Delubrum Reginae: Savage
Late Night's Full guide

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° Summary °

Alliance gets split in half for the first fight:

Party A/B/C:

Party D/E/F:


1 player out of the 48 entering gets to do a duel against a special boss after Trinity Seeker:


© Late Night Discord
Guide by Helios Dhanu (Spriggan)

With the help of:
Laerin Hiraeth (Cerberus), Katha Nese (Ragnarok), Lebreau Vanih (Cerberus),
Hisa Kiyo (Cerberus), Kyoko Sakimuri (Cerberus), Diyani Theyn (Louisoix)

° 1ST TRASH: Slimes (A/B/C PARTY) °


• Important:
- Alliance is cut in half: only party A, B & C do Slimes
- Never stay mid
- No AoEs (esp. Assizes & Dances)
- Markers at entrance are used for pre-positionning
- No use of offensive lost actions

• Traps:
- 2 in random rooms, 1 in mid corridor
- Tanks from party A reveal them by using Perception, then tank Zombie adds North & South
- After being revealed, traps are still dangerous
• Slimes' goals:
- Avoid red slimes fusing with other slimes (can interrupt Fusion cast)
- A big green slime must explode on every green pad within a 15 seconds interval
- Run to ending safe spot once all big green slimes cast "Rapture"

• Green Slimes (Viscous Clot):
- Wave of 3 slimes appear mid periodically
- Become bigger & gain stacks by fusing with other green slimes
- At 5 stacks, explode & activate their green pad
- Begin at 2 stacks, need 3 more (1 stack = 1 green slime)

• Tanks:
- 4 tanks pick up 1 wave of green slimes and bring it to a room
- 1 tank in each room keeps one big slime on their green pad
• Healers:
- Pull a green slime for their tank twice, then a 3rd last green slime
WAIT for Raid Leader "GO" before making 3rd green fuse with big

• Red Slimes (Sanguine Clot):
- Wave of 1 by 1 in each room (4 total per wave)
- Tether to the first person attacking them
- Are deadly if fused with any other slime

• Ranged & Casters:
- If assigned to a room, pull red slime out of it
(Your marker = your room)
- Bring it to nearest North / South pad to kill it: Red = priority target!
OTHER DPS: If not assigned to a room, you'll be either North or South

• Slimes fight VOD (tank POV):

• Slimes fight VOD (heal POV):


° 1ST TRASH: Golems (D/E/F PARTY) °


• Important:
- Alliance is cut in half: only party D, E & F do Golems
- Bicolor golems at entrance are used for pre-positionning
- Bicolor golems use "Metamorphosis" cast to change color (can be interrupted)
- Kill order is: Blue > Green > White > Red
(While tanks, healers and ranged DPS from party F are assigned to specific rooms, golems will be killed in order by all the remaining DPS)
- No use of offensive lost actions

• Traps:
- 2 in random rooms, 1 in mid corridor
- Tanks from party D reveal them by using Perception
- After being revealed, they're still dangerous
• Golems' goals:
- Kill each bicolor golem on their corresponding colored pad
- Wait for slimes' go before killing last golem & deal with soft enrage
- Stun ruins golems' Demolish cast during soft enrage

1. Blue Golem:
- Tanked in E1 // SW // Blue pad. Killed 1st
- Uses a purple AoE tank buster which inflicts a deadly dot
- Healers need to "Esuna" this dot ASAP
- Interrupt every Metamorphosis cast

2. Green Golem:
- Tanked in F1 // NE // Green pad. Killed 2nd
- Can eat nearby ruins golems, gaining a damage buff in the process
(Use cooldowns and / or invuln if this happens!)
- Interrupt every Metamorphosis cast

3. White Golem:
- Tanked in E2 // SE // White pad. Killed 3rd
- Is blue first. Uses the same tank buster while blue
- Let 1 Metamorphosis cast go through for it to turn white, then interrupt all the other ones
- Once white, uses a self-benediction at 30% remaining health
Kill it before it finishes its cast

4. Red Golem:
- Tanked in F2 // NW // Red pad. Killed 4th (last)
- Is green first. Can eat ruins golems while green
- Let 1 Metamorphosis cast go through for it to turn red, then ranged from party F will interrupt all the other ones
- Once red, tethers to the first player doing any damage to it
This includes DOTs and autos! Wait for tank to get aggro
- Its autos are deadly. We lower its health, then wait for Slimes "GO"
Use invuln to kill it safely on its pad when Slimes have given their "GO"

• Ruins Golems:
- Spawn on Ruins Pad. Tether to the first player attacking them
- During soft enrage, cast "Demolish" which inflicts a stack of Thrice-Come Ruin debuff to everyone in the arena. Can be stunned

• Golems fight VOD:


° 1ST BOSS: Trinity Seeker °


• Important:
- Try to always stay close to the boss
- Mechanics listed may overlap together at different points of the fight
- After this fight, 6 traps await. Don't rush!

• Phantom Edge
- Trinity Seeker's swords glow, changing his next attack
• Tank Busters
- Red marker on tank, no cast = Regular TB
- Baleful Onslaught = Invuln / Shareable (duo) TB
- Baleful Onslaught with Phantom Edge = Solo TB
• Baleful Blade
- Regular = Deadly AoE. Go behind the barriers
- With Phantom Edge = Knock back. Go in front of the barriers
• Baleful Firestorm AKA "Ravana Dashes"
- Be mid: 4 clones teleport 1 by 1 at the edges of the arena, doing a circle AoE in the process; then dash forward, much like Ravana / Ifrit dashes
• Burning Chains
- Random players get marked with chains above their heads
- If marked: group up, then spread out (distance-based chains)

• Ravana dashes + Barriers clip:

• Barriers + Chains clip:

• Verdant Path
- Stance change. Uses an AoE depending on which stance is adopted
- Red Aura / DRK = Sides AoE (in front or behind safe)
- Blue Aura / SAM = Cross-shaped AoE (intercardinals safe)
- Green Aura / MNK = Share AoE

• All stances clip:

• Fourfold Mercy AKA "Slashes"
- Same as normal mode, but faster
- Casts First → Fourth Mercy then unleashes them all one after another

Calls in this example would be: 2 → 1 → 4 → 3

• Clone's Fourfold Mercy AKA "Clone Slashes"
- Trinity Seeker uses a clone for his Fourfold Mercy. Cleaves will emit from it

Calls in this example would be: B → 2 → A → 1

• Animated version (careful, slashes are actually faster than this!) :

• Seeker slashes clip:

Seeker slashes are always followed by Seasons of Mercy

• Clone slashes clip:

• Seasons of Mercy
- Faster than in normal mode
- Criss-cross ice AoE → Look away (petrify) orb → Criss-cross ice AoE → Growing pink AoE

Calls in this example would be: look away from 2 → go away from 3

• Orb + Flower clip n°1:

• Orb + Flower clip n°2:

• Iron Splitter
- Same as normal mode, but faster
- Trinity Seeker jumps to either Sand or Tiles, and makes all the circles with the same element as the one under his feet explode (so all sand or all tiles circles)

• Iron Splitter + Dead Iron
- Dead Iron targets 3 players with Earth Shakers shooting from mid
- Spread those away from the group while standing on Sand / Tiles

Highlighted in white = Boss // In turquoise = Clone
Left: Tiles exploding // Right: Sand exploding

• Sand & Tiles + Earth Shakers clip:

• Sand & Tiles + Slashes clip:

• Trinity Seeker fight VOD:

• Post fight traps clip:


° DUEL: Stygimoloch Warrior °


• How do I get picked for duel?
Send a DM to the Raid Leader in charge of the run. They will review your application and you may get picked. The only requirements are: have cleared DRS once and be prepared!

• Required actions:

Recommended: 2x Resistance Potion kits + DPS rays / actions

• Important:
- Only 1 player can take the golden pad to the duel area
- If Dahu is pulled before the duelist jumps on the golden pad, it deactivates
- After clearing the duel, you will need to interact with a statue to be rewarded with the “Pride of the Lioness” buff

• Traps:
- 1 in front of each pad (directly upon arriving + upon leaving)
- 1 explosion & 1 poison for 2 total

• Surge of Vigor
- Damage up buff. Must be dispelled with “Lost Dispel”

• Unrelenting Charge
- Stygimoloch Warrior charges at you 3 times, knocking you back with each hit. Use an anti-knockback ability to avoid hitting the wall

• Entrapment + Lethal Blow
- Stygimoloch Warrior jumps North and knocks you back all the way South. Additionally, Stygimoloch Warrior places a traps labyrinth all over the arena

5 different patterns

• Inescapable Entrapment + Surging Flames OR Withering Curse → Devour
- Stygimoloch Warrior jumps to the middle and places traps all across the arena except in a small cross shape in the center

4 different patterns | F = Frog ; M = Mini ; I = Ice

Tip: Start by using Perception from the south part of the "Plus" (+)
- If you only reveal Mini: Ice is SW
- If you only reveal Ice: Mini is NW
- If you reveal neither: Ice is NE, Mini is SW

• Traps mechanics
- Surging Flames: Fire AoE → Get hit by Ice trap
- Withering Curse → Devour: Pull then front cone AoE → Get hit by Mini trap
• After the 2nd trap mechanic:
- Surging Flood: Water AoE → Get hit by Frog trap
- Leaping Spark: Lightning AoE → Get hit by Frog trap a 2nd time to turn back human

Careful: After all Entrapments, explosion traps explode when the mechanic resolves!

• Lethal Blow / Focused Slash
- Stygimoloch Warrior cleaves the whole arena in front of him
• Vicious Swipe + Crazed Rampage
- Circular AoE followed by a knock back
• Focused Tremor
- Square AoEs exploding in the order they appeared
• Flailing Strike
- Conic AoE baited by the player then rotating counter clockwise
- Paired with Focused Tremor

• Coerce
Random Quick March debuff
Paired with Focused Tremor + Slash

• Stygimoloch Warrior clip:


° 2ND TRASH: Dahu °


• Reverberating Roar AKA "AoE Puddles"
- Spawn sets of circle AoEs under random players' feet
• Hot Charge
- No cast, charges in front of him
• Firebreathe
- Conic AoE, can rotate clockwise or counter clockwise
• Left / Right Shockwave AKA "Slappies"
- Half-circle AoE on one side, immediately followed by the other side
• Head down
- Adds on the edges of the arena use line AoEs
• Crowned Marchosias adds
- Tethered to the Main Tank, gain damage buffs over time. Kill ASAP
• Spit Flame
- Random players get marked by numbers from 1 to 4. Go to the corresponding marker (1 to 1; 2 to 2; etc.)

• Hysteric Assault + Burn x2
- Flare tank buster on 2 random tanks
- If targeted, use cooldowns & get pushed North
- Rest of the group get pushed South

• Dahu fight VOD:


° 2ND BOSS: Queen's Guards °


• Important:
- Guards can tether together and buff each other if too close
- ABC focus Knight & Soldier // DEF focus Warrior & Gunner
- Guards need to die at the same time (if one dies, the other uses Enrage cast)
- This fight's mechanics will be re-used on the Queen

• Tank Busters
- Rapid Sever & Shot in the Dark
• Raid wides
- Blood and Bone & Queen's Shot


• Queen's Guards fight VOD:


° Phase 1: Knight & Warrior °

Knight & Warrior
• Fight begins with them tethering together to be resistant to a certain type of damage (magical or physical): depending on that tether, Spellforge OR Steelsting will be needed

• Healers' Spellforge / Steelsting

Spellforge: Apply on all physical players from your party
Steelsting: Apply on all magical players from your party
Hybrid jobs? These jobs use both physical and magical attacks.
They will need the correct buff (will be called by RL) each time
Note: Remember to reapply the buff if a player dies!
What if I have the incorrect buff? You can either click off your current Spellforge / Steelsting buff, or make a macro like the one below
PASTEBIN: link

• Spellforge clip:

• Steelsting clip:

• Boost
- Damage up buff on Warrior. Must be dispelled with “Lost Dispel”

• Boost with Dispel clip:

• Reversal of Forces AKA "Debuff"
- Warrior tethers bombs and / or players, reversing their gravity. If players are targeted by this ability, they will have a visible debuff

• Shield OR Sword Omens
- Shield: Knock back from center + AoE on the edge Knight is facing
- Sword: Go to the edges, AoE center
• Above Board AKA "Bombs"
- Both players and bombs may have their gravity reversed (if tether)

• Shield Omen with Debuff clip:

• Sword Omen no Debuff clip:

• Winds of Weight AKA "Wind / Gravity Puddles"
- Debuff go to wind (green), no debuff go to gravity (purple)
Pop sprint & don't go far: You will need to go back middle real fast once that's done!
• Optimal Play (Shield OR Sword)
- Shield: 3 Claws, no Claw side = Safe [IN] (donut AoE)
- Sword: 3 Claws, no Claw side = Safe [OUT] (circle AoE)

⚠️ There is no melee uptime during Winds of Weight

• Wind / Gravity + Shield clip:

• Wind / Gravity + Sword clip:

• Queen's Guards Phase 1 clip:


° Phase 2: Soldier & Gunner °


Soldier & Gunner

• Reading AKA "Open Spot"
- Gunner gives all players a "Unseen" debuff
- They will each have 1 random safe side, represented by the open spot on the circle around them

• Great Ball of Fire + Queen's Shot
- Great Ball of Fire: 4 fire orbs will turn into frogs & move around the arena, then explode
- Queen's Shot: Point your open spot towards the Gunner, then towards a turret on the side

• Open Spot with turrets clip n°1:

• Open Spot with turrets clip n°2:

• Icy & Fiery Portent AKA "Ice" & "Fire"
Icy Portent: Keep moving at the end of the cast (Freeze)
Fiery Portent: Stop moving at the end of the cast (Pyretic)

• Ice clip:

• Fire clip:

• Gun Turret + Sniper Shot
- Gunner summons 2 gun turrets. They will use a tank buster called "Sniper Shot", which has to be taken by a tank & invuln'ed
- Kill those turrets ASAP as they begin casting their Enrage ("Explosion") after this TB
(Gun turrets are enmity based)

• Gun turret + Sniper shot clip n°1:

• Gun turret + Sniper shot clip n°2:

The following mechanics may not be seen / are most commonly skipped nowadays:
• Double Gambit AKA "Jumpy clones"
- Same as normal mode: Soldier summons clones who jump around the arena then use a circle AoE if tethered
• Automatic turret
- Same as normal mode: Gunner will summon 4 turrets inside of the arena which will fire a line AoE

• Open Spot with jumpy clones clip:

• Queen's Guards Phase 2 clip:


° Phase 3: Wards °


Wards = DPS CHECK

• Coat of Arms AKA "Shields"
- All Guards will regularly shield themselves on two sides
- Attack them on their unshielded sides to avoid getting a Thrice-Come Ruin stack & being stunned + knocked back (like Ravana shields)


• Overview:
- 4 guards with wards to kill before Enrage cast is finished
• Additionally, 2 waves of spheres will spawn on the arena:
- 12 Spiritual Spheres per wave
Healers positions = link
- 2 Aura Spheres per wave
Parties ABC = NORTH Aura Sphere // Parties DEF = SOUTH Aura Sphere
This happens twice!
Click on the images below to enlarge them:



• Aura Spheres + Spite Check
- If not killed by the end of the "Spite Check" cast, will begin targetting random players with it
- "Spite Check" is a tank buster which has to be invuln'ed
- Tanks have to provoke it like Gun Turret, to bait "Spite Check" on them
- When killed in time, "Spite Check" will be announced by a red marker above the targeted player's head
Use your invuln when this happens

• Aura Sphere + Spite Check clip:

• Spiritual Spheres
- Use a circle AoE twice then explode, giving all players a damage down debuff
- To be killed, players (usually healers) need to stand in their circle AoE with the buff "Lost Reflect", given by a Light Curtain

• Spiritual Sphere clip:

• Queen's Guards Phase 3 clip:

• Queen's Guards fight VOD:


° 3RD TRASH: Bozjan Phantom °


• Important:
- From now on, 2 mistakes will kill you
- After this fight, 6 traps await. Don't rush!

• Lost Banish III
- Damage taken by Bozjan Phantom +25%
- Refresh it so it's always up (60 secs duration)

• Malediction of Agony
- Raid Wide
• Weave & Manipulate Miasma
- Makes symbols appear North & detonates all the lower ones, followed by all the top ones
(Careful: line AoE pulses 3 times!)

Lower symbols detonate in different pulsing AoEs

Top symbols detonate in different pulsing AoEs

• Weave & Invert Miasma
- Makes symbols appear North & detonates all the top ones, followed by all the lower ones

The following mechanics may not be seen / are most commonly skipped nowadays:
• Summon (1st time) & Malediction of Ruin
- Summons 3 waves of 2 different types of adds:
Bloody Wraith: Must be killed
Misty Wraith: Must be healed to full
- Malediction of Ruin: Enrage cast which must be interrupted
• Summon (2nd time & onwards)
- Summons an add North or South. He will push the players from where he's standing
• Vile Wave
- Conic AoE
• Ice Spikes
- Buff hurting + slowing every player attacking. Must be dispelled with "Lost Dispel"
• Excruciation
- Tank buster

• Bozjan Phantom fight VOD:

• Post fight traps clip:


° 3RD BOSS: Trinity Avowed °

• Important:
- Trinity Avowed raid wides hit hard and need extra mitigation
- Shell II is for healers to apply before the fight
- Lost Aethershield is for tanks to use throughout the fight
Cast Name: "Glory of Bozja"

• Temperature?
- A “temperature” is a debuff inflicted on you, ranging from -2 to +2. It will apply at the end of the mechanic, and needs to be resolved by being neutral (0) before then


• Brand?
- A "brand" is a timed debuff inflicted on you, ranging from -2 to +2. It applies at the end of the timer. Unlike your temperature, your brand cannot be changed


• Brand & Temperature?
- Brand is always paired with temperature. There are 16 possible combinations: link

Note: Some combinations, such as +1 & +2 (resulting in a total +3), are only present in Sword as it is the only weapon allowing you to get hit twice


• How do I solve Brand, then?
To be neutral, you will need to change your temperature to be the opposite of your brand, hence making your temperature neutralize your brand. Therefore, you need to achieve one of these combinations to nullify your brand and survive:

Brand only appears on the second rotation of each weapon!

If you have dyscalculia, hopefully the below image should help you solve this mechanic:

Text is in white if you have to get hit twice!

• Tank Buster
- Wrath of Bozja: All tanks front as this is a trio shared tank buster
• Allegiant Arsenal
- Stance change. Uses an Aoe depending on which stance is adopted
- Staff / BLM = Circle AoE (away safe)
- Bow / BRD = 280° front AoE (behind safe)
- Sword / PLD = 280° behind AoE (front safe)
Trinity Avowed will use all stances once at the beginning of the fight to determine the order of her weapons' rotations
• Each weapon has 2 rotations:
- 1st one = Temperature only
- 2nd one = Temperature + Brand
Each weapon rotation ends by a heavy raid wide: "Glory of Bozja"
• The weapons' rotations will go as follow for the fight:

Beginning of the fight (to determine order)Rotation n°1 (temperature only)Rotation n°2 (brand & temperature)
Allegiant Arsenal 1Allegiant Arsenal 3Allegiant Arsenal 3
Allegiant Arsenal 2Allegiant Arsenal 1Allegiant Asenal 1
Allegiant Arsenal 3Allegiant Arsenal 2Allegiant Arsenal 2

E.g.: Staff → Bow → Sword = Sword 1 → Staff 1 → Bow 1 → Sword 2 → Staff 2 → Bow 2

Staff

1st rotation: Quick March
- 4 proximity AoEs on intercardinals: be mid. Each AoE will spawn a meteor with a different temperature (from -2 to +2)
- Quick March debuff: you will walk 2 squares towards a random direction indicated by your debuff. Use it to get to the correct meteor to be neutral at the end of the mechanic

2nd rotation: Unseen Eye (Clones)
- Same as 1st iteration, except instead of Quick March, 6 clones will appear on the edges of the arena and use line AoEs. There will be 1 safe square per meteor

⚠️ There is no neutral spot during staff: therefore, do not raise anyone (they would die)

• Staff 1 clip:

• Staff 2 clip:

Bow

1st rotation: Quick March & Flames of Bozja
- Flames will appear either West or East, making the opposite side safe. Use your Quick March to get to the safe side
- Trinity Avowed shoots 4 temperature arrows, leaving 1 neutral field free, and starts a Ladder Game:

- Resolve the Ladder Game to get hit by the correct arrow
- Each arrow's temperature range from -2 to +2 & 1 empty square for neutral temperature
⚠️ Arrows' paths are not visible in Savage!
2nd rotation: Clones & Flames + Quick March
- 6 Clones appear & use line AoEs, and flames appear at West or East. Use sprint to get to the safe side after clones' AoEs are done
- Ladder Game n°2, this time with a random Quick March (Forced March = 2 squares)

• How to trace arrows' paths clip:

• Bow 1 clip:

• Bow 2 clip:


Sword

1st & 2nd rotations: Clones + Blade of Entropy x2
- Summons 3 clones. Every Trinity Avowed iteration will turn and cleave the arena with each a different temperature. Get hit by the correct sword to be neutral at the end
- There will be 2 cleaves, so you have 2 chances. On sword 2, you may need to be hit twice (for example: if you get a +2 temperature AND brand, resulting in a total +4)
- Careful, however: you don't want to get hit by 2 swords at once!

How to find the safe spot?Method 1 & Method 2

• How to move safely during Sword clip:


• Sword 1 clip:

• Sword 2 clip:

• Trinity Avowed fight VOD:

• Post fight traps clip:


° 4TH TRASH: Stygimoloch Lord °


• Important:
- To get to the Stygimoloch Lord, a mini trap is needed
- If the Stygimoloch Lord isn't killed, the Queen is invincible
- The fight difficulty actually comes from its adds phase

• Tank Buster
- Foe Splitter, always followed by a knock back for all players (Stoicism & Arm's length work against it) & Whacks x3 (deadly conic AoEs to avoid)
• Raid Wide
- Thunderous Discharge
• 1111-tonze Swing
- Huge deadly circle AoE around boss
• Rapid bolts
- Persistent solo AoEs on 3 players. Drop them far away from the group then come back
• Crashing Hoof
- Proximity AoE baited on a random player

• Adds:
- Boss becomes untargetable and teleports middle, then spawns 4 mino adds
- 2 safe areas: Inner Circle & Outer Circle
- Purple = unsafe wall of death // Orange = traps possible spawns
- "Alcoves" are the safe indentations (notches) in the purple wall of death

Additional image (top view) for this phase: link

• Where do I go?
- TANKS & MELEE DPS in OUTER CIRCLE
- HEALERS in INNER CIRCLE
- RANGED & CASTER DPS in INNER //OR// OUTER CIRCLE (any is fine, choice is yours)

• Mino Adds (4 adds will spawn)
- Their autos inflict a "Twice-Come Ruin" stack of debuff
- If too close to another mino (boss included), tether and gain movement speed
- Must be kited clockwise around the outer circle by designated tanks, starting from each cardinals / markers
- Once all 4 are dead, the purple wall of death will disappear and boss becomes targetable again

• Mino kiting clip:

This is purely an example of kiting: mino tanks will never pop their own traps

• Entrapment = Traps (1 wave of 4)
- Each mino add will spawn 1 trap in its respective lane on outer circle
- Traps never spawn in front of markers: markers' alcoves are safe
- Designated "trapper" tanks will make them explode with their invuln

• Traps danger example clip:

Traps can appear in alcoves which have no markers: only letter markers are safe!

• Trapper clip:

The "invuln" used in this clip is actually a Lost Excellence: it acts like one for 10 secs!

• Healer orbs (∞ waves of 2)
- Ball of Earth: has a shield buff which must be dispelled, then 1 attack / spell is enough to kill them
- Ball of Fire: same as Spiritual Spheres from Queen's Guards. Use a Light Curtain to reflect their circle AoE and kill them

• Ball of Earth clip:

• Ball of Fire clip:

• Labyrinthe Fate AKA "Debuff" + Fateful Words
- Sacrifice's Fate: boss will pull you in, relative from middle
- Wanderer's Fate: boss will push you, relative from middle
• Devastating Bolt
- A lightning line will make only alcoves of both Circles safe


• Wanderer's Fate clip:

• Sacrifice's Fate clip:

• Lightning circle clip n°1:

• Lightning circle clip n°2:

• Stygimoloch Lord fight VOD:


° 4TH BOSS: The Queen °


• Important:
- The Queen is a repeat of Queen's Guards, plus a few more mechanics
- The Queen raid wides hit hard and need extra mitigation
- Shell II is for healers to apply before the fight
- Lost Aethershield is for tanks to use throughout the fight
Casts names: "Empyrean Iniquity" & "Gods Save the Queen"

• Tank Buster
- Cleansing Slash: 2-hits TB which gives a Doom debuff (can be esuna'ed) & Physical Vuln + Bleed; unless 0 dmg taken during the hit
- Several PLD & GNB tanks will take both hits of this TB, one after another in a predefined order

• Queen’s Will AKA "Easy Chess"
- 3 orbs appear & form lines. 2 lines meet = circle AoE. Find the 2 parallel lines
- 4 guards appear & 2 by 2 of them will walk a number of squares indicated above their heads, then use a cross-shaped AoE

• Easy Chess clip n°1:

• Easy Chess clip n°2:

• Queen's Edict + Gunnhildr's Blade AKA "Super Chess"
- 4 Guards appear & 2 by 2 will walk a number of squares indicated above their heads, then use a rectangle-shaped AoE
- Queen teleports mid and becomes untargetable
- She will give you 2 Forced Steps debuffs: 1st one = shortest // 2nd one = longest

- These debuffs will resolve SEPARATELY as they both have different timers
- This mechanic ends with the Queen cleaving all the arena with a deadly AoE except 1 safe blue square, located either North or South


- This mechanic has several ways of being resolved. You are free to find your own or prefer one over another, but here’s 3 of them:

• Mini-games to practice: link 1 & link 2

If you see this above your head, you've gone too far! Go back

• Super Chess clip:

• Sovereignty & Maelstrom’s Bolt
- Queen buffs herself with 4 buffs. Use "Lost Dispel" for each of them
- Meanwhile, lightning orbs will appear on the arena
- Like Spiritual Spheres / Balls of Fire, you'll need to reflect them
- Once killed, will make a protective dome appear

• Sovereignty clip:

• Relentless Plays n°1 to n°4
- The Queen summons 2 of her Guards' and combines her forces with theirs:

1. Warrior + Gunner
- Parallel lines → (Debuff →) Wind / Gravity puddles → Open spot to Gunner → to turret

• Relentless n°1 clip:

2. Knight + Soldier
- Knock back from center with Queen slash (3 different patterns)

- Tethered clones' AoEs with Queen slash (3 different patterns)

• Relentless n°2 clip:

3. Knight + Gunner
- Knight position Bait → Shield / Sword claws' AoE → Turrets' lines AoE → Lightning orbs

• Relentless n°3 (Shield omen) clip:

• Relentless n°3 (Sword omen) clip:

4. Warrior + Soldier
- Knock back from blue line (2 squares) → (Debuff →) Freeze / Pyretic → Bombs

• Relentless n°4 clip:

• Soft Enrage
Queen summons all Guards. They will use several heavy raid wides one after the other + Queen will use Empyrean Iniquity
- Use Aethershield one after the other at beginning of soft enrage (Guards AoEs) & at Empyrean Iniquity (required from both tanks)
- Healers heal ONLY! No damage, focus on keeping everyone alive

• The Queen fight VOD:


° 1. REVERSE PATH °


1. LATE NIGHT’S “Reverse path” METHOD:
This is the method our Raid Leaders will call

• Short video:

• Example clip with calls:


° 2. VALITH °


2. VALITH METHOD:


° 3. WALL STRAT °


3. WALL STRAT METHOD:
This is the most commonly used method accross DRS discords, but it won't be called by Late Night who uses the 'Reverse Path' one

• Images to help with Super Chess 'Wall Strat': link


Congratulations!
You’ve cleared Delubrum Reginae: Savage. Or at least, its guide… Once you do clear though, find your Cerberus mount in your achievements: “Battle” → “Field Operations” tab
PS: Don’t be afraid if you’re still on the floor when the Queen dies! Everyone in the arena gets the achievement ✨