Tether (mechanic)
Tethers are lines of varying appearance attached between two entities— often a player and the boss, or two players together. Tether visuals will not always be consistent to their functionality across fights and expansions.
Types
Spread / Far Tether

A tether most often attached between two players. Typically deals continuous damage to the tethered players until they spread apart far enough to snap their bindings. When possible, player should start stacked with their expected tether partner before the tether is applied to reduce the distance they have to move.
These types of tethers often appear as burning chains or vines. If the tether is blue with arrows pointing away from the middle, the tether will remain active until a debuff expires.
Paired / Close Tether
A tether most often attached between two players. Requires the tethered players to stay close together to survive. Moving too far apart often leads to continuous damage or instant defeat to both players.
These types of tethers may appear as red and green chains ("Christmas tethers"). If the tether is green only with arrows pointing to the middle, the tether will remain active until a debuff expires.
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Example close tethers (green) and far tethers (blue) that must be satisfied until debuffs expire
Transferable Tether

These tethers are commonly dotted orange lines and have a pulsating circle attached to the target, indicating they can be transferred to an entity that walks through it. Some Transferable Tethers will swap to whatever entity walks through it, while others will instead only transfer while the blocker remains between the attacker and its target.
Depending on the encounter, transferable tethers have various effects, for example:
- A tether to an object or enemy that will cause a detrimental effect if the tether is not collected by a player.
- A tether to a player, indicating they will be targeted by an attack that may require the tethers to be handed off in a specific order, or for tanks to pick up the tethers because the attack is a tankbuster.
Note that this tether visual was added in Stormblood. Prior expansions will use various different visuals for this type of tether mechanic.
Proximity Tether

A tether from an enemy to a player. The tethered players will take increased damage from an upcoming attack unless they reach a safe distance from the target.
Tethers will often change appearance as an indication that a safe distance has been reached. If the tether is too short, it will have a pink spiky appearance.
Chase Tether
A tether from an enemy or attack to a player. Whatever is tethered to the player will chase them relentlessly, even ignoring enmity. In many cases, the player will want to find a way to avoid or break their tether.
Magnetic Tethers
A tether that applies a positive or negative charge to the player and the other tethered target. If both charges are the same, the player will be pushed away from the target after some time. If the charges are opposite, the player will be drawn to the target.