ffxiv jade stoa stormblood

The Jade Stoa (Extreme) Guide – Byakko EX Mechanics

Duty Information

Expansion: Stormblood

Encounter: The Jade Stoa (Extreme)

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

Duty Finder Type: Trial

Level: 70

Item Level: 340

Unlock Requirement: Songs in the Key of Kugane

Encounter Overview

The Jade Stoa (Extreme) is the high-end version of the Byakko encounter from Stormblood. The fight is split into two major combat phases with a dangerous free-fall transition between them, and it emphasizes clean group splits, tank coordination, add control, and precise movement during overlapping mechanics.

Byakko’s Extreme version expands on the normal encounter by making several mechanics lethal if handled loosely. The double State of Shock sequence, the Hakutei add phases, and the growing Gale Force puddles are the major execution checks that define the fight.

Arena Overview

The fight begins on a circular arena whose outer edge is safe during the first combat phase. That changes during the free-fall transition, where touching the outer boundary is lethal.

The second combat arena is also circular, but the fight becomes much more movement-heavy due to puddle placement, orb dodging, proximity markers, and repeated split-soak mechanics.

Mechanic Archive

Storm Pulse

An unavoidable raidwide attack used throughout the encounter. Later in the fight, repeated casts create heavy healing pressure and eventually become part of Byakko’s enrage.

Heavenly Strike

A heavy tankbuster on Byakko’s primary target. Tanks should mitigate this consistently.

State of Shock

Byakko grabs a tank and throws them toward a stack marker on the opposite side of the arena. The raid must split into two groups because this mechanic happens twice in succession and applies vulnerability to the players who soak it. The off-tank should provoke during the first grab so the second slam targets the other tank.

Sweep the Leg

A huge frontal cone that covers nearly the entire arena except directly behind Byakko. In Extreme, this follows the double slam sequence and must be dodged immediately. In Phase 2 it has no telegraph, so players should already be moving behind him as soon as the second slam resolves.

Unrelenting Anguish

Byakko moves to the center and fires spiraling red orbs outward. Players must weave between them while resolving overlapping mechanics.

Ominous Wind

A debuff placed on one tank, one healer, and one DPS during Unrelenting Anguish. If two marked players come too close together, the debuffs explode. Marked players must maintain separation.

Fire and Lightning

A large column AoE aimed at a random player. This often overlaps with orb patterns or puddle placement, so the targeted player must quickly move to a clean lane without clipping the group.

Hakutei

The White Tiger add released by Byakko. The off-tank should pick it up immediately and face it away from the party because it has a strong frontal cleave.

Aramata

Marks two players, who then drop damaging bleed puddles multiple times in succession. Marked players should place all puddles far from the party, ideally along the outer edge, so the center remains playable.

Distant Clap

A donut AoE centered on Byakko. The party must move into Byakko’s hitbox while the Hakutei tank moves away from the group with a proximity marker.

White Herald

The Hakutei add leaps away and places a proximity marker on its target, usually the off-tank. That player must move away from the group to reduce splash damage.

Roar of Thunder

A raidwide attack whose damage depends on Hakutei’s remaining HP. The party must burn the add down quickly before the cast finishes.

Aramata Orbs

Large orbs drift inward toward Hakutei during Roar of Thunder. If they reach the add, it is healed, increasing the damage of the incoming raidwide. Players should run through the orbs to pop them before they reach the center.

Free-Fall Mechanics

During the transition, players cannot use actions and must dodge several hazards while falling:

  • orb projectiles rising from below
  • donut AoEs that require moving toward the center
  • straight line attacks through the center from Hakutei

Hundredfold Havoc

Two outward-firing lightning patterns leave the center in sequence. The first pattern resolves, then the delayed second pattern follows. Players should move into the space just vacated by the first pattern to avoid the second.

Gale Force

Large expanding puddles dropped by one tank, one healer, and one DPS during Phase 2. These puddles must be placed far apart. If any Gale Force puddles overlap, the party wipes.

Ominous Wind (Phase 2)

Returns after Gale Force placement. Marked players must once again avoid each other while continuing to dodge the remaining orb pattern.

Encounter Flow

Phase 1

The opening phase introduces Byakko’s core mechanics. The raid handles Storm Pulse, Heavenly Strike, and the double State of Shock sequence, then immediately moves behind the boss for Sweep the Leg.

Afterward, Byakko uses Unrelenting Anguish, combining spiraling red orbs with Ominous Wind on a tank, healer, and DPS, followed by Fire and Lightning.

The first Hakutei phase follows. The off-tank controls the add while the party burns it down, handles Aramata puddles, moves into Byakko for Distant Clap, then avoids another Fire and Lightning. The phase ends with Roar of Thunder and Aramata Orbs, which must be popped before they heal Hakutei.

Free-Fall Transition

Byakko launches the raid into the air. No actions can be used during this sequence. Players must dodge orb projectiles, center-required donut AoEs, and line attacks through the middle while staying away from the lethal outer edge.

At the end of the fall, the raid lands stunned and is immediately hit by a large unavoidable attack. Anyone who took too much damage during the transition may die here.

Phase 2

The second phase begins immediately with Heavenly Strike and Hundredfold Havoc. Near the end of that pattern, Byakko again uses the double State of Shock, followed by an untelegraphed Sweep the Leg.

Byakko then returns to Unrelenting Anguish, but now it overlaps with Gale Force. One tank, one healer, and one DPS must place puddles far apart while all players continue dodging the spiraling red orbs. Afterward, another set of players receives Ominous Wind, requiring continued separation before Fire and Lightning resolves.

The second Hakutei phase follows and works similarly to the first, but with additional overlap from Byakko’s own attacks. The party must burn the add, pop the Aramata Orbs, survive Roar of Thunder, and then continue into repeated loops of Hundredfold Havoc, Gale Force, State of Shock, and the other established mechanics.

Enrage

If Byakko is not defeated in time, he begins casting Storm Pulse repeatedly. After several pulses, a final cast wipes the party.

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