The Binding Coil of Bahamut - Turn 5

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Disambig icon.png This article is about the level 50 challenge-mode raid. For the first tier in general, see The Binding Coil of Bahamut. For the Ultimate Raid involving Twintania, see The Unending Coil of Bahamut (Ultimate).

The Binding Coil of Bahamut - Turn 5

The Binding Coil of Bahamut - Turn 5.png
50 (Sync: 50)
Item Level
Party size
Full Party
8 man 2 Tank role.png 2 Healer role.png 4 DPS role.png
Time limit
90 minutes
Duty Finder
Raids (A Realm Reborn)
Allagan Tomestone of Poetics 10 
Req. quest
Feature quest Primal Awakening
Eastern La Noscea (X:21.7, Y:22.3)
Ragnarok Central Core
La Noscea
The echo icon1.png The Echo
Permanent +30%

Having overcome the seemingly endless waves of hostile constructs, you and your stalwart companions continue the descent into an unknown abyss. At the depth of 1910 yalms, you are assailed by a winged terror: an ancient dragon brought to heel by the Allagans and made to do their bidding. The trials grow ever more arduous, but you are resolved to press on for the sake of the truth.

— In-game description

The Binding Coil of Bahamut - Turn 5 is a level 50 raid introduced in patch 2.0. The raid is also known as T5.

The Binding Coil of Bahamut Turn 5 features Twintania, the most difficult boss in A Realm Reborn at the time of patch 2.0. It was first completed by the Free Company Order of Blue Garter on Excalibur server on October 27, 2013.


  • Defeat Twintania 0/1.


Aggressive difficulty r6.png Twintania

Turn 5 Video Guide

Phase 1: 100% - 85%

The off tank starts by body pulling Twintania and all three Scourges of Meracydia.

Once the off tank has pulled, the main tank will taunt Twintania, dragging her into position while the off tank focuses on positioning the adds.

All three adds will cast Liquid Hell. (An AOE fire attack targeted on a player's position). As this attack's position is decided when the cast starts, it can be easily avoided by moving during the cast time.

The main tank will position Twintania to the right of the room (at the bottom of the hill) while the adds are being killed.

One healer should focus on the main tank, while the other healer focuses on healing the raid and the off tank. (While helping on the main tank when possible).

Twintania's only ability is Death Sentence on this phase.

Once all three adds are dead, the DPS and healers form two groups, one on either side behind Twintania.

These groups should consist of four players each. Remember that SCH/SMN pets count as players. If you don't have a pet for each group, one tank will join the group on the right soaking Fireballs.

The groups should be roughly: 1 Healer , 1 Melee , 1 Ranged , 1 Tank/Pet

These groups should not stack up on top of each other, but should make sure to stay near each other. The reasoning for this is so that players can see who the icon for the Fireball or Conflagration is on.

Phase 2: 85% - 55%

Twintania drops the first Neurolink underneath her, and gains two new abilities: Fireball and Conflagration.

Fireball (Red Icon) will target one player and deal roughly 12000 damage, split between that person and anyone nearby. Each person hit will give Twintania a stack of the buff Waxing Flesh, which affects the Conflagration and the time they take to explode. We aim to have four stacks of Waxing Flesh with each Fireball, and as we are split into groups of four, no one should need to move.

Healers should make sure that players are topped off before and after the Fireball, in case one of the players hit gets targeted by the Conflagration immediately after.

Conflagration (Blue Icon) is a skill that traps a player and deals damage per second. (A few hundred per tick). This Conflagration will explode after a certain amount of time, depending on the number of stacks of Waxing Flesh. The time is 15 seconds with four stacks, 20 seconds with three stacks, and so on.

The player targeted by the Conflagration needs to move quickly into the middle of the boss' hitbox – directly underneath Twintania – where the Neurolink is situated.

Once the Conflagration forms, everyone needs to DPS it immediately, including the Tanks. (Healers can help DPS if everyone is topped off, and if Death Sentence isn't coming soon).

During this phase, Twintania will cast a Fireball during every second Conflagration. If this happens, the person with Fireball needs to run into the middle of the Conflagration, which resets the timer on the Conflagration. You can keep running until you get automatically stopped by the debuff called Fetters, which will trap you in place.

Every DPS should make sure to save cooldowns for when there's a Conflagration without a Fireball, so that there is enough damage to break it in time.

The timing for the abilities (Fireball (Red) / Conflagration (Blue)) should roughly form the following rotation:

Red –20s– Blue –5s– Red –25s– Red –5s– Blue –20s– Red –15s– Blue –10s– Red –25s– Red/Blue –25s– Red –10s– Blue –15s– Red – REPEAT

(Please note that these timings will differ depending on the group composition, and how much DPS you are pulling).

Twintania will continue casting Death Sentence during this phase, and here the two tanks will need to swap positions (using taunt) during the cast of Death Sentence.

The off tank should always be second place on the threat table, or he will be targeted by Conflagrations. (This should never happen unless one tank dies, at which point you will have to be ready to move should you be targeted).

At roughly 60% Twintania should be moved across towards the other side of the room so that the second Neurolink is dropped away from the first. Fireballs and Conflagrations can still happen here, so if you get targeted by a Fireball while the main tank is repositioning Twintania, stay in your groups until the Fireball has hit, and then move as a group back into position.

When Twintania reaches 55%, the third phase will begin.

Phase 3: Divebombs

At 55%, Twintania will drop the second Neurolink and fly into the air. If by any chance the Neurolink is dropped while a Conflagration is up, ignore it and run into position for the Divebombs. (Down in the small gap at the bottom of the hill, behind where Twintania was being tanked).

Moving immediately as Twintania flies up is necessary, so that she swoops from the correct position. Players should use sprint in order to help them get into position quickly.

After positioning in the safe spot, one player will get targeted by Twintania. (GREEN ICON). At this point, everyone should run out of the original position, up to the top of the slope, and then return to the safe spot once she has flown by.

After 3 consecutive Divebombs, Asclepius spawns along with two Hygeia. One DPS (normally a melee DPS) should focus both Hygeia until they are roughly 75% Health, while all other DPS focuses on Asclepius.

All ranged DPS and healers should position themselves in the safe spot for Divebombs, with melee DPS returning to that position when the tanks start moving. From the time that the first adds spawn, we have 45 seconds to DPS them, after which time the second set of Divebombs will occur.

Just before the second set of Divebombs, the main tank will go to the right side with Asclepius, and the off tank will go to the left side with the two Hygeia, kiting them around in as small an area as possible whilst staying in range of the healers.

Once a player gets targeted, move in the same pattern used during the first Divebombs, as long as the player targeted is in the group. If a tank gets targeted, they should be able to survive a single Divebomb, or even dodge it if possible. (Tanks should stay near the middle of the room if targeted by the Divebomb, so that they don't get knocked into the wall).

After the last Divebombs, two more Hygeia will spawn, which should be immediately picked up by the off tank and dragged to Asclepuis. A BLM/SMN should start casting Limit Break 3 while both tanks are positioning all the adds together.

Any remaining Hygeia after the Limit Break should be quickly killed off, and when they die they will put a debuff called Disseminate on Asclepius that will increase all damage received.

After Asclepius has the four stacks of debuff from the adds, everyone should go all out on DPS, including the healers if possible. All cooldowns, along with potions, should be used here.

While we are DPSing Asclepius down, the main tank should bring Asclepius near to the first Neurolink, while everyone else moves near to the second Neurolink.

Kill Asclepius as fast has you can, because Twintania will fly back down on a timer, signalling the start of the next phase. At this point, everyone should move into the Neurolink they are stood next to. (Main tank in the first Neurolink, and everyone else in the second).

Phase 4: 55% - 30%

Twintania flies down into battle again, and will then use her ultimate ability. If everyone is not in a Neurolink, they will die instantly. Rain of Death and Virus should be used to reduce the damage from her ultimate. When Twintania can be targeted again, you should make her your focus target(SHIFT+F) so that you can more easily keep track of Twisters during this phase.

Once the ultimate is finished, the main tank should drag and reposition her at the bottom of the hill near the entrance to the room and everyone else should spread throughout the whole room. (If there are two melee DPS, one should go either side of Twintania, like in the first phase).

Twintania now loses the ability to cast Fireballs and Conflagrations, but will instead gain new abilities called Twisters and Dreadknights. Twintania will also continue to cast Death Sentence during this phase.

Twister is an ability that targets three random players in the battle, which instantly kills anyone who has not moved away from its location. To move from a Twister, you need to move during its cast time, in either one direction, or round in a circle. Everyone must remain spread and avoid running into each other during Twisters, as you can be knocked back by another player's Twister.

After the first Twister, Twintania will summon a Dreadknight in the middle of the room, and proceed to stun one player, that the Dreadknight will then run towards. If the Dreadknight reaches that person, they will instantly be killed by the Dreadknight's ability called Caber Toss.

For this reason, everyone should be at the maximum range possible from the middle of the room. Melee DPS should move away from the Dreadknight as it spawns, and only focus it after someone has been targeted.

As the Dreadknight approaches the stunned player, it needs to be chain stunned by the off tank, while all DPS focus it until it is dead. Dreadknights can be affected by movement slows, and so a BLM can use Lethargy on it.

Twisters will continually spawn during this phase – even while Dreadknights are up – and so you should constantly be aware of your focus target, and always be ready to move.

Dreadknights will keep spawning until Twintania reaches 30%, at which point the final phase of the fight begins.

Phase 5: 30% - 0%

When Twintania reaches 30%, she will drop the third and final Neurolink, and loses the ability to use Twisters and Dreadknights, but gains two new abilities. These abilities are called Hatch and Liquid Hell.

Once this phase starts, all ranged DPS and healers should stay near the Neurolinks, while the off tank moves into the third Neurolink, standing directly underneath her.

Twintania regularly casts Hatch, which spawns an orb directly underneath her, which will then fly towards a targeted player. Anyone caught by Hatch as it is travelling will instantly die if they are not stood in a Neurolink. If you are targeted by Hatch, purple orbs will spin around your character. The off tank is standing in the Neurolink during this phase to absorb every single one of these Hatches, so that players do not need to worry about moving into Neurolinks or avoiding Hatches.

Liquid Hell is the same ability from the first phase, however Twintania will cast five of these in a row on the targeted player. If you are targeted by Liquid Hell, you must kite them around the edges of the room, being careful not to run them into the rest of the raid. Once the five Liquid Hells have been dropped, you can move back into your original position, or at least as close as possible.

If the main tank is targeted by Liquid Hell, he should take two to the face, and then pop Hallowed Ground, so he can stack all five on the same spot. Once the fifth has been dropped, and while Hallowed Ground is still up, the tank should rotate so that he is not stood in the Liquid Hells. If this happens, the main tank needs to be careful not to move Twintania at all, otherwise Hatches will be able to escape into the raid.

If the off tank gets targeted by Liquid Hell, everyone else needs to be extremely careful in dealing with Hatches. If you are targeted, you have to instantly move in away in a path that lets the melees do DPS, and after the 3rd Liquid Hell, you should move back in into the Neurolink popping Stoneskin and Holy Ground on yourself if needed.


See also: Allagan Weapons

Gold Coffer (small).png Twintania

Treasure Coffer 1

Name Type Item Level Rarity Quantity
Allagan wootz nugget icon1.png  Allagan Wootz Nugget Material N/A ABasic 1
Allagan silk icon1.png  Allagan Silk Material N/A ABasic 1
Allagan leather icon1.png  Allagan Leather Material N/A ABasic 1
Allagan aetherstone - weaponry icon1.png  Allagan Aetherstone - Weaponry Material N/A ABasic 1
Allagan aetherstone - body gear icon1.png  Allagan Aetherstone - Body Gear Material N/A ABasic 1
Allagan chest gear coffer (il 90) icon1.png  Allagan Chest Gear Coffer (IL 90) Other N/A ABasic 1
Faded copy of thunderer icon1.png  Faded Copy of Thunderer Orchestrion Roll N/A ABasic 1

Treasure Coffer 2

Name Type Item Level Rarity Quantity
Paladins allagan arms (il 95) icon1.png  Paladin's Allagan Arms (IL 95) Other N/A CBlue 1
Allagan battleaxe icon1.png  Allagan Battleaxe Marauder's Arm 95 CBlue 1
Allagan guillotine icon1.png  Allagan Guillotine Dark Knight's Arm 95 CBlue 1
Allagan spear icon1.png  Allagan Spear Lancer's Arm 95 CBlue 1
Allagan baghnakhs icon1.png  Allagan Baghnakhs Pugilist's Arm 95 CBlue 1
Allagan daggers icon1.png  Allagan Daggers Rogue's Arm 95 CBlue 1
Allagan composite bow icon1.png  Allagan Composite Bow Archer's Arm 95 CBlue 1
Allagan pistol icon1.png  Allagan Pistol Machinist's Arm 95 CBlue 1
Allagan rod icon1.png  Allagan Rod Two-handed Thaumaturge's Arm 95 CBlue 1
Allagan grimoire of casting icon1.png  Allagan Grimoire of Casting Arcanist's Grimoire 95 CBlue 1
Allagan cane icon1.png  Allagan Cane Two-handed Conjurer's Arm 95 CBlue 1
Allagan grimoire of healing icon1.png  Allagan Grimoire of Healing Scholar's Arm 95 CBlue 1
Allagan star globe icon1.png  Allagan Star Globe Astrologian's Arm 95 CBlue 1
Allagan weapon coffer (il 95) icon1.png  Allagan Weapon Coffer (IL 95) Other N/A ABasic 1


This duty is associated with the following achievements:

Name Points Task Reward Patch
The binds that tie i icon1.png  The Binds That Tie I 5 Complete the Binding Coil of Bahamut. - 2.1
The binds that tie ii icon1.png  The Binds That Tie II 10 Complete the Binding Coil of Bahamut 5 times. - 2.1
The binds that tie iii icon1.png  The Binds That Tie III 20 Complete the Binding Coil of Bahamut 10 times. - 2.1
Mightier than the dragon icon1.png  Mightier than the Dragon 5 Complete the Binding Coil of Bahamut - Turn 5 with a party of only blue mages, Silence Echo turned on, and Unrestricted Party turned off. - 5.15
Mapping the realm the binding coil of bahamut v icon1.png  Mapping the Realm: The Binding Coil of Bahamut V 10 Discover every location within the fifth turn of the Binding Coil of Bahamut. - 2.0



Cutscene 1

Alisaie: This is going rather more smoothly than I expected. It is indeed convenient to have a hero on hand.
Alisaie: Gods... That the cavern should open up again, even at this depth...
Alisaie: Hah! This resembles a finger...
Alisaie: <gasp> And so it should! This is Bahamut's hand!
Alisaie: As with the wings, it seems to be frozen, and for that I count my blessings. But again I find myself wondering, how is it able to retain physical form?
Alisaie: I had assumed that Bahamut's reversion to aether was the cause of the widespread changes to the realm. But if he is still here, then that theory no longer holds.
Alisaie: What was it, then, that brought about the realm's sudden regeneration? There is still so much we do not know about Carteneau...
Alisaie: I haven't the slightest inkling how deep these caverns run, but we must continue. 

Post Duty Cutscene 1

Alisaie: This contraption... Is it used to control the saturation of aether?
Alisaie: I suppose there is only one way to find out.
Alisaie: The dragon you vanquished earlier—doubtless you noticed the peculiar contraption about its neck.
Alisaie: It was likely a receptor of some description, used to enslave the creature.
Alisaie: Ancient Allag possessed the means to control dragons, it would seem. The Ishgardians would kill for the knowledge, though to be sure, it could as easily be brought to bear against them.
Alisaie: An army of dragons could turn the tide of any battle, as the Garleans once learned to their sorrow. I would not be the least bit surprised if they now sought to exploit this power.
Alisaie: Whatever their plans, this serves as another reminder of the might of the Allagans. One cannot help but wonder how so advanced a civilization came to fall.
Alisaie: Gods be good...
Alisaie: This is...this is Bahamut's head!
Alisaie: And that enormous crystal—it pulsates as if... as if it were a heart! Then the primal that had awakened...was Bahamut all this time!?
Alisaie: No! No, no, NO! This cannot be true! This...this would mean that Grandfather died for naught!
Alisaie: Confound it! We do not know enough to strike at it now! We must withdraw!
Alisaie: Who...? Who is that? can't be...
Alisaie: Grandfather? Is it truly you?
Alisaie: No... Don't leave me again... Please...
Alisaie: >> Grandfather!!! <<
Alisaie: I-I know... We can do no more for now...

Post Duty Cutscene 2

Alisaie: Hm? But this looks like...
Alisaie: How did we come to be in northern Thanalan of all places?
Alisaie: Oh, but such details matter little!
Alisaie: Grandfather's alive, [Forename]!
Alisaie: Bahamut did not defeat him!
Alisaie: But why won't he return to us? I don't understand...
Alisaie: This expedition has yielded more questions than it did answers.
Alisaie: At any rate, we would both be better for a rest. Let us return to the Waking Sands and reflect upon what we have seen.
Alisaie: Thank you, [Forename]. Without you, none of this would have been possible.