A12S – Alexander Prime Guide | FFXIV Alexander Creator Savage

Duty Information

Expansion: Heavensward

Series: Alexander

Tier: Alexander: The Creator

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

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

Duty Finder Type: Raid (Savage)

Level: 60

Item Level: 255

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

Encounter Overview

A12S – Alexander Prime is the final Savage encounter of Alexander: The Creator and one of the most mechanically dense fights in Heavensward. The encounter is structured across multiple phases that progressively layer time-based mechanics, add control, debuff resolution, and strict positioning requirements.

This fight heavily punishes mistakes, especially during Temporal Stasis and Inception sequences where players must resolve assigned mechanics correctly while pre-positioning for incoming attacks. Clean execution, awareness, and coordination are required throughout to avoid wipe conditions.

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

Arena Overview

The arena is a circular platform that changes function across phases. Later phases introduce crystals, time gates, and overlapping AoE zones that restrict movement. Proper placement of mechanics, especially crystals and puddles, is critical to maintaining safe space for the raid.

Boss Mechanics

Phase 1

Divine Spear: A frontal cleave with no cast bar. Must always be faced away from the party.

Punishing Heat: A heavy tankbuster. The main tank must use strong mitigation. This is often followed by another Divine Spear.

Blazing Scourge: Two players are marked and hit multiple times. They must separate to avoid overlapping damage.

Incinerating Heat: A stack marker on a healer. The party must group to mitigate the damage.

Mega Holy: Raid-wide AoE damage.

Gravitational Anomaly: Expanding AoEs appear under players. Move out quickly, then reposition toward the boss for the follow-up attack.

Radiant Sacrament: A large donut AoE. Move close to the boss to avoid it. Being hit applies Infirmity and Damage Down.

Sacrament: Cross-shaped line AoEs. Safe zones are diagonals relative to the boss. Being hit is often fatal or heavily punishing.

The boss then disappears, transitioning into the add phase.

Phase 2

Wave 1 – Lanners: Two groups spawn. Gather and AoE them down quickly.

Wave 2 – General’s Wing: These repeatedly cast Almost Holy and gain stacking damage buffs. Focus down one or two at a time to reduce incoming damage.

Wave 3 – General’s Time & Might:

  • General’s Time: Buffs nearby enemies and uses Half Gravity. Should be separated by the off-tank.
  • General’s Might: Uses Smash and gains stacking physical damage buffs. Main tank should handle this separately.

Divine Judgment: All adds must be defeated before this cast completes. Even if successful, tanks must use Tank Limit Break 3 to survive.

Phase 3

Chronofoil: The boss returns and resets enmity. The main tank must re-establish aggro immediately.

The boss cycles through earlier mechanics including Gravitational Anomaly, Sacrament, Divine Spear, and Punishing Heat.

Temporal Stasis: Players are frozen in time and assigned debuffs that must be resolved correctly once time resumes.

Defamation: Large AoE centered on the player. Must be taken away from the group.

Shared Sentence: Requires players to stack with others to share damage, but not with other Shared Sentence or Defamation players.

Restraining Order: Tethered players must move far apart.

House Arrest: Tethered players must stack together.

Resolution Rules:

  • Defamation players must always remain isolated.
  • Shared Sentence players cannot stack with each other or Defamation targets.
  • Players without debuffs should assist Shared Sentence players.
  • Restraining Order pairs spread apart, while House Arrest pairs stack.

Failure to resolve debuffs correctly results in death.

Phase 4

Time Gate: Four adds spawn and move into portals. Assigned players must follow them into separate arenas and defeat them.

  • Wings (NE/NW): DPS handle these.
  • Might (SW): Off-tank handles.
  • Time (SE): Healer handles.

Players can assist others after finishing their own add. Failure to clear all adds results in a wipe.

Judgment Crystal: Crystals drop on players and create AoEs. Place them at intercardinal positions to maintain safe space. If the boss is near a crystal, it triggers TetraShatter, causing a proximity explosion.

Inception: The boss reappears at one of eight positions. Crystal placement helps predict safe zones for incoming Sacrament.

Inception Debuffs: Players receive Defamation, Shared Sentence, and tether combinations. These must be resolved in assigned groups while positioning in safe zones.

Phase 5

Summon Alexander: A large Alexander appears and begins firing mechanics.

Holy Bleed: Heavy raid-wide damage. Mitigate and heal.

Communion: Players are targeted with lasers and drop multiple puddles. Place these along the edges to preserve space.

Void of Repentance: Two puddles must be soaked multiple times to shrink and remove them. Each soak increases damage and applies debuffs, requiring careful coordination.

Attack Sequence:

  • Incinerating Heat (stack)
  • Holy Bleed (raid-wide)
  • Holy Scourge (multi-hit tankbuster)
  • Chastening Heat (tankbuster requiring swap or invulnerability)

This sequence repeats along with Void of Repentance until the boss is defeated or enrages with Judgment Protocol.

Encounter Flow

Phase 1: Handle core boss mechanics and positioning checks.

Phase 2: Clear add waves efficiently and survive Divine Judgment with Tank LB3.

Phase 3: Execute Temporal Stasis debuffs correctly while maintaining positioning.

Phase 4: Complete Time Gate assignments and manage crystal placement for Inception.

Phase 5: Handle final phase mechanics including puddles, stacks, tankbusters, and repeated raid damage until the boss is defeated.

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