Wicked Thunder (M4S) Savage Guide: Conquer the Neoteric Witch

Introduction

Wicked Thunder stands as the formidable fourth boss encounter in the Abyssos: Anabaseios (Savage) raid series, also known as M4 Savage or Anabaseios Savage Turn 4. This guide provides a comprehensive walkthrough to help you and your raid team overcome this challenging fight.

Image alt text: Wicked Thunder boss arena in Final Fantasy XIV Savage raid M4, showcasing the grid platform and boss character.

Unlocking M4 Savage

To access the Wicked Thunder encounter in Savage difficulty, you must first complete the Normal difficulty version of the Anabaseios raid series. After clearing the normal mode, speak with Gabbro in Solution Nine (x22.3, y17.1) to unlock the Savage version of the Light-heavyweight raid. The duty requires a minimum item level of 710 to queue via the Duty Finder. However, this item level restriction is bypassed when entering with a pre-formed full party of eight players.

Lore of the Fight

“Your previous encounter with the neoteric witch ended abruptly when the former heavyweight fighter chose to flee─but what if she had stood her ground? Inspired by Gabbro’s words and your own imagination, you revisit the imagined city of her creation. In this new vision, an even greater challenge awaits…”


Image alt text: FFXIV Wicked Thunder transparent render, official artwork of the raid boss in a dynamic pose.

M4 Savage Raid Guide: Wicked Thunder Mechanics and Strategy

The battle against Wicked Thunder unfolds on two distinct platform arenas. The first phase takes place on a floating platform divided into a grid of squares, either 4×4 or 5×5 depending on the mechanic. The second phase transitions players to a smaller platform, a 3×4 grid, where positional play becomes less critical as Wicked Thunder becomes a stationary wall boss.

The enrage timer for Wicked Thunder is set at 13 minutes and 30 seconds. Successfully defeating her before the enrage requires a robust raid DPS output, estimated to be around 141,145 cumulative raid DPS. However, due to phase transitions and downtime, the actual DPS requirement might be slightly higher.

This guide is structured to break down the fight into mechanic sets, allowing for easier learning and reference as you progress through each phase.

Raid Preparation

For optimal coordination, divide your raid into two light parties, each consisting of one tank, one healer, and two DPS. Many mechanics in this fight involve pairings of a support role and a DPS role. Maintaining consistent light party assignments simplifies execution.

While waymarks are not strictly necessary, they can be helpful in Phase 1, especially for learning positioning. If you choose to use them, the following waymark setup can be utilized in the first phase arena.

Image alt text: FFXIV M4 Savage waymark placement guide, showing standard waymark positions A, B, C, and D on a grid arena.

Phase One Main Mechanics

These are the core abilities Wicked Thunder utilizes throughout the first phase of the fight.

  • Wrath of Zeus: A raid-wide magic damage attack dealing approximately 160,000 damage. Requires raid-wide mitigation and healing.
  • Wicked Jolt: A tank buster consisting of two consecutive line AoEs aimed at the main tank. Each hit deals around 460,000 magic damage and applies a magic vulnerability debuff. This is immediately followed by a standard magic auto-attack.
  • Sidewise Spark: Wicked Thunder cleaves one half of the arena with a large AoE. Pay attention to her animation to identify the safe side.
  • Four Star: Targets four random players with unmarked stack markers. The damage, roughly 260,000 magic damage, is split between stacked players and inflicts a magic vulnerability debuff. Best to stack in pairs.
  • Eight Star: Targets all eight players with unmarked AoEs, dealing approximately 130,000 magic damage and applying a magic vulnerability debuff. Requires players to spread out to avoid overlapping damage.
  • Wicked Bolt: A multi-hit stack marker placed on a random healer. Delivers five hits, each dealing around 50,000 magic damage. Requires the raid to stack and heal through.

Phase One: Witch Hunt Mechanic Set

Witch Hunt is a complex mechanic sequence demanding precise execution and coordination from the raid team.

Witch Hunt Mechanics Breakdown

  • Bewitching Flight: Wicked Thunder unleashes lasers from her wings, telegraphed as line AoEs across the arena. These lasers leave behind lightning lines on the ground. These lightning lines subsequently explode in large line AoEs in a sequence. The explosions will either start with the three inner lines or the two outer lines (east and west). Simultaneously, cubes positioned on the east side of the arena also fire line AoEs across the platform.
  • Witch Hunt: Wicked Thunder uses a visual symbol to indicate whether the mechanic will target the four furthest players or the four closest players. Players targeted by Witch Hunt are hit with an AoE dealing roughly 125,000 physical damage and receive a physical vulnerability debuff.
  • Electrifying Witch Hunt: Wicked Thunder targets four players of a specific role (either tanks, healers, melee DPS, or ranged DPS) with Witch Hunt, applying the Forked Thunder debuff. This debuff will detonate, dealing AoE damage around the affected players when it expires.
  • Narrowing or Widening Witch Hunt: Wicked Thunder targets two players with Witch Hunt and then executes a series of four AoEs. These AoEs will alternate between donut AoEs (safe spot close to the boss) and point-blank AoEs (safe spot far from the boss). If the mechanic is “Narrowing Witch Hunt”, it begins with a donut AoE. If it’s “Widening Witch Hunt”, it starts with a point-blank AoE.

Witch Hunt Strategy Guide

The fight initiates with Wrath of Zeus. Ensure proper mitigation is in place to survive this raid-wide damage. Maintain the boss in her initial position as she will soon jump north and cast Bewitching Flight. Pay close attention to both Wicked Thunder’s wings and the cubes on the arena’s sides, as both will emit line AoEs. Wicked Thunder’s wing lasers create lightning lines that will explode, with either the inner or outer lines exploding first, leaving the opposite set initially safe. Identify the safe lines.

Image alt text: FFXIV Bewitching Flight mechanic visualization, showing line AoEs originating from boss wings and side cubes.

Next, Wicked Thunder teleports to the center and casts Electrifying Witch Hunt. Identify the safe spot based on the initial Bewitching Flight explosions. Line up your light parties on either side of the boss in the safe zone, being mindful of the line AoEs from the side cubes (east and west). Position tanks and melee DPS closer to the boss, while healers and ranged DPS stay further out. Four players of a single role will be targeted, take damage, receive a vulnerability debuff, and the Forked Lightning debuff.

Image alt text: FFXIV Electrifying Witch Hunt mechanic, showing role-based targeting and line AoE dodging.

As the remaining lightning lines from Bewitching Flight explode, Wicked Thunder casts Witch Hunt. The role that was not targeted by Electrifying Witch Hunt will be “baiting” this mechanic. The Witch Hunt symbol will indicate whether it targets the closest four players (left mark) or furthest four players (right mark). The baiting role needs to position themselves accordingly – either closest or furthest from the boss, while the other role adjusts their positioning to avoid being targeted.

Image alt text: FFXIV Witch Hunt close and far target markers, illustrating visual cues for mechanic resolution.

For example, if DPS were targeted by Electrifying Witch Hunt first, and Wicked Thunder’s Witch Hunt is targeting the four closest players (left mark), then support roles (tanks and healers) need to be close to the boss, and DPS roles need to be far away on the outside.

Image alt text: FFXIV Electrifying Witch Hunt positioning example, showing role-based distance adjustment for mechanic baiting.

The subsequent mechanic is the second Witch Hunt. Wicked Thunder will cast either Widening Witch Hunt or Narrowing Witch Hunt, again using the close or far bait indicator. In each set of this mechanic, two players are targeted and hit with an AoE, alternating between a donut AoE and a point-blank AoE for a total of four sets. Narrowing Witch Hunt begins with a donut AoE, and Widening Witch Hunt starts with a point-blank AoE.

Image alt text: FFXIV Narrowing and Widening Witch Hunt mechanic, showing donut and point-blank AoE patterns.

Begin by having all players position themselves at modified clock positions. Assign tanks and melee DPS to cardinal directions, and ranged DPS and healers to intercardinal directions. Tanks and healers will bait the first two sets, and melee and ranged DPS will bait the last two sets. The baiting distance (close or far) also alternates: tanks and melee DPS bait close, and ranged DPS and healers bait far.

Image alt text: FFXIV Narrowing and Widening Witch Hunt static positions diagram, illustrating safe spot locations based on mechanic type.

For each set, the six players who are not targeted should stand in the opposite position (close if far bait, far if close bait) to avoid accidentally triggering the AoEs. This creates static safe spots depending on whether it’s Widening or Narrowing Witch Hunt. Refer to diagrams and visual aids for quick reference on positioning.

Heal up after the Witch Hunt sequence to prepare for the next Wrath of Zeus and the upcoming Electrope Edge mechanic set.

Phase One: Electrope Edge Mechanic Set

Electrope Edge introduces a mechanic that requires players to count electricity beams and react to arena mechanics simultaneously.

Electrope Edge Mechanics Breakdown

  • Electrope Edge 1: The arena transforms into a 4×4 grid of squares, mirroring the current platform. Four Electromines spawn at the corners of the arena. Each hit from Witchgleam will increase the explosion size of the Electromines later.
  • Witchgleam 1: Wicked Thunder targets all four Electromines with line AoEs. These deal light magic damage.
  • Electrope Edge 2: The arena shifts to a 5×5 grid of squares. All players are inflicted with the Electrical Condenser debuff. Within each role (tank, healer, DPS), two players receive long duration debuffs, and the other two receive short duration debuffs. Each Witchgleam hit increases the explosion size when a player’s debuff expires.
  • Witchgleam 2: This time, Witchgleam targets players directly instead of the Electromines.

Electrope Edge Strategy Guide

Wicked Thunder teleports to the center of the arena and casts Electrope Edge. This spawns four Electromines at the arena corners. She will then cast Witchgleam, hitting these Electromines with line AoEs. Stand on cardinal directions to avoid these initial line AoEs. Identify the two Electromines that are hit by only one Witchgleam beam. These are important for later.

Image alt text: FFXIV Electrope Edge 1 mechanic, showing Electromine spawns and spread positions for Four Star.

Image alt text: FFXIV Electrope Edge 1 mechanic, showing stack positions for Eight Star within a safe quadrant.

Wicked Thunder then casts Sidewise Spark. Determine the quadrant that contains an Electromine hit only once by Witchgleam and is also safe from the half-room cleave of Sidewise Spark. Within this safe quadrant, observe Wicked Thunder’s animation. If she has four orbs rotating around her, she will cast Four Star. If she has eight orbs, it’s Eight Star. For Four Star, stack with your role partner within the safe quadrant, avoiding the square occupied by the Electromine. For Eight Star, spread out within the safe quadrant. Designate Group 1 to go left and Group 2 to go right within the quadrant, facing the boss.

Wicked Jolt immediately follows Four Star or Eight Star. Tanks can use invulnerability cooldowns (invulns) for this tank buster. Remember there is a magic auto-attack immediately after Wicked Jolt while the tank still has the magic vulnerability debuff. Either use the invuln late in the cast bar or perform a tank swap after Wicked Jolt.

Spread out to standard clock positions for the second cast of Electrope Edge. Wicked Thunder will cast Witchgleam 2, targeting all players multiple times. Track how many times you are hit by Witchgleam. Players with long duration Electrical Condenser debuffs will be hit either one or two times. Players with short duration debuffs will be hit either two or three times. For long debuff players, consider mentally adding 1 to your hit count for consistency with short debuff players, as they will receive an additional hit count increase later.

Image alt text: FFXIV Electrope Edge 2 debuff assignment and initial safe spot visualization.

AoEs will cover the arena, and Wicked Thunder starts casting Lightning Cage. Orient yourself according to the provided diagrams. There will be a single safe square at the very north. All players with long duration Electrical Condenser debuffs should move to this north safe square. Short debuff players will soon explode in their respective squares and surrounding squares, based on their Witchgleam hit count. Supports go left (west) relative to the north safe square, and DPS go right (east). Players hit three times by Witchgleam move furthest south in their designated left or right side. Proper positioning ensures no players are hit by overlapping explosions.

Image alt text: FFXIV Electrope Edge 2 Lightning Cage explosion pattern based on debuff duration and Witchgleam hits.

Next, Wicked Thunder casts Sidewise Spark and either Four Star or Eight Star again. This time, the targeting for Eight Star is different: she will target four players with the same debuff duration (either all long debuff players or all short debuff players). Therefore, for stacking, you need to pair one short debuff player with one long debuff player. Stack based on your Witchgleam hit count – supports in front of the boss, and DPS behind. For spreads, have melee DPS and tanks close to the boss, and ranged DPS and healers further away. The provided diagram illustrates an example setup; ranged players can position anywhere on their safe side as long as they avoid clipping others.

Image alt text: FFXIV Electrope Edge 2 stack and spread positions during Sidewise Spark and Eight Star.

Getting hit by Four Star or Eight Star will add one more hit count to your Electrical Condenser debuff. Long debuff players initially hit once by Witchgleam become “2-hit” players, and those hit twice become “3-hit” players. Another set of Lightning Cage AoEs will spawn. Again, orient yourselves relative to the north safe square. This time, players with no Electrical Condenser debuff (debuff expired) will go to the north safe square. Players with expiring debuffs move to their designated squares, adding one more to their mental hit count.

Return to the center and mitigate Wicked Bolt, stacking to ensure all players receive healing. Drag the boss slightly north as she will jump north for the next mechanic set.

Phase One: Ion Cluster Mechanic Set

Ion Cluster demands players read debuffs and move to static, pre-determined positions to resolve the mechanics.

Ion Cluster Mechanics Breakdown

  • Ion Cluster: All players are inflicted with three stacks of either Positron or Negatron debuff. To remove stacks, players need to be hit by the charge of the opposite color.
  • Stampeding Thunder: Wicked Thunder targets three columns of the arena with massive damage, eventually destroying the platform section.
  • Electron Stream: Wicked Thunder raises her double-sided cannon. One side is charged Negative (blue), and the other Positive (orange). This attack hits the closest player for 250,000 magic damage and players behind them for 150,000 magic damage, if they have the correct opposite debuff. This attack also applies new debuffs to all players.
    • One player on each side of the cannon receives either Remote Current or Proximate Current. These debuffs trigger conal AoEs targeting either the furthest (Remote) or closest (Proximate) player.
    • One player on each side receives Collider Conductor. These players must be hit by the Electron Stream current to remove the debuff and survive; otherwise, it results in instant death.
    • Two players on each side receive either Spinning Conductor or Roundhouse Conductor. These debuffs indicate a small AoE or a large donut AoE, respectively.

Ion Cluster Strategy Guide

Wicked Thunder casts Ion Cluster, assigning either Positron or Negatron debuffs to all players (one tank, one healer, and two DPS receive each debuff type). She then charges her cannon with Stampeding Thunder. Quickly identify which side the cannon is aimed towards. All players need to immediately run to the opposite side of the arena to avoid the devastating column AoEs. Sprint and move quickly, as three or more hits will likely be fatal for non-tanks.

Wicked Thunder jumps to the remaining safe column and begins casting Electron Stream. The cannon sides will be charged with opposite colors (blue and orange). Players must move to the side of the arena corresponding to the opposite color of their Ion Cluster debuff (Positron players to blue/Negative side, Negatron players to orange/Positive side). Tanks should position themselves closer to the boss than other party members and use mitigation. While the debuff names for this sequence might seem complex, the solution is quite static and straightforward once understood.

Image alt text: FFXIV Ion Cluster mechanic positioning diagram, showing static positions for debuff resolution.

Players with Roundhouse Conductor or Spinning Conductor debuffs move to the inside edge of the boss’s hitbox on their assigned side. DPS roles go towards the outer edge of the arena column, while support roles go towards what was previously the inner edge (closer to the boss). Convenient dots are marked on the arena floor to indicate ideal standing positions. This positioning solves both the spread and donut/point-blank AoE mechanics simultaneously.

Players with Remote Current or Proximate Current debuffs move back to the center of the arena column, positioning themselves on the central dot marker. The player with the Collider Conductor debuff stands directly behind them, relative to the boss. Executed correctly, the Electron Stream conal AoEs will always hit the intended target: the Collider Conductor player on the same side (for Proximate Current) or the Collider Conductor player on the opposite side (for Remote Current).

This entire mechanic sequence repeats three times, each iteration dealing significant damage. Be prepared to swap sides depending on the cannon’s orientation. After the third sequence, Wicked Thunder will cast Wicked Jolt and then jump to the center of the arena, initiating the phase transition.

Phase One: Electrope Transplant (Transition)

Wicked Thunder unleashes her full power, undergoing Electrope Transplant to manifest a new feral soul. This phase is a full uptime DPS phase until her transformation is complete.

Electrope Transplant Mechanics Breakdown

  • Lightning Field: Consecutive conal AoEs that alternate their safe spots. Each conal AoE hits the safe spot from the previous conal AoE.
  • Conduction Point: A large AoE on all four players of a single role, dealing approximately 90,000 magic damage and inflicting a magic vulnerability debuff.
  • Forked Fissures: A wide line AoE targeting the role that was hit by Conduction Point. This line AoE must be intercepted (blocked) by players without a vulnerability debuff. Blocking players take roughly 130,000 magic damage, and players standing behind them take 25,000 magic damage. Blocking players also receive a magic vulnerability debuff.
  • Soulshock: Deals approximately 140,000 magic damage raid-wide.
  • Impact: Deals approximately 40,000 physical damage raid-wide. Occurs twice.
  • Cannonbolt: Deals approximately 150,000 magic damage raid-wide and knocks players back from the platform.

Electrope Transplant Strategy Guide

This transition phase is mechanically simpler and serves as a brief respite before Phase 2. All players should position themselves relative to the boss and their role partner. Melee DPS and healers in the back, tanks and ranged DPS in the front. Start between your assigned color markers and rotate to the intercardinal direction with each Lightning Field conal AoE. After the third conal AoE, ranged DPS and healers should move further out, while melee DPS and tanks remain closer to the boss’s hitbox ring. One role will be targeted by Conduction Point. While continuing to rotate, players in the other role need to stand in front of the Conduction Point targeted players (relative to the boss) to block Forked Fissures. All players will need to rotate again after blocking/being hit by Forked Fissures.

Image alt text: FFXIV Electrope Transplant mechanic rotation diagram for Lightning Field and Forked Fissures.

After the rotations, move back in for healing and mitigation. The mechanic sequence will repeat once more, so start rotating again and check after the third Lightning Field who is targeted by Conduction Point. After the second set of rotations, all players need to move to true south and position themselves at the C waymark or further (max melee range or further). The boss will begin a sequence of hard-hitting attacks starting with Soulshock, requiring significant mitigation. After two Impact attacks, she will cast Cannonbolt, knocking all players away from her current position. Cannonbolt deals proximity-based damage from the center. Players standing at or close to the south edge of the platform will be knocked back onto the second platform arena. After a brief delay, Wicked Thunder becomes targetable again, and Phase Two commences.

Phase Two: Introduction

In Phase Two, Wicked Thunder transforms into a stationary wall boss. Positional requirements become less stringent. The arena changes to a 4×3 grid, and Wicked Thunder remains fixed to the north side.

Phase Two Intro Mechanics

Wicked Thunder introduces new generic mechanics that are used throughout the rest of Phase Two.

  • Cross Tail Switch: A devastating nine-hit magic damage raid buster. Each hit deals approximately 120,000 unmitigated damage. Requires heavy raid-wide mitigation and healing, or tank Limit Break 3 (LB3) can be used.
  • Sabertail: Exaflare-like circular AoEs that spawn on the arena floor and move across the grid. Dodge these moving AoEs.
  • Wicked Blaze: Three large AoE hits, each dealing approximately 120,000 magic damage. Inflicts a short magic vulnerability debuff. Targeted on both healers, damage is shared between stacked players.
  • Wicked Special: Wicked Thunder telegraphs two variations: holding a sword in the center or raising her tails on the sides. Sword means a line AoE across the middle two columns. Tails means cleaves to the outer two columns, leaving the center two columns safe.
  • Mustard Bomb: Two tethers appear from Wicked Thunder. These must be taken by tanks. Each tether inflicts an AoE around the tank dealing approximately 460,000 magic damage and applies a debuff that deals fire damage in an AoE when it expires. This debuff can be passed to other players. Additionally, four other players are hit with individual AoEs dealing approximately 140,000 magic damage and inflicting a fire vulnerability debuff.
  • Aetherical Conversion: Wicked Thunder’s left and right tails glow in sequence. They will charge with either red fire or blue ice. This sequence will be used for the subsequent Tail Thrust mechanic. Remember the tail glow order and colors.
  • Tail Thrust: Wicked Thunder slams her tails onto the arena at the red dot markers (east and west) in the order they glowed during Aetherical Conversion. Red fire tail thrusts create large AoEs. Blue ice tail thrusts inflict knockback and magic damage.

Phase Two Intro Strategy Guide

Phase Two begins with Cross Tail Switch. This is a massive nine-hit raid buster. Utilize full raid mitigation and healing, or deploy tank LB3 with additional mitigation and healing to survive. Immediately after, Wicked Thunder spawns Sabertail markers and casts Wicked Blaze. Light parties should split and move to opposite sides of the arena. Follow your healers for the initial stack position as they will have the stack marker for Wicked Blaze.

Observe the Sabertail AoE pattern on the opposite side of the arena. In the first three rows of moving AoEs, identify the row where one AoE is pointed outwards and two are pointed inwards. Both light parties need to move to this specific row after the middle row AoEs start moving to avoid being hit by the moving Sabertail AoEs. Immediately after dodging Sabertail and Wicked Blaze, watch Wicked Thunder carefully to dodge Wicked Special.

Next, tanks move to the north to prepare for Mustard Bomb. The rest of the party spreads out across the back rows of the arena. Melee DPS and healers in the second row, ranged DPS in the third row. Tanks take the Mustard Bomb tethers, mitigate the damage, and spread slightly apart. Four players will be targeted with individual AoEs, these players now have a fire vulnerability debuff and cannot take the tank debuff. The two players who were not hit by the individual AoEs will take the debuff from the tanks. One player takes each debuff by standing directly on top of each tank after the initial explosion. These debuff carriers then spread out to where the tanks were originally positioned to take the ticking damage away from the tanks and the rest of the raid.

Image alt text: FFXIV Aetherial Conversion tail glow visualization, showing red and blue tail charge examples.

Finally, Aetherical Conversion will charge up Wicked Thunder’s tails in a sequence. Identify which tail starts glowing first and the color (red or blue). For Tail Thrust: if the first tail is red fire, move to the very north edge of the arena to dodge the first tail explosion, then immediately move into the area where the first tail slammed to dodge the second tail. If the first tail is blue ice, stand on the inside edge of the red dot marker on the arena floor to get knocked back away from the first tail. Do the same for the second tail thrust.

Phase Two: Twilight and Midnight Sabbath Mechanic Set

In the first Sabbath phase, Wicked Thunder uses clones to indicate safe zones for incoming mechanics.

Twilight and Midnight Sabbath Mechanics Breakdown

  • Azure Thunder: Deals approximately 160,000 magic damage raid-wide and transforms the arena into a circular platform with a death wall around the outer edge.
  • Twilight Sabbath: Summons four clones at cardinal directions. Two clones spawn at a time, always adjacent to each other. These clones will cast Sidewise Spark.
  • Wicked Fire: Large ground AoEs appear under all players. Move out of these quickly.
  • Midnight Sabbath: Summons eight clones at cardinal and intercardinal directions. Four clones spawn at a time, always at either cardinal or intercardinal positions. Winged clones cast donut AoEs. Cannon clones cast line AoEs across the arena.
  • Concentrated Burst: Wicked Thunder casts an AoE on all four players of a single role, dealing approximately 200,000 magic damage split between stacked players and inflicting a magic vulnerability debuff. Followed by an AoE on all eight players dealing approximately 110,000 magic damage and inflicting a magic vulnerability debuff. Stack first, then spread.
  • Scattered Burst: Same mechanics as Concentrated Burst, but the spread happens first, and the stack is second. Spread first, then stack.
  • Wicked Thunder: Deals approximately 120,000 magic damage raid-wide.

Twilight and Midnight Sabbath Strategy Guide

Return to the center of the arena and mitigate Azure Thunder, ideally using targeted mitigation cooldowns. The arena will become circular with a lethal outer edge. Wicked Thunder begins casting Twilight Sabbath. All players stack in the very center of the circular arena. Two clones will spawn slightly faster than the others; these are the clones casting Sidewise Spark. Identify the safe quadrant indicated by the Sidewise Spark clones. When the Wicked Fire ground AoEs appear under all players, quickly move to the identified safe quadrant to avoid the ground AoEs and the Sidewise Spark cleaves.

Image alt text: FFXIV Twilight Sabbath mechanic, showing initial clone spawn and center stack position.

Image alt text: FFXIV Twilight Sabbath safe quadrant identification based on Sidewise Spark clones.

Immediately after, the other two clones will indicate their safe quadrant. Move to that quadrant as well to avoid the second set of Sidewise Spark cleaves. While resolving Twilight Sabbath, also watch Wicked Thunder to dodge Wicked Special. Use the lines on the arena floor as visual cues to identify whether the outer two columns or the inner two columns are safe.

Image alt text: FFXIV Twilight Sabbath final safe quadrant position and Wicked Special dodge preparation.

Begin preparing for Midnight Sabbath by moving to your assigned quadrants. Assign tanks and melee DPS to the north quadrants for uptime, and healers and ranged DPS to the south quadrants. Wicked Thunder will cast either Scattered Burst or Concentrated Burst. Observe the first set of four clones that spawn. Determine if they are winged clones or cannon clones. If they are winged clones, move under that clone in your quadrant and either spread or stack, depending on whether it’s Scattered Burst (spread first) or Concentrated Burst (stack first). If they are cannon clones, move to the other clone in your quadrant and spread or stack based on the burst mechanic type.

Image alt text: FFXIV Midnight Sabbath clone types (winged and cannon) and quadrant assignments.

Image alt text: FFXIV Midnight Sabbath movement examples based on clone types and Burst mechanic.

The easiest way to remember the movement for Midnight Sabbath is to focus on the second set of clones that spawn. If the second set of clones are the same type (both winged or both cannon), players will always rotate quadrants. If the second set of clones are different types (one winged and one cannon), players will stay in the same quadrant. Then, execute the opposite of the first burst mechanic type: if the first was spread (Scattered Burst), then stack for the second part; if the first was stack (Concentrated Burst), then spread for the second part. Refer to visual diagrams for potential movement patterns. Immediately after the second set of burst AoEs, Wicked Thunder will cast Wicked Special, so quickly dodge to the sides or the center as needed. This is followed by a raid-wide Wicked Thunder attack. Heal up and prepare for the next phase as the arena reverts to its normal grid layout.

Phase Two: Chain Lightning Mechanic Set

Chain Lightning is a mechanic set that tests the raid’s memorization skills.

Chain Lightning Mechanics Breakdown

  • Flame Slash: Wicked Thunder slashes the middle two columns of the arena with a flaming sword, temporarily destroying them.
  • Raining Swords: Four towers appear in each row on the outer columns of the arena. These towers leave behind lightning rods after they resolve.
  • Chain Lightning: Wicked Thunder will chain lightning to each side’s lightning rods in succession. In each lightning chain set, one lightning rod per side will not be struck by lightning. This unstruck rod is the safe spot for that chain set. The lightning arrows pointing to a rod indicate it is being struck.

Chain Lightning Strategy Guide

Phase Two Chain Lightning begins with Aetherical Conversion. Remember the tail glow sequence for later use. Split into light parties, east and west, for Flame Slash. Soak the Raining Swords towers in a Tank-Melee-Healer-Ranged (TMHR) configuration from north to south within each light party. After tower resolution, lightning rods will appear. Players must remember the order in which lightning strikes the rods on each side. In each lightning chain set, one rod on each side will remain unstruck – these are the safe spots. Move to the unstruck rod (safe spot) for each of the four lightning chain sets.

To simplify memorization, it is helpful to assign one player to note down the safe rod in each set (from north to south, numbering 1-4) for both the east and west sides. As each safe spot is used only once, by the third lightning strike set, all four safe spots will be known. You can then pre-position at the first safe spot while the designated player continues to record the remaining safe spots. Continue moving from safe spot to safe spot in the remembered sequence. Note that the main tank will take heavy auto-attack damage throughout this mechanic.

After the fourth lightning chain set, the arena columns will be restored. Wicked Thunder will then cast Tail Thrust. Execute the Tail Thrust dodge or knockback based on the Aetherical Conversion sequence memorized earlier. This is followed by Mustard Bomb, handled exactly as the first instance in Phase Two.

Phase Two: Sunrise Sabbath Mechanic Set

Sunrise Sabbath is the final mechanic phase of the fight. It is quite challenging and uses static positions with a priority system for mechanic resolution.

Sunrise Sabbath Mechanics Breakdown

  • Ion Cluster: Four players receive long duration Negatron or Positron debuffs, and four players receive short duration debuffs. These debuffs are split evenly: two supports and two DPS of each debuff type. Within each role (support/DPS), players will always have opposite debuff polarities (one Positron, one Negatron).
  • Sunrise Sabbath: Spawns four clones at intercardinal directions and two clones at opposite cardinal directions. The intercardinal clones have cannons that will glow orange (positive charge) or blue (negative charge). These cannon clones aim towards the closest player with a wide line AoE.
  • Soaring Soulpress: The two cardinal clones will look either towards each other or diagonally outwards. The direction they face indicates the location of a two-person tower that spawns just before it resolves. Players need to pre-position to soak these towers.
  • Sword Quiver: Wicked Thunder slashes the ground repeatedly, dealing four hits of approximately 40,000 physical damage each. These slashes create line AoEs. Typically, the first three slashes will create a center line AoE and two X-shaped AoEs. The fourth and final slash is often a horizontal line AoE covering one of the three rows on the arena grid.
  • Laceration: Targets four players of a single role with a conal stack AoE originating from the center of the arena. Deals approximately 250,000 physical damage split between stacked players and inflicts a physical vulnerability debuff.

Sunrise Sabbath Strategy Guide

The final mechanic phase, Sunrise Sabbath, also begins with Aetherical Conversion. Remember the tail glow sequence for the upcoming Tail Thrust. Stack in the middle to mitigate Azure Thunder, again using targeted mitigation cooldowns. The arena becomes circular again. Wicked Thunder casts Ion Cluster, assigning Positron or Negatron debuffs of two different durations to all players. Note your debuff duration (long or short) and color (Positron or Negatron). Wicked Thunder then casts Sunrise Sabbath, spawning clones at intercardinal and cardinal positions.

Players with short duration Ion Cluster debuffs will bait the cannon AoEs first. Players with long duration debuffs will soak the towers. To determine which cannon to bait: support roles look towards the northwest (NW) intercardinal clone and rotate counter-clockwise (CCW) to bait the first cannon clone that has the opposite charge of their debuff color (Positron players bait negative/blue cannons, Negatron players bait positive/orange cannons). DPS roles look towards the north (N) cardinal clone and rotate clockwise (CW) to bait the first cannon clone with the opposite charge color. This ensures all four cannons are baited correctly. Tower soaking is functionally similar: DPS roles always take the north or east cardinal tower, and support roles always take the south or west cardinal tower.

Image alt text: FFXIV Sunrise Sabbath clone and tower positions, showing cannon baiting and tower soak assignments.

Cannon AoEs must be baited away from the tower soaking players. The cannons will lock onto the closest player and fire a wide line AoE towards them. A recommended strategy is for the baiting player to stand directly underneath the cannon clone and point the cannon AoE towards the cardinal direction where the towers are not located. However, note that the clones spawn on the outer edge of the circular arena, so the cannon’s initial position is also on the outer edge. If a baiting player stands too close to the cannon clone, it might fire the AoE towards the opposite intercardinal direction and potentially hit other players.

After the first set of cannon baits and tower soaks, Wicked Thunder casts Wicked Special, so dodge in or out as telegraphed. Another set of clones will spawn. Execute this second set of Sunrise Sabbath mechanics exactly as the first. Players who had long debuffs initially will bait cannons, and players who had short debuffs initially will soak towers. The arena then returns to its normal grid layout as Wicked Thunder begins casting Tail Thrust. Execute the dodge or knockback based on the Aetherical Conversion sequence from the start of this phase.

Image alt text: FFXIV Sword Quiver initial slash pattern visualization, showing center and X-shaped AoE indicators.

The final mechanic sequence of the fight is Sword Quiver. Wicked Thunder slashes the ground repeatedly, creating a center line AoE and two X-shaped AoEs with the first three slashes. The fourth and final slash is a horizontal line AoE that covers one of the three rows. Players need to stack with their role partner for Laceration. Tanks and melee DPS should position in the first two rows (closest to the boss), and healers and ranged DPS in the last two rows (furthest from the boss), split into light party sides (left and right).

Image alt text: FFXIV Sword Quiver final horizontal slash example, showing row-based safe spot adjustment.

A simple rule of thumb is to always move to these pre-determined row positions for Laceration unless the final Sword Quiver slash hits your assigned row. The first row is for tanks and melee DPS, and the third row is for ranged DPS and healers. If the final slash does hit your assigned row, move to the second row to avoid it. Wicked Thunder will cast Sword Quiver and Laceration three times in total. The slash pattern may change or remain the same each time, so remain vigilant. After each dodge and stack sequence, return to the center for healing and mitigation. Keep up the DPS and defeat Wicked Thunder before the enrage timer!

Party Finder Strategies for M4 Savage

Depending on your data center and the prevailing strategies, Party Finder (PF) groups may employ slightly different approaches for certain mechanics. Be aware of these potential variations:

  1. Electrope Edge 2 Four Star Stacking: For the second Electrope Edge mechanic, some PF groups may opt to stack players within the same role who were hit either twice or thrice by Witchgleam, considering the additional hit from the Four Star stack marker itself. Confirm with your party beforehand how they intend to handle stacking during this mechanic.
  2. Ion Cluster 1 Static Spots: For the first Ion Cluster mechanic, some PF groups use completely static positions, assigning support roles to the inside edge of the arena column and DPS roles to the outside edge. Other groups have supports go to the left side (facing the boss) and DPS to the right side. Clarify the positioning strategy with your party before the pull.
  3. Mustard Bomb Debuff Handling: For Mustard Bomb, strategies vary. Some groups have players who were not initially hit by the individual player AoEs pick up the tank tethers and replace the tanks, while others have tanks designate a player to pass the debuff to and then return to their original positions. The latter strategy requires all players to be spread out in the first two rows to ensure tanks have clear pathing for debuff passing. Discuss the preferred method with your party.
  4. Midnight Sabbath Partner Rotations: For Midnight Sabbath, check the rotation priority your party is using. Some data centers prefer the north quadrant group to rotate counter-clockwise (CCW), while others prefer clockwise (CW). This rotation direction affects the safe spots for each partner group. Ensure everyone is on the same page regarding rotation direction.
  5. Sunrise Sabbath Cannon Baiting: Multiple strategies exist for baiting the cannons in Sunrise Sabbath. This guide recommends a close-baiting method (standing underneath the cannon clone). However, some strategies involve baiting players standing on the closest waymark relative to the cardinal direction where towers are not spawning, directing the cannon AoE across a larger portion of the room. Confirm the cannon baiting strategy with your party beforehand.

M4 Savage Loot Rewards

Upon defeating Wicked Thunder, a treasure coffer will appear, containing a Dark Horse Champion’s Weapon Coffer and a random Dark Horse Champion weapon. Opening the weapon coffer grants an item level 735 Dark Horse weapon for the player’s current job. The amount of loot depends on the number of players in the party who have already cleared M4 Savage during the weekly lockout.

  • No prior clears (0 clears): Both the weapon coffer and a random weapon will drop, along with a Monowheel S1 Identification Key mount, Black Kitten minion, and A Risky Bet Orchestrion Roll.
  • One to four prior clears (1-4 clears): Either the random weapon or the mount/minion/orchestrion roll will appear.
  • Five or more prior clears (5+ clears): No treasure coffer will appear.

Players who clear M4 Savage for the first time each week will also receive an AAC Illustrated: LHW Edition IV token. Eight of these tokens can be exchanged for a Dark Horse Champion weapon of your choice at an Arcadion gear vendor in Labyrinthos. These tokens can also be converted at a 1:1 rate for any other AAC Illustrated token from the Anabaseios raid tier.

Changelog

  • August 5th, 2024: Added information on possible Party Finder strategies and expanded explanations for mechanics.
  • August 2nd, 2024: Initial guide creation.

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