The Dying Gasp Guide – Hades Trial (FFXIV)

ffxiv the dying grasp shadowbringers

Duty Information

Expansion: Shadowbringers

Encounter: The Dying Grasp

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

Duty Finder Type: Trial

Level: 80

Unlock Requirement: The Shadowbringers

Encounter Overview

The Dying Gasp is a level 80 trial featuring Hades (Emet-Selch), set within the ruins of Amaurot. The encounter unfolds across multiple phases, introducing increasingly complex mechanics, culminating in a high-pressure finale.

The fight emphasizes spatial awareness, pattern recognition, and coordinated add control. Early phases are forgiving, but later phases punish poor positioning and slow reactions heavily.

Arena Overview

The fight takes place in a circular arena. During Phase 1, a railing prevents players from falling. This protection is removed in later phases, making positioning near the edge dangerous.

While there are limited knockbacks early on, later mechanics and movement requirements can lead to accidental falls if positioning is sloppy.

Mechanic Archive

Ravenous Assault

A heavy tankbuster targeting the main tank. Mitigation is required.

Bad Faith

Creates a dividing wall with directional spikes. Players must stand on the correct side to avoid incoming line attacks.

Double

Buff that causes the next mechanic (Dark Eruption or Shadowspread) to occur twice. Be ready for follow-up movement.

Dark Eruption

Targets multiple players with AoE markers. Spread to avoid overlap. If doubled, players must reposition immediately after the first explosion.

Shadowspread

Multiple cone AoEs across the arena. If doubled, safe zones shift—players must sidestep quickly after the first set resolves.

Broken Faith

Falling AoE circles that detonate in sequence. Avoid early explosions, then move into cleared safe zones.

Ancient Dark IV

Raidwide damage following the add phase. Mitigate and heal through it.

Titanomachy

Frequent raidwide damage in Phase 2. Sustained healing is required.

Shadowstream

A central line AoE. Move to the sides when the cast animation appears.

Echoes of the Lost

Hades raises an arm and swipes across the arena. Players must identify the safe side and move behind the arm.

Polydegmon’s Predation

Inverted line AoE—only the center is safe. Move quickly into the middle lane.

Hellborn Yawp

Earthshaker-style cones on tanks. Tanks must position to create safe space for the party.

Captivity

Players are trapped and must be freed by destroying their prison. Failure results in instant death.

Dual Strike

Mixed spread mechanics requiring players to separate properly to avoid overlapping damage.

Doom

All players receive Doom. Must stand in designated circles to cleanse it before expiration.

Wall of the Lost

Knockback from center. Position carefully to avoid being pushed off the arena.

Life in Captivity

Leads into an Active Time Maneuver. Players must mash inputs to survive or be instantly KO’d.

The Dark Devours

Repeated raidwide damage during the final phase. Arena space shrinks over time.

Black Cauldron (Enrage)

Final wipe mechanic if Hades is not defeated in time.

Encounter Flow

Phase 1

The fight opens with straightforward mechanics such as Ravenous Assault, Dark Eruption, and Shadowspread. Players learn to manage spread positioning and directional dodging.

Mechanics begin to overlap with Double, requiring quick repositioning and awareness. Broken Faith introduces movement sequencing as players rotate through safe zones.

Add Phase

Hades becomes untargetable and summons waves of adds. The party must defeat them before the gauge fills, or the group wipes.

During this phase, players handle simultaneous spread and stack mechanics. Efficient add clearing is critical to survival.

Phase 2

Hades transforms and the arena loses its safety rail. From this point onward, positioning mistakes can result in falling deaths.

Mechanics become more punishing, including Echoes of the Lost, Shadowstream, and Hellborn Yawp. Players must quickly identify safe zones while maintaining proper spacing.

Additional pressure comes from Captivity and Doom, requiring strong group coordination to resolve.

Finale

The fight transitions into a final sequence with Life in Captivity and an Active Time Maneuver. Success allows players to continue; failure results in instant death.

Hades then begins casting The Dark Devours, shrinking available space and increasing pressure until the enrage Black Cauldron.

This final phase is a pure DPS and execution check—clean movement and consistent damage output are required to secure the kill.

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