T13 (Bahamut Prime)
Note
This guide is written assuming you have all Blue Mage spells, appropriate gear, and know how to play your chosen role.
Restored to his senses in defeat, Louisoix uses his final moments to send your party to the main bridge of the final internment hulk, there to banish Bahamut once and for all. Yet though the end of your arduous journey is in sight, doubt not but that the cornered primal will lash out with his unbridled rage. If you are to overcome this terrible foe, you and yours must be of one purpose. Join now your hearts and minds, and sally forth to bring the Seventh Umbral Era to its true conclusion─for the future of Eorzea!
Overview
This is the third fight in the Morbol raid series and can either be one of the easiest or hardest fights for your group depending on your strengths and weaknesses. This fight is largely dependent on how good your tanks and healers are, as the DPS check is functionally nonexistent but there is quite a bit of raid and tank damage.
Video Guide
Party Setup
For this fight I would recommend having the standard one tank mimic, two healer mimics, and five DPS mimics. Due to how much damage there is throughout the fight I would not recommend solo healing unless the healer is extremely confident.
Utility Spells
-
Missile
-
Diamondback
-
Mighty Guard
-
Blood Drain is not strictly required, but is helpful for recovering from a death or if the final phase goes on for a long time
-
White Wind to help with healing on Earthshakers if the healers are struggling
Phase 1: Bahamut (Megaflare, Flatten, Earth Shaker)
I recommend pulling Bahamut to the far south of the arena, as it will make some future mechanics simpler. Bahamut’s first phase lasts until 76% HP and will follow this mechanic loop:
- Megaflare → Flare Breath
- Flatten → Flare Breath (x3)
- Earth Shaker → Flare Breath
Bahamut will open up with Megaflare. Megaflare will hit random players with
AOEs, put large circles on the ground that deal damage after a few seconds, and
handle Megaflare, assign spread spots around the boss for the party to move mark
2-4 players for shared stack damage, indicated by diamonds overhead. To to
before the cast actually finishes. After the initial Megaflare damages goes out,
anyone with a diamond marker needs to stack behind Bahamut to share the damage.
Anyone without the diamonds will die, so only those players should stack. The
snapshot for this is extremely early so you need to be quick about it. Megaflare
is a ton of damage so mitigating with
Addle,
Magic Hammer, and
Bad Breath can make things a lot easier.
Immediately after the stack hit Bahamut will use Flare Breath, a conal
tankbuster. If the tank was targeted by the stack damage they need to quickly
spin Bahamut back around to face away from the party. This is quite difficult to
heal, so extra
White Wind usage from the party and mitigation from
the tank can be helpful.
Bahamut’s Flatten and Flare Breath combo is easy to handle. These are just
tankbuster hits, so the tank can use
Diamondback during the
Flatten cast bar to mitigate all of the hits.
Earth Shaker is the most difficult mechanic in the whole fight, and you’ll
probably skip it entirely.. but it does come up in the final phase, so it can be
good to practice it here, anyway! Earth Shaker targets two players and hits them
with three cone AOEs that leave behind puddles that apply Heavy and deal damage.
To handle this, the two targeted players should split up on Bahamut’s left and
right side and put up
Mighty Guard. Each time they are hit they
need to take a step away from Bahamut along the arena’s perimeter. They need to
be careful to not hit the party with the cones and not step in the puddles. This
is a ton of damage so healers will really need t ofocus on these players. If
the healers are targeted, they can slidecast and heal themselves, but it is
easier to have some DPS help heal with
White Wind. To make matters
worse, Bahamut will also use a Flare Breath on the tank in the middle of this. I
recommend the tank just use
Diamondback to make things easier on
the healers.
Earth Shaker can also be handled easily with
Avail. If a person
being targeted by an Earth Shaker uses
Avail on someone, their
target will take the damage and no puddle will drop. Doing it this way will
require coordinating who gets targeted so there isn’t too much surprise damage
and so both targets don’t try to use it on the same person. This can be
extremely helpful, but it cannot be relied on 100% of the time since the
cooldown of
Avail is longer than the time between Earth Shaker
casts.
This loop will repeat until Bahamut gets to 76%. Once he is at 76%, he will
finish whatever mechanic is currently ongoing and cast Gigaflare. Gigaflare
is a real cheek-clapper of an AOE and requires several mitigations to survive.
The easiest way to handle this is by toggling
Mighty Guard on
before the cast finishes and then off once the cast does finish.
Warning
If your DPS is too high, which is very easy to accomplish, you will push Bahamut
to 76% while players are still in Waning Nocturne. This means they will not be
able to turn on
Mighty Guard! The easiest way to handle this is to
stagger your Moon Flute Openers, so a few DPS do it at the beginning of the
fight and the others do it after the phase transition. You can also mitigate
Gigaflare with
Addle,
Magic Hammer,
Bad Breath, and
Gobskin.
Phase 2: Bahamut (Flare Stare, Flatten, Megaflare, Bahamut’s Rage)
Bahamut’s second phase lasts until 52% HP and will follow this mechanic loop:
- Shadow of Meracydia
- Flare Star
- Flare Star
- Flatten
- Flare Star
- Megaflare
- Bahamut’s Rage
Bahamut will start the phase by spawning a Shadow of Meracydia add at the
north side of the arena. These adds hit like a truck and will likely one-shot
whoever they target. Everyone should immediately cast
Missile on
it to kill it. It can be helpful to assign 2 people to bring
Level 5 Death and use it on the first two add spawns to make
things faster and safer. Depending on your DPS you may only see one add. If you
do see a second one laters, it will spawn in the southwest of the arena.
Flare Star is pretty straightforward. There are three waves of orbs that spawn. The number of orbs in each wave is random, but the total number of orbs spawned is always 7. Getting hit by an orb will deal mild AOE damage and apply a stacking debuff called Suffocated Will, which increases the damage taken by Bahamut’s Rage later. When orbs spawn they will be tethered to random players and start moving towards them. Our goal is so make sure that no one has more than one stack of Suffocated Will once all the orbs have been popped. Once the orbs spawn, try to pop them such that the AOE only hits the person popping them. It can be helpful to stand near an orb to signal that you’re going to pop it or to verbally say something to call an orb.
There will be a Flatten between the second and third Flare Star waves, so just
mitigate with
Diamondback as before.
Megaflare is basically the same as in the first phase except it will now also spawn a tower under a random person. The tower needs to be soaked by someone or it will explode and apply a bleed debuff to the whole party. The towers need to be soaked by someone who does not have the stack marker. This is important to note because a stack marker target can have the tower spawn underneath them, so people will need to use their eyes to see if a tower needs to be soaked.
Bahamut’s Rage is just a moderate raidwide hit that is amplified by the
number of Suffocated Will stacks that a player has. If you only have one stack
it’s not too scary, but using mitigations can be helpful. If you have two
stacks, you need to use
Mighty Guard to survive. Any more than
two stacks will require
Diamondback to survive.
At 52% Bahamut will cast Gigaflare again, so put up
Mighty Guard
and keep it on for the entirety of the next phase.
Phase 3: Adds and Divebombs
This phase consists of a ton of waves of adds and Divebombs, but all of the adds
can be killed with
Missile. The order of mechanics is:
- Megaflare Dive + Divebomb
- East Blood + West Pain add spawns
- Northwest + Northeast + South Gust add spawns
- North + South Sin add spawns
- Megaflare Dive + Divebomb
- Center Storm add spawn
- North Blood add spawn
- 2x South Gust add spawns
- East Sin add spawn
- West Pain add spawn
- Megaflare Dive
- Teraflare
This phase is pretty easy since we’re mostly just killing adds and waiting
around. Megaflare Dive and Divebomb can be completely cheesed with
Diamondback. Megaflare Dive essentially does all of the mechanics of a
Megaflare along with Bahamut doing a Divebomb, while the other Divebomb is from
a dragon and functions the same as the Twintania Divebomb in T5. Wait in the
center of the arena, and when you see the green circle appear hardcast
Diamondback (no
Swiftcast). Another signal for when to cast
is about 1/3 of the way through the cast bar on the enemy list, which is just
underneath the first “a” in “Megaflare.” If you did it correctly then you should
survive all the damage without being knocked back at all.
As the adds spawn you can just kill them with
Missile and
Level 5 Death. These adds do hit pretty hard, so make sure to
still heal properly during this phase. Be cautious about how much you use
White Wind since it generates a ton of aggro. As long as the tank
is at the top of Bahamut’s enmity list you are fine.
When the small Gust adds spawn I like to mark one to ignore so that players can
use
Blood Drain go restore mana.
Diamondback is
quite expensive to use, and if someone dies they will definitely need to regen
their mana. Make sure to also use
Lucid Dreaming on cooldown to
help with MP.
None of the adds are really worth describing in great detail since we just kill
them all with
Missile. The Blood add can spawn with an
invulnerability at first, but after a few seconds it will swap and become
vulnerable so it’s not a big deal either way.
The last Megaflare Dive can still be Diamondbacked, which I recommend, or it can be done “properly” by having everyone stack in the middle, find where Bahamut spawns, spread out left/right relative to Bahamut once the marker appears, and after the dive having the stack markers meet in the middle.
After the last Megaflare Dive resolves, Bahamut will appear and start casting
Teraflare. This is lethal raidwide AOE but can be survived by standing in
the Neurolink in the center and using
Diamondback. Once the second
dialogue window (“5 seconds to Teraflare”) the party can cast
Diamondback. Remember to turn off
Mighty Guard after
coming out of Diamondback.
Phase 4: Bahamut (Akh Morn, Megaflare, Earthshaker)
The final phase is similar to the first phase, but Bahamut uses Akh Morn
instead of Flatten and there are some slight changes to Megaflare and Earth
Shaker. Akh Morn starts as a 2-hit AOE tankbuster but gaines one additional hit
each time it is cast. It’s intended to be shared by two tanks, but the tank can
just use
Diamondback. Megaflare will now spawn two towers as will
as two Tempest Wing tethers. These tethers go on two random players and deal
mild damage to the target and a massive knockback to nearby targets. Earth
Shaker will also have these tethers and they will go on the two players targeted
by the Earth Shakers, and the puddles left behind by Earth Shakers will stay
on the ground much longer (until well after the subsequent Earth Shaker
happens). This phase follows this mechanic loop:
- Akh Morn
- Megaflare
- Earth Shaker
- Akh Morn
- Megaflare
- Earth Shaker
- Gigaflare
Warning
Do not use a Moon Flute Opener at the beginning of this phase. We are going to
be using
Diamondback for all Megaflares from now on and you don't
want to be in Waning Nocturne when that happens. The only safe time to use a
Moon Flute Opener is during Earth Shaker if you are not targeted, and you cannot
do it on the Earth Shaker before a Gigaflare.
The tank should bring Bahamut to the south again like in phase 1, and the party should stay away from the tank during Akh Morn.
Megaflare sounds spooky in this phase, but we will just ignore everything by
using
Diamondback. As long as you cast it during the Megaflare
cast you will survive everything. It is extremely important that you always have
at least 3000 MP for each Megaflare.
Earth Shaker puddles lasting longer is an annoyance but doesn’t dramatically change the mechanic. You can follow the same path for kiting the puddles, but the second set just can’t be right at the edge of the arena and should instead be adjacent to the first puddles. After the third Earth Shaker hit, the targets need to stay out a little bit longer until the Tempest Wing tethers resolve. These tethers can be passed to other players so it’s important to stay out at the edge of the arena and not go directly behind the party.
Gigaflare will be handled the same as with any other time it’s cast: turn
Mighty Guard on before the cast and turn it off after the cast.
Final Sting
Bahamut’s Final Sting threshold is about 10%. Once he is at 10%, apply
Off-guard, use
Moon Flute, any Primal abilities you
have, then finish with
Whistle and
Final Sting. Most
of the time you will be waiting for a mechanic to resolve before being able to
do this, so you may not even get a chance to sting Bahamut at all.