Welcome, gamers! Are you ready to conquer every achievement in Savage? Look no further, as this guide contains strategies and visual aids, such as videos and (not-so-perfect) screenshots, to help you reach 100% completion. Get ready to dominate the game with these tips and tricks. Let’s dive in!
Intro
Since I struggled quite a bit with Seraphim, I made a lot of notes to understand what’s going on and eventually decided to formulate all my notes into this guide.
Every section starts with a recording of the full fight, followed by explanations of that fight’s mechanics. Instead of diagrams, I’ll just add some edited screenshots instead (where needed).
Hope it helps, feedback is always welcome š
Stats
I don’t think there’s a optimal stat setup, but here’s some notes on what worked for me and why:
- HP is priority #1
- Defence is priority #2
- Attack is priority #3
- Mana is never an issue if you time your shield correctly
- Therefore, Crit > Mana
- Attack is priority #1
- HP is priority #2
- A little bit more Mana proved very helpful, so I kept that on 1
- Defence should be prioritized over Crit depending on the fight
- If you don’t take much damage, go full Crit.
Equipment
The final 6 orbs require you to beat Extreme raids without getting KOed once.
Some are worth it.
Quick glance over the available items:
There’s lotsa flexibility here, my build sure isn’t optimal, but worked:
Paladin:
- Blue Hood, because more HP helps with tanking.
- Mystic Ward, because the extra 15% proc often.
- Gillie Shoes, because movement speed for both is op, and archer needs more stuff.
- Water Orb, because regenerating health is nice and fits well with Mystic Ward.
Archer:
- Cloak of Evasion, because Evasion is op and fits better here.
- Scarlet Bangle, because more attack speed = more dps.
- Talon, because more crit damage = more dps (even when crit is low)
- Fairis Amber, because it has more effects on archer.
- Mono Ring, because there’s not enough slots.
- Fire Orb, because life steal will have you heal less, meaning more dps.
Normal Raids
Most fights boil down to “dodge AoE” and if there are mechanics, the game explains them.
Most of the mechanics are spiced up in Extreme, but if there are any questions, feel free to ask.
The False God
“Defeat the Demiurge.”
Notes: no worries here.
The Flame Cataclysm
“Defeat the Ifrit.”
Notes: no worries here.
The Wind Cataclysm
“Defeat the Garuda.”
Notes: no worries here.
The Earth Cataclysm
“Defeat the Titan.”
Notes: Stay in the middle ring of the arena.
The Water Cataclysm
“Defeat the Leviathan.”
Notes: If the first fight hits too hard, replay earlier stages to get some levels.
The Thunder Cataclysm
“Defeat the Ramuh.”
Notes: Orbs -> It’s ok to leave up to 2.
The Frost Cataclysm
“Defeat the Shiva.”
Notes: The first 2 wolf fights don’t take very long and can be used for grinding.
Ifrit (Extreme)
“Defeat the Ifrit (Extreme).”
Order of mechanics:
- Thermal Blast (always on Paladin)
- 3 Baited AoE on Archer
- Twin Flare (Stack)
- Searing Wind (Buff for boss, keep distance with Archer)
- Spinning AoE
- Thermal Blast
- 2 Baited AoE on Paladin and Archer
- Fiery Combo
- Add Phase (ignore Vulnerability debuffs)
- Bigger Add Phase (bait the spinning AoEs so that the center stays safe)
- Starfire Inferno (will wipe you if Add Phase failed)
- Spinning AoE
- Pyrotic Day I
- Fiery Combo
- 2 Baited AoE on Paladin and Archer
- Thermal Blast
- 3 Baited AoE on Archer
- Twin Flare
- Spinning AoE
- Pyrotic Day II
- Fiery Combo
- Simple mechanics on repeat
First, Paladin will be hit by a Thermal Blast.
Second, he’ll be pushed to 1 and hit by a Twin Flare.
Third, the jumps to 2, putting a donut AoE there.
So:
- Move Paladin away from markers and shield, Move Archer to 1
- Wait until stack resolves
- Move to 2
The boss lets meteors shower over the arena and does a rotating cone AoE in the center.
4 towers spawn, and they need to be tanked in an alternating manner.
Not standing in a tower when it goes off will cause a wipe.
I recommend tanking the towers in order: Paladin -> Archer -> Paladin -> Archer.
If you struggle dodging the AoEs, respec your Stats for more Defense and heal through this.
In this version, towers spawn in pairs and spinning AoEs need to be baited as well.
Bait the AoEs so that you can dodge into the center.
A second tower pair will spawn – dodge into the center, then fill the towers.
Defense helps a lot here.
Garuda (Extreme)
“Defeat the Garuda (Extreme).”
Order of mechanics:
- Wind Assault on Archer (AoE that pulls you a bit towards it, stay away)
- Misery Slash
- Howl Out (Avoid the circle AoE, then step into it)
- Summon Mirage I + Feather Rain
- Wind Assault on Archer
- Misery Slash
- Howl Out
- Tempest Fury + Feather Rain
- Wings of the Fallen (3 glows followed by 3 AoE cleaves, beware)
- Add Phase (One at a time, while avoiding wing AoE)
- Feather Rain
- Gustblade (Failing the Add Phase will cause a wipe)
- Arena becomes smaller (touching the wall will knockback you inwards)
- Wind Assault on both characters + Air Shaker (Spread)
- Misery Slash
- Howl Out
- Summon Mirage II + Feather Rain
- Tempest Fury (on smaller space)
- Repeating, simple mechanics
First, the Paladin will be hit by a tank buster. Shield against this.
Then, a tether will be put on the Paladin. Take this tether with the archer.
Finally, move away from the Paladin.
Whenever you see a white spiral tower after a cast, both characters will be targeted by a small circle AoE. Getting hit will but a DoT on you, but it’s not too bad.
Keep moving to avoid this.
The sequences goes like so:
- Howl Out x 3 (Dodge the inital circle, then go in; repeat for each mirage)
- Triple Howl Out (Stay out of the circles, then move into the very center)
- Wind Assault on both characters (Keep characters East + West, then move South)
- Air Shaker (Big, baited AoE Cleave, Keep characters separated)
- Feather Rain
4 rocks will fall and form a square. Beware the order in which they fall.
Dodge the AoEs and get ready to take the correct tethers.
All fallen rocks tether on one character, and the tethers will go off in the order the rocks fell.
Taking 2 consecutive hits will kill, so one character needs to tank rocks 1 & 3, while the other tanks 2 & 4. An example solution may look like this (the order can vary):
Finally, Garuda spwans on one side of the arena.
Hide from her incoming “Storm Rink” shockwave behind the rocks.
It doesn’t deal lethal damage, but it’s still better to avoid it.
The sequences goes like so:
- Triple Wings of the Fallen
- Triple Wings of the Fallen but harder to see
- Wind Assault on both characters
- Air Shaker
- Feather Rain
This takes some practice.
The safe zone for Triple Wings of the Fallen is always 1/3 of the arena, indicated by the lines.
Two approaches work well:
a) Identify the first 2 safe zones, the last safe zone will always be the space that’s untouched.
b) Identify and get in safe zone #1, identify the direction of safe zone #2. Then, just keep moving in that clock direction.
Titan (Extreme)
“Defeat the Titan (Extreme).”
Order of mechanics:
- Turf Fist (Tank Buster, hits 3 times; use shield)
- Earthsplitter (Simply avoid)
- Terra Torment
- Demolish (Successive knockbacks, move towards the center)
- Titan Fall
- Earthrise (Spread)
- Turf Fist
- Earthsplitter
- Bombs+
- Stalagmite (Stack)
- Catastrophe (Dodge AoE while spreading and stacking where needed)
- Phase 2 starts (don’t stand in center)
- “Catastrophe” (Raid wide damage)
- Double Earthsplitter (wait a bit, then dodge)
- Quicksand Attraction / Rejection (Att. = Pull = Go Out; Rej. = Push = Go In)
- Bombs -> Terra Torment -> Stalagmite / Earthrise
- Quicksand Attraction / Rejection
- Bombs -> Terra Torment -> Stalagmite / Earthrise
- Double Earthsplitter
- Quicksand Attraction / Rejection
- Bombs -> Terra Torment -> Stalagmite / Earthrise
- Catastrophe
Both characters will be targeted by a yellow marker.
3 AoE Fields will be dropped on them. Entering the field slows and hurts (a bit).
Best way to solve is to simply stack and move in the same direction.
The boss looks in a direction and jumps into the air.
At the end of the cast, he will drop at the direction he looked to, causing a strong knockback.
Pay attention and stack at the correct side so that you get pushed across the arena.
Most of the arena will be covered in bombs and the boss casts Terra Torment.
The Sludge fields should be placed so that you still have a safe zone somewhere.
After the placement, the boss follows it up with an Earthsplitter and a Titan Fall.
I recommend a movement like so:
Start at A, place Sludge fields at A, B, C and be safe at D.
Titan Fall will go in 1 out of the 4 direction, and with this approach there’s a 3 out of 4 chance that you don’t need to take Sludge damage. If you have to stack in the sludge, get ready to heal.
Leviathan (Extreme)
“Defeat the Leviathan (Extreme).”
Order of mechanics:
- Water Play (dodge the small follow up AoE)
- Sea Creatures
- Water Frenzy x3 (Raid wide damage)
- Spell Pierce / Embrace
- Aqua Shooter (Spread, prepare for knockback)
- Water Frenzy x2
- Spell Pierce / Embrace
- Add Phase (all adds should die before Tidal Wave)
- Sea Creatures + Mystrium Alloy (hammers deal damage and stun, avoid them)
- Cascade (3 baited AoE, stack and move)
- Tidal Wave
- Water Play
- Water Frenzy x3
- Spell Pierce / Embrace + Sea Creatures
- Aqua Shooter
- Water Frenzy x3
- Cascade + Sea Creatures (start in the lower row)
- Spell Pierce / Embrace + Sea Creatures
- Water Play
- Water Frenzy x3
- Cascade + Mystrium Alloy (move from last free square to 1st hammer square)
- Sea Creatures (beware the Jellyfish, move to a corner)
- Water Pact
- Water Frenzy x3
- Repeating mechanics…
Throughout the fight, 4 different Sea Creatures will show up (Often in pairs).
All of them deal some damage and cause some knockback.
Falling of the stage is the actual danger here.
Tentacle: It tips the stage, pulling players 2 squares into the direction it spawned.
Marlin: Dashes over the stage in a horizontal line.
Manta Ray: Dashes over stage in a vertical line, covers 2 squares.
Jellyfish: Spawns in the center and does a shockwave.
This is also often paired with Mystrium Alloy = Hammers.
Spell Pierce covers the center rows of the stage with an AoE attack.
Spell Embrace covers the outer rows of the stage with an AoE attack.
Both will spawn water bubbles to dodge afterwards.
Identify the safe zone based on the Cast’s name, move there and finally dodge the bubbles.
Both characters will get 3 different debuffs.
Flash Flood will knockback the other character. (Arrows icon)
Vortex Flood is a donut AoE, requires stacking. (Ring icon)
Burst Flood is a big circle AoE, requires spreading. (Filled circle icon)
Flash Flood is always up first. Identify who has the shorter timer and position the other character accordingly. The knockback reaches about 1 square. The other timer will be next, get in position.
Identify which Flood is next and stack or spread accordingly.
All that, while dodging Sea Creatures. There is room for error, though.
Ramuh (Extreme)
“Defeat the Ramuh (Extreme).”
The boss will occasionally do AoE attacks, so keep some distance between characters.
Lightning attacks will electrocute the water, dealing damage and applying an “Electrocution” DoT.
Order of mechanics:
- Thunderbolt (Orbs) + Brandish / Discharge
- Shock Strike (will hit really hard if the boss absorbed 3 or more orbs)
- Stormcloud Summons on both characters (place them West + East)
- Thunderbolt (Orbs) + Brandish / Discharge
- Shock Strike
- Lightning Rod x4 (stay in the center while running in a circle to keep distance)
- Thunderbolt (stay in the center and spread)
- Add Phase (dodge the thin line AoEs)
- Stormcloud Summon on 1 character (put in center)
- Electrical Surge (line AoEs, spread) / Aurichalcum (line stack)
- Thunderbolt
- More Adds
- Stormcloud Summon on 1 character
- Electrical Surge / Aurichalcum
- Thunderbolt
- Edge of Levin (end of add phase, will wipe if too many adds survived)
- Thunderbolt (Orbs) + Brandish / Discharge + Facebreaker (1 character can be safe)
- Shock Strike
- Stormcloud Summons on both characters + Thin Lines
- Thunderbolt (Orbs) + Brandish / Discharge
- Lightning Rod x 4
- Thunderbolt
- Bright Throne
- Shock Strike (knockbacks a bit now)
- Repeating AoEs + Electrical Surge / Aurichalcum
8 AoE circles spawn, leaving 2 safe zones in the center. Move there.
After the AoE, orbs will spawn at their spot.
Picking up orbs will make you more vulnerable; 3 is still fine.
Make sure that every character picks up 3 orbs.
Once the Vulnerability debuff wears off, you can also collect the last orbs.
This mechanics is always combined with Brandish or Discharge.
The boss moves into the center and starts casting.
Once the cast completes, he spins, knocking back characters (which is usually lethal).
So, stay out of the center until the cast completes, wait for the spin, then move into the center.
The boss moves into the center and starts casting. Characters are marked as 1 and 2.
Once the cast completes, he charges at character 1, stunning them.
Then, he jumps at character 2, dealing lightning AoE damage on impact.
So, move character 1 to the outer wall and character 2 into the very center.
Avoid leaving the center at all times now.
Each Character will receive either Scarlet Pain or Azure Pain as a debuff, indicated by a red or blue circle around them. A red star spawns on the left half of the arena, and a blue one on the right.
While dodging in AoEs in the center, characters must not be hit by an AoE that has the same color as their debuff. Once they are hit by the different color, their color will switch.
Boils down to practice.
Shiva (Extreme)
“Defeat the Shiva (Extreme).”
Order of mechanics:
- Pillar Intro
- Circle AoEs + Icebrand / Glacial Storm
- Ice World (Add Phase begins)
- Fenrir (Bait and dodge AoE + Stretch tethers, then get pushed in center)
- Asena (Slide and dodge AoE + Spread, then get pushed in center)
- Wolf Enrage (Should be doable if you don’t get frozen too often)
- Chrono Freeze
- Frosty Arch (Baited AoE, get in safe zone)
- Polar Pulse
- Snow Globe
- Icicle Impact (Knockback, avoid getting pushed into the wall)
- Circle AoEs + Thin Ice + Icebrand / Glacial Storm
- Glacier Bash x 2 (don’t be in front of boss)
- Frosty Arch + Stretch tethers + proximity AoE (bait AoE towards portals, get behind boss, spread)
- Repeating mechanics…
2 Pillars will spawn and either Icebrand or Glacial Storm will be casted.
If the pillars have lines on them, they will AoE the squares in that line.
If the pillars have rings, they will do a donut AoE around them.
Line pillars are combined with Icebrand – find the safe zone and stack.
Ring pillars are combined with Glacial Storm – have each character be at different pillars.
This pillar mechanic happens twice, you’ll need to do both versions.
The boss moves North and characters will be marked with markers between 1 and 4.
The default knockback order is Paladin (1) -> Archer (2) -> Paladin (3) -> Archer (4).
Depending on the markers, the order may change.
The boss tries to keep the pattern alternating…
Examples:
Paladin 1, Archer 4 = Default order
Paladin 4, Archer 2 = Paladin -> Archer -> Archer -> Paladin
Paladin 3, Archer 1 = Archer -> Paladin -> Paladin -> Archer
Paladin 2, Archer 3 = Archer -> Paladin -> Archer -> Paladin
4 growing fields will spawn, touching them will freeze.
4 Pillars will spawn, 2 Line and 2 Ring types.
Icebrand or Glacial Storm will be cast, meaning stack or spread.
If it’s stack, place both characters in the appropriate Ring pillar.
If it’s spread, place one character in a Ring Pillar and keep the other in the center.
Percival – Overview & Basic Mechanics
“Defeat the Percival.”
Order of mechanics:
- Lght Flow
- Baited AoE (4 Rings, group up and keep moving)
- Onslaught
- Lght Flow
- Eucharist I
- Wings of the Heaven Charge
- 2 Spining Beams + Holy Flare (Identify safe zone and stack)
- Wings of the Heaven Release
- Grand Cross
- Eucharist II
- Wings of the Heaven Charge
- 3 Spining Beams + Holy Flare (focus 1 spin at a time)
- Wings of the Heaven Release
- Grand Cross
- Lght Flow
- Lght Flow
- Eucharist III
- Wings of the Heaven Charge
- 3 Spining Beams + Holy Flare (focus 1 spin at a time)
- Wings of the Heaven Release
- Grand Cross
- Lght Flow, Lght Flow, Lght Flow (Enrage)
Raid wide damage.
Group up and shield against this.
There is a typo in the name, but I won’t fix that.
The boss teleports North and characters are marked as 1 or 2.
Once the cast completes, the boss will rush to character 1, dealing damage.
After a short time, the boss will rush to character 2, dealing damage.
The idea is to make as much distance as possible; meaning 1 goes South and 2 goes North.
Be careful not to step in front of the boss while getting into a position.
The boss teleports into the center and shows a glowing wing for a couple seconds.
That glow means that that side is now charged.
Upon release, it will cleave everything on that half of the boss.
You’ll need to track the safe side – I usually avoid moving the boss too much.
The boss faces towards the tank, gets a field below him and starts casting.
The arrows of the field indicate where the cast will fire. It’s an X shaped AoE.
So, stand between the arrows outside the field to avoid this.
Paladin cannot stay in melee range here, unless you use Shiva’s Ice Orb.
Percival – Eucharist
Each cast of this mechanic makes it harder in some way, but the core idea is the same.
The sequence goes like this:
- Baited AoE + Towers
- Baited AoE + Holy Flare
- Tethered Onslaught + Towers
- Lght Flow
The mechanic starts with towers spawn, which go off after 4 baited AoEs.
The towers can spawn East-West or North-South (East-West in Video).
Dodge the AoE in any way you like while spreading towards the towers.
After towers, make sure to group up to survive the Holy Flare Stack.
Tethered Onslaught is the bane of this fight, at least for me.
Characters are getting marked with 1 and 2 again, and one of them is also tethered.
Instead of teleporting North, the boss will jump on the tether and use Onslaught as before.
Whoever gets 2 needs to take the tether and get on the opposite side of 1.
The sequence goes like this:
- Onslaught + 1 Tower
- Holy Flare + 1 Tower
- Tethered Onslaught + 1 Tower
- Holy Flare + 1 Tower
- Baited AoE
- Lght Flow
At the start, place whoever got marked as 1 in the tower, and have 2 be on the other side.
Have 2 be hit by the second Onslaught charge and get ready to stack:
After the charge, make sure 2 is the only character in the tower.
Stack as shown in the image to prevent wipes.
For the next (tethered Onslaught) section, you’ll need to keep in mind:
- Towers must be alternated, so whoever had the tower first earlier is also first now
- Whoever gets tethered must not be marked as 1
In this example (Paladin had first tower earlier):
The Paladin grabs the tether and goes North, Archer goes South.
The boss will jump on Paladin, and charge at Archer.
The boss will then charge at Paladin.
After that, just like before, stack at the second tower.
The sequence goes like this:
- Baited AoEs + Side Towers + Grand Cross
- Wings of the Heaven Charge
- 3 Spinning Beams
- Tethered Onslaught + Side Towers + Wings of the Heaven Release
- Lght Flow x 2
Grand Cross will target a character when the second baited AoE is placed.
You’ll need to stay in any compass direction until then to play this safely.
The rest of the AoE can be put anywhere, and getting hit by one is not lethal.
I’m personally most consistent with moving South and improvising from there (see video):
But this approach is probably cleaner:
Next, remember the wing charge and solve the spinning beams.
Manage the tether and move into the towers as the beams do their thing.
Finally, avoid the wing release.
Seraphim – Overview & Basic Mechanics
“Defeat the Seraphim.”
Order of mechanics:
- Luminous Edge
- Sky Splitter
- Ball
- Luminous Edge
- Somersault Kick / Capture Hand
- Paradise Lost I
- Sky Splitter
- Luminous Edge
- Light Beams
- Somersault Kick / Capture Hand
- Paradise Lost II
- Erosion
- Paradise Lost III
- Luminous Edge
- Luminous Edge
- Luminous Edge (Enrage)
Raid wide damage, inflicts a 8 second long DoT.
Group up and shield against this.
I always started shielding when the bar covered “Lum”. (Without fast shield equipment)
Targeted AoE on one character, followed up with a circle AoE on the other character.
Position the characters so that one is in the safe zone, with some distance.
Always happens twice in a row.
A big orb of light spawns in the center of the arena, targeting the Archer.
Touching the big orb will cause a wipe.
Simply run away a little bit until the orb shrinks, then run into it with either character.
Not running into the orb fast enough will cause a wipe.
While running, stay in attack range.
I always tank the boss north so that there is plenty of space south for this.
One character will be targeted by a named skill, the other gets a line stack.
The named skill will fire first, the stack attack happens after a short delay.
The stack character should be positioned safely south of the boss.
The other character should not overlap with the other, and should be positioned so that the named skill moves them close to the other.
Somersault Kick will push, so stay close to the boss.
Capture Hand will pull, so stay away from the boss.
Example movement:
–
Light Beams fire a line through the arena, followed by a wider line AoE.
Dark Beams fire a line through the arena, followed by an AoE that covers everything except the initial line.
Light = Out -> More Out
Dark = Out -> In
Erosion is the sequence that follows after Paradise Lost II. It only happens once but it’s not that bad, so I included it in this section. The exact order of casts are:
- Light Beams
- Bright Erosion
- Ball
- Bright Erosion
- Somersault Kick / Capture Hand
- Bright Erosion
- Somersault Kick / Capture Hand
Bright Erosion is a raid wide AoE that spawns a growing field on one of the characters. Group up and shield against this, and move after the cast.
The growing field puts a DoT on anyone who enters, so avoid that.
There will be three fields in total; this mechanic boils down to placing the fields in the right way.
I recommend this approach:
- Avoid the initial Light Beams by grouping up at A.
- Shield there against Bright Erosion. Avoid the growing field (and beware upcoming ball in center).
- Handle Ball with Archer.
- Group at B, shield against Bright Erosion and avoid again.
- Get ready and handle the upcoming Somersault/Capture (kite the boss so that Capture doesn’t pull you into a field)
- Group at C (or D, if you prefer symmetry), shield against Bright Erosion and avoid again.
- Handle the final Somersault/Capture.
Seraphim – Paradise Lost
Each cast is a unique sequence, and all of them require some practice.
Every time the boss casts Paradise Lost, she’ll become untargetable halfway through.
Use this time to heal.
Both characters will get different debuffs: one gets a dark wing, the other a light wing.
The debuffs can be ignored most of the time; they only really matter at the end of each sequence.
Every Sequence ends with…
Depending on the debuff, everything on a characters left or right will be AoE’d.
The AoE will always kill the other character.
Dark wing = right half, Light wing = left half.
You can also see it in the icon.
The AoE hits the side the wing points to (see arrows).
Easy way to resolve:
- Paladin goes west, Archer goes east.
- Check icon.
- If Paladin has Light Wing, face both characters North.
- If Paladin has Dark Wing, face both characters South.
The sequence goes like this:
- Get debuffs, orb tethers and tower marker
- Tower 1 drops
- Orbs shrink
- Tower 2 drops
- Pop orbs
- Sky Splitter + Tower 1 goes off
- Sky Splitter + Tower 2 goes off
- Stack
- Wings of the Fallen
Notes
Towers will cause a wipe if they overlap.
Orbs must be resolved by the character it’s not tethered to, or you wipe.
Example Movement (depends on debuffs):
- Position yourself west + east, at A.
- Step towards B with both characters and wait for towers to drop.
- Move towards C with both characters and wait for towers to drop.
- Circle in the center to pop each others balls.
- Move to the correct tower at B. (Either check the debuff and move to the opposite color or pay attention to who pops which ball and move to that ball’s color).
- Sky Splitters resolve themselves with this movement.
- After the stack, pay attention to the debuff icons and face the correct direction (see intro explanation).
The sequence goes like this:
- Get debuffs and orb tethers + Light Beam spawns
- Light Beam fires + follow up
- Dark Beam spawns
- Orbs shrink
- Dark Beam fires + follow up
- Pop orbs while dodging into the center
- Light Beam + Sky Splitter
- Dark Beam + Sky Splitter
- Grand Stream
- Wings of the Fallen
Everything up to Grand Stream boils down to clockwise movement like in Paradise Lost I.
Hardest mechanic of this fight:
Here’s another clip of this mechanic, for variety:
What happens:
- You’ll be shown 3 flows, which are knockbacks that only affect certain elements.
- Both characters will get a dark or light triangle over their head.
- 2 Towers will drop on both characters
- Flow 1 will knockback a character -> first towers go off + Sky Splitter.
- Flow 2 will knockback the other character -> second towers go off + Sky Splitter
- Boss charges line stack
- Flow 3 must not knockback either character -> line stack goes off
- Wings of the Fallen
How I solved it:
During Flow 1:
Identify opposite element of flow. That opposite element will be placed where the flow points to. Dark Flow points up? -> “Light goes North”
During Flow 2:
Identify opposite clock direction when combined with flow 1. This will decide movement between tower placements. Light flow points right? Up + right = clockwise, opposite = “Counter-clockwise”.
During Flow 3:
Identify whether Flow 2’s color pointed in the same direction as Flow 3 does there. This will indicate if your characters need to swap sides later. If it’s the same, you need to swap.
So Dark points left, Light points right? Flow 2 was Light pointing right, so “Swap”
After the flows, colors will be assigned. Focus on these colors, ignore the debuffs.
Assuming Paladin gets Light, this example looks like so:
- “Paladin (Light) goes North”, Archer goes South. Tower 1 will be placed.
- Move “Counter-clockwise” until you reach West + East. Tower 2 will be placed.
- Continue clock movement with Paladin, but move Archer to him. Stack on tower.
- Flow 1 knocks back Archer to her Tower.
- Continue clock movement with Archer, but move Paladin to her. Stack on tower.
- Flow 2 knocks back Paladin to his Tower.
- Stack South of boss, and “Swap” sides.
- Finally, pay attention to Wings of the Fallen and face into the correct directions.
The sequence goes like this:
- Get debuffs
- Rotating Sky Splitter I
- Light Beam & Dark Beam spawn and fire
- Light Beam & Dark Beam follow up (Ignore AoE of next cast while dodging this)
- Rotating Sky Splitter II
- Light Beam & Dark Beam spawn and fire
- Light Beam & Dark Beam follow up + Wings of the Fallen (same time!)
The boss gets 4 rings, implying which element should get hit by the tether in what order.
It will either be Dark -> Light -> Light -> Dark or Light -> Dark -> Dark -> Light.
The colors can be completely ignored, there’s one way to simplify this:
Whoever gets the first tether must not have it.
If Archer gets the tether first, the order will be Paladin -> Archer -> Archer -> Paladin.
If Paladin gets the tether first, the order will be Archer -> Paladin -> Paladin -> Archer.
So, explaining the example from the video:
- Archer gets first tether; Order = Paladin -> Archer -> Archer -> Paladin
- Boss turns West -> get in position East (Boss could have turned East too)
- Sky Splitter 1 goes off, follow up AoE on tether (keep distance!)
- Swap tether, get in position along the next line
- Sky Splitter 2 goes off, follow up AoE on tether
- Don’t swap tether, get in position along the line South (also, good time to heal)
- Sky Splitter 3 goes off, follow up AoE on tether
- Swap tether, get in position along the next line
- Sky Splitter 4 goes off, follow up AoE on tether (always keep distance!)
- Get in Position to stack and shield on the line West
The second Rotating Sky Splitter will always have the opposite pattern of the first one.
So, remember who had the first tether in the first round and let the other character have it then.
Fafnir – Overview & Basic Mechanics
“Defeat the Fafnir.”
The Boss’s auto attacks cleave, so try to stay spread.
You can fall off the stage.
This fight has 2 Phases. Dying in Phase 2 means going back to 0.
Order of mechanics:
- Ground Dasher
- Spark Surge
- Flame Breath / Wind Breath
- Flame Breath / Wind Breath
- Frost Spike x2
- Megiddo Flame I
- Ground Dasher
- Spark Surge
- Earth Breath / Water Break
- Earth Breath / Water Break
- Frost Spike x2
- Chaos Gate
- Comet Combo
- Thunder Breath / Ice Breath
- Thunder Breath / Ice Breath
- Frost Spike x2
- Megiddo Flame II
- Comet Combo
- Lght Flow (Enrage)
- Phase 2
The Boss does a proximity AoE –> move away from it and shield.
Next, there will be 2 donut AoEs –> get close to the first and move in after it goes off.
Example Movement:
While the Boss is casting, you’ll see lightning orbs spinning around him.
If it’s 1 orb –> (line) stack.
if it’s 2 orbs –> (cone) spread.
Flame = Line AoE in center, then wider Line AoE in center. Stay out (max melee range).
Wind = Line AoE in center, then knockback AoE from center. Go out, then in.
Earth = Big Circle AoE from boss. Stay out, way below center.
Water = Big Cone AoE from boss. Stay out, at the sides of the boss.
Thunder = wide ‘+’ shaped AoE from center. Stick to the outer corners.
Ice = wide ‘x’ shaped AoE from center. Stick to the Boss’s tail.
The Boss jumps to Archer, starts casting, then spins, dealing damage and freezing when hit.
He then repeats that on the Paladin.
React to the jumps, then move away.
This cannot be max melee’d without Frost Orb.
The boss adds comets to some Ground Dasher and Sparking Surge.
There are 3 small and 1 big comets. Small comets should be dodged, big comets must be spread.
Dodge Ground Dasher like normal, but keep moving to avoid the small comets.
For Sparking Surge, make sure to be spread no matter what (and wait until the comet hits):
If it’s 1 orb –> Line stack North + South.
if it’s 2 orbs –> Spread West + East.
An example movement for this starts like normal:
… and could then go like this (if line stack):
… or like this (if spread)
Fafnir – Megiddo Flame & Chaos Gate
These are tough, so they get this section.
The sequence goes like this:
- Fire Circles I
- Fire Circles II
- Celestial Wind (Knockback)
- Advent (Angels drop)
- Double Sky Splitter
- Aqua Geysir I
- Double Break (from Double Sky Splitter)
- Aqua Geysir II
- Sky Splitter x2
- Luminous Edge (Enrage)
At the start, move into the center. Pay attention to the first fire circles.
As Celestial Wind casts, make sure to get knockbacked into the first fire circles (and spread).
Advent will drop Angels on both characters, which both start casting Sky Splitter.
While the Angels cast, Aqua Geysirs spawn and will hit a half of the Arena once their casts go off.
As the second Aqua Geysir goes off, so does the Break follow up, so stay spread during all this.
Example movement could look like so:
… or, if you’re lucky, like this:
Afterwards, survive the Angels. Make sure to stay spread for the Sky Splitters.
The sequence goes like this:
- Stampede Buff
- Chaos Gate
- Shadow Gate + Divine Gate I
- Shadow Gate + Divine Gate II
- Shadow Gate + Divine Gate III
- Shadow Gate + Divine Gate IV
Move to the center. Pay attention to the numbers while Chaos Gate casts.
You need to identify number 1 and the clock direction the numbers go.
The Boss will jump between quarters in the order of numbers, which is always clockwise or counter-clockwise. Every jump is a big AoE circle (Shadow Gate) and comes with a smaller AoE circle (Divine Gate) that targets the character that’s further away from the Boss.
The idea here is to alternate with which character will be standing further away while moving in the correct clock direction. It starts in the opposite quarter of number 1 and goes into the identified direction. I’d recommend alternating with consistency: Paladin -> Archer -> Paladin -> Archer.
So, the movement could go like this:
The sequence goes like this:
- Fire Circles I
- Fire Circles II
- Celestial Wind (Knockback)
- Advent (Percivals drop)
- Double tethered Onslaught + Aqua Geysir x2
- Grand Cross x2
- Lght Flow (Enrage)
Same as before, start and center and get knockbacked towards the first fire circles.
Advent will drop Percivals on both characters, and put tethers on them.
Again, Aqua Geysirs also show up.
The simplest solution is to run to the center to swap tethers, then spread North + South while dodging the Aqua Geysirs. Example movement could look like so (X = first Aqua Geysir):
Afterwards, survive the Percivals. Dodge their Grand Crosses and beware their tank busting autos.
Keep in mind that you can heal afterwards, there is some downtime later.
Don’t waste time healing while they enrage.
Fafnir – Calamity Caller
What follows is basically a combination of everything you’ve seen so far.
This section is about all of Phase 2.
There is currently a Bug that ends the fight before getting here.
Example 1:
Example 2:
The Phase goes like this:
- Calamity Caller (Raid wide damage)
- Ifrit’s Fiery Combo
- Ifrit’s “2 Baited AoE on Paladin and Archer” + Flame Breath
- Garuda’s Feather Rain
- Garuda’s Summon Mirage I + Wind Breath
- Titan’s Demolish
- Titan’s Tital Fall
- Titan’s Terra Torment + Earth Breath + Titan’s Earthsplitter
- Leviathan’s Water Pact
- Leviathan’s Water Frenzy x3 + Flash Flood
- Leviathan’s Burst Flood + Water Breath
- Leviathan’s Vortex Flood
- Ramuh’s Thunderbolt (Orbs) + Ramuh’s Facebreaker x2
- Ramuh’s Shock Strike + Thunder Breath
- Shiva’s Thin Ice
- Shiva’s Frosty Arch x2
- Shiva’s Polar Pulse + Ice Breath
- Seventh Catastrophe (Enrage)
Resolve Fiery Combo just as usual:
Then, bait AoEs in a way to be safe like so:
Resolve the Howl Outs, try to avoid ending up in the center:
Dodge the pulling orbs until the Wind Breath fires, then get in position like so:
Stay a bit above center for Demolish and watch out for Titan Fall:
Then, keep moving away from the Boss while placing Terra Torment:
Finally, don’t get hit by Earthsplitter.
Check you buffs, identify the shorter timer, get in position.
I pushed vertically here, but pushing horizontally near the boss is a lot better:
Then, check the order in which you need to stack or spread and move accordingly:
Prepare for lightning orbs and pick up 2:
Then, wait for both Facebreakers to go off, pick the rest and dodge the Thunder Breath:
Group up in the upper half and wait for the first Frosty Arch:
Dodge to the South, wait for the second Frosty Arch and dodge North again:
Finally, figure out the Polar Pulse sequence just as usual
Outro
As mentioned in the Intro, feedback is always welcome.
I’ll try to keep this guide up to date, in case bugs get fixed or new achievements are added.
If anything is unclear, let me know, I can (probably) clarify and/or edit the section.
And that wraps up our share on Savage: 100% Achievement Guide. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by Tidduss, who deserves all the credit. Happy gaming!