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
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, September 2026, Qutrub

Difficulty Foes Notes
Very Difficult Bozzetto Bigwig (THF/NIN)

Summons: Bozzetto Astrologer(BLM) x2, Bozzetto Tormenter(DRK) x3

Gains access to Spin the Tables.
Susceptible to Sudden Lunge.

Difficult Bozzetto Bigwig (THF/NIN)

Summons: Bozzetto Astrologer(BLM) x2, Bozzetto Tormenter(DRK) x2

Susceptible to Sudden Lunge.

Normal Bozzetto Bigwig (THF/NIN)

Summons: Bozzetto Astrologer(BLM) x1, Bozzetto Tormenter(DRK) x2

Easy Bozzetto Bigwig (THF/NIN)

Summons: Bozzetto Astrologer(BLM) x1, Bozzetto Tormenter(DRK) x1

Very Easy Bozzetto Bigwig (THF/NIN)

Summons: Bozzetto Tormenter(DRK) x1

Notes:
Bozzetto Bigwig:

  • Posses Draw-In

will use the following TP moves:

  • 100~80%
    • Animating Wail, Mangle, Leaping Cleave
  • 80~60%
    • The Bigwig's weapon will break, summons adds, and uses Hex Palm as well as Spinal Cleave.
  • 60~30%
    • The Bigwig equips it's secondary weapon. Gains en-death while adds are out wand will use Unblest Jambiya as well as Gen'ei Ryodan
      • Unblest Jambiya - AoE shadow removal.
      • Gen'ei Ryodan - Conal damage, stun, and a dispel (removes 5 shadows). Dispels a buff for every hit not blocked by shadows (e.g. no shadows = 5 buffs dispelled).
  • 50%
  • 30~0%
    • Weapon breaks again, resummons any defeated adds, and casts Utsusemi: San frequently. Loses the en-death effect while adds are out and will use Phantom Whorl as well as Turn the Tables.
      • The Bigwig may be silenced to stop the Utsusemi spam, but this will require an immunobreak to land.
      • Genku Bakken / Phantom Whorl - Very high Physical Damage damage single hit attack, absorbed by shadows. Has a short range (~'10)
        • This move will generally 1-shot players. It is recommended to shadow tank the NM at around 30% HP and under as even with Indi-Wilt and Damage Taken equipment the move will still do ~3-6k damage.
          • You may also run out of range of this move.
      • Spin the Tables / Turn the Tables - drain based on the current player's HP; Spin the Tables is 15' AoE drain. This move can not drain more HP than the player has, and returns more HP than is drained.
        • Frequent use of this on players with high HP will render the Bigwig undefeatable. Players must fight with a lower HP to return less to the Bigwig when it is used. However, with the June 2022 update, any player with less than 10% of their health will die instantly.

  • Adds are immune to sleep.
  • Adds will use their respective 1-hour special abilities and standard Qutrub TP moves.
  • The Astrologers will cast typical BLM spells including, T4 nukes, Sleep II, Poisonga, and Ice Spikes.
  • The Astrologers are susceptible to silence.
  • When the Bigwig is at 30% or lower the adds will gain access to a move named Triple Reversal.
  • Triple Reversal - Drains HP from the target based on unknown conditions. This effect can be seen draining over 30,000 HP from a player.
  • Caused by having 3 or more adds (including the Bigwig) on a target at a time. Player may outrun this move if kiting.
  • The rate of activation on the Bigwig's endeath effect increases the more players continue to damage the Bigwig.
  • The effect is removed once the adds have been defeated.

  • Kiting Tip: Run closer to the walls and corners rather than the pillars to avoid Triple Reversal while kiting.
  • Running closer to the pillars causes mobs to path worse and split more; increasing the chances of a cross route into a K.O from Reversal.
  • The mobs will still break their pathing here and there, but unless you are way too far ahead they will regroup as you go without splitting up at a pillar and crossing over your route.
  • The kite path essentially is an isosceles triangle, you want to almost run into the corners and gauge/adjust your distance to the mobs at each corner if needed. This should reduce group wipes by a lot.

Setups and Strategies:

Very Difficult:

  • This month has 3 different strategies.

1) Mewing strategy: This is the most reliable strategy, with reasonable clear speed.

PLD or RUN, DD/NIN or NIN/WAR, RDM/NIN, COR/NIN, BRD/NIN, SMN.

DD pulls NM to the corner and the PLD or RUN kites adds around the pillar when they spawn. BRD does March, Mad, Mad, Min and keeps elegy on Bigwig.

DD keep shadows up to prevent endeath kill, rdm keeps dia3, slow II on megaboss, silence on astrologers when they pop, then dps when they are not casting. SMN cure the tank.

At 30% tank stop kiting and hold all mobs away from megaboss in one place so mewing lullaby can land on all the adds, smn spams mewing lullaby on cooldown to prevent Triple Reversal fires off. Rdm will need to recast silence on Astrologers as soon as silence wears off.

At 30% when NM spams Turn the Tables, just let the DD sit at single digit HP. Nin should toss some vokes before wsing to help the lesser shadow DDs eaten by a potential multi attack.

2) Kiting strategy: This strategy is potentially faster than mewing strategy, with more flexibility on dps job types, but they are a little bit less reliable because Triple Reversal has a chance to look tank if party doesn't kill fast.

PLD or RUN, DD/NINx2, BRD/NIN, COR/NIN, RDM or healer

This strategy is identical to mewing strategy except the tank kites all the adds from start to finish, no mewing lullaby used. Healer will need to silence the adds.

3) Kill adds strategy: This strategy is the slowest strategy but most reliable of all. Instead of kiting adds, DDs will kill all adds that spawned. There are 2 waves of adds total. Once adds are dead, NM will no longer us endeath nor triple reversal, therefore removed all the potential possibility to wipe.

Normal:

  • BRD/RDM, RDM/NIN, DD/NIN (x3), PLD
  • Can use similar strategy for Very Difficult. However, reversing the roles also works -- i.e. rather than having the PLD kite the adds, the PLD tanks the adds and someone else with /NIN kites the NM. We found that killing the adds makes the fight much safer (but prolongs the whole fight; limit points and capacity points make for a decent consolation prize, though).
  • BRD should double March and Madrigal until the adds pop. Switch to double March and Hymnus for the pops. Make sure to silence (easy to land) the Astrologer. PLD should try to grab hate on all the adds. At this point, someone (RDM) should kite the main NM. A simple weapon skill should be enough (or self-light using CDC if you need even more damage) to get the NM's attention. Elegy, Slow II, and Paralyze II should make the kiting process super easy (esp. with /NIN sub). BRD can then switch to double March and Minuet to kill the adds once the NM is away. The adds can be easily dispatched with double-light skillchains or better (we had BLU, SAM, WAR, and used four-step skillchains). With the NM being kited, the BRD can easily main heal (not much healing needed for /NIN).
  • When the second set of adds pop, use double March and Hymnus for safety until the NM is separated from the adds. Then switch to double March and Madrigal (or Minuet). If BRD can play more than 3 songs, even better. Same strategy as above. Use Troubador/Nightingale to speed this part up and get back to the NM.

Normal Half Kiting Strat:

PLD/WAR, PUP/NIN, DD/NIN, BRD/NIN COR/NIN, WHM

  • Strategy: Start with Boss then kill all adds (BLM then both DRK) while Pet tank Boss, then zerg Boss till its dead while pld kite adds near 30% hp.
  • Pet was full DD set (VE head/SS body), Strobe must be equiped, PUP should use Light, Fire and Wind Maneuver. BRD used double March and double Minuet, but can use Acc song too if needed. COR used SAM and WAR rolls.
  • Have Pet or BRD pull boss with elegy to the corner where we started. All engage on Boss except PLD and WHM, PLD wait for adds in the middle, they usually came when we dropped Boss to around ~76% HP.
  • Once Adds are up , DDs swap to them, the person who still have hate from Boss must wait till the pet get hate back and let it solo tank, PUP should swap to pet enmity set (especially before Strobe) until the pet have enough enmity from Boss. Pet doesn't need a Tank set, as long as you can keep a Light maneuver on it for Auto-repair kit.
  • Kill order for adds: BLM then DRK(x2), WHM should silence BLM to make it easier, BRD dispel Ice spikes if needed. Once all dead swap back to Boss, except the PLD who stand back in middle. At 50% Boss will use Perfect Dodge and around 30% HP he will pop adds again, PLD must grab all of them and kite around the 3 pillars using his enmity abilities. DDs ignore adds and zerg the Boss, it shouldn't take long with a few Skillchains.

The idea of this strategy was to supress the Boss' En-death from killing any DD/NIN and not making a Ninja mandatory in every runs. Also the PLD doesn't have to kite the adds and risk of dying in the process, only at the end before the last 30% HP but they never lived enough to cause troubles. Worked like a charm with little to no risk and each run took around 8~10 mins. Now go enjoy your wins. Easy:

  • NIN or DD/NIN (x3), BRD, SMN, Apururu(U)
  • Very safe strategy
  • March x2 + Hymnus to help with Utsusemi recast; Hymnus is just in case the main NM sneaks in a move during recast of shadows so we don't have to deal with raising mid-fight or MP issues. If you can cast more than 3 songs, have at it.
  • When adds pop, whichever DD has hate kites NM while the others focus on Astrologer. The SMN then focuses on the Tormenter.
  • When adds are dead, group back up on the NM.
  • SMN can probably be replaced by 4th DD who would kite Tormenter until the Astrologer is down. SMN can optionally do spike damage on NM during kiting phase so that the DD kiting the NM can rejoin in taking down the adds.

Key Item Locations:

  • Dvucca Isle Staging Point

Regular Ambuscade (Vol. Two)

Volume 2, September 2026, Hydra

Difficulty Foes Notes
Very Difficult

Alluttu

Difficult

Alluttu

Normal

Alluttu

Easy

Alluttu

Very Easy

Alluttu

Notes:
':
Difficulty settings only determined stats of Alluttu.


Uses: Nerve Gas, Pyric Blast, Polar Blast, Barofield, Polar Bulwark, Pyric Bulwark
Polar Bulwark gives the effect of "Physical Shield", reducing physical damage to zero temporarily.
Pyric Bulwark gives the effect of "Magic Shield", reducing magical damage to zero temporarily.
Neither Bulwark effect can be dispelled.
Starts fight with 3 heads. Has high physical damage resistance, scaling with how many heads it has. Heads can be removed by dealing enough damage in one burst. Takes significant damage to remove heads, but damage taken by boss increases dramatically with each removal. Heads regrow over time.


Setups and Strategies:





Key Item Locations:

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