Kugane Ohashi Guide – Yojimbo & Gilgamesh Trial Mechanics
Duty Information
Expansion: Stormblood
Encounter: Kugane Ohashi
Players: 8 (Tank / Tank / Healer / Healer / DPS / DPS / DPS / DPS)
Duty Finder Type: Trial
Level: 70
Item Level: 365
Unlock Requirement: The Past Is Never Past
Encounter Overview
Kugane Ohashi is a level 70 trial featuring Yojimbo (and Gilgamesh), introduced in Stormblood as part of the Hildibrand questline. This encounter is a multi-phase fight filled with overlapping mechanics, positioning checks, and fast-paced pattern recognition.
The fight progresses through four phases, with Yojimbo transforming into Gilgamesh mid-fight. Mechanics ramp quickly in complexity, requiring strong awareness and rapid repositioning.
Arena Overview
The fight takes place on a long rectangular bridge with limited lateral space. Positioning is critical, especially during line AoEs and movement-based mechanics.
There are no environmental hazards like falling, but overlapping AoEs can quickly eliminate safe zones if players are not positioned correctly.
Mechanic Archive
Metta-giri
Raidwide AoE damage that occurs throughout the encounter.
Inoshikacho
Butterflies attach to players and drop large AoEs when they land. Players should loosely stack beforehand, then spread to resolve safely.
Icewind
Crisscrossing line AoEs that leave temporary safe zones, followed by a second pattern that fills previous safe spots. Players must move between patterns.
Gekko
Each player is marked with an AoE that resolves into a donut AoE. Players must spread out while maintaining their own safe zones.
Bitter End
A frontal tankbuster. Tanks should face the boss away from the group.
Tiny Song
Stack mechanic that must be resolved by grouping together. Failure results in a debuff that significantly weakens players.
Dragon’s Head
Line of moving hazards across the arena with gaps. Players must position within safe gaps and move with them.
Dragon Night
Raidwide damage that follows Dragon’s Head. Healers should prepare to recover the party.
Embodiment
Two adds spawn on marked tanks, dealing proximity damage. Tanks must separate while the party defeats both adds quickly.
Divine Epicness
A gauge tied to the add phase. The faster adds are defeated, the less damage the party takes from the follow-up attack.
Ame-no-Murakumo
A large raidwide attack following the add phase. Damage scales with the Divine Epicness gauge.
Giga Jump
A proximity-based attack targeting the main tank. The party should move away from the impact point.
Electrogenetic Force
Two variations:
- Static orbs creating overlapping AoEs with one safe spot.
- Orbs placed on players, forcing repositioning.
Enchain
Tethers tanks and healers, trapping them in chains. DPS must destroy the chains before Hells’ Gate resolves.
Hells’ Gate
Kills any player still bound by chains when cast completes.
Masamune
A long line AoE followed by a sequence of high-damage mechanics.
Zanma Zanmai
Reduces all players to critical HP, requiring immediate recovery.
Epic Stormsplitter
A layered line AoE sequence with a delayed safe zone. Players must wait before moving into the safe area.
Encounter Flow
Phase 1 – Yojimbo
The fight begins with Inoshikacho and Metta-giri. Players should stack loosely to control butterfly placement, then spread to resolve AoEs safely.
Phase 2 – Gilgamesh
At 80% HP, Yojimbo transforms into Gilgamesh. The fight introduces Icewind and Gekko, requiring players to move between shifting safe zones while maintaining spread positioning.
Additional mechanics such as Tiny Song (stack) and Dragon’s Head (movement lanes) begin overlapping, increasing difficulty.
Phase 3 – Add Phase
Two Embodiment adds spawn on tanks and must be separated and defeated quickly. Failure to kill them efficiently increases damage from Ame-no-Murakumo.
The phase ends with Giga Jump, transitioning into the final phase.
Phase 4 – Final Phase
Gilgamesh combines earlier mechanics with new abilities such as Electrogenetic Force and Enchain.
Players must identify safe zones among overlapping AoEs, free chained teammates quickly, and handle heavy burst damage sequences like Zanma Zanmai.
Mechanics become increasingly layered, requiring precise movement and coordination until the boss is defeated.
