FFXIV Themis Endwalker

P11S Themis Raid Guide – Pandaemonium Anabaseios (Savage)

Expansion: Endwalker
Raid Series: Pandaemonium
Raid Tier: Anabaseios
Encounter: P11S – Themis
Players: 8 (Tank / Tank / Healer / Healer / DPS / DPS / DPS / DPS)
Duty Finder Type: Raid (Savage)

Unlock Requirement: Complete P11N Themis
See the full list here → All FFXIV Raid Unlock Requirements

← Back to Pandaemonium Anabaseios Raid Tier

Encounter Overview

Themis (Savage) is the third encounter of Pandaemonium: Anabaseios (Savage).

The fight expands the Normal version’s light-and-dark theme into a much more demanding coordination check built around paired assignments, light parties, clock spots, and repeated color-based positioning rules.

Key mechanics include:

• light and dark follow-up effects
• partner and light party stack swaps
• panel and orb safe-zone patterns
• clone-based ruling mechanics
• tether management during Dark and Light
• repeated multi-hit stack pressure from Styx

The encounter demands extremely clean movement because most mistakes apply Damage Down, and several later mechanics become much harder to recover once even a single player falls behind.

Arena Overview

The arena is a circular platform surrounded by a blue lethal border.

Touching the edge instantly kills a player.

The floor contains:

• diagonal reference lines
• inner cardinal/intercardinal diamonds
• outer cardinal/intercardinal diamonds

These markings are heavily used for positioning during several mechanics.

Before the pull, groups typically assign:

• clock spots
• light parties
• partner pairs (1 DPS + 1 support)

Mechanic Archive

Eunomia

Heavy raidwide magical damage that inflicts Bleeding.

Response

• mitigate and heal.

Dike

Heavy tankbusters targeting the top two enmity players.

One tank receives Dark Resistance Down.
The other receives Light Resistance Down.

The attack repeats, forcing a swap or heavy cooldown usage.

Response

• tanks swap or invuln appropriately
• healers prepare for high follow-up damage.

Basic Mechanics

Jury Overruling

All players are hit by line AoEs and must start in clock positions.

The follow-up depends on the boss’s element.

Light

• players leave behind circular AoEs
• both healers receive split-damage stack hits

Response

• spread to clocks
• dodge the circles
• regroup in light parties.

Dark

• players leave behind donut AoEs
• all DPS receive pair-based split damage

Response

• spread to clocks
• dodge the donuts
• regroup with assigned partners.

Upheld Overruling

The boss tethers to a player and jumps, with the follow-up depending on its element.

Light

• tethers a random non-tank
• resolves as a large shared stack
• followed by a point-blank AoE
• then healer light-party stacks

Response

• stack center for the tether hit
• move out to max melee
• resolve in light parties.

Dark

• tethers a random tank
• resolves as a tankbuster with knockback/lethality to others
• followed by a donut AoE
• then DPS pair stacks

Response

• targeted tank stays centered and mitigates
• party stays out
• then move in and resolve with partners.

Divisive Overruling

Large line AoE through the direction the boss is facing.

The follow-up depends on the boss’s element.

Light

• a wider line AoE resolves
• both healers receive split damage

Response

• dodge the line
• stay out at max melee
• resolve in light parties.

Dark

• the original safe side is later struck by follow-up lines
• all DPS receive pair-based split damage

Response

• dodge into the original line AoE
• stack with partners.

Styx

Multi-hit stack damage on a random player.

The hit count increases each time the mechanic returns.

Response

• stack and heavily mitigate.

Arcane Revelation

The boss imbues Light or Dark and summons panel formations on adjacent cardinals.

Only one panel color will fire, based on the boss element.

Response

• identify which color is active
• move to the safe side
• split into light parties.

Dismissal Overruling

Untelegraphed knockback from center.

The follow-up depends on the boss’s element.

Dark

• move in after knockback
• resolve with partners.

Light

• stay out after knockback
• resolve in light parties.

Knockback immunity works here.

Response

• preposition for panel dodges
• immune the knockback if preferred
• resolve the correct stack pattern afterward.

Shadowed Messengers

Shadowed Messengers

Two Illusory Themis clones spawn on adjacent intercardinals.

One clone is Light.
One clone is Dark.

Each uses Divisive Ruling, functioning like Divisive Overruling without the extra stack mechanic.

Response

• split into light parties on safe cardinals
• dodge into the correct line based on clone colors.

Follow-up Upheld Ruling Clones

Two more clones spawn.

The Light clone tethers a random non-tank.
The Dark clone tethers a random tank.

Response

• party stacks center for the light hit
• tethered tank moves out and mitigates
• after the hit, party rotates to the tank position to avoid the point-blank and donut follow-ups.

Jury Overruling

Used immediately after the clone sequence.

Response

• quickly reset to clocks
• resolve based on Light or Dark.

Styx

Returns with 6 hits.

Response

• stack and mitigate.

Lightstream

Three Arcane Cylinder adds spawn around the arena.

Each telegraphs a rotating line AoE.

Two rotate one direction.
One rotates the opposite direction.

The odd-direction add determines the safe sixth of the arena.

Response

• identify the odd add
• move to the corresponding safe wedge
• split light parties left/right relative to the boss
• resolve Divisive Overruling from there.

Upheld Overruling

Returns again after Lightstream.

Response

• resolve exactly as before based on Light or Dark.

Dark and Light

Dark and Light

Supports tether to DPS with:

• dark tether
• light tether
• double-color tether

Players also receive either Dark’s Discord or Light’s Discord.

To neutralize the debuffs:

• single-color tethers must be stretched
• double-color tethers must be kept close

If handled correctly, players gain Dark’s Accord or Light’s Accord.

Failure causes heavy damage-over-time and Polarizing.

Broken tethers cause Katakrisis, which is effectively a wipe.

Response

• identify tether type immediately
• adjust distance with your partner
• maintain correct length while continuing to resolve mechanics.

Arcane Revelation

Returns with orb explosions instead of panel-only safe spots.

The boss element determines which colored orbs explode.

Response

• move to the opposite color orb
• keep tether distances correct.

Jury Overruling

Resolved while maintaining tethers.

Response

• spread to clocks
• regroup in light parties or partners while keeping tether condition satisfied.

Divisive Overruling

Resolved while maintaining tethers.

Response

• dodge correctly
• keep the tether at the proper distance.

Emissary’s Will

Removes the tethers and instantly kills anyone still carrying Polarizing.

Response

• ensure Discord was corrected in time.

Styx

Returns with 7 hits.

Response

• heavily mitigate.

Dike

Tankbusters return.

Response

• swap and stabilize.

Dark Current

Three rotating circular AoEs spawn either north-south or east-west.

At the same time all players receive Blinding Light spread markers.

Response

• split in light parties
• spread while rotating with the safe space.

Jury Overruling

Upheld Overruling

Divisive Overruling

Eunomia

These return in sequence.

Response

• resolve using the same established Light/Dark rules.

Letter of the Law

Letter of the Law

This is a major layered mechanic sequence.

It combines:

• orb and panel safe spots
• intercardinal two-person towers
• clone tethers
• Divisive clone dodges
• knockback resolution
• stack type changes based on boss element

Twofold Revelation

Summons both the orb pattern and panel pattern.

The boss element determines the single safe color.

Response

• identify the safe color immediately
• move to the correct orb side.

Heart of Judgment

Four two-person towers spawn on the intercardinals.

Each must be soaked by exactly two players.

Missing towers deals heavy raidwide damage and multiple misses wipe the raid.

Response

• move to pre-assigned tower pairs after resolving the add hits.

Upheld Ruling Clones

A Light clone tethers a non-tank.
A Dark clone tethers a tank.

Response

• party stacks for the light tether
• tank mitigates the dark tether
• then group rotates to avoid the follow-up donut and point-blank AoEs.

Divisive Ruling Clones

Two more clones appear and cast line mechanics similar to Shadowed Messengers.

Response

• split into east/west light parties
• dodge through the correct lane.

Dismissal Overruling

The boss follows with the knockback mechanic.

Response

• use knockback immunity
• then resolve partners if Dark or light parties if Light.

Styx

Returns with 8 hits.

Response

• heavily mitigate.

Final Phases

The remaining fight repeats earlier mechanics with tighter timing and less room for error.

Recurring sequences include:

• Lightstream into Divisive Overruling
• Dike
• Jury Overruling
• Eunomia

Execution becomes the real challenge here, since earlier failures usually leave the party too weak to survive later Styx or healing checks.

Enrage

Ultimate Verdict

Hard enrage cast.

If Themis finishes this cast, the party wipes.

Related Encounters

Order Boss Normal Guide Savage Guide
1 Kokytos P9N Guide P9S Guide
2 Pandaemonium P10N Guide P10S Guide
3 Themis P11N Guide P11S Guide
4 Athena P12N Guide P12S Guide

← Back to Pandaemonium Anabaseios
← Back to Endwalker Raid Archive
← Back to FFXIV Raid Archive

 

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