Dancing Mad (Ultimate) Phase 3 Guide
This is our guide for Phase 3 of Dancing Mad (Ultimate) featuring the Chaos and Exdeath battle.
Phase 3: Chaos and Exdeath
During this phase, Kefka summons the bosses from Deltascape V4.0 (Savage) Phase 1 and Alphascape V1.0 (Savage), Exdeath and Chaos respectively. Kefka himself will become untargetable, but still present and doing mechanics the players will need to resolve.
The Decisive Battle
As soon as Exdeath and Chaos appear, both will cast The Decisive
Battle, applying Epic Hero
to the four players closest to Chaos, and Fated Hero
to the four players closest to Exdeath. These debuffs prevent players
from attacking the opposite boss. Due to some Melee uptime concerns during
the phase, put both Melee DPS on Chaos, along with Tank 1 and Healer 1.
Bowels of Agony
This is another complex mechanic. It is recommended to use a visual aid to understand what is happening. Please reference this Raidplan for a visual.
Debuffs
At the end of the cast, Chaos will apply several debuffs and spawn elemental
crystals around the arena. There will be one red fire triangle, one blue
water square, and one green wind diamond. Each player will get either
Headwind
or Tailwind
.
One Support and one DPS will get Entropy
,
and another Support and DPS will get Dynamic Fluid
.
Either both Entropy debuffs will have a 20s timer while the Dynamic
Fluid debuffs have a 45s timer, or vice versa. Each debuff does the
following:
- Tailwind
:
This debuff requires the player to get knocked back while facing the source of
the knockback. Facing the wrong direction will result in the knockback being
significantly stronger, sending the player off the arena. When cleansed, the
green wind crystal will also target the nearest player with a two-person
stack. - Headwind
:
This debuff requires the player to get knocked back while facing away from
the source of the knockback. Facing the wrong direction will result in the
knockback being significantly stronger, sending the player off the arena.
When cleansed, the green wind crystal will also target the nearest player
with a two-person stack. - Entropy
:
When the debuff expires, the player will explode with a point-blank AoE.
The debuff expiring also causes the red fire crystal to target the closest
two players with donut AoEs. - Dynamic Fluid
:
When this debuff expires, the player will spawn a donut AoE around them.
The debuff expiring also causes the blue water crystal to target the closet
two players with point-blank AoEs.
Pay attention to where the elemental crystals spawned. They will always
spawn on the intercardinal directions, with fire and water opposite each
other, and wind between them opposite an empty section. Identify which
debuff has a 45s timer, and which has a 20s timer. The Tank on Exdeath should
drag Exdeath to the wall on top of the crystal of the same element as the long
debuff. I.e. if Entropy
has a 45s timer, the Exdeath Tank will pull him to the fire crystal. The Chaos
Tank will move Chaos so that he is between the crystal of the same element as
the short debuff and the wind crystal.
Thunder III and First Debuffs
Exdeath will cast Thunder III, doing a large point-blank AoE around
him. Epic Hero
and Fated Hero
will fall off when Exdeath starts casting Thunder III, allowing everyone
to damage both bosses. At the same time, the 20s debuffs will resolve. Since
Chaos is pulled between the water and wind crystals, positioning during this
mechanic will be based on looking at Chaos. Supports will position to the
left looking at Chaos, while DPS position to the right. In the example
of the linked Raidplan, Entropy
is the 45s timer, while Dynamic Fluid
is the 20s timer.
The Dynamic Fluid
debuffs will do a donut AoE around the players that had those debuffs. A
moment later, the water crystal will target the two closest players with
point-blank AoEs that will knock back anyone who is hit with it. Long debuff
players will use this to cleanse their Tailwind
or Headwind
debuffs. This will cause the wind crystal to spawn two-player stacks,
targeted on the two closest players. The players without Dynamic Fluid
or Entropy
will be responsible for soaking the wind stacks. Because of the way the
debuffs spawn, this will be two Supports and two DPS. These players will
position around the wind crystal with Supports left and DPS right looking
at Chaos. One player from each duo needs to be closer to the crystal to
bait it. Be careful that both players in the same duo are not too close
or they will bait both stacks and die.
Thunder III and Latitudinal/Longitudinal Implosion
This time Exdeath will cast Thunder III, but it is a two-hit
tankbuster, rather than a large point-blank AoE. The buster targets
the player closest to Exdeath. Tanks should either use their invulnerability
cooldown such as
Superbolide, or be sure to mitigate and tank
swap the hits. At this time, Chaos should be pulled to the middle of the
room and faced to the north. Shortly after he will cast Latitudinal
or Longitudinal Implosion. At the end of the cast, he will do two
sets of opposite 90-degree cleaves. Latitudinal will cleave his sides
first, then his front and back. Longitudinal will be the opposite,
cleaving his front and back first, then his sides. Dodge along an
intercardinal direction. Dynamic Fluid
and Entropy
players will want to dodge toward the long debuff elemental crystal,
while the rest of the players will want to dodge toward the wind crystal.
Second Debuffs
A few seconds after the second cleave from Latitudinal/Longitudinal,
the long timer debuffs will go off. Again position so that the Supports
are left and the DPS right looking at Chaos. The two players who have the
short debuff timers will use the long debuff crystal AoE to cleanse their
Tailwind
or Headwind
debuffs. The remaining four players will again soak the wind duo stacks.
In our example, the Entropy
debuffs had a 45s timer. This means for the second set of debuffs, the
Entropy
players will explode with a point blank AoE. A moment later, the fire
crystal will target the two closest players with a donut AoE. The two short
debuff timer players will get hit by this donut.
Vacuum Wave, Umbra Smash, and Kefka Dashes
This moment of the fight can be pretty hectic, as all of this happens at the same time. This part will be broken down individually by what is happening.
The Exdeath tank should now drag him on top of the wind crystal. Everyone except for the Physical Ranged DPS will stand between Exdeath and Chaos. Instead, the Physical Ranged DPS will run to the wall opposite the wind crystal to bait Chaos. Chaos will pick the farthest target from him and jump to them, landing with a proximity damage AoE. The Physical Ranged DPS is our target for this. As soon as he starts casting Umbra Smash, he has locked in his jump and the Physical Ranged DPS can rejoin the party.
At the same time, Exdeath starts casting Vacuum Wave, which will
do a knockback from Exdeath at the end of the cast. Two supports and two
DPS will still have a Tailwind
or Headwind
debuff. This knockback will resolve those debuffs, also triggering the wind
crystal to do four two-player stacks. For this, split into role partners
within each light party. Tank 1 with Healer 1, Tank 2 with Healer 2,
Melee 1 with Ranged 1, and Melee 2 with Ranged 2. Each pair will fan out
around Exdeath and the wind crystal. The players who still have Tailwind
or Headwind
debuffs need to make sure they are facing the correct direction. Players
who have already resolved their debuff are free to use
Arm's Length
or
Surecast, but make sure you back up to be with your partner.
Make sure one person from each pair are the four closest players to the
crystal.
While Exdeath and Chaos are resolving those mechanics, Kefka will begin telegraphing dashes around the room. The dashes will start from any cardinal or intercardinal direction, and then will rotate either clockwise or counterclockwise for each subsequent dash. The two important pieces of information from this are what direction did the first dash come from, and do the dashes rotate clockwise or counterclockwise. Shortly after, each player will be marked with a limit cut number one through eight. The goal will be to start opposite of the direction that Kefka's first telegraph is, and then rotate in the opposite direction that he dashes. In the example of the linked Raidplan, Kefka starts at east (B marker) and rotates counterclockwise. This means that the player marked 1 wants to start west (D marker). Since Kefka's dashes rotate counterclockwise, everyone will want to be clockwise of their respective cardinal or intercardinal a couple steps. Please refer to the Raidplan for a visual of this description.
Thunder III
Immediately following Kefka dashes, Exdeath will cast another Thunder III two-hit tankbuster that needs to be swapped and mitigated or have a Tank invulnerability cooldown used. Remember that the buster goes on the closest player, regardless of aggro.
The Decisive Battle 2
Chaos and Exdeath will again cast The Decisive Battle, applying
Epic Hero
to the four players closest to Chaos, and Fated Hero
to the four players closest to Exdeath. Split up into the same groups as
before. Immediately after, Exdeath will cast yet another Thunder III
tankbuster. If the previous two had invulnerability cooldowns used, this
one will need to be swapped.
Earthquake
This mechanic is the second and final major mechanic of the phase. A visual of this mechanic is provided in this Raidplan.
Debuffs
Chaos will cast Earthquake, dropping everyone to 1 HP and
afflicting everyone with a series of debuffs that will need to be resolved.
An earth elemental crystal will also spawn somewhere on the arena. Everyone
gets Primordial Crust
,
which requires the player to take lethal damage to cleanse. Failure to cleanse
before the end of the timer results in immediate death. Three players will
receive First In Line
,
three will receive Second In Line
,
and two will receive Third In Line
debuffs. These debuffs indicate how long each player has to cleanse their
Primordial Crust
,
with First In Line
being the shortest and Third In Line
being the longest. Two players will also receive
Accretion
,
which reduces healing received and is removed by being healed to full HP.
Cleansing any Accretion
or Primordial Crust
triggers a raidwide damage AoE from the earth crystal that applies Earth
Resistance Down for 4s. Be careful not to resolve two at once, or
it is an immediate party wipe.
Set Up
Line up in a conga line. For our example we will be using H1, H2, T1,
T2, M1, M2, R1, R2 as our conga priority. Once debuffs are assigned,
pay attention only to the other players who share the same number debuff
as you. We will use left to right as our priority. For example, if H2, T1, and
R2 all had Second In Line
,
then H2 would have first priority, T1 second priority, and R2 third priority.
This will come into play later, but is very important to keep in mind. It
may be helpful to make echo macros to remember which you are.
Accretion Debuffs
Accretion
has a fairly short timer, about 13s, so it needs to be resolved first by
fully healing the players afflicted. If a player with First In Line
also has this debuff, prioritize healing them to full first. Wait for the
Earth Resistance Down debuff to fall off before healing the second
player to full.
Giant Kefka
While dealing with the Accretion
debuffs, Kefka will become giant and teleport somewhere around the arena.
Shortly after, he will raise either his left or right hand, and then do
three large circle AoEs on that half of the arena, effectively making
the side that he raises his hand unsafe. After the three hits, he will
smash the middle of the arena with a smaller circle AoE. This final
middle hit will send out conal shock waves that do different things
depending on which hand he raised. If he raised his left hand, there will
be three conal stack AoEs that will target one player from each role. If
he raised his right hand instead, it will be a single conal AoE that is
a party stack. For the left hand role cleaves, consider Kefka as relative
north. Put the Tanks relative northwest, the Healers relative west, and
the DPS relative southwest. For the right hand party stack, make sure
everyone is together. Remember that for either set, the middle of the arena
will be unsafe, so be sure to be at least max melee distance from the bosses.
Black Hole
Exdeath will cast Black Hole, summoning eleven black holes around the
arena. Be careful not to touch the black holes or they will inflict damage down.
The black holes will spawn tethers that shoot a line AoE at the player with the
tether, afflicting them with one stack of Unbecoming
.
By itself, this debuff does nothing and is only there to tell you that getting
two stacks will turn the debuff into Meanest Existence
.
Meanest Existence
will inflict lethal damage if a third black hole tether is taken. However, players
need to take a third hit because of their Primordial Crust
debuff, which is cleansed by taking lethal damage. This means that all players will
need to take three black hole tethers each. Each time the black holes spawn a tether
will be referred to as a set.
At most there will be three tethers active per set. We need a priority system to determine who takes which tether to avoid confusion. The simplest way to do this is to assign each person a priority within their X in Line number. We will consider Giant Kefka as relative north for this. The first player in the priority for their number will take the first black hole clockwise of Kefka. The second player will take the second tether clockwise of Kefka. The final player will take the third tether clockwise of Kefka, or first counterclockwise if you would prefer to think of it that way.
Black Hole Sets 1 and 2
For the first set, only one tether spawns. A player with First In Line
will take this tether, using the earlier stated priority to know which player
this will be. Point the tether away from the party so that the line AoE
does not hit anyone else. Exdeath's Tank should pull him off to the side
slightly because he will cast another Thunder III tankbuster after
the second set resolves. Immediately after the first beam fires, the second
set's tethers will spawn. This time there will be two. Again use the priority
to determine who takes what. Because each player needs to take three beams,
the first player on the priority will also take one of the tethers from this
set, and the second player on the priority will take the other tether. Once
the second set resolves, Tanks need to mitigate and swap the tankbuster as
necessary, or use an invulnerability cooldown if available.
Damning Edict
The black holes will disappear for for now. Giant Kefka will teleport to a new position on the arena. This new position is the new relative north. Chaos will turn to a random player and begin casting Damning Edict. At the end of the cast, he will do a 180-degree cleave in the direction he is facing. Giant Kefka will again raise his right or left hand, repeating the three-AoE hits followed by the center AoE with the cone AoEs. This is resolved the same as before. Be sure to dodge behind Chaos until he does his cleave. Black holes will reappear shortly after this for set 3, 4, and 5.
Black Hole Sets 3, 4, and 5
For the third set, all three First In Line
players will be taking tethers using the above priority. This is the final set for
the first First In Line
player. The earth crystal will pulse with raidwide damage and an Earth
Resistance Down debuff after this set. From here, every set will include
an earth AoE pulse. Each player will follow the above priority for which
tether they are responsible for grabbing.
For the forth set, the first Second In Line
player will be stepping in since the first First In Line
player is finished with their soaks. Because the first player in each number
group is responsible for the first tether clockwise from Kefka, there is no
conflict and the priority system continues.
For the fifth set, the second Second In Line
player and the second First In Line
players swap, as the second First In Line
player is finished with their soaks. Continue with the same priority system
and remember that there is a raidwide damage pulse with each set. Black
holes will again disappear for a little bit.
Damning Edict 2
Chaos will turn to face a random player and again cast Damning Edict. At the same time, Kefka will teleport to a random place on the arena. He will then cleave the middle third of the arena in front of him. Dodge the Edict cleave, then dodge Kefka's cleave. Exdeath will do yet another Thunder III tankbuster. Tanks handle this the same as they have before.
Black Hole Sets 6, 7, and 8
The black holes will reappear once again for the sixth, seventh, and eighth
sets. The sixth set will be handled by all three Second In Line
players, after which the first player will be finished with their debuff.
The seventh and eighth sets are handled the same as all of the other sets to now,
with the first Second In Line
player being replaced by the first Third In Line
player for the seventh set, and the second Second In Line
player being replaced by the second Third In Line
player for the eighth set.
Latitudinal/Longitudinal Implosion
Chaos needs to be faced to an intercardinal. He will cast Latitudinal/Longitudinal Implosion again, dodged the same way as previously. At the same time, Kefka will teleport to another random spot around the arena. Pay attention to which hand he raises. Dodge the cleaves from Chaos, then dodge Kefka and resolve the cone AoEs.
Black Hole Sets 9 and 10
Black holes will once again reappear for the final two sets of tethers.
This time, for the ninth set, only two tethers will spawn. Both of the
remaining Third In Line
players will take these. Kefka will once again teleport before the final set.
He will again cleave the middle third of the arena in front of him. The final
Third In Line
player must be especially weary of this, as the tenth and final set of
black hole tethers, a single tether this time, will resolve at the same time
as the cleave happens. This player will need to dodge the cleave and make sure
to aim the beam away from the party.
Blizzard III, Stacks, and Towers
Kefka will climb onto the arena, so use his last position as relative north. Have the supports stack up toward the north and the DPS stack up toward the south. Exdeath will cast Blizzard III, which will spawn AoE baits under each player. Every player will dodge to the relative intercardinal directions based on their light party. Healer 1 and Tank 1 will dodge to the relative northwest, Healer 2 and Tank 2 to the relative northeast, Melee 1 and Ranged 1 to the relative southwest, and Melee 2 and Ranged 2 to the relative southeast. Another puddle will drop. From here, where you dodge depends on if your role got a stack marker or not. Chaos will cast Knock Down, which will target either the Supports or the DPS with a 4-player stack. Kefka will also be casting Stamp-a-Mole which will spawn four two-player towers.
The role that got the stack marker will all run back under the bosses to soak the stack. Meanwhile the other role will be responsible for two of the towers that will spawn. These towers spawn east and west, relative to where Kefka was before climbing onto the arena. Light Party 1 will be responsible for the relative west tower, and Light Party 2 will be responsible for the relative east tower. Immediately after, another stack marker will spawn on the opposite role. Those that took the towers will run under the boss, while those that were in the stack will now take the tower dictated by their light party. Exdeath will cast another Blizzard III, but this time it is a motion check, freezing anyone not moving in place. At the same time, Chaos will cast Big Bang, hitting the place where the stack AoEs happened with another AoE. Be sure to dodge out of the middle of the arena to avoid these.
You can find a visual of this final sequence in this Raidplan.
Enrage
Shortly after the towers and stacks are finished, both bosses will channel
their enrages. Epic Hero
and Fated Hero
fall off after one boss has been killed, allowing everyone to damage the remaining
boss. If both bosses have been defeated by this point, you will progress to Phase 4:
Kefka Says.
Changelog
- 10 Jun. 2026: Phase 3 guide added.
Dancing Mad Phase 3
Torael Valdis, or Tor for short, is an experienced raider in FFXIV who has been playing the game since the tail end of the Heavensward expansion. His experience includes multiple Week 1 Savage Tier kills as well as completion of each Ultimate Raid in the patch they were released. You can find him in The Balance Discord where he currently is active as a melee DPS mentor. He also occasionally streams early prog on his Twitch.
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