FFXIV Pandaemonium P4 Boss

P4S – Hesperos (Savage)

Asphodelos Raid Encounter

Expansion: Endwalker
Raid Series: Pandæmonium
Raid Tier: Asphodelos
Encounter: P4S – Hesperos
Players: 8 (Tank / Healer / 2 DPS / 2 DPS / 2 DPS / 2 DPS)
Duty Finder Type: Savage Raid

Unlock Requirement: Clear P4N – Hesperos & Talk to Nemjiji

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Encounter Overview

Hesperos (Savage) is the Savage version of the fourth and final encounter in Pandæmonium: Asphodelos. The fight is split into two major phases, with the second phase acting as a checkpoint. Hesperos combines role-based debuff transfers, elemental panel mechanics, tower assignments, tether management, and tightly sequenced stage-play mechanics.

The encounter is built around Belone mechanics, Pinax panel resolution, and the multi-act Akanthai sequences in Phase 2. Positioning discipline and pre-assigned roles are critical throughout the fight.

The arena is surrounded by spikes that instantly kill any player who touches them.

Arena Layout

Phase 1 takes place in a square arena divided into elemental panel quadrants.

Arena characteristics:

• four panel quadrants
• lethal spike boundary
• cardinal positioning requirements
• panel hazards and puddles

Phase 2 transitions to a smaller circular arena built around thorn placements, towers, and movement choreography.

Players should pre-assign:

• light parties for stack mechanics
• south spread positions
• role group movement for Belone and Akanthai mechanics

Boss Behavior Profile

Hesperos uses layered mechanics built around:

• raidwide damage
• role-specific debuff passing
• tether intercepts
• elemental panel sequences
• towers
• movement puzzles
• knockbacks
• healing checks

The encounter heavily rewards clean assignments and punishes overlap errors immediately.

Mechanic Archive

Phase 1

Decollation

Unavoidable raidwide damage.

Player Response

• Mitigate and heal through.

Bloodrake

Hesperos targets either:

• all DPS
or
• all tanks and healers

The boss tethers to the selected role group, deals heavy damage, and stores their aether. This determines which players are responsible for later mechanics.

Aetheric Chlamys

The boss stores the aether absorbed by its blade in the cloak.

Afterward, Hesperos uses another Bloodrake, targeting another role group. This may be the same or opposite role group as before.

These two Bloodrake casts determine:

• who handles Role Call
• who handles tethers

Director’s Belone

Four random players receive Role Call.

Players whose aether was absorbed by the blade before Director’s Belone must not keep Role Call and must pass it to other players by touching them.

Passing Role Call grants Miscast, preventing that player from receiving it again during that debuff duration.

Inversive Chlamys

The boss releases poisoned aether through tethers.

The role group not stored in the cloak must intercept the tethers and move away, because the tether resolution deals heavy AoE damage (Cursed Casting) and kills players with Role Call.

This mechanic also applies Magic Vulnerability Up, so tether overlaps are lethal.

Standard Rule

• Role group not hit by the first Bloodrake handles the tethers
• Role group not hit by the second Bloodrake takes Role Call

Role Call resolves before the tether explosions.

Elegant Evisceration

Multi-hit tankbuster that applies Magic Vulnerability Up between hits.

Player Response

• Tank swap required
or
• one tank uses invulnerability

Setting the Scene

Hesperos places four elemental floor panels.

Each panel has a unique effect when activated.

Fire Panel

Both healers receive split-damage AoEs (Lava Mekhane).

Player Response

• Split into preassigned light parties
• each group takes one healer stack
• overlapping stacks are lethal due to vulnerability.

Water Panel

Strong knockback from the center (Well Mekhane).

Player Response

• stand close to center
or
• use knockback immunity

Thunder Panel

Proximity attack from the center (Levinstrike Mekhane).

Player Response

• move toward the arena walls to reduce damage

Poison Panel

All players drop point-blank AoEs (Acid Mekhane).

Player Response

• full spread
• avoid overlap

Panel Hazard Note

When a panel activates, standing in it deals heavy damage and inflicts Damage Down. Each panel also contains a center puddle that inflicts a strong damage-over-time debuff if touched.

The main tank should position Hesperos between the Fire and Thunder panels before Pinax begins.

Pinax

Two panels light up first, showing the first and second mechanics. Then the remaining two flash, showing the final two mechanics.

The first panel is always:

• Thunder
or
• Water

The second is always:

• Fire
or
• Poison

Players must resolve the full four-panel sequence in order.

Northerly / Easterly / Southerly / Westerly Shift

Hesperos teleports to the center and places a marker at a cardinal edge.

The boss always faces north.

Two variants:

Sword Glow

Massive cleave (Shifting Strike) that can only be avoided by standing directly next to the wall where the marker is.

Cloak Glow

Knockback from the teleport destination.

Player Response

• identify destination marker
• check sword or cloak
• move to correct wall or use knockback immunity

Bloodrake + Safe Panel Memory

After another Elegant Evisceration, the boss uses Bloodrake again and tethers to three panels.

The untethered panel will be the only safe panel for a later mechanic.

Players must remember it.

Vengeful Belone

Players receive role-assignment debuffs:

• Tanks / Healers → Acting DPS
• Two DPS → Acting Tank
• Two DPS → Acting Healer

These determine which orb each player must soak during the next mechanic.

Elemental Belone

All players receive Elemental Resistance Down.

Later, standing on the wrong panel will be fatal.

Belone Bursts

Orbs spawn with role markers showing who must take them.

Each orb must be soaked in pairs and applies Thrice-come Ruin in an AoE.

At three stacks players gain Doom and die.

Standard Resolution

Players group by their current Belone role assignment and spread to preassigned positions for easy orb identification.

Periaktoi

All panels erupt.

Players must stand in the previously untethered safe panel to survive.

Even the safe panel deals heavy damage and requires mitigation.

Belone Coils (First and Second Sets)

Four towers spawn in the center, each marked with either DPS or support restrictions.

At the same time the boss may use Inversive Chlamys and assign tethers to random players.

First Set

• role group not soaking towers handles tethers

Second Set

• another tower set resolves similarly, but without concurrent tethers

Afterward, Director’s Belone and Inversive Chlamys occur again, and players must remember which role group soaked each set of towers to determine who handles Role Call and who handles tethers.

End of Phase 1

After resolving the Belone mechanics, the boss uses:

• Decollation
• Elegant Evisceration
• another Setting the Scene / Pinax / Shift sequence
• three Decollations

Hesperos then becomes untargetable and begins a hard enrage Decollation.

The boss must be pushed below 50% HP before this point or the party wipes.

Phase 2

Reaching Phase 2 creates a checkpoint. Wiping here restarts from this phase unless the encounter is manually reset.

The arena changes from a square into a smaller circle.

Searing Stream

Raidwide damage ability.

Player Response

• Mitigate and heal.

Akanthai: Act 1

The boss previews several AoEs and towers, then replaces them with thorn markers.

Hesperos tethers thorns in sequence to show the order mechanics resolve.

Players must:

  1. move into safe zones between AoEs

  2. soak towers

  3. move to the next safe zones as the sequence continues

Nearsight / Farsight

Heavy tankbuster mechanic targeting either:

• the two closest players
or
• the two farthest players

Player Response

Tanks must identify which version is coming and reposition before the cast finishes.

Akanthai: Act 2

The boss again previews towers and AoEs, then uses Demigod Double.

Demigod Double

Double tankbuster requiring:

• both tanks to stack
or
• tank invulnerability usage

Then Hesperos assigns colored tether pairs.

Red Orb

Group soak AoE when broken. Deals much more damage if left to expire.

Purple Orb

Raidwide AoE when broken. Deals much more damage if left to expire.

Green Orb

Kills both tethered players if broken. Safe only if allowed to expire naturally.

Breaking or resolving tethers also applies Magic Vulnerability Up, so overlap is lethal.

The boss also uses Dark Design, dropping AoEs under all players.

This mechanic is resolved through a strict movement pattern that breaks the correct tethers in sequence while also covering towers and avoiding AoEs.

Ultimate Impulse

Heavy raidwide damage.

Player Response

• Mitigate and heal.

Akanthai: Act 3

The boss previews eight towers and a center knockback.

The sequence includes:

• first set of tower soaks
• knockback from center
Kothornos Kick on the farthest player
• close-range follow-up attacks on the nearest players
• second set of tower soaks
• another Kothornos Kick
• another Nearsight / Farsight

Kothornos Kick

Boss jumps to the farthest player, deals damage, applies vulnerability, and knocks away nearby players.

Correct baiting order is required so the kick lands away from the group and tower players are positioned correctly.

Heart Stake

Heavy attack on the top two players in enmity.

Applies a strong bleed effect.

Player Response

• tanks mitigate
• healers prepare strong single-target healing

Akanthai: Act 4

The boss previews four towers and four AoEs.

Players receive either:

• blue orb tether
or
• purple orb tether

Blue Orb

Point-blank AoE when broken.

Purple Orb

Raidwide AoE when broken.

Players rotate around the arena edge breaking tethers in a precise order while avoiding overlaps and surviving repeated Searing Stream and Ultimate Impulse casts.

Akanthai: Finale

The boss previews eight towers and additional thorn tethers.

Players receive small point-blank AoEs from extra thorns while Hesperos uses Fleeting Impulse.

Fleeting Impulse

Dark orbs strike players in sequence, determining which tower each player must soak.

Players must track:

• which orb number hit them
• which tower the boss tethers to in order

They then stand in the matching tower order.

This sequence is followed by:

• Nearsight / Farsight
• Searing Stream
• Demigod Double

Akanthai: Curtain Call

Each player is tethered to a thorn and receives a purple orb that causes a raidwide AoE when broken.

Timers on Thornpricked:

• 12s
• 22s
• 32s
• 42s

Each DPS shares a timer with one support player.

Standard Resolution

• DPS with a timer break first
• after vulnerability expires, paired tank or healer with the same timer breaks second

This staggers the raidwides so the party survives.

During this mechanic the boss also uses Hell’s Sting.

Hell’s Sting

Several conal AoEs fire outward, then the safe gaps explode second.

Players must:

  1. move out of the first cones

  2. step back into the original area to avoid the second hit

Getting hit causes Damage Down.

After all tethers break, the boss uses Ultimate Impulse, then the Curtain Call sequence repeats once more.

Enrage

The final cast is a slow Ultimate Impulse.

The boss must be defeated before the cast finishes or the party wipes and returns to the start of Phase 2.

Mechanic Sequence Pattern

Bloodrake / Belone Setup

Role Call + Tether Resolution

Tankbuster

Setting the Scene + Pinax

Shift Mechanic

Belone Bursts + Periaktoi

Belone Coils Sequence

Phase 1 Push Check

Searing Stream

Akanthai Acts 1–4

Finale

Curtain Call

Repeat + Enrage

This encounter emphasizes memory, role assignments, tower priority, tether management, and phase discipline.

Role Pressure Analysis

Tanks

Tanks are under constant pressure from repeated tankbusters, Nearsight / Farsight positioning, tower responsibilities, and Belone / tether assignments.

Healers

Healers must handle repeated raidwide damage, Curtain Call healing windows, and large recovery demands after vulnerability-heavy mechanics.

DPS

DPS must execute strict movement patterns, role substitutions during Vengeful Belone, and accurate tower / orb assignments without dropping mechanics.

Failure Points

Common wipe causes include:

• incorrect Role Call passing
• wrong players intercepting Chlamys tethers
• standing on the wrong panel during Periaktoi
• misidentifying tower soak order in Akanthai sequences
• improper tether breaks in Act 2 or Act 4
• missed Curtain Call timing
• failing to heal to survive repeated Ultimate Impulse casts.

Difficulty Profile

Category Rating
Mechanical Complexity Very High
Movement Requirement High
Coordination Requirement Very High
Punishment Severity Very High

Hesperos (Savage) is the most coordination-heavy encounter in the Asphodelos tier and one of the most structured fight choreography checks in Endwalker raiding.

Related Encounters

Order Boss Normal Guide Savage Guide
1 Erichthonios P1N Guide P1S Guide
2 Hippokampos P2N Guide P2S Guide
3 Phoinix P3N Guide P3S Guide
4 Hesperos P4N Guide P4S Guide

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