Category:Ambuscade

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Ambuscade is a new type of battle content wherein the enemies within change every monthly version update, first released in the April 5th 2016 Version Update[1].

Ambuscade has a variety of difficulty levels, so everyone from seasoned veterans to those just starting out should find a challenge equal to their needs. With varying rewards to match.
Those wishing to tackle the strongest foes are advised to select “Very Difficult” and be prepared for a valiant struggle!

Latent effects from Legion Rewards denoted with "Legion:" are active in Ambuscade.[2]

Getting Started

Complete the Stepping into an Ambuscade Records of Eminence objective and speak with Gorpa-Masorpa in Mhaura at (G-9) for an explanation about Ambuscade.

  • Players must have completed the First Step Forward Records of Eminence objective in order to undertake Stepping into an Ambuscade.
    • Stepping into an Ambuscade can be set from the Tutorial section of the Records of Eminence menu under Basics:
Quests → Objective List → Tutorial → Basics → Stepping into an Ambuscade

Be in possession of either the Ambuscade Primer Volume One or Volume Two Key Items.

  • All party members must be in possession of one of these two Key Items.

Eligibility Requirements

In order to participate, players must satisfy the following:

  • Complete either the Ambuscade Primer Volume One or Volume Two objectives in order to obtain the Key Item for the corresponding volume of the primer for the type of battle players wish to complete.
    • Players may have only one of each of the Ambuscade Primer Key Items.
      • Objective targets vary by month after a version update, opponents are rotated out, and generally not repeated.
  • The Ambuscade Primer Volume One and Two objectives can be undertaken from the Ambuscade category of the Records of Eminence menu.
Quests → Objective List → Content → Ambuscade
Dynamis and Abyssea monsters do not count for kills required

Entry and Progression

  • Examine the Ambuscade Tome in Mhaura (G-9) and select the type and difficulty level you would like to attempt.
    • Only the party leader may register the group.
    • The party will be registered so long as the system detects that there are no issues with the layer area or registering party members.
      • Players will be unable to register if:
        • Any player is not in possession of an Amuscade Primer Volume One or Two Key Item.
        • The number of registrants exceeds the maximum of fifty reservations.
        • A party member already has a reservation.
          • To cancel a reservation:
            • A player may cancel their reservation via the ambuscade tome.
            • Three minutes has passed from the time the player is notified that their instance is ready.
            • The registrant boards a boat.
            • The registrant leaves Mhaura in any way.
    • Adding new party members after registration will not cancel the registration, but the party may only enter with the number of players it registered with.
  • A message will display for the party leader when entry is ready.
    • As of the July 2016 update[3], automatic entering was added.
      • The default setting is "off" and may be changed by having the party lead examine the Ambuscade Tome and selecting the Toggle auto-transport function.
      • In line with this, having the auto-transport function off has a notification sound played when it is the party's turn.
        • This may be disabled via the sound settings in the Config menu.
  • Examine the ambuscade tome within three minutes to enter.
    • The time limit for an Ambuscade is 30 minutes (Earth time).
    • Between 1~6 players may participate.
      • Trusts may be called after entering Maquette Abdhaljs-Legion.
        • The number of alter egos that may be called forth will depend on the number of players initially registered.
      • Player HP and MP will be restored to full and any status ailments they are suffering from will be removed upon entry.
    • Key Items will only be lost upon victory.
      • Meaning that should a player or group lose, they may reattempt the battlefield without having to reacquire new Key Items.
    • As of the August 2022 update[4], Exemplar Points are no longer gained or lost in Ambuscade.

Upon victory, a special currencies known as Hallmarks and Badges of Gallantry, which may be exchanged for rewards, Experience/Limit Points, and Capacity points will be given to all players.

Notorious Monsters inside Ambuscade do not drop any treasure directly.


Battle Information

A Word On Enmity

  • Enmity functions abnormally in two ways.
  1. The mobs will go to a random player once someone aggros.
  2. After aggro everyone is on the hate list by default, so you can easily get hate with AOE enmity actions like Warcry and Valiance or self target enmity actions like Foil and Pflug.

Battle Type & Levels

There are two types of Ambuscades you may attempt. Entry into either is determined by which Key Item you possess.
Note: Hallmark and Gallantry values have been updated to reflect the changes implemented in the May 2026 Version Update.

Primer Volume One
Type Difficulty Content Level Hallmarks Earned Gallantry Earned
Intense
Ambuscade
Very Difficult 139 3600 300 / 600 / 900 / 1200 / 1500
Difficult 134 2400 240 / 480 / 720 / 960 / 1200
Normal 129 1200 180 / 360 / 540 / 720 / 900
Easy 124 800 120 / 240 / 360 / 480 / 600
Very Easy 119 400 40 / 80 / 120 / 160 / 200
Primer Volume Two
Type Difficulty Content Level Hallmarks Earned Gallantry Earned
Regular Ambuscade Very Difficult 129 600 60 / 120 / 180 / 240 / 300
Difficult 124 500 50 / 100 / 150 / 200 / 250
Normal 119 400 40 / 80 / 120 / 160 / 200
Easy 114 300 30 / 60 / 90 / 120 / 150
Very Easy 109 200 20 / 40 / 60 / 80 / 100

An Abdhaljs Seal will triple the amount of hallmarks and gallantry you receive from a successful Ambuscade.

Intense Ambuscade (Vol. One)

Volume 1, October 2026, Dullahan

Difficulty Foes Notes
Very Difficult Bozzetto Retributionist (PLD/DRK)

Bozzetto Charger (THF)

Difficult Bozzetto Retributionist (PLD/DRK)

Bozzetto Charger (THF)

The Difficulty between Easy and Difficult is moderate at best. If you can follow avoid all the High Damage moves and instant K.O.s your looking at largely a stats difference. No additional mechanics are introduced.

Normal Bozzetto Retributionist (PLD/DRK)

Bozzetto Charger (THF)

The Difficulty between Easy and Difficult is moderate at best. If you can follow avoid all the High Damage moves and instant K.O.s your looking at largely a stats difference. No additional mechanics are introduced.

Easy Bozzetto Retributionist (PLD/DRK)

Bozzetto Charger (THF)

The Difficulty between Easy and Difficult is moderate at best. If you can follow avoid all the High Damage moves and instant K.O.s your looking at largely a stats difference. No additional mechanics are introduced.

Very Easy Bozzetto Retributionist (PLD/DRK)

Notes:
Bozzetto Retributionist:

  • Enhanced Shield Block rate from the front, but not 100%.
  • Casts Absorb spells, Bio III, Aspir III, Stun, and Dread Spikes
  • Possesses a high resistance to Element: Dark dark. A light based dispel such as Finale will be required to dispel.

Boss States

  • Normal: Boss can be damaged normally with no cause for alarm. The Boss starts in this State and returns to it after using a TP move associated to the Other States.
  • Charging Up: Assumedly Charges Atramentous Libations or Atramentous Oblation
  • Boiling Over: Gains an aura that grants players a regain effect. Any damage taken by the boss after this move will increase the damage of Nether Castigation, Atramentous Libations or Atramentous Oblation
  • Miasma: Boss gains a weak Dread Spikes effect. You have about 5~15 seconds to deal enough damage to Force him to switch modes before he uses Eisenschneider
  • When the Boss uses Charging Up It will change its state and the chat log will be accompanied by one of the following Messages:
  • The Boss begins charging up. (Entering Charging State)
  • The Boss's rage is beginning to boil over. (Entering Boiling Over State)
  • The Boss begins to emit a noxious miasma. (Entering Miasma State)
  • The Boss's miasma dissipates but is rage is beginning to boil over. (Boiling Over State)
  • It's worth noting that if you throw 1 too many Weapon Skills to drop the Miasma state you may overcharge the Boiling Over State.

Uses the following TP Moves:

  • Charging Up: Initiates a State Change from Normal to Charging Up, Boiling Over or Miasma.
  • Atramentous Libations: 20' AoE Drain . Damage may vary depending on damage received during the "Charging Up State".
  • Atramentous Oblation: Dispels (possible Abosrbs?) 1 Buff (20' AoE), Damage may vary depending on damage received during the "Charging Up State".
  • Nether Castigation: 20' AoE damage; amount of damage based on damage received after "Boiling Over state".
  • Eisenschneider :30' K.O Ability. Requires Boss to be in "Miasma state"
  • Bonuses like Migawari: Ichi will not stop this from inflicting KO.
  • Players may use /heal in order to convert this move to damage instead.
  • Infernal Bulwark: Stoneskin (can be dispelled)
  • Noahionto : Inflicts significant AoE Element: Dark dark damage based off of the damage the enemy has received. Used at low HP % (<5% HP on Normal)
  • Dread Spikes: Casts AoE Dread Spikes at low HP.

Bozzetto Charger:

  • Absorbs damage while readying TP moves.
  • Absorbing damage will increase the power of the Charger's Scintillant Lance.
  • Uses the following TP Moves:
  • Scintillant Lance: 20' Conal Magical Damage Element: Light damage.
  • Grace of Hera: Restores HP and removes status ailments; can be forced by using about 4 or more debuffs

Setups and Strategies:

Very Difficult:

  • Tank DD BRD/WHM + 3 (SMN or BST or any form of non-pet DD)
  • Tank MUST pull to zone-in spot!
  • The tanks holds both the boss and charger; DD focuses on charger. During this time BRD should just use songs that help DD produce fast/high damage. DD should avoid healing the charger during TP moves (i.e. do not WS during charger's TP moves). BRD should Elegy, Dia II, Threnody, and Requiem -- this will force Grace of Hera as opposed to damage TP moves
  • During boss phase, DD should stop all WS damage if they see the "charging" message. If you bring lots of DD, it may be a good idea to pull all but one DD off the boss and use white damage to push the boss into Atramentous Libations. Once this TP move is used, all DD can continue to dish out damage. BRD should always maintain Hymnus on all DDs and the tank when charging/boil/miasma messages appear.
  • Upon seeing the "boiling" message, all damage must stop immediately. Use Dia at maximum casting distance to push the boss into a TP move (Nether Castigation). Once this TP move is used, return to regular attack mode and continue to watch out for any charging/boiling/miasma messages.
  • If the "miasma" message appears, everyone should dump TP / use SC's to dish out high damage and force the boss back into boiling mode (might need to set TP order to prevent damage overspill into "boiling" phase). Once TP is dumped, everyone run far away. Basically, if the tank is holding near the zone-in location, then anywhere BEHIND farthest pillar is safe. If the tank dies, immediately put Hymnus back on and let the tank get hate before continuing damage or healing. There is a fairly long delay between the "miasma" message and K.O. move (if it does go off) so only the tank is ever really in danger of dieing.
  • BRD should always keep Ballad III, and Hymnus on the tank since boss will Aspir (up to Aspir III). No healer is really needed aside from Curaga II from BRD if DDs get hit with AOE.
  • As the boss gets lower in HP, it will often start "charging" and immediately switch to "boiling" rather frequently. Watch those trigger-happy WS fingers! It will also cast Death Spikes on a very regular basis, so make sure DDs turn and dispel/finale the spikes.
  • The boss can cast other spells (both single and aoe form) such as Stun and Bio.

Normal:

  • Tank (not required), 2 DDs, 1 BRD/WHM
  • Buff DPS with Haste Songs and any additional Attack songs you can get
  • Buff tank with Haste Songs and Ballad
  • Buff BRD with either your highest Ballad or multiple Ballads if possible
  • Your Bard and Tank should be able to heal the group assuming you don't get floored from Weapon Skilling at the wrong time
  • Doesn't really matter where the boss is fought though the starting corner is as good a place as any.
  • Focus the Horse first. If he readies a TP move wait till he throws out his next Auto-Attack before resuming damage. If you want you can save your TP for right after he uses a TP move and throws his 1st Auto. That is a pretty safe window.
  • When fighting the Dullahan you'll want to have the tank face them towards a wall to minimize knock back. The tank needs ballad to avoid running out of MP. The Boss' Aspir spells will drain out the MP otherwise.
  • DPS can ideally setup a skillchain and goto town until a Charging Up is used.
  • Once he charges up turn around.
  • If its Miasma continue Damage and have each DPS (1 at a Time) use a Weaponskill to force him to switch to Boil Over
  • If its anything else back off to 20' and have the tank just Auto-Attack the boss till it uses its TP move
  • BRD/WHM should be healing from as far back as possible (Max Heal distance to target is 21.5')
  • Notes: If you don't have a tank then during Charge Ups that are not miasma the BRD/WHM can just spam Dia while the DPS have their back turned.
  • Notes: The Benefit of this 3/4-man strat is you have room for a few extra jobs to pad things out. Bring a Healer or another Buffer. I'd caution against stacking too many DPS as there is more mishaps that can go wrong with more DPS. That being said technically if all DPS are paying attention the fight should go quicker.
  • Notes: You can scale this up to Difficult if you are wiping the floor with the moves or scale it down to Easy if your having trouble. Mechanics don't change just the mobs stats do.
  • Strategy is from the 2024-10-12 iteration of this fight.



Key Item Locations:

  • Inner Ra'Kaznar HP -> Teleport (K-9) -> Dullahan Axegrinder (L-10)
  • Inner Ra'Kaznar HP -> Cirdas Caverns (J-8) -> Imposing Dullahan (H-7)
  • Ceizak #1 -> Sih Gates (G-11) [Rock Teleport] -> Unrelenting Dullahan (I-7)
  • Morimar #5 -> Moh Gates (H-5) -> Somatophylax Dullahan (I-8)

Regular Ambuscade (Vol. Two)

Volume 2, October 2026, Undead

Difficulty Foes Notes
Very Difficult Lancer Jack (DRK)

Spooky Skeleton x3, Spooky Hound x3, Spooky Ghost x3

Difficult Lancer Jack (DRK)

Spooky Skeleton x2, Spooky Hound x2, Spooky Ghost x2

Normal Lancer Jack (DRK)

Spooky Skeleton x2, Spooky Hound x2, Spooky Ghost x2

Easy Lancer Jack (DRK)

Spooky Skeleton x1, Spooky Hound x1, Spooky Ghost x1

Very Easy Lancer Jack (DRK)

Spooky Skeleton x1, Spooky Hound x1, Spooky Ghost x1

Notes:
Lancer Jack:

  • Susceptible to silence.
  • Summons Spooky monsters through the battle in the following order: Skeleton, Hound, Ghost.
  • There is no specific HP threshold for these but a range:
  • The first summoning occurs at ~95%+, the second ~65%+, and the third ~35%.
  • Possesses a -50% Damage Taken trait.

Uses the following moves:

  • All of these moves are single target.
  • Each has their native skillchain attributes, are able to skillchain with each other.

Casts the following spells:


Spooky Monsters:

  • All Spooky monsters are susceptible to Element: Light light based sleeps, but not Element: Dark dark based ones.

Spooky Skeleton:

  • Hell Slash: 1-hit Physical Damage damage.

Spooky Hound:

  • Dirty Claw: 1-hit Physical Damage damage.

Spooky Ghost:

  • Terror Touch: 1-hit Physical Damage damage and attack down.
  • Dark Sphere: Magical Damage Element: Dark damage and blind.

Setups and Strategies:



Easy:

  • This was ridiculously easy.
  • NQ Sulevia PLD, roll-only COR, decently geared PUP (1200 JP) with Ohtas and Taeon (-DMG, MEVA, +Regen) with Valor/Valor Automaton, Kupipi (no Apururu this week b/c I apparently haven't done any Unity stuff, oops), Qultada, Koru Moru
  • At the start it was Culler Jack and 2x Spooky Wheezers. I sent the Automaton after the Culler Jack and had the PLD take down the 2 Spooky Wheezers. Then sent everyone after Culler and it popped more Spooky Wheezers around 50% and again at 25%. I think that I could have just focused on Culler Jack and ignored the Wheezers because the didn't affect my ability to kill the Culler.
  • VD Solo (2024 version) PUP/RDM, Trusts are Valaineral (He uses AOE to gain Enmity from all mobs) Amchuchu, King of Hearts, Cherrukiki, Sylvie. Cast Stoneskin, Blink, Phalanx, Regen and burn down the 4 adds before killing Lancer Jack.

Key Item Locations:

  • Fei'Yin HP 1, Wekufe to the south of the HP
  • Gustav Tunnel (Map 2, I-8), Skeletons. Fastest way is Lv 128 Unity Concord Warp.
  • Xarcabard (S) (G-8), Ghosts and Corpselights northwest of Home Point #1

Previous Battles

Old battlefield information is stored on the Ambuscade Archive page.

Rotation Order

Note: This list is unofficial, based on the historic order, and subject to change at any time.

2026

  • 01/2026 Lamia
  • 02/2026 Fomor
  • 03/2026 Velkk
  • 04/2026 Antica
  • 05/2026 Tonberry
  • 06/2026 Sahagin
  • 07/2026 Qiqirn
  • 08/2026 Meeble
  • 09/2026 Qutrub
  • 10/2026 Dullahan
  • 11/2026 Moogle
  • 12/2026 Magic Mamool

2027

  • 01/2027 Ironclad
  • 02/2027 Doppleganger
  • 03/2027 Corse
  • 04/2027 Goblin
  • 05/2027 Orcs
  • 06/2027 Quadav
  • 07/2027 Yagudo
  • 08/2027 Gigas
  • 09/2027 Mamool
  • 10/2027 Troll
  • 11/2027 Frog
  • 12/2027 Soulflayer

Rewards

See Ambuscade Rewards for specific item and equipment rewards.

Hallmarks

Hallmarks are the primary currency of Ambuscade. They can be used to purchase items from Gorpa-Masorpa.
There are two types of rewards available. Those received in exchange for Hallmarks and those received for total amount of hallmarks accumulated.

  • Hallmarks are not expended upon receiving items from the list of rewards for total amount of hallmarks accumulated.
  • The types of items available vary with the content of that month’s Ambuscade.
  • Your total number of hallmarks will reset back to 0 after each month's version update.
Hallmarks and Badges of Gallantry are reset upon the next month's version update being implemented (usually set to happen from around the 3rd to the 10th of a month).[5]

Gallantry

Badges of Gallantry are the secondary currency of Ambuscade. They can be used to purchase items from Gorpa-Masorpa, and are only given to those who participate in Ambuscade with other players.

  • Like Hallmarks, your Badges of Gallantry will reset back to 0 after each month's version update.
Hallmarks and Badges of Gallantry are reset upon the next month's version update being implemented (usually set to happen from around the 3rd to the 10th of a month).[6]

Monthly Adventurer Campaigns

There is one type of campaign that may run any given month.

Ambuscade Point Bonus Campaign

  • When this Monthly Adventurer Campaign is active, hallmarks and badges of gallantry will yield triple the normal amount once per day when participating in each Ambuscade difficulty level.
    • This bonus will reset at Japanese Midnight Earth time and stacks additively with the effects of Abdhaljs Seals to yield a total of five times the normal amount.
      • As of April 2026, the description on the official website incorrectly states that rewards will be doubled, with four times the normal rewards being received when using a seal.

Ambuscade Gallantry Campaign

  • When this Monthly Adventurer Campaign is active, the number of Badges of Gallantry earned from Normal and Intense Ambuscades will be doubled once per Earth day.
    • This bonus will reset at Japanese Midnight Earth time and stacks with the effects of Abdhaljs Seals.
      • Using a seal during the Campaign stacks multiplicatively, resulting in 6 times the usual Gallantry.


JSE Cape Augmentation

Job-specific Back equipment obtained with a Ambuscade Voucher: Back can be augmented by trading them along with certain items to Gorpa-Masorpa.

  • See the JSE capes page for augment information for the Job Specific Capes.

To augment a cape:

  • Trade the item to Gorpa-Masorpa along with either an Abdhaljs Thread, Abdhaljs Dust, Abdhaljs Sap, Abdhaljs Dye or an Abdhaljs Resin.
  • Select the desired attribute, and confirm your choice. After the initial trade, you can max out that path on your next trade if you also trade enough materials.
    • Augments may be changed by repeating the above steps.
    • Changing the augment path will not return any items used up to that point.
      • However, when using an Abdhaljs Needle to change the augment, the current potency is maintained.
  • Further trading an augmented item with items corresponding to the attribute initially selected will increase the strength of the augmentation.
    • For maximum strength augments the following are all required per cape:
Abdhaljs Thread x20, Abdhaljs Dust x20, Abdhaljs Sap x10, Abdhaljs Dye x10, Abdhaljs Resin x5

Armor Upgrade

To upgrade Salvage Armor Variant Ambuscade Armor trade either the NQ or +1 variant and the requisite Abdhaljs Metals to Gorpa-Masorpa:

Base Armor Trade Armor Piece +1 Trade Armor Piece +2 Jobs
Sulevia's Sulevia's +1 Sulevia's +2 WAR / PLD / DRK / DRG
Hizamaru Hizamaru +1 Hizamaru +2 MNK / NIN / SAM / PUP
Inyanga Inyanga +1 Inyanga +2 WHM / BRD / SMN
Meghanada Meghanada +1 Meghanada +2 THF / RNG / BST / COR / DNC / RUN
Jhakri Jhakri +1 Jhakri +2 BLM / RDM / BLU / SCH / GEO

To upgrade Limbus and Nyzul Armor Variant Ambuscade Armor trade either the NQ or +1 variant and the requisite Abdhaljs Fibers to Gorpa-Masorpa:

Base Armor Trade Armor Piece +1 Trade Armor Piece +2 Jobs
Flamma Flamma +1 Flamma +2 WAR / PLD / DRK / SAM / DRG
Tali'ah Tali'ah +1 Tali'ah +2 BST / PUP / SMN
Mummu Mummu +1 Mummu +2 MNK / THF / RNG / NIN / COR / DNC
Ayanmo Ayanmo +1 Ayanmo +2 WHM / RDM / BRD / BLU / RUN
Mallquis Mallquis +1 Mallquis +2 BLM / SCH / GEO


Ambuscade Weapons

Speaking with Gorpa-Masorpa and listening to the message from Abdhaljs will allow you to exchange an Ambuscade Voucher: Weapon for a weapon of your choice or the grip.
Each stage is then upgraded as follows:
Abdhaljs Nugget x5 (1,500 Total Hallmarks / 4,500 Total Gallantry)
Abdhaljs Gem x5 (2,500 Total Hallmarks / 7,500 Total Gallantry)
Abdhaljs Anima x5 (4,000 Total Hallmarks / 12,000 Total Gallantry)
Abdhaljs Matter x5 (6,000 Total Hallmarks / 18,000 Total Gallantry) and one of any non-Ambuscade Pulse Weapon‡

  • Any means literally any. The Pulse Weapon type does not have to match up with your desired Ambuscade Weapons. For example, one could use Ephemeron to create Gokotai.
  • Total Hallmark milestone rewards grant an Ambuscade Voucher: Weapon as well five(5) of each of the above upgrade materials (not including Pulse Weapon), allowing you to score a complimentary Kaja Weapon by collecting 5,300 Hallmarks, or (if you have a Pulse Weapon) a fully-upgraded Ambuscade Weapon by 9,600 Hallmarks, per monthly reset.
  • Beyond the one complimentary item each month, additional Weapon Vouchers and upgrade materials may be purchased using Hallmarks or Gallantry. The full cost per weapon including the Weapon Voucher and upgrade materials comes to 15,000 Hallmarks or 48,000 Gallantry.
Weapon Type NQ Tokko Trade Ajja Version Trade Eletta Version Trade Kaja Version Trade Final Form
Hand to Hand Tokko Knuckles Ajja Knuckles Eletta Knuckles Kaja Knuckles
➕
1 Pulse Weapon‡
Karambit
Dagger Tokko Knife Ajja Knife Eletta Knife Kaja Knife Tauret
Sword Tokko Sword Ajja Sword Eletta Sword Kaja Sword Naegling
Great Sword Tokko Claymore Ajja Claymore Eletta Claymore Kaja Claymore Nandaka
Axe Tokko Axe Ajja Axe Eletta Axe Kaja Axe Dolichenus
Great Axe Tokko Chopper Ajja Chopper Eletta Chopper Kaja Chopper Lycurgos
Scythe Tokko Scythe Ajja Scythe Eletta Scythe Kaja Scythe Drepanum
Polearm Tokko Lance Ajja Lance Eletta Lance Kaja Lance Shining One
Katana Tokko Katana Ajja Katana Eletta Katana Kaja Katana Gokotai
Great Katana Tokko Tachi Ajja Tachi Eletta Tachi Kaja Tachi Hachimonji
Club Tokko Rod Ajja Rod Eletta Rod Kaja Rod Maxentius
Staff Tokko Staff Ajja Staff Eletta Staff Kaja Staff Xoanon
Bow Tokko Bow Ajja Bow Eletta Bow Kaja Bow Ullr
Grip Tokko Grip Ajja Grip Eletta Grip Kaja Grip Khonsu


‡ Eligible
Pulse Weapons
Source Potpourri Category
Sagasinger Arch Dynamis Lord None
Ephemeron Aello Voidwatcher Goodness 2
Coruscanti Qilin Voidwatcher Goodness 2
Murasamemaru Uptala Voidwatcher Goodness 2
Borealis Ig-Alima Voidwatcher Goodness 2
Asteria Botulus Rex Voidwatcher Goodness 2
Delphinius Bismarck Voidwatcher Goodness 2
Aytanri Morta Voidwatcher Goodness 2
Girru Paramount Gallu Legion Clomper Goodness 2
Ikarigiri Paramount Botulus Legion Clomper Goodness 2
Tenkomaru Svaha Burrower Goodness 2
Himthige Grannus Burrower Goodness 2
Adflictio Samursk Burrower Goodness 2
Gusterion Dreyruk Burrower Goodness 2
Dukkha Silagilith Burrower Goodness 2
Chastisers Urmahlullu None
Router Fleetstalker None
Annealed Lance Shockmaw None