Maygi’s HoH 1-100 Handbook (Solo/Party)
Table of Contents
- Basics
- Solo Tier List
- Traps
- Mimics
- Pomanders
- Dealing With Treasure Rooms
- Dealing with Traps
- Floor Guides
- Floor 1-10
- Floor 11-20
- Floor 21-30
- Floor 31-40
- Floor 41-50
- Floor 51-60
- Floor 61-70
- Floor 71-80
- Floor 81-90
- Floor 91-100
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Intro / About
Maygi’s Heaven-on-High (HoH) 1-100 Handbook is a comprehensive, solo/party deep-dungeon guide spanning Palace of the Dead, Heaven-on-High, Eureka Orthos, and Pilgrim’s Traverse. It’s a direct evolution of the POTD content, updated for the EO guide format, with status vulnerabilities and detailed floor notes.
~ Introduction ~
Welcome to my Heaven-on-high guide!
Yes, I copy-pasted my POTD guide for this. I’ll update the basic information bits later~
I personally really love deep dungeons and have solo cleared all 3 Deep Dungeons (view some media on my Twitch channel!). I was the first one to clear it on a non-RDM job, which was Bard in HOH!
If you have any questions at all, or would like to discuss solo strategies and whatnot, please send me a message at Maygi#4987 on Discord! I love messages and I love answering questions!
Find me at…
Twitch (@Maygii)
Youtube (@Maygi)
Twitter / X (@MaybeMaygi)
Discord (Community Server)
Ko-fi
~ UPDATES ~
7/3/2018: Up at 2:30 AM - it begins! (rip sleep schedule)
7/4/2018: Added solo footage up to floor 70. Will continue 71+ stream later!
7/5/2018: Made it to 86 solo and died to autoattacks, boo. But, got a lot more information written down!
7/6/2018: Working on a cleaner guide with a friend c: will link all of you when it’s done! (5 years later: it never happened, lol. But no worries, I will continue to make these guides better and better!)
7/9/2018: Solo footage of F90 boss added. This is probably my last solo run for a while now. Have to get ready for vacation !!
7/27/2018: Updated some boss and mob information.
7/28/2018: HOH solo clear complete!
8/10/2018: Added 90 boss solo footage for BRD, SMN, and SCH.
8/11/2018: Added a section for mimics, with a lot of tips and information!
Some time in 2019: wow actually updated stuff! Added wall trap references.
12/6/2020: What?? It’s been another year? Updated a lot of notes to distinguish between danger levels between different classes (e.g. lots of mobs were marked as “Steel req” for Red Mage, but obviously, there’s much more than that these days!)
7/21/2021: Reorganized guide and updated pomander section with greater detail on when to use various items.
8/15/2021: Added a little solo preparation section.
12/3/2021: Added initial EW notes.
12/24/2021: Updated Super Potion.
5/25/2022: Updated a bunch of wording.
3/15/2023: Updated to the Eureka: Orthos guide format. Added status vulnerabilities and fine-tuned notes and details.
~Table of Contents~
Basics
Solo Tier List
Traps
Mimics
Pomanders
Dealing With Treasure Rooms
Dealing with Traps
Floor Guides
Floor 1-10
Floor 11-20
Floor 21-30
Floor 31-40
Floor 41-50
Floor 51-60
Floor 61-70
Floor 71-80
Floor 81-90
Floor 91-100
~Basics~
This section is going to go over basic POTD mechanics with a few neat tips/tricks you may have not known. If you are experienced with POTD, feel free to skip this section!
Overview
Heaven-on-high is a duty that can be entered with 1-4 players. There are two types of party you can enter with - Fixed party, and matched party. A fixed party means that you are progressing through the floor sets with the same, unchanging party members (on the same classes). A matched party randomly matches you with other players on the same floor set. Matched parties can only progress up to floor 30 (out of 100). Floors come in sets of 10, and you can take breaks between sets as necessary. You must be level 61 or higher to enter Heaven-on-high.
If your entire party is defeated on a particular floor, you will receive a party KO and the duty will end. When the duty ends in this way, no experience, aetherpool, pomanders, accursed hoard, etc are saved/gained. In addition to that, to enter Floors 31+ of Heaven-on-high (also known as the Challenge Floors), you need to have a party KO count of 0. While party KOs before floor 30 will still allow you to progress up to 30, any wipe either before or after 30 on a certain file will prevent any progress past floor 30. This means that if youwipe at any point - either floor 99 or floor 5 - you’re going all the way back to floor 21 (or floor 1 for the solo achievement). There’s a lot at risk in terms of time investment, so it’s good to make sure you’re ready for anything before tackling this duty - which is why you’re reading this guide! (good for you~)
Note that, if you resurrect with a Pomander of raising as the last (or only) person, it will not count as a wipe. If everything goes to hell in a party and you’re the last person alive, inevitably about to die to whatever everyone else died to - then pop a raising as soon as you can to try to save the run!
Why run HoH?
(copypasta from POTD guide)
It’s a nice change from normal dungeons, in my opinion. It’s a place where party comps can be flexible, and yet still challenging even if you bring a tank. Unlike normal dungeons/trials/raids that will eventually become trivialized as newer gear and higher level caps come out, Heaven-on-high will always be relevant and hard-capped at 70. Also, you get some nice loot that you can sell for gil!
Pomanders and magicites
Pomanders are deep-dungeon specific items that you receive from gold chests and are critical in higher floors. Magicites are received from silver chests. Check the Pomander section for specific information.
~Looking to become a Lone Hero?~
Are you looking to complete a solo clear? Then there’s a few things you need to know first!
The Rules
To qualify for the achievement for clearing floors 1-100 solo, you will need to:
- Complete floors 1-100 in a single save file.
- You MUST start from floor 1, and any death means the run is over and you need to start from floor 1 again.
- You can take breaks every 10 floors (log out, leave the lobby, etc)
- If you want your score recorded on the Lodestone score rankings, you must be in your Home World.
Preparation
There are several things you can do to prepare yourself for success:
- Max out your aetherpool. While you can start a solo run at lower aetherpool, it’s recommended to be max, or close to it, to avoid being at a disadvantage at any point in the run. (you can level up your aetherpool in other save files by running with parties)
- Be prepared! Because you’re here reading the guide, that’s a great start. I would highly recommend watching some media of the higher floors to get familiar with them before you go in - remember, it takes hours to grind to the high floors, so you want to get the best run you can!
- Bring consumables. There are plenty of consumables out there that can help you in your run…
Image Item Description Acquisition
Super Potion (HQ) Heals you 25% of your max HP, max 3600. (Cooldown: 67 seconds) Heaven-on-High, or purchased from the market board
Hyper Potion (HQ) Heals you 25% of your max HP, max 11000. (Cooldown: 67 seconds). A direct upgrade from super potion, but a bit more expensive. Eureka: Orthos, or purchased from the market board
Empyrean Potion Grants Rehabilitation (HP regeneration) for 30 seconds, restoring health per tick. (Cooldown: 15 seconds) Trade Empyrean Potsherds (20 potions for one)
Stat potions (HQ) Any Stormblood potions (30s duration) tier 2 and higher are fine for this. These will boost your damage by a fair amount, saving you time in the long run, but will lock you out of your Max/Super/Hyper Potion cooldown for the duration of its cooldown. (Cooldown: 270 seconds) Crafting, or purchased from the market board
Food (HQ) Any Endwalker+ HQ food is fine for this. These are mainly for the +10% Vitality boost (essentially +10% max health), and the small damage boost. Crafting, or purchased from the market board
~Solo Tier List~
The solo community has picked up a lot of steam. Every class CAN solo - but which ones are easier? This list is for Heaven-on-high specifically, rankings jobs in order of how easy it is to clear. Certain jobs have a lot more potential for speedclears/highscore runs, but are very technical. Check out the Palace guide for the another list…!
S+ Tier
Easy mode.
Gunbreaker
Warrior
S Tier
Very strong classesto clear with. Would definitely recommend one of these, if not GNB/WAR, forstarting soloists.
Dark Knight
Red Mage
Machinist
Summoner
A Tier
Not asstrong as other options, butstillsolid with enough practice.
Paladin
Dancer
Bard
B Tier
Surviving on meleerequires good cooldown management and kiting at times!
Reaper
Dragoon
Ninja
Samurai
C Tier
In a tier of its own dueto the bonus of having to face-pull!
Monk
D Tier
Bossesin HOH are quitechunky, and time becomes a real issuelater on.
Sage
Scholar
White Mage
F Tier
Probably the most technical DPS to pull off,especially in the higherfloors.
Black Mage
Astrologian
50 year boss fights.
Astrologian
~Traps~
Credits to this reddit thread for images. In order, these traps are:
Impeding - silences and applies pacification to anybody in the radius (including mobs). Both are removable with Esuna, and echo drops can remove the silence.
Odder - turns the person who stepped on it into an otter for 30 seconds, who has 50% reduced HP and cannot use any skills/items. Your worst enemy when solo, and why you should NEVER run into a room when fighting.
Landmine - deals 80% current health damage to anything in the vicinity. Can be used to clear out a ton of mobs quickly.
Luring - summons 3 random monsters from the floor (including patrols). All of them will aggro onto whoever hit the trap, but will not move for a few seconds after being summoned.
Enfeebling - applies a 1 minute debuff to the person who stepped on it, increasing damage taken by 30% and reducing damage dealt by 30%. Not removable with esuna.
Traps will spawn randomly in any floor except the starting room. To minimize the chance of stepping on a trap, hug the walls and trace paths that your teammates take.
~Mimics~
Sometimes when opening chests, you’ll come across a mimic. These mobs autoattack extremely hard relative to other mobs on the floor, and can apply a nasty 10-minute debuff Accursed Pox on one random player on their aggro list. This debuff is only curable with the Pomander of Purity, and prevents HP from regenerating (even out of combat) while reducing damage dealt by roughly 10%. Here are ways to deal with them:
1) Avoid chests. When you don’t NEED items, especially solo, you can negate the risk of opening a mimic by simply not opening chests. Mimics appear from specific chests depending on the floor set:
a) Floors 1-30: Bronze chests only
i) It is possible to detect mimics from bronze chests.If you cast a spell and attempt to open a bronze chest mid cast and receive the message “Unable to execute command while casting”, that means that the bronze chest contains a mimic.
b) Floors 31-60: Silver chests only
c) Floors 61+: Gold chests only
2) Crowd control. Again, different colored mimics have different immunities:
a) Bronze mimic: Can interrupt pox cast with silence/stun/knockback/witching/interject
b) Silver mimic: Can interrupt pox cast with stun/witching/interject
c) Gold mimic: Can only interrupt pox cast with interject
3) “Saccing” (sacrificing). This is very effective in both solo and in a group.
a) Solo: Only recommended on 81+ mimics, or 71+ mimics given the circumstances.
Obviously, when solo, you must have a Pomander of Raising active to do this. You generally have to take the pox, because the only way to die fast enough otherwise is to stand in place (at which point you’ll raise on top of the mimic and get aggro again). As such, a strategy for higher floors is to save all the gold chests for last, and then make a mad run to open as many as possible, and if you happen to spawn multiple mimics, you can eventually die to them afterwards and not have to deal with them.
ii) On these high-floor mimics, you would usually need to use some valuable items that you wouldn’t otherwise need to use, such as Pomander of Steel, Frailty, double witching, or even a Petrify/Magicite. Giving up a raising is a strategy that can preserve these items - but that means you give up a safety net as well!
b) Party: Let whoever opened the mimic die. Raise them afterwards. If it’s a DPS/Healer, they can potentially die in 2 hits, and avoid getting pox.
4) Party: Let a tank/healer open chests, and the DPS should hold back until Malice casts.
Pox has the greatest impact on DPS, so this lessens the impact it’ll have on your party.
5) Just don’t deal with them. Perhaps the floor effects were already ugly, the floor layout isn’t looking good, or you just see 500 patrols, and now a mimic as well, and it’s a fresh floor so you still need a ton of kills. Consider using a Petrify or Magicite!
~Pomanders~
Pomanders are valuable items that define the success of a run. Using them to the maximum benefit is crucial to clearing solo. So… when should you use a certain pomander?
As a general rule of thumb:
- Use what you need to in order to clear/survive in higher floors.
- Use poms willy nilly in early floors for convenience, giving yourself enough time to recover for the harder floors.
- Typically, you can feel free to use Strength/Steel/Witching/Sight/Safety, as well as Petrification to a lesser extent, up to around floor 40 or 50 for solo. Using magicites is not recommended due to their very low drop rate (it is not uncommon to go several floor sets without picking up a single one).
Safety
Removes all traps from a floor, including fake exits on big rooms.
- Use when in a Hall of Fallacies (big room) where a luring trap would be lethal or inconvenient (floor 51 or 61+ for solo)
- Use when you want to clear a treasure room with Petrify + Fortune and need to walk in the middle of the room to AOE / pick up chests
Sight
Reveals all traps from a floor, as well as the map.
- When you need to verify the location of an exit beyond treasure rooms and proximity aggro mobs
- When you need to do a large pull and find a landmine to blow them up quickly (a risky, advanced solo strategy to save time)
- When you really want to min-max your score but don’t have time to check some rooms
Strength
Increases damage/healing by 30% for 8 minutes.
- Use in conjunction with steel to get more mileage out of it
- When you need to catch up on time
- When you use witching against something you accidentally pulled and can’t fight, but need to kill quickly
Steel
Decreases damage taken by 40%. Does not apply to % health damage.
- When you have to pull something dangerous
- When you accidentally pull multiple mobs that you’d rather not sacrifice raising for (either because you have a free strength running, or because you already invested time into killing one of them) and you can’t survive otherwise
Affluence
Increases the amount of chests on the NEXT floor. Sometimes you may see 2-3 chests in a non-treasure room, sometimes none. It’s RNG.
- When you need to refill various items
Flight
Decreases the amount of enemies on the NEXT floor. This reduces the amount of kills to open the Cairn of Passage from roughly 6 to 3, speeding up the floor. Treasure rooms still may spawn on a flighted floor with the standard amount of mobs.
- When you need to save time
Alteration
Changes all the enemies in a random room on the NEXT floor to a mimic or mandragora.
Mimics are hard-hitting mobs (described later in Purity), while mandragoras are passive mobs that die in 1 hit. Both mobs have a very high chest drop rate.
- When you need to refill various items, and want to save time as well (it’s still a gamble, but it can help!)
Purity
Removes the accursed pox status inflicted by mimics. This is a 10-minute debuff that removes natural healing, deals damage over time, and decreased damage dealt by 10%. Never underestimate the damage from pox. While pox may tick up to 300 damage per tick on higher floors, remember it also disables your natural regen, which is 1% of your max health per tick in combat. This means each tick you will have 500-600 less HP than you would otherwise.
- When you need extra survivability from not having accursed pox or you are short on time and need to cleanse the damage debuff
Fortune
Increases the rate at which mobs drop chests. Recommended to use when clearing treasure rooms/alteration rooms.
- When you plan to nuke a floor and are in need of items
Witching
Turns all mobs within a half-room radius into a chicken/toad/imp that cannot use skills and deals reduced damage. A very strong panic item, but not one that’ll save you from every scenario. Each witched mob deals a different amount of damage based on the form:
- Imp: 60% base autoattack damage
- Chicken: 30% base autoattack damage
- Frog: negligible (<1%) damage
Use cases:
- When you accidentally pull something you shouldn’t or pull multiple mobs
- When you are looking to landmine a group of mobs to save time in the higher floors
- When you are looking to AOE a large group of mobs to save time in the lower floors
Serenity
Removes all floor buffs and debuffs.
- On floor 99 which guaranteed has gloom and two other effects
- On any no items floors where you can’t sustain without potions
- On any no abilities floors if you aren’t ahead on time
- On any combination of gloom, damage down, or blind floors when you aren’t ahead on time
- On gloom + HP down floors when it makes the situation very dangerous and you do not want to use steel
Frailty
Debuffs all mobs on the floor for 3 minutes, increasing their damage taken by 30% while reducing their damage dealt by 30%.
- When you accidentally pull something you shouldn’t or pull multiple mobs (can be used in conjunction with witching to ensure you can kill something in time)
- When you need to pull a few dangerous mobs and do not want to use a Steel
- When you are short on time and need to speed things up (best used in conjunction with strength for maximum value)
Concealment
Turns the party invisible, cancelled upon taking any direct damage (aka not DOTs) or casting any skill/using any item (including pomanders)l. Be careful, as mobs that cause random AOE damage, such as Mammoths or Sasquatches, will cancel this effect.
- When you need to scout out a large floor to determine whether you want to nuke it
- When you want to scout out the alteration room to determine whether you fight the floor or not
- When you need to sneak past a treasure room
- When you do not have safety for a Hall of Fallacies
Intuition
Reveals the location of the accursed hoard with a golden beam. Note that not every floor has an accursed hoard, and the rate at which they appear on floors is roughly ⅓
- Unless you’re greedy, don’t use this in solo, or use them all in the early 70s if you can
- I’ve lost runs by seconds where I’ve greeded for hoards - every second counts!
- Don’t put yourself at a disadvantage in your solo runs!
- Use at the start of new bag “tiers” - bringing the count down to 1 or 0 - as to avoid potential overflow and loss of Intuition pomanders, and let the count climb back up to 3 by the next tier as to not miss any of the higher tier loot
- 1-30: Silver-Haloed Sack
- 31-70: Gold-Haloed Sack
- 71-100: Platinum-Haloed Sack
- Don’t use past the 7th floor in a set in the off-chance that a hoard does not spawn and the intuition is wasted
Raising
Revives the first party member to be KOed. Works in solo and can be used to survive a luring trap - see more in the How to Survive Luring Trap section.
- Use at the start of dangerous floor sets (71+) in solo or when death is imminent and you are the last one standing (especially relevant for parties, for the last survivor to save the run)
Petrification / Magicite
Petrification: Turns all mobs into stone for 30 seconds, making them one-shottable. Be careful, as this does not apply to newly spawning mobs, and while you’re frantically running around for 30 seconds, remember that traps still exist.
Magicite: Makes your whole party invulnerable for 10 seconds, and one shots everything on the floor. The Odin (Elder) magicite can also one shot bosses. You can use fortune right after using this, and it can go off before the mobs die.
- When you need to save a lot of time and the floor is very nasty (treasure rooms, debuffs, mimics, etc)
- When you have no raising left and pull something you shouldn’t, or step on a lethal luring trap
- Magicites can be used to deal a small amount of damage to bosses, and while this may be needed sometimes, it should never be the case as this reflects poor planning earlier (you could have magicited an entire floor, saving multiple minutes, instead of magiciting the boss to save up to 1 minute of DPS)
~Deaggroing Mobs~
In general, when you pull a mob, you are committed to fight it. At least, that’s what it may seem like! If you’re playing a class that can Sleep, you have the power to deaggro certain mobs that are vulnerable to sleep, by putting the mob to sleep and then walking away roughly 2 and a half rooms away (2 rooms and one room to the side is adequate). If the mob is a patrol, it will continue to patrol, and if the mob is a normal mob, it will return to whence it came from after waking up - WITHOUT AGGRO!
Here’s an example of deaggroing mobs that would have otherwise been inconvenient to kill:
Twitch Clip
Refer to Cloudburst#9963’s list of status vulnerabilities to understand which mobs can be slept.
~Dealing with Treasure Rooms~
Treasure rooms are rooms which can spawn on any floor (flighted or not) that include 4 chests as well as 10+ mobs. These can be taken advantage of to gain a ton of chests, but can a huge hindrance as well.
Use a Pomander of Fortune if you plan on clearing out one of these rooms to receive chests. Also, consider using Safety or Sight if you are going to charge in - there can still be a landmine amongst all that which may catch you by surprise, but if you reveal it with sight, you can use it to (mostly) kill all the mobs!
One of the easiest ways to clear a treasure room is simply by using a Pomander of Petrification or Magicite. However, remember that traps still exist, and so do mimics!
You may also elect to run right past a treasure room with a Pomander of Concealment, although you should be careful of random mob damage disabling the effect. Also, make sure you will have somewhere safe to fight mobs - a monster AOE may force you to run out of a hallway into a room full of monsters, and that won’t end well.
~Dealing with Traps~
The best way to deal with traps, of course, is NOT to! By walking along walls, you can avoid MOST traps. There are a few specific room layouts that can have traps on walls - BE CAREFUL OF THESE! Wall trap locations are detailed in the images below.
The most dangerous trap is the infamous Luring Trap. Luring traps on high floors are what ultimately end many people’s solo or party runs. But, they are really not that bad if you know how to play around them!
Solo
If you hit a lethal luring trap while solo, you have a few options depending on how confident you are. If you know you can bind/sleep at least one of the mobs, consider using a Pomander of Steel, and then bind/sleep as many mobs as you can, then focus one down and kite the others. However, when in doubt, just use a Pomander of Raising and run away from the spawn location of the trap, and when you die, the mobs will reset. See this video for an example of dying with Raising, and this video for an example of kiting/binding.
Party
The best way to deal with a luring trap in a party is NOT to deal with it. Unless you know 100% that you can, LET WHOEVER STEP ON THE TRAP DIE. Do not try to help them, don’t try to bind/sleep any mobs or even heal them (you don’t want ANY aggro on these mobs) - basically make sure NOBODY TOUCHES THEM OR THE MOBS THEY JUST SPAWNED. Just run away from where the mobs spawned, and then they will simply reset after that one person dies. You can proceed to res them afterwards.
~Floor Guides~
Now we will finally delve into the specifics of clearing each floor set! I recommend pulling up each relevant floor set guide and reviewing it quickly before you enter, so you know what you’re up against. Many mobs have a targeted skill that is often a cleave - I will refer to these as “double autoattacks” often.
I will detail all noteworthy mobs and assign them two danger levels - one for minimum risk (if you play around the mechanics properly) and one for maximum risk (if you do NOT perform mechanics properly, excluding easy-to-dodge telegraphs). If a mob has differing levels of risk, there are gimmicks that you should know before pulling them, and the mob’s description will include a ⚠Danger Note.
I will use the following levels as a guide:
Danger Level
Description
Notes if the minimum danger level is this level
1 There is minimal risk to pulling this. Safe to pull.
2 Be aware - this mob has some attacks that may show a late telegraph or none at all that can be lethal, but the AOE is small.
This mob has higher damage potential and caution should be taken when fighting.
3 The mob has late or hidden telegraphs that are medium-sized. Make sure you know what you’re doing.
Steel highly recommended when solo for DPS, and caution/cooldowns needed for tanks and healers.
4 This mob has very large hidden telegraphs. Make sure you and your party are aware of this.
This mob is undoable without Steel on DPS, and you’ll need extreme caution doing it on Healers and Tanks.
5 This mob can wipe your entire party with roomwide telegraphs, hidden or late.
This mob is undoable without being a Tank with cooldowns or additional mitigation.
Danger Notes
There’s a fine line between mobs that just have an untelegraphed, small (but lethal) AOE, and one that instantly does a whole-room AOE. You can refer to the color of notes to know about the specifics.
Danger Note
Description
⚠ There is a late-showing or untelegraphed AOE that you need to be aware of, or a large telegraphed AOE that may be hard to dodge.
Multipull with caution.
⚠ There is a late-showing or untelegraphed AOE as large as the entire room with this mob. Do not multipull with one of these.
This mob has push/pull mechanics. Be wary with your positioning, especially when multipulling.
Additionally, mobs have a few unique ways to aggro. Note that the detection radius from each mob extends from the closest edge of their circular hitbox to you. This means that large mobs effectively have a larger radius of detection.
Sight
Mobs that aggro by sight can only see in a small cone in front of them. These are easy to sneak around. Sometimes you will need to be a bit patient and wait for them to turn around so you can sneak behind them. Video example of how to be sneaky.
Sound
Mobs that aggro by sound will aggro if you run near them, regardless of where they are facing. However, if you don’t move or toggle walk mode on, you can literally sneak right past them. However, if a patrolling sound-aggro mob walks INTO you, it will aggro on you. They might be blind but they can still feel when they bump into you.
Proximity
Mobs that aggro by proximity will simply aggro if you are within their radius of detection. These mobs are very hard to avoid, and some mobs have larger detection radiuses than others.
Quick and dirty tip to remembering which mobs aggro in which ways
If it’s a worm or if it’s headless, then it’s Sound.If it’s undead or a non-animal creature (Slime, Pudding), it’s probably Proximity.If neither, it’s probably Sight.
This is just a general way to remember. These are several animal creatures that can aggro by Proximity - Triceratops and Wivres for example. Specifics will be detailed in the floor set monster tables.
~Floor Notes~
~Floor 1-10~
It all begins here! These lower floors have been tuned down since Endwalker, so this should be no problem.
Mob Danger level (min)
Danger level (max)
Aggro type
Notes
Crab 1 1 Sight Untelegraphed frontal AOE sleep
Shark (Patrol) 1 1 Sight Targeted tankbuster that doesn’t do much damage nowadays.
Those shucking things (Patrol) 1 1 Sight Unavoidable targeted knockback and DOT.
All other mobs 1 1 Sight These mobs are not threatening aside from their autoattack damage.
Boss: Mojabune (Solo Video/Youtube Mirror)
Walks to the center and uses a global knockback (cannot be Surecasted), followed by a half-roomwide AOE.
~Floor 11-20~
The hand has an enrage. Everything else is easy.
Mob Danger level (min)
Danger level (max)
Aggro type
Notes
Hand (Patrol) 1 3 Proximity ⚠ Has a roomwide enrage.
Can be LoSed.
All other mobs 1 1 Sight
Shizuku (Water sprite)- Proximity These mobs are not threatening aside from their autoattack damage.
Boss: Beccho (Solo Video/Youtube Mirror)
Will attempt to do a gaze mechanic, while summoning butterflies around the edges of the arena. They explode (untelegraphed), and the gaze will make you walk into the walls, so make sure to avoid it!
~Floor 21-30~
The floors that everyone probably is oh-too-familiar with.
Mob Danger level (min)
Danger level (max)
Aggro type
Notes
Hatamoto 1 2 Proximity Uses Midare if not killed in time, and it hurts (7.5K).
Tenga Goken: untelegraphed conal knockback.
All other mobs 1 1 Sight
Koja Proximity
Dhruva - Proximity
These mobs are not threatening aside from their autoattack damage.
Boss: Hiruko (Solo Video/Youtube Mirror)
Summons clouds that explode after a while, and casts a proximity AOE in the center. Run to the side and don’t get clipped by multiple clouds. If you get knocked up into a cloud, the cloud will disappear. Also has a half-room AOE, so save a gap closer or don’t kite too far.
~Floor 31-40~
Not a difficult set, as your aetherpool gear is still scaling up. Be wary of mobs that self-destruct.
Mob Danger level (min)
Danger level (max)
Aggro type
Notes
Onmitsu 1 3 Sight ⚠ Has a self destruct with a long cast bar (used below 10%).
Kiyofusa 1 1 Sight Has a stack marker that can be LoSed. It only does like 3.5K damage, however.
Vanara (Patrol) 1 2 Sight ⚠ Has a frontal AOE cleave with no telegraph or cast bar.
Harakiri 1 3 Sight ⚠ Has a self destruct with a long cast bar cast at low health (below 20%)
Moko 1 1 Sight Cleaves every other auto attack. Be careful at lower Aetherpool levels.
All other mobs 1 1 Sight These mobs are not threatening aside from their autoattack damage.
Boss: Bhima (Solo Video/Youtube Mirror)
Attempts to use a knockback as things spawn on the edge and he walks to the center. The knockback pushes everyone away from him - don’t get pushed into one of those things! Surecast/Arms length do NOT work.
~Floor 41-50~
Your aetherpool finishes scaling up here, so assuming you’re maxed out, this is probably the easiest set as you are (relatively) the strongest.
Mob Danger level (min)
Danger level (max)
Aggro type
Notes
Sekiban 1 3 Sight ⚠ Trembling Epigraph: Has an interruptable enrage.
Worm (Patrol) 1 2 Sound Similar to the worms in POTD 181-189.
Bottomless Desert: Pulls people in for a Tremblor, a huge attack that will most likely one shot them if not killed in time (~30s).
All other mobs 1 1 Sight These mobs are not threatening aside from their autoattack damage.
Boss: Gozu (Solo Video/Youtube Mirror)
Has a non-telegraphed, no cast bar swipe and line attack. When solo, the gaze will lead to a 100% death, so don’t be greedy (like me)!
Attack order:
- Non-telegraphed swipe
- Non-telegraphed line (on random target)
- Gaze
- Summon bombs/Proximity attack
- Repeat
~Floor 51-60~
Equivalent to ~141-150 POTD.
This set has an abnormally high frequency of applying the “No Auto Heal” debuff, especially in the later floors. Be very careful with your HP, as some rooms can contain 3 or more Rachimonals that will keep pecking away at your health.
Starting on this set, all telegraphs are pretty much lethal.
Mob Danger level (min)
Danger level (max)
Aggro type
Notes
Naga (Patrol) 1 3 Sight Conal AOE gaze that applies Stone Curse, which is a petrify that can lead to an instant death.
Baleful Roar: Roomwide enrage that deals 12K AOE damage, with a VERY FAST CAST TIME!
Rachimonal 2 2 Sight Does random AOE damage across rooms (instant, nontelegraphed). If there are some in the rooms near you, make sure you kill them first or avoid them - they can do a lot of unexpected, random damage!
Kongerei 1 3 Sight Has a self-destruct enrage that’s instant (takes around a minute to happen, though). When solo, avoid running into rooms with one of these on you, in the event you get Oddered (which usually leads to death anyway)
Maruishi 1 1 Proximity Spams big line aoes but doesn’t bother autoattacking. These hit for 20K+, one shotting DPS/healers, so be very careful.
All other mobs 1 1 Sight
Kamakiri, Kongerei, Maruishi
-
Boss: Suikazura (Solo Video/Youtube Mirror)
Telegraphs. Telegraphs everywhere. Lines, doughnuts, circles, you name it! Just dodge them and you’ll be fine. Shortly after creating a large ring of staves around the arena, the boss will cast Fire II, and all the staves will cast doughnuts. Shortly after will be a global AOE, followed by line AOEs coming out of every staff.
Solo Tips
When staves spawn in a circle around the whole arena, get ready to bait the Fire II AoE anywhere that’s NOT on top of a staff, and then walk onto a staff to be safe from the doughnuts.
~Floor 61-70~
This is the set where things start to get spicy. Starting on this set, mimics can no longer be stunned!
Solo Tips
The jellyfish and tree patrols are the easiest to kill. Avoid Onryus (which are also proximity aggro) as well as the leafy ochus (the ones that look like POTD 20 boss), as they have very potent DOTs. You do not need any buffs for the boss fight, as the boss’s damage output is not that high.
The early floors are very rough due to the large amount of Onryos and Wakakusa. Make sure you have plenty of room to kite. I recommend strength and steel on the early floors to make life easy if you have to (there’s a good chance you’ll get them back later). The latter half of the floors do not have as many annoying mobs, so it shouldn’t be as bad. Ideally, you should clear floor 70 with a perfect set of items (don’t use items for the boss). You’ll need all you can get for the next set...
Mob Danger level (min)
Danger level (max)
Aggro type
Notes
Mimic 2 2 Proximity Starting from this set, mimics are no longer stunnable (you can still interject them).
Onryo 2 2 Proximity Has a very high damage DOT burst.
Wakakusa (Seedling) 2 2 Sound Don’t underestimate the stacking poison - it lasts for 30s. Can hurt quite a bit solo, not so much in a party.
Mannenso 2 2 Sight Double auto and then vuln up. Fairly high DPS, make sure to kite well and stay healthy.
Shitaibana 2 2 Sight Has a cleave and very potent poison, applied by an instant-cast small PBAOE. Be careful when solo. The poison can be avoided by staying at long range.
67-69
Hashiri-dokoro (Henbane) 1 2 Sight Has a doughnut AOE, gaze, and AOE damage that kills you if you get seduced by the gaze. Other than that, it’s not too strong.
All other mobs 1 1 Sight
Doguzeri-Sound
These mobs are not threatening aside from their autoattack damage.
Boss: Kenko (Solo Video/Youtube Mirror)
Rotation:
Predator Claws (Non-telegraphed frontal cleave dealing high damage and a DOT) - just walk away or behind
Slabber (telegraphed circle AOE)
Innerspace (targeted attack) - this creates a puddle under the person hit
Ululation (raidwide) - one player will have a visual target placed on them
Hound out of hell - targets the player who was selected on the previous cast.
This puddle from Innerspace applies the Minimum debuff, which you need to dodge the line targeted AOE Hound out of hell. If you do not have the minimum debuff, you will get one shot.
The tank must be careful of the non-telegraphed frontal cleave, which is the first skill the boss will use in the rotation.
The boss also gains a Damage Up buff if it devours someone, while healing for a decent amount.
Protip: Use a shield to negate the damage from the “Hound out of hell” attack to avoid the stun, allowing you to main uptime.
Double pro tip: Stand outside the puddle for as long as possible as you deal less damage when shrunk. However, don’t forget to move in before the devour goes off!
~Floor 71-80~
Solo tips:
The mobs here start to REALLY hurt. Kite well, keep sustain potions up all the time, and be very wary of patrols (you will insta-die before having any time to do anything if you accidentally pull a second mob for the most part… speaking from experience!). Look for easy mobs to pick off.
Mimics can now crit for 13K, but they’re still possible without poms if you have room to kite.
Keep yourself topped off between autos or you can die to crits.
Be wary of mobs that have large conal attacks (Hyoga, Mammoth, Yeti). Because of these, you cannot kite too far. As such, you’ll really take a beating from autoattacks, so prepare accordingly.
Good mobs to pick off include:
- Wraith
- Grenade
- The ice-dispensing lizard thing (Yuki-Tokage)
On the later floors, there will be a couple mobs that you need to prepare to LoS for (Griffin, Yeti).
This attack happens after two telegraphs (aka two cones from the Yeti*, 2 circles from the Griffin). Make sure you’re ready to hide, or use a witching if you’re unable to.
*depending on how you kite, the Yeti may use Northerlies before the second Frozen Mist cast
Also, make sure you open chests BEFORE the Beacon of Passage activates. The rate of mimics is INCREDIBLY high here - I’ve opened upwards of 8 mimics on a solo run on this set. If you open a mimic before the passage is open, at least you still get a kill out of it - but if you open one after, you fully “waste” the 2 minutes or so that it takes to kill it. On this set, time is of the essence! Do not hesitate to use a petrification to bypass an ugly floor (no abilities, gloom, etc). Make sure you check as many gold chests as you can before you do so, to get rid of possible mimics.
Mob Danger level (min)
Danger level (max)
Aggro type
Notes
Hyoga (Patrol) aka Tiger 2 2 Sight Has a large roomwide frontal cone that 1 shots, and a gaze.
The autos that come afterwards hit harder
than other mobs on these floors.
Yuki-Tokage 1 3 Sight <<⚠>> When out of combat, aims a small circular telegraph at players within a ~½ a room away. This is lethal.
Ichijama (Wraith) 1 2 Proximity Big AOE followed by targeted AOE. Rather easy, but make sure you have the room to avoid the AOE.
Jujishi (Griffin) 3 5 Proximity ⚠ Has a double auto that hurts quite a bit, and a VERY FAST CASTING ENRAGE "Winds of Winter" that is likely to kill everyone it hits (it also applies a DOT and gives the griffin a haste buff). This can be avoided through Line of Sight, so fight it behind a corner and seek cover when it goes off. The enrage happens after 30 seconds. It is stunnable.
Mammoth 3 3 Sight <<ΔΔ>> Prehistoric Trumpet: deals half-roomwide damage when not in combat (around 4K). Careful as this will break Concealment.
Tok? Mammoth continues…
Tofu 2 2 Sight Don’t let them buff (Magic (Pudding/Flan) Tongue) or they will really hurt, especially for lower aetherpool levels. Note that these can still autoattack, so being in melee range means you essentially take double damage. You can line of sight the Blizzard casts, but not you will still take autos if they’re close.
Yuki-Atoto (Yeti) 1 3 Sight Has a really big, but stunnable, AOE that can be LoSed (Northernlies). Also has a quick (and large) conal attack, so don’t kite too far.
Lion (Patrol) 2 2 Sight Large stunnable AOE and double autoattack. Due to the double auto, I wouldn’t fight this solo without Steel.
Ya? 1 2 Sight This is similar to those patrols from 171+ POTD - they only autoattack for a while, and then after 30 seconds they will enrage, pulling everyone in (and applying a 95% heavy or something) and then stomping on them for lethal damage.
Wolf (Okami) 3 3 Sight Samae? a nasty DOT. They’re really not fun to fight solo, you’ll need great kiting or sustain to deal with this one. Autoattacks and heavy DOTs.
All other mobs 1 1 Sight These mobs are not threatening aside from their autoattack damage.
Boss: Kajigakaka (Solo Video/Youtube Mirror)
Summons balls of ice that explode, untelegraphed, after a period of time. An icicle will also appear, shooting through the middle of the room. Any balls hit by the icicle will explode, and any balls hit by exploding balls will also explode (domino effect). When in doubt, STAY AWAY FROM THE ICE BALLS AS THE ICICLE RESOLVES. Make sure you are also away from the remaining balls when the Lunar Cry skill finishes, or you will receive deep freeze and die if solo. After Lunar Cry, he will randomly jumps to targets and bites them for 4K damage (1 shot if frozen). Not too hard besides that! Doable without steel on any DPS with enough kiting.
~Floor 81-90~
General tips: Be very mindful of the Garula patrols on early floors, which have huge AOEs that one-shot. Make sure you have room to fight them (if you’re in a hallway in between two dangerous rooms, you may be forced into a mob or trap, which will spell death within seconds.
Solo tips:
Everything here hits INSANELY hard. Avoid ANYTHING with double-autoattacks unless you’re a tank or have steel (even with it, you need to be insanely careful with healing). Take advantage of telegraphs to DPS. There are quite a lot of “easier” mobs to take advantage of, including:
- Chimera
- Minotaur
- Matanga (get heals ready after the jump)
- Elephant
- Koki
- Cyclops
RDM: Make sure you top yourself off between autoattacks to avoid potentially dying to a crit (even on the low 80s, mobs can crit for 24k+).
When pulling mobs with a charge attack (Garula, Matanga, Manticore), you can line-of-sight the charge, such that the mob won’t be in position to auto attack you directly after (the charge will still do damage). This is very important, because if the charge crits, it can do 90% of your HP, and you’re in no shape to take an auto after that!
Mob Danger level (min)
Danger level (max)
Aggro type
Notes
Garula (Patrol) 2 3 Sight Has a huge conal aoe, then circular aoe, and then raidwide damage. Be very careful about where you fight these, as you need space to run to avoid its large AOE attacks.
Party: If healer is somehow dead, this can cause issues if you don’t have any heals (Vercure, Clemency). You can avoid a rthquake damage through line of sight.
Shinzei (Patrol) 4 4 Sight Double AA that does heavy damage and applies a DOT.
Elephant 1 2 Sight <<⚠>> When out of combat, aims a medium circular telegraph at players within a ~½ a room away. This is lethal.
Rakshasa (Patrol) aka mantico re 2 2 Sight Same as the Deep Palace Manticore from POTD - charges, buffs itself with damage up, and has an untelegraphed small frontal conal “Ripper Claw”. When buffed, can auto very hard. Be very careful, and kite well.
Koki 1 1 Proximity Large doughnut telegraph -> Large conal telegraph -> Roomwide vuln stack (no cast bar). Easy kill. You can LoS the vuln stack by ducking behind a wall shortly after the conal attack.
Araragi (Goobhue) 2 4 Sight AOE stacking poison. Can be LoSed with good timing. Autoattacks slightly less hard than other mobs. Pattern is: Poison -> Circle AOE -> Poison -> Suckin + Casted conal (DONT STAND IN FRONT AT ALL, TREAT IT LIKE A SQUARE AOE -> Poison -> several autos and then repeat Ryujin/Enko 3 3 Sight ⚠ Uses Elbow Drop, an untelIegeraphed back conal that attacks directly BEHIND where the monster is facing. Also has a tank buster - do not underestimate the damage from these when solo. Enkos also have an “enrage” damage buff. Gozu (Minotaur) 1 3 Sight Untel egraphed roomwide conal attack on a rara nd o mp laye r. Follows up with a roomwide gaze that is lethal (it turns you into a pig, where you then get eaten. Do not stand in front of the beast.)
~Floor 91-100~
The last set! Be very careful of patrols and pick off mobs in areas where you know you will have a place to hide from patrols.
91-93:
White mage Nuppeppos are the easiest target to pick off, and you can avoid their damage completely through good use of LoS cheese. However, this requires a lot of focus, so do be careful of patrols coming around. There are walls on the side of rooms that are safe from patrols, and while they can be used for LoSing, they are harder to use than normal corners of rooms.
94-96:
Kubanashis - avoid when possible solo, and pick off as soon as possible in a party. Kyozos are the easy target on this set, as well as White Mages on floor 94.
97-99:
Kyozos and Shabtis are the easiest. But surely you have magicites and petrifications saved for these floors… right? These floors can never be afflicted with the “No Magicite” debuff. The odds of 97-98 being a large room is higher than normal.
Floor 99 is guaranteed to NOT be a big room, and will have gloom + two other effects. Be prepared with a serenity or magicite.
Mob Danger level (min)
Danger level (max)
Aggro type
Notes
Mifune (POTD 60 boss) 2 3 Proximity Deadly autoattack cleaves. Has a targeted line AOE does lethal damage to non-tanks. LoS or die.
Nuppeppo (WHM) 1 3 Sight Stones hit pretty hard. Duck behind walls to cancel their casts, or else you’ll take a big beating.
Nuppeppo (axe) 5 5 Sight Tons of targeted “tankbuster” damage. Like, 20K+ to a tank. Knocks back 3 times - position yourself against a wall to avoid flying into a room. Also, it uses Raging Rush afterwards...
This is with steel, by the way.
Nuppeppo (monk) 3 3 Sight Buffs itself with haste, and eventually does a double-auto that applies a DOT.
If solo, use bind/sleep on the monk (if applicable) to wait out the haste buff (it won’t use the double auto unless it has haste). Alternatively, arm’s length will cancel out the haste buff.
Jaki (Demon) 3 3 Sight Charybdis targeted aoe (99% Max HP damage). Can be LoSed and stunned. Also uses an instant targeted magic AOE “double-auto”.
Gozu (Patrol) 3 3 Sight Has an instant cleave (~10K damage), then ⚠ non-telegraphed frontal swipe (XX-tonze-swipe), and the non-telegraphed PBAOE (128-tonze swing). On pull, charges to target and then double auto attacks shortly after.
Kubinashi (Patrol) 4 5 Sight Has a lifesteal effect that it uses shortly after entering combat, as well as an instant frontal cleave that deals ~12K damage. Constant gains a stacking damage up buff. Upon reaching 3 stacks, uses Black Nebula, a roomwide enrage one shot.
Kyozo 1 2 Sight Buffs itself with defense up. Funnily enough, this overlaps the Gloom defense buff, and when it wears off, so does the real Gloom defense buff!
Jinba (Centaur) 4 5 Sight Has a permanently stacking damage buff, double auto, and a MASSIVE AOE that is placed on a random player (LoS it from the meteor origin, not the mob location), which is cast shortly after a gaze.
Tenma (Night Pegasus) 3 3 Sight ⚠ Has a nontelegraphed line AOE “Burning Bright” used on a random player, as well as a large, stunnable AOE (Nicker cannot be LoSed!). Also has a double-auto.
Kuro-kishi 3 3 Proximity Double auto.
Zenki 3 3 Sight Double auto.
Dodo (Patrol) 4 4 Sight F99 exclusive. Buffs itself with haste and puts out insane DPS.
All other mobs 2 Easy Sight WHM Nuppeppos are still scary for solo. 24K stone crits! Note that you CAN LoS the stone casts, but you need to time it well.
Boss: It’s as hard as the POTD 200 boss, that’s for sure!
~Images & The End~
[End of document excerpt]