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* Zodiark's Darkja, which blinds and does an instant kill. You can absorb the dark damage, block the blind status, but you will have nadda for the instant kill effect. Luck will almost never be on your side after it is cast.

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* Zodiark's Darkja, which blinds and does an instant kill. You can absorb the dark damage, block the blind status, but you will have nadda for the instant kill effect.effect (and if all your party is immune to dark damage, it'll cast the move twice as often). Luck will almost never be on your side after it is cast.



* Yiazmat's Reflect and Renew strategy... if not caught, you can heal the boss of all of its HP. all 50,112,254 of it. Its ''basic attack'' also becomes this once its health becomes very low (enough to cast above Reflect on your party). Why? Its attack has 5% chance of an instant kill, in case of combos this chance is per hit, and at low health it gets combos very frequently (up to 12 hits), meaning assuming the damage didn't get the victim before (which is really possible only with Reverse), (s)he still has only about a 54% chance of walking away.

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* Yiazmat's Reflect and Renew strategy... if not caught, you can heal the boss of all of its HP. all 50,112,254 All '''50,112,254''' of it. Its ''basic attack'' also becomes this once its health becomes very low (enough to cast above Reflect on your party). Why? Its attack has 5% chance of an instant kill, in case of combos this chance is per hit, and at low health it gets combos very frequently (up to 12 hits), meaning assuming the damage didn't get the victim before (which is really possible only with Reverse), (s)he it still has only about a 54% chance of walking away.



* By the end of the game pretty much any enemy that can cause confusion will be extremely dangerous. Your party members will be strong enough to effortlessly one-shot each other with physical attacks, so a single confused ally can wipe out the rest of the party in just two turns. In theory this should be more than enough time to cure thim - except that the command priority always gives a huge advantage to physical attacks. Even if you see an enemy casting confusion on a character and immediately tell ''both'' of the other two to throw him a curative item there is still a good chance that he will wipe them both out before they can perform the action.
** This can be mitigated by the fact the game allows you to switch equipment of your team at any time, even in the middle of combat, so you can switch weapon of confused character to something much weaker. In fact, there is an entire class of weapons called Measures, which seem to serve no other purpose than to hit other party members with them, as they deal little damage and grant positive status buffs upon target.

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* By the end of the game game, pretty much any enemy that can cause confusion will be extremely dangerous. Your party members will be strong enough to effortlessly one-shot each other with physical attacks, so a single confused ally can wipe out the rest of the party in just two turns. In theory this should be more than enough time to cure thim them - except that the command priority always gives a huge advantage to physical attacks. Even if you see an enemy casting confusion on a character and immediately tell ''both'' of the other two to throw him a curative item there is still a good chance that he will wipe them both out before they can perform the action.
** This can be mitigated by the fact the game allows you to switch equipment of your team at any time, even in the middle of combat, so you can switch the weapon of confused character to something much weaker. In fact, there is an entire class of weapons called Measures, which seem to serve no other purpose than to hit other party members with them, as they deal little damage and grant positive status buffs upon target.
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* The FinalBoss has Flare attacks. Mega Flare isn't too bad, but Giga Flare Sword can be nasty and Tera Flare is even worse]]. For the record, the latter deals 4000+ damage to everyone, in a game where the maximum is, without Bubble, around 6500. Worse yet, you can't prevent it because the boss will use ''both'' Palings before pulling this off. Hope you didn't neglect your secondary members too much otherwise this attack alone can finish you off.

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* The FinalBoss has Flare attacks. Mega Flare isn't too bad, but Giga Flare Sword can be nasty and Tera Flare is even worse]].worse. For the record, the latter deals 4000+ damage to everyone, in a game where the maximum is, without Bubble, around 6500. Worse yet, you can't prevent it because the boss will use ''both'' Palings before pulling this off. Hope you didn't neglect your secondary members too much otherwise this attack alone can finish you off.



* Zalera's Kill. [[{{ExactlyWhatItSaysOnTheTin}} Three guesses on what it does]]. Spammed often if you don't understand how the battle is to be fought. In addition to Kill, Zalera seems to be the math instructor from hell. Any spell he has is a level based disabler of some sort, and his ultimate attack is a group wide instant death spell. Don't worry, it won't kill you if your level isn't a prime number... which is the easiest way to not get hit by all of his other level-based spells. You can beat Zalera by just knowing not to be a prime ''or'' a multiple of 3, 4, or 5.

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* Zalera's Kill. [[{{ExactlyWhatItSaysOnTheTin}} Three guesses on what it does]]. Spammed often if you don't understand how the battle is to be fought. In addition to Kill, Zalera seems to be the math instructor from hell. Any spell he has is a level based disabler of some sort, and his ultimate attack is a group wide instant death spell. Don't worry, it won't kill you if your level isn't a prime number... which is the easiest way to not get hit by all of his other level-based spells. You can beat Zalera by just knowing not to be a prime ''or'' a multiple of 2, 3, 4, or 5.5 [[note]]Being at level 49 (divisible only by 1,7 and itself) will neuter all level disablers as well as his ultimate attack, but in that case you should have no trouble with him either way.[[/note]].
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* The last boss of Alzadaal's Legacy, Kapikulu, has a mechanic that forces the player move slowly in a straight line while pressing left or right steers them ala awkward tank controls. You're supposed to guide yourself around spike floors and later, an AOE the boss does. The problem with this mechanic is where you actually go is relative to the ''camera angle'', not the direction the player is traveling. So if you move the camera around to see what's going on, you're going to have to learn where left/right direct you to. Which you'll have to move the camera around to see what the boss is doing every time this happens after the first.
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* The FinalBoss of Thaleia, Eulogia, [[spoiler:being a FusionDance of the Twelve]] is a FinalExamBoss so all the mechanics throughout the raid series returns in addition to having some annoying attacks themselves. One is Quintessence, where Eulogia will prepare three attacks where each can either hit to their left, right, or around them. The party has to figure out quickly which way they will be facing when they teleport and run into the safe zones in time, which can be easier said then done especially if there is lag. Another is their LimitBreak which is a series of ''thirteen'' unavoidable raid wide blasts that are each reasonably damaging and come out in rapid succession, requiring the party to keep up on their heals and mitigation.

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* The FinalBoss of Thaleia, Eulogia, [[spoiler:being a FusionDance of the Twelve]] is a FinalExamBoss so all the mechanics throughout the raid series returns in addition to having some annoying attacks themselves. One is Quintessence, where Eulogia will prepare three attacks where each can either hit to their left, right, or around them. The party has to figure out quickly which way they will be facing when they teleport and run into the safe zones in time, which can be easier said then done especially if there is lag. Another is their LimitBreak which is a series of ''thirteen'' unavoidable raid wide blasts that are each reasonably heavily damaging and come out in rapid succession, requiring the party to keep up on their heals and mitigation.
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* The FinalBoss of Thaleia, Eulogia, [[spoiler:being a FusionDance of the Twelve]] is a FinalExamBoss so all the mechanics throughout the raid series returns in addition to having some annoying attacks themselves. One is Quintessence, where Eulogia will prepare three attacks where each can either hit to their left, right, or around them. The party has to figure out quickly which way they will be facing when they teleport and run into the safe zones in time, which can be easier said then done especially if there is lag. Another is their LimitBreak which is a series of ''thirteen'' unavoidable raid wide blasts that are each reasonably damaging and come out in rapid succession, requiring the party to keep up on their heals and mitigation.
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Bonus Boss is a disambiguation


* All of the Monster Arena {{Bonus Boss}}es have some frankly ridiculous attacks, but special note goes to Fenrir's ''Fangs of Hell'', which is a guaranteed OneHitKill against the target. [[TheComputerIsACheatingBastard Even if the victim has armor with Deathproof on it.]] And since Fenrir's Agility is [[LightningBruiser cranked up to high heavens]], it is possible that Fenrir will use this move two or [[TotalPartyKill three]] times in a row. Thankfully it can be dodged, but good luck to get high enough evasion or weapon with Evade and Counter on it.

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* All of the Monster Arena {{Bonus Boss}}es bosses have some frankly ridiculous attacks, but special note goes to Fenrir's ''Fangs of Hell'', which is a guaranteed OneHitKill against the target. [[TheComputerIsACheatingBastard Even if the victim has armor with Deathproof on it.]] And since Fenrir's Agility is [[LightningBruiser cranked up to high heavens]], it is possible that Fenrir will use this move two or [[TotalPartyKill three]] times in a row. Thankfully it can be dodged, but good luck to get high enough evasion or weapon with Evade and Counter on it.
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* In the DS version, CPU Attack Node's Laser Barrage. One use is enough to bring most of your team to critical HP, two uses kills everyone but Cecil. If you follow Fusoya's advice (which is correct in non-DS versions), prepare for pain. Laser Barrage is also used by Deathmasks, which is just as strong, making it all the more aggravating because Deathmasks are regular encounters in Lunar Core ([[BossInMooksClothing thought the boss music playing when fighting them suggests otherwise]]).
* CPU's second attack in all versions of the game is Globe 199/Object 199, which does [[OneHitKO 9999]] damage even with Adamant Armor on. CPU will use it only if you fight boss incorrectly (you kill both nodes), but newer versions of the game add Superboss or more that use this at leisure.

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* In the DS version, CPU Attack Node's Laser Barrage. One use is enough to bring most of your team to critical HP, two uses kills everyone but Cecil. If you follow Fusoya's advice (which is correct in non-DS versions), prepare for pain. Laser Barrage is also used by Deathmasks, which is just as strong, making it all the more aggravating because Deathmasks are regular encounters in Lunar Core ([[BossInMooksClothing thought though the boss music playing when fighting them suggests otherwise]]).
* CPU's second attack in all versions of the game is Globe 199/Object 199, which does [[OneHitKO 9999]] damage even with Adamant Armor on. CPU will use it only if you fight the boss incorrectly (you kill both nodes), but newer versions of the game add Superboss SuperBoss or more that use this at leisure.leisure; The Brachioraidos above is one such example.
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* CPU's second attack in all versions of the game is Globe 199/Object 199, which does [[9999 OneHitKO]] damage even with Adamant Armor on. CPU will use it only if you fight boss incorrectly (you kill both nodes), but newer versions of the game add Superboss or more that use this at leisure.

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* CPU's second attack in all versions of the game is Globe 199/Object 199, which does [[9999 OneHitKO]] [[OneHitKO 9999]] damage even with Adamant Armor on. CPU will use it only if you fight boss incorrectly (you kill both nodes), but newer versions of the game add Superboss or more that use this at leisure.
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* The DS version makes Meteor and Whirl/Maelstrom into these. While in the original game, Zeromus's final phase Meteo did pitiful damage, this version's Meteor does damage comparable to Big Bang. In addition, his end phase now has Whirl/Maelstrom, which [[HPToOne drops all party members' HP to single digits]] unless they used Jump or Hide beforehand. Coupled with Big Bang's Sap effect, Whirl can end the battle instantly, and Meteor comes right after if anyone survives. Maelstrom is also used by other enemies, notabli Barbariccia/Valvalis or Behemoths (as a counter to spells such as Meteor) and is just as lethal.

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* The DS version makes Meteor and Whirl/Maelstrom into these. While in the original game, Zeromus's final phase Meteo did pitiful damage, this version's Meteor does damage comparable to Big Bang. In addition, his end phase now has Whirl/Maelstrom, which [[HPToOne drops all party members' HP to single digits]] unless they used Jump or Hide beforehand. Coupled with Big Bang's Sap effect, Whirl can end the battle instantly, and Meteor comes right after if anyone survives. Maelstrom is also used by other enemies, notabli notably Barbariccia/Valvalis or Behemoths (as a counter to spells such as Meteor) and is just as lethal.

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* The DS version makes Meteor and Whirl into these. While in the original game, Zeromus's final phase Meteo did pitiful damage, this version's Meteor does damage comparable to Big Bang. In addition, his end phase now has Whirl, which [[HPToOne drops all party members' HP to single digits]] unless they used Jump or Hide beforehand. Coupled with Big Bang's Sap effect, Whirl can end the battle instantly, and Meteor comes right after if anyone survives.

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* The DS version makes Meteor and Whirl Whirl/Maelstrom into these. While in the original game, Zeromus's final phase Meteo did pitiful damage, this version's Meteor does damage comparable to Big Bang. In addition, his end phase now has Whirl, Whirl/Maelstrom, which [[HPToOne drops all party members' HP to single digits]] unless they used Jump or Hide beforehand. Coupled with Big Bang's Sap effect, Whirl can end the battle instantly, and Meteor comes right after if anyone survives. Maelstrom is also used by other enemies, notabli Barbariccia/Valvalis or Behemoths (as a counter to spells such as Meteor) and is just as lethal.



* In the DS version, CPU Attack Node's Laser Barrage. One use is enough to bring most of your team to critical HP, two uses kills everyone but Cecil. If you follow Fusoya's advice (which is correct in non-DS versions), prepare for pain.

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* In the DS version, CPU Attack Node's Laser Barrage. One use is enough to bring most of your team to critical HP, two uses kills everyone but Cecil. If you follow Fusoya's advice (which is correct in non-DS versions), prepare for pain. Laser Barrage is also used by Deathmasks, which is just as strong, making it all the more aggravating because Deathmasks are regular encounters in Lunar Core ([[BossInMooksClothing thought the boss music playing when fighting them suggests otherwise]]).
* CPU's second attack in all versions of the game is Globe 199/Object 199, which does [[9999 OneHitKO]] damage even with Adamant Armor on. CPU will use it only if you fight boss incorrectly (you kill both nodes), but newer versions of the game add Superboss or more that use this at leisure.
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* Suzaku from the Hells' Kier Duty, is infamous among Duty Finder groups due to the opening mechanic of her fight; Scarlet Ladies. After barely a minute of being able to DPS her, she will spawn in several Phoenixes that target the DPS and go after them, something not uncommon at a glance. However, if the Phoenixes are not killed quick enough, they explode and do massive AOE damage to the whole raid, one of these is enough to kill all ''but'' the main tank. The issue with killing them though is that as soon as they rush the DPS, Suzaku does a cone AOE right behind her, meaning that the party will have to move to avoid, meaning Caster DPS is locked out of their abilities and thus have to rely on being able to make it safely to the side to avoid them. Worse is that if you do not kill them in the same spot, usually the middle, Suzaku will drop large feathers that do an AOE, and any Phoenix's killed where the feathers fall are revived and the mechanic starts again. This mechanic is often cited as the reason people hate the fight, since this occurs barely even two minutes into the fight, while the rest of the fight is much easier by comparison.

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* Suzaku Suzaku, from the Hells' Kier Duty, is infamous among Duty Finder groups due to the opening mechanic of her fight; Scarlet Ladies. After barely a minute of being able to DPS her, she will spawn in several Phoenixes phoenixes that target the DPS and go after them, something not uncommon at a glance. DPS. However, if the Phoenixes are not killed quick enough, they explode and do massive unavoidable AOE damage to the whole raid, damage, one of these is enough to kill all ''but'' the main tank. tanks if it happens, meaning you have to kill them right away. The issue with killing them though is that as soon as right after they rush the DPS, appear, Suzaku does a cone AOE right behind her, that usually ends up aiming in the direction of the DPS, meaning that the party will have to move to avoid, meaning Caster DPS is locked out of their abilities and thus have to rely on being able to make it safely to the side to avoid them. it, locking down DPS for a moment and giving the party less time to kill the adds. Worse is that if you do not kill them in after the same spot, usually the middle, adds die, Suzaku will drop fills the arena with large feathers that do an AOE, and the party has to kill to create a safe spot, but if any Phoenix's killed where of the feathers fall dead phoenixes are remotely touched by the AOE circle, they are revived with more HP and have to be killed again or else the mechanic starts again. party is going to likely be wiped. This mechanic is often cited as trips up players due to how quickly a single mistake can wipe the reason people hate party, and given it is essentially the fight, since this occurs barely even two minutes into the fight, while the rest of the fight is much easier by comparison.opening mechanic, it makes running it blind extremely difficult.
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* [[DemonicSpiders Trap Doors]]' Ninth Dimension. The first turn, they target someone, the next, they hit him with this ability, which is a OneHitKill. While you can [[AttackReflector Reflect]] the attack to one-shot the door, it is MP-costly (considering the amount of Trap Doors scattered around the dungeon), and depending on Rosa's level, she might not even know Reflect in the first place. The DS version allows you to NoSell it by giving Cecil Draw Attack Augment (which makes Ninth Dimension target only Cecil) and equipping him with Aegis Shield (which makes him immune to death effects), but Aegis Shield can be only found in optional location, Feymarch, and you're unlikely to pull this setup unless you know exactly what is coming. The doors and Ninth Dimension return in the sequel, with the only change being that you use Stop rather than Reflect, which is still costly.

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* [[DemonicSpiders Trap Doors]]' Ninth Dimension. The first turn, they target someone, the next, they hit him with this ability, which is a OneHitKill. While you can [[AttackReflector Reflect]] the attack to one-shot the door, it is MP-costly (considering the amount of Trap Doors scattered around the dungeon), and depending on Rosa's level, she might not even know Reflect in the first place. The DS version allows you to NoSell it by giving Cecil Draw Attack Augment (which makes Ninth Dimension target only Cecil) and equipping him with Aegis Shield (which makes him immune to death effects), but Aegis Shield can be only found bought at that time in optional location, Feymarch, and you're unlikely to pull this setup unless you know exactly what is coming. The doors and Ninth Dimension return in the sequel, with the only change being that you use Stop rather than Reflect, which is still costly.
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* [[DemonicSpiders Trap Doors]]' Ninth Dimension. The first turn, they target someone, the next, they hit him with this ability, which is a OneHitKill. While you can [[AttackReflector Reflect]] the attack to one-shot the door, it is MP-costly (considering the amount of Trap Doors scattered around the dungeon), and depending on Rosa's level, she might not even know Reflect in the first place. The doors and Ninth Dimension return in the sequel, with the only change being that you use Stop rather than Reflect, which is still costly.

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* [[DemonicSpiders Trap Doors]]' Ninth Dimension. The first turn, they target someone, the next, they hit him with this ability, which is a OneHitKill. While you can [[AttackReflector Reflect]] the attack to one-shot the door, it is MP-costly (considering the amount of Trap Doors scattered around the dungeon), and depending on Rosa's level, she might not even know Reflect in the first place. The DS version allows you to NoSell it by giving Cecil Draw Attack Augment (which makes Ninth Dimension target only Cecil) and equipping him with Aegis Shield (which makes him immune to death effects), but Aegis Shield can be only found in optional location, Feymarch, and you're unlikely to pull this setup unless you know exactly what is coming. The doors and Ninth Dimension return in the sequel, with the only change being that you use Stop rather than Reflect, which is still costly.
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While one would expect a long-running RPG series such as Franchise/FinalFantasy to have some powerful enemy attacks, these [[ThatOneAttack take it to another level]].


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While one would expect a long-running RPG series such as Franchise/FinalFantasy ''Franchise/FinalFantasy'' to have some powerful enemy attacks, these [[ThatOneAttack take it to another level]].

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* In the Aglaia raid, the final boss Nald'thal has a mechanic in the add phase that splits the arena in half and requires players to "balance" their weights (including the adds) between each half. While there is a tell indicating if the arena is balanced or not (it's behind Nald'thal), it can be chaotic trying to get the balance on top of it being a complete party wipe if even one person steps out of line. The more aggrevating part of this is it happens well into the fight, so you lose a good 5 minutes or more if the alliance wipes.
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* Evrae's Poison Breath will damage your entire party and leave you with a serious [[ExactlyWhatItSaysOnTheTin poison]] status that will probably kill in a couple of turns. Also, you don't have Yuna in this battle which means you can't use neither your healer or your Aeons to take the damage.

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* Evrae's Poison Breath will damage your entire party and leave you with a serious [[ExactlyWhatItSaysOnTheTin poison]] status that will probably kill in a couple of turns. Also, you don't have Yuna in this battle which means you can't use neither either your healer or your Aeons to take the damage.damage. The only saving grace is that it's telegraphed, allowing you to move the ship you're fighting on out of range if you catch it coming.

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* In Hesperos's Savage exclusive form, Akanthai Act 2 stands out as rivaling Pinax in terms of difficulty. At the start of the move, Hesperos drives two pillars on each cardinal, one [=AoE=] and one tower soak, and players must quickly identify which two cardinals will be safe when the first [=AoEs=] go off. The real issue comes when Hesperos marks players with orbs and tethers them to other players with the same orb. If a tethered pair goes too far from each other, the orbs will activate and unleash either a raidwide, three/four person stacks, or a knockback [=AoE=]. The entire party need to purposely set off the former two orb types carefully as the pillars go off while the knockback players stick together until the orbs disappear, carefully making sure defense down debuffs wear off and the tower soak pillars are taken. If the raidwide or stack orbs are allowed to run out, they automatically activate anyway, and after the move ends, Hesperos lets out an extremely powerful raidwide that will kill anyone with a defense down debuff still active. It's quite telling that most players are able to clear fairly quickly after learning Act 2, which is only the second of six major mechanics in the fight.

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* In Hesperos's Savage exclusive form, Akanthai Act 2 stands out as rivaling Pinax in terms of difficulty. At the start of the move, Hesperos drives two pillars on each cardinal, one [=AoE=] and one tower soak, and players must quickly identify which two cardinals will be safe when the first [=AoEs=] go off. The real issue comes when Hesperos marks players with orbs and tethers them to other players with the same orb. If a tethered pair goes too far from each other, the orbs will activate and unleash either a raidwide, three/four person stacks, or a knockback [=AoE=]. The entire party need needs to purposely set off the former two orb types carefully as the pillars go off while the knockback players stick together until the orbs disappear, carefully making sure defense down debuffs wear off and the tower soak pillars are taken. If the raidwide or stack orbs are allowed to run out, they automatically activate anyway, and after the move ends, Hesperos lets out an extremely powerful raidwide that will kill anyone with a defense down debuff still active. It's quite telling that most players are able to clear fairly quickly after learning Act 2, which is only the second of six major mechanics in the fight.


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* On Savage, Kokytos's Levinstrike Summoning/Scrambling Succession combo is considered an abnormally hard mechanic for a first fight and the first real wall of Anabaseios. Levinstrike Summoning creates four orbs, each numbered with an odd number from one to seven, and marks four players with even numbers from two to eight. Scrambling Succession properly starts the mechanic and makes it so that the four non-numbered players will be marked throughout the execution of Levinstrike one by one for massive [=AoEs=]. The way it works is that Kokytos will start by kicking the orb marked as one, which will explode at the opposite wall and create a tower that must be soaked. As the tower goes off, Kokytos will jump to the player marked as two with a moderately sized [=AoE=] that does less damage the further the player is from Kokytos's starting position, in addition to one of the Scrambling Succession players being hit with their massive [=AoE=]. All three players that take damage here are hit with a debuff that makes any damage taken for the rest of the mechanic fatal, meaning the positioning and order of how everyone resolves their duties has to be done in one of a few specific methods. Once it's finished, Kokytos will cast Two Minds, a simpler which must be resolved quickly and will likely kill one or more players if anyone fell to the preceding chaos.
* The battle against Pandaemonium itself has Harrowing Hell. This mechanic has no fancy bells or whistles; it's just roughly ten rapid hits of raidwide damage which increases every hit, with the last hit knocking players back almost the entire length of the arena. New players are often taken completely off guard by this attack for how unexpectedly powerful it is, and the length of it means debuffs like Reprisal or Feint won't cover the entirety of it. Savage makes it even worse by upping the damage considerably, making the two players closest to Pandaemonium take increased damage, and most notably increasing the knockback distance to ''more'' than the length of the arena - before Harrowing Hell, Pandaemonium unleashes a rapid fire combination of multiple mechanics from the fight that can be used to create a wall. If this is messed up, Harrowing Hell will wipe the party.
* On the Savage version of Pandaemonium, Daemoniac Bonds is a deceptively simple mechanic that is responsible for many wipes. All it does is inflict the party with debuffs that require them to spread apart and either stack with one or three other players, with the order and how many players are in the stacks being randomized. There are three major issues that turn this into a nightmare. For one, Daemoniac Bonds is never standalone - it is always cast before another mechanic (the last of which being the aforementioned Harrowing Hell) and resolved during or after it, meaning you have to determine the order while doing other things. Secondly, each explosion from the debuffs actually checks how many people are hit by them and, if it doesn't match the intended number, everyone hit by that explosion instantly dies. Lastly, dead players are not exempt from exploding - corpses will still explode their debuffs like normal, which means their presence makes it harder for the living players to resolve theirs.
* Pallas Athena, the final boss of Savage Anabaseios, has her first use of Caloric Theory. Four random players are marked with a fire debuff that will explode once or twice and must be stacked with another player, while the remaining four will be marked with a wind debuff that will go off at the same time as the second fire explosions and knock back anyone near them. The catch is that everyone will also be inflicted with Close Caloric, a debuff which increases by simply moving or being hit with a fire explosion. If anyone's Close Caloric hits five, the entire party dies on the spot. The maneuvering for this is extremely precise and requires moving as little as possible, which means panicking or making a mistake will doom the entire pull.

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