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Shadow Lord

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[[{{SUBST:Shadow Lord}}|   ]]
[[{{SUBST:Shadow Lord}}|   ]]
Shadow Lord
Affiliation: Beastman Confederate
[[{{SUBST:Shadow Lord}}|   ]]
[[{{SUBST:Shadow Lord}}|   ]]
Type: Cutscene NPC
Location: Throne Room

Involved in Missions:


Involved in Quests:


Notes

Contents

Battle Info

Job: Dark Knight/Black Mage
Family: Demons
Crystal: Dark
Weak to: Light

Mission Boss

Shadow Lord
Zone Level Drops Steal Spawns Notes
Throne Room
First Phase
60 1 A, S
~10,000 HP
??? MP
Throne Room
Second Phase
60 1 A, S
~4,000 HP
??? MP
A = Aggressive; L = Links; S = Detects by Sight; H = Detects by Sound; HP = Detects Low HP; M = Detects Magic; Sc = Follows by Scent; T(S) = True-sight; T(H) = True-hearing; JA = Detects job abilities; WS = Detects weaponskills; Z(D) = Asleep in Daytime; Z(N) = Asleep at Nighttime

Notes:

  • End boss of rank mission 5-2, entitled The Shadow Lord (San d'Oria), The Shadow Awaits (Windurst) or Xarcabard, Land of Truths (Bastok). Players of any allegiance may enter the same battlefield, as long as they are at or past this mission in their current nation's storyline.
  • Phase one special attacks:
  • Giga Slash: Single targetVerification Needed damage
  • Kick Back: Single targetVerification Needed damage
  • Umbra Smash: Single target damage
  • Dark Nova: AOE moderate dark elemental damage.
  • Starting from approximately 50% health, the Shadow Lord will become immune to either physical damage or magical damage/spells. The immunity switches after it takes a certain amount of damage. The current immunity is indicated by the Shadow Lord's stance and behavior -- it is immune to physicals when it is attacking physically, and it is immune to magic when it is holding out a glowing fist and attacking only with magic. This immunity swapping continues until the first form is defeated.
  • There is no opportunity for your party to rest or recover between the two phases; upon the first phase's defeat and a short cutscene, the second phase will attack your party immediately.
  • Phase two special attacks: Implosion - AOE damage, wide range, wipes and bypasses Utsusemi. Was hitting THF70 for approximately 120 HP per Implosion. Implosion damage for a THF can easily be regained by spamming Bloody Bolts.
  • Second form will only use Implosion continuously (approximately every 10 seconds) until its HP reaches 0. The Shadow Lord will move next to whoever has hate, but it will not attack physically or cast any sort of magic in this form.
  • Implosion can be avoided by pulling the Shadow Lord up the short staircase, and having lower level players and mages stand near the bottom of the stairs. Mages can continue to cast on the Shadow Lord or tanks/melee, as they will still be within range of them, but Implosion will be blocked by the difference in elevation.
  • Implosion can be Stunned (tested with Dancer's Violent Flourish), but you will want to keep dishing out damage. Consider Stunning Implosion every now and then rather than every time to maintain damage output. Note that Stun must hit before the animation/sound FX begin. Implosion has a long animation, so it is easy to mistakenly attempt to stun after it has begun.
  • A Samurai of at least level 65+ using Sekkanoki and Meikyo Shisui will cause sufficient damage to defeat the second form.
  • Upon the second form reaching 0 HP, he will stay alive for approximately 15 more seconds (during this time it can still be attacked and damaged, but it is not necessary to do so). It will appear to be executing another Implosion, but the animation will differ slightly and it will not damage the party. The animation will then end with the Shadow Lord's defeat.
  • Killable by 6 level 50 players, although it is recommended to be 55+ (see testimonials).


Spell List

Elemental Magic

Dark Magic

Enhancing Magic

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