Ready to take on the gods one final time? Here's how to beat every boss in the FF14 Thaleia raid. With four in total for the final leg of the Endwalker alliance raid series, there's a lot to learn. Thankfully, the final is more of a culmination of everything you've seen thus far. Then again, isn't most of the game at this point?
Down below, we'll not only break down how to put down each of the bosses in the raid, but break down their powerful skills into easily digestible tables. That way you'll have a handy reference point as you play. So whether you're just unsure of a single skill or want to know everything there is to know to avoid causing a wipe on your first go, keep reading.
For some other FFXIV patch 6.5-specific guides, here's how to get Divine Solvent, how to get Divine Twine, and how to get Divine Shine. They're all similar items with different purposes. And if you're looking for some new duds, here's how to get the FFXIV 6.5 PVP glamour gear you'll likely see around a lot going forward.
How to beat every boss in the FF15 Thaleia alliance raid
Here's a breakdown of each of the four bosses in the Thaleia alliance raid, with a table of their attacks first for skim-reading and referencing, and a concise explainer of how each is used throughout the fight.
Thaliak
Attack name | Attack effect |
---|---|
Katarraktes | Raid-wide area damage with a nine-second Bleed. |
Rheongnosis | Summons a clone that retreats to the west side of the arena. Stand at its closest edge to avoid being washed off the arena by the resulting wave. |
Thlipsis | Stack marker area attack |
Left Bank / Right Bank | Hits the corresponding area of the arena based on the boss's position. |
Hydroptosis | Individual area attack markers on every DPS. |
Rhyton | Outward-firing linear Tank busters |
Tetraktys | Transforms the area in a large segmented triangle. Glowing segments explode shortly after. Green segments expand to fill a collective triangle before detonating. |
Tetraktuos Kosmos | Creates a transparent triangle pillar. The walls then fall away to crash on the arena. |
Thaliak, the Scholar, uses a few simple logic puzzles to catch you out, going in the order laid out above to introduce the lot.
Once Rhyton plays out, the square area is temporarily trimmed to resemble a triangle, triggering a confusing-at-first pattern of triangle-based blasts — The growing triangle explosions of Tetraktys or the cascading prisms ofTetraktuos Kosmos.
The first go in a simple sequence, with small blue triangle segments of the arena popping as the arena changes, with three growing green triangles simply going around the area, making them easy to avoid simply by positioning in the third space and moving into the space of the first as it resolves.
Attack name | Attack effect |
---|---|
Rheognosis Petrine | Summons a clone that retreats to the west side of the arena and summons two large orbs. Stand at its closest edge and away from the path of the orbs to avoid being washed off the arena by the resulting wave or hit by the orbs. |
Hieroglyphika | Illuminates the majority of the squares that make up the arena and rotates the array 90-degrees in the marked location before they detonate. |
Right Bank / Left Bank | Hits the corresponding area of the arena based on the boss's position. |
After the first table of attacks play out, Thaliak will introduce a couple more while interweaving a few together. The first is simply the push-back based summon that adds to orbs to the mix. These simple make one half of the otherwise safe side a hazard, forcing you to at least turn the camera away from the boss for a second.
Beyond that, you're only likely to come across the 90-degree rotating attack Hieroglyphika. The first time is a tease, with the second (that potentially removes a safe spot with Right Bank or Left Bank) being a test.
The easiest way to find a safe spot is to look for a corner and follow it to the next one along the rotation. If that isn't set to be safe with the Right/Left Bank attack, the other safe spot will be.
Llymlaen
Llymlaen, the Navigator, uses a multitude of water-based attacks to keep you on your toes. The main gimmick of the first phase, Navigator's Trident, cuts a path through the area that you then actually want to get pushed back into. Just remember to sprint back out and avoid any of the interesting obstacle courses it spits out as you go.
The main objective of the first phase is to learn the safe space of each attack.Y You have the "go in" and "go out" attacks of Seafoam Spiral and Wind Rose respectively, and the "go left" and "go right" (or starboard/larboard) attacks of Right Straight and Left Straight.
Once you've got those down, you'll know how to respond to the patterned attacks in the second phase, which only serve to reduce the safe space you might get comfortable with in the first cycle.
Attack name | Attack effect |
---|---|
Seafoam Spiral | Ranged area attack - Hug the boss to avoid |
Wind Rose | Melee area attack - Get out of melee range to avoid. |
Navigator's Trident | 180-degree cleaves left and right of the boss in the order depicted by the cast followed by an outward pushback through the North and South of the arena. |
Surging Wave | Pushes players away. Get pushed away to the new area created by Navitator's Trident. Cast sometime after Navigator's Trident and run back avoiding any obstacles. |
Right Straight | 180-degree cleave from the right side of the boss. |
Deep Dive | Stack market area attack. |
Torrential Tridents | Drops tridents in sequence around the area. Head to the final one and move to the first as it resolves. Followed up with various area attacks to force a spread. |
Denizens of the Deep | Summons two serpents that retreat into the water wall around the area and dash out. Usually cast with Wind Rose make only the far front and rear of the boss safe, or Left/Right Straight if the serpents cover one whole half of the arena. |
Godsbane | Heavy raid-wide damage with damage over time. |
In phase two, the best advice is to never think that the serpents summoned by Denizens of the Deep have gone for good.
Even as the boss seemingly resets by using Navigators Trident, the serpents that appeared to call time during the Godsbane raid-wide attack will persist, having hidden in the water wall again. They'll constantly reduce the number of safe spaces of otherwise familiar attacks until the boss goes down.
Ochson
Phase 1
Attack name | Attack effect |
---|---|
Sudden Downpour | Heavy raid-wide damage. |
Trek Shot | Covers a large conal area of the arena before retreating back to cover more. The flanks of the his final position will be safe. |
Reproduce | Summons Oschon's Avatar to the field who then casts a version of Trek Shot called Swinging Draw. Can summon a second, forcing you to stand in a spot that appears unsafe before they reposition. |
Flinted Foehn | Stack marker area attack that hits five times in quick succession - AKA: Akh Morn |
Soaring Minuet | Wide-angled untelegraphed cleave-style attack. The rear of the boss is safe. |
The Arrow | Linear tank busters. |
Downhill | Randomly scattered area attacks. Usually cast alongside Climbing Shot. |
Climbing Shot | Pushback from the centre of the area. Usually used with Downhill to push you into its landing zone. |
Lofty Peaks | Small multi-hit area damage used to change phases by tossing you onto a new arena. |
Dear friend turned not-really-foe, Ochson the Wanderer pulls out all the stops as an acrobatic Bard to have you tracing the true aim of his easy-breeze arrows.
Thankfully, his trickery isn't too complex. Once you lend yourself a moment to take it all in, there's isn't much to be afraid of. He's all show.
The only real thing to watch out for here is the potentially deceitful Trek Shot. This is known as Swinging Draw if cast by the clones brought in with Reproduce. If cast by himself (or when a single clone is on the field) getting behind the caster will work just fine.
If both clones cast the skill, you'll likely have to stand in the proposed strike zone of one to dodge it as they change their aim.
Other than that, healers just need to watch out for various area attacks like Flinted Foehn and Sudden Downpour.
Phase 2
Attack name | Attack type |
---|---|
Piton Pull | Tags the corners of the arena with a number of large hooks which deal damage in a wide area around them. The far empty corners are safe. |
Altitude | Briefly flashes dozens of strike zones with few safe spots. |
Flinted Foehn | Stack market area attack that hits five times in quick succession - AKA: Akh Morn |
Wandering Shot | Looses two arrows that collide at the signalled spot with a large area of effect. |
The Arrow | Tank busters with a large area of effect. |
Arrow Trail | Rains arrows down in sequence along lines covering the area. |
Downhill | Marks areas along the east and west of the arena for arrows to travel along to the opposite side. |
Wandering Volley | Creates a pushback through the north to the south of the area that pushed to the east and west. |
At around 50% HP, Oschon casts Lofty Peaks, hitting for small amounts of area damage before throwing you on a new arena. Now huge and on the edge of it, Oschon gains new abilities.
Once you imagine the square area separated into quarters, avoiding Piton Pull is easy - just hug the corners furthest away from a hook. Altitude covers 90% of the arena with arrows but only briefly flashes its few safe spots. Pay attention to them.
Wandering Shot, which can confuse with its path, won't hurt as it travels to its final destination. All you need to look at is the orb denoting its landing zone. Steer clear.
Lastly, it's only Arrow Trail that can catch you out. It falls more than the four times it would have you believe. Stay on your toes and just move from into each area as it's struck. It won't land there twice in a row.
Eulogia
Attack name | Attack effect |
---|---|
Dawn of Time / Sands of Time | Heavy raid-wide damage. |
First Form / Second Form / Third Form | Traces a dash path with each form with phantom arms on the boss depicting the side a 180-degree attack will strike from at each path end. |
Quintessense | Executes the First Form / Second Form / Third Form attack. |
Sunbeam | Tank busters. |
The Whorl | Changes the arena and summons a series of moons along the out edges that fire a linear beam in the order that they go from dim to bright. |
Solar Fans | Fans travel out to the edges of the area and rotate along it before pausing to explode in a wide circle along to cardinal directions. The other two sides of the boss safe to stand in. |
Hydrostatis | Summons three small spots of water with numbered markets from 1 to 3 denoting the order they resolve with a pushback and light damage. |
Time and Tide | Causes a clock to appear by one Hydrostatis puddle, eventually making it the first to resolve with the other two changing to suit. |
Destructive Bolt | Stack marker area attack. |
Hieroglyphika | Illuminates the majority of the squares that make up the arena and rotates the array 90-degrees in the marked location before they detonate. |
As the combined might of every god you've faced in the raid series thus far, you're encouraged to check out the Aglaia and Euphrosyne guides to jog your memory.
The main attack that risks cancelling the whole run consists of First Form, Second Form, and Third Form. These are cast in sequence before playing out, with the path they trace and the area they strike confusing many.
Simply put, just look at Eulogia's phantom arms. They'll tell you whether that form will end with a left-flank attack, a right-flank attack or, if there are arms everywhere, the area around the boss.
The boss always faces the direction of the dash/path of that "form", so just note the strike point of the first, second, and third form in order and stand in the spot that won't get hit. You may have to follow the path to stay out of harm's way as it resolves.
How to unlock the Thaleia alliance raid in FFXIV
If you didn't completely finish the quest that came at the end of the Euphrosyne raid, you'll struggle to unlock Thaleia. The best you can do is check through your current quest list and look for any in Mor Dhona.
Most of these quests start and end there, with the Omphalos — which you can enter via a teleport node by the shore shortly after leaving Revenent's Toll from the east — being another place worth checking.
The quests at the end of 6.3's iteration had you visiting various marks of the Twelve in places like La Noscea, Coerthas, and even Gridania. Check those areas for any quest icons as well.
Once you're caught up, you'll find the quest that eventually unlocks Thaleia back in Mor Dhona again, just outside its east exit. You can check out our FF14 6.5 quest locations page for the details.
With all that done, you'll have yourself a complete clear of Thaleia and, with it, the 24-man raid series for FFXIV Endwalker. For more grinds, check out the Shadowbringers relic steps or the Heavensward relic steps to get a bunch of cool new weapons.
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