Remember that you do NOT need to worry about completing this, if you are a newer player and don't have the hones/gear/chars leveled needed to clear, you can wait for the abyss dungeon to open up again next month and complete both this one and the next one then.
Event Start Date: July 27
Event End Date: August 10
All Information is taken from a mixture of Reddit/Spreadsheets/Kongbakpao Site.
Most, if not all info for the event (Commentary/Ultimate Abilities was directly copy/pasted from it, so all credit to the site for that especially!) comes from this site: http://ffrk.kongbakpao.com/abyss-5/
Notable Rewards
6 star Accessory: Water Armlet (High Resistance to Water Attacks)
1x Soul of Hero
1x Memory Crystal
1x Memory Crystal II
1x Quad Penalty Memory Crystal
Quad Penalty
- 6 Star Support ability
- 2 hit (1.50 per hit) Random Target Non-Elemental PHY and Causes Poison Status (45%), Sleep Status (45%), Blind Status (45%), and Silence Status (45%)
Relics
Spoiler: show
Dungeon Bosses
Gyges the Great (FF14)
HP: ~?
Target Score:
- Defeat Gyges the Great without being KO'd.
- Reduce Gyges's ATK.
- Reduce Gyges's DEF.
Weak: None
Absorb: None
Vulnerabilities: Poison Abilities, Silence Abilities, Stop Abilities, Stun Abilities (Gyges), All Except Confuse & Berserk Abilities (Servants)
Commentary
You start the fight against Gyges alone. As the fight goes on Gyges will start hitting the boulder wall and when it breaks open, Stone Servant will join the battle.Both of them only deal physical damage, so Power Breakdown + Protectga will do well here. Combine that with Sentinel’s Grimoire / Stoneskin for huge mitigation
Recommended abilities: Power Breakdown, Protectga
Recommended RW: SG/SS2, Scream
TOTAL medals = 18 medals, meaning you can only lose a max of 3 medals to get Mastery.
Humbaba (FF6)
HP: ~???
Target Score:
- Defeat Humbaba without being KO'd.
- Reduce Humbaba's ATK.
- Reduce Humbaba's MAG.
Weak: Poison
Absorb: Lightning
Resists: None
Vulnerabilities: Blind Abilities
Commentary
None
Recommended abilities: Magic Breakdown, Shellga
Recommended RW: SG/SS2, Scream
Total medals = 18, meaning you can only afford to lose 3 medals to get Mastery.
Tiamat (FF1)
HP: ~???
Target Score:
- Defeat Tiamat without being KO'd.
- Reduce Tiamat's MAG.
- Reduce Tiamat's DEF.
Weak: None
Null: Fire and Ice and Lightning and Earth Abilities
Vulnerabilities: Sap Abilities and Stun Abilities
Commentary
None
Recommended abilities: Shell, Magic Breakdown
Recommended RW: SG/SS2, Scream
Total medals = 18, meaning you can only afford to lose 3 medals to get Mastery.
Barthandelus (FF13)
HP: ~???
Target Score:
- Defeat Barthandelus without being KO'd.
- Reduce Barthandelus's MAG.
- Reduce Barthandelus's DEF.
Weak: Ice and Water (Pauldron), Fire and Thunder (Ailette)
Absorbs: Fire and Thunder (Pauldron), Ice and Water (Ailette)
Resists: Everything Else (Pauldron & Ailette)
Vulnerabilities: Slow Abilities, Sap Abilities, Stop Abilities, Stun Abilities (Barthandelus), Poison Abilities, Paralyze Abilities, Slow Abilities, Stop Abilities, Blind Abilities, and Sleep Abilities (Adornments)
Commentary
None
Recommended abilities: Shellga, Protectga, defensive Breakdowns, AoE
Recommended RW: SG/SS2, Scream, Tyro BSSB
Total medals = 18, meaning you can only afford to lose 3 medals to get Mastery.
CPU (Abyss)
HP: ~40000 (ATK Node, Top), ~256000 (CPU), ~40000 (DEF Node, Bottom)
Target Score:
- Reduce CPU's ATK.
- Reduce CPU's MAG.
- Reduce CPU's DEF.
Weak: None
Resists: All except Poison (DEF Node), Earth (ATK Node)
Immunities: All Break Effects
Vulnerabilities: Stun Abilities (Nodes)
Abilities
► CPU (Phase 1)
Reflect: Grant Reflect to one target.
Nightmare Quad Penalty: Deal special physical damage and Poison, Blind, Silence, Sleep all targets.
► Defense Node (Phase 1)
Heal: Restores some HP to one target.
► Attack Node (Phase 1)
Maser: Deal special ranged physical damage to all targets.
► CPU (Phase 2)
Globe 199: Deal moderate physical damage to one target.
Globe 199: Deal moderate physical damage to all targets.
Globe 199: Deal physical damage three times to one target.
Nightmare Quad Penalty: Deal special physical damage and Poison, Blind, Silence, Sleep all targets.
► Defense Node (Phase 2)
Heal: Restores some HP to one target.
Deploy Physical Barrier: Deploy a Physical Barrier.
Deploy Magic Barrier: Deploy a Magical Barrier.
Recover: Restore some HP to all targets.
Explosion: Self-Destruct, dealing massive damage to one target.
► Attack Node (Phase 2)
Maser: Deal special ranged physical damage to all targets.
Deploy Physical Field: Deploy a Physical Field.
Deploy Magic Field: Deploy a Magical Field.
Maser: Deal special ranged physical damage to one target.
Explosion: Self-Destruct, dealing massive damage to one target.
► CPU (Phase 3)
Globe 199: Deal massive physical damage to all targets.
► Defense Node (Phase 3)
Heal: Restores HP to all targets.
► Attack Node (Phase 3)
Maser: Deal moderate ranged physical damage to all targets.
Commentary
While this fight has 3 phases in total, you want to defeat CPU in phase 2, and you do NOT want to enter Phase 3 at all.
PHASE 1
CPU starts with a countdown starting from 5. When it reaches 0, it will use Quad Penalty Nightmare as an interrupt.
Phase 2 begins when the countdown reaches 0, or when both Attack and Defense Nodes are defeated. Note that a Node will be revived if you take too long to defeat the other Node. This applies to other Phases as well.
PHASE 2
Phase 2 ends when both Nodes are defeated.
Phase 2 starts with CPU gaining a RED Barrier (the vertical line in front of CPU), and a RED “Field” (the circle above the CPU) granted by Defense Node and Attack Node respectively. After a few turns, the same thing will happen except they will be PURPLE in colour.
The cycle will repeat even after CPU has gained these “enhancements”, and if these are left unattended for another round, you will be immediately brought to Phase 3. In other words, you have failed.
In order to remove said “enhancements”, you have to debuff the Nodes with an effect similar to Breakdowns:
The RED CIRCLE is removed by using Power Breakdown / Steal Power / High Weak Polka on Attack Node (Top)
The RED BARRIER is removed by using Armor Breakdown / Steal Defense on Defense Node (Bottom)
The PURPLE CIRCLE is removed by using Magic Breakdown on Attack Node
The PURPLE BARRIER is removed by using Mental Breakdown / High Stutter Step on Defense Node
Do note that performing any of the above actions will reduce the “enhancements” by one level (when Phase 2 starts, when CPU gains the Red Barrier and Field, that is level 1), so if the Barrier/Field are at level 2, you need to reduce it an additional time to completely remove the buff.
Now this is where the so-called “overheat” mechanic comes into play. When CPU is “naked”, that is it doesn’t have any Barrier nor Field, further debuffing it with a “twin debuff” attack will cause the Nodes to “overheat”, that is:
Using an ATK/MAG down attack on Attack Node
Using a DEF/RES down attack on Defense Node
Best way to achieve this is by using Multi-Break.
When a Node is “overheated”, it actually aids you in the fight:
- Attack Node will damage CPU for 9999
- Defense Node will heal your party for ~1.5k
The Nodes will return to their normal states after aiding you enough, and the cycle repeats: wait for the Red/Purple buffs, remove the buffs with Breakdowns, then “overheat” the Nodes.
This mechanic makes the whole fight much simpler because it buys you a lot of time to deal damage to CPU and not having to constantly micro manage the Nodes.
PHASE 3:
CPU will be hitting people for 9999 and Defense Node will healing all the targets now instead of just CPU. Attack Node will deal more damage than usual.
In summary, you don’t want to be in Phase 3.
Recommended abilities: Multi Break, Power/Magic/Armor/Mental Breakdown
Recommended RW: SG/SS2, Scream
Total medals = 18, meaning you can only afford to lose 3 medals to get Mastery.
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