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ShadowLordNPC
Shadow Lord
Bestiary:

Battle Info

Job: Dark Knight/Black Mage
Family: Shadow Lords
Crystal: Dark
Weak against: Light

Mission Boss

Shadow Lord

Shadow Lord

Zone Level Drops Steal Spawns Notes
Throne Room
First Phase
60 1 A, S
~10,000 HP
??? MP
Throne Room
Second Phase
Unknown 1 A, S
~4,000 HP
??? MP
Throne Room (S)
Fiat Lux
Unknown 1 A, S
~36,000 HP
??? MP
A = Aggressive; NA = Non-Aggresive; 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; A(R) = Aggressive to Reive participants

Present Day

Spawn Conditions Companions/Summons

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.

  • N/A
Special Abilities Passive Traits
  • Phase one special attacks:
  • 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.
  • 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.
  • 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, and will end upon defeat of the first form:
  • it is immune to physical attacks when its sword is glowing and it is attacking physically
  • it is immune to magic when it is holding out a glowing fist and attacking only with magic.
Physical Qualities Magical Qualities
  • 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.

Casts elemental debuffs, tier 2 -ga nukes, Drain, Aspir, and Ice Spikes.

Further Notes
  • 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.
  • 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)


Fiat Lux

Spawn Conditions Companions/Summons

Spawned during the Campaign Op: Fiat Lux (all nations).

  • Ability Spawn Shadow summons 4 clones of the The Shadow Lord; followed by a quick dialogue and an Utsusemi-like animation. Clones have very low HP and defense, but very high attack power.
  • The move is stunnable by a Dark Knight via the Stun spell (not tested with other methods or /drk)
  • Clones can be de-spawned by sac method or killed quickly by melee jobs.
  • Brd sac puller preferred because of hymnus.
  • Use Diaga on SL but make absolutely sure all the clones are up. Otherwise it will only hit SL and recast on diaga may be an issue.
  • Shadow Lord can do this move back to back and its recommended to have the Rdm cover after a sac pull just in case.
  • It is recommended no Bard songs are being performing during the Summon Shadow as it may draw hate from person attempting to sacrifice him/herself to get rid of them.
  • If the clones are alive, during a special ability of the Shadow Lord, they will do the same so it is advised to dispose of them as soon as possible.
  • Summons clones much more frequently during the last 20% of his HP.
Special Abilities Passive Traits

The Shadow Lord uses certain abilities/weapon skills based on whether using a single sword or a two of them.

  • With 1 sword uses:
  • Unknown
  • With 2 swords uses:
  • Blighting Blitz
  • Only used with 2 Swords, deals extreme physical damage (1400+ to drk)
  • Absorbed by 2 Shadows
  • Soma Wall: Absorbs physical damage and restores HP equivalent to the damage taken. This ability lasts 30 ~ 45 seconds and melees should disengage/face away while it is in effect. Duration of the ability can be seen with the orbs in his armor. Normally they are purple but during this ability, they will glow red. Once they return to purple, continue your attack.
  • Spell Wall: Absorbs magical damage and restores HP equivalent to damage taken. This ability lasts 30 ~ 45 seconds and magical damage should be avoided while in effect.
  • Cross Smash: Cone damage with additional effect "Defense Down".
  • Vicious Kick: Single target damage with additional effect "Paralyze".
  • Also uses weapon skills that have a Dispel effect.
  • Doom Arc does 300~700 damage with extreme knock-back effect after a short dialogue and inflicts a 10 second Doom.
  • Implosion inflicts Max HP Down and does 200~500 damage to party members within the area of effect.
  • Highly resistant to magic damage and weapon skills such as Atonement and Spirits Within.
  • Melee damage is resisted, but only very slightly.
  • Moderate evasion but pizza/sushi recommended.
  • Slow II and Elegy seem to work very well and is highly recommended.
  • Should be on him at all times.
  • Avoid going in on windsday.
  • Is immune, or highly resistant to all forms of Paralyze, Gravity, and Bind.
  • Most of his moves are stunnable. Recommended to bring a at least one stunner for Spawn Shadow.
Physical Qualities Magical Qualities
  • While switching from 1 sword to 2 and vice versa, he becomes invincible for about 10 seconds.
  • Seems to rage at 20~25% of hit-points left, using weapon skills and job abilities not used earlier in the fight.
  • Hate deteriorates very rapidly during the fight, causing placement shifts frequently. Hate is reset each time he swaps weapon modes. Voking too soon after he shifts appears to have little/no effect, suggest waiting a second or two after the animation finishes.
  • N/A
Further Notes
  • All party members that plan on entering this mission must have this Campaign Op active.
  • There is a 30 minute time limit for the battle.
  • Buffs including Tactical Points do not wear off upon entry.
  • Holy Water is strongly recommended highly as the Shadow Lord has a Doom job ability (Doom Arc).
  • Recommended to make a Holy Water macro to spam. /item "Holy water" <me>
  • Most of the Shadow Lords weapon skills and job abilities can be absorbed by shadows. Therefore Blink tanking is highly recommended.
  • Uses weapon skills that can hit for 400~1700 damage to a Paladin with no shadows.
  • Trioable by 3 good players with the right setup.

(see testimonials)

Nuvola apps important SPOILER WARNING: Details about the Final Fantasy XI in-game storyline follow.Nuvola apps important

The Shadow Lord is really Raogrimm.

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