Blue Mage DPS Spell Summary — Endwalker 6.3
On this page, we go over the spells, abilities, and traits that a Blue Mage has in Final Fantasy XIV: Endwalker (Patch 6.3).
Spell Learning Mechanics and Locations
This page will outline the actual process for how to learn Blue Mage spells, as well as list all spells and where to learn them.
Spell Learning Mechanics
As with other Final Fantasy games, Blue Mage learns spells by defeating enemies who use those spells. It's not quite that simple, as there are some details that aren't explained in-game.
Spell Learning Criteria
At minimum, the following criteria must be met to learn a spell:
- The enemy must use the spell before it dies.
- The enemy must actually die. For example, you cannot learn
Perpetual Ray from Onslaughter in Burden of the Son because Onslaughter never dies, it just leaves the arena.
- You must be alive when the enemy dies.
Some spells are learned by satisfying certain conditions and then using a
totem item. Totems can be acquired from Wayward Gaheel Ja in Ul'dah - Steps of
Thal (x:13, y:13). These spells can only be learned from the totem, even if an
enemy casts a spell with the same name (e.g. Enkidu and White Wind).
Spell Learning Chance
There are only two things that affect the learn rate of a spell: the spell's star rating (1 to 5 stars) and whether or not the content is level synced. In general, if a spell has a higher star rating then it has a lower learn chance. However, if you are running group duties level synced, you are guaranteed to learn spells. The following do not count as group duties and follow whatever the spell's unsynced learn rate is:
- Masked Carnivale
- FATEs
- Open world combat
There are two spells that are exceptions to this.
Mind Blast and
Glower are both guaranteed
learns even when unsynced, probably because they are required for job
quests.
There are a lot of myths around spell learning chances, and in some of the other games these did actually matter. However, none of these things have any affect on your chance to learn a spell:
- Number of times the enemy casts the spell.
- Number of Blue Mages in the party.
- Having non-Blue Mages in the party.
- Party item level (i.e. minimum item level setting has no effect)
- Whether or not you get hit by the spell.
- Silencing echo.
- The difficulty of the duty (Hard vs. Extreme)
Unsynced learn rates haven't been published anywhere, but we have enough anecdotal evidence to estimate that 1-star spells have about a 50% learn rate and 5-star spells have about a 5% learn rate.
Synced or Unsynced
The most common question people will ask after reading this is "should I do
things synced or unsynced?" It is absolutely better to run things synced where
possible since you are guaranteed to learn the spells. All open world and
dungeon spells can be learned solo synced because of
Basic Instinct. The three cases where it might be easier to do
it unsynced is for
Feather Rain and
Glass Dance where they come from Extreme trials, or
Aetheric Mimicry, where it comes from infinitely spawning
adds during the first boss.
Blue Mage Spell Locations and Additional Information
Below you will find a table that lists all spells and their locations. Unfortunately not all spells are particularly useful, so there will be some notes about general usefulness or quirks of spells in the table. Additionally, some "bait" locations that are generally bad have been omitted (e.g. A ranks). In general, locations will be listed in order of convenience/ease of access.
Spells 1-10
Spell | Spell Location | Extra Notes |
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1. ![]() |
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2. ![]() |
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3. ![]() |
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4. ![]() |
Zu - Pharos Sirius | In order to trigger the spell being cast, you must break two eggs to
cause Zu to enrage. You should have the party spread out, since Flying
Frenzy does a lot of damage and stuns you. Zu is vulnerable to death
effects, so you can use ![]() |
5. ![]() |
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6. ![]() |
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7. ![]() |
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After engaging the enemy, you need to move away to make it use Loom to teleport to you. |
8. ![]() |
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9. ![]() |
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10. ![]() |
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This spell has a 100% learn chance even unsynced. |
Spells 11-20
11. ![]() |
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12. ![]() |
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Bristle boosts the potency of all Spells by 50%, but does
not boost the potency of Abilities. This is visible in the
tooltip of each spell. A good rule of thumb is that GCD actions like
![]() ![]() |
13. ![]() |
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14. ![]() |
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15. ![]() |
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16. ![]() |
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Used only in Masked Carnivale: 12. The Plant-om of the Opera. |
17. ![]() |
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This spell is critical to maintaining MP levels while using
expensive spells like ![]() ![]() |
18. ![]() |
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This spell is mostly useless after ![]() |
19. ![]() |
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20. ![]() |
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Stacks and shares a cooldown with
![]() |
Spells 21-30
21. ![]() |
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22. ![]() |
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Our most useless spell! |
23. ![]() |
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24. ![]() |
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25. ![]() |
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In The Dragon's Neck, Typhon uses Snort quite late into the fight. There are many spells similar to Snort, but only the one actually called "Snort" counts. |
26. ![]() |
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This is the only spell locked behind the Hildibrand questline. It has some niche use in A8S for slowing down orbs! |
27. ![]() |
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28. ![]() |
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The damage down component works on all enemies, making this
functionally similar to ![]() |
29. ![]() |
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Cuca Fera is vulnerable to Death effects, so you can kill it easily after it uses Diamondback. When using Diamondback you are unable to move for 10 seconds and there is no way to cancel this early. Diamondback's mitigation is twice as effective as Tank LB3! |
30. ![]() |
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This reduces damage dealt by 40%. This should only be used
as a tank, when using ![]() |
Spells 31-40
31. ![]() |
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The extra threat is negligible. It mostly only matters for golems in The Second Coil of Bahamut (Turn 4). However, this spell is still extremely important for The Second Coil of Bahamut (Turn 4) and some Masked Carnivale stages! |
32. ![]() |
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This is a "bait" spell. Outside of buffing
![]() |
33. ![]() |
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34. ![]() |
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The AOE pattern for this ability is a large donut shape. It is useful in certain fights for hitting multiple ranged targets at once. |
35. ![]() |
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Has roughly 67% accuracy. Reduces HP by 50% of current HP. If two Blue Mages use this on the same server tick, the enemy might die instantly! |
36. ![]() |
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37. ![]() |
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Mostly useless, but can be used in Masked Carnivale: 19. On a Clear Day You Can Smell Forever to blind yourself and dodge the Schizocarps! |
38. ![]() |
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39. ![]() |
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Buffs all damage by 50% for 15 seconds, followed by being unable to
use job or role actions for 15 seconds (![]() |
40. ![]() |
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Has roughly 10% accuracy. |
Spells 41-50
41. ![]() |
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This spell has a 100% learn chance from Galvanth the Dominator even unsynced. |
42. ![]() |
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Has roughly 33% accuracy. |
43. ![]() |
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Stacks and shares a cooldown with ![]() |
44. ![]() |
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Shares a cooldown with ![]() |
45. ![]() |
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Shares a cooldown with ![]() ![]() ![]() ![]() |
46. ![]() |
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Shares a cooldown with ![]() |
47. ![]() |
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Shares a cooldown with ![]() |
48. ![]() |
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Shares a cooldown with ![]() |
49. ![]() |
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Shares a cooldown with ![]() |
50. ![]() |
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Spells 51-60
51. ![]() |
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This can be learned from the tornadoes during Shikigami of the Undertow. When they despawn you have a chance to learn the spell. |
52. ![]() |
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53. ![]() |
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54. ![]() |
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55. ![]() |
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56. ![]() |
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This spell is mostly useless after ![]() |
57. ![]() |
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58. ![]() |
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59. ![]() |
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This can easily be done solo synced since it comes from one of the trash mobs before the actual boss. |
60. ![]() |
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Spells 61-70
61. ![]() |
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This is the opposite of ![]() |
62. ![]() |
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This is a very close range AOE spell. It does not function like
![]() |
63. ![]() |
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Because of its range and cast time, this is our most reliable filler spell! |
64. ![]() |
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Bristle boosts the potency of all Physical Spells by 80%,
but does not boost the potency of Abilities. This is visible in
the tooltip of each spell. A good rule of thumb is that GCD actions like
![]() ![]() |
65. ![]() |
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66. ![]() |
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67. ![]() |
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Has roughly 90% accuracy. Sometimes this enemy just takes a very long time to cast the spell. |
68. ![]() |
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Has 100% accuracy. |
69. ![]() |
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This can be used to cheese certain things like Diabolos in Dun Scaith or some achievement FATEs like Special Tarasque Force. |
70. ![]() |
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Since this spell can only be used on other targets and is relatively weak in terms of mitigation it is functionally useless. |
Spells 71-80
71. ![]() |
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72. ![]() |
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Every Blue Mage should have this if they plan on running group content. The spell has a 5 minute cooldown, so it is beneficial if everyone in the group has it. Raises are a very high-value resource in Blue Mage groups. |
73. ![]() |
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To trigger the spell cast, you must attack an additional enemy nearby and get its health low. |
74. ![]() |
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75. ![]() |
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If you are trying to learn this solo from Decaying Gourmand, you need to time a damage-over-time spell or Doom to kill it after it uses Devour. |
76. ![]() |
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This was a core spell at level 60, but due to spell slot restrictions isn't used frequently at level 70! |
77. ![]() |
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This is the spell that allows us to play as any role! |
78. ![]() |
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All 4 charges should be used at once, as the bonus makes the hits do 200, 300, 400, and finally 500 potency. |
79. ![]() |
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Shares a cooldown with ![]() |
80. ![]() |
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Shares a cooldown with ![]() |
Spells 81-90
81. ![]() |
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82. ![]() |
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The 100 potency buff applies to all three hits of
![]() |
83. ![]() |
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84. ![]() |
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In order to learn this spell, you must fail the mechanic with three heads during Mist Dragon. When this spell is triggered, for the next 15 seconds you are able to use White Death which is an instant cast 400 potency GCD. |
85. ![]() |
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This is our best AOE damage spell for 4 or more targets (when not under Healer Mimicry). |
86. ![]() |
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87. ![]() |
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88. ![]() |
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Shares a cooldown with ![]() ![]() |
89. ![]() |
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Shares a cooldown with ![]() ![]() ![]() |
90. ![]() |
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Shares a cooldown with ![]() |
Spells 91-100
91. ![]() |
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92. ![]() |
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This has 100% accuracy and works on all enemies that can be frozen or petrified. The freeze/petrify and Ultravibration combo is sometimes called "Vibe Check." |
93. ![]() |
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94. ![]() |
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Most bosses are immune to the Lightheaded debuff. |
95. ![]() |
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Shares a cooldown with ![]() ![]() |
96. ![]() |
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Since this doesn't stack with ![]() ![]() |
97. ![]() |
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This spell is very helpful for rounding up enemies to then kill with the Vibe Check combo. |
98. ![]() |
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99. ![]() |
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This is the strongest filler spell we have in the open world. Inside of duties it's not very strong since we cannot summon chocobos inside duties. |
100. ![]() |
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Shares a cooldown with ![]() ![]() |
Spells 101-104
101. ![]() |
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Most bosses are immune to the Lighthearded debuff. |
102. ![]() |
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Shares a cooldown with ![]() |
103. ![]() |
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104. ![]() |
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Shares a cooldown with ![]() |
Which Spells Should I Learn / Which Spells Are the Best?
The only real answer here is that you should learn every spell. If you intend
on playing DPS or tank you will need to learn at least 100 spells anyway to
learn Matra Magic and
Dragon Force. As for
"best" spells, it is largely situational.
Many fights and encounters will require specific spells to handle certain
mechanics, which we will call "utility spells." One example of this is
Devour which we use in Alexander - The Burden of the Son
(Savage), or A8S, to resolve the Gavel mechanic.
With all of this in mind, here are some general loadouts for each role that will cover most situations.
DPS Spell Loadout
The last three spots can be used for utility spells. If you need even more
utility spells, the order to drop spells is Glass Dance
followed by
Whistle

Main Healer Loadout
The main healer will primarily be using Pom Cure to keep
the tank alive and
Stotram to keep the party alive. If you
need utility spells, the order to drop spells is
Whistle,
then
Cold Fog, then the
Triple Trident
combo. While
Cold Fog is incredibly strong, it is unlikely you
will get a full usage of it as the main healer

Off Healer Loadout
The off healer will play primarily as a DPS, but helps heal where necessary
(such as after raidwide damage). If you need utility spells, the order to drop
spells is Glass Dance followed by
Whistle.

Tank Loadout
Tanks actually have the most flexibility in terms of spell slots! We mostly
just keep our MP healthy with Blood Drain and
Magic Hammer so that we can mitigate tankbusters with
Diamondback and help heal with
White Wind.
Mighty Guard reduces the damage we deal by 40%, so we're not
going to be doing that much damage to begin with! If you need even more utility
spells, the order to drop spells is
Glass Dance followed by
Cold Fog. Just like with main healer it is unlikely that we
will be able to make full use of
Cold Fog so it is safe to
drop it.

Changelog
- 07 Mar. 2023: Fixed missing tank loadout.
- 24 Feb. 2023: Guide added.
Guides from Other Classes
This guide has been written by Liam Galt, who created the Blue Academy Youtube channel and Discord in response to the lack of consolidated and accurate Blue Mage resources available. Liam enjoys finding non-standard solutions to problems, so Blue Mage content with all of its zaniness is a natural interest! Outside of Blue Mage, he also enjoys Savage and Ultimate raiding which he streams on Twitch.
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