ffxiv e6 ifrit & garuda shadowbringers

E6S Ifrit & Garuda Raid Guide – Eden’s Verse: Furor (Savage)

Duty Information

Expansion: Shadowbringers Raid Archive

Series: Eden Raid

Tier: Eden’s Verse

Encounter: E6S – Ifrit & Garuda

Players: 8 (Tank / Tank / Healer / Healer / DPS / DPS / DPS / DPS)

Duty Finder Type: Raid (Savage)

Level: 80

Item Level: 475

Unlock Requirement: Talk to Lewrey after completing Life Finds a Way

Encounter Overview

Eden’s Verse: Furor (Savage) is the second Savage encounter of the Eden’s Verse raid tier. The fight begins by isolating Garuda and Ifrit into separate phases, then combines both primals before transitioning into their fused form, Raktapaksa. Compared to the normal encounter, Savage adds much tighter tether handling, more punishing overlap patterns, and several mechanics that require consistent partner assignments.

The arena is circular with a lethal outer edge, so knockback control and spacing discipline matter throughout the fight. Most successful groups keep Garuda and later Raktapaksa near the center to preserve movement space and make mechanic reads more consistent.

Arena Overview

The encounter takes place on a circular arena with an instant-death outer boundary. Many mechanics either force players toward the edge or require them to spread around the boss at cardinals and intercardinals, so central boss positioning is important.

During Garuda’s phase, Vacuum Slice temporarily divides the arena in half with a lethal line that cannot be crossed. Later phases introduce repeated safe-spot checks around the outer edge, center-safe checks beneath the boss, and chain-based movement constraints that punish players who drift too far apart.

Mechanic Archive

Superstorm

Garuda’s raidwide damage ability.

Response:
• mitigate and heal through it
• keep the boss centered so the group can move cleanly into the next pattern.

Occluded Front

Garuda spawns wind-orbs around the edge of the arena that later fire line attacks. At the same time, she tethers to all four DPS and prepares large conal attacks toward them.

Response:
• tethered DPS spread to assigned intercardinal spots around Garuda
• everyone else plays close enough to their assigned partner without crossing another cone line
• most groups solve this by intentionally letting each cone hit only its tethered player and their assigned partner.

Storm of Fury

A large point-blank AoE under Garuda that resolves during Occluded Front.

Response:
• everyone moves just outside Garuda’s hitbox
• tethered players should squeeze into their assigned spaces between the hitbox edge and the orb lines.

Aerial Stack

Blue-white circles appear on marked players. Each marked player must stack with at least one unmarked player or they are launched and killed.

Response:
• use fixed partner assignments
• in phase one, tanks and healers should already know which DPS they are helping
• after the stack resolves, move out of the dropped floor AoEs quickly.

Ferostorm

Garuda summons wind blades that later fire giant cone AoEs in the directions they face.

Response:
• identify blade facing early
• spread so no one is trapped by overlap from another mechanic
• do not over-adjust into the edge of the arena.

Central Knockback

A large blue circle appears in the center and knocks all players away.

Response:
• move as close to the circle as possible without standing inside it
• stacked Aerial Stack pairs should remain together for the knockback
• knockback immunity can simplify the mechanic, but partner spacing still matters.

Vacuum Slice

Garuda cuts the arena in half with a persistent lethal line.

Response:
• split into preassigned light parties, one on each side
• once the line is active, treat each half as its own mini-arena and do not drift toward the divide.

Occluded Front (Divided Arena)

Garuda repeats the wind-orb/tether pattern while the arena is split. Each side gets one of two orb layouts and an inward knockback toward the Vacuum Slice line.

Response:
• each tethered DPS stacks with their assigned partner in the correct safe pocket for that orb pattern
• let the knockback carry the pair inward together without touching the divide
• once pushed, immediately move away from the orbs before their point-blank explosions.

Ifrit Arrival

Garuda leaves a proximity marker before Ifrit crashes into the arena.

Response:
• move away from the impact point
• stabilize quickly because Ifrit’s phase begins immediately.

Hands of Flame

Ifrit tethers to the main tank and performs a double punch that applies Light Headed and drops an Eruption at the target’s feet.

Response:
• tanks swap after the hit so the debuffed tank can recover
• the struck tank moves cleanly so the follow-up Eruption does not clip the group.

Eruption

Large floor AoEs appear beneath targeted players.

Response:
• drop them away from the group
• keep movement short and controlled so later safe spots remain open.

Instant Incineration

A heavy tankbuster marked by a red indicator that also applies Light Headed.

Response:
• targeted tank mitigates heavily
• avoid taking this while already holding Light Headed unless using a deliberate invulnerability plan.

Meteor Strike

Ifrit targets the main tank’s previous location with a large AoE tankbuster.

Response:
• once the cast begins, everyone—including the tank—moves away from the original target location
• tanks should avoid dragging the boss unpredictably while doing this.

Inferno Howl

Ifrit’s raidwide AoE.

Response:
• heal and reset before the next tether sequence.

Hands of Hell

Ifrit places four shareable tethers on one player. Anyone holding more than one when they resolve takes extreme damage and is concussed because Light Headed is also applied.

Response:
• use preassigned tether groups
• phase 2 first set usually goes to both healers and two DPS so tanks can clear earlier Light Headed stacks
• spread the tether holders so the follow-up Eruptions do not overlap.

Strike Spark

Orbs of flame surround the arena, then four clones appear and kick selected orbs away, creating one safe spot. At the same time, the raid drops Eruptions under itself.

Response:
• stack center while identifying the future safe spot
• drop Eruptions together first
• then move as a unit into the single safe area once it opens.

Hated of the Vortex / Hated of the Embers

During the dual-primal phase, players are marked based on proximity to Garuda or Ifrit and can only target one of the two bosses.

Response:
• intentionally split the raid so one tank, one healer, and two DPS go to each primal
• this keeps target assignments clean and prevents confusion during overlaps.

Occluded Front + Hands of Flame

Garuda spawns wind-orbs while Ifrit simultaneously uses Hands of Flame, Instant Incineration, and Meteor Strike.

Response:
• the tank on Ifrit should intentionally have their tether cut by the wind-orb line so Ifrit dashes to a random player first
• this prevents the tank from stacking Light Headed before taking the later Incineration/Meteor sequence
• the rest of the group must still respect the orb lines and move away from Meteor Strike.

Occluded Front + Hot Foot

Garuda’s wind-orb knockback sequence overlaps with Ifrit kicking one orb out of position and the raid baiting Eruptions.

Response:
• stack away from the Vacuum Slice line to bait the Eruptions safely
• identify the new safe pocket created by Hot Foot
• move there only after the Eruption drops, then take the knockback without touching the divide.

Raktapaksa Transition

Garuda and Ifrit fuse into Raktapaksa, dealing heavy raidwide damage.

Response:
• mitigate and heal the transition hit
• re-center the fused boss quickly for the final phase.

Hands of Hell (Raktapaksa)

Raktapaksa repeats the shareable tether mechanic, but tethered players also drop Eruptions and are targeted by large line attacks. The arena then fills with lines, leaving only a safe pocket under the boss.

Response:
• first set usually goes to tanks and healers so DPS can maintain uptime
• second set usually goes to DPS so tanks and healers avoid repeated Light Headed stacks
• tethered players should form a wide semi-circle on one side of the boss so the Eruptions do not cover the eventual center safe spot.

Aerial Stack + Ferostorm

Tanks and healers receive Aerial Stack while Ferostorm follows shortly after.

Response:
• use the same fixed pairs from Garuda phase
• resolve the stacks at cardinals/intercardinals around the boss, then move immediately to avoid both the dropped AoEs and the incoming Ferostorm cones.

Strike Spark + Hands of Flame

Raktapaksa repeats the orb-kick safe-spot mechanic while also tethering the main tank with Hands of Flame and creating side AoEs, leaving a narrow center lane.

Response:
• resolve the orb safe spot first, then move down the center lane after Hands of Flame hits
• tanks either invuln the follow-up or swap cleanly so Light Headed does not cause a concussion on the next hit.

Conflag Strike

The arena is covered in fire except for two safe spots east and west. Tanks and healers are chained together, and DPS are chained together. Breaking a chain is usually fatal.

Response:
• stack as a raid first and move together into one safe side
• stay aware of chain distance at all times, especially when later mechanics force groups to separate.

Blaze Tornadoes

Two tornadoes spawn north and south. Each fires repeated cone AoEs toward the nearest player. At the same time, wind-orbs target the furthest players with repeated line shots.

Response:
• tanks and their chained healers each claim one tornado and bait its cones out of the arena
• chained DPS stay near the center and bait the wind-orb lines, then sidestep together between shots without snapping their chains.

Aerial Stack + Donut AoE

Aerial Stack returns while the boss also creates a massive donut, leaving only a small safe circle in the center.

Response:
• marked players stack with their chained partner on the edge of the center safe circle
• spread those pairs around the boss so the dropped AoEs do not overlap.

Storm of Fury + Occluded Front + Aerial Stack

Raktapaksa combines the Garuda tether-cone pattern, a point-blank AoE, wind-orb lines, and Aerial Stack markers.

Response:
• tethered players spread to assigned intercardinal positions with their chain/stack partner
• everyone else stays clear of the cone paths
• the goal is to let each cone hit only the intended pair while preserving chain integrity.

Ferostorm x2

Raktapaksa uses Ferostorm twice in succession.

Response:
• do not overcommit to the first dodge
• reset your camera and identify the second blade orientation immediately.

Central Knockback (Raktapaksa)

The boss knocks the raid away from center near the end of the fight.

Response:
• move in tightly or use knockback immunity
• preserve enough healing so the raid survives the immediate follow-up pressure.

Conflag Strike Enrage

Raktapaksa moves to one end of the arena and begins a lethal Conflag Strike cast with no safe zone.

Response:
• this is the hard enrage burn
• commit everything and kill the boss before the cast finishes.

Encounter Flow

The encounter opens with Garuda, who teaches the raid the core partner structure that carries through the rest of the fight. Players learn how to handle tethered cone attacks, split stacks, knockbacks, and the divided-arena version of Occluded Front while keeping Garuda near the middle for cleaner spacing.

Phase two shifts to Ifrit, whose mechanics revolve around Light Headed management, tank swaps, shareable tethers, and safe-spot creation during Strike Spark. This phase is primarily about avoiding overlap between uppercuts, Eruptions, and follow-up tank mechanics.

In the dual-primal phase, Garuda and Ifrit begin layering their signatures together. The raid intentionally splits by boss assignment, then resolves knockbacks, orb patterns, tank combos, and arena splits under much tighter time pressure than before.

The final phase against Raktapaksa is the true execution test. It combines repeated tether sets, center-safe checks, chain movement, tornado baiting, paired stack resolution, and precise safe-spot movement during Conflag Strike. Once these major combinations have been shown, the fight loops into a final knockback and then a hard enrage.

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