Overview

At the start, Decisive Battle assigns every player a Gravity debuff tethering them to one boss (Phobosic, Tritonic, or Nereidic Gravity). Each player can only deal damage to their assigned boss for the remainder of the encounter. The outer death wall activates shortly after.

⚠ Mismatched debuff: If you receive a Gravity debuff for a boss other than the one you were standing near, move to that boss immediately. Tanks with a mismatch: wait until after Slice 'n' Dice before repositioning.
✦ Tanks: Pull your boss into the middle of the arena before Decisive Battle resolves so that the entire raid can cleave all three bosses with AoE attacks.
Elemental Weakness: Lightning (Phobos), Ice (Triton), Fire (Nereid)

Fight Timeline

Decisive Battle (get hit by your boss's AoE)Mechanic
Re-adjust to correct boss if needed
Slice 'n' Dice (conal tankbuster)Tankbuster
Three-Body Problem: Green (Slimes)Mechanic
Primordial Chaos (fire/ice debuff assignment)
Frozen Fallout (slime jump telegraphs)
Slimes jump around the intercardinals
Noxious NovaRaidwide
Vengeful Blizzard III / Vengeful Fire III (jumping cleaves)Mechanic
Bosses re-tether
Delta Attack (triple raidwide)Raidwide
Firestrike (line stack out of arena)Mechanic
Three-Body Problem: Purple (Snowballs)Mechanic
Snowball Flight (line charges)
Chilling Collision (knockback tethers)
To the Winds / Self-destruct (DPS check)Enrage
Vengeful Bio III / Vengeful Fire III (jumping cleaves)Mechanic
Bosses re-tether
Delta Attack (triple raidwide)Raidwide
Slice 'n' Strike (stack out + tankbusters out)Tankbuster
Three-Body Problem: Red (Fireballs)Mechanic
Elemental Impact ×3 (towers + fire cleaves)
Geothermal Rupture (circle AoEs)
Flame Thrower (line stack)
Elemental Impact ×3 (fire cleaves, 2nd set)
To the Winds / Self-destruct (DPS check)Enrage
Vengeful Blizzard III / Vengeful Bio III (jumping cleaves)Mechanic
Six-Handed FistfightMechanic
Collateral Damage (pizza cleaves)
Spread out (single-target AoEs with Magic Vuln)
Collateral Damage (pizza cleaves)
Spread out (single-target AoEs with Magic Vuln)
Fusion Burst, 10s cast  (Resolves @ 7:00)Enrage

Slice 'n' Dice

A conal cleaving tankbuster that requires heavy mitigation.

⚠
Phantom Knight
  • Use Phantom Guard and your 25-second cooldown.
ℹ
All other tanks
  • Use your 40% + 20% + 90-second + 25-second cooldowns.
✦ Phantom Samurai: Shirahadori works as a free invuln for this hit. The timing window is short (4 seconds); be precise.

Three-Body Problem: Phobos (Slimes)

Nereid and Triton transform into slime balls. All players attack Phobos. Gravity debuffs are cleared for this phase.

ℹ Primordial Chaos gives every player either a blue ice or red fire debuff with 1–3 stacks. You must get hit by the opposite colour slime the same number of times as your stack count to cleanse it.
  • Cleansing:
    • Check your debuff colour (blue ice or red fire) and stack count (1–3).
    • Watch the slimes telegraph jump positions (Frozen Fallout); track the opposite-colour slime to step onto its waymarks.
    • Once cleansed, move to a safe spot and take no further hits.
⚠ Wait to accept raises during this mechanic until after the Vengeful Fire / Blizzard III cleaves have resolved.
Slime debuff types
Slime mechanic visualisation

Jumping Cleaves

After every Three-Body Problem phase, the two previously untargetable bosses reappear and jump somewhere in the arena. Each casts a conal cleave in front of itself. The safe area is between the two bosses. Watch where they land and move into the gap.

⚠ If you received a raise before the cleaves happen, wait to accept it. Accepting too early will either kill you or add Thrice-come Ruin stacks.

Delta Attack & Firestrike

Delta Attack is a heavy triple raidwide requiring full mitigation and shields from healers.

Firestrike is a line stack on a random player. Point the stack out of the arena, away from the other groups, to avoid clipping them.

Three-Body Problem: Nereid (Snowballs)

Phobos and Triton become snowballs on the north and south-west of the arena. All players attack Nereid.

ℹ Snowball Flight, line charges: Each snowball performs 3 line charges through the arena (6 total). Every charge must be intercepted by a party with a tank at the front.
  • Charges:
    • First player takes a mini-tankbuster (tanks use 25s cooldown). Intercept 3 charges per snowball (6 total).
    • Hits inflict Physical Vulnerability Up; do not take consecutive hits. Use knockback immunity to stay oriented.
  • Knockbacks:
    • Tethered players get knocked directly opposite their snowball. Half the raid knocks one direction, half the other.
    • Do not use knockback immunity or stand at the edge. Land on the wall, stack up, and burst down the snowball.
✦ Phantom Samurai: Shirahadori can negate a line hit or the stack hit. Using it for the stack is recommended in case you landed too close.
⚠ Wait to accept raises during this mechanic until after the Vengeful Fire / Bio III cleaves have resolved.
Snowball line charges Snowball knockback tethers

Three-Body Problem: Triton (Fireballs)

Phobos and Nereid become targetable fireballs. All players attack Triton.

ℹ Tower spawns: Circular arrow markers appear on the arena floor. Each moves one position counter-clockwise (1/6th of the arena); a tower spawns where the arrow lands, always on a marker line. Fireballs become targetable once towers appear.
  • Positioning:
    • Tanks: Stand in inner half of tower (use 25s cd for hit 1, invuln for hits 2 & 3).
    • DPS: Stack on the line between tower and outer wall.
    • Healers: Stand on sides 90° from DPS to avoid overlapping cleaves.
  • Cleaves:
    • Fireball spits large fire cleaves toward closest healer and DPS (3 hits).
    • After 3rd cleave, stack to bait 4 circle AoEs, rotate clockwise, then position for line stack outside.
    • Sequence repeats for a 2nd set (different tanks take towers).
✦ Phantom Knight: Can take both tower sets by using Pledge for the first set and saving invuln for the second.
ℹ If you miss your assigned fireball, commit to the closest one and resolve from there. Sprint is recommended for getting into position quickly.
⚠ Wait to accept raises during this mechanic until after the Vengeful Blizzard / Bio III cleaves have resolved.
Fireball positions Fireball tower rotation

Soft Enrage: Six-Handed Fistfight

All three bosses merge into a single entity. The inner ring of the arena becomes permanently unsafe.

  • Cleaves:
    • Dodge pizza-slice cleaves (Collateral Damage) in alternating wedges of the star pattern.
    • Reposition towards your boss: A, B, C move clockwise; 1, 2, 3 move counter-clockwise.
    • Spread out within your assigned wedge.
ℹ The image below shows one example spread for a single party. Other parties resolve the same pattern in their respective wedges.
Soft enrage spread example (Party 1)

How Do We Resolve Mechanics?

Markers are placed on the 6 lines of the arena floor. Letter and number groups are differentiated to indicate snowball knockback directions using the 4 and D markers.

  • Assignments:
    • A & 1: Left
    • B & 2: Middle (North)
    • C & 3: Right
  • Line Order:
    • Northern Snowball: A → B → C
    • South-West Snowball: 1 → 2 → 3
  • Knockbacks:
    • A, B, C: Knock towards letters (4 or D marker side).
    • 1, 2, 3: Knock towards numbers (4 or D marker side).
    • Tethered player adjusts to knock away from assigned snowball.
  • Positioning:
    • Fireballs spawn on a marker line and rotate one position counter-clockwise.
    • Letter groups position to the A marker; number groups to the 1 marker, then stay or shift one marker left/right to resolve.
    • DPS on the line toward the wall; Healers on the sides.
    • Tank 1 takes towers first (mitigate hit 1, invuln hits 2–3).
    • Tank 2 takes towers second (mitigate hit 1, invuln hits 2–3).
    • Circle AoEs are baited on the DPS line and moved clockwise around the fireball.
Waymark layout