A10S – Lamebrix Strikebocks Guide | FFXIV Alexander Creator Savage

Duty Information

Expansion: Heavensward

Series: Alexander

Tier: Alexander: The Creator

Encounter: Alexander: The Breath of the Creator (Savage)

Players: 8 Players (2 Tanks, 2 Healer, 4 DPS)

Duty Finder Type: Raid (Savage)

Level: 60

Item Level: 250

Unlock Requirement: Who Lives, Who Dies, Who Retells Your Story

Encounter Overview

A10S – Lamebrix Strikebocks is the Savage version of the second encounter in Alexander: The Creator. This fight expands heavily on the normal version by introducing layered charge mechanics, stricter trap interactions, and multiple overlapping movement checks that require fast recognition and clean execution.

The core of the fight revolves around reacting to charge indicators, managing arena traps, and handling add phases under pressure. Each phase builds on the last, forcing players to resolve familiar mechanics in more complex combinations while maintaining strong positioning discipline.

If you want to compare this fight against the rest of the tier, see the FFXIV Raid Rankings.

Arena Overview

The arena contains three trap buttons aligned north, center, and south. The outer edge is covered by an electric field that applies Stun, Paralysis, and a lethal Electrocution damage-over-time effect. Players should never step into this area.

Each button activates a different trap mechanic, which can be triggered by either the boss or players. Understanding trap timing and positioning is critical, as many mechanics require precise movement relative to these hazards.

Boss Mechanics

Core Mechanics (All Phases)

Trap System:

  • North Trap (Ice Turrets): Turrets fire along both edges of the arena. Players must move to the center to avoid them.
  • Middle Trap (Wrecking Balls): Two large wrecking balls slam into the center. Safe zones exist slightly off-center, requiring careful positioning.
  • South Trap (Spikes): Spikes immobilize players for several seconds and apply a Bleeding debuff. Movement must be planned before this resolves.

Charge Mechanics: The boss performs charge sequences indicated by visual markers. These can occur as single, double, or triple sequences and must be resolved in order.

  • Critical Wrath (Spread): Blue/white indicator. Players must spread out.
  • Bomb Toss (Stack): Orange indicator. Stack together to share damage.
  • Gobswipe Conklops (Donut): Green indicator. Move close to the boss.
  • Gobspin Whooshdrops (Point-Blank): Red indicator. Move away from the boss.

Phase 1

Goblin Rush / Gobrush Rush Gob: Multi-hit tank attacks. Tanks should mitigate and healers should be ready for sustained damage.

Gobsway Rumblerocks: Heavy raid-wide damage. Mitigate and heal through it.

Single Charge: Resolve based on indicator (in or out).

Trap Activation: The boss jumps to the spike trap first, immobilizing players. A follow-up charge will occur while players are locked in place, so correct pre-positioning is required.

Gobslash Slicetops: The main tank receives a Prey tether and will be targeted by a line attack. The off-tank should provoke, or the main tank should use an invulnerability. No other players should be in front of the boss.

Phase 2

Ice Trap + Discharge: The boss forces players to the edge with AoEs, then activates the ice turrets. Players must quickly move from edge to center to avoid both effects.

Gobsnick Leghops (Extreme Caution): Players are debuffed and must stop attacking completely, including auto-attacks. Any damage dealt during this period results in instant death. Players should sheath weapons to avoid accidental hits.

Clone Add: A clone spawns and must be separated from the boss to prevent a Damage Up tether. The clone casts a large AoE with a safe zone behind it. Kill it quickly.

Wrecking Ball Trap + Discharge: Players are forced under the wrecking ball landing zones, then must move out before AoEs resolve. This requires precise timing.

Double Charge: Two charge mechanics in sequence with random order. Players must identify and resolve each correctly.

Phase 3

GobPressR-VI (Steamroller Add): The boss becomes untargetable and spawns a steamroller add. It advances across the arena, killing any player it hits. The party must kill it before running out of space.

Brighteyes: Healers are marked and drop fire puddles, gaining Magic Vulnerability Up. They must pass the mechanic to other players to avoid being hit repeatedly.

Illuminati Handcannon: Targeted AoEs that must be avoided.

Gobsway Rumblerocks: Continued raid-wide damage during this phase increases healing pressure significantly.

Once the add is defeated, the boss becomes targetable again.

Phase 4

Triple Charge: Three mechanics in sequence. Two common patterns:

  • Out → Spread → In
  • In → Out → Stack

Players must read and execute each step correctly.

Clone Repeat: Another clone spawns and must be separated and defeated quickly.

Gobspin Zoomdrops: The boss tethers to a player and spins forward. The main tank should take the tether and guide the boss toward the edge where the ice turret trap can interrupt the attack.

Gobsplice Mooncrops: Knockback attack that will push players into the electric field. Players must activate the spike trap to become immune to the knockback.

Chainsaws: At 30%, saws move across the arena, dividing it into sections. Players must stand in safe gaps between them to avoid damage and knockback.

Illuminati Handcannon + Brighteyes: Continue dodging AoEs while passing debuffs correctly.

Trap Combos: Ice turrets and wrecking balls are activated in sequence and must be handled cleanly.

Add Phase: Three adds spawn (1 Hedgeknight, 2 Goblin of Fortune) with heavy Vulnerability Down. Players must use the wrecking ball trap to remove this buff before killing them. These adds will enrage and wipe the raid if not killed quickly.

Final Pattern: Chainsaws return, followed by another triple charge sequence. The phase repeats until the boss is defeated or enrages.

Encounter Flow

Phase 1: Learn trap timing and resolve single charge mechanics while handling tankbusters and immobilization.

Phase 2: Introduce Extreme Caution, clone adds, and overlapping trap mechanics with tighter movement requirements.

Phase 3: Transition into a full add phase with the steamroller, requiring movement coordination and sustained healing.

Phase 4: Combine all mechanics with triple charge sequences, trap interactions, chainsaws, and a final add phase.

Final Burn: Repeat mechanics under pressure until the boss is defeated before enrage.

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