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Containment Bay Z1T9

Trialicon.pngContainment Bay Z1T9
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Containment Bay Z1T9.png
Only one pillar of the Warring Triad remains: Zurvan, the Demon. Worshipped by a Meracydian race of centaur-like beings, this eikon manifested upon the physical plane as an embodiment of eternal victory. And yet, despite his godlike might, Zurvan was captured. He has languished in his Allagan-made prison now for five thousand years, his primal desire for justice swelling in magnitude with each passing millennium...


  • One to eight players only (2 tanks, 2 healers, 4 DPS)
  • Class: Disciples of War or Magic.
  • ※Role and item level restrictions are lifted for parties meeting minimum size requirements.

Tankroleicon.png Healerroleicon.png Dpsroleicon.png
2 2 4
Type: Trial
Zone: Containment Bay Z1T9 (Zone)
Region: Abalathia's Spine
Minimum Level: 60
Synced Level: 60
Min iLvl: 235
Unlock Quest: The Last Pillar to Fall
Duty Finder: Trials: Heavensward
Expansion: Heavensward
Background Music: Battle to the Death - Heavensward
Allagan Tomestone of Poetics Icon.png

MainIcon78.png Blue Mage Log:
Gil Icon.png 300 Allied Seal Icon.png 10 Allagan Tomestone of Poetics Icon.png 30

Zurvan has 4 distinct phases, during which he uses the following moves and mechanics:

Phase 1

Attack Name Description
Platform The starting platform is divided into indistinct quarters. These quarters will fall in a counterclockwise pattern starting at East, killing anyone who is standing on it when it breaks. When the last quarter platform falls with the rest of the group on it (~50 seconds), it will signal the start of Phase 2.
Metal Cutter A frontal cleave used on the main tank periodically throughout the fight. The main tank should face Zurvan away from the party during this phase until only one platform remains.
Flare Star Drops circle AoEs on random players. Try to bait them together so you don't need to move as much when dodging.

Advice and Tips

  • Incredibly easy phase, just don't fall off the Platform and bring shame to your group.

Phase 2

Attack Name Description
Soar The boss will slowly cast this with 2 large line AoEs spreading from him before jumping away. Clones will appear along the edges of the arena along with line AoEs in the same position (if the boss was centered) but this time going entirely across the arena. Flaming Halberd occurs during this.
Flaming Halberd Occurs during Soar. Two players will be targeted with a large AoE circle that moves with them. Marked players should ensure they are not stacked, and other players should move away so they are not hit. When it explodes, it leaves behind a fire puddle. Immediately followed by Demonic Dive.
Demonic Dive Immediately after Flaming Halberd. Obvious stack mechanic that targets a healer.
Wave Cannon The boss will turn and cast an unmarked line AoE at a random player. Players should step to the side to avoid being hit by this.
Ice Puddle An AoE puddle centered on the boss that is the same size as his hit box. Deals damage and inflicts Slow on players who stand in it.
Biting Halberd Only used after the Ice Puddle materializes. A massive 270° cone AoE with the safe spot right behind him.
Southern Cross Multiple AoEs will target random group members. When they go off, they will leave temporary Ice Puddles on the ground. Followed by Ciclicle.
Ciclicle Immediately after Southern Cross. Massive donut AoE centered on the boss (in the middle of the room). Only safe spot is to be near him. Followed by Tail End.
Tail End Immediately after Ciclicle. Massive AoE centered on the boss (in the middle of the room). Only safe spot is to be near the edges of the room.

Advice and Tips

  • Soar causes problems for many players, so be careful about where you're standing. If you have the Flaming Halberd AoE marker, try not to stand with the group.
  • Try to stack up for Southern Cross so that all the AoEs are on top of each other, giving you more space to dodge Ciclicle and Tail End.

Phase 3

Attack Name Description
Wave 1 Three Execrated Threw adds will spawn at the North end of the arena. Tank should pick up and group should burn them down.
Wave 2 ??? (Should be a few Execrated Threw adds and a couple of Execrated Will adds.)
Wave 3 Two Execrated Will and one Execrated Wit adds will spawn. Tanks should pick up the Wills and the group should burn down the Wit before it can finish its cast.

Advice and Tips

  • Burn the Execrated Wit adds first. If their cast goes off, it will fill up more of the boss' gauge and do heavy damage.

Phase 4

Uses the same mechanics as in Phase 2 in addition to the ones below.

Attack Name Description
Infinite Fire A debuff randomly assigned to a player. Used with the Fire Meteor.
Infinite Ice A debuff randomly assigned to a player. Used with the Ice Meteor.
Fire & Ice Meteors Three meteors will be positioned in a triangle around the arena, either red or white. Players with Infinite Fire need to stand in the red Fire Meteor, and players with Infinite Ice need to stand in the white Ice Meteor. Only one player needs to stand in the Meteor to soak the damage. Standing in the wrong meteor or missing a meteor grants everyone in the group a Vulnerability stack.
Tyrfing A strong multi-hit tankbuster with an increasing number of hits each time it is used. (The first use will hit five times, the second use will hit six times, and so on.) Mitigate, shield, and heal as necessary.

Advice and Tips

  • Make sure you're standing in the right Meteor and that all Meteors have a player standing in them to avoid extra Vulnerability stacks.
(Fixed Rate Drop)
Zurvan Card Icon.png

Drop Table (1)
Item Type iLvl Requirements Stats
 Zurvan Card Icon.png  
Zurvan Card
Seasonalachievementicon.pngGold chest icon.png
 Triple Triad Card  &00000000000000010000001&00000000000000010000001
Req. Level 1
A legendary (★★★★★) card used in the game Triple Triad.

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