039;&#039;, preventing them from damaging Garuda.&lt;br /&gt;
* Two healers and two tanks can not receive the same debuff type.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Raktapaksa&#039;s Abilities&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hands of Flame/Hell&#039;&#039;&#039;&lt;br /&gt;
|Functions identically to Ifrit&#039;s, but additionally creates two immeasurable [[Area of Effect#Static Line AoE|static line AoEs]] covering the arena to Raktapaksa&#039;s left and right—leaving only a safe line in front and behind.&lt;br /&gt;
* The &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; safe zone will always converge where Raktapaksa originally cast the ability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Radiant Plume&#039;&#039;&#039;&lt;br /&gt;
|Covers the entire arena in lethal [[Area of Effect#Static Circle AoE|static circle AoEs]] with the exception of two small areas on the east and west side of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|debuff|File:Burning chains icon1.png|link=File:Burning chains icon1.png}} &#039;&#039;&#039;Irons of Purgatory&#039;&#039;&#039;&lt;br /&gt;
|A [[Tether (mechanic)#Paired / Close Tether|close tether]] attaching players together via role. Each tank is paired to a different random healer, and DPS players are paired to a different random DPS player.&lt;br /&gt;
If two tethered players move more than 10y apart, or their tether is destroyed by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; AoE, both players are instantly killed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twisting Blaze&#039;&#039;&#039;&lt;br /&gt;
|A flaming tornado that spawns on the north and south edge of the arena. Repeatedly fires 90-degree [[Tankbuster#AoE Tankbuster|cone AoE tankbusters]] at the closest player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spread of Fire&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] covering the entire arena except for a 5y radius safe zone directly underneath Raktapaksa.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Conflag Strike&#039;&#039;&#039;&lt;br /&gt;
|A lethal 270 degree [[Area of Effect#Static Cone AoE|static cone AoE]] from the front of Raktapaksa.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Garuda&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Superstorm&lt;br /&gt;
#Occluded Front (Cutter)&lt;br /&gt;
#Storm of Fury&lt;br /&gt;
#Air Bump&lt;br /&gt;
#Ferostorm&lt;br /&gt;
#Touchdown +&lt;br /&gt;
#* Air Bump&lt;br /&gt;
#Vacuum Slice&lt;br /&gt;
#Occluded Front (Vacuum)&lt;br /&gt;
#Ferostorm&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Ifrit&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Inferno Howl&lt;br /&gt;
#Hands of Hell (Healer)&lt;br /&gt;
#Strike Spark&lt;br /&gt;
#Hands of Hell (DPS)&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Garuda &amp;amp; Ifrit&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Hated of Vortex / Embers&lt;br /&gt;
#Occluded Front (Cutter)&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration +&lt;br /&gt;
#*Vacuum Slice&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Occluded Front (Vacuum) +&lt;br /&gt;
#* Eruption&lt;br /&gt;
#* Hot Foot&lt;br /&gt;
#Ferostorm&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Raktapaksa Opening&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Hands of Hell (Healer)&lt;br /&gt;
#Hands of Hell (DPS)&lt;br /&gt;
#Inferno Howl&lt;br /&gt;
#Air Bump +&lt;br /&gt;
#*Ferostorm&lt;br /&gt;
#Strike Spark&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Conflag Strike&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Touchdown&lt;br /&gt;
#Irons of Purgatory +&lt;br /&gt;
#*Radiant Plume&lt;br /&gt;
#Twisting Blaze +&lt;br /&gt;
#*Occluded Front (Cutter) x3&lt;br /&gt;
#Air Bump +&lt;br /&gt;
#*Spread of Fire&lt;br /&gt;
#Conflag Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Final Phase&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Air Bump&lt;br /&gt;
#Storm of Fury +&lt;br /&gt;
#*Occluded Front (Cutter)&lt;br /&gt;
#Hands of Hell (Healer) +&lt;br /&gt;
#*Occluded Front (Cutter)&lt;br /&gt;
#Hands of Hell (DPS) +&lt;br /&gt;
#*Air Bump&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Ferostorm x2&lt;br /&gt;
#Touchdown&lt;br /&gt;
#&#039;&#039;&#039;Conflag Strike (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Detailed Phase Explanations ==&lt;br /&gt;
&lt;br /&gt;
===Phase 1: [[Garuda (ShB)|Garuda]]===&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Garuda&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Superstorm&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Touchdown&#039;&#039;&#039;&lt;br /&gt;
|An [[Knockback#Epicentral Knockback|epicentral]] knockback.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Occluded Front (Cutter)&#039;&#039;&#039;&lt;br /&gt;
|Spawns multiple &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; orbs that create thin green [[Area of Effect#Static Line AoE|static line AoEs]]. These line AoEs have the unique ability to cut any [[Tether (mechanic)|tether]] crossed over top of it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Storm of Fury&#039;&#039;&#039;&lt;br /&gt;
|Creates four [[Tether (mechanic)|tethers]], attaching to DPS players, and a 12.5y [[Area of Effect#Static Circle AoE|static circle AoE]] underneath the boss.&lt;br /&gt;
Tethers fire a 90 degree [[Area of Effect#Spread Line or Cone|spread cone]] at their target after a few second, dealing moderate magic damage.&lt;br /&gt;
&lt;br /&gt;
* If a tether is broken by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039;, the spread cone will instead fire at a random player that wasn&#039;t the original target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Air Bump&#039;&#039;&#039;&lt;br /&gt;
|Marks four support players with a [[Stack marker#Multi-Player Marker|2-player marker]], dealing moderate magic damage and inflicting {{Status effect|debuff|Magic Vulnerability Up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;. Creates a lethal [[Area of Effect#Static Circle AoE|static circle AoE]] afterwards.&lt;br /&gt;
If there is only one player inside the marker, that player is launched with a powerful [[Knockback#Knock-up|knock-up]] and unable to avoid the lethal follow-up AoE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ferostorm&#039;&#039;&#039;&lt;br /&gt;
|Creates two magical blades on opposite diagonals of the boss, each firing 90-degree [[Area of Effect#Static Cone AoE|static cone AoEs]] that deal high damage and inflict {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;&lt;br /&gt;
|Creates a 10y-wide [[Area of Effect#Puddle|line puddle]] across the center of the arena, either north-to-south or east-to-west—splitting the arena into two halves.&lt;br /&gt;
Players caught in the initial AoE, or that step into the puddle afterwards, are instantly killed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Occluded Front (Vacuum)&#039;&#039;&#039;&lt;br /&gt;
|Always follows &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;. One half of the arena has three &#039;&#039;&#039;&#039;&#039;Tumultuous Nexuses&#039;&#039;&#039;&#039;&#039;, the other half has four.&lt;br /&gt;
After a [[Knockback#Directional Knockback|directional knockback]], each Nexus explodes into a [[Area of Effect#Static Circle AoE|static circle AoE]], dealing high magic damage and inflicting {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; to those in range.&lt;br /&gt;
&lt;br /&gt;
* Tumultuous Nexuses are also affected by the directional knockback.&lt;br /&gt;
* Nexuses pulled into the Vacuum Slice puddle are destroyed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A short phase with simple mechanics, the only attacks to look out for are &#039;&#039;&#039;Storm of Fury&#039;&#039;&#039;, &#039;&#039;&#039;Air Bump&#039;&#039;&#039;, and &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====== General Notes: ======&lt;br /&gt;
&lt;br /&gt;
* Players will need to assign players into four players for &#039;&#039;&#039;Air Bump&#039;&#039;&#039;. As the attack always targets support players, each will need a partnered with a DPS player.&lt;br /&gt;
* The party will additionally need to be split into two [[Party|light parties]] for &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;. As it is random whether the arena is split between north and south or east and west, each light party should be assigned to an opposite inter-cardinal.&lt;br /&gt;
&lt;br /&gt;
====== Storm of Fury: ======&lt;br /&gt;
All DPS will be targeted by tethers while two &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; AoEs divide the arena into thirds.&lt;br /&gt;
&lt;br /&gt;
* DPS must &#039;&#039;avoid&#039;&#039; crossing over the line AoEs to ensure their tether is not cut—which would result in another random player becoming the target and potentially being hit by two cones simultaneously.&lt;br /&gt;
* The four DPS should split to the two open sides of Garuda, spreading apart to prevent being hit by the other cones.&lt;br /&gt;
* The unmarked support players can either stack with a DPS player to ensure they only take the damage of one cone AoE, or cross over the line AoE and attempt to dodge between the cones.&lt;br /&gt;
&lt;br /&gt;
====== Air Bump: ======&lt;br /&gt;
&lt;br /&gt;
* It is helpful to place down [[waymarks]] for each pair to stack together on. Placing these waymarks on inter-cardinals will help further during Phase 4.&lt;br /&gt;
* Players can not stack two markers together, as the {{Status effect|debuff|Magic Vulnerability Up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; would result in the death of all players inside.&lt;br /&gt;
* All players must run out of the [[Area of Effect#Static Circle AoE|static circle AoE]] created afterwards, which is intended to kill any players that failed to stack with any others.&lt;br /&gt;
&lt;br /&gt;
====== Vacuum Slice: ======&lt;br /&gt;
After splitting into two light parties on the two different halves of the arena, one random half will have three &#039;&#039;&#039;&#039;&#039;Tumultuous Nexuses&#039;&#039;&#039;&#039;&#039; while the other half has four. All DPS players will receive &#039;&#039;&#039;Storm of Fury&#039;&#039;&#039; tethers again.&lt;br /&gt;
&lt;br /&gt;
* While the tethered DPS must split to opposite sides of their half, supports can stack on a DPS player of their choice.&lt;br /&gt;
* On the side with three Tumultuous Nexuses, players can stand between two Nexuses while also hugging the arena wall.&lt;br /&gt;
* On the side with four Tumultuous Nexuses, players must stand in-line with one of the Nexuses farthest to the sides—these Nexuses will be pulled into the death-puddle and destroyed.&lt;br /&gt;
&lt;br /&gt;
After finishing the first rotation set, Garuda will fly away.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Garuda&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Superstorm&lt;br /&gt;
#Occluded Front (Cutter)&lt;br /&gt;
#Storm of Fury&lt;br /&gt;
#Air Bump&lt;br /&gt;
#Ferostorm&lt;br /&gt;
#Touchdown +&lt;br /&gt;
#* Air Bump&lt;br /&gt;
#Vacuum Slice&lt;br /&gt;
#Occluded Front (Vacuum)&lt;br /&gt;
#Ferostorm&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Phase 2: [[Ifrit (ShB)|Ifrit]]===&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Ifrit&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Inferno Howl&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;&lt;br /&gt;
|A [[Tether (mechanic)|tether]] attached to the highest enmity player. Ifrit charges the target, inflicting {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039; to them and any other players inbetween for 20 seconds.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Eruption,&#039;&#039;&#039;&#039;&#039; a 10y radius  [[Area of Effect#Static Circle AoE|static circle AoE]], is created underneath the targeted player and detonates a few seconds later.&lt;br /&gt;
&lt;br /&gt;
* If a player already afflicted with {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039; is hit by this attack, they become {{Status effect|debuff|file:ConcussionDebuff.png|link=file:ConcussionDebuff.png}} &#039;&#039;&#039;Concussed&#039;&#039;&#039; for 10 seconds—unable to act, move, or [[Rescue|be moved]] by others.&lt;br /&gt;
* If the tether is broken by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039;, Ifrit will instead charge at a random player that was not the original target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Hell&#039;&#039;&#039;&lt;br /&gt;
|A healer or a DPS is marked with a red arrow. This target then has four [[Tether (mechanic)|tethers]] attached to them—three of them being [[Tether (mechanic)#Transferable Tether|transferable tethers]]. Each tether is then attacked by &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Each transferable tether can only be transferred once, locking on to their new target afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] targeting the higher enmity player. If the target is {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039;, they will be helplessly [[Knockback#Knock-up|launched upwards]] and unable to avoid the follow-up &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;&lt;br /&gt;
|Ifrit jumps at where the highest enmity player was standing at the start of the cast, dealing extreme damage to any player still at that location.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Strike Spark&#039;&#039;&#039;&lt;br /&gt;
|Eight fireballs are created around the arena, one in each cardinal and inter-cardinal direction. Multiple copies of Ifrit appear next to random orbs and face a random direction.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Eruption&#039;&#039;&#039;&#039;&#039; is placed underneath all players—then all copies of Ifrit cast &#039;&#039;&#039;&#039;&#039;Hot Foot&#039;&#039;&#039;&#039;&#039;, kicking any fireballs &amp;lt;u&amp;gt;in front of them&amp;lt;/u&amp;gt; 10y away.&lt;br /&gt;
&lt;br /&gt;
* Each fireball detonates into a 10y radius [[Area of Effect#Static Circle AoE|static circle AoE]] that deals high damage and inflicts {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:E6S Strike Spark.jpg|alt=An example of Strike Spark.|thumb|An example of Strike Spark. In this situation, the east edge is the safe spot.]]&lt;br /&gt;
Ifrit enters the arena with a [[Other Mechanics#Proximity AoE|proximity AoE]], starting Phase 2. Often chaining his attacks together into combinations, players will need to look out for &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;, &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039;, and &#039;&#039;&#039;Strike Spark&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====== Hands of Flame: ======&lt;br /&gt;
&lt;br /&gt;
* This attack requires a tank swap as it is always followed by &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; and &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;—which would kill the main tank due to receiving {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039;.&lt;br /&gt;
* After Instant Incineration, tanks must remember to move a short distance away from their prior position to avoid the Meteor Strike.&lt;br /&gt;
&lt;br /&gt;
====== Hands of Hell: ======&lt;br /&gt;
&lt;br /&gt;
* In this phase, Hands of Hell can be handled by having healers, ranged DPS, and magical DPS take the tethers and moving them away from Ifrit.&lt;br /&gt;
* All untethered players should avoid standing in the path of a tether to prevent receiving unnecessary {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039; debuffs.&lt;br /&gt;
* Tanks should avoid Hands of Hell entirely in Phase 2, as the second cast is immediately followed by &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====== Strike Spark: ======&lt;br /&gt;
Ifrit creates a square of fireballs and several copies of himself at random positions, ready to kick the fireballs in different cardinal directions.&lt;br /&gt;
&lt;br /&gt;
* Players should first stack in the center waiting for &#039;&#039;&#039;&#039;&#039;Eruptions&#039;&#039;&#039;&#039;&#039; to appear before moving into whichever area will be safe.&lt;br /&gt;
* Some copies of Ifrit may instead have their back turned to the fireballs, in which case their &#039;&#039;&#039;&#039;&#039;Hot Foot&#039;&#039;&#039;&#039;&#039; will not hit anything.&lt;br /&gt;
* The safe spot will be at an Ifrit copy that is correctly kicking away a fireball, &#039;&#039;and&#039;&#039; does not have another copy aiming a fireball at their location.&lt;br /&gt;
** There will only ever be one safe spot, and it will never be the center of the arena.&lt;br /&gt;
** Knowing the above, players can quickly locate the safe spot by looking for the Ifrit copy aiming at the center, then tracing the chain of Ifrit copies backwards to its starting point.&lt;br /&gt;
&lt;br /&gt;
At the end of the rotation set, Ifrit will jump away from the arena.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Ifrit&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Inferno Howl&lt;br /&gt;
#Hands of Hell (Healer)&lt;br /&gt;
#Strike Spark&lt;br /&gt;
#Hands of Hell (DPS)&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Phase 3: Garuda &amp;amp; Ifrit===&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Garuda &amp;amp; Ifrit&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hated of the Vortex / Embers&#039;&#039;&#039;&lt;br /&gt;
|Deals unavoidable party-wide damage and places debuffs on all players based on proximity to Ifrit and Garuda.&lt;br /&gt;
&lt;br /&gt;
* The four players closest to Garuda are debuffed with {{Status effect|debuff|file:Hated of the vortex debuff.png|link=file:Hated of the vortex debuff.png}} &#039;&#039;&#039;Hated of the Vortex&#039;&#039;&#039;, preventing them from damaging Ifrit.&lt;br /&gt;
* The four closest players to Ifrit receive the inverse: {{Status effect|debuff|file:Hated of embers debuff.png|link=file:Hated of embers debuff.png}} &#039;&#039;&#039;Hated of Embers&#039;&#039;&#039;, preventing them from damaging Garuda.&lt;br /&gt;
* Two healers and two tanks can not receive the same debuff type.&lt;br /&gt;
|}&lt;br /&gt;
Both Garuda and Ifrit will return to the arena simultaneously, forcing the party to deal with both.&lt;br /&gt;
&lt;br /&gt;
====== General Notes: ======&lt;br /&gt;
&lt;br /&gt;
* This phase always begins with &#039;&#039;&#039;Hated of the Vortex&#039;&#039;&#039; and &#039;&#039;&#039;Hated of Embers&#039;&#039;&#039;. As the debuffs are distributed based on proximity, the group can pre-assign light parties to each boss for consistency.&lt;br /&gt;
* The two bosses do not need to be separated.&lt;br /&gt;
* As a tank swap can not occur this phase, the tank handling Ifrit must break their &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; tether utilizing a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; line AoE. This will instead send the attack at a different random player and thus allow the tank to safely survive &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;.&lt;br /&gt;
** Alternatively, the tank can use an invulnerability.&lt;br /&gt;
&lt;br /&gt;
====== Vacuum Slice: ======&lt;br /&gt;
&lt;br /&gt;
* All players should stack on the same side of the arena for &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;. Garuda does not cast Storm of Fury in this phase, so there is no need to split into light parties. This additionally makes it easier to dodge Garuda&#039;s &#039;&#039;&#039;Ferostorm&#039;&#039;&#039; afterwards.&lt;br /&gt;
* During &#039;&#039;&#039;Occluded Front (Vacuum)&#039;&#039;&#039;, Ifrit will remove one safe zone with a copy casting &#039;&#039;&#039;&#039;&#039;Hot Foot&#039;&#039;&#039;&#039;&#039;, forcing the party to move to the other safe zone.&lt;br /&gt;
* Prior to the [[Knockback#Directional Knockback|directional knockback]], all players will have an &#039;&#039;&#039;&#039;&#039;Eruption&#039;&#039;&#039;&#039;&#039; AoE placed underneath them. The party should stack near the arena&#039;s center initially, only moving to the safe zone once the Eruption AoEs appear.&lt;br /&gt;
&lt;br /&gt;
After Ferostorm, Ifrit and Garuda will leave the arena one last time.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Garuda &amp;amp; Ifrit&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Hated of Vortex / Embers&lt;br /&gt;
#Occluded Front (Cutter)&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration +&lt;br /&gt;
#*Vacuum Slice&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Occluded Front (Vacuum) +&lt;br /&gt;
#* Eruption&lt;br /&gt;
#* Hot Foot&lt;br /&gt;
#Ferostorm&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Phase 4: [[Raktapaksa]]===&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Raktapaksa&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hands of Flame/Hell&#039;&#039;&#039;&lt;br /&gt;
|Functions identically to Ifrit&#039;s, but additionally creates two immeasurable [[Area of Effect#Static Line AoE|static line AoEs]] covering the arena to Raktapaksa&#039;s left and right—leaving only a safe line in front and behind.&lt;br /&gt;
* The &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; safe zone will always converge where Raktapaksa originally cast the ability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Radiant Plume&#039;&#039;&#039;&lt;br /&gt;
|Covers the entire arena in lethal [[Area of Effect#Static Circle AoE|static circle AoEs]] with the exception of two small areas on the east and west side of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|debuff|File:Burning chains icon1.png|link=File:Burning chains icon1.png}} &#039;&#039;&#039;Irons of Purgatory&#039;&#039;&#039;&lt;br /&gt;
|A [[Tether (mechanic)#Paired / Close Tether|close tether]] attaching players together via role. Each tank is paired to a different random healer, and DPS players are paired to a different random DPS player.&lt;br /&gt;
If two tethered players move more than 10y apart, or their tether is destroyed by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; AoE, both players are instantly killed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twisting Blaze&#039;&#039;&#039;&lt;br /&gt;
|A flaming tornado that spawns on the north and south edge of the arena. Repeatedly fires 90-degree [[Tankbuster#AoE Tankbuster|cone AoE tankbusters]] at the closest player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spread of Fire&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] covering the entire arena except for a 5y radius safe zone directly underneath Raktapaksa.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Conflag Strike&#039;&#039;&#039;&lt;br /&gt;
|A lethal 270 degree [[Area of Effect#Static Cone AoE|static cone AoE]] from the front of Raktapaksa.&lt;br /&gt;
|}&lt;br /&gt;
Ifrit and Garuda will merge together, becoming Raktapaksa and beginning the final phase of the fight.&lt;br /&gt;
&lt;br /&gt;
Raktapaksa will attack with deadlier attacks much more frequently, as well as adding new abilities to their repertoire.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Raktapaksa Opening=&lt;br /&gt;
====== Raktapaksa Opening: ======&lt;br /&gt;
Unlike in Phase 2, Raktapaksa uses &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; twice in quick succession, forcing the party to divide the four attacks across all party members.&lt;br /&gt;
&lt;br /&gt;
Additionally, all tethered players will need to run at least 10y away from Raktapaksa to ensure their &#039;&#039;&#039;&#039;&#039;Eruption&#039;&#039;&#039;&#039;&#039; AoE does not cover the safe-zone created at the attack&#039;s origin.&lt;br /&gt;
&lt;br /&gt;
* The first &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; always targets a random healer. All supports should grab these tethers and bring them away from Raktapaksa, running back into the safe zone after tethers resolve.&lt;br /&gt;
* The second &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; always targets a random DPS player. As all supports will have {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039;, the other DPS players must take the tethers and repeat the process.&lt;br /&gt;
&lt;br /&gt;
The other notable attack series is &#039;&#039;&#039;Strike Spark&#039;&#039;&#039; followed by &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;. While Strike Spark can be handled identically to Phase 2, Raktapaksa begins casting Hands of Flame at the same time the fireballs detonate.&lt;br /&gt;
&lt;br /&gt;
* The party must run towards the wall in the safe zone while the tank stands &#039;&#039;slightly&#039;&#039; closer to the center. This is to prevent the off-tank (and other party members) from receiving {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039;.&lt;br /&gt;
* The off-tank must {{Action icon|provoke}} during or after the cast in order to be the target of the follow up &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;.&lt;br /&gt;
* All players will need to quickly sprint through Raktapaksa to avoid the &#039;&#039;&#039;&#039;&#039;Eruption&#039;&#039;&#039;&#039;&#039; AoE placed underneath the tank from Hands of Flame.&lt;br /&gt;
|-|Conflag Strike=&lt;br /&gt;
====== Conflag Strike: ======&lt;br /&gt;
A single long cast of Conflag Strike is combined with several new mechanics over a period of 35 seconds.&lt;br /&gt;
&lt;br /&gt;
* Supports should be assigned to either the east or west side of the arena, with DPS players on the opposite side.&lt;br /&gt;
* One tank must be assigned to handle the north &#039;&#039;&#039;Twisting Blaze&#039;&#039;&#039; while the other tank handles the southern one.&lt;br /&gt;
* After &#039;&#039;&#039;Touchdown&#039;&#039;&#039;, the party should split to their assigned east or west side of the arena, preparing to stand in the safe zone between the &#039;&#039;&#039;Radiant Plumes&#039;&#039;&#039;.&lt;br /&gt;
* During this, all players will receive {{Status effect|debuff|File:Burning chains icon1.png|link=File:Burning chains icon1.png}} &#039;&#039;&#039;Irons of Purgatory&#039;&#039;&#039;. Healers will need to quickly identify which tank they become tethered to.&lt;br /&gt;
** Tanks must then run to their assigned Twisting Blazes. While tanks stand in a corner and aim their tornado AoEs away from the center, healers should stand to the north/south of the tornado and focus on healing their partner.&lt;br /&gt;
** DPS players should run into melee range of Raktapaksa and focus on dealing damage. &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; line AoEs will be aimed at the DPS players three times, which must be dodged without letting the AoEs cut the tether.&lt;br /&gt;
*** Dodging the line AoEs accomplished through many methods, though a common one is to simply run through Raktapaksa each time a Line AoE appears.&lt;br /&gt;
* Soon all players will lose their {{Status effect|debuff|File:Burning chains icon1.png|link=File:Burning chains icon1.png}} &#039;&#039;&#039;Irons of Purgatory.&#039;&#039;&#039; Instead, &#039;&#039;&#039;Air Bump&#039;&#039;&#039; will be combined with &#039;&#039;&#039;Spread of Fire&#039;&#039;&#039;, forcing players to pair up inside a small [[Area of Effect#Static Donut AoE|static donut AoE]] without overlapping.&lt;br /&gt;
** This cast of Air Bump is unique in that it will instead target one player from each tether pair. Because of this, players should pair up based on their tether partner rather than their usual support+DPS assignments.&lt;br /&gt;
*** Additionally, this specific cast of Air Bump does &#039;&#039;not&#039;&#039; create a [[Area of Effect#Static Circle AoE|static circle AoE]] afterwards.&lt;br /&gt;
* This attack series ends with the end of the &#039;&#039;&#039;Conflag Strike&#039;&#039;&#039; cast. Players must immediately run behind Raktapaksa the instant Air Bump resolves.&lt;br /&gt;
|-|Final Phase=&lt;br /&gt;
====== Final Phase: ======&lt;br /&gt;
A final onslaught of deadly combination attacks, players will need to coordinate and position precisely, as a single death can easily cascade into additional ones.&lt;br /&gt;
&lt;br /&gt;
* [[Waymarks]] placed at inter-cardinals 10y away from the center can be used extensively for a majority of this attack series.&lt;br /&gt;
&lt;br /&gt;
The phase begins with &#039;&#039;&#039;Air Bump&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Storm of Fury&#039;&#039;&#039;. Players can stack into their usual pairs and then handle Storm of Fury identically to Phase 1.&lt;br /&gt;
&lt;br /&gt;
Next is a &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; targeting a healer, combined with four &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; AoEs that create box-shape around the center.&lt;br /&gt;
&lt;br /&gt;
* All supports should take a tether and bring it to a different corner inside the box created by the Wind Cutter AoEs. DPS players must avoid standing in the path of these tethers.&lt;br /&gt;
** If using Air Bump waymarks, support players can run towards their assigned position.&lt;br /&gt;
* Once tethers resolve, players must stand inside the safe zone left in the center. The tank should re-center Raktapaksa as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Third, Hands of Hell is cast again targeting a DPS player. At the same time, Air Bump targets all support players.&lt;br /&gt;
&lt;br /&gt;
* All DPS players will need to grab a tether, as the supports will be {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039;.&lt;br /&gt;
* Players will need to pair up into their usual Air Bump pairs away from Raktapaksa, but the supports will need to either be behind or to the side of their DPS partner to avoid being hit by the Hands of Hell attack.&lt;br /&gt;
* Once again, all players must stack back into the safe zone immediately after.&lt;br /&gt;
&lt;br /&gt;
Lastly, Raktapaksa will cast &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;, which can be handled as usual—aimed away from the party and with a tank-swap.&lt;br /&gt;
&lt;br /&gt;
If the party is still alive, Raktapaksa will cast two easily-avoided &#039;&#039;&#039;Ferostorms&#039;&#039;&#039; before jumping away and beginning a 10-second enrage cast of &#039;&#039;&#039;Conflag Strike&#039;&#039;&#039;, defeating the party if successful.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Raktapaksa Opening&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Hands of Hell (Healer)&lt;br /&gt;
#Hands of Hell (DPS)&lt;br /&gt;
#Inferno Howl&lt;br /&gt;
#Air Bump +&lt;br /&gt;
#*Ferostorm&lt;br /&gt;
#Strike Spark&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Conflag Strike&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Touchdown&lt;br /&gt;
#Irons of Purgatory +&lt;br /&gt;
#*Radiant Plume&lt;br /&gt;
#Twisting Blaze +&lt;br /&gt;
#*Occluded Front (Cutter) x3&lt;br /&gt;
#Air Bump +&lt;br /&gt;
#*Spread of Fire&lt;br /&gt;
#Conflag Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Final Phase&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Air Bump&lt;br /&gt;
#Storm of Fury +&lt;br /&gt;
#*Occluded Front (Cutter)&lt;br /&gt;
#Hands of Hell (Healer) +&lt;br /&gt;
#*Occluded Front (Cutter)&lt;br /&gt;
#Hands of Hell (DPS) +&lt;br /&gt;
#*Air Bump&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Ferostorm x2&lt;br /&gt;
#Touchdown&lt;br /&gt;
#&#039;&#039;&#039;Conflag Strike (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item reward|1|Book of Furor}} (Guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenchoir Head Gear Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Hand Gear Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Foot Gear Coffer (IL 500)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenchoir Head Gear Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Hand Gear Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Foot Gear Coffer (IL 500)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Primal Angel}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
E6N.png&lt;br /&gt;
E6 boss.png&lt;br /&gt;
E6 phase 4.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Furor_(Savage)&amp;diff=1528852</id>
		<title>Eden&#039;s Verse: Furor (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Furor_(Savage)&amp;diff=1528852"/>
		<updated>2026-09-02T06:05:38Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Rewrote Detailed Phase Explanations Section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Verse (Savage)|Eden&#039;s Verse: Furor}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Verse: Furor (Savage)&lt;br /&gt;
| description = The discovery of a second crystal within Eden&#039;s core leads to more questions than answers, and yet again, your mind is assaulted with terrifying visions upon gazing inside. You see foes previously vanquished reborn, more brutal and unrelenting than even your wildest imagination, yet your unwavering resolve forbids you from tearing your eyes away...&lt;br /&gt;
| image =  Eden&#039;s Verse Furor (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 475&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = Ashfall&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|Life Finds a Way}}&lt;br /&gt;
| patch = 5.2&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| id-gt = 30091&lt;br /&gt;
| id-edb = 8e7439e713d&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E6S&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|32px|link=]] Heritors of Fury: [[Garuda (ShB)|Garuda]] &amp;amp; [[Ifrit (ShB)|Ifrit]] - Abilities and Timeline==&lt;br /&gt;
&lt;br /&gt;
The battle against Garuda and Ifrit takes place inside a 20y radius circular arena surrounded by a deadly wall of flame—instantly killing any players that collide with it.&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Garuda &amp;amp; Ifrit&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Garuda&#039;s Abilities&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Superstorm&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Touchdown&#039;&#039;&#039;&lt;br /&gt;
|An [[Knockback#Epicentral Knockback|epicentral]] knockback.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Occluded Front (Cutter)&#039;&#039;&#039;&lt;br /&gt;
|Spawns multiple &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; orbs that create thin green [[Area of Effect#Static Line AoE|static line AoEs]]. These line AoEs have the unique ability to cut any [[Tether (mechanic)|tether]] crossed over top of it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Storm of Fury&#039;&#039;&#039;&lt;br /&gt;
|Creates four [[Tether (mechanic)|tethers]], attaching to DPS players, and a 12.5y [[Area of Effect#Static Circle AoE|static circle AoE]] underneath the boss.&lt;br /&gt;
Tethers fire a 90 degree [[Area of Effect#Spread Line or Cone|spread cone]] at their target after a few second, dealing moderate magic damage.&lt;br /&gt;
&lt;br /&gt;
* If a tether is broken by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039;, the spread cone will instead fire at a random player that wasn&#039;t the original target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Air Bump&#039;&#039;&#039;&lt;br /&gt;
|Marks four support players with a [[Stack marker#Multi-Player Marker|2-player marker]], dealing moderate magic damage and inflicting {{Status effect|debuff|Magic Vulnerability Up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;. Creates a lethal [[Area of Effect#Static Circle AoE|static circle AoE]] afterwards.&lt;br /&gt;
If there is only one player inside the marker, that player is launched with a powerful [[Knockback#Knock-up|knock-up]] and unable to avoid the lethal follow-up AoE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ferostorm&#039;&#039;&#039;&lt;br /&gt;
|Creates two magical blades on opposite diagonals of the boss, each firing 90-degree [[Area of Effect#Static Cone AoE|static cone AoEs]] that deal high damage and inflict {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;&lt;br /&gt;
|Creates a 10y-wide [[Area of Effect#Puddle|line puddle]] across the center of the arena, either north-to-south or east-to-west—splitting the arena into two halves.&lt;br /&gt;
Players caught in the initial AoE, or that step into the puddle afterwards, are instantly killed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Occluded Front (Vacuum)&#039;&#039;&#039;&lt;br /&gt;
|Always follows &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;. One half of the arena has three &#039;&#039;&#039;&#039;&#039;Tumultuous Nexuses&#039;&#039;&#039;&#039;&#039;, the other half has four.&lt;br /&gt;
After a [[Knockback#Directional Knockback|directional knockback]], each Nexus explodes into a [[Area of Effect#Static Circle AoE|static circle AoE]], dealing high magic damage and inflicting {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; to those in range.&lt;br /&gt;
&lt;br /&gt;
* Tumultuous Nexuses are also affected by the directional knockback.&lt;br /&gt;
* Nexuses pulled into the Vacuum Slice puddle are destroyed.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Ifrit&#039;s Abilities&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Inferno Howl&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;&lt;br /&gt;
|A [[Tether (mechanic)|tether]] attached to the highest enmity player. Ifrit charges the target, inflicting {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039; to them and any other players inbetween for 20 seconds.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Eruption,&#039;&#039;&#039;&#039;&#039; a 10y radius  [[Area of Effect#Static Circle AoE|static circle AoE]], is created underneath the targeted player and detonates a few seconds later.&lt;br /&gt;
&lt;br /&gt;
* If a player already afflicted with {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039; is hit by this attack, they become {{Status effect|debuff|file:ConcussionDebuff.png|link=file:ConcussionDebuff.png}} &#039;&#039;&#039;Concussed&#039;&#039;&#039; for 10 seconds—unable to act, move, or [[Rescue|be moved]] by others.&lt;br /&gt;
* If the tether is broken by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039;, Ifrit will instead charge at a random player that was not the original target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Hell&#039;&#039;&#039;&lt;br /&gt;
|A healer or a DPS is marked with a red arrow. This target then has four [[Tether (mechanic)|tethers]] attached to them—three of them being [[Tether (mechanic)#Transferable Tether|transferable tethers]]. Each tether is then attacked by &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Each transferable tether can only be transferred once, locking on to their new target afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] targeting the higher enmity player. If the target is {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039;, they will be helplessly [[Knockback#Knock-up|launched upwards]] and unable to avoid the follow-up &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;&lt;br /&gt;
|Ifrit jumps at where the highest enmity player was standing at the start of the cast, dealing extreme damage to any player still at that location.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Strike Spark&#039;&#039;&#039;&lt;br /&gt;
|Eight fireballs are created around the arena, one in each cardinal and inter-cardinal direction. Multiple copies of Ifrit appear next to random orbs and face a random direction.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Eruption&#039;&#039;&#039;&#039;&#039; is placed underneath all players—then all copies of Ifrit cast &#039;&#039;&#039;&#039;&#039;Hot Foot&#039;&#039;&#039;&#039;&#039;, kicking any fireballs &amp;lt;u&amp;gt;in front of them&amp;lt;/u&amp;gt; 10y away.&lt;br /&gt;
&lt;br /&gt;
* Each fireball detonates into a 10y radius [[Area of Effect#Static Circle AoE|static circle AoE]] that deals high damage and inflicts {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Shared Abilities&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hated of the Vortex / Embers&#039;&#039;&#039;&lt;br /&gt;
|Deals unavoidable party-wide damage and places debuffs on all players based on proximity to Ifrit and Garuda.&lt;br /&gt;
&lt;br /&gt;
* The four players closest to Garuda are debuffed with {{Status effect|debuff|file:Hated of the vortex debuff.png|link=file:Hated of the vortex debuff.png}} &#039;&#039;&#039;Hated of the Vortex&#039;&#039;&#039;, preventing them from damaging Ifrit.&lt;br /&gt;
* The four closest players to Ifrit receive the inverse: {{Status effect|debuff|file:Hated of embers debuff.png|link=file:Hated of embers debuff.png}} &#039;&#039;&#039;Hated of Embers&#039;&#039;&#039;, preventing them from damaging Garuda.&lt;br /&gt;
* Two healers and two tanks can not receive the same debuff type.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Raktapaksa&#039;s Abilities&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hands of Flame/Hell&#039;&#039;&#039;&lt;br /&gt;
|Functions identically to Ifrit&#039;s, but additionally creates two immeasurable [[Area of Effect#Static Line AoE|static line AoEs]] covering the arena to Raktapaksa&#039;s left and right—leaving only a safe line in front and behind.&lt;br /&gt;
* The &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; safe zone will always converge where Raktapaksa originally cast the ability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Radiant Plume&#039;&#039;&#039;&lt;br /&gt;
|Covers the entire arena in lethal [[Area of Effect#Static Circle AoE|static circle AoEs]] with the exception of two small areas on the east and west side of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|debuff|File:Burning chains icon1.png|link=File:Burning chains icon1.png}} &#039;&#039;&#039;Irons of Purgatory&#039;&#039;&#039;&lt;br /&gt;
|A [[Tether (mechanic)#Paired / Close Tether|close tether]] attaching players together via role. Each tank is paired to a different random healer, and DPS players are paired to a different random DPS player.&lt;br /&gt;
If two tethered players move more than 10y apart, or their tether is destroyed by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; AoE, both players are instantly killed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twisting Blaze&#039;&#039;&#039;&lt;br /&gt;
|A flaming tornado that spawns on the north and south edge of the arena. Repeatedly fires 90-degree [[Tankbuster#AoE Tankbuster|cone AoE tankbusters]] at the closest player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spread of Fire&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] covering the entire arena except for a 5y radius safe zone directly underneath Raktapaksa.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Conflag Strike&#039;&#039;&#039;&lt;br /&gt;
|A lethal 270 degree [[Area of Effect#Static Cone AoE|static cone AoE]] from the front of Raktapaksa.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Garuda&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Superstorm&lt;br /&gt;
#Occluded Front (Cutter)&lt;br /&gt;
#Storm of Fury&lt;br /&gt;
#Air Bump&lt;br /&gt;
#Ferostorm&lt;br /&gt;
#Touchdown +&lt;br /&gt;
#* Air Bump&lt;br /&gt;
#Vacuum Slice&lt;br /&gt;
#Occluded Front (Vacuum)&lt;br /&gt;
#Ferostorm&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Ifrit&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Inferno Howl&lt;br /&gt;
#Hands of Hell (Healer)&lt;br /&gt;
#Strike Spark&lt;br /&gt;
#Hands of Hell (DPS)&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Garuda &amp;amp; Ifrit&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Hated of Vortex / Embers&lt;br /&gt;
#Occluded Front (Cutter)&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration +&lt;br /&gt;
#*Vacuum Slice&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Occluded Front (Vacuum) +&lt;br /&gt;
#* Eruption&lt;br /&gt;
#* Hot Foot&lt;br /&gt;
#Ferostorm&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Raktapaksa Opening&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Hands of Hell (Healer)&lt;br /&gt;
#Hands of Hell (DPS)&lt;br /&gt;
#Inferno Howl&lt;br /&gt;
#Air Bump +&lt;br /&gt;
#*Ferostorm&lt;br /&gt;
#Strike Spark&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Conflag Strike&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Touchdown&lt;br /&gt;
#Irons of Purgatory +&lt;br /&gt;
#*Radiant Plume&lt;br /&gt;
#Twisting Blaze +&lt;br /&gt;
#*Occluded Front (Cutter) x3&lt;br /&gt;
#Air Bump +&lt;br /&gt;
#*Spread of Fire&lt;br /&gt;
#Conflag Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Final Phase&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Air Bump&lt;br /&gt;
#Storm of Fury +&lt;br /&gt;
#*Occluded Front (Cutter)&lt;br /&gt;
#Hands of Hell (Healer) +&lt;br /&gt;
#*Occluded Front (Cutter)&lt;br /&gt;
#Hands of Hell (DPS) +&lt;br /&gt;
#*Air Bump&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Ferostorm x2&lt;br /&gt;
#Touchdown&lt;br /&gt;
#&#039;&#039;&#039;Conflag Strike (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Detailed Phase Explanations ==&lt;br /&gt;
&lt;br /&gt;
===Phase 1: [[Garuda (ShB)|Garuda]]===&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Garuda&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Superstorm&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Touchdown&#039;&#039;&#039;&lt;br /&gt;
|An [[Knockback#Epicentral Knockback|epicentral]] knockback.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Occluded Front (Cutter)&#039;&#039;&#039;&lt;br /&gt;
|Spawns multiple &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; orbs that create thin green [[Area of Effect#Static Line AoE|static line AoEs]]. These line AoEs have the unique ability to cut any [[Tether (mechanic)|tether]] crossed over top of it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Storm of Fury&#039;&#039;&#039;&lt;br /&gt;
|Creates four [[Tether (mechanic)|tethers]], attaching to DPS players, and a 12.5y [[Area of Effect#Static Circle AoE|static circle AoE]] underneath the boss.&lt;br /&gt;
Tethers fire a 90 degree [[Area of Effect#Spread Line or Cone|spread cone]] at their target after a few second, dealing moderate magic damage.&lt;br /&gt;
&lt;br /&gt;
* If a tether is broken by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039;, the spread cone will instead fire at a random player that wasn&#039;t the original target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Air Bump&#039;&#039;&#039;&lt;br /&gt;
|Marks four support players with a [[Stack marker#Multi-Player Marker|2-player marker]], dealing moderate magic damage and inflicting {{Status effect|debuff|Magic Vulnerability Up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;. Creates a lethal [[Area of Effect#Static Circle AoE|static circle AoE]] afterwards.&lt;br /&gt;
If there is only one player inside the marker, that player is launched with a powerful [[Knockback#Knock-up|knock-up]] and unable to avoid the lethal follow-up AoE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ferostorm&#039;&#039;&#039;&lt;br /&gt;
|Creates two magical blades on opposite diagonals of the boss, each firing 90-degree [[Area of Effect#Static Cone AoE|static cone AoEs]] that deal high damage and inflict {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;&lt;br /&gt;
|Creates a 10y-wide [[Area of Effect#Puddle|line puddle]] across the center of the arena, either north-to-south or east-to-west—splitting the arena into two halves.&lt;br /&gt;
Players caught in the initial AoE, or that step into the puddle afterwards, are instantly killed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Occluded Front (Vacuum)&#039;&#039;&#039;&lt;br /&gt;
|Always follows &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;. One half of the arena has three &#039;&#039;&#039;&#039;&#039;Tumultuous Nexuses&#039;&#039;&#039;&#039;&#039;, the other half has four.&lt;br /&gt;
After a [[Knockback#Directional Knockback|directional knockback]], each Nexus explodes into a [[Area of Effect#Static Circle AoE|static circle AoE]], dealing high magic damage and inflicting {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; to those in range.&lt;br /&gt;
&lt;br /&gt;
* Tumultuous Nexuses are also affected by the directional knockback.&lt;br /&gt;
* Nexuses pulled into the Vacuum Slice puddle are destroyed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A short phase with simple mechanics, the only attacks to look out for are &#039;&#039;&#039;Storm of Fury&#039;&#039;&#039;, &#039;&#039;&#039;Air Bump&#039;&#039;&#039;, and &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====== General Notes: ======&lt;br /&gt;
&lt;br /&gt;
* Players will need to assign players into four players for &#039;&#039;&#039;Air Bump&#039;&#039;&#039;. As the attack always targets support players, each will need a partnered with a DPS player.&lt;br /&gt;
* The party will additionally need to be split into two [[Party|light parties]] for &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;. As it is random whether the arena is split between north and south or east and west, each light party should be assigned to an opposite inter-cardinal.&lt;br /&gt;
&lt;br /&gt;
====== Storm of Fury: ======&lt;br /&gt;
All DPS will be targeted by tethers while two &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; AoEs divide the arena into thirds.&lt;br /&gt;
&lt;br /&gt;
* DPS must &#039;&#039;avoid&#039;&#039; crossing over the line AoEs to ensure their tether is not cut—which would result in another random player becoming the target and potentially being hit by two cones simultaneously.&lt;br /&gt;
* The four DPS should split to the two open sides of Garuda, spreading apart to prevent being hit by the other cones.&lt;br /&gt;
* The unmarked support players can either stack with a DPS player to ensure they only take the damage of one cone AoE, or cross over the line AoE and attempt to dodge between the cones.&lt;br /&gt;
&lt;br /&gt;
====== Air Bump: ======&lt;br /&gt;
&lt;br /&gt;
* It is helpful to place down [[waymarks]] for each pair to stack together on. Placing these waymarks on inter-cardinals will help further during Phase 4.&lt;br /&gt;
* Players can not stack two markers together, as the {{Status effect|debuff|Magic Vulnerability Up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; would result in the death of all players inside.&lt;br /&gt;
* All players must run out of the [[Area of Effect#Static Circle AoE|static circle AoE]] created afterwards, which is intended to kill any players that failed to stack with any others.&lt;br /&gt;
&lt;br /&gt;
====== Vacuum Slice: ======&lt;br /&gt;
After splitting into two light parties on the two different halves of the arena, one random half will have three &#039;&#039;&#039;&#039;&#039;Tumultuous Nexuses&#039;&#039;&#039;&#039;&#039; while the other half has four. All DPS players will receive &#039;&#039;&#039;Storm of Fury&#039;&#039;&#039; tethers again.&lt;br /&gt;
&lt;br /&gt;
* While the tethered DPS must split to opposite sides of their half, supports can stack on a DPS player of their choice.&lt;br /&gt;
* On the side with three Tumultuous Nexuses, players can stand between two Nexuses while also hugging the arena wall.&lt;br /&gt;
* On the side with four Tumultuous Nexuses, players must stand in-line with one of the Nexuses farthest to the sides—these Nexuses will be pulled into the death-puddle and destroyed.&lt;br /&gt;
&lt;br /&gt;
After finishing the first rotation set, Garuda will fly away.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Garuda&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Superstorm&lt;br /&gt;
#Occluded Front (Cutter)&lt;br /&gt;
#Storm of Fury&lt;br /&gt;
#Air Bump&lt;br /&gt;
#Ferostorm&lt;br /&gt;
#Touchdown +&lt;br /&gt;
#* Air Bump&lt;br /&gt;
#Vacuum Slice&lt;br /&gt;
#Occluded Front (Vacuum)&lt;br /&gt;
#Ferostorm&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Phase 2: [[Ifrit (ShB)|Ifrit]]===&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Ifrit&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Inferno Howl&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;&lt;br /&gt;
|A [[Tether (mechanic)|tether]] attached to the highest enmity player. Ifrit charges the target, inflicting {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039; to them and any other players inbetween for 20 seconds.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Eruption,&#039;&#039;&#039;&#039;&#039; a 10y radius  [[Area of Effect#Static Circle AoE|static circle AoE]], is created underneath the targeted player and detonates a few seconds later.&lt;br /&gt;
&lt;br /&gt;
* If a player already afflicted with {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039; is hit by this attack, they become {{Status effect|debuff|file:ConcussionDebuff.png|link=file:ConcussionDebuff.png}} &#039;&#039;&#039;Concussed&#039;&#039;&#039; for 10 seconds—unable to act, move, or [[Rescue|be moved]] by others.&lt;br /&gt;
* If the tether is broken by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039;, Ifrit will instead charge at a random player that was not the original target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Hell&#039;&#039;&#039;&lt;br /&gt;
|A healer or a DPS is marked with a red arrow. This target then has four [[Tether (mechanic)|tethers]] attached to them—three of them being [[Tether (mechanic)#Transferable Tether|transferable tethers]]. Each tether is then attacked by &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Each transferable tether can only be transferred once, locking on to their new target afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] targeting the higher enmity player. If the target is {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039;, they will be helplessly [[Knockback#Knock-up|launched upwards]] and unable to avoid the follow-up &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;&lt;br /&gt;
|Ifrit jumps at where the highest enmity player was standing at the start of the cast, dealing extreme damage to any player still at that location.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Strike Spark&#039;&#039;&#039;&lt;br /&gt;
|Eight fireballs are created around the arena, one in each cardinal and inter-cardinal direction. Multiple copies of Ifrit appear next to random orbs and face a random direction.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Eruption&#039;&#039;&#039;&#039;&#039; is placed underneath all players—then all copies of Ifrit cast &#039;&#039;&#039;&#039;&#039;Hot Foot&#039;&#039;&#039;&#039;&#039;, kicking any fireballs &amp;lt;u&amp;gt;in front of them&amp;lt;/u&amp;gt; 10y away.&lt;br /&gt;
&lt;br /&gt;
* Each fireball detonates into a 10y radius [[Area of Effect#Static Circle AoE|static circle AoE]] that deals high damage and inflicts {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:E6S Strike Spark.jpg|alt=An example of Strike Spark.|thumb|An example of Strike Spark. In this situation, the east edge is the safe spot.]]&lt;br /&gt;
Ifrit enters the arena with a [[Other Mechanics#Proximity AoE|proximity AoE]], starting Phase 2. Often chaining his attacks together into combinations, players will need to look out for &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;, &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039;, and &#039;&#039;&#039;Strike Spark&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====== Hands of Flame: ======&lt;br /&gt;
&lt;br /&gt;
* This attack requires a tank swap as it is always followed by &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; and &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;—which would kill the main tank due to receiving {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039;.&lt;br /&gt;
* After Instant Incineration, tanks must remember to move a short distance away from their prior position to avoid the Meteor Strike.&lt;br /&gt;
&lt;br /&gt;
====== Hands of Hell: ======&lt;br /&gt;
&lt;br /&gt;
* In this phase, Hands of Hell can be handled by having healers, ranged DPS, and magical DPS take the tethers and moving them away from Ifrit.&lt;br /&gt;
* All untethered players should avoid standing in the path of a tether to prevent receiving unnecessary {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039; debuffs.&lt;br /&gt;
* Tanks should avoid Hands of Hell entirely in Phase 2, as the second cast is immediately followed by &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====== Strike Spark: ======&lt;br /&gt;
Ifrit creates a square of fireballs and several copies of himself at random positions, ready to kick the fireballs in different cardinal directions.&lt;br /&gt;
&lt;br /&gt;
* Players should first stack in the center waiting for &#039;&#039;&#039;&#039;&#039;Eruptions&#039;&#039;&#039;&#039;&#039; to appear before moving into whichever area will be safe.&lt;br /&gt;
* Some copies of Ifrit may instead have their back turned to the fireballs, in which case their &#039;&#039;&#039;&#039;&#039;Hot Foot&#039;&#039;&#039;&#039;&#039; will not hit anything.&lt;br /&gt;
* The safe spot will be at an Ifrit copy that is correctly kicking away a fireball, &#039;&#039;and&#039;&#039; does not have another copy aiming a fireball at their location.&lt;br /&gt;
** There will only ever be one safe spot, and it will never be the center of the arena.&lt;br /&gt;
** Knowing the above, players can quickly locate the safe spot by looking for the Ifrit copy aiming at the center, then tracing the chain of Ifrit copies backwards to its starting point.&lt;br /&gt;
&lt;br /&gt;
At the end of the rotation set, Ifrit will jump away from the arena.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Ifrit&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Inferno Howl&lt;br /&gt;
#Hands of Hell (Healer)&lt;br /&gt;
#Strike Spark&lt;br /&gt;
#Hands of Hell (DPS)&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Phase 3: Garuda &amp;amp; Ifrit===&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Garuda &amp;amp; Ifrit&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hated of the Vortex / Embers&#039;&#039;&#039;&lt;br /&gt;
|Deals unavoidable party-wide damage and places debuffs on all players based on proximity to Ifrit and Garuda.&lt;br /&gt;
&lt;br /&gt;
* The four players closest to Garuda are debuffed with {{Status effect|debuff|file:Hated of the vortex debuff.png|link=file:Hated of the vortex debuff.png}} &#039;&#039;&#039;Hated of the Vortex&#039;&#039;&#039;, preventing them from damaging Ifrit.&lt;br /&gt;
* The four closest players to Ifrit receive the inverse: {{Status effect|debuff|file:Hated of embers debuff.png|link=file:Hated of embers debuff.png}} &#039;&#039;&#039;Hated of Embers&#039;&#039;&#039;, preventing them from damaging Garuda.&lt;br /&gt;
* Two healers and two tanks can not receive the same debuff type.&lt;br /&gt;
|}&lt;br /&gt;
Both Garuda and Ifrit will return to the arena simultaneously, forcing the party to deal with both.&lt;br /&gt;
&lt;br /&gt;
====== General Notes: ======&lt;br /&gt;
&lt;br /&gt;
* This phase always begins with &#039;&#039;&#039;Hated of the Vortex&#039;&#039;&#039; and &#039;&#039;&#039;Hated of Embers&#039;&#039;&#039;. As the debuffs are distributed based on proximity, the group can pre-assign light parties to each boss for consistency.&lt;br /&gt;
* The two bosses do not need to be separated.&lt;br /&gt;
* As a tank swap can not occur this phase, the tank handling Ifrit must break their &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; tether utilizing a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; line AoE. This will instead send the attack at a different random player and thus allow the tank to safely survive &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;.&lt;br /&gt;
** Alternatively, the tank can use an invulnerability.&lt;br /&gt;
&lt;br /&gt;
====== Vacuum Slice: ======&lt;br /&gt;
&lt;br /&gt;
* All players should stack on the same side of the arena for &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;. Garuda does not cast Storm of Fury in this phase, so there is no need to split into light parties. This additionally makes it easier to dodge Garuda&#039;s &#039;&#039;&#039;Ferostorm&#039;&#039;&#039; afterwards.&lt;br /&gt;
* During &#039;&#039;&#039;Occluded Front (Vacuum)&#039;&#039;&#039;, Ifrit will remove one safe zone with a copy casting &#039;&#039;&#039;&#039;&#039;Hot Foot&#039;&#039;&#039;&#039;&#039;, forcing the party to move to the other safe zone.&lt;br /&gt;
* Prior to the [[Knockback#Directional Knockback|directional knockback]], all players will have an &#039;&#039;&#039;&#039;&#039;Eruption&#039;&#039;&#039;&#039;&#039; AoE placed underneath them. The party should stack near the arena&#039;s center initially, only moving to the safe zone once the Eruption AoEs appear.&lt;br /&gt;
&lt;br /&gt;
After Ferostorm, Ifrit and Garuda will leave the arena one last time.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Garuda &amp;amp; Ifrit&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Hated of Vortex / Embers&lt;br /&gt;
#Occluded Front (Cutter)&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration +&lt;br /&gt;
#*Vacuum Slice&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Occluded Front (Vacuum) +&lt;br /&gt;
#* Eruption&lt;br /&gt;
#* Hot Foot&lt;br /&gt;
#Ferostorm&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Phase 4: [[Raktapaksa]]===&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Raktapaksa&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hands of Flame/Hell&#039;&#039;&#039;&lt;br /&gt;
|Functions identically to Ifrit&#039;s, but additionally creates two immeasurable [[Area of Effect#Static Line AoE|static line AoEs]] covering the arena to Raktapaksa&#039;s left and right—leaving only a safe line in front and behind.&lt;br /&gt;
* The &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; safe zone will always converge where Raktapaksa originally cast the ability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Radiant Plume&#039;&#039;&#039;&lt;br /&gt;
|Covers the entire arena in lethal [[Area of Effect#Static Circle AoE|static circle AoEs]] with the exception of two small areas on the east and west side of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|debuff|File:Burning chains icon1.png|link=File:Burning chains icon1.png}} &#039;&#039;&#039;Irons of Purgatory&#039;&#039;&#039;&lt;br /&gt;
|A [[Tether (mechanic)#Paired / Close Tether|close tether]] attaching players together via role. Each tank is paired to a different random healer, and DPS players are paired to a different random DPS player.&lt;br /&gt;
If two tethered players move more than 10y apart, or their tether is destroyed by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; AoE, both players are instantly killed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twisting Blaze&#039;&#039;&#039;&lt;br /&gt;
|A flaming tornado that spawns on the north and south edge of the arena. Repeatedly fires 90-degree [[Tankbuster#AoE Tankbuster|cone AoE tankbusters]] at the closest player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spread of Fire&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] covering the entire arena except for a 5y radius safe zone directly underneath Raktapaksa.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Conflag Strike&#039;&#039;&#039;&lt;br /&gt;
|A lethal 270 degree [[Area of Effect#Static Cone AoE|static cone AoE]] from the front of Raktapaksa.&lt;br /&gt;
|}&lt;br /&gt;
Ifrit and Garuda will merge together, becoming Raktapaksa and beginning the final phase of the fight.&lt;br /&gt;
&lt;br /&gt;
Raktapaksa will attack with deadlier attacks much more frequently, as well as adding new abilities to their repertoire.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Raktapaksa Opening=&lt;br /&gt;
====== Raktapaksa Opening: ======&lt;br /&gt;
Unlike in Phase 2, Raktapaksa uses &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; twice in quick succession, forcing the party to divide the four attacks across all party members.&lt;br /&gt;
&lt;br /&gt;
Additionally, all tethered players will need to run at least 10y away from Raktapaksa to ensure their &#039;&#039;&#039;&#039;&#039;Eruption&#039;&#039;&#039;&#039;&#039; AoE does not cover the safe-zone created at the attack&#039;s origin.&lt;br /&gt;
&lt;br /&gt;
* The first &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; always targets a random healer. All supports should grab these tethers and bring them away from Raktapaksa, running back into the safe zone after tethers resolve.&lt;br /&gt;
* The second &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; always targets a random DPS player. As all supports will have {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039;, the other DPS players must take the tethers and repeat the process.&lt;br /&gt;
&lt;br /&gt;
The other notable attack series is &#039;&#039;&#039;Strike Spark&#039;&#039;&#039; followed by &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;. While Strike Spark can be handled identically to Phase 2, Raktapaksa begins casting Hands of Flame at the same time the fireballs detonate.&lt;br /&gt;
&lt;br /&gt;
* The party must run towards the wall in the safe zone while the tank stands &#039;&#039;slightly&#039;&#039; closer to the center. This is to prevent the off-tank (and other party members) from receiving {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039;.&lt;br /&gt;
* The off-tank must {{Action icon|provoke}} during or after the cast in order to be the target of the follow up &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;.&lt;br /&gt;
* All players will need to quickly sprint through Raktapaksa to avoid the &#039;&#039;&#039;&#039;&#039;Eruption&#039;&#039;&#039;&#039;&#039; AoE placed underneath the tank from Hands of Flame.&lt;br /&gt;
|-|Conflag Strike=&lt;br /&gt;
====== Conflag Strike: ======&lt;br /&gt;
A single long cast of Conflag Strike is combined with several new mechanics over a period of 35 seconds.&lt;br /&gt;
&lt;br /&gt;
* Supports should be assigned to either the east or west side of the arena, with DPS players on the opposite side.&lt;br /&gt;
* One tank must be assigned to handle the north &#039;&#039;&#039;Twisting Blaze&#039;&#039;&#039; while the other tank handles the southern one.&lt;br /&gt;
* After &#039;&#039;&#039;Touchdown&#039;&#039;&#039;, the party should split to their assigned east or west side of the arena, preparing to stand in the safe zone between the &#039;&#039;&#039;Radiant Plumes&#039;&#039;&#039;.&lt;br /&gt;
* During this, all players will receive {{Status effect|debuff|File:Burning chains icon1.png|link=File:Burning chains icon1.png}} &#039;&#039;&#039;Irons of Purgatory&#039;&#039;&#039;. Healers will need to quickly identify which tank they become tethered to.&lt;br /&gt;
** Tanks must then run to their assigned Twisting Blazes. While tanks stand in a corner and aim their tornado AoEs away from the center, healers should stand to the north/south of the tornado and focus on healing their partner.&lt;br /&gt;
** DPS players should run into melee range of Raktapaksa and focus on dealing damage. &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; line AoEs will be aimed at the DPS players three times, which must be dodged without letting the AoEs cut the tether.&lt;br /&gt;
*** Dodging the line AoEs accomplished through many methods, though a common one is to simply run through Raktapaksa each time a Line AoE appears.&lt;br /&gt;
* Soon all players will lose their {{Status effect|debuff|File:Burning chains icon1.png|link=File:Burning chains icon1.png}} &#039;&#039;&#039;Irons of Purgatory.&#039;&#039;&#039; Instead, &#039;&#039;&#039;Air Bump&#039;&#039;&#039; will be combined with &#039;&#039;&#039;Spread of Fire&#039;&#039;&#039;, forcing players to pair up inside a small [[Area of Effect#Static Donut AoE|static donut AoE]] without overlapping.&lt;br /&gt;
** This cast of Air Bump is unique in that it will instead target one player from each tether pair. Because of this, players should pair up based on their tether partner rather than their usual support+DPS assignments.&lt;br /&gt;
*** Additionally, this specific cast of Air Bump does &#039;&#039;not&#039;&#039; create a [[Area of Effect#Static Circle AoE|static circle AoE]] afterwards.&lt;br /&gt;
* This attack series ends with the end of the &#039;&#039;&#039;Conflag Strike&#039;&#039;&#039; cast. Players must immediately run behind Raktapaksa the instant Air Bump resolves.&lt;br /&gt;
|-|Final Phase=&lt;br /&gt;
====== Final Phase: ======&lt;br /&gt;
A final onslaught of deadly combination attacks, players will need to coordinate and position precisely, as a single death can easily cascade into additional ones.&lt;br /&gt;
&lt;br /&gt;
* [[Waymarks]] placed at inter-cardinals 10y away from the center can be used extensively for a majority of this attack series.&lt;br /&gt;
&lt;br /&gt;
The phase begins with &#039;&#039;&#039;Air Bump&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Storm of Fury&#039;&#039;&#039;. Players can stack into their usual pairs and then handle Storm of Fury identically to Phase 1.&lt;br /&gt;
&lt;br /&gt;
Next is a &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; targeting a healer, combined with four &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; AoEs that create box-shape around the center.&lt;br /&gt;
&lt;br /&gt;
* All supports should take a tether and bring it to a different corner inside the box created by the Wind Cutter AoEs. DPS players must avoid standing in the path of these tethers.&lt;br /&gt;
** If using Air Bump waymarks, support players can run towards their assigned position.&lt;br /&gt;
* Once tethers resolve, players must stand inside the safe zone left in the center. The tank should re-center Raktapaksa as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Third, Hands of Hell is cast again targeting a DPS player. At the same time, Air Bump targets all support players.&lt;br /&gt;
&lt;br /&gt;
* All DPS players will need to grab a tether, as the supports will be {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039;.&lt;br /&gt;
* Players will need to pair up into their usual Air Bump pairs away from Raktapaksa, but the supports will need to either be behind or to the side of their DPS partner to avoid being hit by the Hands of Hell attack.&lt;br /&gt;
* Once again, all players must stack back into the safe zone immediately after.&lt;br /&gt;
&lt;br /&gt;
Lastly, Raktapaksa will cast &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;, which can be handled as usual—aimed away from the party and with a tank-swap.&lt;br /&gt;
&lt;br /&gt;
If the party is still alive, Raktapaksa will cast two easily-avoided &#039;&#039;&#039;Ferostorms&#039;&#039;&#039; before jumping away and beginning a 10-second enrage cast of &#039;&#039;&#039;Conflag Strike&#039;&#039;&#039;, defeating the party if successful.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Raktapaksa Opening&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Hands of Hell (Healer)&lt;br /&gt;
#Hands of Hell (DPS)&lt;br /&gt;
#Inferno Howl&lt;br /&gt;
#Air Bump +&lt;br /&gt;
#*Ferostorm&lt;br /&gt;
#Strike Spark&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Conflag Strike&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Touchdown&lt;br /&gt;
#Irons of Purgatory +&lt;br /&gt;
#*Radiant Plume&lt;br /&gt;
#Twisting Blaze +&lt;br /&gt;
#*Occluded Front (Cutter) x3&lt;br /&gt;
#Air Bump +&lt;br /&gt;
#*Spread of Fire&lt;br /&gt;
#Conflag Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Final Phase&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Air Bump&lt;br /&gt;
#Storm of Fury +&lt;br /&gt;
#*Occluded Front (Cutter)&lt;br /&gt;
#Hands of Hell (Healer) +&lt;br /&gt;
#*Occluded Front (Cutter)&lt;br /&gt;
#Hands of Hell (DPS) +&lt;br /&gt;
#*Air Bump&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Ferostorm x2&lt;br /&gt;
#Touchdown&lt;br /&gt;
#&#039;&#039;&#039;Conflag Strike (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item reward|1|Book of Furor}} (Guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenchoir Head Gear Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Hand Gear Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Foot Gear Coffer (IL 500)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenchoir Head Gear Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Hand Gear Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Foot Gear Coffer (IL 500)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Primal Angel}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
E6N.png&lt;br /&gt;
E6 boss.png&lt;br /&gt;
E6 phase 4.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:E6S_Strike_Spark.jpg&amp;diff=1528798</id>
		<title>File:E6S Strike Spark.jpg</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:E6S_Strike_Spark.jpg&amp;diff=1528798"/>
		<updated>2026-09-02T04:00:24Z</updated>

		<summary type="html">&lt;p&gt;Pckables: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An example of the Strike Spark attack in Eden&#039;s Verse: Furor (Savage).&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Furor_(Savage)&amp;diff=1528666</id>
		<title>Eden&#039;s Verse: Furor (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Furor_(Savage)&amp;diff=1528666"/>
		<updated>2026-09-01T20:28:58Z</updated>

		<summary type="html">&lt;p&gt;Pckables: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Verse (Savage)|Eden&#039;s Verse: Furor}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Verse: Furor (Savage)&lt;br /&gt;
| description = The discovery of a second crystal within Eden&#039;s core leads to more questions than answers, and yet again, your mind is assaulted with terrifying visions upon gazing inside. You see foes previously vanquished reborn, more brutal and unrelenting than even your wildest imagination, yet your unwavering resolve forbids you from tearing your eyes away...&lt;br /&gt;
| image =  Eden&#039;s Verse Furor (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 475&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = Ashfall&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|Life Finds a Way}}&lt;br /&gt;
| patch = 5.2&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| id-gt = 30091&lt;br /&gt;
| id-edb = 8e7439e713d&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E6S&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|32px|link=]] Heritors of Fury: [[Garuda (ShB)|Garuda]] &amp;amp; [[Ifrit (ShB)|Ifrit]] - Abilities and Timeline==&lt;br /&gt;
&lt;br /&gt;
The battle against Garuda and Ifrit takes place inside a 20y radius circular arena surrounded by a deadly wall of flame—instantly killing any players that collide with it.&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Garuda &amp;amp; Ifrit&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Garuda&#039;s Abilities&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Superstorm&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Touchdown&#039;&#039;&#039;&lt;br /&gt;
|An [[Knockback#Epicentral Knockback|epicentral]] knockback.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Occluded Front (Cutter)&#039;&#039;&#039;&lt;br /&gt;
|Spawns multiple &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; orbs that create thin green [[Area of Effect#Static Line AoE|static line AoEs]]. These line AoEs have the unique ability to cut any [[Tether (mechanic)|tether]] crossed over top of it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Storm of Fury&#039;&#039;&#039;&lt;br /&gt;
|Creates four [[Tether (mechanic)|tethers]], attaching to DPS players, and a 12.5y [[Area of Effect#Static Circle AoE|static circle AoE]] underneath the boss.&lt;br /&gt;
Tethers fire a 90 degree [[Area of Effect#Spread Line or Cone|spread cone]] at their target after a few second, dealing moderate magic damage.&lt;br /&gt;
&lt;br /&gt;
* If a tether is broken by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039;, the spread cone will instead fire at a random player that wasn&#039;t the original target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Air Bump&#039;&#039;&#039;&lt;br /&gt;
|Marks four support players with a [[Stack marker#Multi-Player Marker|2-player marker]], dealing moderate magic damage and inflicting {{Status effect|debuff|Magic Vulnerability Up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;. Creates a lethal [[Area of Effect#Static Circle AoE|static circle AoE]] afterwards.&lt;br /&gt;
If there is only one player inside the marker, that player is launched with a powerful [[Knockback#Knock-up|knock-up]] and unable to avoid the lethal follow-up AoE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ferostorm&#039;&#039;&#039;&lt;br /&gt;
|Creates two magical blades on opposite diagonals of the boss, each firing 90-degree [[Area of Effect#Static Cone AoE|static cone AoEs]] that deal high damage and inflict {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;&lt;br /&gt;
|Creates a 10y-wide [[Area of Effect#Puddle|line puddle]] across the center of the arena, either north-to-south or east-to-west—splitting the arena into two halves.&lt;br /&gt;
Players caught in the initial AoE, or that step into the puddle afterwards, are instantly killed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Occluded Front (Vacuum)&#039;&#039;&#039;&lt;br /&gt;
|Always follows &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;. One half of the arena has three &#039;&#039;&#039;&#039;&#039;Tumultuous Nexuses&#039;&#039;&#039;&#039;&#039;, the other half has four.&lt;br /&gt;
After a [[Knockback#Directional Knockback|directional knockback]], each Nexus explodes into a [[Area of Effect#Static Circle AoE|static circle AoE]], dealing high magic damage and inflicting {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; to those in range.&lt;br /&gt;
&lt;br /&gt;
* Tumultuous Nexuses are also affected by the directional knockback.&lt;br /&gt;
* Nexuses pulled into the Vacuum Slice puddle are destroyed.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Ifrit&#039;s Abilities&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Inferno Howl&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;&lt;br /&gt;
|A [[Tether (mechanic)|tether]] attached to the highest enmity player. Ifrit charges the target, inflicting {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039; to them and any other players inbetween for 20 seconds.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Eruption,&#039;&#039;&#039;&#039;&#039; a 10y radius  [[Area of Effect#Static Circle AoE|static circle AoE]], is created underneath the targeted player and detonates a few seconds later.&lt;br /&gt;
&lt;br /&gt;
* If a player already afflicted with {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039; is hit by this attack, they become {{Status effect|debuff|file:ConcussionDebuff.png|link=file:ConcussionDebuff.png}} &#039;&#039;&#039;Concussed&#039;&#039;&#039; for 10 seconds—unable to act, move, or [[Rescue|be moved]] by others.&lt;br /&gt;
* If the tether is broken by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039;, Ifrit will instead charge at a random player that was not the original target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Hell&#039;&#039;&#039;&lt;br /&gt;
|A healer or a DPS is marked with a red arrow. This target then has four [[Tether (mechanic)|tethers]] attached to them—three of them being [[Tether (mechanic)#Transferable Tether|transferable tethers]]. Each tether is then attacked by &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Each transferable tether can only be transferred once, locking on to their new target afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] targeting the higher enmity player. If the target is {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039;, they will be helplessly [[Knockback#Knock-up|launched upwards]] and unable to avoid the follow-up &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;&lt;br /&gt;
|Ifrit jumps at where the highest enmity player was standing at the start of the cast, dealing extreme damage to any player still at that location.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Strike Spark&#039;&#039;&#039;&lt;br /&gt;
|Eight fireballs are created around the arena, one in each cardinal and inter-cardinal direction. Multiple copies of Ifrit appear next to random orbs and face a random direction.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Eruption&#039;&#039;&#039;&#039;&#039; is placed underneath all players—then all copies of Ifrit cast &#039;&#039;&#039;&#039;&#039;Hot Foot&#039;&#039;&#039;&#039;&#039;, kicking any fireballs &amp;lt;u&amp;gt;in front of them&amp;lt;/u&amp;gt; 10y away.&lt;br /&gt;
&lt;br /&gt;
* Each fireball detonates into a 10y radius [[Area of Effect#Static Circle AoE|static circle AoE]] that deals high damage and inflicts {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Shared Abilities&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hated of the Vortex / Embers&#039;&#039;&#039;&lt;br /&gt;
|Deals unavoidable party-wide damage and places debuffs on all players based on proximity to Ifrit and Garuda.&lt;br /&gt;
&lt;br /&gt;
* The four players closest to Garuda are debuffed with {{Status effect|debuff|file:Hated of the vortex debuff.png|link=file:Hated of the vortex debuff.png}} &#039;&#039;&#039;Hated of the Vortex&#039;&#039;&#039;, preventing them from damaging Ifrit.&lt;br /&gt;
* The four closest players to Ifrit receive the inverse: {{Status effect|debuff|file:Hated of embers debuff.png|link=file:Hated of embers debuff.png}} &#039;&#039;&#039;Hated of Embers&#039;&#039;&#039;, preventing them from damaging Garuda.&lt;br /&gt;
* Two healers and two tanks can not receive the same debuff type.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Raktapaksa&#039;s Abilities&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hands of Flame/Hell&#039;&#039;&#039;&lt;br /&gt;
|Functions identically to Ifrit&#039;s, but additionally creates two immeasurable [[Area of Effect#Static Line AoE|static line AoEs]] covering the arena to Raktapaksa&#039;s left and right—leaving only a safe line in front and behind.&lt;br /&gt;
* The &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; safe zone will always converge where Raktapaksa originally cast the ability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Radiant Plume&#039;&#039;&#039;&lt;br /&gt;
|Covers the entire arena in lethal [[Area of Effect#Static Circle AoE|static circle AoEs]] with the exception of two small areas on the east and west side of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|debuff|File:Burning chains icon1.png|link=File:Burning chains icon1.png}} &#039;&#039;&#039;Irons of Purgatory&#039;&#039;&#039;&lt;br /&gt;
|A [[Tether (mechanic)#Paired / Close Tether|close tether]] attaching players together via role. Each tank is paired to a different random healer, and DPS players are paired to a different random DPS player.&lt;br /&gt;
If two tethered players move more than 10y apart, or their tether is destroyed by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; AoE, both players are instantly killed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twisting Blaze&#039;&#039;&#039;&lt;br /&gt;
|A flaming tornado that spawns on the north and south edge of the arena. Repeatedly fires 90-degree [[Tankbuster#AoE Tankbuster|cone AoE tankbusters]] at the closest player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spread of Fire&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] covering the entire arena except for a 5y radius safe zone directly underneath Raktapaksa.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Conflag Strike&#039;&#039;&#039;&lt;br /&gt;
|A lethal 270 degree [[Area of Effect#Static Cone AoE|static cone AoE]] from the front of Raktapaksa.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Garuda&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Superstorm&lt;br /&gt;
#Occluded Front (Cutter)&lt;br /&gt;
#Storm of Fury&lt;br /&gt;
#Air Bump&lt;br /&gt;
#Ferostorm&lt;br /&gt;
#Touchdown +&lt;br /&gt;
#* Air Bump&lt;br /&gt;
#Vacuum Slice&lt;br /&gt;
#Occluded Front (Vacuum)&lt;br /&gt;
#Ferostorm&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Ifrit&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Inferno Howl&lt;br /&gt;
#Hands of Hell (Healer)&lt;br /&gt;
#Strike Spark&lt;br /&gt;
#Hands of Hell (DPS)&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Garuda &amp;amp; Ifrit&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Hated of Vortex / Embers&lt;br /&gt;
#Occluded Front (Cutter)&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration +&lt;br /&gt;
#*Vacuum Slice&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Occluded Front (Vacuum) +&lt;br /&gt;
#* Eruption&lt;br /&gt;
#* Hot Foot&lt;br /&gt;
#Ferostorm&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Raktapaksa Opening&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Hands of Hell (Healer)&lt;br /&gt;
#Hands of Hell (DPS)&lt;br /&gt;
#Inferno Howl&lt;br /&gt;
#Air Bump +&lt;br /&gt;
#*Ferostorm&lt;br /&gt;
#Strike Spark&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Conflag Strike&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Touchdown&lt;br /&gt;
#Irons of Purgatory +&lt;br /&gt;
#*Radiant Plume&lt;br /&gt;
#Twisting Blaze +&lt;br /&gt;
#*Occluded Front (Cutter) x3&lt;br /&gt;
#Air Bump +&lt;br /&gt;
#*Spread of Fire&lt;br /&gt;
#Conflag Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Final Phase&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Air Bump&lt;br /&gt;
#Storm of Fury +&lt;br /&gt;
#*Occluded Front (Cutter)&lt;br /&gt;
#Hands of Hell (Healer) +&lt;br /&gt;
#*Occluded Front (Cutter)&lt;br /&gt;
#Hands of Hell (DPS) +&lt;br /&gt;
#*Air Bump&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Ferostorm x2&lt;br /&gt;
#Touchdown&lt;br /&gt;
#&#039;&#039;&#039;Conflag Strike (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Detailed Phase Explanations ==&lt;br /&gt;
&lt;br /&gt;
===Phase 1: [[Garuda (ShB)|Garuda]]===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The majority of successful strategies involve keeping Garuda as close to the arena centre as possible during the encounter.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Superstorm&#039;&#039;&#039; - deals unavoidable raid-wide damage that will require shielding and/or healing.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Occluded Front&#039;&#039;&#039; - spawns multiple wind-orbs around the edge of the arena that will eventually fire straight-line AoE&#039;s across the battlefield. At the same time, Garuda will tether herself to all four damage-dealers and prepare to blast massive cone-AoE&#039;s in their direction, forcing all four tethered players to spread out in inter-cardinal directions (NE, NW, SE, SW) of Garuda, just outside of the point-blank AoE that will spawn beneath her. &#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The straight-line shots from wind-orbs can break tethers and chains connected to players (by having them shoot through said tether/chain), yet most Furor (Savage) strategies will render this unnecessary&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Storm of Fury&#039;&#039;&#039; - cast at the same time as &#039;&#039;&#039;Occluded Front&#039;&#039;&#039; - will create a large point-blank AoE underneath Garuda that the raid must avoid. Tethered players should aim to squeeze themselves beside the point-blank AoE circle and the line-AoE from &#039;&#039;&#039;Occluded Front&#039;&#039;&#039; wind orbs. If done correctly, the entire arena will be blasted by cone-AoE&#039;s, yet only two people will be damaged per AoE, and no tethers will be broken.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; - creates bluish-white circles around each damage dealer that will eventually launch marked players into the air and fatally impale them unless an unmarked player stacks with a marked player (within their circle) to share the damage. Due to being four circles, a tank and healer should each be assigned to a damage-dealer and be ready to help soak that damage-dealer&#039;s circle. Just like earlier, it is best to stand at cardinal or inter-cardinal directions around Garuda, giving everyone space to soak circles (without overlapping other circles), yet also being close enough so that melee damage-dealers can maintain uptime on Garuda during the process. If shared successfully, marked players will not be launched and, instead, circle-AoE&#039;s will be left wherever the marked players were previously standing, which the raid must avoid. If unsuccessful, the lone (marked) player will be launched into the air and unable to move out of the impending AoE circle, which will fire up spikes of wind to fatally impale them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ferostorm&#039;&#039;&#039; - similar to normal mode - spawns two blades of wind at random points around Garuda. After a brief delay, vicious conal-AoE&#039;s of massive size will be fired in the direction of the blades, carving anyone in their path. To avoid, simply spread out and ensure that these blades are not facing your current location.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Central Knockback&#039;&#039;&#039; + &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; - spawns a large circle in the arena centre that will eventually knockback all members of the raid, just like normal mode. Simultaneously, each tank and healer will acquire the blue-white circle, indicating another &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039;. As you can imagine, the goal here is to ensure that each marked player (and at least one unmarked player) are knocked back together to remain stacked. Bear in mind that the flaming edge of the arena is a &#039;&#039;&#039;death wall&#039;&#039;&#039;, meaning that anyone knocked back too far will be instantly slain, so make sure that every marked player (and at least one unmarked player) stand together as close to the &#039;&#039;&#039;Central Knockback&#039;&#039;&#039; circle as possible (or both utilize &#039;&#039;&#039;knockback immunity&#039;&#039;&#039; to remain in the same location). Don&#039;t forget that &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; (blue-white circles) will always leave behind regular AoE circles afterwards on the ground that everyone must avoid.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039; - cast after Garuda flies to the arena centre - will essentially slice the arena in half via a large straight-line AoE, creating another &#039;&#039;&#039;death wall&#039;&#039;&#039; that will instantly slay anyone who touches it. Due to upcoming mechanics, the raid should evenly split in half (i.e. a tank, a healer and two DPS, preferably those who were assigned to each other for previous mechanics) with one half of the raid on each side of the &#039;divide&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Occluded Front&#039;&#039;&#039; - spawns more wind orbs on both sides of the &#039;divide&#039; near the outer edge of the arena in one of two possible patterns (one pattern per side), whilst simultaneously tethering herself to each damage dealer, just like earlier. She will also spawn a point-blank AoE under herself once again, forcing the raid to split into pairs and move to safe spots between the wind-orbs. Before detonating, Garuda will also cast a knockback on each side of the &#039;divide&#039; that will push all players (and all wind-orbs) towards the &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039; death-wall. The goal is for each tethered player to stack with their assigned partner at inter-cardinal safe-spots between the wind-orbs and be knocked back together (without being pushed into the &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;. Failure to do so will result in the large conal AoE&#039;s fired at tethered players to overlap and cause tremendous damage. Once pushed back, players must then move away from the wind-orbs to avoid their AoE explosions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; There are two possible patterns for wind-orbs and there will be one pattern for each side of the divide. The &#039;&#039;&#039;first&#039;&#039;&#039; pattern is three orbs forming a straight line, providing two safe-spots. If your side of the divide gains this straight-line pattern of orbs, have a tethered player (and an assigned partner) stand between the left+centre orb and another pair stand between the right+centre orb. The &#039;&#039;&#039;second&#039;&#039;&#039; pattern consists of four orbs forming a semi-circle inside the outer-edge of the arena, also providing two safe-spots. If this is your pattern, have a tethered player (and an assigned partner) stand between the two left-most orbs and the other pair stand between the right-most orbs. Once Garuda charges her knockback, all orbs (and players) will be pushed towards the vacuum slice and simultaneously blast massive conal AoE&#039;s in the direction of tethered players. If done correctly, each pair will be blasted by their respective conal-AoE (with no overlap) and be given ample space after the knockback to avoid the AoE explosions from orbs.&lt;br /&gt;
&lt;br /&gt;
*After these overlapped mechanics have concluded, the &#039;divide&#039; from &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039; will disperse.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ferostorm&#039;&#039;&#039; - spawns two blades of wind at random points around Garuda just like earlier. Once again, simply spread out and ensure that these blades are not facing your current location.&lt;br /&gt;
&lt;br /&gt;
Having reached this point, Garuda will exit the arena, leaving behind a proximity marker which all players must move away from. After a delay, Ifrit will land in this location, dealing damage to the entire raid depending on how close they were to the proximity marker, resulting in the end of phase 1.&lt;br /&gt;
&lt;br /&gt;
===Phase 2: [[Ifrit (ShB)|Ifrit]]===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; - tethers Ifrit to its main target, eventually leading to a vicious double-punch that will inflict the &#039;&#039;&#039;light-headed&#039;&#039;&#039; debuff on the victim and also cause them to drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039; (large AoE circle) beneath their present location that should be avoided. If a target with &#039;&#039;&#039;light-headed&#039;&#039;&#039; receives any further damage from specific mechanics during the debuff (such as another &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;, &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;, or &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039;), they will become &#039;&#039;&#039;concussed&#039;&#039;&#039; - launched into the air and stunned (which can be fatal) - meaning that a tank-swap should be utilized during &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; so that the debuffed tank can recover from the debuff and avoid this risk.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eruption&#039;&#039;&#039; - the large AoE circle left behind by the &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; uppercut (and various other mechanics during the battle) should be avoided by all players.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; - a vicious tank-buster against Ifrit&#039;s primary target that is indicated by a large red marker (similar to normal mode). After a brief delay, the marked target will receive a vicious uppercut, inflicting &#039;&#039;&#039;light-headed&#039;&#039;&#039;. &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; hits considerably harder than &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; and will require high healing and/or shielding. Remember, if &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; is cast on a target effected by &#039;&#039;&#039;light-headed&#039;&#039;&#039;, that target will be launched and stunned. If you have utilized a tank-swap during the previous &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;, this will be avoided.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meteor Strike&#039;&#039;&#039; - causes Ifrit to target the location of its primary target and blast it with a devastating AoE tankbuster after a brief delay. All participants (including the targeted tank) must ensure they move far enough away from the targets previous location (while &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039; is being cast) to avoid taking damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Inferno Howl&#039;&#039;&#039; - inflicts unavoidable raid-wide damage that will require moderate AoE healing and/or shielding.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Hell (1)&#039;&#039;&#039; - places a bundle of four shareable tethers onto a random healer. Much like normal mode, players must make an effort to collect (or pass on) tethers so that the original target only has one left. After a delay, Ifrit will uppercut tethered players, apply &#039;&#039;&#039;light-headed&#039;&#039;&#039; to each victim, and cause each target to drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039; (AoE circle) beneath their current location.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Seeing as anyone damaged by a tether will receive &#039;&#039;&#039;light-headed&#039;&#039;&#039;, this means that holding more than one tether will not only inflict tremendous damage but also result in an unavoidable &#039;&#039;&#039;concussion&#039;&#039;&#039; (the previously mentioned knock-up and stun). This also means that anyone who already has a &#039;&#039;&#039;light-headed&#039;&#039;&#039; debuff from previous mechanics should avoid taking a tether. In either case, the victim will end up &#039;&#039;&#039;concussed&#039;&#039;&#039; (stunned) and unable to avoid the upcoming &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath their feet, which is typically fatal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Due to &#039;&#039;&#039;Eruption&#039;&#039;&#039; being dropped underneath each tethered player, be sure to spread out if taking tethers. To avoid the possibility of &#039;&#039;&#039;light-headed&#039;&#039;&#039; overlaps, it is wise to assign players to each round of tethers, starting with both healers and two damage dealers so that the tanks can shake off previous applications of &#039;&#039;&#039;light-headed&#039;&#039;&#039; from the previous &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; and &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strike Spark&#039;&#039;&#039; - creates multiple &#039;&#039;&#039;orbs of flame&#039;&#039;&#039; throughout the arena that will eventually unleash a broad AoE explosion at their location. Due to the placement of the orbs, there will currently be no safe-spot within the arena. However, after a brief delay, four clones of Ifrit will appear, each one standing behind a random orb. Eventually, all clones will simultaneously kick their chosen orb in the direction they are facing via &#039;&#039;&#039;Hot Foot&#039;&#039;&#039;, leaving one possible safe-spot. It will be up to the raid to determine where this safe-spot will be located. Unfortunately, all players will also drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath their feet beforehand, preventing everyone from immediately moving to this safe-spot as these eruption AoE&#039;s will make it unsafe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;To combat the overlapped mechanics, all participants should stack somewhere in the centre while identifying where Ifrit will create a safe-spot with the orb-kicks. Once the safe location has been identified and all &#039;&#039;&#039;Eruption&#039;&#039;&#039; AoE&#039;s are dropped, the raid should move out of the AoE eruptions into the single safe-spot before the &#039;&#039;&#039;orbs of flame&#039;&#039;&#039; explode.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Hell (2)&#039;&#039;&#039; - places a bundle of four shareable tethers onto a random damage dealer. Just like earlier, players must make an effort to pass (or collect) tethers so that the original target only has one left. After a delay, Ifrit will uppercut tethered players, apply &#039;&#039;&#039;light-headed&#039;&#039;&#039; to each victim, and cause each target to drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039; (AoE circle) beneath their current location. In this situation, it is wise to have all other damage dealers collect a tether from the target, leaving both tanks and healers free for future mechanics. Don&#039;t forget to spread out and avoid the upcoming &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath each tethered target.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; - tethers Ifrit to its main target, just like earlier, leading to the &#039;&#039;&#039;light-headed&#039;&#039;&#039; inflicting double-punch and a followup &#039;&#039;&#039;Eruption&#039;&#039;&#039; (large AoE circle) beneath their present location. Once again, the tank and off-tank should coordinate a swap while &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; is being cast to avoid the possibility of stacking &#039;&#039;&#039;light-headed&#039;&#039;&#039; during future mechanics, such as:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; + &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039; - Ifrit will utilize the vicious tank-buster once more against the current tank (as indicated by the large red marker). Just like earlier, the marked target will receive a devastating uppercut for massive damage and receive the &#039;&#039;&#039;light-headed&#039;&#039;&#039; debuff. As soon as &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; has concluded, Ifrit will immediately unleash another &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;, causing Ifrit to target the location of its primary target and blast that area with a devastating AoE tankbuster. Remember - once Ifrit begins to cast &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;, all participants (including the target) must move away from that targets previous location as soon as possible.&lt;br /&gt;
&lt;br /&gt;
On reaching this point, Ifrit will soon be joined by Garuda, leading to phase 3.&lt;br /&gt;
&lt;br /&gt;
===Phase 3: Garuda &amp;amp; Ifrit===&lt;br /&gt;
&lt;br /&gt;
As soon as Garuda and Ifrit join forces, they will both cast an ability, marking all players (based on their proximity to Garuda or Ifrit) with either &#039;&#039;&#039;Hated of the Vortex&#039;&#039;&#039; or &#039;&#039;&#039;Hated of the Embers&#039;&#039;&#039;. Anyone with &#039;&#039;&#039;Hated of the Vortex&#039;&#039;&#039; will &#039;&#039;&#039;only&#039;&#039;&#039; be able to target Garuda, whereas anyone with &#039;&#039;&#039;Hated of Embers&#039;&#039;&#039; will &#039;&#039;&#039;only&#039;&#039;&#039; be able to target Ifrit. While the debuffs will be evenly spread (i.e.. one per tank, healer and two damage dealers), the fact that it can be baited via proximity means that the raid can split the group and assign those roles to a boss. To do so, split the raid evenly and have one group stand near Garuda and one near Ifrit. This ensures that there is no confusion, allowing the raid to prepare for upcoming mechanics more easily.&lt;br /&gt;
&lt;br /&gt;
With Garuda and Ifrit joining forces, both groups will now have to contend with a range of combined mechanics, starting with:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Occluded Front&#039;&#039;&#039; + &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; - spawns multiple wind-orbs around the edge of the arena that will eventually fire straight-line AoE&#039;s across the battlefield that should be avoided. Simultaneously, Ifrit will cast &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; (the double-punch against its primary target that inflicts &#039;&#039;&#039;light-headed&#039;&#039;&#039;, as well as &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath their feet afterward), followed by &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;, the vicious red-marker uppercut, and lastly, &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;. The tank who is targeting Ifrit should purposefully get their tether cut by the wind-orbs, which will result in Ifrit dashing towards a random player for the initial double-punch. Because this inflicts the player Ifrit dashed to with &#039;&#039;&#039;light-headed&#039;&#039;&#039;, this allows the tank on Ifrit to take &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; without being concussed. Don&#039;t forget to move away from the target&#039;s location while Ifrit is casting &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039; - Garuda flies to the arena centre and slices the arena in half via a large straight-line AoE, creating a &#039;&#039;&#039;death wall&#039;&#039;&#039; that will instantly slay anyone who touches it. Unlike phase one, the entire raid can stack on one side of the divide.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Occluded Front&#039;&#039;&#039; + &#039;&#039;&#039;Hot Foot&#039;&#039;&#039; - spawns multiple windy orbs around the arena. Just like before, a knockback on each side of the divide will eventually push all players (and the orbs) towards the vacuum slice. However, Ifrit will also select an orb and prepare to kick it out of position. Furthermore, &#039;&#039;&#039;Eruption&#039;&#039;&#039; will soon place AoE&#039;s beneath every member of the raid, preventing them from running immediately to the safe-spot that &#039;&#039;&#039;Hot Foot&#039;&#039;&#039; (kick) will provide. Instead, the group should stack together, wait for &#039;&#039;&#039;Eruption&#039;&#039;&#039; to drop AoE&#039;s beneath the raid, then move towards the safe spot. Don&#039;t forget, the knockback still risks pushing players into the &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;, so make sure to stack away from the void-wall when baiting &#039;&#039;&#039;Eruption&#039;&#039;&#039;. After the knockback, simply avoid standing close to any of the wind-orbs, as they will eventually explode.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ferostorm&#039;&#039;&#039; - spawns two blades of wind at random points around Garuda. Just like before, vicious conal-AoE&#039;s of massive size will be fired in the direction of the blades, carving anyone in their path. Simply spread out and ensure that these blades are not facing your current location.&lt;br /&gt;
&lt;br /&gt;
Having survived their united assault, the raid will witness a transitional animation, much like normal mode. Whilst Garuda and Ifrit merge together, the raid will suffer unavoidable AoE damage, so be ready to heal, shield and mitigate. From here, the final phase begins.&lt;br /&gt;
&lt;br /&gt;
===Phase 4: Raktapaksa===&lt;br /&gt;
&lt;br /&gt;
Once Garuda and Ifrit have merged into Raktapaksa, it is recommended that it be tanked in the arena centre for the rest of the battle whenever possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Hell (3)&#039;&#039;&#039; - places a bundle of four shareable tethers onto a random healer. Once more, players must make an effort to collect (or pass on) tethers so that the original target only has one left. After a delay, Raktapaksa will apply &#039;&#039;&#039;light-headed&#039;&#039;&#039; to each tethered player, cause them to drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath their feet (which must be avoided), and also launch massive straight-line AoE&#039;s in their direction. To combat this, it is best to have all tanks and healers collect a tether (so that damage dealers are free to maintain uptime) and have tethered players spread out in a distant semi-circle on one side of the boss (giving plenty of space for the raid to avoid tethered &#039;&#039;&#039;Eruption&#039;&#039;&#039; AoE&#039;s. Once &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; has concluded, the entire arena (except one safe-spot directly beneath Raktapaksa) will be marked by line AoE&#039;s which the entire raid should avoid. Never stack too close to the boss, as doing so will drop &#039;&#039;&#039;Eruption&#039;&#039;&#039; AoE&#039;s on the one single safe-spot.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Hell (4)&#039;&#039;&#039; - places a bundle of four shareable tethers onto a random damage dealer which should be handled just like before, except this time, all damage dealers should take a tether so that tanks and healers do not receive another &#039;&#039;&#039;light-headed&#039;&#039;&#039; debuff. Once concluded, the arena will be sliced by straight-line AoE&#039;s, leaving only one safe spot directly beneath the boss. Again, make sure to spread out into a distant semi-circle so that the following &#039;&#039;&#039;Eruption&#039;&#039;&#039; AoE&#039;s do not overlap the single safe-spot.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Inferno Howl&#039;&#039;&#039; - inflicts unavoidable raid-wide damage that will require moderate AoE healing and/or shielding.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; + &#039;&#039;&#039;Ferostorm&#039;&#039;&#039; - the stack mechanic from phase 1 (indicated by bluish-white circles around each tank and healer) will eventually launch marked players into the air and fatally impale them unless an unmarked player stacks with a marked player (within their circle) to share the damage. If you have assigned pairs for handling this in the first phase, simply stack with your partner at cardinal or inter-cardinal positions around the boss. Don&#039;t forget that players marked for &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; will drop an AoE circle at their feet which must be avoided. During this ordeal, &#039;&#039;&#039;Ferostorm&#039;&#039;&#039; (two blades of wind that shoot massive conal AoE&#039;s in the direction they are facing) will be unleashed shortly after &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; has concluded, so make sure to move out of their path.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strike Spark&#039;&#039;&#039; - creates multiple &#039;&#039;&#039;orbs of flame&#039;&#039;&#039; throughout the arena that will eventually unleash a broad AoE explosion at their location, just like in phase 2. After a brief delay, four clones of Raktapaksa will prepare to kick four orbs into different positions. Once more, it is up to the raid to determine where the single safe-spot will be formed, bait the &#039;&#039;&#039;Eruption&#039;&#039;&#039; AoE&#039;s by stacking somewhere in the centre, then move towards this safe-spot to avoid the impending orb explosions.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; - will be cast whilst players are dealing with &#039;&#039;&#039;Strike Spark&#039;&#039;. Raktapaksa tethers to the main tank whilst the raid is moving towards a safe-spot, unleashing a dash-punch towards the victim (inflicting &#039;&#039;&#039;light-headed&#039;&#039;&#039;) and dropping massive AoE&#039;s to its left and right, leaving behind a small &#039;safe-lane&#039; through the arena centre. Due to the &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath the target of &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;, the entire raid will immediately need to move down the safe-lane, and due to the application of &#039;&#039;&#039;light-headed&#039;&#039;&#039;, tanks must decide between tank-swapping so that the followup attack doesn&#039;t cause &#039;&#039;&#039;concussion&#039;&#039;&#039;, or have the main-tank utilize an &#039;&#039;&#039;invulnerability&#039;&#039;&#039; cooldown to tank the combination without having to move.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Central Knockback&#039;&#039;&#039; - spawns a large circle at Raktapaksa&#039;s location that will eventually knockback all members of the raid. Players must move close to the circle (or utilize &#039;&#039;&#039;knockback immunity&#039;) to avoid being knocked into the death-wall surrounding the arena.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Conflag Strike&#039;&#039;&#039; - after a delay, the entire arena (except for two safe-spots to the east and west) will be drowned in flaming puddles. Simultaneously, each tank and healer will be chained together, and all damage dealers will be chained together as well. Should anyone stray too far from their chained partner, the chain will explode, typically leading to fatal damage. As a result, the entire raid must stack together and move towards one of the two safe-spots together without moving too far from their chained partner.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blaze Tornadoes&#039;&#039;&#039; will now form in the north and south of the arena. After a delay, each tornado will begin to fire massive cone AoE&#039;s in the direction of the player closest to it. Simultaneously, wind-orbs (similar to &#039;&#039;&#039;Occluded Front&#039;&#039;&#039;) will spawn at one side of each tornado and prepare to shoot straight-line AoE&#039;s across the arena at players furthest away. Don&#039;t forget - the straight-line AoE&#039;s from wind-orbs can &#039;&#039;&#039;break tethers &amp;amp; chains&#039;&#039;&#039;, yet should they succeed in breaking any chains, the resulting explosion will be devastating.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As a result, both tanks (and their chained healers) should each choose a &#039;&#039;&#039;Blaze Tornado&#039;&#039;&#039; and stand directly beside it (on the opposite side of the windy-orb), while the healer chained to them stands in front of it (close enough so that their chains will not break via distance). This will force the tornado&#039;s to shoot their cone AoE&#039;s out of the arena (rather than across it), saving the raid from taking fatal damage. Once both tornado&#039;s have fired off five cone AoE&#039;s, they will dissipate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Regarding the two wind-orbs (which will target players farthest away and fire three blasts each), all chained damage-dealers should remain near the arena centre (one one side of the boss) and make sure to move out of any straight-line AoE&#039;s from the windy-orbs once they have been baited to shoot in their direction. After being baited, they will fire twice more, so simply move (in unison) from one side of the boss to the other repeatedly until all three shots have been fired.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; - marks various players with bluish-white circles (just like earlier) and will fatally launch them into the air unless an unmarked player stacks within the circle. Seeing as the &#039;&#039;&#039;chains&#039;&#039;&#039; still persist at this point, each player marked with the bluish-white circles should stack with their chained partner. However, Raktapaksa will also cast a massive donut AoE, leaving only a small safe circle in the centre of the arena to work with. As a result, marked players should spread out in cardinal or inter-cardinal points around the boss at the very edge of the safe-circle to ensure that there is enough space to avoid overlap. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A good rule of thumb, seeing as &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; is cast immediately after &#039;&#039;&#039;Blaze Tornadoes&#039;&#039;&#039; (which forced each tank and their chained healer to move north/south to handle a tornado each), is to have the chained Tanks/Healers move together from the north/south into safe circle, whilst all damage dealers (who were already close to the boss to avoid wind-orbs) simply move to the east or west side of the boss with their chained partner.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Conflag Strike&#039;&#039;&#039; concludes with Raktapaksa unleashing a massive conal AoE in the direction it is facing (without any telegraph) that will fatally wound anyone caught in its wake. Should you survive the &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039;, have the raid stack behind the boss to avoid being chopped.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; + &#039;&#039;&#039;Occluded Front&#039;&#039;&#039; + &#039;&#039;&#039;Storm of Fury&#039;&#039;&#039; - spawns multiple wind-orbs around the edge of the arena that will eventually fire straight-line AoE&#039;s across the battlefield which can break tethers and chains. At the same time, four players will also be marked by the bluish-white &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; circles. Just like in phase 1, Raktapaksa will tether itself to four players and prepare to blast massive conal AoE&#039;s in their direction, forcing all four tethered players to spread out in inter-cardinal directions (NE, NW, SE, SW) along with their assigned chain/aerial partner.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Storm of Fury&#039;&#039;&#039; - cast at the same time as &#039;&#039;&#039;Occluded Front&#039;&#039;&#039; - will create a large point-blank AoE underneath Raktapaksa that the raid must avoid. Tethered players should aim to squeeze themselves beside the point-blank AoE circle and the line-AoE from &#039;&#039;&#039;Occluded Front&#039;&#039;&#039; wind orbs. If done correctly, the entire arena will be blasted by conal AoE&#039;s, yet only each tethered player (and their chain/aerial-stack partner) will be damaged by a single conal AoE, with no tethers/chains broken.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Inferno Howl&#039;&#039;&#039; - inflicts unavoidable raid-wide damage that will require moderate AoE healing and/or shielding.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Hell (5)&#039;&#039;&#039; + &#039;&#039;&#039;Occluded Front&#039;&#039;&#039; - places four shareable tethers onto a random healer that should be shared with the other healer and both tanks. Simultaneously, four wind-orbs will form at intercardinal points around the arena edge that will eventually shoot tether/chain-breaking straight-line AoE&#039;s across the platform. Just like all other versions, players must make an effort to collect (or pass on) tethers so that the original target only has one left. Once tethers have been collected, each tethered player should move to an intercardinal point around the boss (without moving too far, as the wind-orbs will risk breaking the tethers). Once the wind-orbs have fired, tethered players can move further.&lt;br /&gt;
&lt;br /&gt;
After a delay, Raktapaksa will apply &#039;&#039;&#039;light-headed&#039;&#039;&#039; to each tethered player, cause them to drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath their feet (which must be avoided), and also launch massive straight-line AoE&#039;s in their direction. Once &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; has concluded, the entire arena (except one safe-spot directly beneath Raktapaksa) will be marked by line AoE&#039;s which the entire raid should avoid, leaving only one safe spot directly beneath the boss.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Hell (6)&#039;&#039;&#039; + &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; - places four shareable tethers onto a random damage dealer that should be shared with other damage dealers (to avoid &#039;&#039;&#039;concussing&#039;&#039;&#039; tanks and healers that dealt with the previous &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039;). Simultaneously, all tanks and healers will be marked by bluish-white circles, representing &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039;. Once &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; concludes, Raktapaksa will launch himself towards all tethered damage-dealers, inflicting &#039;&#039;&#039;light-headed&#039;&#039;&#039;, carving a straight-line AoE in their direction, and forcing each target to drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039;. &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; will conclude at the exact same time, which will also drop another AoE circle on the floor. Simply move out of both floor-based AoE&#039;s, then move into the safe-spot left directly beneath Raktapaksa.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As soon as both mechanics have concluded, Raktapaksa&#039;s main target will receive a &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; + &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; + &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039; combo, much like they did earlier in the final phase. Don&#039;t forget to tank-swap (if the targeted tank has no invulnerability cooldown to tank the double-tank buster). Don&#039;t forget to move away from the tank&#039;s location during &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ferostorm&#039;&#039;&#039; - spawns two blades of wind at random points around Raktapaksa. Just like before, vicious conal-AoE&#039;s of massive size will be fired in the direction of the blades, carving anyone in their path. Simply spread out and ensure that these blades are not facing your current location. Bear in mind that &#039;&#039;&#039;Ferostorm&#039;&#039;&#039; will be cast &#039;&#039;&#039;twice in a row&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Central Knockback&#039;&#039;&#039; - spawns a large circle at Raktapaksa&#039;s location that will eventually knockback all members of the raid. Players must move close to the circle (or utilize &#039;&#039;&#039;knockback immunity&#039;) to avoid being knocked into the death-wall surrounding the arena.&lt;br /&gt;
&lt;br /&gt;
If you have reached this point, Raktapaksa will move to one end of the arena and begin to charge an enraged &#039;&#039;&#039;Conflag Strike&#039;&#039;&#039; - the fatal front-cone AoE slice. Due to there being no safe-spot, the raid have a limited window to slay Raktapaksa beforehand. If unsuccessful, the entire raid will be instantly slain. If successful, congratulations - you have beaten Eden&#039;s Verse: Furor (Savage)!&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item reward|1|Book of Furor}} (Guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenchoir Head Gear Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Hand Gear Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Foot Gear Coffer (IL 500)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenchoir Head Gear Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Hand Gear Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Foot Gear Coffer (IL 500)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Primal Angel}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
E6N.png&lt;br /&gt;
E6 boss.png&lt;br /&gt;
E6 phase 4.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Furor_(Savage)&amp;diff=1528662</id>
		<title>Eden&#039;s Verse: Furor (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Furor_(Savage)&amp;diff=1528662"/>
		<updated>2026-09-01T18:45:25Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /*  Heritors of Fury: Garuda &amp;amp; Ifrit - Abilities and Timeline */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Verse (Savage)|Eden&#039;s Verse: Furor}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Verse: Furor (Savage)&lt;br /&gt;
| description = The discovery of a second crystal within Eden&#039;s core leads to more questions than answers, and yet again, your mind is assaulted with terrifying visions upon gazing inside. You see foes previously vanquished reborn, more brutal and unrelenting than even your wildest imagination, yet your unwavering resolve forbids you from tearing your eyes away...&lt;br /&gt;
| image =  Eden&#039;s Verse Furor (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 475&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = Ashfall&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|Life Finds a Way}}&lt;br /&gt;
| patch = 5.2&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| id-gt = 30091&lt;br /&gt;
| id-edb = 8e7439e713d&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E6S&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|32px|link=]] Heritors of Fury: [[Garuda (ShB)|Garuda]] &amp;amp; [[Ifrit (ShB)|Ifrit]] - Abilities and Timeline==&lt;br /&gt;
&lt;br /&gt;
The battle against Garuda and Ifrit takes place inside a 20y radius circular arena surrounded by a deadly wall of flame—instantly killing any players that collide with it.&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Garuda &amp;amp; Ifrit&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Garuda&#039;s Abilities&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Superstorm&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Touchdown&#039;&#039;&#039;&lt;br /&gt;
|An [[Knockback#Epicentral Knockback|epicentral]] knockback.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Occluded Front (Cutter)&#039;&#039;&#039;&lt;br /&gt;
|Spawns multiple &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; orbs that create thin green [[Area of Effect#Static Line AoE|static line AoEs]]. These line AoEs have the unique ability to cut any [[Tether (mechanic)|tether]] crossed over top of it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Storm of Fury&#039;&#039;&#039;&lt;br /&gt;
|Creates four [[Tether (mechanic)|tethers]], attaching to DPS players, and a 12.5y [[Area of Effect#Static Circle AoE|static circle AoE]] underneath the boss.&lt;br /&gt;
Tethers fire a 90 degree [[Area of Effect#Spread Line or Cone|spread cone]] at their target after a few second, dealing moderate magic damage.&lt;br /&gt;
&lt;br /&gt;
* If a tether is broken by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039;, the spread cone will instead fire at a random player that wasn&#039;t the original target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Air Bump&#039;&#039;&#039;&lt;br /&gt;
|Marks four support players with a [[Stack marker#Multi-Player Marker|2-player marker]], dealing moderate magic damage and inflicting {{Status effect|debuff|Magic Vulnerability Up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;. Creates a lethal [[Area of Effect#Static Circle AoE|static circle AoE]] afterwards.&lt;br /&gt;
If there is only one player inside the marker, that player is launched with a powerful [[Knockback#Knock-up|knock-up]] and unable to avoid the lethal follow-up AoE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ferostorm&#039;&#039;&#039;&lt;br /&gt;
|Creates two magical blades on opposite diagonals of the boss, each firing 90-degree [[Area of Effect#Static Cone AoE|static cone AoEs]] that deal high damage and inflict {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;&lt;br /&gt;
|Creates a 10y-wide [[Area of Effect#Puddle|line puddle]] across the center of the arena, either north-to-south or east-to-west—splitting the arena into two halves.&lt;br /&gt;
Players caught in the initial AoE, or that step into the puddle afterwards, are instantly killed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Occluded Front (Vacuum)&#039;&#039;&#039;&lt;br /&gt;
|Always follows &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;. One half of the arena has three &#039;&#039;&#039;&#039;&#039;Tumultuous Nexuses&#039;&#039;&#039;&#039;&#039;, the other half has four.&lt;br /&gt;
After a [[Knockback#Directional Knockback|directional knockback]], each Nexus explodes into a [[Area of Effect#Static Circle AoE|static circle AoE]], dealing high magic damage and inflicting {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; to those in range.&lt;br /&gt;
&lt;br /&gt;
* Tumultuous Nexuses are also affected by the directional knockback.&lt;br /&gt;
* Nexuses pulled into the Vacuum Slice puddle are destroyed.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Ifrit&#039;s Abilities&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Inferno Howl&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;&lt;br /&gt;
|A [[Tether (mechanic)|tether]] attached to the highest enmity player. Ifrit charges the target, inflicting {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039; to them and any other players inbetween for 20 seconds.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Eruption,&#039;&#039;&#039;&#039;&#039; a 10y radius  [[Area of Effect#Static Circle AoE|static circle AoE]], is created underneath the targeted player and detonates a few seconds later.&lt;br /&gt;
&lt;br /&gt;
* If a player already afflicted with {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039; is hit by this attack, they become {{Status effect|debuff|file:ConcussionDebuff.png|link=file:ConcussionDebuff.png}} &#039;&#039;&#039;Concussed&#039;&#039;&#039; for 10 seconds—unable to act, move, or [[Rescue|be moved]] by others.&lt;br /&gt;
* If the tether is broken by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039;, Ifrit will instead charge at a random player that was not the original target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Hell&#039;&#039;&#039;&lt;br /&gt;
|A healer or a DPS is marked with a red arrow. This target then has four [[Tether (mechanic)|tethers]] attached to them—three of them being [[Tether (mechanic)#Transferable Tether|transferable tethers]]. Each tether is then attacked by &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Each transferable tether can only be transferred once, locking on to their new target afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] targeting the higher enmity player. If the target is {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039;, they will be helplessly [[Knockback#Knock-up|launched upwards]] and unable to avoid the follow-up &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;&lt;br /&gt;
|Ifrit jumps at where the highest enmity player was standing at the start of the cast, dealing extreme damage to any player still at that location.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Strike Spark&#039;&#039;&#039;&lt;br /&gt;
|Eight fireballs are created around the arena, one in each cardinal and inter-cardinal direction. Multiple copies of Ifrit appear next to random orbs and face a random direction.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Eruption&#039;&#039;&#039;&#039;&#039; is placed underneath all players—then all copies of Ifrit cast &#039;&#039;&#039;&#039;&#039;Hot Foot&#039;&#039;&#039;&#039;&#039;, kicking any fireballs &amp;lt;u&amp;gt;in front of them&amp;lt;/u&amp;gt; 10y away.&lt;br /&gt;
&lt;br /&gt;
* Each fireball detonates into a 10y radius [[Area of Effect#Static Circle AoE|static circle AoE]] that deals high damage and inflicts {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Shared Abilities&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hated of the Vortex / Embers&#039;&#039;&#039;&lt;br /&gt;
|Deals unavoidable party-wide damage and places debuffs on all players based on proximity to Ifrit and Garuda.&lt;br /&gt;
&lt;br /&gt;
* The four players closest to Garuda are debuffed with {{Status effect|debuff|file:Hated of the vortex debuff.png|link=file:Hated of the vortex debuff.png}} &#039;&#039;&#039;Hated of the Vortex&#039;&#039;&#039;, preventing them from damaging Ifrit.&lt;br /&gt;
* The four closest players to Ifrit receive the inverse: {{Status effect|debuff|file:Hated of embers debuff.png|link=file:Hated of embers debuff.png}} &#039;&#039;&#039;Hated of Embers&#039;&#039;&#039;, preventing them from damaging Garuda.&lt;br /&gt;
* Two healers and two tanks can not receive the same debuff type.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Raktapaksa&#039;s Abilities&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hands of Flame/Hell&#039;&#039;&#039;&lt;br /&gt;
|Functions identically to Ifrit&#039;s, but additionally creates two immeasurable [[Area of Effect#Static Line AoE|static line AoEs]] covering the arena to Raktapaksa&#039;s left and right—leaving only a safe line in front and behind.&lt;br /&gt;
* The &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; safe zone will always converge where Raktapaksa originally cast the ability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Radiant Plume&#039;&#039;&#039;&lt;br /&gt;
|Covers the entire arena in lethal [[Area of Effect#Static Circle AoE|static circle AoEs]] with the exception of two small areas on the east and west side of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|debuff|File:Burning chains icon1.png|link=File:Burning chains icon1.png}} &#039;&#039;&#039;Irons of Purgatory&#039;&#039;&#039;&lt;br /&gt;
|A [[Tether (mechanic)#Paired / Close Tether|close tether]] attaching players together via role. Each tank is paired to a different random healer, and DPS players are paired to a different random DPS player.&lt;br /&gt;
If two tethered players move more than 10y apart, or their tether is destroyed by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; AoE, both players are instantly killed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twisting Blaze&#039;&#039;&#039;&lt;br /&gt;
|A flaming tornado that spawns on the north and south edge of the arena. Repeatedly fires 90-degree [[Tankbuster#AoE Tankbuster|cone AoE tankbusters]] at the closest player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spread of Fire&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] covering the entire arena except for a 5y radius safe zone directly underneath Raktapaksa.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Conflag Strike&#039;&#039;&#039;&lt;br /&gt;
|A lethal 270 degree [[Area of Effect#Static Cone AoE|static cone AoE]] from the front of Raktapaksa.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Garuda&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Superstorm&lt;br /&gt;
#Occluded Front (Cutter)&lt;br /&gt;
#Storm of Fury&lt;br /&gt;
#Air Bump&lt;br /&gt;
#Ferostorm&lt;br /&gt;
#Touchdown +&lt;br /&gt;
#* Air Bump&lt;br /&gt;
#Vacuum Slice&lt;br /&gt;
#Occluded Front (Vacuum)&lt;br /&gt;
#Ferostorm&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Ifrit&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Inferno Howl&lt;br /&gt;
#Hands of Hell (Healer)&lt;br /&gt;
#Strike Spark&lt;br /&gt;
#Hands of Hell (DPS)&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Garuda &amp;amp; Ifrit&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Hated of Vortex / Embers&lt;br /&gt;
#Occluded Front (Cutter)&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration +&lt;br /&gt;
#*Vacuum Slice&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Occluded Front (Vacuum) +&lt;br /&gt;
#* Eruption&lt;br /&gt;
#* Hot Foot&lt;br /&gt;
#Ferostorm&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Raktapaksa Opening&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Hands of Hell (Healer)&lt;br /&gt;
#Hands of Hell (DPS)&lt;br /&gt;
#Inferno Howl&lt;br /&gt;
#Air Bump +&lt;br /&gt;
#Ferostorm&lt;br /&gt;
#Strike Spark&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Conflag Strike&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Touchdown&lt;br /&gt;
#Irons of Purgatory +&lt;br /&gt;
#*Radiant Plume&lt;br /&gt;
#Twisting Blaze +&lt;br /&gt;
#*Occluded Front (Cutter) x3&lt;br /&gt;
#Air Bump +&lt;br /&gt;
#*Spread of Fire&lt;br /&gt;
#Conflag Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Final Phase&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Air Bump&lt;br /&gt;
#Storm of Fury +&lt;br /&gt;
#*Occluded Front (Cutter)&lt;br /&gt;
#Hands of Hell (Healer) +&lt;br /&gt;
#*Occluded Front (Cutter)&lt;br /&gt;
#Hands of Hell (DPS) +&lt;br /&gt;
#*Air Bump&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Ferostorm x2&lt;br /&gt;
#Touchdown&lt;br /&gt;
#&#039;&#039;&#039;Conflag Strike (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Detailed Phase Explanations ==&lt;br /&gt;
&lt;br /&gt;
===Phase 1: [[Garuda (ShB)|Garuda]]===&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The majority of successful strategies involve keeping Garuda as close to the arena centre as possible during the encounter.&lt;br /&gt;
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*&#039;&#039;&#039;Superstorm&#039;&#039;&#039; - deals unavoidable raid-wide damage that will require shielding and/or healing.&lt;br /&gt;
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*&#039;&#039;&#039;Occluded Front&#039;&#039;&#039; - spawns multiple wind-orbs around the edge of the arena that will eventually fire straight-line AoE&#039;s across the battlefield. At the same time, Garuda will tether herself to all four damage-dealers and prepare to blast massive cone-AoE&#039;s in their direction, forcing all four tethered players to spread out in inter-cardinal directions (NE, NW, SE, SW) of Garuda, just outside of the point-blank AoE that will spawn beneath her. &#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The straight-line shots from wind-orbs can break tethers and chains connected to players (by having them shoot through said tether/chain), yet most Furor (Savage) strategies will render this unnecessary&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Storm of Fury&#039;&#039;&#039; - cast at the same time as &#039;&#039;&#039;Occluded Front&#039;&#039;&#039; - will create a large point-blank AoE underneath Garuda that the raid must avoid. Tethered players should aim to squeeze themselves beside the point-blank AoE circle and the line-AoE from &#039;&#039;&#039;Occluded Front&#039;&#039;&#039; wind orbs. If done correctly, the entire arena will be blasted by cone-AoE&#039;s, yet only two people will be damaged per AoE, and no tethers will be broken.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; - creates bluish-white circles around each damage dealer that will eventually launch marked players into the air and fatally impale them unless an unmarked player stacks with a marked player (within their circle) to share the damage. Due to being four circles, a tank and healer should each be assigned to a damage-dealer and be ready to help soak that damage-dealer&#039;s circle. Just like earlier, it is best to stand at cardinal or inter-cardinal directions around Garuda, giving everyone space to soak circles (without overlapping other circles), yet also being close enough so that melee damage-dealers can maintain uptime on Garuda during the process. If shared successfully, marked players will not be launched and, instead, circle-AoE&#039;s will be left wherever the marked players were previously standing, which the raid must avoid. If unsuccessful, the lone (marked) player will be launched into the air and unable to move out of the impending AoE circle, which will fire up spikes of wind to fatally impale them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ferostorm&#039;&#039;&#039; - similar to normal mode - spawns two blades of wind at random points around Garuda. After a brief delay, vicious conal-AoE&#039;s of massive size will be fired in the direction of the blades, carving anyone in their path. To avoid, simply spread out and ensure that these blades are not facing your current location.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Central Knockback&#039;&#039;&#039; + &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; - spawns a large circle in the arena centre that will eventually knockback all members of the raid, just like normal mode. Simultaneously, each tank and healer will acquire the blue-white circle, indicating another &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039;. As you can imagine, the goal here is to ensure that each marked player (and at least one unmarked player) are knocked back together to remain stacked. Bear in mind that the flaming edge of the arena is a &#039;&#039;&#039;death wall&#039;&#039;&#039;, meaning that anyone knocked back too far will be instantly slain, so make sure that every marked player (and at least one unmarked player) stand together as close to the &#039;&#039;&#039;Central Knockback&#039;&#039;&#039; circle as possible (or both utilize &#039;&#039;&#039;knockback immunity&#039;&#039;&#039; to remain in the same location). Don&#039;t forget that &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; (blue-white circles) will always leave behind regular AoE circles afterwards on the ground that everyone must avoid.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039; - cast after Garuda flies to the arena centre - will essentially slice the arena in half via a large straight-line AoE, creating another &#039;&#039;&#039;death wall&#039;&#039;&#039; that will instantly slay anyone who touches it. Due to upcoming mechanics, the raid should evenly split in half (i.e. a tank, a healer and two DPS, preferably those who were assigned to each other for previous mechanics) with one half of the raid on each side of the &#039;divide&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Occluded Front&#039;&#039;&#039; - spawns more wind orbs on both sides of the &#039;divide&#039; near the outer edge of the arena in one of two possible patterns (one pattern per side), whilst simultaneously tethering herself to each damage dealer, just like earlier. She will also spawn a point-blank AoE under herself once again, forcing the raid to split into pairs and move to safe spots between the wind-orbs. Before detonating, Garuda will also cast a knockback on each side of the &#039;divide&#039; that will push all players (and all wind-orbs) towards the &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039; death-wall. The goal is for each tethered player to stack with their assigned partner at inter-cardinal safe-spots between the wind-orbs and be knocked back together (without being pushed into the &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;. Failure to do so will result in the large conal AoE&#039;s fired at tethered players to overlap and cause tremendous damage. Once pushed back, players must then move away from the wind-orbs to avoid their AoE explosions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; There are two possible patterns for wind-orbs and there will be one pattern for each side of the divide. The &#039;&#039;&#039;first&#039;&#039;&#039; pattern is three orbs forming a straight line, providing two safe-spots. If your side of the divide gains this straight-line pattern of orbs, have a tethered player (and an assigned partner) stand between the left+centre orb and another pair stand between the right+centre orb. The &#039;&#039;&#039;second&#039;&#039;&#039; pattern consists of four orbs forming a semi-circle inside the outer-edge of the arena, also providing two safe-spots. If this is your pattern, have a tethered player (and an assigned partner) stand between the two left-most orbs and the other pair stand between the right-most orbs. Once Garuda charges her knockback, all orbs (and players) will be pushed towards the vacuum slice and simultaneously blast massive conal AoE&#039;s in the direction of tethered players. If done correctly, each pair will be blasted by their respective conal-AoE (with no overlap) and be given ample space after the knockback to avoid the AoE explosions from orbs.&lt;br /&gt;
&lt;br /&gt;
*After these overlapped mechanics have concluded, the &#039;divide&#039; from &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039; will disperse.&lt;br /&gt;
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*&#039;&#039;&#039;Ferostorm&#039;&#039;&#039; - spawns two blades of wind at random points around Garuda just like earlier. Once again, simply spread out and ensure that these blades are not facing your current location.&lt;br /&gt;
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Having reached this point, Garuda will exit the arena, leaving behind a proximity marker which all players must move away from. After a delay, Ifrit will land in this location, dealing damage to the entire raid depending on how close they were to the proximity marker, resulting in the end of phase 1.&lt;br /&gt;
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===Phase 2: [[Ifrit (ShB)|Ifrit]]===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; - tethers Ifrit to its main target, eventually leading to a vicious double-punch that will inflict the &#039;&#039;&#039;light-headed&#039;&#039;&#039; debuff on the victim and also cause them to drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039; (large AoE circle) beneath their present location that should be avoided. If a target with &#039;&#039;&#039;light-headed&#039;&#039;&#039; receives any further damage from specific mechanics during the debuff (such as another &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;, &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;, or &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039;), they will become &#039;&#039;&#039;concussed&#039;&#039;&#039; - launched into the air and stunned (which can be fatal) - meaning that a tank-swap should be utilized during &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; so that the debuffed tank can recover from the debuff and avoid this risk.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eruption&#039;&#039;&#039; - the large AoE circle left behind by the &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; uppercut (and various other mechanics during the battle) should be avoided by all players.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; - a vicious tank-buster against Ifrit&#039;s primary target that is indicated by a large red marker (similar to normal mode). After a brief delay, the marked target will receive a vicious uppercut, inflicting &#039;&#039;&#039;light-headed&#039;&#039;&#039;. &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; hits considerably harder than &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; and will require high healing and/or shielding. Remember, if &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; is cast on a target effected by &#039;&#039;&#039;light-headed&#039;&#039;&#039;, that target will be launched and stunned. If you have utilized a tank-swap during the previous &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;, this will be avoided.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meteor Strike&#039;&#039;&#039; - causes Ifrit to target the location of its primary target and blast it with a devastating AoE tankbuster after a brief delay. All participants (including the targeted tank) must ensure they move far enough away from the targets previous location (while &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039; is being cast) to avoid taking damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Inferno Howl&#039;&#039;&#039; - inflicts unavoidable raid-wide damage that will require moderate AoE healing and/or shielding.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Hell (1)&#039;&#039;&#039; - places a bundle of four shareable tethers onto a random healer. Much like normal mode, players must make an effort to collect (or pass on) tethers so that the original target only has one left. After a delay, Ifrit will uppercut tethered players, apply &#039;&#039;&#039;light-headed&#039;&#039;&#039; to each victim, and cause each target to drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039; (AoE circle) beneath their current location.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Seeing as anyone damaged by a tether will receive &#039;&#039;&#039;light-headed&#039;&#039;&#039;, this means that holding more than one tether will not only inflict tremendous damage but also result in an unavoidable &#039;&#039;&#039;concussion&#039;&#039;&#039; (the previously mentioned knock-up and stun). This also means that anyone who already has a &#039;&#039;&#039;light-headed&#039;&#039;&#039; debuff from previous mechanics should avoid taking a tether. In either case, the victim will end up &#039;&#039;&#039;concussed&#039;&#039;&#039; (stunned) and unable to avoid the upcoming &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath their feet, which is typically fatal.&lt;br /&gt;
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&#039;&#039;Due to &#039;&#039;&#039;Eruption&#039;&#039;&#039; being dropped underneath each tethered player, be sure to spread out if taking tethers. To avoid the possibility of &#039;&#039;&#039;light-headed&#039;&#039;&#039; overlaps, it is wise to assign players to each round of tethers, starting with both healers and two damage dealers so that the tanks can shake off previous applications of &#039;&#039;&#039;light-headed&#039;&#039;&#039; from the previous &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; and &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;.&lt;br /&gt;
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*&#039;&#039;&#039;Strike Spark&#039;&#039;&#039; - creates multiple &#039;&#039;&#039;orbs of flame&#039;&#039;&#039; throughout the arena that will eventually unleash a broad AoE explosion at their location. Due to the placement of the orbs, there will currently be no safe-spot within the arena. However, after a brief delay, four clones of Ifrit will appear, each one standing behind a random orb. Eventually, all clones will simultaneously kick their chosen orb in the direction they are facing via &#039;&#039;&#039;Hot Foot&#039;&#039;&#039;, leaving one possible safe-spot. It will be up to the raid to determine where this safe-spot will be located. Unfortunately, all players will also drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath their feet beforehand, preventing everyone from immediately moving to this safe-spot as these eruption AoE&#039;s will make it unsafe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;To combat the overlapped mechanics, all participants should stack somewhere in the centre while identifying where Ifrit will create a safe-spot with the orb-kicks. Once the safe location has been identified and all &#039;&#039;&#039;Eruption&#039;&#039;&#039; AoE&#039;s are dropped, the raid should move out of the AoE eruptions into the single safe-spot before the &#039;&#039;&#039;orbs of flame&#039;&#039;&#039; explode.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Hell (2)&#039;&#039;&#039; - places a bundle of four shareable tethers onto a random damage dealer. Just like earlier, players must make an effort to pass (or collect) tethers so that the original target only has one left. After a delay, Ifrit will uppercut tethered players, apply &#039;&#039;&#039;light-headed&#039;&#039;&#039; to each victim, and cause each target to drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039; (AoE circle) beneath their current location. In this situation, it is wise to have all other damage dealers collect a tether from the target, leaving both tanks and healers free for future mechanics. Don&#039;t forget to spread out and avoid the upcoming &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath each tethered target.&lt;br /&gt;
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*&#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; - tethers Ifrit to its main target, just like earlier, leading to the &#039;&#039;&#039;light-headed&#039;&#039;&#039; inflicting double-punch and a followup &#039;&#039;&#039;Eruption&#039;&#039;&#039; (large AoE circle) beneath their present location. Once again, the tank and off-tank should coordinate a swap while &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; is being cast to avoid the possibility of stacking &#039;&#039;&#039;light-headed&#039;&#039;&#039; during future mechanics, such as:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; + &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039; - Ifrit will utilize the vicious tank-buster once more against the current tank (as indicated by the large red marker). Just like earlier, the marked target will receive a devastating uppercut for massive damage and receive the &#039;&#039;&#039;light-headed&#039;&#039;&#039; debuff. As soon as &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; has concluded, Ifrit will immediately unleash another &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;, causing Ifrit to target the location of its primary target and blast that area with a devastating AoE tankbuster. Remember - once Ifrit begins to cast &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;, all participants (including the target) must move away from that targets previous location as soon as possible.&lt;br /&gt;
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On reaching this point, Ifrit will soon be joined by Garuda, leading to phase 3.&lt;br /&gt;
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===Phase 3: Garuda &amp;amp; Ifrit===&lt;br /&gt;
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As soon as Garuda and Ifrit join forces, they will both cast an ability, marking all players (based on their proximity to Garuda or Ifrit) with either &#039;&#039;&#039;Hated of the Vortex&#039;&#039;&#039; or &#039;&#039;&#039;Hated of the Embers&#039;&#039;&#039;. Anyone with &#039;&#039;&#039;Hated of the Vortex&#039;&#039;&#039; will &#039;&#039;&#039;only&#039;&#039;&#039; be able to target Garuda, whereas anyone with &#039;&#039;&#039;Hated of Embers&#039;&#039;&#039; will &#039;&#039;&#039;only&#039;&#039;&#039; be able to target Ifrit. While the debuffs will be evenly spread (i.e.. one per tank, healer and two damage dealers), the fact that it can be baited via proximity means that the raid can split the group and assign those roles to a boss. To do so, split the raid evenly and have one group stand near Garuda and one near Ifrit. This ensures that there is no confusion, allowing the raid to prepare for upcoming mechanics more easily.&lt;br /&gt;
&lt;br /&gt;
With Garuda and Ifrit joining forces, both groups will now have to contend with a range of combined mechanics, starting with:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Occluded Front&#039;&#039;&#039; + &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; - spawns multiple wind-orbs around the edge of the arena that will eventually fire straight-line AoE&#039;s across the battlefield that should be avoided. Simultaneously, Ifrit will cast &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; (the double-punch against its primary target that inflicts &#039;&#039;&#039;light-headed&#039;&#039;&#039;, as well as &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath their feet afterward), followed by &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;, the vicious red-marker uppercut, and lastly, &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;. The tank who is targeting Ifrit should purposefully get their tether cut by the wind-orbs, which will result in Ifrit dashing towards a random player for the initial double-punch. Because this inflicts the player Ifrit dashed to with &#039;&#039;&#039;light-headed&#039;&#039;&#039;, this allows the tank on Ifrit to take &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; without being concussed. Don&#039;t forget to move away from the target&#039;s location while Ifrit is casting &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039; - Garuda flies to the arena centre and slices the arena in half via a large straight-line AoE, creating a &#039;&#039;&#039;death wall&#039;&#039;&#039; that will instantly slay anyone who touches it. Unlike phase one, the entire raid can stack on one side of the divide.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Occluded Front&#039;&#039;&#039; + &#039;&#039;&#039;Hot Foot&#039;&#039;&#039; - spawns multiple windy orbs around the arena. Just like before, a knockback on each side of the divide will eventually push all players (and the orbs) towards the vacuum slice. However, Ifrit will also select an orb and prepare to kick it out of position. Furthermore, &#039;&#039;&#039;Eruption&#039;&#039;&#039; will soon place AoE&#039;s beneath every member of the raid, preventing them from running immediately to the safe-spot that &#039;&#039;&#039;Hot Foot&#039;&#039;&#039; (kick) will provide. Instead, the group should stack together, wait for &#039;&#039;&#039;Eruption&#039;&#039;&#039; to drop AoE&#039;s beneath the raid, then move towards the safe spot. Don&#039;t forget, the knockback still risks pushing players into the &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;, so make sure to stack away from the void-wall when baiting &#039;&#039;&#039;Eruption&#039;&#039;&#039;. After the knockback, simply avoid standing close to any of the wind-orbs, as they will eventually explode.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ferostorm&#039;&#039;&#039; - spawns two blades of wind at random points around Garuda. Just like before, vicious conal-AoE&#039;s of massive size will be fired in the direction of the blades, carving anyone in their path. Simply spread out and ensure that these blades are not facing your current location.&lt;br /&gt;
&lt;br /&gt;
Having survived their united assault, the raid will witness a transitional animation, much like normal mode. Whilst Garuda and Ifrit merge together, the raid will suffer unavoidable AoE damage, so be ready to heal, shield and mitigate. From here, the final phase begins.&lt;br /&gt;
&lt;br /&gt;
===Phase 4: Raktapaksa===&lt;br /&gt;
&lt;br /&gt;
Once Garuda and Ifrit have merged into Raktapaksa, it is recommended that it be tanked in the arena centre for the rest of the battle whenever possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Hell (3)&#039;&#039;&#039; - places a bundle of four shareable tethers onto a random healer. Once more, players must make an effort to collect (or pass on) tethers so that the original target only has one left. After a delay, Raktapaksa will apply &#039;&#039;&#039;light-headed&#039;&#039;&#039; to each tethered player, cause them to drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath their feet (which must be avoided), and also launch massive straight-line AoE&#039;s in their direction. To combat this, it is best to have all tanks and healers collect a tether (so that damage dealers are free to maintain uptime) and have tethered players spread out in a distant semi-circle on one side of the boss (giving plenty of space for the raid to avoid tethered &#039;&#039;&#039;Eruption&#039;&#039;&#039; AoE&#039;s. Once &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; has concluded, the entire arena (except one safe-spot directly beneath Raktapaksa) will be marked by line AoE&#039;s which the entire raid should avoid. Never stack too close to the boss, as doing so will drop &#039;&#039;&#039;Eruption&#039;&#039;&#039; AoE&#039;s on the one single safe-spot.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Hell (4)&#039;&#039;&#039; - places a bundle of four shareable tethers onto a random damage dealer which should be handled just like before, except this time, all damage dealers should take a tether so that tanks and healers do not receive another &#039;&#039;&#039;light-headed&#039;&#039;&#039; debuff. Once concluded, the arena will be sliced by straight-line AoE&#039;s, leaving only one safe spot directly beneath the boss. Again, make sure to spread out into a distant semi-circle so that the following &#039;&#039;&#039;Eruption&#039;&#039;&#039; AoE&#039;s do not overlap the single safe-spot.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Inferno Howl&#039;&#039;&#039; - inflicts unavoidable raid-wide damage that will require moderate AoE healing and/or shielding.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; + &#039;&#039;&#039;Ferostorm&#039;&#039;&#039; - the stack mechanic from phase 1 (indicated by bluish-white circles around each tank and healer) will eventually launch marked players into the air and fatally impale them unless an unmarked player stacks with a marked player (within their circle) to share the damage. If you have assigned pairs for handling this in the first phase, simply stack with your partner at cardinal or inter-cardinal positions around the boss. Don&#039;t forget that players marked for &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; will drop an AoE circle at their feet which must be avoided. During this ordeal, &#039;&#039;&#039;Ferostorm&#039;&#039;&#039; (two blades of wind that shoot massive conal AoE&#039;s in the direction they are facing) will be unleashed shortly after &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; has concluded, so make sure to move out of their path.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strike Spark&#039;&#039;&#039; - creates multiple &#039;&#039;&#039;orbs of flame&#039;&#039;&#039; throughout the arena that will eventually unleash a broad AoE explosion at their location, just like in phase 2. After a brief delay, four clones of Raktapaksa will prepare to kick four orbs into different positions. Once more, it is up to the raid to determine where the single safe-spot will be formed, bait the &#039;&#039;&#039;Eruption&#039;&#039;&#039; AoE&#039;s by stacking somewhere in the centre, then move towards this safe-spot to avoid the impending orb explosions.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; - will be cast whilst players are dealing with &#039;&#039;&#039;Strike Spark&#039;&#039;. Raktapaksa tethers to the main tank whilst the raid is moving towards a safe-spot, unleashing a dash-punch towards the victim (inflicting &#039;&#039;&#039;light-headed&#039;&#039;&#039;) and dropping massive AoE&#039;s to its left and right, leaving behind a small &#039;safe-lane&#039; through the arena centre. Due to the &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath the target of &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;, the entire raid will immediately need to move down the safe-lane, and due to the application of &#039;&#039;&#039;light-headed&#039;&#039;&#039;, tanks must decide between tank-swapping so that the followup attack doesn&#039;t cause &#039;&#039;&#039;concussion&#039;&#039;&#039;, or have the main-tank utilize an &#039;&#039;&#039;invulnerability&#039;&#039;&#039; cooldown to tank the combination without having to move.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Central Knockback&#039;&#039;&#039; - spawns a large circle at Raktapaksa&#039;s location that will eventually knockback all members of the raid. Players must move close to the circle (or utilize &#039;&#039;&#039;knockback immunity&#039;) to avoid being knocked into the death-wall surrounding the arena.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Conflag Strike&#039;&#039;&#039; - after a delay, the entire arena (except for two safe-spots to the east and west) will be drowned in flaming puddles. Simultaneously, each tank and healer will be chained together, and all damage dealers will be chained together as well. Should anyone stray too far from their chained partner, the chain will explode, typically leading to fatal damage. As a result, the entire raid must stack together and move towards one of the two safe-spots together without moving too far from their chained partner.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blaze Tornadoes&#039;&#039;&#039; will now form in the north and south of the arena. After a delay, each tornado will begin to fire massive cone AoE&#039;s in the direction of the player closest to it. Simultaneously, wind-orbs (similar to &#039;&#039;&#039;Occluded Front&#039;&#039;&#039;) will spawn at one side of each tornado and prepare to shoot straight-line AoE&#039;s across the arena at players furthest away. Don&#039;t forget - the straight-line AoE&#039;s from wind-orbs can &#039;&#039;&#039;break tethers &amp;amp; chains&#039;&#039;&#039;, yet should they succeed in breaking any chains, the resulting explosion will be devastating.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As a result, both tanks (and their chained healers) should each choose a &#039;&#039;&#039;Blaze Tornado&#039;&#039;&#039; and stand directly beside it (on the opposite side of the windy-orb), while the healer chained to them stands in front of it (close enough so that their chains will not break via distance). This will force the tornado&#039;s to shoot their cone AoE&#039;s out of the arena (rather than across it), saving the raid from taking fatal damage. Once both tornado&#039;s have fired off five cone AoE&#039;s, they will dissipate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Regarding the two wind-orbs (which will target players farthest away and fire three blasts each), all chained damage-dealers should remain near the arena centre (one one side of the boss) and make sure to move out of any straight-line AoE&#039;s from the windy-orbs once they have been baited to shoot in their direction. After being baited, they will fire twice more, so simply move (in unison) from one side of the boss to the other repeatedly until all three shots have been fired.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; - marks various players with bluish-white circles (just like earlier) and will fatally launch them into the air unless an unmarked player stacks within the circle. Seeing as the &#039;&#039;&#039;chains&#039;&#039;&#039; still persist at this point, each player marked with the bluish-white circles should stack with their chained partner. However, Raktapaksa will also cast a massive donut AoE, leaving only a small safe circle in the centre of the arena to work with. As a result, marked players should spread out in cardinal or inter-cardinal points around the boss at the very edge of the safe-circle to ensure that there is enough space to avoid overlap. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A good rule of thumb, seeing as &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; is cast immediately after &#039;&#039;&#039;Blaze Tornadoes&#039;&#039;&#039; (which forced each tank and their chained healer to move north/south to handle a tornado each), is to have the chained Tanks/Healers move together from the north/south into safe circle, whilst all damage dealers (who were already close to the boss to avoid wind-orbs) simply move to the east or west side of the boss with their chained partner.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Conflag Strike&#039;&#039;&#039; concludes with Raktapaksa unleashing a massive conal AoE in the direction it is facing (without any telegraph) that will fatally wound anyone caught in its wake. Should you survive the &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039;, have the raid stack behind the boss to avoid being chopped.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; + &#039;&#039;&#039;Occluded Front&#039;&#039;&#039; + &#039;&#039;&#039;Storm of Fury&#039;&#039;&#039; - spawns multiple wind-orbs around the edge of the arena that will eventually fire straight-line AoE&#039;s across the battlefield which can break tethers and chains. At the same time, four players will also be marked by the bluish-white &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; circles. Just like in phase 1, Raktapaksa will tether itself to four players and prepare to blast massive conal AoE&#039;s in their direction, forcing all four tethered players to spread out in inter-cardinal directions (NE, NW, SE, SW) along with their assigned chain/aerial partner.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Storm of Fury&#039;&#039;&#039; - cast at the same time as &#039;&#039;&#039;Occluded Front&#039;&#039;&#039; - will create a large point-blank AoE underneath Raktapaksa that the raid must avoid. Tethered players should aim to squeeze themselves beside the point-blank AoE circle and the line-AoE from &#039;&#039;&#039;Occluded Front&#039;&#039;&#039; wind orbs. If done correctly, the entire arena will be blasted by conal AoE&#039;s, yet only each tethered player (and their chain/aerial-stack partner) will be damaged by a single conal AoE, with no tethers/chains broken.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Inferno Howl&#039;&#039;&#039; - inflicts unavoidable raid-wide damage that will require moderate AoE healing and/or shielding.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Hell (5)&#039;&#039;&#039; + &#039;&#039;&#039;Occluded Front&#039;&#039;&#039; - places four shareable tethers onto a random healer that should be shared with the other healer and both tanks. Simultaneously, four wind-orbs will form at intercardinal points around the arena edge that will eventually shoot tether/chain-breaking straight-line AoE&#039;s across the platform. Just like all other versions, players must make an effort to collect (or pass on) tethers so that the original target only has one left. Once tethers have been collected, each tethered player should move to an intercardinal point around the boss (without moving too far, as the wind-orbs will risk breaking the tethers). Once the wind-orbs have fired, tethered players can move further.&lt;br /&gt;
&lt;br /&gt;
After a delay, Raktapaksa will apply &#039;&#039;&#039;light-headed&#039;&#039;&#039; to each tethered player, cause them to drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath their feet (which must be avoided), and also launch massive straight-line AoE&#039;s in their direction. Once &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; has concluded, the entire arena (except one safe-spot directly beneath Raktapaksa) will be marked by line AoE&#039;s which the entire raid should avoid, leaving only one safe spot directly beneath the boss.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Hell (6)&#039;&#039;&#039; + &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; - places four shareable tethers onto a random damage dealer that should be shared with other damage dealers (to avoid &#039;&#039;&#039;concussing&#039;&#039;&#039; tanks and healers that dealt with the previous &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039;). Simultaneously, all tanks and healers will be marked by bluish-white circles, representing &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039;. Once &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; concludes, Raktapaksa will launch himself towards all tethered damage-dealers, inflicting &#039;&#039;&#039;light-headed&#039;&#039;&#039;, carving a straight-line AoE in their direction, and forcing each target to drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039;. &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; will conclude at the exact same time, which will also drop another AoE circle on the floor. Simply move out of both floor-based AoE&#039;s, then move into the safe-spot left directly beneath Raktapaksa.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As soon as both mechanics have concluded, Raktapaksa&#039;s main target will receive a &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; + &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; + &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039; combo, much like they did earlier in the final phase. Don&#039;t forget to tank-swap (if the targeted tank has no invulnerability cooldown to tank the double-tank buster). Don&#039;t forget to move away from the tank&#039;s location during &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ferostorm&#039;&#039;&#039; - spawns two blades of wind at random points around Raktapaksa. Just like before, vicious conal-AoE&#039;s of massive size will be fired in the direction of the blades, carving anyone in their path. Simply spread out and ensure that these blades are not facing your current location. Bear in mind that &#039;&#039;&#039;Ferostorm&#039;&#039;&#039; will be cast &#039;&#039;&#039;twice in a row&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Central Knockback&#039;&#039;&#039; - spawns a large circle at Raktapaksa&#039;s location that will eventually knockback all members of the raid. Players must move close to the circle (or utilize &#039;&#039;&#039;knockback immunity&#039;) to avoid being knocked into the death-wall surrounding the arena.&lt;br /&gt;
&lt;br /&gt;
If you have reached this point, Raktapaksa will move to one end of the arena and begin to charge an enraged &#039;&#039;&#039;Conflag Strike&#039;&#039;&#039; - the fatal front-cone AoE slice. Due to there being no safe-spot, the raid have a limited window to slay Raktapaksa beforehand. If unsuccessful, the entire raid will be instantly slain. If successful, congratulations - you have beaten Eden&#039;s Verse: Furor (Savage)!&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item reward|1|Book of Furor}} (Guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenchoir Head Gear Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Hand Gear Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Foot Gear Coffer (IL 500)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenchoir Head Gear Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Hand Gear Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Foot Gear Coffer (IL 500)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Primal Angel}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
E6N.png&lt;br /&gt;
E6 boss.png&lt;br /&gt;
E6 phase 4.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Furor_(Savage)&amp;diff=1528661</id>
		<title>Eden&#039;s Verse: Furor (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Furor_(Savage)&amp;diff=1528661"/>
		<updated>2026-09-01T18:44:27Z</updated>

		<summary type="html">&lt;p&gt;Pckables: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Verse (Savage)|Eden&#039;s Verse: Furor}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Verse: Furor (Savage)&lt;br /&gt;
| description = The discovery of a second crystal within Eden&#039;s core leads to more questions than answers, and yet again, your mind is assaulted with terrifying visions upon gazing inside. You see foes previously vanquished reborn, more brutal and unrelenting than even your wildest imagination, yet your unwavering resolve forbids you from tearing your eyes away...&lt;br /&gt;
| image =  Eden&#039;s Verse Furor (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 475&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = Ashfall&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|Life Finds a Way}}&lt;br /&gt;
| patch = 5.2&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| id-gt = 30091&lt;br /&gt;
| id-edb = 8e7439e713d&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E6S&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|32px|link=]] Heritors of Fury: [[Garuda (ShB)|Garuda]] &amp;amp; [[Ifrit (ShB)|Ifrit]] - Abilities and Timeline==&lt;br /&gt;
&lt;br /&gt;
The battle against Garuda and Ifrit takes place inside a 20y radius circular arena surrounded by a deadly wall of flame—instantly killing any players that collide with it.&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Garuda &amp;amp; Ifrit&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Garuda&#039;s Abilities&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Superstorm&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Touchdown&#039;&#039;&#039;&lt;br /&gt;
|An [[Knockback#Epicentral Knockback|epicentral]] knockback.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Occluded Front (Cutter)&#039;&#039;&#039;&lt;br /&gt;
|Spawns multiple &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; orbs that create thin green [[Area of Effect#Static Line AoE|static line AoEs]]. These line AoEs have the unique ability to cut any [[Tether (mechanic)|tether]] crossed over top of it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Storm of Fury&#039;&#039;&#039;&lt;br /&gt;
|Creates four [[Tether (mechanic)|tethers]], attaching to DPS players, and a 12.5y [[Area of Effect#Static Circle AoE|static circle AoE]] underneath the boss.&lt;br /&gt;
Tethers fire a 90 degree [[Area of Effect#Spread Line or Cone|spread cone]] at their target after a few second, dealing moderate magic damage.&lt;br /&gt;
&lt;br /&gt;
* If a tether is broken by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039;, the spread cone will instead fire at a random player that wasn&#039;t the original target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Air Bump&#039;&#039;&#039;&lt;br /&gt;
|Marks four support players with a [[Stack marker#Multi-Player Marker|2-player marker]], dealing moderate magic damage and inflicting {{Status effect|debuff|Magic Vulnerability Up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;. Creates a lethal [[Area of Effect#Static Circle AoE|static circle AoE]] afterwards.&lt;br /&gt;
If there is only one player inside the marker, that player is launched with a powerful [[Knockback#Knock-up|knock-up]] and unable to avoid the lethal follow-up AoE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ferostorm&#039;&#039;&#039;&lt;br /&gt;
|Creates two magical blades on opposite diagonals of the boss, each firing 90-degree [[Area of Effect#Static Cone AoE|static cone AoEs]] that deal high damage and inflict {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;&lt;br /&gt;
|Creates a 10y-wide [[Area of Effect#Puddle|line puddle]] across the center of the arena, either north-to-south or east-to-west—splitting the arena into two halves.&lt;br /&gt;
Players caught in the initial AoE, or that step into the puddle afterwards, are instantly killed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Occluded Front (Vacuum)&#039;&#039;&#039;&lt;br /&gt;
|Always follows &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;. One half of the arena has three &#039;&#039;&#039;&#039;&#039;Tumultuous Nexuses&#039;&#039;&#039;&#039;&#039;, the other half has four.&lt;br /&gt;
After a [[Knockback#Directional Knockback|directional knockback]], each Nexus explodes into a [[Area of Effect#Static Circle AoE|static circle AoE]], dealing high magic damage and inflicting {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; to those in range.&lt;br /&gt;
&lt;br /&gt;
* Tumultuous Nexuses are also affected by the directional knockback.&lt;br /&gt;
* Nexuses pulled into the Vacuum Slice puddle are destroyed.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Ifrit&#039;s Abilities&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Inferno Howl&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;&lt;br /&gt;
|A [[Tether (mechanic)|tether]] attached to the highest enmity player. Ifrit charges the target, inflicting {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039; to them and any other players inbetween for 20 seconds.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Eruption:&#039;&#039;&#039;&#039;&#039; a 10y radius  [[Area of Effect#Static Circle AoE|static circle AoE]], is created underneath the targeted player and detonates a few seconds later.&lt;br /&gt;
&lt;br /&gt;
* If a player already afflicted with {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039; is hit by this attack, they become {{Status effect|debuff|file:ConcussionDebuff.png|link=file:ConcussionDebuff.png}} &#039;&#039;&#039;Concussed&#039;&#039;&#039; for 10 seconds—unable to act, move, or [[Rescue|be moved]] by others.&lt;br /&gt;
* If the tether is broken by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039;, Ifrit will instead charge at a random player that was not the original target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Hell&#039;&#039;&#039;&lt;br /&gt;
|A healer or a DPS is marked with a red arrow. This target then has four [[Tether (mechanic)|tethers]] attached to them—three of them being [[Tether (mechanic)#Transferable Tether|transferable tethers]]. Each tether is then attacked by &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Each transferable tether can only be transferred once, locking on to their new target afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] targeting the higher enmity player. If the target is {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039;, they will be helplessly [[Knockback#Knock-up|launched upwards]] and unable to avoid the follow-up &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;&lt;br /&gt;
|Ifrit jumps at where the highest enmity player was standing at the start of the cast, dealing extreme damage to any player still at that location.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Strike Spark&#039;&#039;&#039;&lt;br /&gt;
|Eight fireballs are created around the arena, one in each cardinal and inter-cardinal direction. Multiple copies of Ifrit appear next to random orbs and face a random direction.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Eruption&#039;&#039;&#039;&#039;&#039; is placed underneath all players—then all copies of Ifrit cast &#039;&#039;&#039;&#039;&#039;Hot Foot&#039;&#039;&#039;&#039;&#039;, kicking any fireballs &amp;lt;u&amp;gt;in front of them&amp;lt;/u&amp;gt; 10y away.&lt;br /&gt;
&lt;br /&gt;
* Each fireball detonates into a 10y radius [[Area of Effect#Static Circle AoE|static circle AoE]] that deals high damage and inflicts {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Shared Abilities&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hated of the Vortex / Embers&#039;&#039;&#039;&lt;br /&gt;
|Deals unavoidable party-wide damage and places debuffs on all players based on proximity to Ifrit and Garuda.&lt;br /&gt;
&lt;br /&gt;
* The four players closest to Garuda are debuffed with {{Status effect|debuff|file:Hated of the vortex debuff.png|link=file:Hated of the vortex debuff.png}} &#039;&#039;&#039;Hated of the Vortex&#039;&#039;&#039;, preventing them from damaging Ifrit.&lt;br /&gt;
* The four closest players to Ifrit receive the inverse: {{Status effect|debuff|file:Hated of embers debuff.png|link=file:Hated of embers debuff.png}} &#039;&#039;&#039;Hated of Embers&#039;&#039;&#039;, preventing them from damaging Garuda.&lt;br /&gt;
* Two healers and two tanks can not receive the same debuff type.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Raktapaksa&#039;s Abilities&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hands of Flame/Hell&#039;&#039;&#039;&lt;br /&gt;
|Functions identically to Ifrit&#039;s, but additionally creates two immeasurable [[Area of Effect#Static Line AoE|static line AoEs]] covering the arena to Raktapaksa&#039;s left and right—leaving only a safe line in front and behind.&lt;br /&gt;
* The &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; safe zone will always converge where Raktapaksa originally cast the ability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Radiant Plume&#039;&#039;&#039;&lt;br /&gt;
|Covers the entire arena in lethal [[Area of Effect#Static Circle AoE|static circle AoEs]] with the exception of two small areas on the east and west side of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|debuff|File:Burning chains icon1.png|link=File:Burning chains icon1.png}} &#039;&#039;&#039;Irons of Purgatory&#039;&#039;&#039;&lt;br /&gt;
|A [[Tether (mechanic)#Paired / Close Tether|close tether]] attaching players together via role. Each tank is paired to a different random healer, and DPS players are paired to a different random DPS player.&lt;br /&gt;
If two tethered players move more than 10y apart, or their tether is destroyed by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; AoE, both players are instantly killed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twisting Blaze&#039;&#039;&#039;&lt;br /&gt;
|A flaming tornado that spawns on the north and south edge of the arena. Repeatedly fires 90-degree [[Tankbuster#AoE Tankbuster|cone AoE tankbusters]] at the closest player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spread of Fire&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] covering the entire arena except for a 5y radius safe zone directly underneath Raktapaksa.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Conflag Strike&#039;&#039;&#039;&lt;br /&gt;
|A lethal 270 degree [[Area of Effect#Static Cone AoE|static cone AoE]] from the front of Raktapaksa.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Garuda&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Superstorm&lt;br /&gt;
#Occluded Front (Cutter)&lt;br /&gt;
#Storm of Fury&lt;br /&gt;
#Air Bump&lt;br /&gt;
#Ferostorm&lt;br /&gt;
#Touchdown +&lt;br /&gt;
#* Air Bump&lt;br /&gt;
#Vacuum Slice&lt;br /&gt;
#Occluded Front (Vacuum)&lt;br /&gt;
#Ferostorm&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Ifrit&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Inferno Howl&lt;br /&gt;
#Hands of Hell (Healer)&lt;br /&gt;
#Strike Spark&lt;br /&gt;
#Hands of Hell (DPS)&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Garuda &amp;amp; Ifrit&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Hated of Vortex / Embers&lt;br /&gt;
#Occluded Front (Cutter)&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration +&lt;br /&gt;
#*Vacuum Slice&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Occluded Front (Vacuum) +&lt;br /&gt;
#* Eruption&lt;br /&gt;
#* Hot Foot&lt;br /&gt;
#Ferostorm&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Raktapaksa Opening&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Hands of Hell (Healer)&lt;br /&gt;
#Hands of Hell (DPS)&lt;br /&gt;
#Inferno Howl&lt;br /&gt;
#Air Bump +&lt;br /&gt;
#Ferostorm&lt;br /&gt;
#Strike Spark&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Conflag Strike&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Touchdown&lt;br /&gt;
#Irons of Purgatory +&lt;br /&gt;
#*Radiant Plume&lt;br /&gt;
#Twisting Blaze +&lt;br /&gt;
#*Occluded Front (Cutter) x3&lt;br /&gt;
#Air Bump +&lt;br /&gt;
#*Spread of Fire&lt;br /&gt;
#Conflag Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Final Phase&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Air Bump&lt;br /&gt;
#Storm of Fury +&lt;br /&gt;
#*Occluded Front (Cutter)&lt;br /&gt;
#Hands of Hell (Healer) +&lt;br /&gt;
#*Occluded Front (Cutter)&lt;br /&gt;
#Hands of Hell (DPS) +&lt;br /&gt;
#*Air Bump&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Ferostorm x2&lt;br /&gt;
#Touchdown&lt;br /&gt;
#&#039;&#039;&#039;Conflag Strike (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Detailed Phase Explanations ==&lt;br /&gt;
&lt;br /&gt;
===Phase 1: [[Garuda (ShB)|Garuda]]===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The majority of successful strategies involve keeping Garuda as close to the arena centre as possible during the encounter.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Superstorm&#039;&#039;&#039; - deals unavoidable raid-wide damage that will require shielding and/or healing.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Occluded Front&#039;&#039;&#039; - spawns multiple wind-orbs around the edge of the arena that will eventually fire straight-line AoE&#039;s across the battlefield. At the same time, Garuda will tether herself to all four damage-dealers and prepare to blast massive cone-AoE&#039;s in their direction, forcing all four tethered players to spread out in inter-cardinal directions (NE, NW, SE, SW) of Garuda, just outside of the point-blank AoE that will spawn beneath her. &#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The straight-line shots from wind-orbs can break tethers and chains connected to players (by having them shoot through said tether/chain), yet most Furor (Savage) strategies will render this unnecessary&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Storm of Fury&#039;&#039;&#039; - cast at the same time as &#039;&#039;&#039;Occluded Front&#039;&#039;&#039; - will create a large point-blank AoE underneath Garuda that the raid must avoid. Tethered players should aim to squeeze themselves beside the point-blank AoE circle and the line-AoE from &#039;&#039;&#039;Occluded Front&#039;&#039;&#039; wind orbs. If done correctly, the entire arena will be blasted by cone-AoE&#039;s, yet only two people will be damaged per AoE, and no tethers will be broken.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; - creates bluish-white circles around each damage dealer that will eventually launch marked players into the air and fatally impale them unless an unmarked player stacks with a marked player (within their circle) to share the damage. Due to being four circles, a tank and healer should each be assigned to a damage-dealer and be ready to help soak that damage-dealer&#039;s circle. Just like earlier, it is best to stand at cardinal or inter-cardinal directions around Garuda, giving everyone space to soak circles (without overlapping other circles), yet also being close enough so that melee damage-dealers can maintain uptime on Garuda during the process. If shared successfully, marked players will not be launched and, instead, circle-AoE&#039;s will be left wherever the marked players were previously standing, which the raid must avoid. If unsuccessful, the lone (marked) player will be launched into the air and unable to move out of the impending AoE circle, which will fire up spikes of wind to fatally impale them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ferostorm&#039;&#039;&#039; - similar to normal mode - spawns two blades of wind at random points around Garuda. After a brief delay, vicious conal-AoE&#039;s of massive size will be fired in the direction of the blades, carving anyone in their path. To avoid, simply spread out and ensure that these blades are not facing your current location.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Central Knockback&#039;&#039;&#039; + &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; - spawns a large circle in the arena centre that will eventually knockback all members of the raid, just like normal mode. Simultaneously, each tank and healer will acquire the blue-white circle, indicating another &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039;. As you can imagine, the goal here is to ensure that each marked player (and at least one unmarked player) are knocked back together to remain stacked. Bear in mind that the flaming edge of the arena is a &#039;&#039;&#039;death wall&#039;&#039;&#039;, meaning that anyone knocked back too far will be instantly slain, so make sure that every marked player (and at least one unmarked player) stand together as close to the &#039;&#039;&#039;Central Knockback&#039;&#039;&#039; circle as possible (or both utilize &#039;&#039;&#039;knockback immunity&#039;&#039;&#039; to remain in the same location). Don&#039;t forget that &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; (blue-white circles) will always leave behind regular AoE circles afterwards on the ground that everyone must avoid.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039; - cast after Garuda flies to the arena centre - will essentially slice the arena in half via a large straight-line AoE, creating another &#039;&#039;&#039;death wall&#039;&#039;&#039; that will instantly slay anyone who touches it. Due to upcoming mechanics, the raid should evenly split in half (i.e. a tank, a healer and two DPS, preferably those who were assigned to each other for previous mechanics) with one half of the raid on each side of the &#039;divide&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Occluded Front&#039;&#039;&#039; - spawns more wind orbs on both sides of the &#039;divide&#039; near the outer edge of the arena in one of two possible patterns (one pattern per side), whilst simultaneously tethering herself to each damage dealer, just like earlier. She will also spawn a point-blank AoE under herself once again, forcing the raid to split into pairs and move to safe spots between the wind-orbs. Before detonating, Garuda will also cast a knockback on each side of the &#039;divide&#039; that will push all players (and all wind-orbs) towards the &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039; death-wall. The goal is for each tethered player to stack with their assigned partner at inter-cardinal safe-spots between the wind-orbs and be knocked back together (without being pushed into the &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;. Failure to do so will result in the large conal AoE&#039;s fired at tethered players to overlap and cause tremendous damage. Once pushed back, players must then move away from the wind-orbs to avoid their AoE explosions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; There are two possible patterns for wind-orbs and there will be one pattern for each side of the divide. The &#039;&#039;&#039;first&#039;&#039;&#039; pattern is three orbs forming a straight line, providing two safe-spots. If your side of the divide gains this straight-line pattern of orbs, have a tethered player (and an assigned partner) stand between the left+centre orb and another pair stand between the right+centre orb. The &#039;&#039;&#039;second&#039;&#039;&#039; pattern consists of four orbs forming a semi-circle inside the outer-edge of the arena, also providing two safe-spots. If this is your pattern, have a tethered player (and an assigned partner) stand between the two left-most orbs and the other pair stand between the right-most orbs. Once Garuda charges her knockback, all orbs (and players) will be pushed towards the vacuum slice and simultaneously blast massive conal AoE&#039;s in the direction of tethered players. If done correctly, each pair will be blasted by their respective conal-AoE (with no overlap) and be given ample space after the knockback to avoid the AoE explosions from orbs.&lt;br /&gt;
&lt;br /&gt;
*After these overlapped mechanics have concluded, the &#039;divide&#039; from &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039; will disperse.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ferostorm&#039;&#039;&#039; - spawns two blades of wind at random points around Garuda just like earlier. Once again, simply spread out and ensure that these blades are not facing your current location.&lt;br /&gt;
&lt;br /&gt;
Having reached this point, Garuda will exit the arena, leaving behind a proximity marker which all players must move away from. After a delay, Ifrit will land in this location, dealing damage to the entire raid depending on how close they were to the proximity marker, resulting in the end of phase 1.&lt;br /&gt;
&lt;br /&gt;
===Phase 2: [[Ifrit (ShB)|Ifrit]]===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; - tethers Ifrit to its main target, eventually leading to a vicious double-punch that will inflict the &#039;&#039;&#039;light-headed&#039;&#039;&#039; debuff on the victim and also cause them to drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039; (large AoE circle) beneath their present location that should be avoided. If a target with &#039;&#039;&#039;light-headed&#039;&#039;&#039; receives any further damage from specific mechanics during the debuff (such as another &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;, &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;, or &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039;), they will become &#039;&#039;&#039;concussed&#039;&#039;&#039; - launched into the air and stunned (which can be fatal) - meaning that a tank-swap should be utilized during &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; so that the debuffed tank can recover from the debuff and avoid this risk.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eruption&#039;&#039;&#039; - the large AoE circle left behind by the &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; uppercut (and various other mechanics during the battle) should be avoided by all players.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; - a vicious tank-buster against Ifrit&#039;s primary target that is indicated by a large red marker (similar to normal mode). After a brief delay, the marked target will receive a vicious uppercut, inflicting &#039;&#039;&#039;light-headed&#039;&#039;&#039;. &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; hits considerably harder than &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; and will require high healing and/or shielding. Remember, if &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; is cast on a target effected by &#039;&#039;&#039;light-headed&#039;&#039;&#039;, that target will be launched and stunned. If you have utilized a tank-swap during the previous &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;, this will be avoided.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meteor Strike&#039;&#039;&#039; - causes Ifrit to target the location of its primary target and blast it with a devastating AoE tankbuster after a brief delay. All participants (including the targeted tank) must ensure they move far enough away from the targets previous location (while &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039; is being cast) to avoid taking damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Inferno Howl&#039;&#039;&#039; - inflicts unavoidable raid-wide damage that will require moderate AoE healing and/or shielding.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Hell (1)&#039;&#039;&#039; - places a bundle of four shareable tethers onto a random healer. Much like normal mode, players must make an effort to collect (or pass on) tethers so that the original target only has one left. After a delay, Ifrit will uppercut tethered players, apply &#039;&#039;&#039;light-headed&#039;&#039;&#039; to each victim, and cause each target to drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039; (AoE circle) beneath their current location.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Seeing as anyone damaged by a tether will receive &#039;&#039;&#039;light-headed&#039;&#039;&#039;, this means that holding more than one tether will not only inflict tremendous damage but also result in an unavoidable &#039;&#039;&#039;concussion&#039;&#039;&#039; (the previously mentioned knock-up and stun). This also means that anyone who already has a &#039;&#039;&#039;light-headed&#039;&#039;&#039; debuff from previous mechanics should avoid taking a tether. In either case, the victim will end up &#039;&#039;&#039;concussed&#039;&#039;&#039; (stunned) and unable to avoid the upcoming &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath their feet, which is typically fatal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Due to &#039;&#039;&#039;Eruption&#039;&#039;&#039; being dropped underneath each tethered player, be sure to spread out if taking tethers. To avoid the possibility of &#039;&#039;&#039;light-headed&#039;&#039;&#039; overlaps, it is wise to assign players to each round of tethers, starting with both healers and two damage dealers so that the tanks can shake off previous applications of &#039;&#039;&#039;light-headed&#039;&#039;&#039; from the previous &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; and &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strike Spark&#039;&#039;&#039; - creates multiple &#039;&#039;&#039;orbs of flame&#039;&#039;&#039; throughout the arena that will eventually unleash a broad AoE explosion at their location. Due to the placement of the orbs, there will currently be no safe-spot within the arena. However, after a brief delay, four clones of Ifrit will appear, each one standing behind a random orb. Eventually, all clones will simultaneously kick their chosen orb in the direction they are facing via &#039;&#039;&#039;Hot Foot&#039;&#039;&#039;, leaving one possible safe-spot. It will be up to the raid to determine where this safe-spot will be located. Unfortunately, all players will also drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath their feet beforehand, preventing everyone from immediately moving to this safe-spot as these eruption AoE&#039;s will make it unsafe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;To combat the overlapped mechanics, all participants should stack somewhere in the centre while identifying where Ifrit will create a safe-spot with the orb-kicks. Once the safe location has been identified and all &#039;&#039;&#039;Eruption&#039;&#039;&#039; AoE&#039;s are dropped, the raid should move out of the AoE eruptions into the single safe-spot before the &#039;&#039;&#039;orbs of flame&#039;&#039;&#039; explode.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Hell (2)&#039;&#039;&#039; - places a bundle of four shareable tethers onto a random damage dealer. Just like earlier, players must make an effort to pass (or collect) tethers so that the original target only has one left. After a delay, Ifrit will uppercut tethered players, apply &#039;&#039;&#039;light-headed&#039;&#039;&#039; to each victim, and cause each target to drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039; (AoE circle) beneath their current location. In this situation, it is wise to have all other damage dealers collect a tether from the target, leaving both tanks and healers free for future mechanics. Don&#039;t forget to spread out and avoid the upcoming &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath each tethered target.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; - tethers Ifrit to its main target, just like earlier, leading to the &#039;&#039;&#039;light-headed&#039;&#039;&#039; inflicting double-punch and a followup &#039;&#039;&#039;Eruption&#039;&#039;&#039; (large AoE circle) beneath their present location. Once again, the tank and off-tank should coordinate a swap while &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; is being cast to avoid the possibility of stacking &#039;&#039;&#039;light-headed&#039;&#039;&#039; during future mechanics, such as:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; + &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039; - Ifrit will utilize the vicious tank-buster once more against the current tank (as indicated by the large red marker). Just like earlier, the marked target will receive a devastating uppercut for massive damage and receive the &#039;&#039;&#039;light-headed&#039;&#039;&#039; debuff. As soon as &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; has concluded, Ifrit will immediately unleash another &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;, causing Ifrit to target the location of its primary target and blast that area with a devastating AoE tankbuster. Remember - once Ifrit begins to cast &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;, all participants (including the target) must move away from that targets previous location as soon as possible.&lt;br /&gt;
&lt;br /&gt;
On reaching this point, Ifrit will soon be joined by Garuda, leading to phase 3.&lt;br /&gt;
&lt;br /&gt;
===Phase 3: Garuda &amp;amp; Ifrit===&lt;br /&gt;
&lt;br /&gt;
As soon as Garuda and Ifrit join forces, they will both cast an ability, marking all players (based on their proximity to Garuda or Ifrit) with either &#039;&#039;&#039;Hated of the Vortex&#039;&#039;&#039; or &#039;&#039;&#039;Hated of the Embers&#039;&#039;&#039;. Anyone with &#039;&#039;&#039;Hated of the Vortex&#039;&#039;&#039; will &#039;&#039;&#039;only&#039;&#039;&#039; be able to target Garuda, whereas anyone with &#039;&#039;&#039;Hated of Embers&#039;&#039;&#039; will &#039;&#039;&#039;only&#039;&#039;&#039; be able to target Ifrit. While the debuffs will be evenly spread (i.e.. one per tank, healer and two damage dealers), the fact that it can be baited via proximity means that the raid can split the group and assign those roles to a boss. To do so, split the raid evenly and have one group stand near Garuda and one near Ifrit. This ensures that there is no confusion, allowing the raid to prepare for upcoming mechanics more easily.&lt;br /&gt;
&lt;br /&gt;
With Garuda and Ifrit joining forces, both groups will now have to contend with a range of combined mechanics, starting with:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Occluded Front&#039;&#039;&#039; + &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; - spawns multiple wind-orbs around the edge of the arena that will eventually fire straight-line AoE&#039;s across the battlefield that should be avoided. Simultaneously, Ifrit will cast &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; (the double-punch against its primary target that inflicts &#039;&#039;&#039;light-headed&#039;&#039;&#039;, as well as &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath their feet afterward), followed by &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;, the vicious red-marker uppercut, and lastly, &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;. The tank who is targeting Ifrit should purposefully get their tether cut by the wind-orbs, which will result in Ifrit dashing towards a random player for the initial double-punch. Because this inflicts the player Ifrit dashed to with &#039;&#039;&#039;light-headed&#039;&#039;&#039;, this allows the tank on Ifrit to take &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; without being concussed. Don&#039;t forget to move away from the target&#039;s location while Ifrit is casting &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039; - Garuda flies to the arena centre and slices the arena in half via a large straight-line AoE, creating a &#039;&#039;&#039;death wall&#039;&#039;&#039; that will instantly slay anyone who touches it. Unlike phase one, the entire raid can stack on one side of the divide.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Occluded Front&#039;&#039;&#039; + &#039;&#039;&#039;Hot Foot&#039;&#039;&#039; - spawns multiple windy orbs around the arena. Just like before, a knockback on each side of the divide will eventually push all players (and the orbs) towards the vacuum slice. However, Ifrit will also select an orb and prepare to kick it out of position. Furthermore, &#039;&#039;&#039;Eruption&#039;&#039;&#039; will soon place AoE&#039;s beneath every member of the raid, preventing them from running immediately to the safe-spot that &#039;&#039;&#039;Hot Foot&#039;&#039;&#039; (kick) will provide. Instead, the group should stack together, wait for &#039;&#039;&#039;Eruption&#039;&#039;&#039; to drop AoE&#039;s beneath the raid, then move towards the safe spot. Don&#039;t forget, the knockback still risks pushing players into the &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;, so make sure to stack away from the void-wall when baiting &#039;&#039;&#039;Eruption&#039;&#039;&#039;. After the knockback, simply avoid standing close to any of the wind-orbs, as they will eventually explode.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ferostorm&#039;&#039;&#039; - spawns two blades of wind at random points around Garuda. Just like before, vicious conal-AoE&#039;s of massive size will be fired in the direction of the blades, carving anyone in their path. Simply spread out and ensure that these blades are not facing your current location.&lt;br /&gt;
&lt;br /&gt;
Having survived their united assault, the raid will witness a transitional animation, much like normal mode. Whilst Garuda and Ifrit merge together, the raid will suffer unavoidable AoE damage, so be ready to heal, shield and mitigate. From here, the final phase begins.&lt;br /&gt;
&lt;br /&gt;
===Phase 4: Raktapaksa===&lt;br /&gt;
&lt;br /&gt;
Once Garuda and Ifrit have merged into Raktapaksa, it is recommended that it be tanked in the arena centre for the rest of the battle whenever possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Hell (3)&#039;&#039;&#039; - places a bundle of four shareable tethers onto a random healer. Once more, players must make an effort to collect (or pass on) tethers so that the original target only has one left. After a delay, Raktapaksa will apply &#039;&#039;&#039;light-headed&#039;&#039;&#039; to each tethered player, cause them to drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath their feet (which must be avoided), and also launch massive straight-line AoE&#039;s in their direction. To combat this, it is best to have all tanks and healers collect a tether (so that damage dealers are free to maintain uptime) and have tethered players spread out in a distant semi-circle on one side of the boss (giving plenty of space for the raid to avoid tethered &#039;&#039;&#039;Eruption&#039;&#039;&#039; AoE&#039;s. Once &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; has concluded, the entire arena (except one safe-spot directly beneath Raktapaksa) will be marked by line AoE&#039;s which the entire raid should avoid. Never stack too close to the boss, as doing so will drop &#039;&#039;&#039;Eruption&#039;&#039;&#039; AoE&#039;s on the one single safe-spot.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Hell (4)&#039;&#039;&#039; - places a bundle of four shareable tethers onto a random damage dealer which should be handled just like before, except this time, all damage dealers should take a tether so that tanks and healers do not receive another &#039;&#039;&#039;light-headed&#039;&#039;&#039; debuff. Once concluded, the arena will be sliced by straight-line AoE&#039;s, leaving only one safe spot directly beneath the boss. Again, make sure to spread out into a distant semi-circle so that the following &#039;&#039;&#039;Eruption&#039;&#039;&#039; AoE&#039;s do not overlap the single safe-spot.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Inferno Howl&#039;&#039;&#039; - inflicts unavoidable raid-wide damage that will require moderate AoE healing and/or shielding.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; + &#039;&#039;&#039;Ferostorm&#039;&#039;&#039; - the stack mechanic from phase 1 (indicated by bluish-white circles around each tank and healer) will eventually launch marked players into the air and fatally impale them unless an unmarked player stacks with a marked player (within their circle) to share the damage. If you have assigned pairs for handling this in the first phase, simply stack with your partner at cardinal or inter-cardinal positions around the boss. Don&#039;t forget that players marked for &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; will drop an AoE circle at their feet which must be avoided. During this ordeal, &#039;&#039;&#039;Ferostorm&#039;&#039;&#039; (two blades of wind that shoot massive conal AoE&#039;s in the direction they are facing) will be unleashed shortly after &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; has concluded, so make sure to move out of their path.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strike Spark&#039;&#039;&#039; - creates multiple &#039;&#039;&#039;orbs of flame&#039;&#039;&#039; throughout the arena that will eventually unleash a broad AoE explosion at their location, just like in phase 2. After a brief delay, four clones of Raktapaksa will prepare to kick four orbs into different positions. Once more, it is up to the raid to determine where the single safe-spot will be formed, bait the &#039;&#039;&#039;Eruption&#039;&#039;&#039; AoE&#039;s by stacking somewhere in the centre, then move towards this safe-spot to avoid the impending orb explosions.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; - will be cast whilst players are dealing with &#039;&#039;&#039;Strike Spark&#039;&#039;. Raktapaksa tethers to the main tank whilst the raid is moving towards a safe-spot, unleashing a dash-punch towards the victim (inflicting &#039;&#039;&#039;light-headed&#039;&#039;&#039;) and dropping massive AoE&#039;s to its left and right, leaving behind a small &#039;safe-lane&#039; through the arena centre. Due to the &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath the target of &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;, the entire raid will immediately need to move down the safe-lane, and due to the application of &#039;&#039;&#039;light-headed&#039;&#039;&#039;, tanks must decide between tank-swapping so that the followup attack doesn&#039;t cause &#039;&#039;&#039;concussion&#039;&#039;&#039;, or have the main-tank utilize an &#039;&#039;&#039;invulnerability&#039;&#039;&#039; cooldown to tank the combination without having to move.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Central Knockback&#039;&#039;&#039; - spawns a large circle at Raktapaksa&#039;s location that will eventually knockback all members of the raid. Players must move close to the circle (or utilize &#039;&#039;&#039;knockback immunity&#039;) to avoid being knocked into the death-wall surrounding the arena.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Conflag Strike&#039;&#039;&#039; - after a delay, the entire arena (except for two safe-spots to the east and west) will be drowned in flaming puddles. Simultaneously, each tank and healer will be chained together, and all damage dealers will be chained together as well. Should anyone stray too far from their chained partner, the chain will explode, typically leading to fatal damage. As a result, the entire raid must stack together and move towards one of the two safe-spots together without moving too far from their chained partner.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blaze Tornadoes&#039;&#039;&#039; will now form in the north and south of the arena. After a delay, each tornado will begin to fire massive cone AoE&#039;s in the direction of the player closest to it. Simultaneously, wind-orbs (similar to &#039;&#039;&#039;Occluded Front&#039;&#039;&#039;) will spawn at one side of each tornado and prepare to shoot straight-line AoE&#039;s across the arena at players furthest away. Don&#039;t forget - the straight-line AoE&#039;s from wind-orbs can &#039;&#039;&#039;break tethers &amp;amp; chains&#039;&#039;&#039;, yet should they succeed in breaking any chains, the resulting explosion will be devastating.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As a result, both tanks (and their chained healers) should each choose a &#039;&#039;&#039;Blaze Tornado&#039;&#039;&#039; and stand directly beside it (on the opposite side of the windy-orb), while the healer chained to them stands in front of it (close enough so that their chains will not break via distance). This will force the tornado&#039;s to shoot their cone AoE&#039;s out of the arena (rather than across it), saving the raid from taking fatal damage. Once both tornado&#039;s have fired off five cone AoE&#039;s, they will dissipate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Regarding the two wind-orbs (which will target players farthest away and fire three blasts each), all chained damage-dealers should remain near the arena centre (one one side of the boss) and make sure to move out of any straight-line AoE&#039;s from the windy-orbs once they have been baited to shoot in their direction. After being baited, they will fire twice more, so simply move (in unison) from one side of the boss to the other repeatedly until all three shots have been fired.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; - marks various players with bluish-white circles (just like earlier) and will fatally launch them into the air unless an unmarked player stacks within the circle. Seeing as the &#039;&#039;&#039;chains&#039;&#039;&#039; still persist at this point, each player marked with the bluish-white circles should stack with their chained partner. However, Raktapaksa will also cast a massive donut AoE, leaving only a small safe circle in the centre of the arena to work with. As a result, marked players should spread out in cardinal or inter-cardinal points around the boss at the very edge of the safe-circle to ensure that there is enough space to avoid overlap. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A good rule of thumb, seeing as &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; is cast immediately after &#039;&#039;&#039;Blaze Tornadoes&#039;&#039;&#039; (which forced each tank and their chained healer to move north/south to handle a tornado each), is to have the chained Tanks/Healers move together from the north/south into safe circle, whilst all damage dealers (who were already close to the boss to avoid wind-orbs) simply move to the east or west side of the boss with their chained partner.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Conflag Strike&#039;&#039;&#039; concludes with Raktapaksa unleashing a massive conal AoE in the direction it is facing (without any telegraph) that will fatally wound anyone caught in its wake. Should you survive the &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039;, have the raid stack behind the boss to avoid being chopped.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; + &#039;&#039;&#039;Occluded Front&#039;&#039;&#039; + &#039;&#039;&#039;Storm of Fury&#039;&#039;&#039; - spawns multiple wind-orbs around the edge of the arena that will eventually fire straight-line AoE&#039;s across the battlefield which can break tethers and chains. At the same time, four players will also be marked by the bluish-white &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; circles. Just like in phase 1, Raktapaksa will tether itself to four players and prepare to blast massive conal AoE&#039;s in their direction, forcing all four tethered players to spread out in inter-cardinal directions (NE, NW, SE, SW) along with their assigned chain/aerial partner.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Storm of Fury&#039;&#039;&#039; - cast at the same time as &#039;&#039;&#039;Occluded Front&#039;&#039;&#039; - will create a large point-blank AoE underneath Raktapaksa that the raid must avoid. Tethered players should aim to squeeze themselves beside the point-blank AoE circle and the line-AoE from &#039;&#039;&#039;Occluded Front&#039;&#039;&#039; wind orbs. If done correctly, the entire arena will be blasted by conal AoE&#039;s, yet only each tethered player (and their chain/aerial-stack partner) will be damaged by a single conal AoE, with no tethers/chains broken.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Inferno Howl&#039;&#039;&#039; - inflicts unavoidable raid-wide damage that will require moderate AoE healing and/or shielding.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Hell (5)&#039;&#039;&#039; + &#039;&#039;&#039;Occluded Front&#039;&#039;&#039; - places four shareable tethers onto a random healer that should be shared with the other healer and both tanks. Simultaneously, four wind-orbs will form at intercardinal points around the arena edge that will eventually shoot tether/chain-breaking straight-line AoE&#039;s across the platform. Just like all other versions, players must make an effort to collect (or pass on) tethers so that the original target only has one left. Once tethers have been collected, each tethered player should move to an intercardinal point around the boss (without moving too far, as the wind-orbs will risk breaking the tethers). Once the wind-orbs have fired, tethered players can move further.&lt;br /&gt;
&lt;br /&gt;
After a delay, Raktapaksa will apply &#039;&#039;&#039;light-headed&#039;&#039;&#039; to each tethered player, cause them to drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath their feet (which must be avoided), and also launch massive straight-line AoE&#039;s in their direction. Once &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; has concluded, the entire arena (except one safe-spot directly beneath Raktapaksa) will be marked by line AoE&#039;s which the entire raid should avoid, leaving only one safe spot directly beneath the boss.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Hell (6)&#039;&#039;&#039; + &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; - places four shareable tethers onto a random damage dealer that should be shared with other damage dealers (to avoid &#039;&#039;&#039;concussing&#039;&#039;&#039; tanks and healers that dealt with the previous &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039;). Simultaneously, all tanks and healers will be marked by bluish-white circles, representing &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039;. Once &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; concludes, Raktapaksa will launch himself towards all tethered damage-dealers, inflicting &#039;&#039;&#039;light-headed&#039;&#039;&#039;, carving a straight-line AoE in their direction, and forcing each target to drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039;. &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; will conclude at the exact same time, which will also drop another AoE circle on the floor. Simply move out of both floor-based AoE&#039;s, then move into the safe-spot left directly beneath Raktapaksa.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As soon as both mechanics have concluded, Raktapaksa&#039;s main target will receive a &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; + &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; + &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039; combo, much like they did earlier in the final phase. Don&#039;t forget to tank-swap (if the targeted tank has no invulnerability cooldown to tank the double-tank buster). Don&#039;t forget to move away from the tank&#039;s location during &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ferostorm&#039;&#039;&#039; - spawns two blades of wind at random points around Raktapaksa. Just like before, vicious conal-AoE&#039;s of massive size will be fired in the direction of the blades, carving anyone in their path. Simply spread out and ensure that these blades are not facing your current location. Bear in mind that &#039;&#039;&#039;Ferostorm&#039;&#039;&#039; will be cast &#039;&#039;&#039;twice in a row&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Central Knockback&#039;&#039;&#039; - spawns a large circle at Raktapaksa&#039;s location that will eventually knockback all members of the raid. Players must move close to the circle (or utilize &#039;&#039;&#039;knockback immunity&#039;) to avoid being knocked into the death-wall surrounding the arena.&lt;br /&gt;
&lt;br /&gt;
If you have reached this point, Raktapaksa will move to one end of the arena and begin to charge an enraged &#039;&#039;&#039;Conflag Strike&#039;&#039;&#039; - the fatal front-cone AoE slice. Due to there being no safe-spot, the raid have a limited window to slay Raktapaksa beforehand. If unsuccessful, the entire raid will be instantly slain. If successful, congratulations - you have beaten Eden&#039;s Verse: Furor (Savage)!&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item reward|1|Book of Furor}} (Guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenchoir Head Gear Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Hand Gear Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Foot Gear Coffer (IL 500)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenchoir Head Gear Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Hand Gear Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Foot Gear Coffer (IL 500)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Primal Angel}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
E6N.png&lt;br /&gt;
E6 boss.png&lt;br /&gt;
E6 phase 4.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Furor_(Savage)&amp;diff=1528364</id>
		<title>Eden&#039;s Verse: Furor (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Furor_(Savage)&amp;diff=1528364"/>
		<updated>2026-09-01T10:07:24Z</updated>

		<summary type="html">&lt;p&gt;Pckables: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Verse (Savage)|Eden&#039;s Verse: Furor}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Verse: Furor (Savage)&lt;br /&gt;
| description = The discovery of a second crystal within Eden&#039;s core leads to more questions than answers, and yet again, your mind is assaulted with terrifying visions upon gazing inside. You see foes previously vanquished reborn, more brutal and unrelenting than even your wildest imagination, yet your unwavering resolve forbids you from tearing your eyes away...&lt;br /&gt;
| image =  Eden&#039;s Verse Furor (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 475&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = Ashfall&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|Life Finds a Way}}&lt;br /&gt;
| patch = 5.2&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| id-gt = 30091&lt;br /&gt;
| id-edb = 8e7439e713d&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E6S&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|32px|link=]] Heritors of Fury: [[Garuda (ShB)|Garuda]] &amp;amp; [[Ifrit (ShB)|Ifrit]] - Abilities and Timeline==&lt;br /&gt;
&lt;br /&gt;
The battle against Garuda and Ifrit takes place inside a 20y radius circular arena surrounded by a deadly wall of flame—instantly killing any players that collide with it.&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Garuda &amp;amp; Ifrit&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Garuda&#039;s Abilities&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Superstorm&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Touchdown&#039;&#039;&#039;&lt;br /&gt;
|An [[Knockback#Epicentral Knockback|epicentral]] knockback.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Occluded Front (Cutter)&#039;&#039;&#039;&lt;br /&gt;
|Spawns multiple &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; orbs that create thin green [[Area of Effect#Static Line AoE|static line AoEs]]. These line AoEs have the unique ability to cut any [[Tether (mechanic)|tether]] crossed over top of it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Storm of Fury&#039;&#039;&#039;&lt;br /&gt;
|Creates four [[Tether (mechanic)|tethers]], attaching to DPS players, and a 12.5y [[Area of Effect#Static Circle AoE|static circle AoE]] underneath the boss.&lt;br /&gt;
Tethers fire a 90 degree [[Area of Effect#Spread Line or Cone|spread cone]] at their target after a few second, dealing moderate magic damage.&lt;br /&gt;
&lt;br /&gt;
* If a tether is broken by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039;, the spread cone will instead fire at a random player that wasn&#039;t the original target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Air Bump&#039;&#039;&#039;&lt;br /&gt;
|Marks four support players with a [[Stack marker#Multi-Player Marker|2-player marker]], dealing moderate magic damage and inflicting {{Status effect|debuff|Magic Vulnerability Up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;. Creates a lethal [[Area of Effect#Static Circle AoE|static circle AoE]] afterwards.&lt;br /&gt;
If there is only one player inside the marker, that player is launched with a powerful [[Knockback#Knock-up|knock-up]] and unable to avoid the lethal follow-up AoE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ferostorm&#039;&#039;&#039;&lt;br /&gt;
|Creates two magical blades on opposite diagonals of the boss, each firing 90-degree [[Area of Effect#Static Cone AoE|static cone AoEs]] that deal high damage and inflict {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;&lt;br /&gt;
|Creates a 10y-wide [[Area of Effect#Puddle|line puddle]] across the center of the arena, either north-to-south or east-to-west—splitting the arena into two halves.&lt;br /&gt;
Players caught in the initial AoE, or that step into the puddle afterwards, are instantly killed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Occluded Front (Vacuum)&#039;&#039;&#039;&lt;br /&gt;
|Always follows &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;. One half of the arena has three &#039;&#039;&#039;&#039;&#039;Tumultuous Nexuses&#039;&#039;&#039;&#039;&#039;, the other half has four.&lt;br /&gt;
After a [[Knockback#Directional Knockback|directional knockback]], each Nexus explodes into a [[Area of Effect#Static Circle AoE|static circle AoE]], dealing high magic damage and inflicting {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; to those in range.&lt;br /&gt;
&lt;br /&gt;
* Tumultuous Nexuses are also affected by the directional knockback.&lt;br /&gt;
* Nexuses pulled into the Vacuum Slice puddle are destroyed.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Ifrit&#039;s Abilities&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Inferno Howl&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;&lt;br /&gt;
|A [[Tether (mechanic)|tether]] attached to the highest enmity player. Ifrit charges the target, inflicting {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039; to them and any other players inbetween for 20 seconds.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Eruption:&#039;&#039;&#039;&#039;&#039; a 10y radius  [[Area of Effect#Static Circle AoE|static circle AoE]], is created underneath the targeted player and detonates a few seconds later.&lt;br /&gt;
&lt;br /&gt;
* If a player already afflicted with {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039; is hit by this attack, they become {{Status effect|debuff|file:ConcussionDebuff.png|link=file:ConcussionDebuff.png}} &#039;&#039;&#039;Concussed&#039;&#039;&#039; for 10 seconds—unable to act, move, or [[Rescue|be moved]] by others.&lt;br /&gt;
* If the tether is broken by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039;, Ifrit will instead charge at a random player that was not the original target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Hell&#039;&#039;&#039;&lt;br /&gt;
|A healer or a DPS is marked with a red arrow. This target then has four [[Tether (mechanic)|tethers]] attached to them—three of them being [[Tether (mechanic)#Transferable Tether|transferable tethers]]. Each tether is then attacked by &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] targeting the higher enmity player. If the target is {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039;, they will be helplessly [[Knockback#Knock-up|launched upwards]] and unable to avoid the follow-up &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;&lt;br /&gt;
|Ifrit jumps at where the highest enmity player was standing at the start of the cast, dealing extreme damage to any player still at that location.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Strike Spark&#039;&#039;&#039;&lt;br /&gt;
|Eight fireballs are created around the arena, one in each cardinal and inter-cardinal direction. Multiple copies of Ifrit appear next to random orbs and face a random direction.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Eruption&#039;&#039;&#039;&#039;&#039; is placed underneath all players—then all copies of Ifrit cast &#039;&#039;&#039;&#039;&#039;Hot Foot&#039;&#039;&#039;&#039;&#039;, kicking any fireballs &amp;lt;u&amp;gt;in front of them&amp;lt;/u&amp;gt; 10y away.&lt;br /&gt;
&lt;br /&gt;
* Each fireball detonates into a 10y radius [[Area of Effect#Static Circle AoE|static circle AoE]] that deals high damage and inflicts {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Shared Abilities&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hated of the Vortex / Embers&#039;&#039;&#039;&lt;br /&gt;
|Deals unavoidable party-wide damage and places debuffs on all players based on proximity to Ifrit and Garuda.&lt;br /&gt;
&lt;br /&gt;
* The four players closest to Garuda are debuffed with {{Status effect|debuff|file:Hated of the vortex debuff.png|link=file:Hated of the vortex debuff.png}} &#039;&#039;&#039;Hated of the Vortex&#039;&#039;&#039;, preventing them from damaging Ifrit.&lt;br /&gt;
* The four closest players to Ifrit receive the inverse: {{Status effect|debuff|file:Hated of embers debuff.png|link=file:Hated of embers debuff.png}} &#039;&#039;&#039;Hated of Embers&#039;&#039;&#039;, preventing them from damaging Garuda.&lt;br /&gt;
* Two healers and two tanks can not receive the same debuff type.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Raktapaksa&#039;s Abilities&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hands of Flame/Hell&#039;&#039;&#039;&lt;br /&gt;
|Functions identically to Ifrit&#039;s, but additionally creates two immeasurable [[Area of Effect#Static Line AoE|static line AoEs]] covering the arena to Raktapaksa&#039;s left and right—leaving only a safe line in front and behind.&lt;br /&gt;
* The &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; safe zone will always converge where Raktapaksa originally cast the ability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Radiant Plume&#039;&#039;&#039;&lt;br /&gt;
|Covers the entire arena in lethal [[Area of Effect#Static Circle AoE|static circle AoEs]] with the exception of two small areas on the east and west side of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|debuff|File:Burning chains icon1.png|link=File:Burning chains icon1.png}} &#039;&#039;&#039;Irons of Purgatory&#039;&#039;&#039;&lt;br /&gt;
|A [[Tether (mechanic)#Paired / Close Tether|close tether]] attaching players together via role. Each tank is paired to a different random healer, and DPS players are paired to a different random DPS player.&lt;br /&gt;
If two tethered players move more than 10y apart, or their tether is destroyed by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; AoE, both players are instantly killed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twisting Blaze&#039;&#039;&#039;&lt;br /&gt;
|A flaming tornado that spawns on the north and south edge of the arena. Repeatedly fires 90-degree [[Tankbuster#AoE Tankbuster|cone AoE tankbusters]] at the closest player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spread of Fire&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] covering the entire arena except for a 5y radius safe zone directly underneath Raktapaksa.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Conflag Strike&#039;&#039;&#039;&lt;br /&gt;
|A lethal 270 degree [[Area of Effect#Static Cone AoE|static cone AoE]] from the front of Raktapaksa.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Garuda&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Superstorm&lt;br /&gt;
#Occluded Front (Cutter)&lt;br /&gt;
#Storm of Fury&lt;br /&gt;
#Air Bump&lt;br /&gt;
#Ferostorm&lt;br /&gt;
#Touchdown +&lt;br /&gt;
#* Air Bump&lt;br /&gt;
#Vacuum Slice&lt;br /&gt;
#Occluded Front (Vacuum)&lt;br /&gt;
#Ferostorm&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Ifrit&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Inferno Howl&lt;br /&gt;
#Hands of Hell (Healer)&lt;br /&gt;
#Strike Spark&lt;br /&gt;
#Hands of Hell (DPS)&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Garuda &amp;amp; Ifrit&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Hated of Vortex / Embers&lt;br /&gt;
#Occluded Front (Cutter)&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration +&lt;br /&gt;
#*Vacuum Slice&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Occluded Front (Vacuum) +&lt;br /&gt;
#* Eruption&lt;br /&gt;
#* Hot Foot&lt;br /&gt;
#Ferostorm&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Raktapaksa Opening&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Hands of Hell (Healer)&lt;br /&gt;
#Hands of Hell (DPS)&lt;br /&gt;
#Inferno Howl&lt;br /&gt;
#Air Bump +&lt;br /&gt;
#Ferostorm&lt;br /&gt;
#Strike Spark&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Conflag Strike&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Touchdown&lt;br /&gt;
#Irons of Purgatory +&lt;br /&gt;
#*Radiant Plume&lt;br /&gt;
#Twisting Blaze +&lt;br /&gt;
#*Occluded Front (Cutter) x3&lt;br /&gt;
#Air Bump +&lt;br /&gt;
#*Spread of Fire&lt;br /&gt;
#Conflag Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Final Phase&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Air Bump&lt;br /&gt;
#Storm of Fury +&lt;br /&gt;
#*Occluded Front (Cutter)&lt;br /&gt;
#Hands of Hell (Healer) +&lt;br /&gt;
#*Occluded Front (Cutter)&lt;br /&gt;
#Hands of Hell (DPS) +&lt;br /&gt;
#*Air Bump&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Ferostorm x2&lt;br /&gt;
#Touchdown&lt;br /&gt;
#&#039;&#039;&#039;Conflag Strike (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Detailed Phase Explanations ==&lt;br /&gt;
&lt;br /&gt;
===Phase 1: [[Garuda (ShB)|Garuda]]===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The majority of successful strategies involve keeping Garuda as close to the arena centre as possible during the encounter.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Superstorm&#039;&#039;&#039; - deals unavoidable raid-wide damage that will require shielding and/or healing.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Occluded Front&#039;&#039;&#039; - spawns multiple wind-orbs around the edge of the arena that will eventually fire straight-line AoE&#039;s across the battlefield. At the same time, Garuda will tether herself to all four damage-dealers and prepare to blast massive cone-AoE&#039;s in their direction, forcing all four tethered players to spread out in inter-cardinal directions (NE, NW, SE, SW) of Garuda, just outside of the point-blank AoE that will spawn beneath her. &#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The straight-line shots from wind-orbs can break tethers and chains connected to players (by having them shoot through said tether/chain), yet most Furor (Savage) strategies will render this unnecessary&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Storm of Fury&#039;&#039;&#039; - cast at the same time as &#039;&#039;&#039;Occluded Front&#039;&#039;&#039; - will create a large point-blank AoE underneath Garuda that the raid must avoid. Tethered players should aim to squeeze themselves beside the point-blank AoE circle and the line-AoE from &#039;&#039;&#039;Occluded Front&#039;&#039;&#039; wind orbs. If done correctly, the entire arena will be blasted by cone-AoE&#039;s, yet only two people will be damaged per AoE, and no tethers will be broken.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; - creates bluish-white circles around each damage dealer that will eventually launch marked players into the air and fatally impale them unless an unmarked player stacks with a marked player (within their circle) to share the damage. Due to being four circles, a tank and healer should each be assigned to a damage-dealer and be ready to help soak that damage-dealer&#039;s circle. Just like earlier, it is best to stand at cardinal or inter-cardinal directions around Garuda, giving everyone space to soak circles (without overlapping other circles), yet also being close enough so that melee damage-dealers can maintain uptime on Garuda during the process. If shared successfully, marked players will not be launched and, instead, circle-AoE&#039;s will be left wherever the marked players were previously standing, which the raid must avoid. If unsuccessful, the lone (marked) player will be launched into the air and unable to move out of the impending AoE circle, which will fire up spikes of wind to fatally impale them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ferostorm&#039;&#039;&#039; - similar to normal mode - spawns two blades of wind at random points around Garuda. After a brief delay, vicious conal-AoE&#039;s of massive size will be fired in the direction of the blades, carving anyone in their path. To avoid, simply spread out and ensure that these blades are not facing your current location.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Central Knockback&#039;&#039;&#039; + &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; - spawns a large circle in the arena centre that will eventually knockback all members of the raid, just like normal mode. Simultaneously, each tank and healer will acquire the blue-white circle, indicating another &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039;. As you can imagine, the goal here is to ensure that each marked player (and at least one unmarked player) are knocked back together to remain stacked. Bear in mind that the flaming edge of the arena is a &#039;&#039;&#039;death wall&#039;&#039;&#039;, meaning that anyone knocked back too far will be instantly slain, so make sure that every marked player (and at least one unmarked player) stand together as close to the &#039;&#039;&#039;Central Knockback&#039;&#039;&#039; circle as possible (or both utilize &#039;&#039;&#039;knockback immunity&#039;&#039;&#039; to remain in the same location). Don&#039;t forget that &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; (blue-white circles) will always leave behind regular AoE circles afterwards on the ground that everyone must avoid.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039; - cast after Garuda flies to the arena centre - will essentially slice the arena in half via a large straight-line AoE, creating another &#039;&#039;&#039;death wall&#039;&#039;&#039; that will instantly slay anyone who touches it. Due to upcoming mechanics, the raid should evenly split in half (i.e. a tank, a healer and two DPS, preferably those who were assigned to each other for previous mechanics) with one half of the raid on each side of the &#039;divide&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Occluded Front&#039;&#039;&#039; - spawns more wind orbs on both sides of the &#039;divide&#039; near the outer edge of the arena in one of two possible patterns (one pattern per side), whilst simultaneously tethering herself to each damage dealer, just like earlier. She will also spawn a point-blank AoE under herself once again, forcing the raid to split into pairs and move to safe spots between the wind-orbs. Before detonating, Garuda will also cast a knockback on each side of the &#039;divide&#039; that will push all players (and all wind-orbs) towards the &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039; death-wall. The goal is for each tethered player to stack with their assigned partner at inter-cardinal safe-spots between the wind-orbs and be knocked back together (without being pushed into the &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;. Failure to do so will result in the large conal AoE&#039;s fired at tethered players to overlap and cause tremendous damage. Once pushed back, players must then move away from the wind-orbs to avoid their AoE explosions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; There are two possible patterns for wind-orbs and there will be one pattern for each side of the divide. The &#039;&#039;&#039;first&#039;&#039;&#039; pattern is three orbs forming a straight line, providing two safe-spots. If your side of the divide gains this straight-line pattern of orbs, have a tethered player (and an assigned partner) stand between the left+centre orb and another pair stand between the right+centre orb. The &#039;&#039;&#039;second&#039;&#039;&#039; pattern consists of four orbs forming a semi-circle inside the outer-edge of the arena, also providing two safe-spots. If this is your pattern, have a tethered player (and an assigned partner) stand between the two left-most orbs and the other pair stand between the right-most orbs. Once Garuda charges her knockback, all orbs (and players) will be pushed towards the vacuum slice and simultaneously blast massive conal AoE&#039;s in the direction of tethered players. If done correctly, each pair will be blasted by their respective conal-AoE (with no overlap) and be given ample space after the knockback to avoid the AoE explosions from orbs.&lt;br /&gt;
&lt;br /&gt;
*After these overlapped mechanics have concluded, the &#039;divide&#039; from &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039; will disperse.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ferostorm&#039;&#039;&#039; - spawns two blades of wind at random points around Garuda just like earlier. Once again, simply spread out and ensure that these blades are not facing your current location.&lt;br /&gt;
&lt;br /&gt;
Having reached this point, Garuda will exit the arena, leaving behind a proximity marker which all players must move away from. After a delay, Ifrit will land in this location, dealing damage to the entire raid depending on how close they were to the proximity marker, resulting in the end of phase 1.&lt;br /&gt;
&lt;br /&gt;
===Phase 2: [[Ifrit (ShB)|Ifrit]]===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; - tethers Ifrit to its main target, eventually leading to a vicious double-punch that will inflict the &#039;&#039;&#039;light-headed&#039;&#039;&#039; debuff on the victim and also cause them to drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039; (large AoE circle) beneath their present location that should be avoided. If a target with &#039;&#039;&#039;light-headed&#039;&#039;&#039; receives any further damage from specific mechanics during the debuff (such as another &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;, &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;, or &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039;), they will become &#039;&#039;&#039;concussed&#039;&#039;&#039; - launched into the air and stunned (which can be fatal) - meaning that a tank-swap should be utilized during &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; so that the debuffed tank can recover from the debuff and avoid this risk.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eruption&#039;&#039;&#039; - the large AoE circle left behind by the &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; uppercut (and various other mechanics during the battle) should be avoided by all players.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; - a vicious tank-buster against Ifrit&#039;s primary target that is indicated by a large red marker (similar to normal mode). After a brief delay, the marked target will receive a vicious uppercut, inflicting &#039;&#039;&#039;light-headed&#039;&#039;&#039;. &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; hits considerably harder than &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; and will require high healing and/or shielding. Remember, if &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; is cast on a target effected by &#039;&#039;&#039;light-headed&#039;&#039;&#039;, that target will be launched and stunned. If you have utilized a tank-swap during the previous &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;, this will be avoided.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meteor Strike&#039;&#039;&#039; - causes Ifrit to target the location of its primary target and blast it with a devastating AoE tankbuster after a brief delay. All participants (including the targeted tank) must ensure they move far enough away from the targets previous location (while &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039; is being cast) to avoid taking damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Inferno Howl&#039;&#039;&#039; - inflicts unavoidable raid-wide damage that will require moderate AoE healing and/or shielding.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Hell (1)&#039;&#039;&#039; - places a bundle of four shareable tethers onto a random healer. Much like normal mode, players must make an effort to collect (or pass on) tethers so that the original target only has one left. After a delay, Ifrit will uppercut tethered players, apply &#039;&#039;&#039;light-headed&#039;&#039;&#039; to each victim, and cause each target to drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039; (AoE circle) beneath their current location.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Seeing as anyone damaged by a tether will receive &#039;&#039;&#039;light-headed&#039;&#039;&#039;, this means that holding more than one tether will not only inflict tremendous damage but also result in an unavoidable &#039;&#039;&#039;concussion&#039;&#039;&#039; (the previously mentioned knock-up and stun). This also means that anyone who already has a &#039;&#039;&#039;light-headed&#039;&#039;&#039; debuff from previous mechanics should avoid taking a tether. In either case, the victim will end up &#039;&#039;&#039;concussed&#039;&#039;&#039; (stunned) and unable to avoid the upcoming &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath their feet, which is typically fatal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Due to &#039;&#039;&#039;Eruption&#039;&#039;&#039; being dropped underneath each tethered player, be sure to spread out if taking tethers. To avoid the possibility of &#039;&#039;&#039;light-headed&#039;&#039;&#039; overlaps, it is wise to assign players to each round of tethers, starting with both healers and two damage dealers so that the tanks can shake off previous applications of &#039;&#039;&#039;light-headed&#039;&#039;&#039; from the previous &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; and &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strike Spark&#039;&#039;&#039; - creates multiple &#039;&#039;&#039;orbs of flame&#039;&#039;&#039; throughout the arena that will eventually unleash a broad AoE explosion at their location. Due to the placement of the orbs, there will currently be no safe-spot within the arena. However, after a brief delay, four clones of Ifrit will appear, each one standing behind a random orb. Eventually, all clones will simultaneously kick their chosen orb in the direction they are facing via &#039;&#039;&#039;Hot Foot&#039;&#039;&#039;, leaving one possible safe-spot. It will be up to the raid to determine where this safe-spot will be located. Unfortunately, all players will also drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath their feet beforehand, preventing everyone from immediately moving to this safe-spot as these eruption AoE&#039;s will make it unsafe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;To combat the overlapped mechanics, all participants should stack somewhere in the centre while identifying where Ifrit will create a safe-spot with the orb-kicks. Once the safe location has been identified and all &#039;&#039;&#039;Eruption&#039;&#039;&#039; AoE&#039;s are dropped, the raid should move out of the AoE eruptions into the single safe-spot before the &#039;&#039;&#039;orbs of flame&#039;&#039;&#039; explode.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Hell (2)&#039;&#039;&#039; - places a bundle of four shareable tethers onto a random damage dealer. Just like earlier, players must make an effort to pass (or collect) tethers so that the original target only has one left. After a delay, Ifrit will uppercut tethered players, apply &#039;&#039;&#039;light-headed&#039;&#039;&#039; to each victim, and cause each target to drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039; (AoE circle) beneath their current location. In this situation, it is wise to have all other damage dealers collect a tether from the target, leaving both tanks and healers free for future mechanics. Don&#039;t forget to spread out and avoid the upcoming &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath each tethered target.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; - tethers Ifrit to its main target, just like earlier, leading to the &#039;&#039;&#039;light-headed&#039;&#039;&#039; inflicting double-punch and a followup &#039;&#039;&#039;Eruption&#039;&#039;&#039; (large AoE circle) beneath their present location. Once again, the tank and off-tank should coordinate a swap while &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; is being cast to avoid the possibility of stacking &#039;&#039;&#039;light-headed&#039;&#039;&#039; during future mechanics, such as:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; + &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039; - Ifrit will utilize the vicious tank-buster once more against the current tank (as indicated by the large red marker). Just like earlier, the marked target will receive a devastating uppercut for massive damage and receive the &#039;&#039;&#039;light-headed&#039;&#039;&#039; debuff. As soon as &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; has concluded, Ifrit will immediately unleash another &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;, causing Ifrit to target the location of its primary target and blast that area with a devastating AoE tankbuster. Remember - once Ifrit begins to cast &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;, all participants (including the target) must move away from that targets previous location as soon as possible.&lt;br /&gt;
&lt;br /&gt;
On reaching this point, Ifrit will soon be joined by Garuda, leading to phase 3.&lt;br /&gt;
&lt;br /&gt;
===Phase 3: Garuda &amp;amp; Ifrit===&lt;br /&gt;
&lt;br /&gt;
As soon as Garuda and Ifrit join forces, they will both cast an ability, marking all players (based on their proximity to Garuda or Ifrit) with either &#039;&#039;&#039;Hated of the Vortex&#039;&#039;&#039; or &#039;&#039;&#039;Hated of the Embers&#039;&#039;&#039;. Anyone with &#039;&#039;&#039;Hated of the Vortex&#039;&#039;&#039; will &#039;&#039;&#039;only&#039;&#039;&#039; be able to target Garuda, whereas anyone with &#039;&#039;&#039;Hated of Embers&#039;&#039;&#039; will &#039;&#039;&#039;only&#039;&#039;&#039; be able to target Ifrit. While the debuffs will be evenly spread (i.e.. one per tank, healer and two damage dealers), the fact that it can be baited via proximity means that the raid can split the group and assign those roles to a boss. To do so, split the raid evenly and have one group stand near Garuda and one near Ifrit. This ensures that there is no confusion, allowing the raid to prepare for upcoming mechanics more easily.&lt;br /&gt;
&lt;br /&gt;
With Garuda and Ifrit joining forces, both groups will now have to contend with a range of combined mechanics, starting with:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Occluded Front&#039;&#039;&#039; + &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; - spawns multiple wind-orbs around the edge of the arena that will eventually fire straight-line AoE&#039;s across the battlefield that should be avoided. Simultaneously, Ifrit will cast &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; (the double-punch against its primary target that inflicts &#039;&#039;&#039;light-headed&#039;&#039;&#039;, as well as &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath their feet afterward), followed by &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;, the vicious red-marker uppercut, and lastly, &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;. The tank who is targeting Ifrit should purposefully get their tether cut by the wind-orbs, which will result in Ifrit dashing towards a random player for the initial double-punch. Because this inflicts the player Ifrit dashed to with &#039;&#039;&#039;light-headed&#039;&#039;&#039;, this allows the tank on Ifrit to take &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; without being concussed. Don&#039;t forget to move away from the target&#039;s location while Ifrit is casting &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039; - Garuda flies to the arena centre and slices the arena in half via a large straight-line AoE, creating a &#039;&#039;&#039;death wall&#039;&#039;&#039; that will instantly slay anyone who touches it. Unlike phase one, the entire raid can stack on one side of the divide.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Occluded Front&#039;&#039;&#039; + &#039;&#039;&#039;Hot Foot&#039;&#039;&#039; - spawns multiple windy orbs around the arena. Just like before, a knockback on each side of the divide will eventually push all players (and the orbs) towards the vacuum slice. However, Ifrit will also select an orb and prepare to kick it out of position. Furthermore, &#039;&#039;&#039;Eruption&#039;&#039;&#039; will soon place AoE&#039;s beneath every member of the raid, preventing them from running immediately to the safe-spot that &#039;&#039;&#039;Hot Foot&#039;&#039;&#039; (kick) will provide. Instead, the group should stack together, wait for &#039;&#039;&#039;Eruption&#039;&#039;&#039; to drop AoE&#039;s beneath the raid, then move towards the safe spot. Don&#039;t forget, the knockback still risks pushing players into the &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;, so make sure to stack away from the void-wall when baiting &#039;&#039;&#039;Eruption&#039;&#039;&#039;. After the knockback, simply avoid standing close to any of the wind-orbs, as they will eventually explode.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ferostorm&#039;&#039;&#039; - spawns two blades of wind at random points around Garuda. Just like before, vicious conal-AoE&#039;s of massive size will be fired in the direction of the blades, carving anyone in their path. Simply spread out and ensure that these blades are not facing your current location.&lt;br /&gt;
&lt;br /&gt;
Having survived their united assault, the raid will witness a transitional animation, much like normal mode. Whilst Garuda and Ifrit merge together, the raid will suffer unavoidable AoE damage, so be ready to heal, shield and mitigate. From here, the final phase begins.&lt;br /&gt;
&lt;br /&gt;
===Phase 4: Raktapaksa===&lt;br /&gt;
&lt;br /&gt;
Once Garuda and Ifrit have merged into Raktapaksa, it is recommended that it be tanked in the arena centre for the rest of the battle whenever possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Hell (3)&#039;&#039;&#039; - places a bundle of four shareable tethers onto a random healer. Once more, players must make an effort to collect (or pass on) tethers so that the original target only has one left. After a delay, Raktapaksa will apply &#039;&#039;&#039;light-headed&#039;&#039;&#039; to each tethered player, cause them to drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath their feet (which must be avoided), and also launch massive straight-line AoE&#039;s in their direction. To combat this, it is best to have all tanks and healers collect a tether (so that damage dealers are free to maintain uptime) and have tethered players spread out in a distant semi-circle on one side of the boss (giving plenty of space for the raid to avoid tethered &#039;&#039;&#039;Eruption&#039;&#039;&#039; AoE&#039;s. Once &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; has concluded, the entire arena (except one safe-spot directly beneath Raktapaksa) will be marked by line AoE&#039;s which the entire raid should avoid. Never stack too close to the boss, as doing so will drop &#039;&#039;&#039;Eruption&#039;&#039;&#039; AoE&#039;s on the one single safe-spot.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Hell (4)&#039;&#039;&#039; - places a bundle of four shareable tethers onto a random damage dealer which should be handled just like before, except this time, all damage dealers should take a tether so that tanks and healers do not receive another &#039;&#039;&#039;light-headed&#039;&#039;&#039; debuff. Once concluded, the arena will be sliced by straight-line AoE&#039;s, leaving only one safe spot directly beneath the boss. Again, make sure to spread out into a distant semi-circle so that the following &#039;&#039;&#039;Eruption&#039;&#039;&#039; AoE&#039;s do not overlap the single safe-spot.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Inferno Howl&#039;&#039;&#039; - inflicts unavoidable raid-wide damage that will require moderate AoE healing and/or shielding.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; + &#039;&#039;&#039;Ferostorm&#039;&#039;&#039; - the stack mechanic from phase 1 (indicated by bluish-white circles around each tank and healer) will eventually launch marked players into the air and fatally impale them unless an unmarked player stacks with a marked player (within their circle) to share the damage. If you have assigned pairs for handling this in the first phase, simply stack with your partner at cardinal or inter-cardinal positions around the boss. Don&#039;t forget that players marked for &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; will drop an AoE circle at their feet which must be avoided. During this ordeal, &#039;&#039;&#039;Ferostorm&#039;&#039;&#039; (two blades of wind that shoot massive conal AoE&#039;s in the direction they are facing) will be unleashed shortly after &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; has concluded, so make sure to move out of their path.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strike Spark&#039;&#039;&#039; - creates multiple &#039;&#039;&#039;orbs of flame&#039;&#039;&#039; throughout the arena that will eventually unleash a broad AoE explosion at their location, just like in phase 2. After a brief delay, four clones of Raktapaksa will prepare to kick four orbs into different positions. Once more, it is up to the raid to determine where the single safe-spot will be formed, bait the &#039;&#039;&#039;Eruption&#039;&#039;&#039; AoE&#039;s by stacking somewhere in the centre, then move towards this safe-spot to avoid the impending orb explosions.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; - will be cast whilst players are dealing with &#039;&#039;&#039;Strike Spark&#039;&#039;. Raktapaksa tethers to the main tank whilst the raid is moving towards a safe-spot, unleashing a dash-punch towards the victim (inflicting &#039;&#039;&#039;light-headed&#039;&#039;&#039;) and dropping massive AoE&#039;s to its left and right, leaving behind a small &#039;safe-lane&#039; through the arena centre. Due to the &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath the target of &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;, the entire raid will immediately need to move down the safe-lane, and due to the application of &#039;&#039;&#039;light-headed&#039;&#039;&#039;, tanks must decide between tank-swapping so that the followup attack doesn&#039;t cause &#039;&#039;&#039;concussion&#039;&#039;&#039;, or have the main-tank utilize an &#039;&#039;&#039;invulnerability&#039;&#039;&#039; cooldown to tank the combination without having to move.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Central Knockback&#039;&#039;&#039; - spawns a large circle at Raktapaksa&#039;s location that will eventually knockback all members of the raid. Players must move close to the circle (or utilize &#039;&#039;&#039;knockback immunity&#039;) to avoid being knocked into the death-wall surrounding the arena.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Conflag Strike&#039;&#039;&#039; - after a delay, the entire arena (except for two safe-spots to the east and west) will be drowned in flaming puddles. Simultaneously, each tank and healer will be chained together, and all damage dealers will be chained together as well. Should anyone stray too far from their chained partner, the chain will explode, typically leading to fatal damage. As a result, the entire raid must stack together and move towards one of the two safe-spots together without moving too far from their chained partner.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blaze Tornadoes&#039;&#039;&#039; will now form in the north and south of the arena. After a delay, each tornado will begin to fire massive cone AoE&#039;s in the direction of the player closest to it. Simultaneously, wind-orbs (similar to &#039;&#039;&#039;Occluded Front&#039;&#039;&#039;) will spawn at one side of each tornado and prepare to shoot straight-line AoE&#039;s across the arena at players furthest away. Don&#039;t forget - the straight-line AoE&#039;s from wind-orbs can &#039;&#039;&#039;break tethers &amp;amp; chains&#039;&#039;&#039;, yet should they succeed in breaking any chains, the resulting explosion will be devastating.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As a result, both tanks (and their chained healers) should each choose a &#039;&#039;&#039;Blaze Tornado&#039;&#039;&#039; and stand directly beside it (on the opposite side of the windy-orb), while the healer chained to them stands in front of it (close enough so that their chains will not break via distance). This will force the tornado&#039;s to shoot their cone AoE&#039;s out of the arena (rather than across it), saving the raid from taking fatal damage. Once both tornado&#039;s have fired off five cone AoE&#039;s, they will dissipate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Regarding the two wind-orbs (which will target players farthest away and fire three blasts each), all chained damage-dealers should remain near the arena centre (one one side of the boss) and make sure to move out of any straight-line AoE&#039;s from the windy-orbs once they have been baited to shoot in their direction. After being baited, they will fire twice more, so simply move (in unison) from one side of the boss to the other repeatedly until all three shots have been fired.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; - marks various players with bluish-white circles (just like earlier) and will fatally launch them into the air unless an unmarked player stacks within the circle. Seeing as the &#039;&#039;&#039;chains&#039;&#039;&#039; still persist at this point, each player marked with the bluish-white circles should stack with their chained partner. However, Raktapaksa will also cast a massive donut AoE, leaving only a small safe circle in the centre of the arena to work with. As a result, marked players should spread out in cardinal or inter-cardinal points around the boss at the very edge of the safe-circle to ensure that there is enough space to avoid overlap. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A good rule of thumb, seeing as &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; is cast immediately after &#039;&#039;&#039;Blaze Tornadoes&#039;&#039;&#039; (which forced each tank and their chained healer to move north/south to handle a tornado each), is to have the chained Tanks/Healers move together from the north/south into safe circle, whilst all damage dealers (who were already close to the boss to avoid wind-orbs) simply move to the east or west side of the boss with their chained partner.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Conflag Strike&#039;&#039;&#039; concludes with Raktapaksa unleashing a massive conal AoE in the direction it is facing (without any telegraph) that will fatally wound anyone caught in its wake. Should you survive the &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039;, have the raid stack behind the boss to avoid being chopped.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; + &#039;&#039;&#039;Occluded Front&#039;&#039;&#039; + &#039;&#039;&#039;Storm of Fury&#039;&#039;&#039; - spawns multiple wind-orbs around the edge of the arena that will eventually fire straight-line AoE&#039;s across the battlefield which can break tethers and chains. At the same time, four players will also be marked by the bluish-white &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; circles. Just like in phase 1, Raktapaksa will tether itself to four players and prepare to blast massive conal AoE&#039;s in their direction, forcing all four tethered players to spread out in inter-cardinal directions (NE, NW, SE, SW) along with their assigned chain/aerial partner.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Storm of Fury&#039;&#039;&#039; - cast at the same time as &#039;&#039;&#039;Occluded Front&#039;&#039;&#039; - will create a large point-blank AoE underneath Raktapaksa that the raid must avoid. Tethered players should aim to squeeze themselves beside the point-blank AoE circle and the line-AoE from &#039;&#039;&#039;Occluded Front&#039;&#039;&#039; wind orbs. If done correctly, the entire arena will be blasted by conal AoE&#039;s, yet only each tethered player (and their chain/aerial-stack partner) will be damaged by a single conal AoE, with no tethers/chains broken.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Inferno Howl&#039;&#039;&#039; - inflicts unavoidable raid-wide damage that will require moderate AoE healing and/or shielding.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Hell (5)&#039;&#039;&#039; + &#039;&#039;&#039;Occluded Front&#039;&#039;&#039; - places four shareable tethers onto a random healer that should be shared with the other healer and both tanks. Simultaneously, four wind-orbs will form at intercardinal points around the arena edge that will eventually shoot tether/chain-breaking straight-line AoE&#039;s across the platform. Just like all other versions, players must make an effort to collect (or pass on) tethers so that the original target only has one left. Once tethers have been collected, each tethered player should move to an intercardinal point around the boss (without moving too far, as the wind-orbs will risk breaking the tethers). Once the wind-orbs have fired, tethered players can move further.&lt;br /&gt;
&lt;br /&gt;
After a delay, Raktapaksa will apply &#039;&#039;&#039;light-headed&#039;&#039;&#039; to each tethered player, cause them to drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath their feet (which must be avoided), and also launch massive straight-line AoE&#039;s in their direction. Once &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; has concluded, the entire arena (except one safe-spot directly beneath Raktapaksa) will be marked by line AoE&#039;s which the entire raid should avoid, leaving only one safe spot directly beneath the boss.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Hell (6)&#039;&#039;&#039; + &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; - places four shareable tethers onto a random damage dealer that should be shared with other damage dealers (to avoid &#039;&#039;&#039;concussing&#039;&#039;&#039; tanks and healers that dealt with the previous &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039;). Simultaneously, all tanks and healers will be marked by bluish-white circles, representing &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039;. Once &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; concludes, Raktapaksa will launch himself towards all tethered damage-dealers, inflicting &#039;&#039;&#039;light-headed&#039;&#039;&#039;, carving a straight-line AoE in their direction, and forcing each target to drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039;. &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; will conclude at the exact same time, which will also drop another AoE circle on the floor. Simply move out of both floor-based AoE&#039;s, then move into the safe-spot left directly beneath Raktapaksa.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As soon as both mechanics have concluded, Raktapaksa&#039;s main target will receive a &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; + &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; + &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039; combo, much like they did earlier in the final phase. Don&#039;t forget to tank-swap (if the targeted tank has no invulnerability cooldown to tank the double-tank buster). Don&#039;t forget to move away from the tank&#039;s location during &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ferostorm&#039;&#039;&#039; - spawns two blades of wind at random points around Raktapaksa. Just like before, vicious conal-AoE&#039;s of massive size will be fired in the direction of the blades, carving anyone in their path. Simply spread out and ensure that these blades are not facing your current location. Bear in mind that &#039;&#039;&#039;Ferostorm&#039;&#039;&#039; will be cast &#039;&#039;&#039;twice in a row&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Central Knockback&#039;&#039;&#039; - spawns a large circle at Raktapaksa&#039;s location that will eventually knockback all members of the raid. Players must move close to the circle (or utilize &#039;&#039;&#039;knockback immunity&#039;) to avoid being knocked into the death-wall surrounding the arena.&lt;br /&gt;
&lt;br /&gt;
If you have reached this point, Raktapaksa will move to one end of the arena and begin to charge an enraged &#039;&#039;&#039;Conflag Strike&#039;&#039;&#039; - the fatal front-cone AoE slice. Due to there being no safe-spot, the raid have a limited window to slay Raktapaksa beforehand. If unsuccessful, the entire raid will be instantly slain. If successful, congratulations - you have beaten Eden&#039;s Verse: Furor (Savage)!&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item reward|1|Book of Furor}} (Guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenchoir Head Gear Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Hand Gear Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Foot Gear Coffer (IL 500)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenchoir Head Gear Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Hand Gear Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Foot Gear Coffer (IL 500)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Primal Angel}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
E6N.png&lt;br /&gt;
E6 boss.png&lt;br /&gt;
E6 phase 4.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Furor_(Savage)&amp;diff=1528363</id>
		<title>Eden&#039;s Verse: Furor (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Furor_(Savage)&amp;diff=1528363"/>
		<updated>2026-09-01T10:04:50Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /*  Heritors of Fury: Garuda &amp;amp; Ifrit - Abilities and Timeline */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Verse (Savage)|Eden&#039;s Verse: Furor}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Verse: Furor (Savage)&lt;br /&gt;
| description = The discovery of a second crystal within Eden&#039;s core leads to more questions than answers, and yet again, your mind is assaulted with terrifying visions upon gazing inside. You see foes previously vanquished reborn, more brutal and unrelenting than even your wildest imagination, yet your unwavering resolve forbids you from tearing your eyes away...&lt;br /&gt;
| image =  Eden&#039;s Verse Furor (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 475&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = Ashfall&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|Life Finds a Way}}&lt;br /&gt;
| patch = 5.2&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| id-gt = 30091&lt;br /&gt;
| id-edb = 8e7439e713d&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E6S&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|32px|link=]] Heritors of Fury: [[Garuda (ShB)|Garuda]] &amp;amp; [[Ifrit (ShB)|Ifrit]] - Abilities and Timeline==&lt;br /&gt;
&lt;br /&gt;
The battle against Garuda and Ifrit takes place inside a 20y radius circular arena surrounded by a deadly wall of flame—instantly killing any players that collide with it.&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Garuda &amp;amp; Ifrit&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Garuda&#039;s Abilities&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Superstorm&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Occluded Front (Cutter)&#039;&#039;&#039;&lt;br /&gt;
|Spawns multiple &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; orbs that create thin green [[Area of Effect#Static Line AoE|static line AoEs]]. These line AoEs have the unique ability to cut any [[Tether (mechanic)|tether]] crossed over top of it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Storm of Fury&#039;&#039;&#039;&lt;br /&gt;
|Creates four [[Tether (mechanic)|tethers]], attaching to DPS players, and a 12.5y [[Area of Effect#Static Circle AoE|static circle AoE]] underneath the boss.&lt;br /&gt;
Tethers fire a 90 degree [[Area of Effect#Spread Line or Cone|spread cone]] at their target after a few second, dealing moderate magic damage.&lt;br /&gt;
&lt;br /&gt;
* If a tether is broken by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039;, the spread cone will instead fire at a random player that wasn&#039;t the original target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Air Bump&#039;&#039;&#039;&lt;br /&gt;
|Marks four support players with a [[Stack marker#Multi-Player Marker|2-player marker]], dealing moderate magic damage and inflicting {{Status effect|debuff|Magic Vulnerability Up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;. Creates a lethal [[Area of Effect#Static Circle AoE|static circle AoE]] afterwards.&lt;br /&gt;
If there is only one player inside the marker, that player is launched with a powerful [[Knockback#Knock-up|knock-up]] and unable to avoid the lethal follow-up AoE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ferostorm&#039;&#039;&#039;&lt;br /&gt;
|Creates two magical blades on opposite diagonals of the boss, each firing 90-degree [[Area of Effect#Static Cone AoE|static cone AoEs]] that deal high damage and inflict {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;&lt;br /&gt;
|Creates a 10y-wide [[Area of Effect#Puddle|line puddle]] across the center of the arena, either north-to-south or east-to-west—splitting the arena into two halves.&lt;br /&gt;
Players caught in the initial AoE, or that step into the puddle afterwards, are instantly killed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Occluded Front (Vacuum)&#039;&#039;&#039;&lt;br /&gt;
|Always follows &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;. One half of the arena has three &#039;&#039;&#039;&#039;&#039;Tumultuous Nexuses&#039;&#039;&#039;&#039;&#039;, the other half has four.&lt;br /&gt;
After a [[Knockback#Directional Knockback|directional knockback]], each Nexus explodes into a [[Area of Effect#Static Circle AoE|static circle AoE]], dealing high magic damage and inflicting {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; to those in range.&lt;br /&gt;
&lt;br /&gt;
* Tumultuous Nexuses are also affected by the directional knockback.&lt;br /&gt;
* Nexuses pulled into the Vacuum Slice puddle are destroyed.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Ifrit&#039;s Abilities&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Inferno Howl&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Touchdown&#039;&#039;&#039;&lt;br /&gt;
|An [[Knockback#Epicentral Knockback|epicentral]] knockback (or a [[Other Mechanics#Proximity AoE|proximity AoE]] at the start of Phase 2).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;&lt;br /&gt;
|A [[Tether (mechanic)|tether]] attached to the highest enmity player. Ifrit charges the target, inflicting {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039; to them and any other players inbetween for 20 seconds.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Eruption:&#039;&#039;&#039;&#039;&#039; a 10y radius  [[Area of Effect#Static Circle AoE|static circle AoE]], is created underneath the targeted player and detonates a few seconds later.&lt;br /&gt;
&lt;br /&gt;
* If a player already afflicted with {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039; is hit by this attack, they become {{Status effect|debuff|file:ConcussionDebuff.png|link=file:ConcussionDebuff.png}} &#039;&#039;&#039;Concussed&#039;&#039;&#039; for 10 seconds—unable to act, move, or [[Rescue|be moved]] by others.&lt;br /&gt;
* If the tether is broken by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039;, Ifrit will instead charge at a random player that was not the original target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Hell&#039;&#039;&#039;&lt;br /&gt;
|A healer or a DPS is marked with a red arrow. This target then has four [[Tether (mechanic)|tethers]] attached to them—three of them being [[Tether (mechanic)#Transferable Tether|transferable tethers]]. Each tether is then attacked by &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] targeting the higher enmity player. If the target is {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039;, they will be helplessly [[Knockback#Knock-up|launched upwards]] and unable to avoid the follow-up &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;&lt;br /&gt;
|Ifrit jumps at where the highest enmity player was standing at the start of the cast, dealing extreme damage to any player still at that location.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Strike Spark&#039;&#039;&#039;&lt;br /&gt;
|Eight fireballs are created around the arena, one in each cardinal and inter-cardinal direction. Multiple copies of Ifrit appear next to random orbs and face a random direction.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Eruption&#039;&#039;&#039;&#039;&#039; is placed underneath all players—then all copies of Ifrit cast &#039;&#039;&#039;&#039;&#039;Hot Foot&#039;&#039;&#039;&#039;&#039;, kicking any fireballs &amp;lt;u&amp;gt;in front of them&amp;lt;/u&amp;gt; 10y away.&lt;br /&gt;
&lt;br /&gt;
* Each fireball detonates into a 10y radius [[Area of Effect#Static Circle AoE|static circle AoE]] that deals high damage and inflicts {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Shared Abilities&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hated of the Vortex / Embers&#039;&#039;&#039;&lt;br /&gt;
|Deals unavoidable party-wide damage and places debuffs on all players based on proximity to Ifrit and Garuda.&lt;br /&gt;
&lt;br /&gt;
* The four players closest to Garuda are debuffed with {{Status effect|debuff|file:Hated of the vortex debuff.png|link=file:Hated of the vortex debuff.png}} &#039;&#039;&#039;Hated of the Vortex&#039;&#039;&#039;, preventing them from damaging Ifrit.&lt;br /&gt;
* The four closest players to Ifrit receive the inverse: {{Status effect|debuff|file:Hated of embers debuff.png|link=file:Hated of embers debuff.png}} &#039;&#039;&#039;Hated of Embers&#039;&#039;&#039;, preventing them from damaging Garuda.&lt;br /&gt;
* Two healers and two tanks can not receive the same debuff type.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Raktapaksa&#039;s Abilities&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hands of Flame/Hell&#039;&#039;&#039;&lt;br /&gt;
|Functions identically to Ifrit&#039;s, but additionally creates two immeasurable [[Area of Effect#Static Line AoE|static line AoEs]] covering the arena to Raktapaksa&#039;s left and right—leaving only a safe line in front and behind.&lt;br /&gt;
* The &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; safe zone will always converge where Raktapaksa originally cast the ability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Radiant Plume&#039;&#039;&#039;&lt;br /&gt;
|Covers the entire arena in lethal [[Area of Effect#Static Circle AoE|static circle AoEs]] with the exception of two small areas on the east and west side of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|debuff|File:Burning chains icon1.png|link=File:Burning chains icon1.png}} &#039;&#039;&#039;Irons of Purgatory&#039;&#039;&#039;&lt;br /&gt;
|A [[Tether (mechanic)#Paired / Close Tether|close tether]] attaching players together via role. Each tank is paired to a different random healer, and DPS players are paired to a different random DPS player.&lt;br /&gt;
If two tethered players move more than 10y apart, or their tether is destroyed by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; AoE, both players are instantly killed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twisting Blaze&#039;&#039;&#039;&lt;br /&gt;
|A flaming tornado that spawns on the north and south edge of the arena. Repeatedly fires 90-degree [[Tankbuster#AoE Tankbuster|cone AoE tankbusters]] at the closest player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spread of Fire&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] covering the entire arena except for a 5y radius safe zone directly underneath Raktapaksa.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Conflag Strike&#039;&#039;&#039;&lt;br /&gt;
|A lethal 270 degree [[Area of Effect#Static Cone AoE|static cone AoE]] from the front of Raktapaksa.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Garuda&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Superstorm&lt;br /&gt;
#Occluded Front (Cutter)&lt;br /&gt;
#Storm of Fury&lt;br /&gt;
#Air Bump&lt;br /&gt;
#Ferostorm&lt;br /&gt;
#Touchdown +&lt;br /&gt;
#* Air Bump&lt;br /&gt;
#Vacuum Slice&lt;br /&gt;
#Occluded Front (Vacuum)&lt;br /&gt;
#Ferostorm&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Ifrit&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Touchdown&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Inferno Howl&lt;br /&gt;
#Hands of Hell (Healer)&lt;br /&gt;
#Strike Spark&lt;br /&gt;
#Hands of Hell (DPS)&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Garuda &amp;amp; Ifrit&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Hated of Vortex / Embers&lt;br /&gt;
#Occluded Front (Cutter)&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration +&lt;br /&gt;
#*Vacuum Slice&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Occluded Front (Vacuum) +&lt;br /&gt;
#* Eruption&lt;br /&gt;
#* Hot Foot&lt;br /&gt;
#Ferostorm&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Raktapaksa Opening&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Hands of Hell (Healer)&lt;br /&gt;
#Hands of Hell (DPS)&lt;br /&gt;
#Inferno Howl&lt;br /&gt;
#Air Bump +&lt;br /&gt;
#Ferostorm&lt;br /&gt;
#Strike Spark&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Conflag Strike&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Touchdown&lt;br /&gt;
#Irons of Purgatory +&lt;br /&gt;
#*Radiant Plume&lt;br /&gt;
#Twisting Blaze +&lt;br /&gt;
#*Occluded Front (Cutter) x3&lt;br /&gt;
#Air Bump +&lt;br /&gt;
#*Spread of Fire&lt;br /&gt;
#Conflag Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Final Phase&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Air Bump&lt;br /&gt;
#Storm of Fury +&lt;br /&gt;
#*Occluded Front (Cutter)&lt;br /&gt;
#Hands of Hell (Healer) +&lt;br /&gt;
#*Occluded Front (Cutter)&lt;br /&gt;
#Hands of Hell (DPS) +&lt;br /&gt;
#*Air Bump&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Ferostorm x2&lt;br /&gt;
#Touchdown&lt;br /&gt;
#&#039;&#039;&#039;Conflag Strike (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Detailed Phase Explanations ==&lt;br /&gt;
&lt;br /&gt;
===Phase 1: [[Garuda (ShB)|Garuda]]===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The majority of successful strategies involve keeping Garuda as close to the arena centre as possible during the encounter.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Superstorm&#039;&#039;&#039; - deals unavoidable raid-wide damage that will require shielding and/or healing.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Occluded Front&#039;&#039;&#039; - spawns multiple wind-orbs around the edge of the arena that will eventually fire straight-line AoE&#039;s across the battlefield. At the same time, Garuda will tether herself to all four damage-dealers and prepare to blast massive cone-AoE&#039;s in their direction, forcing all four tethered players to spread out in inter-cardinal directions (NE, NW, SE, SW) of Garuda, just outside of the point-blank AoE that will spawn beneath her. &#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The straight-line shots from wind-orbs can break tethers and chains connected to players (by having them shoot through said tether/chain), yet most Furor (Savage) strategies will render this unnecessary&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Storm of Fury&#039;&#039;&#039; - cast at the same time as &#039;&#039;&#039;Occluded Front&#039;&#039;&#039; - will create a large point-blank AoE underneath Garuda that the raid must avoid. Tethered players should aim to squeeze themselves beside the point-blank AoE circle and the line-AoE from &#039;&#039;&#039;Occluded Front&#039;&#039;&#039; wind orbs. If done correctly, the entire arena will be blasted by cone-AoE&#039;s, yet only two people will be damaged per AoE, and no tethers will be broken.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; - creates bluish-white circles around each damage dealer that will eventually launch marked players into the air and fatally impale them unless an unmarked player stacks with a marked player (within their circle) to share the damage. Due to being four circles, a tank and healer should each be assigned to a damage-dealer and be ready to help soak that damage-dealer&#039;s circle. Just like earlier, it is best to stand at cardinal or inter-cardinal directions around Garuda, giving everyone space to soak circles (without overlapping other circles), yet also being close enough so that melee damage-dealers can maintain uptime on Garuda during the process. If shared successfully, marked players will not be launched and, instead, circle-AoE&#039;s will be left wherever the marked players were previously standing, which the raid must avoid. If unsuccessful, the lone (marked) player will be launched into the air and unable to move out of the impending AoE circle, which will fire up spikes of wind to fatally impale them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ferostorm&#039;&#039;&#039; - similar to normal mode - spawns two blades of wind at random points around Garuda. After a brief delay, vicious conal-AoE&#039;s of massive size will be fired in the direction of the blades, carving anyone in their path. To avoid, simply spread out and ensure that these blades are not facing your current location.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Central Knockback&#039;&#039;&#039; + &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; - spawns a large circle in the arena centre that will eventually knockback all members of the raid, just like normal mode. Simultaneously, each tank and healer will acquire the blue-white circle, indicating another &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039;. As you can imagine, the goal here is to ensure that each marked player (and at least one unmarked player) are knocked back together to remain stacked. Bear in mind that the flaming edge of the arena is a &#039;&#039;&#039;death wall&#039;&#039;&#039;, meaning that anyone knocked back too far will be instantly slain, so make sure that every marked player (and at least one unmarked player) stand together as close to the &#039;&#039;&#039;Central Knockback&#039;&#039;&#039; circle as possible (or both utilize &#039;&#039;&#039;knockback immunity&#039;&#039;&#039; to remain in the same location). Don&#039;t forget that &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; (blue-white circles) will always leave behind regular AoE circles afterwards on the ground that everyone must avoid.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039; - cast after Garuda flies to the arena centre - will essentially slice the arena in half via a large straight-line AoE, creating another &#039;&#039;&#039;death wall&#039;&#039;&#039; that will instantly slay anyone who touches it. Due to upcoming mechanics, the raid should evenly split in half (i.e. a tank, a healer and two DPS, preferably those who were assigned to each other for previous mechanics) with one half of the raid on each side of the &#039;divide&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Occluded Front&#039;&#039;&#039; - spawns more wind orbs on both sides of the &#039;divide&#039; near the outer edge of the arena in one of two possible patterns (one pattern per side), whilst simultaneously tethering herself to each damage dealer, just like earlier. She will also spawn a point-blank AoE under herself once again, forcing the raid to split into pairs and move to safe spots between the wind-orbs. Before detonating, Garuda will also cast a knockback on each side of the &#039;divide&#039; that will push all players (and all wind-orbs) towards the &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039; death-wall. The goal is for each tethered player to stack with their assigned partner at inter-cardinal safe-spots between the wind-orbs and be knocked back together (without being pushed into the &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;. Failure to do so will result in the large conal AoE&#039;s fired at tethered players to overlap and cause tremendous damage. Once pushed back, players must then move away from the wind-orbs to avoid their AoE explosions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; There are two possible patterns for wind-orbs and there will be one pattern for each side of the divide. The &#039;&#039;&#039;first&#039;&#039;&#039; pattern is three orbs forming a straight line, providing two safe-spots. If your side of the divide gains this straight-line pattern of orbs, have a tethered player (and an assigned partner) stand between the left+centre orb and another pair stand between the right+centre orb. The &#039;&#039;&#039;second&#039;&#039;&#039; pattern consists of four orbs forming a semi-circle inside the outer-edge of the arena, also providing two safe-spots. If this is your pattern, have a tethered player (and an assigned partner) stand between the two left-most orbs and the other pair stand between the right-most orbs. Once Garuda charges her knockback, all orbs (and players) will be pushed towards the vacuum slice and simultaneously blast massive conal AoE&#039;s in the direction of tethered players. If done correctly, each pair will be blasted by their respective conal-AoE (with no overlap) and be given ample space after the knockback to avoid the AoE explosions from orbs.&lt;br /&gt;
&lt;br /&gt;
*After these overlapped mechanics have concluded, the &#039;divide&#039; from &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039; will disperse.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ferostorm&#039;&#039;&#039; - spawns two blades of wind at random points around Garuda just like earlier. Once again, simply spread out and ensure that these blades are not facing your current location.&lt;br /&gt;
&lt;br /&gt;
Having reached this point, Garuda will exit the arena, leaving behind a proximity marker which all players must move away from. After a delay, Ifrit will land in this location, dealing damage to the entire raid depending on how close they were to the proximity marker, resulting in the end of phase 1.&lt;br /&gt;
&lt;br /&gt;
===Phase 2: [[Ifrit (ShB)|Ifrit]]===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; - tethers Ifrit to its main target, eventually leading to a vicious double-punch that will inflict the &#039;&#039;&#039;light-headed&#039;&#039;&#039; debuff on the victim and also cause them to drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039; (large AoE circle) beneath their present location that should be avoided. If a target with &#039;&#039;&#039;light-headed&#039;&#039;&#039; receives any further damage from specific mechanics during the debuff (such as another &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;, &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;, or &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039;), they will become &#039;&#039;&#039;concussed&#039;&#039;&#039; - launched into the air and stunned (which can be fatal) - meaning that a tank-swap should be utilized during &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; so that the debuffed tank can recover from the debuff and avoid this risk.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eruption&#039;&#039;&#039; - the large AoE circle left behind by the &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; uppercut (and various other mechanics during the battle) should be avoided by all players.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; - a vicious tank-buster against Ifrit&#039;s primary target that is indicated by a large red marker (similar to normal mode). After a brief delay, the marked target will receive a vicious uppercut, inflicting &#039;&#039;&#039;light-headed&#039;&#039;&#039;. &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; hits considerably harder than &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; and will require high healing and/or shielding. Remember, if &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; is cast on a target effected by &#039;&#039;&#039;light-headed&#039;&#039;&#039;, that target will be launched and stunned. If you have utilized a tank-swap during the previous &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;, this will be avoided.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meteor Strike&#039;&#039;&#039; - causes Ifrit to target the location of its primary target and blast it with a devastating AoE tankbuster after a brief delay. All participants (including the targeted tank) must ensure they move far enough away from the targets previous location (while &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039; is being cast) to avoid taking damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Inferno Howl&#039;&#039;&#039; - inflicts unavoidable raid-wide damage that will require moderate AoE healing and/or shielding.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Hell (1)&#039;&#039;&#039; - places a bundle of four shareable tethers onto a random healer. Much like normal mode, players must make an effort to collect (or pass on) tethers so that the original target only has one left. After a delay, Ifrit will uppercut tethered players, apply &#039;&#039;&#039;light-headed&#039;&#039;&#039; to each victim, and cause each target to drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039; (AoE circle) beneath their current location.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Seeing as anyone damaged by a tether will receive &#039;&#039;&#039;light-headed&#039;&#039;&#039;, this means that holding more than one tether will not only inflict tremendous damage but also result in an unavoidable &#039;&#039;&#039;concussion&#039;&#039;&#039; (the previously mentioned knock-up and stun). This also means that anyone who already has a &#039;&#039;&#039;light-headed&#039;&#039;&#039; debuff from previous mechanics should avoid taking a tether. In either case, the victim will end up &#039;&#039;&#039;concussed&#039;&#039;&#039; (stunned) and unable to avoid the upcoming &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath their feet, which is typically fatal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Due to &#039;&#039;&#039;Eruption&#039;&#039;&#039; being dropped underneath each tethered player, be sure to spread out if taking tethers. To avoid the possibility of &#039;&#039;&#039;light-headed&#039;&#039;&#039; overlaps, it is wise to assign players to each round of tethers, starting with both healers and two damage dealers so that the tanks can shake off previous applications of &#039;&#039;&#039;light-headed&#039;&#039;&#039; from the previous &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; and &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strike Spark&#039;&#039;&#039; - creates multiple &#039;&#039;&#039;orbs of flame&#039;&#039;&#039; throughout the arena that will eventually unleash a broad AoE explosion at their location. Due to the placement of the orbs, there will currently be no safe-spot within the arena. However, after a brief delay, four clones of Ifrit will appear, each one standing behind a random orb. Eventually, all clones will simultaneously kick their chosen orb in the direction they are facing via &#039;&#039;&#039;Hot Foot&#039;&#039;&#039;, leaving one possible safe-spot. It will be up to the raid to determine where this safe-spot will be located. Unfortunately, all players will also drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath their feet beforehand, preventing everyone from immediately moving to this safe-spot as these eruption AoE&#039;s will make it unsafe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;To combat the overlapped mechanics, all participants should stack somewhere in the centre while identifying where Ifrit will create a safe-spot with the orb-kicks. Once the safe location has been identified and all &#039;&#039;&#039;Eruption&#039;&#039;&#039; AoE&#039;s are dropped, the raid should move out of the AoE eruptions into the single safe-spot before the &#039;&#039;&#039;orbs of flame&#039;&#039;&#039; explode.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Hell (2)&#039;&#039;&#039; - places a bundle of four shareable tethers onto a random damage dealer. Just like earlier, players must make an effort to pass (or collect) tethers so that the original target only has one left. After a delay, Ifrit will uppercut tethered players, apply &#039;&#039;&#039;light-headed&#039;&#039;&#039; to each victim, and cause each target to drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039; (AoE circle) beneath their current location. In this situation, it is wise to have all other damage dealers collect a tether from the target, leaving both tanks and healers free for future mechanics. Don&#039;t forget to spread out and avoid the upcoming &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath each tethered target.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; - tethers Ifrit to its main target, just like earlier, leading to the &#039;&#039;&#039;light-headed&#039;&#039;&#039; inflicting double-punch and a followup &#039;&#039;&#039;Eruption&#039;&#039;&#039; (large AoE circle) beneath their present location. Once again, the tank and off-tank should coordinate a swap while &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; is being cast to avoid the possibility of stacking &#039;&#039;&#039;light-headed&#039;&#039;&#039; during future mechanics, such as:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; + &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039; - Ifrit will utilize the vicious tank-buster once more against the current tank (as indicated by the large red marker). Just like earlier, the marked target will receive a devastating uppercut for massive damage and receive the &#039;&#039;&#039;light-headed&#039;&#039;&#039; debuff. As soon as &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; has concluded, Ifrit will immediately unleash another &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;, causing Ifrit to target the location of its primary target and blast that area with a devastating AoE tankbuster. Remember - once Ifrit begins to cast &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;, all participants (including the target) must move away from that targets previous location as soon as possible.&lt;br /&gt;
&lt;br /&gt;
On reaching this point, Ifrit will soon be joined by Garuda, leading to phase 3.&lt;br /&gt;
&lt;br /&gt;
===Phase 3: Garuda &amp;amp; Ifrit===&lt;br /&gt;
&lt;br /&gt;
As soon as Garuda and Ifrit join forces, they will both cast an ability, marking all players (based on their proximity to Garuda or Ifrit) with either &#039;&#039;&#039;Hated of the Vortex&#039;&#039;&#039; or &#039;&#039;&#039;Hated of the Embers&#039;&#039;&#039;. Anyone with &#039;&#039;&#039;Hated of the Vortex&#039;&#039;&#039; will &#039;&#039;&#039;only&#039;&#039;&#039; be able to target Garuda, whereas anyone with &#039;&#039;&#039;Hated of Embers&#039;&#039;&#039; will &#039;&#039;&#039;only&#039;&#039;&#039; be able to target Ifrit. While the debuffs will be evenly spread (i.e.. one per tank, healer and two damage dealers), the fact that it can be baited via proximity means that the raid can split the group and assign those roles to a boss. To do so, split the raid evenly and have one group stand near Garuda and one near Ifrit. This ensures that there is no confusion, allowing the raid to prepare for upcoming mechanics more easily.&lt;br /&gt;
&lt;br /&gt;
With Garuda and Ifrit joining forces, both groups will now have to contend with a range of combined mechanics, starting with:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Occluded Front&#039;&#039;&#039; + &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; - spawns multiple wind-orbs around the edge of the arena that will eventually fire straight-line AoE&#039;s across the battlefield that should be avoided. Simultaneously, Ifrit will cast &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; (the double-punch against its primary target that inflicts &#039;&#039;&#039;light-headed&#039;&#039;&#039;, as well as &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath their feet afterward), followed by &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;, the vicious red-marker uppercut, and lastly, &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;. The tank who is targeting Ifrit should purposefully get their tether cut by the wind-orbs, which will result in Ifrit dashing towards a random player for the initial double-punch. Because this inflicts the player Ifrit dashed to with &#039;&#039;&#039;light-headed&#039;&#039;&#039;, this allows the tank on Ifrit to take &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; without being concussed. Don&#039;t forget to move away from the target&#039;s location while Ifrit is casting &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039; - Garuda flies to the arena centre and slices the arena in half via a large straight-line AoE, creating a &#039;&#039;&#039;death wall&#039;&#039;&#039; that will instantly slay anyone who touches it. Unlike phase one, the entire raid can stack on one side of the divide.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Occluded Front&#039;&#039;&#039; + &#039;&#039;&#039;Hot Foot&#039;&#039;&#039; - spawns multiple windy orbs around the arena. Just like before, a knockback on each side of the divide will eventually push all players (and the orbs) towards the vacuum slice. However, Ifrit will also select an orb and prepare to kick it out of position. Furthermore, &#039;&#039;&#039;Eruption&#039;&#039;&#039; will soon place AoE&#039;s beneath every member of the raid, preventing them from running immediately to the safe-spot that &#039;&#039;&#039;Hot Foot&#039;&#039;&#039; (kick) will provide. Instead, the group should stack together, wait for &#039;&#039;&#039;Eruption&#039;&#039;&#039; to drop AoE&#039;s beneath the raid, then move towards the safe spot. Don&#039;t forget, the knockback still risks pushing players into the &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;, so make sure to stack away from the void-wall when baiting &#039;&#039;&#039;Eruption&#039;&#039;&#039;. After the knockback, simply avoid standing close to any of the wind-orbs, as they will eventually explode.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ferostorm&#039;&#039;&#039; - spawns two blades of wind at random points around Garuda. Just like before, vicious conal-AoE&#039;s of massive size will be fired in the direction of the blades, carving anyone in their path. Simply spread out and ensure that these blades are not facing your current location.&lt;br /&gt;
&lt;br /&gt;
Having survived their united assault, the raid will witness a transitional animation, much like normal mode. Whilst Garuda and Ifrit merge together, the raid will suffer unavoidable AoE damage, so be ready to heal, shield and mitigate. From here, the final phase begins.&lt;br /&gt;
&lt;br /&gt;
===Phase 4: Raktapaksa===&lt;br /&gt;
&lt;br /&gt;
Once Garuda and Ifrit have merged into Raktapaksa, it is recommended that it be tanked in the arena centre for the rest of the battle whenever possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Hell (3)&#039;&#039;&#039; - places a bundle of four shareable tethers onto a random healer. Once more, players must make an effort to collect (or pass on) tethers so that the original target only has one left. After a delay, Raktapaksa will apply &#039;&#039;&#039;light-headed&#039;&#039;&#039; to each tethered player, cause them to drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath their feet (which must be avoided), and also launch massive straight-line AoE&#039;s in their direction. To combat this, it is best to have all tanks and healers collect a tether (so that damage dealers are free to maintain uptime) and have tethered players spread out in a distant semi-circle on one side of the boss (giving plenty of space for the raid to avoid tethered &#039;&#039;&#039;Eruption&#039;&#039;&#039; AoE&#039;s. Once &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; has concluded, the entire arena (except one safe-spot directly beneath Raktapaksa) will be marked by line AoE&#039;s which the entire raid should avoid. Never stack too close to the boss, as doing so will drop &#039;&#039;&#039;Eruption&#039;&#039;&#039; AoE&#039;s on the one single safe-spot.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Hell (4)&#039;&#039;&#039; - places a bundle of four shareable tethers onto a random damage dealer which should be handled just like before, except this time, all damage dealers should take a tether so that tanks and healers do not receive another &#039;&#039;&#039;light-headed&#039;&#039;&#039; debuff. Once concluded, the arena will be sliced by straight-line AoE&#039;s, leaving only one safe spot directly beneath the boss. Again, make sure to spread out into a distant semi-circle so that the following &#039;&#039;&#039;Eruption&#039;&#039;&#039; AoE&#039;s do not overlap the single safe-spot.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Inferno Howl&#039;&#039;&#039; - inflicts unavoidable raid-wide damage that will require moderate AoE healing and/or shielding.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; + &#039;&#039;&#039;Ferostorm&#039;&#039;&#039; - the stack mechanic from phase 1 (indicated by bluish-white circles around each tank and healer) will eventually launch marked players into the air and fatally impale them unless an unmarked player stacks with a marked player (within their circle) to share the damage. If you have assigned pairs for handling this in the first phase, simply stack with your partner at cardinal or inter-cardinal positions around the boss. Don&#039;t forget that players marked for &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; will drop an AoE circle at their feet which must be avoided. During this ordeal, &#039;&#039;&#039;Ferostorm&#039;&#039;&#039; (two blades of wind that shoot massive conal AoE&#039;s in the direction they are facing) will be unleashed shortly after &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; has concluded, so make sure to move out of their path.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strike Spark&#039;&#039;&#039; - creates multiple &#039;&#039;&#039;orbs of flame&#039;&#039;&#039; throughout the arena that will eventually unleash a broad AoE explosion at their location, just like in phase 2. After a brief delay, four clones of Raktapaksa will prepare to kick four orbs into different positions. Once more, it is up to the raid to determine where the single safe-spot will be formed, bait the &#039;&#039;&#039;Eruption&#039;&#039;&#039; AoE&#039;s by stacking somewhere in the centre, then move towards this safe-spot to avoid the impending orb explosions.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; - will be cast whilst players are dealing with &#039;&#039;&#039;Strike Spark&#039;&#039;. Raktapaksa tethers to the main tank whilst the raid is moving towards a safe-spot, unleashing a dash-punch towards the victim (inflicting &#039;&#039;&#039;light-headed&#039;&#039;&#039;) and dropping massive AoE&#039;s to its left and right, leaving behind a small &#039;safe-lane&#039; through the arena centre. Due to the &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath the target of &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;, the entire raid will immediately need to move down the safe-lane, and due to the application of &#039;&#039;&#039;light-headed&#039;&#039;&#039;, tanks must decide between tank-swapping so that the followup attack doesn&#039;t cause &#039;&#039;&#039;concussion&#039;&#039;&#039;, or have the main-tank utilize an &#039;&#039;&#039;invulnerability&#039;&#039;&#039; cooldown to tank the combination without having to move.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Central Knockback&#039;&#039;&#039; - spawns a large circle at Raktapaksa&#039;s location that will eventually knockback all members of the raid. Players must move close to the circle (or utilize &#039;&#039;&#039;knockback immunity&#039;) to avoid being knocked into the death-wall surrounding the arena.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Conflag Strike&#039;&#039;&#039; - after a delay, the entire arena (except for two safe-spots to the east and west) will be drowned in flaming puddles. Simultaneously, each tank and healer will be chained together, and all damage dealers will be chained together as well. Should anyone stray too far from their chained partner, the chain will explode, typically leading to fatal damage. As a result, the entire raid must stack together and move towards one of the two safe-spots together without moving too far from their chained partner.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blaze Tornadoes&#039;&#039;&#039; will now form in the north and south of the arena. After a delay, each tornado will begin to fire massive cone AoE&#039;s in the direction of the player closest to it. Simultaneously, wind-orbs (similar to &#039;&#039;&#039;Occluded Front&#039;&#039;&#039;) will spawn at one side of each tornado and prepare to shoot straight-line AoE&#039;s across the arena at players furthest away. Don&#039;t forget - the straight-line AoE&#039;s from wind-orbs can &#039;&#039;&#039;break tethers &amp;amp; chains&#039;&#039;&#039;, yet should they succeed in breaking any chains, the resulting explosion will be devastating.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As a result, both tanks (and their chained healers) should each choose a &#039;&#039;&#039;Blaze Tornado&#039;&#039;&#039; and stand directly beside it (on the opposite side of the windy-orb), while the healer chained to them stands in front of it (close enough so that their chains will not break via distance). This will force the tornado&#039;s to shoot their cone AoE&#039;s out of the arena (rather than across it), saving the raid from taking fatal damage. Once both tornado&#039;s have fired off five cone AoE&#039;s, they will dissipate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Regarding the two wind-orbs (which will target players farthest away and fire three blasts each), all chained damage-dealers should remain near the arena centre (one one side of the boss) and make sure to move out of any straight-line AoE&#039;s from the windy-orbs once they have been baited to shoot in their direction. After being baited, they will fire twice more, so simply move (in unison) from one side of the boss to the other repeatedly until all three shots have been fired.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; - marks various players with bluish-white circles (just like earlier) and will fatally launch them into the air unless an unmarked player stacks within the circle. Seeing as the &#039;&#039;&#039;chains&#039;&#039;&#039; still persist at this point, each player marked with the bluish-white circles should stack with their chained partner. However, Raktapaksa will also cast a massive donut AoE, leaving only a small safe circle in the centre of the arena to work with. As a result, marked players should spread out in cardinal or inter-cardinal points around the boss at the very edge of the safe-circle to ensure that there is enough space to avoid overlap. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A good rule of thumb, seeing as &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; is cast immediately after &#039;&#039;&#039;Blaze Tornadoes&#039;&#039;&#039; (which forced each tank and their chained healer to move north/south to handle a tornado each), is to have the chained Tanks/Healers move together from the north/south into safe circle, whilst all damage dealers (who were already close to the boss to avoid wind-orbs) simply move to the east or west side of the boss with their chained partner.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Conflag Strike&#039;&#039;&#039; concludes with Raktapaksa unleashing a massive conal AoE in the direction it is facing (without any telegraph) that will fatally wound anyone caught in its wake. Should you survive the &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039;, have the raid stack behind the boss to avoid being chopped.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; + &#039;&#039;&#039;Occluded Front&#039;&#039;&#039; + &#039;&#039;&#039;Storm of Fury&#039;&#039;&#039; - spawns multiple wind-orbs around the edge of the arena that will eventually fire straight-line AoE&#039;s across the battlefield which can break tethers and chains. At the same time, four players will also be marked by the bluish-white &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; circles. Just like in phase 1, Raktapaksa will tether itself to four players and prepare to blast massive conal AoE&#039;s in their direction, forcing all four tethered players to spread out in inter-cardinal directions (NE, NW, SE, SW) along with their assigned chain/aerial partner.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Storm of Fury&#039;&#039;&#039; - cast at the same time as &#039;&#039;&#039;Occluded Front&#039;&#039;&#039; - will create a large point-blank AoE underneath Raktapaksa that the raid must avoid. Tethered players should aim to squeeze themselves beside the point-blank AoE circle and the line-AoE from &#039;&#039;&#039;Occluded Front&#039;&#039;&#039; wind orbs. If done correctly, the entire arena will be blasted by conal AoE&#039;s, yet only each tethered player (and their chain/aerial-stack partner) will be damaged by a single conal AoE, with no tethers/chains broken.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Inferno Howl&#039;&#039;&#039; - inflicts unavoidable raid-wide damage that will require moderate AoE healing and/or shielding.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Hell (5)&#039;&#039;&#039; + &#039;&#039;&#039;Occluded Front&#039;&#039;&#039; - places four shareable tethers onto a random healer that should be shared with the other healer and both tanks. Simultaneously, four wind-orbs will form at intercardinal points around the arena edge that will eventually shoot tether/chain-breaking straight-line AoE&#039;s across the platform. Just like all other versions, players must make an effort to collect (or pass on) tethers so that the original target only has one left. Once tethers have been collected, each tethered player should move to an intercardinal point around the boss (without moving too far, as the wind-orbs will risk breaking the tethers). Once the wind-orbs have fired, tethered players can move further.&lt;br /&gt;
&lt;br /&gt;
After a delay, Raktapaksa will apply &#039;&#039;&#039;light-headed&#039;&#039;&#039; to each tethered player, cause them to drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath their feet (which must be avoided), and also launch massive straight-line AoE&#039;s in their direction. Once &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; has concluded, the entire arena (except one safe-spot directly beneath Raktapaksa) will be marked by line AoE&#039;s which the entire raid should avoid, leaving only one safe spot directly beneath the boss.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Hell (6)&#039;&#039;&#039; + &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; - places four shareable tethers onto a random damage dealer that should be shared with other damage dealers (to avoid &#039;&#039;&#039;concussing&#039;&#039;&#039; tanks and healers that dealt with the previous &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039;). Simultaneously, all tanks and healers will be marked by bluish-white circles, representing &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039;. Once &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; concludes, Raktapaksa will launch himself towards all tethered damage-dealers, inflicting &#039;&#039;&#039;light-headed&#039;&#039;&#039;, carving a straight-line AoE in their direction, and forcing each target to drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039;. &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; will conclude at the exact same time, which will also drop another AoE circle on the floor. Simply move out of both floor-based AoE&#039;s, then move into the safe-spot left directly beneath Raktapaksa.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As soon as both mechanics have concluded, Raktapaksa&#039;s main target will receive a &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; + &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; + &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039; combo, much like they did earlier in the final phase. Don&#039;t forget to tank-swap (if the targeted tank has no invulnerability cooldown to tank the double-tank buster). Don&#039;t forget to move away from the tank&#039;s location during &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ferostorm&#039;&#039;&#039; - spawns two blades of wind at random points around Raktapaksa. Just like before, vicious conal-AoE&#039;s of massive size will be fired in the direction of the blades, carving anyone in their path. Simply spread out and ensure that these blades are not facing your current location. Bear in mind that &#039;&#039;&#039;Ferostorm&#039;&#039;&#039; will be cast &#039;&#039;&#039;twice in a row&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Central Knockback&#039;&#039;&#039; - spawns a large circle at Raktapaksa&#039;s location that will eventually knockback all members of the raid. Players must move close to the circle (or utilize &#039;&#039;&#039;knockback immunity&#039;) to avoid being knocked into the death-wall surrounding the arena.&lt;br /&gt;
&lt;br /&gt;
If you have reached this point, Raktapaksa will move to one end of the arena and begin to charge an enraged &#039;&#039;&#039;Conflag Strike&#039;&#039;&#039; - the fatal front-cone AoE slice. Due to there being no safe-spot, the raid have a limited window to slay Raktapaksa beforehand. If unsuccessful, the entire raid will be instantly slain. If successful, congratulations - you have beaten Eden&#039;s Verse: Furor (Savage)!&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item reward|1|Book of Furor}} (Guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenchoir Head Gear Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Hand Gear Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Foot Gear Coffer (IL 500)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenchoir Head Gear Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Hand Gear Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Foot Gear Coffer (IL 500)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Primal Angel}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
E6N.png&lt;br /&gt;
E6 boss.png&lt;br /&gt;
E6 phase 4.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Furor_(Savage)&amp;diff=1528362</id>
		<title>Eden&#039;s Verse: Furor (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Furor_(Savage)&amp;diff=1528362"/>
		<updated>2026-09-01T09:17:17Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /*  Heritors of Fury: Garuda &amp;amp; Ifrit - Abilities and Timeline */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Verse (Savage)|Eden&#039;s Verse: Furor}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Verse: Furor (Savage)&lt;br /&gt;
| description = The discovery of a second crystal within Eden&#039;s core leads to more questions than answers, and yet again, your mind is assaulted with terrifying visions upon gazing inside. You see foes previously vanquished reborn, more brutal and unrelenting than even your wildest imagination, yet your unwavering resolve forbids you from tearing your eyes away...&lt;br /&gt;
| image =  Eden&#039;s Verse Furor (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 475&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = Ashfall&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|Life Finds a Way}}&lt;br /&gt;
| patch = 5.2&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| id-gt = 30091&lt;br /&gt;
| id-edb = 8e7439e713d&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E6S&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|32px|link=]] Heritors of Fury: [[Garuda (ShB)|Garuda]] &amp;amp; [[Ifrit (ShB)|Ifrit]] - Abilities and Timeline==&lt;br /&gt;
&lt;br /&gt;
The battle against Garuda and Ifrit takes place inside a 20y radius circular arena surrounded by a deadly wall of flame—instantly killing any players that collide with it.&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Garuda &amp;amp; Ifrit&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Garuda&#039;s Abilities&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Superstorm&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Occluded Front (Cutter)&#039;&#039;&#039;&lt;br /&gt;
|Spawns multiple &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; orbs that create thin green [[Area of Effect#Static Line AoE|static line AoEs]]. These line AoEs have the unique ability to cut any [[Tether (mechanic)|tether]] crossed over top of it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Storm of Fury&#039;&#039;&#039;&lt;br /&gt;
|Creates four [[Tether (mechanic)|tethers]], attaching to DPS players, and a 12.5y [[Area of Effect#Static Circle AoE|static circle AoE]] underneath the boss.&lt;br /&gt;
Tethers fire a 90 degree [[Area of Effect#Spread Line or Cone|spread cone]] at their target after a few second, dealing moderate magic damage.&lt;br /&gt;
&lt;br /&gt;
* If a tether is broken by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039;, the spread cone will instead fire at a random player that wasn&#039;t the original target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Air Bump&#039;&#039;&#039;&lt;br /&gt;
|Marks four support players with a [[Stack marker#Multi-Player Marker|2-player marker]], dealing moderate magic damage and inflicting {{Status effect|debuff|Magic Vulnerability Up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;. Afterwards creates a [[Area of Effect#Static Circle AoE|static circle AoE]] that deals lethal damage.&lt;br /&gt;
If there is only one player inside the marker, that player is launched with a powerful [[Knockback#Knock-up|knock-up]] and unable to avoid the lethal follow-up AoE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ferostorm&#039;&#039;&#039;&lt;br /&gt;
|Creates two magical blades on opposite diagonals of the boss, each firing 90-degree [[Area of Effect#Static Cone AoE|static cone AoEs]] that inflict high damage and inflicts {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;&lt;br /&gt;
|Creates a 10y-wide [[Area of Effect#Puddle|line puddle]] across the center of the arena, either north-to-south or east-to-west—splitting the arena into two halves.&lt;br /&gt;
Players caught in the initial AoE, or players that step into the puddle afterwards, are instantly killed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Occluded Front (Vacuum)&#039;&#039;&#039;&lt;br /&gt;
|Always follows &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;. One half of the arena has three &#039;&#039;&#039;&#039;&#039;Tumultuous Nexus&#039;&#039;&#039;&#039;&#039;, the other half has four.&lt;br /&gt;
After a [[Knockback#Directional Knockback|directional knockback]], each Nexus explodes into a [[Area of Effect#Static Circle AoE|static circle AoE]], dealing high magic damage and inflicting {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; to those in range.&lt;br /&gt;
&lt;br /&gt;
* Tumultuous Nexuses are also affected by the directional knockback.&lt;br /&gt;
* Nexuses pulled into the Vacuum Slice puddle are destroyed.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Ifrit&#039;s Abilities&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Inferno Howl&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Touchdown&#039;&#039;&#039;&lt;br /&gt;
|An [[Knockback#Epicentral Knockback|epicentral]] knockback (or a [[Other Mechanics#Proximity AoE|proximity AoE]] at the start of Phase 2).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;&lt;br /&gt;
|A [[Tether (mechanic)|tether]] attached to the highest enmity player. Ifrit charges the target, inflicting {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039; to them and any other players inbetween for 20 seconds.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Eruption:&#039;&#039;&#039;&#039;&#039; a 10y radius  [[Area of Effect#Static Circle AoE|static circle AoE]], is created underneath the targeted player and detonates a few seconds later.&lt;br /&gt;
&lt;br /&gt;
* If a player already afflicted with {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039; is hit by this attack, they become {{Status effect|debuff|file:ConcussionDebuff.png|link=file:ConcussionDebuff.png}} &#039;&#039;&#039;Concussed&#039;&#039;&#039; for 10 seconds—unable to act, move, or [[Rescue|be moved]] by others.&lt;br /&gt;
* If the tether is broken by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039;, Ifrit will instead charge at a random player that was not the original target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Hell&#039;&#039;&#039;&lt;br /&gt;
|A healer or a DPS is marked with a red arrow. This target then has four [[Tether (mechanic)|tethers]] attached to them—three of them being [[Tether (mechanic)#Transferable Tether|transferable tethers]]. Each tether is then attacked by &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] targeting the higher enmity player. If the target is {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039;, they will be helplessly [[Knockback#Knock-up|launched upwards]] and unable to avoid the follow-up &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;&lt;br /&gt;
|Ifrit jumps at where the highest enmity player was standing at the start of the cast, dealing extreme damage to any player still at that location.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Strike Spark&#039;&#039;&#039;&lt;br /&gt;
|Eight fireballs are created around the arena, one in each cardinal and inter-cardinal direction. Multiple copies of Ifrit appear next to random orbs and face a random direction.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Eruption&#039;&#039;&#039;&#039;&#039; is placed underneath all players—then all copies of Ifrit cast &#039;&#039;&#039;&#039;&#039;Hot Foot&#039;&#039;&#039;&#039;&#039;, kicking any fireballs &amp;lt;u&amp;gt;in front of them&amp;lt;/u&amp;gt; 10y away.&lt;br /&gt;
&lt;br /&gt;
* Each fireball detonates into a 10y radius [[Area of Effect#Static Circle AoE|static circle AoE]] that deals high damage and inflicts {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Shared Abilities&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hated of the Vortex / Embers&#039;&#039;&#039;&lt;br /&gt;
|Deals unavoidable party-wide damage and places debuffs on all players based on proximity to Ifrit and Garuda.&lt;br /&gt;
&lt;br /&gt;
* The four players closest to Garuda are debuffed with {{Status effect|debuff|file:Hated of the vortex debuff.png|link=file:Hated of the vortex debuff.png}} &#039;&#039;&#039;Hated of the Vortex&#039;&#039;&#039;, preventing them from damaging Ifrit.&lt;br /&gt;
* The four closest players to Ifrit receive the inverse: {{Status effect|debuff|file:Hated of embers debuff.png|link=file:Hated of embers debuff.png}} &#039;&#039;&#039;Hated of Embers&#039;&#039;&#039;, preventing them from damaging Garuda.&lt;br /&gt;
* Two healers and two tanks can not receive the same debuff type.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Raktapaksa&#039;s Abilities&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hands of Flame/Hell&#039;&#039;&#039;&lt;br /&gt;
|Functions identically to Ifrits, but additionally creates two immeasurable [[Area of Effect#Static Line AoE|static line AoEs]] covering the arena to Raktapaksa&#039;s left and right—leaving only a safe line in front and behind.&lt;br /&gt;
* The &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; safe zone will always converge where Raktapaksa originally cast the ability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Radiant Plume&#039;&#039;&#039;&lt;br /&gt;
|Covers the entire arena in lethal [[Area of Effect#Static Circle AoE|static circle AoEs]] with the exception of two small areas on the east and west side of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|debuff|File:Burning chains icon1.png|link=File:Burning chains icon1.png}} &#039;&#039;&#039;Irons of Purgatory&#039;&#039;&#039;&lt;br /&gt;
|A [[Tether (mechanic)#Paired / Close Tether|close tether]] attaching players together via role. Each tank is paired to a different random healer, and DPS players are paired to a different random DPS player.&lt;br /&gt;
If two tethered players move more than 10y apart, or their tether is destroyed by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; AoE, both players are instantly killed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twisting Blaze&#039;&#039;&#039;&lt;br /&gt;
|A flaming tornado that spawns on the north and south edge of the arena. Repeatedly fires 90-degree [[Tankbuster#AoE Tankbuster|cone AoE tankbusters]] at the closest player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spread of Fire&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] covering the entire arena except for a 5y radius safe zone directly underneath Raktapaksa.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Conflag Strike&#039;&#039;&#039;&lt;br /&gt;
|A lethal 270 degree [[Area of Effect#Static Cone AoE|static cone AoE]] from the front of Raktapaksa.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Garuda&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Superstorm&lt;br /&gt;
#Occluded Front (Cutter)&lt;br /&gt;
#Storm of Fury&lt;br /&gt;
#Air Bump&lt;br /&gt;
#Ferostorm&lt;br /&gt;
#Touchdown +&lt;br /&gt;
#* Air Bump&lt;br /&gt;
#Vacuum Slice&lt;br /&gt;
#Occluded Front (Vacuum)&lt;br /&gt;
#Ferostorm&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Ifrit&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Touchdown&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Inferno Howl&lt;br /&gt;
#Hands of Hell&lt;br /&gt;
#Strike Spark&lt;br /&gt;
#Hands of Hell&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Garuda &amp;amp; Ifrit&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Hated of Vortex / Embers&lt;br /&gt;
#Occluded Front (Cutter)&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration +&lt;br /&gt;
#*Vacuum Slice&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Occluded Front (Vacuum) +&lt;br /&gt;
#* Eruption&lt;br /&gt;
#* Hot Foot&lt;br /&gt;
#Ferostorm&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Raktapaksa Opening&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Hands of Hell (Support)&lt;br /&gt;
#Hands of Hell (DPS)&lt;br /&gt;
#Inferno Howl&lt;br /&gt;
#Air Bump +&lt;br /&gt;
#Ferostorm&lt;br /&gt;
#Strike Spark&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Conflag Strike&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Touchdown&lt;br /&gt;
#Irons of Purgatory +&lt;br /&gt;
#*Radiant Plume&lt;br /&gt;
#Twisting Blaze +&lt;br /&gt;
#*Occluded Front (Cutter) x3&lt;br /&gt;
#Air Bump +&lt;br /&gt;
#*Spread of Fire&lt;br /&gt;
#Conflag Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Final Phase&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Air Bump&lt;br /&gt;
#Storm of Fury +&lt;br /&gt;
#*Occluded Front (Cutter)&lt;br /&gt;
#Hands of Hell (Support) +&lt;br /&gt;
#*Occluded Front (Cutter)&lt;br /&gt;
#Hands of Hell (DPS) +&lt;br /&gt;
#*Air Bump&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Ferostorm x2&lt;br /&gt;
#Touchdown&lt;br /&gt;
#&#039;&#039;&#039;Conflag Strike (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Detailed Phase Explanations ==&lt;br /&gt;
&lt;br /&gt;
===Phase 1: [[Garuda (ShB)|Garuda]]===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The majority of successful strategies involve keeping Garuda as close to the arena centre as possible during the encounter.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Superstorm&#039;&#039;&#039; - deals unavoidable raid-wide damage that will require shielding and/or healing.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Occluded Front&#039;&#039;&#039; - spawns multiple wind-orbs around the edge of the arena that will eventually fire straight-line AoE&#039;s across the battlefield. At the same time, Garuda will tether herself to all four damage-dealers and prepare to blast massive cone-AoE&#039;s in their direction, forcing all four tethered players to spread out in inter-cardinal directions (NE, NW, SE, SW) of Garuda, just outside of the point-blank AoE that will spawn beneath her. &#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The straight-line shots from wind-orbs can break tethers and chains connected to players (by having them shoot through said tether/chain), yet most Furor (Savage) strategies will render this unnecessary&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Storm of Fury&#039;&#039;&#039; - cast at the same time as &#039;&#039;&#039;Occluded Front&#039;&#039;&#039; - will create a large point-blank AoE underneath Garuda that the raid must avoid. Tethered players should aim to squeeze themselves beside the point-blank AoE circle and the line-AoE from &#039;&#039;&#039;Occluded Front&#039;&#039;&#039; wind orbs. If done correctly, the entire arena will be blasted by cone-AoE&#039;s, yet only two people will be damaged per AoE, and no tethers will be broken.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; - creates bluish-white circles around each damage dealer that will eventually launch marked players into the air and fatally impale them unless an unmarked player stacks with a marked player (within their circle) to share the damage. Due to being four circles, a tank and healer should each be assigned to a damage-dealer and be ready to help soak that damage-dealer&#039;s circle. Just like earlier, it is best to stand at cardinal or inter-cardinal directions around Garuda, giving everyone space to soak circles (without overlapping other circles), yet also being close enough so that melee damage-dealers can maintain uptime on Garuda during the process. If shared successfully, marked players will not be launched and, instead, circle-AoE&#039;s will be left wherever the marked players were previously standing, which the raid must avoid. If unsuccessful, the lone (marked) player will be launched into the air and unable to move out of the impending AoE circle, which will fire up spikes of wind to fatally impale them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ferostorm&#039;&#039;&#039; - similar to normal mode - spawns two blades of wind at random points around Garuda. After a brief delay, vicious conal-AoE&#039;s of massive size will be fired in the direction of the blades, carving anyone in their path. To avoid, simply spread out and ensure that these blades are not facing your current location.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Central Knockback&#039;&#039;&#039; + &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; - spawns a large circle in the arena centre that will eventually knockback all members of the raid, just like normal mode. Simultaneously, each tank and healer will acquire the blue-white circle, indicating another &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039;. As you can imagine, the goal here is to ensure that each marked player (and at least one unmarked player) are knocked back together to remain stacked. Bear in mind that the flaming edge of the arena is a &#039;&#039;&#039;death wall&#039;&#039;&#039;, meaning that anyone knocked back too far will be instantly slain, so make sure that every marked player (and at least one unmarked player) stand together as close to the &#039;&#039;&#039;Central Knockback&#039;&#039;&#039; circle as possible (or both utilize &#039;&#039;&#039;knockback immunity&#039;&#039;&#039; to remain in the same location). Don&#039;t forget that &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; (blue-white circles) will always leave behind regular AoE circles afterwards on the ground that everyone must avoid.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039; - cast after Garuda flies to the arena centre - will essentially slice the arena in half via a large straight-line AoE, creating another &#039;&#039;&#039;death wall&#039;&#039;&#039; that will instantly slay anyone who touches it. Due to upcoming mechanics, the raid should evenly split in half (i.e. a tank, a healer and two DPS, preferably those who were assigned to each other for previous mechanics) with one half of the raid on each side of the &#039;divide&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Occluded Front&#039;&#039;&#039; - spawns more wind orbs on both sides of the &#039;divide&#039; near the outer edge of the arena in one of two possible patterns (one pattern per side), whilst simultaneously tethering herself to each damage dealer, just like earlier. She will also spawn a point-blank AoE under herself once again, forcing the raid to split into pairs and move to safe spots between the wind-orbs. Before detonating, Garuda will also cast a knockback on each side of the &#039;divide&#039; that will push all players (and all wind-orbs) towards the &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039; death-wall. The goal is for each tethered player to stack with their assigned partner at inter-cardinal safe-spots between the wind-orbs and be knocked back together (without being pushed into the &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;. Failure to do so will result in the large conal AoE&#039;s fired at tethered players to overlap and cause tremendous damage. Once pushed back, players must then move away from the wind-orbs to avoid their AoE explosions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; There are two possible patterns for wind-orbs and there will be one pattern for each side of the divide. The &#039;&#039;&#039;first&#039;&#039;&#039; pattern is three orbs forming a straight line, providing two safe-spots. If your side of the divide gains this straight-line pattern of orbs, have a tethered player (and an assigned partner) stand between the left+centre orb and another pair stand between the right+centre orb. The &#039;&#039;&#039;second&#039;&#039;&#039; pattern consists of four orbs forming a semi-circle inside the outer-edge of the arena, also providing two safe-spots. If this is your pattern, have a tethered player (and an assigned partner) stand between the two left-most orbs and the other pair stand between the right-most orbs. Once Garuda charges her knockback, all orbs (and players) will be pushed towards the vacuum slice and simultaneously blast massive conal AoE&#039;s in the direction of tethered players. If done correctly, each pair will be blasted by their respective conal-AoE (with no overlap) and be given ample space after the knockback to avoid the AoE explosions from orbs.&lt;br /&gt;
&lt;br /&gt;
*After these overlapped mechanics have concluded, the &#039;divide&#039; from &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039; will disperse.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ferostorm&#039;&#039;&#039; - spawns two blades of wind at random points around Garuda just like earlier. Once again, simply spread out and ensure that these blades are not facing your current location.&lt;br /&gt;
&lt;br /&gt;
Having reached this point, Garuda will exit the arena, leaving behind a proximity marker which all players must move away from. After a delay, Ifrit will land in this location, dealing damage to the entire raid depending on how close they were to the proximity marker, resulting in the end of phase 1.&lt;br /&gt;
&lt;br /&gt;
===Phase 2: [[Ifrit (ShB)|Ifrit]]===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; - tethers Ifrit to its main target, eventually leading to a vicious double-punch that will inflict the &#039;&#039;&#039;light-headed&#039;&#039;&#039; debuff on the victim and also cause them to drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039; (large AoE circle) beneath their present location that should be avoided. If a target with &#039;&#039;&#039;light-headed&#039;&#039;&#039; receives any further damage from specific mechanics during the debuff (such as another &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;, &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;, or &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039;), they will become &#039;&#039;&#039;concussed&#039;&#039;&#039; - launched into the air and stunned (which can be fatal) - meaning that a tank-swap should be utilized during &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; so that the debuffed tank can recover from the debuff and avoid this risk.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eruption&#039;&#039;&#039; - the large AoE circle left behind by the &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; uppercut (and various other mechanics during the battle) should be avoided by all players.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; - a vicious tank-buster against Ifrit&#039;s primary target that is indicated by a large red marker (similar to normal mode). After a brief delay, the marked target will receive a vicious uppercut, inflicting &#039;&#039;&#039;light-headed&#039;&#039;&#039;. &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; hits considerably harder than &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; and will require high healing and/or shielding. Remember, if &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; is cast on a target effected by &#039;&#039;&#039;light-headed&#039;&#039;&#039;, that target will be launched and stunned. If you have utilized a tank-swap during the previous &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;, this will be avoided.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meteor Strike&#039;&#039;&#039; - causes Ifrit to target the location of its primary target and blast it with a devastating AoE tankbuster after a brief delay. All participants (including the targeted tank) must ensure they move far enough away from the targets previous location (while &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039; is being cast) to avoid taking damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Inferno Howl&#039;&#039;&#039; - inflicts unavoidable raid-wide damage that will require moderate AoE healing and/or shielding.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Hell (1)&#039;&#039;&#039; - places a bundle of four shareable tethers onto a random healer. Much like normal mode, players must make an effort to collect (or pass on) tethers so that the original target only has one left. After a delay, Ifrit will uppercut tethered players, apply &#039;&#039;&#039;light-headed&#039;&#039;&#039; to each victim, and cause each target to drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039; (AoE circle) beneath their current location.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Seeing as anyone damaged by a tether will receive &#039;&#039;&#039;light-headed&#039;&#039;&#039;, this means that holding more than one tether will not only inflict tremendous damage but also result in an unavoidable &#039;&#039;&#039;concussion&#039;&#039;&#039; (the previously mentioned knock-up and stun). This also means that anyone who already has a &#039;&#039;&#039;light-headed&#039;&#039;&#039; debuff from previous mechanics should avoid taking a tether. In either case, the victim will end up &#039;&#039;&#039;concussed&#039;&#039;&#039; (stunned) and unable to avoid the upcoming &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath their feet, which is typically fatal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Due to &#039;&#039;&#039;Eruption&#039;&#039;&#039; being dropped underneath each tethered player, be sure to spread out if taking tethers. To avoid the possibility of &#039;&#039;&#039;light-headed&#039;&#039;&#039; overlaps, it is wise to assign players to each round of tethers, starting with both healers and two damage dealers so that the tanks can shake off previous applications of &#039;&#039;&#039;light-headed&#039;&#039;&#039; from the previous &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; and &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strike Spark&#039;&#039;&#039; - creates multiple &#039;&#039;&#039;orbs of flame&#039;&#039;&#039; throughout the arena that will eventually unleash a broad AoE explosion at their location. Due to the placement of the orbs, there will currently be no safe-spot within the arena. However, after a brief delay, four clones of Ifrit will appear, each one standing behind a random orb. Eventually, all clones will simultaneously kick their chosen orb in the direction they are facing via &#039;&#039;&#039;Hot Foot&#039;&#039;&#039;, leaving one possible safe-spot. It will be up to the raid to determine where this safe-spot will be located. Unfortunately, all players will also drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath their feet beforehand, preventing everyone from immediately moving to this safe-spot as these eruption AoE&#039;s will make it unsafe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;To combat the overlapped mechanics, all participants should stack somewhere in the centre while identifying where Ifrit will create a safe-spot with the orb-kicks. Once the safe location has been identified and all &#039;&#039;&#039;Eruption&#039;&#039;&#039; AoE&#039;s are dropped, the raid should move out of the AoE eruptions into the single safe-spot before the &#039;&#039;&#039;orbs of flame&#039;&#039;&#039; explode.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Hell (2)&#039;&#039;&#039; - places a bundle of four shareable tethers onto a random damage dealer. Just like earlier, players must make an effort to pass (or collect) tethers so that the original target only has one left. After a delay, Ifrit will uppercut tethered players, apply &#039;&#039;&#039;light-headed&#039;&#039;&#039; to each victim, and cause each target to drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039; (AoE circle) beneath their current location. In this situation, it is wise to have all other damage dealers collect a tether from the target, leaving both tanks and healers free for future mechanics. Don&#039;t forget to spread out and avoid the upcoming &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath each tethered target.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; - tethers Ifrit to its main target, just like earlier, leading to the &#039;&#039;&#039;light-headed&#039;&#039;&#039; inflicting double-punch and a followup &#039;&#039;&#039;Eruption&#039;&#039;&#039; (large AoE circle) beneath their present location. Once again, the tank and off-tank should coordinate a swap while &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; is being cast to avoid the possibility of stacking &#039;&#039;&#039;light-headed&#039;&#039;&#039; during future mechanics, such as:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; + &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039; - Ifrit will utilize the vicious tank-buster once more against the current tank (as indicated by the large red marker). Just like earlier, the marked target will receive a devastating uppercut for massive damage and receive the &#039;&#039;&#039;light-headed&#039;&#039;&#039; debuff. As soon as &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; has concluded, Ifrit will immediately unleash another &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;, causing Ifrit to target the location of its primary target and blast that area with a devastating AoE tankbuster. Remember - once Ifrit begins to cast &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;, all participants (including the target) must move away from that targets previous location as soon as possible.&lt;br /&gt;
&lt;br /&gt;
On reaching this point, Ifrit will soon be joined by Garuda, leading to phase 3.&lt;br /&gt;
&lt;br /&gt;
===Phase 3: Garuda &amp;amp; Ifrit===&lt;br /&gt;
&lt;br /&gt;
As soon as Garuda and Ifrit join forces, they will both cast an ability, marking all players (based on their proximity to Garuda or Ifrit) with either &#039;&#039;&#039;Hated of the Vortex&#039;&#039;&#039; or &#039;&#039;&#039;Hated of the Embers&#039;&#039;&#039;. Anyone with &#039;&#039;&#039;Hated of the Vortex&#039;&#039;&#039; will &#039;&#039;&#039;only&#039;&#039;&#039; be able to target Garuda, whereas anyone with &#039;&#039;&#039;Hated of Embers&#039;&#039;&#039; will &#039;&#039;&#039;only&#039;&#039;&#039; be able to target Ifrit. While the debuffs will be evenly spread (i.e.. one per tank, healer and two damage dealers), the fact that it can be baited via proximity means that the raid can split the group and assign those roles to a boss. To do so, split the raid evenly and have one group stand near Garuda and one near Ifrit. This ensures that there is no confusion, allowing the raid to prepare for upcoming mechanics more easily.&lt;br /&gt;
&lt;br /&gt;
With Garuda and Ifrit joining forces, both groups will now have to contend with a range of combined mechanics, starting with:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Occluded Front&#039;&#039;&#039; + &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; - spawns multiple wind-orbs around the edge of the arena that will eventually fire straight-line AoE&#039;s across the battlefield that should be avoided. Simultaneously, Ifrit will cast &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; (the double-punch against its primary target that inflicts &#039;&#039;&#039;light-headed&#039;&#039;&#039;, as well as &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath their feet afterward), followed by &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;, the vicious red-marker uppercut, and lastly, &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;. The tank who is targeting Ifrit should purposefully get their tether cut by the wind-orbs, which will result in Ifrit dashing towards a random player for the initial double-punch. Because this inflicts the player Ifrit dashed to with &#039;&#039;&#039;light-headed&#039;&#039;&#039;, this allows the tank on Ifrit to take &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; without being concussed. Don&#039;t forget to move away from the target&#039;s location while Ifrit is casting &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039; - Garuda flies to the arena centre and slices the arena in half via a large straight-line AoE, creating a &#039;&#039;&#039;death wall&#039;&#039;&#039; that will instantly slay anyone who touches it. Unlike phase one, the entire raid can stack on one side of the divide.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Occluded Front&#039;&#039;&#039; + &#039;&#039;&#039;Hot Foot&#039;&#039;&#039; - spawns multiple windy orbs around the arena. Just like before, a knockback on each side of the divide will eventually push all players (and the orbs) towards the vacuum slice. However, Ifrit will also select an orb and prepare to kick it out of position. Furthermore, &#039;&#039;&#039;Eruption&#039;&#039;&#039; will soon place AoE&#039;s beneath every member of the raid, preventing them from running immediately to the safe-spot that &#039;&#039;&#039;Hot Foot&#039;&#039;&#039; (kick) will provide. Instead, the group should stack together, wait for &#039;&#039;&#039;Eruption&#039;&#039;&#039; to drop AoE&#039;s beneath the raid, then move towards the safe spot. Don&#039;t forget, the knockback still risks pushing players into the &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;, so make sure to stack away from the void-wall when baiting &#039;&#039;&#039;Eruption&#039;&#039;&#039;. After the knockback, simply avoid standing close to any of the wind-orbs, as they will eventually explode.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ferostorm&#039;&#039;&#039; - spawns two blades of wind at random points around Garuda. Just like before, vicious conal-AoE&#039;s of massive size will be fired in the direction of the blades, carving anyone in their path. Simply spread out and ensure that these blades are not facing your current location.&lt;br /&gt;
&lt;br /&gt;
Having survived their united assault, the raid will witness a transitional animation, much like normal mode. Whilst Garuda and Ifrit merge together, the raid will suffer unavoidable AoE damage, so be ready to heal, shield and mitigate. From here, the final phase begins.&lt;br /&gt;
&lt;br /&gt;
===Phase 4: Raktapaksa===&lt;br /&gt;
&lt;br /&gt;
Once Garuda and Ifrit have merged into Raktapaksa, it is recommended that it be tanked in the arena centre for the rest of the battle whenever possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Hell (3)&#039;&#039;&#039; - places a bundle of four shareable tethers onto a random healer. Once more, players must make an effort to collect (or pass on) tethers so that the original target only has one left. After a delay, Raktapaksa will apply &#039;&#039;&#039;light-headed&#039;&#039;&#039; to each tethered player, cause them to drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath their feet (which must be avoided), and also launch massive straight-line AoE&#039;s in their direction. To combat this, it is best to have all tanks and healers collect a tether (so that damage dealers are free to maintain uptime) and have tethered players spread out in a distant semi-circle on one side of the boss (giving plenty of space for the raid to avoid tethered &#039;&#039;&#039;Eruption&#039;&#039;&#039; AoE&#039;s. Once &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; has concluded, the entire arena (except one safe-spot directly beneath Raktapaksa) will be marked by line AoE&#039;s which the entire raid should avoid. Never stack too close to the boss, as doing so will drop &#039;&#039;&#039;Eruption&#039;&#039;&#039; AoE&#039;s on the one single safe-spot.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Hell (4)&#039;&#039;&#039; - places a bundle of four shareable tethers onto a random damage dealer which should be handled just like before, except this time, all damage dealers should take a tether so that tanks and healers do not receive another &#039;&#039;&#039;light-headed&#039;&#039;&#039; debuff. Once concluded, the arena will be sliced by straight-line AoE&#039;s, leaving only one safe spot directly beneath the boss. Again, make sure to spread out into a distant semi-circle so that the following &#039;&#039;&#039;Eruption&#039;&#039;&#039; AoE&#039;s do not overlap the single safe-spot.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Inferno Howl&#039;&#039;&#039; - inflicts unavoidable raid-wide damage that will require moderate AoE healing and/or shielding.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; + &#039;&#039;&#039;Ferostorm&#039;&#039;&#039; - the stack mechanic from phase 1 (indicated by bluish-white circles around each tank and healer) will eventually launch marked players into the air and fatally impale them unless an unmarked player stacks with a marked player (within their circle) to share the damage. If you have assigned pairs for handling this in the first phase, simply stack with your partner at cardinal or inter-cardinal positions around the boss. Don&#039;t forget that players marked for &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; will drop an AoE circle at their feet which must be avoided. During this ordeal, &#039;&#039;&#039;Ferostorm&#039;&#039;&#039; (two blades of wind that shoot massive conal AoE&#039;s in the direction they are facing) will be unleashed shortly after &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; has concluded, so make sure to move out of their path.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strike Spark&#039;&#039;&#039; - creates multiple &#039;&#039;&#039;orbs of flame&#039;&#039;&#039; throughout the arena that will eventually unleash a broad AoE explosion at their location, just like in phase 2. After a brief delay, four clones of Raktapaksa will prepare to kick four orbs into different positions. Once more, it is up to the raid to determine where the single safe-spot will be formed, bait the &#039;&#039;&#039;Eruption&#039;&#039;&#039; AoE&#039;s by stacking somewhere in the centre, then move towards this safe-spot to avoid the impending orb explosions.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; - will be cast whilst players are dealing with &#039;&#039;&#039;Strike Spark&#039;&#039;. Raktapaksa tethers to the main tank whilst the raid is moving towards a safe-spot, unleashing a dash-punch towards the victim (inflicting &#039;&#039;&#039;light-headed&#039;&#039;&#039;) and dropping massive AoE&#039;s to its left and right, leaving behind a small &#039;safe-lane&#039; through the arena centre. Due to the &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath the target of &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;, the entire raid will immediately need to move down the safe-lane, and due to the application of &#039;&#039;&#039;light-headed&#039;&#039;&#039;, tanks must decide between tank-swapping so that the followup attack doesn&#039;t cause &#039;&#039;&#039;concussion&#039;&#039;&#039;, or have the main-tank utilize an &#039;&#039;&#039;invulnerability&#039;&#039;&#039; cooldown to tank the combination without having to move.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Central Knockback&#039;&#039;&#039; - spawns a large circle at Raktapaksa&#039;s location that will eventually knockback all members of the raid. Players must move close to the circle (or utilize &#039;&#039;&#039;knockback immunity&#039;) to avoid being knocked into the death-wall surrounding the arena.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Conflag Strike&#039;&#039;&#039; - after a delay, the entire arena (except for two safe-spots to the east and west) will be drowned in flaming puddles. Simultaneously, each tank and healer will be chained together, and all damage dealers will be chained together as well. Should anyone stray too far from their chained partner, the chain will explode, typically leading to fatal damage. As a result, the entire raid must stack together and move towards one of the two safe-spots together without moving too far from their chained partner.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blaze Tornadoes&#039;&#039;&#039; will now form in the north and south of the arena. After a delay, each tornado will begin to fire massive cone AoE&#039;s in the direction of the player closest to it. Simultaneously, wind-orbs (similar to &#039;&#039;&#039;Occluded Front&#039;&#039;&#039;) will spawn at one side of each tornado and prepare to shoot straight-line AoE&#039;s across the arena at players furthest away. Don&#039;t forget - the straight-line AoE&#039;s from wind-orbs can &#039;&#039;&#039;break tethers &amp;amp; chains&#039;&#039;&#039;, yet should they succeed in breaking any chains, the resulting explosion will be devastating.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As a result, both tanks (and their chained healers) should each choose a &#039;&#039;&#039;Blaze Tornado&#039;&#039;&#039; and stand directly beside it (on the opposite side of the windy-orb), while the healer chained to them stands in front of it (close enough so that their chains will not break via distance). This will force the tornado&#039;s to shoot their cone AoE&#039;s out of the arena (rather than across it), saving the raid from taking fatal damage. Once both tornado&#039;s have fired off five cone AoE&#039;s, they will dissipate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Regarding the two wind-orbs (which will target players farthest away and fire three blasts each), all chained damage-dealers should remain near the arena centre (one one side of the boss) and make sure to move out of any straight-line AoE&#039;s from the windy-orbs once they have been baited to shoot in their direction. After being baited, they will fire twice more, so simply move (in unison) from one side of the boss to the other repeatedly until all three shots have been fired.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; - marks various players with bluish-white circles (just like earlier) and will fatally launch them into the air unless an unmarked player stacks within the circle. Seeing as the &#039;&#039;&#039;chains&#039;&#039;&#039; still persist at this point, each player marked with the bluish-white circles should stack with their chained partner. However, Raktapaksa will also cast a massive donut AoE, leaving only a small safe circle in the centre of the arena to work with. As a result, marked players should spread out in cardinal or inter-cardinal points around the boss at the very edge of the safe-circle to ensure that there is enough space to avoid overlap. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A good rule of thumb, seeing as &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; is cast immediately after &#039;&#039;&#039;Blaze Tornadoes&#039;&#039;&#039; (which forced each tank and their chained healer to move north/south to handle a tornado each), is to have the chained Tanks/Healers move together from the north/south into safe circle, whilst all damage dealers (who were already close to the boss to avoid wind-orbs) simply move to the east or west side of the boss with their chained partner.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Conflag Strike&#039;&#039;&#039; concludes with Raktapaksa unleashing a massive conal AoE in the direction it is facing (without any telegraph) that will fatally wound anyone caught in its wake. Should you survive the &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039;, have the raid stack behind the boss to avoid being chopped.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; + &#039;&#039;&#039;Occluded Front&#039;&#039;&#039; + &#039;&#039;&#039;Storm of Fury&#039;&#039;&#039; - spawns multiple wind-orbs around the edge of the arena that will eventually fire straight-line AoE&#039;s across the battlefield which can break tethers and chains. At the same time, four players will also be marked by the bluish-white &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; circles. Just like in phase 1, Raktapaksa will tether itself to four players and prepare to blast massive conal AoE&#039;s in their direction, forcing all four tethered players to spread out in inter-cardinal directions (NE, NW, SE, SW) along with their assigned chain/aerial partner.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Storm of Fury&#039;&#039;&#039; - cast at the same time as &#039;&#039;&#039;Occluded Front&#039;&#039;&#039; - will create a large point-blank AoE underneath Raktapaksa that the raid must avoid. Tethered players should aim to squeeze themselves beside the point-blank AoE circle and the line-AoE from &#039;&#039;&#039;Occluded Front&#039;&#039;&#039; wind orbs. If done correctly, the entire arena will be blasted by conal AoE&#039;s, yet only each tethered player (and their chain/aerial-stack partner) will be damaged by a single conal AoE, with no tethers/chains broken.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Inferno Howl&#039;&#039;&#039; - inflicts unavoidable raid-wide damage that will require moderate AoE healing and/or shielding.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Hell (5)&#039;&#039;&#039; + &#039;&#039;&#039;Occluded Front&#039;&#039;&#039; - places four shareable tethers onto a random healer that should be shared with the other healer and both tanks. Simultaneously, four wind-orbs will form at intercardinal points around the arena edge that will eventually shoot tether/chain-breaking straight-line AoE&#039;s across the platform. Just like all other versions, players must make an effort to collect (or pass on) tethers so that the original target only has one left. Once tethers have been collected, each tethered player should move to an intercardinal point around the boss (without moving too far, as the wind-orbs will risk breaking the tethers). Once the wind-orbs have fired, tethered players can move further.&lt;br /&gt;
&lt;br /&gt;
After a delay, Raktapaksa will apply &#039;&#039;&#039;light-headed&#039;&#039;&#039; to each tethered player, cause them to drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath their feet (which must be avoided), and also launch massive straight-line AoE&#039;s in their direction. Once &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; has concluded, the entire arena (except one safe-spot directly beneath Raktapaksa) will be marked by line AoE&#039;s which the entire raid should avoid, leaving only one safe spot directly beneath the boss.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Hell (6)&#039;&#039;&#039; + &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; - places four shareable tethers onto a random damage dealer that should be shared with other damage dealers (to avoid &#039;&#039;&#039;concussing&#039;&#039;&#039; tanks and healers that dealt with the previous &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039;). Simultaneously, all tanks and healers will be marked by bluish-white circles, representing &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039;. Once &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; concludes, Raktapaksa will launch himself towards all tethered damage-dealers, inflicting &#039;&#039;&#039;light-headed&#039;&#039;&#039;, carving a straight-line AoE in their direction, and forcing each target to drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039;. &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; will conclude at the exact same time, which will also drop another AoE circle on the floor. Simply move out of both floor-based AoE&#039;s, then move into the safe-spot left directly beneath Raktapaksa.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As soon as both mechanics have concluded, Raktapaksa&#039;s main target will receive a &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; + &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; + &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039; combo, much like they did earlier in the final phase. Don&#039;t forget to tank-swap (if the targeted tank has no invulnerability cooldown to tank the double-tank buster). Don&#039;t forget to move away from the tank&#039;s location during &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ferostorm&#039;&#039;&#039; - spawns two blades of wind at random points around Raktapaksa. Just like before, vicious conal-AoE&#039;s of massive size will be fired in the direction of the blades, carving anyone in their path. Simply spread out and ensure that these blades are not facing your current location. Bear in mind that &#039;&#039;&#039;Ferostorm&#039;&#039;&#039; will be cast &#039;&#039;&#039;twice in a row&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Central Knockback&#039;&#039;&#039; - spawns a large circle at Raktapaksa&#039;s location that will eventually knockback all members of the raid. Players must move close to the circle (or utilize &#039;&#039;&#039;knockback immunity&#039;) to avoid being knocked into the death-wall surrounding the arena.&lt;br /&gt;
&lt;br /&gt;
If you have reached this point, Raktapaksa will move to one end of the arena and begin to charge an enraged &#039;&#039;&#039;Conflag Strike&#039;&#039;&#039; - the fatal front-cone AoE slice. Due to there being no safe-spot, the raid have a limited window to slay Raktapaksa beforehand. If unsuccessful, the entire raid will be instantly slain. If successful, congratulations - you have beaten Eden&#039;s Verse: Furor (Savage)!&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item reward|1|Book of Furor}} (Guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenchoir Head Gear Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Hand Gear Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Foot Gear Coffer (IL 500)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenchoir Head Gear Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Hand Gear Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Foot Gear Coffer (IL 500)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Primal Angel}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
E6N.png&lt;br /&gt;
E6 boss.png&lt;br /&gt;
E6 phase 4.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Furor_(Savage)&amp;diff=1528361</id>
		<title>Eden&#039;s Verse: Furor (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Furor_(Savage)&amp;diff=1528361"/>
		<updated>2026-09-01T09:02:34Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /*  Heritors of Fury: Garuda &amp;amp; Ifrit - Abilities and Timeline */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Verse (Savage)|Eden&#039;s Verse: Furor}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Verse: Furor (Savage)&lt;br /&gt;
| description = The discovery of a second crystal within Eden&#039;s core leads to more questions than answers, and yet again, your mind is assaulted with terrifying visions upon gazing inside. You see foes previously vanquished reborn, more brutal and unrelenting than even your wildest imagination, yet your unwavering resolve forbids you from tearing your eyes away...&lt;br /&gt;
| image =  Eden&#039;s Verse Furor (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 475&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = Ashfall&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|Life Finds a Way}}&lt;br /&gt;
| patch = 5.2&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| id-gt = 30091&lt;br /&gt;
| id-edb = 8e7439e713d&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E6S&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|32px|link=]] Heritors of Fury: [[Garuda (ShB)|Garuda]] &amp;amp; [[Ifrit (ShB)|Ifrit]] - Abilities and Timeline==&lt;br /&gt;
&lt;br /&gt;
The battle against Garuda and Ifrit takes place inside a 20y radius circular arena surrounded by a deadly wall of flame—instantly killing any players that collide with it.&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Garuda &amp;amp; Ifrit&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Garuda&#039;s Abilities&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Superstorm&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Occluded Front (Cutter)&#039;&#039;&#039;&lt;br /&gt;
|Spawns multiple &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; orbs that create thin green [[Area of Effect#Static Line AoE|static line AoEs]]. These line AoEs have the unique ability to cut any [[Tether (mechanic)|tether]] crossed over top of it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Storm of Fury&#039;&#039;&#039;&lt;br /&gt;
|Creates four [[Tether (mechanic)|tethers]], attaching to DPS players, and a 12.5y [[Area of Effect#Static Circle AoE|static circle AoE]] underneath the boss.&lt;br /&gt;
Tethers fire a 90 degree [[Area of Effect#Spread Line or Cone|spread cone]] at their target after a few second, dealing moderate magic damage.&lt;br /&gt;
&lt;br /&gt;
* If a tether is broken by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039;, the spread cone will instead fire at a random player that wasn&#039;t the original target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Air Bump&#039;&#039;&#039;&lt;br /&gt;
|Marks four support players with a [[Stack marker#Multi-Player Marker|2-player marker]], dealing moderate magic damage and inflicting {{Status effect|debuff|Magic Vulnerability Up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;. Afterwards creates a [[Area of Effect#Static Circle AoE|static circle AoE]] that deals lethal damage.&lt;br /&gt;
If there is only one player inside the marker, that player is launched with a powerful [[Knockback#Knock-up|knock-up]] and unable to avoid the lethal follow-up AoE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ferostorm&#039;&#039;&#039;&lt;br /&gt;
|Creates two magical blades on opposite diagonals of the boss, each firing 90-degree [[Area of Effect#Static Cone AoE|static cone AoEs]] that inflict high damage and inflicts {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;&lt;br /&gt;
|Creates a 10y-wide [[Area of Effect#Puddle|line puddle]] across the center of the arena, either north-to-south or east-to-west—splitting the arena into two halves.&lt;br /&gt;
Players caught in the initial AoE, or players that step into the puddle afterwards, are instantly killed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Occluded Front (Vacuum)&#039;&#039;&#039;&lt;br /&gt;
|Always follows &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;. One half of the arena has three &#039;&#039;&#039;&#039;&#039;Tumultuous Nexus&#039;&#039;&#039;&#039;&#039;, the other half has four.&lt;br /&gt;
After a [[Knockback#Directional Knockback|directional knockback]], each Nexus explodes into a [[Area of Effect#Static Circle AoE|static circle AoE]], dealing high magic damage and inflicting {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; to those in range.&lt;br /&gt;
&lt;br /&gt;
* Tumultuous Nexuses are also affected by the directional knockback.&lt;br /&gt;
* Nexuses pulled into the Vacuum Slice puddle are destroyed.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Ifrit&#039;s Abilities&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Inferno Howl&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Touchdown&#039;&#039;&#039;&lt;br /&gt;
|An [[Knockback#Epicentral Knockback|epicentral]] knockback (or a [[Other Mechanics#Proximity AoE|proximity AoE]] at the start of Phase 2).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;&lt;br /&gt;
|A [[Tether (mechanic)|tether]] attached to the highest enmity player. Ifrit charges the target, inflicting {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039; to them and any other players inbetween for 20 seconds.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Eruption:&#039;&#039;&#039;&#039;&#039; a 10y radius  [[Area of Effect#Static Circle AoE|static circle AoE]], is created underneath the targeted player and detonates a few seconds later.&lt;br /&gt;
&lt;br /&gt;
* If a player already afflicted with {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039; is hit by this attack, they become {{Status effect|debuff|file:ConcussionDebuff.png|link=file:ConcussionDebuff.png}} &#039;&#039;&#039;Concussed&#039;&#039;&#039; for 10 seconds—unable to act, move, or [[Rescue|be moved]] by others.&lt;br /&gt;
* If the tether is broken by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039;, Ifrit will instead charge at a random player that was not the original target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Hell&#039;&#039;&#039;&lt;br /&gt;
|A healer or a DPS is marked with a red arrow. This target then has four [[Tether (mechanic)|tethers]] attached to them—three of them being [[Tether (mechanic)#Transferable Tether|transferable tethers]]. Each tether is then attacked by &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] targeting the higher enmity player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;&lt;br /&gt;
|Ifrit jumps at where the highest enmity player was standing at the start of the cast, dealing extreme damage to any player inside Ifrit&#039;s hitbox.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Strike Spark&#039;&#039;&#039;&lt;br /&gt;
|Eight fireballs are created around the arena, one in each cardinal and inter-cardinal direction. Multiple copies of Ifrit appear next to random orbs and face a random direction.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Eruption&#039;&#039;&#039;&#039;&#039; is placed underneath all players—then all copies of Ifrit cast &#039;&#039;&#039;&#039;&#039;Hot Foot&#039;&#039;&#039;&#039;&#039;, kicking any fireballs &amp;lt;u&amp;gt;in front of them&amp;lt;/u&amp;gt; 10y away.&lt;br /&gt;
&lt;br /&gt;
* Each fireball detonates into a 10y radius [[Area of Effect#Static Circle AoE|static circle AoE]] that deals high damage and inflicts {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Shared Abilities&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hated of the Vortex / Embers&#039;&#039;&#039;&lt;br /&gt;
|Deals unavoidable party-wide damage and places debuffs on all players based on proximity to Ifrit and Garuda.&lt;br /&gt;
&lt;br /&gt;
* The four players closest to Garuda are debuffed with {{Status effect|debuff|file:Hated of the vortex debuff.png|link=file:Hated of the vortex debuff.png}} &#039;&#039;&#039;Hated of the Vortex&#039;&#039;&#039;, preventing them from damaging Ifrit.&lt;br /&gt;
* The four closest players to Ifrit receive the inverse: {{Status effect|debuff|file:Hated of embers debuff.png|link=file:Hated of embers debuff.png}} &#039;&#039;&#039;Hated of Embers&#039;&#039;&#039;, preventing them from damaging Garuda.&lt;br /&gt;
* Two healers and two tanks can not receive the same debuff type.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Raktapaksa&#039;s Abilities&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hands of Flame/Hell&#039;&#039;&#039;&lt;br /&gt;
|Functions identically to Ifrits, but additionally creates two immeasurable [[Area of Effect#Static Line AoE|static line AoEs]] covering the arena to Raktapaksa&#039;s left and right—leaving only a safe line in front and behind.&lt;br /&gt;
* The &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; safe zone will always converge where Raktapaksa originally cast the ability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Radiant Plume&#039;&#039;&#039;&lt;br /&gt;
|Covers the entire arena in lethal [[Area of Effect#Static Circle AoE|static circle AoEs]] with the exception of two small areas on the east and west side of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|debuff|File:Burning chains icon1.png|link=File:Burning chains icon1.png}} &#039;&#039;&#039;Irons of Purgatory&#039;&#039;&#039;&lt;br /&gt;
|A [[Tether (mechanic)#Paired / Close Tether|close tether]] attaching players together via role. Each tank is paired to a different random healer, and DPS players are paired to a different random DPS player.&lt;br /&gt;
If two tethered players move more than 10y apart, or their tether is destroyed by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; AoE, both players are instantly killed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twisting Blaze&#039;&#039;&#039;&lt;br /&gt;
|A flaming tornado that spawns on the north and south edge of the arena. Repeatedly fires 90-degree [[Tankbuster#AoE Tankbuster|cone AoE tankbusters]] at the closest player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spread of Fire&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] covering the entire arena except for a 5y radius safe zone directly underneath Raktapaksa.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Conflag Strike&#039;&#039;&#039;&lt;br /&gt;
|A lethal 270 degree [[Area of Effect#Static Cone AoE|static cone AoE]] from the front of Raktapaksa.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Garuda&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Superstorm&lt;br /&gt;
#Occluded Front (Cutter)&lt;br /&gt;
#Storm of Fury&lt;br /&gt;
#Air Bump&lt;br /&gt;
#Ferostorm&lt;br /&gt;
#Touchdown +&lt;br /&gt;
#* Air Bump&lt;br /&gt;
#Vacuum Slice&lt;br /&gt;
#Occluded Front (Vacuum)&lt;br /&gt;
#Ferostorm&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Ifrit&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Touchdown&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Inferno Howl&lt;br /&gt;
#Hands of Hell&lt;br /&gt;
#Strike Spark&lt;br /&gt;
#Hands of Hell&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Garuda &amp;amp; Ifrit&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Hated of Vortex / Embers&lt;br /&gt;
#Occluded Front (Cutter)&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration +&lt;br /&gt;
#*Vacuum Slice&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Occluded Front (Vacuum) +&lt;br /&gt;
#* Eruption&lt;br /&gt;
#* Hot Foot&lt;br /&gt;
#Ferostorm&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Raktapaksa Opening&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Hands of Hell (Support)&lt;br /&gt;
#Hands of Hell (DPS)&lt;br /&gt;
#Inferno Howl&lt;br /&gt;
#Air Bump +&lt;br /&gt;
#Ferostorm&lt;br /&gt;
#Strike Spark&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Conflag Strike&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Touchdown&lt;br /&gt;
#Irons of Purgatory +&lt;br /&gt;
#*Radiant Plume&lt;br /&gt;
#Twisting Blaze +&lt;br /&gt;
#*Occluded Front (Cutter) x3&lt;br /&gt;
#Air Bump +&lt;br /&gt;
#*Spread of Fire&lt;br /&gt;
#Conflag Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Final Phase&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Air Bump&lt;br /&gt;
#Storm of Fury +&lt;br /&gt;
#*Occluded Front (Cutter)&lt;br /&gt;
#Hands of Hell (Support) +&lt;br /&gt;
#*Occluded Front (Cutter)&lt;br /&gt;
#Hands of Hell (DPS) +&lt;br /&gt;
#*Air Bump&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Ferostorm x2&lt;br /&gt;
#Touchdown&lt;br /&gt;
#&#039;&#039;&#039;Conflag Strike (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Detailed Phase Explanations ==&lt;br /&gt;
&lt;br /&gt;
===Phase 1: [[Garuda (ShB)|Garuda]]===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The majority of successful strategies involve keeping Garuda as close to the arena centre as possible during the encounter.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Superstorm&#039;&#039;&#039; - deals unavoidable raid-wide damage that will require shielding and/or healing.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Occluded Front&#039;&#039;&#039; - spawns multiple wind-orbs around the edge of the arena that will eventually fire straight-line AoE&#039;s across the battlefield. At the same time, Garuda will tether herself to all four damage-dealers and prepare to blast massive cone-AoE&#039;s in their direction, forcing all four tethered players to spread out in inter-cardinal directions (NE, NW, SE, SW) of Garuda, just outside of the point-blank AoE that will spawn beneath her. &#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The straight-line shots from wind-orbs can break tethers and chains connected to players (by having them shoot through said tether/chain), yet most Furor (Savage) strategies will render this unnecessary&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Storm of Fury&#039;&#039;&#039; - cast at the same time as &#039;&#039;&#039;Occluded Front&#039;&#039;&#039; - will create a large point-blank AoE underneath Garuda that the raid must avoid. Tethered players should aim to squeeze themselves beside the point-blank AoE circle and the line-AoE from &#039;&#039;&#039;Occluded Front&#039;&#039;&#039; wind orbs. If done correctly, the entire arena will be blasted by cone-AoE&#039;s, yet only two people will be damaged per AoE, and no tethers will be broken.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; - creates bluish-white circles around each damage dealer that will eventually launch marked players into the air and fatally impale them unless an unmarked player stacks with a marked player (within their circle) to share the damage. Due to being four circles, a tank and healer should each be assigned to a damage-dealer and be ready to help soak that damage-dealer&#039;s circle. Just like earlier, it is best to stand at cardinal or inter-cardinal directions around Garuda, giving everyone space to soak circles (without overlapping other circles), yet also being close enough so that melee damage-dealers can maintain uptime on Garuda during the process. If shared successfully, marked players will not be launched and, instead, circle-AoE&#039;s will be left wherever the marked players were previously standing, which the raid must avoid. If unsuccessful, the lone (marked) player will be launched into the air and unable to move out of the impending AoE circle, which will fire up spikes of wind to fatally impale them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ferostorm&#039;&#039;&#039; - similar to normal mode - spawns two blades of wind at random points around Garuda. After a brief delay, vicious conal-AoE&#039;s of massive size will be fired in the direction of the blades, carving anyone in their path. To avoid, simply spread out and ensure that these blades are not facing your current location.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Central Knockback&#039;&#039;&#039; + &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; - spawns a large circle in the arena centre that will eventually knockback all members of the raid, just like normal mode. Simultaneously, each tank and healer will acquire the blue-white circle, indicating another &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039;. As you can imagine, the goal here is to ensure that each marked player (and at least one unmarked player) are knocked back together to remain stacked. Bear in mind that the flaming edge of the arena is a &#039;&#039;&#039;death wall&#039;&#039;&#039;, meaning that anyone knocked back too far will be instantly slain, so make sure that every marked player (and at least one unmarked player) stand together as close to the &#039;&#039;&#039;Central Knockback&#039;&#039;&#039; circle as possible (or both utilize &#039;&#039;&#039;knockback immunity&#039;&#039;&#039; to remain in the same location). Don&#039;t forget that &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; (blue-white circles) will always leave behind regular AoE circles afterwards on the ground that everyone must avoid.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039; - cast after Garuda flies to the arena centre - will essentially slice the arena in half via a large straight-line AoE, creating another &#039;&#039;&#039;death wall&#039;&#039;&#039; that will instantly slay anyone who touches it. Due to upcoming mechanics, the raid should evenly split in half (i.e. a tank, a healer and two DPS, preferably those who were assigned to each other for previous mechanics) with one half of the raid on each side of the &#039;divide&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Occluded Front&#039;&#039;&#039; - spawns more wind orbs on both sides of the &#039;divide&#039; near the outer edge of the arena in one of two possible patterns (one pattern per side), whilst simultaneously tethering herself to each damage dealer, just like earlier. She will also spawn a point-blank AoE under herself once again, forcing the raid to split into pairs and move to safe spots between the wind-orbs. Before detonating, Garuda will also cast a knockback on each side of the &#039;divide&#039; that will push all players (and all wind-orbs) towards the &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039; death-wall. The goal is for each tethered player to stack with their assigned partner at inter-cardinal safe-spots between the wind-orbs and be knocked back together (without being pushed into the &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;. Failure to do so will result in the large conal AoE&#039;s fired at tethered players to overlap and cause tremendous damage. Once pushed back, players must then move away from the wind-orbs to avoid their AoE explosions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; There are two possible patterns for wind-orbs and there will be one pattern for each side of the divide. The &#039;&#039;&#039;first&#039;&#039;&#039; pattern is three orbs forming a straight line, providing two safe-spots. If your side of the divide gains this straight-line pattern of orbs, have a tethered player (and an assigned partner) stand between the left+centre orb and another pair stand between the right+centre orb. The &#039;&#039;&#039;second&#039;&#039;&#039; pattern consists of four orbs forming a semi-circle inside the outer-edge of the arena, also providing two safe-spots. If this is your pattern, have a tethered player (and an assigned partner) stand between the two left-most orbs and the other pair stand between the right-most orbs. Once Garuda charges her knockback, all orbs (and players) will be pushed towards the vacuum slice and simultaneously blast massive conal AoE&#039;s in the direction of tethered players. If done correctly, each pair will be blasted by their respective conal-AoE (with no overlap) and be given ample space after the knockback to avoid the AoE explosions from orbs.&lt;br /&gt;
&lt;br /&gt;
*After these overlapped mechanics have concluded, the &#039;divide&#039; from &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039; will disperse.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ferostorm&#039;&#039;&#039; - spawns two blades of wind at random points around Garuda just like earlier. Once again, simply spread out and ensure that these blades are not facing your current location.&lt;br /&gt;
&lt;br /&gt;
Having reached this point, Garuda will exit the arena, leaving behind a proximity marker which all players must move away from. After a delay, Ifrit will land in this location, dealing damage to the entire raid depending on how close they were to the proximity marker, resulting in the end of phase 1.&lt;br /&gt;
&lt;br /&gt;
===Phase 2: [[Ifrit (ShB)|Ifrit]]===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; - tethers Ifrit to its main target, eventually leading to a vicious double-punch that will inflict the &#039;&#039;&#039;light-headed&#039;&#039;&#039; debuff on the victim and also cause them to drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039; (large AoE circle) beneath their present location that should be avoided. If a target with &#039;&#039;&#039;light-headed&#039;&#039;&#039; receives any further damage from specific mechanics during the debuff (such as another &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;, &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;, or &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039;), they will become &#039;&#039;&#039;concussed&#039;&#039;&#039; - launched into the air and stunned (which can be fatal) - meaning that a tank-swap should be utilized during &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; so that the debuffed tank can recover from the debuff and avoid this risk.&lt;br /&gt;
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*&#039;&#039;&#039;Eruption&#039;&#039;&#039; - the large AoE circle left behind by the &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; uppercut (and various other mechanics during the battle) should be avoided by all players.&lt;br /&gt;
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*&#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; - a vicious tank-buster against Ifrit&#039;s primary target that is indicated by a large red marker (similar to normal mode). After a brief delay, the marked target will receive a vicious uppercut, inflicting &#039;&#039;&#039;light-headed&#039;&#039;&#039;. &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; hits considerably harder than &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; and will require high healing and/or shielding. Remember, if &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; is cast on a target effected by &#039;&#039;&#039;light-headed&#039;&#039;&#039;, that target will be launched and stunned. If you have utilized a tank-swap during the previous &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;, this will be avoided.&lt;br /&gt;
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*&#039;&#039;&#039;Meteor Strike&#039;&#039;&#039; - causes Ifrit to target the location of its primary target and blast it with a devastating AoE tankbuster after a brief delay. All participants (including the targeted tank) must ensure they move far enough away from the targets previous location (while &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039; is being cast) to avoid taking damage.&lt;br /&gt;
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*&#039;&#039;&#039;Inferno Howl&#039;&#039;&#039; - inflicts unavoidable raid-wide damage that will require moderate AoE healing and/or shielding.&lt;br /&gt;
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*&#039;&#039;&#039;Hands of Hell (1)&#039;&#039;&#039; - places a bundle of four shareable tethers onto a random healer. Much like normal mode, players must make an effort to collect (or pass on) tethers so that the original target only has one left. After a delay, Ifrit will uppercut tethered players, apply &#039;&#039;&#039;light-headed&#039;&#039;&#039; to each victim, and cause each target to drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039; (AoE circle) beneath their current location.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Seeing as anyone damaged by a tether will receive &#039;&#039;&#039;light-headed&#039;&#039;&#039;, this means that holding more than one tether will not only inflict tremendous damage but also result in an unavoidable &#039;&#039;&#039;concussion&#039;&#039;&#039; (the previously mentioned knock-up and stun). This also means that anyone who already has a &#039;&#039;&#039;light-headed&#039;&#039;&#039; debuff from previous mechanics should avoid taking a tether. In either case, the victim will end up &#039;&#039;&#039;concussed&#039;&#039;&#039; (stunned) and unable to avoid the upcoming &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath their feet, which is typically fatal.&lt;br /&gt;
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&#039;&#039;Due to &#039;&#039;&#039;Eruption&#039;&#039;&#039; being dropped underneath each tethered player, be sure to spread out if taking tethers. To avoid the possibility of &#039;&#039;&#039;light-headed&#039;&#039;&#039; overlaps, it is wise to assign players to each round of tethers, starting with both healers and two damage dealers so that the tanks can shake off previous applications of &#039;&#039;&#039;light-headed&#039;&#039;&#039; from the previous &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; and &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;.&lt;br /&gt;
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*&#039;&#039;&#039;Strike Spark&#039;&#039;&#039; - creates multiple &#039;&#039;&#039;orbs of flame&#039;&#039;&#039; throughout the arena that will eventually unleash a broad AoE explosion at their location. Due to the placement of the orbs, there will currently be no safe-spot within the arena. However, after a brief delay, four clones of Ifrit will appear, each one standing behind a random orb. Eventually, all clones will simultaneously kick their chosen orb in the direction they are facing via &#039;&#039;&#039;Hot Foot&#039;&#039;&#039;, leaving one possible safe-spot. It will be up to the raid to determine where this safe-spot will be located. Unfortunately, all players will also drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath their feet beforehand, preventing everyone from immediately moving to this safe-spot as these eruption AoE&#039;s will make it unsafe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;To combat the overlapped mechanics, all participants should stack somewhere in the centre while identifying where Ifrit will create a safe-spot with the orb-kicks. Once the safe location has been identified and all &#039;&#039;&#039;Eruption&#039;&#039;&#039; AoE&#039;s are dropped, the raid should move out of the AoE eruptions into the single safe-spot before the &#039;&#039;&#039;orbs of flame&#039;&#039;&#039; explode.&lt;br /&gt;
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*&#039;&#039;&#039;Hands of Hell (2)&#039;&#039;&#039; - places a bundle of four shareable tethers onto a random damage dealer. Just like earlier, players must make an effort to pass (or collect) tethers so that the original target only has one left. After a delay, Ifrit will uppercut tethered players, apply &#039;&#039;&#039;light-headed&#039;&#039;&#039; to each victim, and cause each target to drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039; (AoE circle) beneath their current location. In this situation, it is wise to have all other damage dealers collect a tether from the target, leaving both tanks and healers free for future mechanics. Don&#039;t forget to spread out and avoid the upcoming &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath each tethered target.&lt;br /&gt;
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*&#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; - tethers Ifrit to its main target, just like earlier, leading to the &#039;&#039;&#039;light-headed&#039;&#039;&#039; inflicting double-punch and a followup &#039;&#039;&#039;Eruption&#039;&#039;&#039; (large AoE circle) beneath their present location. Once again, the tank and off-tank should coordinate a swap while &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; is being cast to avoid the possibility of stacking &#039;&#039;&#039;light-headed&#039;&#039;&#039; during future mechanics, such as:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; + &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039; - Ifrit will utilize the vicious tank-buster once more against the current tank (as indicated by the large red marker). Just like earlier, the marked target will receive a devastating uppercut for massive damage and receive the &#039;&#039;&#039;light-headed&#039;&#039;&#039; debuff. As soon as &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; has concluded, Ifrit will immediately unleash another &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;, causing Ifrit to target the location of its primary target and blast that area with a devastating AoE tankbuster. Remember - once Ifrit begins to cast &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;, all participants (including the target) must move away from that targets previous location as soon as possible.&lt;br /&gt;
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On reaching this point, Ifrit will soon be joined by Garuda, leading to phase 3.&lt;br /&gt;
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===Phase 3: Garuda &amp;amp; Ifrit===&lt;br /&gt;
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As soon as Garuda and Ifrit join forces, they will both cast an ability, marking all players (based on their proximity to Garuda or Ifrit) with either &#039;&#039;&#039;Hated of the Vortex&#039;&#039;&#039; or &#039;&#039;&#039;Hated of the Embers&#039;&#039;&#039;. Anyone with &#039;&#039;&#039;Hated of the Vortex&#039;&#039;&#039; will &#039;&#039;&#039;only&#039;&#039;&#039; be able to target Garuda, whereas anyone with &#039;&#039;&#039;Hated of Embers&#039;&#039;&#039; will &#039;&#039;&#039;only&#039;&#039;&#039; be able to target Ifrit. While the debuffs will be evenly spread (i.e.. one per tank, healer and two damage dealers), the fact that it can be baited via proximity means that the raid can split the group and assign those roles to a boss. To do so, split the raid evenly and have one group stand near Garuda and one near Ifrit. This ensures that there is no confusion, allowing the raid to prepare for upcoming mechanics more easily.&lt;br /&gt;
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With Garuda and Ifrit joining forces, both groups will now have to contend with a range of combined mechanics, starting with:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Occluded Front&#039;&#039;&#039; + &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; - spawns multiple wind-orbs around the edge of the arena that will eventually fire straight-line AoE&#039;s across the battlefield that should be avoided. Simultaneously, Ifrit will cast &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; (the double-punch against its primary target that inflicts &#039;&#039;&#039;light-headed&#039;&#039;&#039;, as well as &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath their feet afterward), followed by &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;, the vicious red-marker uppercut, and lastly, &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;. The tank who is targeting Ifrit should purposefully get their tether cut by the wind-orbs, which will result in Ifrit dashing towards a random player for the initial double-punch. Because this inflicts the player Ifrit dashed to with &#039;&#039;&#039;light-headed&#039;&#039;&#039;, this allows the tank on Ifrit to take &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; without being concussed. Don&#039;t forget to move away from the target&#039;s location while Ifrit is casting &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039; - Garuda flies to the arena centre and slices the arena in half via a large straight-line AoE, creating a &#039;&#039;&#039;death wall&#039;&#039;&#039; that will instantly slay anyone who touches it. Unlike phase one, the entire raid can stack on one side of the divide.&lt;br /&gt;
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*&#039;&#039;&#039;Occluded Front&#039;&#039;&#039; + &#039;&#039;&#039;Hot Foot&#039;&#039;&#039; - spawns multiple windy orbs around the arena. Just like before, a knockback on each side of the divide will eventually push all players (and the orbs) towards the vacuum slice. However, Ifrit will also select an orb and prepare to kick it out of position. Furthermore, &#039;&#039;&#039;Eruption&#039;&#039;&#039; will soon place AoE&#039;s beneath every member of the raid, preventing them from running immediately to the safe-spot that &#039;&#039;&#039;Hot Foot&#039;&#039;&#039; (kick) will provide. Instead, the group should stack together, wait for &#039;&#039;&#039;Eruption&#039;&#039;&#039; to drop AoE&#039;s beneath the raid, then move towards the safe spot. Don&#039;t forget, the knockback still risks pushing players into the &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;, so make sure to stack away from the void-wall when baiting &#039;&#039;&#039;Eruption&#039;&#039;&#039;. After the knockback, simply avoid standing close to any of the wind-orbs, as they will eventually explode.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ferostorm&#039;&#039;&#039; - spawns two blades of wind at random points around Garuda. Just like before, vicious conal-AoE&#039;s of massive size will be fired in the direction of the blades, carving anyone in their path. Simply spread out and ensure that these blades are not facing your current location.&lt;br /&gt;
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Having survived their united assault, the raid will witness a transitional animation, much like normal mode. Whilst Garuda and Ifrit merge together, the raid will suffer unavoidable AoE damage, so be ready to heal, shield and mitigate. From here, the final phase begins.&lt;br /&gt;
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===Phase 4: Raktapaksa===&lt;br /&gt;
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Once Garuda and Ifrit have merged into Raktapaksa, it is recommended that it be tanked in the arena centre for the rest of the battle whenever possible.&lt;br /&gt;
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*&#039;&#039;&#039;Hands of Hell (3)&#039;&#039;&#039; - places a bundle of four shareable tethers onto a random healer. Once more, players must make an effort to collect (or pass on) tethers so that the original target only has one left. After a delay, Raktapaksa will apply &#039;&#039;&#039;light-headed&#039;&#039;&#039; to each tethered player, cause them to drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath their feet (which must be avoided), and also launch massive straight-line AoE&#039;s in their direction. To combat this, it is best to have all tanks and healers collect a tether (so that damage dealers are free to maintain uptime) and have tethered players spread out in a distant semi-circle on one side of the boss (giving plenty of space for the raid to avoid tethered &#039;&#039;&#039;Eruption&#039;&#039;&#039; AoE&#039;s. Once &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; has concluded, the entire arena (except one safe-spot directly beneath Raktapaksa) will be marked by line AoE&#039;s which the entire raid should avoid. Never stack too close to the boss, as doing so will drop &#039;&#039;&#039;Eruption&#039;&#039;&#039; AoE&#039;s on the one single safe-spot.&lt;br /&gt;
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*&#039;&#039;&#039;Hands of Hell (4)&#039;&#039;&#039; - places a bundle of four shareable tethers onto a random damage dealer which should be handled just like before, except this time, all damage dealers should take a tether so that tanks and healers do not receive another &#039;&#039;&#039;light-headed&#039;&#039;&#039; debuff. Once concluded, the arena will be sliced by straight-line AoE&#039;s, leaving only one safe spot directly beneath the boss. Again, make sure to spread out into a distant semi-circle so that the following &#039;&#039;&#039;Eruption&#039;&#039;&#039; AoE&#039;s do not overlap the single safe-spot.&lt;br /&gt;
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*&#039;&#039;&#039;Inferno Howl&#039;&#039;&#039; - inflicts unavoidable raid-wide damage that will require moderate AoE healing and/or shielding.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; + &#039;&#039;&#039;Ferostorm&#039;&#039;&#039; - the stack mechanic from phase 1 (indicated by bluish-white circles around each tank and healer) will eventually launch marked players into the air and fatally impale them unless an unmarked player stacks with a marked player (within their circle) to share the damage. If you have assigned pairs for handling this in the first phase, simply stack with your partner at cardinal or inter-cardinal positions around the boss. Don&#039;t forget that players marked for &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; will drop an AoE circle at their feet which must be avoided. During this ordeal, &#039;&#039;&#039;Ferostorm&#039;&#039;&#039; (two blades of wind that shoot massive conal AoE&#039;s in the direction they are facing) will be unleashed shortly after &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; has concluded, so make sure to move out of their path.&lt;br /&gt;
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*&#039;&#039;&#039;Strike Spark&#039;&#039;&#039; - creates multiple &#039;&#039;&#039;orbs of flame&#039;&#039;&#039; throughout the arena that will eventually unleash a broad AoE explosion at their location, just like in phase 2. After a brief delay, four clones of Raktapaksa will prepare to kick four orbs into different positions. Once more, it is up to the raid to determine where the single safe-spot will be formed, bait the &#039;&#039;&#039;Eruption&#039;&#039;&#039; AoE&#039;s by stacking somewhere in the centre, then move towards this safe-spot to avoid the impending orb explosions.&lt;br /&gt;
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*&#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; - will be cast whilst players are dealing with &#039;&#039;&#039;Strike Spark&#039;&#039;. Raktapaksa tethers to the main tank whilst the raid is moving towards a safe-spot, unleashing a dash-punch towards the victim (inflicting &#039;&#039;&#039;light-headed&#039;&#039;&#039;) and dropping massive AoE&#039;s to its left and right, leaving behind a small &#039;safe-lane&#039; through the arena centre. Due to the &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath the target of &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;, the entire raid will immediately need to move down the safe-lane, and due to the application of &#039;&#039;&#039;light-headed&#039;&#039;&#039;, tanks must decide between tank-swapping so that the followup attack doesn&#039;t cause &#039;&#039;&#039;concussion&#039;&#039;&#039;, or have the main-tank utilize an &#039;&#039;&#039;invulnerability&#039;&#039;&#039; cooldown to tank the combination without having to move.&lt;br /&gt;
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*&#039;&#039;&#039;Central Knockback&#039;&#039;&#039; - spawns a large circle at Raktapaksa&#039;s location that will eventually knockback all members of the raid. Players must move close to the circle (or utilize &#039;&#039;&#039;knockback immunity&#039;) to avoid being knocked into the death-wall surrounding the arena.&lt;br /&gt;
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*&#039;&#039;&#039;Conflag Strike&#039;&#039;&#039; - after a delay, the entire arena (except for two safe-spots to the east and west) will be drowned in flaming puddles. Simultaneously, each tank and healer will be chained together, and all damage dealers will be chained together as well. Should anyone stray too far from their chained partner, the chain will explode, typically leading to fatal damage. As a result, the entire raid must stack together and move towards one of the two safe-spots together without moving too far from their chained partner.&lt;br /&gt;
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*&#039;&#039;&#039;Blaze Tornadoes&#039;&#039;&#039; will now form in the north and south of the arena. After a delay, each tornado will begin to fire massive cone AoE&#039;s in the direction of the player closest to it. Simultaneously, wind-orbs (similar to &#039;&#039;&#039;Occluded Front&#039;&#039;&#039;) will spawn at one side of each tornado and prepare to shoot straight-line AoE&#039;s across the arena at players furthest away. Don&#039;t forget - the straight-line AoE&#039;s from wind-orbs can &#039;&#039;&#039;break tethers &amp;amp; chains&#039;&#039;&#039;, yet should they succeed in breaking any chains, the resulting explosion will be devastating.&lt;br /&gt;
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&#039;&#039;As a result, both tanks (and their chained healers) should each choose a &#039;&#039;&#039;Blaze Tornado&#039;&#039;&#039; and stand directly beside it (on the opposite side of the windy-orb), while the healer chained to them stands in front of it (close enough so that their chains will not break via distance). This will force the tornado&#039;s to shoot their cone AoE&#039;s out of the arena (rather than across it), saving the raid from taking fatal damage. Once both tornado&#039;s have fired off five cone AoE&#039;s, they will dissipate.&lt;br /&gt;
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&#039;&#039;Regarding the two wind-orbs (which will target players farthest away and fire three blasts each), all chained damage-dealers should remain near the arena centre (one one side of the boss) and make sure to move out of any straight-line AoE&#039;s from the windy-orbs once they have been baited to shoot in their direction. After being baited, they will fire twice more, so simply move (in unison) from one side of the boss to the other repeatedly until all three shots have been fired.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; - marks various players with bluish-white circles (just like earlier) and will fatally launch them into the air unless an unmarked player stacks within the circle. Seeing as the &#039;&#039;&#039;chains&#039;&#039;&#039; still persist at this point, each player marked with the bluish-white circles should stack with their chained partner. However, Raktapaksa will also cast a massive donut AoE, leaving only a small safe circle in the centre of the arena to work with. As a result, marked players should spread out in cardinal or inter-cardinal points around the boss at the very edge of the safe-circle to ensure that there is enough space to avoid overlap. &lt;br /&gt;
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&#039;&#039;A good rule of thumb, seeing as &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; is cast immediately after &#039;&#039;&#039;Blaze Tornadoes&#039;&#039;&#039; (which forced each tank and their chained healer to move north/south to handle a tornado each), is to have the chained Tanks/Healers move together from the north/south into safe circle, whilst all damage dealers (who were already close to the boss to avoid wind-orbs) simply move to the east or west side of the boss with their chained partner.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Conflag Strike&#039;&#039;&#039; concludes with Raktapaksa unleashing a massive conal AoE in the direction it is facing (without any telegraph) that will fatally wound anyone caught in its wake. Should you survive the &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039;, have the raid stack behind the boss to avoid being chopped.&lt;br /&gt;
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*&#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; + &#039;&#039;&#039;Occluded Front&#039;&#039;&#039; + &#039;&#039;&#039;Storm of Fury&#039;&#039;&#039; - spawns multiple wind-orbs around the edge of the arena that will eventually fire straight-line AoE&#039;s across the battlefield which can break tethers and chains. At the same time, four players will also be marked by the bluish-white &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; circles. Just like in phase 1, Raktapaksa will tether itself to four players and prepare to blast massive conal AoE&#039;s in their direction, forcing all four tethered players to spread out in inter-cardinal directions (NE, NW, SE, SW) along with their assigned chain/aerial partner.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Storm of Fury&#039;&#039;&#039; - cast at the same time as &#039;&#039;&#039;Occluded Front&#039;&#039;&#039; - will create a large point-blank AoE underneath Raktapaksa that the raid must avoid. Tethered players should aim to squeeze themselves beside the point-blank AoE circle and the line-AoE from &#039;&#039;&#039;Occluded Front&#039;&#039;&#039; wind orbs. If done correctly, the entire arena will be blasted by conal AoE&#039;s, yet only each tethered player (and their chain/aerial-stack partner) will be damaged by a single conal AoE, with no tethers/chains broken.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Inferno Howl&#039;&#039;&#039; - inflicts unavoidable raid-wide damage that will require moderate AoE healing and/or shielding.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Hell (5)&#039;&#039;&#039; + &#039;&#039;&#039;Occluded Front&#039;&#039;&#039; - places four shareable tethers onto a random healer that should be shared with the other healer and both tanks. Simultaneously, four wind-orbs will form at intercardinal points around the arena edge that will eventually shoot tether/chain-breaking straight-line AoE&#039;s across the platform. Just like all other versions, players must make an effort to collect (or pass on) tethers so that the original target only has one left. Once tethers have been collected, each tethered player should move to an intercardinal point around the boss (without moving too far, as the wind-orbs will risk breaking the tethers). Once the wind-orbs have fired, tethered players can move further.&lt;br /&gt;
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After a delay, Raktapaksa will apply &#039;&#039;&#039;light-headed&#039;&#039;&#039; to each tethered player, cause them to drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath their feet (which must be avoided), and also launch massive straight-line AoE&#039;s in their direction. Once &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; has concluded, the entire arena (except one safe-spot directly beneath Raktapaksa) will be marked by line AoE&#039;s which the entire raid should avoid, leaving only one safe spot directly beneath the boss.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Hell (6)&#039;&#039;&#039; + &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; - places four shareable tethers onto a random damage dealer that should be shared with other damage dealers (to avoid &#039;&#039;&#039;concussing&#039;&#039;&#039; tanks and healers that dealt with the previous &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039;). Simultaneously, all tanks and healers will be marked by bluish-white circles, representing &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039;. Once &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; concludes, Raktapaksa will launch himself towards all tethered damage-dealers, inflicting &#039;&#039;&#039;light-headed&#039;&#039;&#039;, carving a straight-line AoE in their direction, and forcing each target to drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039;. &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; will conclude at the exact same time, which will also drop another AoE circle on the floor. Simply move out of both floor-based AoE&#039;s, then move into the safe-spot left directly beneath Raktapaksa.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As soon as both mechanics have concluded, Raktapaksa&#039;s main target will receive a &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; + &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; + &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039; combo, much like they did earlier in the final phase. Don&#039;t forget to tank-swap (if the targeted tank has no invulnerability cooldown to tank the double-tank buster). Don&#039;t forget to move away from the tank&#039;s location during &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ferostorm&#039;&#039;&#039; - spawns two blades of wind at random points around Raktapaksa. Just like before, vicious conal-AoE&#039;s of massive size will be fired in the direction of the blades, carving anyone in their path. Simply spread out and ensure that these blades are not facing your current location. Bear in mind that &#039;&#039;&#039;Ferostorm&#039;&#039;&#039; will be cast &#039;&#039;&#039;twice in a row&#039;&#039;&#039;.&lt;br /&gt;
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*&#039;&#039;&#039;Central Knockback&#039;&#039;&#039; - spawns a large circle at Raktapaksa&#039;s location that will eventually knockback all members of the raid. Players must move close to the circle (or utilize &#039;&#039;&#039;knockback immunity&#039;) to avoid being knocked into the death-wall surrounding the arena.&lt;br /&gt;
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If you have reached this point, Raktapaksa will move to one end of the arena and begin to charge an enraged &#039;&#039;&#039;Conflag Strike&#039;&#039;&#039; - the fatal front-cone AoE slice. Due to there being no safe-spot, the raid have a limited window to slay Raktapaksa beforehand. If unsuccessful, the entire raid will be instantly slain. If successful, congratulations - you have beaten Eden&#039;s Verse: Furor (Savage)!&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item reward|1|Book of Furor}} (Guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenchoir Head Gear Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Hand Gear Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Foot Gear Coffer (IL 500)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenchoir Head Gear Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Hand Gear Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Foot Gear Coffer (IL 500)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Primal Angel}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
E6N.png&lt;br /&gt;
E6 boss.png&lt;br /&gt;
E6 phase 4.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Furor_(Savage)&amp;diff=1528360</id>
		<title>Eden&#039;s Verse: Furor (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Furor_(Savage)&amp;diff=1528360"/>
		<updated>2026-09-01T07:38:10Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /*  Heritors of Fury: Garuda &amp;amp; Ifrit - Abilities and Timeline */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Verse (Savage)|Eden&#039;s Verse: Furor}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Verse: Furor (Savage)&lt;br /&gt;
| description = The discovery of a second crystal within Eden&#039;s core leads to more questions than answers, and yet again, your mind is assaulted with terrifying visions upon gazing inside. You see foes previously vanquished reborn, more brutal and unrelenting than even your wildest imagination, yet your unwavering resolve forbids you from tearing your eyes away...&lt;br /&gt;
| image =  Eden&#039;s Verse Furor (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 475&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = Ashfall&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|Life Finds a Way}}&lt;br /&gt;
| patch = 5.2&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| id-gt = 30091&lt;br /&gt;
| id-edb = 8e7439e713d&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E6S&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|32px|link=]] Heritors of Fury: [[Garuda (ShB)|Garuda]] &amp;amp; [[Ifrit (ShB)|Ifrit]] - Abilities and Timeline==&lt;br /&gt;
&lt;br /&gt;
The battle against Garuda and Ifrit takes place inside a 20y radius circular arena surrounded by deadly wall of flame—instantly killing any players that collide with it.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Garuda &amp;amp; Ifrit&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Garuda&#039;s Abilities&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Superstorm&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Occluded Front (Cutter)&#039;&#039;&#039;&lt;br /&gt;
|Spawns multiple &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; orbs that create thin green [[Area of Effect#Static Line AoE|static line AoEs]]. These line AoEs have the unique ability to cut any [[Tether (mechanic)|tether]] crossed over top of it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Storm of Fury&#039;&#039;&#039;&lt;br /&gt;
|Creates four [[Tether (mechanic)|tethers]], attaching to DPS players, and a 12.5y [[Area of Effect#Static Circle AoE|static circle AoE]] underneath the boss.&lt;br /&gt;
Tethers fire a 90 degree [[Area of Effect#Spread Line or Cone|spread cone]] at their target after a few second, dealing moderate magic damage.&lt;br /&gt;
&lt;br /&gt;
* If a tether is broken by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039;, the spread cone will instead fire at a random player that wasn&#039;t the original target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Air Bump&#039;&#039;&#039;&lt;br /&gt;
|Marks four support players with a [[Stack marker#Multi-Player Marker|2-player marker]], dealing moderate magic damage and inflicting {{Status effect|debuff|Magic Vulnerability Up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;. Afterwards creates a [[Area of Effect#Static Circle AoE|static circle AoE]] that deals lethal damage.&lt;br /&gt;
If there is only one player inside the marker, that player is launched with a powerful [[Knockback#Knock-up|knock-up]] and unable to avoid the lethal follow-up AoE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ferostorm&#039;&#039;&#039;&lt;br /&gt;
|Creates two magical blades on opposite diagonals of the boss, each firing 90-degree [[Area of Effect#Static Cone AoE|static cone AoEs]] that inflict high damage and inflicts {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;&lt;br /&gt;
|Creates a 10y-wide [[Area of Effect#Puddle|line puddle]] across the center of the arena, either north-to-south or east-to-west—splitting the arena into two halves.&lt;br /&gt;
Players caught in the initial AoE, or players that step into the puddle afterwards, are instantly killed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Occluded Front (Vacuum)&#039;&#039;&#039;&lt;br /&gt;
|Always follows &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;. One half of the arena has three &#039;&#039;&#039;&#039;&#039;Tumultuous Nexus&#039;&#039;&#039;&#039;&#039;, the other half has four.&lt;br /&gt;
After a [[Knockback#Directional Knockback|directional knockback]], each Nexus explodes into a [[Area of Effect#Static Circle AoE|static circle AoE]], dealing high magic damage and inflicting {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; to those in range.&lt;br /&gt;
&lt;br /&gt;
* Tumultuous Nexuses are also affected by the directional knockback.&lt;br /&gt;
* Nexuses pulled into the Vacuum Slice puddle are destroyed.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Ifrit&#039;s Abilities&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Inferno Howl&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Touchdown&#039;&#039;&#039;&lt;br /&gt;
|An [[Knockback#Epicentral Knockback|epicentral]] knockback (or a [[Other Mechanics#Proximity AoE|proximity AoE]] at the start of Phase 2).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;&lt;br /&gt;
|A [[Tether (mechanic)|tether]] attached to the highest enmity player. Ifrit charges the target, inflicting {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039; to them and any other players inbetween for 20 seconds.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Eruption:&#039;&#039;&#039;&#039;&#039; a 10y radius  [[Area of Effect#Static Circle AoE|static circle AoE]], is created underneath the targeted player and detonates a few seconds later.&lt;br /&gt;
&lt;br /&gt;
* If a player already afflicted with {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039; is hit by this attack, they become {{Status effect|debuff|file:ConcussionDebuff.png|link=file:ConcussionDebuff.png}} &#039;&#039;&#039;Concussed&#039;&#039;&#039; for 10 seconds—unable to act, move, or [[Rescue|be moved]] by others.&lt;br /&gt;
* If the tether is broken by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039;, Ifrit will instead charge at a random player that was not the original target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Hell&#039;&#039;&#039;&lt;br /&gt;
|A healer or a DPS is marked with a red arrow. This target then has four [[Tether (mechanic)|tethers]] attached to them—three of them being [[Tether (mechanic)#Transferable Tether|transferable tethers]]. Each tether is then attacked by &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] targeting the higher enmity player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;&lt;br /&gt;
|Ifrit jumps at where the highest enmity player was standing at the start of the cast, dealing extreme damage to any player inside Ifrit&#039;s hitbox.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Strike Spark&#039;&#039;&#039;&lt;br /&gt;
|Eight fireballs are created around the arena, one in each cardinal and inter-cardinal direction. Multiple copies of Ifrit appear next to random orbs and face a random direction.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Eruption&#039;&#039;&#039;&#039;&#039; is placed underneath all players—then all copies of Ifrit cast &#039;&#039;&#039;&#039;&#039;Hot Foot&#039;&#039;&#039;&#039;&#039;, kicking any fireballs &amp;lt;u&amp;gt;in front of them&amp;lt;/u&amp;gt; 10y away.&lt;br /&gt;
&lt;br /&gt;
* Each fireball detonates into a 10y radius [[Area of Effect#Static Circle AoE|static circle AoE]] that deals high damage and inflicts {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Shared Abilities&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hated of the Vortex / Embers&#039;&#039;&#039;&lt;br /&gt;
|Deals unavoidable party-wide damage and places debuffs on all players based on proximity to Ifrit and Garuda.&lt;br /&gt;
&lt;br /&gt;
* The four players closest to Garuda are debuffed with {{Status effect|debuff|file:Hated of the vortex debuff.png|link=file:Hated of the vortex debuff.png}} &#039;&#039;&#039;Hated of the Vortex&#039;&#039;&#039;, preventing them from damaging Ifrit.&lt;br /&gt;
* The four closest players to Ifrit receive the inverse: {{Status effect|debuff|file:Hated of embers debuff.png|link=file:Hated of embers debuff.png}} &#039;&#039;&#039;Hated of Embers&#039;&#039;&#039;, preventing them from damaging Garuda.&lt;br /&gt;
* Two healers and two tanks can not receive the same debuff type.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Raktapaksa&#039;s Abilities&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hands of Flame/Hell&#039;&#039;&#039;&lt;br /&gt;
|Functions identically to Ifrits, but additionally creates two immeasurable [[Area of Effect#Static Line AoE|static line AoEs]] covering the arena to Raktapaksa&#039;s left and right—leaving only a safe line in front and behind.&lt;br /&gt;
* The &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; safe zone will always converge where Raktapaksa originally cast the ability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Radiant Plume&#039;&#039;&#039;&lt;br /&gt;
|Covers the entire arena in lethal [[Area of Effect#Static Circle AoE|static circle AoEs]] with the exception of two small areas on the east and west side of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|debuff|File:Burning chains icon1.png|link=File:Burning chains icon1.png}} &#039;&#039;&#039;Irons of Purgatory&#039;&#039;&#039;&lt;br /&gt;
|A [[Tether (mechanic)#Paired / Close Tether|close tether]] attaching players together via role. Each tank is paired to a different random healer, and DPS players are paired to a different random DPS player.&lt;br /&gt;
If two tethered players move more than 10y apart, or their tether is destroyed by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; AoE, both players are instantly killed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twisting Blaze&#039;&#039;&#039;&lt;br /&gt;
|A flaming tornado that spawns on the north and south edge of the arena. Repeatedly fires 90-degree [[Tankbuster#AoE Tankbuster|cone AoE tankbusters]] at the closest player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spread of Fire&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] covering the entire arena except for a 5y radius safe zone directly underneath Raktapaksa.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Conflag Strike&#039;&#039;&#039;&lt;br /&gt;
|A lethal 270 degree [[Area of Effect#Static Cone AoE|static cone AoE]] from the front of Raktapaksa.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Garuda&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Superstorm&lt;br /&gt;
#Occluded Front (Cutter)&lt;br /&gt;
#Storm of Fury&lt;br /&gt;
#Air Bump&lt;br /&gt;
#Ferostorm&lt;br /&gt;
#Touchdown +&lt;br /&gt;
#* Air Bump&lt;br /&gt;
#Vacuum Slice&lt;br /&gt;
#Occluded Front (Vacuum)&lt;br /&gt;
#Ferostorm&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Ifrit&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Touchdown&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Inferno Howl&lt;br /&gt;
#Hands of Hell&lt;br /&gt;
#Strike Spark&lt;br /&gt;
#Hands of Hell&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Garuda &amp;amp; Ifrit&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Hated of Vortex / Embers&lt;br /&gt;
#Occluded Front (Cutter)&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration +&lt;br /&gt;
#*Vacuum Slice&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Occluded Front (Vacuum) +&lt;br /&gt;
#* Eruption&lt;br /&gt;
#* Hot Foot&lt;br /&gt;
#Ferostorm&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Raktapaksa Opening&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Hands of Hell (Support)&lt;br /&gt;
#Hands of Hell (DPS)&lt;br /&gt;
#Inferno Howl&lt;br /&gt;
#Air Bump +&lt;br /&gt;
#Ferostorm&lt;br /&gt;
#Strike Spark&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Conflag Strike&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Touchdown&lt;br /&gt;
#Irons of Purgatory +&lt;br /&gt;
#*Radiant Plume&lt;br /&gt;
#Twisting Blaze +&lt;br /&gt;
#*Occluded Front (Cutter) x3&lt;br /&gt;
#Air Bump +&lt;br /&gt;
#*Spread of Fire&lt;br /&gt;
#Conflag Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Final Phase&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Air Bump&lt;br /&gt;
#Storm of Fury +&lt;br /&gt;
#*Occluded Front (Cutter)&lt;br /&gt;
#Hands of Hell (Support) +&lt;br /&gt;
#*Occluded Front (Cutter)&lt;br /&gt;
#Hands of Hell (DPS) +&lt;br /&gt;
#*Air Bump&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Ferostorm x2&lt;br /&gt;
#Touchdown&lt;br /&gt;
#&#039;&#039;&#039;Conflag Strike (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Detailed Phase Explanations ==&lt;br /&gt;
&lt;br /&gt;
===Phase 1: [[Garuda (ShB)|Garuda]]===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The majority of successful strategies involve keeping Garuda as close to the arena centre as possible during the encounter.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Superstorm&#039;&#039;&#039; - deals unavoidable raid-wide damage that will require shielding and/or healing.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Occluded Front&#039;&#039;&#039; - spawns multiple wind-orbs around the edge of the arena that will eventually fire straight-line AoE&#039;s across the battlefield. At the same time, Garuda will tether herself to all four damage-dealers and prepare to blast massive cone-AoE&#039;s in their direction, forcing all four tethered players to spread out in inter-cardinal directions (NE, NW, SE, SW) of Garuda, just outside of the point-blank AoE that will spawn beneath her. &#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The straight-line shots from wind-orbs can break tethers and chains connected to players (by having them shoot through said tether/chain), yet most Furor (Savage) strategies will render this unnecessary&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Storm of Fury&#039;&#039;&#039; - cast at the same time as &#039;&#039;&#039;Occluded Front&#039;&#039;&#039; - will create a large point-blank AoE underneath Garuda that the raid must avoid. Tethered players should aim to squeeze themselves beside the point-blank AoE circle and the line-AoE from &#039;&#039;&#039;Occluded Front&#039;&#039;&#039; wind orbs. If done correctly, the entire arena will be blasted by cone-AoE&#039;s, yet only two people will be damaged per AoE, and no tethers will be broken.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; - creates bluish-white circles around each damage dealer that will eventually launch marked players into the air and fatally impale them unless an unmarked player stacks with a marked player (within their circle) to share the damage. Due to being four circles, a tank and healer should each be assigned to a damage-dealer and be ready to help soak that damage-dealer&#039;s circle. Just like earlier, it is best to stand at cardinal or inter-cardinal directions around Garuda, giving everyone space to soak circles (without overlapping other circles), yet also being close enough so that melee damage-dealers can maintain uptime on Garuda during the process. If shared successfully, marked players will not be launched and, instead, circle-AoE&#039;s will be left wherever the marked players were previously standing, which the raid must avoid. If unsuccessful, the lone (marked) player will be launched into the air and unable to move out of the impending AoE circle, which will fire up spikes of wind to fatally impale them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ferostorm&#039;&#039;&#039; - similar to normal mode - spawns two blades of wind at random points around Garuda. After a brief delay, vicious conal-AoE&#039;s of massive size will be fired in the direction of the blades, carving anyone in their path. To avoid, simply spread out and ensure that these blades are not facing your current location.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Central Knockback&#039;&#039;&#039; + &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; - spawns a large circle in the arena centre that will eventually knockback all members of the raid, just like normal mode. Simultaneously, each tank and healer will acquire the blue-white circle, indicating another &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039;. As you can imagine, the goal here is to ensure that each marked player (and at least one unmarked player) are knocked back together to remain stacked. Bear in mind that the flaming edge of the arena is a &#039;&#039;&#039;death wall&#039;&#039;&#039;, meaning that anyone knocked back too far will be instantly slain, so make sure that every marked player (and at least one unmarked player) stand together as close to the &#039;&#039;&#039;Central Knockback&#039;&#039;&#039; circle as possible (or both utilize &#039;&#039;&#039;knockback immunity&#039;&#039;&#039; to remain in the same location). Don&#039;t forget that &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; (blue-white circles) will always leave behind regular AoE circles afterwards on the ground that everyone must avoid.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039; - cast after Garuda flies to the arena centre - will essentially slice the arena in half via a large straight-line AoE, creating another &#039;&#039;&#039;death wall&#039;&#039;&#039; that will instantly slay anyone who touches it. Due to upcoming mechanics, the raid should evenly split in half (i.e. a tank, a healer and two DPS, preferably those who were assigned to each other for previous mechanics) with one half of the raid on each side of the &#039;divide&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Occluded Front&#039;&#039;&#039; - spawns more wind orbs on both sides of the &#039;divide&#039; near the outer edge of the arena in one of two possible patterns (one pattern per side), whilst simultaneously tethering herself to each damage dealer, just like earlier. She will also spawn a point-blank AoE under herself once again, forcing the raid to split into pairs and move to safe spots between the wind-orbs. Before detonating, Garuda will also cast a knockback on each side of the &#039;divide&#039; that will push all players (and all wind-orbs) towards the &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039; death-wall. The goal is for each tethered player to stack with their assigned partner at inter-cardinal safe-spots between the wind-orbs and be knocked back together (without being pushed into the &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;. Failure to do so will result in the large conal AoE&#039;s fired at tethered players to overlap and cause tremendous damage. Once pushed back, players must then move away from the wind-orbs to avoid their AoE explosions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; There are two possible patterns for wind-orbs and there will be one pattern for each side of the divide. The &#039;&#039;&#039;first&#039;&#039;&#039; pattern is three orbs forming a straight line, providing two safe-spots. If your side of the divide gains this straight-line pattern of orbs, have a tethered player (and an assigned partner) stand between the left+centre orb and another pair stand between the right+centre orb. The &#039;&#039;&#039;second&#039;&#039;&#039; pattern consists of four orbs forming a semi-circle inside the outer-edge of the arena, also providing two safe-spots. If this is your pattern, have a tethered player (and an assigned partner) stand between the two left-most orbs and the other pair stand between the right-most orbs. Once Garuda charges her knockback, all orbs (and players) will be pushed towards the vacuum slice and simultaneously blast massive conal AoE&#039;s in the direction of tethered players. If done correctly, each pair will be blasted by their respective conal-AoE (with no overlap) and be given ample space after the knockback to avoid the AoE explosions from orbs.&lt;br /&gt;
&lt;br /&gt;
*After these overlapped mechanics have concluded, the &#039;divide&#039; from &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039; will disperse.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ferostorm&#039;&#039;&#039; - spawns two blades of wind at random points around Garuda just like earlier. Once again, simply spread out and ensure that these blades are not facing your current location.&lt;br /&gt;
&lt;br /&gt;
Having reached this point, Garuda will exit the arena, leaving behind a proximity marker which all players must move away from. After a delay, Ifrit will land in this location, dealing damage to the entire raid depending on how close they were to the proximity marker, resulting in the end of phase 1.&lt;br /&gt;
&lt;br /&gt;
===Phase 2: [[Ifrit (ShB)|Ifrit]]===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; - tethers Ifrit to its main target, eventually leading to a vicious double-punch that will inflict the &#039;&#039;&#039;light-headed&#039;&#039;&#039; debuff on the victim and also cause them to drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039; (large AoE circle) beneath their present location that should be avoided. If a target with &#039;&#039;&#039;light-headed&#039;&#039;&#039; receives any further damage from specific mechanics during the debuff (such as another &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;, &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;, or &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039;), they will become &#039;&#039;&#039;concussed&#039;&#039;&#039; - launched into the air and stunned (which can be fatal) - meaning that a tank-swap should be utilized during &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; so that the debuffed tank can recover from the debuff and avoid this risk.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eruption&#039;&#039;&#039; - the large AoE circle left behind by the &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; uppercut (and various other mechanics during the battle) should be avoided by all players.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; - a vicious tank-buster against Ifrit&#039;s primary target that is indicated by a large red marker (similar to normal mode). After a brief delay, the marked target will receive a vicious uppercut, inflicting &#039;&#039;&#039;light-headed&#039;&#039;&#039;. &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; hits considerably harder than &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; and will require high healing and/or shielding. Remember, if &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; is cast on a target effected by &#039;&#039;&#039;light-headed&#039;&#039;&#039;, that target will be launched and stunned. If you have utilized a tank-swap during the previous &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;, this will be avoided.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meteor Strike&#039;&#039;&#039; - causes Ifrit to target the location of its primary target and blast it with a devastating AoE tankbuster after a brief delay. All participants (including the targeted tank) must ensure they move far enough away from the targets previous location (while &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039; is being cast) to avoid taking damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Inferno Howl&#039;&#039;&#039; - inflicts unavoidable raid-wide damage that will require moderate AoE healing and/or shielding.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Hell (1)&#039;&#039;&#039; - places a bundle of four shareable tethers onto a random healer. Much like normal mode, players must make an effort to collect (or pass on) tethers so that the original target only has one left. After a delay, Ifrit will uppercut tethered players, apply &#039;&#039;&#039;light-headed&#039;&#039;&#039; to each victim, and cause each target to drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039; (AoE circle) beneath their current location.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Seeing as anyone damaged by a tether will receive &#039;&#039;&#039;light-headed&#039;&#039;&#039;, this means that holding more than one tether will not only inflict tremendous damage but also result in an unavoidable &#039;&#039;&#039;concussion&#039;&#039;&#039; (the previously mentioned knock-up and stun). This also means that anyone who already has a &#039;&#039;&#039;light-headed&#039;&#039;&#039; debuff from previous mechanics should avoid taking a tether. In either case, the victim will end up &#039;&#039;&#039;concussed&#039;&#039;&#039; (stunned) and unable to avoid the upcoming &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath their feet, which is typically fatal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Due to &#039;&#039;&#039;Eruption&#039;&#039;&#039; being dropped underneath each tethered player, be sure to spread out if taking tethers. To avoid the possibility of &#039;&#039;&#039;light-headed&#039;&#039;&#039; overlaps, it is wise to assign players to each round of tethers, starting with both healers and two damage dealers so that the tanks can shake off previous applications of &#039;&#039;&#039;light-headed&#039;&#039;&#039; from the previous &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; and &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strike Spark&#039;&#039;&#039; - creates multiple &#039;&#039;&#039;orbs of flame&#039;&#039;&#039; throughout the arena that will eventually unleash a broad AoE explosion at their location. Due to the placement of the orbs, there will currently be no safe-spot within the arena. However, after a brief delay, four clones of Ifrit will appear, each one standing behind a random orb. Eventually, all clones will simultaneously kick their chosen orb in the direction they are facing via &#039;&#039;&#039;Hot Foot&#039;&#039;&#039;, leaving one possible safe-spot. It will be up to the raid to determine where this safe-spot will be located. Unfortunately, all players will also drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath their feet beforehand, preventing everyone from immediately moving to this safe-spot as these eruption AoE&#039;s will make it unsafe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;To combat the overlapped mechanics, all participants should stack somewhere in the centre while identifying where Ifrit will create a safe-spot with the orb-kicks. Once the safe location has been identified and all &#039;&#039;&#039;Eruption&#039;&#039;&#039; AoE&#039;s are dropped, the raid should move out of the AoE eruptions into the single safe-spot before the &#039;&#039;&#039;orbs of flame&#039;&#039;&#039; explode.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Hell (2)&#039;&#039;&#039; - places a bundle of four shareable tethers onto a random damage dealer. Just like earlier, players must make an effort to pass (or collect) tethers so that the original target only has one left. After a delay, Ifrit will uppercut tethered players, apply &#039;&#039;&#039;light-headed&#039;&#039;&#039; to each victim, and cause each target to drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039; (AoE circle) beneath their current location. In this situation, it is wise to have all other damage dealers collect a tether from the target, leaving both tanks and healers free for future mechanics. Don&#039;t forget to spread out and avoid the upcoming &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath each tethered target.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; - tethers Ifrit to its main target, just like earlier, leading to the &#039;&#039;&#039;light-headed&#039;&#039;&#039; inflicting double-punch and a followup &#039;&#039;&#039;Eruption&#039;&#039;&#039; (large AoE circle) beneath their present location. Once again, the tank and off-tank should coordinate a swap while &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; is being cast to avoid the possibility of stacking &#039;&#039;&#039;light-headed&#039;&#039;&#039; during future mechanics, such as:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; + &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039; - Ifrit will utilize the vicious tank-buster once more against the current tank (as indicated by the large red marker). Just like earlier, the marked target will receive a devastating uppercut for massive damage and receive the &#039;&#039;&#039;light-headed&#039;&#039;&#039; debuff. As soon as &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; has concluded, Ifrit will immediately unleash another &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;, causing Ifrit to target the location of its primary target and blast that area with a devastating AoE tankbuster. Remember - once Ifrit begins to cast &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;, all participants (including the target) must move away from that targets previous location as soon as possible.&lt;br /&gt;
&lt;br /&gt;
On reaching this point, Ifrit will soon be joined by Garuda, leading to phase 3.&lt;br /&gt;
&lt;br /&gt;
===Phase 3: Garuda &amp;amp; Ifrit===&lt;br /&gt;
&lt;br /&gt;
As soon as Garuda and Ifrit join forces, they will both cast an ability, marking all players (based on their proximity to Garuda or Ifrit) with either &#039;&#039;&#039;Hated of the Vortex&#039;&#039;&#039; or &#039;&#039;&#039;Hated of the Embers&#039;&#039;&#039;. Anyone with &#039;&#039;&#039;Hated of the Vortex&#039;&#039;&#039; will &#039;&#039;&#039;only&#039;&#039;&#039; be able to target Garuda, whereas anyone with &#039;&#039;&#039;Hated of Embers&#039;&#039;&#039; will &#039;&#039;&#039;only&#039;&#039;&#039; be able to target Ifrit. While the debuffs will be evenly spread (i.e.. one per tank, healer and two damage dealers), the fact that it can be baited via proximity means that the raid can split the group and assign those roles to a boss. To do so, split the raid evenly and have one group stand near Garuda and one near Ifrit. This ensures that there is no confusion, allowing the raid to prepare for upcoming mechanics more easily.&lt;br /&gt;
&lt;br /&gt;
With Garuda and Ifrit joining forces, both groups will now have to contend with a range of combined mechanics, starting with:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Occluded Front&#039;&#039;&#039; + &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; - spawns multiple wind-orbs around the edge of the arena that will eventually fire straight-line AoE&#039;s across the battlefield that should be avoided. Simultaneously, Ifrit will cast &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; (the double-punch against its primary target that inflicts &#039;&#039;&#039;light-headed&#039;&#039;&#039;, as well as &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath their feet afterward), followed by &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;, the vicious red-marker uppercut, and lastly, &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;. The tank who is targeting Ifrit should purposefully get their tether cut by the wind-orbs, which will result in Ifrit dashing towards a random player for the initial double-punch. Because this inflicts the player Ifrit dashed to with &#039;&#039;&#039;light-headed&#039;&#039;&#039;, this allows the tank on Ifrit to take &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; without being concussed. Don&#039;t forget to move away from the target&#039;s location while Ifrit is casting &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039; - Garuda flies to the arena centre and slices the arena in half via a large straight-line AoE, creating a &#039;&#039;&#039;death wall&#039;&#039;&#039; that will instantly slay anyone who touches it. Unlike phase one, the entire raid can stack on one side of the divide.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Occluded Front&#039;&#039;&#039; + &#039;&#039;&#039;Hot Foot&#039;&#039;&#039; - spawns multiple windy orbs around the arena. Just like before, a knockback on each side of the divide will eventually push all players (and the orbs) towards the vacuum slice. However, Ifrit will also select an orb and prepare to kick it out of position. Furthermore, &#039;&#039;&#039;Eruption&#039;&#039;&#039; will soon place AoE&#039;s beneath every member of the raid, preventing them from running immediately to the safe-spot that &#039;&#039;&#039;Hot Foot&#039;&#039;&#039; (kick) will provide. Instead, the group should stack together, wait for &#039;&#039;&#039;Eruption&#039;&#039;&#039; to drop AoE&#039;s beneath the raid, then move towards the safe spot. Don&#039;t forget, the knockback still risks pushing players into the &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;, so make sure to stack away from the void-wall when baiting &#039;&#039;&#039;Eruption&#039;&#039;&#039;. After the knockback, simply avoid standing close to any of the wind-orbs, as they will eventually explode.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ferostorm&#039;&#039;&#039; - spawns two blades of wind at random points around Garuda. Just like before, vicious conal-AoE&#039;s of massive size will be fired in the direction of the blades, carving anyone in their path. Simply spread out and ensure that these blades are not facing your current location.&lt;br /&gt;
&lt;br /&gt;
Having survived their united assault, the raid will witness a transitional animation, much like normal mode. Whilst Garuda and Ifrit merge together, the raid will suffer unavoidable AoE damage, so be ready to heal, shield and mitigate. From here, the final phase begins.&lt;br /&gt;
&lt;br /&gt;
===Phase 4: Raktapaksa===&lt;br /&gt;
&lt;br /&gt;
Once Garuda and Ifrit have merged into Raktapaksa, it is recommended that it be tanked in the arena centre for the rest of the battle whenever possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Hell (3)&#039;&#039;&#039; - places a bundle of four shareable tethers onto a random healer. Once more, players must make an effort to collect (or pass on) tethers so that the original target only has one left. After a delay, Raktapaksa will apply &#039;&#039;&#039;light-headed&#039;&#039;&#039; to each tethered player, cause them to drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath their feet (which must be avoided), and also launch massive straight-line AoE&#039;s in their direction. To combat this, it is best to have all tanks and healers collect a tether (so that damage dealers are free to maintain uptime) and have tethered players spread out in a distant semi-circle on one side of the boss (giving plenty of space for the raid to avoid tethered &#039;&#039;&#039;Eruption&#039;&#039;&#039; AoE&#039;s. Once &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; has concluded, the entire arena (except one safe-spot directly beneath Raktapaksa) will be marked by line AoE&#039;s which the entire raid should avoid. Never stack too close to the boss, as doing so will drop &#039;&#039;&#039;Eruption&#039;&#039;&#039; AoE&#039;s on the one single safe-spot.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Hell (4)&#039;&#039;&#039; - places a bundle of four shareable tethers onto a random damage dealer which should be handled just like before, except this time, all damage dealers should take a tether so that tanks and healers do not receive another &#039;&#039;&#039;light-headed&#039;&#039;&#039; debuff. Once concluded, the arena will be sliced by straight-line AoE&#039;s, leaving only one safe spot directly beneath the boss. Again, make sure to spread out into a distant semi-circle so that the following &#039;&#039;&#039;Eruption&#039;&#039;&#039; AoE&#039;s do not overlap the single safe-spot.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Inferno Howl&#039;&#039;&#039; - inflicts unavoidable raid-wide damage that will require moderate AoE healing and/or shielding.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; + &#039;&#039;&#039;Ferostorm&#039;&#039;&#039; - the stack mechanic from phase 1 (indicated by bluish-white circles around each tank and healer) will eventually launch marked players into the air and fatally impale them unless an unmarked player stacks with a marked player (within their circle) to share the damage. If you have assigned pairs for handling this in the first phase, simply stack with your partner at cardinal or inter-cardinal positions around the boss. Don&#039;t forget that players marked for &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; will drop an AoE circle at their feet which must be avoided. During this ordeal, &#039;&#039;&#039;Ferostorm&#039;&#039;&#039; (two blades of wind that shoot massive conal AoE&#039;s in the direction they are facing) will be unleashed shortly after &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; has concluded, so make sure to move out of their path.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strike Spark&#039;&#039;&#039; - creates multiple &#039;&#039;&#039;orbs of flame&#039;&#039;&#039; throughout the arena that will eventually unleash a broad AoE explosion at their location, just like in phase 2. After a brief delay, four clones of Raktapaksa will prepare to kick four orbs into different positions. Once more, it is up to the raid to determine where the single safe-spot will be formed, bait the &#039;&#039;&#039;Eruption&#039;&#039;&#039; AoE&#039;s by stacking somewhere in the centre, then move towards this safe-spot to avoid the impending orb explosions.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; - will be cast whilst players are dealing with &#039;&#039;&#039;Strike Spark&#039;&#039;. Raktapaksa tethers to the main tank whilst the raid is moving towards a safe-spot, unleashing a dash-punch towards the victim (inflicting &#039;&#039;&#039;light-headed&#039;&#039;&#039;) and dropping massive AoE&#039;s to its left and right, leaving behind a small &#039;safe-lane&#039; through the arena centre. Due to the &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath the target of &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;, the entire raid will immediately need to move down the safe-lane, and due to the application of &#039;&#039;&#039;light-headed&#039;&#039;&#039;, tanks must decide between tank-swapping so that the followup attack doesn&#039;t cause &#039;&#039;&#039;concussion&#039;&#039;&#039;, or have the main-tank utilize an &#039;&#039;&#039;invulnerability&#039;&#039;&#039; cooldown to tank the combination without having to move.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Central Knockback&#039;&#039;&#039; - spawns a large circle at Raktapaksa&#039;s location that will eventually knockback all members of the raid. Players must move close to the circle (or utilize &#039;&#039;&#039;knockback immunity&#039;) to avoid being knocked into the death-wall surrounding the arena.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Conflag Strike&#039;&#039;&#039; - after a delay, the entire arena (except for two safe-spots to the east and west) will be drowned in flaming puddles. Simultaneously, each tank and healer will be chained together, and all damage dealers will be chained together as well. Should anyone stray too far from their chained partner, the chain will explode, typically leading to fatal damage. As a result, the entire raid must stack together and move towards one of the two safe-spots together without moving too far from their chained partner.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blaze Tornadoes&#039;&#039;&#039; will now form in the north and south of the arena. After a delay, each tornado will begin to fire massive cone AoE&#039;s in the direction of the player closest to it. Simultaneously, wind-orbs (similar to &#039;&#039;&#039;Occluded Front&#039;&#039;&#039;) will spawn at one side of each tornado and prepare to shoot straight-line AoE&#039;s across the arena at players furthest away. Don&#039;t forget - the straight-line AoE&#039;s from wind-orbs can &#039;&#039;&#039;break tethers &amp;amp; chains&#039;&#039;&#039;, yet should they succeed in breaking any chains, the resulting explosion will be devastating.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As a result, both tanks (and their chained healers) should each choose a &#039;&#039;&#039;Blaze Tornado&#039;&#039;&#039; and stand directly beside it (on the opposite side of the windy-orb), while the healer chained to them stands in front of it (close enough so that their chains will not break via distance). This will force the tornado&#039;s to shoot their cone AoE&#039;s out of the arena (rather than across it), saving the raid from taking fatal damage. Once both tornado&#039;s have fired off five cone AoE&#039;s, they will dissipate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Regarding the two wind-orbs (which will target players farthest away and fire three blasts each), all chained damage-dealers should remain near the arena centre (one one side of the boss) and make sure to move out of any straight-line AoE&#039;s from the windy-orbs once they have been baited to shoot in their direction. After being baited, they will fire twice more, so simply move (in unison) from one side of the boss to the other repeatedly until all three shots have been fired.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; - marks various players with bluish-white circles (just like earlier) and will fatally launch them into the air unless an unmarked player stacks within the circle. Seeing as the &#039;&#039;&#039;chains&#039;&#039;&#039; still persist at this point, each player marked with the bluish-white circles should stack with their chained partner. However, Raktapaksa will also cast a massive donut AoE, leaving only a small safe circle in the centre of the arena to work with. As a result, marked players should spread out in cardinal or inter-cardinal points around the boss at the very edge of the safe-circle to ensure that there is enough space to avoid overlap. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A good rule of thumb, seeing as &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; is cast immediately after &#039;&#039;&#039;Blaze Tornadoes&#039;&#039;&#039; (which forced each tank and their chained healer to move north/south to handle a tornado each), is to have the chained Tanks/Healers move together from the north/south into safe circle, whilst all damage dealers (who were already close to the boss to avoid wind-orbs) simply move to the east or west side of the boss with their chained partner.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Conflag Strike&#039;&#039;&#039; concludes with Raktapaksa unleashing a massive conal AoE in the direction it is facing (without any telegraph) that will fatally wound anyone caught in its wake. Should you survive the &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039;, have the raid stack behind the boss to avoid being chopped.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; + &#039;&#039;&#039;Occluded Front&#039;&#039;&#039; + &#039;&#039;&#039;Storm of Fury&#039;&#039;&#039; - spawns multiple wind-orbs around the edge of the arena that will eventually fire straight-line AoE&#039;s across the battlefield which can break tethers and chains. At the same time, four players will also be marked by the bluish-white &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; circles. Just like in phase 1, Raktapaksa will tether itself to four players and prepare to blast massive conal AoE&#039;s in their direction, forcing all four tethered players to spread out in inter-cardinal directions (NE, NW, SE, SW) along with their assigned chain/aerial partner.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Storm of Fury&#039;&#039;&#039; - cast at the same time as &#039;&#039;&#039;Occluded Front&#039;&#039;&#039; - will create a large point-blank AoE underneath Raktapaksa that the raid must avoid. Tethered players should aim to squeeze themselves beside the point-blank AoE circle and the line-AoE from &#039;&#039;&#039;Occluded Front&#039;&#039;&#039; wind orbs. If done correctly, the entire arena will be blasted by conal AoE&#039;s, yet only each tethered player (and their chain/aerial-stack partner) will be damaged by a single conal AoE, with no tethers/chains broken.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Inferno Howl&#039;&#039;&#039; - inflicts unavoidable raid-wide damage that will require moderate AoE healing and/or shielding.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Hell (5)&#039;&#039;&#039; + &#039;&#039;&#039;Occluded Front&#039;&#039;&#039; - places four shareable tethers onto a random healer that should be shared with the other healer and both tanks. Simultaneously, four wind-orbs will form at intercardinal points around the arena edge that will eventually shoot tether/chain-breaking straight-line AoE&#039;s across the platform. Just like all other versions, players must make an effort to collect (or pass on) tethers so that the original target only has one left. Once tethers have been collected, each tethered player should move to an intercardinal point around the boss (without moving too far, as the wind-orbs will risk breaking the tethers). Once the wind-orbs have fired, tethered players can move further.&lt;br /&gt;
&lt;br /&gt;
After a delay, Raktapaksa will apply &#039;&#039;&#039;light-headed&#039;&#039;&#039; to each tethered player, cause them to drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath their feet (which must be avoided), and also launch massive straight-line AoE&#039;s in their direction. Once &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; has concluded, the entire arena (except one safe-spot directly beneath Raktapaksa) will be marked by line AoE&#039;s which the entire raid should avoid, leaving only one safe spot directly beneath the boss.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Hell (6)&#039;&#039;&#039; + &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; - places four shareable tethers onto a random damage dealer that should be shared with other damage dealers (to avoid &#039;&#039;&#039;concussing&#039;&#039;&#039; tanks and healers that dealt with the previous &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039;). Simultaneously, all tanks and healers will be marked by bluish-white circles, representing &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039;. Once &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; concludes, Raktapaksa will launch himself towards all tethered damage-dealers, inflicting &#039;&#039;&#039;light-headed&#039;&#039;&#039;, carving a straight-line AoE in their direction, and forcing each target to drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039;. &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; will conclude at the exact same time, which will also drop another AoE circle on the floor. Simply move out of both floor-based AoE&#039;s, then move into the safe-spot left directly beneath Raktapaksa.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As soon as both mechanics have concluded, Raktapaksa&#039;s main target will receive a &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; + &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; + &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039; combo, much like they did earlier in the final phase. Don&#039;t forget to tank-swap (if the targeted tank has no invulnerability cooldown to tank the double-tank buster). Don&#039;t forget to move away from the tank&#039;s location during &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ferostorm&#039;&#039;&#039; - spawns two blades of wind at random points around Raktapaksa. Just like before, vicious conal-AoE&#039;s of massive size will be fired in the direction of the blades, carving anyone in their path. Simply spread out and ensure that these blades are not facing your current location. Bear in mind that &#039;&#039;&#039;Ferostorm&#039;&#039;&#039; will be cast &#039;&#039;&#039;twice in a row&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Central Knockback&#039;&#039;&#039; - spawns a large circle at Raktapaksa&#039;s location that will eventually knockback all members of the raid. Players must move close to the circle (or utilize &#039;&#039;&#039;knockback immunity&#039;) to avoid being knocked into the death-wall surrounding the arena.&lt;br /&gt;
&lt;br /&gt;
If you have reached this point, Raktapaksa will move to one end of the arena and begin to charge an enraged &#039;&#039;&#039;Conflag Strike&#039;&#039;&#039; - the fatal front-cone AoE slice. Due to there being no safe-spot, the raid have a limited window to slay Raktapaksa beforehand. If unsuccessful, the entire raid will be instantly slain. If successful, congratulations - you have beaten Eden&#039;s Verse: Furor (Savage)!&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item reward|1|Book of Furor}} (Guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenchoir Head Gear Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Hand Gear Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Foot Gear Coffer (IL 500)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenchoir Head Gear Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Hand Gear Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Foot Gear Coffer (IL 500)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Primal Angel}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
E6N.png&lt;br /&gt;
E6 boss.png&lt;br /&gt;
E6 phase 4.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Furor_(Savage)&amp;diff=1528359</id>
		<title>Eden&#039;s Verse: Furor (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Furor_(Savage)&amp;diff=1528359"/>
		<updated>2026-09-01T07:25:09Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /*  Heritors of Fury: Garuda &amp;amp; Ifrit - Abilities and Timeline */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Verse (Savage)|Eden&#039;s Verse: Furor}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Verse: Furor (Savage)&lt;br /&gt;
| description = The discovery of a second crystal within Eden&#039;s core leads to more questions than answers, and yet again, your mind is assaulted with terrifying visions upon gazing inside. You see foes previously vanquished reborn, more brutal and unrelenting than even your wildest imagination, yet your unwavering resolve forbids you from tearing your eyes away...&lt;br /&gt;
| image =  Eden&#039;s Verse Furor (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 475&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = Ashfall&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|Life Finds a Way}}&lt;br /&gt;
| patch = 5.2&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| id-gt = 30091&lt;br /&gt;
| id-edb = 8e7439e713d&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E6S&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|32px|link=]] Heritors of Fury: [[Garuda (ShB)|Garuda]] &amp;amp; [[Ifrit (ShB)|Ifrit]] - Abilities and Timeline==&lt;br /&gt;
&lt;br /&gt;
The battle against Garuda and Ifrit takes place inside a 20y radius circular arena surrounded by deadly wall of flame—instantly killing any players that collide with it.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Garuda &amp;amp; Ifrit&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Garuda&#039;s Abilities&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Superstorm&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Occluded Front (Cutter)&#039;&#039;&#039;&lt;br /&gt;
|Spawns multiple &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; orbs that create thin green [[Area of Effect#Static Line AoE|static line AoEs]]. These line AoEs have the unique ability to cut any [[Tether (mechanic)|tether]] crossed over top of it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Storm of Fury&#039;&#039;&#039;&lt;br /&gt;
|Creates four [[Tether (mechanic)|tethers]], attaching to DPS players, and a 12.5y [[Area of Effect#Static Circle AoE|static circle AoE]] underneath the boss.&lt;br /&gt;
Tethers fire a 90 degree [[Area of Effect#Spread Line or Cone|spread cone]] at their target after a few second, dealing moderate magic damage.&lt;br /&gt;
&lt;br /&gt;
* If a tether is broken by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039;, the spread cone will instead fire at a random player that wasn&#039;t the original target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Air Bump&#039;&#039;&#039;&lt;br /&gt;
|Marks four support players with a [[Stack marker#Multi-Player Marker|2-player marker]], dealing moderate magic damage and inflicting {{Status effect|debuff|Magic Vulnerability Up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;. Afterwards creates a [[Area of Effect#Static Circle AoE|static circle AoE]] that deals lethal damage.&lt;br /&gt;
If there is only one player inside the marker, that player is launched with a powerful [[Knockback#Knock-up|knock-up]] and unable to avoid the lethal follow-up AoE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ferostorm&#039;&#039;&#039;&lt;br /&gt;
|Creates two magical blades on opposite diagonals of the boss, each firing 90-degree [[Area of Effect#Static Cone AoE|static cone AoEs]] that inflict high damage and inflicts {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;&lt;br /&gt;
|Creates a 10y-wide [[Area of Effect#Puddle|line puddle]] across the center of the arena, either north-to-south or east-to-west—splitting the arena into two halves.&lt;br /&gt;
Players caught in the initial AoE, or players that step into the puddle afterwards, are instantly killed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Occluded Front (Vacuum)&#039;&#039;&#039;&lt;br /&gt;
|Always follows &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;. One half of the arena has three &#039;&#039;&#039;&#039;&#039;Tumultuous Nexus&#039;&#039;&#039;&#039;&#039;, the other half has four.&lt;br /&gt;
After a [[Knockback#Directional Knockback|directional knockback]], each Nexus explodes into a [[Area of Effect#Static Circle AoE|static circle AoE]], dealing high magic damage and inflicting {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; to those in range.&lt;br /&gt;
&lt;br /&gt;
* Tumultuous Nexuses are also affected by the directional knockback.&lt;br /&gt;
* Nexuses pulled into the Vacuum Slice puddle are destroyed.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Ifrit&#039;s Abilities&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Inferno Howl&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Touchdown&#039;&#039;&#039;&lt;br /&gt;
|An [[Knockback#Epicentral Knockback|epicentral]] knockback (or a [[Other Mechanics#Proximity AoE|proximity AoE]] at the start of Phase 2).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;&lt;br /&gt;
|A [[Tether (mechanic)|tether]] attached to the highest enmity player. Ifrit charges the target, inflicting {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039; to them and any other players inbetween for 20 seconds.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Eruption:&#039;&#039;&#039;&#039;&#039; a 10y radius  [[Area of Effect#Static Circle AoE|static circle AoE]], is created underneath the targeted player and detonates a few seconds later.&lt;br /&gt;
&lt;br /&gt;
* If a player already afflicted with {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039; is hit by this attack, they become {{Status effect|debuff|file:ConcussionDebuff.png|link=file:ConcussionDebuff.png}} &#039;&#039;&#039;Concussed&#039;&#039;&#039; for 10 seconds—unable to act, move, or [[Rescue|be moved]] by others.&lt;br /&gt;
* If the tether is broken by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039;, Ifrit will instead charge at a random player that was not the original target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Hell&#039;&#039;&#039;&lt;br /&gt;
|A non-tank player is targeted by a red arrow. This target has four [[Tether (mechanic)|tethers]] attached to them—three of them being [[Tether (mechanic)#Transferable Tether|transferable tethers]]. Each tether is then attacked by &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] targeting the higher enmity player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;&lt;br /&gt;
|Ifrit jumps at where the highest enmity player was standing at the start of the cast, dealing extreme damage to any player inside Ifrit&#039;s hitbox.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Strike Spark&#039;&#039;&#039;&lt;br /&gt;
|Eight fireballs are created around the arena, one in each cardinal and inter-cardinal direction. Multiple copies of Ifrit appear next to random orbs and face a random direction.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Eruption&#039;&#039;&#039;&#039;&#039; is placed underneath all players—then all copies of Ifrit cast &#039;&#039;&#039;&#039;&#039;Hot Foot&#039;&#039;&#039;&#039;&#039;, kicking any fireballs &amp;lt;u&amp;gt;in front of them&amp;lt;/u&amp;gt; 10y away.&lt;br /&gt;
&lt;br /&gt;
* Each fireball detonates into a 10y radius [[Area of Effect#Static Circle AoE|static circle AoE]] that deals high damage and inflicts {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Shared Abilities&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hated of the Vortex / Embers&#039;&#039;&#039;&lt;br /&gt;
|Deals unavoidable party-wide damage and places debuffs on all players based on proximity to Ifrit and Garuda.&lt;br /&gt;
&lt;br /&gt;
* The four players closest to Garuda are debuffed with {{Status effect|debuff|file:Hated of the vortex debuff.png|link=file:Hated of the vortex debuff.png}} &#039;&#039;&#039;Hated of the Vortex&#039;&#039;&#039;, preventing them from damaging Ifrit.&lt;br /&gt;
* The four closest players to Ifrit receive the inverse: {{Status effect|debuff|file:Hated of embers debuff.png|link=file:Hated of embers debuff.png}} &#039;&#039;&#039;Hated of Embers&#039;&#039;&#039;, preventing them from damaging Garuda.&lt;br /&gt;
* Two healers and two tanks can not receive the same debuff type.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Raktapaksa&#039;s Abilities&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hands of Flame/Hell&#039;&#039;&#039;&lt;br /&gt;
|Functions identically to Ifrits, but additionally creates two immeasurable [[Area of Effect#Static Line AoE|static line AoEs]] covering the arena to Raktapaksa&#039;s left and right—leaving only a safe line in front and behind.&lt;br /&gt;
&#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; also now targets specific roles.&lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; safe zone will always converge where Raktapaksa originally cast the ability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Radiant Plume&#039;&#039;&#039;&lt;br /&gt;
|Covers the entire arena in lethal [[Area of Effect#Static Circle AoE|static circle AoEs]] with the exception of two small areas on the east and west side of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|debuff|File:Burning chains icon1.png|link=File:Burning chains icon1.png}} &#039;&#039;&#039;Irons of Purgatory&#039;&#039;&#039;&lt;br /&gt;
|A [[Tether (mechanic)#Paired / Close Tether|close tether]] attaching players together via role. Each tank is paired to a different random healer, and DPS players are paired to a different random DPS player.&lt;br /&gt;
If two tethered players move more than 10y apart, or their tether is destroyed by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; AoE, both players are instantly killed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twisting Blaze&#039;&#039;&#039;&lt;br /&gt;
|A flaming tornado that spawns on the north and south edge of the arena. Repeatedly fires 90-degree [[Tankbuster#AoE Tankbuster|cone AoE tankbusters]] at the closest player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spread of Fire&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] covering the entire arena except for a 5y radius safe zone directly underneath Raktapaksa.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Conflag Strike&#039;&#039;&#039;&lt;br /&gt;
|A lethal 270 degree [[Area of Effect#Static Cone AoE|static cone AoE]] from the front of Raktapaksa.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Garuda&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Superstorm&lt;br /&gt;
#Occluded Front (Cutter)&lt;br /&gt;
#Storm of Fury&lt;br /&gt;
#Air Bump&lt;br /&gt;
#Ferostorm&lt;br /&gt;
#Touchdown +&lt;br /&gt;
#* Air Bump&lt;br /&gt;
#Vacuum Slice&lt;br /&gt;
#Occluded Front (Vacuum)&lt;br /&gt;
#Ferostorm&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Ifrit&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Touchdown&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Inferno Howl&lt;br /&gt;
#Hands of Hell&lt;br /&gt;
#Strike Spark&lt;br /&gt;
#Hands of Hell&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Garuda &amp;amp; Ifrit&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Hated of Vortex / Embers&lt;br /&gt;
#Occluded Front (Cutter)&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration +&lt;br /&gt;
#*Vacuum Slice&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Occluded Front (Vacuum) +&lt;br /&gt;
#* Eruption&lt;br /&gt;
#* Hot Foot&lt;br /&gt;
#Ferostorm&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Raktapaksa Opening&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Hands of Hell (Support)&lt;br /&gt;
#Hands of Hell (DPS)&lt;br /&gt;
#Inferno Howl&lt;br /&gt;
#Air Bump +&lt;br /&gt;
#Ferostorm&lt;br /&gt;
#Strike Spark&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Conflag Strike&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Touchdown&lt;br /&gt;
#Irons of Purgatory +&lt;br /&gt;
#*Radiant Plume&lt;br /&gt;
#Twisting Blaze +&lt;br /&gt;
#*Occluded Front (Cutter) x3&lt;br /&gt;
#Air Bump +&lt;br /&gt;
#*Spread of Fire&lt;br /&gt;
#Conflag Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Final Phase&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Air Bump&lt;br /&gt;
#Storm of Fury +&lt;br /&gt;
#*Occluded Front (Cutter)&lt;br /&gt;
#Hands of Hell (Support) +&lt;br /&gt;
#*Occluded Front (Cutter)&lt;br /&gt;
#Hands of Hell (DPS) +&lt;br /&gt;
#*Air Bump&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Ferostorm x2&lt;br /&gt;
#Touchdown&lt;br /&gt;
#&#039;&#039;&#039;Conflag Strike (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Detailed Phase Explanations ==&lt;br /&gt;
&lt;br /&gt;
===Phase 1: [[Garuda (ShB)|Garuda]]===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The majority of successful strategies involve keeping Garuda as close to the arena centre as possible during the encounter.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Superstorm&#039;&#039;&#039; - deals unavoidable raid-wide damage that will require shielding and/or healing.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Occluded Front&#039;&#039;&#039; - spawns multiple wind-orbs around the edge of the arena that will eventually fire straight-line AoE&#039;s across the battlefield. At the same time, Garuda will tether herself to all four damage-dealers and prepare to blast massive cone-AoE&#039;s in their direction, forcing all four tethered players to spread out in inter-cardinal directions (NE, NW, SE, SW) of Garuda, just outside of the point-blank AoE that will spawn beneath her. &#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The straight-line shots from wind-orbs can break tethers and chains connected to players (by having them shoot through said tether/chain), yet most Furor (Savage) strategies will render this unnecessary&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Storm of Fury&#039;&#039;&#039; - cast at the same time as &#039;&#039;&#039;Occluded Front&#039;&#039;&#039; - will create a large point-blank AoE underneath Garuda that the raid must avoid. Tethered players should aim to squeeze themselves beside the point-blank AoE circle and the line-AoE from &#039;&#039;&#039;Occluded Front&#039;&#039;&#039; wind orbs. If done correctly, the entire arena will be blasted by cone-AoE&#039;s, yet only two people will be damaged per AoE, and no tethers will be broken.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; - creates bluish-white circles around each damage dealer that will eventually launch marked players into the air and fatally impale them unless an unmarked player stacks with a marked player (within their circle) to share the damage. Due to being four circles, a tank and healer should each be assigned to a damage-dealer and be ready to help soak that damage-dealer&#039;s circle. Just like earlier, it is best to stand at cardinal or inter-cardinal directions around Garuda, giving everyone space to soak circles (without overlapping other circles), yet also being close enough so that melee damage-dealers can maintain uptime on Garuda during the process. If shared successfully, marked players will not be launched and, instead, circle-AoE&#039;s will be left wherever the marked players were previously standing, which the raid must avoid. If unsuccessful, the lone (marked) player will be launched into the air and unable to move out of the impending AoE circle, which will fire up spikes of wind to fatally impale them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ferostorm&#039;&#039;&#039; - similar to normal mode - spawns two blades of wind at random points around Garuda. After a brief delay, vicious conal-AoE&#039;s of massive size will be fired in the direction of the blades, carving anyone in their path. To avoid, simply spread out and ensure that these blades are not facing your current location.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Central Knockback&#039;&#039;&#039; + &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; - spawns a large circle in the arena centre that will eventually knockback all members of the raid, just like normal mode. Simultaneously, each tank and healer will acquire the blue-white circle, indicating another &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039;. As you can imagine, the goal here is to ensure that each marked player (and at least one unmarked player) are knocked back together to remain stacked. Bear in mind that the flaming edge of the arena is a &#039;&#039;&#039;death wall&#039;&#039;&#039;, meaning that anyone knocked back too far will be instantly slain, so make sure that every marked player (and at least one unmarked player) stand together as close to the &#039;&#039;&#039;Central Knockback&#039;&#039;&#039; circle as possible (or both utilize &#039;&#039;&#039;knockback immunity&#039;&#039;&#039; to remain in the same location). Don&#039;t forget that &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; (blue-white circles) will always leave behind regular AoE circles afterwards on the ground that everyone must avoid.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039; - cast after Garuda flies to the arena centre - will essentially slice the arena in half via a large straight-line AoE, creating another &#039;&#039;&#039;death wall&#039;&#039;&#039; that will instantly slay anyone who touches it. Due to upcoming mechanics, the raid should evenly split in half (i.e. a tank, a healer and two DPS, preferably those who were assigned to each other for previous mechanics) with one half of the raid on each side of the &#039;divide&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Occluded Front&#039;&#039;&#039; - spawns more wind orbs on both sides of the &#039;divide&#039; near the outer edge of the arena in one of two possible patterns (one pattern per side), whilst simultaneously tethering herself to each damage dealer, just like earlier. She will also spawn a point-blank AoE under herself once again, forcing the raid to split into pairs and move to safe spots between the wind-orbs. Before detonating, Garuda will also cast a knockback on each side of the &#039;divide&#039; that will push all players (and all wind-orbs) towards the &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039; death-wall. The goal is for each tethered player to stack with their assigned partner at inter-cardinal safe-spots between the wind-orbs and be knocked back together (without being pushed into the &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;. Failure to do so will result in the large conal AoE&#039;s fired at tethered players to overlap and cause tremendous damage. Once pushed back, players must then move away from the wind-orbs to avoid their AoE explosions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; There are two possible patterns for wind-orbs and there will be one pattern for each side of the divide. The &#039;&#039;&#039;first&#039;&#039;&#039; pattern is three orbs forming a straight line, providing two safe-spots. If your side of the divide gains this straight-line pattern of orbs, have a tethered player (and an assigned partner) stand between the left+centre orb and another pair stand between the right+centre orb. The &#039;&#039;&#039;second&#039;&#039;&#039; pattern consists of four orbs forming a semi-circle inside the outer-edge of the arena, also providing two safe-spots. If this is your pattern, have a tethered player (and an assigned partner) stand between the two left-most orbs and the other pair stand between the right-most orbs. Once Garuda charges her knockback, all orbs (and players) will be pushed towards the vacuum slice and simultaneously blast massive conal AoE&#039;s in the direction of tethered players. If done correctly, each pair will be blasted by their respective conal-AoE (with no overlap) and be given ample space after the knockback to avoid the AoE explosions from orbs.&lt;br /&gt;
&lt;br /&gt;
*After these overlapped mechanics have concluded, the &#039;divide&#039; from &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039; will disperse.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ferostorm&#039;&#039;&#039; - spawns two blades of wind at random points around Garuda just like earlier. Once again, simply spread out and ensure that these blades are not facing your current location.&lt;br /&gt;
&lt;br /&gt;
Having reached this point, Garuda will exit the arena, leaving behind a proximity marker which all players must move away from. After a delay, Ifrit will land in this location, dealing damage to the entire raid depending on how close they were to the proximity marker, resulting in the end of phase 1.&lt;br /&gt;
&lt;br /&gt;
===Phase 2: [[Ifrit (ShB)|Ifrit]]===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; - tethers Ifrit to its main target, eventually leading to a vicious double-punch that will inflict the &#039;&#039;&#039;light-headed&#039;&#039;&#039; debuff on the victim and also cause them to drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039; (large AoE circle) beneath their present location that should be avoided. If a target with &#039;&#039;&#039;light-headed&#039;&#039;&#039; receives any further damage from specific mechanics during the debuff (such as another &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;, &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;, or &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039;), they will become &#039;&#039;&#039;concussed&#039;&#039;&#039; - launched into the air and stunned (which can be fatal) - meaning that a tank-swap should be utilized during &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; so that the debuffed tank can recover from the debuff and avoid this risk.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eruption&#039;&#039;&#039; - the large AoE circle left behind by the &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; uppercut (and various other mechanics during the battle) should be avoided by all players.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; - a vicious tank-buster against Ifrit&#039;s primary target that is indicated by a large red marker (similar to normal mode). After a brief delay, the marked target will receive a vicious uppercut, inflicting &#039;&#039;&#039;light-headed&#039;&#039;&#039;. &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; hits considerably harder than &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; and will require high healing and/or shielding. Remember, if &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; is cast on a target effected by &#039;&#039;&#039;light-headed&#039;&#039;&#039;, that target will be launched and stunned. If you have utilized a tank-swap during the previous &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;, this will be avoided.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meteor Strike&#039;&#039;&#039; - causes Ifrit to target the location of its primary target and blast it with a devastating AoE tankbuster after a brief delay. All participants (including the targeted tank) must ensure they move far enough away from the targets previous location (while &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039; is being cast) to avoid taking damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Inferno Howl&#039;&#039;&#039; - inflicts unavoidable raid-wide damage that will require moderate AoE healing and/or shielding.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Hell (1)&#039;&#039;&#039; - places a bundle of four shareable tethers onto a random healer. Much like normal mode, players must make an effort to collect (or pass on) tethers so that the original target only has one left. After a delay, Ifrit will uppercut tethered players, apply &#039;&#039;&#039;light-headed&#039;&#039;&#039; to each victim, and cause each target to drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039; (AoE circle) beneath their current location.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Seeing as anyone damaged by a tether will receive &#039;&#039;&#039;light-headed&#039;&#039;&#039;, this means that holding more than one tether will not only inflict tremendous damage but also result in an unavoidable &#039;&#039;&#039;concussion&#039;&#039;&#039; (the previously mentioned knock-up and stun). This also means that anyone who already has a &#039;&#039;&#039;light-headed&#039;&#039;&#039; debuff from previous mechanics should avoid taking a tether. In either case, the victim will end up &#039;&#039;&#039;concussed&#039;&#039;&#039; (stunned) and unable to avoid the upcoming &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath their feet, which is typically fatal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Due to &#039;&#039;&#039;Eruption&#039;&#039;&#039; being dropped underneath each tethered player, be sure to spread out if taking tethers. To avoid the possibility of &#039;&#039;&#039;light-headed&#039;&#039;&#039; overlaps, it is wise to assign players to each round of tethers, starting with both healers and two damage dealers so that the tanks can shake off previous applications of &#039;&#039;&#039;light-headed&#039;&#039;&#039; from the previous &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; and &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strike Spark&#039;&#039;&#039; - creates multiple &#039;&#039;&#039;orbs of flame&#039;&#039;&#039; throughout the arena that will eventually unleash a broad AoE explosion at their location. Due to the placement of the orbs, there will currently be no safe-spot within the arena. However, after a brief delay, four clones of Ifrit will appear, each one standing behind a random orb. Eventually, all clones will simultaneously kick their chosen orb in the direction they are facing via &#039;&#039;&#039;Hot Foot&#039;&#039;&#039;, leaving one possible safe-spot. It will be up to the raid to determine where this safe-spot will be located. Unfortunately, all players will also drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath their feet beforehand, preventing everyone from immediately moving to this safe-spot as these eruption AoE&#039;s will make it unsafe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;To combat the overlapped mechanics, all participants should stack somewhere in the centre while identifying where Ifrit will create a safe-spot with the orb-kicks. Once the safe location has been identified and all &#039;&#039;&#039;Eruption&#039;&#039;&#039; AoE&#039;s are dropped, the raid should move out of the AoE eruptions into the single safe-spot before the &#039;&#039;&#039;orbs of flame&#039;&#039;&#039; explode.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Hell (2)&#039;&#039;&#039; - places a bundle of four shareable tethers onto a random damage dealer. Just like earlier, players must make an effort to pass (or collect) tethers so that the original target only has one left. After a delay, Ifrit will uppercut tethered players, apply &#039;&#039;&#039;light-headed&#039;&#039;&#039; to each victim, and cause each target to drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039; (AoE circle) beneath their current location. In this situation, it is wise to have all other damage dealers collect a tether from the target, leaving both tanks and healers free for future mechanics. Don&#039;t forget to spread out and avoid the upcoming &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath each tethered target.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; - tethers Ifrit to its main target, just like earlier, leading to the &#039;&#039;&#039;light-headed&#039;&#039;&#039; inflicting double-punch and a followup &#039;&#039;&#039;Eruption&#039;&#039;&#039; (large AoE circle) beneath their present location. Once again, the tank and off-tank should coordinate a swap while &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; is being cast to avoid the possibility of stacking &#039;&#039;&#039;light-headed&#039;&#039;&#039; during future mechanics, such as:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; + &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039; - Ifrit will utilize the vicious tank-buster once more against the current tank (as indicated by the large red marker). Just like earlier, the marked target will receive a devastating uppercut for massive damage and receive the &#039;&#039;&#039;light-headed&#039;&#039;&#039; debuff. As soon as &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; has concluded, Ifrit will immediately unleash another &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;, causing Ifrit to target the location of its primary target and blast that area with a devastating AoE tankbuster. Remember - once Ifrit begins to cast &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;, all participants (including the target) must move away from that targets previous location as soon as possible.&lt;br /&gt;
&lt;br /&gt;
On reaching this point, Ifrit will soon be joined by Garuda, leading to phase 3.&lt;br /&gt;
&lt;br /&gt;
===Phase 3: Garuda &amp;amp; Ifrit===&lt;br /&gt;
&lt;br /&gt;
As soon as Garuda and Ifrit join forces, they will both cast an ability, marking all players (based on their proximity to Garuda or Ifrit) with either &#039;&#039;&#039;Hated of the Vortex&#039;&#039;&#039; or &#039;&#039;&#039;Hated of the Embers&#039;&#039;&#039;. Anyone with &#039;&#039;&#039;Hated of the Vortex&#039;&#039;&#039; will &#039;&#039;&#039;only&#039;&#039;&#039; be able to target Garuda, whereas anyone with &#039;&#039;&#039;Hated of Embers&#039;&#039;&#039; will &#039;&#039;&#039;only&#039;&#039;&#039; be able to target Ifrit. While the debuffs will be evenly spread (i.e.. one per tank, healer and two damage dealers), the fact that it can be baited via proximity means that the raid can split the group and assign those roles to a boss. To do so, split the raid evenly and have one group stand near Garuda and one near Ifrit. This ensures that there is no confusion, allowing the raid to prepare for upcoming mechanics more easily.&lt;br /&gt;
&lt;br /&gt;
With Garuda and Ifrit joining forces, both groups will now have to contend with a range of combined mechanics, starting with:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Occluded Front&#039;&#039;&#039; + &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; - spawns multiple wind-orbs around the edge of the arena that will eventually fire straight-line AoE&#039;s across the battlefield that should be avoided. Simultaneously, Ifrit will cast &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; (the double-punch against its primary target that inflicts &#039;&#039;&#039;light-headed&#039;&#039;&#039;, as well as &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath their feet afterward), followed by &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;, the vicious red-marker uppercut, and lastly, &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;. The tank who is targeting Ifrit should purposefully get their tether cut by the wind-orbs, which will result in Ifrit dashing towards a random player for the initial double-punch. Because this inflicts the player Ifrit dashed to with &#039;&#039;&#039;light-headed&#039;&#039;&#039;, this allows the tank on Ifrit to take &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; without being concussed. Don&#039;t forget to move away from the target&#039;s location while Ifrit is casting &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039; - Garuda flies to the arena centre and slices the arena in half via a large straight-line AoE, creating a &#039;&#039;&#039;death wall&#039;&#039;&#039; that will instantly slay anyone who touches it. Unlike phase one, the entire raid can stack on one side of the divide.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Occluded Front&#039;&#039;&#039; + &#039;&#039;&#039;Hot Foot&#039;&#039;&#039; - spawns multiple windy orbs around the arena. Just like before, a knockback on each side of the divide will eventually push all players (and the orbs) towards the vacuum slice. However, Ifrit will also select an orb and prepare to kick it out of position. Furthermore, &#039;&#039;&#039;Eruption&#039;&#039;&#039; will soon place AoE&#039;s beneath every member of the raid, preventing them from running immediately to the safe-spot that &#039;&#039;&#039;Hot Foot&#039;&#039;&#039; (kick) will provide. Instead, the group should stack together, wait for &#039;&#039;&#039;Eruption&#039;&#039;&#039; to drop AoE&#039;s beneath the raid, then move towards the safe spot. Don&#039;t forget, the knockback still risks pushing players into the &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;, so make sure to stack away from the void-wall when baiting &#039;&#039;&#039;Eruption&#039;&#039;&#039;. After the knockback, simply avoid standing close to any of the wind-orbs, as they will eventually explode.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ferostorm&#039;&#039;&#039; - spawns two blades of wind at random points around Garuda. Just like before, vicious conal-AoE&#039;s of massive size will be fired in the direction of the blades, carving anyone in their path. Simply spread out and ensure that these blades are not facing your current location.&lt;br /&gt;
&lt;br /&gt;
Having survived their united assault, the raid will witness a transitional animation, much like normal mode. Whilst Garuda and Ifrit merge together, the raid will suffer unavoidable AoE damage, so be ready to heal, shield and mitigate. From here, the final phase begins.&lt;br /&gt;
&lt;br /&gt;
===Phase 4: Raktapaksa===&lt;br /&gt;
&lt;br /&gt;
Once Garuda and Ifrit have merged into Raktapaksa, it is recommended that it be tanked in the arena centre for the rest of the battle whenever possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Hell (3)&#039;&#039;&#039; - places a bundle of four shareable tethers onto a random healer. Once more, players must make an effort to collect (or pass on) tethers so that the original target only has one left. After a delay, Raktapaksa will apply &#039;&#039;&#039;light-headed&#039;&#039;&#039; to each tethered player, cause them to drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath their feet (which must be avoided), and also launch massive straight-line AoE&#039;s in their direction. To combat this, it is best to have all tanks and healers collect a tether (so that damage dealers are free to maintain uptime) and have tethered players spread out in a distant semi-circle on one side of the boss (giving plenty of space for the raid to avoid tethered &#039;&#039;&#039;Eruption&#039;&#039;&#039; AoE&#039;s. Once &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; has concluded, the entire arena (except one safe-spot directly beneath Raktapaksa) will be marked by line AoE&#039;s which the entire raid should avoid. Never stack too close to the boss, as doing so will drop &#039;&#039;&#039;Eruption&#039;&#039;&#039; AoE&#039;s on the one single safe-spot.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Hell (4)&#039;&#039;&#039; - places a bundle of four shareable tethers onto a random damage dealer which should be handled just like before, except this time, all damage dealers should take a tether so that tanks and healers do not receive another &#039;&#039;&#039;light-headed&#039;&#039;&#039; debuff. Once concluded, the arena will be sliced by straight-line AoE&#039;s, leaving only one safe spot directly beneath the boss. Again, make sure to spread out into a distant semi-circle so that the following &#039;&#039;&#039;Eruption&#039;&#039;&#039; AoE&#039;s do not overlap the single safe-spot.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Inferno Howl&#039;&#039;&#039; - inflicts unavoidable raid-wide damage that will require moderate AoE healing and/or shielding.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; + &#039;&#039;&#039;Ferostorm&#039;&#039;&#039; - the stack mechanic from phase 1 (indicated by bluish-white circles around each tank and healer) will eventually launch marked players into the air and fatally impale them unless an unmarked player stacks with a marked player (within their circle) to share the damage. If you have assigned pairs for handling this in the first phase, simply stack with your partner at cardinal or inter-cardinal positions around the boss. Don&#039;t forget that players marked for &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; will drop an AoE circle at their feet which must be avoided. During this ordeal, &#039;&#039;&#039;Ferostorm&#039;&#039;&#039; (two blades of wind that shoot massive conal AoE&#039;s in the direction they are facing) will be unleashed shortly after &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; has concluded, so make sure to move out of their path.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strike Spark&#039;&#039;&#039; - creates multiple &#039;&#039;&#039;orbs of flame&#039;&#039;&#039; throughout the arena that will eventually unleash a broad AoE explosion at their location, just like in phase 2. After a brief delay, four clones of Raktapaksa will prepare to kick four orbs into different positions. Once more, it is up to the raid to determine where the single safe-spot will be formed, bait the &#039;&#039;&#039;Eruption&#039;&#039;&#039; AoE&#039;s by stacking somewhere in the centre, then move towards this safe-spot to avoid the impending orb explosions.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; - will be cast whilst players are dealing with &#039;&#039;&#039;Strike Spark&#039;&#039;. Raktapaksa tethers to the main tank whilst the raid is moving towards a safe-spot, unleashing a dash-punch towards the victim (inflicting &#039;&#039;&#039;light-headed&#039;&#039;&#039;) and dropping massive AoE&#039;s to its left and right, leaving behind a small &#039;safe-lane&#039; through the arena centre. Due to the &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath the target of &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;, the entire raid will immediately need to move down the safe-lane, and due to the application of &#039;&#039;&#039;light-headed&#039;&#039;&#039;, tanks must decide between tank-swapping so that the followup attack doesn&#039;t cause &#039;&#039;&#039;concussion&#039;&#039;&#039;, or have the main-tank utilize an &#039;&#039;&#039;invulnerability&#039;&#039;&#039; cooldown to tank the combination without having to move.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Central Knockback&#039;&#039;&#039; - spawns a large circle at Raktapaksa&#039;s location that will eventually knockback all members of the raid. Players must move close to the circle (or utilize &#039;&#039;&#039;knockback immunity&#039;) to avoid being knocked into the death-wall surrounding the arena.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Conflag Strike&#039;&#039;&#039; - after a delay, the entire arena (except for two safe-spots to the east and west) will be drowned in flaming puddles. Simultaneously, each tank and healer will be chained together, and all damage dealers will be chained together as well. Should anyone stray too far from their chained partner, the chain will explode, typically leading to fatal damage. As a result, the entire raid must stack together and move towards one of the two safe-spots together without moving too far from their chained partner.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blaze Tornadoes&#039;&#039;&#039; will now form in the north and south of the arena. After a delay, each tornado will begin to fire massive cone AoE&#039;s in the direction of the player closest to it. Simultaneously, wind-orbs (similar to &#039;&#039;&#039;Occluded Front&#039;&#039;&#039;) will spawn at one side of each tornado and prepare to shoot straight-line AoE&#039;s across the arena at players furthest away. Don&#039;t forget - the straight-line AoE&#039;s from wind-orbs can &#039;&#039;&#039;break tethers &amp;amp; chains&#039;&#039;&#039;, yet should they succeed in breaking any chains, the resulting explosion will be devastating.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As a result, both tanks (and their chained healers) should each choose a &#039;&#039;&#039;Blaze Tornado&#039;&#039;&#039; and stand directly beside it (on the opposite side of the windy-orb), while the healer chained to them stands in front of it (close enough so that their chains will not break via distance). This will force the tornado&#039;s to shoot their cone AoE&#039;s out of the arena (rather than across it), saving the raid from taking fatal damage. Once both tornado&#039;s have fired off five cone AoE&#039;s, they will dissipate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Regarding the two wind-orbs (which will target players farthest away and fire three blasts each), all chained damage-dealers should remain near the arena centre (one one side of the boss) and make sure to move out of any straight-line AoE&#039;s from the windy-orbs once they have been baited to shoot in their direction. After being baited, they will fire twice more, so simply move (in unison) from one side of the boss to the other repeatedly until all three shots have been fired.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; - marks various players with bluish-white circles (just like earlier) and will fatally launch them into the air unless an unmarked player stacks within the circle. Seeing as the &#039;&#039;&#039;chains&#039;&#039;&#039; still persist at this point, each player marked with the bluish-white circles should stack with their chained partner. However, Raktapaksa will also cast a massive donut AoE, leaving only a small safe circle in the centre of the arena to work with. As a result, marked players should spread out in cardinal or inter-cardinal points around the boss at the very edge of the safe-circle to ensure that there is enough space to avoid overlap. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A good rule of thumb, seeing as &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; is cast immediately after &#039;&#039;&#039;Blaze Tornadoes&#039;&#039;&#039; (which forced each tank and their chained healer to move north/south to handle a tornado each), is to have the chained Tanks/Healers move together from the north/south into safe circle, whilst all damage dealers (who were already close to the boss to avoid wind-orbs) simply move to the east or west side of the boss with their chained partner.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Conflag Strike&#039;&#039;&#039; concludes with Raktapaksa unleashing a massive conal AoE in the direction it is facing (without any telegraph) that will fatally wound anyone caught in its wake. Should you survive the &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039;, have the raid stack behind the boss to avoid being chopped.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; + &#039;&#039;&#039;Occluded Front&#039;&#039;&#039; + &#039;&#039;&#039;Storm of Fury&#039;&#039;&#039; - spawns multiple wind-orbs around the edge of the arena that will eventually fire straight-line AoE&#039;s across the battlefield which can break tethers and chains. At the same time, four players will also be marked by the bluish-white &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; circles. Just like in phase 1, Raktapaksa will tether itself to four players and prepare to blast massive conal AoE&#039;s in their direction, forcing all four tethered players to spread out in inter-cardinal directions (NE, NW, SE, SW) along with their assigned chain/aerial partner.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Storm of Fury&#039;&#039;&#039; - cast at the same time as &#039;&#039;&#039;Occluded Front&#039;&#039;&#039; - will create a large point-blank AoE underneath Raktapaksa that the raid must avoid. Tethered players should aim to squeeze themselves beside the point-blank AoE circle and the line-AoE from &#039;&#039;&#039;Occluded Front&#039;&#039;&#039; wind orbs. If done correctly, the entire arena will be blasted by conal AoE&#039;s, yet only each tethered player (and their chain/aerial-stack partner) will be damaged by a single conal AoE, with no tethers/chains broken.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Inferno Howl&#039;&#039;&#039; - inflicts unavoidable raid-wide damage that will require moderate AoE healing and/or shielding.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Hell (5)&#039;&#039;&#039; + &#039;&#039;&#039;Occluded Front&#039;&#039;&#039; - places four shareable tethers onto a random healer that should be shared with the other healer and both tanks. Simultaneously, four wind-orbs will form at intercardinal points around the arena edge that will eventually shoot tether/chain-breaking straight-line AoE&#039;s across the platform. Just like all other versions, players must make an effort to collect (or pass on) tethers so that the original target only has one left. Once tethers have been collected, each tethered player should move to an intercardinal point around the boss (without moving too far, as the wind-orbs will risk breaking the tethers). Once the wind-orbs have fired, tethered players can move further.&lt;br /&gt;
&lt;br /&gt;
After a delay, Raktapaksa will apply &#039;&#039;&#039;light-headed&#039;&#039;&#039; to each tethered player, cause them to drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath their feet (which must be avoided), and also launch massive straight-line AoE&#039;s in their direction. Once &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; has concluded, the entire arena (except one safe-spot directly beneath Raktapaksa) will be marked by line AoE&#039;s which the entire raid should avoid, leaving only one safe spot directly beneath the boss.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Hell (6)&#039;&#039;&#039; + &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; - places four shareable tethers onto a random damage dealer that should be shared with other damage dealers (to avoid &#039;&#039;&#039;concussing&#039;&#039;&#039; tanks and healers that dealt with the previous &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039;). Simultaneously, all tanks and healers will be marked by bluish-white circles, representing &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039;. Once &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; concludes, Raktapaksa will launch himself towards all tethered damage-dealers, inflicting &#039;&#039;&#039;light-headed&#039;&#039;&#039;, carving a straight-line AoE in their direction, and forcing each target to drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039;. &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; will conclude at the exact same time, which will also drop another AoE circle on the floor. Simply move out of both floor-based AoE&#039;s, then move into the safe-spot left directly beneath Raktapaksa.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As soon as both mechanics have concluded, Raktapaksa&#039;s main target will receive a &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; + &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; + &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039; combo, much like they did earlier in the final phase. Don&#039;t forget to tank-swap (if the targeted tank has no invulnerability cooldown to tank the double-tank buster). Don&#039;t forget to move away from the tank&#039;s location during &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ferostorm&#039;&#039;&#039; - spawns two blades of wind at random points around Raktapaksa. Just like before, vicious conal-AoE&#039;s of massive size will be fired in the direction of the blades, carving anyone in their path. Simply spread out and ensure that these blades are not facing your current location. Bear in mind that &#039;&#039;&#039;Ferostorm&#039;&#039;&#039; will be cast &#039;&#039;&#039;twice in a row&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Central Knockback&#039;&#039;&#039; - spawns a large circle at Raktapaksa&#039;s location that will eventually knockback all members of the raid. Players must move close to the circle (or utilize &#039;&#039;&#039;knockback immunity&#039;) to avoid being knocked into the death-wall surrounding the arena.&lt;br /&gt;
&lt;br /&gt;
If you have reached this point, Raktapaksa will move to one end of the arena and begin to charge an enraged &#039;&#039;&#039;Conflag Strike&#039;&#039;&#039; - the fatal front-cone AoE slice. Due to there being no safe-spot, the raid have a limited window to slay Raktapaksa beforehand. If unsuccessful, the entire raid will be instantly slain. If successful, congratulations - you have beaten Eden&#039;s Verse: Furor (Savage)!&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item reward|1|Book of Furor}} (Guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenchoir Head Gear Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Hand Gear Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Foot Gear Coffer (IL 500)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenchoir Head Gear Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Hand Gear Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Foot Gear Coffer (IL 500)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Primal Angel}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
E6N.png&lt;br /&gt;
E6 boss.png&lt;br /&gt;
E6 phase 4.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Furor_(Savage)&amp;diff=1528357</id>
		<title>Eden&#039;s Verse: Furor (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Furor_(Savage)&amp;diff=1528357"/>
		<updated>2026-09-01T07:13:12Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /*  Heritors of Fury: Garuda &amp;amp; Ifrit - Abilities and Timeline */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Verse (Savage)|Eden&#039;s Verse: Furor}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Verse: Furor (Savage)&lt;br /&gt;
| description = The discovery of a second crystal within Eden&#039;s core leads to more questions than answers, and yet again, your mind is assaulted with terrifying visions upon gazing inside. You see foes previously vanquished reborn, more brutal and unrelenting than even your wildest imagination, yet your unwavering resolve forbids you from tearing your eyes away...&lt;br /&gt;
| image =  Eden&#039;s Verse Furor (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 475&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = Ashfall&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|Life Finds a Way}}&lt;br /&gt;
| patch = 5.2&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| id-gt = 30091&lt;br /&gt;
| id-edb = 8e7439e713d&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E6S&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|32px|link=]] Heritors of Fury: [[Garuda (ShB)|Garuda]] &amp;amp; [[Ifrit (ShB)|Ifrit]] - Abilities and Timeline==&lt;br /&gt;
&lt;br /&gt;
The battle against Garuda and Ifrit takes place inside a 20y radius circular arena surrounded by deadly wall of flame—instantly killing any players that collide with it.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Garuda &amp;amp; Ifrit&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Garuda&#039;s Abilities&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Superstorm&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Occluded Front (Cutter)&#039;&#039;&#039;&lt;br /&gt;
|Spawns multiple &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; orbs that create thin green [[Area of Effect#Static Line AoE|static line AoEs]]. These line AoEs have the unique ability to cut any [[Tether (mechanic)|tether]] crossed over top of it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Storm of Fury&#039;&#039;&#039;&lt;br /&gt;
|Creates four [[Tether (mechanic)|tethers]], attaching to DPS players, and a 12.5y [[Area of Effect#Static Circle AoE|static circle AoE]] underneath the boss.&lt;br /&gt;
Tethers fire a 90 degree [[Area of Effect#Spread Line or Cone|spread cone]] at their target after a few second, dealing moderate magic damage.&lt;br /&gt;
&lt;br /&gt;
* If a tether is broken by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039;, the spread cone will instead fire at a random player that wasn&#039;t the original target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Air Bump&#039;&#039;&#039;&lt;br /&gt;
|Marks four support players with a [[Stack marker#Multi-Player Marker|2-player marker]], dealing moderate magic damage and inflicting {{Status effect|debuff|Magic Vulnerability Up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;. Afterwards creates a [[Area of Effect#Static Circle AoE|static circle AoE]] that deals lethal damage.&lt;br /&gt;
If there is only one player inside the marker, that player is launched with a powerful [[Knockback#Knock-up|knock-up]] and unable to avoid the lethal follow-up AoE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ferostorm&#039;&#039;&#039;&lt;br /&gt;
|Creates two magical blades on opposite diagonals of the boss, each firing 90-degree [[Area of Effect#Static Cone AoE|static cone AoEs]] that inflict high damage and inflicts {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;&lt;br /&gt;
|Creates a 10y-wide [[Area of Effect#Puddle|line puddle]] across the center of the arena, either north-to-south or east-to-west—splitting the arena into two halves.&lt;br /&gt;
Players caught in the initial AoE, or players that step into the puddle afterwards, are instantly killed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Occluded Front (Vacuum)&#039;&#039;&#039;&lt;br /&gt;
|Always follows &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;. One half of the arena has three &#039;&#039;&#039;&#039;&#039;Tumultuous Nexus&#039;&#039;&#039;&#039;&#039;, the other half has four.&lt;br /&gt;
After a [[Knockback#Directional Knockback|directional knockback]], each Nexus explodes into a [[Area of Effect#Static Circle AoE|static circle AoE]], dealing high magic damage and inflicting {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; to those in range.&lt;br /&gt;
&lt;br /&gt;
* Tumultuous Nexuses are also affected by the directional knockback.&lt;br /&gt;
* Nexuses pulled into the Vacuum Slice puddle are destroyed.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Ifrit&#039;s Abilities&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Inferno Howl&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Touchdown&#039;&#039;&#039;&lt;br /&gt;
|An [[Knockback#Epicentral Knockback|epicentral]] knockback (or a [[Other Mechanics#Proximity AoE|proximity AoE]] at the start of Phase 2).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;&lt;br /&gt;
|A [[Tether (mechanic)|tether]] attached to the highest enmity player. Ifrit charges the target, inflicting {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039; to them and any other players inbetween for 20 seconds.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Eruption:&#039;&#039;&#039;&#039;&#039; a 10y radius  [[Area of Effect#Static Circle AoE|static circle AoE]], is created underneath the targeted player and detonates a few seconds later.&lt;br /&gt;
&lt;br /&gt;
* If a player already afflicted with {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039; is hit by this attack, they become {{Status effect|debuff|file:ConcussionDebuff.png|link=file:ConcussionDebuff.png}} &#039;&#039;&#039;Concussed&#039;&#039;&#039; for 10 seconds—unable to act, move, or [[Rescue|be moved]] by others.&lt;br /&gt;
* If the tether is broken by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039;, Ifrit will instead charge at a random player that was not the original target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Hell&#039;&#039;&#039;&lt;br /&gt;
|A non-tank player is targeted by a red arrow. This target has four [[Tether (mechanic)|tethers]] attached to them—three of them being [[Tether (mechanic)#Transferable Tether|transferable tethers]]. Each tether is then attacked by &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] targeting the higher enmity player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;&lt;br /&gt;
|Ifrit jumps at where the highest enmity player was standing at the start of the cast, dealing extreme damage to any player inside Ifrit&#039;s hitbox.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Strike Spark&#039;&#039;&#039;&lt;br /&gt;
|Eight fireballs are created around the arena, one in each cardinal and inter-cardinal direction. Multiple copies of Ifrit appear next to random orbs and face a random direction.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Eruption&#039;&#039;&#039;&#039;&#039; is placed underneath all players—then all copies of Ifrit cast &#039;&#039;&#039;&#039;&#039;Hot Foot&#039;&#039;&#039;&#039;&#039;, kicking any fireballs &amp;lt;u&amp;gt;in front of them&amp;lt;/u&amp;gt; 10y away.&lt;br /&gt;
&lt;br /&gt;
* Each fireball detonates into a 10y radius [[Area of Effect#Static Circle AoE|static circle AoE]] that deals high damage and inflicts {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Shared Abilities&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hated of the Vortex / Embers&#039;&#039;&#039;&lt;br /&gt;
|Deals unavoidable party-wide damage and places debuffs on all players based on proximity to Ifrit and Garuda.&lt;br /&gt;
&lt;br /&gt;
* The four players closest to Garuda are debuffed with {{Status effect|debuff|file:Hated of the vortex debuff.png|link=file:Hated of the vortex debuff.png}} &#039;&#039;&#039;Hated of the Vortex&#039;&#039;&#039;, preventing them from damaging Ifrit.&lt;br /&gt;
* The four closest players to Ifrit receive the inverse: {{Status effect|debuff|file:Hated of embers debuff.png|link=file:Hated of embers debuff.png}} &#039;&#039;&#039;Hated of Embers&#039;&#039;&#039;, preventing them from damaging Garuda.&lt;br /&gt;
* Two healers and two tanks can not receive the same debuff type.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Raktapaksa&#039;s Abilities&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hands of Flame/Hell&#039;&#039;&#039;&lt;br /&gt;
|Functions identically to Ifrits, but additionally creates two immeasurable [[Area of Effect#Static Line AoE|static line AoEs]] covering the arena to Raktapaksa&#039;s left and right—leaving only a safe line in front and behind.&lt;br /&gt;
&lt;br /&gt;
* In the case of &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039;, the safe zone will always where Raktapaksa originally cast the ability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Radiant Plume&#039;&#039;&#039;&lt;br /&gt;
|Covers the entire arena in lethal [[Area of Effect#Static Circle AoE|static circle AoEs]] with the exception of two small areas on the east and west side of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|debuff|File:Burning chains icon1.png|link=File:Burning chains icon1.png}} &#039;&#039;&#039;Irons of Purgatory&#039;&#039;&#039;&lt;br /&gt;
|A [[Tether (mechanic)#Paired / Close Tether|close tether]] attaching players together via role. Each tank is paired to a different random healer, and DPS players are paired to a different random DPS player.&lt;br /&gt;
If two tethered players move more than 10y apart, or their tether is destroyed by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; AoE, both players are instantly killed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twisting Blaze&#039;&#039;&#039;&lt;br /&gt;
|A flaming tornado that spawns on the north and south edge of the arena. Repeatedly fires 90-degree [[Tankbuster#AoE Tankbuster|cone AoE tankbusters]] at the closest player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spread of Fire&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] covering the entire arena except for a 5y radius safe zone directly underneath Raktapaksa.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Conflag Strike&#039;&#039;&#039;&lt;br /&gt;
|A lethal 270 degree [[Area of Effect#Static Cone AoE|static cone AoE]] from the front of Raktapaksa.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Garuda&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Superstorm&lt;br /&gt;
#Occluded Front (Cutter)&lt;br /&gt;
#Storm of Fury&lt;br /&gt;
#Air Bump&lt;br /&gt;
#Ferostorm&lt;br /&gt;
#Touchdown +&lt;br /&gt;
#* Air Bump&lt;br /&gt;
#Vacuum Slice&lt;br /&gt;
#Occluded Front (Vacuum)&lt;br /&gt;
#Ferostorm&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Ifrit&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Touchdown&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Inferno Howl&lt;br /&gt;
#Hands of Hell&lt;br /&gt;
#Strike Spark&lt;br /&gt;
#Hands of Hell&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Garuda &amp;amp; Ifrit&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Hated of Vortex / Embers&lt;br /&gt;
#Occluded Front (Cutter)&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration +&lt;br /&gt;
#*Vacuum Slice&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Occluded Front (Vacuum) +&lt;br /&gt;
#* Eruption&lt;br /&gt;
#* Hot Foot&lt;br /&gt;
#Ferostorm&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Raktapaksa Opening&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Hands of Hell (Support)&lt;br /&gt;
#Hands of Hell (DPS)&lt;br /&gt;
#Inferno Howl&lt;br /&gt;
#Air Bump +&lt;br /&gt;
#Ferostorm&lt;br /&gt;
#Strike Spark&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Conflag Strike&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Touchdown&lt;br /&gt;
#Irons of Purgatory +&lt;br /&gt;
#*Radiant Plume&lt;br /&gt;
#Twisting Blaze +&lt;br /&gt;
#*Occluded Front (Cutter) x3&lt;br /&gt;
#Air Bump +&lt;br /&gt;
#*Spread of Fire&lt;br /&gt;
#Conflag Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Final Phase&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Air Bump&lt;br /&gt;
#Storm of Fury +&lt;br /&gt;
#*Occluded Front (Cutter)&lt;br /&gt;
#Hands of Hell (Support) +&lt;br /&gt;
#*Occluded Front (Cutter)&lt;br /&gt;
#Hands of Hell (DPS) +&lt;br /&gt;
#*Air Bump&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Ferostorm x2&lt;br /&gt;
#Touchdown&lt;br /&gt;
#&#039;&#039;&#039;Conflag Strike (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Detailed Phase Explanations ==&lt;br /&gt;
&lt;br /&gt;
===Phase 1: [[Garuda (ShB)|Garuda]]===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The majority of successful strategies involve keeping Garuda as close to the arena centre as possible during the encounter.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Superstorm&#039;&#039;&#039; - deals unavoidable raid-wide damage that will require shielding and/or healing.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Occluded Front&#039;&#039;&#039; - spawns multiple wind-orbs around the edge of the arena that will eventually fire straight-line AoE&#039;s across the battlefield. At the same time, Garuda will tether herself to all four damage-dealers and prepare to blast massive cone-AoE&#039;s in their direction, forcing all four tethered players to spread out in inter-cardinal directions (NE, NW, SE, SW) of Garuda, just outside of the point-blank AoE that will spawn beneath her. &#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The straight-line shots from wind-orbs can break tethers and chains connected to players (by having them shoot through said tether/chain), yet most Furor (Savage) strategies will render this unnecessary&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Storm of Fury&#039;&#039;&#039; - cast at the same time as &#039;&#039;&#039;Occluded Front&#039;&#039;&#039; - will create a large point-blank AoE underneath Garuda that the raid must avoid. Tethered players should aim to squeeze themselves beside the point-blank AoE circle and the line-AoE from &#039;&#039;&#039;Occluded Front&#039;&#039;&#039; wind orbs. If done correctly, the entire arena will be blasted by cone-AoE&#039;s, yet only two people will be damaged per AoE, and no tethers will be broken.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; - creates bluish-white circles around each damage dealer that will eventually launch marked players into the air and fatally impale them unless an unmarked player stacks with a marked player (within their circle) to share the damage. Due to being four circles, a tank and healer should each be assigned to a damage-dealer and be ready to help soak that damage-dealer&#039;s circle. Just like earlier, it is best to stand at cardinal or inter-cardinal directions around Garuda, giving everyone space to soak circles (without overlapping other circles), yet also being close enough so that melee damage-dealers can maintain uptime on Garuda during the process. If shared successfully, marked players will not be launched and, instead, circle-AoE&#039;s will be left wherever the marked players were previously standing, which the raid must avoid. If unsuccessful, the lone (marked) player will be launched into the air and unable to move out of the impending AoE circle, which will fire up spikes of wind to fatally impale them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ferostorm&#039;&#039;&#039; - similar to normal mode - spawns two blades of wind at random points around Garuda. After a brief delay, vicious conal-AoE&#039;s of massive size will be fired in the direction of the blades, carving anyone in their path. To avoid, simply spread out and ensure that these blades are not facing your current location.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Central Knockback&#039;&#039;&#039; + &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; - spawns a large circle in the arena centre that will eventually knockback all members of the raid, just like normal mode. Simultaneously, each tank and healer will acquire the blue-white circle, indicating another &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039;. As you can imagine, the goal here is to ensure that each marked player (and at least one unmarked player) are knocked back together to remain stacked. Bear in mind that the flaming edge of the arena is a &#039;&#039;&#039;death wall&#039;&#039;&#039;, meaning that anyone knocked back too far will be instantly slain, so make sure that every marked player (and at least one unmarked player) stand together as close to the &#039;&#039;&#039;Central Knockback&#039;&#039;&#039; circle as possible (or both utilize &#039;&#039;&#039;knockback immunity&#039;&#039;&#039; to remain in the same location). Don&#039;t forget that &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; (blue-white circles) will always leave behind regular AoE circles afterwards on the ground that everyone must avoid.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039; - cast after Garuda flies to the arena centre - will essentially slice the arena in half via a large straight-line AoE, creating another &#039;&#039;&#039;death wall&#039;&#039;&#039; that will instantly slay anyone who touches it. Due to upcoming mechanics, the raid should evenly split in half (i.e. a tank, a healer and two DPS, preferably those who were assigned to each other for previous mechanics) with one half of the raid on each side of the &#039;divide&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Occluded Front&#039;&#039;&#039; - spawns more wind orbs on both sides of the &#039;divide&#039; near the outer edge of the arena in one of two possible patterns (one pattern per side), whilst simultaneously tethering herself to each damage dealer, just like earlier. She will also spawn a point-blank AoE under herself once again, forcing the raid to split into pairs and move to safe spots between the wind-orbs. Before detonating, Garuda will also cast a knockback on each side of the &#039;divide&#039; that will push all players (and all wind-orbs) towards the &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039; death-wall. The goal is for each tethered player to stack with their assigned partner at inter-cardinal safe-spots between the wind-orbs and be knocked back together (without being pushed into the &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;. Failure to do so will result in the large conal AoE&#039;s fired at tethered players to overlap and cause tremendous damage. Once pushed back, players must then move away from the wind-orbs to avoid their AoE explosions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; There are two possible patterns for wind-orbs and there will be one pattern for each side of the divide. The &#039;&#039;&#039;first&#039;&#039;&#039; pattern is three orbs forming a straight line, providing two safe-spots. If your side of the divide gains this straight-line pattern of orbs, have a tethered player (and an assigned partner) stand between the left+centre orb and another pair stand between the right+centre orb. The &#039;&#039;&#039;second&#039;&#039;&#039; pattern consists of four orbs forming a semi-circle inside the outer-edge of the arena, also providing two safe-spots. If this is your pattern, have a tethered player (and an assigned partner) stand between the two left-most orbs and the other pair stand between the right-most orbs. Once Garuda charges her knockback, all orbs (and players) will be pushed towards the vacuum slice and simultaneously blast massive conal AoE&#039;s in the direction of tethered players. If done correctly, each pair will be blasted by their respective conal-AoE (with no overlap) and be given ample space after the knockback to avoid the AoE explosions from orbs.&lt;br /&gt;
&lt;br /&gt;
*After these overlapped mechanics have concluded, the &#039;divide&#039; from &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039; will disperse.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ferostorm&#039;&#039;&#039; - spawns two blades of wind at random points around Garuda just like earlier. Once again, simply spread out and ensure that these blades are not facing your current location.&lt;br /&gt;
&lt;br /&gt;
Having reached this point, Garuda will exit the arena, leaving behind a proximity marker which all players must move away from. After a delay, Ifrit will land in this location, dealing damage to the entire raid depending on how close they were to the proximity marker, resulting in the end of phase 1.&lt;br /&gt;
&lt;br /&gt;
===Phase 2: [[Ifrit (ShB)|Ifrit]]===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; - tethers Ifrit to its main target, eventually leading to a vicious double-punch that will inflict the &#039;&#039;&#039;light-headed&#039;&#039;&#039; debuff on the victim and also cause them to drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039; (large AoE circle) beneath their present location that should be avoided. If a target with &#039;&#039;&#039;light-headed&#039;&#039;&#039; receives any further damage from specific mechanics during the debuff (such as another &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;, &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;, or &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039;), they will become &#039;&#039;&#039;concussed&#039;&#039;&#039; - launched into the air and stunned (which can be fatal) - meaning that a tank-swap should be utilized during &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; so that the debuffed tank can recover from the debuff and avoid this risk.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eruption&#039;&#039;&#039; - the large AoE circle left behind by the &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; uppercut (and various other mechanics during the battle) should be avoided by all players.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; - a vicious tank-buster against Ifrit&#039;s primary target that is indicated by a large red marker (similar to normal mode). After a brief delay, the marked target will receive a vicious uppercut, inflicting &#039;&#039;&#039;light-headed&#039;&#039;&#039;. &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; hits considerably harder than &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; and will require high healing and/or shielding. Remember, if &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; is cast on a target effected by &#039;&#039;&#039;light-headed&#039;&#039;&#039;, that target will be launched and stunned. If you have utilized a tank-swap during the previous &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;, this will be avoided.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meteor Strike&#039;&#039;&#039; - causes Ifrit to target the location of its primary target and blast it with a devastating AoE tankbuster after a brief delay. All participants (including the targeted tank) must ensure they move far enough away from the targets previous location (while &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039; is being cast) to avoid taking damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Inferno Howl&#039;&#039;&#039; - inflicts unavoidable raid-wide damage that will require moderate AoE healing and/or shielding.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Hell (1)&#039;&#039;&#039; - places a bundle of four shareable tethers onto a random healer. Much like normal mode, players must make an effort to collect (or pass on) tethers so that the original target only has one left. After a delay, Ifrit will uppercut tethered players, apply &#039;&#039;&#039;light-headed&#039;&#039;&#039; to each victim, and cause each target to drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039; (AoE circle) beneath their current location.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Seeing as anyone damaged by a tether will receive &#039;&#039;&#039;light-headed&#039;&#039;&#039;, this means that holding more than one tether will not only inflict tremendous damage but also result in an unavoidable &#039;&#039;&#039;concussion&#039;&#039;&#039; (the previously mentioned knock-up and stun). This also means that anyone who already has a &#039;&#039;&#039;light-headed&#039;&#039;&#039; debuff from previous mechanics should avoid taking a tether. In either case, the victim will end up &#039;&#039;&#039;concussed&#039;&#039;&#039; (stunned) and unable to avoid the upcoming &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath their feet, which is typically fatal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Due to &#039;&#039;&#039;Eruption&#039;&#039;&#039; being dropped underneath each tethered player, be sure to spread out if taking tethers. To avoid the possibility of &#039;&#039;&#039;light-headed&#039;&#039;&#039; overlaps, it is wise to assign players to each round of tethers, starting with both healers and two damage dealers so that the tanks can shake off previous applications of &#039;&#039;&#039;light-headed&#039;&#039;&#039; from the previous &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; and &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strike Spark&#039;&#039;&#039; - creates multiple &#039;&#039;&#039;orbs of flame&#039;&#039;&#039; throughout the arena that will eventually unleash a broad AoE explosion at their location. Due to the placement of the orbs, there will currently be no safe-spot within the arena. However, after a brief delay, four clones of Ifrit will appear, each one standing behind a random orb. Eventually, all clones will simultaneously kick their chosen orb in the direction they are facing via &#039;&#039;&#039;Hot Foot&#039;&#039;&#039;, leaving one possible safe-spot. It will be up to the raid to determine where this safe-spot will be located. Unfortunately, all players will also drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath their feet beforehand, preventing everyone from immediately moving to this safe-spot as these eruption AoE&#039;s will make it unsafe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;To combat the overlapped mechanics, all participants should stack somewhere in the centre while identifying where Ifrit will create a safe-spot with the orb-kicks. Once the safe location has been identified and all &#039;&#039;&#039;Eruption&#039;&#039;&#039; AoE&#039;s are dropped, the raid should move out of the AoE eruptions into the single safe-spot before the &#039;&#039;&#039;orbs of flame&#039;&#039;&#039; explode.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Hell (2)&#039;&#039;&#039; - places a bundle of four shareable tethers onto a random damage dealer. Just like earlier, players must make an effort to pass (or collect) tethers so that the original target only has one left. After a delay, Ifrit will uppercut tethered players, apply &#039;&#039;&#039;light-headed&#039;&#039;&#039; to each victim, and cause each target to drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039; (AoE circle) beneath their current location. In this situation, it is wise to have all other damage dealers collect a tether from the target, leaving both tanks and healers free for future mechanics. Don&#039;t forget to spread out and avoid the upcoming &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath each tethered target.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; - tethers Ifrit to its main target, just like earlier, leading to the &#039;&#039;&#039;light-headed&#039;&#039;&#039; inflicting double-punch and a followup &#039;&#039;&#039;Eruption&#039;&#039;&#039; (large AoE circle) beneath their present location. Once again, the tank and off-tank should coordinate a swap while &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; is being cast to avoid the possibility of stacking &#039;&#039;&#039;light-headed&#039;&#039;&#039; during future mechanics, such as:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; + &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039; - Ifrit will utilize the vicious tank-buster once more against the current tank (as indicated by the large red marker). Just like earlier, the marked target will receive a devastating uppercut for massive damage and receive the &#039;&#039;&#039;light-headed&#039;&#039;&#039; debuff. As soon as &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; has concluded, Ifrit will immediately unleash another &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;, causing Ifrit to target the location of its primary target and blast that area with a devastating AoE tankbuster. Remember - once Ifrit begins to cast &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;, all participants (including the target) must move away from that targets previous location as soon as possible.&lt;br /&gt;
&lt;br /&gt;
On reaching this point, Ifrit will soon be joined by Garuda, leading to phase 3.&lt;br /&gt;
&lt;br /&gt;
===Phase 3: Garuda &amp;amp; Ifrit===&lt;br /&gt;
&lt;br /&gt;
As soon as Garuda and Ifrit join forces, they will both cast an ability, marking all players (based on their proximity to Garuda or Ifrit) with either &#039;&#039;&#039;Hated of the Vortex&#039;&#039;&#039; or &#039;&#039;&#039;Hated of the Embers&#039;&#039;&#039;. Anyone with &#039;&#039;&#039;Hated of the Vortex&#039;&#039;&#039; will &#039;&#039;&#039;only&#039;&#039;&#039; be able to target Garuda, whereas anyone with &#039;&#039;&#039;Hated of Embers&#039;&#039;&#039; will &#039;&#039;&#039;only&#039;&#039;&#039; be able to target Ifrit. While the debuffs will be evenly spread (i.e.. one per tank, healer and two damage dealers), the fact that it can be baited via proximity means that the raid can split the group and assign those roles to a boss. To do so, split the raid evenly and have one group stand near Garuda and one near Ifrit. This ensures that there is no confusion, allowing the raid to prepare for upcoming mechanics more easily.&lt;br /&gt;
&lt;br /&gt;
With Garuda and Ifrit joining forces, both groups will now have to contend with a range of combined mechanics, starting with:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Occluded Front&#039;&#039;&#039; + &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; - spawns multiple wind-orbs around the edge of the arena that will eventually fire straight-line AoE&#039;s across the battlefield that should be avoided. Simultaneously, Ifrit will cast &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; (the double-punch against its primary target that inflicts &#039;&#039;&#039;light-headed&#039;&#039;&#039;, as well as &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath their feet afterward), followed by &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;, the vicious red-marker uppercut, and lastly, &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;. The tank who is targeting Ifrit should purposefully get their tether cut by the wind-orbs, which will result in Ifrit dashing towards a random player for the initial double-punch. Because this inflicts the player Ifrit dashed to with &#039;&#039;&#039;light-headed&#039;&#039;&#039;, this allows the tank on Ifrit to take &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; without being concussed. Don&#039;t forget to move away from the target&#039;s location while Ifrit is casting &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039; - Garuda flies to the arena centre and slices the arena in half via a large straight-line AoE, creating a &#039;&#039;&#039;death wall&#039;&#039;&#039; that will instantly slay anyone who touches it. Unlike phase one, the entire raid can stack on one side of the divide.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Occluded Front&#039;&#039;&#039; + &#039;&#039;&#039;Hot Foot&#039;&#039;&#039; - spawns multiple windy orbs around the arena. Just like before, a knockback on each side of the divide will eventually push all players (and the orbs) towards the vacuum slice. However, Ifrit will also select an orb and prepare to kick it out of position. Furthermore, &#039;&#039;&#039;Eruption&#039;&#039;&#039; will soon place AoE&#039;s beneath every member of the raid, preventing them from running immediately to the safe-spot that &#039;&#039;&#039;Hot Foot&#039;&#039;&#039; (kick) will provide. Instead, the group should stack together, wait for &#039;&#039;&#039;Eruption&#039;&#039;&#039; to drop AoE&#039;s beneath the raid, then move towards the safe spot. Don&#039;t forget, the knockback still risks pushing players into the &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;, so make sure to stack away from the void-wall when baiting &#039;&#039;&#039;Eruption&#039;&#039;&#039;. After the knockback, simply avoid standing close to any of the wind-orbs, as they will eventually explode.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ferostorm&#039;&#039;&#039; - spawns two blades of wind at random points around Garuda. Just like before, vicious conal-AoE&#039;s of massive size will be fired in the direction of the blades, carving anyone in their path. Simply spread out and ensure that these blades are not facing your current location.&lt;br /&gt;
&lt;br /&gt;
Having survived their united assault, the raid will witness a transitional animation, much like normal mode. Whilst Garuda and Ifrit merge together, the raid will suffer unavoidable AoE damage, so be ready to heal, shield and mitigate. From here, the final phase begins.&lt;br /&gt;
&lt;br /&gt;
===Phase 4: Raktapaksa===&lt;br /&gt;
&lt;br /&gt;
Once Garuda and Ifrit have merged into Raktapaksa, it is recommended that it be tanked in the arena centre for the rest of the battle whenever possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Hell (3)&#039;&#039;&#039; - places a bundle of four shareable tethers onto a random healer. Once more, players must make an effort to collect (or pass on) tethers so that the original target only has one left. After a delay, Raktapaksa will apply &#039;&#039;&#039;light-headed&#039;&#039;&#039; to each tethered player, cause them to drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath their feet (which must be avoided), and also launch massive straight-line AoE&#039;s in their direction. To combat this, it is best to have all tanks and healers collect a tether (so that damage dealers are free to maintain uptime) and have tethered players spread out in a distant semi-circle on one side of the boss (giving plenty of space for the raid to avoid tethered &#039;&#039;&#039;Eruption&#039;&#039;&#039; AoE&#039;s. Once &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; has concluded, the entire arena (except one safe-spot directly beneath Raktapaksa) will be marked by line AoE&#039;s which the entire raid should avoid. Never stack too close to the boss, as doing so will drop &#039;&#039;&#039;Eruption&#039;&#039;&#039; AoE&#039;s on the one single safe-spot.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Hell (4)&#039;&#039;&#039; - places a bundle of four shareable tethers onto a random damage dealer which should be handled just like before, except this time, all damage dealers should take a tether so that tanks and healers do not receive another &#039;&#039;&#039;light-headed&#039;&#039;&#039; debuff. Once concluded, the arena will be sliced by straight-line AoE&#039;s, leaving only one safe spot directly beneath the boss. Again, make sure to spread out into a distant semi-circle so that the following &#039;&#039;&#039;Eruption&#039;&#039;&#039; AoE&#039;s do not overlap the single safe-spot.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Inferno Howl&#039;&#039;&#039; - inflicts unavoidable raid-wide damage that will require moderate AoE healing and/or shielding.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; + &#039;&#039;&#039;Ferostorm&#039;&#039;&#039; - the stack mechanic from phase 1 (indicated by bluish-white circles around each tank and healer) will eventually launch marked players into the air and fatally impale them unless an unmarked player stacks with a marked player (within their circle) to share the damage. If you have assigned pairs for handling this in the first phase, simply stack with your partner at cardinal or inter-cardinal positions around the boss. Don&#039;t forget that players marked for &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; will drop an AoE circle at their feet which must be avoided. During this ordeal, &#039;&#039;&#039;Ferostorm&#039;&#039;&#039; (two blades of wind that shoot massive conal AoE&#039;s in the direction they are facing) will be unleashed shortly after &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; has concluded, so make sure to move out of their path.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strike Spark&#039;&#039;&#039; - creates multiple &#039;&#039;&#039;orbs of flame&#039;&#039;&#039; throughout the arena that will eventually unleash a broad AoE explosion at their location, just like in phase 2. After a brief delay, four clones of Raktapaksa will prepare to kick four orbs into different positions. Once more, it is up to the raid to determine where the single safe-spot will be formed, bait the &#039;&#039;&#039;Eruption&#039;&#039;&#039; AoE&#039;s by stacking somewhere in the centre, then move towards this safe-spot to avoid the impending orb explosions.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; - will be cast whilst players are dealing with &#039;&#039;&#039;Strike Spark&#039;&#039;. Raktapaksa tethers to the main tank whilst the raid is moving towards a safe-spot, unleashing a dash-punch towards the victim (inflicting &#039;&#039;&#039;light-headed&#039;&#039;&#039;) and dropping massive AoE&#039;s to its left and right, leaving behind a small &#039;safe-lane&#039; through the arena centre. Due to the &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath the target of &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;, the entire raid will immediately need to move down the safe-lane, and due to the application of &#039;&#039;&#039;light-headed&#039;&#039;&#039;, tanks must decide between tank-swapping so that the followup attack doesn&#039;t cause &#039;&#039;&#039;concussion&#039;&#039;&#039;, or have the main-tank utilize an &#039;&#039;&#039;invulnerability&#039;&#039;&#039; cooldown to tank the combination without having to move.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Central Knockback&#039;&#039;&#039; - spawns a large circle at Raktapaksa&#039;s location that will eventually knockback all members of the raid. Players must move close to the circle (or utilize &#039;&#039;&#039;knockback immunity&#039;) to avoid being knocked into the death-wall surrounding the arena.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Conflag Strike&#039;&#039;&#039; - after a delay, the entire arena (except for two safe-spots to the east and west) will be drowned in flaming puddles. Simultaneously, each tank and healer will be chained together, and all damage dealers will be chained together as well. Should anyone stray too far from their chained partner, the chain will explode, typically leading to fatal damage. As a result, the entire raid must stack together and move towards one of the two safe-spots together without moving too far from their chained partner.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blaze Tornadoes&#039;&#039;&#039; will now form in the north and south of the arena. After a delay, each tornado will begin to fire massive cone AoE&#039;s in the direction of the player closest to it. Simultaneously, wind-orbs (similar to &#039;&#039;&#039;Occluded Front&#039;&#039;&#039;) will spawn at one side of each tornado and prepare to shoot straight-line AoE&#039;s across the arena at players furthest away. Don&#039;t forget - the straight-line AoE&#039;s from wind-orbs can &#039;&#039;&#039;break tethers &amp;amp; chains&#039;&#039;&#039;, yet should they succeed in breaking any chains, the resulting explosion will be devastating.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As a result, both tanks (and their chained healers) should each choose a &#039;&#039;&#039;Blaze Tornado&#039;&#039;&#039; and stand directly beside it (on the opposite side of the windy-orb), while the healer chained to them stands in front of it (close enough so that their chains will not break via distance). This will force the tornado&#039;s to shoot their cone AoE&#039;s out of the arena (rather than across it), saving the raid from taking fatal damage. Once both tornado&#039;s have fired off five cone AoE&#039;s, they will dissipate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Regarding the two wind-orbs (which will target players farthest away and fire three blasts each), all chained damage-dealers should remain near the arena centre (one one side of the boss) and make sure to move out of any straight-line AoE&#039;s from the windy-orbs once they have been baited to shoot in their direction. After being baited, they will fire twice more, so simply move (in unison) from one side of the boss to the other repeatedly until all three shots have been fired.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; - marks various players with bluish-white circles (just like earlier) and will fatally launch them into the air unless an unmarked player stacks within the circle. Seeing as the &#039;&#039;&#039;chains&#039;&#039;&#039; still persist at this point, each player marked with the bluish-white circles should stack with their chained partner. However, Raktapaksa will also cast a massive donut AoE, leaving only a small safe circle in the centre of the arena to work with. As a result, marked players should spread out in cardinal or inter-cardinal points around the boss at the very edge of the safe-circle to ensure that there is enough space to avoid overlap. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A good rule of thumb, seeing as &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; is cast immediately after &#039;&#039;&#039;Blaze Tornadoes&#039;&#039;&#039; (which forced each tank and their chained healer to move north/south to handle a tornado each), is to have the chained Tanks/Healers move together from the north/south into safe circle, whilst all damage dealers (who were already close to the boss to avoid wind-orbs) simply move to the east or west side of the boss with their chained partner.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Conflag Strike&#039;&#039;&#039; concludes with Raktapaksa unleashing a massive conal AoE in the direction it is facing (without any telegraph) that will fatally wound anyone caught in its wake. Should you survive the &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039;, have the raid stack behind the boss to avoid being chopped.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; + &#039;&#039;&#039;Occluded Front&#039;&#039;&#039; + &#039;&#039;&#039;Storm of Fury&#039;&#039;&#039; - spawns multiple wind-orbs around the edge of the arena that will eventually fire straight-line AoE&#039;s across the battlefield which can break tethers and chains. At the same time, four players will also be marked by the bluish-white &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; circles. Just like in phase 1, Raktapaksa will tether itself to four players and prepare to blast massive conal AoE&#039;s in their direction, forcing all four tethered players to spread out in inter-cardinal directions (NE, NW, SE, SW) along with their assigned chain/aerial partner.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Storm of Fury&#039;&#039;&#039; - cast at the same time as &#039;&#039;&#039;Occluded Front&#039;&#039;&#039; - will create a large point-blank AoE underneath Raktapaksa that the raid must avoid. Tethered players should aim to squeeze themselves beside the point-blank AoE circle and the line-AoE from &#039;&#039;&#039;Occluded Front&#039;&#039;&#039; wind orbs. If done correctly, the entire arena will be blasted by conal AoE&#039;s, yet only each tethered player (and their chain/aerial-stack partner) will be damaged by a single conal AoE, with no tethers/chains broken.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Inferno Howl&#039;&#039;&#039; - inflicts unavoidable raid-wide damage that will require moderate AoE healing and/or shielding.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Hell (5)&#039;&#039;&#039; + &#039;&#039;&#039;Occluded Front&#039;&#039;&#039; - places four shareable tethers onto a random healer that should be shared with the other healer and both tanks. Simultaneously, four wind-orbs will form at intercardinal points around the arena edge that will eventually shoot tether/chain-breaking straight-line AoE&#039;s across the platform. Just like all other versions, players must make an effort to collect (or pass on) tethers so that the original target only has one left. Once tethers have been collected, each tethered player should move to an intercardinal point around the boss (without moving too far, as the wind-orbs will risk breaking the tethers). Once the wind-orbs have fired, tethered players can move further.&lt;br /&gt;
&lt;br /&gt;
After a delay, Raktapaksa will apply &#039;&#039;&#039;light-headed&#039;&#039;&#039; to each tethered player, cause them to drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath their feet (which must be avoided), and also launch massive straight-line AoE&#039;s in their direction. Once &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; has concluded, the entire arena (except one safe-spot directly beneath Raktapaksa) will be marked by line AoE&#039;s which the entire raid should avoid, leaving only one safe spot directly beneath the boss.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Hell (6)&#039;&#039;&#039; + &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; - places four shareable tethers onto a random damage dealer that should be shared with other damage dealers (to avoid &#039;&#039;&#039;concussing&#039;&#039;&#039; tanks and healers that dealt with the previous &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039;). Simultaneously, all tanks and healers will be marked by bluish-white circles, representing &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039;. Once &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; concludes, Raktapaksa will launch himself towards all tethered damage-dealers, inflicting &#039;&#039;&#039;light-headed&#039;&#039;&#039;, carving a straight-line AoE in their direction, and forcing each target to drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039;. &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; will conclude at the exact same time, which will also drop another AoE circle on the floor. Simply move out of both floor-based AoE&#039;s, then move into the safe-spot left directly beneath Raktapaksa.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As soon as both mechanics have concluded, Raktapaksa&#039;s main target will receive a &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; + &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; + &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039; combo, much like they did earlier in the final phase. Don&#039;t forget to tank-swap (if the targeted tank has no invulnerability cooldown to tank the double-tank buster). Don&#039;t forget to move away from the tank&#039;s location during &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ferostorm&#039;&#039;&#039; - spawns two blades of wind at random points around Raktapaksa. Just like before, vicious conal-AoE&#039;s of massive size will be fired in the direction of the blades, carving anyone in their path. Simply spread out and ensure that these blades are not facing your current location. Bear in mind that &#039;&#039;&#039;Ferostorm&#039;&#039;&#039; will be cast &#039;&#039;&#039;twice in a row&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Central Knockback&#039;&#039;&#039; - spawns a large circle at Raktapaksa&#039;s location that will eventually knockback all members of the raid. Players must move close to the circle (or utilize &#039;&#039;&#039;knockback immunity&#039;) to avoid being knocked into the death-wall surrounding the arena.&lt;br /&gt;
&lt;br /&gt;
If you have reached this point, Raktapaksa will move to one end of the arena and begin to charge an enraged &#039;&#039;&#039;Conflag Strike&#039;&#039;&#039; - the fatal front-cone AoE slice. Due to there being no safe-spot, the raid have a limited window to slay Raktapaksa beforehand. If unsuccessful, the entire raid will be instantly slain. If successful, congratulations - you have beaten Eden&#039;s Verse: Furor (Savage)!&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item reward|1|Book of Furor}} (Guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenchoir Head Gear Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Hand Gear Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Foot Gear Coffer (IL 500)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenchoir Head Gear Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Hand Gear Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Foot Gear Coffer (IL 500)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Primal Angel}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
E6N.png&lt;br /&gt;
E6 boss.png&lt;br /&gt;
E6 phase 4.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Hated_of_embers_debuff.png&amp;diff=1528356</id>
		<title>File:Hated of embers debuff.png</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Hated_of_embers_debuff.png&amp;diff=1528356"/>
		<updated>2026-09-01T07:11:54Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Adding categories&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hated of Embers debuff from Eden&#039;s Verse: Furor (Savage).&lt;br /&gt;
[[Category:Status Effect Icons]]&lt;br /&gt;
[[Category:Square Enix icons]]&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Hated_of_the_vortex_debuff.png&amp;diff=1528355</id>
		<title>File:Hated of the vortex debuff.png</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Hated_of_the_vortex_debuff.png&amp;diff=1528355"/>
		<updated>2026-09-01T07:11:39Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Adding categories&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hated of the Vortex debuff from Eden&#039;s Verse: Furor (Savage).&lt;br /&gt;
[[Category:Status Effect Icons]]&lt;br /&gt;
[[Category:Square Enix icons]]&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Lightheaded_debuff.png&amp;diff=1528354</id>
		<title>File:Lightheaded debuff.png</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Lightheaded_debuff.png&amp;diff=1528354"/>
		<updated>2026-09-01T07:11:25Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Adding categories&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Lightheaded debuff from Eden&#039;s Verse: Furor (Savage).&lt;br /&gt;
[[Category:Status Effect Icons]]&lt;br /&gt;
[[Category:Square Enix icons]]&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Furor_(Savage)&amp;diff=1528353</id>
		<title>Eden&#039;s Verse: Furor (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Furor_(Savage)&amp;diff=1528353"/>
		<updated>2026-09-01T07:09:59Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Added Abilities and Timeline section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Verse (Savage)|Eden&#039;s Verse: Furor}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Verse: Furor (Savage)&lt;br /&gt;
| description = The discovery of a second crystal within Eden&#039;s core leads to more questions than answers, and yet again, your mind is assaulted with terrifying visions upon gazing inside. You see foes previously vanquished reborn, more brutal and unrelenting than even your wildest imagination, yet your unwavering resolve forbids you from tearing your eyes away...&lt;br /&gt;
| image =  Eden&#039;s Verse Furor (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 475&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = Ashfall&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|Life Finds a Way}}&lt;br /&gt;
| patch = 5.2&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| id-gt = 30091&lt;br /&gt;
| id-edb = 8e7439e713d&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E6S&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==[[File:Aggressive difficulty r6.png|32px|link=]] Heritors of Fury: [[Garuda (ShB)|Garuda]] &amp;amp; [[Ifrit (ShB)|Ifrit]] - Abilities and Timeline==&lt;br /&gt;
&lt;br /&gt;
The battle against Garuda and Ifrit takes place inside a 20y radius circular arena surrounded by deadly wall of flame—instantly killing any players that collide with it.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Garuda &amp;amp; Ifrit&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Garuda&#039;s Abilities&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Superstorm&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Occluded Front (Cutter)&#039;&#039;&#039;&lt;br /&gt;
|Spawns multiple &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; orbs that create thin green [[Area of Effect#Static Line AoE|static line AoEs]]. These line AoEs have the unique ability to cut any [[Tether (mechanic)|tether]] crossed over top of it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Storm of Fury&#039;&#039;&#039;&lt;br /&gt;
|Creates four [[Tether (mechanic)|tethers]], attaching to DPS players, and a 12.5y [[Area of Effect#Static Circle AoE|static circle AoE]] underneath the boss.&lt;br /&gt;
Tethers fire a 90 degree [[Area of Effect#Spread Line or Cone|spread cone]] at their target after a few second, dealing moderate magic damage.&lt;br /&gt;
&lt;br /&gt;
* If a tether is broken by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039;, the spread cone will instead fire at a random player that wasn&#039;t the original target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Air Bump&#039;&#039;&#039;&lt;br /&gt;
|Marks four support players with a [[Stack marker#Multi-Player Marker|2-player marker]], dealing moderate magic damage and inflicting {{Status effect|debuff|Magic Vulnerability Up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039;. Afterwards creates a [[Area of Effect#Static Circle AoE|static circle AoE]] that deals lethal damage.&lt;br /&gt;
If there is only one player inside the marker, that player is launched with a powerful [[Knockback#Knock-up|knock-up]] and unable to avoid the lethal follow-up AoE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ferostorm&#039;&#039;&#039;&lt;br /&gt;
|Creates two magical blades on opposite diagonals of the boss, each firing 90-degree [[Area of Effect#Static Cone AoE|static cone AoEs]] that inflict high damage and inflicts {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;&lt;br /&gt;
|Creates a 10y-wide [[Area of Effect#Puddle|line puddle]] across the center of the arena, either north-to-south or east-to-west—splitting the arena into two halves.&lt;br /&gt;
Players caught in the initial AoE, or players that step into the puddle afterwards, are instantly killed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Occluded Front (Vacuum)&#039;&#039;&#039;&lt;br /&gt;
|Always follows &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;. One half of the arena has three &#039;&#039;&#039;&#039;&#039;Tumultuous Nexus&#039;&#039;&#039;&#039;&#039;, the other half has four.&lt;br /&gt;
After a [[Knockback#Directional Knockback|directional knockback]], each Nexus explodes into a [[Area of Effect#Static Circle AoE|static circle AoE]], dealing high magic damage and inflicting {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; to those in range.&lt;br /&gt;
&lt;br /&gt;
* Tumultuous Nexuses are also affected by the directional knockback.&lt;br /&gt;
* Nexuses pulled into the Vacuum Slice puddle are destroyed.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Ifrit&#039;s Abilities&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Inferno Howl&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Touchdown&#039;&#039;&#039;&lt;br /&gt;
|An [[Knockback#Epicentral Knockback|epicentral]] knockback (or a [[Other Mechanics#Proximity AoE|proximity AoE]] at the start of Phase 2).&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;&lt;br /&gt;
|A [[Tether (mechanic)|tether]] attached to the highest enmity player. Ifrit charges the target, inflicting {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039; to them and any other players inbetween for 20 seconds.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Eruption:&#039;&#039;&#039;&#039;&#039; a 10y radius  [[Area of Effect#Static Circle AoE|static circle AoE]], is created underneath the targeted player and detonates a few seconds later.&lt;br /&gt;
&lt;br /&gt;
* If a player already afflicted with {{Status effect|debuff|file:Lightheaded debuff.png|link=file:Lightheaded debuff.png}} &#039;&#039;&#039;Lightheaded&#039;&#039;&#039; is hit by this attack, they become {{Status effect|debuff|file:ConcussionDebuff.png|link=file:ConcussionDebuff.png}} &#039;&#039;&#039;Concussed&#039;&#039;&#039; for 10 seconds—unable to act, move, or [[Rescue|be moved]] by others.&lt;br /&gt;
* If the tether is broken by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039;, Ifrit will instead charge at a random player that was not the original target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hands of Hell&#039;&#039;&#039;&lt;br /&gt;
|A non-tank player is targeted by a red arrow. This target has four [[Tether (mechanic)|tethers]] attached to them—three of them being [[Tether (mechanic)#Transferable Tether|transferable tethers]]. Each tether is then attacked by &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] targeting the higher enmity player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;&lt;br /&gt;
|Ifrit jumps at where the highest enmity player was standing at the start of the cast, dealing extreme damage to any player inside Ifrit&#039;s hitbox.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Strike Spark&#039;&#039;&#039;&lt;br /&gt;
|Eight fireballs are created around the arena, one in each cardinal and inter-cardinal direction. Multiple copies of Ifrit appear next to random orbs and face a random direction.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Eruption&#039;&#039;&#039;&#039;&#039; is placed underneath all players—then all copies of Ifrit cast &#039;&#039;&#039;&#039;&#039;Hot Foot&#039;&#039;&#039;&#039;&#039;, kicking any fireballs &amp;lt;u&amp;gt;in front of them&amp;lt;/u&amp;gt; 10y away.&lt;br /&gt;
&lt;br /&gt;
* Each fireball detonates into a 10y radius [[Area of Effect#Static Circle AoE|static circle AoE]] that deals high damage and inflicts {{Status effect|debuff|Vulnerability Up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Shared Abilities&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hated of the Vortex / Embers&#039;&#039;&#039;&lt;br /&gt;
|Deals unavoidable party-wide damage and places debuffs on all players based on proximity to Ifrit and Garuda.&lt;br /&gt;
&lt;br /&gt;
* The four players closest to Garuda are debuffed with {{Status effect|debuff|file:Hated of the vortex debuff.png|link=file:Hated of the vortex debuff.png}} &#039;&#039;&#039;Hated of the Vortex&#039;&#039;&#039;, preventing them from damaging Ifrit.&lt;br /&gt;
* The four closest players to Ifrit receive the inverse: {{Status effect|debuff|file:Hated of embers debuff.png|link=file:Hated of embers debuff.png}} &#039;&#039;&#039;Hated of Embers&#039;&#039;&#039;, preventing them from damaging Garuda.&lt;br /&gt;
* Two healers and two tanks can not receive the same debuff type.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Raktapaksa&#039;s Abilities&#039;&#039;&#039;&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hands of Flame/Hell&#039;&#039;&#039;&lt;br /&gt;
|Functions identically to Ifrits, but additionally creates two immeasurable [[Area of Effect#Static Line AoE|static line AoEs]] covering the arena to Raktapaksa&#039;s left and right—leaving only a safe line in front and behind.&lt;br /&gt;
&lt;br /&gt;
* In the case of &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039;, the safe zone will always where Raktapaksa originally cast the ability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Radiant Plume&#039;&#039;&#039;&lt;br /&gt;
|Covers the entire arena in lethal [[Area of Effect#Static Circle AoE|static circle AoEs]] with the exception of two small areas on the east and west side of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|{{Status effect|debuff|File:Burning chains icon1.png|link=File:Burning chains icon1.png}} &#039;&#039;&#039;Irons of Purgatory&#039;&#039;&#039;&lt;br /&gt;
|A [[Tether (mechanic)#Paired / Close Tether|close tether]] attaching players together via role. Tanks are paired with a random healer, and DPS players are paired with another random DPS player.&lt;br /&gt;
If two tethered players move more than 10y apart, or their tether is destroyed by a &#039;&#039;&#039;&#039;&#039;Wind Cutter&#039;&#039;&#039;&#039;&#039; AoE, both players are instantly killed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twisting Blaze&#039;&#039;&#039;&lt;br /&gt;
|A flaming tornado that spawns on the north and south edge of the arena. Repeatedly fires 90-degree [[Tankbuster#AoE Tankbuster|cone AoE tankbusters]] at the closest player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spread of Fire&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] covering the entire arena except for a 5y radius safe zone directly underneath Raktapaksa.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Conflag Strike&#039;&#039;&#039;&lt;br /&gt;
|A lethal 270 degree [[Area of Effect#Static Cone AoE|static cone AoE]] from the front of Raktapaksa.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Garuda&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Superstorm&lt;br /&gt;
#Occluded Front (Cutter)&lt;br /&gt;
#Storm of Fury&lt;br /&gt;
#Air Bump&lt;br /&gt;
#Ferostorm&lt;br /&gt;
#Touchdown +&lt;br /&gt;
#* Air Bump&lt;br /&gt;
#Vacuum Slice&lt;br /&gt;
#Occluded Front (Vacuum)&lt;br /&gt;
#Ferostorm&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Ifrit&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Touchdown&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Inferno Howl&lt;br /&gt;
#Hands of Hell&lt;br /&gt;
#Strike Spark&lt;br /&gt;
#Hands of Hell&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Garuda &amp;amp; Ifrit&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Hated of Vortex / Embers&lt;br /&gt;
#Occluded Front (Cutter)&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration +&lt;br /&gt;
#*Vacuum Slice&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Occluded Front (Vacuum) +&lt;br /&gt;
#* Eruption&lt;br /&gt;
#* Hot Foot&lt;br /&gt;
#Ferostorm&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Raktapaksa Opening&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Hands of Hell (Support)&lt;br /&gt;
#Hands of Hell (DPS)&lt;br /&gt;
#Inferno Howl&lt;br /&gt;
#Air Bump +&lt;br /&gt;
#Ferostorm&lt;br /&gt;
#Strike Spark&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Conflag Strike&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Touchdown&lt;br /&gt;
#Irons of Purgatory +&lt;br /&gt;
#*Radiant Plume&lt;br /&gt;
#Twisting Blaze +&lt;br /&gt;
#*Occluded Front (Cutter) x3&lt;br /&gt;
#Air Bump +&lt;br /&gt;
#*Spread of Fire&lt;br /&gt;
#Conflag Strike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Final Phase&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Air Bump&lt;br /&gt;
#Storm of Fury +&lt;br /&gt;
#*Occluded Front (Cutter)&lt;br /&gt;
#Hands of Hell (Support) +&lt;br /&gt;
#*Occluded Front (Cutter)&lt;br /&gt;
#Hands of Hell (DPS) +&lt;br /&gt;
#*Air Bump&lt;br /&gt;
#Hands of Flame&lt;br /&gt;
#Instant Incineration&lt;br /&gt;
#Meteor Strike&lt;br /&gt;
#Ferostorm x2&lt;br /&gt;
#Touchdown&lt;br /&gt;
#&#039;&#039;&#039;Conflag Strike (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Detailed Phase Explanations ==&lt;br /&gt;
&lt;br /&gt;
===Phase 1: [[Garuda (ShB)|Garuda]]===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The majority of successful strategies involve keeping Garuda as close to the arena centre as possible during the encounter.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Superstorm&#039;&#039;&#039; - deals unavoidable raid-wide damage that will require shielding and/or healing.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Occluded Front&#039;&#039;&#039; - spawns multiple wind-orbs around the edge of the arena that will eventually fire straight-line AoE&#039;s across the battlefield. At the same time, Garuda will tether herself to all four damage-dealers and prepare to blast massive cone-AoE&#039;s in their direction, forcing all four tethered players to spread out in inter-cardinal directions (NE, NW, SE, SW) of Garuda, just outside of the point-blank AoE that will spawn beneath her. &#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The straight-line shots from wind-orbs can break tethers and chains connected to players (by having them shoot through said tether/chain), yet most Furor (Savage) strategies will render this unnecessary&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Storm of Fury&#039;&#039;&#039; - cast at the same time as &#039;&#039;&#039;Occluded Front&#039;&#039;&#039; - will create a large point-blank AoE underneath Garuda that the raid must avoid. Tethered players should aim to squeeze themselves beside the point-blank AoE circle and the line-AoE from &#039;&#039;&#039;Occluded Front&#039;&#039;&#039; wind orbs. If done correctly, the entire arena will be blasted by cone-AoE&#039;s, yet only two people will be damaged per AoE, and no tethers will be broken.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; - creates bluish-white circles around each damage dealer that will eventually launch marked players into the air and fatally impale them unless an unmarked player stacks with a marked player (within their circle) to share the damage. Due to being four circles, a tank and healer should each be assigned to a damage-dealer and be ready to help soak that damage-dealer&#039;s circle. Just like earlier, it is best to stand at cardinal or inter-cardinal directions around Garuda, giving everyone space to soak circles (without overlapping other circles), yet also being close enough so that melee damage-dealers can maintain uptime on Garuda during the process. If shared successfully, marked players will not be launched and, instead, circle-AoE&#039;s will be left wherever the marked players were previously standing, which the raid must avoid. If unsuccessful, the lone (marked) player will be launched into the air and unable to move out of the impending AoE circle, which will fire up spikes of wind to fatally impale them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ferostorm&#039;&#039;&#039; - similar to normal mode - spawns two blades of wind at random points around Garuda. After a brief delay, vicious conal-AoE&#039;s of massive size will be fired in the direction of the blades, carving anyone in their path. To avoid, simply spread out and ensure that these blades are not facing your current location.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Central Knockback&#039;&#039;&#039; + &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; - spawns a large circle in the arena centre that will eventually knockback all members of the raid, just like normal mode. Simultaneously, each tank and healer will acquire the blue-white circle, indicating another &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039;. As you can imagine, the goal here is to ensure that each marked player (and at least one unmarked player) are knocked back together to remain stacked. Bear in mind that the flaming edge of the arena is a &#039;&#039;&#039;death wall&#039;&#039;&#039;, meaning that anyone knocked back too far will be instantly slain, so make sure that every marked player (and at least one unmarked player) stand together as close to the &#039;&#039;&#039;Central Knockback&#039;&#039;&#039; circle as possible (or both utilize &#039;&#039;&#039;knockback immunity&#039;&#039;&#039; to remain in the same location). Don&#039;t forget that &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; (blue-white circles) will always leave behind regular AoE circles afterwards on the ground that everyone must avoid.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039; - cast after Garuda flies to the arena centre - will essentially slice the arena in half via a large straight-line AoE, creating another &#039;&#039;&#039;death wall&#039;&#039;&#039; that will instantly slay anyone who touches it. Due to upcoming mechanics, the raid should evenly split in half (i.e. a tank, a healer and two DPS, preferably those who were assigned to each other for previous mechanics) with one half of the raid on each side of the &#039;divide&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Occluded Front&#039;&#039;&#039; - spawns more wind orbs on both sides of the &#039;divide&#039; near the outer edge of the arena in one of two possible patterns (one pattern per side), whilst simultaneously tethering herself to each damage dealer, just like earlier. She will also spawn a point-blank AoE under herself once again, forcing the raid to split into pairs and move to safe spots between the wind-orbs. Before detonating, Garuda will also cast a knockback on each side of the &#039;divide&#039; that will push all players (and all wind-orbs) towards the &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039; death-wall. The goal is for each tethered player to stack with their assigned partner at inter-cardinal safe-spots between the wind-orbs and be knocked back together (without being pushed into the &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;. Failure to do so will result in the large conal AoE&#039;s fired at tethered players to overlap and cause tremendous damage. Once pushed back, players must then move away from the wind-orbs to avoid their AoE explosions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; There are two possible patterns for wind-orbs and there will be one pattern for each side of the divide. The &#039;&#039;&#039;first&#039;&#039;&#039; pattern is three orbs forming a straight line, providing two safe-spots. If your side of the divide gains this straight-line pattern of orbs, have a tethered player (and an assigned partner) stand between the left+centre orb and another pair stand between the right+centre orb. The &#039;&#039;&#039;second&#039;&#039;&#039; pattern consists of four orbs forming a semi-circle inside the outer-edge of the arena, also providing two safe-spots. If this is your pattern, have a tethered player (and an assigned partner) stand between the two left-most orbs and the other pair stand between the right-most orbs. Once Garuda charges her knockback, all orbs (and players) will be pushed towards the vacuum slice and simultaneously blast massive conal AoE&#039;s in the direction of tethered players. If done correctly, each pair will be blasted by their respective conal-AoE (with no overlap) and be given ample space after the knockback to avoid the AoE explosions from orbs.&lt;br /&gt;
&lt;br /&gt;
*After these overlapped mechanics have concluded, the &#039;divide&#039; from &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039; will disperse.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ferostorm&#039;&#039;&#039; - spawns two blades of wind at random points around Garuda just like earlier. Once again, simply spread out and ensure that these blades are not facing your current location.&lt;br /&gt;
&lt;br /&gt;
Having reached this point, Garuda will exit the arena, leaving behind a proximity marker which all players must move away from. After a delay, Ifrit will land in this location, dealing damage to the entire raid depending on how close they were to the proximity marker, resulting in the end of phase 1.&lt;br /&gt;
&lt;br /&gt;
===Phase 2: [[Ifrit (ShB)|Ifrit]]===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; - tethers Ifrit to its main target, eventually leading to a vicious double-punch that will inflict the &#039;&#039;&#039;light-headed&#039;&#039;&#039; debuff on the victim and also cause them to drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039; (large AoE circle) beneath their present location that should be avoided. If a target with &#039;&#039;&#039;light-headed&#039;&#039;&#039; receives any further damage from specific mechanics during the debuff (such as another &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;, &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;, or &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039;), they will become &#039;&#039;&#039;concussed&#039;&#039;&#039; - launched into the air and stunned (which can be fatal) - meaning that a tank-swap should be utilized during &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; so that the debuffed tank can recover from the debuff and avoid this risk.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eruption&#039;&#039;&#039; - the large AoE circle left behind by the &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; uppercut (and various other mechanics during the battle) should be avoided by all players.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; - a vicious tank-buster against Ifrit&#039;s primary target that is indicated by a large red marker (similar to normal mode). After a brief delay, the marked target will receive a vicious uppercut, inflicting &#039;&#039;&#039;light-headed&#039;&#039;&#039;. &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; hits considerably harder than &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; and will require high healing and/or shielding. Remember, if &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; is cast on a target effected by &#039;&#039;&#039;light-headed&#039;&#039;&#039;, that target will be launched and stunned. If you have utilized a tank-swap during the previous &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;, this will be avoided.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meteor Strike&#039;&#039;&#039; - causes Ifrit to target the location of its primary target and blast it with a devastating AoE tankbuster after a brief delay. All participants (including the targeted tank) must ensure they move far enough away from the targets previous location (while &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039; is being cast) to avoid taking damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Inferno Howl&#039;&#039;&#039; - inflicts unavoidable raid-wide damage that will require moderate AoE healing and/or shielding.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Hell (1)&#039;&#039;&#039; - places a bundle of four shareable tethers onto a random healer. Much like normal mode, players must make an effort to collect (or pass on) tethers so that the original target only has one left. After a delay, Ifrit will uppercut tethered players, apply &#039;&#039;&#039;light-headed&#039;&#039;&#039; to each victim, and cause each target to drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039; (AoE circle) beneath their current location.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Seeing as anyone damaged by a tether will receive &#039;&#039;&#039;light-headed&#039;&#039;&#039;, this means that holding more than one tether will not only inflict tremendous damage but also result in an unavoidable &#039;&#039;&#039;concussion&#039;&#039;&#039; (the previously mentioned knock-up and stun). This also means that anyone who already has a &#039;&#039;&#039;light-headed&#039;&#039;&#039; debuff from previous mechanics should avoid taking a tether. In either case, the victim will end up &#039;&#039;&#039;concussed&#039;&#039;&#039; (stunned) and unable to avoid the upcoming &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath their feet, which is typically fatal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Due to &#039;&#039;&#039;Eruption&#039;&#039;&#039; being dropped underneath each tethered player, be sure to spread out if taking tethers. To avoid the possibility of &#039;&#039;&#039;light-headed&#039;&#039;&#039; overlaps, it is wise to assign players to each round of tethers, starting with both healers and two damage dealers so that the tanks can shake off previous applications of &#039;&#039;&#039;light-headed&#039;&#039;&#039; from the previous &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; and &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strike Spark&#039;&#039;&#039; - creates multiple &#039;&#039;&#039;orbs of flame&#039;&#039;&#039; throughout the arena that will eventually unleash a broad AoE explosion at their location. Due to the placement of the orbs, there will currently be no safe-spot within the arena. However, after a brief delay, four clones of Ifrit will appear, each one standing behind a random orb. Eventually, all clones will simultaneously kick their chosen orb in the direction they are facing via &#039;&#039;&#039;Hot Foot&#039;&#039;&#039;, leaving one possible safe-spot. It will be up to the raid to determine where this safe-spot will be located. Unfortunately, all players will also drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath their feet beforehand, preventing everyone from immediately moving to this safe-spot as these eruption AoE&#039;s will make it unsafe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;To combat the overlapped mechanics, all participants should stack somewhere in the centre while identifying where Ifrit will create a safe-spot with the orb-kicks. Once the safe location has been identified and all &#039;&#039;&#039;Eruption&#039;&#039;&#039; AoE&#039;s are dropped, the raid should move out of the AoE eruptions into the single safe-spot before the &#039;&#039;&#039;orbs of flame&#039;&#039;&#039; explode.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Hell (2)&#039;&#039;&#039; - places a bundle of four shareable tethers onto a random damage dealer. Just like earlier, players must make an effort to pass (or collect) tethers so that the original target only has one left. After a delay, Ifrit will uppercut tethered players, apply &#039;&#039;&#039;light-headed&#039;&#039;&#039; to each victim, and cause each target to drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039; (AoE circle) beneath their current location. In this situation, it is wise to have all other damage dealers collect a tether from the target, leaving both tanks and healers free for future mechanics. Don&#039;t forget to spread out and avoid the upcoming &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath each tethered target.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; - tethers Ifrit to its main target, just like earlier, leading to the &#039;&#039;&#039;light-headed&#039;&#039;&#039; inflicting double-punch and a followup &#039;&#039;&#039;Eruption&#039;&#039;&#039; (large AoE circle) beneath their present location. Once again, the tank and off-tank should coordinate a swap while &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; is being cast to avoid the possibility of stacking &#039;&#039;&#039;light-headed&#039;&#039;&#039; during future mechanics, such as:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; + &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039; - Ifrit will utilize the vicious tank-buster once more against the current tank (as indicated by the large red marker). Just like earlier, the marked target will receive a devastating uppercut for massive damage and receive the &#039;&#039;&#039;light-headed&#039;&#039;&#039; debuff. As soon as &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; has concluded, Ifrit will immediately unleash another &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;, causing Ifrit to target the location of its primary target and blast that area with a devastating AoE tankbuster. Remember - once Ifrit begins to cast &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;, all participants (including the target) must move away from that targets previous location as soon as possible.&lt;br /&gt;
&lt;br /&gt;
On reaching this point, Ifrit will soon be joined by Garuda, leading to phase 3.&lt;br /&gt;
&lt;br /&gt;
===Phase 3: Garuda &amp;amp; Ifrit===&lt;br /&gt;
&lt;br /&gt;
As soon as Garuda and Ifrit join forces, they will both cast an ability, marking all players (based on their proximity to Garuda or Ifrit) with either &#039;&#039;&#039;Hated of the Vortex&#039;&#039;&#039; or &#039;&#039;&#039;Hated of the Embers&#039;&#039;&#039;. Anyone with &#039;&#039;&#039;Hated of the Vortex&#039;&#039;&#039; will &#039;&#039;&#039;only&#039;&#039;&#039; be able to target Garuda, whereas anyone with &#039;&#039;&#039;Hated of Embers&#039;&#039;&#039; will &#039;&#039;&#039;only&#039;&#039;&#039; be able to target Ifrit. While the debuffs will be evenly spread (i.e.. one per tank, healer and two damage dealers), the fact that it can be baited via proximity means that the raid can split the group and assign those roles to a boss. To do so, split the raid evenly and have one group stand near Garuda and one near Ifrit. This ensures that there is no confusion, allowing the raid to prepare for upcoming mechanics more easily.&lt;br /&gt;
&lt;br /&gt;
With Garuda and Ifrit joining forces, both groups will now have to contend with a range of combined mechanics, starting with:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Occluded Front&#039;&#039;&#039; + &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; - spawns multiple wind-orbs around the edge of the arena that will eventually fire straight-line AoE&#039;s across the battlefield that should be avoided. Simultaneously, Ifrit will cast &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; (the double-punch against its primary target that inflicts &#039;&#039;&#039;light-headed&#039;&#039;&#039;, as well as &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath their feet afterward), followed by &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039;, the vicious red-marker uppercut, and lastly, &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;. The tank who is targeting Ifrit should purposefully get their tether cut by the wind-orbs, which will result in Ifrit dashing towards a random player for the initial double-punch. Because this inflicts the player Ifrit dashed to with &#039;&#039;&#039;light-headed&#039;&#039;&#039;, this allows the tank on Ifrit to take &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; without being concussed. Don&#039;t forget to move away from the target&#039;s location while Ifrit is casting &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039; - Garuda flies to the arena centre and slices the arena in half via a large straight-line AoE, creating a &#039;&#039;&#039;death wall&#039;&#039;&#039; that will instantly slay anyone who touches it. Unlike phase one, the entire raid can stack on one side of the divide.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Occluded Front&#039;&#039;&#039; + &#039;&#039;&#039;Hot Foot&#039;&#039;&#039; - spawns multiple windy orbs around the arena. Just like before, a knockback on each side of the divide will eventually push all players (and the orbs) towards the vacuum slice. However, Ifrit will also select an orb and prepare to kick it out of position. Furthermore, &#039;&#039;&#039;Eruption&#039;&#039;&#039; will soon place AoE&#039;s beneath every member of the raid, preventing them from running immediately to the safe-spot that &#039;&#039;&#039;Hot Foot&#039;&#039;&#039; (kick) will provide. Instead, the group should stack together, wait for &#039;&#039;&#039;Eruption&#039;&#039;&#039; to drop AoE&#039;s beneath the raid, then move towards the safe spot. Don&#039;t forget, the knockback still risks pushing players into the &#039;&#039;&#039;Vacuum Slice&#039;&#039;&#039;, so make sure to stack away from the void-wall when baiting &#039;&#039;&#039;Eruption&#039;&#039;&#039;. After the knockback, simply avoid standing close to any of the wind-orbs, as they will eventually explode.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ferostorm&#039;&#039;&#039; - spawns two blades of wind at random points around Garuda. Just like before, vicious conal-AoE&#039;s of massive size will be fired in the direction of the blades, carving anyone in their path. Simply spread out and ensure that these blades are not facing your current location.&lt;br /&gt;
&lt;br /&gt;
Having survived their united assault, the raid will witness a transitional animation, much like normal mode. Whilst Garuda and Ifrit merge together, the raid will suffer unavoidable AoE damage, so be ready to heal, shield and mitigate. From here, the final phase begins.&lt;br /&gt;
&lt;br /&gt;
===Phase 4: Raktapaksa===&lt;br /&gt;
&lt;br /&gt;
Once Garuda and Ifrit have merged into Raktapaksa, it is recommended that it be tanked in the arena centre for the rest of the battle whenever possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Hell (3)&#039;&#039;&#039; - places a bundle of four shareable tethers onto a random healer. Once more, players must make an effort to collect (or pass on) tethers so that the original target only has one left. After a delay, Raktapaksa will apply &#039;&#039;&#039;light-headed&#039;&#039;&#039; to each tethered player, cause them to drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath their feet (which must be avoided), and also launch massive straight-line AoE&#039;s in their direction. To combat this, it is best to have all tanks and healers collect a tether (so that damage dealers are free to maintain uptime) and have tethered players spread out in a distant semi-circle on one side of the boss (giving plenty of space for the raid to avoid tethered &#039;&#039;&#039;Eruption&#039;&#039;&#039; AoE&#039;s. Once &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; has concluded, the entire arena (except one safe-spot directly beneath Raktapaksa) will be marked by line AoE&#039;s which the entire raid should avoid. Never stack too close to the boss, as doing so will drop &#039;&#039;&#039;Eruption&#039;&#039;&#039; AoE&#039;s on the one single safe-spot.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Hell (4)&#039;&#039;&#039; - places a bundle of four shareable tethers onto a random damage dealer which should be handled just like before, except this time, all damage dealers should take a tether so that tanks and healers do not receive another &#039;&#039;&#039;light-headed&#039;&#039;&#039; debuff. Once concluded, the arena will be sliced by straight-line AoE&#039;s, leaving only one safe spot directly beneath the boss. Again, make sure to spread out into a distant semi-circle so that the following &#039;&#039;&#039;Eruption&#039;&#039;&#039; AoE&#039;s do not overlap the single safe-spot.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Inferno Howl&#039;&#039;&#039; - inflicts unavoidable raid-wide damage that will require moderate AoE healing and/or shielding.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; + &#039;&#039;&#039;Ferostorm&#039;&#039;&#039; - the stack mechanic from phase 1 (indicated by bluish-white circles around each tank and healer) will eventually launch marked players into the air and fatally impale them unless an unmarked player stacks with a marked player (within their circle) to share the damage. If you have assigned pairs for handling this in the first phase, simply stack with your partner at cardinal or inter-cardinal positions around the boss. Don&#039;t forget that players marked for &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; will drop an AoE circle at their feet which must be avoided. During this ordeal, &#039;&#039;&#039;Ferostorm&#039;&#039;&#039; (two blades of wind that shoot massive conal AoE&#039;s in the direction they are facing) will be unleashed shortly after &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; has concluded, so make sure to move out of their path.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strike Spark&#039;&#039;&#039; - creates multiple &#039;&#039;&#039;orbs of flame&#039;&#039;&#039; throughout the arena that will eventually unleash a broad AoE explosion at their location, just like in phase 2. After a brief delay, four clones of Raktapaksa will prepare to kick four orbs into different positions. Once more, it is up to the raid to determine where the single safe-spot will be formed, bait the &#039;&#039;&#039;Eruption&#039;&#039;&#039; AoE&#039;s by stacking somewhere in the centre, then move towards this safe-spot to avoid the impending orb explosions.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; - will be cast whilst players are dealing with &#039;&#039;&#039;Strike Spark&#039;&#039;. Raktapaksa tethers to the main tank whilst the raid is moving towards a safe-spot, unleashing a dash-punch towards the victim (inflicting &#039;&#039;&#039;light-headed&#039;&#039;&#039;) and dropping massive AoE&#039;s to its left and right, leaving behind a small &#039;safe-lane&#039; through the arena centre. Due to the &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath the target of &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039;, the entire raid will immediately need to move down the safe-lane, and due to the application of &#039;&#039;&#039;light-headed&#039;&#039;&#039;, tanks must decide between tank-swapping so that the followup attack doesn&#039;t cause &#039;&#039;&#039;concussion&#039;&#039;&#039;, or have the main-tank utilize an &#039;&#039;&#039;invulnerability&#039;&#039;&#039; cooldown to tank the combination without having to move.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Central Knockback&#039;&#039;&#039; - spawns a large circle at Raktapaksa&#039;s location that will eventually knockback all members of the raid. Players must move close to the circle (or utilize &#039;&#039;&#039;knockback immunity&#039;) to avoid being knocked into the death-wall surrounding the arena.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Conflag Strike&#039;&#039;&#039; - after a delay, the entire arena (except for two safe-spots to the east and west) will be drowned in flaming puddles. Simultaneously, each tank and healer will be chained together, and all damage dealers will be chained together as well. Should anyone stray too far from their chained partner, the chain will explode, typically leading to fatal damage. As a result, the entire raid must stack together and move towards one of the two safe-spots together without moving too far from their chained partner.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blaze Tornadoes&#039;&#039;&#039; will now form in the north and south of the arena. After a delay, each tornado will begin to fire massive cone AoE&#039;s in the direction of the player closest to it. Simultaneously, wind-orbs (similar to &#039;&#039;&#039;Occluded Front&#039;&#039;&#039;) will spawn at one side of each tornado and prepare to shoot straight-line AoE&#039;s across the arena at players furthest away. Don&#039;t forget - the straight-line AoE&#039;s from wind-orbs can &#039;&#039;&#039;break tethers &amp;amp; chains&#039;&#039;&#039;, yet should they succeed in breaking any chains, the resulting explosion will be devastating.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As a result, both tanks (and their chained healers) should each choose a &#039;&#039;&#039;Blaze Tornado&#039;&#039;&#039; and stand directly beside it (on the opposite side of the windy-orb), while the healer chained to them stands in front of it (close enough so that their chains will not break via distance). This will force the tornado&#039;s to shoot their cone AoE&#039;s out of the arena (rather than across it), saving the raid from taking fatal damage. Once both tornado&#039;s have fired off five cone AoE&#039;s, they will dissipate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Regarding the two wind-orbs (which will target players farthest away and fire three blasts each), all chained damage-dealers should remain near the arena centre (one one side of the boss) and make sure to move out of any straight-line AoE&#039;s from the windy-orbs once they have been baited to shoot in their direction. After being baited, they will fire twice more, so simply move (in unison) from one side of the boss to the other repeatedly until all three shots have been fired.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; - marks various players with bluish-white circles (just like earlier) and will fatally launch them into the air unless an unmarked player stacks within the circle. Seeing as the &#039;&#039;&#039;chains&#039;&#039;&#039; still persist at this point, each player marked with the bluish-white circles should stack with their chained partner. However, Raktapaksa will also cast a massive donut AoE, leaving only a small safe circle in the centre of the arena to work with. As a result, marked players should spread out in cardinal or inter-cardinal points around the boss at the very edge of the safe-circle to ensure that there is enough space to avoid overlap. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A good rule of thumb, seeing as &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; is cast immediately after &#039;&#039;&#039;Blaze Tornadoes&#039;&#039;&#039; (which forced each tank and their chained healer to move north/south to handle a tornado each), is to have the chained Tanks/Healers move together from the north/south into safe circle, whilst all damage dealers (who were already close to the boss to avoid wind-orbs) simply move to the east or west side of the boss with their chained partner.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Conflag Strike&#039;&#039;&#039; concludes with Raktapaksa unleashing a massive conal AoE in the direction it is facing (without any telegraph) that will fatally wound anyone caught in its wake. Should you survive the &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039;, have the raid stack behind the boss to avoid being chopped.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; + &#039;&#039;&#039;Occluded Front&#039;&#039;&#039; + &#039;&#039;&#039;Storm of Fury&#039;&#039;&#039; - spawns multiple wind-orbs around the edge of the arena that will eventually fire straight-line AoE&#039;s across the battlefield which can break tethers and chains. At the same time, four players will also be marked by the bluish-white &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; circles. Just like in phase 1, Raktapaksa will tether itself to four players and prepare to blast massive conal AoE&#039;s in their direction, forcing all four tethered players to spread out in inter-cardinal directions (NE, NW, SE, SW) along with their assigned chain/aerial partner.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Storm of Fury&#039;&#039;&#039; - cast at the same time as &#039;&#039;&#039;Occluded Front&#039;&#039;&#039; - will create a large point-blank AoE underneath Raktapaksa that the raid must avoid. Tethered players should aim to squeeze themselves beside the point-blank AoE circle and the line-AoE from &#039;&#039;&#039;Occluded Front&#039;&#039;&#039; wind orbs. If done correctly, the entire arena will be blasted by conal AoE&#039;s, yet only each tethered player (and their chain/aerial-stack partner) will be damaged by a single conal AoE, with no tethers/chains broken.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Inferno Howl&#039;&#039;&#039; - inflicts unavoidable raid-wide damage that will require moderate AoE healing and/or shielding.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Hell (5)&#039;&#039;&#039; + &#039;&#039;&#039;Occluded Front&#039;&#039;&#039; - places four shareable tethers onto a random healer that should be shared with the other healer and both tanks. Simultaneously, four wind-orbs will form at intercardinal points around the arena edge that will eventually shoot tether/chain-breaking straight-line AoE&#039;s across the platform. Just like all other versions, players must make an effort to collect (or pass on) tethers so that the original target only has one left. Once tethers have been collected, each tethered player should move to an intercardinal point around the boss (without moving too far, as the wind-orbs will risk breaking the tethers). Once the wind-orbs have fired, tethered players can move further.&lt;br /&gt;
&lt;br /&gt;
After a delay, Raktapaksa will apply &#039;&#039;&#039;light-headed&#039;&#039;&#039; to each tethered player, cause them to drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039; beneath their feet (which must be avoided), and also launch massive straight-line AoE&#039;s in their direction. Once &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; has concluded, the entire arena (except one safe-spot directly beneath Raktapaksa) will be marked by line AoE&#039;s which the entire raid should avoid, leaving only one safe spot directly beneath the boss.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hands of Hell (6)&#039;&#039;&#039; + &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; - places four shareable tethers onto a random damage dealer that should be shared with other damage dealers (to avoid &#039;&#039;&#039;concussing&#039;&#039;&#039; tanks and healers that dealt with the previous &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039;). Simultaneously, all tanks and healers will be marked by bluish-white circles, representing &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039;. Once &#039;&#039;&#039;Hands of Hell&#039;&#039;&#039; concludes, Raktapaksa will launch himself towards all tethered damage-dealers, inflicting &#039;&#039;&#039;light-headed&#039;&#039;&#039;, carving a straight-line AoE in their direction, and forcing each target to drop an &#039;&#039;&#039;Eruption&#039;&#039;&#039;. &#039;&#039;&#039;Aerial Stack&#039;&#039;&#039; will conclude at the exact same time, which will also drop another AoE circle on the floor. Simply move out of both floor-based AoE&#039;s, then move into the safe-spot left directly beneath Raktapaksa.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As soon as both mechanics have concluded, Raktapaksa&#039;s main target will receive a &#039;&#039;&#039;Hands of Flame&#039;&#039;&#039; + &#039;&#039;&#039;Instant Incineration&#039;&#039;&#039; + &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039; combo, much like they did earlier in the final phase. Don&#039;t forget to tank-swap (if the targeted tank has no invulnerability cooldown to tank the double-tank buster). Don&#039;t forget to move away from the tank&#039;s location during &#039;&#039;&#039;Meteor Strike&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ferostorm&#039;&#039;&#039; - spawns two blades of wind at random points around Raktapaksa. Just like before, vicious conal-AoE&#039;s of massive size will be fired in the direction of the blades, carving anyone in their path. Simply spread out and ensure that these blades are not facing your current location. Bear in mind that &#039;&#039;&#039;Ferostorm&#039;&#039;&#039; will be cast &#039;&#039;&#039;twice in a row&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Central Knockback&#039;&#039;&#039; - spawns a large circle at Raktapaksa&#039;s location that will eventually knockback all members of the raid. Players must move close to the circle (or utilize &#039;&#039;&#039;knockback immunity&#039;) to avoid being knocked into the death-wall surrounding the arena.&lt;br /&gt;
&lt;br /&gt;
If you have reached this point, Raktapaksa will move to one end of the arena and begin to charge an enraged &#039;&#039;&#039;Conflag Strike&#039;&#039;&#039; - the fatal front-cone AoE slice. Due to there being no safe-spot, the raid have a limited window to slay Raktapaksa beforehand. If unsuccessful, the entire raid will be instantly slain. If successful, congratulations - you have beaten Eden&#039;s Verse: Furor (Savage)!&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item reward|1|Book of Furor}} (Guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenchoir Head Gear Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Hand Gear Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Foot Gear Coffer (IL 500)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenchoir Head Gear Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Hand Gear Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Foot Gear Coffer (IL 500)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Primal Angel}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
E6N.png&lt;br /&gt;
E6 boss.png&lt;br /&gt;
E6 phase 4.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Hated_of_the_vortex_debuff.png&amp;diff=1528352</id>
		<title>File:Hated of the vortex debuff.png</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Hated_of_the_vortex_debuff.png&amp;diff=1528352"/>
		<updated>2026-09-01T06:59:46Z</updated>

		<summary type="html">&lt;p&gt;Pckables: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hated of the Vortex debuff from Eden&#039;s Verse: Furor (Savage).&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Hated_of_embers_debuff.png&amp;diff=1528351</id>
		<title>File:Hated of embers debuff.png</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Hated_of_embers_debuff.png&amp;diff=1528351"/>
		<updated>2026-09-01T06:59:23Z</updated>

		<summary type="html">&lt;p&gt;Pckables: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hated of Embers debuff from Eden&#039;s Verse: Furor (Savage).&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Lightheaded_debuff.png&amp;diff=1528343</id>
		<title>File:Lightheaded debuff.png</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Lightheaded_debuff.png&amp;diff=1528343"/>
		<updated>2026-09-01T05:45:47Z</updated>

		<summary type="html">&lt;p&gt;Pckables: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Lightheaded debuff from Eden&#039;s Verse: Furor (Savage).&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Fulmination_(Savage)&amp;diff=1527987</id>
		<title>Eden&#039;s Verse: Fulmination (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Fulmination_(Savage)&amp;diff=1527987"/>
		<updated>2026-08-31T21:25:08Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /*  Heritor of Levin: Ramuh - Abilities and Timeline */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Verse (Savage)|Eden&#039;s Verse: Fulmination}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Verse: Fulmination (Savage)&lt;br /&gt;
| description = The discovery of a second crystal within Eden&#039;s core leads to more questions than answers, and yet again, your mind is assaulted with terrifying visions upon gazing inside. You see foes previously vanquished reborn, more brutal and unrelenting than even your wildest imagination, yet your unwavering resolve forbids you from tearing your eyes away...&lt;br /&gt;
| image =  Eden&#039;s Verse Fulmination (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 470&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = The Gandof Thunder Plains&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|Life Finds a Way}}&lt;br /&gt;
| patch = 5.2&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| id-gt = 30089&lt;br /&gt;
| id-edb = 718aa90e33d&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E5S&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] Heritor of Levin: [[Ramuh (ShB)|Ramuh]] - Abilities and Timeline ==&lt;br /&gt;
The battle against Ramuh takes place on a 40x30 yalm rectangular arena. There are no walls, so running or otherwise being pushed off the platform will result in the player&#039;s death—their corpse re-appearing on the platform a few seconds after.&lt;br /&gt;
&lt;br /&gt;
The platform also features a solid line 15y from the east and west edges, with a second dotted line 11.25y from the edges. These lines can be used as helpful guides against certain abilities throughout the fight.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Ramuh&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Surge Protection Orbs&#039;&#039;&#039;&lt;br /&gt;
|Small blue orbs that are scattered around the arena after certain abilities are used by Ramuh. Touching an orb absorbs it, granting one stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; for 50 seconds.&lt;br /&gt;
&lt;br /&gt;
* {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; can be stacked to a maximum of three. If four stacks are collected, the buff becomes {{Status effect|debuff|File:Static condensation icon1.png|link=File:Static condensation icon1.png}} &#039;&#039;&#039;Static Condensation&#039;&#039;&#039;, reducing healing received for 30 seconds.&lt;br /&gt;
* Both Surge Protection and Static Condensation reduces lightning damage taken by 25%, and additionally prevents instant-death from {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;.&lt;br /&gt;
* One stack of Surge Protection is removed each time the player receives lightning damage. Static Condensation lasts until expiration.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;&lt;br /&gt;
|Ramuh buffs himself with {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;, causing his next ability to kill any player not protected by {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;—and potentially altering its functionality.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Judgement Volts&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide lightning damage. Creates &#039;&#039;&#039;Surge Protection Orbs&#039;&#039;&#039; afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crippling Blow&#039;&#039;&#039;&lt;br /&gt;
|A physical damage [[tankbuster]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stratospear Summons&#039;&#039;&#039;&lt;br /&gt;
|Drops several lightning spears that create a small [[Area of Effect#Static Circle AoE|static circle AoE]] on landing.&lt;br /&gt;
After a certain amount of time (or after a cast of &#039;&#039;&#039;Judgement Jolt&#039;&#039;&#039;) all &amp;lt;u&amp;gt;tall&amp;lt;/u&amp;gt; spears detonate into 22.5 radius [[Area of Effect#Static Circle AoE|static circle AoE]] that kills any player in range.&lt;br /&gt;
&lt;br /&gt;
* Stratospears can be destroyed by players being [[Knockback|knocked back]] into them.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Executor Summons&#039;&#039;&#039;&lt;br /&gt;
|Ramuh summons &#039;&#039;&#039;&#039;&#039;Raiden&#039;&#039;&#039;&#039;&#039;, a bird-like entity that attaches a [[Tether (mechanic)#Chase Tether|chase tether]] to the player with the most amount of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; stacks. Should Raiden reach its target, it will instantly kill them.&lt;br /&gt;
&lt;br /&gt;
* If two or more players equally have the highest amount of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; stacks, Raiden will chase the closest.&lt;br /&gt;
* Raiden&#039;s attacks and abilities do not remove Surge Protection stacks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shock Blast&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] from Raiden aimed at their current target.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Stormcloud Summons&#039;&#039;&#039;&lt;br /&gt;
|The four farthest players are marked with purple arrows. The four closest players are marked with orange targeting reticles.&lt;br /&gt;
&lt;br /&gt;
* Each purple arrow creates a Storm Cloud that repeatedly strikes with 7.5y radius [[Area of Effect#Static Circle AoE|static circle AoEs]] at their location.&lt;br /&gt;
** If two Storm Clouds are within 15y of each other, they will combine and repeatedly strike the entire arena, likely wiping the party.&lt;br /&gt;
** Players hit by the Storm Cloud AoE without {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; will receive a stack of {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
* The orange reticle inflicts the marked with {{Status effect|debuff|File:Hated of levin debuff.png|link=File:Hated of levin debuff.png}} &#039;&#039;&#039;Hated of Levin&#039;&#039;&#039; for 9 seconds. These players repeatedly pulse with a 5y radius [[Area of Effect#Spread Circle|spread circle]] that damages and {{Status effect|debuff|paralysis}} [[Paralysis|&#039;&#039;&#039;Paralyzes&#039;&#039;&#039;]] others in range.&lt;br /&gt;
** Hated of Levin is cleansed when hit by a Storm Cloud AoE. If not cleansed, afflicted players will {{Status effect|debuff|hysteria}} &#039;&#039;&#039;[[Hysteria|Panic]]&#039;&#039;&#039; after the debuff expires. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Levinforce&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] from Ramuh that pushes players 12.5y away. Knockback can be resisted.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tribunal Summons&#039;&#039;&#039;&lt;br /&gt;
|Several small &#039;&#039;&#039;&#039;&#039;Will of Ixions&#039;&#039;&#039;&#039;&#039; appear around the edges of the arena that prepare to dash straight across, dealing high damage, [[knockback]], and {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; to any in their path.&lt;br /&gt;
A larger &#039;&#039;&#039;&#039;&#039;Will of Ramuh&#039;&#039;&#039;&#039;&#039; will appear on the north/south and prepare a [[Knockback#Line Knockback|line knockback]] down the center—the danger range being between the solid lines on the arena floor.&lt;br /&gt;
&lt;br /&gt;
* By default, the line knockback pushes players ~10y away. If Ramuh is buffed with {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;, it will instead push players ~13y away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Thunderstorm&#039;&#039;&#039;&lt;br /&gt;
|Several small [[Area of Effect#Static Circle AoE|static circle AoEs]] are repeatedly placed at or near players, indicating lightning strikes. Lightning [[Area of Effect#Spread Circle|spread circles]] are placed on all support, then all DPS, but not always in that order.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stepped Leader&#039;&#039;&#039;&lt;br /&gt;
|Places an invisible [[Area of Effect#Static Circle AoE|static circle AoE]] underneath all players at the end of the cast, detonating 2 second later. Players hit take high damage and are inflicted with {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
&lt;br /&gt;
* Under the effects of {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;, the attack instead creates small 5y radius [[Area of Effect#Static Donut AoE|static donut AoEs]] on all players—detonating 1 second after the end of the cast.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Fury&#039;s Fourteen&#039;&#039;&#039;&lt;br /&gt;
|Ramuh buffs himself with 14 stacks of {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;, creates a line of 7 &#039;&#039;&#039;Stratospears&#039;&#039;&#039; on the east and west side of the arena, casts &#039;&#039;&#039;Tribunal Summons&#039;&#039;&#039;, then &#039;&#039;&#039;Centaur&#039;s Charge&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Centaur&#039;s Charge&#039;&#039;&#039;&lt;br /&gt;
|An attack only used with &#039;&#039;&#039;Fury&#039;s Fourteen&#039;&#039;&#039;. Ramuh jumps to the edge of the arena opposite of the &#039;&#039;&#039;&#039;&#039;Will of Ramuh&#039;&#039;&#039;&#039;&#039; and prepares a powerful charge.&lt;br /&gt;
A yellow circle appears in front of Ramuh. Standing inside this circle creates a Duty Action that grants the player the ability to {{Status effect|buff|File:Standing firm icon.png|link=File:Standing firm icon.png}} &#039;&#039;&#039;Stand Firm&#039;&#039;&#039;, taking the brunt of the attack for the party.&lt;br /&gt;
&lt;br /&gt;
* The player {{Status effect|buff|File:Standing firm icon.png|link=File:Standing firm icon.png}} &#039;&#039;&#039;Standing Firm&#039;&#039;&#039; &amp;lt;u&amp;gt;must also be facing Ramuh&amp;lt;/u&amp;gt; in order to absorb the attack.&lt;br /&gt;
* If no player is Standing Firm—or that player is facing the wrong direction—all players will receive extreme physical damage and a lethal amount of [[knockback]].&lt;br /&gt;
* Centaur&#039;s Charge deals an extreme amount of physical damage, even to tanks.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Chain Lightning&#039;&#039;&#039;&lt;br /&gt;
|Both healers are afflicted with 8 stacks of {{Status effect|debuff|File:Electrified debuff 1.png|link=File:Electrified debuff 1.png}} &#039;&#039;&#039;Electrified&#039;&#039;&#039; for 3 seconds. When this debuff expires, it will jump to the closest other player, losing one stack in the process. Disappears when no stacks remain.&lt;br /&gt;
After jumping to another player, the previously afflicted are debuffed with {{Status effect|debuff|File:System shock debuff.png|link=File:System shock debuff.png}} &#039;&#039;&#039;System Shock&#039;&#039;&#039; for 9 seconds. Should they receive {{Status effect|debuff|File:Electrified debuff 1.png|link=File:Electrified debuff 1.png}} &#039;&#039;&#039;Electrified&#039;&#039;&#039; again before the debuff expires, they will die.&lt;br /&gt;
&lt;br /&gt;
* As this debuff deals lightning damage, it will quickly remove stacks of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; from players.&lt;br /&gt;
* A small lightning-damage [[Area of Effect#Spread Circle|circle AoE]] occurs around the receiving player when the debuff is transferred, damaging (and potentially killing) others standing too close.&lt;br /&gt;
|}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Opening&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
# Stratospear Summons&lt;br /&gt;
# Executor Summons&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Judgement Volts&lt;br /&gt;
# Shock Blast +&lt;br /&gt;
#* Crippling Blow&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Stormcloud #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Stormcloud Summons&lt;br /&gt;
# Levinforce&lt;br /&gt;
# &#039;&#039;Fury&#039;s Bolt (Random)&#039;&#039;&lt;br /&gt;
# Tribunal Summons&lt;br /&gt;
# Crippling Blow&lt;br /&gt;
# Judgment Volts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Thunderstorm #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Thunderstorm&lt;br /&gt;
# Executor Summons&lt;br /&gt;
# Crippling Blow&lt;br /&gt;
# Stepped Leader&lt;br /&gt;
# Shock Blast&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Fury&#039;s Fourteen #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Fury&#039;s Fourteen&lt;br /&gt;
# Stratospear Summons&lt;br /&gt;
# Tribunal Summons&lt;br /&gt;
# Centaur&#039;s Charge&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Chain Lightning #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Stepped Leader&lt;br /&gt;
# Chain Lightning&lt;br /&gt;
# Crippling Blow&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
# Executor Summons&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Thunderstorm #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Thunderstorm&lt;br /&gt;
# Shock Blast&lt;br /&gt;
# Stepped Leader&lt;br /&gt;
# Crippling Blow&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Fury&#039;s Fourteen #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Fury&#039;s Fourteen&lt;br /&gt;
# Stratospear Summons&lt;br /&gt;
# Tribunal Summons&lt;br /&gt;
# Centaur&#039;s Charge&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Judgement Volts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Chain Lightning #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Stormcloud Summons&lt;br /&gt;
# Levinforce&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
# Chain Lightning&lt;br /&gt;
# Crippling Blow&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Stepped Leader&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Enrage&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Judgement Volts&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Judgement Volts&lt;br /&gt;
# Judgement Volts x2&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Fury&#039;s Fourteen&lt;br /&gt;
# Stratospear Summons&lt;br /&gt;
# Judgement Jolt (Enrage)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Detailed Phase Explanation ==&lt;br /&gt;
The battle against Ramuh is a single-phase fight primarily revolving around the use of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; buffs and [[knockback]] management. Though many attacks are simple, they may catch players off-guard if unprepared.&lt;br /&gt;
&lt;br /&gt;
====== General Notes: ======&lt;br /&gt;
&lt;br /&gt;
* Most players should avoid having more than one stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;. The off-tank, however, should try to stay at two or three stacks in order to be the sole target of &#039;&#039;&#039;Executor Summons&#039;&#039;&#039;.&lt;br /&gt;
* The first cast (and &#039;&#039;only&#039;&#039; the first cast) of &#039;&#039;&#039;Stratospear Summons&#039;&#039;&#039; will have the same functionality as [[Eden&#039;s Verse: Fulmination|normal mode]]. Players must run to the corner next to the single short stratospear to survive.&lt;br /&gt;
&lt;br /&gt;
====== Stormcloud Summons: ======&lt;br /&gt;
&lt;br /&gt;
* Healers and ranged DPS should avoid standing in melee-range of Ramuh to ensure they are marked by purple arrows for &#039;&#039;&#039;Stormcloud Summons&#039;&#039;&#039;. If there are three melee DPS, one player should be assigned to move away from Ramuh during the cast.&lt;br /&gt;
* The Storm Clouds can be placed anywhere on the arena, as long as they are spaced far enough apart. Placing the four clouds at the ends of the two dotted lines, however, allows tanks and melee DPS to remain on Ramuh for the entirety of the attack.&lt;br /&gt;
* The four closest players will be debuffed with {{Status effect|debuff|File:Hated of levin debuff.png|link=File:Hated of levin debuff.png}} &#039;&#039;&#039;Hated of Levin&#039;&#039;&#039; and must be hit by a Storm Cloud&#039;s AoE to cleanse it. They should stay away from others until cleansed due to the damaging AoEs emitted by the debuff.&lt;br /&gt;
** Players marked with {{Status effect|debuff|File:Hated of levin debuff.png|link=File:Hated of levin debuff.png}} &#039;&#039;&#039;Hated of Levin&#039;&#039;&#039; will want to grab a stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; prior to prevent the Storm Cloud AoE from inflicting {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Levinforce&#039;&#039;&#039; is only used twice in the fight—always following Stormcloud Summons. It is recommended to use {{Action icon|Arm&#039;s Length}} or {{Action icon|surecast}} to ignore the attack entirely.&lt;br /&gt;
&lt;br /&gt;
====== Tribunal Summons: ======&lt;br /&gt;
&lt;br /&gt;
* Players should stand next to either the solid line or the dotted line on the floor—on the side closer towards the edge. If Ramuh is buffed with {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;, stand next to the solid line, otherwise stand next to the dotted line.&lt;br /&gt;
** If buffed with {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;, players will need {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; to survive.&lt;br /&gt;
* The party should group on the same side to ensure all players remain together and next to the boss.&lt;br /&gt;
&lt;br /&gt;
====== Thunderstorm: ======&lt;br /&gt;
&lt;br /&gt;
* All players will need to have one stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; to survive the unavoidable [[Area of Effect#Spread Circle|spread circle AoE]] placed on all players. The rest of the attack is simply about dodging [[Area of Effect#Static Circle AoE|static circle AoEs]].&lt;br /&gt;
** More stacks of Surge Protection will be needed if players are accidentally hit by any avoidable AoEs.&lt;br /&gt;
&lt;br /&gt;
====== Stepped Leader: ======&lt;br /&gt;
&lt;br /&gt;
* When Ramuh is not powered-up, players simply need to move away from the position they and others were standing when the cast finishes.&lt;br /&gt;
* When buffed with {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;, players can either spread apart or stack together prior to the cast—but all must stand still when the cast finishes to prevent running into the damaging part of their own [[Area of Effect#Static Donut AoE|static donut AoE]].&lt;br /&gt;
&lt;br /&gt;
====== Fury&#039;s Fourteen: ======&lt;br /&gt;
A deadly attack combination, the party will need to not only need to avoid the &#039;&#039;&#039;Tribunal Summons&#039;&#039;&#039;, but have a tank block the &#039;&#039;&#039;Centaur&#039;s Charge&#039;&#039;&#039; while the rest of the party positions to destroy the &#039;&#039;&#039;Stratospears&#039;&#039;&#039; utilizing the [[Knockback#Line Knockback|line knockback]] in the center.&lt;br /&gt;
&lt;br /&gt;
* All players will need a stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; to survive.&lt;br /&gt;
* Either the east or west half of the arena will be covered by &#039;&#039;&#039;&#039;&#039;Will of Ixions&#039;&#039;&#039;&#039;&#039;, forcing players to position towards the opposite, safe half of the arena.&lt;br /&gt;
* The party will need decide on an line-up order, placing one player in-line with each of the seven &#039;&#039;&#039;Stratospears&#039;&#039;&#039; on the safe half of the arena. The start of the line-up can either be relative to the arena&#039;s north/south, or to Ramuh&#039;s charge position.&lt;br /&gt;
** As Ramuh is buffed with {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;, the [[Knockback#Line Knockback|line knockback]] will be stronger—requiring players to stand next to the solid line near the center to avoid being flung off the platform.&lt;br /&gt;
* A tank must occupy the yellow circle next to Ramuh at the edge of the arena, using the Duty Action to {{Status effect|buff|File:Standing firm icon.png|link=File:Standing firm icon.png}} &#039;&#039;&#039;Stand Firm&#039;&#039;&#039; (while facing Ramuh) to protect the party from &#039;&#039;&#039;Centaur&#039;s Charge&#039;&#039;&#039;.&lt;br /&gt;
** Due to the extreme damage of the attack, it is recommended for the tank to either use an invulnerability or several powerful mitigations simultaneously before activating the Duty Action.&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Fury&#039;s Fourteen&#039;&#039;&#039; will create a second line of &#039;&#039;&#039;&#039;&#039;Will of Ixions&#039;&#039;&#039;&#039;&#039; charging east or west, leaving only one horizontal lane safe near the center. Players will need to sprint into this gap after the [[Knockback#Line Knockback|line knockback]] resolves.&lt;br /&gt;
&lt;br /&gt;
====== Chain Lightning: ======&lt;br /&gt;
This attack is typically handled in one of two methods: the &amp;quot;Triangle&amp;quot; method, and the &amp;quot;Circle&amp;quot; method.&lt;br /&gt;
&lt;br /&gt;
* The Triangle method involves splitting the party into two groups of three (often a healer, a melee DPS, and a ranged/magic DPS).&lt;br /&gt;
** Each healer and melee DPS will stand on an assigned [[waymark]] and not move for the duration of the attack. The melee DPS should be stood a short distance away from the healer in their group. &lt;br /&gt;
** The ranged/magical DPS will handle passing the {{Status effect|debuff|File:Electrified debuff 1.png|link=File:Electrified debuff 1.png}} &#039;&#039;&#039;Electrified&#039;&#039;&#039; from the melee DPS back to the healer, moving closer to the melee DPS to receive the buff, then moving towards the healer to pass it—before moving away again.&lt;br /&gt;
* The Circle method involves using [[Clock spots|clock spot]] positions around the boss. Healers are required to be in opposite positions for this strategy.&lt;br /&gt;
** The party will decide on either a clockwise or counter-clockwise rotation. Whenever a player receives {{Status effect|debuff|File:Electrified debuff 1.png|link=File:Electrified debuff 1.png}} &#039;&#039;&#039;Electrified&#039;&#039;&#039;, they will rotate slightly in the agreed direction to pass it to the next person in the circle, moving back to their original position afterwards.&lt;br /&gt;
&lt;br /&gt;
== Condensed Timeline ==&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Ramuh Timeline&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Judgement Volts&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stratospear Summons&#039;&#039;&#039;&lt;br /&gt;
|Run to the corner with the short &#039;&#039;&#039;Stratospear&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Executor Summons&#039;&#039;&#039;&lt;br /&gt;
|The off-tank should grab three stacks of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; and stay mobile to avoid being caught.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;&lt;br /&gt;
|All other players should grab one stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Judgement Volts&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shock Blast + Crippling Blow&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Stormcloud Summons&#039;&#039;&#039;&lt;br /&gt;
|Ensure the ranged DPS and healers are the farthest while the tanks and melee DPS are the closest. The latter should grab a stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;.&lt;br /&gt;
Place the Storm Clouds away from each other, then the {{Status effect|debuff|File:Hated of levin debuff.png|link=File:Hated of levin debuff.png}} &#039;&#039;&#039;Hated of Levin&#039;&#039;&#039; players must be struck once by the Storm Clouds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Levinforce&#039;&#039;&#039;&lt;br /&gt;
|Use {{Action icon|Arm&#039;s Length}} or {{Action icon|surecast}} to ignore the attack entirely.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039; &#039;&#039;&#039;(Random)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;Will not always be used. If cast, players must grab a stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tribunal Summons&#039;&#039;&#039;&lt;br /&gt;
|If normal, stand next to the dotted line (on the side closer to the edge). If buffed with {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;, stand next to the solid line by the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crippling Blow&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Judgment Volts&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;&lt;br /&gt;
|All players must grab one stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Thunderstorm&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoEs and spread out.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Executor Summons&#039;&#039;&#039;&lt;br /&gt;
|The off-tank should have three stacks of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; and stay mobile to avoid being caught.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crippling Blow&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stepped Leader&#039;&#039;&#039;&lt;br /&gt;
|Move away from where players were standing at the end of the cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shock Blast&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Judgement Volts&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Fury&#039;s Fourteen&#039;&#039;&#039;&lt;br /&gt;
|All players must grab one stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stratospear Summons&#039;&#039;&#039;&lt;br /&gt;
|Line up along the solid center line in-line with the seven &#039;&#039;&#039;Stratospears&#039;&#039;&#039; on one half of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tribunal Summons&#039;&#039;&#039;&lt;br /&gt;
|Avoid the half of the arena the &#039;&#039;&#039;&#039;&#039;Will of Ixions&#039;&#039;&#039;&#039;&#039; are on, moving to the opposite side if necessary.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Centaur&#039;s Charge&#039;&#039;&#039;&lt;br /&gt;
|The tank must stand in the yellow circle, use an invulnerability or multiple mitigations, and use the {{Status effect|buff|File:Standing firm icon.png|link=File:Standing firm icon.png}} &#039;&#039;&#039;Stand Firm&#039;&#039;&#039; Duty Action while facing Ramuh.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Stepped Leader&#039;&#039;&#039;&lt;br /&gt;
|Either stack together or spread apart. Do not move once the cast completes.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chain Lightning&#039;&#039;&#039;&lt;br /&gt;
|Move into the agreed position and prepare to pass the {{Status effect|debuff|File:Electrified debuff 1.png|link=File:Electrified debuff 1.png}} &#039;&#039;&#039;Electrified&#039;&#039;&#039; debuff around the party.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crippling Blow&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Judgement Volts&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Executor Summons&#039;&#039;&#039;&lt;br /&gt;
|The off-tank should grab three stacks of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; and stay mobile to avoid being caught.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;&lt;br /&gt;
|All other players should grab one stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Thunderstorm&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoEs and spread out.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shock Blast&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stepped Leader&#039;&#039;&#039;&lt;br /&gt;
|Move away from where players were standing at the end of the cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crippling Blow&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Judgement Volts&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Fury&#039;s Fourteen&#039;&#039;&#039;&lt;br /&gt;
|All players must grab one stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stratospear Summons&#039;&#039;&#039;&lt;br /&gt;
|Line-up as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tribunal Summons&#039;&#039;&#039;&lt;br /&gt;
|Avoid the half of the arena covered with &#039;&#039;&#039;&#039;&#039;Will of Ixions&#039;&#039;&#039;&#039;&#039; going north/south. Check which of the center lanes will be safe from the east/west &#039;&#039;&#039;&#039;&#039;Will of Ixions&#039;&#039;&#039;&#039;&#039; later.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Centaur&#039;s Charge&#039;&#039;&#039;&lt;br /&gt;
|Handle as before. Swapping tanks to use a second invulnerability may be preferred.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;&lt;br /&gt;
|All players must grab one stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Judgement Volts&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Stormcloud Summons&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Levinforce&#039;&#039;&#039;&lt;br /&gt;
|Use {{Action icon|Arm&#039;s Length}} or {{Action icon|surecast}} to ignore the attack entirely.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Judgement Volts&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chain Lightning&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crippling Blow&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Judgement Volts&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Stepped Leader&#039;&#039;&#039;&lt;br /&gt;
|Either stack together or spread apart. Do not move once the cast completes.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;&lt;br /&gt;
|All players must grab one stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Judgement Volts&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Judgement Volts&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;&lt;br /&gt;
|All players must grab one stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Judgement Volts&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Judgement Volts x2&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Fury&#039;s Fourteen&#039;&#039;&#039;&lt;br /&gt;
|The beginning of the hard enrage cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stratospear Summons&#039;&#039;&#039;&lt;br /&gt;
|This is the party&#039;s last chance to defeat Ramuh.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Judgement Jolt (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item reward|1|Book of Fulmination}} (Guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenchoir Earring Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Bracelet Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Necklace Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Ring Coffer (IL 500)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenchoir Earring Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Bracelet Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Necklace Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Ring Coffer (IL 500)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Twice Stricken}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
E5S.png&lt;br /&gt;
E5 boss.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Sigmascape_V3.0_(Savage)&amp;diff=1527570</id>
		<title>Sigmascape V3.0 (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Sigmascape_V3.0_(Savage)&amp;diff=1527570"/>
		<updated>2026-08-28T21:47:11Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Mispelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{other uses|the (Savage) version|the level 70 story-mode [[raid]]|Sigmascape V3.0|the second tier of [[Omega (Savage)]] in general|Omega: Sigmascape (Savage)}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Sigmascape V3.0 (Savage)&lt;br /&gt;
| description = The urge to flip switches is almost irresistible...even when you know full well the consequences for doing so. Once more your finger moves as if of its own accord, and activates the second phase of the Savage Initiative. As the gentle arrangement drifts from the terminal, you are transported to a remembered vista of the Sigmascape, each lapping wave of the song swelling the boundary of your memories...&lt;br /&gt;
| image = Sigmascape V3.0 (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 70&lt;br /&gt;
| level-sync = 70&lt;br /&gt;
| ilvl = 350&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = full&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| duty-finder = Savage Raids (Stormblood)&lt;br /&gt;
| roulette = &lt;br /&gt;
| tomestones = 15 Poetics&lt;br /&gt;
| location = Lower Tower of Ruin, Sigmascape V3.0&lt;br /&gt;
| region = Gyr Abania&lt;br /&gt;
| req-other = Interact with the [[Magitek Terminal]] after completing {{i|Test World of Ruin}}&lt;br /&gt;
| patch = 4.2&lt;br /&gt;
| release = stormblood&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = Sigmascape V3.0 (Savage)&lt;br /&gt;
| id-gt = 30065&lt;br /&gt;
| id-edb = 6196f1cd409&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;O7S&#039;&#039;&#039;. {{TOC limit|3}}&lt;br /&gt;
==Strategy==&lt;br /&gt;
===[[File:Aggressive difficulty r6.png|32px|link=]] [[Guardian (boss)|Guardian]]===&lt;br /&gt;
Players will find themselves in an otherworldly location, akin to a mechanical factory, within a square-shaped arena surrounded by a deadly field of electricity. Any player who touches the edges of the arena for any reason will suffer {{Status effect|debuff|File:Shocked icon.png|link=File:Shocked icon.png}} &#039;&#039;&#039;Shocked&#039;&#039;&#039; for 20 seconds, a powerful damage-over-time debuff that can not be cleansed.&lt;br /&gt;
&lt;br /&gt;
Behind Guardian are two monitors: a large one on the left and a smaller one on the right. These monitors will display one of five images indicating the type of attack Guardian will use next, and potentially which attack will be saved for later.&lt;br /&gt;
&lt;br /&gt;
Guardian will randomly choose one of two potential program paths, starting with either &#039;&#039;&#039;Dadaluma&#039;&#039;&#039; or &#039;&#039;&#039;Bibliotaph&#039;&#039;&#039;, that will determine the attack rotation for the entire fight.&lt;br /&gt;
&lt;br /&gt;
Guardian has an enrage timer of 12 minutes and 15 seconds.&lt;br /&gt;
===Phase 1===&lt;br /&gt;
-----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 1 Abilities&lt;br /&gt;
!Program&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;6&amp;quot; class=&amp;quot;line-right&amp;quot;| None&lt;br /&gt;
| &#039;&#039;&#039;Magitek Ray&#039;&#039;&#039;&lt;br /&gt;
|An unmarked [[Area of Effect#Static Line AoE|Static line AoE]] aimed at a random player. Indicated by Guardian turning towards a player and charging a laser.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Arm &amp;amp; Hammer&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diffractive Plasma&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
|All four DPS are marked with orange [[Area of Effect#Spread Circle|spread circle]] arrows. A green &#039;&#039;&#039;Lightning Bomb&#039;&#039;&#039; is then dropped on each marker which explodes twice in a ~10y radius.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Missile&#039;&#039;&#039;&lt;br /&gt;
|A random player is marked with {{Status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039;. After 5 seconds, the player is hit with a moderate damage attack that inflicts a painful {{Status effect|debuff|burns}} &#039;&#039;&#039;[[Burns]]&#039;&#039;&#039; debuff for 15 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Missile Simulation&#039;&#039;&#039;&lt;br /&gt;
|Several missiles will appear in random locations on the edges of the arena and fly straight across, exploding if touched.&lt;br /&gt;
&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;5&amp;quot; class=&amp;quot;line-right&amp;quot;| Program Control&lt;br /&gt;
|&#039;&#039;&#039;Load&#039;&#039;&#039;&lt;br /&gt;
|Starts the attack sequence of whatever program is shown on the large monitor.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skip Program&#039;&#039;&#039;&lt;br /&gt;
|The program on the large monitor is &#039;&#039;&#039;Skipped&#039;&#039;&#039; and instead &#039;&#039;&#039;Loads&#039;&#039;&#039; the attack sequence shown on the smaller monitor.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Retrieve Program&#039;&#039;&#039;&lt;br /&gt;
|Starts the attack sequence of the last program that was &#039;&#039;&#039;Skipped&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Copy Program&#039;&#039;&#039;&lt;br /&gt;
|Stores a copy of the current active program into Guardian&#039;s memory banks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Paste Program&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Loads&#039;&#039;&#039; the program Guardian &#039;&#039;&#039;Copied&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; class=&amp;quot;line-right&amp;quot;| Dadaluma&lt;br /&gt;
|&#039;&#039;&#039;Load (Dadaluma)&#039;&#039;&#039;&lt;br /&gt;
|Guardian attacks with &#039;&#039;&#039;&#039;&#039;Shockwave&#039;&#039;&#039;&#039;&#039;, dealing damage and a [[Knockback#Radial Knockback|radial knockback]] from its current location. Can be resisted with {{Action icon|Arm&#039;s Length}} or {{Action icon|Surecast}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Super Chakra Burst&#039;&#039;&#039;&lt;br /&gt;
|Eight [[Tower|towers]] are created, one on each cardinal and inter-cardinal direction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Run Program&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Dadaluma&#039;&#039;&#039; appears and must be killed for the fight to continue.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aura Cannon&#039;&#039;&#039;&lt;br /&gt;
|A random healer or DPS player is marked with a blue circle, then hit by a large [[Area of Effect#Spread Line or Cone|spread line]] attack—inflicting damage and a powerful {{Status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; debuff on those hit.&lt;br /&gt;
&lt;br /&gt;
* The target role always alternates between healer and DPS, beginning with the former.&lt;br /&gt;
&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! class=&amp;quot;line-right&amp;quot;|Bibliotaph&lt;br /&gt;
|&#039;&#039;&#039;Load (Bibliotaph)&#039;&#039;&#039;&lt;br /&gt;
|Guardian begins casting &#039;&#039;&#039;&#039;&#039;Demon Simulation&#039;&#039;&#039;&#039;&#039; and creates a four-player [[Tower#Summoning Circle|summoning circle]] on each cardinal direction. Any incomplete circle becomes a powerful &#039;&#039;&#039;&#039;&#039;Bibliolatrist&#039;&#039;&#039;&#039;&#039; enemy.&lt;br /&gt;
&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; class=&amp;quot;line-right&amp;quot;| Air Force&lt;br /&gt;
|&#039;&#039;&#039;Load (Air Force)&#039;&#039;&#039;&lt;br /&gt;
|Guardian attacks with &#039;&#039;&#039;&#039;&#039;Diffractive Laser&#039;&#039;&#039;&#039;&#039;, an unmarked [[Area of Effect#Static Circle AoE|Static circle AoE]] around itself that deals high damage and inflicts {{Status effect|debuff|stun}} &#039;&#039;&#039;[[Stun]]&#039;&#039;&#039; and {{Status effect|debuff|Vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; to those hit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Run Program&#039;&#039;&#039;&lt;br /&gt;
|An &#039;&#039;&#039;&#039;&#039;Air Force&#039;&#039;&#039;&#039;&#039; enemy appears in each corner of the arena and tethers to a different random DPS player. These enemies do not move but will always face their tethered target.&lt;br /&gt;
These &#039;&#039;&#039;&#039;&#039;Air Force&#039;&#039;&#039;&#039;&#039; enemies frequently aim a [[Area of Effect#Static Cone AoE|Static cone AoE]] towards their target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bomb Deployment&#039;&#039;&#039;&lt;br /&gt;
|Two bombs are placed near the center with a blue and red circle attached and a timer above it. After a couple seconds, either the blue or red ring will glow.&lt;br /&gt;
&lt;br /&gt;
* Stepping into the glowing ring defuses the bomb, dealing minor damage and inflicting {{Status effect|debuff|Fire resistance down}} &#039;&#039;&#039;[[Fire Resistance Down|Fire Resistance Down II]]&#039;&#039;&#039; in a small AoE for 10 seconds.&lt;br /&gt;
* Stepping into the wrong ring or letting the timer expire inflicts extreme damage and {{Status effect|debuff|Vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; to the entire party.&lt;br /&gt;
&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; class=&amp;quot;line-right&amp;quot;| Ultros&lt;br /&gt;
|&#039;&#039;&#039;Load (Ultros)&#039;&#039;&#039;&lt;br /&gt;
|All players are hit by unmarked &#039;&#039;&#039;&#039;&#039;Ink&#039;&#039;&#039;&#039;&#039; [[Area of Effect#Spread Circle|spread circles]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tentacle Simulation&#039;&#039;&#039;&lt;br /&gt;
|Four large [[Area of Effect#Static Circle AoE|Static circle AoEs]] are placed under random players. Tentacles burst up from these locations, then attack with a [[Area of Effect#Static Line AoE|Static line AoE]] towards whatever direction they are facing.&lt;br /&gt;
&lt;br /&gt;
* The tentacles will face the same direction as the targeted players were when the [[Area of Effect#Static Circle AoE|Static circle AoEs]] were placed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Run Program&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Ultros&#039;&#039;&#039; appears in a corner of the arena, with his spawning positions depending on whether &#039;&#039;&#039;Dadaluma&#039;&#039;&#039; or &#039;&#039;&#039;Bibliotaph&#039;&#039;&#039; was &#039;&#039;&#039;Load&#039;&#039;&#039; first. He has no standout abilities except for an [[Interrupt|interruptible]] cast of &#039;&#039;&#039;&#039;&#039;Stoneskin&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
At the same time, Guardian will begin to fly an aim a &#039;&#039;&#039;&#039;&#039;Chain Cannon&#039;&#039;&#039;&#039;&#039; attack at a random player&#039;s location—shooting that spot multiple times before placing a [[Other Mechanics#Proximity AoE|proximity AoE]] there.&lt;br /&gt;
|}&lt;br /&gt;
The party will want to assign [[Clock spots|clock spot]] positions for several attacks, namely &#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;, &#039;&#039;&#039;Super Chakra Burst&#039;&#039;&#039;, and &#039;&#039;&#039;Load (Ultros)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Additionally, two non-DPS players will want to be assigned for defusing bombs from &#039;&#039;&#039;Bomb Deployment&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Lastly, the party will want to divide into two groups of four players to handle the four [[Tower#Summoning Circle|summoning circles]] created from &#039;&#039;&#039;Load (Bibliotaph)&#039;&#039;&#039;. Each group should be assigned two circles and an order of which circle to resolve first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While much of Phase 1 is fairly straight-forward, players will be required to memorize not only what program is &#039;&#039;&#039;Skipped&#039;&#039;&#039;, but also which program is &#039;&#039;&#039;Copied&#039;&#039;&#039; for later attacks and phases.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Dadaluma&#039;&#039;&#039; program always begins with a combined &#039;&#039;&#039;Super Chakra Burst&#039;&#039;&#039; and a &#039;&#039;&#039;Missile Simulation&#039;&#039;&#039;. Players will need to stand in their assigned towers while avoiding the incoming missiles.&lt;br /&gt;
&lt;br /&gt;
These missiles have narrow hitboxes, and it is possible to dodge between two missiles flying next to each other without exiting the towers.&lt;br /&gt;
&lt;br /&gt;
Afterwards, &#039;&#039;&#039;Dadaluma&#039;&#039;&#039; will be summoned, which the off-tank should grab. The healers and DPS marked by &#039;&#039;&#039;Aura Cannon&#039;&#039;&#039; should run to the side of the boss away from the party and receive frequent healing to offset the {{Status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039; debuff&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Bibliotaph&#039;&#039;&#039; simply requires the party to split into two halves and resolve each [[Tower#Summoning Circle|summoning circle]] before the cast of &#039;&#039;&#039;&#039;&#039;Demon Simulation&#039;&#039;&#039;&#039;&#039; completes. Which players are in which group does not matter. There will be one [[Tower#Summoning Circle|summoning circle]] on each cardinal direction, and each group of four will have just enough time to run from one cardinal to an adjacent one (i.e. North to East / South to West).&lt;br /&gt;
&lt;br /&gt;
Should the party fail to complete all [[Tower#Summoning Circle|summoning circles]], it is possible to defeat the created &#039;&#039;&#039;&#039;&#039;Bibliolatrist&#039;&#039;&#039;&#039;&#039; enemies—these enemies are quite powerful, though, and two or more will likely result in the death of the party.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Air Force&#039;&#039;&#039; requires all DPS players to run to the corner with their tethered enemy to ensure the enemy is facing away from the center and their party. DPS must remember to dodge the [[Area of Effect#Static Cone AoE|Static cone AoEs]] created by the &#039;&#039;&#039;&#039;&#039;Air Force&#039;&#039;&#039;&#039;&#039; enemies.&lt;br /&gt;
&lt;br /&gt;
In the mean time, the two bomb defusers can handle &#039;&#039;&#039;Bomb Deployment&#039;&#039;&#039; while the other two help destroy the &#039;&#039;&#039;&#039;&#039;Air Force&#039;&#039;&#039;&#039;&#039; enemies with the DPS.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Lastly, &#039;&#039;&#039;Ultros&#039;&#039;&#039; can be handled by having all players spread out to [[clock spots]] on &#039;&#039;&#039;Load (Ultros)&#039;&#039;&#039;, then stacking together while facing the same direction prior to &#039;&#039;&#039;Tentacle Simulation&#039;&#039;&#039; to ensure all tentacles slam towards the same area.&lt;br /&gt;
&lt;br /&gt;
He will spawn at the southeast of the arena on the Dadaluma rotation, or northeast on the Bibliotaph rotation.&lt;br /&gt;
&lt;br /&gt;
Finally during &#039;&#039;&#039;Run Program&#039;&#039;&#039;, the off-tank should [[interrupt]] &#039;&#039;&#039;&#039;&#039;Stoneskin&#039;&#039;&#039;&#039;&#039; and move &#039;&#039;&#039;Ultros&#039;&#039;&#039; to a corner away from where Guardian is aiming their &#039;&#039;&#039;&#039;&#039;Chain Cannon&#039;&#039;&#039;&#039;&#039;.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Guardian has two potential attack rotations, one starting with &#039;&#039;&#039;Dadaluma&#039;&#039;&#039; and the other with &#039;&#039;&#039;Bibliotaph&#039;&#039;&#039;. While the rotations are the same length, they will change the order that programs are loaded in.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 1 Rotation&lt;br /&gt;
!class=&amp;quot;line-right&amp;quot;|Dadaluma Rotation&lt;br /&gt;
!class=&amp;quot;line-right&amp;quot;|Bibliotaph Rotation&lt;br /&gt;
!Strategy&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot;|&#039;&#039;&#039;Magitek Ray&#039;&#039;&#039;&lt;br /&gt;
|Move away from where Guardian is pointing.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot;|&#039;&#039;&#039;Arm and Hammer&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot;|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
|DPS should spread out to the edges, then move back to Guardian once the orbs appear.&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot;|&#039;&#039;&#039;Missile&#039;&#039;&#039;&lt;br /&gt;
|Heal the {{Status effect|debuff|prey}} &#039;&#039;&#039;[[Prey]]&#039;&#039;&#039; target.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Load (Dadaluma)&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Load (Bibliotaph)&#039;&#039;&#039;&lt;br /&gt;
|If &#039;&#039;&#039;Dadaluma&#039;&#039;&#039;, aim to be knocked back towards a corner. If &#039;&#039;&#039;Bibliotaph&#039;&#039;&#039;, split into two assigned groups for [[Tower#Summoning Circle|summoning circles]].&lt;br /&gt;
|- &lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Super Chakra Burst&#039;&#039;&#039;&lt;br /&gt;
+ &#039;&#039;&#039;Missile Simulation&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Skip Program (Ultros)&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Load Dadaluma)&#039;&#039;&#039;&lt;br /&gt;
|Be ready to move into [[clock spots]] for [[Tower|towers]].&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Run Program (Dadaluma)&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Super Chakra Burst&#039;&#039;&#039;&lt;br /&gt;
+ &#039;&#039;&#039;Missile Simulation&#039;&#039;&#039;&lt;br /&gt;
|Have the off-tank grab &#039;&#039;&#039;Dadaluma&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Magitek Ray&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Run Program (Dadaluma)&#039;&#039;&#039;&lt;br /&gt;
|Have the off-tank grab &#039;&#039;&#039;Dadaluma&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Arm and Hammer&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Magitek Ray&#039;&#039;&#039;&lt;br /&gt;
|Ensure players marked for &#039;&#039;&#039;Aura Cannon&#039;&#039;&#039; move to the side away from the group. Keep them healthy through the {{Status effect|debuff|bleeding}} &#039;&#039;&#039;[[Bleeding]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Missile&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Arm and Hammer&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Magitek Ray&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Missile&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Skip Program (Air Force)&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Load Bibliotaph)&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Magitek Ray&#039;&#039;&#039;&lt;br /&gt;
|If &#039;&#039;&#039;Dadaluma Rotation&#039;&#039;&#039;, split into two assigned groups for [[Tower#Summoning Circle|summoning circles]].&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Retrieve Program (Air Force)&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Retrieve Program (Ultros)&#039;&#039;&#039;&lt;br /&gt;
|Spread out away from Guardian.&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Copy Program (Air Force)&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Copy Program (Ultros)&#039;&#039;&#039;&lt;br /&gt;
|Memorize which was copied for later.&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Missile Simulation&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Diffractive Plasma&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Run Program (Air Force)&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Tentacle Simulation&#039;&#039;&#039;&lt;br /&gt;
|If &#039;&#039;&#039;Air Force&#039;&#039;&#039;, DPS should move to matching corners. If &#039;&#039;&#039;Ultros&#039;&#039;&#039;, stack behind the boss facing the same direction.&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Bomb Deployment&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Run Program (Ultros)&#039;&#039;&#039;&lt;br /&gt;
|If &#039;&#039;&#039;Air Force&#039;&#039;&#039;, tanks/healers should defuse bombs. If &#039;&#039;&#039;Ultros&#039;&#039;&#039;, move them away from the &#039;&#039;&#039;&#039;&#039;Chain Cannons&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Arm and Hammer&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Diffractive Plasma&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Magitek Ray&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Load (Air Force)&#039;&#039;&#039;&lt;br /&gt;
|If &#039;&#039;&#039;Air Force&#039;&#039;&#039;, move away from Guardian.&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Load (Ultros)&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Missile Simulation&#039;&#039;&#039;&lt;br /&gt;
|If &#039;&#039;&#039;Ultros&#039;&#039;&#039;, spread out.&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Diffractive Plasma&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Run Program (Air Force)&#039;&#039;&#039;&lt;br /&gt;
|If &#039;&#039;&#039;Air Force&#039;&#039;&#039;, DPS should move to matching corners.&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Tentacle Simulation&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Bomb Deployment&#039;&#039;&#039;&lt;br /&gt;
|If &#039;&#039;&#039;Ultros&#039;&#039;&#039;, stack behind the boss facing the same direction. If &#039;&#039;&#039;Air Force&#039;&#039;&#039;, tanks/healers should defuse bombs.&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Run Program (Ultros)&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Arm and Hammer&#039;&#039;&#039;&lt;br /&gt;
|If &#039;&#039;&#039;Ultros&#039;&#039;&#039;, move them away from the &#039;&#039;&#039;&#039;&#039;Chain Cannons&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Diffractive Plasma&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Magitek Ray&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
!class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Skip Program (Dadaluma)&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Load Virus Combat)&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Skip Program (Bibliotaph)&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Load Virus Combat)&#039;&#039;&#039;&lt;br /&gt;
!Begins Phase 2.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Phase 2: Virus Combat Program===&lt;br /&gt;
-----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Electric Pulse&#039;&#039;&#039;&lt;br /&gt;
|A [[Other Mechanics#Red Light|red light]] attack that marks the entire arena in a green radar effect. Moving players are hit with high damage and inflicted with {{Status effect|debuff|paralysis}} &#039;&#039;&#039;[[Paralysis]]&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
&lt;br /&gt;
* Unusually, this attack only detects spatial movement. Casting and attacking will not trigger detection.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Viral Weapon&#039;&#039;&#039;&lt;br /&gt;
|Inflicts {{Status effect|debuff|File:Temporary misdirection icon.png|link=File:Temporary misdirection icon.png}} &#039;&#039;&#039;Temporary Misdirection&#039;&#039;&#039; on all players for 15 seconds, but removes {{Status effect|debuff|File:AllaganRot.png|link=File:AllaganRot.png}} &#039;&#039;&#039;Aether Rot&#039;&#039;&#039; from the party.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Run Program (Bibliotaph)&#039;&#039;&#039;&lt;br /&gt;
|Summons a &#039;&#039;&#039;Bibliotaph&#039;&#039;&#039; enemy that frequently attacks with powerful [[Tankbuster|tankbusters]].&lt;br /&gt;
|}&lt;br /&gt;
After about 5 minutes, Guardian will load the &#039;&#039;&#039;Virus Combat&#039;&#039;&#039; program, indicating the start of the next phase.&lt;br /&gt;
[[File:O7S Virus Positioning.png|alt=Positioning for Virus Combat Program.|thumb|Positioning for Virus Combat Program.]]&lt;br /&gt;
Players will be separated into four pairs with [[Tether (mechanic)#Magnetic Tether|magnetic tethers]]. A tank will always be tethered to a healer, and DPS will only be tethered to other DPS players.&lt;br /&gt;
&lt;br /&gt;
* Two pairs will have &#039;&#039;&#039;&#039;&#039;Opposite Polarities&#039;&#039;&#039;&#039;&#039; as well as a 15 second {{Status effect|debuff|File:Searing wind icon1.png|link=File:Searing wind icon1.png}} &#039;&#039;&#039;Searing Wind&#039;&#039;&#039; debuff—repeatedly damaging and inflicting [[knockback]] to any nearby players.&lt;br /&gt;
* Two pairs will have &#039;&#039;&#039;&#039;&#039;Matching Polarities&#039;&#039;&#039;&#039;&#039; as well as a 20 second {{Status effect|debuff|File:Abandonment icon1.png|link=File:Abandonment icon1.png}} &#039;&#039;&#039;Abandonment&#039;&#039;&#039; debuff— causing {{Status effect|debuff|Hysteria}} &#039;&#039;&#039;[[Hysteria]]&#039;&#039;&#039; if the afflicted player does not stay within 5y of another player.&lt;br /&gt;
* One random player with {{Status effect|debuff|File:Abandonment icon1.png|link=File:Abandonment icon1.png}} &#039;&#039;&#039;Abandonment&#039;&#039;&#039; will also have {{Status effect|debuff|File:AllaganRot.png|link=File:AllaganRot.png}} &#039;&#039;&#039;Aether Rot&#039;&#039;&#039; for 15 seconds. If the afflicted player dies or this debuff expires, the party will wipe.&lt;br /&gt;
** {{Status effect|debuff|File:AllaganRot.png|link=File:AllaganRot.png}} &#039;&#039;&#039;Aether Rot&#039;&#039;&#039; can be transferred to other players by touch, resetting its timer. The previously afflicted will then have {{Status effect|debuff|File:AllaganImmunity.png|link=File:AllaganImmunity.png}} &#039;&#039;&#039;Aether Rot Immunity&#039;&#039;&#039;, preventing them from taking the debuff again.&lt;br /&gt;
&lt;br /&gt;
Of the four tether pairs, one tank+healer pair will always have an &#039;&#039;&#039;&#039;&#039;Opposite Polarity&#039;&#039;&#039;&#039;&#039; and the other a &#039;&#039;&#039;&#039;&#039;Matching Polarity&#039;&#039;&#039;&#039;&#039;. This can be used to assign [[Waymark|waymarks]] to tanks and healers based on which debuff they receive.&lt;br /&gt;
&lt;br /&gt;
Players will want to position to have all tethers parallel to each other with the {{Status effect|debuff|File:Searing wind icon1.png|link=File:Searing wind icon1.png}} &#039;&#039;&#039;Searing Wind&#039;&#039;&#039; pairs on the outside edges and the {{Status effect|debuff|File:Abandonment icon1.png|link=File:Abandonment icon1.png}} &#039;&#039;&#039;Abandonment&#039;&#039;&#039; tethers on the inside.&lt;br /&gt;
&lt;br /&gt;
Once the tethers resolve, all players will want to hold still to ensure they safely resolve their debuffs—except for the player with {{Status effect|debuff|File:AllaganRot.png|link=File:AllaganRot.png}} &#039;&#039;&#039;Aether Rot&#039;&#039;&#039;, who will want to ensure they pass their debuff to their neighbor before it expires.&lt;br /&gt;
&lt;br /&gt;
Once both {{Status effect|debuff|File:Searing wind icon1.png|link=File:Searing wind icon1.png}} &#039;&#039;&#039;Searing Wind&#039;&#039;&#039; and {{Status effect|debuff|File:Abandonment icon1.png|link=File:Abandonment icon1.png}} &#039;&#039;&#039;Abandonment&#039;&#039;&#039; expires, players will want to move back towards the center while slowly passing {{Status effect|debuff|File:AllaganRot.png|link=File:AllaganRot.png}} &#039;&#039;&#039;Aether Rot&#039;&#039;&#039; around.&lt;br /&gt;
&lt;br /&gt;
Guardian will cast &#039;&#039;&#039;Viral Weapon&#039;&#039;&#039; after 60 seconds, requiring {{Status effect|debuff|File:AllaganRot.png|link=File:AllaganRot.png}} &#039;&#039;&#039;Aether Rot&#039;&#039;&#039; to be transferred at least 5 times.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Viral Weapon&#039;&#039;&#039; will remove the {{Status effect|debuff|File:AllaganRot.png|link=File:AllaganRot.png}} &#039;&#039;&#039;Aether Rot&#039;&#039;&#039; debuff but inflict everyone with {{Status effect|debuff|File:Temporary misdirection icon.png|link=File:Temporary misdirection icon.png}} &#039;&#039;&#039;Temporary Misdirection&#039;&#039;&#039; for 15 seconds. Players will be forced to dodge &#039;&#039;&#039;Magitek Ray&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;Chain Cannon&#039;&#039;&#039;&#039;&#039; with unreliable movement.&lt;br /&gt;
&lt;br /&gt;
The fight will continue as normal, with &#039;&#039;&#039;Electric Pulse&#039;&#039;&#039; occasionally forcing players to stop moving during other abilities.&lt;br /&gt;
&lt;br /&gt;
After 12 minutes and 5 seconds, Guardian will begin a 10 second cast of &#039;&#039;&#039;Extermination Sequence&#039;&#039;&#039; that will wipe the party.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 Rotation&lt;br /&gt;
!class=&amp;quot;line-right&amp;quot;|Dadaluma Rotation&lt;br /&gt;
!class=&amp;quot;line-right&amp;quot;|Bibliotaph Rotation&lt;br /&gt;
!Strategy&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot;|&#039;&#039;&#039;Diffractive Plasma x2&#039;&#039;&#039;&lt;br /&gt;
|Pass the {{Status effect|debuff|File:AllaganRot.png|link=File:AllaganRot.png}} &#039;&#039;&#039;Aether Rot&#039;&#039;&#039; around to prevent expiration.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot;|&#039;&#039;&#039;Missile&#039;&#039;&#039;&lt;br /&gt;
|Heal the target.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot;|&#039;&#039;&#039;Viral Weapon&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot;|&#039;&#039;&#039;{{Status effect|debuff|File:Temporary misdirection icon.png|link=File:Temporary misdirection icon.png}} Magitek Ray&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoE.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot;|&#039;&#039;&#039;{{Status effect|debuff|File:Temporary misdirection icon.png|link=File:Temporary misdirection icon.png}} Chain Cannon&#039;&#039;&#039;&lt;br /&gt;
|Move away from the targeted area.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot;|&#039;&#039;&#039;Electric Pulse&#039;&#039;&#039;&lt;br /&gt;
|Hold still (but attacking and casting is safe).&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot;|&#039;&#039;&#039;Arm and Hammer&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot;|&#039;&#039;&#039;Diffractive Plasma&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Paste Program (Air Force)&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Paste Program (Ultros)&#039;&#039;&#039;&lt;br /&gt;
|Spread out away from Guardian.&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Electric Pulse&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Tentacle Simulation&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Diffractive Plasma&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Bomb Deployment&#039;&#039;&#039;&lt;br /&gt;
|If &#039;&#039;&#039;Ultros&#039;&#039;&#039;, quickly defuse the bombs.&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Run Program (Air Force)&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
|If &#039;&#039;&#039;Air Force&#039;&#039;&#039;, DPS must run to their matching corners. If &#039;&#039;&#039;Ultros&#039;&#039;&#039;, DPS should spread out to the edges of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Bomb Deployment&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Magitek Ray&#039;&#039;&#039;&lt;br /&gt;
|If &#039;&#039;&#039;Air Force&#039;&#039;&#039;, quickly defuse the bombs.&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Arm and Hammer&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Diffractive Plasma&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Diffractive Plasma&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Run Program (Ultros)&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right line-top&amp;quot;|&#039;&#039;&#039;Skip Program (Bibliotaph)&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Load Dalaluma)&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Missile Simulation&#039;&#039;&#039;&lt;br /&gt;
|If &#039;&#039;&#039;Dadaluma&#039;&#039;&#039;, prepare to be knocked back, followed by &#039;&#039;&#039;Electric Pulse&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Electric Pulse&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Diffractive Plasma&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Super Chakra Burst&#039;&#039;&#039;&lt;br /&gt;
+ &#039;&#039;&#039;Missile Simulation&#039;&#039;&#039;&lt;br /&gt;
+ &#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right line-top&amp;quot;|&#039;&#039;&#039;Load (Bibliotaph)&#039;&#039;&#039;&lt;br /&gt;
|If &#039;&#039;&#039;Dadaluma&#039;&#039;&#039;, DPS should stand in the empty corners first, then run into their towers after &#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;.&lt;br /&gt;
If &#039;&#039;&#039;Bibliotaph&#039;&#039;&#039;, players will need to activate the [[Tower#Summoning Circle|summoning circles]] quickly before &#039;&#039;&#039;Electric Pulse&#039;&#039;&#039; resolves.&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Missile&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Electric Pulse&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Magitek Ray&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Run Program (Bibliotaph)&#039;&#039;&#039;&lt;br /&gt;
|If &#039;&#039;&#039;Bibliotaph&#039;&#039;&#039;, tank it separately and keep the tank alive.&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Diffractive Plasma&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Diffractive Plasma x3&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right line-top&amp;quot;|&#039;&#039;&#039;Retrieve Program (Bibliotaph)&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Missile&#039;&#039;&#039;&lt;br /&gt;
|If &#039;&#039;&#039;Bibliotaph&#039;&#039;&#039;, players will need to activate the [[Tower#Summoning Circle|summoning circles]] quickly before &#039;&#039;&#039;Electric Pulse&#039;&#039;&#039; resolves.&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Electric Pulse&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Magitek Ray&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Run Program (Bibliotaph)&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Diffractive Plasma&#039;&#039;&#039;&lt;br /&gt;
|If &#039;&#039;&#039;Bibliotaph&#039;&#039;&#039;, tank it separately and keep the tank alive.&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Diffractive Plasma x3&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right line-top&amp;quot;|&#039;&#039;&#039;Load (Dadaluma)&#039;&#039;&#039;&lt;br /&gt;
|If &#039;&#039;&#039;Dadaluma&#039;&#039;&#039;, prepare to be knocked back, followed by &#039;&#039;&#039;Electric Pulse&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Missile&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Electric Pulse&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Magitek Ray&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Super Chakra Burst&#039;&#039;&#039;&lt;br /&gt;
+ &#039;&#039;&#039;Missile Simulation&#039;&#039;&#039;&lt;br /&gt;
+ &#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
|If &#039;&#039;&#039;Dadaluma&#039;&#039;&#039;, DPS should stand in the empty corners first, then run into their towers after &#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Diffractive Plasma&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Missile&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right line-top&amp;quot;|&#039;&#039;&#039;Load (Ultros)&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Magitek Ray&#039;&#039;&#039;&lt;br /&gt;
|If &#039;&#039;&#039;Ultros&#039;&#039;&#039;, spread out.&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Tentacle Simulation&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Diffractive Plasma&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Bomb Deployment&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right line-top&amp;quot;|&#039;&#039;&#039;Skip Program (Ultros)&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(Load Air Force)&#039;&#039;&#039;&lt;br /&gt;
|If &#039;&#039;&#039;Ultros&#039;&#039;&#039;, quickly defuse bombs. Otherwise move away from Guardian.&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Atomic Ray&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Electric Pulse&#039;&#039;&#039;&lt;br /&gt;
|If &#039;&#039;&#039;Ultros&#039;&#039;&#039;, DPS should spread out towards the edges.&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Magitek Ray&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Diffractive Plasma&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Diffractive Plasma&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Run Program (Air Force)&#039;&#039;&#039;&lt;br /&gt;
|If &#039;&#039;&#039;Air Force&#039;&#039;&#039;, DPS should move to their matching corners.&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Run Program (Ultros)&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Bomb Deployment&#039;&#039;&#039;&lt;br /&gt;
|If &#039;&#039;&#039;Air Force&#039;&#039;&#039;, quickly defuse the bombs.&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Missile Simulation&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Arm and Hammer&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Diffractive Plasma&#039;&#039;&#039;&lt;br /&gt;
|class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Diffractive Plasma&#039;&#039;&#039;&lt;br /&gt;
|Last chance for the party to defeat Guardian.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot;|&#039;&#039;&#039;Extermination Program (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{tomestone|Poetics|15}} [[Allagan Tomestone of Poetics]]&lt;br /&gt;
*{{Item icon|Sigmascape Datalog v3.0}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Diamond Leg Gear Coffer (IL 370)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Gold Coffer (small).png|32px|link=]] Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Diamond Head Gear Coffer (IL 370)}}&lt;br /&gt;
{{Drops table row|Diamond Hand Gear Coffer (IL 370)}}&lt;br /&gt;
{{Drops table row|Diamond Foot Gear Coffer (IL 370)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|A Battle Decisively}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Fulmination_(Savage)&amp;diff=1527383</id>
		<title>Eden&#039;s Verse: Fulmination (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Fulmination_(Savage)&amp;diff=1527383"/>
		<updated>2026-08-28T06:49:30Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /* General Notes: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Verse (Savage)|Eden&#039;s Verse: Fulmination}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Verse: Fulmination (Savage)&lt;br /&gt;
| description = The discovery of a second crystal within Eden&#039;s core leads to more questions than answers, and yet again, your mind is assaulted with terrifying visions upon gazing inside. You see foes previously vanquished reborn, more brutal and unrelenting than even your wildest imagination, yet your unwavering resolve forbids you from tearing your eyes away...&lt;br /&gt;
| image =  Eden&#039;s Verse Fulmination (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 470&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = The Gandof Thunder Plains&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|Life Finds a Way}}&lt;br /&gt;
| patch = 5.2&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| id-gt = 30089&lt;br /&gt;
| id-edb = 718aa90e33d&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E5S&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] Heritor of Levin: [[Ramuh (ShB)|Ramuh]] - Abilities and Timeline ==&lt;br /&gt;
The battle against Ramuh takes place on a 40x30 yalm rectangular arena. There are no walls, so running or otherwise being pushed off the platform will result in the player&#039;s death—their corpse re-appearing on the platform a few seconds after.&lt;br /&gt;
&lt;br /&gt;
The platform also features a solid line 15y from the east and west edges, with a second dotted line 11.25y from the edges. These lines can be used as helpful guides against certain abilities throughout the fight.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Ramuh&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Surge Protection Orbs&#039;&#039;&#039;&lt;br /&gt;
|Small blue orbs that are scattered around the arena after certain abilities are used by Ramuh. Touching an orb absorbs it, granting one stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; for 50 seconds.&lt;br /&gt;
&lt;br /&gt;
* {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; can be stacked to a maximum of three. If four stacks are collected, the buff becomes {{Status effect|debuff|File:Static condensation icon1.png|link=File:Static condensation icon1.png}} &#039;&#039;&#039;Static Condensation&#039;&#039;&#039;, reducing healing received for 30 seconds.&lt;br /&gt;
* Both Surge Protection and Static Condensation reduces lightning damage taken by 25%, and additionally prevents instant-death from {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;.&lt;br /&gt;
* One stack of Surge Protection is removed each time the player receives lightning damage. Static Condensation lasts until expiration.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;&lt;br /&gt;
|Ramuh buffs himself with {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;, causing his next ability to kill any player not protected by {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;—and potentially altering its functionality.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Judgement Volts&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide lightning damage. Creates &#039;&#039;&#039;Surge Protection Orbs&#039;&#039;&#039; afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crippling Blow&#039;&#039;&#039;&lt;br /&gt;
|A physical damage [[tankbuster]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stratospear Summons&#039;&#039;&#039;&lt;br /&gt;
|Drops several lightning spears that create a small [[Area of Effect#Static Circle AoE|static circle AoE]] on landing.&lt;br /&gt;
After a certain amount of time (or after a cast of &#039;&#039;&#039;Judgement Jolt&#039;&#039;&#039;) all &amp;lt;u&amp;gt;tall&amp;lt;/u&amp;gt; spears detonate into 22.5 radius [[Area of Effect#Static Circle AoE|static circle AoE]] that kills any player in range.&lt;br /&gt;
&lt;br /&gt;
* Stratospears can be destroyed by players being [[Knockback|knocked back]] into them.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Executor Summons&#039;&#039;&#039;&lt;br /&gt;
|Ramuh summons &#039;&#039;&#039;&#039;&#039;Raiden&#039;&#039;&#039;&#039;&#039;, a bird-like entity that attaches a [[Tether (mechanic)#Chase Tether|chase tether]] to the player with the most amount of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; stacks. Should Raiden reach its target, it will instantly kill them.&lt;br /&gt;
&lt;br /&gt;
* If two or more players equally have the highest amount of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; stacks, Raiden will chase the closest.&lt;br /&gt;
* Raiden&#039;s attacks and abilities do not remove Surge Protection stacks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shock Blast&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] from Raiden aimed at their current target.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Stormcloud Summons&#039;&#039;&#039;&lt;br /&gt;
|The four farthest players are marked with purple arrows. The four closest players are marked with orange targeting reticles.&lt;br /&gt;
&lt;br /&gt;
* Each purple arrow creates a Storm Cloud that repeatedly strikes with 7.5y radius [[Area of Effect#Static Circle AoE|static circle AoEs]] at their location.&lt;br /&gt;
** If two Storm Clouds are within 15y of each other, they will combine and repeatedly strike the entire arena, likely wiping the party.&lt;br /&gt;
** Players hit by the Storm Cloud AoE without {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; will receive a stack of {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
* The orange reticle inflicts the marked with {{Status effect|debuff|File:Hated of levin debuff.png|link=File:Hated of levin debuff.png}} &#039;&#039;&#039;Hated of Levin&#039;&#039;&#039; for 9 seconds. These players repeatedly pulse with a 5y radius [[Area of Effect#Spread Circle|spread circle]] that damages and {{Status effect|debuff|paralysis}} [[Paralysis|&#039;&#039;&#039;Paralyzes&#039;&#039;&#039;]] others in range.&lt;br /&gt;
** Hated of Levin is cleansed when hit by a Storm Cloud AoE. If not cleansed, afflicted players will {{Status effect|debuff|hysteria}} &#039;&#039;&#039;[[Hysteria|Panic]]&#039;&#039;&#039; after the debuff expires. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Levinforce&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] from Ramuh that pushes players 12.5y away. Knockback can be resisted.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tribunal Summons&#039;&#039;&#039;&lt;br /&gt;
|Several small &#039;&#039;&#039;&#039;&#039;Will of Ixions&#039;&#039;&#039;&#039;&#039; appear around the edges of the arena that prepare to dash straight across, dealing high damage, [[knockback]], and {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; to any in their path.&lt;br /&gt;
A larger &#039;&#039;&#039;&#039;&#039;Will of Ramuh&#039;&#039;&#039;&#039;&#039; will appear on the north/south and prepare a [[Knockback#Line Knockback|line knockback]] down the center—the danger range being between the solid lines on the arena floor.&lt;br /&gt;
&lt;br /&gt;
* By default, the line knockback pushes players ~10y away. If Ramuh is buffed with {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;, it will instead push players ~13y away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Thunderstorm&#039;&#039;&#039;&lt;br /&gt;
|Several small [[Area of Effect#Static Circle AoE|static circle AoEs]] are constantly placed at or near players, indicating lightning strikes. Lightning [[Area of Effect#Spread Circle|spread circles]] are placed on all support, then all DPS, but not always in that order.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stepped Leader&#039;&#039;&#039;&lt;br /&gt;
|Places an invisible [[Area of Effect#Static Circle AoE|static circle AoE]] underneath all players at the end of the cast, detonating 2 second later. Players hit take high damage and are inflicted with {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
&lt;br /&gt;
* Under the effects of {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;, the attack instead creates small 5y radius [[Area of Effect#Static Donut AoE|static donut AoEs]] on all players—detonating 1 second after the end of the cast.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Fury&#039;s Fourteen&#039;&#039;&#039;&lt;br /&gt;
|Ramuh buffs himself with 14 stacks of {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;, creates a line of 7 &#039;&#039;&#039;Stratospears&#039;&#039;&#039; on the east and west side of the arena, casts &#039;&#039;&#039;Tribunal Summons&#039;&#039;&#039;, then &#039;&#039;&#039;Centaur&#039;s Charge&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Centaur&#039;s Charge&#039;&#039;&#039;&lt;br /&gt;
|An attack only used with &#039;&#039;&#039;Fury&#039;s Fourteen&#039;&#039;&#039;. Ramuh jumps to the edge of the arena opposite of the &#039;&#039;&#039;&#039;&#039;Will of Ramuh&#039;&#039;&#039;&#039;&#039; and prepares a powerful charge.&lt;br /&gt;
A yellow circle appears in front of Ramuh. Standing inside this circle creates a Duty Action that grants the player the ability to {{Status effect|buff|File:Standing firm icon.png|link=File:Standing firm icon.png}} &#039;&#039;&#039;Stand Firm&#039;&#039;&#039;, taking the brunt of the attack for the party.&lt;br /&gt;
&lt;br /&gt;
* The player {{Status effect|buff|File:Standing firm icon.png|link=File:Standing firm icon.png}} &#039;&#039;&#039;Standing Firm&#039;&#039;&#039; &amp;lt;u&amp;gt;must also be facing Ramuh&amp;lt;/u&amp;gt; in order to absorb the attack.&lt;br /&gt;
* If no player is Standing Firm—or that player is facing the wrong direction—all players will receive extreme physical damage and a lethal amount of [[knockback]].&lt;br /&gt;
* Centaur&#039;s Charge deals an extreme amount of physical damage, even to tanks.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Chain Lightning&#039;&#039;&#039;&lt;br /&gt;
|Both healers are afflicted with 8 stacks of {{Status effect|debuff|File:Electrified debuff 1.png|link=File:Electrified debuff 1.png}} &#039;&#039;&#039;Electrified&#039;&#039;&#039; for 3 seconds. When this debuff expires, it will jump to the closest other player, losing one stack in the process. Disappears when no stacks remain.&lt;br /&gt;
After jumping to another player, the previously afflicted are debuffed with {{Status effect|debuff|File:System shock debuff.png|link=File:System shock debuff.png}} &#039;&#039;&#039;System Shock&#039;&#039;&#039; for 9 seconds. Should they receive {{Status effect|debuff|File:Electrified debuff 1.png|link=File:Electrified debuff 1.png}} &#039;&#039;&#039;Electrified&#039;&#039;&#039; again before the debuff expires, they will die.&lt;br /&gt;
&lt;br /&gt;
* As this debuff deals lightning damage, it will quickly remove stacks of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; from players.&lt;br /&gt;
* A small lightning-damage [[Area of Effect#Spread Circle|circle AoE]] occurs around the receiving player when the debuff is transferred, damaging (and potentially killing) others standing too close.&lt;br /&gt;
|}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Opening&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
# Stratospear Summons&lt;br /&gt;
# Executor Summons&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Judgement Volts&lt;br /&gt;
# Shock Blast +&lt;br /&gt;
#* Crippling Blow&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Stormcloud #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Stormcloud Summons&lt;br /&gt;
# Levinforce&lt;br /&gt;
# &#039;&#039;Fury&#039;s Bolt (Random)&#039;&#039;&lt;br /&gt;
# Tribunal Summons&lt;br /&gt;
# Crippling Blow&lt;br /&gt;
# Judgment Volts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Thunderstorm #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Thunderstorm&lt;br /&gt;
# Executor Summons&lt;br /&gt;
# Crippling Blow&lt;br /&gt;
# Stepped Leader&lt;br /&gt;
# Shock Blast&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Fury&#039;s Fourteen #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Fury&#039;s Fourteen&lt;br /&gt;
# Stratospear Summons&lt;br /&gt;
# Tribunal Summons&lt;br /&gt;
# Centaur&#039;s Charge&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Chain Lightning #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Stepped Leader&lt;br /&gt;
# Chain Lightning&lt;br /&gt;
# Crippling Blow&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
# Executor Summons&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Thunderstorm #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Thunderstorm&lt;br /&gt;
# Shock Blast&lt;br /&gt;
# Stepped Leader&lt;br /&gt;
# Crippling Blow&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Fury&#039;s Fourteen #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Fury&#039;s Fourteen&lt;br /&gt;
# Stratospear Summons&lt;br /&gt;
# Tribunal Summons&lt;br /&gt;
# Centaur&#039;s Charge&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Judgement Volts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Chain Lightning #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Stormcloud Summons&lt;br /&gt;
# Levinforce&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
# Chain Lightning&lt;br /&gt;
# Crippling Blow&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Stepped Leader&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Enrage&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Judgement Volts&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Judgement Volts&lt;br /&gt;
# Judgement Volts x2&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Fury&#039;s Fourteen&lt;br /&gt;
# Stratospear Summons&lt;br /&gt;
# Judgement Jolt (Enrage)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Detailed Phase Explanation ==&lt;br /&gt;
The battle against Ramuh is a single-phase fight primarily revolving around the use of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; buffs and [[knockback]] management. Though many attacks are simple, they may catch players off-guard if unprepared.&lt;br /&gt;
&lt;br /&gt;
====== General Notes: ======&lt;br /&gt;
&lt;br /&gt;
* Most players should avoid having more than one stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;. The off-tank, however, should try to stay at two or three stacks in order to be the sole target of &#039;&#039;&#039;Executor Summons&#039;&#039;&#039;.&lt;br /&gt;
* The first cast (and &#039;&#039;only&#039;&#039; the first cast) of &#039;&#039;&#039;Stratospear Summons&#039;&#039;&#039; will have the same functionality as [[Eden&#039;s Verse: Fulmination|normal mode]]. Players must run to the corner next to the single short stratospear to survive.&lt;br /&gt;
&lt;br /&gt;
====== Stormcloud Summons: ======&lt;br /&gt;
&lt;br /&gt;
* Healers and ranged DPS should avoid standing in melee-range of Ramuh to ensure they are marked by purple arrows for &#039;&#039;&#039;Stormcloud Summons&#039;&#039;&#039;. If there are three melee DPS, one player should be assigned to move away from Ramuh during the cast.&lt;br /&gt;
* The Storm Clouds can be placed anywhere on the arena, as long as they are spaced far enough apart. Placing the four clouds at the ends of the two dotted lines, however, allows tanks and melee DPS to remain on Ramuh for the entirety of the attack.&lt;br /&gt;
* The four closest players will be debuffed with {{Status effect|debuff|File:Hated of levin debuff.png|link=File:Hated of levin debuff.png}} &#039;&#039;&#039;Hated of Levin&#039;&#039;&#039; and must be hit by a Storm Cloud&#039;s AoE to cleanse it. They should stay away from others until cleansed due to the damaging AoEs emitted by the debuff.&lt;br /&gt;
** Players marked with {{Status effect|debuff|File:Hated of levin debuff.png|link=File:Hated of levin debuff.png}} &#039;&#039;&#039;Hated of Levin&#039;&#039;&#039; will want to grab a stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; prior to prevent the Storm Cloud AoE from inflicting {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Levinforce&#039;&#039;&#039; is only used twice in the fight—always following Stormcloud Summons. It is recommended to use {{Action icon|Arm&#039;s Length}} or {{Action icon|surecast}} to ignore the attack entirely.&lt;br /&gt;
&lt;br /&gt;
====== Tribunal Summons: ======&lt;br /&gt;
&lt;br /&gt;
* Players should stand next to either the solid line or the dotted line on the floor—on the side closer towards the edge. If Ramuh is buffed with {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;, stand next to the solid line, otherwise stand next to the dotted line.&lt;br /&gt;
** If buffed with {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;, players will need {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; to survive.&lt;br /&gt;
* The party should group on the same side to ensure all players remain together and next to the boss.&lt;br /&gt;
&lt;br /&gt;
====== Thunderstorm: ======&lt;br /&gt;
&lt;br /&gt;
* All players will need to have one stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; to survive the unavoidable [[Area of Effect#Spread Circle|spread circle AoE]] placed on all players. The rest of the attack is simply about dodging [[Area of Effect#Static Circle AoE|static circle AoEs]].&lt;br /&gt;
** More stacks of Surge Protection will be needed if players are accidentally hit by any avoidable AoEs.&lt;br /&gt;
&lt;br /&gt;
====== Stepped Leader: ======&lt;br /&gt;
&lt;br /&gt;
* When Ramuh is not powered-up, players simply need to move away from the position they and others were standing when the cast finishes.&lt;br /&gt;
* When buffed with {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;, players can either spread apart or stack together prior to the cast—but all must stand still when the cast finishes to prevent running into the damaging part of their own [[Area of Effect#Static Donut AoE|static donut AoE]].&lt;br /&gt;
&lt;br /&gt;
====== Fury&#039;s Fourteen: ======&lt;br /&gt;
A deadly attack combination, the party will need to not only need to avoid the &#039;&#039;&#039;Tribunal Summons&#039;&#039;&#039;, but have a tank block the &#039;&#039;&#039;Centaur&#039;s Charge&#039;&#039;&#039; while the rest of the party positions to destroy the &#039;&#039;&#039;Stratospears&#039;&#039;&#039; utilizing the [[Knockback#Line Knockback|line knockback]] in the center.&lt;br /&gt;
&lt;br /&gt;
* All players will need a stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; to survive.&lt;br /&gt;
* Either the east or west half of the arena will be covered by &#039;&#039;&#039;&#039;&#039;Will of Ixions&#039;&#039;&#039;&#039;&#039;, forcing players to position towards the opposite, safe half of the arena.&lt;br /&gt;
* The party will need decide on an line-up order, placing one player in-line with each of the seven &#039;&#039;&#039;Stratospears&#039;&#039;&#039; on the safe half of the arena. The start of the line-up can either be relative to the arena&#039;s north/south, or to Ramuh&#039;s charge position.&lt;br /&gt;
** As Ramuh is buffed with {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;, the [[Knockback#Line Knockback|line knockback]] will be stronger—requiring players to stand next to the solid line near the center to avoid being flung off the platform.&lt;br /&gt;
* A tank must occupy the yellow circle next to Ramuh at the edge of the arena, using the Duty Action to {{Status effect|buff|File:Standing firm icon.png|link=File:Standing firm icon.png}} &#039;&#039;&#039;Stand Firm&#039;&#039;&#039; (while facing Ramuh) to protect the party from &#039;&#039;&#039;Centaur&#039;s Charge&#039;&#039;&#039;.&lt;br /&gt;
** Due to the extreme damage of the attack, it is recommended for the tank to either use an invulnerability or several powerful mitigations simultaneously before activating the Duty Action.&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Fury&#039;s Fourteen&#039;&#039;&#039; will create a second line of &#039;&#039;&#039;&#039;&#039;Will of Ixions&#039;&#039;&#039;&#039;&#039; charging east or west, leaving only one horizontal lane safe near the center. Players will need to sprint into this gap after the [[Knockback#Line Knockback|line knockback]] resolves.&lt;br /&gt;
&lt;br /&gt;
====== Chain Lightning: ======&lt;br /&gt;
This attack is typically handled in one of two methods: the &amp;quot;Triangle&amp;quot; method, and the &amp;quot;Circle&amp;quot; method.&lt;br /&gt;
&lt;br /&gt;
* The Triangle method involves splitting the party into two groups of three (often a healer, a melee DPS, and a ranged/magic DPS).&lt;br /&gt;
** Each healer and melee DPS will stand on an assigned [[waymark]] and not move for the duration of the attack. The melee DPS should be stood a short distance away from the healer in their group. &lt;br /&gt;
** The ranged/magical DPS will handle passing the {{Status effect|debuff|File:Electrified debuff 1.png|link=File:Electrified debuff 1.png}} &#039;&#039;&#039;Electrified&#039;&#039;&#039; from the melee DPS back to the healer, moving closer to the melee DPS to receive the buff, then moving towards the healer to pass it—before moving away again.&lt;br /&gt;
* The Circle method involves using [[Clock spots|clock spot]] positions around the boss. Healers are required to be in opposite positions for this strategy.&lt;br /&gt;
** The party will decide on either a clockwise or counter-clockwise rotation. Whenever a player receives {{Status effect|debuff|File:Electrified debuff 1.png|link=File:Electrified debuff 1.png}} &#039;&#039;&#039;Electrified&#039;&#039;&#039;, they will rotate slightly in the agreed direction to pass it to the next person in the circle, moving back to their original position afterwards.&lt;br /&gt;
&lt;br /&gt;
== Condensed Timeline ==&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Ramuh Timeline&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Judgement Volts&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stratospear Summons&#039;&#039;&#039;&lt;br /&gt;
|Run to the corner with the short &#039;&#039;&#039;Stratospear&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Executor Summons&#039;&#039;&#039;&lt;br /&gt;
|The off-tank should grab three stacks of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; and stay mobile to avoid being caught.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;&lt;br /&gt;
|All other players should grab one stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Judgement Volts&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shock Blast + Crippling Blow&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Stormcloud Summons&#039;&#039;&#039;&lt;br /&gt;
|Ensure the ranged DPS and healers are the farthest while the tanks and melee DPS are the closest. The latter should grab a stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;.&lt;br /&gt;
Place the Storm Clouds away from each other, then the {{Status effect|debuff|File:Hated of levin debuff.png|link=File:Hated of levin debuff.png}} &#039;&#039;&#039;Hated of Levin&#039;&#039;&#039; players must be struck once by the Storm Clouds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Levinforce&#039;&#039;&#039;&lt;br /&gt;
|Use {{Action icon|Arm&#039;s Length}} or {{Action icon|surecast}} to ignore the attack entirely.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039; &#039;&#039;&#039;(Random)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;Will not always be used. If cast, players must grab a stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tribunal Summons&#039;&#039;&#039;&lt;br /&gt;
|If normal, stand next to the dotted line (on the side closer to the edge). If buffed with {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;, stand next to the solid line by the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crippling Blow&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Judgment Volts&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;&lt;br /&gt;
|All players must grab one stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Thunderstorm&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoEs and spread out.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Executor Summons&#039;&#039;&#039;&lt;br /&gt;
|The off-tank should have three stacks of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; and stay mobile to avoid being caught.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crippling Blow&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stepped Leader&#039;&#039;&#039;&lt;br /&gt;
|Move away from where players were standing at the end of the cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shock Blast&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Judgement Volts&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Fury&#039;s Fourteen&#039;&#039;&#039;&lt;br /&gt;
|All players must grab one stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stratospear Summons&#039;&#039;&#039;&lt;br /&gt;
|Line up along the solid center line in-line with the seven &#039;&#039;&#039;Stratospears&#039;&#039;&#039; on one half of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tribunal Summons&#039;&#039;&#039;&lt;br /&gt;
|Avoid the half of the arena the &#039;&#039;&#039;&#039;&#039;Will of Ixions&#039;&#039;&#039;&#039;&#039; are on, moving to the opposite side if necessary.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Centaur&#039;s Charge&#039;&#039;&#039;&lt;br /&gt;
|The tank must stand in the yellow circle, use an invulnerability or multiple mitigations, and use the {{Status effect|buff|File:Standing firm icon.png|link=File:Standing firm icon.png}} &#039;&#039;&#039;Stand Firm&#039;&#039;&#039; Duty Action while facing Ramuh.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Stepped Leader&#039;&#039;&#039;&lt;br /&gt;
|Either stack together or spread apart. Do not move once the cast completes.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chain Lightning&#039;&#039;&#039;&lt;br /&gt;
|Move into the agreed position and prepare to pass the {{Status effect|debuff|File:Electrified debuff 1.png|link=File:Electrified debuff 1.png}} &#039;&#039;&#039;Electrified&#039;&#039;&#039; debuff around the party.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crippling Blow&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Judgement Volts&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Executor Summons&#039;&#039;&#039;&lt;br /&gt;
|The off-tank should grab three stacks of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; and stay mobile to avoid being caught.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;&lt;br /&gt;
|All other players should grab one stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Thunderstorm&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoEs and spread out.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shock Blast&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stepped Leader&#039;&#039;&#039;&lt;br /&gt;
|Move away from where players were standing at the end of the cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crippling Blow&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Judgement Volts&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Fury&#039;s Fourteen&#039;&#039;&#039;&lt;br /&gt;
|All players must grab one stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stratospear Summons&#039;&#039;&#039;&lt;br /&gt;
|Line-up as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tribunal Summons&#039;&#039;&#039;&lt;br /&gt;
|Avoid the half of the arena covered with &#039;&#039;&#039;&#039;&#039;Will of Ixions&#039;&#039;&#039;&#039;&#039; going north/south. Check which of the center lanes will be safe from the east/west &#039;&#039;&#039;&#039;&#039;Will of Ixions&#039;&#039;&#039;&#039;&#039; later.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Centaur&#039;s Charge&#039;&#039;&#039;&lt;br /&gt;
|Handle as before. Swapping tanks to use a second invulnerability may be preferred.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;&lt;br /&gt;
|All players must grab one stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Judgement Volts&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Stormcloud Summons&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Levinforce&#039;&#039;&#039;&lt;br /&gt;
|Use {{Action icon|Arm&#039;s Length}} or {{Action icon|surecast}} to ignore the attack entirely.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Judgement Volts&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chain Lightning&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crippling Blow&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Judgement Volts&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Stepped Leader&#039;&#039;&#039;&lt;br /&gt;
|Either stack together or spread apart. Do not move once the cast completes.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;&lt;br /&gt;
|All players must grab one stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Judgement Volts&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Judgement Volts&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;&lt;br /&gt;
|All players must grab one stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Judgement Volts&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Judgement Volts x2&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Fury&#039;s Fourteen&#039;&#039;&#039;&lt;br /&gt;
|The beginning of the hard enrage cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stratospear Summons&#039;&#039;&#039;&lt;br /&gt;
|This is the party&#039;s last chance to defeat Ramuh.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Judgement Jolt (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item reward|1|Book of Fulmination}} (Guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenchoir Earring Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Bracelet Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Necklace Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Ring Coffer (IL 500)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenchoir Earring Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Bracelet Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Necklace Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Ring Coffer (IL 500)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Twice Stricken}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
E5S.png&lt;br /&gt;
E5 boss.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Fulmination_(Savage)&amp;diff=1526614</id>
		<title>Eden&#039;s Verse: Fulmination (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Fulmination_(Savage)&amp;diff=1526614"/>
		<updated>2026-08-27T09:15:00Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /* Condensed Timeline */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Verse (Savage)|Eden&#039;s Verse: Fulmination}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Verse: Fulmination (Savage)&lt;br /&gt;
| description = The discovery of a second crystal within Eden&#039;s core leads to more questions than answers, and yet again, your mind is assaulted with terrifying visions upon gazing inside. You see foes previously vanquished reborn, more brutal and unrelenting than even your wildest imagination, yet your unwavering resolve forbids you from tearing your eyes away...&lt;br /&gt;
| image =  Eden&#039;s Verse Fulmination (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 470&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = The Gandof Thunder Plains&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|Life Finds a Way}}&lt;br /&gt;
| patch = 5.2&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| id-gt = 30089&lt;br /&gt;
| id-edb = 718aa90e33d&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E5S&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] Heritor of Levin: [[Ramuh (ShB)|Ramuh]] - Abilities and Timeline ==&lt;br /&gt;
The battle against Ramuh takes place on a 40x30 yalm rectangular arena. There are no walls, so running or otherwise being pushed off the platform will result in the player&#039;s death—their corpse re-appearing on the platform a few seconds after.&lt;br /&gt;
&lt;br /&gt;
The platform also features a solid line 15y from the east and west edges, with a second dotted line 11.25y from the edges. These lines can be used as helpful guides against certain abilities throughout the fight.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Ramuh&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Surge Protection Orbs&#039;&#039;&#039;&lt;br /&gt;
|Small blue orbs that are scattered around the arena after certain abilities are used by Ramuh. Touching an orb absorbs it, granting one stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; for 50 seconds.&lt;br /&gt;
&lt;br /&gt;
* {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; can be stacked to a maximum of three. If four stacks are collected, the buff becomes {{Status effect|debuff|File:Static condensation icon1.png|link=File:Static condensation icon1.png}} &#039;&#039;&#039;Static Condensation&#039;&#039;&#039;, reducing healing received for 30 seconds.&lt;br /&gt;
* Both Surge Protection and Static Condensation reduces lightning damage taken by 25%, and additionally prevents instant-death from {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;.&lt;br /&gt;
* One stack of Surge Protection is removed each time the player receives lightning damage. Static Condensation lasts until expiration.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;&lt;br /&gt;
|Ramuh buffs himself with {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;, causing his next ability to kill any player not protected by {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;—and potentially altering its functionality.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Judgement Volts&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide lightning damage. Creates &#039;&#039;&#039;Surge Protection Orbs&#039;&#039;&#039; afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crippling Blow&#039;&#039;&#039;&lt;br /&gt;
|A physical damage [[tankbuster]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stratospear Summons&#039;&#039;&#039;&lt;br /&gt;
|Drops several lightning spears that create a small [[Area of Effect#Static Circle AoE|static circle AoE]] on landing.&lt;br /&gt;
After a certain amount of time (or after a cast of &#039;&#039;&#039;Judgement Jolt&#039;&#039;&#039;) all &amp;lt;u&amp;gt;tall&amp;lt;/u&amp;gt; spears detonate into 22.5 radius [[Area of Effect#Static Circle AoE|static circle AoE]] that kills any player in range.&lt;br /&gt;
&lt;br /&gt;
* Stratospears can be destroyed by players being [[Knockback|knocked back]] into them.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Executor Summons&#039;&#039;&#039;&lt;br /&gt;
|Ramuh summons &#039;&#039;&#039;&#039;&#039;Raiden&#039;&#039;&#039;&#039;&#039;, a bird-like entity that attaches a [[Tether (mechanic)#Chase Tether|chase tether]] to the player with the most amount of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; stacks. Should Raiden reach its target, it will instantly kill them.&lt;br /&gt;
&lt;br /&gt;
* If two or more players equally have the highest amount of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; stacks, Raiden will chase the closest.&lt;br /&gt;
* Raiden&#039;s attacks and abilities do not remove Surge Protection stacks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shock Blast&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] from Raiden aimed at their current target.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Stormcloud Summons&#039;&#039;&#039;&lt;br /&gt;
|The four farthest players are marked with purple arrows. The four closest players are marked with orange targeting reticles.&lt;br /&gt;
&lt;br /&gt;
* Each purple arrow creates a Storm Cloud that repeatedly strikes with 7.5y radius [[Area of Effect#Static Circle AoE|static circle AoEs]] at their location.&lt;br /&gt;
** If two Storm Clouds are within 15y of each other, they will combine and repeatedly strike the entire arena, likely wiping the party.&lt;br /&gt;
** Players hit by the Storm Cloud AoE without {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; will receive a stack of {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
* The orange reticle inflicts the marked with {{Status effect|debuff|File:Hated of levin debuff.png|link=File:Hated of levin debuff.png}} &#039;&#039;&#039;Hated of Levin&#039;&#039;&#039; for 9 seconds. These players repeatedly pulse with a 5y radius [[Area of Effect#Spread Circle|spread circle]] that damages and {{Status effect|debuff|paralysis}} [[Paralysis|&#039;&#039;&#039;Paralyzes&#039;&#039;&#039;]] others in range.&lt;br /&gt;
** Hated of Levin is cleansed when hit by a Storm Cloud AoE. If not cleansed, afflicted players will {{Status effect|debuff|hysteria}} &#039;&#039;&#039;[[Hysteria|Panic]]&#039;&#039;&#039; after the debuff expires. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Levinforce&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] from Ramuh that pushes players 12.5y away. Knockback can be resisted.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tribunal Summons&#039;&#039;&#039;&lt;br /&gt;
|Several small &#039;&#039;&#039;&#039;&#039;Will of Ixions&#039;&#039;&#039;&#039;&#039; appear around the edges of the arena that prepare to dash straight across, dealing high damage, [[knockback]], and {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; to any in their path.&lt;br /&gt;
A larger &#039;&#039;&#039;&#039;&#039;Will of Ramuh&#039;&#039;&#039;&#039;&#039; will appear on the north/south and prepare a [[Knockback#Line Knockback|line knockback]] down the center—the danger range being between the solid lines on the arena floor.&lt;br /&gt;
&lt;br /&gt;
* By default, the line knockback pushes players ~10y away. If Ramuh is buffed with {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;, it will instead push players ~13y away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Thunderstorm&#039;&#039;&#039;&lt;br /&gt;
|Several small [[Area of Effect#Static Circle AoE|static circle AoEs]] are constantly placed at or near players, indicating lightning strikes. Lightning [[Area of Effect#Spread Circle|spread circles]] are placed on all support, then all DPS, but not always in that order.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stepped Leader&#039;&#039;&#039;&lt;br /&gt;
|Places an invisible [[Area of Effect#Static Circle AoE|static circle AoE]] underneath all players at the end of the cast, detonating 2 second later. Players hit take high damage and are inflicted with {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
&lt;br /&gt;
* Under the effects of {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;, the attack instead creates small 5y radius [[Area of Effect#Static Donut AoE|static donut AoEs]] on all players—detonating 1 second after the end of the cast.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Fury&#039;s Fourteen&#039;&#039;&#039;&lt;br /&gt;
|Ramuh buffs himself with 14 stacks of {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;, creates a line of 7 &#039;&#039;&#039;Stratospears&#039;&#039;&#039; on the east and west side of the arena, casts &#039;&#039;&#039;Tribunal Summons&#039;&#039;&#039;, then &#039;&#039;&#039;Centaur&#039;s Charge&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Centaur&#039;s Charge&#039;&#039;&#039;&lt;br /&gt;
|An attack only used with &#039;&#039;&#039;Fury&#039;s Fourteen&#039;&#039;&#039;. Ramuh jumps to the edge of the arena opposite of the &#039;&#039;&#039;&#039;&#039;Will of Ramuh&#039;&#039;&#039;&#039;&#039; and prepares a powerful charge.&lt;br /&gt;
A yellow circle appears in front of Ramuh. Standing inside this circle creates a Duty Action that grants the player the ability to {{Status effect|buff|File:Standing firm icon.png|link=File:Standing firm icon.png}} &#039;&#039;&#039;Stand Firm&#039;&#039;&#039;, taking the brunt of the attack for the party.&lt;br /&gt;
&lt;br /&gt;
* The player {{Status effect|buff|File:Standing firm icon.png|link=File:Standing firm icon.png}} &#039;&#039;&#039;Standing Firm&#039;&#039;&#039; &amp;lt;u&amp;gt;must also be facing Ramuh&amp;lt;/u&amp;gt; in order to absorb the attack.&lt;br /&gt;
* If no player is Standing Firm—or that player is facing the wrong direction—all players will receive extreme physical damage and a lethal amount of [[knockback]].&lt;br /&gt;
* Centaur&#039;s Charge deals an extreme amount of physical damage, even to tanks.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Chain Lightning&#039;&#039;&#039;&lt;br /&gt;
|Both healers are afflicted with 8 stacks of {{Status effect|debuff|File:Electrified debuff 1.png|link=File:Electrified debuff 1.png}} &#039;&#039;&#039;Electrified&#039;&#039;&#039; for 3 seconds. When this debuff expires, it will jump to the closest other player, losing one stack in the process. Disappears when no stacks remain.&lt;br /&gt;
After jumping to another player, the previously afflicted are debuffed with {{Status effect|debuff|File:System shock debuff.png|link=File:System shock debuff.png}} &#039;&#039;&#039;System Shock&#039;&#039;&#039; for 9 seconds. Should they receive {{Status effect|debuff|File:Electrified debuff 1.png|link=File:Electrified debuff 1.png}} &#039;&#039;&#039;Electrified&#039;&#039;&#039; again before the debuff expires, they will die.&lt;br /&gt;
&lt;br /&gt;
* As this debuff deals lightning damage, it will quickly remove stacks of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; from players.&lt;br /&gt;
* A small lightning-damage [[Area of Effect#Spread Circle|circle AoE]] occurs around the receiving player when the debuff is transferred, damaging (and potentially killing) others standing too close.&lt;br /&gt;
|}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Opening&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
# Stratospear Summons&lt;br /&gt;
# Executor Summons&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Judgement Volts&lt;br /&gt;
# Shock Blast +&lt;br /&gt;
#* Crippling Blow&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Stormcloud #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Stormcloud Summons&lt;br /&gt;
# Levinforce&lt;br /&gt;
# &#039;&#039;Fury&#039;s Bolt (Random)&#039;&#039;&lt;br /&gt;
# Tribunal Summons&lt;br /&gt;
# Crippling Blow&lt;br /&gt;
# Judgment Volts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Thunderstorm #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Thunderstorm&lt;br /&gt;
# Executor Summons&lt;br /&gt;
# Crippling Blow&lt;br /&gt;
# Stepped Leader&lt;br /&gt;
# Shock Blast&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Fury&#039;s Fourteen #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Fury&#039;s Fourteen&lt;br /&gt;
# Stratospear Summons&lt;br /&gt;
# Tribunal Summons&lt;br /&gt;
# Centaur&#039;s Charge&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Chain Lightning #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Stepped Leader&lt;br /&gt;
# Chain Lightning&lt;br /&gt;
# Crippling Blow&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
# Executor Summons&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Thunderstorm #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Thunderstorm&lt;br /&gt;
# Shock Blast&lt;br /&gt;
# Stepped Leader&lt;br /&gt;
# Crippling Blow&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Fury&#039;s Fourteen #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Fury&#039;s Fourteen&lt;br /&gt;
# Stratospear Summons&lt;br /&gt;
# Tribunal Summons&lt;br /&gt;
# Centaur&#039;s Charge&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Judgement Volts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Chain Lightning #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Stormcloud Summons&lt;br /&gt;
# Levinforce&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
# Chain Lightning&lt;br /&gt;
# Crippling Blow&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Stepped Leader&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Enrage&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Judgement Volts&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Judgement Volts&lt;br /&gt;
# Judgement Volts x2&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Fury&#039;s Fourteen&lt;br /&gt;
# Stratospear Summons&lt;br /&gt;
# Judgement Jolt (Enrage)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Detailed Phase Explanation ==&lt;br /&gt;
The battle against Ramuh is a single-phase fight primarily revolving around the use of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; buffs and [[knockback]] management. Though many attacks are simple, they may catch players off-guard if unprepared.&lt;br /&gt;
&lt;br /&gt;
====== General Notes: ======&lt;br /&gt;
&lt;br /&gt;
* Most players should avoid having more than one stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;. The off-tank, however, should try to stay at two or three stacks in order to be the sole target of &#039;&#039;&#039;Executor Summons&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====== Stormcloud Summons: ======&lt;br /&gt;
&lt;br /&gt;
* Healers and ranged DPS should avoid standing in melee-range of Ramuh to ensure they are marked by purple arrows for &#039;&#039;&#039;Stormcloud Summons&#039;&#039;&#039;. If there are three melee DPS, one player should be assigned to move away from Ramuh during the cast.&lt;br /&gt;
* The Storm Clouds can be placed anywhere on the arena, as long as they are spaced far enough apart. Placing the four clouds at the ends of the two dotted lines, however, allows tanks and melee DPS to remain on Ramuh for the entirety of the attack.&lt;br /&gt;
* The four closest players will be debuffed with {{Status effect|debuff|File:Hated of levin debuff.png|link=File:Hated of levin debuff.png}} &#039;&#039;&#039;Hated of Levin&#039;&#039;&#039; and must be hit by a Storm Cloud&#039;s AoE to cleanse it. They should stay away from others until cleansed due to the damaging AoEs emitted by the debuff.&lt;br /&gt;
** Players marked with {{Status effect|debuff|File:Hated of levin debuff.png|link=File:Hated of levin debuff.png}} &#039;&#039;&#039;Hated of Levin&#039;&#039;&#039; will want to grab a stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; prior to prevent the Storm Cloud AoE from inflicting {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Levinforce&#039;&#039;&#039; is only used twice in the fight—always following Stormcloud Summons. It is recommended to use {{Action icon|Arm&#039;s Length}} or {{Action icon|surecast}} to ignore the attack entirely.&lt;br /&gt;
&lt;br /&gt;
====== Tribunal Summons: ======&lt;br /&gt;
&lt;br /&gt;
* Players should stand next to either the solid line or the dotted line on the floor—on the side closer towards the edge. If Ramuh is buffed with {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;, stand next to the solid line, otherwise stand next to the dotted line.&lt;br /&gt;
** If buffed with {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;, players will need {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; to survive.&lt;br /&gt;
* The party should group on the same side to ensure all players remain together and next to the boss.&lt;br /&gt;
&lt;br /&gt;
====== Thunderstorm: ======&lt;br /&gt;
&lt;br /&gt;
* All players will need to have one stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; to survive the unavoidable [[Area of Effect#Spread Circle|spread circle AoE]] placed on all players. The rest of the attack is simply about dodging [[Area of Effect#Static Circle AoE|static circle AoEs]].&lt;br /&gt;
** More stacks of Surge Protection will be needed if players are accidentally hit by any avoidable AoEs.&lt;br /&gt;
&lt;br /&gt;
====== Stepped Leader: ======&lt;br /&gt;
&lt;br /&gt;
* When Ramuh is not powered-up, players simply need to move away from the position they and others were standing when the cast finishes.&lt;br /&gt;
* When buffed with {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;, players can either spread apart or stack together prior to the cast—but all must stand still when the cast finishes to prevent running into the damaging part of their own [[Area of Effect#Static Donut AoE|static donut AoE]].&lt;br /&gt;
&lt;br /&gt;
====== Fury&#039;s Fourteen: ======&lt;br /&gt;
A deadly attack combination, the party will need to not only need to avoid the &#039;&#039;&#039;Tribunal Summons&#039;&#039;&#039;, but have a tank block the &#039;&#039;&#039;Centaur&#039;s Charge&#039;&#039;&#039; while the rest of the party positions to destroy the &#039;&#039;&#039;Stratospears&#039;&#039;&#039; utilizing the [[Knockback#Line Knockback|line knockback]] in the center.&lt;br /&gt;
&lt;br /&gt;
* All players will need a stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; to survive.&lt;br /&gt;
* Either the east or west half of the arena will be covered by &#039;&#039;&#039;&#039;&#039;Will of Ixions&#039;&#039;&#039;&#039;&#039;, forcing players to position towards the opposite, safe half of the arena.&lt;br /&gt;
* The party will need decide on an line-up order, placing one player in-line with each of the seven &#039;&#039;&#039;Stratospears&#039;&#039;&#039; on the safe half of the arena. The start of the line-up can either be relative to the arena&#039;s north/south, or to Ramuh&#039;s charge position.&lt;br /&gt;
** As Ramuh is buffed with {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;, the [[Knockback#Line Knockback|line knockback]] will be stronger—requiring players to stand next to the solid line near the center to avoid being flung off the platform.&lt;br /&gt;
* A tank must occupy the yellow circle next to Ramuh at the edge of the arena, using the Duty Action to {{Status effect|buff|File:Standing firm icon.png|link=File:Standing firm icon.png}} &#039;&#039;&#039;Stand Firm&#039;&#039;&#039; (while facing Ramuh) to protect the party from &#039;&#039;&#039;Centaur&#039;s Charge&#039;&#039;&#039;.&lt;br /&gt;
** Due to the extreme damage of the attack, it is recommended for the tank to either use an invulnerability or several powerful mitigations simultaneously before activating the Duty Action.&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Fury&#039;s Fourteen&#039;&#039;&#039; will create a second line of &#039;&#039;&#039;&#039;&#039;Will of Ixions&#039;&#039;&#039;&#039;&#039; charging east or west, leaving only one horizontal lane safe near the center. Players will need to sprint into this gap after the [[Knockback#Line Knockback|line knockback]] resolves.&lt;br /&gt;
&lt;br /&gt;
====== Chain Lightning: ======&lt;br /&gt;
This attack is typically handled in one of two methods: the &amp;quot;Triangle&amp;quot; method, and the &amp;quot;Circle&amp;quot; method.&lt;br /&gt;
&lt;br /&gt;
* The Triangle method involves splitting the party into two groups of three (often a healer, a melee DPS, and a ranged/magic DPS).&lt;br /&gt;
** Each healer and melee DPS will stand on an assigned [[waymark]] and not move for the duration of the attack. The melee DPS should be stood a short distance away from the healer in their group. &lt;br /&gt;
** The ranged/magical DPS will handle passing the {{Status effect|debuff|File:Electrified debuff 1.png|link=File:Electrified debuff 1.png}} &#039;&#039;&#039;Electrified&#039;&#039;&#039; from the melee DPS back to the healer, moving closer to the melee DPS to receive the buff, then moving towards the healer to pass it—before moving away again.&lt;br /&gt;
* The Circle method involves using [[Clock spots|clock spot]] positions around the boss. Healers are required to be in opposite positions for this strategy.&lt;br /&gt;
** The party will decide on either a clockwise or counter-clockwise rotation. Whenever a player receives {{Status effect|debuff|File:Electrified debuff 1.png|link=File:Electrified debuff 1.png}} &#039;&#039;&#039;Electrified&#039;&#039;&#039;, they will rotate slightly in the agreed direction to pass it to the next person in the circle, moving back to their original position afterwards.&lt;br /&gt;
&lt;br /&gt;
== Condensed Timeline ==&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Ramuh Timeline&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Judgement Volts&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stratospear Summons&#039;&#039;&#039;&lt;br /&gt;
|Run to the corner with the short &#039;&#039;&#039;Stratospear&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Executor Summons&#039;&#039;&#039;&lt;br /&gt;
|The off-tank should grab three stacks of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; and stay mobile to avoid being caught.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;&lt;br /&gt;
|All other players should grab one stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Judgement Volts&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shock Blast + Crippling Blow&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Stormcloud Summons&#039;&#039;&#039;&lt;br /&gt;
|Ensure the ranged DPS and healers are the farthest while the tanks and melee DPS are the closest. The latter should grab a stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;.&lt;br /&gt;
Place the Storm Clouds away from each other, then the {{Status effect|debuff|File:Hated of levin debuff.png|link=File:Hated of levin debuff.png}} &#039;&#039;&#039;Hated of Levin&#039;&#039;&#039; players must be struck once by the Storm Clouds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Levinforce&#039;&#039;&#039;&lt;br /&gt;
|Use {{Action icon|Arm&#039;s Length}} or {{Action icon|surecast}} to ignore the attack entirely.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039; &#039;&#039;&#039;(Random)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;Will not always be used. If cast, players must grab a stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tribunal Summons&#039;&#039;&#039;&lt;br /&gt;
|If normal, stand next to the dotted line (on the side closer to the edge). If buffed with {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;, stand next to the solid line by the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crippling Blow&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Judgment Volts&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;&lt;br /&gt;
|All players must grab one stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Thunderstorm&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoEs and spread out.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Executor Summons&#039;&#039;&#039;&lt;br /&gt;
|The off-tank should have three stacks of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; and stay mobile to avoid being caught.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crippling Blow&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stepped Leader&#039;&#039;&#039;&lt;br /&gt;
|Move away from where players were standing at the end of the cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shock Blast&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Judgement Volts&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Fury&#039;s Fourteen&#039;&#039;&#039;&lt;br /&gt;
|All players must grab one stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stratospear Summons&#039;&#039;&#039;&lt;br /&gt;
|Line up along the solid center line in-line with the seven &#039;&#039;&#039;Stratospears&#039;&#039;&#039; on one half of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tribunal Summons&#039;&#039;&#039;&lt;br /&gt;
|Avoid the half of the arena the &#039;&#039;&#039;&#039;&#039;Will of Ixions&#039;&#039;&#039;&#039;&#039; are on, moving to the opposite side if necessary.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Centaur&#039;s Charge&#039;&#039;&#039;&lt;br /&gt;
|The tank must stand in the yellow circle, use an invulnerability or multiple mitigations, and use the {{Status effect|buff|File:Standing firm icon.png|link=File:Standing firm icon.png}} &#039;&#039;&#039;Stand Firm&#039;&#039;&#039; Duty Action while facing Ramuh.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Stepped Leader&#039;&#039;&#039;&lt;br /&gt;
|Either stack together or spread apart. Do not move once the cast completes.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chain Lightning&#039;&#039;&#039;&lt;br /&gt;
|Move into the agreed position and prepare to pass the {{Status effect|debuff|File:Electrified debuff 1.png|link=File:Electrified debuff 1.png}} &#039;&#039;&#039;Electrified&#039;&#039;&#039; debuff around the party.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crippling Blow&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Judgement Volts&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Executor Summons&#039;&#039;&#039;&lt;br /&gt;
|The off-tank should grab three stacks of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; and stay mobile to avoid being caught.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;&lt;br /&gt;
|All other players should grab one stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Thunderstorm&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoEs and spread out.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shock Blast&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stepped Leader&#039;&#039;&#039;&lt;br /&gt;
|Move away from where players were standing at the end of the cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crippling Blow&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Judgement Volts&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Fury&#039;s Fourteen&#039;&#039;&#039;&lt;br /&gt;
|All players must grab one stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stratospear Summons&#039;&#039;&#039;&lt;br /&gt;
|Line-up as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tribunal Summons&#039;&#039;&#039;&lt;br /&gt;
|Avoid the half of the arena covered with &#039;&#039;&#039;&#039;&#039;Will of Ixions&#039;&#039;&#039;&#039;&#039; going north/south. Check which of the center lanes will be safe from the east/west &#039;&#039;&#039;&#039;&#039;Will of Ixions&#039;&#039;&#039;&#039;&#039; later.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Centaur&#039;s Charge&#039;&#039;&#039;&lt;br /&gt;
|Handle as before. Swapping tanks to use a second invulnerability may be preferred.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;&lt;br /&gt;
|All players must grab one stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Judgement Volts&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Stormcloud Summons&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Levinforce&#039;&#039;&#039;&lt;br /&gt;
|Use {{Action icon|Arm&#039;s Length}} or {{Action icon|surecast}} to ignore the attack entirely.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Judgement Volts&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chain Lightning&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crippling Blow&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Judgement Volts&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Stepped Leader&#039;&#039;&#039;&lt;br /&gt;
|Either stack together or spread apart. Do not move once the cast completes.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;&lt;br /&gt;
|All players must grab one stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Judgement Volts&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Judgement Volts&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;&lt;br /&gt;
|All players must grab one stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Judgement Volts&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Judgement Volts x2&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Fury&#039;s Fourteen&#039;&#039;&#039;&lt;br /&gt;
|The beginning of the hard enrage cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stratospear Summons&#039;&#039;&#039;&lt;br /&gt;
|This is the party&#039;s last chance to defeat Ramuh.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Judgement Jolt (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item reward|1|Book of Fulmination}} (Guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenchoir Earring Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Bracelet Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Necklace Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Ring Coffer (IL 500)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenchoir Earring Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Bracelet Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Necklace Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Ring Coffer (IL 500)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Twice Stricken}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
E5S.png&lt;br /&gt;
E5 boss.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Fulmination_(Savage)&amp;diff=1526613</id>
		<title>Eden&#039;s Verse: Fulmination (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Fulmination_(Savage)&amp;diff=1526613"/>
		<updated>2026-08-27T09:07:49Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Rewrote rewrote the detailed Phase Explanation and added a Condensed Timeline.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Verse (Savage)|Eden&#039;s Verse: Fulmination}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Verse: Fulmination (Savage)&lt;br /&gt;
| description = The discovery of a second crystal within Eden&#039;s core leads to more questions than answers, and yet again, your mind is assaulted with terrifying visions upon gazing inside. You see foes previously vanquished reborn, more brutal and unrelenting than even your wildest imagination, yet your unwavering resolve forbids you from tearing your eyes away...&lt;br /&gt;
| image =  Eden&#039;s Verse Fulmination (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 470&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = The Gandof Thunder Plains&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|Life Finds a Way}}&lt;br /&gt;
| patch = 5.2&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| id-gt = 30089&lt;br /&gt;
| id-edb = 718aa90e33d&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E5S&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] Heritor of Levin: [[Ramuh (ShB)|Ramuh]] - Abilities and Timeline ==&lt;br /&gt;
The battle against Ramuh takes place on a 40x30 yalm rectangular arena. There are no walls, so running or otherwise being pushed off the platform will result in the player&#039;s death—their corpse re-appearing on the platform a few seconds after.&lt;br /&gt;
&lt;br /&gt;
The platform also features a solid line 15y from the east and west edges, with a second dotted line 11.25y from the edges. These lines can be used as helpful guides against certain abilities throughout the fight.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Ramuh&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Surge Protection Orbs&#039;&#039;&#039;&lt;br /&gt;
|Small blue orbs that are scattered around the arena after certain abilities are used by Ramuh. Touching an orb absorbs it, granting one stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; for 50 seconds.&lt;br /&gt;
&lt;br /&gt;
* {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; can be stacked to a maximum of three. If four stacks are collected, the buff becomes {{Status effect|debuff|File:Static condensation icon1.png|link=File:Static condensation icon1.png}} &#039;&#039;&#039;Static Condensation&#039;&#039;&#039;, reducing healing received for 30 seconds.&lt;br /&gt;
* Both Surge Protection and Static Condensation reduces lightning damage taken by 25%, and additionally prevents instant-death from {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;.&lt;br /&gt;
* One stack of Surge Protection is removed each time the player receives lightning damage. Static Condensation lasts until expiration.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;&lt;br /&gt;
|Ramuh buffs himself with {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;, causing his next ability to kill any player not protected by {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;—and potentially altering its functionality.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Judgement Volts&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide lightning damage. Creates &#039;&#039;&#039;Surge Protection Orbs&#039;&#039;&#039; afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crippling Blow&#039;&#039;&#039;&lt;br /&gt;
|A physical damage [[tankbuster]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stratospear Summons&#039;&#039;&#039;&lt;br /&gt;
|Drops several lightning spears that create a small [[Area of Effect#Static Circle AoE|static circle AoE]] on landing.&lt;br /&gt;
After a certain amount of time (or after a cast of &#039;&#039;&#039;Judgement Jolt&#039;&#039;&#039;) all &amp;lt;u&amp;gt;tall&amp;lt;/u&amp;gt; spears detonate into 22.5 radius [[Area of Effect#Static Circle AoE|static circle AoE]] that kills any player in range.&lt;br /&gt;
&lt;br /&gt;
* Stratospears can be destroyed by players being [[Knockback|knocked back]] into them.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Executor Summons&#039;&#039;&#039;&lt;br /&gt;
|Ramuh summons &#039;&#039;&#039;&#039;&#039;Raiden&#039;&#039;&#039;&#039;&#039;, a bird-like entity that attaches a [[Tether (mechanic)#Chase Tether|chase tether]] to the player with the most amount of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; stacks. Should Raiden reach its target, it will instantly kill them.&lt;br /&gt;
&lt;br /&gt;
* If two or more players equally have the highest amount of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; stacks, Raiden will chase the closest.&lt;br /&gt;
* Raiden&#039;s attacks and abilities do not remove Surge Protection stacks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shock Blast&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] from Raiden aimed at their current target.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Stormcloud Summons&#039;&#039;&#039;&lt;br /&gt;
|The four farthest players are marked with purple arrows. The four closest players are marked with orange targeting reticles.&lt;br /&gt;
&lt;br /&gt;
* Each purple arrow creates a Storm Cloud that repeatedly strikes with 7.5y radius [[Area of Effect#Static Circle AoE|static circle AoEs]] at their location.&lt;br /&gt;
** If two Storm Clouds are within 15y of each other, they will combine and repeatedly strike the entire arena, likely wiping the party.&lt;br /&gt;
** Players hit by the Storm Cloud AoE without {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; will receive a stack of {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
* The orange reticle inflicts the marked with {{Status effect|debuff|File:Hated of levin debuff.png|link=File:Hated of levin debuff.png}} &#039;&#039;&#039;Hated of Levin&#039;&#039;&#039; for 9 seconds. These players repeatedly pulse with a 5y radius [[Area of Effect#Spread Circle|spread circle]] that damages and {{Status effect|debuff|paralysis}} [[Paralysis|&#039;&#039;&#039;Paralyzes&#039;&#039;&#039;]] others in range.&lt;br /&gt;
** Hated of Levin is cleansed when hit by a Storm Cloud AoE. If not cleansed, afflicted players will {{Status effect|debuff|hysteria}} &#039;&#039;&#039;[[Hysteria|Panic]]&#039;&#039;&#039; after the debuff expires. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Levinforce&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] from Ramuh that pushes players 12.5y away. Knockback can be resisted.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tribunal Summons&#039;&#039;&#039;&lt;br /&gt;
|Several small &#039;&#039;&#039;&#039;&#039;Will of Ixions&#039;&#039;&#039;&#039;&#039; appear around the edges of the arena that prepare to dash straight across, dealing high damage, [[knockback]], and {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; to any in their path.&lt;br /&gt;
A larger &#039;&#039;&#039;&#039;&#039;Will of Ramuh&#039;&#039;&#039;&#039;&#039; will appear on the north/south and prepare a [[Knockback#Line Knockback|line knockback]] down the center—the danger range being between the solid lines on the arena floor.&lt;br /&gt;
&lt;br /&gt;
* By default, the line knockback pushes players ~10y away. If Ramuh is buffed with {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;, it will instead push players ~13y away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Thunderstorm&#039;&#039;&#039;&lt;br /&gt;
|Several small [[Area of Effect#Static Circle AoE|static circle AoEs]] are constantly placed at or near players, indicating lightning strikes. Lightning [[Area of Effect#Spread Circle|spread circles]] are placed on all support, then all DPS, but not always in that order.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stepped Leader&#039;&#039;&#039;&lt;br /&gt;
|Places an invisible [[Area of Effect#Static Circle AoE|static circle AoE]] underneath all players at the end of the cast, detonating 2 second later. Players hit take high damage and are inflicted with {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
&lt;br /&gt;
* Under the effects of {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;, the attack instead creates small 5y radius [[Area of Effect#Static Donut AoE|static donut AoEs]] on all players—detonating 1 second after the end of the cast.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Fury&#039;s Fourteen&#039;&#039;&#039;&lt;br /&gt;
|Ramuh buffs himself with 14 stacks of {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;, creates a line of 7 &#039;&#039;&#039;Stratospears&#039;&#039;&#039; on the east and west side of the arena, casts &#039;&#039;&#039;Tribunal Summons&#039;&#039;&#039;, then &#039;&#039;&#039;Centaur&#039;s Charge&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Centaur&#039;s Charge&#039;&#039;&#039;&lt;br /&gt;
|An attack only used with &#039;&#039;&#039;Fury&#039;s Fourteen&#039;&#039;&#039;. Ramuh jumps to the edge of the arena opposite of the &#039;&#039;&#039;&#039;&#039;Will of Ramuh&#039;&#039;&#039;&#039;&#039; and prepares a powerful charge.&lt;br /&gt;
A yellow circle appears in front of Ramuh. Standing inside this circle creates a Duty Action that grants the player the ability to {{Status effect|buff|File:Standing firm icon.png|link=File:Standing firm icon.png}} &#039;&#039;&#039;Stand Firm&#039;&#039;&#039;, taking the brunt of the attack for the party.&lt;br /&gt;
&lt;br /&gt;
* The player {{Status effect|buff|File:Standing firm icon.png|link=File:Standing firm icon.png}} &#039;&#039;&#039;Standing Firm&#039;&#039;&#039; &amp;lt;u&amp;gt;must also be facing Ramuh&amp;lt;/u&amp;gt; in order to absorb the attack.&lt;br /&gt;
* If no player is Standing Firm—or that player is facing the wrong direction—all players will receive extreme physical damage and a lethal amount of [[knockback]].&lt;br /&gt;
* Centaur&#039;s Charge deals an extreme amount of physical damage, even to tanks.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Chain Lightning&#039;&#039;&#039;&lt;br /&gt;
|Both healers are afflicted with 8 stacks of {{Status effect|debuff|File:Electrified debuff 1.png|link=File:Electrified debuff 1.png}} &#039;&#039;&#039;Electrified&#039;&#039;&#039; for 3 seconds. When this debuff expires, it will jump to the closest other player, losing one stack in the process. Disappears when no stacks remain.&lt;br /&gt;
After jumping to another player, the previously afflicted are debuffed with {{Status effect|debuff|File:System shock debuff.png|link=File:System shock debuff.png}} &#039;&#039;&#039;System Shock&#039;&#039;&#039; for 9 seconds. Should they receive {{Status effect|debuff|File:Electrified debuff 1.png|link=File:Electrified debuff 1.png}} &#039;&#039;&#039;Electrified&#039;&#039;&#039; again before the debuff expires, they will die.&lt;br /&gt;
&lt;br /&gt;
* As this debuff deals lightning damage, it will quickly remove stacks of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; from players.&lt;br /&gt;
* A small lightning-damage [[Area of Effect#Spread Circle|circle AoE]] occurs around the receiving player when the debuff is transferred, damaging (and potentially killing) others standing too close.&lt;br /&gt;
|}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Opening&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
# Stratospear Summons&lt;br /&gt;
# Executor Summons&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Judgement Volts&lt;br /&gt;
# Shock Blast +&lt;br /&gt;
#* Crippling Blow&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Stormcloud #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Stormcloud Summons&lt;br /&gt;
# Levinforce&lt;br /&gt;
# &#039;&#039;Fury&#039;s Bolt (Random)&#039;&#039;&lt;br /&gt;
# Tribunal Summons&lt;br /&gt;
# Crippling Blow&lt;br /&gt;
# Judgment Volts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Thunderstorm #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Thunderstorm&lt;br /&gt;
# Executor Summons&lt;br /&gt;
# Crippling Blow&lt;br /&gt;
# Stepped Leader&lt;br /&gt;
# Shock Blast&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Fury&#039;s Fourteen #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Fury&#039;s Fourteen&lt;br /&gt;
# Stratospear Summons&lt;br /&gt;
# Tribunal Summons&lt;br /&gt;
# Centaur&#039;s Charge&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Chain Lightning #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Stepped Leader&lt;br /&gt;
# Chain Lightning&lt;br /&gt;
# Crippling Blow&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
# Executor Summons&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Thunderstorm #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Thunderstorm&lt;br /&gt;
# Shock Blast&lt;br /&gt;
# Stepped Leader&lt;br /&gt;
# Crippling Blow&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Fury&#039;s Fourteen #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Fury&#039;s Fourteen&lt;br /&gt;
# Stratospear Summons&lt;br /&gt;
# Tribunal Summons&lt;br /&gt;
# Centaur&#039;s Charge&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Judgement Volts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Chain Lightning #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Stormcloud Summons&lt;br /&gt;
# Levinforce&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
# Chain Lightning&lt;br /&gt;
# Crippling Blow&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Stepped Leader&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Enrage&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Judgement Volts&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Judgement Volts&lt;br /&gt;
# Judgement Volts x2&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Fury&#039;s Fourteen&lt;br /&gt;
# Stratospear Summons&lt;br /&gt;
# Judgement Jolt (Enrage)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Detailed Phase Explanation ==&lt;br /&gt;
The battle against Ramuh is a single-phase fight primarily revolving around the use of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; buffs and [[knockback]] management.&lt;br /&gt;
&lt;br /&gt;
====== General Notes: ======&lt;br /&gt;
&lt;br /&gt;
* Most players should avoid having more than one stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;—only collecting an orb once &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039; is cast. The off-tank, however, should try to stay at two or three stacks in order to be the sole target of &#039;&#039;&#039;Executor Summons&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====== Stormcloud Summons: ======&lt;br /&gt;
&lt;br /&gt;
* Healers and ranged DPS should avoid standing in melee-range of Ramuh to ensure they are marked with purple arrows for &#039;&#039;&#039;Stormcloud Summons&#039;&#039;&#039;. If there are three melee DPS, one player should be assigned to move away from Ramuh during the cast.&lt;br /&gt;
* The Storm Clouds can be placed anywhere on the arena, as long as they are spaced far enough apart. Four easy locations to place the storm clouds are at the ends of the two dotted lines.&lt;br /&gt;
* The four closest players will be debuffed with {{Status effect|debuff|File:Hated of levin debuff.png|link=File:Hated of levin debuff.png}} &#039;&#039;&#039;Hated of Levin&#039;&#039;&#039; and must be hit by a Storm Cloud&#039;s AoE to cleanse it. They should stay away from others until then due to the damaging AoEs emitted by the debuff.&lt;br /&gt;
** Players marked with {{Status effect|debuff|File:Hated of levin debuff.png|link=File:Hated of levin debuff.png}} &#039;&#039;&#039;Hated of Levin&#039;&#039;&#039; will want to grab a stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; prior to prevent the Storm Cloud AoE from inflicting {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Levinforce&#039;&#039;&#039; is only used twice in the fight—always following Stormcloud Summons. It is recommended to use {{Action icon|Arm&#039;s Length}} or {{Action icon|surecast}} to ignore the attack entirely.&lt;br /&gt;
&lt;br /&gt;
====== Tribunal Summons: ======&lt;br /&gt;
&lt;br /&gt;
* Players should stand next to either the solid line or the dotted line on the floor—on the side closer towards the edge. If Ramuh is buffed with {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;, stand next to the solid line, otherwise stand next to the dotted line.&lt;br /&gt;
** If buffed with {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;, players will need {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; to survive.&lt;br /&gt;
* The party should group on the same side to ensure all players remain together and next to the boss.&lt;br /&gt;
&lt;br /&gt;
====== Thunderstorm: ======&lt;br /&gt;
&lt;br /&gt;
* All players will need to have one stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; to survive the unavoidable [[Area of Effect#Spread Circle|spread circle AoE]] placed on all players. The rest of the attack is simply about dodging [[Area of Effect#Static Circle AoE|static circle AoEs]].&lt;br /&gt;
** More stacks of Surge Protection will be needed if players are accidentally hit by any avoidable AoEs.&lt;br /&gt;
&lt;br /&gt;
====== Stepped Leader: ======&lt;br /&gt;
&lt;br /&gt;
* When Ramuh is not powered-up, players simply need to move away from the position they and others were standing when the cast finishes.&lt;br /&gt;
* When buffed with {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;, players can either spread apart or stack together prior to the cast—but all must stand still when the cast finishes to prevent running into the damaging part of their own [[Area of Effect#Static Donut AoE|static donut AoE]].&lt;br /&gt;
&lt;br /&gt;
====== Fury&#039;s Fourteen: ======&lt;br /&gt;
A deadly attack combination, the party will need to not only need to avoid the &#039;&#039;&#039;Tribunal Summons&#039;&#039;&#039;, but have a tank block the &#039;&#039;&#039;Centaur&#039;s Charge&#039;&#039;&#039; while the rest of the party positions to destroy the &#039;&#039;&#039;Stratospears&#039;&#039;&#039; utilizing the [[Knockback#Line Knockback|line knockback]] in the center.&lt;br /&gt;
&lt;br /&gt;
* All players will need a stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; to survive.&lt;br /&gt;
* Either the east or west half of the arena will be covered by &#039;&#039;&#039;&#039;&#039;Will of Ixions&#039;&#039;&#039;&#039;&#039;, forcing players to position towards the opposite, safe half of the arena.&lt;br /&gt;
* The party will need decide on an line-up order, placing one player in-line with each of the seven &#039;&#039;&#039;Stratospears&#039;&#039;&#039; on the safe half of the arena. The start of the line-up can either be relative to the arena&#039;s north/south, or to Ramuh&#039;s charge position.&lt;br /&gt;
** As Ramuh is buffed with {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;, the [[Knockback#Line Knockback|line knockback]] will be stronger—requiring players to stand next to the solid line near the center to avoid being flung off the platform.&lt;br /&gt;
* A tank must occupy the yellow circle next to Ramuh at the edge of the arena, using the Duty Action to {{Status effect|buff|File:Standing firm icon.png|link=File:Standing firm icon.png}} &#039;&#039;&#039;Stand Firm&#039;&#039;&#039; (while facing Ramuh) to protect the party from &#039;&#039;&#039;Centaur&#039;s Charge&#039;&#039;&#039;.&lt;br /&gt;
** Due to the extreme damage of the attack, it is recommended for the tank to either use an invulnerability or several powerful mitigations simultaneously before activating the Duty Action.&lt;br /&gt;
* The second cast of &#039;&#039;&#039;Fury&#039;s Fourteen&#039;&#039;&#039; will create a second line of &#039;&#039;&#039;&#039;&#039;Will of Ixions&#039;&#039;&#039;&#039;&#039; charging east or west, leaving one horizontal lane safe near the center. Players will need to sprint into the gap after the [[Knockback#Line Knockback|line knockback]] resolves.&lt;br /&gt;
&lt;br /&gt;
====== Chain Lightning: ======&lt;br /&gt;
This attack is typically handled in one of two methods: the &amp;quot;Triangle&amp;quot; method, and the &amp;quot;Circle&amp;quot; method.&lt;br /&gt;
&lt;br /&gt;
* The Triangle method involves splitting the party into two groups of three (often a healer, a melee DPS, and a ranged/magic DPS).&lt;br /&gt;
** Each healer and melee DPS will stand on an assigned [[waymark]] and not move for the duration of the attack. The melee DPS should be stood a short distance away from the healer in their group. &lt;br /&gt;
** The ranged/magical DPS will handle passing the {{Status effect|debuff|File:Electrified debuff 1.png|link=File:Electrified debuff 1.png}} &#039;&#039;&#039;Electrified&#039;&#039;&#039; from the melee DPS back to the healer, moving closer to the melee DPS to receive the buff, then moving towards the healer to pass it—before moving away again.&lt;br /&gt;
* The Circle method involves using [[Clock spots|clock spot]] positions around the boss. Healers are required to be in opposite positions for this strategy.&lt;br /&gt;
** The party will decide on either a clockwise or counter-clockwise rotation. Whenever a player receives {{Status effect|debuff|File:Electrified debuff 1.png|link=File:Electrified debuff 1.png}} &#039;&#039;&#039;Electrified&#039;&#039;&#039;, they will rotate slightly in the agreed direction to pass it to the next person in the circle, moving back to their original position afterwards.&lt;br /&gt;
&lt;br /&gt;
== Condensed Timeline ==&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Ramuh Timeline&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Judgement Volts&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stratospear Summons&#039;&#039;&#039;&lt;br /&gt;
|Run to the corner with the short &#039;&#039;&#039;Stratospear&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Executor Summons&#039;&#039;&#039;&lt;br /&gt;
|The off-tank should grab three stacks of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; and stay mobile to avoid being caught.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;&lt;br /&gt;
|All other players should grab one stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Judgement Volts&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shock Blast + Crippling Blow&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Stormcloud Summons&#039;&#039;&#039;&lt;br /&gt;
|Ensure the ranged DPS and healers are the farthest while the tanks and melee DPS are the closest. The latter should grab a stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;.&lt;br /&gt;
Place the Storm Clouds away from each other, then the {{Status effect|debuff|File:Hated of levin debuff.png|link=File:Hated of levin debuff.png}} &#039;&#039;&#039;Hated of Levin&#039;&#039;&#039; players must be struck once by the Storm Clouds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Levinforce&#039;&#039;&#039;&lt;br /&gt;
|Use {{Action icon|Arm&#039;s Length}} or {{Action icon|surecast}} to ignore the attack entirely.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039; &#039;&#039;&#039;(Random)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;Will not always be used. If cast, players must grab a stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tribunal Summons&#039;&#039;&#039;&lt;br /&gt;
|If normal, stand next to the dotted line (on the side closer to the edge). If buffed with {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;, stand next to the solid line by the center.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crippling Blow&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Judgment Volts&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;&lt;br /&gt;
|All players must grab one stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Thunderstorm&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoEs and spread out.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Executor Summons&#039;&#039;&#039;&lt;br /&gt;
|The off-tank should have three stacks of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; and stay mobile to avoid being caught.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crippling Blow&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stepped Leader&#039;&#039;&#039;&lt;br /&gt;
|Move away from where players were standing at the end of the cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shock Blast&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Judgement Volts&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Fury&#039;s Fourteen&#039;&#039;&#039;&lt;br /&gt;
|All players must grab one stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stratospear Summons&#039;&#039;&#039;&lt;br /&gt;
|Line up along the solid center line in-line with the seven &#039;&#039;&#039;Stratospears&#039;&#039;&#039; on one half of the arena.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tribunal Summons&#039;&#039;&#039;&lt;br /&gt;
|Avoid the half of the arena the Tribunal Summons is on.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Centaur&#039;s Charge&#039;&#039;&#039;&lt;br /&gt;
|The tank must stand in the yellow circle, use an invulnerability or multiple mitigations, and use the {{Status effect|buff|File:Standing firm icon.png|link=File:Standing firm icon.png}} &#039;&#039;&#039;Stand Firm&#039;&#039;&#039; Duty Action while facing Ramuh.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Stepped Leader&#039;&#039;&#039;&lt;br /&gt;
|Either stack together or spread apart. Do not move once the cast completes.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chain Lightning&#039;&#039;&#039;&lt;br /&gt;
|Move into the agreed position and prepare to pass the {{Status effect|debuff|File:Electrified debuff 1.png|link=File:Electrified debuff 1.png}} &#039;&#039;&#039;Electrified&#039;&#039;&#039; debuff around the party.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crippling Blow&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Judgement Volts&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Executor Summons&#039;&#039;&#039;&lt;br /&gt;
|The off-tank should grab three stacks of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; and stay mobile to avoid being caught.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;&lt;br /&gt;
|All other players should grab one stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Thunderstorm&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoEs and spread out.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shock Blast&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stepped Leader&#039;&#039;&#039;&lt;br /&gt;
|Move away from where players were standing at the end of the cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crippling Blow&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Judgement Volts&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Fury&#039;s Fourteen&#039;&#039;&#039;&lt;br /&gt;
|All players must grab one stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stratospear Summons&#039;&#039;&#039;&lt;br /&gt;
|Line-up as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tribunal Summons&#039;&#039;&#039;&lt;br /&gt;
|Avoid the half of the arena covered with &#039;&#039;&#039;&#039;&#039;Will of Ixions&#039;&#039;&#039;&#039;&#039; going north/south. Check which of the center lanes will be safe from the east/west &#039;&#039;&#039;&#039;&#039;Will of Ixions&#039;&#039;&#039;&#039;&#039; later.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Centaur&#039;s Charge&#039;&#039;&#039;&lt;br /&gt;
|Handle as before. Swapping tanks to use a second invulnerability may be preferred.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;&lt;br /&gt;
|All players must grab one stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Judgement Volts&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Stormcloud Summons&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Levinforce&#039;&#039;&#039;&lt;br /&gt;
|Use {{Action icon|Arm&#039;s Length}} or {{Action icon|surecast}} to ignore the attack entirely.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Judgement Volts&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chain Lightning&#039;&#039;&#039;&lt;br /&gt;
|Handle as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crippling Blow&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and heal.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Judgement Volts&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Stepped Leader&#039;&#039;&#039;&lt;br /&gt;
|Either stack together or spread apart. Do not move once the cast completes.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;&lt;br /&gt;
|All players must grab one stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Judgement Volts&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Judgement Volts&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;&lt;br /&gt;
|All players must grab one stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Judgement Volts&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Judgement Volts x2&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Fury&#039;s Fourteen&#039;&#039;&#039;&lt;br /&gt;
|The beginning of the hard enrage cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stratospear Summons&#039;&#039;&#039;&lt;br /&gt;
|This is the party&#039;s last chance to defeat Ramuh.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Judgement Jolt (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item reward|1|Book of Fulmination}} (Guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenchoir Earring Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Bracelet Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Necklace Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Ring Coffer (IL 500)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenchoir Earring Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Bracelet Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Necklace Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Ring Coffer (IL 500)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Twice Stricken}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
E5S.png&lt;br /&gt;
E5 boss.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Fulmination_(Savage)&amp;diff=1526472</id>
		<title>Eden&#039;s Verse: Fulmination (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Fulmination_(Savage)&amp;diff=1526472"/>
		<updated>2026-08-26T21:15:40Z</updated>

		<summary type="html">&lt;p&gt;Pckables: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Verse (Savage)|Eden&#039;s Verse: Fulmination}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Verse: Fulmination (Savage)&lt;br /&gt;
| description = The discovery of a second crystal within Eden&#039;s core leads to more questions than answers, and yet again, your mind is assaulted with terrifying visions upon gazing inside. You see foes previously vanquished reborn, more brutal and unrelenting than even your wildest imagination, yet your unwavering resolve forbids you from tearing your eyes away...&lt;br /&gt;
| image =  Eden&#039;s Verse Fulmination (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 470&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = The Gandof Thunder Plains&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|Life Finds a Way}}&lt;br /&gt;
| patch = 5.2&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| id-gt = 30089&lt;br /&gt;
| id-edb = 718aa90e33d&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E5S&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] Heritor of Levin: [[Ramuh (ShB)|Ramuh]] - Abilities and Timeline ==&lt;br /&gt;
The battle against Ramuh takes place on a 40x30 yalm rectangular arena. There are no walls, so running or otherwise being pushed off the platform will result in the player&#039;s death—their corpse re-appearing on the platform a few seconds after.&lt;br /&gt;
&lt;br /&gt;
The platform also features a solid line 15y from the east and west edges, with a second dotted line 11.25y from the edges. These lines can be used as helpful guides against certain abilities throughout the fight.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Ramuh&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Surge Protection Orbs&#039;&#039;&#039;&lt;br /&gt;
|Small blue orbs that are scattered around the arena after certain abilities are used by Ramuh. Touching an orb absorbs it, granting one stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; for 50 seconds.&lt;br /&gt;
&lt;br /&gt;
* {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; can be stacked to a maximum of three. If four stacks are collected, the buff becomes {{Status effect|debuff|File:Static condensation icon1.png|link=File:Static condensation icon1.png}} &#039;&#039;&#039;Static Condensation&#039;&#039;&#039;, reducing healing received for 30 seconds.&lt;br /&gt;
* Both Surge Protection and Static Condensation reduces lightning damage taken by 25%, and additionally prevents instant-death from {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;.&lt;br /&gt;
* One stack of Surge Protection is removed each time the player receives lightning damage. Static Condensation lasts until expiration.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;&lt;br /&gt;
|Ramuh buffs himself with {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;, causing his next ability to kill any player not protected by {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;—and potentially altering its functionality.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Judgement Volts&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide lightning damage. Creates &#039;&#039;&#039;Surge Protection Orbs&#039;&#039;&#039; afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crippling Blow&#039;&#039;&#039;&lt;br /&gt;
|A physical damage [[tankbuster]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stratospear Summons&#039;&#039;&#039;&lt;br /&gt;
|Drops several lightning spears that create a small [[Area of Effect#Static Circle AoE|static circle AoE]] on landing.&lt;br /&gt;
After a certain amount of time (or after a cast of &#039;&#039;&#039;Judgement Jolt&#039;&#039;&#039;) all tall spears detonate into 22.5 radius [[Area of Effect#Static Circle AoE|static circle AoE]] that kills any player in range.&lt;br /&gt;
&lt;br /&gt;
* Stratospears can be destroyed by players being [[Knockback|knocked back]] into them.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Executor Summons&#039;&#039;&#039;&lt;br /&gt;
|Ramuh summons &#039;&#039;&#039;&#039;&#039;Raiden&#039;&#039;&#039;&#039;&#039;, a bird-like entity that attaches a [[Tether (mechanic)#Chase Tether|chase tether]] to the player with the most amount of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; stacks. Should Raiden reach its target, it will instantly kill them.&lt;br /&gt;
&lt;br /&gt;
* If two or more players equally have the highest amount of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; stacks, Raiden will chase the closest.&lt;br /&gt;
* Raiden&#039;s attacks and abilities do not remove Surge Protection stacks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shock Blast&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] from Raiden aimed at their current target.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Stormcloud Summons&#039;&#039;&#039;&lt;br /&gt;
|The four farthest players are marked with purple arrows. The four closest players are marked with orange targeting reticles.&lt;br /&gt;
&lt;br /&gt;
* Each purple arrow creates a Storm Cloud that repeatedly strikes with 7.5y radius [[Area of Effect#Static Circle AoE|static circle AoEs]] at their location.&lt;br /&gt;
** If two Storm Clouds are within 15y of each other, they will combine and repeatedly strike the entire arena, likely wiping the party.&lt;br /&gt;
** Players hit by the Storm Cloud AoE without {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; will receive a stack of {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
* The orange reticle inflicts the marked with {{Status effect|debuff|File:Hated of levin debuff.png|link=File:Hated of levin debuff.png}} &#039;&#039;&#039;Hated of Levin&#039;&#039;&#039; for 9 seconds. These players repeatedly pulse with a 5y radius [[Area of Effect#Spread Circle|spread circle]] that damages and {{Status effect|debuff|paralysis}} [[Paralysis|&#039;&#039;&#039;Paralyzes&#039;&#039;&#039;]] others in range.&lt;br /&gt;
** Hated of Levin is cleansed when hit by a Storm Cloud AoE. If not cleansed, afflicted players will {{Status effect|debuff|hysteria}} &#039;&#039;&#039;[[Hysteria|Panic]]&#039;&#039;&#039; after the debuff expires. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Levinforce&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] from Ramuh that pushes players 12.5y away. Knockback can be resisted.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tribunal Summons&#039;&#039;&#039;&lt;br /&gt;
|Several small &#039;&#039;&#039;&#039;&#039;Will of Ixions&#039;&#039;&#039;&#039;&#039; appear around the edges of the arena that prepare to dash straight across, dealing high damage, [[knockback]], and {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; to any in their path.&lt;br /&gt;
A larger &#039;&#039;&#039;&#039;&#039;Will of Ramuh&#039;&#039;&#039;&#039;&#039; will appear on the north/south and prepare a [[Knockback#Line Knockback|line knockback]] down the center—the danger range being between the solid lines on the arena floor.&lt;br /&gt;
&lt;br /&gt;
* By default, the line knockback pushes players ~10y away. If Ramuh is buffed with {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;, it will instead push players ~13y away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Thunderstorm&#039;&#039;&#039;&lt;br /&gt;
|Several small [[Area of Effect#Static Circle AoE|static circle AoEs]] are constantly placed at or near players, indicating lightning strikes. Lightning [[Area of Effect#Spread Circle|spread circles]] are placed on all support, then all DPS, but not always in that order.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stepped Leader&#039;&#039;&#039;&lt;br /&gt;
|Places an invisible [[Area of Effect#Static Circle AoE|static circle AoE]] underneath all players at the end of the cast, detonating 2 second later. Players hit take high damage and are inflicted with {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
&lt;br /&gt;
* Under the effects of {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;, the attack instead creates small 5y radius [[Area of Effect#Static Donut AoE|static donut AoEs]] on all players—detonating 1 second after the end of the cast.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Fury&#039;s Fourteen&#039;&#039;&#039;&lt;br /&gt;
|Ramuh buffs himself with 14 stacks of {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;, creates a line of 7 &#039;&#039;&#039;Stratospears&#039;&#039;&#039; on the east and west side of the arena, casts &#039;&#039;&#039;Tribunal Summons&#039;&#039;&#039;, then &#039;&#039;&#039;Centaur&#039;s Charge&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Centaur&#039;s Charge&#039;&#039;&#039;&lt;br /&gt;
|An attack only used with &#039;&#039;&#039;Fury&#039;s Fourteen&#039;&#039;&#039;. Ramuh jumps to the edge of the arena opposite of the &#039;&#039;&#039;&#039;&#039;Will of Ramuh&#039;&#039;&#039;&#039;&#039; and prepares a powerful charge.&lt;br /&gt;
A yellow circle appears in front of Ramuh. Standing inside this circle creates a Duty Action that grants the player the ability to {{Status effect|buff|File:Standing firm icon.png|link=File:Standing firm icon.png}} &#039;&#039;&#039;Stand Firm&#039;&#039;&#039;, taking the brunt of the attack for the party.&lt;br /&gt;
&lt;br /&gt;
* The player {{Status effect|buff|File:Standing firm icon.png|link=File:Standing firm icon.png}} &#039;&#039;&#039;Standing Firm&#039;&#039;&#039; &amp;lt;u&amp;gt;must also be facing Ramuh&amp;lt;/u&amp;gt; in order to absorb the attack.&lt;br /&gt;
* If no player is Standing Firm—or that player is facing the wrong direction—all players will receive extreme physical damage and a lethal amount of [[knockback]].&lt;br /&gt;
* Centaur&#039;s Charge deals an extreme amount of physical damage, even to tanks.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Chain Lightning&#039;&#039;&#039;&lt;br /&gt;
|Both healers are afflicted with 8 stacks of {{Status effect|debuff|File:Electrified debuff 1.png|link=File:Electrified debuff 1.png}} &#039;&#039;&#039;Electrified&#039;&#039;&#039; for 3 seconds. When this debuff expires, it will jump to the closest other player, losing one stack in the process. Disappears when no stacks remain.&lt;br /&gt;
After jumping to another player, the previously afflicted are debuffed with {{Status effect|debuff|File:System shock debuff.png|link=File:System shock debuff.png}} &#039;&#039;&#039;System Shock&#039;&#039;&#039; for 9 seconds. Should they receive {{Status effect|debuff|File:Electrified debuff 1.png|link=File:Electrified debuff 1.png}} &#039;&#039;&#039;Electrified&#039;&#039;&#039; again before the debuff expires, they will die.&lt;br /&gt;
&lt;br /&gt;
* As this debuff deals lightning damage, it will quickly remove stacks of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; from players.&lt;br /&gt;
* A small lightning-damage [[Area of Effect#Spread Circle|circle AoE]] occurs around the receiving player when the debuff is transferred, damaging (and potentially killing) others standing too close.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Opening&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
# Stratospear Summons&lt;br /&gt;
# Executor Summons&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Judgement Volts&lt;br /&gt;
# Shock Blast +&lt;br /&gt;
#* Crippling Blow&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Stormcloud #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Stormcloud Summons&lt;br /&gt;
# Levinforce&lt;br /&gt;
# Tribunal Summons&lt;br /&gt;
# Crippling Blow&lt;br /&gt;
# Judgment Volts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Thunderstorm #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Thunderstorm&lt;br /&gt;
# Executor Summons&lt;br /&gt;
# Crippling Blow&lt;br /&gt;
# Stepped Leader&lt;br /&gt;
# Shock Blast&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Fury&#039;s Fourteen #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Fury&#039;s Fourteen&lt;br /&gt;
# Stratospear Summons&lt;br /&gt;
# Tribunal Summons&lt;br /&gt;
# Centaur&#039;s Charge&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Chain Lightning #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Stepped Leader&lt;br /&gt;
# Chain Lightning&lt;br /&gt;
# Crippling Blow&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
# Executor Summons&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Thunderstorm #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Thunderstorm&lt;br /&gt;
# Shock Blast&lt;br /&gt;
# Stepped Leader&lt;br /&gt;
# Crippling Blow&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Fury&#039;s Fourteen #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Fury&#039;s Fourteen&lt;br /&gt;
# Stratospear Summons&lt;br /&gt;
# Tribunal Summons&lt;br /&gt;
# Centaur&#039;s Charge&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Judgement Volts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Chain Lightning #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Stormcloud Summons&lt;br /&gt;
# Levinforce&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
# Chain Lightning&lt;br /&gt;
# Crippling Blow&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Stepped Leader&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Enrage&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Judgement Volts&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Judgement Volts&lt;br /&gt;
# Judgement Volts x2&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Fury&#039;s Fourteen&lt;br /&gt;
# Stratospear Summons&lt;br /&gt;
# Judgement Jolt (Enrage)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Detailed Phase Explanation ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Judgement Volts&#039;&#039;&#039; - Ramuh blasts the battlefield with unavoidable raid-wide damage and spawns numerous &#039;&#039;&#039;Surge Protection Orbs&#039;&#039;&#039; around the arena. At the moment, players won&#039;t need to acquire any.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stratospear Summons (1)&#039;&#039;&#039; - calls down &#039;&#039;&#039;four&#039;&#039;&#039; AoE circles - one in each corner of the arena. After a brief delay, lightning rods (stratospears) will fall at the location of the AoE circles, with one being noticeably smaller than the rest. All participants should move deep into the corner of the smaller stratospear, as the large ones will simultaneously unleash a massive AoE (&#039;&#039;&#039;Judgement Jolt&#039;&#039;&#039;) that will zap anyone nearby for massive damage after a small delay. Due to being AoE-centric, more &#039;&#039;&#039;Surge Protection Orbs&#039;&#039;&#039; will be summoned. At this point, each player should pick up at least one orb for the next mechanic.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Executor Summons&#039;&#039;&#039; - Ramuh calls forth a non-targetable add that will tether to the closest player with the most &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; (stacks). Ideally, this should be the off-tank (who should pick up 2-3 stacks, but never higher than 3). After a delay, the add will glide slowly towards the tethered target, peppering them with auto-attacks along the way. Bear in mind that if this add reaches the tethered player, they will instantly be slain. After some time, the add will unleash a vicious tank-buster (and eventually disperse), so healers must be ready to respond.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039; - which will be cast very shortly after the &#039;&#039;&#039;Executor&#039;&#039;&#039; add has arrived - provides Ramuh with a buff, indicated by three orbs of purple lightning that circle him. Whenever Ramuh has this buff, the next mechanic will become much more potent. Beware!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Furious) Judgement Volts&#039;&#039;&#039; - Ramuh blasts the battlefield with unavoidable raid-wide damage, just like before, except now it is buffed with &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;. Aside from hitting much harder in general, any player who does not have a stack of &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; will be slain on the spot. Make sure to have at least one stack!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crippling Blow&#039;&#039;&#039; is a nasty tank-buster that will be used against Ramuh&#039;s main target throughout the fight. Be sure to mitigate whenever possible. Bear in mind that &#039;&#039;&#039;Crippling Blow&#039;&#039;&#039; is unleashed as a small AoE, meaning anyone caught too close to the main-target will also eat damage.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stormcloud Summons&#039;&#039;&#039; causes Ramuh to mark the four &#039;&#039;&#039;furthest&#039;&#039;&#039; players with stormcloud markers (purple) - similar to normal mode - and the four nearest players with a detonation markers (orange reticules). After a brief delay, all players marked with purple stormcloud markers will drop a lightning spewing cloud at their location which will periodically zap the area beneath it with AoE lightning. Bear in mind that if any stormclouds are dropped too close to each other, they will merge, inflicting unavoidable pain and suffering on the entire raid.&lt;br /&gt;
&lt;br /&gt;
The four players marked for detonation (orange reticles) will acquire &#039;&#039;&#039;Hated of Levin&#039;&#039;&#039; debuffs which will eventually explode for AoE damage around each afflicted target and continue to pulse periodically, dealing moderate damage and inflicting paralysis on anyone (other than the debuffed player) who comes in contact with the AoE&#039;s. To remove the debuff, players with &#039;&#039;&#039;Hated of Levin&#039;&#039;&#039; must stand underneath a &#039;&#039;&#039;Stormcloud&#039;&#039;&#039; and be hit by lightning. Failure to remove the debuff in time will result in the player(s) being &#039;&#039;feared&#039;&#039;, losing control of their character for a long period of time.&lt;br /&gt;
&lt;br /&gt;
A good rule of thumb is to have both tanks and two melee players stand in a spread-out circle around Ramuh as he casts &#039;&#039;&#039;Stormcloud Summons&#039;&#039;&#039;, while both healers (and two ranged, if any) stand in their own corner of the arena. This ensures that the clouds are dropped (without risk of them merging) and those marked for detonation won&#039;t overlap their AoE&#039;s. Once the stormclouds have been dropped and the ranged players move out from underneath them, all four players afflicted with &#039;&#039;&#039;Hated of Levin&#039;&#039;&#039; can then move under their own stormcloud to remove the debuff without risk of clipping other participants.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Levinforce&#039;&#039;&#039; causes Ramuh to inflict a knockback from his current location. Due to overlapping with &#039;&#039;&#039;Stormcloud Summons&#039;&#039;&#039; (after the raid have had time to cleanse their &#039;&#039;&#039;Hated of Levin&#039;&#039;&#039; debuffs), players now run the risk of being knocked under a Stormcloud or even off the platform entrely. As such, all players should move as close to Ramuh as possible and aim themselves so that they remain on the platform, preferably without unnecessary stormcloud damage. Alternatively, players can also utilize &#039;&#039;&#039;knockback immunity cooldowns&#039;&#039;&#039; to be super-safe.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Ramuh may (or may not) cast &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039; - the self-buff that alters his next cast. This will impact the next mechanic, so keep an eye on whether Ramuh has the three floating lightning orbs around him while he begins to cast:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tribunal Summons&#039;&#039;&#039; - creates the &#039;&#039;&#039;Will of Ramuh&#039;&#039;&#039; at the northern edge of the arena centre, along with four &#039;&#039;&#039;Will of Ixion&#039;&#039;&#039;&#039;s to the left and right of the southern edge of the arena. After a brief delay, the &#039;&#039;&#039;Will of Ramuh&#039;&#039;&#039; will charge through the arena centre, inflicting an unavoidable knockback. &#039;&#039;&#039;&#039;&#039;NOTE&#039;&#039;&#039;: the distance of this knockback will depend on whether or not Ramuh cast &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039; beforehand. If Ramuh is buffed, the knockback will be severe. If Ramuh is unbuffed, the knockback will be slightly shorter. Due to the charge-path of the &#039;&#039;&#039;Will of Ramuh&#039;&#039;&#039; and &#039;&#039;&#039;Will of Ixion&#039;&#039;&#039;&#039;s, there is only one safe-spot (the very end of the east or west side of the arena) which all players must be knocked back into. Anyone clipped by &#039;&#039;&#039;Ixion&#039;&#039;&#039;&#039;s or &#039;&#039;&#039;Will of Ramuh&#039;&#039;&#039; will be punted off the platform or slain outright.&lt;br /&gt;
&lt;br /&gt;
As a result of the above, all players must be ready to stack right beside the &#039;&#039;&#039;Will of Ramuh&#039;&#039;&#039; charge-line (if Ramuh is buffed) or step back to the dotted line on the arena floor if Ramuh is unbuffed. Failure to do so will likely result in an untimely death.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crippling Blow&#039;&#039;&#039; – Ramuh&#039;s main-target tank-buster – immediately follows. Be ready to mitigate!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Judgement Volts&#039;&#039;&#039; – the unavoidable raid-wide AoE – will happen directly after the tank-buster. Healers beware! As always, this AoE shall spawn additional &#039;&#039;&#039;Surge Protection Orbs&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039; will buff Ramuh once again, lending him increased potency.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thunderstorm&#039;&#039;&#039; will bombard the entire arena with a barrage of small AoE circles in random fashion, just like normal mode, forcing the raid the stay on their toes and continuously dodge the assault. Simultaneously, four players (starting with all damage-dealers) will be marked with circles of lightning that will detonate after a brief delay, damaging the target and anyone else within the circle. If marked players (or anyone else inside the circles) have no &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;, the resulting AoE blasts will kill them outright. After the first four blasts against the damage dealers, all tanks and healers will be marked with a secondary wave of marks. Simply spread out to avoid clipping fellow teammates and make sure to have at least one &#039;&#039;&#039;Surge Protection Orb&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Executor Summons&#039;&#039;&#039; will be cast once more, summoning an add that will tether to the closest player with the most stacks of &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;. Just like earlier, the off-tank should make sure they have 2-3 stacks so that they become the target. Don&#039;t forget – the add will slowly move towards the tethered target while using auto-attacks and kill the tethered player if it reaches them. After a while, it will utilize a tank-buster and eventually dissipate. Bear in mind – the raid will have to deal with this add during multiple upcoming mechanics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Unbuffed) Stepped Leader&#039;&#039;&#039; creates dark AoE circles (non-telegraphed) under every player as soon as it is cast. If players do not move from their original position after &#039;&#039;&#039;Stepped Leader&#039;&#039;&#039; goes off, they will take high damage and suffer &#039;&#039;&#039;Damage Down&#039;&#039;&#039; debuffs. To avoid, simply move a few steps in any direction as soon as Ramuh has finished casting &#039;&#039;&#039;Stepped Leader&#039;&#039;&#039;, and make sure not to be stacking with fellow teammates.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Judgement Volts&#039;&#039;&#039; – the unavoidable raid-wide AoE – will happen directly after the add uses its tank-buster. As always, this AoE shall spawn additional &#039;&#039;&#039;Surge Protection Orbs&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fury&#039;s Fourteen (1)&#039;&#039;&#039; creates fourteen &#039;buffed&#039; stratosphere (lightning rods) on the platform - seven to the east and seven to the west - all in a straight line from north-to-south. Simultaneously, Ramuh will summon multiple &#039;&#039;&#039;Will of Ixion&#039;&#039;&#039; on either the east or west side of the arena, making that side totally unsafe. Once done, Ramuh will move to the north or south of the arena and prepare a &#039;&#039;&#039;Centaur&#039;s Charge&#039;&#039;&#039; which, much like the &#039;&#039;&#039;Will of Ixion&#039;&#039;&#039;, will knock all players sideways from the centre. Bear in mind that &#039;&#039;&#039;Centaur&#039;s Charge&#039;&#039;&#039; also requires the main-tank to move into a circle telegraph directly in front of the boss and activate a &#039;&#039;&#039;Duty Action&#039;&#039;&#039;, as well as all the mitigation they can muster.&lt;br /&gt;
&lt;br /&gt;
With a knockback imminent and the &#039;&#039;&#039;Will of Ixion&#039;&#039;&#039;&#039;s taking up one side of the arena, the remaining seven players must align themselves so that they are knocked back into the clear side of the arena. Additionally, each individual player must be knocked through a stratosphere, as doing so will destroy it. Seeing as the main-tank will be standing in front of Ramuh, that leaves seven players (one per stratosphere). After a delay, all undestroyed stratosphere&#039;s will detonate, unleashing massive AoE damage. Destroying all seven stratosphere&#039;s on the safe side of the arena will ensure that the raid will be safe.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Furious) Stepped Leader&#039;&#039;&#039; will be cast after Ramuh buffs himself with &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;. Unlike the unbuffed version (which previously spawned dark AoE circles underneath players), this buffed version will instead create small donut AoE&#039;s at each player as soon as it has been cast. To combat this, all players must stack (or spread far enough apart) before Ramuh finishes casting.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chain Lightning&#039;&#039;&#039; inflicts both Healers with an 8-stack debuff that will be passed on to the closest player after a short duration. With each jump, a stack is removed, and the person who passed on the debuff will be afflicted with &#039;&#039;&#039;System Shock&#039;&#039;&#039; for a short period of time. If anyone with &#039;&#039;&#039;System Shock&#039;&#039;&#039; re-acquires &#039;&#039;&#039;Chain Lightning&#039;&#039;&#039;, they will immediately be slain. This means that co-ordinated passing of the debuff is required until both debuffs reach 0 stacks (and thus dissipates). A good rule of thumb is to have one healer on opposite sides of the boss and have both debuffs passed in a clockwise or counter-clockwise manner.&lt;br /&gt;
Bear in mind that Ramuh will cast &#039;&#039;&#039;Crippling Blow&#039;&#039;&#039; – the slight AoE tankbuster - during this phase. As a result, make sure not to stand too close to the main-target when passing on &#039;&#039;&#039;Chain Lightning&#039;&#039;&#039; as you risk being slaughtered by the tank-buster in the process. Ramuh will also cast &#039;&#039;&#039;Judgement Volts&#039;&#039;&#039; (unavoidable raid-wide damage) during the process, so Healers must pay extra attention to those passing &#039;&#039;&#039;Chain Lightning&#039;&#039;&#039; as it does inflict damage with each pass. Note that &#039;&#039;&#039;Judgement Volts&#039;&#039;&#039; will spawn more &#039;&#039;&#039;Surge Protection Orbs&#039;&#039;&#039; just like before. The off-tank should grab a few in preparation for:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Executor Summons&#039;&#039;&#039; spawns the add that tethers to the closest player with the most stacks of &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;. Once again, the off-tank should make sure they have 2-3 stacks so that they become the target, while everyone else makes sure to have at least 1 stack for future mechanics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thunderstorm&#039;&#039;&#039; will bombard the entire arena with a barrage of small AoE circles once again, forcing the raid to continuously dodge the assault. Don&#039;t forget that during this time, four players will be marked with circles of lightning that will detonate after a brief delay, damaging the target and anyone else within the circle (killing them if they have no &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;). After the first four blasts, the remaining four players will be marked as well. During this whole ordeal, the off-tank will also have to keep kiting the &#039;&#039;&#039;Exectutor&#039;&#039;&#039; add (which will remain a lot longer than the previous adds, even after its inevitable tank-buster).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Unbuffed) Stepped Leader&#039;&#039;&#039; will create dark AoE circles under every player as soon as it is cast, just like before. Make sure to move a few steps away as soon as Ramuh has finished casting.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crippling Blow&#039;&#039;&#039; – Ramuh&#039;s main-target tank-buster – will be used as soon as &#039;&#039;&#039;Stepped Leader&#039;&#039;&#039; has concluded, followed by &#039;&#039;&#039;Judgement Volts&#039;&#039;&#039;, spawning more &#039;&#039;&#039;Surge Protection Orbs&#039;&#039;&#039; for the following mechanics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fury&#039;s Fourteen (2)&#039;&#039;&#039; creates fourteen stratosphere (lightning rods) on the platform just like earlier, along with the &#039;&#039;&#039;Will of Ixion&#039;&#039;&#039; to make one side of the arena unsafe. Players must deal with the mechanics the same way as before, except now, there will also be adds charging horizontally as well, leaving only one safe horizontal lane. Once all players have been knocked through a stratosphere (like before), everyone will have a brief moment to move into the safe lane and avoid the horizontal charge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Furious) Judgement Volts&#039;&#039;&#039; will blast the raid once more, killing anyone who doesn&#039;t have at least one stack of &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stormcloud Summons&#039;&#039;&#039; causes Ramuh to mark the four &#039;&#039;&#039;furthest&#039;&#039;&#039; players with stormcloud markers (purple) and the four nearest players with a detonation markers (orange reticules), just like earlier. These mechanics (including the followup knockback) are handled the exact same way as they were earlier, so make sure to keep the clouds apart, get zapped once if you have the debuff, and prepare to be knocked back by Ramuh afterwards if you have no knockback immunity.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Judgement Volts&#039;&#039;&#039; once again blasts the entire raid with unavoidable damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chain Lightning&#039;&#039;&#039; inflicts both Healers with 8-stack debuffs once again (handled in the exact same manner as before). Make sure to pre-position and avoid passing the debuff to anyone with &#039;&#039;&#039;System Shock&#039;&#039;&#039;, typically in a clockwise or counter-clockwise rotation with one healer on opposite sides of the boss. Don&#039;t forget that Ramuh will execute &#039;&#039;&#039;Crippling Blow&#039;&#039;&#039; and &#039;&#039;&#039;Judgement Volts&#039;&#039;&#039; during the process.&lt;br /&gt;
&lt;br /&gt;
*Ramuh will now execute &#039;&#039;&#039;Stepped Leader&#039;&#039;&#039; (buffed or unbuffed). If you see &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039; being cast (or notice the three lightning orbs circling Ramuh), then &#039;&#039;&#039;Stepped Leader&#039;&#039;&#039; will involve donut AoE&#039;s around each player once it is cast. If not, all players will have to dodge the AoE circles like before.&lt;br /&gt;
&lt;br /&gt;
*Shortly afterward, &#039;&#039;&#039;(Furious) Judgement Volts&#039;&#039;&#039; will blast the raid yet again. Make sure to have at least one stack of &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;! To make matters worse, Ramuh will use another (normal) &#039;&#039;&#039;Judgement Volts&#039;&#039;&#039; to test the healers further. Afterward, &#039;&#039;&#039;(Furious) Judgement Volts&#039;&#039;&#039;, followed by two consecutive &#039;&#039;&#039;Judgement Volts&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Assuming you survive the AoE onslaught, Ramuh will cast casting &#039;&#039;&#039;Stratosphere Summons&#039;&#039;&#039;, leaving no safe-spot, along with a lengthy cast of &#039;&#039;&#039;Judgment Jolt&#039;&#039;&#039;. The raid must defeat Ramuh before this cast finishes or suffer a wipe.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item reward|1|Book of Fulmination}} (Guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenchoir Earring Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Bracelet Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Necklace Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Ring Coffer (IL 500)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenchoir Earring Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Bracelet Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Necklace Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Ring Coffer (IL 500)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Twice Stricken}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
E5S.png&lt;br /&gt;
E5 boss.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Fulmination_(Savage)&amp;diff=1526286</id>
		<title>Eden&#039;s Verse: Fulmination (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Fulmination_(Savage)&amp;diff=1526286"/>
		<updated>2026-08-26T20:16:20Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /*  Heritor of Levin: Ramuh - Abilities and Timeline */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Verse (Savage)|Eden&#039;s Verse: Fulmination}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Verse: Fulmination (Savage)&lt;br /&gt;
| description = The discovery of a second crystal within Eden&#039;s core leads to more questions than answers, and yet again, your mind is assaulted with terrifying visions upon gazing inside. You see foes previously vanquished reborn, more brutal and unrelenting than even your wildest imagination, yet your unwavering resolve forbids you from tearing your eyes away...&lt;br /&gt;
| image =  Eden&#039;s Verse Fulmination (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 470&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = The Gandof Thunder Plains&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|Life Finds a Way}}&lt;br /&gt;
| patch = 5.2&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| id-gt = 30089&lt;br /&gt;
| id-edb = 718aa90e33d&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E5S&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] Heritor of Levin: [[Ramuh (ShB)|Ramuh]] - Abilities and Timeline ==&lt;br /&gt;
The battle against Ramuh takes place on a 40x30 yalm rectangular arena. There are no walls, so running or otherwise being pushed off the platform will result in the player&#039;s death—their corpse re-appearing on the platform a few seconds after.&lt;br /&gt;
&lt;br /&gt;
The platform also features a solid line 15y from the east and west edges, with a second dotted line 11.25y from the edges. These lines can be used as helpful guides against certain abilities throughout the fight.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Ramuh&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Surge Protection Orbs&#039;&#039;&#039;&lt;br /&gt;
|Small blue orbs that are scattered around the arena after certain abilities are used by Ramuh. Touching an orb absorbs it, granting one stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; for 50 seconds.&lt;br /&gt;
&lt;br /&gt;
* {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; can be stacked to a maximum of three. If four stacks are collected, the buff becomes {{Status effect|debuff|File:Static condensation icon1.png|link=File:Static condensation icon1.png}} &#039;&#039;&#039;Static Condensation&#039;&#039;&#039;, reducing healing received for 30 seconds.&lt;br /&gt;
* Both Surge Protection and Static Condensation reduces lightning damage taken by 25%, and additionally prevents instant-death from {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;.&lt;br /&gt;
* One stack of Surge Protection is removed each time the player receives lightning damage. Static Condensation lasts until expiration.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;&lt;br /&gt;
|Ramuh buffs himself with {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;, causing his next ability to kill any player not protected by {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;—and potentially altering its functionality.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Judgement Volts&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide lightning damage. Creates &#039;&#039;&#039;Surge Protection Orbs&#039;&#039;&#039; afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crippling Blow&#039;&#039;&#039;&lt;br /&gt;
|A physical damage [[tankbuster]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stratospear Summons&#039;&#039;&#039;&lt;br /&gt;
|Drops several lightning spears that create a small [[Area of Effect#Static Circle AoE|static circle AoE]] on landing.&lt;br /&gt;
After a certain amount of time (or after a cast of &#039;&#039;&#039;Judgement Jolt&#039;&#039;&#039;) all tall spears detonate into 22.5 radius [[Area of Effect#Static Circle AoE|static circle AoE]] that kills any player in range.&lt;br /&gt;
&lt;br /&gt;
* Stratospears can be destroyed by players being [[Knockback|knocked back]] into them.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Executor Summons&#039;&#039;&#039;&lt;br /&gt;
|Ramuh summons &#039;&#039;&#039;&#039;&#039;Raiden&#039;&#039;&#039;&#039;&#039;, a bird-like entity that attaches a [[Tether (mechanic)#Chase Tether|chase tether]] to the player with the most amount of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; stacks. Should Raiden reach its target, it will instantly kill them.&lt;br /&gt;
&lt;br /&gt;
* If two or more players equally have the highest amount of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; stacks, Raiden will chase the closest.&lt;br /&gt;
* Raiden&#039;s attacks and abilities do not remove Surge Protection stacks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shock Blast&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] from Raiden aimed at their current target.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Stormcloud Summons&#039;&#039;&#039;&lt;br /&gt;
|The four farthest players are marked with purple arrows. The four closest players are marked with orange targeting reticles.&lt;br /&gt;
&lt;br /&gt;
* Each purple arrow creates a Storm Cloud that repeatedly strikes with 7.5y radius [[Area of Effect#Static Circle AoE|static circle AoEs]] at their location.&lt;br /&gt;
** If two Storm Clouds are within 15y of each other, they will combine and repeatedly strike the entire arena, likely wiping the party.&lt;br /&gt;
** Players hit by the Storm Cloud AoE without {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; will receive a stack of {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
* The orange reticle inflicts the marked with {{Status effect|debuff|File:Hated of levin debuff.png|link=File:Hated of levin debuff.png}} &#039;&#039;&#039;Hated of Levin&#039;&#039;&#039; for 9 seconds. These players repeatedly pulse with a 5y radius [[Area of Effect#Spread Circle|spread circle]] that damages and {{Status effect|debuff|paralysis}} [[Paralysis|&#039;&#039;&#039;Paralyzes&#039;&#039;&#039;]] others in range.&lt;br /&gt;
** Hated of Levin is cleansed when hit by a Storm Cloud AoE. If not cleansed, afflicted players will {{Status effect|debuff|hysteria}} &#039;&#039;&#039;[[Hysteria|Panic]]&#039;&#039;&#039; after the debuff expires. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Levinforce&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] from Ramuh that pushes players 12.5y away. Knockback can be resisted.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tribunal Summons&#039;&#039;&#039;&lt;br /&gt;
|Several small &#039;&#039;&#039;&#039;&#039;Will of Ixions&#039;&#039;&#039;&#039;&#039; appear around the edges of the arena that prepare to dash straight across, dealing high damage, [[knockback]], and {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; to any in their path.&lt;br /&gt;
A larger &#039;&#039;&#039;&#039;&#039;Will of Ramuh&#039;&#039;&#039;&#039;&#039; will appear on the north/south and prepare a [[Knockback#Line Knockback|line knockback]] down the center—the danger range being between the solid lines on the arena floor.&lt;br /&gt;
&lt;br /&gt;
* By default, the line knockback pushes players ~10y away. If Ramuh is buffed with {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;, it will instead push players ~13y away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Thunderstorm&#039;&#039;&#039;&lt;br /&gt;
|Several small [[Area of Effect#Static Circle AoE|static circle AoEs]] are constantly placed at or near players, indicating lightning strikes. Lightning [[Area of Effect#Spread Circle|spread circles]] are placed on all support, then all DPS, but not always in that order.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stepped Leader&#039;&#039;&#039;&lt;br /&gt;
|Places an invisible [[Area of Effect#Static Circle AoE|static circle AoE]] underneath all players at the end of the cast, detonating 2 second later. Players hit take high damage and are inflicted with {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
&lt;br /&gt;
* Under the effects of {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;, the attack instead creates small 5y radius [[Area of Effect#Static Donut AoE|static donut AoEs]] on all players—detonating 1 second after the end of the cast.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Fury&#039;s Fourteen&#039;&#039;&#039;&lt;br /&gt;
|Ramuh buffs himself with 14 stacks of {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;, creates a line of 7 &#039;&#039;&#039;Stratospears&#039;&#039;&#039; on the east and west side of the arena, casts &#039;&#039;&#039;Tribunal Summons&#039;&#039;&#039;, then &#039;&#039;&#039;Centaur&#039;s Charge&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Centaur&#039;s Charge&#039;&#039;&#039;&lt;br /&gt;
|An attack only used with &#039;&#039;&#039;Fury&#039;s Fourteen&#039;&#039;&#039;. Ramuh jumps to the edge of the arena opposite of the &#039;&#039;&#039;&#039;&#039;Will of Ramuh&#039;&#039;&#039;&#039;&#039; and prepares a powerful charge.&lt;br /&gt;
A yellow circle appears in front of Ramuh. Standing inside this circle creates a Duty Action that grants the player the ability to {{Status effect|buff|File:Standing firm icon.png|link=File:Standing firm icon.png}} &#039;&#039;&#039;Stand Firm&#039;&#039;&#039;, taking the brunt of the attack for the party.&lt;br /&gt;
&lt;br /&gt;
* The player {{Status effect|buff|File:Standing firm icon.png|link=File:Standing firm icon.png}} &#039;&#039;&#039;Standing Firm&#039;&#039;&#039; &amp;lt;u&amp;gt;must also be facing Ramuh&amp;lt;/u&amp;gt; in order to absorb the attack.&lt;br /&gt;
* If no player is Standing Firm—or that player is facing the wrong direction—all players will receive extreme physical damage and a lethal amount of [[knockback]].&lt;br /&gt;
* Centaur&#039;s Charge deals an extreme amount of physical damage, even to tanks.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Chain Lightning&#039;&#039;&#039;&lt;br /&gt;
|Both healers are afflicted with 8 stacks of {{Status effect|debuff|File:Electrified debuff 1.png|link=File:Electrified debuff 1.png}} &#039;&#039;&#039;Electrified&#039;&#039;&#039; for 3 seconds. When this debuff expires, it will jump to the closest other player, losing one stack in the process. Disappears when no stacks remain.&lt;br /&gt;
After jumping to another player, the previously afflicted are debuffed with {{Status effect|debuff|File:System shock debuff.png|link=File:System shock debuff.png}} &#039;&#039;&#039;System Shock&#039;&#039;&#039; for 9 seconds, causing them to die should they take any lightning damage before the debuff expires.&lt;br /&gt;
&lt;br /&gt;
* As this debuff deals lightning damage, it will quickly remove stacks of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; from players.&lt;br /&gt;
* A small lightning-damage [[Area of Effect#Spread Circle|circle AoE]] occurs around the receiving player when the debuff is transferred, damaging (and potentially killing) others standing too close.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Opening&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
# Stratospear Summons&lt;br /&gt;
# Executor Summons&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Judgement Volts&lt;br /&gt;
# Shock Blast +&lt;br /&gt;
#* Crippling Blow&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Stormcloud #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Stormcloud Summons&lt;br /&gt;
# Levinforce&lt;br /&gt;
# Tribunal Summons&lt;br /&gt;
# Crippling Blow&lt;br /&gt;
# Judgment Volts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Thunderstorm #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Thunderstorm&lt;br /&gt;
# Executor Summons&lt;br /&gt;
# Crippling Blow&lt;br /&gt;
# Stepped Leader&lt;br /&gt;
# Shock Blast&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Fury&#039;s Fourteen #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Fury&#039;s Fourteen&lt;br /&gt;
# Stratospear Summons&lt;br /&gt;
# Tribunal Summons&lt;br /&gt;
# Centaur&#039;s Charge&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Chain Lightning #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Stepped Leader&lt;br /&gt;
# Chain Lightning&lt;br /&gt;
# Crippling Blow&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
# Executor Summons&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Thunderstorm #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Thunderstorm&lt;br /&gt;
# Shock Blast&lt;br /&gt;
# Stepped Leader&lt;br /&gt;
# Crippling Blow&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Fury&#039;s Fourteen #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Fury&#039;s Fourteen&lt;br /&gt;
# Stratospear Summons&lt;br /&gt;
# Tribunal Summons&lt;br /&gt;
# Centaur&#039;s Charge&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Judgement Volts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Chain Lightning #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Stormcloud Summons&lt;br /&gt;
# Levinforce&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
# Chain Lightning&lt;br /&gt;
# Crippling Blow&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Stepped Leader&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Enrage&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Judgement Volts&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Judgement Volts&lt;br /&gt;
# Judgement Volts x2&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Fury&#039;s Fourteen&lt;br /&gt;
# Stratospear Summons&lt;br /&gt;
# Judgement Jolt (Enrage)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Detailed Phase Explanation ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Judgement Volts&#039;&#039;&#039; - Ramuh blasts the battlefield with unavoidable raid-wide damage and spawns numerous &#039;&#039;&#039;Surge Protection Orbs&#039;&#039;&#039; around the arena. At the moment, players won&#039;t need to acquire any.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stratospear Summons (1)&#039;&#039;&#039; - calls down &#039;&#039;&#039;four&#039;&#039;&#039; AoE circles - one in each corner of the arena. After a brief delay, lightning rods (stratospears) will fall at the location of the AoE circles, with one being noticeably smaller than the rest. All participants should move deep into the corner of the smaller stratospear, as the large ones will simultaneously unleash a massive AoE (&#039;&#039;&#039;Judgement Jolt&#039;&#039;&#039;) that will zap anyone nearby for massive damage after a small delay. Due to being AoE-centric, more &#039;&#039;&#039;Surge Protection Orbs&#039;&#039;&#039; will be summoned. At this point, each player should pick up at least one orb for the next mechanic.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Executor Summons&#039;&#039;&#039; - Ramuh calls forth a non-targetable add that will tether to the closest player with the most &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; (stacks). Ideally, this should be the off-tank (who should pick up 2-3 stacks, but never higher than 3). After a delay, the add will glide slowly towards the tethered target, peppering them with auto-attacks along the way. Bear in mind that if this add reaches the tethered player, they will instantly be slain. After some time, the add will unleash a vicious tank-buster (and eventually disperse), so healers must be ready to respond.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039; - which will be cast very shortly after the &#039;&#039;&#039;Executor&#039;&#039;&#039; add has arrived - provides Ramuh with a buff, indicated by three orbs of purple lightning that circle him. Whenever Ramuh has this buff, the next mechanic will become much more potent. Beware!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Furious) Judgement Volts&#039;&#039;&#039; - Ramuh blasts the battlefield with unavoidable raid-wide damage, just like before, except now it is buffed with &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;. Aside from hitting much harder in general, any player who does not have a stack of &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; will be slain on the spot. Make sure to have at least one stack!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crippling Blow&#039;&#039;&#039; is a nasty tank-buster that will be used against Ramuh&#039;s main target throughout the fight. Be sure to mitigate whenever possible. Bear in mind that &#039;&#039;&#039;Crippling Blow&#039;&#039;&#039; is unleashed as a small AoE, meaning anyone caught too close to the main-target will also eat damage.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stormcloud Summons&#039;&#039;&#039; causes Ramuh to mark the four &#039;&#039;&#039;furthest&#039;&#039;&#039; players with stormcloud markers (purple) - similar to normal mode - and the four nearest players with a detonation markers (orange reticules). After a brief delay, all players marked with purple stormcloud markers will drop a lightning spewing cloud at their location which will periodically zap the area beneath it with AoE lightning. Bear in mind that if any stormclouds are dropped too close to each other, they will merge, inflicting unavoidable pain and suffering on the entire raid.&lt;br /&gt;
&lt;br /&gt;
The four players marked for detonation (orange reticles) will acquire &#039;&#039;&#039;Hated of Levin&#039;&#039;&#039; debuffs which will eventually explode for AoE damage around each afflicted target and continue to pulse periodically, dealing moderate damage and inflicting paralysis on anyone (other than the debuffed player) who comes in contact with the AoE&#039;s. To remove the debuff, players with &#039;&#039;&#039;Hated of Levin&#039;&#039;&#039; must stand underneath a &#039;&#039;&#039;Stormcloud&#039;&#039;&#039; and be hit by lightning. Failure to remove the debuff in time will result in the player(s) being &#039;&#039;feared&#039;&#039;, losing control of their character for a long period of time.&lt;br /&gt;
&lt;br /&gt;
A good rule of thumb is to have both tanks and two melee players stand in a spread-out circle around Ramuh as he casts &#039;&#039;&#039;Stormcloud Summons&#039;&#039;&#039;, while both healers (and two ranged, if any) stand in their own corner of the arena. This ensures that the clouds are dropped (without risk of them merging) and those marked for detonation won&#039;t overlap their AoE&#039;s. Once the stormclouds have been dropped and the ranged players move out from underneath them, all four players afflicted with &#039;&#039;&#039;Hated of Levin&#039;&#039;&#039; can then move under their own stormcloud to remove the debuff without risk of clipping other participants.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Levinforce&#039;&#039;&#039; causes Ramuh to inflict a knockback from his current location. Due to overlapping with &#039;&#039;&#039;Stormcloud Summons&#039;&#039;&#039; (after the raid have had time to cleanse their &#039;&#039;&#039;Hated of Levin&#039;&#039;&#039; debuffs), players now run the risk of being knocked under a Stormcloud or even off the platform entrely. As such, all players should move as close to Ramuh as possible and aim themselves so that they remain on the platform, preferably without unnecessary stormcloud damage. Alternatively, players can also utilize &#039;&#039;&#039;knockback immunity cooldowns&#039;&#039;&#039; to be super-safe.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Ramuh may (or may not) cast &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039; - the self-buff that alters his next cast. This will impact the next mechanic, so keep an eye on whether Ramuh has the three floating lightning orbs around him while he begins to cast:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tribunal Summons&#039;&#039;&#039; - creates the &#039;&#039;&#039;Will of Ramuh&#039;&#039;&#039; at the northern edge of the arena centre, along with four &#039;&#039;&#039;Will of Ixion&#039;&#039;&#039;&#039;s to the left and right of the southern edge of the arena. After a brief delay, the &#039;&#039;&#039;Will of Ramuh&#039;&#039;&#039; will charge through the arena centre, inflicting an unavoidable knockback. &#039;&#039;&#039;&#039;&#039;NOTE&#039;&#039;&#039;: the distance of this knockback will depend on whether or not Ramuh cast &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039; beforehand. If Ramuh is buffed, the knockback will be severe. If Ramuh is unbuffed, the knockback will be slightly shorter. Due to the charge-path of the &#039;&#039;&#039;Will of Ramuh&#039;&#039;&#039; and &#039;&#039;&#039;Will of Ixion&#039;&#039;&#039;&#039;s, there is only one safe-spot (the very end of the east or west side of the arena) which all players must be knocked back into. Anyone clipped by &#039;&#039;&#039;Ixion&#039;&#039;&#039;&#039;s or &#039;&#039;&#039;Will of Ramuh&#039;&#039;&#039; will be punted off the platform or slain outright.&lt;br /&gt;
&lt;br /&gt;
As a result of the above, all players must be ready to stack right beside the &#039;&#039;&#039;Will of Ramuh&#039;&#039;&#039; charge-line (if Ramuh is buffed) or step back to the dotted line on the arena floor if Ramuh is unbuffed. Failure to do so will likely result in an untimely death.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crippling Blow&#039;&#039;&#039; – Ramuh&#039;s main-target tank-buster – immediately follows. Be ready to mitigate!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Judgement Volts&#039;&#039;&#039; – the unavoidable raid-wide AoE – will happen directly after the tank-buster. Healers beware! As always, this AoE shall spawn additional &#039;&#039;&#039;Surge Protection Orbs&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039; will buff Ramuh once again, lending him increased potency.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thunderstorm&#039;&#039;&#039; will bombard the entire arena with a barrage of small AoE circles in random fashion, just like normal mode, forcing the raid the stay on their toes and continuously dodge the assault. Simultaneously, four players (starting with all damage-dealers) will be marked with circles of lightning that will detonate after a brief delay, damaging the target and anyone else within the circle. If marked players (or anyone else inside the circles) have no &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;, the resulting AoE blasts will kill them outright. After the first four blasts against the damage dealers, all tanks and healers will be marked with a secondary wave of marks. Simply spread out to avoid clipping fellow teammates and make sure to have at least one &#039;&#039;&#039;Surge Protection Orb&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Executor Summons&#039;&#039;&#039; will be cast once more, summoning an add that will tether to the closest player with the most stacks of &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;. Just like earlier, the off-tank should make sure they have 2-3 stacks so that they become the target. Don&#039;t forget – the add will slowly move towards the tethered target while using auto-attacks and kill the tethered player if it reaches them. After a while, it will utilize a tank-buster and eventually dissipate. Bear in mind – the raid will have to deal with this add during multiple upcoming mechanics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Unbuffed) Stepped Leader&#039;&#039;&#039; creates dark AoE circles (non-telegraphed) under every player as soon as it is cast. If players do not move from their original position after &#039;&#039;&#039;Stepped Leader&#039;&#039;&#039; goes off, they will take high damage and suffer &#039;&#039;&#039;Damage Down&#039;&#039;&#039; debuffs. To avoid, simply move a few steps in any direction as soon as Ramuh has finished casting &#039;&#039;&#039;Stepped Leader&#039;&#039;&#039;, and make sure not to be stacking with fellow teammates.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Judgement Volts&#039;&#039;&#039; – the unavoidable raid-wide AoE – will happen directly after the add uses its tank-buster. As always, this AoE shall spawn additional &#039;&#039;&#039;Surge Protection Orbs&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fury&#039;s Fourteen (1)&#039;&#039;&#039; creates fourteen &#039;buffed&#039; stratosphere (lightning rods) on the platform - seven to the east and seven to the west - all in a straight line from north-to-south. Simultaneously, Ramuh will summon multiple &#039;&#039;&#039;Will of Ixion&#039;&#039;&#039; on either the east or west side of the arena, making that side totally unsafe. Once done, Ramuh will move to the north or south of the arena and prepare a &#039;&#039;&#039;Centaur&#039;s Charge&#039;&#039;&#039; which, much like the &#039;&#039;&#039;Will of Ixion&#039;&#039;&#039;, will knock all players sideways from the centre. Bear in mind that &#039;&#039;&#039;Centaur&#039;s Charge&#039;&#039;&#039; also requires the main-tank to move into a circle telegraph directly in front of the boss and activate a &#039;&#039;&#039;Duty Action&#039;&#039;&#039;, as well as all the mitigation they can muster.&lt;br /&gt;
&lt;br /&gt;
With a knockback imminent and the &#039;&#039;&#039;Will of Ixion&#039;&#039;&#039;&#039;s taking up one side of the arena, the remaining seven players must align themselves so that they are knocked back into the clear side of the arena. Additionally, each individual player must be knocked through a stratosphere, as doing so will destroy it. Seeing as the main-tank will be standing in front of Ramuh, that leaves seven players (one per stratosphere). After a delay, all undestroyed stratosphere&#039;s will detonate, unleashing massive AoE damage. Destroying all seven stratosphere&#039;s on the safe side of the arena will ensure that the raid will be safe.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Furious) Stepped Leader&#039;&#039;&#039; will be cast after Ramuh buffs himself with &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;. Unlike the unbuffed version (which previously spawned dark AoE circles underneath players), this buffed version will instead create small donut AoE&#039;s at each player as soon as it has been cast. To combat this, all players must stack (or spread far enough apart) before Ramuh finishes casting.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chain Lightning&#039;&#039;&#039; inflicts both Healers with an 8-stack debuff that will be passed on to the closest player after a short duration. With each jump, a stack is removed, and the person who passed on the debuff will be afflicted with &#039;&#039;&#039;System Shock&#039;&#039;&#039; for a short period of time. If anyone with &#039;&#039;&#039;System Shock&#039;&#039;&#039; re-acquires &#039;&#039;&#039;Chain Lightning&#039;&#039;&#039;, they will immediately be slain. This means that co-ordinated passing of the debuff is required until both debuffs reach 0 stacks (and thus dissipates). A good rule of thumb is to have one healer on opposite sides of the boss and have both debuffs passed in a clockwise or counter-clockwise manner.&lt;br /&gt;
Bear in mind that Ramuh will cast &#039;&#039;&#039;Crippling Blow&#039;&#039;&#039; – the slight AoE tankbuster - during this phase. As a result, make sure not to stand too close to the main-target when passing on &#039;&#039;&#039;Chain Lightning&#039;&#039;&#039; as you risk being slaughtered by the tank-buster in the process. Ramuh will also cast &#039;&#039;&#039;Judgement Volts&#039;&#039;&#039; (unavoidable raid-wide damage) during the process, so Healers must pay extra attention to those passing &#039;&#039;&#039;Chain Lightning&#039;&#039;&#039; as it does inflict damage with each pass. Note that &#039;&#039;&#039;Judgement Volts&#039;&#039;&#039; will spawn more &#039;&#039;&#039;Surge Protection Orbs&#039;&#039;&#039; just like before. The off-tank should grab a few in preparation for:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Executor Summons&#039;&#039;&#039; spawns the add that tethers to the closest player with the most stacks of &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;. Once again, the off-tank should make sure they have 2-3 stacks so that they become the target, while everyone else makes sure to have at least 1 stack for future mechanics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thunderstorm&#039;&#039;&#039; will bombard the entire arena with a barrage of small AoE circles once again, forcing the raid to continuously dodge the assault. Don&#039;t forget that during this time, four players will be marked with circles of lightning that will detonate after a brief delay, damaging the target and anyone else within the circle (killing them if they have no &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;). After the first four blasts, the remaining four players will be marked as well. During this whole ordeal, the off-tank will also have to keep kiting the &#039;&#039;&#039;Exectutor&#039;&#039;&#039; add (which will remain a lot longer than the previous adds, even after its inevitable tank-buster).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Unbuffed) Stepped Leader&#039;&#039;&#039; will create dark AoE circles under every player as soon as it is cast, just like before. Make sure to move a few steps away as soon as Ramuh has finished casting.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crippling Blow&#039;&#039;&#039; – Ramuh&#039;s main-target tank-buster – will be used as soon as &#039;&#039;&#039;Stepped Leader&#039;&#039;&#039; has concluded, followed by &#039;&#039;&#039;Judgement Volts&#039;&#039;&#039;, spawning more &#039;&#039;&#039;Surge Protection Orbs&#039;&#039;&#039; for the following mechanics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fury&#039;s Fourteen (2)&#039;&#039;&#039; creates fourteen stratosphere (lightning rods) on the platform just like earlier, along with the &#039;&#039;&#039;Will of Ixion&#039;&#039;&#039; to make one side of the arena unsafe. Players must deal with the mechanics the same way as before, except now, there will also be adds charging horizontally as well, leaving only one safe horizontal lane. Once all players have been knocked through a stratosphere (like before), everyone will have a brief moment to move into the safe lane and avoid the horizontal charge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Furious) Judgement Volts&#039;&#039;&#039; will blast the raid once more, killing anyone who doesn&#039;t have at least one stack of &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stormcloud Summons&#039;&#039;&#039; causes Ramuh to mark the four &#039;&#039;&#039;furthest&#039;&#039;&#039; players with stormcloud markers (purple) and the four nearest players with a detonation markers (orange reticules), just like earlier. These mechanics (including the followup knockback) are handled the exact same way as they were earlier, so make sure to keep the clouds apart, get zapped once if you have the debuff, and prepare to be knocked back by Ramuh afterwards if you have no knockback immunity.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Judgement Volts&#039;&#039;&#039; once again blasts the entire raid with unavoidable damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chain Lightning&#039;&#039;&#039; inflicts both Healers with 8-stack debuffs once again (handled in the exact same manner as before). Make sure to pre-position and avoid passing the debuff to anyone with &#039;&#039;&#039;System Shock&#039;&#039;&#039;, typically in a clockwise or counter-clockwise rotation with one healer on opposite sides of the boss. Don&#039;t forget that Ramuh will execute &#039;&#039;&#039;Crippling Blow&#039;&#039;&#039; and &#039;&#039;&#039;Judgement Volts&#039;&#039;&#039; during the process.&lt;br /&gt;
&lt;br /&gt;
*Ramuh will now execute &#039;&#039;&#039;Stepped Leader&#039;&#039;&#039; (buffed or unbuffed). If you see &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039; being cast (or notice the three lightning orbs circling Ramuh), then &#039;&#039;&#039;Stepped Leader&#039;&#039;&#039; will involve donut AoE&#039;s around each player once it is cast. If not, all players will have to dodge the AoE circles like before.&lt;br /&gt;
&lt;br /&gt;
*Shortly afterward, &#039;&#039;&#039;(Furious) Judgement Volts&#039;&#039;&#039; will blast the raid yet again. Make sure to have at least one stack of &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;! To make matters worse, Ramuh will use another (normal) &#039;&#039;&#039;Judgement Volts&#039;&#039;&#039; to test the healers further. Afterward, &#039;&#039;&#039;(Furious) Judgement Volts&#039;&#039;&#039;, followed by two consecutive &#039;&#039;&#039;Judgement Volts&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Assuming you survive the AoE onslaught, Ramuh will cast casting &#039;&#039;&#039;Stratosphere Summons&#039;&#039;&#039;, leaving no safe-spot, along with a lengthy cast of &#039;&#039;&#039;Judgment Jolt&#039;&#039;&#039;. The raid must defeat Ramuh before this cast finishes or suffer a wipe.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item reward|1|Book of Fulmination}} (Guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenchoir Earring Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Bracelet Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Necklace Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Ring Coffer (IL 500)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenchoir Earring Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Bracelet Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Necklace Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Ring Coffer (IL 500)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Twice Stricken}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
E5S.png&lt;br /&gt;
E5 boss.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Fulmination_(Savage)&amp;diff=1526219</id>
		<title>Eden&#039;s Verse: Fulmination (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Fulmination_(Savage)&amp;diff=1526219"/>
		<updated>2026-08-26T08:20:28Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /*  Heritor of Levin: Ramuh - Abilities and Timeline */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Verse (Savage)|Eden&#039;s Verse: Fulmination}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Verse: Fulmination (Savage)&lt;br /&gt;
| description = The discovery of a second crystal within Eden&#039;s core leads to more questions than answers, and yet again, your mind is assaulted with terrifying visions upon gazing inside. You see foes previously vanquished reborn, more brutal and unrelenting than even your wildest imagination, yet your unwavering resolve forbids you from tearing your eyes away...&lt;br /&gt;
| image =  Eden&#039;s Verse Fulmination (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 470&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = The Gandof Thunder Plains&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|Life Finds a Way}}&lt;br /&gt;
| patch = 5.2&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| id-gt = 30089&lt;br /&gt;
| id-edb = 718aa90e33d&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E5S&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] Heritor of Levin: [[Ramuh (ShB)|Ramuh]] - Abilities and Timeline ==&lt;br /&gt;
The battle against Ramuh takes place on a 40x30 yalm rectangular arena. There are no walls, so running or otherwise being pushed off the platform will result in the player&#039;s death—their corpse re-appearing on the platform a few seconds after.&lt;br /&gt;
&lt;br /&gt;
The platform also features a solid line 15y from the east and west edges, with a second dotted line 11.25y from the edges. These lines can be used as helpful guides against certain abilities throughout the fight.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Ramuh&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Surge Protection Orbs&#039;&#039;&#039;&lt;br /&gt;
|Small blue orbs that are scattered around the arena after certain abilities are used by Ramuh. Touching an orb absorbs it, granting one stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; for 50 seconds.&lt;br /&gt;
&lt;br /&gt;
* {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; can be stacked to a maximum of three. If four stacks are collected, the buff becomes {{Status effect|debuff|File:Static condensation icon1.png|link=File:Static condensation icon1.png}} &#039;&#039;&#039;Static Condensation&#039;&#039;&#039;, reducing healing received for 30 seconds.&lt;br /&gt;
* Both Surge Protection and Static Condensation reduces lightning damage taken by 25%, and additionally prevents instant-death from {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;.&lt;br /&gt;
* One stack of Surge Protection is removed each time the player receives lightning damage. Static Condensation lasts until expiration.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;&lt;br /&gt;
|Ramuh buffs himself with {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;, causing his next ability to kill any player not protected by {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;—and potentially altering its functionality.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Judgement Volts&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide lightning damage. Creates &#039;&#039;&#039;Surge Protection Orbs&#039;&#039;&#039; afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crippling Blow&#039;&#039;&#039;&lt;br /&gt;
|A physical damage [[tankbuster]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stratospear Summons&#039;&#039;&#039;&lt;br /&gt;
|Drops several lightning spears that create a small [[Area of Effect#Static Circle AoE|static circle AoE]] on landing.&lt;br /&gt;
After a certain amount of time (or after a cast of &#039;&#039;&#039;Judgement Jolt&#039;&#039;&#039;) all tall spears detonate into 22.5 radius [[Area of Effect#Static Circle AoE|static circle AoE]] that kills any player in range.&lt;br /&gt;
&lt;br /&gt;
* Stratospears can be destroyed by players being [[Knockback|knocked back]] into them.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Executor Summons&#039;&#039;&#039;&lt;br /&gt;
|Ramuh summons &#039;&#039;&#039;&#039;&#039;Raiden&#039;&#039;&#039;&#039;&#039;, a bird-like entity that attaches a [[Tether (mechanic)#Chase Tether|chase tether]] to the player with the most amount of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; stacks. Should Raiden reach its target, it will instantly kill them.&lt;br /&gt;
&lt;br /&gt;
* If two or more players equally have the highest amount of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; stacks, Raiden will chase the closest.&lt;br /&gt;
* Raiden&#039;s attacks and abilities do not remove Surge Protection stacks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shock Blast&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] from Raiden aimed at their current target.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Stormcloud Summons&#039;&#039;&#039;&lt;br /&gt;
|The four farthest players are marked with purple arrows. The four closest players are marked with orange targeting reticles.&lt;br /&gt;
&lt;br /&gt;
* Each purple arrow creates a Storm Cloud that repeatedly strikes with 7.5y radius [[Area of Effect#Static Circle AoE|static circle AoEs]] at their location.&lt;br /&gt;
** If two Storm Clouds are within 15y of each other, they will combine and repeatedly strike the entire arena, likely wiping the party.&lt;br /&gt;
** Players hit by the Storm Cloud AoE without {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; will receive a stack of {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
* The orange reticle&#039;s debuff the marked with {{Status effect|debuff|File:Hated of levin debuff.png|link=File:Hated of levin debuff.png}} &#039;&#039;&#039;Hated of Levin&#039;&#039;&#039; for 9 seconds. These players repeatedly pulse with a 5y radius [[Area of Effect#Spread Circle|spread circle]] that damages and {{Status effect|debuff|paralysis}} [[Paralysis|&#039;&#039;&#039;Paralyzes&#039;&#039;&#039;]] others in range.&lt;br /&gt;
** Afflicted players will {{Status effect|debuff|hysteria}} &#039;&#039;&#039;[[Hysteria|Panic]]&#039;&#039;&#039; once the debuff expires unless it is cleansed prior by being hit by a Storm Cloud AoE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Levinforce&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] from Ramuh that pushes players 12.5y away. Knockback can be resisted.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tribunal Summons&#039;&#039;&#039;&lt;br /&gt;
|Several small &#039;&#039;&#039;&#039;&#039;Will of Ixions&#039;&#039;&#039;&#039;&#039; appear around the edges of the arena that prepare to dash straight across, dealing high damage, [[knockback]], and {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; to any in their path.&lt;br /&gt;
A larger &#039;&#039;&#039;&#039;&#039;Will of Ramuh&#039;&#039;&#039;&#039;&#039; will appear on the north/south and prepare a [[Knockback#Line Knockback|line knockback]] down the center—the danger range being between the solid lines on the arena floor.&lt;br /&gt;
&lt;br /&gt;
* By default, the line knockback pushes players ~10y away. If Ramuh is buffed with {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;, it will instead push players ~13y away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Thunderstorm&#039;&#039;&#039;&lt;br /&gt;
|Several small [[Area of Effect#Static Circle AoE|static circle AoEs]] are constantly placed at or near players, indicating lightning strikes. Lightning [[Area of Effect#Spread Circle|spread circles]] are placed on all support, then all DPS, but not always in that order.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stepped Leader&#039;&#039;&#039;&lt;br /&gt;
|Places an invisible [[Area of Effect#Static Circle AoE|static circle AoE]] underneath all players at the end of the cast, detonating 2 second later. Players hit take high damage and are inflicted with {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
&lt;br /&gt;
* Under the effects of {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;, the attack instead creates small 5y radius [[Area of Effect#Static Donut AoE|static donut AoEs]] on all players—detonating 1 second after the end of the cast.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Fury&#039;s Fourteen&#039;&#039;&#039;&lt;br /&gt;
|Ramuh buffs himself with 14 stacks of {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;, creates a line of 7 &#039;&#039;&#039;Stratospears&#039;&#039;&#039; on the east and west side of the arena, casts &#039;&#039;&#039;Tribunal Summons&#039;&#039;&#039;, then &#039;&#039;&#039;Centaur&#039;s Charge&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Centaur&#039;s Charge&#039;&#039;&#039;&lt;br /&gt;
|An attack only used with &#039;&#039;&#039;Fury&#039;s Fourteen&#039;&#039;&#039;. Ramuh jumps to the edge of the arena opposite of the &#039;&#039;&#039;&#039;&#039;Will of Ramuh&#039;&#039;&#039;&#039;&#039; and prepares a powerful charge.&lt;br /&gt;
A yellow circle appears in front of Ramuh. Standing inside this circle creates a Duty Action that grants the player the ability to {{Status effect|buff|File:Standing firm icon.png|link=File:Standing firm icon.png}} &#039;&#039;&#039;Stand Firm&#039;&#039;&#039;, taking the brunt of the attack for the party.&lt;br /&gt;
&lt;br /&gt;
* The player {{Status effect|buff|File:Standing firm icon.png|link=File:Standing firm icon.png}} &#039;&#039;&#039;Standing Firm&#039;&#039;&#039; &amp;lt;u&amp;gt;must also be facing Ramuh&amp;lt;/u&amp;gt; in order to absorb the attack.&lt;br /&gt;
* If no player is Standing Firm—or that player is facing the wrong direction—all players will receive extreme physical damage and a lethal amount of [[knockback]].&lt;br /&gt;
* Centaur&#039;s Charge deals an extreme amount of physical damage, even to tanks.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Chain Lightning&#039;&#039;&#039;&lt;br /&gt;
|Both healers are afflicted with 8 stacks of {{Status effect|debuff|File:Electrified debuff 1.png|link=File:Electrified debuff 1.png}} &#039;&#039;&#039;Electrified&#039;&#039;&#039; for 3 seconds. When this debuff expires, it will jump to the closest person, losing one stack in the process. Disappears when all stacks run out.&lt;br /&gt;
After jumping to another player, the previously afflicted are debuffed with {{Status effect|debuff|File:System shock debuff.png|link=File:System shock debuff.png}} &#039;&#039;&#039;System Shock&#039;&#039;&#039; for 9 seconds, causing them to die should they take any lightning damage before the debuff expires.&lt;br /&gt;
&lt;br /&gt;
* As this debuff deals lightning damage, it will quickly remove stacks of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; from players.&lt;br /&gt;
* A small lightning-damage [[Area of Effect#Spread Circle|circle AoE]] occurs around the receiving player when the debuff is transferred, damaging (and potentially killing) others standing too close.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Opening&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
# Stratospear Summons&lt;br /&gt;
# Executor Summons&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Judgement Volts&lt;br /&gt;
# Shock Blast +&lt;br /&gt;
#* Crippling Blow&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Stormcloud #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Stormcloud Summons&lt;br /&gt;
# Levinforce&lt;br /&gt;
# Tribunal Summons&lt;br /&gt;
# Crippling Blow&lt;br /&gt;
# Judgment Volts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Thunderstorm #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Thunderstorm&lt;br /&gt;
# Executor Summons&lt;br /&gt;
# Crippling Blow&lt;br /&gt;
# Stepped Leader&lt;br /&gt;
# Shock Blast&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Fury&#039;s Fourteen #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Fury&#039;s Fourteen&lt;br /&gt;
# Stratospear Summons&lt;br /&gt;
# Tribunal Summons&lt;br /&gt;
# Centaur&#039;s Charge&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Chain Lightning #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Stepped Leader&lt;br /&gt;
# Chain Lightning&lt;br /&gt;
# Crippling Blow&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
# Executor Summons&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Thunderstorm #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Thunderstorm&lt;br /&gt;
# Shock Blast&lt;br /&gt;
# Stepped Leader&lt;br /&gt;
# Crippling Blow&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Fury&#039;s Fourteen #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Fury&#039;s Fourteen&lt;br /&gt;
# Stratospear Summons&lt;br /&gt;
# Tribunal Summons&lt;br /&gt;
# Centaur&#039;s Charge&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Judgement Volts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Chain Lightning #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Stormcloud Summons&lt;br /&gt;
# Levinforce&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
# Chain Lightning&lt;br /&gt;
# Crippling Blow&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Stepped Leader&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Enrage&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Judgement Volts&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Judgement Volts&lt;br /&gt;
# Judgement Volts x2&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Fury&#039;s Fourteen&lt;br /&gt;
# Stratospear Summons&lt;br /&gt;
# Judgement Jolt (Enrage)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Detailed Phase Explanation ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Judgement Volts&#039;&#039;&#039; - Ramuh blasts the battlefield with unavoidable raid-wide damage and spawns numerous &#039;&#039;&#039;Surge Protection Orbs&#039;&#039;&#039; around the arena. At the moment, players won&#039;t need to acquire any.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stratospear Summons (1)&#039;&#039;&#039; - calls down &#039;&#039;&#039;four&#039;&#039;&#039; AoE circles - one in each corner of the arena. After a brief delay, lightning rods (stratospears) will fall at the location of the AoE circles, with one being noticeably smaller than the rest. All participants should move deep into the corner of the smaller stratospear, as the large ones will simultaneously unleash a massive AoE (&#039;&#039;&#039;Judgement Jolt&#039;&#039;&#039;) that will zap anyone nearby for massive damage after a small delay. Due to being AoE-centric, more &#039;&#039;&#039;Surge Protection Orbs&#039;&#039;&#039; will be summoned. At this point, each player should pick up at least one orb for the next mechanic.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Executor Summons&#039;&#039;&#039; - Ramuh calls forth a non-targetable add that will tether to the closest player with the most &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; (stacks). Ideally, this should be the off-tank (who should pick up 2-3 stacks, but never higher than 3). After a delay, the add will glide slowly towards the tethered target, peppering them with auto-attacks along the way. Bear in mind that if this add reaches the tethered player, they will instantly be slain. After some time, the add will unleash a vicious tank-buster (and eventually disperse), so healers must be ready to respond.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039; - which will be cast very shortly after the &#039;&#039;&#039;Executor&#039;&#039;&#039; add has arrived - provides Ramuh with a buff, indicated by three orbs of purple lightning that circle him. Whenever Ramuh has this buff, the next mechanic will become much more potent. Beware!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Furious) Judgement Volts&#039;&#039;&#039; - Ramuh blasts the battlefield with unavoidable raid-wide damage, just like before, except now it is buffed with &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;. Aside from hitting much harder in general, any player who does not have a stack of &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; will be slain on the spot. Make sure to have at least one stack!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crippling Blow&#039;&#039;&#039; is a nasty tank-buster that will be used against Ramuh&#039;s main target throughout the fight. Be sure to mitigate whenever possible. Bear in mind that &#039;&#039;&#039;Crippling Blow&#039;&#039;&#039; is unleashed as a small AoE, meaning anyone caught too close to the main-target will also eat damage.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stormcloud Summons&#039;&#039;&#039; causes Ramuh to mark the four &#039;&#039;&#039;furthest&#039;&#039;&#039; players with stormcloud markers (purple) - similar to normal mode - and the four nearest players with a detonation markers (orange reticules). After a brief delay, all players marked with purple stormcloud markers will drop a lightning spewing cloud at their location which will periodically zap the area beneath it with AoE lightning. Bear in mind that if any stormclouds are dropped too close to each other, they will merge, inflicting unavoidable pain and suffering on the entire raid.&lt;br /&gt;
&lt;br /&gt;
The four players marked for detonation (orange reticles) will acquire &#039;&#039;&#039;Hated of Levin&#039;&#039;&#039; debuffs which will eventually explode for AoE damage around each afflicted target and continue to pulse periodically, dealing moderate damage and inflicting paralysis on anyone (other than the debuffed player) who comes in contact with the AoE&#039;s. To remove the debuff, players with &#039;&#039;&#039;Hated of Levin&#039;&#039;&#039; must stand underneath a &#039;&#039;&#039;Stormcloud&#039;&#039;&#039; and be hit by lightning. Failure to remove the debuff in time will result in the player(s) being &#039;&#039;feared&#039;&#039;, losing control of their character for a long period of time.&lt;br /&gt;
&lt;br /&gt;
A good rule of thumb is to have both tanks and two melee players stand in a spread-out circle around Ramuh as he casts &#039;&#039;&#039;Stormcloud Summons&#039;&#039;&#039;, while both healers (and two ranged, if any) stand in their own corner of the arena. This ensures that the clouds are dropped (without risk of them merging) and those marked for detonation won&#039;t overlap their AoE&#039;s. Once the stormclouds have been dropped and the ranged players move out from underneath them, all four players afflicted with &#039;&#039;&#039;Hated of Levin&#039;&#039;&#039; can then move under their own stormcloud to remove the debuff without risk of clipping other participants.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Levinforce&#039;&#039;&#039; causes Ramuh to inflict a knockback from his current location. Due to overlapping with &#039;&#039;&#039;Stormcloud Summons&#039;&#039;&#039; (after the raid have had time to cleanse their &#039;&#039;&#039;Hated of Levin&#039;&#039;&#039; debuffs), players now run the risk of being knocked under a Stormcloud or even off the platform entrely. As such, all players should move as close to Ramuh as possible and aim themselves so that they remain on the platform, preferably without unnecessary stormcloud damage. Alternatively, players can also utilize &#039;&#039;&#039;knockback immunity cooldowns&#039;&#039;&#039; to be super-safe.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Ramuh may (or may not) cast &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039; - the self-buff that alters his next cast. This will impact the next mechanic, so keep an eye on whether Ramuh has the three floating lightning orbs around him while he begins to cast:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tribunal Summons&#039;&#039;&#039; - creates the &#039;&#039;&#039;Will of Ramuh&#039;&#039;&#039; at the northern edge of the arena centre, along with four &#039;&#039;&#039;Will of Ixion&#039;&#039;&#039;&#039;s to the left and right of the southern edge of the arena. After a brief delay, the &#039;&#039;&#039;Will of Ramuh&#039;&#039;&#039; will charge through the arena centre, inflicting an unavoidable knockback. &#039;&#039;&#039;&#039;&#039;NOTE&#039;&#039;&#039;: the distance of this knockback will depend on whether or not Ramuh cast &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039; beforehand. If Ramuh is buffed, the knockback will be severe. If Ramuh is unbuffed, the knockback will be slightly shorter. Due to the charge-path of the &#039;&#039;&#039;Will of Ramuh&#039;&#039;&#039; and &#039;&#039;&#039;Will of Ixion&#039;&#039;&#039;&#039;s, there is only one safe-spot (the very end of the east or west side of the arena) which all players must be knocked back into. Anyone clipped by &#039;&#039;&#039;Ixion&#039;&#039;&#039;&#039;s or &#039;&#039;&#039;Will of Ramuh&#039;&#039;&#039; will be punted off the platform or slain outright.&lt;br /&gt;
&lt;br /&gt;
As a result of the above, all players must be ready to stack right beside the &#039;&#039;&#039;Will of Ramuh&#039;&#039;&#039; charge-line (if Ramuh is buffed) or step back to the dotted line on the arena floor if Ramuh is unbuffed. Failure to do so will likely result in an untimely death.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crippling Blow&#039;&#039;&#039; – Ramuh&#039;s main-target tank-buster – immediately follows. Be ready to mitigate!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Judgement Volts&#039;&#039;&#039; – the unavoidable raid-wide AoE – will happen directly after the tank-buster. Healers beware! As always, this AoE shall spawn additional &#039;&#039;&#039;Surge Protection Orbs&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039; will buff Ramuh once again, lending him increased potency.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thunderstorm&#039;&#039;&#039; will bombard the entire arena with a barrage of small AoE circles in random fashion, just like normal mode, forcing the raid the stay on their toes and continuously dodge the assault. Simultaneously, four players (starting with all damage-dealers) will be marked with circles of lightning that will detonate after a brief delay, damaging the target and anyone else within the circle. If marked players (or anyone else inside the circles) have no &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;, the resulting AoE blasts will kill them outright. After the first four blasts against the damage dealers, all tanks and healers will be marked with a secondary wave of marks. Simply spread out to avoid clipping fellow teammates and make sure to have at least one &#039;&#039;&#039;Surge Protection Orb&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Executor Summons&#039;&#039;&#039; will be cast once more, summoning an add that will tether to the closest player with the most stacks of &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;. Just like earlier, the off-tank should make sure they have 2-3 stacks so that they become the target. Don&#039;t forget – the add will slowly move towards the tethered target while using auto-attacks and kill the tethered player if it reaches them. After a while, it will utilize a tank-buster and eventually dissipate. Bear in mind – the raid will have to deal with this add during multiple upcoming mechanics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Unbuffed) Stepped Leader&#039;&#039;&#039; creates dark AoE circles (non-telegraphed) under every player as soon as it is cast. If players do not move from their original position after &#039;&#039;&#039;Stepped Leader&#039;&#039;&#039; goes off, they will take high damage and suffer &#039;&#039;&#039;Damage Down&#039;&#039;&#039; debuffs. To avoid, simply move a few steps in any direction as soon as Ramuh has finished casting &#039;&#039;&#039;Stepped Leader&#039;&#039;&#039;, and make sure not to be stacking with fellow teammates.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Judgement Volts&#039;&#039;&#039; – the unavoidable raid-wide AoE – will happen directly after the add uses its tank-buster. As always, this AoE shall spawn additional &#039;&#039;&#039;Surge Protection Orbs&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fury&#039;s Fourteen (1)&#039;&#039;&#039; creates fourteen &#039;buffed&#039; stratosphere (lightning rods) on the platform - seven to the east and seven to the west - all in a straight line from north-to-south. Simultaneously, Ramuh will summon multiple &#039;&#039;&#039;Will of Ixion&#039;&#039;&#039; on either the east or west side of the arena, making that side totally unsafe. Once done, Ramuh will move to the north or south of the arena and prepare a &#039;&#039;&#039;Centaur&#039;s Charge&#039;&#039;&#039; which, much like the &#039;&#039;&#039;Will of Ixion&#039;&#039;&#039;, will knock all players sideways from the centre. Bear in mind that &#039;&#039;&#039;Centaur&#039;s Charge&#039;&#039;&#039; also requires the main-tank to move into a circle telegraph directly in front of the boss and activate a &#039;&#039;&#039;Duty Action&#039;&#039;&#039;, as well as all the mitigation they can muster.&lt;br /&gt;
&lt;br /&gt;
With a knockback imminent and the &#039;&#039;&#039;Will of Ixion&#039;&#039;&#039;&#039;s taking up one side of the arena, the remaining seven players must align themselves so that they are knocked back into the clear side of the arena. Additionally, each individual player must be knocked through a stratosphere, as doing so will destroy it. Seeing as the main-tank will be standing in front of Ramuh, that leaves seven players (one per stratosphere). After a delay, all undestroyed stratosphere&#039;s will detonate, unleashing massive AoE damage. Destroying all seven stratosphere&#039;s on the safe side of the arena will ensure that the raid will be safe.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Furious) Stepped Leader&#039;&#039;&#039; will be cast after Ramuh buffs himself with &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;. Unlike the unbuffed version (which previously spawned dark AoE circles underneath players), this buffed version will instead create small donut AoE&#039;s at each player as soon as it has been cast. To combat this, all players must stack (or spread far enough apart) before Ramuh finishes casting.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chain Lightning&#039;&#039;&#039; inflicts both Healers with an 8-stack debuff that will be passed on to the closest player after a short duration. With each jump, a stack is removed, and the person who passed on the debuff will be afflicted with &#039;&#039;&#039;System Shock&#039;&#039;&#039; for a short period of time. If anyone with &#039;&#039;&#039;System Shock&#039;&#039;&#039; re-acquires &#039;&#039;&#039;Chain Lightning&#039;&#039;&#039;, they will immediately be slain. This means that co-ordinated passing of the debuff is required until both debuffs reach 0 stacks (and thus dissipates). A good rule of thumb is to have one healer on opposite sides of the boss and have both debuffs passed in a clockwise or counter-clockwise manner.&lt;br /&gt;
Bear in mind that Ramuh will cast &#039;&#039;&#039;Crippling Blow&#039;&#039;&#039; – the slight AoE tankbuster - during this phase. As a result, make sure not to stand too close to the main-target when passing on &#039;&#039;&#039;Chain Lightning&#039;&#039;&#039; as you risk being slaughtered by the tank-buster in the process. Ramuh will also cast &#039;&#039;&#039;Judgement Volts&#039;&#039;&#039; (unavoidable raid-wide damage) during the process, so Healers must pay extra attention to those passing &#039;&#039;&#039;Chain Lightning&#039;&#039;&#039; as it does inflict damage with each pass. Note that &#039;&#039;&#039;Judgement Volts&#039;&#039;&#039; will spawn more &#039;&#039;&#039;Surge Protection Orbs&#039;&#039;&#039; just like before. The off-tank should grab a few in preparation for:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Executor Summons&#039;&#039;&#039; spawns the add that tethers to the closest player with the most stacks of &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;. Once again, the off-tank should make sure they have 2-3 stacks so that they become the target, while everyone else makes sure to have at least 1 stack for future mechanics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thunderstorm&#039;&#039;&#039; will bombard the entire arena with a barrage of small AoE circles once again, forcing the raid to continuously dodge the assault. Don&#039;t forget that during this time, four players will be marked with circles of lightning that will detonate after a brief delay, damaging the target and anyone else within the circle (killing them if they have no &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;). After the first four blasts, the remaining four players will be marked as well. During this whole ordeal, the off-tank will also have to keep kiting the &#039;&#039;&#039;Exectutor&#039;&#039;&#039; add (which will remain a lot longer than the previous adds, even after its inevitable tank-buster).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Unbuffed) Stepped Leader&#039;&#039;&#039; will create dark AoE circles under every player as soon as it is cast, just like before. Make sure to move a few steps away as soon as Ramuh has finished casting.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crippling Blow&#039;&#039;&#039; – Ramuh&#039;s main-target tank-buster – will be used as soon as &#039;&#039;&#039;Stepped Leader&#039;&#039;&#039; has concluded, followed by &#039;&#039;&#039;Judgement Volts&#039;&#039;&#039;, spawning more &#039;&#039;&#039;Surge Protection Orbs&#039;&#039;&#039; for the following mechanics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fury&#039;s Fourteen (2)&#039;&#039;&#039; creates fourteen stratosphere (lightning rods) on the platform just like earlier, along with the &#039;&#039;&#039;Will of Ixion&#039;&#039;&#039; to make one side of the arena unsafe. Players must deal with the mechanics the same way as before, except now, there will also be adds charging horizontally as well, leaving only one safe horizontal lane. Once all players have been knocked through a stratosphere (like before), everyone will have a brief moment to move into the safe lane and avoid the horizontal charge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Furious) Judgement Volts&#039;&#039;&#039; will blast the raid once more, killing anyone who doesn&#039;t have at least one stack of &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stormcloud Summons&#039;&#039;&#039; causes Ramuh to mark the four &#039;&#039;&#039;furthest&#039;&#039;&#039; players with stormcloud markers (purple) and the four nearest players with a detonation markers (orange reticules), just like earlier. These mechanics (including the followup knockback) are handled the exact same way as they were earlier, so make sure to keep the clouds apart, get zapped once if you have the debuff, and prepare to be knocked back by Ramuh afterwards if you have no knockback immunity.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Judgement Volts&#039;&#039;&#039; once again blasts the entire raid with unavoidable damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chain Lightning&#039;&#039;&#039; inflicts both Healers with 8-stack debuffs once again (handled in the exact same manner as before). Make sure to pre-position and avoid passing the debuff to anyone with &#039;&#039;&#039;System Shock&#039;&#039;&#039;, typically in a clockwise or counter-clockwise rotation with one healer on opposite sides of the boss. Don&#039;t forget that Ramuh will execute &#039;&#039;&#039;Crippling Blow&#039;&#039;&#039; and &#039;&#039;&#039;Judgement Volts&#039;&#039;&#039; during the process.&lt;br /&gt;
&lt;br /&gt;
*Ramuh will now execute &#039;&#039;&#039;Stepped Leader&#039;&#039;&#039; (buffed or unbuffed). If you see &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039; being cast (or notice the three lightning orbs circling Ramuh), then &#039;&#039;&#039;Stepped Leader&#039;&#039;&#039; will involve donut AoE&#039;s around each player once it is cast. If not, all players will have to dodge the AoE circles like before.&lt;br /&gt;
&lt;br /&gt;
*Shortly afterward, &#039;&#039;&#039;(Furious) Judgement Volts&#039;&#039;&#039; will blast the raid yet again. Make sure to have at least one stack of &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;! To make matters worse, Ramuh will use another (normal) &#039;&#039;&#039;Judgement Volts&#039;&#039;&#039; to test the healers further. Afterward, &#039;&#039;&#039;(Furious) Judgement Volts&#039;&#039;&#039;, followed by two consecutive &#039;&#039;&#039;Judgement Volts&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Assuming you survive the AoE onslaught, Ramuh will cast casting &#039;&#039;&#039;Stratosphere Summons&#039;&#039;&#039;, leaving no safe-spot, along with a lengthy cast of &#039;&#039;&#039;Judgment Jolt&#039;&#039;&#039;. The raid must defeat Ramuh before this cast finishes or suffer a wipe.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item reward|1|Book of Fulmination}} (Guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenchoir Earring Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Bracelet Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Necklace Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Ring Coffer (IL 500)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenchoir Earring Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Bracelet Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Necklace Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Ring Coffer (IL 500)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Twice Stricken}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
E5S.png&lt;br /&gt;
E5 boss.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Fulmination_(Savage)&amp;diff=1526218</id>
		<title>Eden&#039;s Verse: Fulmination (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Fulmination_(Savage)&amp;diff=1526218"/>
		<updated>2026-08-26T08:17:19Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /*  Heritor of Levin: Ramuh - Abilities and Timeline */ Added facing direction note to Centaur&amp;#039;s Charge&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Verse (Savage)|Eden&#039;s Verse: Fulmination}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Verse: Fulmination (Savage)&lt;br /&gt;
| description = The discovery of a second crystal within Eden&#039;s core leads to more questions than answers, and yet again, your mind is assaulted with terrifying visions upon gazing inside. You see foes previously vanquished reborn, more brutal and unrelenting than even your wildest imagination, yet your unwavering resolve forbids you from tearing your eyes away...&lt;br /&gt;
| image =  Eden&#039;s Verse Fulmination (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 470&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = The Gandof Thunder Plains&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|Life Finds a Way}}&lt;br /&gt;
| patch = 5.2&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| id-gt = 30089&lt;br /&gt;
| id-edb = 718aa90e33d&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E5S&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] Heritor of Levin: [[Ramuh (ShB)|Ramuh]] - Abilities and Timeline ==&lt;br /&gt;
The battle against Ramuh takes place on a 40x30 yalm rectangular arena. There are no walls, so running or otherwise being pushed off the platform will result in the player&#039;s death—their corpse re-appearing on the platform a few seconds after.&lt;br /&gt;
&lt;br /&gt;
The platform also features a solid line 15y from the east and west edges, with a second dotted line 11.25y from the edges. These lines can be used as helpful guides against certain abilities throughout the fight.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Ramuh&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Surge Protection Orbs&#039;&#039;&#039;&lt;br /&gt;
|Small blue orbs that are scattered around the arena after certain abilities are used by Ramuh. Touching an orb absorbs it, granting one stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; for 50 seconds.&lt;br /&gt;
&lt;br /&gt;
* {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; can be stacked to a maximum of three. If four stacks are collected, the buff becomes {{Status effect|debuff|File:Static condensation icon1.png|link=File:Static condensation icon1.png}} &#039;&#039;&#039;Static Condensation&#039;&#039;&#039;, reducing healing received for 30 seconds.&lt;br /&gt;
* Both Surge Protection and Static Condensation reduces lightning damage taken by 25%, and additionally prevents instant-death from {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;.&lt;br /&gt;
* One stack of Surge Protection is removed each time the player receives lightning damage. Static Condensation lasts until expiration.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;&lt;br /&gt;
|Ramuh buffs himself with {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;, causing his next ability to kill any player not protected by {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;—and potentially altering its functionality.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Judgement Volts&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide lightning damage. Creates &#039;&#039;&#039;Surge Protection Orbs&#039;&#039;&#039; afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crippling Blow&#039;&#039;&#039;&lt;br /&gt;
|A physical damage [[tankbuster]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stratospear Summons&#039;&#039;&#039;&lt;br /&gt;
|Drops several lightning spears that create a small [[Area of Effect#Static Circle AoE|static circle AoE]] on landing.&lt;br /&gt;
After a certain amount of time (or after a cast of &#039;&#039;&#039;Judgement Jolt&#039;&#039;&#039;) all tall spears detonate into 22.5 radius [[Area of Effect#Static Circle AoE|static circle AoE]] that kills any player in range.&lt;br /&gt;
&lt;br /&gt;
* Stratospears can be destroyed by players being [[Knockback|knocked back]] into them.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Executor Summons&#039;&#039;&#039;&lt;br /&gt;
|Ramuh summons &#039;&#039;&#039;&#039;&#039;Raiden&#039;&#039;&#039;&#039;&#039;, a bird-like entity that attaches a [[Tether (mechanic)#Chase Tether|chase tether]] to the player with the most amount of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; stacks. Should Raiden reach its target, it will instantly kill them.&lt;br /&gt;
&lt;br /&gt;
* If two or more players equally have the highest amount of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; stacks, Raiden will chase the closest.&lt;br /&gt;
* Raiden&#039;s attacks and abilities do not remove Surge Protection stacks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shock Blast&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] from Raiden aimed at their current target.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Stormcloud Summons&#039;&#039;&#039;&lt;br /&gt;
|The four farthest players are marked with purple arrows. The four closest players are marked with orange targeting reticles.&lt;br /&gt;
&lt;br /&gt;
* Each purple arrow creates a Storm Cloud that repeatedly strikes with 7.5y radius [[Area of Effect#Static Circle AoE|static circle AoEs]] at their location.&lt;br /&gt;
** If two Storm Clouds are within 15y of each other, they will combine and repeatedly strike the entire arena, likely wiping the party.&lt;br /&gt;
** Players hit by the Storm Cloud AoE without {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; will receive a stack of {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
* The orange reticle&#039;s debuff the marked with {{Status effect|debuff|File:Hated of levin debuff.png|link=File:Hated of levin debuff.png}} &#039;&#039;&#039;Hated of Levin&#039;&#039;&#039; for 9 seconds. These players repeatedly pulse with a 5y radius [[Area of Effect#Spread Circle|spread circle]] that damages and {{Status effect|debuff|paralysis}} [[Paralysis|&#039;&#039;&#039;Paralyzes&#039;&#039;&#039;]] others in range.&lt;br /&gt;
** Afflicted players will {{Status effect|debuff|hysteria}} &#039;&#039;&#039;[[Hysteria|Panic]]&#039;&#039;&#039; once the debuff expires unless it is cleansed prior by being hit by a Storm Cloud AoE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Levinforce&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] from Ramuh that pushes players 12.5y away. Knockback can be resisted.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tribunal Summons&#039;&#039;&#039;&lt;br /&gt;
|Several small &#039;&#039;&#039;&#039;&#039;Will of Ixions&#039;&#039;&#039;&#039;&#039; appear around the edges of the arena that prepare to dash straight across, dealing high damage, [[knockback]], and {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; to any in their path.&lt;br /&gt;
A larger &#039;&#039;&#039;&#039;&#039;Will of Ramuh&#039;&#039;&#039;&#039;&#039; will appear on the north/south and prepare a [[Knockback#Line Knockback|line knockback]] down the center—the danger range being between the solid lines on the arena floor.&lt;br /&gt;
&lt;br /&gt;
* By default, the line knockback pushes players ~10y away. If Ramuh is buffed with {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;, it will instead push players ~13y away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Thunderstorm&#039;&#039;&#039;&lt;br /&gt;
|Several small [[Area of Effect#Static Circle AoE|static circle AoEs]] are constantly placed at or near players, indicating lightning strikes. Lightning [[Area of Effect#Spread Circle|spread circles]] are placed on all support, then all DPS, but not always in that order.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stepped Leader&#039;&#039;&#039;&lt;br /&gt;
|Places an invisible [[Area of Effect#Static Circle AoE|static circle AoE]] underneath all players at the end of the cast, detonating 2 second later. Players hit take high damage and are inflicted with {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
&lt;br /&gt;
* Under the effects of {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;, the attack instead creates small 5y radius [[Area of Effect#Static Donut AoE|static donut AoEs]] on all players—detonating 1 second after the end of the cast.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Fury&#039;s Fourteen&#039;&#039;&#039;&lt;br /&gt;
|Ramuh buffs himself with 14 stacks of {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;, creates a line of 7 &#039;&#039;&#039;Stratospears&#039;&#039;&#039; on the east and west side of the arena, casts &#039;&#039;&#039;Tribunal Summons&#039;&#039;&#039;, then &#039;&#039;&#039;Centaur&#039;s Charge&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Centaur&#039;s Charge&#039;&#039;&#039;&lt;br /&gt;
|An attack only used with &#039;&#039;&#039;Fury&#039;s Fourteen&#039;&#039;&#039;. Ramuh jumps to the edge of the arena opposite of the &#039;&#039;&#039;&#039;&#039;Will of Ramuh&#039;&#039;&#039;&#039;&#039; and prepares a powerful charge.&lt;br /&gt;
A yellow circle appears in front of Ramuh. Standing inside this circle creates a Duty Action that grants the player the ability to {{Status effect|buff|File:Standing firm icon.png|link=File:Standing firm icon.png}} &#039;&#039;&#039;Stand Firm&#039;&#039;&#039;, taking the brunt of the attack for the party.&lt;br /&gt;
&lt;br /&gt;
* The player {{Status effect|buff|File:Standing firm icon.png|link=File:Standing firm icon.png}} &#039;&#039;&#039;Standing Firm&#039;&#039;&#039; &amp;lt;u&amp;gt;must also be facing Ramuh&amp;lt;/u&amp;gt; in order to absorb the attack.&lt;br /&gt;
* If no player is Standing Firm—or that player is facing the wrong direction—all players will receive extreme physical damage and a lethal amount of [[knockback]].&lt;br /&gt;
* Centaur&#039;s Charge deals an extreme amount of physical damage, even to tanks.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Chain Lightning&#039;&#039;&#039;&lt;br /&gt;
|Both healers are afflicted with 8 stacks of {{Status effect|debuff|File:Electrified debuff 1.png|link=File:Electrified debuff 1.png}} &#039;&#039;&#039;Electrified&#039;&#039;&#039; for 3 seconds. When this debuff expires, it will jump to the closest person, losing one stack in the process. Disappears when all stacks run out.&lt;br /&gt;
After jumping to another player, the previously afflicted are debuffed with {{Status effect|debuff|File:System shock debuff.png|link=File:System shock debuff.png}} &#039;&#039;&#039;System Shock&#039;&#039;&#039; for 9 seconds, causing them to die should they take any lightning damage before the debuff expires.&lt;br /&gt;
&lt;br /&gt;
* As this debuff deals lightning damage, it will quickly remove stacks of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; from players.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Opening&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
# Stratospear Summons&lt;br /&gt;
# Executor Summons&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Judgement Volts&lt;br /&gt;
# Shock Blast +&lt;br /&gt;
#* Crippling Blow&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Stormcloud #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Stormcloud Summons&lt;br /&gt;
# Levinforce&lt;br /&gt;
# Tribunal Summons&lt;br /&gt;
# Crippling Blow&lt;br /&gt;
# Judgment Volts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Thunderstorm #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Thunderstorm&lt;br /&gt;
# Executor Summons&lt;br /&gt;
# Crippling Blow&lt;br /&gt;
# Stepped Leader&lt;br /&gt;
# Shock Blast&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Fury&#039;s Fourteen #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Fury&#039;s Fourteen&lt;br /&gt;
# Stratospear Summons&lt;br /&gt;
# Tribunal Summons&lt;br /&gt;
# Centaur&#039;s Charge&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Chain Lightning #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Stepped Leader&lt;br /&gt;
# Chain Lightning&lt;br /&gt;
# Crippling Blow&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
# Executor Summons&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Thunderstorm #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Thunderstorm&lt;br /&gt;
# Shock Blast&lt;br /&gt;
# Stepped Leader&lt;br /&gt;
# Crippling Blow&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Fury&#039;s Fourteen #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Fury&#039;s Fourteen&lt;br /&gt;
# Stratospear Summons&lt;br /&gt;
# Tribunal Summons&lt;br /&gt;
# Centaur&#039;s Charge&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Judgement Volts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Chain Lightning #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Stormcloud Summons&lt;br /&gt;
# Levinforce&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
# Chain Lightning&lt;br /&gt;
# Crippling Blow&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Stepped Leader&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Enrage&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Judgement Volts&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Judgement Volts&lt;br /&gt;
# Judgement Volts x2&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Fury&#039;s Fourteen&lt;br /&gt;
# Stratospear Summons&lt;br /&gt;
# Judgement Jolt (Enrage)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Detailed Phase Explanation ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Judgement Volts&#039;&#039;&#039; - Ramuh blasts the battlefield with unavoidable raid-wide damage and spawns numerous &#039;&#039;&#039;Surge Protection Orbs&#039;&#039;&#039; around the arena. At the moment, players won&#039;t need to acquire any.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stratospear Summons (1)&#039;&#039;&#039; - calls down &#039;&#039;&#039;four&#039;&#039;&#039; AoE circles - one in each corner of the arena. After a brief delay, lightning rods (stratospears) will fall at the location of the AoE circles, with one being noticeably smaller than the rest. All participants should move deep into the corner of the smaller stratospear, as the large ones will simultaneously unleash a massive AoE (&#039;&#039;&#039;Judgement Jolt&#039;&#039;&#039;) that will zap anyone nearby for massive damage after a small delay. Due to being AoE-centric, more &#039;&#039;&#039;Surge Protection Orbs&#039;&#039;&#039; will be summoned. At this point, each player should pick up at least one orb for the next mechanic.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Executor Summons&#039;&#039;&#039; - Ramuh calls forth a non-targetable add that will tether to the closest player with the most &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; (stacks). Ideally, this should be the off-tank (who should pick up 2-3 stacks, but never higher than 3). After a delay, the add will glide slowly towards the tethered target, peppering them with auto-attacks along the way. Bear in mind that if this add reaches the tethered player, they will instantly be slain. After some time, the add will unleash a vicious tank-buster (and eventually disperse), so healers must be ready to respond.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039; - which will be cast very shortly after the &#039;&#039;&#039;Executor&#039;&#039;&#039; add has arrived - provides Ramuh with a buff, indicated by three orbs of purple lightning that circle him. Whenever Ramuh has this buff, the next mechanic will become much more potent. Beware!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Furious) Judgement Volts&#039;&#039;&#039; - Ramuh blasts the battlefield with unavoidable raid-wide damage, just like before, except now it is buffed with &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;. Aside from hitting much harder in general, any player who does not have a stack of &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; will be slain on the spot. Make sure to have at least one stack!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crippling Blow&#039;&#039;&#039; is a nasty tank-buster that will be used against Ramuh&#039;s main target throughout the fight. Be sure to mitigate whenever possible. Bear in mind that &#039;&#039;&#039;Crippling Blow&#039;&#039;&#039; is unleashed as a small AoE, meaning anyone caught too close to the main-target will also eat damage.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stormcloud Summons&#039;&#039;&#039; causes Ramuh to mark the four &#039;&#039;&#039;furthest&#039;&#039;&#039; players with stormcloud markers (purple) - similar to normal mode - and the four nearest players with a detonation markers (orange reticules). After a brief delay, all players marked with purple stormcloud markers will drop a lightning spewing cloud at their location which will periodically zap the area beneath it with AoE lightning. Bear in mind that if any stormclouds are dropped too close to each other, they will merge, inflicting unavoidable pain and suffering on the entire raid.&lt;br /&gt;
&lt;br /&gt;
The four players marked for detonation (orange reticles) will acquire &#039;&#039;&#039;Hated of Levin&#039;&#039;&#039; debuffs which will eventually explode for AoE damage around each afflicted target and continue to pulse periodically, dealing moderate damage and inflicting paralysis on anyone (other than the debuffed player) who comes in contact with the AoE&#039;s. To remove the debuff, players with &#039;&#039;&#039;Hated of Levin&#039;&#039;&#039; must stand underneath a &#039;&#039;&#039;Stormcloud&#039;&#039;&#039; and be hit by lightning. Failure to remove the debuff in time will result in the player(s) being &#039;&#039;feared&#039;&#039;, losing control of their character for a long period of time.&lt;br /&gt;
&lt;br /&gt;
A good rule of thumb is to have both tanks and two melee players stand in a spread-out circle around Ramuh as he casts &#039;&#039;&#039;Stormcloud Summons&#039;&#039;&#039;, while both healers (and two ranged, if any) stand in their own corner of the arena. This ensures that the clouds are dropped (without risk of them merging) and those marked for detonation won&#039;t overlap their AoE&#039;s. Once the stormclouds have been dropped and the ranged players move out from underneath them, all four players afflicted with &#039;&#039;&#039;Hated of Levin&#039;&#039;&#039; can then move under their own stormcloud to remove the debuff without risk of clipping other participants.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Levinforce&#039;&#039;&#039; causes Ramuh to inflict a knockback from his current location. Due to overlapping with &#039;&#039;&#039;Stormcloud Summons&#039;&#039;&#039; (after the raid have had time to cleanse their &#039;&#039;&#039;Hated of Levin&#039;&#039;&#039; debuffs), players now run the risk of being knocked under a Stormcloud or even off the platform entrely. As such, all players should move as close to Ramuh as possible and aim themselves so that they remain on the platform, preferably without unnecessary stormcloud damage. Alternatively, players can also utilize &#039;&#039;&#039;knockback immunity cooldowns&#039;&#039;&#039; to be super-safe.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Ramuh may (or may not) cast &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039; - the self-buff that alters his next cast. This will impact the next mechanic, so keep an eye on whether Ramuh has the three floating lightning orbs around him while he begins to cast:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tribunal Summons&#039;&#039;&#039; - creates the &#039;&#039;&#039;Will of Ramuh&#039;&#039;&#039; at the northern edge of the arena centre, along with four &#039;&#039;&#039;Will of Ixion&#039;&#039;&#039;&#039;s to the left and right of the southern edge of the arena. After a brief delay, the &#039;&#039;&#039;Will of Ramuh&#039;&#039;&#039; will charge through the arena centre, inflicting an unavoidable knockback. &#039;&#039;&#039;&#039;&#039;NOTE&#039;&#039;&#039;: the distance of this knockback will depend on whether or not Ramuh cast &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039; beforehand. If Ramuh is buffed, the knockback will be severe. If Ramuh is unbuffed, the knockback will be slightly shorter. Due to the charge-path of the &#039;&#039;&#039;Will of Ramuh&#039;&#039;&#039; and &#039;&#039;&#039;Will of Ixion&#039;&#039;&#039;&#039;s, there is only one safe-spot (the very end of the east or west side of the arena) which all players must be knocked back into. Anyone clipped by &#039;&#039;&#039;Ixion&#039;&#039;&#039;&#039;s or &#039;&#039;&#039;Will of Ramuh&#039;&#039;&#039; will be punted off the platform or slain outright.&lt;br /&gt;
&lt;br /&gt;
As a result of the above, all players must be ready to stack right beside the &#039;&#039;&#039;Will of Ramuh&#039;&#039;&#039; charge-line (if Ramuh is buffed) or step back to the dotted line on the arena floor if Ramuh is unbuffed. Failure to do so will likely result in an untimely death.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crippling Blow&#039;&#039;&#039; – Ramuh&#039;s main-target tank-buster – immediately follows. Be ready to mitigate!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Judgement Volts&#039;&#039;&#039; – the unavoidable raid-wide AoE – will happen directly after the tank-buster. Healers beware! As always, this AoE shall spawn additional &#039;&#039;&#039;Surge Protection Orbs&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039; will buff Ramuh once again, lending him increased potency.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thunderstorm&#039;&#039;&#039; will bombard the entire arena with a barrage of small AoE circles in random fashion, just like normal mode, forcing the raid the stay on their toes and continuously dodge the assault. Simultaneously, four players (starting with all damage-dealers) will be marked with circles of lightning that will detonate after a brief delay, damaging the target and anyone else within the circle. If marked players (or anyone else inside the circles) have no &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;, the resulting AoE blasts will kill them outright. After the first four blasts against the damage dealers, all tanks and healers will be marked with a secondary wave of marks. Simply spread out to avoid clipping fellow teammates and make sure to have at least one &#039;&#039;&#039;Surge Protection Orb&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Executor Summons&#039;&#039;&#039; will be cast once more, summoning an add that will tether to the closest player with the most stacks of &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;. Just like earlier, the off-tank should make sure they have 2-3 stacks so that they become the target. Don&#039;t forget – the add will slowly move towards the tethered target while using auto-attacks and kill the tethered player if it reaches them. After a while, it will utilize a tank-buster and eventually dissipate. Bear in mind – the raid will have to deal with this add during multiple upcoming mechanics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Unbuffed) Stepped Leader&#039;&#039;&#039; creates dark AoE circles (non-telegraphed) under every player as soon as it is cast. If players do not move from their original position after &#039;&#039;&#039;Stepped Leader&#039;&#039;&#039; goes off, they will take high damage and suffer &#039;&#039;&#039;Damage Down&#039;&#039;&#039; debuffs. To avoid, simply move a few steps in any direction as soon as Ramuh has finished casting &#039;&#039;&#039;Stepped Leader&#039;&#039;&#039;, and make sure not to be stacking with fellow teammates.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Judgement Volts&#039;&#039;&#039; – the unavoidable raid-wide AoE – will happen directly after the add uses its tank-buster. As always, this AoE shall spawn additional &#039;&#039;&#039;Surge Protection Orbs&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fury&#039;s Fourteen (1)&#039;&#039;&#039; creates fourteen &#039;buffed&#039; stratosphere (lightning rods) on the platform - seven to the east and seven to the west - all in a straight line from north-to-south. Simultaneously, Ramuh will summon multiple &#039;&#039;&#039;Will of Ixion&#039;&#039;&#039; on either the east or west side of the arena, making that side totally unsafe. Once done, Ramuh will move to the north or south of the arena and prepare a &#039;&#039;&#039;Centaur&#039;s Charge&#039;&#039;&#039; which, much like the &#039;&#039;&#039;Will of Ixion&#039;&#039;&#039;, will knock all players sideways from the centre. Bear in mind that &#039;&#039;&#039;Centaur&#039;s Charge&#039;&#039;&#039; also requires the main-tank to move into a circle telegraph directly in front of the boss and activate a &#039;&#039;&#039;Duty Action&#039;&#039;&#039;, as well as all the mitigation they can muster.&lt;br /&gt;
&lt;br /&gt;
With a knockback imminent and the &#039;&#039;&#039;Will of Ixion&#039;&#039;&#039;&#039;s taking up one side of the arena, the remaining seven players must align themselves so that they are knocked back into the clear side of the arena. Additionally, each individual player must be knocked through a stratosphere, as doing so will destroy it. Seeing as the main-tank will be standing in front of Ramuh, that leaves seven players (one per stratosphere). After a delay, all undestroyed stratosphere&#039;s will detonate, unleashing massive AoE damage. Destroying all seven stratosphere&#039;s on the safe side of the arena will ensure that the raid will be safe.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Furious) Stepped Leader&#039;&#039;&#039; will be cast after Ramuh buffs himself with &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;. Unlike the unbuffed version (which previously spawned dark AoE circles underneath players), this buffed version will instead create small donut AoE&#039;s at each player as soon as it has been cast. To combat this, all players must stack (or spread far enough apart) before Ramuh finishes casting.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chain Lightning&#039;&#039;&#039; inflicts both Healers with an 8-stack debuff that will be passed on to the closest player after a short duration. With each jump, a stack is removed, and the person who passed on the debuff will be afflicted with &#039;&#039;&#039;System Shock&#039;&#039;&#039; for a short period of time. If anyone with &#039;&#039;&#039;System Shock&#039;&#039;&#039; re-acquires &#039;&#039;&#039;Chain Lightning&#039;&#039;&#039;, they will immediately be slain. This means that co-ordinated passing of the debuff is required until both debuffs reach 0 stacks (and thus dissipates). A good rule of thumb is to have one healer on opposite sides of the boss and have both debuffs passed in a clockwise or counter-clockwise manner.&lt;br /&gt;
Bear in mind that Ramuh will cast &#039;&#039;&#039;Crippling Blow&#039;&#039;&#039; – the slight AoE tankbuster - during this phase. As a result, make sure not to stand too close to the main-target when passing on &#039;&#039;&#039;Chain Lightning&#039;&#039;&#039; as you risk being slaughtered by the tank-buster in the process. Ramuh will also cast &#039;&#039;&#039;Judgement Volts&#039;&#039;&#039; (unavoidable raid-wide damage) during the process, so Healers must pay extra attention to those passing &#039;&#039;&#039;Chain Lightning&#039;&#039;&#039; as it does inflict damage with each pass. Note that &#039;&#039;&#039;Judgement Volts&#039;&#039;&#039; will spawn more &#039;&#039;&#039;Surge Protection Orbs&#039;&#039;&#039; just like before. The off-tank should grab a few in preparation for:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Executor Summons&#039;&#039;&#039; spawns the add that tethers to the closest player with the most stacks of &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;. Once again, the off-tank should make sure they have 2-3 stacks so that they become the target, while everyone else makes sure to have at least 1 stack for future mechanics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thunderstorm&#039;&#039;&#039; will bombard the entire arena with a barrage of small AoE circles once again, forcing the raid to continuously dodge the assault. Don&#039;t forget that during this time, four players will be marked with circles of lightning that will detonate after a brief delay, damaging the target and anyone else within the circle (killing them if they have no &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;). After the first four blasts, the remaining four players will be marked as well. During this whole ordeal, the off-tank will also have to keep kiting the &#039;&#039;&#039;Exectutor&#039;&#039;&#039; add (which will remain a lot longer than the previous adds, even after its inevitable tank-buster).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Unbuffed) Stepped Leader&#039;&#039;&#039; will create dark AoE circles under every player as soon as it is cast, just like before. Make sure to move a few steps away as soon as Ramuh has finished casting.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crippling Blow&#039;&#039;&#039; – Ramuh&#039;s main-target tank-buster – will be used as soon as &#039;&#039;&#039;Stepped Leader&#039;&#039;&#039; has concluded, followed by &#039;&#039;&#039;Judgement Volts&#039;&#039;&#039;, spawning more &#039;&#039;&#039;Surge Protection Orbs&#039;&#039;&#039; for the following mechanics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fury&#039;s Fourteen (2)&#039;&#039;&#039; creates fourteen stratosphere (lightning rods) on the platform just like earlier, along with the &#039;&#039;&#039;Will of Ixion&#039;&#039;&#039; to make one side of the arena unsafe. Players must deal with the mechanics the same way as before, except now, there will also be adds charging horizontally as well, leaving only one safe horizontal lane. Once all players have been knocked through a stratosphere (like before), everyone will have a brief moment to move into the safe lane and avoid the horizontal charge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Furious) Judgement Volts&#039;&#039;&#039; will blast the raid once more, killing anyone who doesn&#039;t have at least one stack of &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stormcloud Summons&#039;&#039;&#039; causes Ramuh to mark the four &#039;&#039;&#039;furthest&#039;&#039;&#039; players with stormcloud markers (purple) and the four nearest players with a detonation markers (orange reticules), just like earlier. These mechanics (including the followup knockback) are handled the exact same way as they were earlier, so make sure to keep the clouds apart, get zapped once if you have the debuff, and prepare to be knocked back by Ramuh afterwards if you have no knockback immunity.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Judgement Volts&#039;&#039;&#039; once again blasts the entire raid with unavoidable damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chain Lightning&#039;&#039;&#039; inflicts both Healers with 8-stack debuffs once again (handled in the exact same manner as before). Make sure to pre-position and avoid passing the debuff to anyone with &#039;&#039;&#039;System Shock&#039;&#039;&#039;, typically in a clockwise or counter-clockwise rotation with one healer on opposite sides of the boss. Don&#039;t forget that Ramuh will execute &#039;&#039;&#039;Crippling Blow&#039;&#039;&#039; and &#039;&#039;&#039;Judgement Volts&#039;&#039;&#039; during the process.&lt;br /&gt;
&lt;br /&gt;
*Ramuh will now execute &#039;&#039;&#039;Stepped Leader&#039;&#039;&#039; (buffed or unbuffed). If you see &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039; being cast (or notice the three lightning orbs circling Ramuh), then &#039;&#039;&#039;Stepped Leader&#039;&#039;&#039; will involve donut AoE&#039;s around each player once it is cast. If not, all players will have to dodge the AoE circles like before.&lt;br /&gt;
&lt;br /&gt;
*Shortly afterward, &#039;&#039;&#039;(Furious) Judgement Volts&#039;&#039;&#039; will blast the raid yet again. Make sure to have at least one stack of &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;! To make matters worse, Ramuh will use another (normal) &#039;&#039;&#039;Judgement Volts&#039;&#039;&#039; to test the healers further. Afterward, &#039;&#039;&#039;(Furious) Judgement Volts&#039;&#039;&#039;, followed by two consecutive &#039;&#039;&#039;Judgement Volts&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Assuming you survive the AoE onslaught, Ramuh will cast casting &#039;&#039;&#039;Stratosphere Summons&#039;&#039;&#039;, leaving no safe-spot, along with a lengthy cast of &#039;&#039;&#039;Judgment Jolt&#039;&#039;&#039;. The raid must defeat Ramuh before this cast finishes or suffer a wipe.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item reward|1|Book of Fulmination}} (Guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenchoir Earring Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Bracelet Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Necklace Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Ring Coffer (IL 500)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenchoir Earring Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Bracelet Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Necklace Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Ring Coffer (IL 500)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Twice Stricken}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
E5S.png&lt;br /&gt;
E5 boss.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Fulmination_(Savage)&amp;diff=1526217</id>
		<title>Eden&#039;s Verse: Fulmination (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Fulmination_(Savage)&amp;diff=1526217"/>
		<updated>2026-08-26T08:08:14Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /*  Heritor of Levin: Ramuh - Abilities and Timeline */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Verse (Savage)|Eden&#039;s Verse: Fulmination}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Verse: Fulmination (Savage)&lt;br /&gt;
| description = The discovery of a second crystal within Eden&#039;s core leads to more questions than answers, and yet again, your mind is assaulted with terrifying visions upon gazing inside. You see foes previously vanquished reborn, more brutal and unrelenting than even your wildest imagination, yet your unwavering resolve forbids you from tearing your eyes away...&lt;br /&gt;
| image =  Eden&#039;s Verse Fulmination (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 470&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = The Gandof Thunder Plains&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|Life Finds a Way}}&lt;br /&gt;
| patch = 5.2&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| id-gt = 30089&lt;br /&gt;
| id-edb = 718aa90e33d&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E5S&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] Heritor of Levin: [[Ramuh (ShB)|Ramuh]] - Abilities and Timeline ==&lt;br /&gt;
The battle against Ramuh takes place on a 40x30 yalm rectangular arena. There are no walls, so running or otherwise being pushed off the platform will result in the player&#039;s death—their corpse re-appearing on the platform a few seconds after.&lt;br /&gt;
&lt;br /&gt;
The platform also features a solid line 15y from the east and west edges, with a second dotted line 11.25y from the edges. These lines can be used as helpful guides against certain abilities throughout the fight.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Ramuh&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Surge Protection Orbs&#039;&#039;&#039;&lt;br /&gt;
|Small blue orbs that are scattered around the arena after certain abilities are used by Ramuh. Touching an orb absorbs it, granting one stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; for 50 seconds.&lt;br /&gt;
&lt;br /&gt;
* {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; can be stacked to a maximum of three. If four stacks are collected, the buff becomes {{Status effect|debuff|File:Static condensation icon1.png|link=File:Static condensation icon1.png}} &#039;&#039;&#039;Static Condensation&#039;&#039;&#039;, reducing healing received for 30 seconds.&lt;br /&gt;
* Both Surge Protection and Static Condensation reduces lightning damage taken by 25%, and additionally prevents instant-death from {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;.&lt;br /&gt;
* One stack of Surge Protection is removed each time the player receives lightning damage. Static Condensation lasts until expiration.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;&lt;br /&gt;
|Ramuh buffs himself with {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;, causing his next ability to kill any player not protected by {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;—and potentially altering its functionality.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Judgement Volts&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide lightning damage. Creates &#039;&#039;&#039;Surge Protection Orbs&#039;&#039;&#039; afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crippling Blow&#039;&#039;&#039;&lt;br /&gt;
|A physical damage [[tankbuster]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stratospear Summons&#039;&#039;&#039;&lt;br /&gt;
|Drops several lightning spears that create a small [[Area of Effect#Static Circle AoE|static circle AoE]] on landing.&lt;br /&gt;
After a certain amount of time (or after a cast of &#039;&#039;&#039;Judgement Jolt&#039;&#039;&#039;) all tall spears detonate into 22.5 radius [[Area of Effect#Static Circle AoE|static circle AoE]] that kills any player in range.&lt;br /&gt;
&lt;br /&gt;
* Stratospears can be destroyed by players being [[Knockback|knocked back]] into them.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Executor Summons&#039;&#039;&#039;&lt;br /&gt;
|Ramuh summons &#039;&#039;&#039;&#039;&#039;Raiden&#039;&#039;&#039;&#039;&#039;, a bird-like entity that attaches a [[Tether (mechanic)#Chase Tether|chase tether]] to the player with the most amount of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; stacks. Should Raiden reach its target, it will instantly kill them.&lt;br /&gt;
&lt;br /&gt;
* If two or more players equally have the highest amount of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; stacks, Raiden will chase the closest.&lt;br /&gt;
* Raiden&#039;s attacks and abilities do not remove Surge Protection stacks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shock Blast&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] from Raiden aimed at their current target.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Stormcloud Summons&#039;&#039;&#039;&lt;br /&gt;
|The four farthest players are marked with purple arrows. The four closest players are marked with orange targeting reticles.&lt;br /&gt;
&lt;br /&gt;
* Each purple arrow creates a Storm Cloud that repeatedly strikes with 7.5y radius [[Area of Effect#Static Circle AoE|static circle AoEs]] at their location.&lt;br /&gt;
** If two Storm Clouds are within 15y of each other, they will combine and repeatedly strike the entire arena, likely wiping the party.&lt;br /&gt;
** Players hit by the Storm Cloud AoE without {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; will receive a stack of {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
* The orange reticle&#039;s debuff the marked with {{Status effect|debuff|File:Hated of levin debuff.png|link=File:Hated of levin debuff.png}} &#039;&#039;&#039;Hated of Levin&#039;&#039;&#039; for 9 seconds. These players repeatedly pulse with a 5y radius [[Area of Effect#Spread Circle|spread circle]] that damages and {{Status effect|debuff|paralysis}} [[Paralysis|&#039;&#039;&#039;Paralyzes&#039;&#039;&#039;]] others in range.&lt;br /&gt;
** Afflicted players will {{Status effect|debuff|hysteria}} &#039;&#039;&#039;[[Hysteria|Panic]]&#039;&#039;&#039; once the debuff expires unless it is cleansed prior by being hit by a Storm Cloud AoE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Levinforce&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] from Ramuh that pushes players 12.5y away. Knockback can be resisted.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tribunal Summons&#039;&#039;&#039;&lt;br /&gt;
|Several small &#039;&#039;&#039;&#039;&#039;Will of Ixions&#039;&#039;&#039;&#039;&#039; appear around the edges of the arena that prepare to dash straight across, dealing high damage, [[knockback]], and {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; to any in their path.&lt;br /&gt;
A larger &#039;&#039;&#039;&#039;&#039;Will of Ramuh&#039;&#039;&#039;&#039;&#039; will appear on the north/south and prepare a [[Knockback#Line Knockback|line knockback]] down the center—the danger range being between the solid lines on the arena floor.&lt;br /&gt;
&lt;br /&gt;
* By default, the line knockback pushes players ~10y away. If Ramuh is buffed with {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;, it will instead push players ~13y away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Thunderstorm&#039;&#039;&#039;&lt;br /&gt;
|Several small [[Area of Effect#Static Circle AoE|static circle AoEs]] are constantly placed at or near players, indicating lightning strikes. Lightning [[Area of Effect#Spread Circle|spread circles]] are placed on all support, then all DPS, but not always in that order.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stepped Leader&#039;&#039;&#039;&lt;br /&gt;
|Places an invisible [[Area of Effect#Static Circle AoE|static circle AoE]] underneath all players at the end of the cast, detonating 2 second later. Players hit take high damage and are inflicted with {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
&lt;br /&gt;
* Under the effects of {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;, the attack instead creates small 5y radius [[Area of Effect#Static Donut AoE|static donut AoEs]] on all players—detonating 1 second after the end of the cast.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Fury&#039;s Fourteen&#039;&#039;&#039;&lt;br /&gt;
|Ramuh buffs himself with 14 stacks of {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;, creates a line of 7 &#039;&#039;&#039;Stratospears&#039;&#039;&#039; on the east and west side of the arena, casts &#039;&#039;&#039;Tribunal Summons&#039;&#039;&#039;, then &#039;&#039;&#039;Centaur&#039;s Charge&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Centaur&#039;s Charge&#039;&#039;&#039;&lt;br /&gt;
|An attack only used with &#039;&#039;&#039;Fury&#039;s Fourteen&#039;&#039;&#039;. Ramuh jumps to the edge of the arena opposite of the &#039;&#039;&#039;&#039;&#039;Will of Ramuh&#039;&#039;&#039;&#039;&#039; and prepares a powerful charge.&lt;br /&gt;
A yellow circle appears in front of Ramuh. Standing inside this circle creates a Duty Action that grants the player the ability to {{Status effect|buff|File:Standing firm icon.png|link=File:Standing firm icon.png}} &#039;&#039;&#039;Stand Firm&#039;&#039;&#039;, taking the brunt of the attack for the party.&lt;br /&gt;
&lt;br /&gt;
* If no player is {{Status effect|buff|File:Standing firm icon.png|link=File:Standing firm icon.png}} &#039;&#039;&#039;Standing Firm&#039;&#039;&#039;, all players will receive extreme physical damage and a lethal amount of [[knockback]].&lt;br /&gt;
* Centaur&#039;s Charge deals an extreme amount of physical damage, even to tanks.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Chain Lightning&#039;&#039;&#039;&lt;br /&gt;
|Both healers are afflicted with 8 stacks of {{Status effect|debuff|File:Electrified debuff 1.png|link=File:Electrified debuff 1.png}} &#039;&#039;&#039;Electrified&#039;&#039;&#039; for 3 seconds. When this debuff expires, it will jump to the closest person, losing one stack in the process. Disappears when all stacks run out.&lt;br /&gt;
After jumping to another player, the previously afflicted are debuffed with {{Status effect|debuff|File:System shock debuff.png|link=File:System shock debuff.png}} &#039;&#039;&#039;System Shock&#039;&#039;&#039; for 9 seconds, causing them to die should they take any lightning damage before the debuff expires.&lt;br /&gt;
&lt;br /&gt;
* As this debuff deals lightning damage, it will quickly remove stacks of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; from players.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Opening&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
# Stratospear Summons&lt;br /&gt;
# Executor Summons&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Judgement Volts&lt;br /&gt;
# Shock Blast +&lt;br /&gt;
#* Crippling Blow&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Stormcloud #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Stormcloud Summons&lt;br /&gt;
# Levinforce&lt;br /&gt;
# Tribunal Summons&lt;br /&gt;
# Crippling Blow&lt;br /&gt;
# Judgment Volts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Thunderstorm #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Thunderstorm&lt;br /&gt;
# Executor Summons&lt;br /&gt;
# Crippling Blow&lt;br /&gt;
# Stepped Leader&lt;br /&gt;
# Shock Blast&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Fury&#039;s Fourteen #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Fury&#039;s Fourteen&lt;br /&gt;
# Stratospear Summons&lt;br /&gt;
# Tribunal Summons&lt;br /&gt;
# Centaur&#039;s Charge&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Chain Lightning #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Stepped Leader&lt;br /&gt;
# Chain Lightning&lt;br /&gt;
# Crippling Blow&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
# Executor Summons&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Thunderstorm #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Thunderstorm&lt;br /&gt;
# Shock Blast&lt;br /&gt;
# Stepped Leader&lt;br /&gt;
# Crippling Blow&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Fury&#039;s Fourteen #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Fury&#039;s Fourteen&lt;br /&gt;
# Stratospear Summons&lt;br /&gt;
# Tribunal Summons&lt;br /&gt;
# Centaur&#039;s Charge&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Judgement Volts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Chain Lightning #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Stormcloud Summons&lt;br /&gt;
# Levinforce&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
# Chain Lightning&lt;br /&gt;
# Crippling Blow&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Stepped Leader&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Enrage&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Judgement Volts&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Judgement Volts&lt;br /&gt;
# Judgement Volts x2&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Fury&#039;s Fourteen&lt;br /&gt;
# Stratospear Summons&lt;br /&gt;
# Judgement Jolt (Enrage)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Detailed Phase Explanation ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Judgement Volts&#039;&#039;&#039; - Ramuh blasts the battlefield with unavoidable raid-wide damage and spawns numerous &#039;&#039;&#039;Surge Protection Orbs&#039;&#039;&#039; around the arena. At the moment, players won&#039;t need to acquire any.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stratospear Summons (1)&#039;&#039;&#039; - calls down &#039;&#039;&#039;four&#039;&#039;&#039; AoE circles - one in each corner of the arena. After a brief delay, lightning rods (stratospears) will fall at the location of the AoE circles, with one being noticeably smaller than the rest. All participants should move deep into the corner of the smaller stratospear, as the large ones will simultaneously unleash a massive AoE (&#039;&#039;&#039;Judgement Jolt&#039;&#039;&#039;) that will zap anyone nearby for massive damage after a small delay. Due to being AoE-centric, more &#039;&#039;&#039;Surge Protection Orbs&#039;&#039;&#039; will be summoned. At this point, each player should pick up at least one orb for the next mechanic.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Executor Summons&#039;&#039;&#039; - Ramuh calls forth a non-targetable add that will tether to the closest player with the most &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; (stacks). Ideally, this should be the off-tank (who should pick up 2-3 stacks, but never higher than 3). After a delay, the add will glide slowly towards the tethered target, peppering them with auto-attacks along the way. Bear in mind that if this add reaches the tethered player, they will instantly be slain. After some time, the add will unleash a vicious tank-buster (and eventually disperse), so healers must be ready to respond.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039; - which will be cast very shortly after the &#039;&#039;&#039;Executor&#039;&#039;&#039; add has arrived - provides Ramuh with a buff, indicated by three orbs of purple lightning that circle him. Whenever Ramuh has this buff, the next mechanic will become much more potent. Beware!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Furious) Judgement Volts&#039;&#039;&#039; - Ramuh blasts the battlefield with unavoidable raid-wide damage, just like before, except now it is buffed with &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;. Aside from hitting much harder in general, any player who does not have a stack of &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; will be slain on the spot. Make sure to have at least one stack!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crippling Blow&#039;&#039;&#039; is a nasty tank-buster that will be used against Ramuh&#039;s main target throughout the fight. Be sure to mitigate whenever possible. Bear in mind that &#039;&#039;&#039;Crippling Blow&#039;&#039;&#039; is unleashed as a small AoE, meaning anyone caught too close to the main-target will also eat damage.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stormcloud Summons&#039;&#039;&#039; causes Ramuh to mark the four &#039;&#039;&#039;furthest&#039;&#039;&#039; players with stormcloud markers (purple) - similar to normal mode - and the four nearest players with a detonation markers (orange reticules). After a brief delay, all players marked with purple stormcloud markers will drop a lightning spewing cloud at their location which will periodically zap the area beneath it with AoE lightning. Bear in mind that if any stormclouds are dropped too close to each other, they will merge, inflicting unavoidable pain and suffering on the entire raid.&lt;br /&gt;
&lt;br /&gt;
The four players marked for detonation (orange reticles) will acquire &#039;&#039;&#039;Hated of Levin&#039;&#039;&#039; debuffs which will eventually explode for AoE damage around each afflicted target and continue to pulse periodically, dealing moderate damage and inflicting paralysis on anyone (other than the debuffed player) who comes in contact with the AoE&#039;s. To remove the debuff, players with &#039;&#039;&#039;Hated of Levin&#039;&#039;&#039; must stand underneath a &#039;&#039;&#039;Stormcloud&#039;&#039;&#039; and be hit by lightning. Failure to remove the debuff in time will result in the player(s) being &#039;&#039;feared&#039;&#039;, losing control of their character for a long period of time.&lt;br /&gt;
&lt;br /&gt;
A good rule of thumb is to have both tanks and two melee players stand in a spread-out circle around Ramuh as he casts &#039;&#039;&#039;Stormcloud Summons&#039;&#039;&#039;, while both healers (and two ranged, if any) stand in their own corner of the arena. This ensures that the clouds are dropped (without risk of them merging) and those marked for detonation won&#039;t overlap their AoE&#039;s. Once the stormclouds have been dropped and the ranged players move out from underneath them, all four players afflicted with &#039;&#039;&#039;Hated of Levin&#039;&#039;&#039; can then move under their own stormcloud to remove the debuff without risk of clipping other participants.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Levinforce&#039;&#039;&#039; causes Ramuh to inflict a knockback from his current location. Due to overlapping with &#039;&#039;&#039;Stormcloud Summons&#039;&#039;&#039; (after the raid have had time to cleanse their &#039;&#039;&#039;Hated of Levin&#039;&#039;&#039; debuffs), players now run the risk of being knocked under a Stormcloud or even off the platform entrely. As such, all players should move as close to Ramuh as possible and aim themselves so that they remain on the platform, preferably without unnecessary stormcloud damage. Alternatively, players can also utilize &#039;&#039;&#039;knockback immunity cooldowns&#039;&#039;&#039; to be super-safe.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Ramuh may (or may not) cast &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039; - the self-buff that alters his next cast. This will impact the next mechanic, so keep an eye on whether Ramuh has the three floating lightning orbs around him while he begins to cast:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tribunal Summons&#039;&#039;&#039; - creates the &#039;&#039;&#039;Will of Ramuh&#039;&#039;&#039; at the northern edge of the arena centre, along with four &#039;&#039;&#039;Will of Ixion&#039;&#039;&#039;&#039;s to the left and right of the southern edge of the arena. After a brief delay, the &#039;&#039;&#039;Will of Ramuh&#039;&#039;&#039; will charge through the arena centre, inflicting an unavoidable knockback. &#039;&#039;&#039;&#039;&#039;NOTE&#039;&#039;&#039;: the distance of this knockback will depend on whether or not Ramuh cast &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039; beforehand. If Ramuh is buffed, the knockback will be severe. If Ramuh is unbuffed, the knockback will be slightly shorter. Due to the charge-path of the &#039;&#039;&#039;Will of Ramuh&#039;&#039;&#039; and &#039;&#039;&#039;Will of Ixion&#039;&#039;&#039;&#039;s, there is only one safe-spot (the very end of the east or west side of the arena) which all players must be knocked back into. Anyone clipped by &#039;&#039;&#039;Ixion&#039;&#039;&#039;&#039;s or &#039;&#039;&#039;Will of Ramuh&#039;&#039;&#039; will be punted off the platform or slain outright.&lt;br /&gt;
&lt;br /&gt;
As a result of the above, all players must be ready to stack right beside the &#039;&#039;&#039;Will of Ramuh&#039;&#039;&#039; charge-line (if Ramuh is buffed) or step back to the dotted line on the arena floor if Ramuh is unbuffed. Failure to do so will likely result in an untimely death.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crippling Blow&#039;&#039;&#039; – Ramuh&#039;s main-target tank-buster – immediately follows. Be ready to mitigate!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Judgement Volts&#039;&#039;&#039; – the unavoidable raid-wide AoE – will happen directly after the tank-buster. Healers beware! As always, this AoE shall spawn additional &#039;&#039;&#039;Surge Protection Orbs&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039; will buff Ramuh once again, lending him increased potency.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thunderstorm&#039;&#039;&#039; will bombard the entire arena with a barrage of small AoE circles in random fashion, just like normal mode, forcing the raid the stay on their toes and continuously dodge the assault. Simultaneously, four players (starting with all damage-dealers) will be marked with circles of lightning that will detonate after a brief delay, damaging the target and anyone else within the circle. If marked players (or anyone else inside the circles) have no &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;, the resulting AoE blasts will kill them outright. After the first four blasts against the damage dealers, all tanks and healers will be marked with a secondary wave of marks. Simply spread out to avoid clipping fellow teammates and make sure to have at least one &#039;&#039;&#039;Surge Protection Orb&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Executor Summons&#039;&#039;&#039; will be cast once more, summoning an add that will tether to the closest player with the most stacks of &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;. Just like earlier, the off-tank should make sure they have 2-3 stacks so that they become the target. Don&#039;t forget – the add will slowly move towards the tethered target while using auto-attacks and kill the tethered player if it reaches them. After a while, it will utilize a tank-buster and eventually dissipate. Bear in mind – the raid will have to deal with this add during multiple upcoming mechanics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Unbuffed) Stepped Leader&#039;&#039;&#039; creates dark AoE circles (non-telegraphed) under every player as soon as it is cast. If players do not move from their original position after &#039;&#039;&#039;Stepped Leader&#039;&#039;&#039; goes off, they will take high damage and suffer &#039;&#039;&#039;Damage Down&#039;&#039;&#039; debuffs. To avoid, simply move a few steps in any direction as soon as Ramuh has finished casting &#039;&#039;&#039;Stepped Leader&#039;&#039;&#039;, and make sure not to be stacking with fellow teammates.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Judgement Volts&#039;&#039;&#039; – the unavoidable raid-wide AoE – will happen directly after the add uses its tank-buster. As always, this AoE shall spawn additional &#039;&#039;&#039;Surge Protection Orbs&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fury&#039;s Fourteen (1)&#039;&#039;&#039; creates fourteen &#039;buffed&#039; stratosphere (lightning rods) on the platform - seven to the east and seven to the west - all in a straight line from north-to-south. Simultaneously, Ramuh will summon multiple &#039;&#039;&#039;Will of Ixion&#039;&#039;&#039; on either the east or west side of the arena, making that side totally unsafe. Once done, Ramuh will move to the north or south of the arena and prepare a &#039;&#039;&#039;Centaur&#039;s Charge&#039;&#039;&#039; which, much like the &#039;&#039;&#039;Will of Ixion&#039;&#039;&#039;, will knock all players sideways from the centre. Bear in mind that &#039;&#039;&#039;Centaur&#039;s Charge&#039;&#039;&#039; also requires the main-tank to move into a circle telegraph directly in front of the boss and activate a &#039;&#039;&#039;Duty Action&#039;&#039;&#039;, as well as all the mitigation they can muster.&lt;br /&gt;
&lt;br /&gt;
With a knockback imminent and the &#039;&#039;&#039;Will of Ixion&#039;&#039;&#039;&#039;s taking up one side of the arena, the remaining seven players must align themselves so that they are knocked back into the clear side of the arena. Additionally, each individual player must be knocked through a stratosphere, as doing so will destroy it. Seeing as the main-tank will be standing in front of Ramuh, that leaves seven players (one per stratosphere). After a delay, all undestroyed stratosphere&#039;s will detonate, unleashing massive AoE damage. Destroying all seven stratosphere&#039;s on the safe side of the arena will ensure that the raid will be safe.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Furious) Stepped Leader&#039;&#039;&#039; will be cast after Ramuh buffs himself with &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;. Unlike the unbuffed version (which previously spawned dark AoE circles underneath players), this buffed version will instead create small donut AoE&#039;s at each player as soon as it has been cast. To combat this, all players must stack (or spread far enough apart) before Ramuh finishes casting.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chain Lightning&#039;&#039;&#039; inflicts both Healers with an 8-stack debuff that will be passed on to the closest player after a short duration. With each jump, a stack is removed, and the person who passed on the debuff will be afflicted with &#039;&#039;&#039;System Shock&#039;&#039;&#039; for a short period of time. If anyone with &#039;&#039;&#039;System Shock&#039;&#039;&#039; re-acquires &#039;&#039;&#039;Chain Lightning&#039;&#039;&#039;, they will immediately be slain. This means that co-ordinated passing of the debuff is required until both debuffs reach 0 stacks (and thus dissipates). A good rule of thumb is to have one healer on opposite sides of the boss and have both debuffs passed in a clockwise or counter-clockwise manner.&lt;br /&gt;
Bear in mind that Ramuh will cast &#039;&#039;&#039;Crippling Blow&#039;&#039;&#039; – the slight AoE tankbuster - during this phase. As a result, make sure not to stand too close to the main-target when passing on &#039;&#039;&#039;Chain Lightning&#039;&#039;&#039; as you risk being slaughtered by the tank-buster in the process. Ramuh will also cast &#039;&#039;&#039;Judgement Volts&#039;&#039;&#039; (unavoidable raid-wide damage) during the process, so Healers must pay extra attention to those passing &#039;&#039;&#039;Chain Lightning&#039;&#039;&#039; as it does inflict damage with each pass. Note that &#039;&#039;&#039;Judgement Volts&#039;&#039;&#039; will spawn more &#039;&#039;&#039;Surge Protection Orbs&#039;&#039;&#039; just like before. The off-tank should grab a few in preparation for:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Executor Summons&#039;&#039;&#039; spawns the add that tethers to the closest player with the most stacks of &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;. Once again, the off-tank should make sure they have 2-3 stacks so that they become the target, while everyone else makes sure to have at least 1 stack for future mechanics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thunderstorm&#039;&#039;&#039; will bombard the entire arena with a barrage of small AoE circles once again, forcing the raid to continuously dodge the assault. Don&#039;t forget that during this time, four players will be marked with circles of lightning that will detonate after a brief delay, damaging the target and anyone else within the circle (killing them if they have no &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;). After the first four blasts, the remaining four players will be marked as well. During this whole ordeal, the off-tank will also have to keep kiting the &#039;&#039;&#039;Exectutor&#039;&#039;&#039; add (which will remain a lot longer than the previous adds, even after its inevitable tank-buster).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Unbuffed) Stepped Leader&#039;&#039;&#039; will create dark AoE circles under every player as soon as it is cast, just like before. Make sure to move a few steps away as soon as Ramuh has finished casting.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crippling Blow&#039;&#039;&#039; – Ramuh&#039;s main-target tank-buster – will be used as soon as &#039;&#039;&#039;Stepped Leader&#039;&#039;&#039; has concluded, followed by &#039;&#039;&#039;Judgement Volts&#039;&#039;&#039;, spawning more &#039;&#039;&#039;Surge Protection Orbs&#039;&#039;&#039; for the following mechanics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fury&#039;s Fourteen (2)&#039;&#039;&#039; creates fourteen stratosphere (lightning rods) on the platform just like earlier, along with the &#039;&#039;&#039;Will of Ixion&#039;&#039;&#039; to make one side of the arena unsafe. Players must deal with the mechanics the same way as before, except now, there will also be adds charging horizontally as well, leaving only one safe horizontal lane. Once all players have been knocked through a stratosphere (like before), everyone will have a brief moment to move into the safe lane and avoid the horizontal charge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Furious) Judgement Volts&#039;&#039;&#039; will blast the raid once more, killing anyone who doesn&#039;t have at least one stack of &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stormcloud Summons&#039;&#039;&#039; causes Ramuh to mark the four &#039;&#039;&#039;furthest&#039;&#039;&#039; players with stormcloud markers (purple) and the four nearest players with a detonation markers (orange reticules), just like earlier. These mechanics (including the followup knockback) are handled the exact same way as they were earlier, so make sure to keep the clouds apart, get zapped once if you have the debuff, and prepare to be knocked back by Ramuh afterwards if you have no knockback immunity.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Judgement Volts&#039;&#039;&#039; once again blasts the entire raid with unavoidable damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chain Lightning&#039;&#039;&#039; inflicts both Healers with 8-stack debuffs once again (handled in the exact same manner as before). Make sure to pre-position and avoid passing the debuff to anyone with &#039;&#039;&#039;System Shock&#039;&#039;&#039;, typically in a clockwise or counter-clockwise rotation with one healer on opposite sides of the boss. Don&#039;t forget that Ramuh will execute &#039;&#039;&#039;Crippling Blow&#039;&#039;&#039; and &#039;&#039;&#039;Judgement Volts&#039;&#039;&#039; during the process.&lt;br /&gt;
&lt;br /&gt;
*Ramuh will now execute &#039;&#039;&#039;Stepped Leader&#039;&#039;&#039; (buffed or unbuffed). If you see &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039; being cast (or notice the three lightning orbs circling Ramuh), then &#039;&#039;&#039;Stepped Leader&#039;&#039;&#039; will involve donut AoE&#039;s around each player once it is cast. If not, all players will have to dodge the AoE circles like before.&lt;br /&gt;
&lt;br /&gt;
*Shortly afterward, &#039;&#039;&#039;(Furious) Judgement Volts&#039;&#039;&#039; will blast the raid yet again. Make sure to have at least one stack of &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;! To make matters worse, Ramuh will use another (normal) &#039;&#039;&#039;Judgement Volts&#039;&#039;&#039; to test the healers further. Afterward, &#039;&#039;&#039;(Furious) Judgement Volts&#039;&#039;&#039;, followed by two consecutive &#039;&#039;&#039;Judgement Volts&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Assuming you survive the AoE onslaught, Ramuh will cast casting &#039;&#039;&#039;Stratosphere Summons&#039;&#039;&#039;, leaving no safe-spot, along with a lengthy cast of &#039;&#039;&#039;Judgment Jolt&#039;&#039;&#039;. The raid must defeat Ramuh before this cast finishes or suffer a wipe.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item reward|1|Book of Fulmination}} (Guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenchoir Earring Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Bracelet Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Necklace Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Ring Coffer (IL 500)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenchoir Earring Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Bracelet Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Necklace Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Ring Coffer (IL 500)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Twice Stricken}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
E5S.png&lt;br /&gt;
E5 boss.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:System_shock_debuff.png&amp;diff=1526216</id>
		<title>File:System shock debuff.png</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:System_shock_debuff.png&amp;diff=1526216"/>
		<updated>2026-08-26T08:06:17Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Adding categories&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;System Shock debuff from Eden&#039;s Verse: Fulmination (Savage).&lt;br /&gt;
[[Category:Status Effect Icons]]&lt;br /&gt;
[[Category:Square Enix icons]]&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Electrified_debuff_1.png&amp;diff=1526215</id>
		<title>File:Electrified debuff 1.png</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Electrified_debuff_1.png&amp;diff=1526215"/>
		<updated>2026-08-26T08:06:00Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Adding categories&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Electrified debuff from Eden&#039;s Verse: Fulmination (Savage).&lt;br /&gt;
[[Category:Status Effect Icons]]&lt;br /&gt;
[[Category:Square Enix icons]]&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Hated_of_levin_debuff.png&amp;diff=1526214</id>
		<title>File:Hated of levin debuff.png</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Hated_of_levin_debuff.png&amp;diff=1526214"/>
		<updated>2026-08-26T08:05:46Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Adding categories&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hated of Levin debuff from Eden&#039;s Verse: Fulmination (Savage).&lt;br /&gt;
[[Category:Status Effect Icons]]&lt;br /&gt;
[[Category:Square Enix icons]]&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Fury%27s_bolt_buff.png&amp;diff=1526213</id>
		<title>File:Fury&#039;s bolt buff.png</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Fury%27s_bolt_buff.png&amp;diff=1526213"/>
		<updated>2026-08-26T08:05:27Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Adding categories&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fury&#039;s Bolt buff from Eden&#039;s Verse: Fulmination (Savage).&lt;br /&gt;
[[Category:Status Effect Icons]]&lt;br /&gt;
[[Category:Square Enix icons]]&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Fulmination_(Savage)&amp;diff=1526212</id>
		<title>Eden&#039;s Verse: Fulmination (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Verse:_Fulmination_(Savage)&amp;diff=1526212"/>
		<updated>2026-08-26T08:04:41Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Added Ability and Timeline tables.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Verse (Savage)|Eden&#039;s Verse: Fulmination}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Verse: Fulmination (Savage)&lt;br /&gt;
| description = The discovery of a second crystal within Eden&#039;s core leads to more questions than answers, and yet again, your mind is assaulted with terrifying visions upon gazing inside. You see foes previously vanquished reborn, more brutal and unrelenting than even your wildest imagination, yet your unwavering resolve forbids you from tearing your eyes away...&lt;br /&gt;
| image =  Eden&#039;s Verse Fulmination (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 470&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 90&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = The Gandof Thunder Plains&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|Life Finds a Way}}&lt;br /&gt;
| patch = 5.2&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| id-gt = 30089&lt;br /&gt;
| id-edb = 718aa90e33d&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E5S&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] Heritor of Levin: [[Ramuh (ShB)|Ramuh]] - Abilities and Timeline ==&lt;br /&gt;
The battle against Ramuh takes place on a 40x30 yalm rectangular arena. There are no walls, so running or otherwise being pushed off the platform will result in the player&#039;s death—their corpse re-appearing on the platform a few seconds after.&lt;br /&gt;
&lt;br /&gt;
The platform also features a solid line 15y from the east and west edges, with a second dotted line 11.25y from the edges. These lines can be used as helpful guides against certain abilities throughout the fight.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Ramuh&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Surge Protection Orbs&#039;&#039;&#039;&lt;br /&gt;
|Small blue orbs that are scattered around the arena after certain abilities are used by Ramuh. Touching an orb absorbs it, granting one stack of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; for 50 seconds.&lt;br /&gt;
&lt;br /&gt;
* {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; can be stacked to a maximum of three. If four stacks are collected, the buff becomes {{Status effect|debuff|File:Static condensation icon1.png|link=File:Static condensation icon1.png}} &#039;&#039;&#039;Static Condensation&#039;&#039;&#039;, reducing healing received for 30 seconds.&lt;br /&gt;
* Both Surge Protection and Static Condensation reduces lightning damage taken by 25%, and additionally prevents instant-death from {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;.&lt;br /&gt;
* One stack of Surge Protection is removed each time the player receives lightning damage. Static Condensation lasts until expiration.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;&lt;br /&gt;
|Ramuh buffs himself with {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;, causing his next ability to kill any player not protected by {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;—and potentially altering its functionality.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Judgement Volts&#039;&#039;&#039;&lt;br /&gt;
|Unavoidable party-wide lightning damage. Creates &#039;&#039;&#039;Surge Protection Orbs&#039;&#039;&#039; afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crippling Blow&#039;&#039;&#039;&lt;br /&gt;
|A physical damage [[tankbuster]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stratospear Summons&#039;&#039;&#039;&lt;br /&gt;
|Drops several lightning spears that create a small [[Area of Effect#Static Circle AoE|static circle AoE]] on landing.&lt;br /&gt;
After a certain amount of time (or after a cast of &#039;&#039;&#039;Judgement Jolt&#039;&#039;&#039;) all tall spears detonate into 22.5 radius [[Area of Effect#Static Circle AoE|static circle AoE]] that kills any player in range.&lt;br /&gt;
&lt;br /&gt;
* Stratospears can be destroyed by players being [[Knockback|knocked back]] into them.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Executor Summons&#039;&#039;&#039;&lt;br /&gt;
|Ramuh summons &#039;&#039;&#039;&#039;&#039;Raiden&#039;&#039;&#039;&#039;&#039;, a bird-like entity that attaches a [[Tether (mechanic)#Chase Tether|chase tether]] to the player with the most amount of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; stacks. Should Raiden reach its target, it will instantly kill them.&lt;br /&gt;
&lt;br /&gt;
* If two or more players equally have the highest amount of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; stacks, Raiden will chase the closest.&lt;br /&gt;
* Raiden&#039;s attacks and abilities do not remove Surge Protection stacks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shock Blast&#039;&#039;&#039;&lt;br /&gt;
|A [[tankbuster]] from Raiden aimed at their current target.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Stormcloud Summons&#039;&#039;&#039;&lt;br /&gt;
|The four farthest players are marked with purple arrows. The four closest players are marked with orange targeting reticles.&lt;br /&gt;
&lt;br /&gt;
* Each purple arrow creates a Storm Cloud that repeatedly strike with 7.5y radius [[Area of Effect#Static Circle AoE|static circle AoEs]] at their location.&lt;br /&gt;
** If two Storm Clouds are within 15y of each other, they will combine and repeatedly strike the entire arena, likely wiping the party.&lt;br /&gt;
** Players hit by the Storm Cloud AoE without {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; will receive a stack of {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
* The orange reticle&#039;s debuff the marked with {{Status effect|debuff|File:Hated of levin debuff.png|link=File:Hated of levin debuff.png}} &#039;&#039;&#039;Hated of Levin&#039;&#039;&#039; for 9 seconds. These players repeatedly pulse with a 5y radius [[Area of Effect#Spread Circle|spread circle]] that damages and {{Status effect|debuff|paralysis}} [[Paralysis|&#039;&#039;&#039;Paralyzes&#039;&#039;&#039;]] others in range.&lt;br /&gt;
** Afflicted players will {{Status effect|debuff|hysteria}} &#039;&#039;&#039;[[Hysteria|Panic]]&#039;&#039;&#039; once the debuff expires unless it is cleansed prior by being hit by a Storm Cloud AoE.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Levinforce&#039;&#039;&#039;&lt;br /&gt;
|A [[Knockback#Radial Knockback|radial knockback]] from Ramuh that pushes players 12.5y away. Knockback can be resisted.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tribunal Summons&#039;&#039;&#039;&lt;br /&gt;
|Several small &#039;&#039;&#039;&#039;&#039;Will of Ixions&#039;&#039;&#039;&#039;&#039; appear around the edges of the arena that prepare to dash straight across, dealing high damage, [[knockback]], and {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039; to any in their path.&lt;br /&gt;
A larger &#039;&#039;&#039;&#039;&#039;Will of Ramuh&#039;&#039;&#039;&#039;&#039; will appear on the north/south and prepare a [[Knockback#Line Knockback|line knockback]] down the center—the danger range being between the solid lines on the arena floor.&lt;br /&gt;
&lt;br /&gt;
* By default, the line knockback pushes players ~10y away. If Ramuh is buffed with {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;, it will instead push players ~13y away.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Thunderstorm&#039;&#039;&#039;&lt;br /&gt;
|Several small [[Area of Effect#Static Circle AoE|static circle AoEs]] are constantly placed at or near players, indicating lightning strikes. Lightning [[Area of Effect#Spread Circle|spread circles]] are placed on all support, then all DPS, but not always in that order.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stepped Leader&#039;&#039;&#039;&lt;br /&gt;
|Places an invisible [[Area of Effect#Static Circle AoE|static circle AoE]] underneath all players at the end of the cast, detonating 2 second later. Players hit take high damage and are inflicted with {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039; for 30 seconds.&lt;br /&gt;
&lt;br /&gt;
* Under the effects of {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;, the attack instead creates small 5y radius [[Area of Effect#Static Donut AoE|static donut AoEs]] on all players—detonating 1 second after the end of the cast.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Fury&#039;s Fourteen&#039;&#039;&#039;&lt;br /&gt;
|Ramuh buffs himself with 14 stacks of {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;, creates a line of 7 &#039;&#039;&#039;Stratospears&#039;&#039;&#039; on the east and west side of the arena, casts &#039;&#039;&#039;Tribunal Summons&#039;&#039;&#039;, then &#039;&#039;&#039;Centaur&#039;s Charge&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Centaur&#039;s Charge&#039;&#039;&#039;&lt;br /&gt;
|An attack only used with &#039;&#039;&#039;Fury&#039;s Fourteen&#039;&#039;&#039;. Ramuh jumps to the edge of the arena opposite of the &#039;&#039;&#039;&#039;&#039;Will of Ramuh&#039;&#039;&#039;&#039;&#039; and prepares a powerful charge.&lt;br /&gt;
A yellow circle appears in front of Ramuh. Standing inside this circle creates a Duty Action that grants the player the ability to {{Status effect|buff|File:Standing firm icon.png|link=File:Standing firm icon.png}} &#039;&#039;&#039;Stand Firm&#039;&#039;&#039;, taking the brunt of the attack for the party.&lt;br /&gt;
&lt;br /&gt;
* If no player is {{Status effect|buff|File:Standing firm icon.png|link=File:Standing firm icon.png}} &#039;&#039;&#039;Standing Firm&#039;&#039;&#039;, all players will receive extreme physical damage and a lethal amount of [[knockback]].&lt;br /&gt;
* Centaur&#039;s Charge deals an extreme amount of physical damage, even to tanks.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Chain Lightning&#039;&#039;&#039;&lt;br /&gt;
|Both healers are afflicted with 8 stacks of {{Status effect|debuff|File:Electrified debuff 1.png|link=File:Electrified debuff 1.png}} &#039;&#039;&#039;Electrified&#039;&#039;&#039; for 3 seconds. When this debuff expires, it will jump to the closest person, losing one stack in the process. Disappears when all stacks run out.&lt;br /&gt;
After jumping to another player, the previously afflicted are debuffed with {{Status effect|debuff|File:System shock debuff.png|link=File:System shock debuff.png}} &#039;&#039;&#039;System Shock&#039;&#039;&#039; for 9 seconds, causing them to die should they take any lightning damage before the debuff expires.&lt;br /&gt;
&lt;br /&gt;
* As this debuff deals lightning damage, it will quickly remove stacks of {{Status effect|buff|File:Surge protection icon1.png|link=File:Surge protection icon1.png}} &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; from players.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Opening&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
# Stratospear Summons&lt;br /&gt;
# Executor Summons&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Judgement Volts&lt;br /&gt;
# Shock Blast +&lt;br /&gt;
#* Crippling Blow&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Stormcloud #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Stormcloud Summons&lt;br /&gt;
# Levinforce&lt;br /&gt;
# Tribunal Summons&lt;br /&gt;
# Crippling Blow&lt;br /&gt;
# Judgment Volts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Thunderstorm #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Thunderstorm&lt;br /&gt;
# Executor Summons&lt;br /&gt;
# Crippling Blow&lt;br /&gt;
# Stepped Leader&lt;br /&gt;
# Shock Blast&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Fury&#039;s Fourteen #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Fury&#039;s Fourteen&lt;br /&gt;
# Stratospear Summons&lt;br /&gt;
# Tribunal Summons&lt;br /&gt;
# Centaur&#039;s Charge&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Chain Lightning #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Stepped Leader&lt;br /&gt;
# Chain Lightning&lt;br /&gt;
# Crippling Blow&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
# Executor Summons&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Thunderstorm #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Thunderstorm&lt;br /&gt;
# Shock Blast&lt;br /&gt;
# Stepped Leader&lt;br /&gt;
# Crippling Blow&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Fury&#039;s Fourteen #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Fury&#039;s Fourteen&lt;br /&gt;
# Stratospear Summons&lt;br /&gt;
# Tribunal Summons&lt;br /&gt;
# Centaur&#039;s Charge&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Judgement Volts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Chain Lightning #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Stormcloud Summons&lt;br /&gt;
# Levinforce&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
# Chain Lightning&lt;br /&gt;
# Crippling Blow&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Stepped Leader&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Enrage&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Judgement Volts&lt;br /&gt;
# Judgement Volts&lt;br /&gt;
# Fury&#039;s Bolt&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Judgement Volts&lt;br /&gt;
# Judgement Volts x2&lt;br /&gt;
# {{Status effect|buff|File:Fury&#039;s bolt buff.png|link=File:Fury&#039;s bolt buff.png}} Fury&#039;s Fourteen&lt;br /&gt;
# Stratospear Summons&lt;br /&gt;
# Judgement Jolt (Enrage)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Detailed Phase Explanation ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Judgement Volts&#039;&#039;&#039; - Ramuh blasts the battlefield with unavoidable raid-wide damage and spawns numerous &#039;&#039;&#039;Surge Protection Orbs&#039;&#039;&#039; around the arena. At the moment, players won&#039;t need to acquire any.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stratospear Summons (1)&#039;&#039;&#039; - calls down &#039;&#039;&#039;four&#039;&#039;&#039; AoE circles - one in each corner of the arena. After a brief delay, lightning rods (stratospears) will fall at the location of the AoE circles, with one being noticeably smaller than the rest. All participants should move deep into the corner of the smaller stratospear, as the large ones will simultaneously unleash a massive AoE (&#039;&#039;&#039;Judgement Jolt&#039;&#039;&#039;) that will zap anyone nearby for massive damage after a small delay. Due to being AoE-centric, more &#039;&#039;&#039;Surge Protection Orbs&#039;&#039;&#039; will be summoned. At this point, each player should pick up at least one orb for the next mechanic.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Executor Summons&#039;&#039;&#039; - Ramuh calls forth a non-targetable add that will tether to the closest player with the most &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; (stacks). Ideally, this should be the off-tank (who should pick up 2-3 stacks, but never higher than 3). After a delay, the add will glide slowly towards the tethered target, peppering them with auto-attacks along the way. Bear in mind that if this add reaches the tethered player, they will instantly be slain. After some time, the add will unleash a vicious tank-buster (and eventually disperse), so healers must be ready to respond.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039; - which will be cast very shortly after the &#039;&#039;&#039;Executor&#039;&#039;&#039; add has arrived - provides Ramuh with a buff, indicated by three orbs of purple lightning that circle him. Whenever Ramuh has this buff, the next mechanic will become much more potent. Beware!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Furious) Judgement Volts&#039;&#039;&#039; - Ramuh blasts the battlefield with unavoidable raid-wide damage, just like before, except now it is buffed with &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;. Aside from hitting much harder in general, any player who does not have a stack of &#039;&#039;&#039;Surge Protection&#039;&#039;&#039; will be slain on the spot. Make sure to have at least one stack!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crippling Blow&#039;&#039;&#039; is a nasty tank-buster that will be used against Ramuh&#039;s main target throughout the fight. Be sure to mitigate whenever possible. Bear in mind that &#039;&#039;&#039;Crippling Blow&#039;&#039;&#039; is unleashed as a small AoE, meaning anyone caught too close to the main-target will also eat damage.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stormcloud Summons&#039;&#039;&#039; causes Ramuh to mark the four &#039;&#039;&#039;furthest&#039;&#039;&#039; players with stormcloud markers (purple) - similar to normal mode - and the four nearest players with a detonation markers (orange reticules). After a brief delay, all players marked with purple stormcloud markers will drop a lightning spewing cloud at their location which will periodically zap the area beneath it with AoE lightning. Bear in mind that if any stormclouds are dropped too close to each other, they will merge, inflicting unavoidable pain and suffering on the entire raid.&lt;br /&gt;
&lt;br /&gt;
The four players marked for detonation (orange reticles) will acquire &#039;&#039;&#039;Hated of Levin&#039;&#039;&#039; debuffs which will eventually explode for AoE damage around each afflicted target and continue to pulse periodically, dealing moderate damage and inflicting paralysis on anyone (other than the debuffed player) who comes in contact with the AoE&#039;s. To remove the debuff, players with &#039;&#039;&#039;Hated of Levin&#039;&#039;&#039; must stand underneath a &#039;&#039;&#039;Stormcloud&#039;&#039;&#039; and be hit by lightning. Failure to remove the debuff in time will result in the player(s) being &#039;&#039;feared&#039;&#039;, losing control of their character for a long period of time.&lt;br /&gt;
&lt;br /&gt;
A good rule of thumb is to have both tanks and two melee players stand in a spread-out circle around Ramuh as he casts &#039;&#039;&#039;Stormcloud Summons&#039;&#039;&#039;, while both healers (and two ranged, if any) stand in their own corner of the arena. This ensures that the clouds are dropped (without risk of them merging) and those marked for detonation won&#039;t overlap their AoE&#039;s. Once the stormclouds have been dropped and the ranged players move out from underneath them, all four players afflicted with &#039;&#039;&#039;Hated of Levin&#039;&#039;&#039; can then move under their own stormcloud to remove the debuff without risk of clipping other participants.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Levinforce&#039;&#039;&#039; causes Ramuh to inflict a knockback from his current location. Due to overlapping with &#039;&#039;&#039;Stormcloud Summons&#039;&#039;&#039; (after the raid have had time to cleanse their &#039;&#039;&#039;Hated of Levin&#039;&#039;&#039; debuffs), players now run the risk of being knocked under a Stormcloud or even off the platform entrely. As such, all players should move as close to Ramuh as possible and aim themselves so that they remain on the platform, preferably without unnecessary stormcloud damage. Alternatively, players can also utilize &#039;&#039;&#039;knockback immunity cooldowns&#039;&#039;&#039; to be super-safe.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Ramuh may (or may not) cast &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039; - the self-buff that alters his next cast. This will impact the next mechanic, so keep an eye on whether Ramuh has the three floating lightning orbs around him while he begins to cast:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tribunal Summons&#039;&#039;&#039; - creates the &#039;&#039;&#039;Will of Ramuh&#039;&#039;&#039; at the northern edge of the arena centre, along with four &#039;&#039;&#039;Will of Ixion&#039;&#039;&#039;&#039;s to the left and right of the southern edge of the arena. After a brief delay, the &#039;&#039;&#039;Will of Ramuh&#039;&#039;&#039; will charge through the arena centre, inflicting an unavoidable knockback. &#039;&#039;&#039;&#039;&#039;NOTE&#039;&#039;&#039;: the distance of this knockback will depend on whether or not Ramuh cast &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039; beforehand. If Ramuh is buffed, the knockback will be severe. If Ramuh is unbuffed, the knockback will be slightly shorter. Due to the charge-path of the &#039;&#039;&#039;Will of Ramuh&#039;&#039;&#039; and &#039;&#039;&#039;Will of Ixion&#039;&#039;&#039;&#039;s, there is only one safe-spot (the very end of the east or west side of the arena) which all players must be knocked back into. Anyone clipped by &#039;&#039;&#039;Ixion&#039;&#039;&#039;&#039;s or &#039;&#039;&#039;Will of Ramuh&#039;&#039;&#039; will be punted off the platform or slain outright.&lt;br /&gt;
&lt;br /&gt;
As a result of the above, all players must be ready to stack right beside the &#039;&#039;&#039;Will of Ramuh&#039;&#039;&#039; charge-line (if Ramuh is buffed) or step back to the dotted line on the arena floor if Ramuh is unbuffed. Failure to do so will likely result in an untimely death.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crippling Blow&#039;&#039;&#039; – Ramuh&#039;s main-target tank-buster – immediately follows. Be ready to mitigate!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Judgement Volts&#039;&#039;&#039; – the unavoidable raid-wide AoE – will happen directly after the tank-buster. Healers beware! As always, this AoE shall spawn additional &#039;&#039;&#039;Surge Protection Orbs&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039; will buff Ramuh once again, lending him increased potency.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thunderstorm&#039;&#039;&#039; will bombard the entire arena with a barrage of small AoE circles in random fashion, just like normal mode, forcing the raid the stay on their toes and continuously dodge the assault. Simultaneously, four players (starting with all damage-dealers) will be marked with circles of lightning that will detonate after a brief delay, damaging the target and anyone else within the circle. If marked players (or anyone else inside the circles) have no &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;, the resulting AoE blasts will kill them outright. After the first four blasts against the damage dealers, all tanks and healers will be marked with a secondary wave of marks. Simply spread out to avoid clipping fellow teammates and make sure to have at least one &#039;&#039;&#039;Surge Protection Orb&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Executor Summons&#039;&#039;&#039; will be cast once more, summoning an add that will tether to the closest player with the most stacks of &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;. Just like earlier, the off-tank should make sure they have 2-3 stacks so that they become the target. Don&#039;t forget – the add will slowly move towards the tethered target while using auto-attacks and kill the tethered player if it reaches them. After a while, it will utilize a tank-buster and eventually dissipate. Bear in mind – the raid will have to deal with this add during multiple upcoming mechanics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Unbuffed) Stepped Leader&#039;&#039;&#039; creates dark AoE circles (non-telegraphed) under every player as soon as it is cast. If players do not move from their original position after &#039;&#039;&#039;Stepped Leader&#039;&#039;&#039; goes off, they will take high damage and suffer &#039;&#039;&#039;Damage Down&#039;&#039;&#039; debuffs. To avoid, simply move a few steps in any direction as soon as Ramuh has finished casting &#039;&#039;&#039;Stepped Leader&#039;&#039;&#039;, and make sure not to be stacking with fellow teammates.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Judgement Volts&#039;&#039;&#039; – the unavoidable raid-wide AoE – will happen directly after the add uses its tank-buster. As always, this AoE shall spawn additional &#039;&#039;&#039;Surge Protection Orbs&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fury&#039;s Fourteen (1)&#039;&#039;&#039; creates fourteen &#039;buffed&#039; stratosphere (lightning rods) on the platform - seven to the east and seven to the west - all in a straight line from north-to-south. Simultaneously, Ramuh will summon multiple &#039;&#039;&#039;Will of Ixion&#039;&#039;&#039; on either the east or west side of the arena, making that side totally unsafe. Once done, Ramuh will move to the north or south of the arena and prepare a &#039;&#039;&#039;Centaur&#039;s Charge&#039;&#039;&#039; which, much like the &#039;&#039;&#039;Will of Ixion&#039;&#039;&#039;, will knock all players sideways from the centre. Bear in mind that &#039;&#039;&#039;Centaur&#039;s Charge&#039;&#039;&#039; also requires the main-tank to move into a circle telegraph directly in front of the boss and activate a &#039;&#039;&#039;Duty Action&#039;&#039;&#039;, as well as all the mitigation they can muster.&lt;br /&gt;
&lt;br /&gt;
With a knockback imminent and the &#039;&#039;&#039;Will of Ixion&#039;&#039;&#039;&#039;s taking up one side of the arena, the remaining seven players must align themselves so that they are knocked back into the clear side of the arena. Additionally, each individual player must be knocked through a stratosphere, as doing so will destroy it. Seeing as the main-tank will be standing in front of Ramuh, that leaves seven players (one per stratosphere). After a delay, all undestroyed stratosphere&#039;s will detonate, unleashing massive AoE damage. Destroying all seven stratosphere&#039;s on the safe side of the arena will ensure that the raid will be safe.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Furious) Stepped Leader&#039;&#039;&#039; will be cast after Ramuh buffs himself with &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039;. Unlike the unbuffed version (which previously spawned dark AoE circles underneath players), this buffed version will instead create small donut AoE&#039;s at each player as soon as it has been cast. To combat this, all players must stack (or spread far enough apart) before Ramuh finishes casting.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chain Lightning&#039;&#039;&#039; inflicts both Healers with an 8-stack debuff that will be passed on to the closest player after a short duration. With each jump, a stack is removed, and the person who passed on the debuff will be afflicted with &#039;&#039;&#039;System Shock&#039;&#039;&#039; for a short period of time. If anyone with &#039;&#039;&#039;System Shock&#039;&#039;&#039; re-acquires &#039;&#039;&#039;Chain Lightning&#039;&#039;&#039;, they will immediately be slain. This means that co-ordinated passing of the debuff is required until both debuffs reach 0 stacks (and thus dissipates). A good rule of thumb is to have one healer on opposite sides of the boss and have both debuffs passed in a clockwise or counter-clockwise manner.&lt;br /&gt;
Bear in mind that Ramuh will cast &#039;&#039;&#039;Crippling Blow&#039;&#039;&#039; – the slight AoE tankbuster - during this phase. As a result, make sure not to stand too close to the main-target when passing on &#039;&#039;&#039;Chain Lightning&#039;&#039;&#039; as you risk being slaughtered by the tank-buster in the process. Ramuh will also cast &#039;&#039;&#039;Judgement Volts&#039;&#039;&#039; (unavoidable raid-wide damage) during the process, so Healers must pay extra attention to those passing &#039;&#039;&#039;Chain Lightning&#039;&#039;&#039; as it does inflict damage with each pass. Note that &#039;&#039;&#039;Judgement Volts&#039;&#039;&#039; will spawn more &#039;&#039;&#039;Surge Protection Orbs&#039;&#039;&#039; just like before. The off-tank should grab a few in preparation for:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Executor Summons&#039;&#039;&#039; spawns the add that tethers to the closest player with the most stacks of &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;. Once again, the off-tank should make sure they have 2-3 stacks so that they become the target, while everyone else makes sure to have at least 1 stack for future mechanics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thunderstorm&#039;&#039;&#039; will bombard the entire arena with a barrage of small AoE circles once again, forcing the raid to continuously dodge the assault. Don&#039;t forget that during this time, four players will be marked with circles of lightning that will detonate after a brief delay, damaging the target and anyone else within the circle (killing them if they have no &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;). After the first four blasts, the remaining four players will be marked as well. During this whole ordeal, the off-tank will also have to keep kiting the &#039;&#039;&#039;Exectutor&#039;&#039;&#039; add (which will remain a lot longer than the previous adds, even after its inevitable tank-buster).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Unbuffed) Stepped Leader&#039;&#039;&#039; will create dark AoE circles under every player as soon as it is cast, just like before. Make sure to move a few steps away as soon as Ramuh has finished casting.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crippling Blow&#039;&#039;&#039; – Ramuh&#039;s main-target tank-buster – will be used as soon as &#039;&#039;&#039;Stepped Leader&#039;&#039;&#039; has concluded, followed by &#039;&#039;&#039;Judgement Volts&#039;&#039;&#039;, spawning more &#039;&#039;&#039;Surge Protection Orbs&#039;&#039;&#039; for the following mechanics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fury&#039;s Fourteen (2)&#039;&#039;&#039; creates fourteen stratosphere (lightning rods) on the platform just like earlier, along with the &#039;&#039;&#039;Will of Ixion&#039;&#039;&#039; to make one side of the arena unsafe. Players must deal with the mechanics the same way as before, except now, there will also be adds charging horizontally as well, leaving only one safe horizontal lane. Once all players have been knocked through a stratosphere (like before), everyone will have a brief moment to move into the safe lane and avoid the horizontal charge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(Furious) Judgement Volts&#039;&#039;&#039; will blast the raid once more, killing anyone who doesn&#039;t have at least one stack of &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stormcloud Summons&#039;&#039;&#039; causes Ramuh to mark the four &#039;&#039;&#039;furthest&#039;&#039;&#039; players with stormcloud markers (purple) and the four nearest players with a detonation markers (orange reticules), just like earlier. These mechanics (including the followup knockback) are handled the exact same way as they were earlier, so make sure to keep the clouds apart, get zapped once if you have the debuff, and prepare to be knocked back by Ramuh afterwards if you have no knockback immunity.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Judgement Volts&#039;&#039;&#039; once again blasts the entire raid with unavoidable damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chain Lightning&#039;&#039;&#039; inflicts both Healers with 8-stack debuffs once again (handled in the exact same manner as before). Make sure to pre-position and avoid passing the debuff to anyone with &#039;&#039;&#039;System Shock&#039;&#039;&#039;, typically in a clockwise or counter-clockwise rotation with one healer on opposite sides of the boss. Don&#039;t forget that Ramuh will execute &#039;&#039;&#039;Crippling Blow&#039;&#039;&#039; and &#039;&#039;&#039;Judgement Volts&#039;&#039;&#039; during the process.&lt;br /&gt;
&lt;br /&gt;
*Ramuh will now execute &#039;&#039;&#039;Stepped Leader&#039;&#039;&#039; (buffed or unbuffed). If you see &#039;&#039;&#039;Fury&#039;s Bolt&#039;&#039;&#039; being cast (or notice the three lightning orbs circling Ramuh), then &#039;&#039;&#039;Stepped Leader&#039;&#039;&#039; will involve donut AoE&#039;s around each player once it is cast. If not, all players will have to dodge the AoE circles like before.&lt;br /&gt;
&lt;br /&gt;
*Shortly afterward, &#039;&#039;&#039;(Furious) Judgement Volts&#039;&#039;&#039; will blast the raid yet again. Make sure to have at least one stack of &#039;&#039;&#039;Surge Protection&#039;&#039;&#039;! To make matters worse, Ramuh will use another (normal) &#039;&#039;&#039;Judgement Volts&#039;&#039;&#039; to test the healers further. Afterward, &#039;&#039;&#039;(Furious) Judgement Volts&#039;&#039;&#039;, followed by two consecutive &#039;&#039;&#039;Judgement Volts&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Assuming you survive the AoE onslaught, Ramuh will cast casting &#039;&#039;&#039;Stratosphere Summons&#039;&#039;&#039;, leaving no safe-spot, along with a lengthy cast of &#039;&#039;&#039;Judgment Jolt&#039;&#039;&#039;. The raid must defeat Ramuh before this cast finishes or suffer a wipe.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*{{Item reward|1|Book of Fulmination}} (Guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenchoir Earring Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Bracelet Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Necklace Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Ring Coffer (IL 500)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edenchoir Earring Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Bracelet Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Necklace Coffer (IL 500)}}&lt;br /&gt;
{{Drops table row|Edenchoir Ring Coffer (IL 500)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Main|Twice Stricken}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
E5S.png&lt;br /&gt;
E5 boss.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:System_shock_debuff.png&amp;diff=1526211</id>
		<title>File:System shock debuff.png</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:System_shock_debuff.png&amp;diff=1526211"/>
		<updated>2026-08-26T07:13:32Z</updated>

		<summary type="html">&lt;p&gt;Pckables: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;System Shock debuff from Eden&#039;s Verse: Fulmination (Savage).&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Electrified_debuff_1.png&amp;diff=1526210</id>
		<title>File:Electrified debuff 1.png</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Electrified_debuff_1.png&amp;diff=1526210"/>
		<updated>2026-08-26T07:11:53Z</updated>

		<summary type="html">&lt;p&gt;Pckables: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Electrified debuff from Eden&#039;s Verse: Fulmination (Savage).&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Hated_of_levin_debuff.png&amp;diff=1526208</id>
		<title>File:Hated of levin debuff.png</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Hated_of_levin_debuff.png&amp;diff=1526208"/>
		<updated>2026-08-26T06:14:27Z</updated>

		<summary type="html">&lt;p&gt;Pckables: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hated of Levin debuff from Eden&#039;s Verse: Fulmination (Savage).&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Fury%27s_bolt_buff.png&amp;diff=1526207</id>
		<title>File:Fury&#039;s bolt buff.png</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=File:Fury%27s_bolt_buff.png&amp;diff=1526207"/>
		<updated>2026-08-26T05:35:55Z</updated>

		<summary type="html">&lt;p&gt;Pckables: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fury&#039;s Bolt buff from Eden&#039;s Verse: Fulmination (Savage).&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Gate:_Sepulture_(Savage)&amp;diff=1525931</id>
		<title>Eden&#039;s Gate: Sepulture (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Gate:_Sepulture_(Savage)&amp;diff=1525931"/>
		<updated>2026-08-25T17:40:45Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Fixing typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Gate (Savage)|Eden&#039;s Gate: Sepulture}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Gate: Sepulture (Savage)&lt;br /&gt;
| description = At first glance, the faintly glowing crystal brought back from Eden&#039;s core appears to be little more than a pretty bauble. As you gaze deep within, however, you are bombarded with images of your encounters in the Empty─but your adversaries have been twisted into monstrosities far more ferocious than those in your memory. Though you know these to be naught more than illusions, you find yourself compelled to see them through...&lt;br /&gt;
| image = Eden&#039;s Gate Sepulture (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 450&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = Atlas Peak&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|The Next Piece of the Puzzle}}&lt;br /&gt;
| patch = 5.05&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| id-gt = 30085&lt;br /&gt;
| id-edb = 3f2c9ddbe05&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E4S&#039;&#039;&#039;. Completing this duty, which can be done with an [[Unrestricted Party]] (unsynced), is needed to unlock {{i|The Epic of Alexander (Ultimate)}}.&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] Heritor of Crags: [[Titan (ShB)|Titan]] - Abilities and Timeline==&lt;br /&gt;
The fight against Titan takes place in a 40x40 yalm arena divided into a 4x4 grid of tiles. These tiles are frequently used to dictate the range and functionality of Titan&#039;s attacks and abilities.&lt;br /&gt;
&lt;br /&gt;
There are no walls surrounding this arena, creating a risk of players falling to their death—after which their corpse is then placed on a safe platform after a few seconds.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Titan&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Voice of the Land&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stonecrusher&#039;&#039;&#039;&lt;br /&gt;
|Three consecutive 5y radius [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]]. Every hit inflicts {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 4 seconds. Each tankbuster strikes three seconds after the previous.&lt;br /&gt;
&lt;br /&gt;
* The first strike targets the player with the highest enmity at the start of the cast. Subsequent strikes target the highest enmity player at that moment in time.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aftershock&#039;&#039;&#039;&lt;br /&gt;
|Blue [[Area of Effect#Static Line AoE|tile AoEs]] created by various attacks throughout the fight. Deals extreme damage and inflicts {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;Healing Magic Down&#039;&#039;&#039;, and {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weight of the Land&#039;&#039;&#039;&lt;br /&gt;
|Eight random tiles are covered in AoEs, detonating into &#039;&#039;&#039;Aftershocks&#039;&#039;&#039; after six seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Evil Earth&#039;&#039;&#039;&lt;br /&gt;
|Places a [[Area of Effect#Radial Square AoE|radial square AoE]] on two tiles, in one of two potential patterns. Explodes into waves of &#039;&#039;&#039;Aftershocks&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pulse of the Land&#039;&#039;&#039;&lt;br /&gt;
|A [[Other Mechanics#Yellow / orange / blue shape markers|yellow pyramid marker]] placed on multiple players. Every tile underneath these marked players erupts and deals high magic damage, inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 2 seconds.&lt;br /&gt;
Each marker triggers one instance of damage. Two or more marked players sharing a tile would receive multiple instances of magic damage—instantly dying due to the vulnerability up.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Force of the Land&#039;&#039;&#039;&lt;br /&gt;
|An [[Other Mechanics#Yellow / orange / blue shape markers|orange cube marker]] placed on multiple players. Tiles underneath these players act as [[Stack marker#Multi-Player Marker|multi-player markers]], requiring &#039;&#039;at least&#039;&#039; one other player on the same tile to survive.&lt;br /&gt;
&lt;br /&gt;
* Damage received remains the same regardless of whether two players or eight players are stacked on the same tile.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Geocrush&#039;&#039;&#039;&lt;br /&gt;
|Titan telegraphs a jump to a random tile on the edge of the arena, dealing a powerful 30 yalm [[Knockback#Radial Knockback|radial knockback]] that can be resisted.&lt;br /&gt;
* Always followed by &#039;&#039;&#039;Earthen Wheels&#039;&#039;&#039; or &#039;&#039;&#039;Earthen Gauntlets&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Earthen Wheels&#039;&#039;&#039;&lt;br /&gt;
|Titan drives straight across the arena, creating an untelegraphed [[Knockback#Line Knockback|line knockback]] that pushes players 15 yalms away.&lt;br /&gt;
* The tiles adjacent to Titan&#039;s path detonate into &#039;&#039;&#039;Aftershocks&#039;&#039;&#039;, which then travel to the tiles at the far edge like a wave.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fault Line&#039;&#039;&#039;&lt;br /&gt;
|An invisible [[Tether (mechanic)#Proximity Tether|proximity tether]] attached to the highest enmity player. Titan charges at their target, dealing increasing damage based on how close that player is to Titan.&lt;br /&gt;
Any other players caught in Titan&#039;s path receive lethal amounts of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Magnitude 5.0&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] with a 5y radius safe zone centered on Titan.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Earthen Gauntlets&#039;&#039;&#039;&lt;br /&gt;
|Titan slams all tiles to its left and right, dealing extreme damage and [[knockback]] to all players not in the same row as Titan.&lt;br /&gt;
* Shortly after the initial AoE, the previously safe tiles detonate with &#039;&#039;&#039;Aftershock&#039;&#039;&#039; AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Landslide&#039;&#039;&#039;&lt;br /&gt;
|Titan faces a random cardinal edge of the arena, then jumps to it at the end of the cast. Creates massive [[Area of Effect#Static Line AoE|line AoEs]] in all cardinal directions from the landing point—covering all but 4 tiles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Left/Rightward Landslide&#039;&#039;&#039;&lt;br /&gt;
|Titan covers half the arena in a massive [[Area of Effect#Static Line AoE|static line AoE]]. Shortly after the AoE resolves, the rows on the opposite side of the arena detonate into waves of &#039;&#039;&#039;Aftershocks&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Bomb Boulder&#039;&#039;&#039;&lt;br /&gt;
|Functions identically to its [[The Navel|original incarnation]]: small boulders drop in preset patterns that detonate into 10y radius [[Area of Effect#Static Circle AoE|static circle AoEs]] in order of appearance.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crumbling Down&#039;&#039;&#039;&lt;br /&gt;
|A random support and a random DPS player are marked with a red arrow, dropping a small [[Other Mechanics#Proximity AoE|proximity AoE]] after six seconds. A second support and DPS player are marked shortly afterwards.&lt;br /&gt;
Massive boulders are dropped at these locations, some of which will turn orange and crumble to dust depending on two conditions:&lt;br /&gt;
&lt;br /&gt;
# With each pair of markers, a random one of the two Massive Boulders will be chosen to crumble regardless of placement.&lt;br /&gt;
#* If a player is solo, only one boulder is dropped per marker—which will not crumble randomly.&lt;br /&gt;
# All massive boulders placed closer than 20 yalms to another will crumble.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Seismic Wave&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Line of Sight AoE|line of sight AoE]] that deals high damage and inflicts {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;Healing Magic Down&#039;&#039;&#039;, and {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;. Can only be avoided via the massive boulders.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Phase 2 Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tumult&#039;&#039;&#039;&lt;br /&gt;
|Five instances of unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fists&#039;&#039;&#039;&lt;br /&gt;
|Titan slams its fists together before gathering aether twice into its left and/or right arms.&lt;br /&gt;
Titan then unleashes to punches to the left and/or right half of the platform, matching the side and order that its arm&#039;s glowed—dealing high damage and extreme amounts of [[knockback]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weight of the World&#039;&#039;&#039;&lt;br /&gt;
|A [[Other Mechanics#Yellow / orange / blue shape markers|blue pyramid marker]] placed on one or two players. The tiles underneath the marked detonate into a 3x3 tile AoE that deals high magic damage and inflicts {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 8 - 12 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dual Earthen Fists&#039;&#039;&#039;&lt;br /&gt;
|A large [[Knockback#Epicentral Knockback|epicentral knockback]] created in front of Titan Maximum. Knockback can be resisted. Always combined with one &#039;&#039;&#039;Weight of the World&#039;&#039;&#039; and &#039;&#039;&#039;Earthen Anguish&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Anguish&#039;&#039;&#039;&lt;br /&gt;
|An untelegraphed 10y radius [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] hitting the highest two enmity players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Megalith&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#Shared Tankbuster|shared tankbuster]]. Visually uses a regular {{I|Stack marker}} telegraph.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tectonic Uplift&#039;&#039;&#039;&lt;br /&gt;
|Two diagonal quadrants of the arena are marked with AoEs, dividing the arena into four sections. At the end of the cast, the marked quadrants are raised upwards.&lt;br /&gt;
&lt;br /&gt;
* The AoEs deal no damage. Players standing in the AoEs are harmlessly [[Knockback#Knock-up|knocked upwards]] onto the raised platforms.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rock Throw&#039;&#039;&#039;&lt;br /&gt;
|Both healers are marked, then {{Status effect|debuff|File:Fetters icon3.png|link=File:Fetters icon3.png}} &#039;&#039;&#039;Fettered&#039;&#039;&#039; into destructible &#039;&#039;Granite Gaols&#039;&#039; after a few seconds. Granite Gaols begin a 24 second cast of &#039;&#039;&#039;&#039;&#039;Explosion&#039;&#039;&#039;&#039;&#039;, which will kill all players if successful.&lt;br /&gt;
&lt;br /&gt;
* If the two Granite Gaols are within 25 yalms of each other, they will be buffed with {{Status effect|buff|vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; and become functionally indestructible.&lt;br /&gt;
* If any player locked inside a Granite Gaol dies before being broken out, Titan Maximum permanently gains a powerful {{Status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plate Fracture&#039;&#039;&#039;&lt;br /&gt;
|Titan winds up a powerful punch and destroys a random quadrant of the arena. Which fist Titan winds up matches which half of the arena will be targeted.&lt;br /&gt;
&lt;br /&gt;
* It is not possible to tell whether the first cast will target the north or south half of the arena.&lt;br /&gt;
* The second and third cast will &#039;&#039;always&#039;&#039; target a quadrant adjacent to the previously destroyed one—Titan will never leave two diagonal quadrants as the only remaining platforms.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Phase 3 Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Rotating Fury&#039;&#039;&#039;&lt;br /&gt;
|Five tile AoEs appear—four on the edges and one in the center—and rotate in a specific clockwise pattern, detonating a total of five times.&lt;br /&gt;
Simultaneously, four players are marked with &#039;&#039;&#039;Pulse of the Land&#039;&#039;&#039; and four others with &#039;&#039;&#039;Force of the Land&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Opening Rotation&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Stonecrusher&lt;br /&gt;
#Weight of the Land +&lt;br /&gt;
#*Pulse of the Land x8&lt;br /&gt;
#Evil Earth +&lt;br /&gt;
#*Force of the Land x8&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Geocrush&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Earthen Wheels Rotation&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Wheels +&lt;br /&gt;
#*Pulse of the Land x3&lt;br /&gt;
#*Force of the Land x5&lt;br /&gt;
#Fault Line&lt;br /&gt;
#Magnitude 5.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Earthen Gauntlets Rotation&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Gauntlets +&lt;br /&gt;
#*Pulse of the Land x3&lt;br /&gt;
#*Force of the Land x5&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Landslide&lt;br /&gt;
#Left/Rightward Landslide&lt;br /&gt;
#Bomb Boulder Detonation&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Crumbling Down Rotation&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Crumbling Down&lt;br /&gt;
#Seismic Wave&lt;br /&gt;
#Bomb Boulder Detonation&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Stonecrusher&lt;br /&gt;
#Geocrush&lt;br /&gt;
|}{{clear}}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2 Opening&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Earthen Fist +&lt;br /&gt;
#*Weight of the Land&lt;br /&gt;
#Dual Earthen Fists +&lt;br /&gt;
#*Weight of the World&lt;br /&gt;
#*Earthen Anguish&lt;br /&gt;
#Megalith&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Tectonic Uplift #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Tectonic Uplift +&lt;br /&gt;
#*Weight of the World x2&lt;br /&gt;
#Weight of the World x2 +&lt;br /&gt;
#*Pulse of the Land x2&lt;br /&gt;
#*Force of the Land x2&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Plate Fracture #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Rock Throw&lt;br /&gt;
#Plate Fracture x3&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Tumult&lt;br /&gt;
#Dual Earthen Fists +&lt;br /&gt;
#*Weight of the World&lt;br /&gt;
#*Earthen Anguish&lt;br /&gt;
#Earthen Fist +&lt;br /&gt;
#*Evil Earth&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Tectonic Uplift #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Tectonic Uplift +&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Rock Throw&lt;br /&gt;
#Pulse of the Land x8&lt;br /&gt;
#Weight of the World x2&lt;br /&gt;
#Weight of the World x2 +&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Tumult&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Plate Fracture #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Plate Fracture&lt;br /&gt;
#Megalith&lt;br /&gt;
#Plate Fracture&lt;br /&gt;
#Weight of the World +&lt;br /&gt;
#*Pulse of the Land x3&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
|}{{clear}}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Rotating Fury #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Rotating Fury +&lt;br /&gt;
#*Pulse of the Land x4&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Dual Earthen Fists +&lt;br /&gt;
#*Weight of the World&lt;br /&gt;
#*Earthen Anguish&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Tumult&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Rotating Fury #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Rotating Fury +&lt;br /&gt;
#*Pulse of the Land x4&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Earthen Fist&lt;br /&gt;
#Stonecrusher&lt;br /&gt;
#Megalith&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Rotating Fury #3&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Rotating Fury +&lt;br /&gt;
#*Pulse of the Land x4&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Earthen Fist&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Tumult&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Tumult&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#&#039;&#039;&#039;Earthen Fury (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
== Detailed Phase Explanations ==&lt;br /&gt;
=== Phase 1 ===&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 1 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Voice of the Land&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stonecrusher&#039;&#039;&#039;&lt;br /&gt;
|Three consecutive 5y radius [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]]. Every hit inflicts {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 4 seconds. Each tankbuster strikes three seconds after the previous.&lt;br /&gt;
&lt;br /&gt;
* The first strike targets the player with the highest enmity at the start of the cast. Subsequent strikes target the highest enmity player at that moment in time.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aftershock&#039;&#039;&#039;&lt;br /&gt;
|Blue [[Area of Effect#Static Line AoE|tile AoEs]] created by various attacks throughout the fight. Deals extreme damage and inflicts {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;Healing Magic Down&#039;&#039;&#039;, and {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weight of the Land&#039;&#039;&#039;&lt;br /&gt;
|Eight random tiles are covered in AoEs, detonating into &#039;&#039;&#039;Aftershocks&#039;&#039;&#039; after six seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Evil Earth&#039;&#039;&#039;&lt;br /&gt;
|Places a [[Area of Effect#Radial Square AoE|radial square AoE]] on two tiles, in one of two potential patterns. Explodes into waves of &#039;&#039;&#039;Aftershocks&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pulse of the Land&#039;&#039;&#039;&lt;br /&gt;
|A [[Other Mechanics#Yellow / orange / blue shape markers|yellow pyramid marker]] placed on multiple players. Every tile underneath these marked players erupts and deals high magic damage, inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 2 seconds.&lt;br /&gt;
Each marker triggers one instance of damage. Two or more marked players sharing a tile would receive multiple instances of magic damage—instantly dying due to the vulnerability up.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Force of the Land&#039;&#039;&#039;&lt;br /&gt;
|An [[Other Mechanics#Yellow / orange / blue shape markers|orange cube marker]] placed on multiple players. Tiles underneath these players act as [[Stack marker#Multi-Player Marker|multi-player markers]], requiring &#039;&#039;at least&#039;&#039; one other player on the same tile to survive.&lt;br /&gt;
&lt;br /&gt;
* Damage received remains the same regardless of whether two players or eight players are stacked on the same tile.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Geocrush&#039;&#039;&#039;&lt;br /&gt;
|Titan telegraphs a jump to a random tile on the edge of the arena, dealing a powerful 30 yalm [[Knockback#Radial Knockback|radial knockback]] that can be resisted.&lt;br /&gt;
* Always followed by &#039;&#039;&#039;Earthen Wheels&#039;&#039;&#039; or &#039;&#039;&#039;Earthen Gauntlets&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Earthen Wheels&#039;&#039;&#039;&lt;br /&gt;
|Titan drives straight across the arena, creating an untelegraphed [[Knockback#Line Knockback|line knockback]] that pushes players 15 yalms away.&lt;br /&gt;
* The tiles adjacent to Titan&#039;s path detonate into &#039;&#039;&#039;Aftershocks&#039;&#039;&#039;, which then travel to the tiles at the far edge like a wave.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fault Line&#039;&#039;&#039;&lt;br /&gt;
|An invisible [[Tether (mechanic)#Proximity Tether|proximity tether]] attached to the highest enmity player. Titan charges at their target, dealing increasing damage based on how close that player is to Titan.&lt;br /&gt;
Any other players caught in Titan&#039;s path receive lethal amounts of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Magnitude 5.0&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] with a 5y radius safe zone centered on Titan.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Earthen Gauntlets&#039;&#039;&#039;&lt;br /&gt;
|Titan slams all tiles to its left and right, dealing extreme damage and [[knockback]] to all players not in the same row as Titan.&lt;br /&gt;
* Shortly after the initial AoE, the previously safe tiles detonate with &#039;&#039;&#039;Aftershock&#039;&#039;&#039; AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Landslide&#039;&#039;&#039;&lt;br /&gt;
|Titan faces a random cardinal edge of the arena, then jumps to it at the end of the cast. Creates massive [[Area of Effect#Static Line AoE|line AoEs]] in all cardinal directions from the landing point—covering all but 4 tiles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Left/Rightward Landslide&#039;&#039;&#039;&lt;br /&gt;
|Titan covers half the arena in a massive [[Area of Effect#Static Line AoE|static line AoE]]. Shortly after the AoE resolves, the rows on the opposite side of the arena detonate into waves of &#039;&#039;&#039;Aftershocks&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Bomb Boulder&#039;&#039;&#039;&lt;br /&gt;
|Functions identically to its [[The Navel|original incarnation]]: small boulders drop in preset patterns that detonate into 10y radius [[Area of Effect#Static Circle AoE|static circle AoEs]] in order of appearance.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crumbling Down&#039;&#039;&#039;&lt;br /&gt;
|A random support and a random DPS player are marked with a red arrow, dropping a small [[Other Mechanics#Proximity AoE|proximity AoE]] after six seconds. A second support and DPS player are marked shortly afterwards.&lt;br /&gt;
Massive boulders are dropped at these locations, some of which will turn orange and crumble to dust depending on two conditions:&lt;br /&gt;
&lt;br /&gt;
# With each pair of markers, a random one of the two Massive Boulders will be chosen to crumble regardless of placement.&lt;br /&gt;
#* If a player is solo, only one boulder is dropped per marker—which will not crumble randomly.&lt;br /&gt;
# All massive boulders placed closer than 20 yalms to another will crumble.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Seismic Wave&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Line of Sight AoE|line of sight AoE]] that deals high damage and inflicts {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;Healing Magic Down&#039;&#039;&#039;, and {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;. Can only be avoided via the massive boulders.&lt;br /&gt;
|}&lt;br /&gt;
A short but deadly introductory phase to the fight, players will need to be assigned positions and tiles in order to safely handle each mechanic.&lt;br /&gt;
&lt;br /&gt;
Phase 1 does not follow a strict rotation—after the first &#039;&#039;&#039;Geocrush&#039;&#039;&#039;, Titan will use either &#039;&#039;&#039;Earthen Wheels&#039;&#039;&#039; (creating a vehicle) or &#039;&#039;&#039;Earthen Gauntlets&#039;&#039;&#039; at random, resulting in two possible rotations.&lt;br /&gt;
&lt;br /&gt;
After the end of the first Earthen Wheels / Earthen Gauntlets rotation, Titan will begin the &#039;&#039;&#039;Crumbling Down&#039;&#039;&#039; rotation.&lt;br /&gt;
&lt;br /&gt;
The second Geocrush will be followed by whichever rotation was not used prior, after which Titan will begin Phase 2.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Opening=&lt;br /&gt;
====Opening Rotation:====&lt;br /&gt;
[[File:E4S Evil Earth.gif|alt=The two potential patterns for Evil Earth and how to dodge them.|thumb|238x238px|The two potential patterns for Evil Earth and how to dodge them.]]&lt;br /&gt;
The first rotation of the fight, players need to dodge several AoEs while simultaneously handling [[Other Mechanics#Yellow / orange / blue shape markers|yellow and orange markers.]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stonecrusher&#039;&#039;&#039; can either be handled with heavy mitigations and two quick tank-swaps, or just a single invulnerability.&lt;br /&gt;
**If tank-swapping, both tanks must be aware of their {{Action icon|Provoke}} and {{Action icon|Shirk}} cooldown timers.&lt;br /&gt;
&lt;br /&gt;
All players are then marked by &#039;&#039;&#039;Pulse of the Land&#039;&#039;&#039; while Titan casts &#039;&#039;&#039;Weight of the Land&#039;&#039;&#039;.&lt;br /&gt;
*The Weight of the Land AoEs will always detonate first, allowing players time to re-position afterwards for their Pulse of the Land positions.&lt;br /&gt;
**To maximize DPS uptime, Titan should be tanked in the center while tanks and melee DPS occupy the four center tiles. All others can spread to any of the 12 outer tiles of their preference.&lt;br /&gt;
&lt;br /&gt;
Next, Titan uses &#039;&#039;&#039;Evil Earth&#039;&#039;&#039; and marks all players with &#039;&#039;&#039;Force of the Land&#039;&#039;&#039;, which resolves shortly after Evil Earth&#039;s final AoE.&lt;br /&gt;
&lt;br /&gt;
* Evil Earth has two potential patterns, but both can be resolved in the same way; players should stand in one of the corner tiles farthest from the AoE markers, then move diagonally to the center once the neighboring center tiles detonate.&lt;br /&gt;
* Ideally, all players should stack together during this attack to not only increase DPS uptime, but to ensure all players remain in healing range of each other.&lt;br /&gt;
&lt;br /&gt;
The Opening Rotation will end with Geocrush. Players should stand on the tile marked with the [[Knockback#Radial Knockback|radial knockback]] and ensure they positioned in a way to not be pushed off the edge; alternatively, a knockback resist ability can be used.&lt;br /&gt;
&lt;br /&gt;
If Titan summons a vehicle, the &#039;&#039;&#039;Earthen Wheels&#039;&#039;&#039; rotation will begin. If Titan&#039;s arms become covered in armor, the &#039;&#039;&#039;Earthen Gauntlets&#039;&#039;&#039; rotation begins.&lt;br /&gt;
|-|Earthen Wheels=&lt;br /&gt;
====== Earthen Wheels Rotation: ======&lt;br /&gt;
One random tank, healer, and DPS will receive a &#039;&#039;&#039;Pulse of the Land&#039;&#039;&#039; marker while all others receive &#039;&#039;&#039;Force of the Land&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Players marked with orange cubes should stack together on Titan&#039;s left or right side—whichever is farther from the edge.&lt;br /&gt;
**The tank marked with an orange cube should {{Action icon|Provoke}} if necessary in preparation for an upcoming attack.&lt;br /&gt;
*Players marked with yellow pyramids should spread out to different tiles on the same row, adjacent to Titan&#039;s driving path.&lt;br /&gt;
**To aid with quick positioning for Pulse of the Land, role-based positions should be given to players marked with yellow pyramids.&lt;br /&gt;
&lt;br /&gt;
Titan will drive straight across the platform, pushing all players away and killing any in it&#039;s path. A wave of &#039;&#039;&#039;Aftershock&#039;&#039;&#039; AoEs will detonate on the tiles adjacent to Titan, which players must move onto after they detonate to dodge the second wave on the far edge of the arena.&lt;br /&gt;
&lt;br /&gt;
DPS and Healers should only move one tile towards Titan, however, as Titan will follow up with a cast of &#039;&#039;&#039;Fault Line&#039;&#039;&#039; at the highest enmity player and kill any others inbetween.&lt;br /&gt;
&lt;br /&gt;
After the knockback, the tank that was marked by an orange cube should quickly run two tiles to where Titan began. If this is done correctly, Titan should drive across the same row of tiles as before from the opposite side of the arena.&lt;br /&gt;
&lt;br /&gt;
This rotation ends with &#039;&#039;&#039;Magnitude 5.0&#039;&#039;&#039;, which is simply a [[Area of Effect#Static Donut AoE|static donut AoE.]] All players should use whatever mobility tools they have to move underneath Titan as soon as possible.&lt;br /&gt;
&lt;br /&gt;
|-|Earthen Gauntlets=&lt;br /&gt;
====== Earthen Gauntlets Rotation: ======&lt;br /&gt;
One random tank, healer, and DPS will receive a &#039;&#039;&#039;Pulse of the Land&#039;&#039;&#039; marker while all others receive &#039;&#039;&#039;Force of the Land&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Players marked with orange cubes should stack directly underneath Titan.&lt;br /&gt;
*Players marked with yellow pyramids should spread out along the other three tiles Titan is facing.&lt;br /&gt;
**To aid with quick positioning for Pulse of the Land, role-based positions should be given to players marked with yellow pyramids.&lt;br /&gt;
&lt;br /&gt;
After Titan slams the tiles to both sides, players should immediately move off the safe tiles, as they detonate with &#039;&#039;&#039;Aftershock&#039;&#039;&#039; AoEs shortly after.&lt;br /&gt;
&lt;br /&gt;
Soon after, Titan begins a cast of &#039;&#039;&#039;Landslide&#039;&#039;&#039; at either the north, east, west, or south edge of the arena.&lt;br /&gt;
*The tank should move Titan to the center of the arena prior to the start of the Landslide cast. If this is not done, it may be difficult or impossible to accurately see which side Titan is jumping to.&lt;br /&gt;
&lt;br /&gt;
All players must run to one of the two corner tiles at Titan&#039;s back, as they will be the only areas safe from the massive AoEs.&lt;br /&gt;
&lt;br /&gt;
Titan then casts &#039;&#039;&#039;Left/Rightward Landslide&#039;&#039;&#039; covering the left or right half of the arena in a massive AoE. This must be dodged, then quickly moved into to avoid the &#039;&#039;&#039;Aftershock&#039;&#039;&#039; AoEs that erupt on the opposite half of the arena.&lt;br /&gt;
&lt;br /&gt;
Lastly, Players simply need to avoid the detonation of the &#039;&#039;&#039;Bomb Boulders&#039;&#039;&#039; to survive the rotation.&lt;br /&gt;
&lt;br /&gt;
|-|Crumbling Down=&lt;br /&gt;
====== Crumbling Down Rotation: ======&lt;br /&gt;
[[File:E4S Crumbling Down Markers.jpg|alt=Waymarks for the four Crumbling Down markers.|thumb|239x239px|Waymarks for the four Crumbling Down markers.]]&lt;br /&gt;
A random support and a random DPS will receive a red arrow marker. These players should run to pre-assigned markers to place the [[Other Mechanics#Proximity AoE|proximity AoEs]], and the resulting Massive Boulder, in the desired locations.&lt;br /&gt;
&lt;br /&gt;
* The party should assign DPS to either the north or south waymarks, and thus support to the other side.&lt;br /&gt;
* The party should decide on whether to drop the first pair of markers on the east or the west waymarks.&lt;br /&gt;
** This is to prevent Titan from potentially crumbling both east or both west Massive Boulders, which could force the party into the second set of &#039;&#039;&#039;Bomb Boulders&#039;&#039;&#039;.&lt;br /&gt;
* The lethal-range of the proximity AoEs is fairly small. Being more than a tile away is often enough to survive.&lt;br /&gt;
&lt;br /&gt;
A total of four Massive Boulders will be dropped, and all must be placed at least 20 yalms apart from each other to prevent them from crumbling—which would result in no safe place to stand against &#039;&#039;&#039;Seismic Wave&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
One of each pair of Massive Boulders will &#039;&#039;always&#039;&#039; crumble, and which two crumble is completely random.&lt;br /&gt;
&lt;br /&gt;
Additionally, players will have to dodge &#039;&#039;&#039;Bomb Boulders&#039;&#039;&#039;, which drop in three columns. The center column always drops first, but the order of the east and west column of bomb boulders is random.&lt;br /&gt;
&lt;br /&gt;
Once the four Massive Boulders are placed, players will want to hide behind the one on the same side of the arena that the third set of &#039;&#039;&#039;Bomb Boulders&#039;&#039;&#039; dropped onto, dodging Titan&#039;s &#039;&#039;&#039;Seismic Wave&#039;&#039;&#039; before running to the center of the arena once it&#039;s safe.&lt;br /&gt;
&lt;br /&gt;
After another &#039;&#039;&#039;Stonecrusher&#039;&#039;&#039;, Titan will follow up with the fight&#039;s second &#039;&#039;&#039;Geocrusher&#039;&#039;&#039; combined with whatever attack rotation (Earthen Wheels or Earthen Gauntlets) was not used prior.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Opening Rotation&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Stonecrusher&lt;br /&gt;
#Weight of the Land +&lt;br /&gt;
#*Pulse of the Land x8&lt;br /&gt;
#Evil Earth +&lt;br /&gt;
#*Force of the Land x8&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Geocrush&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Earthen Wheels Rotation&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Wheels +&lt;br /&gt;
#*Pulse of the Land x3&lt;br /&gt;
#*Force of the Land x5&lt;br /&gt;
#Fault Line&lt;br /&gt;
#Magnitude 5.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Earthen Gauntlets Rotation&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Gauntlets +&lt;br /&gt;
#*Pulse of the Land x3&lt;br /&gt;
#*Force of the Land x5&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Landslide&lt;br /&gt;
#Left/Rightward Landslide&lt;br /&gt;
#Bomb Boulder Detonation&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Crumbling Down Rotation&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Crumbling Down&lt;br /&gt;
#Seismic Wave&lt;br /&gt;
#Bomb Boulder Detonation&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Stonecrusher&lt;br /&gt;
#Geocrush&lt;br /&gt;
|}&lt;br /&gt;
===Phase 2 - Titan Maximum===&lt;br /&gt;
----&lt;br /&gt;
[[File:EdenSepultureSavage TitanMaximum.jpg|283x283px|thumb|right|Titan Maximum]]&lt;br /&gt;
Titan will become untargetable and float away from the arena, beginning a transitory cutscene exclusive to the Savage version of the fight.&lt;br /&gt;
&lt;br /&gt;
After combining with the nearby mountain spires, Titan will become an enormous entity known as &#039;&#039;Titan Maximum&#039;&#039;, remaining at the north side of the arena for the entirety of the phase and removing any [[Positionals|positional]] requirements for melee DPS.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tumult&#039;&#039;&#039;&lt;br /&gt;
|Five instances of unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fists&#039;&#039;&#039;&lt;br /&gt;
|Titan slams its fists together before gathering aether twice into its left and/or right arms.&lt;br /&gt;
Titan then unleashes to punches to the left and/or right half of the platform, matching the side and order that its arm&#039;s glowed—dealing high damage and extreme amounts of [[knockback]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weight of the World&#039;&#039;&#039;&lt;br /&gt;
|A [[Other Mechanics#Yellow / orange / blue shape markers|blue pyramid marker]] placed on one or two players. The tiles underneath the marked detonate into a 3x3 tile AoE that deals high magic damage and inflicts {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 8 - 12 seconds.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Dual Earthen Fists&#039;&#039;&#039;&lt;br /&gt;
|A large [[Knockback#Epicentral Knockback|epicentral knockback]] created in front of Titan Maximum. Knockback can be resisted. Always combined with one &#039;&#039;&#039;Weight of the World&#039;&#039;&#039; and &#039;&#039;&#039;Earthen Anguish&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Anguish&#039;&#039;&#039;&lt;br /&gt;
|An untelegraphed 10y radius [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] hitting the highest two enmity players.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Megalith&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#Shared Tankbuster|shared tankbuster]]. Visually uses a regular {{I|Stack marker}} telegraph.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tectonic Uplift&#039;&#039;&#039;&lt;br /&gt;
|Two diagonal quadrants of the arena are marked with AoEs, dividing the arena into four sections. At the end of the cast, the marked quadrants are raised upwards.&lt;br /&gt;
&lt;br /&gt;
* The AoEs deal no damage. Players standing in the AoEs are harmlessly [[Knockback#Knock-up|knocked upwards]] onto the raised platforms.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rock Throw&#039;&#039;&#039;&lt;br /&gt;
|Both healers are marked, then {{Status effect|debuff|File:Fetters icon3.png|link=File:Fetters icon3.png}} &#039;&#039;&#039;Fettered&#039;&#039;&#039; into destructible &#039;&#039;Granite Gaols&#039;&#039; after a few seconds. Granite Gaols begin a 24 second cast of &#039;&#039;&#039;&#039;&#039;Explosion&#039;&#039;&#039;&#039;&#039;, which will kill all players if successful.&lt;br /&gt;
&lt;br /&gt;
* If the two Granite Gaols are within 25 yalms of each other, they will be buffed with {{Status effect|buff|vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; and become functionally indestructible.&lt;br /&gt;
* If any player locked inside a Granite Gaol dies before being broken out, Titan Maximum permanently gains a powerful {{Status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plate Fracture&#039;&#039;&#039;&lt;br /&gt;
|Titan winds up a powerful punch and destroys a random quadrant of the arena. Which fist Titan winds up matches which half of the arena will be targeted.&lt;br /&gt;
&lt;br /&gt;
* It is not possible to tell whether the first cast will target the north or south half of the arena.&lt;br /&gt;
* The second and third cast will &#039;&#039;always&#039;&#039; target a quadrant adjacent to the previously destroyed one—Titan will never leave two diagonal quadrants as the only remaining platforms.&lt;br /&gt;
|}&lt;br /&gt;
With the addition of &#039;&#039;&#039;Weight of the World&#039;&#039;&#039;, players will need to organize quickly based on markers and roles throughout the phase. The party should plan strategies ahead of time to handle the more complex attack rotations.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Phase 2 Opening=&lt;br /&gt;
====== Phase 2 Opening: ======&lt;br /&gt;
The first attack to look out for is &#039;&#039;&#039;Earthen Fist&#039;&#039;&#039; + &#039;&#039;&#039;Weight of the Land&#039;&#039;&#039;. Players should keep track of the attack order by watching the order that Titan&#039;s fists glow.&lt;br /&gt;
&lt;br /&gt;
* Weight of the Land will detonate shortly after the second punch. After dodging the first punch, players must make their way to a safe tile that is also not in range of the second punch.&lt;br /&gt;
&lt;br /&gt;
Titan will then follow up with &#039;&#039;&#039;Dual Earthen Fists&#039;&#039;&#039;, combined with &#039;&#039;&#039;Weight of the World&#039;&#039;&#039; and &#039;&#039;&#039;Earthen Anguish&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The party should decide on whether the player marked with a blue pyramid is knocked towards the east or the west. All other players should be on the opposite half of the platform.&lt;br /&gt;
** The player marked with a blue pyramid should be knocked towards and stand in a corner to prevent the AoE from extending towards the rest of the party.&lt;br /&gt;
* The two tanks should be knocked towards the other corner before splitting apart and using heavy mitigations for Earthen Anguish. All other players should run away from the tanks.&lt;br /&gt;
** Alternatively, the tanks can stand on the north side of the arena and use {{Action icon|Arm&#039;s Length}} to avoid the knockback completely.&lt;br /&gt;
&lt;br /&gt;
Lastly, Titan will cast &#039;&#039;&#039;Megalith&#039;&#039;&#039;, which both tanks must take together. Healers will need to top up both tanks quickly due to the high damage output from the back-to-back tankbusters.&lt;br /&gt;
&lt;br /&gt;
* Players should not be fooled by the regular stack marker visual, Megalith is only intended to be taken by tanks, and will only deal damage to two players at most.&lt;br /&gt;
&lt;br /&gt;
|-|Tectonic Uplift #1=&lt;br /&gt;
====== Tectonic Uplift #1: ======&lt;br /&gt;
[[File:E4S Plate Uplift 1.gif|alt=A strategy board showing how to survive Plate Uplift #1.|thumb|275x275px|A [https://raidplan.io/plan/3yeqppx5pkdk9x4f strategy board] showing how to survive Tectonic Uplift #1.]]&lt;br /&gt;
Akin to a puzzle, players will need to organize in a specific way to survive the following onslaught of abilities and markers.&lt;br /&gt;
&lt;br /&gt;
* The party should split into groups via roles. DPS should be assigned to one half of the arena while support are on the other half.&lt;br /&gt;
* One random DPS and one random support player will be marked by &#039;&#039;&#039;Weight of the World&#039;&#039;&#039;. These players should stand in the far corners on the unmarked quadrants while all other players split into groups of three on the marked quadrants.&lt;br /&gt;
&lt;br /&gt;
When the platforms raise, there should be one player in each lower quadrant and three players on each upper quadrant.&lt;br /&gt;
&lt;br /&gt;
On the lower quadrants, one will have two tiles covered in an &#039;&#039;&#039;Aftershock&#039;&#039;&#039; AoE while the other lower quadrant has only one tile covered.&lt;br /&gt;
&lt;br /&gt;
Another random DPS and a random support (that weren&#039;t marked prior) will be marked by Weight of the World, while two other players are marked by &#039;&#039;&#039;Pulse of the Land&#039;&#039;&#039; and two &#039;&#039;&#039;Force of the Land&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The players marked with blue pyramids should stay up top and move to the far corners of their quadrant.&lt;br /&gt;
* Players marked with yellow pyramids should look for the lower quadrant with only one AoE (and thus three safe tiles) and drop down into it, placing one player on each of the three tiles.&lt;br /&gt;
* Players marked with orange cubes should look for the lower quadrant with two AoEs (and thus two safe tiles) and drop down into it, stacking on one safe tile while the unmarked player with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; stands safely on the other tile.&lt;br /&gt;
&lt;br /&gt;
The platform will reform to its normal state after a cast of &#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;.&lt;br /&gt;
|-|Plate Fracture #1=&lt;br /&gt;
====== Plate Fracture #1: ======&lt;br /&gt;
Both healers will be marked with &#039;&#039;&#039;Rock Throw&#039;&#039;&#039;, getting locked into Granite Gaols after several seconds.&lt;br /&gt;
&lt;br /&gt;
* Healers should split to the far north and south half of the arena, but shift over to avoid the half of the arena Titan is targeting with the first cast of &#039;&#039;&#039;Plate Fracture&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The party will need to destroy the Granite Gaol neighboring the quadrant Titan destroyed, as that will be the Gaol Titan attempts to smash with the second cast of Plate Fracture.&lt;br /&gt;
&lt;br /&gt;
Once the first Granite Gaol is destroyed, players can focus on destroying the second Gaol as soon as possible.&lt;br /&gt;
&lt;br /&gt;
* An extremely effective strategy is to place both healers 30 yalms away from each other and use a {{Action icon|Limit Break|Ranged DPS Limit Break}} to hit both Granite Gaols as well as Titan. This not only deals a high amount of damage to three critical targets, but massively increases the time all players have to attack Titan directly.&lt;br /&gt;
&lt;br /&gt;
Soon after, Titan will reform the platform and begin another &#039;&#039;&#039;Dual Earthen Fists&#039;&#039;&#039; attack that can be resolved in the same way as before.&lt;br /&gt;
&lt;br /&gt;
This attack will then be followed up with &#039;&#039;&#039;Earthen Fist&#039;&#039;&#039; combined with a single [[Area of Effect#Radial Square AoE|radial square AoE]]. This square AoE will always be on one of the four center tiles of the platform.&lt;br /&gt;
&lt;br /&gt;
* The first punch will happen at the same time the first square AoE detonates, and the second punch at the same time as the second AoE detonation.&lt;br /&gt;
&lt;br /&gt;
To dodge both attacks, players will want to watch to see if the second punch is on the same half as the radial square AoE.&lt;br /&gt;
&lt;br /&gt;
* If the second punch is &#039;&#039;not&#039;&#039; aimed at the AoE&#039;s source, players can dodge both attacks by dodging the first punch, then simply moving into the radial square AoE&#039;s source tile.&lt;br /&gt;
* If the second punch &#039;&#039;is&#039;&#039; aimed at the AoE&#039;s source, players will need to stand two tiles away from the source, dodging both punches first before then dodging the third radial square AoE detonation.&lt;br /&gt;
|-|Tectonic Uplift #2=&lt;br /&gt;
====== Tectonic Uplift #2: ======&lt;br /&gt;
[[File:E4S Tectonic Uplift 2.gif|alt=A strategy board showcasing how to survive Tectonic Uplift #2.|thumb|A [https://raidplan.io/plan/trx3e4pchjb9c6bu strategy board] showcasing how to survive Tectonic Uplift #2.]]&lt;br /&gt;
At the same time as &#039;&#039;&#039;Tectonic Uplift&#039;&#039;&#039; begins casting, one tank, one healer, and two DPS will be marked by &#039;&#039;&#039;Force of the Land&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The party should split into two light parties, both being sent to different raised quadrants. The group marked with orange cubes should stand on one AoE while the unmarked players stand on the opposite AoE.&lt;br /&gt;
&lt;br /&gt;
With both light parties split on two different raised platforms, both healers will be marked by &#039;&#039;&#039;Rock Throw&#039;&#039;&#039;. Healers should make sure to quickly heal the party to full before they are locked into the Granite Gaol.&lt;br /&gt;
&lt;br /&gt;
* Healers should stand on the far corner tiles away from the arena&#039;s center, but still in close range of the neighboring tiles. This is to allow tanks and melee DPS to attack the Granite Gaols without leaving their own tiles.&lt;br /&gt;
&lt;br /&gt;
All players are then marked with &#039;&#039;&#039;Pulse of the Land&#039;&#039;&#039;, including the gaoled healers, forcing everyone to occupy different tiles on the upper platforms.&lt;br /&gt;
&lt;br /&gt;
Should the healers be freed in time, Titan will mark either both healers or both tanks with &#039;&#039;&#039;Weight of the World&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Both marked players will want to drop down into different lower quadrants while all others stay up top. The party should decide ahead of time which direction marked players should drop to ensure they do not accidentally choose the same quadrant.&lt;br /&gt;
&lt;br /&gt;
One of the lower quadrants will have three tiles covered in &#039;&#039;&#039;Aftershock&#039;&#039;&#039; AoEs while the other has two tiles covered. The other two support players are then marked with &#039;&#039;&#039;Weight of the World&#039;&#039;&#039; while all DPS are marked with &#039;&#039;&#039;Force of the Land&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* While the blue pyramid marked support should stay up top and move to the far corners, the DPS players should drop down into the quadrant with two AoEs (thus two safe tiles) and all stack on the same tile—the second tile being for the unmarked support.&lt;br /&gt;
&lt;br /&gt;
The platform will once again return to normal after a cast of &#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;.&lt;br /&gt;
|-|Plate Fracture #2=&lt;br /&gt;
====== Plate Fracture #2: ======&lt;br /&gt;
Titan begins this final rotation with a single &#039;&#039;&#039;Plate Fracture&#039;&#039;&#039; followed by a &#039;&#039;&#039;Megalith&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
During Titan&#039;s second Plate Fracture, one player will be marked by &#039;&#039;&#039;Weight of the World&#039;&#039;&#039;, three players &#039;&#039;&#039;Pulse of the Land&#039;&#039;&#039;, and four players &#039;&#039;&#039;Force of the Land&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The platform will either be two horizontal quadrants or two vertical quadrants depending on which sections Titan destroyed with Plate Fracture.&lt;br /&gt;
* The party should decide on a consistent two potential directions (South / West or South / East) for the blue pyramid marked player to run based on the platform shape, while all others move to the opposite side.&lt;br /&gt;
* The four orange cube players will have to quickly decide on a tile to occupy while the three yellow pyramid players spread to the remaining three safe tiles.&lt;br /&gt;
&lt;br /&gt;
Titan will end Phase 2 with a final cast of &#039;&#039;&#039;Earthen Fury&#039;&#039;&#039; that once again repairs the platform.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
After the end of the Plate Fracture #2 rotation, Titan will cast &#039;&#039;&#039;Orogenesis&#039;&#039;&#039;, marking the beginning of the final phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2 Opening&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Earthen Fist +&lt;br /&gt;
#*Weight of the Land&lt;br /&gt;
#Dual Earthen Fists +&lt;br /&gt;
#*Weight of the World&lt;br /&gt;
#*Earthen Anguish&lt;br /&gt;
#Megalith&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Tectonic Uplift #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Tectonic Uplift +&lt;br /&gt;
#*Weight of the World x2&lt;br /&gt;
#Weight of the World x2 +&lt;br /&gt;
#*Pulse of the Land x2&lt;br /&gt;
#*Force of the Land x2&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Plate Fracture #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Rock Throw&lt;br /&gt;
#Plate Fracture x3&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Tumult&lt;br /&gt;
#Dual Earthen Fists +&lt;br /&gt;
#*Weight of the World&lt;br /&gt;
#*Earthen Anguish&lt;br /&gt;
#Earthen Fist +&lt;br /&gt;
#*Evil Earth&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Tectonic Uplift #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Tectonic Uplift +&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Rock Throw&lt;br /&gt;
#Pulse of the Land x8&lt;br /&gt;
#Weight of the World x2&lt;br /&gt;
#Weight of the World x2 +&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Tumult&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Plate Fracture #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Plate Fracture&lt;br /&gt;
#Megalith&lt;br /&gt;
#Plate Fracture&lt;br /&gt;
#Weight of the World +&lt;br /&gt;
#*Pulse of the Land x3&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Phase 3 - Orogenesis===&lt;br /&gt;
----Titan Maximum will spit out the smaller form of Titan from Phase 1, forcing players to contend with abilities from both forms of Titan simultaneously.&lt;br /&gt;
&lt;br /&gt;
During Phase 3, Titan Maximum becomes untargetable. Players instead must target and defeat the smaller Titan, who inherits Titan Maximum&#039;s remaining health from Phase 2.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Rotating Fury&#039;&#039;&#039;&lt;br /&gt;
|Five tile AoEs appear—four on the edges and one in the center—and rotate in a specific clockwise pattern, detonating a total of five times.&lt;br /&gt;
Simultaneously, four players are marked with &#039;&#039;&#039;Pulse of the Land&#039;&#039;&#039; and four others with &#039;&#039;&#039;Force of the Land&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
[[File:E4S Rotating Fury.gif|alt=The movement pattern for Rotating Fury&#039;s AoEs.|thumb|The movement pattern for Rotating Fury&#039;s AoEs.]]&lt;br /&gt;
This final phase is extremely taxing on the healers, with frequent bursts of high party-wide damage output in very short periods of time. Players should attempt to space out their party mitigations to the best of their abilities.&lt;br /&gt;
Tanks and healers will need to be ready to handle the combination of &#039;&#039;&#039;Stonecrusher&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Megalith&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Additionally, players will need to watch out for the two casts of &#039;&#039;&#039;Earthen Fist&#039;&#039;&#039;. While not combined with any other abilities, failure to dodge will launch players off the platform to their death—making it more difficult for the party to defeat Titan before enrage.&lt;br /&gt;
&lt;br /&gt;
The most dangerous attack in Phase 3 is &#039;&#039;&#039;Rotating Fury&#039;&#039;&#039;. The AoE rotation pattern and which roles are targeted are not random, but which tiles detonate first is.&lt;br /&gt;
&lt;br /&gt;
* The first cast of &#039;&#039;&#039;Rotating Fury&#039;&#039;&#039; will mark all support with orange cubes and all DPS with yellow pyramids.&lt;br /&gt;
* The second cast of Rotating Fury will reverse the selection, marking support with yellow pyramids and DPS with orange cubes.&lt;br /&gt;
* The third and final cast of Rotating Fury will once again mark support with orange cubes and DPS with yellow pyramids.&lt;br /&gt;
* All [[Other Mechanics#Yellow / orange / blue shape markers|shape markers]] resolve at roughly the same time as the fourth detonation of Rotating Fury.&lt;br /&gt;
&lt;br /&gt;
There are multiple ways for the party to dodge the Rotating Fury AoEs, but many choose to assign the orange cubes to one of the center tiles.&lt;br /&gt;
&lt;br /&gt;
* As the AoEs only rotate five times, the inner tiles that detonate second and third are then safe for the remainder of the attack.&lt;br /&gt;
&lt;br /&gt;
After 13 minutes and 30 seconds, Titan will begin a 10 second cast of &#039;&#039;&#039;Earthen Fury&#039;&#039;&#039; that will wipe the party if successful.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Rotating Fury #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Rotating Fury +&lt;br /&gt;
#*Pulse of the Land x4&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Dual Earthen Fists +&lt;br /&gt;
#*Weight of the World&lt;br /&gt;
#*Earthen Anguish&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Tumult&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Rotating Fury #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Rotating Fury +&lt;br /&gt;
#*Pulse of the Land x4&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Earthen Fist&lt;br /&gt;
#Stonecrusher&lt;br /&gt;
#Megalith&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Rotating Fury #3&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Rotating Fury +&lt;br /&gt;
#*Pulse of the Land x4&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Earthen Fist&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Tumult&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Tumult&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#&#039;&#039;&#039;Earthen Fury (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
== Condensed Timeline ==&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Stonecrusher&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and tank-swap twice, or use an invulnerability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weight of the Land + Pulse of the Land x8&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoEs, then spread into separate tiles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Evil Earth + Force of the Land x8&#039;&#039;&#039;&lt;br /&gt;
|Move into one of the two corners farthest from the Evil Earth AoE, then move diagonally into the center after it detonates, stacking with others.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voice of the Land&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Geocrush&#039;&#039;&#039;&lt;br /&gt;
|Stand on the indicated Geocrush tile while aiming to not be pushed off the edge—or use a knockback resist ability.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Earthen Wheels / Earthen Gauntlets Rotation&#039;&#039;&#039;&lt;br /&gt;
* + Pulse of the Land x3&lt;br /&gt;
&lt;br /&gt;
* + Force of the Land x5&lt;br /&gt;
|If &#039;&#039;&#039;Earthen Wheels&#039;&#039;&#039;, players should stand on the row of tiles adjacent to Titan&#039;s driving path. If &#039;&#039;&#039;Earthen Gauntlets&#039;&#039;&#039;, stand on the line of tiles Titan is facing. Orange cubes must stack together while the yellow pyramids spread to the three other safe tiles.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Earthen Wheels&#039;&#039;&#039; will be followed with &#039;&#039;&#039;Fault Line&#039;&#039;&#039; and &#039;&#039;&#039;Magnitude 5.0&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Earthen Gauntlets&#039;&#039;&#039; will be folllowed by &#039;&#039;&#039;Landslide&#039;&#039;&#039;, &#039;&#039;&#039;Left/Rightward Landslide&#039;&#039;&#039;, and &#039;&#039;&#039;Bomb Boulders&#039;&#039;&#039;. &lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Crumbling Down&#039;&#039;&#039;&lt;br /&gt;
|Marked players should drop their Massive Boulders on pre-assigned waymarks, keeping them 20 yalms away from each other or more.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Seismic Wave&#039;&#039;&#039;&lt;br /&gt;
|Stand behind a Massive Boulder to block line of sight from Titan.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bomb Boulder Detonation&#039;&#039;&#039;&lt;br /&gt;
|Dodge the Bomb Boulder detonations.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voice of the Land&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stonecrusher&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and tank-swap twice, or use an invulnerability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Geocrush&#039;&#039;&#039;&lt;br /&gt;
|Stand on the indicated Geocrush tile while aiming to not be pushed off the edge—or use a knockback resist ability.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Earthen Wheels / Earthen Gauntlets Rotation&#039;&#039;&#039;&lt;br /&gt;
* + Pulse of the Land x3&lt;br /&gt;
&lt;br /&gt;
* + Force of the Land x5&lt;br /&gt;
|Will be whichever rotation was not used prior. (i.e if &#039;&#039;&#039;Earthen Wheels&#039;&#039;&#039; was cast earlier, this will be &#039;&#039;&#039;Earthen Gauntlets&#039;&#039;&#039;)&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Phase 2 Start&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fist + Weight of the Land&#039;&#039;&#039;&lt;br /&gt;
|Pay attention to the charging order of the fists. Dodge the first fist, then dodge the second fist while moving into a safe tile.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dual Earthen Fists&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Weight of the World&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;+ Earthen Anguish&#039;&#039;&#039;&lt;br /&gt;
|The Blue Pyramid player should move to one side of epicentral knockback while the rest of the party moves to the opposite side. The tanks should mitigate and either spread along the south edge of the arena, or use a knockback resist to stay at the far north.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Megalith&#039;&#039;&#039;&lt;br /&gt;
|Only tanks should stack together while mitigating.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Tectonic Uplift + Weight of the World x2&#039;&#039;&#039;&lt;br /&gt;
|Split the party into support and DPS groups on the two AoE quadrants. Players with blue pyramids should instead stay off the AoEs and run to the far corners of the unmarked quadrants.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weight of the World x2&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Pulse of the Land x2&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Force of the Land x4&#039;&#039;&#039;&lt;br /&gt;
|Players with blue pyramids stay up top and move to the far corners of their quadrants. Players with yellow pyramids must drop into the lower quadrant with 3 safe tiles and spread, while players with orange cubes drop into the quadrant with 2 safe tiles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Rock Throw&#039;&#039;&#039;&lt;br /&gt;
|Healers should split to the north and south (ideally 30 yalms apart), shifting over to the opposite side of the platform Titan is winding up to punch.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plate Fracture x3&#039;&#039;&#039;&lt;br /&gt;
|Break the Granite Gaol closest to the quadrant Titan broke first, then the other Gaol. A {{Action icon|Limit Break|Ranged DPS Limit Break}} aimed at both Granite Gaols is highly recommended.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tumult&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dual Earthen Fists&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Weight of the World&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Earthen Anguish&#039;&#039;&#039;&lt;br /&gt;
|Handle the same as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fist + Evil Earth&#039;&#039;&#039;&lt;br /&gt;
|Check to see if the second punch is aimed at the same half Evil Earth is on.&lt;br /&gt;
&lt;br /&gt;
* If it is not, dodge the first first, then move into the Evil Earth tile.&lt;br /&gt;
* If it is, stand two tiles away from Evil Earth, dodge both fists, then Evil Earth.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Tectonic Uplift + Force of the Land x4&#039;&#039;&#039;&lt;br /&gt;
|The four players marked with orange cubes should stand on one AoE while the four others stand on the other.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rock Throw&#039;&#039;&#039;&lt;br /&gt;
|Both healers should stand on the far corner tiles, but still stay in melee range of the three neighboring tiles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pulse of the Land x8&#039;&#039;&#039;&lt;br /&gt;
|Spread out to different tiles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weight of the World x2&#039;&#039;&#039;&lt;br /&gt;
|Have the two blue pyramid players drop down to different quadrants, moving to the far corner tiles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weight of the World x2 + Force of the Land x4&#039;&#039;&#039;&lt;br /&gt;
|The two blue pyramid players should stay up top and move to the far corners. The four orange cube players must stack in the lower quadrant that has 2 safe tiles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tumult&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Plate Fracture&#039;&#039;&#039;&lt;br /&gt;
|Dodge the side being punched.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Megalith&#039;&#039;&#039;&lt;br /&gt;
|Only tanks must stack together and mitigate.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plate Fracture&#039;&#039;&#039;&lt;br /&gt;
|Dodge the side being punched.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weight of the World&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Pulse of the Land x3&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Force of the Land x4&#039;&#039;&#039;&lt;br /&gt;
|While the blue pyramid player runs to one half of the arena, the others must occupy the remaining four tiles—yellow pyramids spreading out while orange cubes stacking together.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Orogenesis (Phase 3 Start)&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rotating Fury +&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Pulse of the Land x4&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Force of the Land x4&#039;&#039;&#039;&lt;br /&gt;
|Dodge the rotating AoEs while orange cubes (support) stack together and yellow pyramids (DPS) spread out. The center tiles that detonate second and third are the safest to stand in.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dual Earthen Fists&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Weight of the World&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Earthen Anguish&#039;&#039;&#039;&lt;br /&gt;
|Handle the same as usual. Quickly heal the tanks afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voice of the Land&#039;&#039;&#039;&lt;br /&gt;
|Extreme party-healing required.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tumult&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voice of the Land&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rotating Fury&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Pulse of the Land x4&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Force of the Land x4&#039;&#039;&#039;&lt;br /&gt;
|DPS will receive orange squares and support yellow pyramids this time.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fist&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stonecrusher&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and tank-swap twice, or use an invulnerability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Megalith&#039;&#039;&#039;&lt;br /&gt;
|Tanks must stack together. Healers should heal the tanks up quickly.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rotating Fury&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Pulse of the Land x4&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Force of the Land x4&#039;&#039;&#039;&lt;br /&gt;
|Handle the same as the first cast of Rotating Fury.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fist&#039;&#039;&#039;&lt;br /&gt;
|Extreme healing required.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voice of the Land&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tumult&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voice of the Land&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tumult&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voice of the Land&#039;&#039;&#039;&lt;br /&gt;
|This is the party&#039;s last chance to defeat Titan.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Earthen Fury (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Edengrace Weapons}}&lt;br /&gt;
*1 {{Item icon|Book of Sepulture}} (guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Paladin&#039;s Edengrace Arms (IL 475)}}&lt;br /&gt;
{{Drops table row|Edengrace Battleaxe}}&lt;br /&gt;
{{Drops table row|Edengrace Greatsword}}&lt;br /&gt;
{{Drops table row|Edengrace Manatrigger}}&lt;br /&gt;
{{Drops table row|Edengrace Spear}}&lt;br /&gt;
{{Drops table row|Edengrace Knuckles}}&lt;br /&gt;
{{Drops table row|Edengrace Blade}}&lt;br /&gt;
{{Drops table row|Edengrace Knives}}&lt;br /&gt;
{{Drops table row|Edengrace Harp Bow}}&lt;br /&gt;
{{Drops table row|Edengrace Revolver}}&lt;br /&gt;
{{Drops table row|Edengrace Tathlums}}&lt;br /&gt;
{{Drops table row|Edengrace Rod}}&lt;br /&gt;
{{Drops table row|Book of Grace}}&lt;br /&gt;
{{Drops table row|Edengrace Rapier}}&lt;br /&gt;
{{Drops table row|Edengrace Cane}}&lt;br /&gt;
{{Drops table row|Word of Grace}}&lt;br /&gt;
{{Drops table row|Edengrace Planisphere}}&lt;br /&gt;
{{Drops table row|Edengrace Chest Gear Coffer (IL 470)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edengrace Weapon Coffer (IL 475)}}&lt;br /&gt;
{{Drops table row|Eden Minor}}&lt;br /&gt;
{{Drops table row|Skyslipper Key}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Savage Paradise Found I}}&lt;br /&gt;
{{achievement table row|Savage Paradise Found II}}&lt;br /&gt;
{{achievement table row|Savage Paradise Found III}}&lt;br /&gt;
{{achievement table row|Mightier than the Gate}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phases 1-2|Landslide}}&lt;br /&gt;
{{music table row|Phase 3|Under the Weight (From Astral to Umbral)|roll=n}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
E4S.png&lt;br /&gt;
E4 boss.png&lt;br /&gt;
E4S phase 2.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Gate:_Sepulture_(Savage)&amp;diff=1525862</id>
		<title>Eden&#039;s Gate: Sepulture (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Gate:_Sepulture_(Savage)&amp;diff=1525862"/>
		<updated>2026-08-25T07:11:09Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /* Condensed Timeline */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Gate (Savage)|Eden&#039;s Gate: Sepulture}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Gate: Sepulture (Savage)&lt;br /&gt;
| description = At first glance, the faintly glowing crystal brought back from Eden&#039;s core appears to be little more than a pretty bauble. As you gaze deep within, however, you are bombarded with images of your encounters in the Empty─but your adversaries have been twisted into monstrosities far more ferocious than those in your memory. Though you know these to be naught more than illusions, you find yourself compelled to see them through...&lt;br /&gt;
| image = Eden&#039;s Gate Sepulture (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 450&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = Atlas Peak&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|The Next Piece of the Puzzle}}&lt;br /&gt;
| patch = 5.05&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| id-gt = 30085&lt;br /&gt;
| id-edb = 3f2c9ddbe05&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E4S&#039;&#039;&#039;. Completing this duty, which can be done with an [[Unrestricted Party]] (unsynced), is needed to unlock {{i|The Epic of Alexander (Ultimate)}}.&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] Heritor of Crags: [[Titan (ShB)|Titan]] - Abilities and Timeline==&lt;br /&gt;
The fight against Titan takes place in a 40x40 yalm arena divided into a 4x4 grid of tiles. These tiles are frequently used to dictate the range and functionality of Titan&#039;s attacks and abilities.&lt;br /&gt;
&lt;br /&gt;
There are no walls surrounding this arena, creating a risk of players falling to their death—after which their corpse is then placed on a safe platform after a few seconds.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Titan&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Voice of the Land&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stonecrusher&#039;&#039;&#039;&lt;br /&gt;
|Three consecutive 5y radius [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]]. Every hit inflicts {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 4 seconds. Each tankbuster strikes three seconds after the previous.&lt;br /&gt;
&lt;br /&gt;
* The first strike targets the player with the highest enmity at the start of the cast. Subsequent strikes target the highest enmity player at that moment in time.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aftershock&#039;&#039;&#039;&lt;br /&gt;
|Blue [[Area of Effect#Static Line AoE|tile AoEs]] created by various attacks throughout the fight. Deals extreme damage and inflicts {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;Healing Magic Down&#039;&#039;&#039;, and {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weight of the Land&#039;&#039;&#039;&lt;br /&gt;
|Eight random tiles are covered in AoEs, detonating into &#039;&#039;&#039;Aftershocks&#039;&#039;&#039; after six seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Evil Earth&#039;&#039;&#039;&lt;br /&gt;
|Places a [[Area of Effect#Radial Square AoE|radial square AoE]] on two tiles, in one of two potential patterns. Explodes into waves of &#039;&#039;&#039;Aftershocks&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pulse of the Land&#039;&#039;&#039;&lt;br /&gt;
|A [[Other Mechanics#Yellow / orange / blue shape markers|yellow pyramid marker]] placed on multiple players. Every tile underneath these marked players erupts and deals high magic damage, inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 2 seconds.&lt;br /&gt;
Each marker triggers one instance of damage. Two or more marked players sharing a tile would receive multiple instances of magic damage—instantly dying due to the vulnerability up.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Force of the Land&#039;&#039;&#039;&lt;br /&gt;
|An [[Other Mechanics#Yellow / orange / blue shape markers|orange cube marker]] placed on multiple players. Tiles underneath these players act as [[Stack marker#Multi-Player Marker|multi-player markers]], requiring &#039;&#039;at least&#039;&#039; one other player on the same tile to survive.&lt;br /&gt;
&lt;br /&gt;
* Damage received remains the same regardless of whether two players or eight players are stacked on the same tile.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Geocrush&#039;&#039;&#039;&lt;br /&gt;
|Titan telegraphs a jump to a random tile on the edge of the arena, dealing a powerful 30 yalm [[Knockback#Radial Knockback|radial knockback]] that can be resisted.&lt;br /&gt;
* Always followed by &#039;&#039;&#039;Earthen Wheels&#039;&#039;&#039; or &#039;&#039;&#039;Earthen Gauntlets&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Earthen Wheels&#039;&#039;&#039;&lt;br /&gt;
|Titan drives straight across the arena, creating an untelegraphed [[Knockback#Line Knockback|line knockback]] that pushes players 15 yalms away.&lt;br /&gt;
* The tiles adjacent to Titan&#039;s path detonate into &#039;&#039;&#039;Aftershocks&#039;&#039;&#039;, which then travel to the tiles at the far edge like a wave.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fault Line&#039;&#039;&#039;&lt;br /&gt;
|An invisible [[Tether (mechanic)#Proximity Tether|proximity tether]] attached to the highest enmity player. Titan charges at their target, dealing increasing damage based on how close that player is to Titan.&lt;br /&gt;
Any other players caught in Titan&#039;s path receive lethal amounts of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Magnitude 5.0&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] with a 5y radius safe zone centered on Titan.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Earthen Gauntlets&#039;&#039;&#039;&lt;br /&gt;
|Titan slams all tiles to its left and right, dealing extreme damage and [[knockback]] to all players not in the same row as Titan.&lt;br /&gt;
* Shortly after the initial AoE, the previously safe tiles detonate with &#039;&#039;&#039;Aftershock&#039;&#039;&#039; AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Landslide&#039;&#039;&#039;&lt;br /&gt;
|Titan faces a random cardinal edge of the arena, then jumps to it at the end of the cast. Creates massive [[Area of Effect#Static Line AoE|line AoEs]] in all cardinal directions from the landing point—covering all but 4 tiles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Left/Rightward Landslide&#039;&#039;&#039;&lt;br /&gt;
|Titan covers half the arena in a massive [[Area of Effect#Static Line AoE|static line AoE]]. Shortly after the AoE resolves, the rows on the opposite side of the arena detonate into waves of &#039;&#039;&#039;Aftershocks&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Bomb Boulder&#039;&#039;&#039;&lt;br /&gt;
|Functions identically to its [[The Navel|original incarnation]]: small boulders drop in preset patterns that detonate into 10y radius [[Area of Effect#Static Circle AoE|static circle AoEs]] in order of appearance.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crumbling Down&#039;&#039;&#039;&lt;br /&gt;
|A random support and a random DPS player are marked with a red arrow, dropping a small [[Other Mechanics#Proximity AoE|proximity AoE]] after six seconds. A second support and DPS player are marked shortly afterwards.&lt;br /&gt;
Massive boulders are dropped at these locations, some of which will turn orange and crumble to dust depending on two conditions:&lt;br /&gt;
&lt;br /&gt;
# With each pair of markers, a random one of the two Massive Boulders will be chosen to crumble regardless of placement.&lt;br /&gt;
#* If a player is solo, only one boulder is dropped per marker—which will not crumble randomly.&lt;br /&gt;
# All massive boulders placed closer than 20 yalms to another will crumble.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Seismic Wave&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Line of Sight AoE|line of sight AoE]] that deals high damage and inflicts {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;Healing Magic Down&#039;&#039;&#039;, and {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;. Can only be avoided via the massive boulders.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Phase 2 Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tumult&#039;&#039;&#039;&lt;br /&gt;
|Five instances of unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fists&#039;&#039;&#039;&lt;br /&gt;
|Titan slams its fists together before gathering aether twice into its left and/or right arms.&lt;br /&gt;
Titan then unleashes to punches to the left and/or right half of the platform, matching the side and order that its arm&#039;s glowed—dealing high damage and extreme amounts of [[knockback]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weight of the World&#039;&#039;&#039;&lt;br /&gt;
|A [[Other Mechanics#Yellow / orange / blue shape markers|blue pyramid marker]] placed on one or two players. The tiles underneath the marked detonate into a 3x3 tile AoE that deals high magic damage and inflicts {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 8 - 12 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dual Earthen Fists&#039;&#039;&#039;&lt;br /&gt;
|A large [[Knockback#Epicentral Knockback|epicentral knockback]] created in front of Titan Maximum. Knockback can be resisted. Always combined with one &#039;&#039;&#039;Weight of the World&#039;&#039;&#039; and &#039;&#039;&#039;Earthen Anguish&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Anguish&#039;&#039;&#039;&lt;br /&gt;
|An untelegraphed 10y radius [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] hitting the highest two enmity players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Megalith&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#Shared Tankbuster|shared tankbuster]]. Visually uses a regular {{I|Stack marker}} telegraph.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tectonic Uplift&#039;&#039;&#039;&lt;br /&gt;
|Two diagonal quadrants of the arena are marked with AoEs, dividing the arena into four sections. At the end of the cast, the marked quadrants are raised upwards.&lt;br /&gt;
&lt;br /&gt;
* The AoEs deal no damage. Players standing in the AoEs are harmlessly [[Knockback#Knock-up|knocked upwards]] onto the raised platforms.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rock Throw&#039;&#039;&#039;&lt;br /&gt;
|Both healers are marked, then {{Status effect|debuff|File:Fetters icon3.png|link=File:Fetters icon3.png}} &#039;&#039;&#039;Fettered&#039;&#039;&#039; into destructible &#039;&#039;Granite Gaols&#039;&#039; after a few seconds. Granite Gaols begin a 24 second cast of &#039;&#039;&#039;&#039;&#039;Explosion&#039;&#039;&#039;&#039;&#039;, which will kill all players if successful.&lt;br /&gt;
&lt;br /&gt;
* If the two Granite Gaols are within 25 yalms of each other, they will be buffed with {{Status effect|buff|vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; and become functionally indestructible.&lt;br /&gt;
* If any player locked inside a Granite Gaol dies before being broken out, Titan Maximum permanently gains a powerful {{Status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plate Fracture&#039;&#039;&#039;&lt;br /&gt;
|Titan winds up a powerful punch and destroys a random quadrant of the arena. Which fist Titan winds up matches which half of the arena will be targeted.&lt;br /&gt;
&lt;br /&gt;
* It is not possible to tell whether the first cast will target the north or south half of the arena.&lt;br /&gt;
* The second and third cast will &#039;&#039;always&#039;&#039; target a quadrant adjacent to the previously destroyed one—Titan will never leave two diagonal quadrants as the only remaining platforms.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Phase 3 Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Rotating Fury&#039;&#039;&#039;&lt;br /&gt;
|Five tile AoEs appear—four on the edges and one in the center—and rotate in a specific clockwise pattern, detonating a total of five times.&lt;br /&gt;
Simultaneously, four players are marked with &#039;&#039;&#039;Pulse of the Land&#039;&#039;&#039; and four others with &#039;&#039;&#039;Force of the Land&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Opening Rotation&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Stonecrusher&lt;br /&gt;
#Weight of the Land +&lt;br /&gt;
#*Pulse of the Land x8&lt;br /&gt;
#Evil Earth +&lt;br /&gt;
#*Force of the Land x8&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Geocrush&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Earthen Wheels Rotation&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Wheels +&lt;br /&gt;
#*Pulse of the Land x3&lt;br /&gt;
#*Force of the Land x5&lt;br /&gt;
#Fault Line&lt;br /&gt;
#Magnitude 5.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Earthen Gauntlets Rotation&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Gauntlets +&lt;br /&gt;
#*Pulse of the Land x3&lt;br /&gt;
#*Force of the Land x5&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Landslide&lt;br /&gt;
#Left/Rightward Landslide&lt;br /&gt;
#Bomb Boulder Detonation&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Crumbling Down Rotation&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Crumbling Down&lt;br /&gt;
#Seismic Wave&lt;br /&gt;
#Bomb Boulder Detonation&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Stonecrusher&lt;br /&gt;
#Geocrush&lt;br /&gt;
|}{{clear}}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2 Opening&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Earthen Fist +&lt;br /&gt;
#*Weight of the Land&lt;br /&gt;
#Dual Earthen Fists +&lt;br /&gt;
#*Weight of the World&lt;br /&gt;
#*Earthen Anguish&lt;br /&gt;
#Megalith&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Tectonic Uplift #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Tectonic Uplift +&lt;br /&gt;
#*Weight of the World x2&lt;br /&gt;
#Weight of the World x2 +&lt;br /&gt;
#*Pulse of the Land x2&lt;br /&gt;
#*Force of the Land x2&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Plate Fracture #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Rock Throw&lt;br /&gt;
#Plate Fracture x3&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Tumult&lt;br /&gt;
#Dual Earthen Fists +&lt;br /&gt;
#*Weight of the World&lt;br /&gt;
#*Earthen Anguish&lt;br /&gt;
#Earthen Fist +&lt;br /&gt;
#*Evil Earth&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Tectonic Uplift #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Tectonic Uplift +&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Rock Throw&lt;br /&gt;
#Pulse of the Land x8&lt;br /&gt;
#Weight of the World x2&lt;br /&gt;
#Weight of the World x2 +&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Tumult&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Plate Fracture #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Plate Fracture&lt;br /&gt;
#Megalith&lt;br /&gt;
#Plate Fracture&lt;br /&gt;
#Weight of the World +&lt;br /&gt;
#*Pulse of the Land x3&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
|}{{clear}}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Rotating Fury #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Rotating Fury +&lt;br /&gt;
#*Pulse of the Land x4&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Dual Earthen Fists +&lt;br /&gt;
#*Weight of the World&lt;br /&gt;
#*Earthen Anguish&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Tumult&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Rotating Fury #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Rotating Fury +&lt;br /&gt;
#*Pulse of the Land x4&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Earthen Fist&lt;br /&gt;
#Stonecrusher&lt;br /&gt;
#Megalith&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Rotating Fury #3&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Rotating Fury +&lt;br /&gt;
#*Pulse of the Land x4&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Earthen Fist&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Tumult&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Tumult&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#&#039;&#039;&#039;Earthen Fury (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
== Detailed Phase Explanations ==&lt;br /&gt;
=== Phase 1 ===&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 1 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Voice of the Land&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stonecrusher&#039;&#039;&#039;&lt;br /&gt;
|Three consecutive 5y radius [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]]. Every hit inflicts {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 4 seconds. Each tankbuster strikes three seconds after the previous.&lt;br /&gt;
&lt;br /&gt;
* The first strike targets the player with the highest enmity at the start of the cast. Subsequent strikes target the highest enmity player at that moment in time.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aftershock&#039;&#039;&#039;&lt;br /&gt;
|Blue [[Area of Effect#Static Line AoE|tile AoEs]] created by various attacks throughout the fight. Deals extreme damage and inflicts {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;Healing Magic Down&#039;&#039;&#039;, and {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weight of the Land&#039;&#039;&#039;&lt;br /&gt;
|Eight random tiles are covered in AoEs, detonating into &#039;&#039;&#039;Aftershocks&#039;&#039;&#039; after six seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Evil Earth&#039;&#039;&#039;&lt;br /&gt;
|Places a [[Area of Effect#Radial Square AoE|radial square AoE]] on two tiles, in one of two potential patterns. Explodes into waves of &#039;&#039;&#039;Aftershocks&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pulse of the Land&#039;&#039;&#039;&lt;br /&gt;
|A [[Other Mechanics#Yellow / orange / blue shape markers|yellow pyramid marker]] placed on multiple players. Every tile underneath these marked players erupts and deals high magic damage, inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 2 seconds.&lt;br /&gt;
Each marker triggers one instance of damage. Two or more marked players sharing a tile would receive multiple instances of magic damage—instantly dying due to the vulnerability up.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Force of the Land&#039;&#039;&#039;&lt;br /&gt;
|An [[Other Mechanics#Yellow / orange / blue shape markers|orange cube marker]] placed on multiple players. Tiles underneath these players act as [[Stack marker#Multi-Player Marker|multi-player markers]], requiring &#039;&#039;at least&#039;&#039; one other player on the same tile to survive.&lt;br /&gt;
&lt;br /&gt;
* Damage received remains the same regardless of whether two players or eight players are stacked on the same tile.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Geocrush&#039;&#039;&#039;&lt;br /&gt;
|Titan telegraphs a jump to a random tile on the edge of the arena, dealing a powerful 30 yalm [[Knockback#Radial Knockback|radial knockback]] that can be resisted.&lt;br /&gt;
* Always followed by &#039;&#039;&#039;Earthen Wheels&#039;&#039;&#039; or &#039;&#039;&#039;Earthen Gauntlets&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Earthen Wheels&#039;&#039;&#039;&lt;br /&gt;
|Titan drives straight across the arena, creating an untelegraphed [[Knockback#Line Knockback|line knockback]] that pushes players 15 yalms away.&lt;br /&gt;
* The tiles adjacent to Titan&#039;s path detonate into &#039;&#039;&#039;Aftershocks&#039;&#039;&#039;, which then travel to the tiles at the far edge like a wave.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fault Line&#039;&#039;&#039;&lt;br /&gt;
|An invisible [[Tether (mechanic)#Proximity Tether|proximity tether]] attached to the highest enmity player. Titan charges at their target, dealing increasing damage based on how close that player is to Titan.&lt;br /&gt;
Any other players caught in Titan&#039;s path receive lethal amounts of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Magnitude 5.0&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] with a 5y radius safe zone centered on Titan.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Earthen Gauntlets&#039;&#039;&#039;&lt;br /&gt;
|Titan slams all tiles to its left and right, dealing extreme damage and [[knockback]] to all players not in the same row as Titan.&lt;br /&gt;
* Shortly after the initial AoE, the previously safe tiles detonate with &#039;&#039;&#039;Aftershock&#039;&#039;&#039; AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Landslide&#039;&#039;&#039;&lt;br /&gt;
|Titan faces a random cardinal edge of the arena, then jumps to it at the end of the cast. Creates massive [[Area of Effect#Static Line AoE|line AoEs]] in all cardinal directions from the landing point—covering all but 4 tiles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Left/Rightward Landslide&#039;&#039;&#039;&lt;br /&gt;
|Titan covers half the arena in a massive [[Area of Effect#Static Line AoE|static line AoE]]. Shortly after the AoE resolves, the rows on the opposite side of the arena detonate into waves of &#039;&#039;&#039;Aftershocks&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Bomb Boulder&#039;&#039;&#039;&lt;br /&gt;
|Functions identically to its [[The Navel|original incarnation]]: small boulders drop in preset patterns that detonate into 10y radius [[Area of Effect#Static Circle AoE|static circle AoEs]] in order of appearance.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crumbling Down&#039;&#039;&#039;&lt;br /&gt;
|A random support and a random DPS player are marked with a red arrow, dropping a small [[Other Mechanics#Proximity AoE|proximity AoE]] after six seconds. A second support and DPS player are marked shortly afterwards.&lt;br /&gt;
Massive boulders are dropped at these locations, some of which will turn orange and crumble to dust depending on two conditions:&lt;br /&gt;
&lt;br /&gt;
# With each pair of markers, a random one of the two Massive Boulders will be chosen to crumble regardless of placement.&lt;br /&gt;
#* If a player is solo, only one boulder is dropped per marker—which will not crumble randomly.&lt;br /&gt;
# All massive boulders placed closer than 20 yalms to another will crumble.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Seismic Wave&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Line of Sight AoE|line of sight AoE]] that deals high damage and inflicts {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;Healing Magic Down&#039;&#039;&#039;, and {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;. Can only be avoided via the massive boulders.&lt;br /&gt;
|}&lt;br /&gt;
A short but deadly introductory phase to the fight, players will need to be assigned positions and tiles in order to safely handle each mechanic.&lt;br /&gt;
&lt;br /&gt;
Phase 1 does not follow a strict rotation—after the first &#039;&#039;&#039;Geocrush&#039;&#039;&#039;, Titan will use either &#039;&#039;&#039;Earthen Wheels&#039;&#039;&#039; (creating a vehicle) or &#039;&#039;&#039;Earthen Gauntlets&#039;&#039;&#039; at random, resulting in two possible rotations.&lt;br /&gt;
&lt;br /&gt;
After the end of the first Earthen Wheels / Earthen Gauntlets rotation, Titan will begin the &#039;&#039;&#039;Crumbling Down&#039;&#039;&#039; rotation.&lt;br /&gt;
&lt;br /&gt;
The second Geocrush will be followed by whichever rotation was not used prior, after which Titan will begin Phase 2.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Opening=&lt;br /&gt;
====Opening Rotation:====&lt;br /&gt;
[[File:E4S Evil Earth.gif|alt=The two potential patterns for Evil Earth and how to dodge them.|thumb|238x238px|The two potential patterns for Evil Earth and how to dodge them.]]&lt;br /&gt;
The first rotation of the fight, players need to dodge several AoEs while simultaneously handling [[Other Mechanics#Yellow / orange / blue shape markers|yellow and orange markers.]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stonecrusher&#039;&#039;&#039; can either be handled with heavy mitigations and two quick tank-swaps, or just a single invulnerability.&lt;br /&gt;
**If tank-swapping, both tanks must be aware of their {{Action icon|Provoke}} and {{Action icon|Shirk}} cooldown timers.&lt;br /&gt;
&lt;br /&gt;
All players are then marked by &#039;&#039;&#039;Pulse of the Land&#039;&#039;&#039; while Titan casts &#039;&#039;&#039;Weight of the Land&#039;&#039;&#039;.&lt;br /&gt;
*The Weight of the Land AoEs will always detonate first, allowing players time to re-position afterwards for their Pulse of the Land positions.&lt;br /&gt;
**To maximize DPS uptime, Titan should be tanked in the center while tanks and melee DPS occupy the four center tiles. All others can spread to any of the 12 outer tiles of their preference.&lt;br /&gt;
&lt;br /&gt;
Next, Titan uses &#039;&#039;&#039;Evil Earth&#039;&#039;&#039; and marks all players with &#039;&#039;&#039;Force of the Land&#039;&#039;&#039;, which resolves shortly after Evil Earth&#039;s final AoE.&lt;br /&gt;
&lt;br /&gt;
* Evil Earth has two potential patterns, but both can be resolved in the same way; players should stand in one of the corner tiles farthest from the AoE markers, then move diagonally to the center once the neighboring center tiles detonate.&lt;br /&gt;
* Ideally, all players should stack together during this attack to not only increase DPS uptime, but to ensure all players remain in healing range of each other.&lt;br /&gt;
&lt;br /&gt;
The Opening Rotation will end with Geocrush. Players should stand on the tile marked with the [[Knockback#Radial Knockback|radial knockback]] and ensure they positioned in a way to not be pushed off the edge; alternatively, a knockback resist ability can be used.&lt;br /&gt;
&lt;br /&gt;
If Titan summons a vehicle, the &#039;&#039;&#039;Earthen Wheels&#039;&#039;&#039; rotation will begin. If Titan&#039;s arms become covered in armor, the &#039;&#039;&#039;Earthen Gauntlets&#039;&#039;&#039; rotation begins.&lt;br /&gt;
|-|Earthen Wheels=&lt;br /&gt;
====== Earthen Wheels Rotation: ======&lt;br /&gt;
One random tank, healer, and DPS will receive a &#039;&#039;&#039;Pulse of the Land&#039;&#039;&#039; marker while all others receive &#039;&#039;&#039;Force of the Land&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Players marked with orange cubes should stack together on Titan&#039;s left or right side—whichever is farther from the edge.&lt;br /&gt;
**The tank marked with an orange cube should {{Action icon|Provoke}} if necessary in preparation for an upcoming attack.&lt;br /&gt;
*Players marked with yellow pyramids should spread out to different tiles on the same row, adjacent to Titan&#039;s driving path.&lt;br /&gt;
**To aid with quick positioning for Pulse of the Land, role-based positions should be given to players marked with yellow pyramids.&lt;br /&gt;
&lt;br /&gt;
Titan will drive straight across the platform, pushing all players away and killing any in it&#039;s path. A wave of &#039;&#039;&#039;Aftershock&#039;&#039;&#039; AoEs will detonate on the tiles adjacent to Titan, which players must move onto after they detonate to dodge the second wave on the far edge of the arena.&lt;br /&gt;
&lt;br /&gt;
DPS and Healers should only move one tile towards Titan, however, as Titan will follow up with a cast of &#039;&#039;&#039;Fault Line&#039;&#039;&#039; at the highest enmity player and kill any others inbetween.&lt;br /&gt;
&lt;br /&gt;
After the knockback, the tank that was marked by an orange cube should quickly run two tiles to where Titan began. If this is done correctly, Titan should drive across the same row of tiles as before from the opposite side of the arena.&lt;br /&gt;
&lt;br /&gt;
This rotation ends with &#039;&#039;&#039;Magnitude 5.0&#039;&#039;&#039;, which is simply a [[Area of Effect#Static Donut AoE|static donut AoE.]] All players should use whatever mobility tools they have to move underneath Titan as soon as possible.&lt;br /&gt;
&lt;br /&gt;
|-|Earthen Gauntlets=&lt;br /&gt;
====== Earthen Gauntlets Rotation: ======&lt;br /&gt;
One random tank, healer, and DPS will receive a &#039;&#039;&#039;Pulse of the Land&#039;&#039;&#039; marker while all others receive &#039;&#039;&#039;Force of the Land&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Players marked with orange cubes should stack directly underneath Titan.&lt;br /&gt;
*Players marked with yellow pyramids should spread out along the other three tiles Titan is facing.&lt;br /&gt;
**To aid with quick positioning for Pulse of the Land, role-based positions should be given to players marked with yellow pyramids.&lt;br /&gt;
&lt;br /&gt;
After Titan slams the tiles to both sides, players should immediately move off the safe tiles, as they detonate with &#039;&#039;&#039;Aftershock&#039;&#039;&#039; AoEs shortly after.&lt;br /&gt;
&lt;br /&gt;
Soon after, Titan begins a cast of &#039;&#039;&#039;Landslide&#039;&#039;&#039; at either the north, east, west, or south edge of the arena.&lt;br /&gt;
*The tank should move Titan to the center of the arena prior to the start of the Landslide cast. If this is not done, it may be difficult or impossible to accurately see which side Titan is jumping to.&lt;br /&gt;
&lt;br /&gt;
All players must run to one of the two corner tiles at Titan&#039;s back, as they will be the only areas safe from the massive AoEs.&lt;br /&gt;
&lt;br /&gt;
Titan then casts &#039;&#039;&#039;Left/Rightward Landslide&#039;&#039;&#039; covering the left or right half of the arena in a massive AoE. This must be dodged, then quickly moved into to avoid the &#039;&#039;&#039;Aftershock&#039;&#039;&#039; AoEs that erupt on the opposite half of the arena.&lt;br /&gt;
&lt;br /&gt;
Lastly, Players simply need to avoid the detonation of the &#039;&#039;&#039;Bomb Boulders&#039;&#039;&#039; to survive the rotation.&lt;br /&gt;
&lt;br /&gt;
|-|Crumbling Down=&lt;br /&gt;
====== Crumbling Down Rotation: ======&lt;br /&gt;
[[File:E4S Crumbling Down Markers.jpg|alt=Waymarks for the four Crumbling Down markers.|thumb|239x239px|Waymarks for the four Crumbling Down markers.]]&lt;br /&gt;
A random support and a random DPS will receive a red arrow marker. These players should run to pre-assigned markers to place the [[Other Mechanics#Proximity AoE|proximity AoEs]], and the resulting Massive Boulder, in the desired locations.&lt;br /&gt;
&lt;br /&gt;
* The party should assign DPS to either the north or south waymarks, and thus support to the other side.&lt;br /&gt;
* The party should decide on whether to drop the first pair of markers on the east or the west waymarks.&lt;br /&gt;
** This is to prevent Titan from potentially crumbling both east or both west Massive Boulders, which could force the party into the second set of &#039;&#039;&#039;Bomb Boulders&#039;&#039;&#039;.&lt;br /&gt;
* The lethal-range of the proximity AoEs is fairly small. Being more than a tile away is often enough to survive.&lt;br /&gt;
&lt;br /&gt;
A total of four Massive Boulders will be dropped, and all must be placed at least 20 yalms apart from each other to prevent them from crumbling—which would result in no safe place to stand against &#039;&#039;&#039;Seismic Wave&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
One of each pair of Massive Boulders will &#039;&#039;always&#039;&#039; crumble, and which two crumble is completely random.&lt;br /&gt;
&lt;br /&gt;
Additionally, players will have to dodge &#039;&#039;&#039;Bomb Boulders&#039;&#039;&#039;, which drop in three columns. The center column always drops first, but the order of the east and west column of bomb boulders is random.&lt;br /&gt;
&lt;br /&gt;
Once the four Massive Boulders are placed, players will want to hide behind the one on the same side of the arena that the third set of &#039;&#039;&#039;Bomb Boulders&#039;&#039;&#039; dropped onto, dodging Titan&#039;s &#039;&#039;&#039;Seismic Wave&#039;&#039;&#039; before running to the center of the arena once it&#039;s safe.&lt;br /&gt;
&lt;br /&gt;
After another &#039;&#039;&#039;Stonecrusher&#039;&#039;&#039;, Titan will follow up with the fight&#039;s second &#039;&#039;&#039;Geocrusher&#039;&#039;&#039; combined with whatever attack rotation (Earthen Wheels or Earthen Gauntlets) was not used prior.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Opening Rotation&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Stonecrusher&lt;br /&gt;
#Weight of the Land +&lt;br /&gt;
#*Pulse of the Land x8&lt;br /&gt;
#Evil Earth +&lt;br /&gt;
#*Force of the Land x8&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Geocrush&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Earthen Wheels Rotation&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Wheels +&lt;br /&gt;
#*Pulse of the Land x3&lt;br /&gt;
#*Force of the Land x5&lt;br /&gt;
#Fault Line&lt;br /&gt;
#Magnitude 5.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Earthen Gauntlets Rotation&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Gauntlets +&lt;br /&gt;
#*Pulse of the Land x3&lt;br /&gt;
#*Force of the Land x5&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Landslide&lt;br /&gt;
#Left/Rightward Landslide&lt;br /&gt;
#Bomb Boulder Detonation&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Crumbling Down Rotation&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Crumbling Down&lt;br /&gt;
#Seismic Wave&lt;br /&gt;
#Bomb Boulder Detonation&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Stonecrusher&lt;br /&gt;
#Geocrush&lt;br /&gt;
|}&lt;br /&gt;
===Phase 2 - Titan Maximum===&lt;br /&gt;
----&lt;br /&gt;
[[File:EdenSepultureSavage TitanMaximum.jpg|283x283px|thumb|right|Titan Maximum]]&lt;br /&gt;
Titan will become untargetable and float away from the arena, beginning a transitory cutscene exclusive to the Savage version of the fight.&lt;br /&gt;
&lt;br /&gt;
After combining with the nearby mountain spires, Titan will become an enormous entity known as &#039;&#039;Titan Maximum&#039;&#039;, remaining at the north side of the arena for the entirety of the phase and removing any [[Positionals|positional]] requirements for melee DPS.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tumult&#039;&#039;&#039;&lt;br /&gt;
|Five instances of unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fists&#039;&#039;&#039;&lt;br /&gt;
|Titan slams its fists together before gathering aether twice into its left and/or right arms.&lt;br /&gt;
Titan then unleashes to punches to the left and/or right half of the platform, matching the side and order that its arm&#039;s glowed—dealing high damage and extreme amounts of [[knockback]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weight of the World&#039;&#039;&#039;&lt;br /&gt;
|A [[Other Mechanics#Yellow / orange / blue shape markers|blue pyramid marker]] placed on one or two players. The tiles underneath the marked detonate into a 3x3 tile AoE that deals high magic damage and inflicts {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 8 - 12 seconds.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Dual Earthen Fists&#039;&#039;&#039;&lt;br /&gt;
|A large [[Knockback#Epicentral Knockback|epicentral knockback]] created in front of Titan Maximum. Knockback can be resisted. Always combined with one &#039;&#039;&#039;Weight of the World&#039;&#039;&#039; and &#039;&#039;&#039;Earthen Anguish&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Anguish&#039;&#039;&#039;&lt;br /&gt;
|An untelegraphed 10y radius [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] hitting the highest two enmity players.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Megalith&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#Shared Tankbuster|shared tankbuster]]. Visually uses a regular {{I|Stack marker}} telegraph.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tectonic Uplift&#039;&#039;&#039;&lt;br /&gt;
|Two diagonal quadrants of the arena are marked with AoEs, dividing the arena into four sections. At the end of the cast, the marked quadrants are raised upwards.&lt;br /&gt;
&lt;br /&gt;
* The AoEs deal no damage. Players standing in the AoEs are harmlessly [[Knockback#Knock-up|knocked upwards]] onto the raised platforms.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rock Throw&#039;&#039;&#039;&lt;br /&gt;
|Both healers are marked, then {{Status effect|debuff|File:Fetters icon3.png|link=File:Fetters icon3.png}} &#039;&#039;&#039;Fettered&#039;&#039;&#039; into destructible &#039;&#039;Granite Gaols&#039;&#039; after a few seconds. Granite Gaols begin a 24 second cast of &#039;&#039;&#039;&#039;&#039;Explosion&#039;&#039;&#039;&#039;&#039;, which will kill all players if successful.&lt;br /&gt;
&lt;br /&gt;
* If the two Granite Gaols are within 25 yalms of each other, they will be buffed with {{Status effect|buff|vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; and become functionally indestructible.&lt;br /&gt;
* If any player locked inside a Granite Gaol dies before being broken out, Titan Maximum permanently gains a powerful {{Status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plate Fracture&#039;&#039;&#039;&lt;br /&gt;
|Titan winds up a powerful punch and destroys a random quadrant of the arena. Which fist Titan winds up matches which half of the arena will be targeted.&lt;br /&gt;
&lt;br /&gt;
* It is not possible to tell whether the first cast will target the north or south half of the arena.&lt;br /&gt;
* The second and third cast will &#039;&#039;always&#039;&#039; target a quadrant adjacent to the previously destroyed one—Titan will never leave two diagonal quadrants as the only remaining platforms.&lt;br /&gt;
|}&lt;br /&gt;
With the addition of &#039;&#039;&#039;Weight of the World&#039;&#039;&#039;, players will need to organize quickly based on markers and roles throughout the phase. The party should plan strategies ahead of time to handle the more complex attack rotations.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Phase 2 Opening=&lt;br /&gt;
====== Phase 2 Opening: ======&lt;br /&gt;
The first attack to look out for is &#039;&#039;&#039;Earthen Fist&#039;&#039;&#039; + &#039;&#039;&#039;Weight of the Land&#039;&#039;&#039;. Players should keep track of the attack order by watching the order that Titan&#039;s fists glow.&lt;br /&gt;
&lt;br /&gt;
* Weight of the Land will detonate shortly after the second punch. After dodging the first punch, players must make their way to a safe tile that is also not in range of the second punch.&lt;br /&gt;
&lt;br /&gt;
Titan will then follow up with &#039;&#039;&#039;Dual Earthen Fists&#039;&#039;&#039;, combined with &#039;&#039;&#039;Weight of the World&#039;&#039;&#039; and &#039;&#039;&#039;Earthen Anguish&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The party should decide on whether the player marked with a blue pyramid is knocked towards the east or the west. All other players should be on the opposite half of the platform.&lt;br /&gt;
** The player marked with a blue pyramid should be knocked towards and stand in a corner to prevent the AoE from extending towards the rest of the party.&lt;br /&gt;
* The two tanks should be knocked towards the other corner before splitting apart and using heavy mitigations for Earthen Anguish. All other players should run away from the tanks.&lt;br /&gt;
** Alternatively, the tanks can stand on the north side of the arena and use {{Action icon|Arm&#039;s Length}} to avoid the knockback completely.&lt;br /&gt;
&lt;br /&gt;
Lastly, Titan will cast &#039;&#039;&#039;Megalith&#039;&#039;&#039;, which both tanks must take together. Healers will need to top up both tanks quickly due to the high damage output from the back-to-back tankbusters.&lt;br /&gt;
&lt;br /&gt;
* Players should not be fooled by the regular stack marker visual, Megalith is only intended to be taken by tanks, and will only deal damage to two players at most.&lt;br /&gt;
&lt;br /&gt;
|-|Tectonic Uplift #1=&lt;br /&gt;
====== Tectonic Uplift #1: ======&lt;br /&gt;
[[File:E4S Plate Uplift 1.gif|alt=A strategy board showing how to survive Plate Uplift #1.|thumb|275x275px|A [https://raidplan.io/plan/3yeqppx5pkdk9x4f strategy board] showing how to survive Tectonic Uplift #1.]]&lt;br /&gt;
Akin to a puzzle, players will need to organize in a specific way to survive the following onslaught of abilities and markers.&lt;br /&gt;
&lt;br /&gt;
* The party should split into groups via roles. DPS should be assigned to one half of the arena while support are on the other half.&lt;br /&gt;
* One random DPS and one random support player will be marked by &#039;&#039;&#039;Weight of the World&#039;&#039;&#039;. These players should stand in the far corners on the unmarked quadrants while all other players split into groups of three on the marked quadrants.&lt;br /&gt;
&lt;br /&gt;
When the platforms raise, there should be one player in each lower quadrant and three players on each upper quadrant.&lt;br /&gt;
&lt;br /&gt;
On the lower quadrants, one will have two tiles covered in an &#039;&#039;&#039;Aftershock&#039;&#039;&#039; AoE while the other lower quadrant has only one tile covered.&lt;br /&gt;
&lt;br /&gt;
Another random DPS and a random support (that weren&#039;t marked prior) will be marked by Weight of the World, while two other players are marked by &#039;&#039;&#039;Pulse of the Land&#039;&#039;&#039; and two &#039;&#039;&#039;Force of the Land&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The players marked with blue pyramids should stay up top and move to the far corners of their quadrant.&lt;br /&gt;
* Players marked with yellow pyramids should look for the lower quadrant with only one AoE (and thus three safe tiles) and drop down into it, placing one player on each of the three tiles.&lt;br /&gt;
* Players marked with orange cubes should look for the lower quadrant with two AoEs (and thus two safe tiles) and drop down into it, stacking on one safe tile while the unmarked player with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; stands safely on the other tile.&lt;br /&gt;
&lt;br /&gt;
The platform will reform to its normal state after a cast of &#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;.&lt;br /&gt;
|-|Plate Fracture #1=&lt;br /&gt;
====== Plate Fracture #1: ======&lt;br /&gt;
Both healers will be marked with &#039;&#039;&#039;Rock Throw&#039;&#039;&#039;, getting locked into Granite Gaols after several seconds.&lt;br /&gt;
&lt;br /&gt;
* Healers should split to the far north and south half of the arena, but shift over to avoid the half of the arena Titan is targeting with the first cast of &#039;&#039;&#039;Plate Fracture&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The party will need to destroy the Granite Gaol neighboring the quadrant Titan destroyed, as that will be the Gaol Titan attempts to smash with the second cast of Plate Fracture.&lt;br /&gt;
&lt;br /&gt;
Once the first Granite Gaol is destroyed, players can focus on destroying the second Gaol as soon as possible.&lt;br /&gt;
&lt;br /&gt;
* An extremely effective strategy is to place both healers 30 yalms away from each other and use a {{Action icon|Limit Break|Ranged DPS Limit Break}} to hit both Granite Gaols as well as Titan. This not only deals a high amount of damage to three critical targets, but massively increases the time all players have to attack Titan directly.&lt;br /&gt;
&lt;br /&gt;
Soon after, Titan will reform the platform and begin another &#039;&#039;&#039;Dual Earthen Fists&#039;&#039;&#039; attack that can be resolved in the same way as before.&lt;br /&gt;
&lt;br /&gt;
This attack will then be followed up with &#039;&#039;&#039;Earthen Fist&#039;&#039;&#039; combined with a single [[Area of Effect#Radial Square AoE|radial square AoE]]. This square AoE will always be on one of the four center tiles of the platform.&lt;br /&gt;
&lt;br /&gt;
* The first punch will happen at the same time the first square AoE detonates, and the second punch at the same time as the second AoE detonation.&lt;br /&gt;
&lt;br /&gt;
To dodge both attacks, players will want to watch to see if the second punch is on the same half as the radial square AoE.&lt;br /&gt;
&lt;br /&gt;
* If the second punch is &#039;&#039;not&#039;&#039; aimed at the AoE&#039;s source, players can dodge both attacks by dodging the first punch, then simply moving into the radial square AoE&#039;s source tile.&lt;br /&gt;
* If the second punch &#039;&#039;is&#039;&#039; aimed at the AoE&#039;s source, players will need to stand two tiles away from the source, dodging both punches first before then dodging the third radial square AoE detonation.&lt;br /&gt;
|-|Tectonic Uplift #2=&lt;br /&gt;
====== Tectonic Uplift #2: ======&lt;br /&gt;
[[File:E4S Tectonic Uplift 2.gif|alt=A strategy board showcasing how to survive Tectonic Uplift #2.|thumb|A [https://raidplan.io/plan/trx3e4pchjb9c6bu strategy board] showcasing how to survive Tectonic Uplift #2.]]&lt;br /&gt;
At the same time as &#039;&#039;&#039;Tectonic Uplift&#039;&#039;&#039; begins casting, one tank, one healer, and two DPS will be marked by &#039;&#039;&#039;Force of the Land&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The party should split into two light parties, both being sent to different raised quadrants. The group marked with orange cubes should stand on one AoE while the unmarked players stand on the opposite AoE.&lt;br /&gt;
&lt;br /&gt;
With both light parties split on two different raised platforms, both healers will be marked by &#039;&#039;&#039;Rock Throw&#039;&#039;&#039;. Healers should make sure to quickly heal the party to full before they are locked into the Granite Gaol.&lt;br /&gt;
&lt;br /&gt;
* Healers should stand on the far corner tiles away from the arena&#039;s center, but still in close range of the neighboring tiles. This is to allow tanks and melee DPS to attack the Granite Gaols without leaving their own tiles.&lt;br /&gt;
&lt;br /&gt;
All players are then marked with &#039;&#039;&#039;Pulse of the Land&#039;&#039;&#039;, including the gaoled healers, forcing everyone to occupy different tiles on the upper platforms.&lt;br /&gt;
&lt;br /&gt;
Should the healers be freed in time, Titan will mark either both healers or both tanks with &#039;&#039;&#039;Weight of the World&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Both marked players will want to drop down into different lower quadrants while all others stay up top. The party should decide ahead of time which direction marked players should drop to ensure they do not accidentally choose the same quadrant.&lt;br /&gt;
&lt;br /&gt;
One of the lower quadrants will have three tiles covered in &#039;&#039;&#039;Aftershock&#039;&#039;&#039; AoEs while the other has two tiles covered. The other two support players are then marked with &#039;&#039;&#039;Weight of the World&#039;&#039;&#039; while all DPS are marked with &#039;&#039;&#039;Force of the Land&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* While the blue pyramid marked support should stay up top and move to the far corners, the DPS players should drop down into the quadrant with two AoEs (thus two safe tiles) and all stack on the same tile—the second tile being for the unmarked support.&lt;br /&gt;
&lt;br /&gt;
The platform will once again return to normal after a cast of &#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;.&lt;br /&gt;
|-|Plate Fracture #2=&lt;br /&gt;
====== Plate Fracture #2: ======&lt;br /&gt;
Titan begins this final rotation with a single &#039;&#039;&#039;Plate Fracture&#039;&#039;&#039; followed by a &#039;&#039;&#039;Megalith&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
During Titan&#039;s second Plate Fracture, one player will be marked by &#039;&#039;&#039;Weight of the World&#039;&#039;&#039;, three players &#039;&#039;&#039;Pulse of the Land&#039;&#039;&#039;, and four players &#039;&#039;&#039;Force of the Land&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The platform will either be two horizontal quadrants or two vertical quadrants depending on which sections Titan destroyed with Plate Fracture.&lt;br /&gt;
* The party should decide on a consistent two potential directions (South / West or South / East) for the blue pyramid marked player to run based on the platform shape, while all others move to the opposite side.&lt;br /&gt;
* The four orange cube players will have to quickly decide on a tile to occupy while the three yellow pyramid players spread to the remaining three safe tiles.&lt;br /&gt;
&lt;br /&gt;
Titan will end Phase 2 with a final cast of &#039;&#039;&#039;Earthen Fury&#039;&#039;&#039; that once again repairs the platform.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
After the end of the Plate Fracture #2 rotation, Titan will cast &#039;&#039;&#039;Orogenesis&#039;&#039;&#039;, marking the beginning of the final phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2 Opening&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Earthen Fist +&lt;br /&gt;
#*Weight of the Land&lt;br /&gt;
#Dual Earthen Fists +&lt;br /&gt;
#*Weight of the World&lt;br /&gt;
#*Earthen Anguish&lt;br /&gt;
#Megalith&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Tectonic Uplift #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Tectonic Uplift +&lt;br /&gt;
#*Weight of the World x2&lt;br /&gt;
#Weight of the World x2 +&lt;br /&gt;
#*Pulse of the Land x2&lt;br /&gt;
#*Force of the Land x2&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Plate Fracture #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Rock Throw&lt;br /&gt;
#Plate Fracture x3&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Tumult&lt;br /&gt;
#Dual Earthen Fists +&lt;br /&gt;
#*Weight of the World&lt;br /&gt;
#*Earthen Anguish&lt;br /&gt;
#Earthen Fist +&lt;br /&gt;
#*Evil Earth&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Tectonic Uplift #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Tectonic Uplift +&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Rock Throw&lt;br /&gt;
#Pulse of the Land x8&lt;br /&gt;
#Weight of the World x2&lt;br /&gt;
#Weight of the World x2 +&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Tumult&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Plate Fracture #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Plate Fracture&lt;br /&gt;
#Megalith&lt;br /&gt;
#Plate Fracture&lt;br /&gt;
#Weight of the World +&lt;br /&gt;
#*Pulse of the Land x3&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Phase 3 - Orogenesis===&lt;br /&gt;
----Titan Maximum will spit out the smaller form of Titan from Phase 1, forcing players to contend with abilities from both forms of Titan simultaneously.&lt;br /&gt;
&lt;br /&gt;
During Phase 3, Titan Maximum becomes untargetable. Players instead must target and defeat the smaller Titan, who inherits Titan Maximum&#039;s remaining health from Phase 2.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Rotating Fury&#039;&#039;&#039;&lt;br /&gt;
|Five tile AoEs appear—four on the edges and one in the center—and rotate in a specific clockwise pattern, detonating a total of five times.&lt;br /&gt;
Simultaneously, four players are marked with &#039;&#039;&#039;Pulse of the Land&#039;&#039;&#039; and four others with &#039;&#039;&#039;Force of the Land&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
[[File:E4S Rotating Fury.gif|alt=The movement pattern for Rotating Fury&#039;s AoEs.|thumb|The movement pattern for Rotating Fury&#039;s AoEs.]]&lt;br /&gt;
This final phase is extremely taxing on the healers, with frequent bursts of high party-wide damage output in very short periods of time. Players should attempt to space out their party mitigations to the best of their abilities.&lt;br /&gt;
Tanks and healers will need to be ready to handle the combination of &#039;&#039;&#039;Stonecrusher&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Megalith&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Additionally, players will need to watch out for the two casts of &#039;&#039;&#039;Earthen Fist&#039;&#039;&#039;. While not combined with any other abilities, failure to dodge will launch players off the platform to their death—making it more difficult for the party to defeat Titan before enrage.&lt;br /&gt;
&lt;br /&gt;
The most dangerous attack in Phase 3 is &#039;&#039;&#039;Rotating Fury&#039;&#039;&#039;. The AoE rotation pattern and which roles are targeted are not random, but which tiles detonate first is.&lt;br /&gt;
&lt;br /&gt;
* The first cast of &#039;&#039;&#039;Rotating Fury&#039;&#039;&#039; will mark all support with orange cubes and all DPS with yellow pyramids.&lt;br /&gt;
* The second cast of Rotating Fury will reverse the selection, marking support with yellow pyramids and DPS with orange cubes.&lt;br /&gt;
* The third and final cast of Rotating Fury will once again mark support with orange cubes and DPS with yellow pyramids.&lt;br /&gt;
* All [[Other Mechanics#Yellow / orange / blue shape markers|shape markers]] resolve at roughly the same time as the fourth detonation of Rotating Fury.&lt;br /&gt;
&lt;br /&gt;
There are multiple ways for the party to dodge the Rotating Fury AoEs, but many choose to assign the orange cubes to one of the center tiles.&lt;br /&gt;
&lt;br /&gt;
* As the AoEs only rotate five times, the inner tiles that detonate second and third are then safe for the remainder of the attack.&lt;br /&gt;
&lt;br /&gt;
After 13 minutes and 30 seconds, Titan will begin a 10 second cast of &#039;&#039;&#039;Earthen Fury&#039;&#039;&#039; that will wipe the party if successful.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Rotating Fury #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Rotating Fury +&lt;br /&gt;
#*Pulse of the Land x4&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Dual Earthen Fists +&lt;br /&gt;
#*Weight of the World&lt;br /&gt;
#*Earthen Anguish&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Tumult&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Rotating Fury #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Rotating Fury +&lt;br /&gt;
#*Pulse of the Land x4&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Earthen Fist&lt;br /&gt;
#Stonecrusher&lt;br /&gt;
#Megalith&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Rotating Fury #3&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Rotating Fury +&lt;br /&gt;
#*Pulse of the Land x4&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Earthen Fist&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Tumult&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Tumult&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#&#039;&#039;&#039;Earthen Fury (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
== Condensed Timeline ==&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Stonecrusher&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and tank-swap twice, or use an invulnerability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weight of the Land + Pulse of the Land x8&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoEs, then spread into separate tiles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Evil Earth + Force of the Land x8&#039;&#039;&#039;&lt;br /&gt;
|Move into one of the two corners farthest from the Evil Earth AoE, then move diagonally into the center after it detonates, stacking with others.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voice of the Land&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Geocrush&#039;&#039;&#039;&lt;br /&gt;
|Stand on the indicated Geocrush tile while aiming to not be pushed off the edge—or use a knockback resist ability.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Earthen Wheels / Earthen Gauntlets Rotation&#039;&#039;&#039;&lt;br /&gt;
* + Pulse of the Land x3&lt;br /&gt;
&lt;br /&gt;
* + Force of the Land x5&lt;br /&gt;
|If &#039;&#039;&#039;Earthen Wheels&#039;&#039;&#039;, players should stand on the row of tiles adjacent to Titan&#039;s driving path. If &#039;&#039;&#039;Earthen Gauntlets&#039;&#039;&#039;, stand on the line of tiles Titan is facing. Orange cubes must stack together while the yellow pyramids spread to the three other safe tiles.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Earthen Wheels&#039;&#039;&#039; will be followed with &#039;&#039;&#039;Fault Line&#039;&#039;&#039; and &#039;&#039;&#039;Magnitude 5.0&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Earthen Gauntlets&#039;&#039;&#039; will be folllowed by &#039;&#039;&#039;Landslide&#039;&#039;&#039;, &#039;&#039;&#039;Left/Rightward Landslide&#039;&#039;&#039;, and &#039;&#039;&#039;Bomb Boulders&#039;&#039;&#039;. &lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Crumbling Down&#039;&#039;&#039;&lt;br /&gt;
|Marked players should drop their Massive Boulders on pre-assigned waymarks, keeping them 20 yalms away from each other or more.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Seismic Wave&#039;&#039;&#039;&lt;br /&gt;
|Stand behind a Massive Boulder to block line of sight from Titan.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bomb Boulder Detonation&#039;&#039;&#039;&lt;br /&gt;
|Dodge the Bomb Boulder detonations.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voice of the Land&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stonecrusher&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and tank-swap twice, or use an invulnerability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Geocrush&#039;&#039;&#039;&lt;br /&gt;
|Stand on the indicated Geocrush tile while aiming to not be pushed off the edge—or use a knockback resist ability.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Earthen Wheels / Earthen Gauntlets Rotation&#039;&#039;&#039;&lt;br /&gt;
* + Pulse of the Land x3&lt;br /&gt;
&lt;br /&gt;
* + Force of the Land x5&lt;br /&gt;
|Will be whichever rotation was not used prior. (i.e if &#039;&#039;&#039;Earthen Wheels&#039;&#039;&#039; was cast earlier, this will be &#039;&#039;&#039;Earthen Gauntlets&#039;&#039;&#039;)&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Phase 2 Start&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fist + Weight of the Land&#039;&#039;&#039;&lt;br /&gt;
|Pay attention to the order the charging order of the fists. Dodge the first fist, then dodge the second fist while moving into a safe tile.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dual Earthen Fists&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Weight of the World&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;+ Earthen Anguish&#039;&#039;&#039;&lt;br /&gt;
|The Blue Pyramid player should move to one side of epicentral knockback while the rest of the party moves to the opposite side. The tanks should mitigate and either spread along the south edge of the arena, or use a knockback resist to stay at the far north.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Megalith&#039;&#039;&#039;&lt;br /&gt;
|Only tanks should stack together while mitigating.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Tectonic Uplift + Weight of the World x2&#039;&#039;&#039;&lt;br /&gt;
|Split the party into support and DPS groups on the two AoE quadrants. Players with blue pyramids should instead stay off the AoEs and run to the far corners of the unmarked quadrants.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weight of the World x2&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Pulse of the Land x2&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Force of the Land x&#039;&#039;&#039;&lt;br /&gt;
|Players with blue pyramids stay up top and move to the far corners of their quadrants. Players with yellow pyramids must drop into the lower quadrant with 3 safe tiles and spread, while players with orange cubes drop into the quadrant with 2 safe tiles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Rock Throw&#039;&#039;&#039;&lt;br /&gt;
|Healers should split to the north and south (ideally 30 yalms apart), shifting over to the opposite side of the platform Titan is winding up to punch.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plate Fracture x3&#039;&#039;&#039;&lt;br /&gt;
|Break the Granite Gaol closest to the quadrant Titan broke first, then the other Gaol. A {{Action icon|Limit Break|Ranged DPS Limit Break}} aimed at both Granite Gaols is highly recommended.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tumult&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dual Earthen Fists&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Weight of the World&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Earthen Anguish&#039;&#039;&#039;&lt;br /&gt;
|Handle the same as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fist + Evil Earth&#039;&#039;&#039;&lt;br /&gt;
|Check to see if the second punch is aimed at the same half Evil Earth is on.&lt;br /&gt;
&lt;br /&gt;
* If it is not, dodge the first first, then move into the Evil Earth tile.&lt;br /&gt;
* If it is, stand two tiles away from Evil Earth, dodge both fists, then Evil Earth.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Tectonic Uplift + Force of the Land x4&#039;&#039;&#039;&lt;br /&gt;
|The four players marked with orange cubes should stand on one AoE while the four others stand on the other.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rock Throw&#039;&#039;&#039;&lt;br /&gt;
|Both healers should stand on the far corner tiles, but still stay in melee range of the three neighboring tiles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pulse of the Land x8&#039;&#039;&#039;&lt;br /&gt;
|Spread out to different tiles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weight of the World x2&#039;&#039;&#039;&lt;br /&gt;
|Have the two blue pyramid players drop down to different quadrants, moving to the far corner tiles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weight of the World x2 + Force of the Land x4&#039;&#039;&#039;&lt;br /&gt;
|The two blue pyramid players should stay up top and move to the far corners. The four orange cube players must stack in the lower quadrant that has 2 safe tiles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tumult&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Plate Fracture&#039;&#039;&#039;&lt;br /&gt;
|Dodge the side being punched.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Megalith&#039;&#039;&#039;&lt;br /&gt;
|Only tanks must stack together and mitigate.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plate Fracture&#039;&#039;&#039;&lt;br /&gt;
|Dodge the side being punched.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weight of the World&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Pulse of the Land x3&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Force of the Land x4&#039;&#039;&#039;&lt;br /&gt;
|While the blue pyramid player runs to one half of the arena, the others must occupy the remaining four tiles—yellow pyramids spreading out while orange cubes stacking together.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Orogenesis (Phase 3 Start)&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rotating Fury +&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Pulse of the Land x4&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Force of the Land x4&#039;&#039;&#039;&lt;br /&gt;
|Dodge the rotating AoEs while orange cubes (support) stack together and yellow pyramids (DPS) spread out. The center tiles that detonate second and third are the safest to stand in.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dual Earthen Fists&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Weight of the World&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Earthen Anguish&#039;&#039;&#039;&lt;br /&gt;
|Handle the same as usual. Quickly heal the tanks afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voice of the Land&#039;&#039;&#039;&lt;br /&gt;
|Extreme party-healing required.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tumult&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voice of the Land&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rotating Fury&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Pulse of the Land x4&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Force of the Land x4&#039;&#039;&#039;&lt;br /&gt;
|DPS will receive orange squares and support yellow pyramids this time.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fist&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stonecrusher&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and tank-swap twice, or use an invulnerability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Megalith&#039;&#039;&#039;&lt;br /&gt;
|Tanks must stack together. Healers should heal the tanks up quickly.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rotating Fury&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Pulse of the Land x4&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Force of the Land x4&#039;&#039;&#039;&lt;br /&gt;
|Handle the same as the first cast of Rotating Fury.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fist&#039;&#039;&#039;&lt;br /&gt;
|Extreme healing required.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voice of the Land&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tumult&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voice of the Land&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tumult&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voice of the Land&#039;&#039;&#039;&lt;br /&gt;
|This is the party&#039;s last chance to defeat Titan.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Earthen Fury (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Edengrace Weapons}}&lt;br /&gt;
*1 {{Item icon|Book of Sepulture}} (guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Paladin&#039;s Edengrace Arms (IL 475)}}&lt;br /&gt;
{{Drops table row|Edengrace Battleaxe}}&lt;br /&gt;
{{Drops table row|Edengrace Greatsword}}&lt;br /&gt;
{{Drops table row|Edengrace Manatrigger}}&lt;br /&gt;
{{Drops table row|Edengrace Spear}}&lt;br /&gt;
{{Drops table row|Edengrace Knuckles}}&lt;br /&gt;
{{Drops table row|Edengrace Blade}}&lt;br /&gt;
{{Drops table row|Edengrace Knives}}&lt;br /&gt;
{{Drops table row|Edengrace Harp Bow}}&lt;br /&gt;
{{Drops table row|Edengrace Revolver}}&lt;br /&gt;
{{Drops table row|Edengrace Tathlums}}&lt;br /&gt;
{{Drops table row|Edengrace Rod}}&lt;br /&gt;
{{Drops table row|Book of Grace}}&lt;br /&gt;
{{Drops table row|Edengrace Rapier}}&lt;br /&gt;
{{Drops table row|Edengrace Cane}}&lt;br /&gt;
{{Drops table row|Word of Grace}}&lt;br /&gt;
{{Drops table row|Edengrace Planisphere}}&lt;br /&gt;
{{Drops table row|Edengrace Chest Gear Coffer (IL 470)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edengrace Weapon Coffer (IL 475)}}&lt;br /&gt;
{{Drops table row|Eden Minor}}&lt;br /&gt;
{{Drops table row|Skyslipper Key}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Savage Paradise Found I}}&lt;br /&gt;
{{achievement table row|Savage Paradise Found II}}&lt;br /&gt;
{{achievement table row|Savage Paradise Found III}}&lt;br /&gt;
{{achievement table row|Mightier than the Gate}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phases 1-2|Landslide}}&lt;br /&gt;
{{music table row|Phase 3|Under the Weight (From Astral to Umbral)|roll=n}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
E4S.png&lt;br /&gt;
E4 boss.png&lt;br /&gt;
E4S phase 2.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Gate:_Sepulture_(Savage)&amp;diff=1525861</id>
		<title>Eden&#039;s Gate: Sepulture (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Gate:_Sepulture_(Savage)&amp;diff=1525861"/>
		<updated>2026-08-25T07:10:44Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /* Condensed Timeline */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Gate (Savage)|Eden&#039;s Gate: Sepulture}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Gate: Sepulture (Savage)&lt;br /&gt;
| description = At first glance, the faintly glowing crystal brought back from Eden&#039;s core appears to be little more than a pretty bauble. As you gaze deep within, however, you are bombarded with images of your encounters in the Empty─but your adversaries have been twisted into monstrosities far more ferocious than those in your memory. Though you know these to be naught more than illusions, you find yourself compelled to see them through...&lt;br /&gt;
| image = Eden&#039;s Gate Sepulture (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 450&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = Atlas Peak&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|The Next Piece of the Puzzle}}&lt;br /&gt;
| patch = 5.05&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| id-gt = 30085&lt;br /&gt;
| id-edb = 3f2c9ddbe05&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E4S&#039;&#039;&#039;. Completing this duty, which can be done with an [[Unrestricted Party]] (unsynced), is needed to unlock {{i|The Epic of Alexander (Ultimate)}}.&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] Heritor of Crags: [[Titan (ShB)|Titan]] - Abilities and Timeline==&lt;br /&gt;
The fight against Titan takes place in a 40x40 yalm arena divided into a 4x4 grid of tiles. These tiles are frequently used to dictate the range and functionality of Titan&#039;s attacks and abilities.&lt;br /&gt;
&lt;br /&gt;
There are no walls surrounding this arena, creating a risk of players falling to their death—after which their corpse is then placed on a safe platform after a few seconds.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Titan&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Voice of the Land&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stonecrusher&#039;&#039;&#039;&lt;br /&gt;
|Three consecutive 5y radius [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]]. Every hit inflicts {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 4 seconds. Each tankbuster strikes three seconds after the previous.&lt;br /&gt;
&lt;br /&gt;
* The first strike targets the player with the highest enmity at the start of the cast. Subsequent strikes target the highest enmity player at that moment in time.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aftershock&#039;&#039;&#039;&lt;br /&gt;
|Blue [[Area of Effect#Static Line AoE|tile AoEs]] created by various attacks throughout the fight. Deals extreme damage and inflicts {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;Healing Magic Down&#039;&#039;&#039;, and {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weight of the Land&#039;&#039;&#039;&lt;br /&gt;
|Eight random tiles are covered in AoEs, detonating into &#039;&#039;&#039;Aftershocks&#039;&#039;&#039; after six seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Evil Earth&#039;&#039;&#039;&lt;br /&gt;
|Places a [[Area of Effect#Radial Square AoE|radial square AoE]] on two tiles, in one of two potential patterns. Explodes into waves of &#039;&#039;&#039;Aftershocks&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pulse of the Land&#039;&#039;&#039;&lt;br /&gt;
|A [[Other Mechanics#Yellow / orange / blue shape markers|yellow pyramid marker]] placed on multiple players. Every tile underneath these marked players erupts and deals high magic damage, inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 2 seconds.&lt;br /&gt;
Each marker triggers one instance of damage. Two or more marked players sharing a tile would receive multiple instances of magic damage—instantly dying due to the vulnerability up.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Force of the Land&#039;&#039;&#039;&lt;br /&gt;
|An [[Other Mechanics#Yellow / orange / blue shape markers|orange cube marker]] placed on multiple players. Tiles underneath these players act as [[Stack marker#Multi-Player Marker|multi-player markers]], requiring &#039;&#039;at least&#039;&#039; one other player on the same tile to survive.&lt;br /&gt;
&lt;br /&gt;
* Damage received remains the same regardless of whether two players or eight players are stacked on the same tile.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Geocrush&#039;&#039;&#039;&lt;br /&gt;
|Titan telegraphs a jump to a random tile on the edge of the arena, dealing a powerful 30 yalm [[Knockback#Radial Knockback|radial knockback]] that can be resisted.&lt;br /&gt;
* Always followed by &#039;&#039;&#039;Earthen Wheels&#039;&#039;&#039; or &#039;&#039;&#039;Earthen Gauntlets&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Earthen Wheels&#039;&#039;&#039;&lt;br /&gt;
|Titan drives straight across the arena, creating an untelegraphed [[Knockback#Line Knockback|line knockback]] that pushes players 15 yalms away.&lt;br /&gt;
* The tiles adjacent to Titan&#039;s path detonate into &#039;&#039;&#039;Aftershocks&#039;&#039;&#039;, which then travel to the tiles at the far edge like a wave.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fault Line&#039;&#039;&#039;&lt;br /&gt;
|An invisible [[Tether (mechanic)#Proximity Tether|proximity tether]] attached to the highest enmity player. Titan charges at their target, dealing increasing damage based on how close that player is to Titan.&lt;br /&gt;
Any other players caught in Titan&#039;s path receive lethal amounts of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Magnitude 5.0&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] with a 5y radius safe zone centered on Titan.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Earthen Gauntlets&#039;&#039;&#039;&lt;br /&gt;
|Titan slams all tiles to its left and right, dealing extreme damage and [[knockback]] to all players not in the same row as Titan.&lt;br /&gt;
* Shortly after the initial AoE, the previously safe tiles detonate with &#039;&#039;&#039;Aftershock&#039;&#039;&#039; AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Landslide&#039;&#039;&#039;&lt;br /&gt;
|Titan faces a random cardinal edge of the arena, then jumps to it at the end of the cast. Creates massive [[Area of Effect#Static Line AoE|line AoEs]] in all cardinal directions from the landing point—covering all but 4 tiles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Left/Rightward Landslide&#039;&#039;&#039;&lt;br /&gt;
|Titan covers half the arena in a massive [[Area of Effect#Static Line AoE|static line AoE]]. Shortly after the AoE resolves, the rows on the opposite side of the arena detonate into waves of &#039;&#039;&#039;Aftershocks&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Bomb Boulder&#039;&#039;&#039;&lt;br /&gt;
|Functions identically to its [[The Navel|original incarnation]]: small boulders drop in preset patterns that detonate into 10y radius [[Area of Effect#Static Circle AoE|static circle AoEs]] in order of appearance.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crumbling Down&#039;&#039;&#039;&lt;br /&gt;
|A random support and a random DPS player are marked with a red arrow, dropping a small [[Other Mechanics#Proximity AoE|proximity AoE]] after six seconds. A second support and DPS player are marked shortly afterwards.&lt;br /&gt;
Massive boulders are dropped at these locations, some of which will turn orange and crumble to dust depending on two conditions:&lt;br /&gt;
&lt;br /&gt;
# With each pair of markers, a random one of the two Massive Boulders will be chosen to crumble regardless of placement.&lt;br /&gt;
#* If a player is solo, only one boulder is dropped per marker—which will not crumble randomly.&lt;br /&gt;
# All massive boulders placed closer than 20 yalms to another will crumble.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Seismic Wave&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Line of Sight AoE|line of sight AoE]] that deals high damage and inflicts {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;Healing Magic Down&#039;&#039;&#039;, and {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;. Can only be avoided via the massive boulders.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Phase 2 Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tumult&#039;&#039;&#039;&lt;br /&gt;
|Five instances of unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fists&#039;&#039;&#039;&lt;br /&gt;
|Titan slams its fists together before gathering aether twice into its left and/or right arms.&lt;br /&gt;
Titan then unleashes to punches to the left and/or right half of the platform, matching the side and order that its arm&#039;s glowed—dealing high damage and extreme amounts of [[knockback]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weight of the World&#039;&#039;&#039;&lt;br /&gt;
|A [[Other Mechanics#Yellow / orange / blue shape markers|blue pyramid marker]] placed on one or two players. The tiles underneath the marked detonate into a 3x3 tile AoE that deals high magic damage and inflicts {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 8 - 12 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dual Earthen Fists&#039;&#039;&#039;&lt;br /&gt;
|A large [[Knockback#Epicentral Knockback|epicentral knockback]] created in front of Titan Maximum. Knockback can be resisted. Always combined with one &#039;&#039;&#039;Weight of the World&#039;&#039;&#039; and &#039;&#039;&#039;Earthen Anguish&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Anguish&#039;&#039;&#039;&lt;br /&gt;
|An untelegraphed 10y radius [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] hitting the highest two enmity players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Megalith&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#Shared Tankbuster|shared tankbuster]]. Visually uses a regular {{I|Stack marker}} telegraph.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tectonic Uplift&#039;&#039;&#039;&lt;br /&gt;
|Two diagonal quadrants of the arena are marked with AoEs, dividing the arena into four sections. At the end of the cast, the marked quadrants are raised upwards.&lt;br /&gt;
&lt;br /&gt;
* The AoEs deal no damage. Players standing in the AoEs are harmlessly [[Knockback#Knock-up|knocked upwards]] onto the raised platforms.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rock Throw&#039;&#039;&#039;&lt;br /&gt;
|Both healers are marked, then {{Status effect|debuff|File:Fetters icon3.png|link=File:Fetters icon3.png}} &#039;&#039;&#039;Fettered&#039;&#039;&#039; into destructible &#039;&#039;Granite Gaols&#039;&#039; after a few seconds. Granite Gaols begin a 24 second cast of &#039;&#039;&#039;&#039;&#039;Explosion&#039;&#039;&#039;&#039;&#039;, which will kill all players if successful.&lt;br /&gt;
&lt;br /&gt;
* If the two Granite Gaols are within 25 yalms of each other, they will be buffed with {{Status effect|buff|vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; and become functionally indestructible.&lt;br /&gt;
* If any player locked inside a Granite Gaol dies before being broken out, Titan Maximum permanently gains a powerful {{Status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plate Fracture&#039;&#039;&#039;&lt;br /&gt;
|Titan winds up a powerful punch and destroys a random quadrant of the arena. Which fist Titan winds up matches which half of the arena will be targeted.&lt;br /&gt;
&lt;br /&gt;
* It is not possible to tell whether the first cast will target the north or south half of the arena.&lt;br /&gt;
* The second and third cast will &#039;&#039;always&#039;&#039; target a quadrant adjacent to the previously destroyed one—Titan will never leave two diagonal quadrants as the only remaining platforms.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Phase 3 Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Rotating Fury&#039;&#039;&#039;&lt;br /&gt;
|Five tile AoEs appear—four on the edges and one in the center—and rotate in a specific clockwise pattern, detonating a total of five times.&lt;br /&gt;
Simultaneously, four players are marked with &#039;&#039;&#039;Pulse of the Land&#039;&#039;&#039; and four others with &#039;&#039;&#039;Force of the Land&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Opening Rotation&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Stonecrusher&lt;br /&gt;
#Weight of the Land +&lt;br /&gt;
#*Pulse of the Land x8&lt;br /&gt;
#Evil Earth +&lt;br /&gt;
#*Force of the Land x8&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Geocrush&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Earthen Wheels Rotation&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Wheels +&lt;br /&gt;
#*Pulse of the Land x3&lt;br /&gt;
#*Force of the Land x5&lt;br /&gt;
#Fault Line&lt;br /&gt;
#Magnitude 5.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Earthen Gauntlets Rotation&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Gauntlets +&lt;br /&gt;
#*Pulse of the Land x3&lt;br /&gt;
#*Force of the Land x5&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Landslide&lt;br /&gt;
#Left/Rightward Landslide&lt;br /&gt;
#Bomb Boulder Detonation&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Crumbling Down Rotation&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Crumbling Down&lt;br /&gt;
#Seismic Wave&lt;br /&gt;
#Bomb Boulder Detonation&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Stonecrusher&lt;br /&gt;
#Geocrush&lt;br /&gt;
|}{{clear}}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2 Opening&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Earthen Fist +&lt;br /&gt;
#*Weight of the Land&lt;br /&gt;
#Dual Earthen Fists +&lt;br /&gt;
#*Weight of the World&lt;br /&gt;
#*Earthen Anguish&lt;br /&gt;
#Megalith&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Tectonic Uplift #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Tectonic Uplift +&lt;br /&gt;
#*Weight of the World x2&lt;br /&gt;
#Weight of the World x2 +&lt;br /&gt;
#*Pulse of the Land x2&lt;br /&gt;
#*Force of the Land x2&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Plate Fracture #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Rock Throw&lt;br /&gt;
#Plate Fracture x3&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Tumult&lt;br /&gt;
#Dual Earthen Fists +&lt;br /&gt;
#*Weight of the World&lt;br /&gt;
#*Earthen Anguish&lt;br /&gt;
#Earthen Fist +&lt;br /&gt;
#*Evil Earth&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Tectonic Uplift #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Tectonic Uplift +&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Rock Throw&lt;br /&gt;
#Pulse of the Land x8&lt;br /&gt;
#Weight of the World x2&lt;br /&gt;
#Weight of the World x2 +&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Tumult&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Plate Fracture #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Plate Fracture&lt;br /&gt;
#Megalith&lt;br /&gt;
#Plate Fracture&lt;br /&gt;
#Weight of the World +&lt;br /&gt;
#*Pulse of the Land x3&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
|}{{clear}}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Rotating Fury #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Rotating Fury +&lt;br /&gt;
#*Pulse of the Land x4&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Dual Earthen Fists +&lt;br /&gt;
#*Weight of the World&lt;br /&gt;
#*Earthen Anguish&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Tumult&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Rotating Fury #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Rotating Fury +&lt;br /&gt;
#*Pulse of the Land x4&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Earthen Fist&lt;br /&gt;
#Stonecrusher&lt;br /&gt;
#Megalith&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Rotating Fury #3&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Rotating Fury +&lt;br /&gt;
#*Pulse of the Land x4&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Earthen Fist&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Tumult&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Tumult&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#&#039;&#039;&#039;Earthen Fury (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
== Detailed Phase Explanations ==&lt;br /&gt;
=== Phase 1 ===&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 1 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Voice of the Land&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stonecrusher&#039;&#039;&#039;&lt;br /&gt;
|Three consecutive 5y radius [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]]. Every hit inflicts {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 4 seconds. Each tankbuster strikes three seconds after the previous.&lt;br /&gt;
&lt;br /&gt;
* The first strike targets the player with the highest enmity at the start of the cast. Subsequent strikes target the highest enmity player at that moment in time.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aftershock&#039;&#039;&#039;&lt;br /&gt;
|Blue [[Area of Effect#Static Line AoE|tile AoEs]] created by various attacks throughout the fight. Deals extreme damage and inflicts {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;Healing Magic Down&#039;&#039;&#039;, and {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weight of the Land&#039;&#039;&#039;&lt;br /&gt;
|Eight random tiles are covered in AoEs, detonating into &#039;&#039;&#039;Aftershocks&#039;&#039;&#039; after six seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Evil Earth&#039;&#039;&#039;&lt;br /&gt;
|Places a [[Area of Effect#Radial Square AoE|radial square AoE]] on two tiles, in one of two potential patterns. Explodes into waves of &#039;&#039;&#039;Aftershocks&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pulse of the Land&#039;&#039;&#039;&lt;br /&gt;
|A [[Other Mechanics#Yellow / orange / blue shape markers|yellow pyramid marker]] placed on multiple players. Every tile underneath these marked players erupts and deals high magic damage, inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 2 seconds.&lt;br /&gt;
Each marker triggers one instance of damage. Two or more marked players sharing a tile would receive multiple instances of magic damage—instantly dying due to the vulnerability up.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Force of the Land&#039;&#039;&#039;&lt;br /&gt;
|An [[Other Mechanics#Yellow / orange / blue shape markers|orange cube marker]] placed on multiple players. Tiles underneath these players act as [[Stack marker#Multi-Player Marker|multi-player markers]], requiring &#039;&#039;at least&#039;&#039; one other player on the same tile to survive.&lt;br /&gt;
&lt;br /&gt;
* Damage received remains the same regardless of whether two players or eight players are stacked on the same tile.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Geocrush&#039;&#039;&#039;&lt;br /&gt;
|Titan telegraphs a jump to a random tile on the edge of the arena, dealing a powerful 30 yalm [[Knockback#Radial Knockback|radial knockback]] that can be resisted.&lt;br /&gt;
* Always followed by &#039;&#039;&#039;Earthen Wheels&#039;&#039;&#039; or &#039;&#039;&#039;Earthen Gauntlets&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Earthen Wheels&#039;&#039;&#039;&lt;br /&gt;
|Titan drives straight across the arena, creating an untelegraphed [[Knockback#Line Knockback|line knockback]] that pushes players 15 yalms away.&lt;br /&gt;
* The tiles adjacent to Titan&#039;s path detonate into &#039;&#039;&#039;Aftershocks&#039;&#039;&#039;, which then travel to the tiles at the far edge like a wave.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fault Line&#039;&#039;&#039;&lt;br /&gt;
|An invisible [[Tether (mechanic)#Proximity Tether|proximity tether]] attached to the highest enmity player. Titan charges at their target, dealing increasing damage based on how close that player is to Titan.&lt;br /&gt;
Any other players caught in Titan&#039;s path receive lethal amounts of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Magnitude 5.0&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] with a 5y radius safe zone centered on Titan.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Earthen Gauntlets&#039;&#039;&#039;&lt;br /&gt;
|Titan slams all tiles to its left and right, dealing extreme damage and [[knockback]] to all players not in the same row as Titan.&lt;br /&gt;
* Shortly after the initial AoE, the previously safe tiles detonate with &#039;&#039;&#039;Aftershock&#039;&#039;&#039; AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Landslide&#039;&#039;&#039;&lt;br /&gt;
|Titan faces a random cardinal edge of the arena, then jumps to it at the end of the cast. Creates massive [[Area of Effect#Static Line AoE|line AoEs]] in all cardinal directions from the landing point—covering all but 4 tiles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Left/Rightward Landslide&#039;&#039;&#039;&lt;br /&gt;
|Titan covers half the arena in a massive [[Area of Effect#Static Line AoE|static line AoE]]. Shortly after the AoE resolves, the rows on the opposite side of the arena detonate into waves of &#039;&#039;&#039;Aftershocks&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Bomb Boulder&#039;&#039;&#039;&lt;br /&gt;
|Functions identically to its [[The Navel|original incarnation]]: small boulders drop in preset patterns that detonate into 10y radius [[Area of Effect#Static Circle AoE|static circle AoEs]] in order of appearance.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crumbling Down&#039;&#039;&#039;&lt;br /&gt;
|A random support and a random DPS player are marked with a red arrow, dropping a small [[Other Mechanics#Proximity AoE|proximity AoE]] after six seconds. A second support and DPS player are marked shortly afterwards.&lt;br /&gt;
Massive boulders are dropped at these locations, some of which will turn orange and crumble to dust depending on two conditions:&lt;br /&gt;
&lt;br /&gt;
# With each pair of markers, a random one of the two Massive Boulders will be chosen to crumble regardless of placement.&lt;br /&gt;
#* If a player is solo, only one boulder is dropped per marker—which will not crumble randomly.&lt;br /&gt;
# All massive boulders placed closer than 20 yalms to another will crumble.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Seismic Wave&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Line of Sight AoE|line of sight AoE]] that deals high damage and inflicts {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;Healing Magic Down&#039;&#039;&#039;, and {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;. Can only be avoided via the massive boulders.&lt;br /&gt;
|}&lt;br /&gt;
A short but deadly introductory phase to the fight, players will need to be assigned positions and tiles in order to safely handle each mechanic.&lt;br /&gt;
&lt;br /&gt;
Phase 1 does not follow a strict rotation—after the first &#039;&#039;&#039;Geocrush&#039;&#039;&#039;, Titan will use either &#039;&#039;&#039;Earthen Wheels&#039;&#039;&#039; (creating a vehicle) or &#039;&#039;&#039;Earthen Gauntlets&#039;&#039;&#039; at random, resulting in two possible rotations.&lt;br /&gt;
&lt;br /&gt;
After the end of the first Earthen Wheels / Earthen Gauntlets rotation, Titan will begin the &#039;&#039;&#039;Crumbling Down&#039;&#039;&#039; rotation.&lt;br /&gt;
&lt;br /&gt;
The second Geocrush will be followed by whichever rotation was not used prior, after which Titan will begin Phase 2.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Opening=&lt;br /&gt;
====Opening Rotation:====&lt;br /&gt;
[[File:E4S Evil Earth.gif|alt=The two potential patterns for Evil Earth and how to dodge them.|thumb|238x238px|The two potential patterns for Evil Earth and how to dodge them.]]&lt;br /&gt;
The first rotation of the fight, players need to dodge several AoEs while simultaneously handling [[Other Mechanics#Yellow / orange / blue shape markers|yellow and orange markers.]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stonecrusher&#039;&#039;&#039; can either be handled with heavy mitigations and two quick tank-swaps, or just a single invulnerability.&lt;br /&gt;
**If tank-swapping, both tanks must be aware of their {{Action icon|Provoke}} and {{Action icon|Shirk}} cooldown timers.&lt;br /&gt;
&lt;br /&gt;
All players are then marked by &#039;&#039;&#039;Pulse of the Land&#039;&#039;&#039; while Titan casts &#039;&#039;&#039;Weight of the Land&#039;&#039;&#039;.&lt;br /&gt;
*The Weight of the Land AoEs will always detonate first, allowing players time to re-position afterwards for their Pulse of the Land positions.&lt;br /&gt;
**To maximize DPS uptime, Titan should be tanked in the center while tanks and melee DPS occupy the four center tiles. All others can spread to any of the 12 outer tiles of their preference.&lt;br /&gt;
&lt;br /&gt;
Next, Titan uses &#039;&#039;&#039;Evil Earth&#039;&#039;&#039; and marks all players with &#039;&#039;&#039;Force of the Land&#039;&#039;&#039;, which resolves shortly after Evil Earth&#039;s final AoE.&lt;br /&gt;
&lt;br /&gt;
* Evil Earth has two potential patterns, but both can be resolved in the same way; players should stand in one of the corner tiles farthest from the AoE markers, then move diagonally to the center once the neighboring center tiles detonate.&lt;br /&gt;
* Ideally, all players should stack together during this attack to not only increase DPS uptime, but to ensure all players remain in healing range of each other.&lt;br /&gt;
&lt;br /&gt;
The Opening Rotation will end with Geocrush. Players should stand on the tile marked with the [[Knockback#Radial Knockback|radial knockback]] and ensure they positioned in a way to not be pushed off the edge; alternatively, a knockback resist ability can be used.&lt;br /&gt;
&lt;br /&gt;
If Titan summons a vehicle, the &#039;&#039;&#039;Earthen Wheels&#039;&#039;&#039; rotation will begin. If Titan&#039;s arms become covered in armor, the &#039;&#039;&#039;Earthen Gauntlets&#039;&#039;&#039; rotation begins.&lt;br /&gt;
|-|Earthen Wheels=&lt;br /&gt;
====== Earthen Wheels Rotation: ======&lt;br /&gt;
One random tank, healer, and DPS will receive a &#039;&#039;&#039;Pulse of the Land&#039;&#039;&#039; marker while all others receive &#039;&#039;&#039;Force of the Land&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Players marked with orange cubes should stack together on Titan&#039;s left or right side—whichever is farther from the edge.&lt;br /&gt;
**The tank marked with an orange cube should {{Action icon|Provoke}} if necessary in preparation for an upcoming attack.&lt;br /&gt;
*Players marked with yellow pyramids should spread out to different tiles on the same row, adjacent to Titan&#039;s driving path.&lt;br /&gt;
**To aid with quick positioning for Pulse of the Land, role-based positions should be given to players marked with yellow pyramids.&lt;br /&gt;
&lt;br /&gt;
Titan will drive straight across the platform, pushing all players away and killing any in it&#039;s path. A wave of &#039;&#039;&#039;Aftershock&#039;&#039;&#039; AoEs will detonate on the tiles adjacent to Titan, which players must move onto after they detonate to dodge the second wave on the far edge of the arena.&lt;br /&gt;
&lt;br /&gt;
DPS and Healers should only move one tile towards Titan, however, as Titan will follow up with a cast of &#039;&#039;&#039;Fault Line&#039;&#039;&#039; at the highest enmity player and kill any others inbetween.&lt;br /&gt;
&lt;br /&gt;
After the knockback, the tank that was marked by an orange cube should quickly run two tiles to where Titan began. If this is done correctly, Titan should drive across the same row of tiles as before from the opposite side of the arena.&lt;br /&gt;
&lt;br /&gt;
This rotation ends with &#039;&#039;&#039;Magnitude 5.0&#039;&#039;&#039;, which is simply a [[Area of Effect#Static Donut AoE|static donut AoE.]] All players should use whatever mobility tools they have to move underneath Titan as soon as possible.&lt;br /&gt;
&lt;br /&gt;
|-|Earthen Gauntlets=&lt;br /&gt;
====== Earthen Gauntlets Rotation: ======&lt;br /&gt;
One random tank, healer, and DPS will receive a &#039;&#039;&#039;Pulse of the Land&#039;&#039;&#039; marker while all others receive &#039;&#039;&#039;Force of the Land&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Players marked with orange cubes should stack directly underneath Titan.&lt;br /&gt;
*Players marked with yellow pyramids should spread out along the other three tiles Titan is facing.&lt;br /&gt;
**To aid with quick positioning for Pulse of the Land, role-based positions should be given to players marked with yellow pyramids.&lt;br /&gt;
&lt;br /&gt;
After Titan slams the tiles to both sides, players should immediately move off the safe tiles, as they detonate with &#039;&#039;&#039;Aftershock&#039;&#039;&#039; AoEs shortly after.&lt;br /&gt;
&lt;br /&gt;
Soon after, Titan begins a cast of &#039;&#039;&#039;Landslide&#039;&#039;&#039; at either the north, east, west, or south edge of the arena.&lt;br /&gt;
*The tank should move Titan to the center of the arena prior to the start of the Landslide cast. If this is not done, it may be difficult or impossible to accurately see which side Titan is jumping to.&lt;br /&gt;
&lt;br /&gt;
All players must run to one of the two corner tiles at Titan&#039;s back, as they will be the only areas safe from the massive AoEs.&lt;br /&gt;
&lt;br /&gt;
Titan then casts &#039;&#039;&#039;Left/Rightward Landslide&#039;&#039;&#039; covering the left or right half of the arena in a massive AoE. This must be dodged, then quickly moved into to avoid the &#039;&#039;&#039;Aftershock&#039;&#039;&#039; AoEs that erupt on the opposite half of the arena.&lt;br /&gt;
&lt;br /&gt;
Lastly, Players simply need to avoid the detonation of the &#039;&#039;&#039;Bomb Boulders&#039;&#039;&#039; to survive the rotation.&lt;br /&gt;
&lt;br /&gt;
|-|Crumbling Down=&lt;br /&gt;
====== Crumbling Down Rotation: ======&lt;br /&gt;
[[File:E4S Crumbling Down Markers.jpg|alt=Waymarks for the four Crumbling Down markers.|thumb|239x239px|Waymarks for the four Crumbling Down markers.]]&lt;br /&gt;
A random support and a random DPS will receive a red arrow marker. These players should run to pre-assigned markers to place the [[Other Mechanics#Proximity AoE|proximity AoEs]], and the resulting Massive Boulder, in the desired locations.&lt;br /&gt;
&lt;br /&gt;
* The party should assign DPS to either the north or south waymarks, and thus support to the other side.&lt;br /&gt;
* The party should decide on whether to drop the first pair of markers on the east or the west waymarks.&lt;br /&gt;
** This is to prevent Titan from potentially crumbling both east or both west Massive Boulders, which could force the party into the second set of &#039;&#039;&#039;Bomb Boulders&#039;&#039;&#039;.&lt;br /&gt;
* The lethal-range of the proximity AoEs is fairly small. Being more than a tile away is often enough to survive.&lt;br /&gt;
&lt;br /&gt;
A total of four Massive Boulders will be dropped, and all must be placed at least 20 yalms apart from each other to prevent them from crumbling—which would result in no safe place to stand against &#039;&#039;&#039;Seismic Wave&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
One of each pair of Massive Boulders will &#039;&#039;always&#039;&#039; crumble, and which two crumble is completely random.&lt;br /&gt;
&lt;br /&gt;
Additionally, players will have to dodge &#039;&#039;&#039;Bomb Boulders&#039;&#039;&#039;, which drop in three columns. The center column always drops first, but the order of the east and west column of bomb boulders is random.&lt;br /&gt;
&lt;br /&gt;
Once the four Massive Boulders are placed, players will want to hide behind the one on the same side of the arena that the third set of &#039;&#039;&#039;Bomb Boulders&#039;&#039;&#039; dropped onto, dodging Titan&#039;s &#039;&#039;&#039;Seismic Wave&#039;&#039;&#039; before running to the center of the arena once it&#039;s safe.&lt;br /&gt;
&lt;br /&gt;
After another &#039;&#039;&#039;Stonecrusher&#039;&#039;&#039;, Titan will follow up with the fight&#039;s second &#039;&#039;&#039;Geocrusher&#039;&#039;&#039; combined with whatever attack rotation (Earthen Wheels or Earthen Gauntlets) was not used prior.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Opening Rotation&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Stonecrusher&lt;br /&gt;
#Weight of the Land +&lt;br /&gt;
#*Pulse of the Land x8&lt;br /&gt;
#Evil Earth +&lt;br /&gt;
#*Force of the Land x8&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Geocrush&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Earthen Wheels Rotation&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Wheels +&lt;br /&gt;
#*Pulse of the Land x3&lt;br /&gt;
#*Force of the Land x5&lt;br /&gt;
#Fault Line&lt;br /&gt;
#Magnitude 5.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Earthen Gauntlets Rotation&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Gauntlets +&lt;br /&gt;
#*Pulse of the Land x3&lt;br /&gt;
#*Force of the Land x5&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Landslide&lt;br /&gt;
#Left/Rightward Landslide&lt;br /&gt;
#Bomb Boulder Detonation&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Crumbling Down Rotation&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Crumbling Down&lt;br /&gt;
#Seismic Wave&lt;br /&gt;
#Bomb Boulder Detonation&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Stonecrusher&lt;br /&gt;
#Geocrush&lt;br /&gt;
|}&lt;br /&gt;
===Phase 2 - Titan Maximum===&lt;br /&gt;
----&lt;br /&gt;
[[File:EdenSepultureSavage TitanMaximum.jpg|283x283px|thumb|right|Titan Maximum]]&lt;br /&gt;
Titan will become untargetable and float away from the arena, beginning a transitory cutscene exclusive to the Savage version of the fight.&lt;br /&gt;
&lt;br /&gt;
After combining with the nearby mountain spires, Titan will become an enormous entity known as &#039;&#039;Titan Maximum&#039;&#039;, remaining at the north side of the arena for the entirety of the phase and removing any [[Positionals|positional]] requirements for melee DPS.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tumult&#039;&#039;&#039;&lt;br /&gt;
|Five instances of unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fists&#039;&#039;&#039;&lt;br /&gt;
|Titan slams its fists together before gathering aether twice into its left and/or right arms.&lt;br /&gt;
Titan then unleashes to punches to the left and/or right half of the platform, matching the side and order that its arm&#039;s glowed—dealing high damage and extreme amounts of [[knockback]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weight of the World&#039;&#039;&#039;&lt;br /&gt;
|A [[Other Mechanics#Yellow / orange / blue shape markers|blue pyramid marker]] placed on one or two players. The tiles underneath the marked detonate into a 3x3 tile AoE that deals high magic damage and inflicts {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 8 - 12 seconds.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Dual Earthen Fists&#039;&#039;&#039;&lt;br /&gt;
|A large [[Knockback#Epicentral Knockback|epicentral knockback]] created in front of Titan Maximum. Knockback can be resisted. Always combined with one &#039;&#039;&#039;Weight of the World&#039;&#039;&#039; and &#039;&#039;&#039;Earthen Anguish&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Anguish&#039;&#039;&#039;&lt;br /&gt;
|An untelegraphed 10y radius [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] hitting the highest two enmity players.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Megalith&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#Shared Tankbuster|shared tankbuster]]. Visually uses a regular {{I|Stack marker}} telegraph.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tectonic Uplift&#039;&#039;&#039;&lt;br /&gt;
|Two diagonal quadrants of the arena are marked with AoEs, dividing the arena into four sections. At the end of the cast, the marked quadrants are raised upwards.&lt;br /&gt;
&lt;br /&gt;
* The AoEs deal no damage. Players standing in the AoEs are harmlessly [[Knockback#Knock-up|knocked upwards]] onto the raised platforms.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rock Throw&#039;&#039;&#039;&lt;br /&gt;
|Both healers are marked, then {{Status effect|debuff|File:Fetters icon3.png|link=File:Fetters icon3.png}} &#039;&#039;&#039;Fettered&#039;&#039;&#039; into destructible &#039;&#039;Granite Gaols&#039;&#039; after a few seconds. Granite Gaols begin a 24 second cast of &#039;&#039;&#039;&#039;&#039;Explosion&#039;&#039;&#039;&#039;&#039;, which will kill all players if successful.&lt;br /&gt;
&lt;br /&gt;
* If the two Granite Gaols are within 25 yalms of each other, they will be buffed with {{Status effect|buff|vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; and become functionally indestructible.&lt;br /&gt;
* If any player locked inside a Granite Gaol dies before being broken out, Titan Maximum permanently gains a powerful {{Status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plate Fracture&#039;&#039;&#039;&lt;br /&gt;
|Titan winds up a powerful punch and destroys a random quadrant of the arena. Which fist Titan winds up matches which half of the arena will be targeted.&lt;br /&gt;
&lt;br /&gt;
* It is not possible to tell whether the first cast will target the north or south half of the arena.&lt;br /&gt;
* The second and third cast will &#039;&#039;always&#039;&#039; target a quadrant adjacent to the previously destroyed one—Titan will never leave two diagonal quadrants as the only remaining platforms.&lt;br /&gt;
|}&lt;br /&gt;
With the addition of &#039;&#039;&#039;Weight of the World&#039;&#039;&#039;, players will need to organize quickly based on markers and roles throughout the phase. The party should plan strategies ahead of time to handle the more complex attack rotations.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Phase 2 Opening=&lt;br /&gt;
====== Phase 2 Opening: ======&lt;br /&gt;
The first attack to look out for is &#039;&#039;&#039;Earthen Fist&#039;&#039;&#039; + &#039;&#039;&#039;Weight of the Land&#039;&#039;&#039;. Players should keep track of the attack order by watching the order that Titan&#039;s fists glow.&lt;br /&gt;
&lt;br /&gt;
* Weight of the Land will detonate shortly after the second punch. After dodging the first punch, players must make their way to a safe tile that is also not in range of the second punch.&lt;br /&gt;
&lt;br /&gt;
Titan will then follow up with &#039;&#039;&#039;Dual Earthen Fists&#039;&#039;&#039;, combined with &#039;&#039;&#039;Weight of the World&#039;&#039;&#039; and &#039;&#039;&#039;Earthen Anguish&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The party should decide on whether the player marked with a blue pyramid is knocked towards the east or the west. All other players should be on the opposite half of the platform.&lt;br /&gt;
** The player marked with a blue pyramid should be knocked towards and stand in a corner to prevent the AoE from extending towards the rest of the party.&lt;br /&gt;
* The two tanks should be knocked towards the other corner before splitting apart and using heavy mitigations for Earthen Anguish. All other players should run away from the tanks.&lt;br /&gt;
** Alternatively, the tanks can stand on the north side of the arena and use {{Action icon|Arm&#039;s Length}} to avoid the knockback completely.&lt;br /&gt;
&lt;br /&gt;
Lastly, Titan will cast &#039;&#039;&#039;Megalith&#039;&#039;&#039;, which both tanks must take together. Healers will need to top up both tanks quickly due to the high damage output from the back-to-back tankbusters.&lt;br /&gt;
&lt;br /&gt;
* Players should not be fooled by the regular stack marker visual, Megalith is only intended to be taken by tanks, and will only deal damage to two players at most.&lt;br /&gt;
&lt;br /&gt;
|-|Tectonic Uplift #1=&lt;br /&gt;
====== Tectonic Uplift #1: ======&lt;br /&gt;
[[File:E4S Plate Uplift 1.gif|alt=A strategy board showing how to survive Plate Uplift #1.|thumb|275x275px|A [https://raidplan.io/plan/3yeqppx5pkdk9x4f strategy board] showing how to survive Tectonic Uplift #1.]]&lt;br /&gt;
Akin to a puzzle, players will need to organize in a specific way to survive the following onslaught of abilities and markers.&lt;br /&gt;
&lt;br /&gt;
* The party should split into groups via roles. DPS should be assigned to one half of the arena while support are on the other half.&lt;br /&gt;
* One random DPS and one random support player will be marked by &#039;&#039;&#039;Weight of the World&#039;&#039;&#039;. These players should stand in the far corners on the unmarked quadrants while all other players split into groups of three on the marked quadrants.&lt;br /&gt;
&lt;br /&gt;
When the platforms raise, there should be one player in each lower quadrant and three players on each upper quadrant.&lt;br /&gt;
&lt;br /&gt;
On the lower quadrants, one will have two tiles covered in an &#039;&#039;&#039;Aftershock&#039;&#039;&#039; AoE while the other lower quadrant has only one tile covered.&lt;br /&gt;
&lt;br /&gt;
Another random DPS and a random support (that weren&#039;t marked prior) will be marked by Weight of the World, while two other players are marked by &#039;&#039;&#039;Pulse of the Land&#039;&#039;&#039; and two &#039;&#039;&#039;Force of the Land&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The players marked with blue pyramids should stay up top and move to the far corners of their quadrant.&lt;br /&gt;
* Players marked with yellow pyramids should look for the lower quadrant with only one AoE (and thus three safe tiles) and drop down into it, placing one player on each of the three tiles.&lt;br /&gt;
* Players marked with orange cubes should look for the lower quadrant with two AoEs (and thus two safe tiles) and drop down into it, stacking on one safe tile while the unmarked player with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; stands safely on the other tile.&lt;br /&gt;
&lt;br /&gt;
The platform will reform to its normal state after a cast of &#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;.&lt;br /&gt;
|-|Plate Fracture #1=&lt;br /&gt;
====== Plate Fracture #1: ======&lt;br /&gt;
Both healers will be marked with &#039;&#039;&#039;Rock Throw&#039;&#039;&#039;, getting locked into Granite Gaols after several seconds.&lt;br /&gt;
&lt;br /&gt;
* Healers should split to the far north and south half of the arena, but shift over to avoid the half of the arena Titan is targeting with the first cast of &#039;&#039;&#039;Plate Fracture&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The party will need to destroy the Granite Gaol neighboring the quadrant Titan destroyed, as that will be the Gaol Titan attempts to smash with the second cast of Plate Fracture.&lt;br /&gt;
&lt;br /&gt;
Once the first Granite Gaol is destroyed, players can focus on destroying the second Gaol as soon as possible.&lt;br /&gt;
&lt;br /&gt;
* An extremely effective strategy is to place both healers 30 yalms away from each other and use a {{Action icon|Limit Break|Ranged DPS Limit Break}} to hit both Granite Gaols as well as Titan. This not only deals a high amount of damage to three critical targets, but massively increases the time all players have to attack Titan directly.&lt;br /&gt;
&lt;br /&gt;
Soon after, Titan will reform the platform and begin another &#039;&#039;&#039;Dual Earthen Fists&#039;&#039;&#039; attack that can be resolved in the same way as before.&lt;br /&gt;
&lt;br /&gt;
This attack will then be followed up with &#039;&#039;&#039;Earthen Fist&#039;&#039;&#039; combined with a single [[Area of Effect#Radial Square AoE|radial square AoE]]. This square AoE will always be on one of the four center tiles of the platform.&lt;br /&gt;
&lt;br /&gt;
* The first punch will happen at the same time the first square AoE detonates, and the second punch at the same time as the second AoE detonation.&lt;br /&gt;
&lt;br /&gt;
To dodge both attacks, players will want to watch to see if the second punch is on the same half as the radial square AoE.&lt;br /&gt;
&lt;br /&gt;
* If the second punch is &#039;&#039;not&#039;&#039; aimed at the AoE&#039;s source, players can dodge both attacks by dodging the first punch, then simply moving into the radial square AoE&#039;s source tile.&lt;br /&gt;
* If the second punch &#039;&#039;is&#039;&#039; aimed at the AoE&#039;s source, players will need to stand two tiles away from the source, dodging both punches first before then dodging the third radial square AoE detonation.&lt;br /&gt;
|-|Tectonic Uplift #2=&lt;br /&gt;
====== Tectonic Uplift #2: ======&lt;br /&gt;
[[File:E4S Tectonic Uplift 2.gif|alt=A strategy board showcasing how to survive Tectonic Uplift #2.|thumb|A [https://raidplan.io/plan/trx3e4pchjb9c6bu strategy board] showcasing how to survive Tectonic Uplift #2.]]&lt;br /&gt;
At the same time as &#039;&#039;&#039;Tectonic Uplift&#039;&#039;&#039; begins casting, one tank, one healer, and two DPS will be marked by &#039;&#039;&#039;Force of the Land&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The party should split into two light parties, both being sent to different raised quadrants. The group marked with orange cubes should stand on one AoE while the unmarked players stand on the opposite AoE.&lt;br /&gt;
&lt;br /&gt;
With both light parties split on two different raised platforms, both healers will be marked by &#039;&#039;&#039;Rock Throw&#039;&#039;&#039;. Healers should make sure to quickly heal the party to full before they are locked into the Granite Gaol.&lt;br /&gt;
&lt;br /&gt;
* Healers should stand on the far corner tiles away from the arena&#039;s center, but still in close range of the neighboring tiles. This is to allow tanks and melee DPS to attack the Granite Gaols without leaving their own tiles.&lt;br /&gt;
&lt;br /&gt;
All players are then marked with &#039;&#039;&#039;Pulse of the Land&#039;&#039;&#039;, including the gaoled healers, forcing everyone to occupy different tiles on the upper platforms.&lt;br /&gt;
&lt;br /&gt;
Should the healers be freed in time, Titan will mark either both healers or both tanks with &#039;&#039;&#039;Weight of the World&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Both marked players will want to drop down into different lower quadrants while all others stay up top. The party should decide ahead of time which direction marked players should drop to ensure they do not accidentally choose the same quadrant.&lt;br /&gt;
&lt;br /&gt;
One of the lower quadrants will have three tiles covered in &#039;&#039;&#039;Aftershock&#039;&#039;&#039; AoEs while the other has two tiles covered. The other two support players are then marked with &#039;&#039;&#039;Weight of the World&#039;&#039;&#039; while all DPS are marked with &#039;&#039;&#039;Force of the Land&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* While the blue pyramid marked support should stay up top and move to the far corners, the DPS players should drop down into the quadrant with two AoEs (thus two safe tiles) and all stack on the same tile—the second tile being for the unmarked support.&lt;br /&gt;
&lt;br /&gt;
The platform will once again return to normal after a cast of &#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;.&lt;br /&gt;
|-|Plate Fracture #2=&lt;br /&gt;
====== Plate Fracture #2: ======&lt;br /&gt;
Titan begins this final rotation with a single &#039;&#039;&#039;Plate Fracture&#039;&#039;&#039; followed by a &#039;&#039;&#039;Megalith&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
During Titan&#039;s second Plate Fracture, one player will be marked by &#039;&#039;&#039;Weight of the World&#039;&#039;&#039;, three players &#039;&#039;&#039;Pulse of the Land&#039;&#039;&#039;, and four players &#039;&#039;&#039;Force of the Land&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The platform will either be two horizontal quadrants or two vertical quadrants depending on which sections Titan destroyed with Plate Fracture.&lt;br /&gt;
* The party should decide on a consistent two potential directions (South / West or South / East) for the blue pyramid marked player to run based on the platform shape, while all others move to the opposite side.&lt;br /&gt;
* The four orange cube players will have to quickly decide on a tile to occupy while the three yellow pyramid players spread to the remaining three safe tiles.&lt;br /&gt;
&lt;br /&gt;
Titan will end Phase 2 with a final cast of &#039;&#039;&#039;Earthen Fury&#039;&#039;&#039; that once again repairs the platform.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
After the end of the Plate Fracture #2 rotation, Titan will cast &#039;&#039;&#039;Orogenesis&#039;&#039;&#039;, marking the beginning of the final phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2 Opening&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Earthen Fist +&lt;br /&gt;
#*Weight of the Land&lt;br /&gt;
#Dual Earthen Fists +&lt;br /&gt;
#*Weight of the World&lt;br /&gt;
#*Earthen Anguish&lt;br /&gt;
#Megalith&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Tectonic Uplift #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Tectonic Uplift +&lt;br /&gt;
#*Weight of the World x2&lt;br /&gt;
#Weight of the World x2 +&lt;br /&gt;
#*Pulse of the Land x2&lt;br /&gt;
#*Force of the Land x2&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Plate Fracture #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Rock Throw&lt;br /&gt;
#Plate Fracture x3&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Tumult&lt;br /&gt;
#Dual Earthen Fists +&lt;br /&gt;
#*Weight of the World&lt;br /&gt;
#*Earthen Anguish&lt;br /&gt;
#Earthen Fist +&lt;br /&gt;
#*Evil Earth&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Tectonic Uplift #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Tectonic Uplift +&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Rock Throw&lt;br /&gt;
#Pulse of the Land x8&lt;br /&gt;
#Weight of the World x2&lt;br /&gt;
#Weight of the World x2 +&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Tumult&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Plate Fracture #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Plate Fracture&lt;br /&gt;
#Megalith&lt;br /&gt;
#Plate Fracture&lt;br /&gt;
#Weight of the World +&lt;br /&gt;
#*Pulse of the Land x3&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Phase 3 - Orogenesis===&lt;br /&gt;
----Titan Maximum will spit out the smaller form of Titan from Phase 1, forcing players to contend with abilities from both forms of Titan simultaneously.&lt;br /&gt;
&lt;br /&gt;
During Phase 3, Titan Maximum becomes untargetable. Players instead must target and defeat the smaller Titan, who inherits Titan Maximum&#039;s remaining health from Phase 2.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Rotating Fury&#039;&#039;&#039;&lt;br /&gt;
|Five tile AoEs appear—four on the edges and one in the center—and rotate in a specific clockwise pattern, detonating a total of five times.&lt;br /&gt;
Simultaneously, four players are marked with &#039;&#039;&#039;Pulse of the Land&#039;&#039;&#039; and four others with &#039;&#039;&#039;Force of the Land&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
[[File:E4S Rotating Fury.gif|alt=The movement pattern for Rotating Fury&#039;s AoEs.|thumb|The movement pattern for Rotating Fury&#039;s AoEs.]]&lt;br /&gt;
This final phase is extremely taxing on the healers, with frequent bursts of high party-wide damage output in very short periods of time. Players should attempt to space out their party mitigations to the best of their abilities.&lt;br /&gt;
Tanks and healers will need to be ready to handle the combination of &#039;&#039;&#039;Stonecrusher&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Megalith&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Additionally, players will need to watch out for the two casts of &#039;&#039;&#039;Earthen Fist&#039;&#039;&#039;. While not combined with any other abilities, failure to dodge will launch players off the platform to their death—making it more difficult for the party to defeat Titan before enrage.&lt;br /&gt;
&lt;br /&gt;
The most dangerous attack in Phase 3 is &#039;&#039;&#039;Rotating Fury&#039;&#039;&#039;. The AoE rotation pattern and which roles are targeted are not random, but which tiles detonate first is.&lt;br /&gt;
&lt;br /&gt;
* The first cast of &#039;&#039;&#039;Rotating Fury&#039;&#039;&#039; will mark all support with orange cubes and all DPS with yellow pyramids.&lt;br /&gt;
* The second cast of Rotating Fury will reverse the selection, marking support with yellow pyramids and DPS with orange cubes.&lt;br /&gt;
* The third and final cast of Rotating Fury will once again mark support with orange cubes and DPS with yellow pyramids.&lt;br /&gt;
* All [[Other Mechanics#Yellow / orange / blue shape markers|shape markers]] resolve at roughly the same time as the fourth detonation of Rotating Fury.&lt;br /&gt;
&lt;br /&gt;
There are multiple ways for the party to dodge the Rotating Fury AoEs, but many choose to assign the orange cubes to one of the center tiles.&lt;br /&gt;
&lt;br /&gt;
* As the AoEs only rotate five times, the inner tiles that detonate second and third are then safe for the remainder of the attack.&lt;br /&gt;
&lt;br /&gt;
After 13 minutes and 30 seconds, Titan will begin a 10 second cast of &#039;&#039;&#039;Earthen Fury&#039;&#039;&#039; that will wipe the party if successful.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Rotating Fury #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Rotating Fury +&lt;br /&gt;
#*Pulse of the Land x4&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Dual Earthen Fists +&lt;br /&gt;
#*Weight of the World&lt;br /&gt;
#*Earthen Anguish&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Tumult&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Rotating Fury #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Rotating Fury +&lt;br /&gt;
#*Pulse of the Land x4&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Earthen Fist&lt;br /&gt;
#Stonecrusher&lt;br /&gt;
#Megalith&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Rotating Fury #3&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Rotating Fury +&lt;br /&gt;
#*Pulse of the Land x4&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Earthen Fist&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Tumult&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Tumult&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#&#039;&#039;&#039;Earthen Fury (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
== Condensed Timeline ==&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Stonecrusher&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and tank-swap twice, or use an invulnerability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weight of the Land + Pulse of the Land x8&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoEs, then spread into separate tiles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Evil Earth + Force of the Land x8&#039;&#039;&#039;&lt;br /&gt;
|Move into one of the two corners farthest from the Evil Earth AoE, then move diagonally into the center after it detonates, stacking with others.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voice of the Land&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Geocrush&#039;&#039;&#039;&lt;br /&gt;
|Stand on the indicated Geocrush tile while aiming to not be pushed off the edge—or use a knockback resist ability.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Earthen Wheels / Earthen Gauntlets Rotation&#039;&#039;&#039;&lt;br /&gt;
* + Pulse of the Land x3&lt;br /&gt;
&lt;br /&gt;
* + Force of the Land x5&lt;br /&gt;
|If &#039;&#039;&#039;Earthen Wheels&#039;&#039;&#039;, players should stand on the row of tiles adjacent to Titan&#039;s driving path. If &#039;&#039;&#039;Earthen Gauntlets&#039;&#039;&#039;, stand on the line of tiles Titan is facing. Orange cubes must stack together while the yellow pyramids spread to the three other safe tiles.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Earthen Wheels&#039;&#039;&#039; will be followed with &#039;&#039;&#039;Fault Line&#039;&#039;&#039; and &#039;&#039;&#039;Magnitude 5.0&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Earthen Gauntlets&#039;&#039;&#039; will be folllowed by &#039;&#039;&#039;Landslide&#039;&#039;&#039;, &#039;&#039;&#039;Left/Rightward Landslide&#039;&#039;&#039;, and &#039;&#039;&#039;Bomb Boulders&#039;&#039;&#039;. &lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Crumbling Down&#039;&#039;&#039;&lt;br /&gt;
|Marked players should drop their Massive Boulders on pre-assigned waymarks, keeping them 20 yalms away from each other or more.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Seismic Wave&#039;&#039;&#039;&lt;br /&gt;
|Stand behind a Massive Boulder to block line of sight from Titan.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bomb Boulder Detonation&#039;&#039;&#039;&lt;br /&gt;
|Dodge the Bomb Boulder detonations.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voice of the Land&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stonecrusher&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and tank-swap twice, or use an invulnerability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Geocrush&#039;&#039;&#039;&lt;br /&gt;
|Stand on the indicated Geocrush tile while aiming to not be pushed off the edge—or use a knockback resist ability.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Earthen Wheels / Earthen Gauntlets Rotation&#039;&#039;&#039;&lt;br /&gt;
+ Pulse of the Land x3&lt;br /&gt;
+ Force of the Land x5&lt;br /&gt;
|Will be whichever rotation was not used prior. (i.e if &#039;&#039;&#039;Earthen Wheels&#039;&#039;&#039; was cast earlier, this will be &#039;&#039;&#039;Earthen Gauntlets&#039;&#039;&#039;)&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Phase 2 Start&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fist + Weight of the Land&#039;&#039;&#039;&lt;br /&gt;
|Pay attention to the order the charging order of the fists. Dodge the first fist, then dodge the second fist while moving into a safe tile.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dual Earthen Fists&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Weight of the World&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;+ Earthen Anguish&#039;&#039;&#039;&lt;br /&gt;
|The Blue Pyramid player should move to one side of epicentral knockback while the rest of the party moves to the opposite side. The tanks should mitigate and either spread along the south edge of the arena, or use a knockback resist to stay at the far north.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Megalith&#039;&#039;&#039;&lt;br /&gt;
|Only tanks should stack together while mitigating.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Tectonic Uplift + Weight of the World x2&#039;&#039;&#039;&lt;br /&gt;
|Split the party into support and DPS groups on the two AoE quadrants. Players with blue pyramids should instead stay off the AoEs and run to the far corners of the unmarked quadrants.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weight of the World x2&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Pulse of the Land x2&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Force of the Land x&#039;&#039;&#039;&lt;br /&gt;
|Players with blue pyramids stay up top and move to the far corners of their quadrants. Players with yellow pyramids must drop into the lower quadrant with 3 safe tiles and spread, while players with orange cubes drop into the quadrant with 2 safe tiles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Rock Throw&#039;&#039;&#039;&lt;br /&gt;
|Healers should split to the north and south (ideally 30 yalms apart), shifting over to the opposite side of the platform Titan is winding up to punch.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plate Fracture x3&#039;&#039;&#039;&lt;br /&gt;
|Break the Granite Gaol closest to the quadrant Titan broke first, then the other Gaol. A {{Action icon|Limit Break|Ranged DPS Limit Break}} aimed at both Granite Gaols is highly recommended.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tumult&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dual Earthen Fists&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Weight of the World&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Earthen Anguish&#039;&#039;&#039;&lt;br /&gt;
|Handle the same as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fist + Evil Earth&#039;&#039;&#039;&lt;br /&gt;
|Check to see if the second punch is aimed at the same half Evil Earth is on.&lt;br /&gt;
&lt;br /&gt;
* If it is not, dodge the first first, then move into the Evil Earth tile.&lt;br /&gt;
* If it is, stand two tiles away from Evil Earth, dodge both fists, then Evil Earth.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Tectonic Uplift + Force of the Land x4&#039;&#039;&#039;&lt;br /&gt;
|The four players marked with orange cubes should stand on one AoE while the four others stand on the other.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rock Throw&#039;&#039;&#039;&lt;br /&gt;
|Both healers should stand on the far corner tiles, but still stay in melee range of the three neighboring tiles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pulse of the Land x8&#039;&#039;&#039;&lt;br /&gt;
|Spread out to different tiles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weight of the World x2&#039;&#039;&#039;&lt;br /&gt;
|Have the two blue pyramid players drop down to different quadrants, moving to the far corner tiles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weight of the World x2 + Force of the Land x4&#039;&#039;&#039;&lt;br /&gt;
|The two blue pyramid players should stay up top and move to the far corners. The four orange cube players must stack in the lower quadrant that has 2 safe tiles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tumult&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Plate Fracture&#039;&#039;&#039;&lt;br /&gt;
|Dodge the side being punched.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Megalith&#039;&#039;&#039;&lt;br /&gt;
|Only tanks must stack together and mitigate.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plate Fracture&#039;&#039;&#039;&lt;br /&gt;
|Dodge the side being punched.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weight of the World&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Pulse of the Land x3&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Force of the Land x4&#039;&#039;&#039;&lt;br /&gt;
|While the blue pyramid player runs to one half of the arena, the others must occupy the remaining four tiles—yellow pyramids spreading out while orange cubes stacking together.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Orogenesis (Phase 3 Start)&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rotating Fury +&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Pulse of the Land x4&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Force of the Land x4&#039;&#039;&#039;&lt;br /&gt;
|Dodge the rotating AoEs while orange cubes (support) stack together and yellow pyramids (DPS) spread out. The center tiles that detonate second and third are the safest to stand in.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dual Earthen Fists&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Weight of the World&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Earthen Anguish&#039;&#039;&#039;&lt;br /&gt;
|Handle the same as usual. Quickly heal the tanks afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voice of the Land&#039;&#039;&#039;&lt;br /&gt;
|Extreme party-healing required.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tumult&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voice of the Land&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rotating Fury&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Pulse of the Land x4&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Force of the Land x4&#039;&#039;&#039;&lt;br /&gt;
|DPS will receive orange squares and support yellow pyramids this time.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fist&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stonecrusher&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and tank-swap twice, or use an invulnerability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Megalith&#039;&#039;&#039;&lt;br /&gt;
|Tanks must stack together. Healers should heal the tanks up quickly.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rotating Fury&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Pulse of the Land x4&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Force of the Land x4&#039;&#039;&#039;&lt;br /&gt;
|Handle the same as the first cast of Rotating Fury.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fist&#039;&#039;&#039;&lt;br /&gt;
|Extreme healing required.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voice of the Land&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tumult&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voice of the Land&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tumult&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voice of the Land&#039;&#039;&#039;&lt;br /&gt;
|This is the party&#039;s last chance to defeat Titan.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Earthen Fury (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Edengrace Weapons}}&lt;br /&gt;
*1 {{Item icon|Book of Sepulture}} (guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Paladin&#039;s Edengrace Arms (IL 475)}}&lt;br /&gt;
{{Drops table row|Edengrace Battleaxe}}&lt;br /&gt;
{{Drops table row|Edengrace Greatsword}}&lt;br /&gt;
{{Drops table row|Edengrace Manatrigger}}&lt;br /&gt;
{{Drops table row|Edengrace Spear}}&lt;br /&gt;
{{Drops table row|Edengrace Knuckles}}&lt;br /&gt;
{{Drops table row|Edengrace Blade}}&lt;br /&gt;
{{Drops table row|Edengrace Knives}}&lt;br /&gt;
{{Drops table row|Edengrace Harp Bow}}&lt;br /&gt;
{{Drops table row|Edengrace Revolver}}&lt;br /&gt;
{{Drops table row|Edengrace Tathlums}}&lt;br /&gt;
{{Drops table row|Edengrace Rod}}&lt;br /&gt;
{{Drops table row|Book of Grace}}&lt;br /&gt;
{{Drops table row|Edengrace Rapier}}&lt;br /&gt;
{{Drops table row|Edengrace Cane}}&lt;br /&gt;
{{Drops table row|Word of Grace}}&lt;br /&gt;
{{Drops table row|Edengrace Planisphere}}&lt;br /&gt;
{{Drops table row|Edengrace Chest Gear Coffer (IL 470)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edengrace Weapon Coffer (IL 475)}}&lt;br /&gt;
{{Drops table row|Eden Minor}}&lt;br /&gt;
{{Drops table row|Skyslipper Key}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Savage Paradise Found I}}&lt;br /&gt;
{{achievement table row|Savage Paradise Found II}}&lt;br /&gt;
{{achievement table row|Savage Paradise Found III}}&lt;br /&gt;
{{achievement table row|Mightier than the Gate}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phases 1-2|Landslide}}&lt;br /&gt;
{{music table row|Phase 3|Under the Weight (From Astral to Umbral)|roll=n}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
E4S.png&lt;br /&gt;
E4 boss.png&lt;br /&gt;
E4S phase 2.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Gate:_Sepulture_(Savage)&amp;diff=1525856</id>
		<title>Eden&#039;s Gate: Sepulture (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Gate:_Sepulture_(Savage)&amp;diff=1525856"/>
		<updated>2026-08-25T06:03:41Z</updated>

		<summary type="html">&lt;p&gt;Pckables: /* Phase 1 */ Removed extraneous line&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Gate (Savage)|Eden&#039;s Gate: Sepulture}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Gate: Sepulture (Savage)&lt;br /&gt;
| description = At first glance, the faintly glowing crystal brought back from Eden&#039;s core appears to be little more than a pretty bauble. As you gaze deep within, however, you are bombarded with images of your encounters in the Empty─but your adversaries have been twisted into monstrosities far more ferocious than those in your memory. Though you know these to be naught more than illusions, you find yourself compelled to see them through...&lt;br /&gt;
| image = Eden&#039;s Gate Sepulture (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 450&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = Atlas Peak&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|The Next Piece of the Puzzle}}&lt;br /&gt;
| patch = 5.05&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| id-gt = 30085&lt;br /&gt;
| id-edb = 3f2c9ddbe05&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E4S&#039;&#039;&#039;. Completing this duty, which can be done with an [[Unrestricted Party]] (unsynced), is needed to unlock {{i|The Epic of Alexander (Ultimate)}}.&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] Heritor of Crags: [[Titan (ShB)|Titan]] - Abilities and Timeline==&lt;br /&gt;
The fight against Titan takes place in a 40x40 yalm arena divided into a 4x4 grid of tiles. These tiles are frequently used to dictate the range and functionality of Titan&#039;s attacks and abilities.&lt;br /&gt;
&lt;br /&gt;
There are no walls surrounding this arena, creating a risk of players falling to their death—after which their corpse is then placed on a safe platform after a few seconds.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Titan&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Voice of the Land&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stonecrusher&#039;&#039;&#039;&lt;br /&gt;
|Three consecutive 5y radius [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]]. Every hit inflicts {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 4 seconds. Each tankbuster strikes three seconds after the previous.&lt;br /&gt;
&lt;br /&gt;
* The first strike targets the player with the highest enmity at the start of the cast. Subsequent strikes target the highest enmity player at that moment in time.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aftershock&#039;&#039;&#039;&lt;br /&gt;
|Blue [[Area of Effect#Static Line AoE|tile AoEs]] created by various attacks throughout the fight. Deals extreme damage and inflicts {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;Healing Magic Down&#039;&#039;&#039;, and {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weight of the Land&#039;&#039;&#039;&lt;br /&gt;
|Eight random tiles are covered in AoEs, detonating into &#039;&#039;&#039;Aftershocks&#039;&#039;&#039; after six seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Evil Earth&#039;&#039;&#039;&lt;br /&gt;
|Places a [[Area of Effect#Radial Square AoE|radial square AoE]] on two tiles, in one of two potential patterns. Explodes into waves of &#039;&#039;&#039;Aftershocks&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pulse of the Land&#039;&#039;&#039;&lt;br /&gt;
|A [[Other Mechanics#Yellow / orange / blue shape markers|yellow pyramid marker]] placed on multiple players. Every tile underneath these marked players erupts and deals high magic damage, inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 2 seconds.&lt;br /&gt;
Each marker triggers one instance of damage. Two or more marked players sharing a tile would receive multiple instances of magic damage—instantly dying due to the vulnerability up.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Force of the Land&#039;&#039;&#039;&lt;br /&gt;
|An [[Other Mechanics#Yellow / orange / blue shape markers|orange cube marker]] placed on multiple players. Tiles underneath these players act as [[Stack marker#Multi-Player Marker|multi-player markers]], requiring &#039;&#039;at least&#039;&#039; one other player on the same tile to survive.&lt;br /&gt;
&lt;br /&gt;
* Damage received remains the same regardless of whether two players or eight players are stacked on the same tile.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Geocrush&#039;&#039;&#039;&lt;br /&gt;
|Titan telegraphs a jump to a random tile on the edge of the arena, dealing a powerful 30 yalm [[Knockback#Radial Knockback|radial knockback]] that can be resisted.&lt;br /&gt;
* Always followed by &#039;&#039;&#039;Earthen Wheels&#039;&#039;&#039; or &#039;&#039;&#039;Earthen Gauntlets&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Earthen Wheels&#039;&#039;&#039;&lt;br /&gt;
|Titan drives straight across the arena, creating an untelegraphed [[Knockback#Line Knockback|line knockback]] that pushes players 15 yalms away.&lt;br /&gt;
* The tiles adjacent to Titan&#039;s path detonate into &#039;&#039;&#039;Aftershocks&#039;&#039;&#039;, which then travel to the tiles at the far edge like a wave.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fault Line&#039;&#039;&#039;&lt;br /&gt;
|An invisible [[Tether (mechanic)#Proximity Tether|proximity tether]] attached to the highest enmity player. Titan charges at their target, dealing increasing damage based on how close that player is to Titan.&lt;br /&gt;
Any other players caught in Titan&#039;s path receive lethal amounts of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Magnitude 5.0&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] with a 5y radius safe zone centered on Titan.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Earthen Gauntlets&#039;&#039;&#039;&lt;br /&gt;
|Titan slams all tiles to its left and right, dealing extreme damage and [[knockback]] to all players not in the same row as Titan.&lt;br /&gt;
* Shortly after the initial AoE, the previously safe tiles detonate with &#039;&#039;&#039;Aftershock&#039;&#039;&#039; AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Landslide&#039;&#039;&#039;&lt;br /&gt;
|Titan faces a random cardinal edge of the arena, then jumps to it at the end of the cast. Creates massive [[Area of Effect#Static Line AoE|line AoEs]] in all cardinal directions from the landing point—covering all but 4 tiles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Left/Rightward Landslide&#039;&#039;&#039;&lt;br /&gt;
|Titan covers half the arena in a massive [[Area of Effect#Static Line AoE|static line AoE]]. Shortly after the AoE resolves, the rows on the opposite side of the arena detonate into waves of &#039;&#039;&#039;Aftershocks&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Bomb Boulder&#039;&#039;&#039;&lt;br /&gt;
|Functions identically to its [[The Navel|original incarnation]]: small boulders drop in preset patterns that detonate into 10y radius [[Area of Effect#Static Circle AoE|static circle AoEs]] in order of appearance.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crumbling Down&#039;&#039;&#039;&lt;br /&gt;
|A random support and a random DPS player are marked with a red arrow, dropping a small [[Other Mechanics#Proximity AoE|proximity AoE]] after six seconds. A second support and DPS player are marked shortly afterwards.&lt;br /&gt;
Massive boulders are dropped at these locations, some of which will turn orange and crumble to dust depending on two conditions:&lt;br /&gt;
&lt;br /&gt;
# With each pair of markers, a random one of the two Massive Boulders will be chosen to crumble regardless of placement.&lt;br /&gt;
#* If a player is solo, only one boulder is dropped per marker—which will not crumble randomly.&lt;br /&gt;
# All massive boulders placed closer than 20 yalms to another will crumble.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Seismic Wave&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Line of Sight AoE|line of sight AoE]] that deals high damage and inflicts {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;Healing Magic Down&#039;&#039;&#039;, and {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;. Can only be avoided via the massive boulders.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Phase 2 Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tumult&#039;&#039;&#039;&lt;br /&gt;
|Five instances of unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fists&#039;&#039;&#039;&lt;br /&gt;
|Titan slams its fists together before gathering aether twice into its left and/or right arms.&lt;br /&gt;
Titan then unleashes to punches to the left and/or right half of the platform, matching the side and order that its arm&#039;s glowed—dealing high damage and extreme amounts of [[knockback]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weight of the World&#039;&#039;&#039;&lt;br /&gt;
|A [[Other Mechanics#Yellow / orange / blue shape markers|blue pyramid marker]] placed on one or two players. The tiles underneath the marked detonate into a 3x3 tile AoE that deals high magic damage and inflicts {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 8 - 12 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dual Earthen Fists&#039;&#039;&#039;&lt;br /&gt;
|A large [[Knockback#Epicentral Knockback|epicentral knockback]] created in front of Titan Maximum. Knockback can be resisted. Always combined with one &#039;&#039;&#039;Weight of the World&#039;&#039;&#039; and &#039;&#039;&#039;Earthen Anguish&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Anguish&#039;&#039;&#039;&lt;br /&gt;
|An untelegraphed 10y radius [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] hitting the highest two enmity players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Megalith&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#Shared Tankbuster|shared tankbuster]]. Visually uses a regular {{I|Stack marker}} telegraph.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tectonic Uplift&#039;&#039;&#039;&lt;br /&gt;
|Two diagonal quadrants of the arena are marked with AoEs, dividing the arena into four sections. At the end of the cast, the marked quadrants are raised upwards.&lt;br /&gt;
&lt;br /&gt;
* The AoEs deal no damage. Players standing in the AoEs are harmlessly [[Knockback#Knock-up|knocked upwards]] onto the raised platforms.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rock Throw&#039;&#039;&#039;&lt;br /&gt;
|Both healers are marked, then {{Status effect|debuff|File:Fetters icon3.png|link=File:Fetters icon3.png}} &#039;&#039;&#039;Fettered&#039;&#039;&#039; into destructible &#039;&#039;Granite Gaols&#039;&#039; after a few seconds. Granite Gaols begin a 24 second cast of &#039;&#039;&#039;&#039;&#039;Explosion&#039;&#039;&#039;&#039;&#039;, which will kill all players if successful.&lt;br /&gt;
&lt;br /&gt;
* If the two Granite Gaols are within 25 yalms of each other, they will be buffed with {{Status effect|buff|vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; and become functionally indestructible.&lt;br /&gt;
* If any player locked inside a Granite Gaol dies before being broken out, Titan Maximum permanently gains a powerful {{Status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plate Fracture&#039;&#039;&#039;&lt;br /&gt;
|Titan winds up a powerful punch and destroys a random quadrant of the arena. Which fist Titan winds up matches which half of the arena will be targeted.&lt;br /&gt;
&lt;br /&gt;
* It is not possible to tell whether the first cast will target the north or south half of the arena.&lt;br /&gt;
* The second and third cast will &#039;&#039;always&#039;&#039; target a quadrant adjacent to the previously destroyed one—Titan will never leave two diagonal quadrants as the only remaining platforms.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Phase 3 Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Rotating Fury&#039;&#039;&#039;&lt;br /&gt;
|Five tile AoEs appear—four on the edges and one in the center—and rotate in a specific clockwise pattern, detonating a total of five times.&lt;br /&gt;
Simultaneously, four players are marked with &#039;&#039;&#039;Pulse of the Land&#039;&#039;&#039; and four others with &#039;&#039;&#039;Force of the Land&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Opening Rotation&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Stonecrusher&lt;br /&gt;
#Weight of the Land +&lt;br /&gt;
#*Pulse of the Land x8&lt;br /&gt;
#Evil Earth +&lt;br /&gt;
#*Force of the Land x8&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Geocrush&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Earthen Wheels Rotation&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Wheels +&lt;br /&gt;
#*Pulse of the Land x3&lt;br /&gt;
#*Force of the Land x5&lt;br /&gt;
#Fault Line&lt;br /&gt;
#Magnitude 5.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Earthen Gauntlets Rotation&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Gauntlets +&lt;br /&gt;
#*Pulse of the Land x3&lt;br /&gt;
#*Force of the Land x5&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Landslide&lt;br /&gt;
#Left/Rightward Landslide&lt;br /&gt;
#Bomb Boulder Detonation&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Crumbling Down Rotation&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Crumbling Down&lt;br /&gt;
#Seismic Wave&lt;br /&gt;
#Bomb Boulder Detonation&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Stonecrusher&lt;br /&gt;
#Geocrush&lt;br /&gt;
|}{{clear}}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2 Opening&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Earthen Fist +&lt;br /&gt;
#*Weight of the Land&lt;br /&gt;
#Dual Earthen Fists +&lt;br /&gt;
#*Weight of the World&lt;br /&gt;
#*Earthen Anguish&lt;br /&gt;
#Megalith&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Tectonic Uplift #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Tectonic Uplift +&lt;br /&gt;
#*Weight of the World x2&lt;br /&gt;
#Weight of the World x2 +&lt;br /&gt;
#*Pulse of the Land x2&lt;br /&gt;
#*Force of the Land x2&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Plate Fracture #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Rock Throw&lt;br /&gt;
#Plate Fracture x3&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Tumult&lt;br /&gt;
#Dual Earthen Fists +&lt;br /&gt;
#*Weight of the World&lt;br /&gt;
#*Earthen Anguish&lt;br /&gt;
#Earthen Fist +&lt;br /&gt;
#*Evil Earth&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Tectonic Uplift #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Tectonic Uplift +&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Rock Throw&lt;br /&gt;
#Pulse of the Land x8&lt;br /&gt;
#Weight of the World x2&lt;br /&gt;
#Weight of the World x2 +&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Tumult&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Plate Fracture #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Plate Fracture&lt;br /&gt;
#Megalith&lt;br /&gt;
#Plate Fracture&lt;br /&gt;
#Weight of the World +&lt;br /&gt;
#*Pulse of the Land x3&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
|}{{clear}}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Rotating Fury #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Rotating Fury +&lt;br /&gt;
#*Pulse of the Land x4&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Dual Earthen Fists +&lt;br /&gt;
#*Weight of the World&lt;br /&gt;
#*Earthen Anguish&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Tumult&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Rotating Fury #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Rotating Fury +&lt;br /&gt;
#*Pulse of the Land x4&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Earthen Fist&lt;br /&gt;
#Stonecrusher&lt;br /&gt;
#Megalith&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Rotating Fury #3&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Rotating Fury +&lt;br /&gt;
#*Pulse of the Land x4&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Earthen Fist&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Tumult&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Tumult&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#&#039;&#039;&#039;Earthen Fury (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
== Detailed Phase Explanations ==&lt;br /&gt;
=== Phase 1 ===&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 1 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Voice of the Land&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stonecrusher&#039;&#039;&#039;&lt;br /&gt;
|Three consecutive 5y radius [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]]. Every hit inflicts {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 4 seconds. Each tankbuster strikes three seconds after the previous.&lt;br /&gt;
&lt;br /&gt;
* The first strike targets the player with the highest enmity at the start of the cast. Subsequent strikes target the highest enmity player at that moment in time.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aftershock&#039;&#039;&#039;&lt;br /&gt;
|Blue [[Area of Effect#Static Line AoE|tile AoEs]] created by various attacks throughout the fight. Deals extreme damage and inflicts {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;Healing Magic Down&#039;&#039;&#039;, and {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weight of the Land&#039;&#039;&#039;&lt;br /&gt;
|Eight random tiles are covered in AoEs, detonating into &#039;&#039;&#039;Aftershocks&#039;&#039;&#039; after six seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Evil Earth&#039;&#039;&#039;&lt;br /&gt;
|Places a [[Area of Effect#Radial Square AoE|radial square AoE]] on two tiles, in one of two potential patterns. Explodes into waves of &#039;&#039;&#039;Aftershocks&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pulse of the Land&#039;&#039;&#039;&lt;br /&gt;
|A [[Other Mechanics#Yellow / orange / blue shape markers|yellow pyramid marker]] placed on multiple players. Every tile underneath these marked players erupts and deals high magic damage, inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 2 seconds.&lt;br /&gt;
Each marker triggers one instance of damage. Two or more marked players sharing a tile would receive multiple instances of magic damage—instantly dying due to the vulnerability up.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Force of the Land&#039;&#039;&#039;&lt;br /&gt;
|An [[Other Mechanics#Yellow / orange / blue shape markers|orange cube marker]] placed on multiple players. Tiles underneath these players act as [[Stack marker#Multi-Player Marker|multi-player markers]], requiring &#039;&#039;at least&#039;&#039; one other player on the same tile to survive.&lt;br /&gt;
&lt;br /&gt;
* Damage received remains the same regardless of whether two players or eight players are stacked on the same tile.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Geocrush&#039;&#039;&#039;&lt;br /&gt;
|Titan telegraphs a jump to a random tile on the edge of the arena, dealing a powerful 30 yalm [[Knockback#Radial Knockback|radial knockback]] that can be resisted.&lt;br /&gt;
* Always followed by &#039;&#039;&#039;Earthen Wheels&#039;&#039;&#039; or &#039;&#039;&#039;Earthen Gauntlets&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Earthen Wheels&#039;&#039;&#039;&lt;br /&gt;
|Titan drives straight across the arena, creating an untelegraphed [[Knockback#Line Knockback|line knockback]] that pushes players 15 yalms away.&lt;br /&gt;
* The tiles adjacent to Titan&#039;s path detonate into &#039;&#039;&#039;Aftershocks&#039;&#039;&#039;, which then travel to the tiles at the far edge like a wave.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fault Line&#039;&#039;&#039;&lt;br /&gt;
|An invisible [[Tether (mechanic)#Proximity Tether|proximity tether]] attached to the highest enmity player. Titan charges at their target, dealing increasing damage based on how close that player is to Titan.&lt;br /&gt;
Any other players caught in Titan&#039;s path receive lethal amounts of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Magnitude 5.0&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] with a 5y radius safe zone centered on Titan.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Earthen Gauntlets&#039;&#039;&#039;&lt;br /&gt;
|Titan slams all tiles to its left and right, dealing extreme damage and [[knockback]] to all players not in the same row as Titan.&lt;br /&gt;
* Shortly after the initial AoE, the previously safe tiles detonate with &#039;&#039;&#039;Aftershock&#039;&#039;&#039; AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Landslide&#039;&#039;&#039;&lt;br /&gt;
|Titan faces a random cardinal edge of the arena, then jumps to it at the end of the cast. Creates massive [[Area of Effect#Static Line AoE|line AoEs]] in all cardinal directions from the landing point—covering all but 4 tiles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Left/Rightward Landslide&#039;&#039;&#039;&lt;br /&gt;
|Titan covers half the arena in a massive [[Area of Effect#Static Line AoE|static line AoE]]. Shortly after the AoE resolves, the rows on the opposite side of the arena detonate into waves of &#039;&#039;&#039;Aftershocks&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Bomb Boulder&#039;&#039;&#039;&lt;br /&gt;
|Functions identically to its [[The Navel|original incarnation]]: small boulders drop in preset patterns that detonate into 10y radius [[Area of Effect#Static Circle AoE|static circle AoEs]] in order of appearance.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crumbling Down&#039;&#039;&#039;&lt;br /&gt;
|A random support and a random DPS player are marked with a red arrow, dropping a small [[Other Mechanics#Proximity AoE|proximity AoE]] after six seconds. A second support and DPS player are marked shortly afterwards.&lt;br /&gt;
Massive boulders are dropped at these locations, some of which will turn orange and crumble to dust depending on two conditions:&lt;br /&gt;
&lt;br /&gt;
# With each pair of markers, a random one of the two Massive Boulders will be chosen to crumble regardless of placement.&lt;br /&gt;
#* If a player is solo, only one boulder is dropped per marker—which will not crumble randomly.&lt;br /&gt;
# All massive boulders placed closer than 20 yalms to another will crumble.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Seismic Wave&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Line of Sight AoE|line of sight AoE]] that deals high damage and inflicts {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;Healing Magic Down&#039;&#039;&#039;, and {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;. Can only be avoided via the massive boulders.&lt;br /&gt;
|}&lt;br /&gt;
A short but deadly introductory phase to the fight, players will need to be assigned positions and tiles in order to safely handle each mechanic.&lt;br /&gt;
&lt;br /&gt;
Phase 1 does not follow a strict rotation—after the first &#039;&#039;&#039;Geocrush&#039;&#039;&#039;, Titan will use either &#039;&#039;&#039;Earthen Wheels&#039;&#039;&#039; (creating a vehicle) or &#039;&#039;&#039;Earthen Gauntlets&#039;&#039;&#039; at random, resulting in two possible rotations.&lt;br /&gt;
&lt;br /&gt;
After the end of the first Earthen Wheels / Earthen Gauntlets rotation, Titan will begin the &#039;&#039;&#039;Crumbling Down&#039;&#039;&#039; rotation.&lt;br /&gt;
&lt;br /&gt;
The second Geocrush will be followed by whichever rotation was not used prior, after which Titan will begin Phase 2.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Opening=&lt;br /&gt;
====Opening Rotation:====&lt;br /&gt;
[[File:E4S Evil Earth.gif|alt=The two potential patterns for Evil Earth and how to dodge them.|thumb|238x238px|The two potential patterns for Evil Earth and how to dodge them.]]&lt;br /&gt;
The first rotation of the fight, players need to dodge several AoEs while simultaneously handling [[Other Mechanics#Yellow / orange / blue shape markers|yellow and orange markers.]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stonecrusher&#039;&#039;&#039; can either be handled with heavy mitigations and two quick tank-swaps, or just a single invulnerability.&lt;br /&gt;
**If tank-swapping, both tanks must be aware of their {{Action icon|Provoke}} and {{Action icon|Shirk}} cooldown timers.&lt;br /&gt;
&lt;br /&gt;
All players are then marked by &#039;&#039;&#039;Pulse of the Land&#039;&#039;&#039; while Titan casts &#039;&#039;&#039;Weight of the Land&#039;&#039;&#039;.&lt;br /&gt;
*The Weight of the Land AoEs will always detonate first, allowing players time to re-position afterwards for their Pulse of the Land positions.&lt;br /&gt;
**To maximize DPS uptime, Titan should be tanked in the center while tanks and melee DPS occupy the four center tiles. All others can spread to any of the 12 outer tiles of their preference.&lt;br /&gt;
&lt;br /&gt;
Next, Titan uses &#039;&#039;&#039;Evil Earth&#039;&#039;&#039; and marks all players with &#039;&#039;&#039;Force of the Land&#039;&#039;&#039;, which resolves shortly after Evil Earth&#039;s final AoE.&lt;br /&gt;
&lt;br /&gt;
* Evil Earth has two potential patterns, but both can be resolved in the same way; players should stand in one of the corner tiles farthest from the AoE markers, then move diagonally to the center once the neighboring center tiles detonate.&lt;br /&gt;
* Ideally, all players should stack together during this attack to not only increase DPS uptime, but to ensure all players remain in healing range of each other.&lt;br /&gt;
&lt;br /&gt;
The Opening Rotation will end with Geocrush. Players should stand on the tile marked with the [[Knockback#Radial Knockback|radial knockback]] and ensure they positioned in a way to not be pushed off the edge; alternatively, a knockback resist ability can be used.&lt;br /&gt;
&lt;br /&gt;
If Titan summons a vehicle, the &#039;&#039;&#039;Earthen Wheels&#039;&#039;&#039; rotation will begin. If Titan&#039;s arms become covered in armor, the &#039;&#039;&#039;Earthen Gauntlets&#039;&#039;&#039; rotation begins.&lt;br /&gt;
|-|Earthen Wheels=&lt;br /&gt;
====== Earthen Wheels Rotation: ======&lt;br /&gt;
One random tank, healer, and DPS will receive a &#039;&#039;&#039;Pulse of the Land&#039;&#039;&#039; marker while all others receive &#039;&#039;&#039;Force of the Land&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Players marked with orange cubes should stack together on Titan&#039;s left or right side—whichever is farther from the edge.&lt;br /&gt;
**The tank marked with an orange cube should {{Action icon|Provoke}} if necessary in preparation for an upcoming attack.&lt;br /&gt;
*Players marked with yellow pyramids should spread out to different tiles on the same row, adjacent to Titan&#039;s driving path.&lt;br /&gt;
**To aid with quick positioning for Pulse of the Land, role-based positions should be given to players marked with yellow pyramids.&lt;br /&gt;
&lt;br /&gt;
Titan will drive straight across the platform, pushing all players away and killing any in it&#039;s path. A wave of &#039;&#039;&#039;Aftershock&#039;&#039;&#039; AoEs will detonate on the tiles adjacent to Titan, which players must move onto after they detonate to dodge the second wave on the far edge of the arena.&lt;br /&gt;
&lt;br /&gt;
DPS and Healers should only move one tile towards Titan, however, as Titan will follow up with a cast of &#039;&#039;&#039;Fault Line&#039;&#039;&#039; at the highest enmity player and kill any others inbetween.&lt;br /&gt;
&lt;br /&gt;
After the knockback, the tank that was marked by an orange cube should quickly run two tiles to where Titan began. If this is done correctly, Titan should drive across the same row of tiles as before from the opposite side of the arena.&lt;br /&gt;
&lt;br /&gt;
This rotation ends with &#039;&#039;&#039;Magnitude 5.0&#039;&#039;&#039;, which is simply a [[Area of Effect#Static Donut AoE|static donut AoE.]] All players should use whatever mobility tools they have to move underneath Titan as soon as possible.&lt;br /&gt;
&lt;br /&gt;
|-|Earthen Gauntlets=&lt;br /&gt;
====== Earthen Gauntlets Rotation: ======&lt;br /&gt;
One random tank, healer, and DPS will receive a &#039;&#039;&#039;Pulse of the Land&#039;&#039;&#039; marker while all others receive &#039;&#039;&#039;Force of the Land&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Players marked with orange cubes should stack directly underneath Titan.&lt;br /&gt;
*Players marked with yellow pyramids should spread out along the other three tiles Titan is facing.&lt;br /&gt;
**To aid with quick positioning for Pulse of the Land, role-based positions should be given to players marked with yellow pyramids.&lt;br /&gt;
&lt;br /&gt;
After Titan slams the tiles to both sides, players should immediately move off the safe tiles, as they detonate with &#039;&#039;&#039;Aftershock&#039;&#039;&#039; AoEs shortly after.&lt;br /&gt;
&lt;br /&gt;
Soon after, Titan begins a cast of &#039;&#039;&#039;Landslide&#039;&#039;&#039; at either the north, east, west, or south edge of the arena.&lt;br /&gt;
*The tank should move Titan to the center of the arena prior to the start of the Landslide cast. If this is not done, it may be difficult or impossible to accurately see which side Titan is jumping to.&lt;br /&gt;
&lt;br /&gt;
All players must run to one of the two corner tiles at Titan&#039;s back, as they will be the only areas safe from the massive AoEs.&lt;br /&gt;
&lt;br /&gt;
Titan then casts &#039;&#039;&#039;Left/Rightward Landslide&#039;&#039;&#039; covering the left or right half of the arena in a massive AoE. This must be dodged, then quickly moved into to avoid the &#039;&#039;&#039;Aftershock&#039;&#039;&#039; AoEs that erupt on the opposite half of the arena.&lt;br /&gt;
&lt;br /&gt;
Lastly, Players simply need to avoid the detonation of the &#039;&#039;&#039;Bomb Boulders&#039;&#039;&#039; to survive the rotation.&lt;br /&gt;
&lt;br /&gt;
|-|Crumbling Down=&lt;br /&gt;
====== Crumbling Down Rotation: ======&lt;br /&gt;
[[File:E4S Crumbling Down Markers.jpg|alt=Waymarks for the four Crumbling Down markers.|thumb|239x239px|Waymarks for the four Crumbling Down markers.]]&lt;br /&gt;
A random support and a random DPS will receive a red arrow marker. These players should run to pre-assigned markers to place the [[Other Mechanics#Proximity AoE|proximity AoEs]], and the resulting Massive Boulder, in the desired locations.&lt;br /&gt;
&lt;br /&gt;
* The party should assign DPS to either the north or south waymarks, and thus support to the other side.&lt;br /&gt;
* The party should decide on whether to drop the first pair of markers on the east or the west waymarks.&lt;br /&gt;
** This is to prevent Titan from potentially crumbling both east or both west Massive Boulders, which could force the party into the second set of &#039;&#039;&#039;Bomb Boulders&#039;&#039;&#039;.&lt;br /&gt;
* The lethal-range of the proximity AoEs is fairly small. Being more than a tile away is often enough to survive.&lt;br /&gt;
&lt;br /&gt;
A total of four Massive Boulders will be dropped, and all must be placed at least 20 yalms apart from each other to prevent them from crumbling—which would result in no safe place to stand against &#039;&#039;&#039;Seismic Wave&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
One of each pair of Massive Boulders will &#039;&#039;always&#039;&#039; crumble, and which two crumble is completely random.&lt;br /&gt;
&lt;br /&gt;
Additionally, players will have to dodge &#039;&#039;&#039;Bomb Boulders&#039;&#039;&#039;, which drop in three columns. The center column always drops first, but the order of the east and west column of bomb boulders is random.&lt;br /&gt;
&lt;br /&gt;
Once the four Massive Boulders are placed, players will want to hide behind the one on the same side of the arena that the third set of &#039;&#039;&#039;Bomb Boulders&#039;&#039;&#039; dropped onto, dodging Titan&#039;s &#039;&#039;&#039;Seismic Wave&#039;&#039;&#039; before running to the center of the arena once it&#039;s safe.&lt;br /&gt;
&lt;br /&gt;
After another &#039;&#039;&#039;Stonecrusher&#039;&#039;&#039;, Titan will follow up with the fight&#039;s second &#039;&#039;&#039;Geocrusher&#039;&#039;&#039; combined with whatever attack rotation (Earthen Wheels or Earthen Gauntlets) was not used prior.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Opening Rotation&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Stonecrusher&lt;br /&gt;
#Weight of the Land +&lt;br /&gt;
#*Pulse of the Land x8&lt;br /&gt;
#Evil Earth +&lt;br /&gt;
#*Force of the Land x8&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Geocrush&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Earthen Wheels Rotation&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Wheels +&lt;br /&gt;
#*Pulse of the Land x3&lt;br /&gt;
#*Force of the Land x5&lt;br /&gt;
#Fault Line&lt;br /&gt;
#Magnitude 5.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Earthen Gauntlets Rotation&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Gauntlets +&lt;br /&gt;
#*Pulse of the Land x3&lt;br /&gt;
#*Force of the Land x5&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Landslide&lt;br /&gt;
#Left/Rightward Landslide&lt;br /&gt;
#Bomb Boulder Detonation&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Crumbling Down Rotation&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Crumbling Down&lt;br /&gt;
#Seismic Wave&lt;br /&gt;
#Bomb Boulder Detonation&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Stonecrusher&lt;br /&gt;
#Geocrush&lt;br /&gt;
|}&lt;br /&gt;
===Phase 2 - Titan Maximum===&lt;br /&gt;
----&lt;br /&gt;
[[File:EdenSepultureSavage TitanMaximum.jpg|283x283px|thumb|right|Titan Maximum]]&lt;br /&gt;
Titan will become untargetable and float away from the arena, beginning a transitory cutscene exclusive to the Savage version of the fight.&lt;br /&gt;
&lt;br /&gt;
After combining with the nearby mountain spires, Titan will become an enormous entity known as &#039;&#039;Titan Maximum&#039;&#039;, remaining at the north side of the arena for the entirety of the phase and removing any [[Positionals|positional]] requirements for melee DPS.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tumult&#039;&#039;&#039;&lt;br /&gt;
|Five instances of unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fists&#039;&#039;&#039;&lt;br /&gt;
|Titan slams its fists together before gathering aether twice into its left and/or right arms.&lt;br /&gt;
Titan then unleashes to punches to the left and/or right half of the platform, matching the side and order that its arm&#039;s glowed—dealing high damage and extreme amounts of [[knockback]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weight of the World&#039;&#039;&#039;&lt;br /&gt;
|A [[Other Mechanics#Yellow / orange / blue shape markers|blue pyramid marker]] placed on one or two players. The tiles underneath the marked detonate into a 3x3 tile AoE that deals high magic damage and inflicts {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 8 - 12 seconds.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Dual Earthen Fists&#039;&#039;&#039;&lt;br /&gt;
|A large [[Knockback#Epicentral Knockback|epicentral knockback]] created in front of Titan Maximum. Knockback can be resisted. Always combined with one &#039;&#039;&#039;Weight of the World&#039;&#039;&#039; and &#039;&#039;&#039;Earthen Anguish&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Anguish&#039;&#039;&#039;&lt;br /&gt;
|An untelegraphed 10y radius [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] hitting the highest two enmity players.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Megalith&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#Shared Tankbuster|shared tankbuster]]. Visually uses a regular {{I|Stack marker}} telegraph.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tectonic Uplift&#039;&#039;&#039;&lt;br /&gt;
|Two diagonal quadrants of the arena are marked with AoEs, dividing the arena into four sections. At the end of the cast, the marked quadrants are raised upwards.&lt;br /&gt;
&lt;br /&gt;
* The AoEs deal no damage. Players standing in the AoEs are harmlessly [[Knockback#Knock-up|knocked upwards]] onto the raised platforms.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rock Throw&#039;&#039;&#039;&lt;br /&gt;
|Both healers are marked, then {{Status effect|debuff|File:Fetters icon3.png|link=File:Fetters icon3.png}} &#039;&#039;&#039;Fettered&#039;&#039;&#039; into destructible &#039;&#039;Granite Gaols&#039;&#039; after a few seconds. Granite Gaols begin a 24 second cast of &#039;&#039;&#039;&#039;&#039;Explosion&#039;&#039;&#039;&#039;&#039;, which will kill all players if successful.&lt;br /&gt;
&lt;br /&gt;
* If the two Granite Gaols are within 25 yalms of each other, they will be buffed with {{Status effect|buff|vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; and become functionally indestructible.&lt;br /&gt;
* If any player locked inside a Granite Gaol dies before being broken out, Titan Maximum permanently gains a powerful {{Status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plate Fracture&#039;&#039;&#039;&lt;br /&gt;
|Titan winds up a powerful punch and destroys a random quadrant of the arena. Which fist Titan winds up matches which half of the arena will be targeted.&lt;br /&gt;
&lt;br /&gt;
* It is not possible to tell whether the first cast will target the north or south half of the arena.&lt;br /&gt;
* The second and third cast will &#039;&#039;always&#039;&#039; target a quadrant adjacent to the previously destroyed one—Titan will never leave two diagonal quadrants as the only remaining platforms.&lt;br /&gt;
|}&lt;br /&gt;
With the addition of &#039;&#039;&#039;Weight of the World&#039;&#039;&#039;, players will need to organize quickly based on markers and roles throughout the phase. The party should plan strategies ahead of time to handle the more complex attack rotations.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Phase 2 Opening=&lt;br /&gt;
====== Phase 2 Opening: ======&lt;br /&gt;
The first attack to look out for is &#039;&#039;&#039;Earthen Fist&#039;&#039;&#039; + &#039;&#039;&#039;Weight of the Land&#039;&#039;&#039;. Players should keep track of the attack order by watching the order that Titan&#039;s fists glow.&lt;br /&gt;
&lt;br /&gt;
* Weight of the Land will detonate shortly after the second punch. After dodging the first punch, players must make their way to a safe tile that is also not in range of the second punch.&lt;br /&gt;
&lt;br /&gt;
Titan will then follow up with &#039;&#039;&#039;Dual Earthen Fists&#039;&#039;&#039;, combined with &#039;&#039;&#039;Weight of the World&#039;&#039;&#039; and &#039;&#039;&#039;Earthen Anguish&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The party should decide on whether the player marked with a blue pyramid is knocked towards the east or the west. All other players should be on the opposite half of the platform.&lt;br /&gt;
** The player marked with a blue pyramid should be knocked towards and stand in a corner to prevent the AoE from extending towards the rest of the party.&lt;br /&gt;
* The two tanks should be knocked towards the other corner before splitting apart and using heavy mitigations for Earthen Anguish. All other players should run away from the tanks.&lt;br /&gt;
** Alternatively, the tanks can stand on the north side of the arena and use {{Action icon|Arm&#039;s Length}} to avoid the knockback completely.&lt;br /&gt;
&lt;br /&gt;
Lastly, Titan will cast &#039;&#039;&#039;Megalith&#039;&#039;&#039;, which both tanks must take together. Healers will need to top up both tanks quickly due to the high damage output from the back-to-back tankbusters.&lt;br /&gt;
&lt;br /&gt;
* Players should not be fooled by the regular stack marker visual, Megalith is only intended to be taken by tanks, and will only deal damage to two players at most.&lt;br /&gt;
&lt;br /&gt;
|-|Tectonic Uplift #1=&lt;br /&gt;
====== Tectonic Uplift #1: ======&lt;br /&gt;
[[File:E4S Plate Uplift 1.gif|alt=A strategy board showing how to survive Plate Uplift #1.|thumb|275x275px|A [https://raidplan.io/plan/3yeqppx5pkdk9x4f strategy board] showing how to survive Tectonic Uplift #1.]]&lt;br /&gt;
Akin to a puzzle, players will need to organize in a specific way to survive the following onslaught of abilities and markers.&lt;br /&gt;
&lt;br /&gt;
* The party should split into groups via roles. DPS should be assigned to one half of the arena while support are on the other half.&lt;br /&gt;
* One random DPS and one random support player will be marked by &#039;&#039;&#039;Weight of the World&#039;&#039;&#039;. These players should stand in the far corners on the unmarked quadrants while all other players split into groups of three on the marked quadrants.&lt;br /&gt;
&lt;br /&gt;
When the platforms raise, there should be one player in each lower quadrant and three players on each upper quadrant.&lt;br /&gt;
&lt;br /&gt;
On the lower quadrants, one will have two tiles covered in an &#039;&#039;&#039;Aftershock&#039;&#039;&#039; AoE while the other lower quadrant has only one tile covered.&lt;br /&gt;
&lt;br /&gt;
Another random DPS and a random support (that weren&#039;t marked prior) will be marked by Weight of the World, while two other players are marked by &#039;&#039;&#039;Pulse of the Land&#039;&#039;&#039; and two &#039;&#039;&#039;Force of the Land&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The players marked with blue pyramids should stay up top and move to the far corners of their quadrant.&lt;br /&gt;
* Players marked with yellow pyramids should look for the lower quadrant with only one AoE (and thus three safe tiles) and drop down into it, placing one player on each of the three tiles.&lt;br /&gt;
* Players marked with orange cubes should look for the lower quadrant with two AoEs (and thus two safe tiles) and drop down into it, stacking on one safe tile while the unmarked player with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; stands safely on the other tile.&lt;br /&gt;
&lt;br /&gt;
The platform will reform to its normal state after a cast of &#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;.&lt;br /&gt;
|-|Plate Fracture #1=&lt;br /&gt;
====== Plate Fracture #1: ======&lt;br /&gt;
Both healers will be marked with &#039;&#039;&#039;Rock Throw&#039;&#039;&#039;, getting locked into Granite Gaols after several seconds.&lt;br /&gt;
&lt;br /&gt;
* Healers should split to the far north and south half of the arena, but shift over to avoid the half of the arena Titan is targeting with the first cast of &#039;&#039;&#039;Plate Fracture&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The party will need to destroy the Granite Gaol neighboring the quadrant Titan destroyed, as that will be the Gaol Titan attempts to smash with the second cast of Plate Fracture.&lt;br /&gt;
&lt;br /&gt;
Once the first Granite Gaol is destroyed, players can focus on destroying the second Gaol as soon as possible.&lt;br /&gt;
&lt;br /&gt;
* An extremely effective strategy is to place both healers 30 yalms away from each other and use a {{Action icon|Limit Break|Ranged DPS Limit Break}} to hit both Granite Gaols as well as Titan. This not only deals a high amount of damage to three critical targets, but massively increases the time all players have to attack Titan directly.&lt;br /&gt;
&lt;br /&gt;
Soon after, Titan will reform the platform and begin another &#039;&#039;&#039;Dual Earthen Fists&#039;&#039;&#039; attack that can be resolved in the same way as before.&lt;br /&gt;
&lt;br /&gt;
This attack will then be followed up with &#039;&#039;&#039;Earthen Fist&#039;&#039;&#039; combined with a single [[Area of Effect#Radial Square AoE|radial square AoE]]. This square AoE will always be on one of the four center tiles of the platform.&lt;br /&gt;
&lt;br /&gt;
* The first punch will happen at the same time the first square AoE detonates, and the second punch at the same time as the second AoE detonation.&lt;br /&gt;
&lt;br /&gt;
To dodge both attacks, players will want to watch to see if the second punch is on the same half as the radial square AoE.&lt;br /&gt;
&lt;br /&gt;
* If the second punch is &#039;&#039;not&#039;&#039; aimed at the AoE&#039;s source, players can dodge both attacks by dodging the first punch, then simply moving into the radial square AoE&#039;s source tile.&lt;br /&gt;
* If the second punch &#039;&#039;is&#039;&#039; aimed at the AoE&#039;s source, players will need to stand two tiles away from the source, dodging both punches first before then dodging the third radial square AoE detonation.&lt;br /&gt;
|-|Tectonic Uplift #2=&lt;br /&gt;
====== Tectonic Uplift #2: ======&lt;br /&gt;
[[File:E4S Tectonic Uplift 2.gif|alt=A strategy board showcasing how to survive Tectonic Uplift #2.|thumb|A [https://raidplan.io/plan/trx3e4pchjb9c6bu strategy board] showcasing how to survive Tectonic Uplift #2.]]&lt;br /&gt;
At the same time as &#039;&#039;&#039;Tectonic Uplift&#039;&#039;&#039; begins casting, one tank, one healer, and two DPS will be marked by &#039;&#039;&#039;Force of the Land&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The party should split into two light parties, both being sent to different raised quadrants. The group marked with orange cubes should stand on one AoE while the unmarked players stand on the opposite AoE.&lt;br /&gt;
&lt;br /&gt;
With both light parties split on two different raised platforms, both healers will be marked by &#039;&#039;&#039;Rock Throw&#039;&#039;&#039;. Healers should make sure to quickly heal the party to full before they are locked into the Granite Gaol.&lt;br /&gt;
&lt;br /&gt;
* Healers should stand on the far corner tiles away from the arena&#039;s center, but still in close range of the neighboring tiles. This is to allow tanks and melee DPS to attack the Granite Gaols without leaving their own tiles.&lt;br /&gt;
&lt;br /&gt;
All players are then marked with &#039;&#039;&#039;Pulse of the Land&#039;&#039;&#039;, including the gaoled healers, forcing everyone to occupy different tiles on the upper platforms.&lt;br /&gt;
&lt;br /&gt;
Should the healers be freed in time, Titan will mark either both healers or both tanks with &#039;&#039;&#039;Weight of the World&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Both marked players will want to drop down into different lower quadrants while all others stay up top. The party should decide ahead of time which direction marked players should drop to ensure they do not accidentally choose the same quadrant.&lt;br /&gt;
&lt;br /&gt;
One of the lower quadrants will have three tiles covered in &#039;&#039;&#039;Aftershock&#039;&#039;&#039; AoEs while the other has two tiles covered. The other two support players are then marked with &#039;&#039;&#039;Weight of the World&#039;&#039;&#039; while all DPS are marked with &#039;&#039;&#039;Force of the Land&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* While the blue pyramid marked support should stay up top and move to the far corners, the DPS players should drop down into the quadrant with two AoEs (thus two safe tiles) and all stack on the same tile—the second tile being for the unmarked support.&lt;br /&gt;
&lt;br /&gt;
The platform will once again return to normal after a cast of &#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;.&lt;br /&gt;
|-|Plate Fracture #2=&lt;br /&gt;
====== Plate Fracture #2: ======&lt;br /&gt;
Titan begins this final rotation with a single &#039;&#039;&#039;Plate Fracture&#039;&#039;&#039; followed by a &#039;&#039;&#039;Megalith&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
During Titan&#039;s second Plate Fracture, one player will be marked by &#039;&#039;&#039;Weight of the World&#039;&#039;&#039;, three players &#039;&#039;&#039;Pulse of the Land&#039;&#039;&#039;, and four players &#039;&#039;&#039;Force of the Land&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The platform will either be two horizontal quadrants or two vertical quadrants depending on which sections Titan destroyed with Plate Fracture.&lt;br /&gt;
* The party should decide on a consistent two potential directions (South / West or South / East) for the blue pyramid marked player to run based on the platform shape, while all others move to the opposite side.&lt;br /&gt;
* The four orange cube players will have to quickly decide on a tile to occupy while the three yellow pyramid players spread to the remaining three safe tiles.&lt;br /&gt;
&lt;br /&gt;
Titan will end Phase 2 with a final cast of &#039;&#039;&#039;Earthen Fury&#039;&#039;&#039; that once again repairs the platform.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
After the end of the Plate Fracture #2 rotation, Titan will cast &#039;&#039;&#039;Orogenesis&#039;&#039;&#039;, marking the beginning of the final phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2 Opening&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Earthen Fist +&lt;br /&gt;
#*Weight of the Land&lt;br /&gt;
#Dual Earthen Fists +&lt;br /&gt;
#*Weight of the World&lt;br /&gt;
#*Earthen Anguish&lt;br /&gt;
#Megalith&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Tectonic Uplift #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Tectonic Uplift +&lt;br /&gt;
#*Weight of the World x2&lt;br /&gt;
#Weight of the World x2 +&lt;br /&gt;
#*Pulse of the Land x2&lt;br /&gt;
#*Force of the Land x2&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Plate Fracture #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Rock Throw&lt;br /&gt;
#Plate Fracture x3&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Tumult&lt;br /&gt;
#Dual Earthen Fists +&lt;br /&gt;
#*Weight of the World&lt;br /&gt;
#*Earthen Anguish&lt;br /&gt;
#Earthen Fist +&lt;br /&gt;
#*Evil Earth&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Tectonic Uplift #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Tectonic Uplift +&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Rock Throw&lt;br /&gt;
#Pulse of the Land x8&lt;br /&gt;
#Weight of the World x2&lt;br /&gt;
#Weight of the World x2 +&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Tumult&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Plate Fracture #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Plate Fracture&lt;br /&gt;
#Megalith&lt;br /&gt;
#Plate Fracture&lt;br /&gt;
#Weight of the World +&lt;br /&gt;
#*Pulse of the Land x3&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Phase 3 - Orogenesis===&lt;br /&gt;
----Titan Maximum will spit out the smaller form of Titan from Phase 1, forcing players to contend with abilities from both forms of Titan simultaneously.&lt;br /&gt;
&lt;br /&gt;
During Phase 3, Titan Maximum becomes untargetable. Players instead must target and defeat the smaller Titan, who inherits Titan Maximum&#039;s remaining health from Phase 2.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Rotating Fury&#039;&#039;&#039;&lt;br /&gt;
|Five tile AoEs appear—four on the edges and one in the center—and rotate in a specific clockwise pattern, detonating a total of five times.&lt;br /&gt;
Simultaneously, four players are marked with &#039;&#039;&#039;Pulse of the Land&#039;&#039;&#039; and four others with &#039;&#039;&#039;Force of the Land&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
[[File:E4S Rotating Fury.gif|alt=The movement pattern for Rotating Fury&#039;s AoEs.|thumb|The movement pattern for Rotating Fury&#039;s AoEs.]]&lt;br /&gt;
This final phase is extremely taxing on the healers, with frequent bursts of high party-wide damage output in very short periods of time. Players should attempt to space out their party mitigations to the best of their abilities.&lt;br /&gt;
Tanks and healers will need to be ready to handle the combination of &#039;&#039;&#039;Stonecrusher&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Megalith&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Additionally, players will need to watch out for the two casts of &#039;&#039;&#039;Earthen Fist&#039;&#039;&#039;. While not combined with any other abilities, failure to dodge will launch players off the platform to their death—making it more difficult for the party to defeat Titan before enrage.&lt;br /&gt;
&lt;br /&gt;
The most dangerous attack in Phase 3 is &#039;&#039;&#039;Rotating Fury&#039;&#039;&#039;. The AoE rotation pattern and which roles are targeted are not random, but which tiles detonate first is.&lt;br /&gt;
&lt;br /&gt;
* The first cast of &#039;&#039;&#039;Rotating Fury&#039;&#039;&#039; will mark all support with orange cubes and all DPS with yellow pyramids.&lt;br /&gt;
* The second cast of Rotating Fury will reverse the selection, marking support with yellow pyramids and DPS with orange cubes.&lt;br /&gt;
* The third and final cast of Rotating Fury will once again mark support with orange cubes and DPS with yellow pyramids.&lt;br /&gt;
* All [[Other Mechanics#Yellow / orange / blue shape markers|shape markers]] resolve at roughly the same time as the fourth detonation of Rotating Fury.&lt;br /&gt;
&lt;br /&gt;
There are multiple ways for the party to dodge the Rotating Fury AoEs, but many choose to assign the orange cubes to one of the center tiles.&lt;br /&gt;
&lt;br /&gt;
* As the AoEs only rotate five times, the inner tiles that detonate second and third are then safe for the remainder of the attack.&lt;br /&gt;
&lt;br /&gt;
After 13 minutes and 30 seconds, Titan will begin a 10 second cast of &#039;&#039;&#039;Earthen Fury&#039;&#039;&#039; that will wipe the party if successful.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Rotating Fury #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Rotating Fury +&lt;br /&gt;
#*Pulse of the Land x4&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Dual Earthen Fists +&lt;br /&gt;
#*Weight of the World&lt;br /&gt;
#*Earthen Anguish&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Tumult&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Rotating Fury #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Rotating Fury +&lt;br /&gt;
#*Pulse of the Land x4&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Earthen Fist&lt;br /&gt;
#Stonecrusher&lt;br /&gt;
#Megalith&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Rotating Fury #3&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Rotating Fury +&lt;br /&gt;
#*Pulse of the Land x4&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Earthen Fist&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Tumult&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Tumult&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#&#039;&#039;&#039;Earthen Fury (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
== Condensed Timeline ==&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Stonecrusher&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and tank-swap twice, or use an invulnerability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weight of the Land + Pulse of the Land x8&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoEs, then spread into separate tiles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Evil Earth + Force of the Land x8&#039;&#039;&#039;&lt;br /&gt;
|Move into one of the two corners farthest from the Evil Earth AoE, then move diagonally into the center after it detonates, stacking with others.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voice of the Land&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Geocrush&#039;&#039;&#039;&lt;br /&gt;
|Stand on the indicated Geocrush tile while aiming to not be pushed off the edge—or use a knockback resist ability.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Earthen Wheels / Earthen Gauntlets Rotation&#039;&#039;&#039;&lt;br /&gt;
* + Pulse of the Land x3&lt;br /&gt;
&lt;br /&gt;
* + Force of the Land x5&lt;br /&gt;
|If &#039;&#039;&#039;Earthen Wheels&#039;&#039;&#039;, players should stand on the row of tiles adjacent to Titan&#039;s driving path. If &#039;&#039;&#039;Earthen Gauntlets&#039;&#039;&#039;, stand on the line of tiles Titan is facing. Orange cubes must stack together while the yellow pyramids spread to the three other safe tiles.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Earthen Wheels&#039;&#039;&#039; will be followed with &#039;&#039;&#039;Fault Line&#039;&#039;&#039; and &#039;&#039;&#039;Magnitude 5.0&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Earthen Gauntlets&#039;&#039;&#039; will be folllow by &#039;&#039;&#039;Landslide&#039;&#039;&#039;, &#039;&#039;&#039;Left/Rightward Landslide&#039;&#039;&#039;, and &#039;&#039;&#039;Bomb Boulders&#039;&#039;&#039;. &lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Crumbling Down&#039;&#039;&#039;&lt;br /&gt;
|Marked players should drop their Massive Boulders on pre-assigned waymarks, keeping them 20 yalms away from each other or more.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Seismic Wave&#039;&#039;&#039;&lt;br /&gt;
|Stand behind a Massive Boulder to block line of sight from Titan.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bomb Boulder Detonation&#039;&#039;&#039;&lt;br /&gt;
|Dodge the Bomb Boulder detonations.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voice of the Land&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stonecrusher&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and tank-swap twice, or use an invulnerability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Geocrush&#039;&#039;&#039;&lt;br /&gt;
|Stand on the indicated Geocrush tile while aiming to not be pushed off the edge—or use a knockback resist ability.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Earthen Wheels / Earthen Gauntlets Rotation&#039;&#039;&#039;&lt;br /&gt;
+ Pulse of the Land x3&lt;br /&gt;
+ Force of the Land x5&lt;br /&gt;
|Will be whichever rotation was not used prior. (i.e if &#039;&#039;&#039;Earthen Wheels&#039;&#039;&#039; was cast earlier, this will be &#039;&#039;&#039;Earthen Gauntlets&#039;&#039;&#039;)&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Phase 2 Start&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fist + Weight of the Land&#039;&#039;&#039;&lt;br /&gt;
|Pay attention to the order the charging order of the fists. Dodge the first fist, then dodge the second fist while moving into a safe tile.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dual Earthen Fists&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Weight of the World&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;+ Earthen Anguish&#039;&#039;&#039;&lt;br /&gt;
|The Blue Pyramid player should move to one side of epicentral knockback while the rest of the party moves to the opposite side. The tanks should mitigate and either spread along the south edge of the arena, or use a knockback resist to stay at the far north.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Megalith&#039;&#039;&#039;&lt;br /&gt;
|Only tanks should stack together while mitigating.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Tectonic Uplift + Weight of the World x2&#039;&#039;&#039;&lt;br /&gt;
|Split the party into support and DPS groups on the two AoE quadrants. Players with blue pyramids should instead stay off the AoEs and run to the far corners of the unmarked quadrants.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weight of the World x2&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Pulse of the Land x2&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Force of the Land x&#039;&#039;&#039;&lt;br /&gt;
|Players with blue pyramids stay up top and move to the far corners of their quadrants. Players with yellow pyramids must drop into the lower quadrant with 3 safe tiles and spread, while players with orange cubes drop into the quadrant with 2 safe tiles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Rock Throw&#039;&#039;&#039;&lt;br /&gt;
|Healers should split to the north and south (ideally 30 yalms apart), shifting over to the opposite side of the platform Titan is winding up to punch.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plate Fracture x3&#039;&#039;&#039;&lt;br /&gt;
|Break the Granite Gaol closest to the quadrant Titan broke first, then the other Gaol. A {{Action icon|Limit Break|Ranged DPS Limit Break}} aimed at both Granite Gaols is highly recommended.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tumult&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dual Earthen Fists&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Weight of the World&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Earthen Anguish&#039;&#039;&#039;&lt;br /&gt;
|Handle the same as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fist + Evil Earth&#039;&#039;&#039;&lt;br /&gt;
|Check to see if the second punch is aimed at the same half Evil Earth is on.&lt;br /&gt;
&lt;br /&gt;
* If it is not, dodge the first first, then move into the Evil Earth tile.&lt;br /&gt;
* If it is, stand two tiles away from Evil Earth, dodge both fists, then Evil Earth.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Tectonic Uplift + Force of the Land x4&#039;&#039;&#039;&lt;br /&gt;
|The four players marked with orange cubes should stand on one AoE while the four others stand on the other.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rock Throw&#039;&#039;&#039;&lt;br /&gt;
|Both healers should stand on the far corner tiles, but still stay in melee range of the three neighboring tiles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pulse of the Land x8&#039;&#039;&#039;&lt;br /&gt;
|Spread out to different tiles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weight of the World x2&#039;&#039;&#039;&lt;br /&gt;
|Have the two blue pyramid players drop down to different quadrants, moving to the far corner tiles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weight of the World x2 + Force of the Land x4&#039;&#039;&#039;&lt;br /&gt;
|The two blue pyramid players should stay up top and move to the far corners. The four orange cube players must stack in the lower quadrant that has 2 safe tiles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tumult&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Plate Fracture&#039;&#039;&#039;&lt;br /&gt;
|Dodge the side being punched.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Megalith&#039;&#039;&#039;&lt;br /&gt;
|Only tanks must stack together and mitigate.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plate Fracture&#039;&#039;&#039;&lt;br /&gt;
|Dodge the side being punched.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weight of the World&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Pulse of the Land x3&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Force of the Land x4&#039;&#039;&#039;&lt;br /&gt;
|While the blue pyramid player runs to one half of the arena, the others must occupy the remaining four tiles—yellow pyramids spreading out while orange cubes stacking together.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Orogenesis (Phase 3 Start)&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rotating Fury +&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Pulse of the Land x4&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Force of the Land x4&#039;&#039;&#039;&lt;br /&gt;
|Dodge the rotating AoEs while orange cubes (support) stack together and yellow pyramids (DPS) spread out. The center tiles that detonate second and third are the safest to stand in.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dual Earthen Fists&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Weight of the World&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Earthen Anguish&#039;&#039;&#039;&lt;br /&gt;
|Handle the same as usual. Quickly heal the tanks afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voice of the Land&#039;&#039;&#039;&lt;br /&gt;
|Extreme party-healing required.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tumult&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voice of the Land&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rotating Fury&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Pulse of the Land x4&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Force of the Land x4&#039;&#039;&#039;&lt;br /&gt;
|DPS will receive orange squares and support yellow pyramids this time.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fist&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stonecrusher&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and tank-swap twice, or use an invulnerability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Megalith&#039;&#039;&#039;&lt;br /&gt;
|Tanks must stack together. Healers should heal the tanks up quickly.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rotating Fury&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Pulse of the Land x4&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Force of the Land x4&#039;&#039;&#039;&lt;br /&gt;
|Handle the same as the first cast of Rotating Fury.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fist&#039;&#039;&#039;&lt;br /&gt;
|Extreme healing required.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voice of the Land&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tumult&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voice of the Land&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tumult&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voice of the Land&#039;&#039;&#039;&lt;br /&gt;
|This is the party&#039;s last chance to defeat Titan.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Earthen Fury (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Edengrace Weapons}}&lt;br /&gt;
*1 {{Item icon|Book of Sepulture}} (guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Paladin&#039;s Edengrace Arms (IL 475)}}&lt;br /&gt;
{{Drops table row|Edengrace Battleaxe}}&lt;br /&gt;
{{Drops table row|Edengrace Greatsword}}&lt;br /&gt;
{{Drops table row|Edengrace Manatrigger}}&lt;br /&gt;
{{Drops table row|Edengrace Spear}}&lt;br /&gt;
{{Drops table row|Edengrace Knuckles}}&lt;br /&gt;
{{Drops table row|Edengrace Blade}}&lt;br /&gt;
{{Drops table row|Edengrace Knives}}&lt;br /&gt;
{{Drops table row|Edengrace Harp Bow}}&lt;br /&gt;
{{Drops table row|Edengrace Revolver}}&lt;br /&gt;
{{Drops table row|Edengrace Tathlums}}&lt;br /&gt;
{{Drops table row|Edengrace Rod}}&lt;br /&gt;
{{Drops table row|Book of Grace}}&lt;br /&gt;
{{Drops table row|Edengrace Rapier}}&lt;br /&gt;
{{Drops table row|Edengrace Cane}}&lt;br /&gt;
{{Drops table row|Word of Grace}}&lt;br /&gt;
{{Drops table row|Edengrace Planisphere}}&lt;br /&gt;
{{Drops table row|Edengrace Chest Gear Coffer (IL 470)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edengrace Weapon Coffer (IL 475)}}&lt;br /&gt;
{{Drops table row|Eden Minor}}&lt;br /&gt;
{{Drops table row|Skyslipper Key}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Savage Paradise Found I}}&lt;br /&gt;
{{achievement table row|Savage Paradise Found II}}&lt;br /&gt;
{{achievement table row|Savage Paradise Found III}}&lt;br /&gt;
{{achievement table row|Mightier than the Gate}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phases 1-2|Landslide}}&lt;br /&gt;
{{music table row|Phase 3|Under the Weight (From Astral to Umbral)|roll=n}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
E4S.png&lt;br /&gt;
E4 boss.png&lt;br /&gt;
E4S phase 2.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Gate:_Sepulture_(Savage)&amp;diff=1525853</id>
		<title>Eden&#039;s Gate: Sepulture (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Gate:_Sepulture_(Savage)&amp;diff=1525853"/>
		<updated>2026-08-25T05:54:30Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Combined Main table into a single one.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Gate (Savage)|Eden&#039;s Gate: Sepulture}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Gate: Sepulture (Savage)&lt;br /&gt;
| description = At first glance, the faintly glowing crystal brought back from Eden&#039;s core appears to be little more than a pretty bauble. As you gaze deep within, however, you are bombarded with images of your encounters in the Empty─but your adversaries have been twisted into monstrosities far more ferocious than those in your memory. Though you know these to be naught more than illusions, you find yourself compelled to see them through...&lt;br /&gt;
| image = Eden&#039;s Gate Sepulture (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 450&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = Atlas Peak&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|The Next Piece of the Puzzle}}&lt;br /&gt;
| patch = 5.05&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| id-gt = 30085&lt;br /&gt;
| id-edb = 3f2c9ddbe05&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E4S&#039;&#039;&#039;. Completing this duty, which can be done with an [[Unrestricted Party]] (unsynced), is needed to unlock {{i|The Epic of Alexander (Ultimate)}}.&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] Heritor of Crags: [[Titan (ShB)|Titan]] - Abilities and Timeline==&lt;br /&gt;
The fight against Titan takes place in a 40x40 yalm arena divided into a 4x4 grid of tiles. These tiles are frequently used to dictate the range and functionality of Titan&#039;s attacks and abilities.&lt;br /&gt;
&lt;br /&gt;
There are no walls surrounding this arena, creating a risk of players falling to their death—after which their corpse is then placed on a safe platform after a few seconds.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Titan&#039;s Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Voice of the Land&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stonecrusher&#039;&#039;&#039;&lt;br /&gt;
|Three consecutive 5y radius [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]]. Every hit inflicts {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 4 seconds. Each tankbuster strikes three seconds after the previous.&lt;br /&gt;
&lt;br /&gt;
* The first strike targets the player with the highest enmity at the start of the cast. Subsequent strikes target the highest enmity player at that moment in time.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aftershock&#039;&#039;&#039;&lt;br /&gt;
|Blue [[Area of Effect#Static Line AoE|tile AoEs]] created by various attacks throughout the fight. Deals extreme damage and inflicts {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;Healing Magic Down&#039;&#039;&#039;, and {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weight of the Land&#039;&#039;&#039;&lt;br /&gt;
|Eight random tiles are covered in AoEs, detonating into &#039;&#039;&#039;Aftershocks&#039;&#039;&#039; after six seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Evil Earth&#039;&#039;&#039;&lt;br /&gt;
|Places a [[Area of Effect#Radial Square AoE|radial square AoE]] on two tiles, in one of two potential patterns. Explodes into waves of &#039;&#039;&#039;Aftershocks&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pulse of the Land&#039;&#039;&#039;&lt;br /&gt;
|A [[Other Mechanics#Yellow / orange / blue shape markers|yellow pyramid marker]] placed on multiple players. Every tile underneath these marked players erupts and deals high magic damage, inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 2 seconds.&lt;br /&gt;
Each marker triggers one instance of damage. Two or more marked players sharing a tile would receive multiple instances of magic damage—instantly dying due to the vulnerability up.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Force of the Land&#039;&#039;&#039;&lt;br /&gt;
|An [[Other Mechanics#Yellow / orange / blue shape markers|orange cube marker]] placed on multiple players. Tiles underneath these players act as [[Stack marker#Multi-Player Marker|multi-player markers]], requiring &#039;&#039;at least&#039;&#039; one other player on the same tile to survive.&lt;br /&gt;
&lt;br /&gt;
* Damage received remains the same regardless of whether two players or eight players are stacked on the same tile.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Geocrush&#039;&#039;&#039;&lt;br /&gt;
|Titan telegraphs a jump to a random tile on the edge of the arena, dealing a powerful 30 yalm [[Knockback#Radial Knockback|radial knockback]] that can be resisted.&lt;br /&gt;
* Always followed by &#039;&#039;&#039;Earthen Wheels&#039;&#039;&#039; or &#039;&#039;&#039;Earthen Gauntlets&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Earthen Wheels&#039;&#039;&#039;&lt;br /&gt;
|Titan drives straight across the arena, creating an untelegraphed [[Knockback#Line Knockback|line knockback]] that pushes players 15 yalms away.&lt;br /&gt;
* The tiles adjacent to Titan&#039;s path detonate into &#039;&#039;&#039;Aftershocks&#039;&#039;&#039;, which then travel to the tiles at the far edge like a wave.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fault Line&#039;&#039;&#039;&lt;br /&gt;
|An invisible [[Tether (mechanic)#Proximity Tether|proximity tether]] attached to the highest enmity player. Titan charges at their target, dealing increasing damage based on how close that player is to Titan.&lt;br /&gt;
Any other players caught in Titan&#039;s path receive lethal amounts of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Magnitude 5.0&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] with a 5y radius safe zone centered on Titan.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Earthen Gauntlets&#039;&#039;&#039;&lt;br /&gt;
|Titan slams all tiles to its left and right, dealing extreme damage and [[knockback]] to all players not in the same row as Titan.&lt;br /&gt;
* Shortly after the initial AoE, the previously safe tiles detonate with &#039;&#039;&#039;Aftershock&#039;&#039;&#039; AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Landslide&#039;&#039;&#039;&lt;br /&gt;
|Titan faces a random cardinal edge of the arena, then jumps to it at the end of the cast. Creates massive [[Area of Effect#Static Line AoE|line AoEs]] in all cardinal directions from the landing point—covering all but 4 tiles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Left/Rightward Landslide&#039;&#039;&#039;&lt;br /&gt;
|Titan covers half the arena in a massive [[Area of Effect#Static Line AoE|static line AoE]]. Shortly after the AoE resolves, the rows on the opposite side of the arena detonate into waves of &#039;&#039;&#039;Aftershocks&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Bomb Boulder&#039;&#039;&#039;&lt;br /&gt;
|Functions identically to its [[The Navel|original incarnation]]: small boulders drop in preset patterns that detonate into 10y radius [[Area of Effect#Static Circle AoE|static circle AoEs]] in order of appearance.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crumbling Down&#039;&#039;&#039;&lt;br /&gt;
|A random support and a random DPS player are marked with a red arrow, dropping a small [[Other Mechanics#Proximity AoE|proximity AoE]] after six seconds. A second support and DPS player are marked shortly afterwards.&lt;br /&gt;
Massive boulders are dropped at these locations, some of which will turn orange and crumble to dust depending on two conditions:&lt;br /&gt;
&lt;br /&gt;
# With each pair of markers, a random one of the two Massive Boulders will be chosen to crumble regardless of placement.&lt;br /&gt;
#* If a player is solo, only one boulder is dropped per marker—which will not crumble randomly.&lt;br /&gt;
# All massive boulders placed closer than 20 yalms to another will crumble.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Seismic Wave&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Line of Sight AoE|line of sight AoE]] that deals high damage and inflicts {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;Healing Magic Down&#039;&#039;&#039;, and {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;. Can only be avoided via the massive boulders.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Phase 2 Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tumult&#039;&#039;&#039;&lt;br /&gt;
|Five instances of unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fists&#039;&#039;&#039;&lt;br /&gt;
|Titan slams its fists together before gathering aether twice into its left and/or right arms.&lt;br /&gt;
Titan then unleashes to punches to the left and/or right half of the platform, matching the side and order that its arm&#039;s glowed—dealing high damage and extreme amounts of [[knockback]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weight of the World&#039;&#039;&#039;&lt;br /&gt;
|A [[Other Mechanics#Yellow / orange / blue shape markers|blue pyramid marker]] placed on one or two players. The tiles underneath the marked detonate into a 3x3 tile AoE that deals high magic damage and inflicts {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 8 - 12 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dual Earthen Fists&#039;&#039;&#039;&lt;br /&gt;
|A large [[Knockback#Epicentral Knockback|epicentral knockback]] created in front of Titan Maximum. Knockback can be resisted. Always combined with one &#039;&#039;&#039;Weight of the World&#039;&#039;&#039; and &#039;&#039;&#039;Earthen Anguish&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Anguish&#039;&#039;&#039;&lt;br /&gt;
|An untelegraphed 10y radius [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] hitting the highest two enmity players.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Megalith&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#Shared Tankbuster|shared tankbuster]]. Visually uses a regular {{I|Stack marker}} telegraph.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tectonic Uplift&#039;&#039;&#039;&lt;br /&gt;
|Two diagonal quadrants of the arena are marked with AoEs, dividing the arena into four sections. At the end of the cast, the marked quadrants are raised upwards.&lt;br /&gt;
&lt;br /&gt;
* The AoEs deal no damage. Players standing in the AoEs are harmlessly [[Knockback#Knock-up|knocked upwards]] onto the raised platforms.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rock Throw&#039;&#039;&#039;&lt;br /&gt;
|Both healers are marked, then {{Status effect|debuff|File:Fetters icon3.png|link=File:Fetters icon3.png}} &#039;&#039;&#039;Fettered&#039;&#039;&#039; into destructible &#039;&#039;Granite Gaols&#039;&#039; after a few seconds. Granite Gaols begin a 24 second cast of &#039;&#039;&#039;&#039;&#039;Explosion&#039;&#039;&#039;&#039;&#039;, which will kill all players if successful.&lt;br /&gt;
&lt;br /&gt;
* If the two Granite Gaols are within 25 yalms of each other, they will be buffed with {{Status effect|buff|vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; and become functionally indestructible.&lt;br /&gt;
* If any player locked inside a Granite Gaol dies before being broken out, Titan Maximum permanently gains a powerful {{Status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plate Fracture&#039;&#039;&#039;&lt;br /&gt;
|Titan winds up a powerful punch and destroys a random quadrant of the arena. Which fist Titan winds up matches which half of the arena will be targeted.&lt;br /&gt;
&lt;br /&gt;
* It is not possible to tell whether the first cast will target the north or south half of the arena.&lt;br /&gt;
* The second and third cast will &#039;&#039;always&#039;&#039; target a quadrant adjacent to the previously destroyed one—Titan will never leave two diagonal quadrants as the only remaining platforms.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Phase 3 Abilities&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Rotating Fury&#039;&#039;&#039;&lt;br /&gt;
|Five tile AoEs appear—four on the edges and one in the center—and rotate in a specific clockwise pattern, detonating a total of five times.&lt;br /&gt;
Simultaneously, four players are marked with &#039;&#039;&#039;Pulse of the Land&#039;&#039;&#039; and four others with &#039;&#039;&#039;Force of the Land&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Opening Rotation&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Stonecrusher&lt;br /&gt;
#Weight of the Land +&lt;br /&gt;
#*Pulse of the Land x8&lt;br /&gt;
#Evil Earth +&lt;br /&gt;
#*Force of the Land x8&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Geocrush&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Earthen Wheels Rotation&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Wheels +&lt;br /&gt;
#*Pulse of the Land x3&lt;br /&gt;
#*Force of the Land x5&lt;br /&gt;
#Fault Line&lt;br /&gt;
#Magnitude 5.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Earthen Gauntlets Rotation&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Gauntlets +&lt;br /&gt;
#*Pulse of the Land x3&lt;br /&gt;
#*Force of the Land x5&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Landslide&lt;br /&gt;
#Left/Rightward Landslide&lt;br /&gt;
#Bomb Boulder Detonation&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Crumbling Down Rotation&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Crumbling Down&lt;br /&gt;
#Seismic Wave&lt;br /&gt;
#Bomb Boulder Detonation&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Stonecrusher&lt;br /&gt;
#Geocrush&lt;br /&gt;
|}{{clear}}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2 Opening&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Earthen Fist +&lt;br /&gt;
#*Weight of the Land&lt;br /&gt;
#Dual Earthen Fists +&lt;br /&gt;
#*Weight of the World&lt;br /&gt;
#*Earthen Anguish&lt;br /&gt;
#Megalith&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Tectonic Uplift #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Tectonic Uplift +&lt;br /&gt;
#*Weight of the World x2&lt;br /&gt;
#Weight of the World x2 +&lt;br /&gt;
#*Pulse of the Land x2&lt;br /&gt;
#*Force of the Land x2&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Plate Fracture #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Rock Throw&lt;br /&gt;
#Plate Fracture x3&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Tumult&lt;br /&gt;
#Dual Earthen Fists +&lt;br /&gt;
#*Weight of the World&lt;br /&gt;
#*Earthen Anguish&lt;br /&gt;
#Earthen Fist +&lt;br /&gt;
#*Evil Earth&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Tectonic Uplift #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Tectonic Uplift +&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Rock Throw&lt;br /&gt;
#Pulse of the Land x8&lt;br /&gt;
#Weight of the World x2&lt;br /&gt;
#Weight of the World x2 +&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Tumult&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Plate Fracture #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Plate Fracture&lt;br /&gt;
#Megalith&lt;br /&gt;
#Plate Fracture&lt;br /&gt;
#Weight of the World +&lt;br /&gt;
#*Pulse of the Land x3&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
|}{{clear}}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Rotating Fury #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Rotating Fury +&lt;br /&gt;
#*Pulse of the Land x4&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Dual Earthen Fists +&lt;br /&gt;
#*Weight of the World&lt;br /&gt;
#*Earthen Anguish&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Tumult&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Rotating Fury #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Rotating Fury +&lt;br /&gt;
#*Pulse of the Land x4&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Earthen Fist&lt;br /&gt;
#Stonecrusher&lt;br /&gt;
#Megalith&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Rotating Fury #3&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Rotating Fury +&lt;br /&gt;
#*Pulse of the Land x4&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Earthen Fist&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Tumult&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Tumult&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#&#039;&#039;&#039;Earthen Fury (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
== Detailed Phase Explanations ==&lt;br /&gt;
=== Phase 1 ===&lt;br /&gt;
-----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 1 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Voice of the Land&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stonecrusher&#039;&#039;&#039;&lt;br /&gt;
|Three consecutive 5y radius [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]]. Every hit inflicts {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 4 seconds. Each tankbuster strikes three seconds after the previous.&lt;br /&gt;
&lt;br /&gt;
* The first strike targets the player with the highest enmity at the start of the cast. Subsequent strikes target the highest enmity player at that moment in time.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aftershock&#039;&#039;&#039;&lt;br /&gt;
|Blue [[Area of Effect#Static Line AoE|tile AoEs]] created by various attacks throughout the fight. Deals extreme damage and inflicts {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;Healing Magic Down&#039;&#039;&#039;, and {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weight of the Land&#039;&#039;&#039;&lt;br /&gt;
|Eight random tiles are covered in AoEs, detonating into &#039;&#039;&#039;Aftershocks&#039;&#039;&#039; after six seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Evil Earth&#039;&#039;&#039;&lt;br /&gt;
|Places a [[Area of Effect#Radial Square AoE|radial square AoE]] on two tiles, in one of two potential patterns. Explodes into waves of &#039;&#039;&#039;Aftershocks&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pulse of the Land&#039;&#039;&#039;&lt;br /&gt;
|A [[Other Mechanics#Yellow / orange / blue shape markers|yellow pyramid marker]] placed on multiple players. Every tile underneath these marked players erupts and deals high magic damage, inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 2 seconds.&lt;br /&gt;
Each marker triggers one instance of damage. Two or more marked players sharing a tile would receive multiple instances of magic damage—instantly dying due to the vulnerability up.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Force of the Land&#039;&#039;&#039;&lt;br /&gt;
|An [[Other Mechanics#Yellow / orange / blue shape markers|orange cube marker]] placed on multiple players. Tiles underneath these players act as [[Stack marker#Multi-Player Marker|multi-player markers]], requiring &#039;&#039;at least&#039;&#039; one other player on the same tile to survive.&lt;br /&gt;
&lt;br /&gt;
* Damage received remains the same regardless of whether two players or eight players are stacked on the same tile.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Geocrush&#039;&#039;&#039;&lt;br /&gt;
|Titan telegraphs a jump to a random tile on the edge of the arena, dealing a powerful 30 yalm [[Knockback#Radial Knockback|radial knockback]] that can be resisted.&lt;br /&gt;
* Always followed by &#039;&#039;&#039;Earthen Wheels&#039;&#039;&#039; or &#039;&#039;&#039;Earthen Gauntlets&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Earthen Wheels&#039;&#039;&#039;&lt;br /&gt;
|Titan drives straight across the arena, creating an untelegraphed [[Knockback#Line Knockback|line knockback]] that pushes players 15 yalms away.&lt;br /&gt;
* The tiles adjacent to Titan&#039;s path detonate into &#039;&#039;&#039;Aftershocks&#039;&#039;&#039;, which then travel to the tiles at the far edge like a wave.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fault Line&#039;&#039;&#039;&lt;br /&gt;
|An invisible [[Tether (mechanic)#Proximity Tether|proximity tether]] attached to the highest enmity player. Titan charges at their target, dealing increasing damage based on how close that player is to Titan.&lt;br /&gt;
Any other players caught in Titan&#039;s path receive lethal amounts of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Magnitude 5.0&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] with a 5y radius safe zone centered on Titan.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Earthen Gauntlets&#039;&#039;&#039;&lt;br /&gt;
|Titan slams all tiles to its left and right, dealing extreme damage and [[knockback]] to all players not in the same row as Titan.&lt;br /&gt;
* Shortly after the initial AoE, the previously safe tiles detonate with &#039;&#039;&#039;Aftershock&#039;&#039;&#039; AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Landslide&#039;&#039;&#039;&lt;br /&gt;
|Titan faces a random cardinal edge of the arena, then jumps to it at the end of the cast. Creates massive [[Area of Effect#Static Line AoE|line AoEs]] in all cardinal directions from the landing point—covering all but 4 tiles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Left/Rightward Landslide&#039;&#039;&#039;&lt;br /&gt;
|Titan covers half the arena in a massive [[Area of Effect#Static Line AoE|static line AoE]]. Shortly after the AoE resolves, the rows on the opposite side of the arena detonate into waves of &#039;&#039;&#039;Aftershocks&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Bomb Boulder&#039;&#039;&#039;&lt;br /&gt;
|Functions identically to its [[The Navel|original incarnation]]: small boulders drop in preset patterns that detonate into 10y radius [[Area of Effect#Static Circle AoE|static circle AoEs]] in order of appearance.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crumbling Down&#039;&#039;&#039;&lt;br /&gt;
|A random support and a random DPS player are marked with a red arrow, dropping a small [[Other Mechanics#Proximity AoE|proximity AoE]] after six seconds. A second support and DPS player are marked shortly afterwards.&lt;br /&gt;
Massive boulders are dropped at these locations, some of which will turn orange and crumble to dust depending on two conditions:&lt;br /&gt;
&lt;br /&gt;
# With each pair of markers, a random one of the two Massive Boulders will be chosen to crumble regardless of placement.&lt;br /&gt;
#* If a player is solo, only one boulder is dropped per marker—which will not crumble randomly.&lt;br /&gt;
# All massive boulders placed closer than 20 yalms to another will crumble.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Seismic Wave&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Line of Sight AoE|line of sight AoE]] that deals high damage and inflicts {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;Healing Magic Down&#039;&#039;&#039;, and {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;. Can only be avoided via the massive boulders.&lt;br /&gt;
|}&lt;br /&gt;
A short but deadly introductory phase to the fight, players will need to be assigned positions and tiles in order to safely handle each mechanic.&lt;br /&gt;
&lt;br /&gt;
Phase 1 does not follow a strict rotation—after the first &#039;&#039;&#039;Geocrush&#039;&#039;&#039;, Titan will use either &#039;&#039;&#039;Earthen Wheels&#039;&#039;&#039; (creating a vehicle) or &#039;&#039;&#039;Earthen Gauntlets&#039;&#039;&#039; at random, resulting in two possible rotations.&lt;br /&gt;
&lt;br /&gt;
After the end of the first Earthen Wheels / Earthen Gauntlets rotation, Titan will begin the &#039;&#039;&#039;Crumbling Down&#039;&#039;&#039; rotation.&lt;br /&gt;
&lt;br /&gt;
The second Geocrush will be followed by whichever rotation was not used prior, after which Titan will begin Phase 2.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Opening=&lt;br /&gt;
====Opening Rotation:====&lt;br /&gt;
[[File:E4S Evil Earth.gif|alt=The two potential patterns for Evil Earth and how to dodge them.|thumb|238x238px|The two potential patterns for Evil Earth and how to dodge them.]]&lt;br /&gt;
The first rotation of the fight, players need to dodge several AoEs while simultaneously handling [[Other Mechanics#Yellow / orange / blue shape markers|yellow and orange markers.]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stonecrusher&#039;&#039;&#039; can either be handled with heavy mitigations and two quick tank-swaps, or just a single invulnerability.&lt;br /&gt;
**If tank-swapping, both tanks must be aware of their {{Action icon|Provoke}} and {{Action icon|Shirk}} cooldown timers.&lt;br /&gt;
&lt;br /&gt;
All players are then marked by &#039;&#039;&#039;Pulse of the Land&#039;&#039;&#039; while Titan casts &#039;&#039;&#039;Weight of the Land&#039;&#039;&#039;.&lt;br /&gt;
*The Weight of the Land AoEs will always detonate first, allowing players time to re-position afterwards for their Pulse of the Land positions.&lt;br /&gt;
**To maximize DPS uptime, Titan should be tanked in the center while tanks and melee DPS occupy the four center tiles. All others can spread to any of the 12 outer tiles of their preference.&lt;br /&gt;
&lt;br /&gt;
Next, Titan uses &#039;&#039;&#039;Evil Earth&#039;&#039;&#039; and marks all players with &#039;&#039;&#039;Force of the Land&#039;&#039;&#039;, which resolves shortly after Evil Earth&#039;s final AoE.&lt;br /&gt;
&lt;br /&gt;
* Evil Earth has two potential patterns, but both can be resolved in the same way; players should stand in one of the corner tiles farthest from the AoE markers, then move diagonally to the center once the neighboring center tiles detonate.&lt;br /&gt;
* Ideally, all players should stack together during this attack to not only increase DPS uptime, but to ensure all players remain in healing range of each other.&lt;br /&gt;
&lt;br /&gt;
The Opening Rotation will end with Geocrush. Players should stand on the tile marked with the [[Knockback#Radial Knockback|radial knockback]] and ensure they positioned in a way to not be pushed off the edge; alternatively, a knockback resist ability can be used.&lt;br /&gt;
&lt;br /&gt;
If Titan summons a vehicle, the &#039;&#039;&#039;Earthen Wheels&#039;&#039;&#039; rotation will begin. If Titan&#039;s arms become covered in armor, the &#039;&#039;&#039;Earthen Gauntlets&#039;&#039;&#039; rotation begins.&lt;br /&gt;
|-|Earthen Wheels=&lt;br /&gt;
====== Earthen Wheels Rotation: ======&lt;br /&gt;
One random tank, healer, and DPS will receive a &#039;&#039;&#039;Pulse of the Land&#039;&#039;&#039; marker while all others receive &#039;&#039;&#039;Force of the Land&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Players marked with orange cubes should stack together on Titan&#039;s left or right side—whichever is farther from the edge.&lt;br /&gt;
**The tank marked with an orange cube should {{Action icon|Provoke}} if necessary in preparation for an upcoming attack.&lt;br /&gt;
*Players marked with yellow pyramids should spread out to different tiles on the same row, adjacent to Titan&#039;s driving path.&lt;br /&gt;
**To aid with quick positioning for Pulse of the Land, role-based positions should be given to players marked with yellow pyramids.&lt;br /&gt;
&lt;br /&gt;
Titan will drive straight across the platform, pushing all players away and killing any in it&#039;s path. A wave of &#039;&#039;&#039;Aftershock&#039;&#039;&#039; AoEs will detonate on the tiles adjacent to Titan, which players must move onto after they detonate to dodge the second wave on the far edge of the arena.&lt;br /&gt;
&lt;br /&gt;
DPS and Healers should only move one tile towards Titan, however, as Titan will follow up with a cast of &#039;&#039;&#039;Fault Line&#039;&#039;&#039; at the highest enmity player and kill any others inbetween.&lt;br /&gt;
&lt;br /&gt;
After the knockback, the tank that was marked by an orange cube should quickly run two tiles to where Titan began. If this is done correctly, Titan should drive across the same row of tiles as before from the opposite side of the arena.&lt;br /&gt;
&lt;br /&gt;
This rotation ends with &#039;&#039;&#039;Magnitude 5.0&#039;&#039;&#039;, which is simply a [[Area of Effect#Static Donut AoE|static donut AoE.]] All players should use whatever mobility tools they have to move underneath Titan as soon as possible.&lt;br /&gt;
&lt;br /&gt;
|-|Earthen Gauntlets=&lt;br /&gt;
====== Earthen Gauntlets Rotation: ======&lt;br /&gt;
One random tank, healer, and DPS will receive a &#039;&#039;&#039;Pulse of the Land&#039;&#039;&#039; marker while all others receive &#039;&#039;&#039;Force of the Land&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Players marked with orange cubes should stack directly underneath Titan.&lt;br /&gt;
*Players marked with yellow pyramids should spread out along the other three tiles Titan is facing.&lt;br /&gt;
**To aid with quick positioning for Pulse of the Land, role-based positions should be given to players marked with yellow pyramids.&lt;br /&gt;
&lt;br /&gt;
After Titan slams the tiles to both sides, players should immediately move off the safe tiles, as they detonate with &#039;&#039;&#039;Aftershock&#039;&#039;&#039; AoEs shortly after.&lt;br /&gt;
&lt;br /&gt;
Soon after, Titan begins a cast of &#039;&#039;&#039;Landslide&#039;&#039;&#039; at either the north, east, west, or south edge of the arena.&lt;br /&gt;
*The tank should move Titan to the center of the arena prior to the start of the Landslide cast. If this is not done, it may be difficult or impossible to accurately see which side Titan is jumping to.&lt;br /&gt;
&lt;br /&gt;
All players must run to one of the two corner tiles at Titan&#039;s back, as they will be the only areas safe from the massive AoEs.&lt;br /&gt;
&lt;br /&gt;
Titan then casts &#039;&#039;&#039;Left/Rightward Landslide&#039;&#039;&#039; covering the left or right half of the arena in a massive AoE. This must be dodged, then quickly moved into to avoid the &#039;&#039;&#039;Aftershock&#039;&#039;&#039; AoEs that erupt on the opposite half of the arena.&lt;br /&gt;
&lt;br /&gt;
Lastly, Players simply need to avoid the detonation of the &#039;&#039;&#039;Bomb Boulders&#039;&#039;&#039; to survive the rotation.&lt;br /&gt;
&lt;br /&gt;
|-|Crumbling Down=&lt;br /&gt;
====== Crumbling Down Rotation: ======&lt;br /&gt;
[[File:E4S Crumbling Down Markers.jpg|alt=Waymarks for the four Crumbling Down markers.|thumb|239x239px|Waymarks for the four Crumbling Down markers.]]&lt;br /&gt;
A random support and a random DPS will receive a red arrow marker. These players should run to pre-assigned markers to place the [[Other Mechanics#Proximity AoE|proximity AoEs]], and the resulting Massive Boulder, in the desired locations.&lt;br /&gt;
&lt;br /&gt;
* The party should assign DPS to either the north or south waymarks, and thus support to the other side.&lt;br /&gt;
* The party should decide on whether to drop the first pair of markers on the east or the west waymarks.&lt;br /&gt;
** This is to prevent Titan from potentially crumbling both east or both west Massive Boulders, which could force the party into the second set of &#039;&#039;&#039;Bomb Boulders&#039;&#039;&#039;.&lt;br /&gt;
* The lethal-range of the proximity AoEs is fairly small. Being more than a tile away is often enough to survive.&lt;br /&gt;
&lt;br /&gt;
A total of four Massive Boulders will be dropped, and all must be placed at least 20 yalms apart from each other to prevent them from crumbling—which would result in no safe place to stand against &#039;&#039;&#039;Seismic Wave&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
One of each pair of Massive Boulders will &#039;&#039;always&#039;&#039; crumble, and which two crumble is completely random.&lt;br /&gt;
&lt;br /&gt;
Additionally, players will have to dodge &#039;&#039;&#039;Bomb Boulders&#039;&#039;&#039;, which drop in three columns. The center column always drops first, but the order of the east and west column of bomb boulders is random.&lt;br /&gt;
&lt;br /&gt;
Once the four Massive Boulders are placed, players will want to hide behind the one on the same side of the arena that the third set of &#039;&#039;&#039;Bomb Boulders&#039;&#039;&#039; dropped onto, dodging Titan&#039;s &#039;&#039;&#039;Seismic Wave&#039;&#039;&#039; before running to the center of the arena once it&#039;s safe.&lt;br /&gt;
&lt;br /&gt;
After another &#039;&#039;&#039;Stonecrusher&#039;&#039;&#039;, Titan will follow up with the fight&#039;s second &#039;&#039;&#039;Geocrusher&#039;&#039;&#039; combined with whatever attack rotation (Earthen Wheels or Earthen Gauntlets) was not used prior.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Opening Rotation&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Stonecrusher&lt;br /&gt;
#Weight of the Land +&lt;br /&gt;
#*Pulse of the Land x8&lt;br /&gt;
#Evil Earth +&lt;br /&gt;
#*Force of the Land x8&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Geocrush&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Earthen Wheels Rotation&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Wheels +&lt;br /&gt;
#*Pulse of the Land x3&lt;br /&gt;
#*Force of the Land x5&lt;br /&gt;
#Fault Line&lt;br /&gt;
#Magnitude 5.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Earthen Gauntlets Rotation&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Gauntlets +&lt;br /&gt;
#*Pulse of the Land x3&lt;br /&gt;
#*Force of the Land x5&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Landslide&lt;br /&gt;
#Left/Rightward Landslide&lt;br /&gt;
#Bomb Boulder Detonation&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Crumbling Down Rotation&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Crumbling Down&lt;br /&gt;
#Seismic Wave&lt;br /&gt;
#Bomb Boulder Detonation&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Stonecrusher&lt;br /&gt;
#Geocrush&lt;br /&gt;
|}&lt;br /&gt;
===Phase 2 - Titan Maximum===&lt;br /&gt;
----&lt;br /&gt;
[[File:EdenSepultureSavage TitanMaximum.jpg|283x283px|thumb|right|Titan Maximum]]&lt;br /&gt;
Titan will become untargetable and float away from the arena, beginning a transitory cutscene exclusive to the Savage version of the fight.&lt;br /&gt;
&lt;br /&gt;
After combining with the nearby mountain spires, Titan will become an enormous entity known as &#039;&#039;Titan Maximum&#039;&#039;, remaining at the north side of the arena for the entirety of the phase and removing any [[Positionals|positional]] requirements for melee DPS.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tumult&#039;&#039;&#039;&lt;br /&gt;
|Five instances of unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fists&#039;&#039;&#039;&lt;br /&gt;
|Titan slams its fists together before gathering aether twice into its left and/or right arms.&lt;br /&gt;
Titan then unleashes to punches to the left and/or right half of the platform, matching the side and order that its arm&#039;s glowed—dealing high damage and extreme amounts of [[knockback]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weight of the World&#039;&#039;&#039;&lt;br /&gt;
|A [[Other Mechanics#Yellow / orange / blue shape markers|blue pyramid marker]] placed on one or two players. The tiles underneath the marked detonate into a 3x3 tile AoE that deals high magic damage and inflicts {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 8 - 12 seconds.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Dual Earthen Fists&#039;&#039;&#039;&lt;br /&gt;
|A large [[Knockback#Epicentral Knockback|epicentral knockback]] created in front of Titan Maximum. Knockback can be resisted. Always combined with one &#039;&#039;&#039;Weight of the World&#039;&#039;&#039; and &#039;&#039;&#039;Earthen Anguish&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Anguish&#039;&#039;&#039;&lt;br /&gt;
|An untelegraphed 10y radius [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] hitting the highest two enmity players.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Megalith&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#Shared Tankbuster|shared tankbuster]]. Visually uses a regular {{I|Stack marker}} telegraph.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tectonic Uplift&#039;&#039;&#039;&lt;br /&gt;
|Two diagonal quadrants of the arena are marked with AoEs, dividing the arena into four sections. At the end of the cast, the marked quadrants are raised upwards.&lt;br /&gt;
&lt;br /&gt;
* The AoEs deal no damage. Players standing in the AoEs are harmlessly [[Knockback#Knock-up|knocked upwards]] onto the raised platforms.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rock Throw&#039;&#039;&#039;&lt;br /&gt;
|Both healers are marked, then {{Status effect|debuff|File:Fetters icon3.png|link=File:Fetters icon3.png}} &#039;&#039;&#039;Fettered&#039;&#039;&#039; into destructible &#039;&#039;Granite Gaols&#039;&#039; after a few seconds. Granite Gaols begin a 24 second cast of &#039;&#039;&#039;&#039;&#039;Explosion&#039;&#039;&#039;&#039;&#039;, which will kill all players if successful.&lt;br /&gt;
&lt;br /&gt;
* If the two Granite Gaols are within 25 yalms of each other, they will be buffed with {{Status effect|buff|vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; and become functionally indestructible.&lt;br /&gt;
* If any player locked inside a Granite Gaol dies before being broken out, Titan Maximum permanently gains a powerful {{Status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plate Fracture&#039;&#039;&#039;&lt;br /&gt;
|Titan winds up a powerful punch and destroys a random quadrant of the arena. Which fist Titan winds up matches which half of the arena will be targeted.&lt;br /&gt;
&lt;br /&gt;
* It is not possible to tell whether the first cast will target the north or south half of the arena.&lt;br /&gt;
* The second and third cast will &#039;&#039;always&#039;&#039; target a quadrant adjacent to the previously destroyed one—Titan will never leave two diagonal quadrants as the only remaining platforms.&lt;br /&gt;
|}&lt;br /&gt;
With the addition of &#039;&#039;&#039;Weight of the World&#039;&#039;&#039;, players will need to organize quickly based on markers and roles throughout the phase. The party should plan strategies ahead of time to handle the more complex attack rotations.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Phase 2 Opening=&lt;br /&gt;
====== Phase 2 Opening: ======&lt;br /&gt;
The first attack to look out for is &#039;&#039;&#039;Earthen Fist&#039;&#039;&#039; + &#039;&#039;&#039;Weight of the Land&#039;&#039;&#039;. Players should keep track of the attack order by watching the order that Titan&#039;s fists glow.&lt;br /&gt;
&lt;br /&gt;
* Weight of the Land will detonate shortly after the second punch. After dodging the first punch, players must make their way to a safe tile that is also not in range of the second punch.&lt;br /&gt;
&lt;br /&gt;
Titan will then follow up with &#039;&#039;&#039;Dual Earthen Fists&#039;&#039;&#039;, combined with &#039;&#039;&#039;Weight of the World&#039;&#039;&#039; and &#039;&#039;&#039;Earthen Anguish&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The party should decide on whether the player marked with a blue pyramid is knocked towards the east or the west. All other players should be on the opposite half of the platform.&lt;br /&gt;
** The player marked with a blue pyramid should be knocked towards and stand in a corner to prevent the AoE from extending towards the rest of the party.&lt;br /&gt;
* The two tanks should be knocked towards the other corner before splitting apart and using heavy mitigations for Earthen Anguish. All other players should run away from the tanks.&lt;br /&gt;
** Alternatively, the tanks can stand on the north side of the arena and use {{Action icon|Arm&#039;s Length}} to avoid the knockback completely.&lt;br /&gt;
&lt;br /&gt;
Lastly, Titan will cast &#039;&#039;&#039;Megalith&#039;&#039;&#039;, which both tanks must take together. Healers will need to top up both tanks quickly due to the high damage output from the back-to-back tankbusters.&lt;br /&gt;
&lt;br /&gt;
* Players should not be fooled by the regular stack marker visual, Megalith is only intended to be taken by tanks, and will only deal damage to two players at most.&lt;br /&gt;
&lt;br /&gt;
|-|Tectonic Uplift #1=&lt;br /&gt;
====== Tectonic Uplift #1: ======&lt;br /&gt;
[[File:E4S Plate Uplift 1.gif|alt=A strategy board showing how to survive Plate Uplift #1.|thumb|275x275px|A [https://raidplan.io/plan/3yeqppx5pkdk9x4f strategy board] showing how to survive Tectonic Uplift #1.]]&lt;br /&gt;
Akin to a puzzle, players will need to organize in a specific way to survive the following onslaught of abilities and markers.&lt;br /&gt;
&lt;br /&gt;
* The party should split into groups via roles. DPS should be assigned to one half of the arena while support are on the other half.&lt;br /&gt;
* One random DPS and one random support player will be marked by &#039;&#039;&#039;Weight of the World&#039;&#039;&#039;. These players should stand in the far corners on the unmarked quadrants while all other players split into groups of three on the marked quadrants.&lt;br /&gt;
&lt;br /&gt;
When the platforms raise, there should be one player in each lower quadrant and three players on each upper quadrant.&lt;br /&gt;
&lt;br /&gt;
On the lower quadrants, one will have two tiles covered in an &#039;&#039;&#039;Aftershock&#039;&#039;&#039; AoE while the other lower quadrant has only one tile covered.&lt;br /&gt;
&lt;br /&gt;
Another random DPS and a random support (that weren&#039;t marked prior) will be marked by Weight of the World, while two other players are marked by &#039;&#039;&#039;Pulse of the Land&#039;&#039;&#039; and two &#039;&#039;&#039;Force of the Land&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The players marked with blue pyramids should stay up top and move to the far corners of their quadrant.&lt;br /&gt;
* Players marked with yellow pyramids should look for the lower quadrant with only one AoE (and thus three safe tiles) and drop down into it, placing one player on each of the three tiles.&lt;br /&gt;
* Players marked with orange cubes should look for the lower quadrant with two AoEs (and thus two safe tiles) and drop down into it, stacking on one safe tile while the unmarked player with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; stands safely on the other tile.&lt;br /&gt;
&lt;br /&gt;
The platform will reform to its normal state after a cast of &#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;.&lt;br /&gt;
|-|Plate Fracture #1=&lt;br /&gt;
====== Plate Fracture #1: ======&lt;br /&gt;
Both healers will be marked with &#039;&#039;&#039;Rock Throw&#039;&#039;&#039;, getting locked into Granite Gaols after several seconds.&lt;br /&gt;
&lt;br /&gt;
* Healers should split to the far north and south half of the arena, but shift over to avoid the half of the arena Titan is targeting with the first cast of &#039;&#039;&#039;Plate Fracture&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The party will need to destroy the Granite Gaol neighboring the quadrant Titan destroyed, as that will be the Gaol Titan attempts to smash with the second cast of Plate Fracture.&lt;br /&gt;
&lt;br /&gt;
Once the first Granite Gaol is destroyed, players can focus on destroying the second Gaol as soon as possible.&lt;br /&gt;
&lt;br /&gt;
* An extremely effective strategy is to place both healers 30 yalms away from each other and use a {{Action icon|Limit Break|Ranged DPS Limit Break}} to hit both Granite Gaols as well as Titan. This not only deals a high amount of damage to three critical targets, but massively increases the time all players have to attack Titan directly.&lt;br /&gt;
&lt;br /&gt;
Soon after, Titan will reform the platform and begin another &#039;&#039;&#039;Dual Earthen Fists&#039;&#039;&#039; attack that can be resolved in the same way as before.&lt;br /&gt;
&lt;br /&gt;
This attack will then be followed up with &#039;&#039;&#039;Earthen Fist&#039;&#039;&#039; combined with a single [[Area of Effect#Radial Square AoE|radial square AoE]]. This square AoE will always be on one of the four center tiles of the platform.&lt;br /&gt;
&lt;br /&gt;
* The first punch will happen at the same time the first square AoE detonates, and the second punch at the same time as the second AoE detonation.&lt;br /&gt;
&lt;br /&gt;
To dodge both attacks, players will want to watch to see if the second punch is on the same half as the radial square AoE.&lt;br /&gt;
&lt;br /&gt;
* If the second punch is &#039;&#039;not&#039;&#039; aimed at the AoE&#039;s source, players can dodge both attacks by dodging the first punch, then simply moving into the radial square AoE&#039;s source tile.&lt;br /&gt;
* If the second punch &#039;&#039;is&#039;&#039; aimed at the AoE&#039;s source, players will need to stand two tiles away from the source, dodging both punches first before then dodging the third radial square AoE detonation.&lt;br /&gt;
|-|Tectonic Uplift #2=&lt;br /&gt;
====== Tectonic Uplift #2: ======&lt;br /&gt;
[[File:E4S Tectonic Uplift 2.gif|alt=A strategy board showcasing how to survive Tectonic Uplift #2.|thumb|A [https://raidplan.io/plan/trx3e4pchjb9c6bu strategy board] showcasing how to survive Tectonic Uplift #2.]]&lt;br /&gt;
At the same time as &#039;&#039;&#039;Tectonic Uplift&#039;&#039;&#039; begins casting, one tank, one healer, and two DPS will be marked by &#039;&#039;&#039;Force of the Land&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The party should split into two light parties, both being sent to different raised quadrants. The group marked with orange cubes should stand on one AoE while the unmarked players stand on the opposite AoE.&lt;br /&gt;
&lt;br /&gt;
With both light parties split on two different raised platforms, both healers will be marked by &#039;&#039;&#039;Rock Throw&#039;&#039;&#039;. Healers should make sure to quickly heal the party to full before they are locked into the Granite Gaol.&lt;br /&gt;
&lt;br /&gt;
* Healers should stand on the far corner tiles away from the arena&#039;s center, but still in close range of the neighboring tiles. This is to allow tanks and melee DPS to attack the Granite Gaols without leaving their own tiles.&lt;br /&gt;
&lt;br /&gt;
All players are then marked with &#039;&#039;&#039;Pulse of the Land&#039;&#039;&#039;, including the gaoled healers, forcing everyone to occupy different tiles on the upper platforms.&lt;br /&gt;
&lt;br /&gt;
Should the healers be freed in time, Titan will mark either both healers or both tanks with &#039;&#039;&#039;Weight of the World&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Both marked players will want to drop down into different lower quadrants while all others stay up top. The party should decide ahead of time which direction marked players should drop to ensure they do not accidentally choose the same quadrant.&lt;br /&gt;
&lt;br /&gt;
One of the lower quadrants will have three tiles covered in &#039;&#039;&#039;Aftershock&#039;&#039;&#039; AoEs while the other has two tiles covered. The other two support players are then marked with &#039;&#039;&#039;Weight of the World&#039;&#039;&#039; while all DPS are marked with &#039;&#039;&#039;Force of the Land&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* While the blue pyramid marked support should stay up top and move to the far corners, the DPS players should drop down into the quadrant with two AoEs (thus two safe tiles) and all stack on the same tile—the second tile being for the unmarked support.&lt;br /&gt;
&lt;br /&gt;
The platform will once again return to normal after a cast of &#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;.&lt;br /&gt;
|-|Plate Fracture #2=&lt;br /&gt;
====== Plate Fracture #2: ======&lt;br /&gt;
Titan begins this final rotation with a single &#039;&#039;&#039;Plate Fracture&#039;&#039;&#039; followed by a &#039;&#039;&#039;Megalith&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
During Titan&#039;s second Plate Fracture, one player will be marked by &#039;&#039;&#039;Weight of the World&#039;&#039;&#039;, three players &#039;&#039;&#039;Pulse of the Land&#039;&#039;&#039;, and four players &#039;&#039;&#039;Force of the Land&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The platform will either be two horizontal quadrants or two vertical quadrants depending on which sections Titan destroyed with Plate Fracture.&lt;br /&gt;
* The party should decide on a consistent two potential directions (South / West or South / East) for the blue pyramid marked player to run based on the platform shape, while all others move to the opposite side.&lt;br /&gt;
* The four orange cube players will have to quickly decide on a tile to occupy while the three yellow pyramid players spread to the remaining three safe tiles.&lt;br /&gt;
&lt;br /&gt;
Titan will end Phase 2 with a final cast of &#039;&#039;&#039;Earthen Fury&#039;&#039;&#039; that once again repairs the platform.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
After the end of the Plate Fracture #2 rotation, Titan will cast &#039;&#039;&#039;Orogenesis&#039;&#039;&#039;, marking the beginning of the final phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2 Opening&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Earthen Fist +&lt;br /&gt;
#*Weight of the Land&lt;br /&gt;
#Dual Earthen Fists +&lt;br /&gt;
#*Weight of the World&lt;br /&gt;
#*Earthen Anguish&lt;br /&gt;
#Megalith&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Tectonic Uplift #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Tectonic Uplift +&lt;br /&gt;
#*Weight of the World x2&lt;br /&gt;
#Weight of the World x2 +&lt;br /&gt;
#*Pulse of the Land x2&lt;br /&gt;
#*Force of the Land x2&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Plate Fracture #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Rock Throw&lt;br /&gt;
#Plate Fracture x3&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Tumult&lt;br /&gt;
#Dual Earthen Fists +&lt;br /&gt;
#*Weight of the World&lt;br /&gt;
#*Earthen Anguish&lt;br /&gt;
#Earthen Fist +&lt;br /&gt;
#*Evil Earth&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Tectonic Uplift #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Tectonic Uplift +&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Rock Throw&lt;br /&gt;
#Pulse of the Land x8&lt;br /&gt;
#Weight of the World x2&lt;br /&gt;
#Weight of the World x2 +&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Tumult&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Plate Fracture #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Plate Fracture&lt;br /&gt;
#Megalith&lt;br /&gt;
#Plate Fracture&lt;br /&gt;
#Weight of the World +&lt;br /&gt;
#*Pulse of the Land x3&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Phase 3 - Orogenesis===&lt;br /&gt;
----Titan Maximum will spit out the smaller form of Titan from Phase 1, forcing players to contend with abilities from both forms of Titan simultaneously.&lt;br /&gt;
&lt;br /&gt;
During Phase 3, Titan Maximum becomes untargetable. Players instead must target and defeat the smaller Titan, who inherits Titan Maximum&#039;s remaining health from Phase 2.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Rotating Fury&#039;&#039;&#039;&lt;br /&gt;
|Five tile AoEs appear—four on the edges and one in the center—and rotate in a specific clockwise pattern, detonating a total of five times.&lt;br /&gt;
Simultaneously, four players are marked with &#039;&#039;&#039;Pulse of the Land&#039;&#039;&#039; and four others with &#039;&#039;&#039;Force of the Land&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
[[File:E4S Rotating Fury.gif|alt=The movement pattern for Rotating Fury&#039;s AoEs.|thumb|The movement pattern for Rotating Fury&#039;s AoEs.]]&lt;br /&gt;
This final phase is extremely taxing on the healers, with frequent bursts of high party-wide damage output in very short periods of time. Players should attempt to space out their party mitigations to the best of their abilities.&lt;br /&gt;
Tanks and healers will need to be ready to handle the combination of &#039;&#039;&#039;Stonecrusher&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Megalith&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Additionally, players will need to watch out for the two casts of &#039;&#039;&#039;Earthen Fist&#039;&#039;&#039;. While not combined with any other abilities, failure to dodge will launch players off the platform to their death—making it more difficult for the party to defeat Titan before enrage.&lt;br /&gt;
&lt;br /&gt;
The most dangerous attack in Phase 3 is &#039;&#039;&#039;Rotating Fury&#039;&#039;&#039;. The AoE rotation pattern and which roles are targeted are not random, but which tiles detonate first is.&lt;br /&gt;
&lt;br /&gt;
* The first cast of &#039;&#039;&#039;Rotating Fury&#039;&#039;&#039; will mark all support with orange cubes and all DPS with yellow pyramids.&lt;br /&gt;
* The second cast of Rotating Fury will reverse the selection, marking support with yellow pyramids and DPS with orange cubes.&lt;br /&gt;
* The third and final cast of Rotating Fury will once again mark support with orange cubes and DPS with yellow pyramids.&lt;br /&gt;
* All [[Other Mechanics#Yellow / orange / blue shape markers|shape markers]] resolve at roughly the same time as the fourth detonation of Rotating Fury.&lt;br /&gt;
&lt;br /&gt;
There are multiple ways for the party to dodge the Rotating Fury AoEs, but many choose to assign the orange cubes to one of the center tiles.&lt;br /&gt;
&lt;br /&gt;
* As the AoEs only rotate five times, the inner tiles that detonate second and third are then safe for the remainder of the attack.&lt;br /&gt;
&lt;br /&gt;
After 13 minutes and 30 seconds, Titan will begin a 10 second cast of &#039;&#039;&#039;Earthen Fury&#039;&#039;&#039; that will wipe the party if successful.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Rotating Fury #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Rotating Fury +&lt;br /&gt;
#*Pulse of the Land x4&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Dual Earthen Fists +&lt;br /&gt;
#*Weight of the World&lt;br /&gt;
#*Earthen Anguish&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Tumult&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Rotating Fury #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Rotating Fury +&lt;br /&gt;
#*Pulse of the Land x4&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Earthen Fist&lt;br /&gt;
#Stonecrusher&lt;br /&gt;
#Megalith&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Rotating Fury #3&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Rotating Fury +&lt;br /&gt;
#*Pulse of the Land x4&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Earthen Fist&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Tumult&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Tumult&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#&#039;&#039;&#039;Earthen Fury (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
== Condensed Timeline ==&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Stonecrusher&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and tank-swap twice, or use an invulnerability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weight of the Land + Pulse of the Land x8&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoEs, then spread into separate tiles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Evil Earth + Force of the Land x8&#039;&#039;&#039;&lt;br /&gt;
|Move into one of the two corners farthest from the Evil Earth AoE, then move diagonally into the center after it detonates, stacking with others.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voice of the Land&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Geocrush&#039;&#039;&#039;&lt;br /&gt;
|Stand on the indicated Geocrush tile while aiming to not be pushed off the edge—or use a knockback resist ability.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Earthen Wheels / Earthen Gauntlets Rotation&#039;&#039;&#039;&lt;br /&gt;
* + Pulse of the Land x3&lt;br /&gt;
&lt;br /&gt;
* + Force of the Land x5&lt;br /&gt;
|If &#039;&#039;&#039;Earthen Wheels&#039;&#039;&#039;, players should stand on the row of tiles adjacent to Titan&#039;s driving path. If &#039;&#039;&#039;Earthen Gauntlets&#039;&#039;&#039;, stand on the line of tiles Titan is facing. Orange cubes must stack together while the yellow pyramids spread to the three other safe tiles.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Earthen Wheels&#039;&#039;&#039; will be followed with &#039;&#039;&#039;Fault Line&#039;&#039;&#039; and &#039;&#039;&#039;Magnitude 5.0&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Earthen Gauntlets&#039;&#039;&#039; will be folllow by &#039;&#039;&#039;Landslide&#039;&#039;&#039;, &#039;&#039;&#039;Left/Rightward Landslide&#039;&#039;&#039;, and &#039;&#039;&#039;Bomb Boulders&#039;&#039;&#039;. &lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Crumbling Down&#039;&#039;&#039;&lt;br /&gt;
|Marked players should drop their Massive Boulders on pre-assigned waymarks, keeping them 20 yalms away from each other or more.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Seismic Wave&#039;&#039;&#039;&lt;br /&gt;
|Stand behind a Massive Boulder to block line of sight from Titan.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bomb Boulder Detonation&#039;&#039;&#039;&lt;br /&gt;
|Dodge the Bomb Boulder detonations.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voice of the Land&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stonecrusher&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and tank-swap twice, or use an invulnerability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Geocrush&#039;&#039;&#039;&lt;br /&gt;
|Stand on the indicated Geocrush tile while aiming to not be pushed off the edge—or use a knockback resist ability.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Earthen Wheels / Earthen Gauntlets Rotation&#039;&#039;&#039;&lt;br /&gt;
+ Pulse of the Land x3&lt;br /&gt;
+ Force of the Land x5&lt;br /&gt;
|Will be whichever rotation was not used prior. (i.e if &#039;&#039;&#039;Earthen Wheels&#039;&#039;&#039; was cast earlier, this will be &#039;&#039;&#039;Earthen Gauntlets&#039;&#039;&#039;)&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Phase 2 Start&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fist + Weight of the Land&#039;&#039;&#039;&lt;br /&gt;
|Pay attention to the order the charging order of the fists. Dodge the first fist, then dodge the second fist while moving into a safe tile.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dual Earthen Fists&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Weight of the World&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;+ Earthen Anguish&#039;&#039;&#039;&lt;br /&gt;
|The Blue Pyramid player should move to one side of epicentral knockback while the rest of the party moves to the opposite side. The tanks should mitigate and either spread along the south edge of the arena, or use a knockback resist to stay at the far north.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Megalith&#039;&#039;&#039;&lt;br /&gt;
|Only tanks should stack together while mitigating.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Tectonic Uplift + Weight of the World x2&#039;&#039;&#039;&lt;br /&gt;
|Split the party into support and DPS groups on the two AoE quadrants. Players with blue pyramids should instead stay off the AoEs and run to the far corners of the unmarked quadrants.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weight of the World x2&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Pulse of the Land x2&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Force of the Land x&#039;&#039;&#039;&lt;br /&gt;
|Players with blue pyramids stay up top and move to the far corners of their quadrants. Players with yellow pyramids must drop into the lower quadrant with 3 safe tiles and spread, while players with orange cubes drop into the quadrant with 2 safe tiles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Rock Throw&#039;&#039;&#039;&lt;br /&gt;
|Healers should split to the north and south (ideally 30 yalms apart), shifting over to the opposite side of the platform Titan is winding up to punch.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plate Fracture x3&#039;&#039;&#039;&lt;br /&gt;
|Break the Granite Gaol closest to the quadrant Titan broke first, then the other Gaol. A {{Action icon|Limit Break|Ranged DPS Limit Break}} aimed at both Granite Gaols is highly recommended.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tumult&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dual Earthen Fists&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Weight of the World&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Earthen Anguish&#039;&#039;&#039;&lt;br /&gt;
|Handle the same as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fist + Evil Earth&#039;&#039;&#039;&lt;br /&gt;
|Check to see if the second punch is aimed at the same half Evil Earth is on.&lt;br /&gt;
&lt;br /&gt;
* If it is not, dodge the first first, then move into the Evil Earth tile.&lt;br /&gt;
* If it is, stand two tiles away from Evil Earth, dodge both fists, then Evil Earth.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Tectonic Uplift + Force of the Land x4&#039;&#039;&#039;&lt;br /&gt;
|The four players marked with orange cubes should stand on one AoE while the four others stand on the other.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rock Throw&#039;&#039;&#039;&lt;br /&gt;
|Both healers should stand on the far corner tiles, but still stay in melee range of the three neighboring tiles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pulse of the Land x8&#039;&#039;&#039;&lt;br /&gt;
|Spread out to different tiles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weight of the World x2&#039;&#039;&#039;&lt;br /&gt;
|Have the two blue pyramid players drop down to different quadrants, moving to the far corner tiles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weight of the World x2 + Force of the Land x4&#039;&#039;&#039;&lt;br /&gt;
|The two blue pyramid players should stay up top and move to the far corners. The four orange cube players must stack in the lower quadrant that has 2 safe tiles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tumult&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Plate Fracture&#039;&#039;&#039;&lt;br /&gt;
|Dodge the side being punched.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Megalith&#039;&#039;&#039;&lt;br /&gt;
|Only tanks must stack together and mitigate.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plate Fracture&#039;&#039;&#039;&lt;br /&gt;
|Dodge the side being punched.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weight of the World&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Pulse of the Land x3&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Force of the Land x4&#039;&#039;&#039;&lt;br /&gt;
|While the blue pyramid player runs to one half of the arena, the others must occupy the remaining four tiles—yellow pyramids spreading out while orange cubes stacking together.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Orogenesis (Phase 3 Start)&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rotating Fury +&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Pulse of the Land x4&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Force of the Land x4&#039;&#039;&#039;&lt;br /&gt;
|Dodge the rotating AoEs while orange cubes (support) stack together and yellow pyramids (DPS) spread out. The center tiles that detonate second and third are the safest to stand in.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dual Earthen Fists&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Weight of the World&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Earthen Anguish&#039;&#039;&#039;&lt;br /&gt;
|Handle the same as usual. Quickly heal the tanks afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voice of the Land&#039;&#039;&#039;&lt;br /&gt;
|Extreme party-healing required.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tumult&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voice of the Land&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rotating Fury&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Pulse of the Land x4&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Force of the Land x4&#039;&#039;&#039;&lt;br /&gt;
|DPS will receive orange squares and support yellow pyramids this time.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fist&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stonecrusher&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and tank-swap twice, or use an invulnerability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Megalith&#039;&#039;&#039;&lt;br /&gt;
|Tanks must stack together. Healers should heal the tanks up quickly.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rotating Fury&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Pulse of the Land x4&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Force of the Land x4&#039;&#039;&#039;&lt;br /&gt;
|Handle the same as the first cast of Rotating Fury.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fist&#039;&#039;&#039;&lt;br /&gt;
|Extreme healing required.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voice of the Land&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tumult&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voice of the Land&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tumult&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voice of the Land&#039;&#039;&#039;&lt;br /&gt;
|This is the party&#039;s last chance to defeat Titan.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Earthen Fury (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Edengrace Weapons}}&lt;br /&gt;
*1 {{Item icon|Book of Sepulture}} (guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Paladin&#039;s Edengrace Arms (IL 475)}}&lt;br /&gt;
{{Drops table row|Edengrace Battleaxe}}&lt;br /&gt;
{{Drops table row|Edengrace Greatsword}}&lt;br /&gt;
{{Drops table row|Edengrace Manatrigger}}&lt;br /&gt;
{{Drops table row|Edengrace Spear}}&lt;br /&gt;
{{Drops table row|Edengrace Knuckles}}&lt;br /&gt;
{{Drops table row|Edengrace Blade}}&lt;br /&gt;
{{Drops table row|Edengrace Knives}}&lt;br /&gt;
{{Drops table row|Edengrace Harp Bow}}&lt;br /&gt;
{{Drops table row|Edengrace Revolver}}&lt;br /&gt;
{{Drops table row|Edengrace Tathlums}}&lt;br /&gt;
{{Drops table row|Edengrace Rod}}&lt;br /&gt;
{{Drops table row|Book of Grace}}&lt;br /&gt;
{{Drops table row|Edengrace Rapier}}&lt;br /&gt;
{{Drops table row|Edengrace Cane}}&lt;br /&gt;
{{Drops table row|Word of Grace}}&lt;br /&gt;
{{Drops table row|Edengrace Planisphere}}&lt;br /&gt;
{{Drops table row|Edengrace Chest Gear Coffer (IL 470)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edengrace Weapon Coffer (IL 475)}}&lt;br /&gt;
{{Drops table row|Eden Minor}}&lt;br /&gt;
{{Drops table row|Skyslipper Key}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Savage Paradise Found I}}&lt;br /&gt;
{{achievement table row|Savage Paradise Found II}}&lt;br /&gt;
{{achievement table row|Savage Paradise Found III}}&lt;br /&gt;
{{achievement table row|Mightier than the Gate}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phases 1-2|Landslide}}&lt;br /&gt;
{{music table row|Phase 3|Under the Weight (From Astral to Umbral)|roll=n}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
E4S.png&lt;br /&gt;
E4 boss.png&lt;br /&gt;
E4S phase 2.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Gate:_Sepulture_(Savage)&amp;diff=1525852</id>
		<title>Eden&#039;s Gate: Sepulture (Savage)</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Eden%27s_Gate:_Sepulture_(Savage)&amp;diff=1525852"/>
		<updated>2026-08-25T05:51:31Z</updated>

		<summary type="html">&lt;p&gt;Pckables: Added Clears&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{see also|Eden&#039;s Gate (Savage)|Eden&#039;s Gate: Sepulture}}&lt;br /&gt;
{{Duty infobox&lt;br /&gt;
| name = Eden&#039;s Gate: Sepulture (Savage)&lt;br /&gt;
| description = At first glance, the faintly glowing crystal brought back from Eden&#039;s core appears to be little more than a pretty bauble. As you gaze deep within, however, you are bombarded with images of your encounters in the Empty─but your adversaries have been twisted into monstrosities far more ferocious than those in your memory. Though you know these to be naught more than illusions, you find yourself compelled to see them through...&lt;br /&gt;
| image = Eden&#039;s Gate Sepulture (Savage).png&lt;br /&gt;
| type = raid&lt;br /&gt;
| level = 80&lt;br /&gt;
| level-sync = 80&lt;br /&gt;
| ilvl = 450&lt;br /&gt;
| ilvl-sync = &lt;br /&gt;
| difficulty = savage&lt;br /&gt;
| size = 8man&lt;br /&gt;
| time-limit = 120&lt;br /&gt;
| tomestones = 15 poetics&lt;br /&gt;
| duty-finder = Savage Raids (Shadowbringers)&lt;br /&gt;
| roulette = &lt;br /&gt;
| location = Atlas Peak&lt;br /&gt;
| region = Norvrandt&lt;br /&gt;
| req-other = Talk to [[Lewrey]] after completing {{i|The Next Piece of the Puzzle}}&lt;br /&gt;
| patch = 5.05&lt;br /&gt;
| release = shadowbringers&lt;br /&gt;
| echo = 20&lt;br /&gt;
| stone-sky-sea = {{PAGENAME}}&lt;br /&gt;
| id-gt = 30085&lt;br /&gt;
| id-edb = 3f2c9ddbe05&lt;br /&gt;
}} The raid is also known as &#039;&#039;&#039;E4S&#039;&#039;&#039;. Completing this duty, which can be done with an [[Unrestricted Party]] (unsynced), is needed to unlock {{i|The Epic of Alexander (Ultimate)}}.&lt;br /&gt;
&lt;br /&gt;
== [[File:Aggressive difficulty r6.png|32px|link=]] Heritor of Crags: [[Titan (ShB)|Titan]] - Abilities and Timeline==&lt;br /&gt;
The fight against Titan takes place in a 40x40 yalm arena divided into a 4x4 grid of tiles. These tiles are frequently used to dictate the range and functionality of Titan&#039;s attacks and abilities.&lt;br /&gt;
&lt;br /&gt;
There are no walls surrounding this arena, creating a risk of players falling to their death—after which their corpse is then placed on a safe platform after a few seconds.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 1 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Voice of the Land&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stonecrusher&#039;&#039;&#039;&lt;br /&gt;
|Three consecutive 5y radius [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]]. Every hit inflicts {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 4 seconds. Each tankbuster strikes three seconds after the previous.&lt;br /&gt;
&lt;br /&gt;
* The first strike targets the player with the highest enmity at the start of the cast. Subsequent strikes target the highest enmity player at that moment in time.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aftershock&#039;&#039;&#039;&lt;br /&gt;
|Blue [[Area of Effect#Static Line AoE|tile AoEs]] created by various attacks throughout the fight. Deals extreme damage and inflicts {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;Healing Magic Down&#039;&#039;&#039;, and {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weight of the Land&#039;&#039;&#039;&lt;br /&gt;
|Eight random tiles are covered in AoEs, detonating into &#039;&#039;&#039;Aftershocks&#039;&#039;&#039; after six seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Evil Earth&#039;&#039;&#039;&lt;br /&gt;
|Places a [[Area of Effect#Radial Square AoE|radial square AoE]] on two tiles, in one of two potential patterns. Explodes into waves of &#039;&#039;&#039;Aftershocks&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pulse of the Land&#039;&#039;&#039;&lt;br /&gt;
|A [[Other Mechanics#Yellow / orange / blue shape markers|yellow pyramid marker]] placed on multiple players. Every tile underneath these marked players erupts and deals high magic damage, inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 2 seconds.&lt;br /&gt;
Each marker triggers one instance of damage. Two or more marked players sharing a tile would receive multiple instances of magic damage—instantly dying due to the vulnerability up.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Force of the Land&#039;&#039;&#039;&lt;br /&gt;
|An [[Other Mechanics#Yellow / orange / blue shape markers|orange cube marker]] placed on multiple players. Tiles underneath these players act as [[Stack marker#Multi-Player Marker|multi-player markers]], requiring &#039;&#039;at least&#039;&#039; one other player on the same tile to survive.&lt;br /&gt;
&lt;br /&gt;
* Damage received remains the same regardless of whether two players or eight players are stacked on the same tile.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Geocrush&#039;&#039;&#039;&lt;br /&gt;
|Titan telegraphs a jump to a random tile on the edge of the arena, dealing a powerful 30 yalm [[Knockback#Radial Knockback|radial knockback]] that can be resisted.&lt;br /&gt;
* Always followed by &#039;&#039;&#039;Earthen Wheels&#039;&#039;&#039; or &#039;&#039;&#039;Earthen Gauntlets&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Earthen Wheels&#039;&#039;&#039;&lt;br /&gt;
|Titan drives straight across the arena, creating an untelegraphed [[Knockback#Line Knockback|line knockback]] that pushes players 15 yalms away.&lt;br /&gt;
* The tiles adjacent to Titan&#039;s path detonate into &#039;&#039;&#039;Aftershocks&#039;&#039;&#039;, which then travel to the tiles at the far edge like a wave.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fault Line&#039;&#039;&#039;&lt;br /&gt;
|An invisible [[Tether (mechanic)#Proximity Tether|proximity tether]] attached to the highest enmity player. Titan charges at their target, dealing increasing damage based on how close that player is to Titan.&lt;br /&gt;
Any other players caught in Titan&#039;s path receive lethal amounts of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Magnitude 5.0&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] with a 5y radius safe zone centered on Titan.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Earthen Gauntlets&#039;&#039;&#039;&lt;br /&gt;
|Titan slams all tiles to its left and right, dealing extreme damage and [[knockback]] to all players not in the same row as Titan.&lt;br /&gt;
* Shortly after the initial AoE, the previously safe tiles detonate with &#039;&#039;&#039;Aftershock&#039;&#039;&#039; AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Landslide&#039;&#039;&#039;&lt;br /&gt;
|Titan faces a random cardinal edge of the arena, then jumps to it at the end of the cast. Creates massive [[Area of Effect#Static Line AoE|line AoEs]] in all cardinal directions from the landing point—covering all but 4 tiles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Left/Rightward Landslide&#039;&#039;&#039;&lt;br /&gt;
|Titan covers half the arena in a massive [[Area of Effect#Static Line AoE|static line AoE]]. Shortly after the AoE resolves, the rows on the opposite side of the arena detonate into waves of &#039;&#039;&#039;Aftershocks&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Bomb Boulder&#039;&#039;&#039;&lt;br /&gt;
|Functions identically to its [[The Navel|original incarnation]]: small boulders drop in preset patterns that detonate into 10y radius [[Area of Effect#Static Circle AoE|static circle AoEs]] in order of appearance.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crumbling Down&#039;&#039;&#039;&lt;br /&gt;
|A random support and a random DPS player are marked with a red arrow, dropping a small [[Other Mechanics#Proximity AoE|proximity AoE]] after six seconds. A second support and DPS player are marked shortly afterwards.&lt;br /&gt;
Massive boulders are dropped at these locations, some of which will turn orange and crumble to dust depending on two conditions:&lt;br /&gt;
&lt;br /&gt;
# With each pair of markers, a random one of the two Massive Boulders will be chosen to crumble regardless of placement.&lt;br /&gt;
#* If a player is solo, only one boulder is dropped per marker—which will not crumble randomly.&lt;br /&gt;
# All massive boulders placed closer than 20 yalms to another will crumble.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Seismic Wave&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Line of Sight AoE|line of sight AoE]] that deals high damage and inflicts {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;Healing Magic Down&#039;&#039;&#039;, and {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;. Can only be avoided via the massive boulders.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tumult&#039;&#039;&#039;&lt;br /&gt;
|Five instances of unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fists&#039;&#039;&#039;&lt;br /&gt;
|Titan slams its fists together before gathering aether twice into its left and/or right arms.&lt;br /&gt;
Titan then unleashes to punches to the left and/or right half of the platform, matching the side and order that its arm&#039;s glowed—dealing high damage and extreme amounts of [[knockback]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weight of the World&#039;&#039;&#039;&lt;br /&gt;
|A [[Other Mechanics#Yellow / orange / blue shape markers|blue pyramid marker]] placed on one or two players. The tiles underneath the marked detonate into a 3x3 tile AoE that deals high magic damage and inflicts {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 8 - 12 seconds.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Dual Earthen Fists&#039;&#039;&#039;&lt;br /&gt;
|A large [[Knockback#Epicentral Knockback|epicentral knockback]] created in front of Titan Maximum. Knockback can be resisted. Always combined with one &#039;&#039;&#039;Weight of the World&#039;&#039;&#039; and &#039;&#039;&#039;Earthen Anguish&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Anguish&#039;&#039;&#039;&lt;br /&gt;
|An untelegraphed 10y radius [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] hitting the highest two enmity players.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Megalith&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#Shared Tankbuster|shared tankbuster]]. Visually uses a regular {{I|Stack marker}} telegraph.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tectonic Uplift&#039;&#039;&#039;&lt;br /&gt;
|Two diagonal quadrants of the arena are marked with AoEs, dividing the arena into four sections. At the end of the cast, the marked quadrants are raised upwards.&lt;br /&gt;
&lt;br /&gt;
* The AoEs deal no damage. Players standing in the AoEs are harmlessly [[Knockback#Knock-up|knocked upwards]] onto the raised platforms.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rock Throw&#039;&#039;&#039;&lt;br /&gt;
|Both healers are marked, then {{Status effect|debuff|File:Fetters icon3.png|link=File:Fetters icon3.png}} &#039;&#039;&#039;Fettered&#039;&#039;&#039; into destructible &#039;&#039;Granite Gaols&#039;&#039; after a few seconds. Granite Gaols begin a 24 second cast of &#039;&#039;&#039;&#039;&#039;Explosion&#039;&#039;&#039;&#039;&#039;, which will kill all players if successful.&lt;br /&gt;
&lt;br /&gt;
* If the two Granite Gaols are within 25 yalms of each other, they will be buffed with {{Status effect|buff|vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; and become functionally indestructible.&lt;br /&gt;
* If any player locked inside a Granite Gaol dies before being broken out, Titan Maximum permanently gains a powerful {{Status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plate Fracture&#039;&#039;&#039;&lt;br /&gt;
|Titan winds up a powerful punch and destroys a random quadrant of the arena. Which fist Titan winds up matches which half of the arena will be targeted.&lt;br /&gt;
&lt;br /&gt;
* It is not possible to tell whether the first cast will target the north or south half of the arena.&lt;br /&gt;
* The second and third cast will &#039;&#039;always&#039;&#039; target a quadrant adjacent to the previously destroyed one—Titan will never leave two diagonal quadrants as the only remaining platforms.&lt;br /&gt;
|}{{clear}}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Rotating Fury&#039;&#039;&#039;&lt;br /&gt;
|Five tile AoEs appear—four on the edges and one in the center—and rotate in a specific clockwise pattern, detonating a total of five times.&lt;br /&gt;
Simultaneously, four players are marked with &#039;&#039;&#039;Pulse of the Land&#039;&#039;&#039; and four others with &#039;&#039;&#039;Force of the Land&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Opening Rotation&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Stonecrusher&lt;br /&gt;
#Weight of the Land +&lt;br /&gt;
#*Pulse of the Land x8&lt;br /&gt;
#Evil Earth +&lt;br /&gt;
#*Force of the Land x8&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Geocrush&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Earthen Wheels Rotation&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Wheels +&lt;br /&gt;
#*Pulse of the Land x3&lt;br /&gt;
#*Force of the Land x5&lt;br /&gt;
#Fault Line&lt;br /&gt;
#Magnitude 5.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Earthen Gauntlets Rotation&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Gauntlets +&lt;br /&gt;
#*Pulse of the Land x3&lt;br /&gt;
#*Force of the Land x5&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Landslide&lt;br /&gt;
#Left/Rightward Landslide&lt;br /&gt;
#Bomb Boulder Detonation&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Crumbling Down Rotation&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Crumbling Down&lt;br /&gt;
#Seismic Wave&lt;br /&gt;
#Bomb Boulder Detonation&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Stonecrusher&lt;br /&gt;
#Geocrush&lt;br /&gt;
|}{{clear}}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2 Opening&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Earthen Fist +&lt;br /&gt;
#*Weight of the Land&lt;br /&gt;
#Dual Earthen Fists +&lt;br /&gt;
#*Weight of the World&lt;br /&gt;
#*Earthen Anguish&lt;br /&gt;
#Megalith&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Tectonic Uplift #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Tectonic Uplift +&lt;br /&gt;
#*Weight of the World x2&lt;br /&gt;
#Weight of the World x2 +&lt;br /&gt;
#*Pulse of the Land x2&lt;br /&gt;
#*Force of the Land x2&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Plate Fracture #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Rock Throw&lt;br /&gt;
#Plate Fracture x3&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Tumult&lt;br /&gt;
#Dual Earthen Fists +&lt;br /&gt;
#*Weight of the World&lt;br /&gt;
#*Earthen Anguish&lt;br /&gt;
#Earthen Fist +&lt;br /&gt;
#*Evil Earth&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Tectonic Uplift #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Tectonic Uplift +&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Rock Throw&lt;br /&gt;
#Pulse of the Land x8&lt;br /&gt;
#Weight of the World x2&lt;br /&gt;
#Weight of the World x2 +&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Tumult&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Plate Fracture #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Plate Fracture&lt;br /&gt;
#Megalith&lt;br /&gt;
#Plate Fracture&lt;br /&gt;
#Weight of the World +&lt;br /&gt;
#*Pulse of the Land x3&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
|}{{clear}}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Rotating Fury #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Rotating Fury +&lt;br /&gt;
#*Pulse of the Land x4&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Dual Earthen Fists +&lt;br /&gt;
#*Weight of the World&lt;br /&gt;
#*Earthen Anguish&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Tumult&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Rotating Fury #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Rotating Fury +&lt;br /&gt;
#*Pulse of the Land x4&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Earthen Fist&lt;br /&gt;
#Stonecrusher&lt;br /&gt;
#Megalith&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Rotating Fury #3&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Rotating Fury +&lt;br /&gt;
#*Pulse of the Land x4&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Earthen Fist&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Tumult&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Tumult&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#&#039;&#039;&#039;Earthen Fury (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
== Detailed Phase Explanations ==&lt;br /&gt;
=== Phase 1 ===&lt;br /&gt;
-----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 1 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Voice of the Land&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stonecrusher&#039;&#039;&#039;&lt;br /&gt;
|Three consecutive 5y radius [[Tankbuster#AoE Tankbuster|circle AoE tankbusters]]. Every hit inflicts {{Status effect|debuff|physical vulnerability up}} &#039;&#039;&#039;[[Physical Vulnerability Up]]&#039;&#039;&#039; for 4 seconds. Each tankbuster strikes three seconds after the previous.&lt;br /&gt;
&lt;br /&gt;
* The first strike targets the player with the highest enmity at the start of the cast. Subsequent strikes target the highest enmity player at that moment in time.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aftershock&#039;&#039;&#039;&lt;br /&gt;
|Blue [[Area of Effect#Static Line AoE|tile AoEs]] created by various attacks throughout the fight. Deals extreme damage and inflicts {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;Healing Magic Down&#039;&#039;&#039;, and {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weight of the Land&#039;&#039;&#039;&lt;br /&gt;
|Eight random tiles are covered in AoEs, detonating into &#039;&#039;&#039;Aftershocks&#039;&#039;&#039; after six seconds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Evil Earth&#039;&#039;&#039;&lt;br /&gt;
|Places a [[Area of Effect#Radial Square AoE|radial square AoE]] on two tiles, in one of two potential patterns. Explodes into waves of &#039;&#039;&#039;Aftershocks&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pulse of the Land&#039;&#039;&#039;&lt;br /&gt;
|A [[Other Mechanics#Yellow / orange / blue shape markers|yellow pyramid marker]] placed on multiple players. Every tile underneath these marked players erupts and deals high magic damage, inflicting {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 2 seconds.&lt;br /&gt;
Each marker triggers one instance of damage. Two or more marked players sharing a tile would receive multiple instances of magic damage—instantly dying due to the vulnerability up.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Force of the Land&#039;&#039;&#039;&lt;br /&gt;
|An [[Other Mechanics#Yellow / orange / blue shape markers|orange cube marker]] placed on multiple players. Tiles underneath these players act as [[Stack marker#Multi-Player Marker|multi-player markers]], requiring &#039;&#039;at least&#039;&#039; one other player on the same tile to survive.&lt;br /&gt;
&lt;br /&gt;
* Damage received remains the same regardless of whether two players or eight players are stacked on the same tile.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Geocrush&#039;&#039;&#039;&lt;br /&gt;
|Titan telegraphs a jump to a random tile on the edge of the arena, dealing a powerful 30 yalm [[Knockback#Radial Knockback|radial knockback]] that can be resisted.&lt;br /&gt;
* Always followed by &#039;&#039;&#039;Earthen Wheels&#039;&#039;&#039; or &#039;&#039;&#039;Earthen Gauntlets&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Earthen Wheels&#039;&#039;&#039;&lt;br /&gt;
|Titan drives straight across the arena, creating an untelegraphed [[Knockback#Line Knockback|line knockback]] that pushes players 15 yalms away.&lt;br /&gt;
* The tiles adjacent to Titan&#039;s path detonate into &#039;&#039;&#039;Aftershocks&#039;&#039;&#039;, which then travel to the tiles at the far edge like a wave.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fault Line&#039;&#039;&#039;&lt;br /&gt;
|An invisible [[Tether (mechanic)#Proximity Tether|proximity tether]] attached to the highest enmity player. Titan charges at their target, dealing increasing damage based on how close that player is to Titan.&lt;br /&gt;
Any other players caught in Titan&#039;s path receive lethal amounts of damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Magnitude 5.0&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Static Donut AoE|static donut AoE]] with a 5y radius safe zone centered on Titan.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Earthen Gauntlets&#039;&#039;&#039;&lt;br /&gt;
|Titan slams all tiles to its left and right, dealing extreme damage and [[knockback]] to all players not in the same row as Titan.&lt;br /&gt;
* Shortly after the initial AoE, the previously safe tiles detonate with &#039;&#039;&#039;Aftershock&#039;&#039;&#039; AoEs.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Landslide&#039;&#039;&#039;&lt;br /&gt;
|Titan faces a random cardinal edge of the arena, then jumps to it at the end of the cast. Creates massive [[Area of Effect#Static Line AoE|line AoEs]] in all cardinal directions from the landing point—covering all but 4 tiles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Left/Rightward Landslide&#039;&#039;&#039;&lt;br /&gt;
|Titan covers half the arena in a massive [[Area of Effect#Static Line AoE|static line AoE]]. Shortly after the AoE resolves, the rows on the opposite side of the arena detonate into waves of &#039;&#039;&#039;Aftershocks&#039;&#039;&#039;.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Bomb Boulder&#039;&#039;&#039;&lt;br /&gt;
|Functions identically to its [[The Navel|original incarnation]]: small boulders drop in preset patterns that detonate into 10y radius [[Area of Effect#Static Circle AoE|static circle AoEs]] in order of appearance.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crumbling Down&#039;&#039;&#039;&lt;br /&gt;
|A random support and a random DPS player are marked with a red arrow, dropping a small [[Other Mechanics#Proximity AoE|proximity AoE]] after six seconds. A second support and DPS player are marked shortly afterwards.&lt;br /&gt;
Massive boulders are dropped at these locations, some of which will turn orange and crumble to dust depending on two conditions:&lt;br /&gt;
&lt;br /&gt;
# With each pair of markers, a random one of the two Massive Boulders will be chosen to crumble regardless of placement.&lt;br /&gt;
#* If a player is solo, only one boulder is dropped per marker—which will not crumble randomly.&lt;br /&gt;
# All massive boulders placed closer than 20 yalms to another will crumble.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Seismic Wave&#039;&#039;&#039;&lt;br /&gt;
|A [[Area of Effect#Line of Sight AoE|line of sight AoE]] that deals high damage and inflicts {{Status effect|debuff|damage down}} &#039;&#039;&#039;[[Damage Down]]&#039;&#039;&#039;, {{Status effect|debuff|File:Healing potency down icon1.png|link=File:Healing potency down icon1.png}} &#039;&#039;&#039;Healing Magic Down&#039;&#039;&#039;, and {{Status effect|debuff|vulnerability up}} &#039;&#039;&#039;[[Vulnerability Up]]&#039;&#039;&#039;. Can only be avoided via the massive boulders.&lt;br /&gt;
|}&lt;br /&gt;
A short but deadly introductory phase to the fight, players will need to be assigned positions and tiles in order to safely handle each mechanic.&lt;br /&gt;
&lt;br /&gt;
Phase 1 does not follow a strict rotation—after the first &#039;&#039;&#039;Geocrush&#039;&#039;&#039;, Titan will use either &#039;&#039;&#039;Earthen Wheels&#039;&#039;&#039; (creating a vehicle) or &#039;&#039;&#039;Earthen Gauntlets&#039;&#039;&#039; at random, resulting in two possible rotations.&lt;br /&gt;
&lt;br /&gt;
After the end of the first Earthen Wheels / Earthen Gauntlets rotation, Titan will begin the &#039;&#039;&#039;Crumbling Down&#039;&#039;&#039; rotation.&lt;br /&gt;
&lt;br /&gt;
The second Geocrush will be followed by whichever rotation was not used prior, after which Titan will begin Phase 2.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Opening=&lt;br /&gt;
====Opening Rotation:====&lt;br /&gt;
[[File:E4S Evil Earth.gif|alt=The two potential patterns for Evil Earth and how to dodge them.|thumb|238x238px|The two potential patterns for Evil Earth and how to dodge them.]]&lt;br /&gt;
The first rotation of the fight, players need to dodge several AoEs while simultaneously handling [[Other Mechanics#Yellow / orange / blue shape markers|yellow and orange markers.]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stonecrusher&#039;&#039;&#039; can either be handled with heavy mitigations and two quick tank-swaps, or just a single invulnerability.&lt;br /&gt;
**If tank-swapping, both tanks must be aware of their {{Action icon|Provoke}} and {{Action icon|Shirk}} cooldown timers.&lt;br /&gt;
&lt;br /&gt;
All players are then marked by &#039;&#039;&#039;Pulse of the Land&#039;&#039;&#039; while Titan casts &#039;&#039;&#039;Weight of the Land&#039;&#039;&#039;.&lt;br /&gt;
*The Weight of the Land AoEs will always detonate first, allowing players time to re-position afterwards for their Pulse of the Land positions.&lt;br /&gt;
**To maximize DPS uptime, Titan should be tanked in the center while tanks and melee DPS occupy the four center tiles. All others can spread to any of the 12 outer tiles of their preference.&lt;br /&gt;
&lt;br /&gt;
Next, Titan uses &#039;&#039;&#039;Evil Earth&#039;&#039;&#039; and marks all players with &#039;&#039;&#039;Force of the Land&#039;&#039;&#039;, which resolves shortly after Evil Earth&#039;s final AoE.&lt;br /&gt;
&lt;br /&gt;
* Evil Earth has two potential patterns, but both can be resolved in the same way; players should stand in one of the corner tiles farthest from the AoE markers, then move diagonally to the center once the neighboring center tiles detonate.&lt;br /&gt;
* Ideally, all players should stack together during this attack to not only increase DPS uptime, but to ensure all players remain in healing range of each other.&lt;br /&gt;
&lt;br /&gt;
The Opening Rotation will end with Geocrush. Players should stand on the tile marked with the [[Knockback#Radial Knockback|radial knockback]] and ensure they positioned in a way to not be pushed off the edge; alternatively, a knockback resist ability can be used.&lt;br /&gt;
&lt;br /&gt;
If Titan summons a vehicle, the &#039;&#039;&#039;Earthen Wheels&#039;&#039;&#039; rotation will begin. If Titan&#039;s arms become covered in armor, the &#039;&#039;&#039;Earthen Gauntlets&#039;&#039;&#039; rotation begins.&lt;br /&gt;
|-|Earthen Wheels=&lt;br /&gt;
====== Earthen Wheels Rotation: ======&lt;br /&gt;
One random tank, healer, and DPS will receive a &#039;&#039;&#039;Pulse of the Land&#039;&#039;&#039; marker while all others receive &#039;&#039;&#039;Force of the Land&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Players marked with orange cubes should stack together on Titan&#039;s left or right side—whichever is farther from the edge.&lt;br /&gt;
**The tank marked with an orange cube should {{Action icon|Provoke}} if necessary in preparation for an upcoming attack.&lt;br /&gt;
*Players marked with yellow pyramids should spread out to different tiles on the same row, adjacent to Titan&#039;s driving path.&lt;br /&gt;
**To aid with quick positioning for Pulse of the Land, role-based positions should be given to players marked with yellow pyramids.&lt;br /&gt;
&lt;br /&gt;
Titan will drive straight across the platform, pushing all players away and killing any in it&#039;s path. A wave of &#039;&#039;&#039;Aftershock&#039;&#039;&#039; AoEs will detonate on the tiles adjacent to Titan, which players must move onto after they detonate to dodge the second wave on the far edge of the arena.&lt;br /&gt;
&lt;br /&gt;
DPS and Healers should only move one tile towards Titan, however, as Titan will follow up with a cast of &#039;&#039;&#039;Fault Line&#039;&#039;&#039; at the highest enmity player and kill any others inbetween.&lt;br /&gt;
&lt;br /&gt;
After the knockback, the tank that was marked by an orange cube should quickly run two tiles to where Titan began. If this is done correctly, Titan should drive across the same row of tiles as before from the opposite side of the arena.&lt;br /&gt;
&lt;br /&gt;
This rotation ends with &#039;&#039;&#039;Magnitude 5.0&#039;&#039;&#039;, which is simply a [[Area of Effect#Static Donut AoE|static donut AoE.]] All players should use whatever mobility tools they have to move underneath Titan as soon as possible.&lt;br /&gt;
&lt;br /&gt;
|-|Earthen Gauntlets=&lt;br /&gt;
====== Earthen Gauntlets Rotation: ======&lt;br /&gt;
One random tank, healer, and DPS will receive a &#039;&#039;&#039;Pulse of the Land&#039;&#039;&#039; marker while all others receive &#039;&#039;&#039;Force of the Land&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Players marked with orange cubes should stack directly underneath Titan.&lt;br /&gt;
*Players marked with yellow pyramids should spread out along the other three tiles Titan is facing.&lt;br /&gt;
**To aid with quick positioning for Pulse of the Land, role-based positions should be given to players marked with yellow pyramids.&lt;br /&gt;
&lt;br /&gt;
After Titan slams the tiles to both sides, players should immediately move off the safe tiles, as they detonate with &#039;&#039;&#039;Aftershock&#039;&#039;&#039; AoEs shortly after.&lt;br /&gt;
&lt;br /&gt;
Soon after, Titan begins a cast of &#039;&#039;&#039;Landslide&#039;&#039;&#039; at either the north, east, west, or south edge of the arena.&lt;br /&gt;
*The tank should move Titan to the center of the arena prior to the start of the Landslide cast. If this is not done, it may be difficult or impossible to accurately see which side Titan is jumping to.&lt;br /&gt;
&lt;br /&gt;
All players must run to one of the two corner tiles at Titan&#039;s back, as they will be the only areas safe from the massive AoEs.&lt;br /&gt;
&lt;br /&gt;
Titan then casts &#039;&#039;&#039;Left/Rightward Landslide&#039;&#039;&#039; covering the left or right half of the arena in a massive AoE. This must be dodged, then quickly moved into to avoid the &#039;&#039;&#039;Aftershock&#039;&#039;&#039; AoEs that erupt on the opposite half of the arena.&lt;br /&gt;
&lt;br /&gt;
Lastly, Players simply need to avoid the detonation of the &#039;&#039;&#039;Bomb Boulders&#039;&#039;&#039; to survive the rotation.&lt;br /&gt;
&lt;br /&gt;
|-|Crumbling Down=&lt;br /&gt;
====== Crumbling Down Rotation: ======&lt;br /&gt;
[[File:E4S Crumbling Down Markers.jpg|alt=Waymarks for the four Crumbling Down markers.|thumb|239x239px|Waymarks for the four Crumbling Down markers.]]&lt;br /&gt;
A random support and a random DPS will receive a red arrow marker. These players should run to pre-assigned markers to place the [[Other Mechanics#Proximity AoE|proximity AoEs]], and the resulting Massive Boulder, in the desired locations.&lt;br /&gt;
&lt;br /&gt;
* The party should assign DPS to either the north or south waymarks, and thus support to the other side.&lt;br /&gt;
* The party should decide on whether to drop the first pair of markers on the east or the west waymarks.&lt;br /&gt;
** This is to prevent Titan from potentially crumbling both east or both west Massive Boulders, which could force the party into the second set of &#039;&#039;&#039;Bomb Boulders&#039;&#039;&#039;.&lt;br /&gt;
* The lethal-range of the proximity AoEs is fairly small. Being more than a tile away is often enough to survive.&lt;br /&gt;
&lt;br /&gt;
A total of four Massive Boulders will be dropped, and all must be placed at least 20 yalms apart from each other to prevent them from crumbling—which would result in no safe place to stand against &#039;&#039;&#039;Seismic Wave&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
One of each pair of Massive Boulders will &#039;&#039;always&#039;&#039; crumble, and which two crumble is completely random.&lt;br /&gt;
&lt;br /&gt;
Additionally, players will have to dodge &#039;&#039;&#039;Bomb Boulders&#039;&#039;&#039;, which drop in three columns. The center column always drops first, but the order of the east and west column of bomb boulders is random.&lt;br /&gt;
&lt;br /&gt;
Once the four Massive Boulders are placed, players will want to hide behind the one on the same side of the arena that the third set of &#039;&#039;&#039;Bomb Boulders&#039;&#039;&#039; dropped onto, dodging Titan&#039;s &#039;&#039;&#039;Seismic Wave&#039;&#039;&#039; before running to the center of the arena once it&#039;s safe.&lt;br /&gt;
&lt;br /&gt;
After another &#039;&#039;&#039;Stonecrusher&#039;&#039;&#039;, Titan will follow up with the fight&#039;s second &#039;&#039;&#039;Geocrusher&#039;&#039;&#039; combined with whatever attack rotation (Earthen Wheels or Earthen Gauntlets) was not used prior.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Opening Rotation&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Stonecrusher&lt;br /&gt;
#Weight of the Land +&lt;br /&gt;
#*Pulse of the Land x8&lt;br /&gt;
#Evil Earth +&lt;br /&gt;
#*Force of the Land x8&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Geocrush&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Earthen Wheels Rotation&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Wheels +&lt;br /&gt;
#*Pulse of the Land x3&lt;br /&gt;
#*Force of the Land x5&lt;br /&gt;
#Fault Line&lt;br /&gt;
#Magnitude 5.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Earthen Gauntlets Rotation&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Gauntlets +&lt;br /&gt;
#*Pulse of the Land x3&lt;br /&gt;
#*Force of the Land x5&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Landslide&lt;br /&gt;
#Left/Rightward Landslide&lt;br /&gt;
#Bomb Boulder Detonation&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Crumbling Down Rotation&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Crumbling Down&lt;br /&gt;
#Seismic Wave&lt;br /&gt;
#Bomb Boulder Detonation&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Stonecrusher&lt;br /&gt;
#Geocrush&lt;br /&gt;
|}&lt;br /&gt;
===Phase 2 - Titan Maximum===&lt;br /&gt;
----&lt;br /&gt;
[[File:EdenSepultureSavage TitanMaximum.jpg|283x283px|thumb|right|Titan Maximum]]&lt;br /&gt;
Titan will become untargetable and float away from the arena, beginning a transitory cutscene exclusive to the Savage version of the fight.&lt;br /&gt;
&lt;br /&gt;
After combining with the nearby mountain spires, Titan will become an enormous entity known as &#039;&#039;Titan Maximum&#039;&#039;, remaining at the north side of the arena for the entirety of the phase and removing any [[Positionals|positional]] requirements for melee DPS.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 2 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;&lt;br /&gt;
|High unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tumult&#039;&#039;&#039;&lt;br /&gt;
|Five instances of unavoidable party-wide damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fists&#039;&#039;&#039;&lt;br /&gt;
|Titan slams its fists together before gathering aether twice into its left and/or right arms.&lt;br /&gt;
Titan then unleashes to punches to the left and/or right half of the platform, matching the side and order that its arm&#039;s glowed—dealing high damage and extreme amounts of [[knockback]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weight of the World&#039;&#039;&#039;&lt;br /&gt;
|A [[Other Mechanics#Yellow / orange / blue shape markers|blue pyramid marker]] placed on one or two players. The tiles underneath the marked detonate into a 3x3 tile AoE that deals high magic damage and inflicts {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; for 8 - 12 seconds.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Dual Earthen Fists&#039;&#039;&#039;&lt;br /&gt;
|A large [[Knockback#Epicentral Knockback|epicentral knockback]] created in front of Titan Maximum. Knockback can be resisted. Always combined with one &#039;&#039;&#039;Weight of the World&#039;&#039;&#039; and &#039;&#039;&#039;Earthen Anguish&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Anguish&#039;&#039;&#039;&lt;br /&gt;
|An untelegraphed 10y radius [[Tankbuster#AoE Tankbuster|circle AoE tankbuster]] hitting the highest two enmity players.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Megalith&#039;&#039;&#039;&lt;br /&gt;
|A [[Tankbuster#Shared Tankbuster|shared tankbuster]]. Visually uses a regular {{I|Stack marker}} telegraph.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tectonic Uplift&#039;&#039;&#039;&lt;br /&gt;
|Two diagonal quadrants of the arena are marked with AoEs, dividing the arena into four sections. At the end of the cast, the marked quadrants are raised upwards.&lt;br /&gt;
&lt;br /&gt;
* The AoEs deal no damage. Players standing in the AoEs are harmlessly [[Knockback#Knock-up|knocked upwards]] onto the raised platforms.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rock Throw&#039;&#039;&#039;&lt;br /&gt;
|Both healers are marked, then {{Status effect|debuff|File:Fetters icon3.png|link=File:Fetters icon3.png}} &#039;&#039;&#039;Fettered&#039;&#039;&#039; into destructible &#039;&#039;Granite Gaols&#039;&#039; after a few seconds. Granite Gaols begin a 24 second cast of &#039;&#039;&#039;&#039;&#039;Explosion&#039;&#039;&#039;&#039;&#039;, which will kill all players if successful.&lt;br /&gt;
&lt;br /&gt;
* If the two Granite Gaols are within 25 yalms of each other, they will be buffed with {{Status effect|buff|vulnerability down}} &#039;&#039;&#039;[[Vulnerability Down]]&#039;&#039;&#039; and become functionally indestructible.&lt;br /&gt;
* If any player locked inside a Granite Gaol dies before being broken out, Titan Maximum permanently gains a powerful {{Status effect|buff|damage up}} &#039;&#039;&#039;[[Damage Up]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plate Fracture&#039;&#039;&#039;&lt;br /&gt;
|Titan winds up a powerful punch and destroys a random quadrant of the arena. Which fist Titan winds up matches which half of the arena will be targeted.&lt;br /&gt;
&lt;br /&gt;
* It is not possible to tell whether the first cast will target the north or south half of the arena.&lt;br /&gt;
* The second and third cast will &#039;&#039;always&#039;&#039; target a quadrant adjacent to the previously destroyed one—Titan will never leave two diagonal quadrants as the only remaining platforms.&lt;br /&gt;
|}&lt;br /&gt;
With the addition of &#039;&#039;&#039;Weight of the World&#039;&#039;&#039;, players will need to organize quickly based on markers and roles throughout the phase. The party should plan strategies ahead of time to handle the more complex attack rotations.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Phase 2 Opening=&lt;br /&gt;
====== Phase 2 Opening: ======&lt;br /&gt;
The first attack to look out for is &#039;&#039;&#039;Earthen Fist&#039;&#039;&#039; + &#039;&#039;&#039;Weight of the Land&#039;&#039;&#039;. Players should keep track of the attack order by watching the order that Titan&#039;s fists glow.&lt;br /&gt;
&lt;br /&gt;
* Weight of the Land will detonate shortly after the second punch. After dodging the first punch, players must make their way to a safe tile that is also not in range of the second punch.&lt;br /&gt;
&lt;br /&gt;
Titan will then follow up with &#039;&#039;&#039;Dual Earthen Fists&#039;&#039;&#039;, combined with &#039;&#039;&#039;Weight of the World&#039;&#039;&#039; and &#039;&#039;&#039;Earthen Anguish&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The party should decide on whether the player marked with a blue pyramid is knocked towards the east or the west. All other players should be on the opposite half of the platform.&lt;br /&gt;
** The player marked with a blue pyramid should be knocked towards and stand in a corner to prevent the AoE from extending towards the rest of the party.&lt;br /&gt;
* The two tanks should be knocked towards the other corner before splitting apart and using heavy mitigations for Earthen Anguish. All other players should run away from the tanks.&lt;br /&gt;
** Alternatively, the tanks can stand on the north side of the arena and use {{Action icon|Arm&#039;s Length}} to avoid the knockback completely.&lt;br /&gt;
&lt;br /&gt;
Lastly, Titan will cast &#039;&#039;&#039;Megalith&#039;&#039;&#039;, which both tanks must take together. Healers will need to top up both tanks quickly due to the high damage output from the back-to-back tankbusters.&lt;br /&gt;
&lt;br /&gt;
* Players should not be fooled by the regular stack marker visual, Megalith is only intended to be taken by tanks, and will only deal damage to two players at most.&lt;br /&gt;
&lt;br /&gt;
|-|Tectonic Uplift #1=&lt;br /&gt;
====== Tectonic Uplift #1: ======&lt;br /&gt;
[[File:E4S Plate Uplift 1.gif|alt=A strategy board showing how to survive Plate Uplift #1.|thumb|275x275px|A [https://raidplan.io/plan/3yeqppx5pkdk9x4f strategy board] showing how to survive Tectonic Uplift #1.]]&lt;br /&gt;
Akin to a puzzle, players will need to organize in a specific way to survive the following onslaught of abilities and markers.&lt;br /&gt;
&lt;br /&gt;
* The party should split into groups via roles. DPS should be assigned to one half of the arena while support are on the other half.&lt;br /&gt;
* One random DPS and one random support player will be marked by &#039;&#039;&#039;Weight of the World&#039;&#039;&#039;. These players should stand in the far corners on the unmarked quadrants while all other players split into groups of three on the marked quadrants.&lt;br /&gt;
&lt;br /&gt;
When the platforms raise, there should be one player in each lower quadrant and three players on each upper quadrant.&lt;br /&gt;
&lt;br /&gt;
On the lower quadrants, one will have two tiles covered in an &#039;&#039;&#039;Aftershock&#039;&#039;&#039; AoE while the other lower quadrant has only one tile covered.&lt;br /&gt;
&lt;br /&gt;
Another random DPS and a random support (that weren&#039;t marked prior) will be marked by Weight of the World, while two other players are marked by &#039;&#039;&#039;Pulse of the Land&#039;&#039;&#039; and two &#039;&#039;&#039;Force of the Land&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The players marked with blue pyramids should stay up top and move to the far corners of their quadrant.&lt;br /&gt;
* Players marked with yellow pyramids should look for the lower quadrant with only one AoE (and thus three safe tiles) and drop down into it, placing one player on each of the three tiles.&lt;br /&gt;
* Players marked with orange cubes should look for the lower quadrant with two AoEs (and thus two safe tiles) and drop down into it, stacking on one safe tile while the unmarked player with {{Status effect|debuff|magic vulnerability up}} &#039;&#039;&#039;[[Magic Vulnerability Up]]&#039;&#039;&#039; stands safely on the other tile.&lt;br /&gt;
&lt;br /&gt;
The platform will reform to its normal state after a cast of &#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;.&lt;br /&gt;
|-|Plate Fracture #1=&lt;br /&gt;
====== Plate Fracture #1: ======&lt;br /&gt;
Both healers will be marked with &#039;&#039;&#039;Rock Throw&#039;&#039;&#039;, getting locked into Granite Gaols after several seconds.&lt;br /&gt;
&lt;br /&gt;
* Healers should split to the far north and south half of the arena, but shift over to avoid the half of the arena Titan is targeting with the first cast of &#039;&#039;&#039;Plate Fracture&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The party will need to destroy the Granite Gaol neighboring the quadrant Titan destroyed, as that will be the Gaol Titan attempts to smash with the second cast of Plate Fracture.&lt;br /&gt;
&lt;br /&gt;
Once the first Granite Gaol is destroyed, players can focus on destroying the second Gaol as soon as possible.&lt;br /&gt;
&lt;br /&gt;
* An extremely effective strategy is to place both healers 30 yalms away from each other and use a {{Action icon|Limit Break|Ranged DPS Limit Break}} to hit both Granite Gaols as well as Titan. This not only deals a high amount of damage to three critical targets, but massively increases the time all players have to attack Titan directly.&lt;br /&gt;
&lt;br /&gt;
Soon after, Titan will reform the platform and begin another &#039;&#039;&#039;Dual Earthen Fists&#039;&#039;&#039; attack that can be resolved in the same way as before.&lt;br /&gt;
&lt;br /&gt;
This attack will then be followed up with &#039;&#039;&#039;Earthen Fist&#039;&#039;&#039; combined with a single [[Area of Effect#Radial Square AoE|radial square AoE]]. This square AoE will always be on one of the four center tiles of the platform.&lt;br /&gt;
&lt;br /&gt;
* The first punch will happen at the same time the first square AoE detonates, and the second punch at the same time as the second AoE detonation.&lt;br /&gt;
&lt;br /&gt;
To dodge both attacks, players will want to watch to see if the second punch is on the same half as the radial square AoE.&lt;br /&gt;
&lt;br /&gt;
* If the second punch is &#039;&#039;not&#039;&#039; aimed at the AoE&#039;s source, players can dodge both attacks by dodging the first punch, then simply moving into the radial square AoE&#039;s source tile.&lt;br /&gt;
* If the second punch &#039;&#039;is&#039;&#039; aimed at the AoE&#039;s source, players will need to stand two tiles away from the source, dodging both punches first before then dodging the third radial square AoE detonation.&lt;br /&gt;
|-|Tectonic Uplift #2=&lt;br /&gt;
====== Tectonic Uplift #2: ======&lt;br /&gt;
[[File:E4S Tectonic Uplift 2.gif|alt=A strategy board showcasing how to survive Tectonic Uplift #2.|thumb|A [https://raidplan.io/plan/trx3e4pchjb9c6bu strategy board] showcasing how to survive Tectonic Uplift #2.]]&lt;br /&gt;
At the same time as &#039;&#039;&#039;Tectonic Uplift&#039;&#039;&#039; begins casting, one tank, one healer, and two DPS will be marked by &#039;&#039;&#039;Force of the Land&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The party should split into two light parties, both being sent to different raised quadrants. The group marked with orange cubes should stand on one AoE while the unmarked players stand on the opposite AoE.&lt;br /&gt;
&lt;br /&gt;
With both light parties split on two different raised platforms, both healers will be marked by &#039;&#039;&#039;Rock Throw&#039;&#039;&#039;. Healers should make sure to quickly heal the party to full before they are locked into the Granite Gaol.&lt;br /&gt;
&lt;br /&gt;
* Healers should stand on the far corner tiles away from the arena&#039;s center, but still in close range of the neighboring tiles. This is to allow tanks and melee DPS to attack the Granite Gaols without leaving their own tiles.&lt;br /&gt;
&lt;br /&gt;
All players are then marked with &#039;&#039;&#039;Pulse of the Land&#039;&#039;&#039;, including the gaoled healers, forcing everyone to occupy different tiles on the upper platforms.&lt;br /&gt;
&lt;br /&gt;
Should the healers be freed in time, Titan will mark either both healers or both tanks with &#039;&#039;&#039;Weight of the World&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Both marked players will want to drop down into different lower quadrants while all others stay up top. The party should decide ahead of time which direction marked players should drop to ensure they do not accidentally choose the same quadrant.&lt;br /&gt;
&lt;br /&gt;
One of the lower quadrants will have three tiles covered in &#039;&#039;&#039;Aftershock&#039;&#039;&#039; AoEs while the other has two tiles covered. The other two support players are then marked with &#039;&#039;&#039;Weight of the World&#039;&#039;&#039; while all DPS are marked with &#039;&#039;&#039;Force of the Land&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* While the blue pyramid marked support should stay up top and move to the far corners, the DPS players should drop down into the quadrant with two AoEs (thus two safe tiles) and all stack on the same tile—the second tile being for the unmarked support.&lt;br /&gt;
&lt;br /&gt;
The platform will once again return to normal after a cast of &#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;.&lt;br /&gt;
|-|Plate Fracture #2=&lt;br /&gt;
====== Plate Fracture #2: ======&lt;br /&gt;
Titan begins this final rotation with a single &#039;&#039;&#039;Plate Fracture&#039;&#039;&#039; followed by a &#039;&#039;&#039;Megalith&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
During Titan&#039;s second Plate Fracture, one player will be marked by &#039;&#039;&#039;Weight of the World&#039;&#039;&#039;, three players &#039;&#039;&#039;Pulse of the Land&#039;&#039;&#039;, and four players &#039;&#039;&#039;Force of the Land&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The platform will either be two horizontal quadrants or two vertical quadrants depending on which sections Titan destroyed with Plate Fracture.&lt;br /&gt;
* The party should decide on a consistent two potential directions (South / West or South / East) for the blue pyramid marked player to run based on the platform shape, while all others move to the opposite side.&lt;br /&gt;
* The four orange cube players will have to quickly decide on a tile to occupy while the three yellow pyramid players spread to the remaining three safe tiles.&lt;br /&gt;
&lt;br /&gt;
Titan will end Phase 2 with a final cast of &#039;&#039;&#039;Earthen Fury&#039;&#039;&#039; that once again repairs the platform.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
After the end of the Plate Fracture #2 rotation, Titan will cast &#039;&#039;&#039;Orogenesis&#039;&#039;&#039;, marking the beginning of the final phase.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Phase 2 Opening&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Earthen Fist +&lt;br /&gt;
#*Weight of the Land&lt;br /&gt;
#Dual Earthen Fists +&lt;br /&gt;
#*Weight of the World&lt;br /&gt;
#*Earthen Anguish&lt;br /&gt;
#Megalith&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Tectonic Uplift #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Tectonic Uplift +&lt;br /&gt;
#*Weight of the World x2&lt;br /&gt;
#Weight of the World x2 +&lt;br /&gt;
#*Pulse of the Land x2&lt;br /&gt;
#*Force of the Land x2&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Plate Fracture #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Rock Throw&lt;br /&gt;
#Plate Fracture x3&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Tumult&lt;br /&gt;
#Dual Earthen Fists +&lt;br /&gt;
#*Weight of the World&lt;br /&gt;
#*Earthen Anguish&lt;br /&gt;
#Earthen Fist +&lt;br /&gt;
#*Evil Earth&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Tectonic Uplift #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Tectonic Uplift +&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Rock Throw&lt;br /&gt;
#Pulse of the Land x8&lt;br /&gt;
#Weight of the World x2&lt;br /&gt;
#Weight of the World x2 +&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Tumult&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Plate Fracture #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Plate Fracture&lt;br /&gt;
#Megalith&lt;br /&gt;
#Plate Fracture&lt;br /&gt;
#Weight of the World +&lt;br /&gt;
#*Pulse of the Land x3&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Phase 3 - Orogenesis===&lt;br /&gt;
----Titan Maximum will spit out the smaller form of Titan from Phase 1, forcing players to contend with abilities from both forms of Titan simultaneously.&lt;br /&gt;
&lt;br /&gt;
During Phase 3, Titan Maximum becomes untargetable. Players instead must target and defeat the smaller Titan, who inherits Titan Maximum&#039;s remaining health from Phase 2.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|+ class=&amp;quot;line-top line-bottom line-left line-right&amp;quot; |Phase 3 Abilities&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Rotating Fury&#039;&#039;&#039;&lt;br /&gt;
|Five tile AoEs appear—four on the edges and one in the center—and rotate in a specific clockwise pattern, detonating a total of five times.&lt;br /&gt;
Simultaneously, four players are marked with &#039;&#039;&#039;Pulse of the Land&#039;&#039;&#039; and four others with &#039;&#039;&#039;Force of the Land&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
[[File:E4S Rotating Fury.gif|alt=The movement pattern for Rotating Fury&#039;s AoEs.|thumb|The movement pattern for Rotating Fury&#039;s AoEs.]]&lt;br /&gt;
This final phase is extremely taxing on the healers, with frequent bursts of high party-wide damage output in very short periods of time. Players should attempt to space out their party mitigations to the best of their abilities.&lt;br /&gt;
Tanks and healers will need to be ready to handle the combination of &#039;&#039;&#039;Stonecrusher&#039;&#039;&#039; followed immediately by &#039;&#039;&#039;Megalith&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Additionally, players will need to watch out for the two casts of &#039;&#039;&#039;Earthen Fist&#039;&#039;&#039;. While not combined with any other abilities, failure to dodge will launch players off the platform to their death—making it more difficult for the party to defeat Titan before enrage.&lt;br /&gt;
&lt;br /&gt;
The most dangerous attack in Phase 3 is &#039;&#039;&#039;Rotating Fury&#039;&#039;&#039;. The AoE rotation pattern and which roles are targeted are not random, but which tiles detonate first is.&lt;br /&gt;
&lt;br /&gt;
* The first cast of &#039;&#039;&#039;Rotating Fury&#039;&#039;&#039; will mark all support with orange cubes and all DPS with yellow pyramids.&lt;br /&gt;
* The second cast of Rotating Fury will reverse the selection, marking support with yellow pyramids and DPS with orange cubes.&lt;br /&gt;
* The third and final cast of Rotating Fury will once again mark support with orange cubes and DPS with yellow pyramids.&lt;br /&gt;
* All [[Other Mechanics#Yellow / orange / blue shape markers|shape markers]] resolve at roughly the same time as the fourth detonation of Rotating Fury.&lt;br /&gt;
&lt;br /&gt;
There are multiple ways for the party to dodge the Rotating Fury AoEs, but many choose to assign the orange cubes to one of the center tiles.&lt;br /&gt;
&lt;br /&gt;
* As the AoEs only rotate five times, the inner tiles that detonate second and third are then safe for the remainder of the attack.&lt;br /&gt;
&lt;br /&gt;
After 13 minutes and 30 seconds, Titan will begin a 10 second cast of &#039;&#039;&#039;Earthen Fury&#039;&#039;&#039; that will wipe the party if successful.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Rotating Fury #1&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Rotating Fury +&lt;br /&gt;
#*Pulse of the Land x4&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Dual Earthen Fists +&lt;br /&gt;
#*Weight of the World&lt;br /&gt;
#*Earthen Anguish&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Tumult&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Rotating Fury #2&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Rotating Fury +&lt;br /&gt;
#*Pulse of the Land x4&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Earthen Fist&lt;br /&gt;
#Stonecrusher&lt;br /&gt;
#Megalith&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Rotating Fury #3&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
#Earthen Fury&lt;br /&gt;
#Rotating Fury +&lt;br /&gt;
#*Pulse of the Land x4&lt;br /&gt;
#*Force of the Land x4&lt;br /&gt;
#Earthen Fist&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Tumult&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#Tumult&lt;br /&gt;
#Voice of the Land&lt;br /&gt;
#&#039;&#039;&#039;Earthen Fury (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
== Condensed Timeline ==&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Attack&lt;br /&gt;
!Strategy&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Stonecrusher&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and tank-swap twice, or use an invulnerability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weight of the Land + Pulse of the Land x8&#039;&#039;&#039;&lt;br /&gt;
|Dodge the AoEs, then spread into separate tiles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Evil Earth + Force of the Land x8&#039;&#039;&#039;&lt;br /&gt;
|Move into one of the two corners farthest from the Evil Earth AoE, then move diagonally into the center after it detonates, stacking with others.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voice of the Land&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Geocrush&#039;&#039;&#039;&lt;br /&gt;
|Stand on the indicated Geocrush tile while aiming to not be pushed off the edge—or use a knockback resist ability.&lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Earthen Wheels / Earthen Gauntlets Rotation&#039;&#039;&#039;&lt;br /&gt;
* + Pulse of the Land x3&lt;br /&gt;
&lt;br /&gt;
* + Force of the Land x5&lt;br /&gt;
|If &#039;&#039;&#039;Earthen Wheels&#039;&#039;&#039;, players should stand on the row of tiles adjacent to Titan&#039;s driving path. If &#039;&#039;&#039;Earthen Gauntlets&#039;&#039;&#039;, stand on the line of tiles Titan is facing. Orange cubes must stack together while the yellow pyramids spread to the three other safe tiles.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Earthen Wheels&#039;&#039;&#039; will be followed with &#039;&#039;&#039;Fault Line&#039;&#039;&#039; and &#039;&#039;&#039;Magnitude 5.0&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Earthen Gauntlets&#039;&#039;&#039; will be folllow by &#039;&#039;&#039;Landslide&#039;&#039;&#039;, &#039;&#039;&#039;Left/Rightward Landslide&#039;&#039;&#039;, and &#039;&#039;&#039;Bomb Boulders&#039;&#039;&#039;. &lt;br /&gt;
|-class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Crumbling Down&#039;&#039;&#039;&lt;br /&gt;
|Marked players should drop their Massive Boulders on pre-assigned waymarks, keeping them 20 yalms away from each other or more.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Seismic Wave&#039;&#039;&#039;&lt;br /&gt;
|Stand behind a Massive Boulder to block line of sight from Titan.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bomb Boulder Detonation&#039;&#039;&#039;&lt;br /&gt;
|Dodge the Bomb Boulder detonations.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voice of the Land&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stonecrusher&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and tank-swap twice, or use an invulnerability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Geocrush&#039;&#039;&#039;&lt;br /&gt;
|Stand on the indicated Geocrush tile while aiming to not be pushed off the edge—or use a knockback resist ability.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! class=&amp;quot;line-right&amp;quot;|&#039;&#039;&#039;Earthen Wheels / Earthen Gauntlets Rotation&#039;&#039;&#039;&lt;br /&gt;
+ Pulse of the Land x3&lt;br /&gt;
+ Force of the Land x5&lt;br /&gt;
|Will be whichever rotation was not used prior. (i.e if &#039;&#039;&#039;Earthen Wheels&#039;&#039;&#039; was cast earlier, this will be &#039;&#039;&#039;Earthen Gauntlets&#039;&#039;&#039;)&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Phase 2 Start&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fist + Weight of the Land&#039;&#039;&#039;&lt;br /&gt;
|Pay attention to the order the charging order of the fists. Dodge the first fist, then dodge the second fist while moving into a safe tile.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dual Earthen Fists&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Weight of the World&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;+ Earthen Anguish&#039;&#039;&#039;&lt;br /&gt;
|The Blue Pyramid player should move to one side of epicentral knockback while the rest of the party moves to the opposite side. The tanks should mitigate and either spread along the south edge of the arena, or use a knockback resist to stay at the far north.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Megalith&#039;&#039;&#039;&lt;br /&gt;
|Only tanks should stack together while mitigating.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Tectonic Uplift + Weight of the World x2&#039;&#039;&#039;&lt;br /&gt;
|Split the party into support and DPS groups on the two AoE quadrants. Players with blue pyramids should instead stay off the AoEs and run to the far corners of the unmarked quadrants.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weight of the World x2&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Pulse of the Land x2&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Force of the Land x&#039;&#039;&#039;&lt;br /&gt;
|Players with blue pyramids stay up top and move to the far corners of their quadrants. Players with yellow pyramids must drop into the lower quadrant with 3 safe tiles and spread, while players with orange cubes drop into the quadrant with 2 safe tiles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Rock Throw&#039;&#039;&#039;&lt;br /&gt;
|Healers should split to the north and south (ideally 30 yalms apart), shifting over to the opposite side of the platform Titan is winding up to punch.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plate Fracture x3&#039;&#039;&#039;&lt;br /&gt;
|Break the Granite Gaol closest to the quadrant Titan broke first, then the other Gaol. A {{Action icon|Limit Break|Ranged DPS Limit Break}} aimed at both Granite Gaols is highly recommended.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tumult&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dual Earthen Fists&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Weight of the World&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Earthen Anguish&#039;&#039;&#039;&lt;br /&gt;
|Handle the same as before.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fist + Evil Earth&#039;&#039;&#039;&lt;br /&gt;
|Check to see if the second punch is aimed at the same half Evil Earth is on.&lt;br /&gt;
&lt;br /&gt;
* If it is not, dodge the first first, then move into the Evil Earth tile.&lt;br /&gt;
* If it is, stand two tiles away from Evil Earth, dodge both fists, then Evil Earth.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Tectonic Uplift + Force of the Land x4&#039;&#039;&#039;&lt;br /&gt;
|The four players marked with orange cubes should stand on one AoE while the four others stand on the other.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rock Throw&#039;&#039;&#039;&lt;br /&gt;
|Both healers should stand on the far corner tiles, but still stay in melee range of the three neighboring tiles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pulse of the Land x8&#039;&#039;&#039;&lt;br /&gt;
|Spread out to different tiles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weight of the World x2&#039;&#039;&#039;&lt;br /&gt;
|Have the two blue pyramid players drop down to different quadrants, moving to the far corner tiles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weight of the World x2 + Force of the Land x4&#039;&#039;&#039;&lt;br /&gt;
|The two blue pyramid players should stay up top and move to the far corners. The four orange cube players must stack in the lower quadrant that has 2 safe tiles.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tumult&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Plate Fracture&#039;&#039;&#039;&lt;br /&gt;
|Dodge the side being punched.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Megalith&#039;&#039;&#039;&lt;br /&gt;
|Only tanks must stack together and mitigate.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plate Fracture&#039;&#039;&#039;&lt;br /&gt;
|Dodge the side being punched.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weight of the World&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Pulse of the Land x3&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Force of the Land x4&#039;&#039;&#039;&lt;br /&gt;
|While the blue pyramid player runs to one half of the arena, the others must occupy the remaining four tiles—yellow pyramids spreading out while orange cubes stacking together.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Orogenesis (Phase 3 Start)&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rotating Fury +&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Pulse of the Land x4&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Force of the Land x4&#039;&#039;&#039;&lt;br /&gt;
|Dodge the rotating AoEs while orange cubes (support) stack together and yellow pyramids (DPS) spread out. The center tiles that detonate second and third are the safest to stand in.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dual Earthen Fists&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Weight of the World&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Earthen Anguish&#039;&#039;&#039;&lt;br /&gt;
|Handle the same as usual. Quickly heal the tanks afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voice of the Land&#039;&#039;&#039;&lt;br /&gt;
|Extreme party-healing required.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tumult&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voice of the Land&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rotating Fury&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Pulse of the Land x4&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Force of the Land x4&#039;&#039;&#039;&lt;br /&gt;
|DPS will receive orange squares and support yellow pyramids this time.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fist&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stonecrusher&#039;&#039;&#039;&lt;br /&gt;
|Mitigate and tank-swap twice, or use an invulnerability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Megalith&#039;&#039;&#039;&lt;br /&gt;
|Tanks must stack together. Healers should heal the tanks up quickly.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fury&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rotating Fury&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Pulse of the Land x4&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;+ Force of the Land x4&#039;&#039;&#039;&lt;br /&gt;
|Handle the same as the first cast of Rotating Fury.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Earthen Fist&#039;&#039;&#039;&lt;br /&gt;
|Extreme healing required.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voice of the Land&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tumult&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voice of the Land&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tumult&#039;&#039;&#039;&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voice of the Land&#039;&#039;&#039;&lt;br /&gt;
|This is the party&#039;s last chance to defeat Titan.&lt;br /&gt;
|- class=&amp;quot;line-top&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Earthen Fury (Enrage)&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
{{see also|Edengrace Weapons}}&lt;br /&gt;
*1 {{Item icon|Book of Sepulture}} (guaranteed)&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 1===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Paladin&#039;s Edengrace Arms (IL 475)}}&lt;br /&gt;
{{Drops table row|Edengrace Battleaxe}}&lt;br /&gt;
{{Drops table row|Edengrace Greatsword}}&lt;br /&gt;
{{Drops table row|Edengrace Manatrigger}}&lt;br /&gt;
{{Drops table row|Edengrace Spear}}&lt;br /&gt;
{{Drops table row|Edengrace Knuckles}}&lt;br /&gt;
{{Drops table row|Edengrace Blade}}&lt;br /&gt;
{{Drops table row|Edengrace Knives}}&lt;br /&gt;
{{Drops table row|Edengrace Harp Bow}}&lt;br /&gt;
{{Drops table row|Edengrace Revolver}}&lt;br /&gt;
{{Drops table row|Edengrace Tathlums}}&lt;br /&gt;
{{Drops table row|Edengrace Rod}}&lt;br /&gt;
{{Drops table row|Book of Grace}}&lt;br /&gt;
{{Drops table row|Edengrace Rapier}}&lt;br /&gt;
{{Drops table row|Edengrace Cane}}&lt;br /&gt;
{{Drops table row|Word of Grace}}&lt;br /&gt;
{{Drops table row|Edengrace Planisphere}}&lt;br /&gt;
{{Drops table row|Edengrace Chest Gear Coffer (IL 470)}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
===Treasure Coffer 2===&lt;br /&gt;
{{Drops table header}}&lt;br /&gt;
{{Drops table row|Edengrace Weapon Coffer (IL 475)}}&lt;br /&gt;
{{Drops table row|Eden Minor}}&lt;br /&gt;
{{Drops table row|Skyslipper Key}}&lt;br /&gt;
{{Table footer}}&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
This duty is associated with the following [[achievements]]:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|mech1}}&lt;br /&gt;
{{achievement table header}}&lt;br /&gt;
{{achievement table row|Savage Paradise Found I}}&lt;br /&gt;
{{achievement table row|Savage Paradise Found II}}&lt;br /&gt;
{{achievement table row|Savage Paradise Found III}}&lt;br /&gt;
{{achievement table row|Mightier than the Gate}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
{{music table header}}&lt;br /&gt;
{{music table row|Phases 1-2|Landslide}}&lt;br /&gt;
{{music table row|Phase 3|Under the Weight (From Astral to Umbral)|roll=n}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery heights=200px mode=packed&amp;gt;&lt;br /&gt;
E4S.png&lt;br /&gt;
E4 boss.png&lt;br /&gt;
E4S phase 2.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Duties nav/raid}}&lt;/div&gt;</summary>
		<author><name>Pckables</name></author>
	</entry>
</feed>