This guide gives a brief explanation of what CLL offers and a quick refresher for the Veterans.
You do not have to follow everything written in this guide! But you can use it as a reference to make the loadout that suits you the most.
Once CLL pops, It has a 5mins countdown timer for you to get ready, and another 2min timer for you to join.
You can setup your holster at the Lost Cache within the instance, but you are unable to appraise any fragments.
Below are some suggested holster configurations. If it is your first time doing CLL, Just do your best to not die!
Lost Impetus (Highly Recommended)
Clearing rooms can be much faster if you can move faster. Explanations on how to clear the rooms will be explained in detail further down the guide.
Lost Spellforge / Lost Steelsting (Optional)
Boss 1 and Trash 1 are mostly Magitek mobs! The raid only requires 1 person to cast Lost Spellforge on everyone.
DPS Actions (Highly Recommended)
You are free to take any actions that fits you most! If your party does not have a Healer. Lost Cure IV is also recommended.
Note 1: For tanks, It's recommended to be on Essence of the Bloodsucker if you do not have a healer (or regen actions)
Note 2: Melee & Ranged classes should use Essence of the Beast with Lost Assasination as it grants you Spirit of the Beast (which gives you Lost Font of Power effect)
Spirit of the Beast
Physical DPS deals damage with life leech per hit. Beast also grants additional HP and Def buff.
NOTE: BOTH FIGHTS MUST START AT THE SAME TIME. MTs should call the ET when they are ready
Applying Lost Spellforge on players can make the run go faster.
For players above Rank 21: You can bring along Lost Burst too, to apply during burst windows for monumental bullying
Both Brionac and 4th Legion Helldiver are Magitek mobs (lower resistance against magic damage).
If any side kills first, they will be swarmed with Trash mobs, which may be harsh against the Main Tank if they are ungeared! Have more tanks turn on their stance or get ready to heal!
Timestamps are not accurate, as mechs can be skipped or brought forward if the HP is low enough. It's just based on my latest run.
[0:10] Electric Anvil: Tank Buster on the Main Tank
[0:18] False Thunder: Move to the boss's arm
[0:57] Lightning Shower: AOE
[1:05] Energy Generation - 2 Light Orbs: Near the orb or directly under the boss is safe.
Note: Being directly under the Light orb when it explodes gives you a bleed.
[1:25] False Thunder: Move to the boss's arm
[1:36] Energy Generation - 4 Dark Orbs: Go to the sides of the boss or away from the boss. Only stand in the Inter-cardinal areas.
[2:03] Electric Anvil : Tank Buster on Main Tank
[2:11] Voltstream (4 times) : Avoid AOE
[2:37] Energy Generation + Pole Shift :
If 2 Dark Orbs are in the middle, go to the Sides of the Boss.
If 2 Light orbs are in the middle, Go to the Dark Orbs. (See Image Carousel for more info)
[2:54] Anti-warmachine Weaponry: DPS Magitek Core.
Light DPS Check. Failure to do so will explode the tunnel armor below.
If tunnel bore dies, Raid wipes.
[3:28] Lightning Shower: AOE
[3:37] Energy Generation + Magitek Magnetism (Magnetic Jolt):
Note: Being directly under the Light orb when it explodes gives you a bleed.
Like Charges Repel (Knockback about 10 yalms (half the arena) ), Stand near your tethered orb and position for knockback into the other light orb
Unlike charges Attract (Pull), Stand anywhere(not too far), and your orb will pull you towards it.
[3:59] Voltstream (4 times): Avoid AOE
[Skippable] False Thunder: Move to boss's arm
[Skippable] Anti-warmachine Weaponry: DPS Magitek Core.
Light DPS Check. Failure to do so will explode the tunnel armor below.
If tunnel bore dies, Raid wipes.
[4:03] Energy Generation + Magitek Magnetism + Pole Shift:
Note: Being directly under the Light orb when it explodes gives you a bleed.
Magitek Magnetism will resolve before Pole shift.
Like Charges Repel, Stand near your tethered orb and position for knockback (half the arena) into the other light orb
Unlike charges Attract, Stand anywhere(not too far), and your orb pull you towards it.
Identify what Polarity you have and pre-position for a draw-in or a knockback.
[4:16] Voltstream(4 times): Avoid AOE
[4:36] Lightning Shower: AOE
[4:50] Anti-warmachine Weaponry: DPS Magitek Core.
Light DPS Check. Failure to do so will explode the tunnel armor below.
[Repeats till Enrage]
Timestamps are not accurate, as mechs can be skipped or brought forward if the HP is low enough. It's just based on my latest run.
[0:09] Chain Cannon - Line AoE
[0:21] MRV Missle - AOE
[0:33] Command: Lateral Dive - 6 Stack Lines from Adds (at least 1 player to stack in each line)
[0:52] Command: Suppressive Formation - AOE from the sides
[1:19] Magitek Missles - Tank Buster
[1:30] Command: Infrared Blast - Tether from Adds, Any player to take and rotate to someone else (DO NOT TAKE MORE THAN 1!)
[2:05] Command: Chain Cannon - Line AOE from Adds
[2:20] Magitek Missles - Tank Buster
[2:32] Command: Dive Formation -3 Stack lines in order
[3:00] Command: Lateral Dive - 6 Stack Lines from Adds (at least 1 player to stack in each line)
[3:20] Command: Suppressive Formation - AOE from the sides
[3:20] Chain Cannon - Line AoE
[3:40] Magitek Missles - Tank Buster
[4:00] Command: Join Attack - Adds
[4:05] Command Infrared Blast - Tether from Adds, Any player to take and rotate to someone else (DO NOT TAKE MORE THAN 1!)
[4:15] Surface Missle - ground AOE under random target
[4:28] Command: Chain Cannon - Line AOE from Adds
[4:40] Command: Suppressive Formation - AOE from the sides
[4:50] MRV Missle - AOE
[Repeats till Enrage]
Highly recommended to use AOE actions, since killing Albeleo early does not stop the mobs from spawning.
Occasionally Spawns 2 massive Dogs that will tether to Albeleo (invul) and cast a huge AOE, can be interjected. Kill the 2 dogs before continuing.
There will be a look-away mechanic with more AOEs to dodge, Recommended to dodge to the North instead of the South, as you will have a easier time to avoid Conal AOEs than to run out of Range.
Lost Impetus
Lost Death + Essence Ordained (Casters & Healers)
Lost Assassination + Essence Beast (Melee + Ranged)
Tanks can bring along Lost Assassination, but might be hard to use if you're the Main Tank.
You can shirk to someone first before using it
After clearing the room, a pad will light up. One player will only have to step on it once for it to activate.
Once all 6 room's pad is activated, a big magitek will spawn in the middle of the hall before the gate.
Defeating it will gain you access to fight Adrammelech. Use it to charge up your skills!
Applying Lost Steelsting on players dealing magic damage, can help the fight go faster!
For players above Rank 21: You can bring along Lost Rampage too, to apply during burst windows for monumental bullying
Elemental Orbs Priority: Water > Fire / Ice > Wind / Thunder / Earth
Water = Knockback from center
Ice = Freezes players that are not moving (Casting does not count)
Fire = Pyretic, Deals damage to players who are moving or auto-attacking (Improvisation (DNC), Flamethrower (MCH), Passage of Arms (PLD) and Collective Unconsciousness (AST) does not count)
Thunder = Large AOE circle in the middle
Wind = Outer Donut AOE. Stay in the middle.
Earth = AOE starts in middle and cascades out into donut AOEs. Wait for the middle AOE to explode first then step inside. Use the circular lines as a gauge for how wide the explosions are.
Potential Pairings:
If Water + Wind. Water occurs first, either knockback from the centre or use anti-knockback. Avoid Wind at the outer edge.
If Water + Earth. Water occurs first, use anti-knockback and stand next to the inner circle. After the first Earth resolves, move in to resolve the cascading effect.
If Water + Thunder, Water occurs first, stand between two circular lines to be knocked into the edge, or anti-knockback and stand on the edge. This will avoid Thunder.
Easy Water mechanics: Water + Fire, get knocked and stop moving. Don't greed this. Water + Ice, get knocked, and keep moving.
If Earth + Fire, Fire occurs first. Stand at the furthest edge and stop moving. Wait for Fire to resolve first, before moving inside to avoid Earth mechanic
Easy Earth mechanics: Earth + Ice, Earth occurs first. Stand near the middle and keep moving. Once Earth resolves, move in and keep in motion to resolve Ice. Earth + Thunder, Earth occurs first. Stand near the middle and once Earth resolves, move in to avoid the Thunder.
Timestamps are not accurate, as mechs can be skipped or brought forward if the HP is low enough. It's just based on my latest run.
[0:10] Holy IV: AOE
[0.17] Curse of the Fiend: Spawns 2 same Elemental Orb
[0:23] Accursed Becoming: Starts pulling the orb towards each other
[0:28] Orb Resolves
[0:39] Curse of the Fiend: Spawns 2 same Elemental Orb
[0:45] Accursed Becoming: Starts pulling the orb towards each other
[0:50] Orb Resolves
[1:02] Curse of the Fiend: Spawns 2 same Elemental Orb
[1:08] Accursed Becoming: Starts pulling the orb towards each other
[1:13] Orb Resolves
[1:28] Burst II (Dark Orbs) :
Orbs will spawn in a clock position. Identify where it started and go to the opposite side as the last Orb will do a big circle AOE.
Do not stand in the tether when it is resolving. (Tether is safe to pass through before it resolves)
[1:32] Warped Light: Burst Dark Orbs resolves.
[1:52] Curse of the Fiend: Spawns 4 orbs that can be any random orb
Tethered orbs will resolve first. Second pair follows soon after. So watch both pairs
[2:03] Accursed Becoming: Starts pulling the orb towards each other
[2:12] Orb Resolves
[2:15] Accursed Becoming: Starts pulling the orb towards each other
[2:18] Orb Resolves
[2:23] Flare: Tank Buster on Main Tank
[2:30] Tornado: Summons tornadoes that will go around the arena and stun you if you get caught in it. Avoid as needed.
[2:38] Meteor: Summons 8 meteors that you will have to DPS down before it explodes. Mild DPS Check
Note: Tornado is still here during this mechanic, watch your surroundings
[2:55] Burst II (Lightning Orbs) :
Orbs will spawn in a clock position. Identify where it started and go to the opposite side as the last Orb will do a big circle AOE.
Do not stand in the tether when it is resolving. (Tether is safe to pass through before it resolves)
[3:02] Warped Light: Burst Dark Orbs resolves.
[3:21] Holy IV: AOE
[3:28] Holy IV: AOE
[3:35] Flare: Tank Buster
[Fight repeats till the boss is dead]
[3:50] Curse of the Fiend: Spawns 4 orbs that can be any random orb
[4:00] Accursed Becoming: Starts pulling the orb towards each other
[4:05] Orb Resolves
[4:10] Accursed Becoming: Starts pulling the orb towards each other
[4:15] Orb Resolves
...
X = Fervid Pulse
O = Swooping Frenzy
Once Lyon's gate opens, Dawon Arena spawns trash mobs, subsequently with 3 beetles tethered. Dawon will be invulnerable, focus down the beetles
Some trash mobs will also do Huge Semi-Circle AOE, try to not get caught in a corner!
Timestamps are not accurate, as mechs can be skipped or brought forward if the HP is low enough. It's just based on my latest run.
[0:09] Molting Plumage
[0:30] Scratch
[0:35] Fervid Pulse
[0:44] Swooping Frenzy
[0:50] Frigid Pulse : Donut AOE based on Dawon's position
[1:02] Obey: 3 Markers, X or O
[1:22, 1:24, 1:27] Dawon Jumps
[1:40] Molting Plumage
[2:02] Pentagust
[2:11] Scratch
-- Gate to Lyon opens --
[2:42] Scratch
[2:54] Swooping Frenzy
[3:05] Pentagust
[3:17] Scratch
[3:24] Fervid Pulse
[3:35] Swooping Frenzy
-- Lyon Party returns -- (if not, wipe)
[3:45] Obey
[4:07] Fervid Pulse
[4:30] Molting Plumage
[4:52] Swooping Frenzy
[4:58] Pentagust
...
[0:07] Raging Winds: AOE
[0:13] Winds' Peak: AOE under boss + Knockback
[0:24] Heart of Nature: Avoid the AOE then move into it
[0:37] Taste of Blood: Be behind Lyon. He does a 180 cleave to his front
[0:48] Heart of Nature: Move into the first AOE
[0:55] Wind's Peak: AOE under boss + Knockback
Ideally use anti-knockback here. The AOE will resolve this first. With an anti-knockback, you'll be safe. Stay in the middle where is safe from all the AOEs. No need to kite.
[1:00] Twin Agonies: Tank Buster
[1:12] Heart of Nature: Exaflare from 4 corners where the crack spawns
[1:25] The King's Notice: Look away from Lyon
[1:30] Raging winds (enrage)
Note: It is possible to kill dawon before Lyon gate is open!
224 UP means you have 2 Tanks, 2 Healers and 4 DPS and your team is heading upstairs (to fight Brionac or Lyon).
214 DOWN means you have 2 Tanks, 1 Healer and 5 DPS and your team is staying downstairs to fight 4th Legion or Dawon.
We usually shout our team composition to know what the raid is lacking at one sight. If necessary, a swap might happen if a party does not have a healer or tank for example. Or for the other players within the party to prep necessary Lost Actions that might help heal or mitigate damages. Depending on which phase you are at, Up can mean either Brionac or Lyon.
Elemental DC assigns the Rooms by Letter. Starting from the left, top to bottom: A top, B middle, C bottom. Starting from the right, top to bottom: D top, E middle, F bottom.
When the raid is undersized, players will call for two rooms they are planning to tackle. In this example, this team will not be going to the upper floor rooms. Often these teams will not kill the bosses as saving the prisoner means more loot and chests after killing the second boss.
Some parties might already have a plan on going up. They might not mention anything but wait for the fight to start. If the raid is still standing around and not moving, it might be either waiting for newcomers to finish the cutscene or waiting on role confirmation.
To confirm, you can always ask "{Up} {Who?}"
If no one replies and you are still standing there, feel free to make a party yourself to go up!
Note: Lyon will randomly pull 8 players who do not have aggro on Dawon up to fight him. He enrages and wipes the whole raid if you do not get him to 50% by second raging wind (~1:40).
Recent Elemental DC players do not call for Lyon but instead will randomly click and go up. This can save time to form a new party. There are no known raid wide in Lyon that can kill. It is possible to not get hit by any mechanics in Lyon.
Yes! However, you will have to be prepared to take on more roles.
For Boss 1.
Ideal split would be 1 Tank (with healing actions: potions / cure IV) and 1 DPS above. And 6 players below to resolve the mech without anyone dying.
As mentioned in the Rooms guide. The Magitek outside B and E are the easiest to get rid of fast to get to your prisoner / executioner. Lost Death, Lost Assasination and Impetus are highly recommended when attempting an undersized run.
If you have less than 8 for Lyon/Dawon, Lyon will pull up everyone except the one that has main aggro on Dawon, Ideally a tank as Dawon will be invulnerable but still doing mechanics! There's also adds. I would recommend the tank who has previously have healing actions to remain below.
The timer on CLL is every 1 hour from the last exit.
It can be reduced with more Skirmishes and Critical Engagements cleared.
There is also a minimum number of players that are eligible for it to spawn (still investigating number, seems to be 5 or 8)
All chest in CLL are personal chests! Remember to collect them!
Chest after Brionac / 4th Legion Helldiver (Boss 1)
10 Bozjan Coin (Guaranteed)
Magitek Helldiver F1
Battle with an Esper (Zodiac Age Version) Orchestrion Roll
Bozjan Runner's Secrets
Chest after Adrammelech (Boss 2)
10 Bozjan Coin (Guaranteed)
+1 Chest = Forgotten Fragments of Becoming + 5 Bozjan Coin
+2 Chest = Forgotten Fragments of Mastery + 5 Bozjan Coin
+3 Chest = Forgotten Fragments of Superstition + 5 Bozjan Coin
+4 Chest = Forgotten Fragments of Sagacity + 5 Bozjan Coin
+5 Chest = Forgotten Fragments of Transendence + 5 Bozjan Coin
+6 Chest = Forgotten Fragments of Caprice + 5 Bozjan Coin
Field Notes on Albeleo
Into the Fortress (Zodiac Age Version) Orchestrion Roll
With all prisoners saved
Dawon and Lyon (Last Boss)
50 Bozjan Coin (Guaranteed)
Field Notes on Lyon
Life and Death (Zodiac Age Version) Orchestrion Roll
Bozjan Runner's Secrets
Garlean synthetic Fabric
5 Loathsome Memory of the Dying (If Quest is active)
500 Allagan Tomestones of Poetics