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, November 2026, Moogle

Difficulty Foes Notes
Very Difficult Bozzetto Voyager Moogle (???)

Bozzetto Steward x2 (???)

Difficult Bozzetto Voyager Moogle (???)

Bozzetto Steward x2 (???)

Normal Bozzetto Voyager Moogle (???)

Bozzetto Steward x2 (???)

Easy Bozzetto Voyager Moogle (???)

Bozzetto Steward x2 (???)

Very Easy Bozzetto Voyager Moogle (???)

Bozzetto Steward x2 (???)

Notes:
Bozzetto Voyager Moogle:
Uses the following TP Moves:

  • Invite Friend: Summons Bozzetto Steward, which has a short-ranged aura consisting of extremely potent Dia and Elemental DoTs
  • Washtub: AoE damage and stun
  • Mog Bomb: AoE damage with knockback
  • Contaminating Concoction: Disease, Bind, Slow, Poison, Defense Down
  • Somnic Shell: short-timed AoE sleep
  • Crystalline Flare: AoE light-based damage with flash and stun effects
  • Bill Toss: conal gaze terror
  • Can use any of the SP moves available to the starter jobs (e.g. Chainspell, Perfect Dodge, Mighty Strikes, Benediction, Manafont);
    This code and information has been copied verbatim from the BlueGartr Wiki.
    usage seems to be dependent on HP; number of uses available varies according to difficulty; will have a visible white aura
    • VD: 85%, 65%, 45%, 25%, 10% - Will use back to back after most recent SP move concludes.

Bozzetto Steward:

  • has extremely potent Dia and Elemental DoT
  • Does not move
  • Will despawn over time (approx 1 minute)
  • You are able to kill these moogles.

Moogle:

  • Does not move on Normal and lower difficulty; will roam on Difficult and Very Difficult.
    • Will give a chat message prior to moving. "Let's go for a stroll. kupo!"
  • Provides an aura that will counter-act the Voyager Moogle's aura but also gives amnesia; aura only activates when boss SP even before aura appears.

Setups and Strategies:

Very Difficult:

  • 1. Melee Strat Setup: PLD required.

Nice to Have: BRD, COR, DDx1, WHM, RDM

  • PLD tanks main boss, melee is OK. PLD will be spamming Majesty Cure's during SPs.
  • BRD does usual DD buffs; Ballad on tank and spam Finale on boss.
  • COR does usual DD buffs, melees boss.
  • DD melees boss. Prefer a melee without a pet (i.e. not DRG).
  • WHM also spams Curaga's during SPs.
  • RDM keeps up Refresh on PLD and WHM, Dispels boss. Enfeebles on boss and Hastes on everyone if possible.

Strategy:

  • The TP move "Invite Friend" will spawn a Bozzetto Steward.
  • Anyone near a Bozzetto Steward will take heavy damage and likely die.
  • If Steward spawns during not-SP phase, just move away.
  • If Steward spawns during SP phase, quickly move to the other Moogle.
  • No other TP moves are especially dangerous, but they are conal so don't stand with the PLD.
  • Boss will SP at 85%, 65%, 45%, 25%, and 10% hp.
  • 2-5% before hitting SP threshold, wait for a Moogle to move. Move boss on top of Moogle. When Moogle stops moving, push boss to SP threshold.
  • During SP everyone will have Amnesia and take heavy damage. WHM and PLD spam party-wide cures. Melees should stop attacking to avoid boss TP moves.
  • Anyone not near a Moogle will take extremely heavy damage and likely die.
  • If Moogle moves, everyone must stay close to Moogle at all times.
  • If Steward spawns during SP phase, quickly move to the other Moogle.
  • One of the SPs will be Benediction. This does not make the boss SP at previously hit thresholds a second time.
  • When boss is not using SP, there is very little danger. Can DPS quickly or slowly if anyone needs to recover.
  • Just remember to keep away from any Bozzetto Stewards and watch boss HP before triggering an SP.
  • A strong PLD can solo heal this with refresh/ballad support.
  • You do not need strong DDs, you need strong defensive capability and heals. Master levels are a must for D+.


2. SMN Burn Setup (luck-based): SMN x3, GEO, THF/PLD, RDM

Strategy:

  • RDM gives Protect & Shell to the THF.
  • GEO uses Bolster and Entrusts Indi-Languor on THF, Indi-Frailty on themselves and will use Geo-Torpor once the boss moogle is in position.
  • SMN's have Ramuh's out and ready.
  • THF will run in, Perfect Dodge, Flash & Sentinel. Moogles will move, if they remain close to the boss moogle in the center, then the THF will need to bring the boss moogle away from the helpers.
  • RDM will Stymie Silence & Dia 3 then cast cures as needed.
  • SMN will Astral Flow/Astral Conduit right out the gate at 100% HP once the RDM has debuffed. This is the only real way you can kill him if he uses Benediction as his first 1-hour, and even then it's not guaranteed.
  • At 85% HP, THF will Larceny once the 1-hour animation goes off on the boss moogle unless it's Benediction. If it's Benediction, THF will need to Larceny if he uses Perfect Dodge, but you will most likely wipe unless your SMN's are stacked and can kill it before the aura becomes active and tick's twice. If the second 1-hour is Benediction, it's a wipe.

3. Ranged Strategy:

  • PLD, BRD/WHM, COR X2, RNG (or COR), WHM
  • Rolls: Hunter's and Monk's (for Subtle Blow), Samurai's and Chaos
  • Barsilencera and Auspice (along with Subtle Blow will help reduce the chances of Invite Over)
  • If the boss uses Invite Over, PLD should move a few steps away to avoid the spawn's aura.
  • Boss uses SP at 85%, 65%, 45%, 25%, and 10% HP. Reduce boss HP down to 88%, 68%, etc. and stop all damage. Then look for a nearby moogle. Wait until that moogle starts moving and then drop the boss HP down to the trigger level. The idea is to make it to the safety moogles right as they are about to stop. (If the boss has an SP aura up and the moogle starts moving, there is a good chance death). No damage during this waiting phase so as to avoid AoE damage and Invite Over. Spam Curaga IV and Curaga V (WHM needs Eber's Pantaloons +1) to ensure that no one dies if the boss happens to use an AoE spell or ability that everyone can still survive. Using any type of bind effect on the moogle can be helpful.
  • Save Rampart and Sacrosanctity for Chainspell; spam Finale to prevent the boss from self-curing.
  • If anyone dies, stop damage just before the next SP trigger level and wait out the weakness before forcing the SP move on the boss. Do NOT get up near a steward or when an aura is out -- wait until nearby stewards despawn and/or SP auras to drop.
  • This method is a sure way to win (unlike the SMN burn method) and does not require the use of SPs. Moreover, it is very easy on support jobs since only the PLD is ever in range of more dangerous moves such as Crys. Flare (high damage to non-tanks even with Shell V), Washtub and Atra. Lib. (stun/terrorize) followed by SP aura.

Difficult:

  • Tips:
  • For D+ the regen moogles will roam around and not stay stationary.
  • Boss will 2-hour at 85%, 65%, 45%, 25%, and 10% hp.
  • It helps to DPS during the periods the boss has not used 2-hour and you do not have amnesia.
  • When boss uses 2-hour everyone should run to either regen moogle and stay close during the whole time amnesia is on.
  • It helps to slow down damage before a trigger point and pull boss close to a regen moogle, just depends how alert everyone in your party is.
  • Keep using dispel to remove pro/shell on boss, this keeps boss from curing himself.
  • The stewards will randomly spawn around the boss while you are DPSing.
  • Just move a bit away from them when that happens.
  • Silence during 2-hour phase helps. D and VD can easily be melee burned.

Normal:

  • Solo-able on BLU/WAR using healer trusts that do not spread out (e.g. Koru-Moru, King of Hearts, Ferrous Coffin, etc).
  • Cherukiki and Apururu are usable as well, but they will require some additional management (by way of disengaging and re-engaging). Cherukiki can cast Silence
  • Required BLU spells include Silent Storm, Subduction, Blank Gaze (or Geist Wall), Magic Fruit, Occultation
  • Pull with Silent Storm and dispel with Blank Gaze (Geist Wall); keep Silence on to avoid Cure VI during Chainspell (can heal around 68k)
  • The gimmick is simple: when the boss uses Invite Over, move your party away from the Steward to avoid the potent DoT aura. When it uses its SP move (any one among those from the starter jobs), the boss itself will have the same aura (visible on the boss itself). At this point, move toward one of the two Moogles who themselves have a beneficial aura that will counteract the aura from the boss. Additionally, the Moogles will have an amnesia aura during this time. Avoid engaging the boss if possible so that it does not gain TP and use Invite Over during its SP (because you will be forced to run to the other Moogle and may possibly die, or your NPCs might die). Use Occultation and Magic Fruit to stay alive. If you need healing from your NPCs, engage to get healed, and then disengage until the boss' aura is down (otherwise they will waste MP trying to Erase and use healing spells to remove aura effects). Try to fight away from the Moogles so you will always have a safe spot during the boss' aura. On Normal, there should only be 4 (?) uses of SP.
  • Re-apply silence when necessary even at the cost of possibly losing one of the Moogles (but do not kill both of them). Best to fight along the outer walls and move in a circle when Stewards are spawned.
  • When/if you are out of MP (including NPCs), use Subduction and run to the opposite side of the arena to rest (or to simply stand still) to allow the NPCs to recover MP/HP.
  • Other NPCs that might work well: Selh'teus and Arciela as they both provide AoE healing; Selh'teus also replenishes MP

Very Easy:

  • Solo-able on almost any job. Do not kill the Moogles that appear at the start. Summon NPCs and fight on top of the Moogle on the right (as viewed when zoning in).

Key Item Locations:
Can be obtained from any experience yielding monster.

Regular Ambuscade (Vol. Two)

Volume 2, November 2026, Mantid

Difficulty Foes Notes
Very Difficult Thillloab (Information Needed)
Difficult Thillloab (Information Needed)
Normal Thillloab (Information Needed)
Easy Thillloab (Information Needed)
Very Easy Thillloab (Information Needed)

Notes:
Thillloab:
will use the following TP moves:

  • Immolating Claw:. Deals damage and applies Plague. Frontal cone.
  • Mantodean Reprisal: Deals damage and fully Dispels target. Frontal cone.
  • Phlegm Expulsion: Deals damage and applies Amnesia. Circular AoE.
  • Macerating Bile: Inflicts Bio and applies all-stats Attribute Down. Circular AoE.
  • Slicing Sickle: Deals damage, knockback, applies physical defense down. Circular AoE.
  • Raptorial Claw: Deals damage, knockback, applies magic defense down. Circular AoE.
  • Preying Posture: Gains Attack Boost.

Seems to get a defense reduction as its HP is reduced Verification Needed




Setups and Strategies:





Key Item Locations:
Ceizak Battlegrounds 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