AAC Heavyweight M4 Door Boss Savage Raid Guide
Welcome to our guide to the door boss of AAC Heavyweight M4 Savage (M12S), the fourth encounter in the final raid tier of The Arcadion. This guide aims to prepare players for the raid so they will know what to expect, with detailed mechanic instructions for clearing and consistent weekly farming.
Introduction to Lindwurm (Savage)
Lindwurm, President of the Arcadion is the fourth boss fought in AAC Heavyweight (Savage).
How to Unlock Lindwurm
AAC Heavyweight M4 (Savage) can be unlocked at level 100 after completing the Normal difficulty of the Heavyweight raid and talking to Gabbro in Solution Nine (x22.3, y17.1). It requires a minimum item level of 770 to queue, but this requirement can be bypassed when entering with a full party.
To learn about this fight after the Door Boss has been completed, please check this guide below.
Lore
The legendary Lindwurm, a serpentine beast renowned for its unequaled regenerative abilities. The president had long sought to heal his ailing fighters with these powers to no avail, only finding success after making the ultimate sacrifice. But what if the Lindwurm's regeneration truly had no limit─what if it could recover from even the most grievous wound? You imagine that dreadful battle once again, now more dreadful still...
Video Resources
Video resources for this encounter will be posted when available.
Raid Guide
Lindwurm is a wall boss and is fought on a rectangular arena players can fall off of. As a door boss, there are no positional requirements for the boss.
The enrage occurs at roughly 7:17, and has an overall DPS check of roughly 245,700 including downtime.
Raid Preparation
Begin by dividing the raid into two light parties of one tank, one healer, and two DPS each. All mechanics in the fight are done through roles or debuff assignments, with the most common assignment being MT, OT, H1, H2 and M1, M2, R1, and R2 from north to south for spreads.
Place these waymarks with letters for cardinal directions and numbers on intercardinals. Though the party finder standard for most other fights is to have the 1 marker northwest, having the 1 marker northeast instead for this fight and the next is much more consistent for mechanics in both fights. The specific colour pairing makes the mechanics much easier to read.
Waymark Code
Strategy Boards
All diagrams in this guide are available as Strategy Boards here together, or use the codes below to import individual strategy boards.
Conga Mortal Slayer
Role Mortal Slayer
Act 1 Spread
Act 2 Cheatsheet
Act 3 Cheatsheet
Curtain Call Cardinal
Curtain Call Intercardinal
Splattershed Spread/Stack
Phase One: Act 1
You will fight the Lindwurm for all phases. The fight is split into four Acts, each serving as a key mechanic, and a final enrage sequence.
Phase One Mechanics
The following mechanics are introduced in the first phase.
- The Fixer: Massive raidwide AoE damage, roughly ~400k damage unmitigated.
- Mortal Slayer: The Lindwurm creates hands, spawning 6 green and 2 purple orbs on either side. These spawn two at a time randomly and will do an AoE on the closest player inside Lindwurm's hitbox on the side of the orb in the order they spawned. These inflict a poison resistance debuff; green orbs are for non-tanks and purple orbs are magic tankbusters.
- Grotesquerie: Act 1: Inflicts all players with Directed Grotesquerie,
four players of one role with Bursting Grotesquerie, and one player of the other
role with Shared Grotesquerie.
- Directed Grotesquerie attaches a cell to your body that points towards a direction, moving with your character. When the debuff expires, this will shoot a conal AoE in that direction.
- Bursting Grotesquerie is an unmarked AoE with a vuln when the debuff expires.
- Shared Grotesquerie is an unmarked stack AoE with a vuln when the debuff expires.
- Ravenous Reach: Four ground AoEs under all players. Lindwurm extends its left arm as it moves towards the west or east of the arena. It will then look across the arena and do a giant conal AoE. This leaves behind expanding puddles of flesh, creating giant AoEs with one small safe spot on one side and one large safe spot on the other.
- Fourth-wall Fusion: Marked stack AoE on a random healer.
- Visceral Burst: AoE magic tank buster on #1 and #2 in aggro.
Phase One Strategy
Begin by pulling the boss; melee can start at max melee range, but be careful not to auto-attack before the countdown ends. Lindwurm will auto-attack #1 and #2 in aggro, so both tanks should have stance on. Pre-mitigate and shield for The Fixer, which requires at least 50% mitigation and shields to survive.
The first mechanic of the fight is Mortal Slayer. Lindwurm will create four arms on each side, creating green and purple orbs in a random order. These orbs target the closest player on that side for an AoE, inflicting a vuln. Green orbs are for non-tanks and purple orbs are for tanks. There will always be four orbs on each side, but the order they spawn in is random. There are two main ways to assign priority for orbs, as players need to know when to go into the hitbox, bait an orb, and then run out of the hitbox.
No matter what, the MT will take the first dark orb and the OT will take the second dark orb, whether they spawn at the same time or at separate times. Make sure to use mitigation for these. As for the green orbs, players can either choose to use a "conga line" to visually determine who takes what orb, or use role priority as the dark orbs always spawn on the same side.
If using a conga line, have the party spread out like the diagram above: H1, M1, R1 on the left and R2, M2, and H2 on the right. The right-most and left-most players will always take the green orb on their side when it spawns. If two green orbs spawn on the same side, the two players closest to that side will bait them. To bait an orb, run into the hitbox, then run out immediately after you take damage, ideally to the side as it's faster. If two players are on the same side, have the one further to left or right go closer into the hitbox.
If using role priority, the side with dark orbs will always be MT, OT, H1, and H2, while the other side will always be M1, M2, R1, and R2. The same concept still applies: when it is your turn to bait an orb, run into the hitbox and run out. Once finished baiting, move out to the side. If two orbs spawn on the same side, the player closer in line will move closer into the hitbox. Repeat until finished.
Afterwards, the party heads northwest to the 4 marker, heal up, and prepare for Act 1. After the cast, all players are inflicted with Directed Grotesquerie, four players of one role have Bursting Grotesquerie, and one player of the other role has Shared Grotesquerie. This means that when the debuffs expire, the role that has the stack needs to stack together and the role that has the spread needs to spread, away from the stack. Additionally, all players need to point their conal AoE away from all other party members.
Start by baiting four sets of ground AoEs: move towards the A marker. At this point you can look at the direction of your cone. Once you reach the middle head south and look at the Lindwurm's arm. All players need to go to the side the arm is going to in order to dodge the conal AoE, exactly the same as normal mode. The role that needs to stack will do so in the corner, while the role that spreads does so in the rest of the safe spot, with melees close to the boss and ranged far.
In the example above, the supports are stacking and the DPS are spreading. Make sure to point your cone away from other players: the spreading role can point towards the inside of the arena, while the stacking role points theirs outside of the arena. Immediately after, flesh will fall to the ground and create expanding AoEs like in normal mode. Players need to heal up and will receive a stack on a random healer and tank busters on tanks. There are three safe spots, but as the tank buster does not give a vuln and doesn't do massive damage, the tanks can both run to the opposite side of the arena and always stack together, while the party stays on the same side and takes that safe spot.
This is followed by The Fixer, so return to the middle, heal up, and mitigate. Remember you need 50% mitigation and shields to live.
Phase Two: Act 2
In phase two, you will fight the Lindwurm.
Phase Two Mechanics
The following mechanics are introduced or changed in phase two.
- Grotesquerie: Act 2: Inflicts four players of one role with Bonds of Flesh Alpha and four players of another role with Bonds of Flesh Beta. Each of these will have an "In Line" debuff indicating the order the debuffs resolve in. When the debuffs expire, Alpha players will be tethered to Beta players with a proximity tether. When the tether is broken, both players get a small unmarked AoE with a vuln.
- Roiling Mass: Marked AoEs on the ground, spawning at intercardinals. These will spawn flesh, creating towers in the order they spawned. When soaked, they deal magic damage and inflict a poison vuln for the rest of the mechanic. Players inflicted with Bonds of Flesh Beta will create one of these at their location when they break their tether.
- Cruel Coil: Lindwurm binds all players and drags them to the centre of the arena. It forms a coil around the centre with one exit, which continually rotates 90 degrees clockwise. It will rotate seven times before killing all players still in the middle. Colliding with the boss while it rotates will knock players back and inflict a damage down.
- Splattershed: Raidwide magic damage.
Phase Two Strategy
The phase will begin with heavy auto-attack damage on #1 and #2 on aggro, and the Act 2 cast. All players of one role will get inflicted with Alpha debuffs, and all players of the other role will be inflicted with Beta debuffs. These have four separate timers: 25s, 30s, 35s, and 40s, but the order in which they go off can be seen through the "In Line" debuff from 1 to 4.
Soon afterwards, Roiling Mass AoEs appear on the ground, and the boss casts Cruel Coil, binding all players and moving them to the centre. For the rest of the mechanic, players will have to break tethers and soak towers. Alpha players are in charge of soaking towers that spawn from the four Roiling Mass AoEs at the beginning of the fight, while Beta players are in charge of soaking towers that spawn from Beta players.
When the mechanic starts, after the boss rotates twice, the first Alpha and Beta tethers will spawn as their debuff expires. Alpha players will run outside of the arena through the exit, while Beta players run the opposite way to stretch their tether, making sure not to hit the wall. Every rotation from this point on, an Alpha player will run out and Beta player runs opposite. This solves the tethers.
As for the towers, because of how the vuln works when breaking tethers, each player soaks the tower 2 places ahead of them. This means that the Third In Line player soaks either the first ground tower or first Beta tower, Fourth In Line player soaks the second ground tower or second Beta tower, First In Line soaks the third, and Second In Line soaks the fourth. Alpha players need to keep track of the order the ground towers spawned at the beginning. This solves the towers.
Due to this timing, 3 and 4 will be soaking the tower, then breaking their tether. 1 and 2 will first break their tether, then soak their tower. Remember to move out of the coil once you are finished all of your soaks and tether breaks.
After this, the boss returns to the north wall and casts Splattershed, which deals raidwide damage, though not as much as The Fixer. Save mitigation for later.
Phase Three: Act 3 and Curtain Call
In phase three, the arena changes shape and players need to navigate it.
Phase Three Mechanics
The following mechanics are introduced in the third phase.
- Grotesquerie: Act 3: All players are inflicted with Mitotic Phase. Similar to Directed Grotesquerie, a cell is attached to each player. However, this cell has a fixed direction: each role will have one cell pointing north, east, south, and west for two of each. When the debuff expires, there will be an unmarked AoE with a vuln as well as a tower that spawns in the direction indicated by the cell.
- Feral Fission: Dragon tails will appear from AoEs.
- Bring Down the House: The dragon tails destroy the area of the platform they're on. This will either create four platforms at cardinals or four platforms at intercardinals.
- Split Scourge: Dragon heads spawn east and west. These will initially shoot a wide AoE at the closest player, inflicting a magic vuln. These act as magic tank busters. Next, they each shoot three unmarked AoEs at the players furthest east and west, dealing magic damage and inflicting a vuln.
- Grotesquerie: Curtain Call: Inflicts all players with Bonds of Flesh Alpha, all players of one role with Bursting Grotesquerie, and all players of the other role with Rotting Flesh. Rotting Flesh requires players to be hit by Ravenous Reach to cleanse, and when cleansed do an AoE with a poison debuff.
Phase Three Strategy
The phase begins with the cast of Act 3, where the boss goes untargetable shortly after. All players need to spread out and look at the direction their cell is pointing at. The objective of this phase is to spread out on the four platforms that spawn, and send your tower from Mitotic Phase to another player's position so that there is someone there to soak it.
To simplify your initial position, go to the opposite cardinal your cell is pointing at. For example, if it's pointing north, go south. Next, check if the platform is safe. If not, rotate clockwise to the matching intercardinal colour marker. Finally, spread out on the platform. Have the support on the bottom left and the DPS on the top right of the platform. However, due to the configuration of cardinal platforms, this would have two players clip each other on different platforms. To solve this, the north and south platform has the support go top left and the DPS go bottom right only for cardinal platforms. Use the cheatsheet strategy board as reference. If done correctly, all players should shoot a tower at another player who soaks it.
Afterwards, the arena will turn into a plus shape if it was cardinal platforms, and it will turn into an X shape if it was intercardinal platforms. Two dragon heads will spawn east and west. Quickly have the tanks go near them to bait them with mitigation. Non-tanks should spread out on their side. As soon as the tank AoE goes off, they should move to the centre of the platform and the other players need to spread while being further east or west than the tanks. Alternatively, both tanks can invuln and take the buster and the AoE.
Stack up, heal, and heavily mitigate The Fixer. Players now need to get ready for Curtain Call. This is very similar to Act 1, but instead of a stack there is a spread on the unsafe area from Ravenous Reach. When the cast begins, players need to bait five sets of ground AoEs. Always start on the middle-west edge; your movement will change depending on the shape of the arena. Look at your debuffs: one role needs to be hit by the incoming Ravenous Reach cast and the other needs to not be hit. Once you begin rotating, using the north edge or the northwest corner, look at where the dragon head is going. Finally, once you reach the middle, spread on either the safe side or unsafe side using the predetermined spread assignment for the fight.
Next, players need to run to the middle and heal up. This is because Bonds of Flesh Alpha is about to expire and Ravenous Reach is about to create expanding AoEs, with safe spots on opposite intercardinals. Since the tether always pairs supports with DPS, have the supports go west and DPS go east. Remember that breaking the tether creates an AoE with a vuln, so when breaking spread towards the predetermined spread assignment for the fight again. Look for the safe spots and move towards them. Finally, heal up for Splattershed.
Phase Four: Splattershed Enrage Sequence
In phase four players have to deal with a combination of mechanics seen previously.
Phase Four Mechanics
The following mechanics are introduced in the final phase.
- Splattershed: Raidwide magic damage. Four players of one role receive a marked AoE that deals magic damage and inflicts a vuln. One player of another role receives a stack marker, dealing magic damage and inflicting a vuln.
- Raptor Knuckles: A knockback from the northwest or northeast of the arena, then the other. The order depends on which of Lindwurm's arms spawned first. Knockback prevention abilities work on this.
- Serpentine Scourge: A half-room AoE on the west or the east of the arena, then the other. The order depends on which of Lindwurm's arms spawned first.
Phase Four Strategy
The final phase is mechanically easier than previous phases, but players will need to focus to beat the DPS check. Lindwurm will repeat Mortal Slayer again: this is the exact same as the first one and should be done as such. Next, the boss will cast Splattershed, with the following sequence occuring three times in a row.
Expanding flesh AoEs appear on the ground. Four players of one role are marked with a spread, while one player of the other role is marked with a spread. Have supports move more north to visually identify which role have what mechanic. There will be one intercardinal without a flesh AoE: that corner is where the spread players will go to. The stack players will all go to the other north intercardinal corner, which will have a small safe spot for them. Spread players should have melees near the boss and ranged at the wall.
While running to the safe spot, the Lindwurm will spawn two arms in order, one left and one right. These arms will become either dragon heads or stay as regular arms. If they are dragon heads, Lindwurm is about to cast Serpentine Scourge, and players need to go opposite from the first arm that spawns and move across once the first AoE goes off. If they are arms, Lindwurm is about to cast Raptor Knuckles, and players need to run quickly to the first arm's side near the north intercardinal edge to get knocked back to the other side, where they will be knocked back again. Knockback prevention abilities work on this, though the timing is tight to get both knockbacks.
Return to the middle, heal up, and mitigate as this sequence happens two more times. Keep track of the spreads and stack, look at the arms, and do the mechanic. After the third time, the boss will begin its enrage, wiping the party at 7:17. Kill the boss and get to the second phase before it defeats you!
Party Finder Strategies
Amendments to the guide above based on popular strategies used in party finder will be used here.
- Discuss with the party whether you are doing conga or role for Mortal Slayer.
- Discuss with the tanks if they are using invulns for Act 3.
Loot
As this is a door boss, no loot is acquired upon completion.
Changelog
- 21 Jan. 2026: Guide added.
This guide has been written by Lyra an accomplished raider in FFXIV and has written raid guides for the game for the past five years. You can follow him on Twitter and he streams raids on Twitch.
- Been on Break From FFXIV? Don’t Miss Extra Sub Time with the Free Login Campaign!
- Lucrezia Claims World First AAC Heavyweight Savage Clear
- Arcadion Heavyweight Savage Is Almost Here and Most Players Aren’t Ready
- Don’t Miss Your Free “Umamusume” in Heavensturn 2026
- Don’t Miss These 6 Free Emotes from Starlight Celebration!
- Gunbreaker & Red Mage Got the Biggest Updates in 7.4
- FFXIV Adds FANTASIAN Collab Items as Winter Sale Goes Live
- FFXIV Patch 7.4 90th PLL Digest is Here!