At first glance, the faintly glowing crystal brought back from Eden'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...
— In-game description
Eden's Gate: Inundation (Savage) is a level 80 raid introduced in patch 5.05 with Shadowbringers. The raid is also known as E3S.
The battle against Leviathan takes place in a 40x40 yalm arena with no walls. If players walk off or are otherwise pushed off the arena, they will plummet to their deaths.
Leviathan will destroy parts of the arena at various times throughout the fight, transforming it into either a 20x40 yalm platform, or two 10x40 yalm platforms split to the east and west.
The arena floor consists of numerous blocks and tiles which can be used as reference to measure distance; each small tile is 2.5 yalms in length and width.
The first is attack is aimed at the marked highest enmity player. The second attack is aimed at the highest enmity player when the cast ends.
Tidal Wave
A water spout appears on the east or west side of the arena. After 10 seconds, a directional knockback pushes all players 17.5 yalms away from the spout.
Undersea Quake
Leviathan's heads glow blue and position towards either the outer edges or center of the arena—destroying a 20 yalm width of platform depending on the heads' positions.
If Leviathan's heads are spread out, the east and west edges are destroyed—if close together, the entire center width of the arena is destroyed.
Temporary Current
Leviathan aims diagonally east or diagonally west, firing a massive static line AoE across the arena in the same direction. Deals extreme damage and inflicts Vulnerability Up.
A watery portal appears from the north, then the east or west. Leviathan dives across the arena from the portals in order of appearance, attacking with half-arena static line AoEs.
Three watery puddles appear in random locations repeatedly, growing into 8y radius puddles that inflict Heavy for 12 seconds if stepped into.
Tsunami
Deals high party-wide damage and inflicts all players with a variety of debuffs based on their role. Debuffs are not removed on death, and will resolve as AoEs on a corpse.
Splashing Waters
A debuff that will kill the afflicted and all others within 5y on expiration. Cleansed when hit by Sundering Waters.
Sundering Waters
A debuff that creates a 17.5y directional knockback AoE from the front of the afflicted in the direction they are facing on expiration.
Swirling Waters
A debuff that creates a small static donut AoE centered on the afflicted on expiration.
Smothering Waters
A debuff that acts as a delayed Stack marker, resolving on expiration.
The fight against Leviathan is heavily centered around dodging large AoEs and precariously strong knockbacks.
Players will want to assign light parties prior the the start of combat, as the team will need to split apart each time Undersea Quake destroys the center of the arena.
Which sections of the arena can break off from Undersea Quake can be seen by focusing on the single unbroken line running north to south between the tiles on both sides of the arena.
Quick Notes:
A tank-swap will need to occur with each Rip Current. A Provoke should occur during the cast, and tanks should run to the north edge of the arena to aim the line AoEs harmlessly to the sides.
Tidal Wave is always combined with an outer Undersea Quake and followed by Temporary Current. Players should prepare by standing on the far north or south side of the arena and move next to the head of Leviathan that's closest to the spout.
Temporary Current can be dodged with the least amount of movement by standing at the north, south, east, or west cardinal edge and moving five yalms away from the direction of the AoE.
Maelstrom always starts with a portal to the north, covering either the east or west half of the arena. The second portal will be on the east or west at random, covering the north or south half of the arena. This always leaves one quadrant completely safe.
Tsunami #1:
Both healers are afflicted with Smothering Waters for 25 seconds. All others are afflicted with Swirling Waters for 25 seconds.
Seven players are afflicted with Splashing Waters for 25 seconds. One random player is instead afflicted with Sundering Waters for 8 seconds.
After 8 seconds, Leviathan begins a 4 second cast of Undersea Quake (Center), then casts Temporary Current at the same time the Smothering Waters and Swirling Waters debuffs resolve.
Players will need to keep an eye on their debuffs, as the one with Sundering Waters will need to position themselves to hit all other players without accidentally pushing them off the platform.
As players will need to split into light parties to the east and west immediately after, the party should either stack in the center and be pushed north, or stack north and be pushed south.
After being hit by Sundering Waters, players should split to the east and west sides of the arenas as light parties and stack together in the safe area away from Temporary Current.
After 3 minutes and 30 seconds, Leviathan will cast Refreshing Shower, beginning Phase 2.
Phase 1 Rotation
Attack
Strategy
Tidal Roar
--
Rip Current
Mitigate and tank-swap during the cast.
Tidal Wave + Undersea Quake
Move to the north or south side, to the line closest to the water spout where the platform is about to break.
Temporary Current
Dodge by moving to the platform's corners on the north or south side.
Drenching Pulse
Stack in the center to consolidate AoEs.
Freak Wave
Spread out.
Temporary Current
Will be on the opposite side as the previous cast.
Maelstrom
Stand on the one quadrant safe from the portals while avoiding the puddles.
Tidal Roar
--
Tsunami
Either stack in the center and have the Sundering Waters push everyone north, or stack at the north and be pushed south.
Undersea Quake
Split into light parties to the east and west.
Temporary Current
Dodge the AoE while stacked together for Smothering Waters.
Tidal Roar
--
Rip Current
Mitigate and tank-swap during the cast.
Temporary Current
Will be cast on the opposite side as the previous one.
Tidal Roar
--
Phase 2 Start
Phase 2
Phase 2 Abilities
Name
Description
Tidal Rage
Unavoidable party-wide damage.
Temporary Current
Shoots twice in a row, the second attack being from the opposite angle.
Freak Wave
Each spread circle drops a puddle on its location. Stepping into a puddle inflicts an extremely damaging and incurable Dropsy for 21 seconds.
Maelstrom
Creates a third portal at the south, covering the opposite half of the arena as the first portal.
Stormy Horizon
A combination attack consisting of constant party-wide damage, five sets of Drenching Pulse, a flare marker on a random tank, Temporary Current, a multi-hit line stack, and lastly two casts of Tidal Rage.
Tsunami
Adds three new debuffs to players based on roles.
Surging Waters
A debuff that resolves into a radial knockback on expiration, pushing players 17.5 yalms away.
Sweeping Waters
A debuff that fires a 30 degree spread cone on expiration at the player farthest from the afflicted, dealing tankbuster amounts of damage.
The two closest players are repeatedly hit by moderate damage 30 degree spread cones for 20 seconds. The two farthest players are targeted by tethers.
Tethered players are hit four times by 5y radius spread circles that deal extreme knockback to any other players in range.
Each of the tethered player's AoEs creates a tower that resolves after 3 seconds, inflicting Magic Vulnerability Up to players inside for 4 seconds.
Unoccupied towers explode for high party-wide damage and inflict a stack of Damage Down to everyone.
The Calm
Deals repeated party-wide damage, grants Leviathan a stack of Damage Up, and causes all following casts of Tidal Rage to grant an additional stack.
With Refreshing Shower, Leviathan powers-up their abilities, making them deadlier and enhancing their effects.
Quick Notes:
After dodging the Temporary Current AoE, players will always need to immediately run to dodge the second AoE from the opposite diagonal. Staying closer to the cardinal edges helps decrease the distance needed to run.
Players will want to assign positions to spread to for Freak Wave to ensure puddles are placed in areas that do not block another's path to escape.
An ideal party position is to place 4 players on both the east and west edges, leaving the center, north, and south edges clear to travel through for the follow-up Temporary Current.
Maelstrom can be initially handled similarly to phase 1 by first finding the quadrant that avoids the first two portals. To dodge the third portal, players will need to wait for the first portal attack to resolve, then move into that same half of the arena.
The second cast of Freak Wave should have the puddles placed on the east and west side of the arena, as Leviathan will break these platforms shortly after and thus remove the puddles as an obstacle.
Stormy Horizon:
A long series of several attacks, players can survive this in a variety of ways, but group coordination is key.
The attack begins with five Drenching Pulses, repeatedly placing static circle AoEs underneath multiple players every 2 seconds.
At the same time as the third Drenching Pulse AoE, a random tank will be marked with a powerful flare marker that detonates six seconds later.
As the flare marker explodes, Leviathan completes a cast of Temporary Current, forcing players to dodge two massive AoEs.
After the Temporary Current resolves, a random healer will be marked with a multi-hit line stack that fires five times in succession.
Lastly, two powerful Tidal Rages are cast for high party-wide damage.
Players will likely want to decide on a location to stack together in order to consolidate the Drenching Pulse AoEs, as well as a direction to run as a group.
The marked tank can either split from the group, or both tanks can follow create a separate stack that moves to the opposite side of the arena as the rest of the party.
A common strategy is to start on the east or west edge of Leviathan's hitbox and circle its perimeter, with the flare tank separating from the group and running south once the marker appears.
The party can then dodge Temporary Current near the north cardinal edge while the flare tank is at the south cardinal edge.
Finally, the healer with the stack marker should position themselves towards the center to allow the separated tank an easier time to join.
Healers will have to stay active to keep the party alive through the constant party-wide damage going out until the end of the attack series.
Tsunami #2:
One method to surviving Tsunami 2.
All players will receive a new series of debuffs from Leviathan that must be carefully resolved to survive.
All players are inflicted with Splashing Waters for 29 seconds.
One tank is inflicted with Sundering Waters for 25 seconds and the other Scouring Waters for 29 seconds.
One healer is inflicted with Smothering Waters for 13 seconds and the other Sweeping Waters for 15 seconds.
One DPS is inflicted with Surging Waters for 8 seconds, another Smothering Waters for 13 seconds, a third Sweeping Waters for 15 seconds, and the last Sundering Waters for 21 seconds.
To start, players will want to stack together while the DPS with Surging Waters pushes the group away to the north or south.
The party will then need to split into two groups to handle the two 3+ player Smothering Waters stacks. While tanks can join these stacks, it is not recommended due to the following debuff resolving 2 seconds later:
Sweeping Waters then fires at the two farthest players. Due to the high damage of these cones, both tanks should ideally be the farthest players away.
Due to how distance works, these cones will almost always cross over each other aimed at a tank on the opposite edge/corner. Players should avoid standing between the healer and DPS to dodge the crossfire.
Next, the DPS Sundering Waters will resolve. This must hit the tank that also has Sundering Waters at minimum, as the tank can not purge their own Splashing Waters.
The tank Sundering Waters resolves a few seconds after, which must hit all other players still debuffed with Splashing Waters.
Lastly, all players must run to the complete opposite side of the arena from the tank with Scouring Waters, which will kill any non-tank in its range.
Note: Players will not lose any debuffs should they fall off the platform or die, likely creating a lethal AoE at the location of their corpse from Splashing Waters.
Roiling Pulse & Black Smokers:
Roiling Pulse will not only target both tanks with powerful flare markers, but both healers with stack markers— all while Leviathan destroys the center of the arena with Undersea Quake.
The party should split into their usual light parties, with tanks in the north and all others in the south.
Leviathan then casts Black Smokers, targeting the closest players (which should be both tanks) with constant cone AoEs, and tethering the farthest players.
One player in each light party should be assigned to be the farthest player and receive the tether. The other to non-tethered players should stand on the east and west edge of their platform preparing to occupy towers.
As towers inflict Magic Vulnerability Up, a single player can not take two towers in a row, forcing two players to alternate taking towers for each light party.
The tethered player should first place an AoE on eitther the east or west edge of the platform, then repeatedly bounce from one edge to the other with each AoE. This prevents the tethered player from taking tower damage and debuffs, and also prevents towers from being stacked directly on top of each other.
The tethered player must stand a short distance south of one of the non-tethered players, far enough away to not fling them off the platform from the AoE but close enough that the player can run into the tower immediately after.
Tower-occupying players should stand a short distance (~3 tiles) north of the tethered player, then run south into the tower puddles that appear. Once the tower resolves, they should run back north to avoid the second AoE from the tethered player.
After 10 minutes, Leviathan will soft-enrage using The Calm, applying constant increasing party-wide damage before finally enraging with The Storm.
Phase 2 Rotation
Attack
Strategy
Tidal Rage
--
Tidal Wave + Undersea Quake
Handle this the same way as in Phase 1.
Temporary Current
After dodging the first AoE, immediately run to the other corner to dodge the follow-up.
Drenching Pulse
Stack together in the center to consolidate AoEs.
Freak Wave
Create two lines of four players against the east and west edges, leaving the center, north, and south safe and free of puddles.
Temporary Current
Remember to cross over to the other corner after the first AoE.
Maelstrom
Find the safe quadrant from the first two portals, then cross over to where the first portal hit after it resolves.
Tidal Rage
--
Rip Current
Mitigate and tank swap.
Stormy Horizon
Stack together and run in a pre-assigned direction as a group to consolidate AoEs. The tank marked by Flare should split away and run to the opposite side of the arena.
Temporary Current (Stormy Horizon)
Once the fifth AoE appears, dodge both Temporary Current AoEs, then stack together near the center for the line stack.
Tidal Rage x2 (Stormy Horizon)
High party healing required.
Drenching Pulse
Stack together in the center to consolidate AoEs.
Freak Wave + Undersea Quake
Place the puddles on the east and west sides of the arena to be destroyed by the follow-up Undersea Quake.
Tsunami
Handle the debuffs in the method the party prefers.
Temporary Current
Dodge and cross over.
Tidal Rage x2
--
Rip Current
Mitigate and tank swap.
Roiling Pulse + Undersea Quake
Tanks must run north while the rest of the party runs south, splitting into light parties on the east and west sides of the arena.
Black Smokers
Tanks should stand up north as close to Leviathan as possible and mitigate.
Two players should be assigned to take tethers and place AoEs near (but not on top of) others so they may occupy the towers that appear.
Temporary Current
Dodge and cross over.
Tidal Rage x2
--
The Calm
Soft-enrage.
Tidal Rage x3
Heavy healing required. This is the party's last chance to defeat Leviathan.