Common Mechanics

An exhaustive list of various common mechanics for player's reference.


Usually indicated by four inward-pointing orange arrows in newer content, and various markers in content before Alexander. This is an AoE that splits damage among all participants, and will typically kill whoever is targeted if they are alone. For most content the whole party should stack together, but harder content will sometimes mix things up by having some players have targeted AoEs (they should not stack with the group) or multiple sets of stack markers (The party should split up equally among the 2 or 4 markers)

Line Stacks[edit]

This works exactly regular stacks, but instead of a circle around the player it's a line that fires from the boss, through the target and to the end of the arena. Melee need to group up tighter, but ranged can stand as far as they like so long as they remain on that line between the boss and the target.


This is a line between a monster and a player that has a variety of meanings, but usually means they are under attack. For some, this simply means they will target that player and refuse to be pulled off, or that their next major attack will target them. Others work similarly, but other players can steal the tether by standing in the way.

Proximity Tethers[edit]

Indicated by a purple tether pointing both ways from the middle, this indicates a targeted attack that will do more damage the closer you are to the monster. Typically this simply means more or less damage, but Chadarnook has a binary variant: The tether changes once you're far enough away and changes to a weaker attack.


A mechanic where two players will have a tether between them, usually with the appearance of a chain. While they are chained, they generally take continuous damage. To break the chain, the chained players must run away from each other until it disappears. Generally, the further away you are from the person you are chained to when you receive the chains, the further you will need to go to break them.

Stackable Chains[edit]

There are some rare instances where players instead need to stack if they receive a chain as it will deal less damage the closer they are. The only occurrence of this at the moment is in The Bowl of Embers (Extreme).

Towers & Meteors[edit]

While having different appearances and generally being referred to as one or the other, both of these are basically the same mechanic. One player will need to stand within the confines of the attack to take it, otherwise the entire party will take even more damage and potentially debuffs as well. Usually any given player can stand in them, but some hit hard enough that a tank is required to take it.


More generally indicated by a purple eye marker on the mob/boss casting the ability, this requires players to physically turn away from whatever is casting it to avoid various debuffs (stun, confusion, fear, etc.)

Rarely, this will have an AoE marker attached to the ability, indicating that players outside the AoE do not need to turn away.

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(Not to be confused with the Black Mage ability Flare.)

This is an ability that generally targets one or both tanks with three white arrows in the shape of a giant triangle around them. It deals moderate to heavy damage to the targeted players and should be shielded/healed as necessary. As a bonus, it acts as a Proximity Marker for all other players.

Strategy: Flare-marked players should move to the other side of the room (if two marked players, move to the same side but opposite corners) while the group moves to the other side to avoid as much damage as possible.

Proximity Markers[edit]

Usually appears as a small orange circle at the epicenter with a pulsing rainbow circle spreading from it, with the colors changing the further away it is (the furthest color being purple). The closer that players are to the epicenter, the more damage they take, with standing inside or very close almost always being fatal.


Generally indicated by marking a player with a large red orb and a rotating red circle over their head, as well as a red debuff with a crosshair on it. Indicates that the player will be the target for an upcoming attack.

Occasionally, this debuff can be passed to other players, allowing the tanks to pick them up to take the brunt of the damage. In this case, players generally receive a buff that prevents them from taking the prey marker back, meaning players need to be careful when trading it off. Trading it off can be difficult, and the best strategy is to have one of the players stand still while the other runs over them to take the debuff.

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Prey Tethers[edit]

Similar to prey, but will have a tether instead, allowing players to walk over the tether to take it from the current target. Rarely requires players to stand on the tether instead of simply taking it themselves.

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Ice Floor[edit]

First introduced in Patch 2.4, this ability turns the floor to ice and any player movements will cause the player to move a set distance in that direction. Often causes players to slide into other mechanics and/or take damage.

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Earth Shaker[edit]

A conal AoE that extends from the boss, to and through a targeted player. Often spawns numerous Earth Shakers at once on different players.

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Conal attack in front of the boss, usually given without warning. Deals damage to all targets in range, not just the targeted player.

Shared Cleaves[edit]

Much like a cleave, but the damage is exceptionally high and can be shared between players, generally both tanks.

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Essentially a max HP check, this is a massive hit on the tank. Sometimes it has a cast bar where players can use role actions to mitigate damage, other times it comes without warning and just requires healers to be ready. Often, a tankbuster is also a cleave.

Knockback/Draw In[edit]

Attacks that pull players toward the boss or push them away. Often followed by other AoEs that require the players to move back to where they were.

Forced March[edit]

A new mechanic first seen in Patch 4.0, this forces a player to move in a specific direction for a few seconds. Generally comes with a debuff or an indicator of what direction you would be moving in, either based on an external force or the direction your character is facing.

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Prison Mechanics[edit]

(Renders one player helpless, others must break them out)

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Boss Gauges[edit]

Nearly all trials and raids have some sort of boss gauge. Depending on the fight, they may count down to 0 or count up to 100, either based on time, damage dealt, or other mechanics. Once the bar is full (or finished emptying) the boss generally uses an ultimate ability that will deal massive damage, almost always killing everyone.

Players need to counter this by executing specific mechanics correctly. The bar will always fill/empty part of the way, but countering it means that the boss will deal less damage (the less that it's filled/emptied, the less damage you'll take).

Ultimate Attack[edit]

Nearly always paired with a Boss Gauge, these abilities are intended to wipe groups and force them to start over. When paired with a boss gauge, players need to counter it with properly executed mechanics. When it isn't, the ability is often paired with a DPS check (like Ultima in The Praetorium) to cancel the ability or lower the damage dealt. Other times, the boss will use that ability at a specific time and players are expected to counter the massive damage with damage reduction abilities (and extremely rarely the tank LB).

General AoEs[edit]

Various interesting types of AoEs that you may come across (not including the basic ground targeted AoEs).

Donut AoEs[edit]

These AoEs are round (although part of it may be cut off) and always have a safe spot in the center of them. It is possible to dodge the AoE by moving to max cast range as well, but often it's easier to simply move in towards the center.

This kind of AoE may be centered on a monster, a player, or applied to a random spot in the arena.

Sequential AoEs[edit]

These AoEs come in all shapes and sizes and always come one after another in a specific pattern. Generally, they will overlap each other as they make an arc or straight line across the arena. Much more common in Stormblood content than previous content.

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Chasing AoEs[edit]

Very similar to Sequential AoEs, however these ones will drop AoEs following a specific player's movements instead of having a specific pattern.

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Targeted AoEs[edit]

These are AoEs that will target players and follow them as they move. Sometimes they will affix to the ground after a certain amount of time, allowing the player to move out of the AoE before it goes off, but generally they will only follow the player. While it sounds similar to a Chasing AoE, this only has a single AoE marker that will follow a player before detonating instead of multiple AoE's following a player's path.

Duty Action[edit]

Duty Action