The switch taunts you. You cannot resist. A satisfying "click" and your moment of weakness has activated a new phase of the Savage Initiative. This time, however, something is different. The broadcast is interrupted by an unexpected transmission─a message from beyond oblivion. A familiar voice guides you in an unfamiliar tone, and arms you with knowledge of impossible simulations. Your evolution is at hand.
— In-game description
Alphascape V1.0 (Savage) is a level 70 raid introduced in patch 4.4 with Stormblood. The raid is also known as O9S.
Just like normal mode, players will find themselves in a square-shaped arena. It is possible to fall over the edge during battles, though victims can be raised after a moderate delay if they perish in this manner.
While Chaos's attack phases are always the same, he may switch which two elements are used first—creating two potential fight rotations.
Chaos fires a 90 degree static cone AoE in two opposite directions simultaneously, then again in the previously safe directions. Attack order is indicated by the name of the cast.
If Longitudinal was cast, Chaos will fire from the front and back first, then his left and right afterwards.
If Latitudinal was cast, Chaos will fire from his left and right first, then his front and back afterwards.
Unlike normal mode, there are no orange ground telegraphs, but there is a faint purple mist in the areas where Chaos will attack first.
Indicates the start of the Fire phase. Deals unavoidable party-wide damage and inflicts all players with Entropy—with a 10 second timer for tanks/healers and 24 seconds for DPS.
Entropy functions as a spread circle, dealing damage and knockback to others in a small AoE on expiration.
A majority of the arena is covered with Burning fire, leaving only a small circle in the center safe for the duration of the phase.
Cyclone
Indicates the start of the Wind phase. Deals unavoidable party-wide damage, inflicts tanks and healers with Headwind, and inflicts DPS with Tailwind for 25 seconds.
Places a large cyclone puddle in the center of the arena for the duration of the phase, dealing damage to those that step inside.
Headwind doubles any knockback from the player's front, but halves knockback from behind. Tailwind does the reverse.
Both debuffs are cleansed upon taking knockback. If the timer is allowed to expire instead, the afflicted will take heavy damage and a 15 second Damage Down.
If knockback is negated using Arm's Length or Surecast, the debuff is not cleansed.
Tsunami
Indicates the start of the Water phase. Deals unavoidable party-wide damage and inflicts all players with Dynamic Fluid—with a 10 second timer for tanks/healers and 17 seconds for DPS.
Dynamic Fluid creates a donut AoE around the afflicted players on expiration. Unlike normal mode, there is no visual indicator for its range.
The size of the AoE is a 10y radius with a 5y safe zone in the center.
The east and west sides of the arena are covered in water puddles, creating a thin strip of safe area.
Earthquake
Indicates the start of the Earth phase. Deals unavoidable party-wide damage, inflicts tanks and healers with Accretion, and DPS with Primordial Crust—all for 20 seconds.
Accretion will kill the afflicted if they are not brought to 100% HP before the debuff expires.
Primordial Crust prevents healing, and will kill the afflicted unless they are hit by a lethal attack before the debuff expires, after which the debuff is removed and the player left at 1 HP.
The southern half of the arena is covered with a damaging earth puddle.
Unlike typical bosses, Chaos's first phase will either be Fire + Wind or Water + Earth. Whichever two elements are not used will instead become the second phase.
If Chaos begins the fight with Damning Edict, they will follow up with Fire and Wind phases. Otherwise if Chaos starts with Long/Latitudinal Implosion, Water and Earth phases will follow.
Each tank and healer will want a different DPS partner to create four pairs.
Fire Phase:
Tanks and healers will immediately want to spread out to clock spot positions in the safe area while DPS stay in the center to avoid the first wave of Entropy.
After dodging Long/Latitudinal Implosion, DPS will then want to spread out to clock spots while tanks and healers stay in the center to dodge the second wave of Entropy.
Chaos will cast Inferno a second time, which can be handled the same way as before to start.
Knockdown (Stack) will be placed on each tank and healer, who should stay spread out in clock spots and pair with an assigned DPS.
Once the stack markers resolve, DPS can spread out to clock spots while tanks and healers move to center to dodge Entropy.
Finally, all players should stack in the center to dodge Big Bang before Fiendish Orbs (Lines) is cast—which can simply be dodged visually.
Fire Phase Rotation
Attack
Strategy
Damning Edict
Run to Chaos's back.
Inferno
Tanks and healers should spread out to clock spots while DPS stay in the center.
Long/Latitudinal Implosion
Dodge the AoEs, then DPS run to clock spots while tanks and healer stay in the center.
Chaotic Dispersion
Tank swap.
Inferno
Tanks and healers should spread out to clock spots while DPS stay in the center.
Knock Down (Stack)
Split into pairs around the edges of the safe area. Afterwards DPS should stay on the edge while tanks and healers run to the center.
Big Bang
All players must stack in the center.
Fiendish Orbs (Lines)
Dodge the AoEs.
Begin Wind Phase
Wind Phase:
Players should move out of the center while the tanks move Chaos towards a corner. He will cast Umbra Smash to the opposite corner, forcing players to move away.
Immediately afterwards, Chaos will begin casting Damning Edict towards the center of the arena along with a radial knockback marker appearing from the cyclone. All players will need to run towards the opposite corner, stand by the cyclone, and face towards (if Tailwind) or away (if Headwind) from the center to be safely knocked back behind Chaos.
Chaos's second cast of Cyclone will be immediately followed up with Knock Down (Flare) and another radial knockback. Healers will want to split away to the left and right corners and all players ensure they halve their knockbacks correctly. Once the Flares resolve, healers must immediately run back to Chaos to avoid the follow-up Big Bang.
The phase will end with Fiendish Orbs (Tether) placing tethers on the healers, which can simply be intercepted by both tanks and mitigated.
Wind Phase Rotation
Attack
Strategy
Cyclone
Move to a corner.
Umbra Smash
Stay far away from Chaos.
Damning Edict +
Radial Knockback
Run towards Chaos and either face towards the center or away from the center to halve the knockback and be pushed safely behind Chaos.
Chaotic Dispersion
Tank swap.
Cyclone
Heal the party.
Knock Down (Flare)
Healers should split left and right and run away towards the adjacent corners but close to the cyclone, facing away from the center to halve their knockback.
Big Bang
Healers must immediately sprint back towards Chaos.
Fiendish Orbs (Tether)
Tanks should each intercept a tether and mitigate.
Begin Interlude / Enrage
Water Phase:
Chaos will Umbra Smash to a random corner. All players must run to the opposite side of the arena and stack tightly together to avoid hitting others with Dynamic Fluid. This will then be immediately followed up with a Damning Edict, forcing players to repeat the process again on the opposite edge of the arena.
The tanks should move Chaos to the center of the arena in preparation for the next Tsunami.
Both healers will be marked with Knock Down (Flare), and must split to opposite edges of the arena while the rest of the party stacks in the center for Dynamic Fluid. Once the Flares resolve, healers should stack back in the center to dodge Big Bang and the second wave of Dynamic Fluid.
Finally Fiendish Orbs (Tether) is cast which can be simply intercepted and mitigated by both tanks.
Water Phase Rotation
Attack
Strategy
Long/Latitudinal Implosion
Dodge the AoEs.
Tsunami
--
Umbra Smash
Run to the opposite side of the proximity marker and stack together.
Damning Edict
Run behind Chaos and stack together.
Chaotic Dispersion
Tank swap. Move Chaos to the center in preparation for the next attack.
Tsunami
--
Knock Down (Flare)
Healers should split to opposite sides of the arena while all others stack in the center.
Big Bang
Healers must sprint back to the center.
Fiendish Orbs (Tether)
Tanks should each intercept a tether and mitigate.
Begin Earth Phase
Earth Phase:
All players should start at the north to dodge the directional knockback at the start of the phase. Healers can then fully heal themselves and the tanks immediately, resolving Accretion.
Chaos will cast Long/Latitudinal Implosion, which while tanks and healers should dodge, DPS players must be hit by both AoEs in order to take lethal damage and purge Primordial Crust.
With another cast of Earthquake, players should stack into their assigned pairs at the north side of the arena to survive the combined directional knockback and Knockdown (Stack). Healers should aim to remove player's Accretion during this time.
Once the stack markers resolve, while tanks and healers should run back north, DPS should stay put to intentionally be hit by Big Bang and resolve their Primordial Crust.
DPS should ensure they are only hit by one instance of Big Bang, as a second hit will kill them after they lose the protection of their debuff.
Dodge the Fiendish Orbs (Lines) and the phase will end.
Earth Phase Rotation
Attack
Strategy
Earthquake
Run towards the north and heal the tanks and healers to full as soon as possible.
Long/Latitudinal Implosion
Tanks and healers must dodge, but DPS must be hit by both AoEs to purge Primordial Crust.
Chaotic Dispersion
Tank swap.
Earthquake
Healers must fill everyone's health up quickly.
Knock Down (Stack) + Knockback
Run to the north and split into four pairs safely spaced apart.
Big Bang
Tanks and healers must run north while DPS intentionally stand still on top of where Knock Down resolved to purge Primordial Crust.
Fiendish Orbs (Line)
Dodge the AoEs.
Begin Interlude / Enrage
The Dynamic Fluid AoE visual from normal mode.
Interlude: Bowels of Agony
The markings on the arena floor can aid in positioning Dynamic Fluid.
A mini-phase that occurs after the second elemental phase, Chaos will leave the arena and begin filling a Dark Aether gauge. If this meter hits 100, the party will wipe.
The interlude will end by destroying the Dark Crystal in the center of the arena before Chaos can fully charge his attack.
It begins with a cast of Bowels of Agony, setting all player's HP to 1 and inflicting each role with multiple debuffs:
All healers and tanks are inflicted with a 17 second Dynamic Fluid and a 20 second Headwind.
All DPS are inflicted with a 14 second Entropy and a 20 second Primordial Crust.
The goal is to use Entropy to purge the Headwind debuff, then to use the Dynamic Fluid to purge the Primordial Crust debuff.
This is made difficult by the fact that DPS will die if hit by more than one AoE, and additionally the lack of any visual range indicator for the Dynamic Fluid's donut AoE.
DPS should spread out equally around the Dark Crystal, all in a cardinal or inter-cardinal position with a healer or tank behind them.
The tank and healers will face away from the DPS to halve the knockback from Entropy, then should move only a few yalms back towards the DPS to hit them with Dynamic Fluid. The damaging range of the AoE is quite thin, so being slightly too far or slightly too close will easily result in it missing the DPS player and, ironically, resulting in their death.
The markings on the arena can aid in positioning to ensure DPS are in AoE range.
Should players survive and destroy the Dark Crystal in time, Chaos will deal heavy damage to the entire party with Soul of Chaos and begin Phase 2, consisting of the two elemental phases that were not used prior.
Once the fourth and final elemental phase finishes (after 8 minutes and 40 seconds), Chaos will begin their enrage.
Enrage:
Chaos begins with Inferno, inflicting all players with a 6 second Entropy.
He will then cast Tsunami, inflicting all players with a 6 second Dynamic Fluid.
Next, Cyclone is cast, inflicting all players with a 6 second Headwind or Tailwind. There are no knockbacks to utilize, likely resulting in the deaths of healers and potentially DPS.
Earthquake is cast, inflicting Accretion to tanks and Primordial Crust to DPS. Without any additional sources of damage, DPS are guaranteed to die.
Finally, should any tanks remain, Chaos will begin a final cast of Bowels of Agony that will forcefully defeat any who still stand.