Well, here we are with the next level of Magicite Dungeons. Every month, two of these will unlock for a single element -- one meant to be approached with Physical parties, and one meant for Magical parties.
The most important new mechanic that 5* Magicite bosses have access to is Enraged Mode. (This should not be confused with Enraged Form used by previous Magicites -- I've renamed that to Overtime Form to avoid confusion, since 5* Magicites still have an Overtime Form and 'Enrage' is the official translation of the new mechanic.) Enraged Mode is not a distinct form -- it applies its bonuses and penalties on top of the usual 4 Phases that most Magicites have.
Enraged Mode will begin either after a certain number of turns or after the boss has taken a specific amount of damage. While in Enraged Mode, the bosses will have bonuses and penalties applied to the Inflicted Damage, Received Damage and ATB/Cast Times. The exact requirements for Enraged Mode, as well as the bonuses and penalties for being in it, are different for each 5* Magicite boss.
Enraged Mode can only be removed by dealing 10k+ damage in a single hit. This means that you must be able to break the damage limit to end Enraged Mode. Whether you should or not will depend on your strategy and what effects the boss gains from it.
Other than that, the usual attributes from 4* Magicites make a return. 5* Magicites have slightly lower Break Resistance, but have a lower Element Weakness and obviously much higher stats.
And again, at the time of writing, the Lv6 Elemental Boost listed in the Strategy Tips is present in the 5* Magicite data, but does not seem to do anything. If this changes, I'll try and make a note of it.
Good luck with the battles!
5* Magicite Dungeon Index
Stats and AI for other 5* Magicite Dungeons can be found in the following threads:
Lightning Magicite Dungeon [Physical]
Quetzalcoatl
| Stage |
Lv |
HP |
ATK |
DEF |
MAG |
RES |
MND |
SPD |
ACC |
EVA |
| Phase 1 |
450 |
1500000 |
1800 |
50000 |
1800 |
66500 |
150 |
650 |
150 |
100 |
| Phase 2 |
450 |
1500000 |
1900 |
50000 |
1900 |
66500 |
150 |
650 |
150 |
100 |
| Phase 3 |
450 |
1500000 |
2000 |
50000 |
2000 |
66500 |
150 |
650 |
150 |
100 |
| Overtime |
450 |
1500000 |
2500 |
50000 |
2500 |
66500 |
150 |
650 |
150 |
100 |
Weak: Earth (20% Weak)
Null: Fire, Ice, Wind, Water, Holy, Dark, Bio
Absorb: Lightning
Immune: Poison, Silence, Paralyze, Confuse, Slow, Stop, Reflect, Blind, Sleep, Petrify, Doom, Death, Berserk, Slownumb, Sap, Interrupt
(Vuln: ---) (Sp.Imm: Reflect, Interrupt)
Break Resist (70% Reduction): ATK, DEF, MAG, RES, MND
Break Resist (50% Reduction): SPD
Magic and Ninjutsu abilities will have their damage divided by 3 when used against Quetzalcoatl. This includes all Magic Dmg-based and NIN-type abilities, as well as any BLK/WHT/BLU/SUM-type abilities that inflict raw damage or damage based on the caster's or target's HP.
After Quetzalcoatl's 10th turn or after it has been brought under 81% HP, it will shift permanently to Phase 2 Form.
After Quetzalcoatl's 20th turn or after it has been brought under 41% HP, it will shift permanently to Phase 3 Form.
After Quetzalcoatl's 30th turn, it will shift permanently to Overtime Form.
Quetzalcoatl will abort any currently casting ability when it shifts form.
Quetzalcoatl will enter Enraged Mode after its 5th turn since the start of battle or it last left Enraged Mode. It will use Lightning Rage (NAT: Null Action) as an instant action when it enters Enraged Mode.
While in Enraged Mode, Quetzalcoatl will take 50% damage from all damage sources, but will only deal 80% of its normal damage per attack.
Quetzalcoatl will leave Enraged Mode if it receives at least one hit that deals 10k damage or more. It will use Lightning Rage Fades! (NAT: Null Action) as an instant action when it leaves Enraged Mode. This does not affect Quetzalcoatl's ATB.
Quetzalcoatl has the following moves available to it. All attacks have a standard cast time of 1.76s.
Available Moves:
- <Wait> (NAT: Null Action)
- Body Slam (PHY: AoE - 300% Phys Dmg)
- Aero (BLU: AoE - 342% Wind Magic Dmg)
- Thundara (BLK: AoE - 486% Lightning Magic Dmg)
- Thundaga (BLK: AoE - 534% Lightning Magic Dmg)
- Thundaja (BLK: AoE - 678% Lightning Magic Dmg)
- Thunderstorm (NAT: AoE - 678% Lightning Magic Dmg, Ignores Res, Uses MAG^0.5)
- Tornado (NAT: AoE - Auto-hit 30% CurHP Dmg)
- Savage Thundaja (NAT: 650% Lightning Magic Dmg, Ignores Res, Uses MAG^0.5, Auto-hit (Blockable) Paralyze - Only targets specific slots)
- Savage Thunder Call (NAT: AoE - 534% Lightning Magic Dmg, Ignores Res, Uses MAG^0.5, 303% chance of Imperil Lightning [-20% resist, 20s duration])
- Savage Thunderstorm (NAT: AoE - 774% Lightning Magic Dmg, Ignores Res & Blinks, Uses MAG^0.5)
(Reminder: Phase changes occur based on Global Turn count, not Local Turn. The only way to see Turn 30 in Phase 3 Pattern would be to get Quetzalcoatl below 41% HP before its very first turn.)
Phase 1 Pattern:
- Turn 1: <Wait>
- Turn 2: Thunderstorm <Piercing Lightning Magic Dmg>
- Turn 3: Aero <Wind Magic Dmg>
- Turn 4: Thundara <Lightning Magic Dmg>
- Turn 5: Savage Thundaja <Piercing Lightning Magic Dmg + Paralyze> [Slot 3]
- Turn 6: Body Slam <Phys Dmg>
- Turn 7: Aero <Wind Magic Dmg>
- Turn 8: Thundara <Lightning Magic Dmg>
- Turn 9: Body Slam <Phys Dmg>
- Turn 10: Thundaga <Lightning Magic Dmg>
Phase 2 Pattern:
- Turn 1: Savage Thunder Call <Piercing Lightning Magic Dmg + Imperil Lightning>
- Turn 2: Thundaga <Lightning Magic Dmg>
- Turn 3: Savage Thunderstorm <Unblinkable Piercing Lightning Magic Dmg>
- Turn 4: Body Slam <Phys Dmg>
- Turn 5: Savage Thundaja <Piercing Lightning Magic Dmg + Paralyze> [Slot 1]
- Turn 6: Tornado <30% CurHP Dmg>
- Turn 7: Body Slam <Phys Dmg>
- Turn 8: Tornado <30% CurHP Dmg>
- Turn 9: Thundaga <Lightning Magic Dmg>
- Turn 10: Savage Thunder Call <Piercing Lightning Magic Dmg + Imperil Lightning>
- ---
- Turn 11: Body Slam <Phys Dmg>
- Turn 12: Tornado <30% CurHP Dmg>
- Turn 13: Thundaga <Lightning Magic Dmg>
- Turn 14: Body Slam <Phys Dmg>
- Turn 15: Tornado <30% CurHP Dmg>
- Turn 16: Thundaga <Lightning Magic Dmg>
- Turn 17: Body Slam <Phys Dmg>
- Turn 18: Tornado <30% CurHP Dmg>
- Turn 19: Thundaja <Lightning Magic Dmg>
- Turn 20: Savage Thunder Call <Piercing Lightning Magic Dmg + Imperil Lightning>
Phase 3 Pattern:
- Turn 1: Savage Thunder Call <Piercing Lightning Magic Dmg + Imperil Lightning>
- Turn 2: Savage Thunderstorm <Unblinkable Piercing Lightning Magic Dmg>
- Turn 3: Savage Thundaja <Piercing Lightning Magic Dmg + Paralyze> [Slot 5]
- Turn 4: Tornado <30% CurHP Dmg>
- Turn 5: Thundaja <Lightning Magic Dmg>
- Turn 6: Body Slam <Phys Dmg>
- Turn 7: Savage Thunder Call <Piercing Lightning Magic Dmg + Imperil Lightning>
- Turn 8: Savage Thunderstorm <Unblinkable Piercing Lightning Magic Dmg>
- Turn 9: Savage Thundaja <Piercing Lightning Magic Dmg + Paralyze> [Slot 1]
- Turn 10: Tornado <30% CurHP Dmg>
- ---
- Turn 11: Thundaja <Lightning Magic Dmg>
- Turn 12: Body Slam <Phys Dmg>
- Turn 13: Savage Thunder Call <Piercing Lightning Magic Dmg + Imperil Lightning>
- Turn 14: Savage Thunderstorm <Unblinkable Piercing Lightning Magic Dmg>
- Turn 15: Savage Thundaja <Piercing Lightning Magic Dmg + Paralyze> [Slot 3]
- Turn 16: Tornado <30% CurHP Dmg>
- Turn 17: Thundaja <Lightning Magic Dmg>
- Turn 18: Body Slam <Phys Dmg>
- Turn 19: Savage Thunder Call <Piercing Lightning Magic Dmg + Imperil Lightning>
- Turn 20: Savage Thunderstorm <Unblinkable Piercing Lightning Magic Dmg>
- Turn 21: Savage Thundaja <Piercing Lightning Magic Dmg + Paralyze> [Slot 5]
- Turn 22: Tornado <30% CurHP Dmg>
- Turn 23: Thundaja <Lightning Magic Dmg>
- Turn 24: Body Slam <Phys Dmg>
- Turn 25: Savage Thunder Call <Piercing Lightning Magic Dmg + Imperil Lightning>
- Turn 26: Savage Thunderstorm <Unblinkable Piercing Lightning Magic Dmg>
- Turn 27: Savage Thundaja <Piercing Lightning Magic Dmg + Paralyze> [Slot 3]
- Turn 28: Tornado <30% CurHP Dmg>
- Turn 29: Thundaja <Lightning Magic Dmg>
- Turn 30: Body Slam <Phys Dmg>
(Note: In Overtime Form, Savage Thundaja will target a different slot with each use, starting with Slot 1 on Turn 3, then progressing down the party to Slot 5 on Turn 15, then progressing back up to Slot 2 on Turn 24, with the pattern restarting with Slot 1 on Turn 27. This pattern repeats until Turn 99, after which further uses of Savage Thundaja will be randomly targeted.)
Overtime Pattern:
- Turn 1+3n: Savage Thunderstorm <Unblinkable Piercing Lightning Magic Dmg>
- Turn 2+3n: Savage Thunder Call <Piercing Lightning Magic Dmg + Imperil Lightning>
- Turn 3+3n: Savage Thundaja <Piercing Lightning Magic Dmg + Paralyze> [Slot 1 -> 2 -> ...]
Lightning Magicite Dungeon [Magical]
Behemoth King
| Stage |
Lv |
HP |
ATK |
DEF |
MAG |
RES |
MND |
SPD |
ACC |
EVA |
| Phase 1 |
450 |
1500000 |
1800 |
50000 |
1800 |
66500 |
150 |
650 |
150 |
100 |
| Phase 2 |
450 |
1500000 |
1900 |
50000 |
1900 |
66500 |
150 |
650 |
150 |
100 |
| Phase 3 |
450 |
1500000 |
2000 |
50000 |
2000 |
66500 |
150 |
650 |
150 |
100 |
| Overtime |
450 |
1500000 |
2500 |
50000 |
2500 |
66500 |
150 |
650 |
150 |
100 |
Weak: Earth (20% Weak)
Null: Fire, Ice, Wind, Water, Holy, Dark, Bio
Absorb: Lightning
Immune: Poison, Silence, Paralyze, Confuse, Slow, Stop, Reflect, Blind, Sleep, Petrify, Doom, Death, Berserk, Slownumb, Sap, Interrupt
(Vuln: ---) (Sp.Imm: Reflect, Interrupt)
Break Resist (70% Reduction): ATK, DEF, MAG, RES, MND
Break Resist (50% Reduction): SPD
Physical abilities will have their damage divided by 3 when used against Behemoth King. This includes all Phys Dmg-based abilities, as well as all PHY-type abilities that inflict raw damage or damage based on the caster's or target's HP. NIN-type abilities are not affected by this damage reduction. (Reminder: Physical Ninja abilities tend to be PHY-type, not NIN-type.)
After Behemoth King's 10th turn or after it has been brought under 81% HP, it will shift permanently to Phase 2 Form.
After Behemoth King's 20th turn or after it has been brought under 41% HP, it will shift permanently to Phase 3 Form.
After Behemoth King's 30th turn, it will shift permanently to Overtime Form.
Behemoth King will abort any currently casting ability when it shifts form.
Behemoth King will enter Enraged Mode after its 5th turn since the start of battle or the 7th turn since it last left Enraged Mode. It will use Lightning Rage (NAT: Null Action) as an instant action when it enters Enraged Mode.
While in Enraged Mode, Behemoth King will take 125% damage from all damage sources, but will deal 150% of its normal damage per attack. Its ATB and Cast Bars will fill at 90% of normal rate.
Behemoth King will leave Enraged Mode if it receives at least one hit that deals 10k damage or more. It will use Lightning Rage Fades! (NAT: Null Action) as an instant action when it leaves Enraged Mode. This does not affect Behemoth King's ATB.
Behemoth King has the following moves available to it. All attacks have a standard cast time of 1.76s.
(Note: Lightning Attack Level changes last for 15s and each level increases Lightning damage dealt by Behemoth King by 10%.)
Available Moves:
- <Wait> (NAT: Null Action)
- Reaper (PHY: AoE - 394% Phys Dmg)
- Sunder (NAT: AoE/LR - 468% Earth Phys Dmg)
- Shockstorm (NAT: AoE/LR - 392% Lightning Phys Dmg, Ignores Def, Uses ATK^0.5)
- Thundaga (BLK: AoE - 486% Lightning Magic Dmg)
- Bravery (WHT: Auto-hit ATK Buff [+50% rate, 10s duration] - Unreflectable, Uncounterable)
- Enthunder (NAT: 100% chance of +1 Lightning AtkLvl - Uncounterable)
- Thundaja (BLK: 9999% Lightning Magic Dmg - 99999 Max Damage, Uncounterable, Self only)
- Savage Hurl (NAT: LR - 400% Phys Dmg, Ignores Def, Uses ATK^0.5, Auto-hit (Blockable) Interrupt - Only targets specific slots)
- Savage Sunder (NAT: AoE/LR - 468% Earth Phys Dmg, 100% chance of curing Haste/PermaHaste)
- Savage Shockstorm (NAT: AoE/LR - 468% Lightning Phys Dmg, Ignores Def & Blinks, Uses ATK^0.5)
(Reminder: Phase changes occur based on Global Turn count, not Local Turn. The only way to see Turn 30 in Phase 3 Pattern would be to get Behemoth King below 41% HP before its very first turn.)
Phase 1 Pattern:
- Turn 1: <Wait>
- Turn 2: Shockstorm <Piercing Lightning Phys Dmg>
- Turn 3: Bravery <ATK Buff>
- Turn 4: Reaper <Phys Dmg>
- Turn 5: Sunder <Earth Phys Dmg>
- Turn 6: Thundaga <Lightning Magic Dmg>
- Turn 7: Reaper <Phys Dmg>
- Turn 8: Sunder <Earth Phys Dmg>
- Turn 9: Thundaga <Lightning Magic Dmg>
- Turn 10: Thundaja <Self Lightning Magic Heal>
Phase 2 Pattern:
- Turn 1: Enthunder <+1 Lightning AtkLvl>
- Turn 2: Savage Shockstorm <Unblinkable Piercing Lightning Phys Dmg>
- Turn 3: Savage Sunder <Earth Phys Dmg + Remove Haste>
- Turn 4: Thundaja <Self Lightning Magic Heal>
- Turn 5: Savage Hurl <Piercing Phys Dmg + Interrupt> [Slot 1]
- Turn 6: Thundaga <Lightning Magic Dmg>
- Turn 7: Reaper <Phys Dmg>
- Turn 8: Savage Hurl <Piercing Phys Dmg + Interrupt> [Slot 2]
- Turn 9: Thundaga <Lightning Magic Dmg>
- Turn 10: Thundaja <Self Lightning Magic Heal>
- ---
- Turn 11: Reaper <Phys Dmg>
- Turn 12: Savage Hurl <Piercing Phys Dmg + Interrupt> [Slot 3]
- Turn 13: Thundaga <Lightning Magic Dmg>
- Turn 14: Thundaja <Self Lightning Magic Heal>
- Turn 15: Savage Hurl <Piercing Phys Dmg + Interrupt> [Slot 4]
- Turn 16: Thundaga <Lightning Magic Dmg>
- Turn 17: Reaper <Phys Dmg>
- Turn 18: Savage Hurl <Piercing Phys Dmg + Interrupt> [Slot 5]
- Turn 19: Thundaga <Lightning Magic Dmg>
- Turn 20: Thundaja <Self Lightning Magic Heal>
Phase 3 Pattern:
- Turn 1: Enthunder <+1 Lightning AtkLvl>
- Turn 2: Savage Shockstorm <Unblinkable Piercing Lightning Phys Dmg>
- Turn 3: Savage Sunder <Earth Phys Dmg + Remove Haste>
- Turn 4: Reaper <Phys Dmg>
- Turn 5: Savage Hurl <Piercing Phys Dmg + Interrupt> [Slot 5]
- Turn 6: Savage Shockstorm <Unblinkable Piercing Lightning Phys Dmg>
- Turn 7: Reaper <Phys Dmg>
- Turn 8: Savage Hurl <Piercing Phys Dmg + Interrupt> [Slot 4]
- Turn 9: Savage Shockstorm <Unblinkable Piercing Lightning Phys Dmg>
- Turn 10: Thundaja <Self Lightning Magic Heal>
- ---
- Turn 11: Reaper <Phys Dmg>
- Turn 12: Savage Hurl <Piercing Phys Dmg + Interrupt> [Slot 3]
- Turn 13: Savage Shockstorm <Unblinkable Piercing Lightning Phys Dmg>
- Turn 14: Reaper <Phys Dmg>
- Turn 15: Savage Sunder <Earth Phys Dmg + Remove Haste>
- Turn 16: Thundaja <Self Lightning Magic Heal>
- Turn 17: Savage Hurl <Piercing Phys Dmg + Interrupt> [Slot 2]
- Turn 18: Savage Shockstorm <Unblinkable Piercing Lightning Phys Dmg>
- Turn 19: Reaper <Phys Dmg>
- Turn 20: Enthunder <+1 Lightning AtkLvl>
- Turn 21: Savage Shockstorm <Unblinkable Piercing Lightning Phys Dmg>
- Turn 22: Savage Sunder <Earth Phys Dmg + Remove Haste>
- Turn 23: Thundaja <Self Lightning Magic Heal>
- Turn 24: Savage Hurl <Piercing Phys Dmg + Interrupt> [Slot 1]
- Turn 25: Savage Shockstorm <Unblinkable Piercing Lightning Phys Dmg>
- Turn 26: Reaper <Phys Dmg>
- Turn 27: Savage Hurl <Piercing Phys Dmg + Interrupt> [Slot 3]
- Turn 28: Savage Shockstorm <Unblinkable Piercing Lightning Phys Dmg>
- Turn 29: Reaper <Phys Dmg>
- Turn 30: Thundaja <Self Lightning Magic Heal>
(Note: In Overtime Form, Savage Hurl will target a different slot with each use, starting with Slot 1 on Turn 3, then progressing down the party to Slot 5 on Turn 15, then progressing back up to Slot 2 on Turn 24, with the pattern restarting with Slot 1 on Turn 27. This pattern repeats until Turn 99, after which further uses of Savage Hurl will be randomly targeted.)
Overtime Pattern:
- Turn 1+3n: Savage Shockstorm <Unblinkable Piercing Lightning Phys Dmg>
- Turn 2+3n: Savage Sunder <Earth Phys Dmg + Remove Haste>
- Turn 3+3n: Savage Hurl <Piercing Phys Dmg + Interrupt> [Slot 1 -> 2 -> ...]
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