The Second Coil of Bahamut - Turn 4
The Second Coil of Bahamut - Turn 4
- Level
- 50 (Sync: 50)
- Item Level
- 105
- Difficulty
- Extreme/Savage
- Party size
- Full Party
8 players • 2
2
4 
- Unsyncing
- Allowed
- Time limit
- 90 minutes
- Phoenix Down
- Not Available
- Duty Finder
- Raids (A Realm Reborn)
- Tomestones
20 - Req. quest
- Another Turn in the Coil
- Entrance
- North Shroud (X:20, Y:27)
- Location
- The Holocharts
- Region
- The Black Shroud
- Patch
- 2.2
The Echo- Permanent +20%
- Links
- EDB GT TC
At a depth of 6329 yalms, your exhausted yet determined fellowship enters the hulk's operations deck. An impossible scene unfolds before you, the surreal landscape bathed in a crimson glare and holding the promise of epic conflict...
— In-game description
The Second Coil of Bahamut - Turn 4 is a level 50 raid introduced in patch 2.2. The raid is also known as T9.
The Second Coil of Bahamut Turn 4 is also known as the "Turn 9" of Coil by players, which pits the players against Nael Deus Darnus. It is the hardest instance in patch 2.2 of A Realm Reborn, and a spiritual successor to the Rivenroad trial from Legacy. The raid was first completed by the Free Company Order of the Blue Garter on Excalibur server on April 13, 2014.
Objectives
- Defeat Nael Deus Darnus.
Strategy
An extremely infamous and difficult fight, Nael Deus Darnus will test the party's ability to coordinate as a group to a high degree. A single person stepping slightly out-of-place will often result in the death of the entire party.
This boss has four phases, with the second being a transitory invulnerability phase.
Phase 1: 100%-65%
The arena will be surrounded with a wall that causes instant-death to any that touch it for the entirety of the fight. Be careful when running near the edge.
| Name | Description |
|---|---|
| Ravensclaw | A cleave attack. Cast between attacks and is not tied to attack rotation. |
| Ravensbeak | A powerful casted tankbuster. The player is then debuffed with Raven Blight for 12 seconds.
|
| Stardust | A random player that is not the main enmity target will get a yellow or purple marker. After a few seconds, the marker will disappear and a comet will drop on that location.
|
| Iron Chariot | Nael jumps to the farthest player and begins casting a Static circle AoE around themselves that deals knockback. Always combined with Thermionic Beam. |
| Thermionic Beam | A Stack marker indicated by a red marker on a player during Iron Chariot. |
| Raven Dive | Nael jumps onto the highest enmity target after Thermionic Beam, dealing minor damage in an AoE. |
| Lunar Dynamo | A Static donut AoE centered on Nael. Damage dealt to players by this attack with heal the boss. |
| Meteor Stream | Four random players are marked with purple spread circle arrows. This attack may happen twice in rapid succession. |
| Dalamud Dive | A much stronger version of Raven Dive that will kill non-tanks. Always follows a Meteor Stream. |
The key to surviving the first phase will be correctly placing the Stardust comets around the arena, as putting two comets too close to each other will instantly wipe the party.
As Nael will repeatedly summon more comets as the fight progresses, Phase 1 has a soft DPS check to reach phase 2 before space runs out.
A faster Phase 1 clear will result in an easier start to Phase 2.
| Attack | Strategy |
|---|---|
| Stardust | Players should be prepared to run the comet to a safe spot away from the party and other comets. |
| Ravensbeak | The tank should use a mitigation and preferably tank swap to avoid putting the rest of the party at risk of exploding once Raven Blight expires. |
| Raven Dive + Iron Chariot | The party should move out of the AoE and towards whichever player is marked for Thermionic Beam. |
| Thermionic Beam | All players except the tank debuffed with Raven Blight should stack. |
| Raven Dive | |
| Stardust | With every cast, the safe spots for comets decreases. Have a plan for where you would want to run if you're marked before the cast happens. |
| Lunar Dynamo | Melee players can stack on the boss while ranged can be at max range. Players will need to prepare to spread out the instance this cast finishes. |
| Meteor Stream | Spread out to avoid overlapping AoEs. |
| Dalamud Dive | The tank should avoid standing near other players, as this AoE will kill non-tanks. |
| Ravensbeak | Mitigate and tank swap. |
| Stardust | Move the comet to a safe spot. |
| Meteor Stream x2 | Healers will need to be on their toes, as a lot of AoE damage will happen in rapid succession. |
| Dalamud Dive | Tanks should not stand near others. |
| Loop Repeat | |
Note: While this is accurate to the overall rotation for the first loop, the longer Phase 1 continues, the more offset Ravensbeak casts will be in relation to the other attacks. These mechanics will repeat until the boss is reduced to 65% HP.

Phase 2 - 65%
Nael Deus Darnus will fly into the center of the arena and become invulnerable. Three random players will be targeted with Green Comet markers that, like Stardust, must be dropped away from other comets on the field.
These Green Comets will transform into three enemies, each with a different color and set of abilities.
| Appearance | Name | Attacks | Description |
|---|---|---|---|
| Red Dalamud Spawn | Earthen Heart | Targets a random player with a Static circle AoE. This attack leaves a puddle on the ground that inflicts a ~1000 Burns damage-over-time debuff. | |
| Heavy Strike | Three 270 degree Static cone AoEs in a wave pattern that deals high damage. | ||
| Blue Dalamud Spawn | Magnetism | Pulls all players, comets, and other Dalamud Spawns towards this enemy in a ~10 yalm radius. | |
| Earthshock | An interruptible attack that inflicts Paralysis on all players for 20 seconds. | ||
| Green Dalamud Spawn | Demolish | High unavoidable party-wide damage. | |
| Stone skull | A tankbuster. | ||
| Boulder Clap | A cleave attack. |
These Dalamud Spawn will absorb any nearby comets, growing in size and gaining a buff depending on the color of the comet absorbed. Red comets grant Damage Up while yellow comets grant Haste.
If a Dalamud Spawn absorbs a total of four comets, or absorbs another nearby Dalamud Spawn, it will grow enormous and become functionally invincible, wiping the party.
However, if any comets are remaining when Phase 2 ends, they will explode and wipe the party.
To succeed, players will need to not only keep all Dalamud Spawn separated from each other, but also bring them close enough to absorb comets without over-feeding them until all comets are removed.
As there are three golems and only two tanks, one Dalamud Spawn will likely need to be tanked by a DPS or Healer. The Green Dalamud Spawn must be held by a tank, however, as its abilities will quickly kill a DPS or healer.
Thirty seconds after spawning, all living Dalamud Spawn will exchange colors randomly with each other. Dead Dalamud Spawn can not exchange colors, thus removing that color from play.
After sixty seconds have passed, six more Stardust comets will drop targeting random players, followed by another three Green Comets. Players will then have another minute to repeat the cleaning process.
There are two common strategies to placing the six Stardust comets:
The first strategy is simply to have all players spread out equally around the edges of the arena, pre-positioning to different meteor placement spots. This requires individual coordination from all players to take note of when they themselves or their neighbors get targeted. Players can get targeted multiple times in a row, so all players must have multiple potential spots to run to planned ahead of time.
The second strategy, commonly referred to as "Mario Kart", is to have all players stack together on the edge of the arena prior to the Stardust casts. Once the first marker appears, all players run together in the same direction circling the arena until all six comets are dropped. This creates a simpler Stardust phase but a slightly harder Dalamud Spawn phase as all comets will be grouped closely on one half of the arena. Additionally, if any player is too far in front or behind of the stack when running, they risk mis-aligning the comets and wiping the party.
Once another sixty seconds has passed, Nael will begin casting Megaflare.
Megaflare deals high unavoidable party-wide damage and indicates the beginning of Phase 3. If any Dalamud Spawn are still alive at this point, they will merge and wipe the raid. Any remaining comets will be detonated and result in the same.
Phase 3: 65%-47%
The arena transforms, the glyph on the floor disappearing and being replaced with a scorched red floor. Nael gains a completely new set of attacks for this phase.
Nael loses her frontal cleave attack from this phase onward, allowing DPS and Healers to stack in front of the boss if needed.
| Name | Description |
|---|---|
| Heavensfall | An unmarked epicentral knockback created from a tower dropping on the center of the arena. This tower will repeatedly create Static cone AoEs that deal high damage and inflict Paralysis.
|
| Supernova | Two random players will be targeted and hit by a black hole, hitting for ~450 damage and creating a landmine. Players who trigger these landmines are dealt ~4500 damage and inflicted with the Heavy for 5 seconds. |
| Bahamut's Claw | Hits the main enmity target twice in a row for medium damage. |
| Binding Coil | Inflicts a random player with Garrote Twist, a 60 second debuff that repeatedly inflicts stacks of Garrote. If Garrote reaches 9 stacks, the player will instantly die.
|
| Ghost of Meracydia | A dragon enemy that casts tankbusters, fire puddles, and Binding Chain, which will slowly add stacks of Garrote to random players until this enemy is killed.
|
This phase the shortest and the simplest, but can still catch players off guard. The most dangerous attack is Heavensfall, which can instantly kill unaware players who are too close or too far from the center.
Players will need to remain vigilant for Garrote Twist as, if left uncleansed for too long or kept into Phase 4, it will result in the debuffed player's death.
| Attack | Strategy |
|---|---|
| Heavensfall | Avoid standing directly under the tower in the center, but standing too far will cause the knockback to push players into the death-wall. |
| Supernova x2 | (Not cast for the first Heavensfall) — Players will have to avoid the landmines and the tower's AoEs. |
| Bahamut's Claw | Healers be ready to keep the tank topped up. |
| Binding Coil | |
| Ghost of Meracydia | The off-tank should pick up this enemy and all DPS focus it down as fast as possible. Leave any white circles on the ground for people with Garrote Twist. |
| Bahamut's Claw | |
| Binding Coil | The player targeted by this should try to run and grab one of the white circles before the next Heavensfall cast. |
| Loop Repeat | |
Once Nael is brought to 47% health, she will begin her final phase indicated by casting Bahamut's Favor.
Phase 4: 47%-0%
Once Nael reaches 47%, she will summon three dragons outside of the arena, as well as combine her attacks from Phase 1 with a series of new attacks.
| Name | Description |
|---|---|
| Bahamut's Favor | Nael buffs themselves with a stack of Damage Up permanently. Always followed immediately by Bahamut's Claw. |
| Bahamut's Claw | Attacks the main enmity target with high damage five times in rapid succession. The unmitigated damage of this attack can kill a tank twice-over. |
| Ice Dragon | Hits players with Iceballs in order of the party list, inflicting them with Frostbitten. Frostbitten players are instantly killed by the next Iceball.
|
| Fire Dragon | A random player is marked with a tether, then shot with a Fireball AoE. All players in the AoE are inflicted with Scorched— making the next Fireball kill instantly.
|
| Lightning Dragon | One player is debuffed with Thunderstruck for five seconds. When this debuff expires, the inflicted will burst in a small AoE, damaging other nearby players and inflicting them with a 20 second Paralysis. |
| Cauterize | Two players are marked with a dark-green circle one after the other. When these markers disappear, the dragons on the outside of the arena will attack those locations with giant Line AoE charges that deal heavy damage and knockback.
|

The three dragons will attack separately from Nael but still follow a strict timing. The Fire Dragon and Lightning Dragon always attack at the same time. The Ice Dragon fires between three to four Iceballs between every Fireball.
The biggest hurdle will be handling the dragon's debuffs between Nael's onslaught of attacks, as well as Cauterize— all of which can quickly result in a party wipe.
The three dragons will appear in one of three random patterns, only changing after a Cauterize. As these patterns determine where dragons will charge from for Cauterize, it is important to take note of which pattern the dragons are in at the start of the phase.
Players will need to take note of who is marked first and second, and which exact position those players need to run to based on the dragon's placement pattern, all in order to prevent the dragons from charging through the center of the arena and knocking the party into the death-wall.
| Attack | Strategy |
|---|---|
| Bahamut's Favor | Will follow up immediately with a tankbuster. Tanks and/or healers will need to be prepared. |
| Bahamut's Claw | Tanks will either need to use several large mitigations to survive this, an invulnerability, or a will-timed tank swap between swings. |
| Raven Dive | Will jump on the farthest player. Players may want to stay near the boss to prevent Nael from moving too far. |
| Lunar Dynamo | A donut AoE where one player will be inflicted with Thunderstruck. The debuffed player should move to the opposite side of the boss while the party stacks safely together away and from them. |
| Iron Chariot | Start spreading out in preparation for the next attack. |
| Supernova x3 | Players should spread out a short distance away from the boss to leave space clear for everyone to stack for the follow-up Thermionic Beam. |
| Thermionic Beam | Once the third Supernova is cast, all players should immediately run together to stack. |
| Bahamut's Claw | Once again, tanks should use heavy mitigations, an invulnerability, or a well-timed tank swap. |
| Cauterize | The first marked player should run to their designated point based on the dragon placement while the rest of the group stays in the center. The second player moves to their point once marked. |
| Meteor Stream / Lunar Dynamo | On the first rotation, players will need to spread out for Meteor Stream. On the second rotation, Nael will instead require players to stack for Lunar Dynamo. |
| Loop Repeat | |
The boss will cycle through these attacks with the dragons firing attacks and debuffs in a set order until around 13 minutes where the boss enrages. When the boss enrages, players will have to kill the boss before the Megaflare cast finishes, or the party will be wiped.
Solo Unsync
This duty may be soloed unsynced by most jobs at around level 90, and possibly earlier for DPS jobs. There are two DPS checks that must be fulfilled:
- Phase 2: Golems must be killed before they are able to merge. There is a small window of opportunity after they spawn where they are idle and a player must be able to oneshot them. If they are allowed to merge, the resulting golem will be almost invincible and a reset via the death wall will be needed.
- Phase 3: Nael Deus Darnus must be burned down as fast as possible before the dragons are able to apply two stacks of ice or fire, which is instant death.
Blue mage solo setup
A
Blue Mage can clear the duty solo unsynced at level 70 within phase 2, using the following setup:
- Full set of Augmented Scaevan Armor and Augmented Scaevan Accessories.
- Prior to entering the duty, use Aetheric Mimicry to mimic a DPS.
- Once inside the duty, cast Basic Instinct.
- Damage the boss until about 66% HP - get as low as possible without hitting the phase change threshold of 65%.
- After the boss's HP has been lowered, use the following combo of spells: Tingle, Moon Flute, Whistle, Off-guard, and finally Final Sting. The boss should instantly die from Final Sting's damage, skipping phases 3 and 4.
Loot
Treasure Coffer 1
| Name | Type | Item Level | Rarity | Quantity |
|---|---|---|---|---|
| High Allagan Aetherstone - Weaponry | Material | 210 | Basic | 1 |
| High Allagan Aetherstone - Body Gear | Material | 180 | Basic | 1 |
| High Allagan Chest Gear Coffer (IL 110) | Other | 1 | Basic | 1 |
| Faded Copy of Rise of the White Raven | Other | 1 | Basic | 1 |
Treasure Coffer 2
| Name | Type | Item Level | Rarity | Quantity |
|---|---|---|---|---|
| Paladin's High Allagan Arms (IL 115) | Other | 1 | Blue | 1 |
| High Allagan Battleaxe | Marauder's Arm | 115 | Blue | 1 |
| High Allagan Guillotine | Dark Knight's Arm | 115 | Blue | 1 |
| High Allagan Spear | Lancer's Arm | 115 | Blue | 1 |
| High Allagan Baghnakhs | Pugilist's Arm | 115 | Blue | 1 |
| High Allagan Cleavers | Rogue's Arm | 115 | Blue | 1 |
| High Allagan Composite Bow | Archer's Arm | 115 | Blue | 1 |
| High Allagan Pistol | Machinist's Arm | 115 | Blue | 1 |
| High Allagan Staff | Two-handed Thaumaturge's Arm | 115 | Blue | 1 |
| High Allagan Grimoire of Casting | Arcanist's Grimoire | 115 | Blue | 1 |
| High Allagan Crook | Two-handed Conjurer's Arm | 115 | Blue | 1 |
| High Allagan Grimoire of Healing | Scholar's Arm | 115 | Blue | 1 |
| High Allagan Star Globe | Astrologian's Arm | 115 | Blue | 1 |
| High Allagan Weapon Coffer (IL 115) | Other | 1 | Basic | 1 |
Achievements
This duty is associated with the following achievements:
| Name | Points | Task | Reward | Patch |
|---|---|---|---|---|
| In Another Bind I | 5 | Complete the Second Coil of Bahamut. | - | 2.2 |
| In Another Bind II | 10 | Complete the Second Coil of Bahamut 5 times. | - | 2.2 |
| In Another Bind III | 20 | Complete the Second Coil of Bahamut 10 times. | - | 2.2 |
| Mightier than the Raven | 5 | Complete the Second Coil of Bahamut - Turn 4 with a party of only blue mages, Silence Echo turned on, and Unrestricted Party turned off. | - | 5.15 |
Music
| Section | Theme |
|---|---|
| Phases 1-2 | Tempest |
| Phases 3-4 | Rise of the White Raven |