The Final Coil of Bahamut - Turn 1
The Final Coil of Bahamut - Turn 1
- Level
- 50 (Sync: 50)
- Item Level
- 110
- Difficulty
- Extreme/Savage
- Party size
- Full Party
8 players • 2
2
4 
- Unsyncing
- Allowed
- Time limit
- 90 minutes
- Phoenix Down
- Not Available
- Duty Finder
- Raids (A Realm Reborn)
- Tomestones
30 - Req. quest
- Fragments of Truth
- Entrance
- Northern Thanalan (X:19, Y:20)
- Location
- IC-06 Central Decks
- Region
- Thanalan
- Patch
- 2.4
The Echo- Permanent +20%
- Links
- EDB GT TC
Alisaie is resolved to go through with her quest to vanquish Bahamut, though it means confronting her beloved grandfather, whom the elder primal has made his thrall. With Alphinaud's cooperation, an aetherial pathway has been established which will take your party to one of the two internment hulks that remain to be disabled. Your foray begins in northern Thanalan, at the set of Dalamud's talons situated in Raubahn's Push. Spare no preparation and expect fierce resistance.
— In-game description
The Final Coil of Bahamut - Turn 1 is a level 50 raid introduced in patch 2.4. The raid is also known as T10.
Objective

- Breach the Neurokinetic Linkup.
- Defeat Imdugud.
Enemies
Bosses
A boss with a large array of abilities that combine together as the fight progresses. Additionally, the available space of the arena will shrink the longer the fight goes on, with an electrified ring slowly encroaching on player's available movement space.
Prior to the fight, a marker should be placed on the south side of the arena to mark where Wild Charge targets should stand.
Four players should also be assigned for stacking together during phase 5, with one of the four being a back-up in case one of the other three is marked for Wild Charge.
Phase 1: 100% - 83%
| Name | Description |
|---|---|
| Crackle Hiss | A cleave with an extremely wide, near-180 degree cone. Deals ~3500 damage. |
| Critical Rip | A high damage tankbuster that can hit for ~10,000 if unmitigated. |
| Spike Flail | A Static cone AoE from Imdugud's tail. Only used if a player is behind Imdugud. |
| Erratic Blaster | A random player is marked with a red orb and Prey. Six seconds later, that player takes ~600 damage. If any damage is not shielded, that player is then inflicted with Erratic Blaster.
|
| Wild Charge | The iconic attack of its namesake, with the charge target being marked by a blue circle. Imdugud drops an Electrocution field below itself before charging. |
| Electrocution | A lightning puddle placed under the boss. Deals ~3000 damage repeatedly to players standing inside. |
The key to surviving phase one will be handling Wild Charge and Erratic Blaster.
The player targeted by Wild Charge will need to move far enough away from Imdugud for players to have space to stand in-between. A tank will always need to be present to take the first hit of the charge by being closest to Imdugud.
Additionally, a Scholar or Sage will need to be present to place barriers on players marked with Prey. The debuff Erratic Blaster is often fatal and should be prevented at all costs.
| Attack | Strategy |
|---|---|
| Crackle Hiss | All players except the main tank should stand towards the back of Imdugud. This attack is significantly wider than the typical cleave attack. |
| Critical Rip | Tanks will need to use a large mitigation to survive this attack. |
| Crackle Hiss | |
| Wild Charge | The player marked in blue should run to the south while DPS, healers, and off-tank run between them and Imdugud. The off-tank should stand closest to the boss to take the first hit of the charge.
|
| Crackle Hiss | The main tank should avoid being in the Wild Charge stack to avoid this attack hitting others. |
| Erratic Blaster | The player marked with Prey should be shielded by a Scholar or Sage to prevent the application of Erratic Blaster. |
| Repeat | |
If a player is behind Imdugud, it will pause its rotation to cast Spike Flail. Afterwards, the attack will go on cooldown for 30 seconds.
Phase 2: 83% - 77%
Imdugud casts Electrocharge and gains Invincibility. Two sets of Sons & Daughters of Imdugud are spawned on the east and west side of the arena and must be killed to make Imdugud vulnerable again.
| Enemy | Attacks | Description |
|---|---|---|
| Son of Imdugud | Crackle Hiss | A cleave with an extremely wide, near-180 degree cone. |
| Spike Flail | A Static cone AoE from the enemy's tail. Only used if a player is behind them. | |
| Electrocution | A lightning puddle left under the corpse after death. Deals high damage if stood inside. | |
| Daughter of Imdugud | Spike Flail | A Static cone AoE from the enemy's tail. Only used if a player is behind them. |
| Erratic Blaster | Marks one player with Prey per Daughter alive, potentially having two players marked at once. |
Throughout this phase Imdugud will not move or attack, but instead will start building stacks of Static Charge. The more stacks are built, the more damage the party will take at the end of the phase, acting a DPS check.
If two Sons or two Daughters are brought too close together, they will buff each other with Damage Up and Vulnerability Down. Each tank will have to take one Son and one Daughter and keep the two pairs on opposite sides of the arena.
Due to the wide arc of Crackle Hiss and the threat of Spike Flail it is recommended that one tank keep the two pairs on the east and west side of the arena, with one tank facing the pair North and the other facing it south. This leaves the center of the arena safe for the DPS and healers.
It is recommended to kill a pair from one side of the arena first before moving onto the other side. Daughters should be prioritized as Erratic Blaster is significantly more dangerous, nor do they drop Electrocution puddles on death like Sons do.
Once all Sons and Daughters are dead, Imdugud will lose Invincibility. After being brought down to 77% health, they will cast Electric Burst, which deals unavoidable party-wide damage based on how many stacks of Static Charge they have.
Phase 3: 77% - 54%
Imdugud gains one new attack that will change how prior mechanics must be handled:
| Name | Description |
|---|---|
| Heat Lightning | A four second cast that hits three random players, excluding the main tank, with a small AoE. Deals damage and applies a Vulnerability Up debuff for 8 seconds. |
Players must spread out once Heat Lightning begins casting to avoid potentially hitting others with AoE damage.
While Wild Charge will follow a similar routine, those with Vulnerability Up must avoid joining the stack. If the off-tank is hit by Heat Lightning, either a tank-swap can occur so that the non-debuffed tank can take the Wild Charge, or the Main Tank can run into position and use Arm's Length (but be careful not to run through the Electrocution field).
Players who did not join the stack must remember to stand back away from the boss, as Imdugud will still cast Crackle Hiss at the main tank immediately after the charge.
| Attack | Strategy |
|---|---|
| Heat Lightning | Spread out once this cast starts to avoid spreading damage and debuffs to others. |
| Erratic Blaster | Healers should place a shield on the player with Prey. |
| Crackle Hiss | |
| Heat Lightning & Wild Charge | Spread out prior for Heat Lightning. Those without Vulnerability Up should stack for Wild Charge will those with the debuff should run to the left or right of the charge target to avoid Crackle Hiss. |
| Crackle Hiss | |
| Critical Rip | Tanks should use a strong mitigation here. |
| Crackle Hiss | |
| Repeat | |
At 54% health, Imdugud will cast Electrocharge and gain Invincibility again.
Phase 4: 54% - 44%
Phase 4 is mostly identical to phase 2, except that after 20 seconds, a third pair of Sons and Daughters will spawn. DPS must kill one pair ASAP to allow a tank to grab the third Son and Daughter in time.
If DPS is lacking, a limit break can be used to used to speed up the process. A magic DPS Limit Break 3 will hit all four adds and take them to around 50% health. The group should then use all available DPS buffs to take out the west Daughter and Son as quickly as possible before the next ones spawn.
As with phase 2, it is important to kill the Daughter before the Son in each pairing.
Once all six enemies die, damage Imdugud to 44% to begin phase 5.
Phase 5 - 44% - 0%
Imdugud will add one new attack, start combining several others together, add a new mechanic punishing player deaths during this phase.
| Name | Description |
|---|---|
| Static Charge | Now given to Imdugud every time a player dies. Will prompt Imdugud to cast Electric Burst.
|
| Electric Burst | Deals unavoidable raid-wide damage to the party, increasing with every stack of Static Charge. All stacks of Static Charge are then converted to Damage Up.
|
| Cyclonic Chaos | A Stack marker indicated by a tether to a random player. Triggers after 5 to 10 seconds depending on the attack combination. Applies Vulnerability Up for 8 seconds.
|
Phase 5 is the most difficult phase, success will require the full coordination of the entire team.
The arena will also continue to shrink, reducing the space players have to move to spread out or stack safely.. By the end of the phase only the center circle will remain a safe spot. If DPS is too low, the arena will lose its last safe-spot and the raid will most likely wipe.
The key mechanic to this phase is surviving the new combination attacks Imdugud will use. The consistent factor with each combination is spreading damage out equally, with half the raid taking one attack and the other half taking the second attack. As no player should be hit twice, healers should temporarily hold off casting and focus completely on mechanics until they are correctly positioned for the second part of the combination attack.
| Attack | Strategy |
|---|---|
| Heat Lightning & Cyclonic Chaos | Spread out for Heat Lightning, then those without Vulnerability Up must stack for Cyclonic Chaos. If the off-tank was hit, they should Provoke Imdugud. |
| Crackle Hiss | |
| Critical Rip & Prey | Tanks should mitigate while the Scholar/Sage focuses on protecting the player with Prey. |
| Crackle Hiss | |
| Cyclonic Chaos & Wild Charge | The main tank and three players that are not marked for Wild Charge should stack in the center. Afterwards, they should move out of the way while the rest of the party stacks for Wild Charge. |
| Heat Lightning & Cyclonic Chaos | Spread out for Heat Lightning, then those without Vulnerability Up must stack for Cyclonic Chaos. If the off-tank was hit, they should Provoke Imdugud. |
| Crackle Hiss | |
| Critical Rip & Prey | Tanks should mitigate while the Scholar/Sage focuses on protecting the player with Prey. |
| Heat Lightning & Wild Charge | Handle as done in Phase 3. |
| Repeat | |
As before, Imdugud will pause this rotation to cast Spike Flail or Electric Burst if conditions are met.
Loot
Treasure Coffer 1
Treasure Coffer 2
| Name | Type | Item Level | Rarity | Quantity |
|---|---|---|---|---|
| Dreadwyrm Earring of Fending | Earrings | 130 | Blue | 1 |
| Dreadwyrm Earring of Slaying | Earrings | 130 | Blue | 1 |
| Dreadwyrm Earring of Aiming | Earrings | 130 | Blue | 1 |
| Dreadwyrm Earring of Casting | Earrings | 130 | Blue | 1 |
| Dreadwyrm Earring of Healing | Earrings | 130 | Blue | 1 |
| Dreadwyrm Choker of Fending | Necklace | 130 | Blue | 1 |
| Dreadwyrm Choker of Slaying | Necklace | 130 | Blue | 1 |
| Dreadwyrm Choker of Aiming | Necklace | 130 | Blue | 1 |
| Dreadwyrm Choker of Casting | Necklace | 130 | Blue | 1 |
| Dreadwyrm Choker of Healing | Necklace | 130 | Blue | 1 |
| Dreadwyrm Bracelet of Fending | Bracelets | 130 | Blue | 1 |
| Dreadwyrm Bracelet of Slaying | Bracelets | 130 | Blue | 1 |
| Dreadwyrm Bracelet of Aiming | Bracelets | 130 | Blue | 1 |
| Dreadwyrm Bracelet of Casting | Bracelets | 130 | Blue | 1 |
| Dreadwyrm Bracelet of Healing | Bracelets | 130 | Blue | 1 |
| Dreadwyrm Ring of Fending | Ring | 130 | Blue | 1 |
| Dreadwyrm Ring of Slaying | Ring | 130 | Blue | 1 |
| Dreadwyrm Ring of Aiming | Ring | 130 | Blue | 1 |
| Dreadwyrm Ring of Casting | Ring | 130 | Blue | 1 |
| Dreadwyrm Ring of Healing | Ring | 130 | Blue | 1 |
Achievements
This duty is associated with the following achievements:
| Name | Points | Task | Reward | Patch |
|---|---|---|---|---|
| Mapping the Realm: The Final Coil of Bahamut I | 10 | Discover every location within the first turn of the Final Coil of Bahamut. | - | 2.4 |
Music
| Section | Theme |
|---|---|
| Main | Primal Timbre |
| Battle | Spiral |
| Boss | Calamity Unbound |