Adrammelech Castrum Lacus Litore Guide in FFXIV
Learn everything about Adrammelech, the second boss in Castrum Lacus Litore. Read on to learn about boss mechanics, rewards and more!
Adrammelech Guide for Castrum Lacus Litore
Adrammelech is a boss that is weak to physical damage. Most physical jobs will innately deal more damage, while magical jobs and those with mixed damage such as Ninja will benefit from having Lost Steelsting cast on them for the fight.
The core mechanic of this boss is the elemental orbs it summons. Each run of CLL will have the boss summon different combinations of three elemental orbs, with some limitations.
- Water is a knockback from the centre of the arena.
- Fire afflicts all players with the Pyretic debuff, which will deal massive damage each time a player moves or performs any action, including auto-attacks, for its duration.
- Ice afflicts all players with the Freezing debuff, which will freeze players in place and prevent the execution of actions if they are not moving for the duration of the debuff.
- Wind does a massive donut AoE that hits the edges of the arena.
- Lightning does a massive point-blank AoE targeting the centre of the arena.
- Earthdoes a small point-blank AoE in the centre of the arena, followed by a donut AoE that leaves the centre and edges of the arena free, and finally a larger donut AoE that hits the edges of the arena.
The boss will always summon a water orb. It will also summon one of either fire or ice, and one of either wind, lightning, or earth. When used for mechanics, they will always trigger in the same order, with water always being first, wind/lightning/earth always being second, and fire/ice taking the other available spot.
Boss Ability Quick-Guide
- Holy IV: Raidwide.
- Curse of the Fiend: Summons orbs.
- Accursed Becoming: Tethers two orbs, which are drawn towards the centre of the arena to execute their relevant mechanics.
- Burst II: Spawns multiple balls of lightning around the arena.
- Warped Light: Tethers all balls of lightning. The last one tethered will explode in a massive point-blank AoE shortly after the cast ends.
- Tornado: Spawns multiple large lingering AoEs that slowly move around the arena for several seconds. Touching one will stun players for a few seconds.
- Flare: Tankbuster.
- Meteor: Spawns multiple targetable meteor markers. These must be killed or the raid will wipe.
Boss Rotation Quick-Guide
- Holy IV
- Curse of the Fiend + Accursed Becoming (Water)
- Curse of the Fiend + Accursed Becoming (Fire or Ice)
- Curse of the Fiend + Accursed Becoming (Wind, Lightning, or Earth).
- Burst II + Warped Light
- Curse of the Fiend + Accursed Becoming (Two random elements)
- Tornado
- Holy IV
- Curse of the Fiend + Accursed Becoming (Two random elements, twice at the same time)
- Flare
- Tornado + Meteor
- No new mechanics from here onwards
Tips and Tricks
- Orbs is the hardest mechanic of this fight, and must be respected. However, the order of mechanics being knowable in advance allows players to pre-position in order to ensure the best results.
- As combining anything with Water will always have the knockback go off first, players will have a short amount of time to adjust their positions before the next part of the paired mechanic. However, if the combination is Fire and any non-water element, players will need to pre-position in the safe spot for the elemental mechanic in order to resolve it successfully.
- Due to Earth having three AoEs in a row, the combination of Fire and Earth is considered the hardest in the fight. In order to resolve this pattern successfully, players will need to stand near the outside of the arena in order to allow the Pyretic debuff to time out safely. Once it does, they can safely dodge from the third Earth AoE into the second one.
- The boss only casts Meteor alongside Tornado below a certain HP% threshold. As such, it is possible for the first usage of Tornado in the fight to have Meteor alongside it with a high-damage group.
Rewards
Clearing the second boss of CLL will reward players with a personal treasure coffer that only they can see, which can be found at the bottom of the stairs just beyond the boss arena. Additionally, a number of extra personal treasure coffers equal to the number of prisoners saved in the previous section of the duty, for a maximum total of six additional coffers.
The final section is Majesty's Auspice - Dawon. If you wish to view the alternate guide for the last boss, please see Majesty's Place - Lyon the Beast King.
Changelog
- 05 May 2026: Guide Added.
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Stella is a long-time FFXIV player who started in 2018, and has become a Mentor for The Balance in the years since. She enjoys large-scale content such as Eureka and Save the Queen areas and raids, and can be found on Twitter, Youtube and Twitch, as well as Discord (EshEhdAfah). After several previous tiers of raiding casually, she has cleared Anabaseios Savage week 1, completed four out of five Ultimate raids, and taken to challenging herself by using unorthodox, high-speed builds for certain jobs in older ultimates in Party Finder.
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