The Dancing Plague (Extreme)

Duty Information
Expansion: Shadowbringers
Encounter: The Dancing Plague (Extreme)
Players: 8 (Tank / Tank / Healer / Healer / DPS / DPS / DPS / DPS)
Duty Finder Type: Trial
Level: 80
Item Level: 430
Unlock Requirement: Minstrel from Another Mother
Encounter Overview
The Dancing Plague (Extreme) is a multi-phase encounter against Titania that emphasizes layered mechanic execution, tether control, and structured positioning across repeated pattern combinations. The fight progressively builds complexity by introducing mechanics individually, then stacking them into increasingly demanding overlaps.
The encounter is defined by strict positioning discipline and coordinated role movement, particularly during tether mechanics, rune combinations, and the add phases. Failure to execute cleanly often results in cascading deaths rather than isolated mistakes.
For broader encounter context, see the FFXIV Trial Rankings.
Arena Overview
The arena is a circular platform with no environmental hazards during the main phases, but becomes heavily constrained during mechanic overlaps. Safe positioning is determined dynamically by rune patterns, tether assignments, and add positioning rather than fixed terrain.
During the add phase, spatial awareness becomes critical as knockbacks, line attacks, and tether breaks all compete for positioning priority within a limited space.
Mechanic Archive
Bright Sabbath
Unavoidable raidwide damage used frequently throughout the encounter and as the enrage. Healers should treat repeated casts as pressure windows and stabilize quickly before incoming mechanics.
Phantom Rune
A core positional check that alternates between a point-blank AoE (move out) and donut AoE (move in). The visual cue determines the outcome—wings spread indicates “out,” while staff spinning indicates “in.” Later phases randomize this, so players must react rather than memorize.
Divination Rune
A frontal cone tankbuster. Tanks should face Titania away from the group, and the party should avoid drifting into frontal space during repositioning-heavy mechanics.
Chain of Brambles
Tethers players together that must be broken by stretching apart. The cleanest execution is pre-assigned directions (e.g., tanks/healers north, DPS south). Breaking early prevents movement conflicts during overlapping mechanics.
Mist Rune
Spawns 8 puddles that must each be occupied. Assign fixed positions before pull to avoid confusion. Standing in puddles also prepares the group for Flame Rune.
Flame Rune
Stack markers placed on healers that require two separate groups. Each group should stack in puddles to gain fire resistance. Never double-stack both markers—split cleanly into two teams.
Thunder Rune
A tether that deals repeated hits with resistance down. The safest method is passing the tether between players one hit at a time, or assigning an invuln tank to soak multiple hits. Always move the tether away from the group to avoid splash overlap.
Fae Light
Triple tankbuster sequence. Tanks can swap or use invulnerability cooldowns. This often overlaps with other mechanics, so positioning must remain controlled.
Growth Rune
Creates expanding brambles in cross patterns, leaving small triangular safe zones. Players must quickly identify and move into safe spaces while also resolving tethers.
Frost Rune
Sequential circular AoEs that resolve in order. Start in late-spawning circles, then rotate inward as earlier ones resolve. Movement discipline is key to avoid clipping multiple hits.
Uplift
Spread markers on all players. Maintain clean spacing without drifting into unsafe zones or overlapping mechanics.
Add Phase – Mustardseed, Puck, Peaseblossom
The encounter’s primary DPS and coordination check. Mustardseed must die first to prevent enrage, while tanks split Puck and Peaseblossom. Proper kill order and positioning reduce incoming damage and chaos.
Puck’s Rebuke
A central knockback with lethal center zone and additional line AoEs. Players must position near the edge of the knockback circle without entering it, while also breaking tethers safely. This is one of the most wipe-prone mechanics.
Encounter Flow
Phase 1 – Introduction
The fight begins with Bright Sabbath followed by structured Phantom Rune patterns (circle then donut). Players are introduced to puddle assignments via Mist Rune, then immediately tested with split stacks in Flame Rune.
The phase ends with Divination Rune and Chain of Brambles, reinforcing positioning discipline before transitioning.
Phase 2 – Mechanic Expansion
New mechanics are layered in, starting with Thunder Rune tether passing and Fae Light tank pressure. Growth Rune introduces constrained movement while still requiring tether breaks.
This phase tests the group’s ability to resolve multiple mechanics simultaneously rather than individually, especially when movement, tank positioning, and tether breaks overlap.
Phase 3 – Add Phase
The encounter shifts into a coordinated DPS check with three adds. The priority is:
- Kill Mustardseed first (prevents wipe)
- Manage Puck and Peaseblossom with tanks
After the initial kill, the adds return in stronger forms with overlapping mechanics. Puck’s Rebuke becomes the defining challenge—players must combine knockback positioning, tether breaking, and AoE avoidance simultaneously.
This phase is where most groups fail due to positioning breakdown rather than raw damage.
Phase 4 – Final Loop
The final phase combines all previously learned mechanics into repeating sequences. Common overlaps include:
- Mist Rune + Phantom Rune
- Flame Rune + Growth Rune
- Thunder Rune + Spread mechanics
- Chain of Brambles during movement checks
The fight becomes a consistency check—nothing new is introduced, but execution windows tighten. Clean positioning, fast tether breaks, and correct rune reads are what carry the group to a kill before enrage.