The Unending Coil of Bahamut (Ultimate)
Before You Begin
This guide attempts to cover the common timings that the vast majority of groups will see, however, in very extreme situations of enrage timings on the earlier phases, or pushing for Rank 1 speed, the contents of this guide may not be suitable.
With additional information, checking & theorycrafting from Phoebe No’Saa, Hinoka Shirasagi, Laille Ormesaing & maintenance by Nemekh Kinryuu.
The images shown throughout are used as example sequences. In practice, such sequences could differ on both a micro or macro level due to extreme differences in push timings.
5.x Build Options
General Fight Tips
Manafication is changed in Shadowbringers by a trait at Lv.74 which means that in Lv.70 content it functions works the same way it did in Stormblood: with no damage buff and a 120s cooldown.
As a result of there being no damage buff it should be used slightly differently than at Lv.80.
While you should still aim to finish phases with as much Black and White mana as possible, in the scenario that your mana is at 60 | 60 or below, you can use Manafication during downtime during or in between phases to get it on cooldown faster.
This should be done whenever possible to avoid the possibility of losing a use of Manafication throughout the fight.
Potions in UCoB should be used during raid buff windows in order to maximise the gain received from them.
Although Manafication does not grant a damage buff, just as with level 80 content you should still aim to get 2 melee combos under a potion buff whenever you can.
Due to the Neurolinks that are placed around the arena for the entire fight, be wary of the angles you Displace at as it is possible for you to land in a Neurolink and gain the damage down debuff, causing you to lose considerable damage if you immediately begin casting and resolve a spell.
As always, Embolden should be used to achieve the best possible gains for your group. While many groups will likely opt to use 120s raid buffs at the start of each phase, it may be worth suggesting to your group that you instead use your second set of 120s buffs at the end of Twintania. By doing this, you gain an 8th use of Embolden, versus having only seven uses if you were to hold for the start of Nael.
The reason for this is that you will only be using 2 sets of 120s raid buffs during Bahamut Prime, regardless of whether or not you hold Embolden at the end of Twintania. By using buffs on cooldown, you get three Emboldens during the first 2 phases as opposed to 2.
As with other fights in the game, Vercure can be used during downtime in-between phases in order to prepare a Dualcast for when the boss becomes targetable again. In addition to this, in phases where the boss isn’t targetable and heavy raid damage is going out. This is especially useful during the Trios in Bahamut Prime as the boss is often not targetable during these mechanics.
Phase 1: Twintania
Phase 1: 3-11 Opener
Due to the first Twister cast around the 6th GCD, you will likely have to use Swiftcast after your 5th GCD in order to not be hit. As a result of this, there are multiple options with what you can do for your opener because of Displacement.
As you cannot double weave Displacement without clipping under most circumstances, if you are doing an X-8 opener, you will either have to use Displacement early and hold your Embolden slightly, or drop the Displacement cast before your Manafication.
If you are using 3rd GCD Embolden to align with other buffs, or if you are using a potion in Twintania, it is advisable to drop the Displacement, as you will only be losing 150 potency. If not, you can use Displacement on your 3rd GCD. After your 5th GCD, if all of your party members are in range, you can use Embolden after Swiftcast in order to get its effect out earlier. If they are not in range, you will likely want to hold it until after your 6th GCD when the party stacks for Fireball so that everyone gains the buff.
If you do not want to lose the Displacement and also use Embolden on 3rd GCD, opt to use the 3-11 opener as depicted above, in which you would use Displacement after the first Fireball stack lands around the 8th GCD. However, as Twisters will remain on the ground for a few seconds after they appear be aware of their locations to ensure you do not hit one with Displacement.
Phase 1: 1st Hatch
If you are marked by a Hatch your ideal scenario is to slidecast your way to the Hatch and minimise the potential damage loss from the Neurolink debuff.
If you are not able to get a Dualcast before you step into the Neurolink, you can cast a Jolt while in the Neurolink to prepare a Dualcast for when you step out of it. However, depending on how the boss is positioned relative to the Neurolink, you may not have the ability to resolve the Hatch before your next hardcast GCD.
If you have both of your procs available while you are in a Neurolink, you can cast one of those in place of Jolt in order to generate more mana.
Be sure you wait for the debuff to fall off before you Dualcast, as it often takes a second for it to expire after stepping out.
You can begin to slidecast with under 0.5 seconds left in the cast, generally, to help with making sure the Neurolink debuff drops off in time.
Phase 1: 2nd Liquid Hell Bait
When the physical ranged is marked by Hatch, a backup person will be required to bait Liquid Hells.
While it is generally advisable to have a healer or a SMN if your group has one to do these backup baits, some groups may ask their RDM to do it.
In the scenario that you are the backup baiter, consider holding Swiftcast when you can for any possible Liquid Hell baits, as it is not possible to cast in between each bait.
The above example can also be followed to help mitigate the loss of GCD casts. If your group is able to skip various mechanics early on, such as the 2nd Twister cast or Plummet, then you will be forced to do this bait without the availability of Swiftcast.
If you are targeted by the random Liquid Hell bait after the second Neurolink drops, you will likely have enough black and white mana for a melee combo, meaning you can circle around the back of the boss and do your combo in order to maintain uptime while you are baiting.
Phase 1: Final Hatch + Liquid Hell
During the final set of Hatch mechanics a random player will be targeted with Liquid Hell baits once the Hatches are resolved.
Depending on whether you skip earlier mechanics or not, you will need to handle this situation in one of 2 ways:
With slower pushes during Twintania, you will likely have enough mana to use a melee combo by this point. The above example should be your ideal sequence, using a slidecasted GCD + Dualcast to begin your Liquid Hell baits, before swapping to your melee combo.
With faster pushes during Twintania, you will not have enough mana to use a melee combo to assist with uptime during baiting. In its place Swiftcast can be held in case of being targeted.
Phase 1: Displacement Usage
Throughout Twintania there will be ample opportunities to use Displacement. However,be aware of Liquid Hell casts as well as their lingering puddles.
Using Displacement during the proximity Liquid Hell baits will likely cause you to bait at least one yourself. This should generally be avoided at all costs.
Aim for a minimum of 4 Displacement casts during Twintania. In the above example there is a timeline where these 4 casts may take place, while also providing safety and respect for various mechanics.
With slower kill times on Twintania a 5th usage can even be pushed for before phasing to Nael.
Phase 1: 2nd Embolden
Most push timings will generally want to use 2nd set of 120s raid buff cooldowns before Twintania dies.
This is to ensure you gain an additional usage prior to phasing into Bahamut Prime, however, some groups may not be aware of this. Be sure to discuss buff timings with your group and try to align them with party burst to maximise rDPS gains.
Phase 1: Addle Mitigation
Addle in this phase will be used to mitigate the Fireball stacks from Twintania.
While you should discuss with your healers which should be Addled, common ones to Addle are the second Fireball before the first Neurolink drop if it is not skipped, in addition to the Fireball during random Liquid Hell baits after the second Neurolink drop.
Be aware of your group’s mitigation during the phase so that you can cover a Fireball stack that may be light on party mitigation
Note: Do not use Addle on the first Fireball if your group is LB cheesing for extra easy LB gauge
Phase 1: Pushing into Phase 2
As you finish the final set of Hatch mechanics at the end of Twintania your goal should be to generate as much mana as possible before the transition into Nael to set up a double melee reopener.
Aim to hit as close to 100 | 100 mana as you can while also holding your Manafication cooldown until the Nael reopener.
Phase 2: Nael van Darnus
Phase 2: Reopener
Upon entering Phase 2, you should be near enough mana to prepare a double melee reopener, however, your reopener will vary depending on how much mana you ended the previous phase with. Depending on your push timing from Twintania, you may not necessarily have the mana to melee immediately, but you should have enough stored to reach your 1st melee combo within 3-4 GCDs.
It’s important to note that the variance in push timings may cause your reopener sequence to change slightly compared to the example shown above due to mana differences. Try to manipulate your GCD sequence so you can consistently maintain full uptime during the 1st Lightning Bait + Nael quote mechanics.
You should be able to get your first melee combo off without any problems. However, if the first quote ends with Iron Chariot instead of Thermionic Beam, you may have to use your second melee combo after moving out depending on your mana levels.
If you need to wait until after Iron Chariot for your second melee combo, you can use Corps-a-Corps to get back in right after the AoE goes out in order to start your melee combo and also stack in time for Firescorched.
Phase 2: Maintaining Uptime
The most important thing in Nael phase is not dying as a result of greeding GCDs. There are many mechanics in this phase that snapshot early and can kill you and the party instantly if not handled correctly. As such you should always be ready and willing to drop a cast if you need to in order to avoid a mechanic. Common mechanics where you may need to drop casts depending on alignment are Iron Chariot, Wings of Salvation and Thunderstruck.
Your priority should always be to stay alive, as losing 1 or 2 GCDs is far less of a loss compared to dying, however you are capable of maintaining full uptime with proper casting techniques. Practice and do your best.
One such example is the 1st set of 3x Doom puddle baits + Chain Lightning following a pair of Nael quote mechanics.
Due to the increased tempo with this sequence of mechanics, the Doom puddle baits will require you to make quick movements in succession while baiting around the boss’ hit box.
With the above example, a properly timed Sprint usage + Swiftcast weave will allow you to maintain full uptime while resolving any of the other mechanics.
Phase 2: Divebombs
When Divebombs targets are being selected, you can preposition yourself between the boss and the first Divebomb marker.
In the scenario that you are selected, you can slidecast into the marker while maintaining uptime. As markers come out, you can move around in a circular motion to the other Divebomb markers in the scenario that you are selected for one of those.
Something you can also consider doing is holding Displacement towards the middle of the phase so that you can have it available in the scenario you are marked with a Divebomb. You can use Displacement to get to your Divebomb position faster which can often help you gain an extra GCD if you are not prepositioned and need to move a large distance.
Phase 2: Addle Mitigation
Addle in this phase will be used to mitigate Thermionic Beam.
The most common mitigated with Addle is the Thermionic Beam in the beginning of the second quote, while another solid option is the Thermionic Beam after Divebombs if the quote is for a stack instead of a spread.
Be aware of your group’s mitigation plan as well as the potential of people missing the shared damage.
Phase 3: Bahamut Prime
Phase 3: Reopener
Depending on how much mana you end the previous phase with, you may have difficulty finishing 2 melee combos on Bahamut Prime if you are using Manafication here.
In the scenario that you do not have enough time to finish your second melee combo before the boss becomes untargetable for Quickmarch Trio, you can use Manafication when you are at or above 40 | 40 mana to get it on cooldown faster and do your second combo at the end of Quickmarch Trio.
Phase 3: Damage Phases
This phase consists of multiple damage phases in between mechanics when the boss is targetable. Continue doing your rotation as normal during these phases, but beware of using heavy hitters such as Verflare/Verholy and Fleche as the boss is becoming untargetable as there is a high chance of it ghosting.
You should also discuss with your party which of these short damage phases you will be using your buffs in for the highest possible damage output.
Phase 3: Rotation Priorities
Use melee combos as your mana becomes available; as a secondary priority, try to align melee combos around possible raid buff windows where possible.
You will have 2 Embolden uses during this phase. Both timings should try to be aligned with other party buffs/burst windows. Your 1st Embolden timing should generally coincide with a double melee combo sequence with full mana + Manafication afterwards.
If you choose to use a potion during this phase, you have the choice between the Bahamut Prime reopener, as well as the post-Quickmarch and post-Blackfire reopeners. Which timing you use should coincide with the best gains you can make with your melee combo and embolden.
Phase 3: Fleche + Contre Sixte
Due to the nature of this phase providing short uptime windows coupled with prolonged downtime to resolve various Trio mechanics, it’s important to understand the priority around Fleche and Contre Sixte.
Given that the cooldown on Fleche is only 25 seconds and that the uptime windows will generally be ~30+ seconds, Fleche should be cast immediately to allow a 2nd cast before the next period of downtime.
With the cooldown of Contre Sixte being 45 seconds there will only be one use per uptime window. Prioritise aligning it with raid buff timings each time where possible.
Phase 3: Vercure
Due to the heavy downtime in this phase there are many opportunities to use Vercure in order to prepare Dualcast for when Bahamut Prime becomes targetable again.
Try to find moments in each Trio where you can use a Vercure so you can instantly begin casting again when possible. You can also use Vercure during Trios to heal yourself and others while the boss is not targetable.
Phase 3: Heading into Phase 4
As you complete Tenstrike trio prioritise building towards 100 | 100 mana before Grand Octet begins to allow you to perform a proper EnMoulinet reopener once the Adds phase begins.
Phase 3: Addle Mitigation
Addle in this phase will be used to mitigate the raid-wide damage from Gigaflare.
After every Trio, Bahamut will cast a Gigaflare, and a total of 2 (per caster) can be Addled throughout the phase.
As always you should discuss with your party which of these raidwides they want to be mitigated with Addle. Your second Addle usage will depend on your first one.
If your first Addle is on the Gigaflare after:
- Blackfire Trio, you can choose between the Gigaflare after either Heavensfall Trio or Tenstrike Trio for your second Addle
- Fellruin Trio, your second must be on the Gigaflare after Tenstrike Trio
Phase 4: Adds Phase (Twintania + Nael)
Phase 4: Reopener
Try to come into this phase capped, or close to being capped, on black and white mana.
This is so that you can reopen the phase by hitting both bosses with seven EnMoulinets, especially if you are using a potion at the beginning of this phase.
By using 2 EnMoulinets and then using Manafication you can get seven EnMoulinets on the bosses under both buffs and your potion.
Phase 4: GCD Usage
Once the reopener is finished, your remaining GCD sequence should follow basic AoE vs. Single Target principles.
When both Twintania and Nael are tanked together prioritise Jolt + Impact usage as much as possible.
When they are split due to Nael casting Raven’s Dive, or niche situations of manipulating mana production for additional EnMoulinet casts, prioritise your single target GCDs.
Phase 4: EnMoulinet Usage
Since the melee combo does not have Scorch at Lv.70, EnMoulinet is a gain in 2 target scenarios. You should spend all of your black and white mana on EnMoulinets in this phase as opposed to your melee combo.
Phase 4: Uptime
During this phase, there are often a lot of mechanics going out at once, meaning there are often many times where you will have to respect mechanics and drop GCDs.
Be wary of greeding during this phase as it may cause you to wipe the party. Do not be afraid to drop a GCD if it means doing the mechanic properly, as a weakness will cause you to lose far more damage than losing a GCD will.
Any weakness earned toward the end of this phase will continue into Golden Bahamut after being raised by Phoenix. That being said, weakness and the Phoenix’s Blessing buff is better than having Brink of Death and no damage buff should you be knocked into the wall so make sure you are raised before then.
Phase 4: Displacement
With Twintania reappearing during this phase you will have similar restrictions to displacement usage as you did in the initial phases to avoid using Displacements during mechanic sequences.
Do not use Displacement during Liquid Hell baits as once again you will likely cause Liquid Hell to bait onto yourself.
Phase 4: Addle Mitigation
Addle in this phase will be used on one of the Megaflare casts from Nael.
It is generally advised to Addle the first Megaflare cast as Addling the second one may cause you to not have Addle back in time for the first Morn Afah in Golden Bahamut.
As always check with your party for their desired mitigation plan.
Phase 5: Golden Bahamut
Phase 5: Opener
Due to the party death during the Phoenix transition, you will be entering this phase with no black or white mana. As a result of this, you should use Vercure to prepare a Dualcast before Golden Bahamut is targetable and then begin casting as normal.
If you use a potion in the Adds phase, you will not be able to use a potion in your opener, but a later potion is optimal for Red Mage as you can perform a double melee combo later in the phase during the final burn window.
Phase 5: Phoenix’s Blessing
The Phoenix’s Blessing buff given to you for this phase enables you to deal double damage, however, you will lose this buff if you die.
As a result you must be extremely cautious to not be killed in this phase as a lost buff and weakness can be the cause of an enrage. As with other phases, do not hesitate to drop a cast if you are not certain you will be able to finish the cast without dying. Be safer with Exaflares.
Phase 5: Swiftcast Usage
There will be many times in Golden Bahamut that you will need to quickly move in order to dodge an Exaflare. It is generally advisable to hold Swiftcast in this phase for times when you need to quickly move and can not finish a cast.
Phase 5: 2nd Embolden
As the enrage for Golden Bahamut is less than 4 minutes there will only be 2 Embolden timings. Therefore you will have options on where you can align your 2nd Embolden based on your expected kill time and party buffs.
Slow kill times at or near enrage
Hold the 2nd Embolden to align for 3 minute buffs that will come up near the end to provide additional buff stacking value.
Faster kill times
Align the 2nd Embolden with your remaining 60s and 120s cooldowns that are available.
Phase 5: Final Burst
As you near the end of the fight you should prepare to align your final burst with your final potion timing.
Generally prioritise a double melee combo within your potion window as well as aligning your other oGCDs to get maximum casts under the potion buff.
Phase 5: Addle Mitigation
Addle in this phase will be used to mitigate the Morn Afah stacks. You should discuss with your party where you will be using Addle, as there are 5 total casts of Morn Afah.
Using 90s mitigations (Addle included) on the odd Morn Afahs will give you 3 total uses, so you should be using it on 1, 3, and 5 if you have 1 caster.
If you have 2 casters and it is your job to mitigate the 2nd and the 4th Morn Afah, do consider the timing of where you use addle for the 2nd Morn Afah. You have to use it a few seconds before the cast for Morn Afah begins, or it will be late for the 4th one.
Missing the timings of planned Addles will get party members killed.