Epic of Alexander (Ultimate) raid guide
Epic of Alexander (Ultimate) source-backed raid guide: unlock facts, first-clear prep, local mechanic notes, and related wiki source links.
On This Page
- Raid (Ultimate) quick facts
- Before queueing
- Boss and mechanic notes
- Duty finder and rewards context
- Completion notes
- Verification boundary
Raid (Ultimate) quick facts
The clockwork fortress that manifested itself in the far reaches of snow-swept Dravania did bear an uncanny resemblance to the great steel giant sung of in the legends of the Hotgo, an Auri tribe hailing from far across the sea. Inspired by this tragic tale of a mechanical god who placed his trust in a single mortal soul, the wandering minstrel spreads the proverbial wings of imagination and takes flight, weaving an impassioned ballad of hope and despair profound.
- Category: Raid (ultimate)
- Difficulty: ultimate
- First Appearance: Patch 5.11, *Shadowbringers*
- Level: 80
- Item Level Requirement: 475
- Party Size: Full Party (8 players)
- Region: Dravania
Before queueing
Use the quick facts to check level, item level, party size, required quest, entrance, roulette, and time limit before queueing for Epic of Alexander (Ultimate).
- Repair gear and meet the listed level/item-level requirements.
- Tell the party if it is your first clear.
- Use the local wiki link for exact duty facts and related articles.
Boss and mechanic notes
Epic of Alexander (Ultimate) has local boss notes for: Phase 1: Living Liquid, Intermission: Limit Cut, Phase 2: Brute Justice & Cruise Chaser, Phase 3: Alexander Prime, Phase 4: Perfect Alexander. These notes are pulled from the local wiki and should be treated as source-backed prep unless separately marked as human-reviewed strategy.
- Fluid Strike/Swing: Hard-hitting tankbuster cleave that comes from the Living Liquid or Liquid Hand and debuffs with Water Resistance Down, meaning tanks cannot take Protean Wave without an invulnerability cooldown.
- Cascade: Hard-hitting raid-wide damage that will spawn three Liquid Rages around the arena at random cardinals/intercardinal with one empty cardinal/intercardinal. (They will all spawn on cardinals or all on intercardinals.) The Liquid Rage tornados will each spawn on a large puddle that will inflict Dropsy to any player who steps in it, which will kill them. This damage-over-time effect can be neutralized with tank invulnerabilities and will dissipate when the player leaves the puddle.
- Liquid Hand: The boss will split its current HP and summon this add. While it does not need to be defeated, players must pay attention to its HP in order to handle a mechanic later.
- Hand of Prayer/Parting: Based on where the hand and the boss are, the hand will glow and either form a fist or be an open palm. If the boss is far from the hand, it will be an open palm. If the hand forms a fist, the boss and the hand need to be separated. If the hand is an open palm, the boss and the hand must be brought together. Failing this mechanic will wipe the raid.
- Hand of Pain: This acts as a check that happens periodically. If the boss and the hand's HP are more than 4% different by the end of the cast, the party wipes instantly. Players must keep both the boss and the Hand in check during the entire phase.
- Protean Wave: Conal AoEs that fire from the boss and the Liquid Rages. The Liquid Rages will each use a telegraphed AoE aimed at the nearest player that must be avoided, followed by an untelegraphed AoE that will hit the nearest player. The boss will use telegraphed AoEs aimed at all players that must be avoided, followed by two sets of untelegraphed AoEs that will each hit the four nearest players. When the boss fires waves, it will also fire one directly out in front of where it's facing that isn't telegraphed, so players need to avoid standing directly in front of the boss. Telegraphed Protean Waves will knock any player back and kill them if they are hit. Untelegraphed Protean Waves aimed to the nearest players will inflict Water Resistance Down, which will make another Protean Wave hit lethal until the debuff expires.
- Jagd Dolls: Four Jagd Doll adds will spawn in the middle of the arena slightly off the cardinals. These will tether to the first person who damages them and will pulse a medium-sized circular AoE (Exhaust) occasionally, debuffing with a stacking Luminous Aetheroplasm. Once their HP have been reduced to 25% or less, they must be brought within either the boss's or the Hand's hitbox, causing whoever the add is fed to to cast Reducible Complexity, dealing moderate raid-wide damage. If the adds are killed or fed with too much health, Reducible Complexity will wipe the raid. If players get 2 or more stacks of Luminous Aetheroplasm, they will die.
- Pressurize/Embolus: Orbs will spawn at two of the Rages and move towards both the boss and Hand were at the time they spawned. If they touch a boss or a player they will explode (Outburst) and wipe the raid.
- Sluice: The boss will spawn these telegraphed circular AoEs under the four players that are the furthest away from it.
- Splash: A non-telegraphed attack that blasts the raid with moderate unavoidable damage six times in a row. Mitigate and heal through.
- Drainage: Two random Rages will send out tethers. Tanks need to pick these up and use cooldowns to mitigate the damage that comes out from them.
- Throttle: 6 random players will be debuffed with Throttle, which needs to be dispelled with Esuna or The Warden's Paean, otherwise the players will die at the resolution of the debuff.
- Detailed mechanics not available from the source page.
- J Kick: Massive raid-wide damage immediately following Limit Cut.
Duty finder and rewards context
Use this section to decide whether the duty belongs in roulettes, high-end queues, mentor roulette, or repeat farming.
- Duty Finder: Raid Finder (Ultimate Raids)
- Time Limit: 120 minutes
- Tomestones: 100 poetics
Completion notes
After your first clear, check whether the duty has mapping, clear, Blue Mage, loot, music, or collection reasons to return.
- Achievement: When I Ruled the World
- Music: Phase 1: Living Liquid: Locus (The Primals)
- Music: Phase 2: Brute Justice and Cruise Chaser: Metal - Brute Justice Mode (The Primals)
- Music: Temporal Stasis: Stasis Loop
- Music: Phase 3: Alexander Prime: Rise (The Primals)
- Music: Phase 4: Perfect Alexander: Moebius (Orchestral Version)
Verification boundary
This page is generated from local TJPedia wiki data. It does not invent missing mechanics, NPC coordinates, loot tables, or current-party-finder strategies. High-end positioning and current-prog tactics still need human review before being labeled as a full strategy guide.
- Source-backed: duty facts, local boss notes, achievements, and music.
- Needs human review: exact high-end progression strategy.
- Use official patch notes for changed requirements or rewards.
Related on TJPedia
Sources
Auto-draft eligible, human review required for volatile guide updates.