A powerful beast from another world. Its large horns and muscular frame defy nature. Unique strategies are required to battle it.
Behemoth Details & Locations
- Found in: Elder's Recess, ??
- Target of Quest: He Taketh It With His Eyes
- Is immediately hostile at close range
- Attacks other monsters: ??
- Small Monsters version: none
- Sizes: ♛ 3423.65 ~ ♛ 3423.65
- Species: Elder Dragons
Talk to the Serious Handler in Astera after defeating the main story to add the new special mission “A Visitor From Another World”. Players will go to Wildspire Wastes and follow the Cactuars. The Cactuars can be caught and are worth 85 points. This will lead the players to slay a powered up Kulu-Ya-Ku. Afterwards, players will enjoy a cutscene leading them to Elder’s Recess to undertake another Special Assignment.
Notes: Monster can be mounted, but is immune to traps. If it lands on the player it will deal heavy damage. It will be a guaranteed giant crown. Several moves, such as the standard meteor and charybdis attacks, can be interrupted by a flash pod. Temporal mantle is recommended as many attacks are unblockable and others result in heavy chip damage, even with guard level 4.
Polar Behemoth Event Quest
“A Visitor from Eorzea (Extreme)”
- 9 ★ located in the Elder Recess
- Players must be HR 50 or higher
- Player must slay a Tempered Behemoth
- Players will obtain Behemoth Ticket to forge the new Drachen/Dragoon Layered Armor.
- This mission last from August 23rd to September 6th.
Behemoth Combat Info
- Deals Thunder and Fire Element Damage, and is resistant to both
- A Tank or Evasion Tank is absolutely essential to the run
- Lance, IG and shield users should tank the monster: Let the tank start to get aggro first. Do not engage until the tank has enmity confirmed by the combat text.
- Weak to Dragon, Water and Ice.
- Status weak to Paralysis and Sleep (gunners should have these two elements)
- The Horns and Tail, and claws can be broken
- Ecliptic meteor can be avoided by using the Dragoon Jump emote given to you, count 1 second as soon as behemoth twitches from finalizing it's EM summon. Note however, that timing varies slightly depending on your distance from EM's epicenter. In general however, the above rule should provide enough leeway for you to time it right for medium distance (between 4 rolls to 10 rolls distance from epicenter)
- Ecliptic meteor can NOT be avoided via farcaster as item usage of any kind is locked as soon as behemoth casts EM.
- Bring healing items to help your teammates such as Lifepowder. 3 on hand and 10 combination reserves will ensure everyone stays alive.
- Bring Mega Barrel Bombs to place when it falls asleep.
- The boss summons COMETS. Your team should drop them in accessible areas of the arena.
- When the large meteor AOE comes, put the COMET between you and the middle of the arena where the large meteor will land. The floor turns red and the boss glows red as a signal.
- When Charybdis is cast, a player will be selected with a gust of wind similar to the starting of a Kushala Tornado. Move closer to a wall if possible to ensure that the team isn't affected during combat.
- If you are playing with randoms and your teammates are dropping tornados everywhere, you can use a Flashpod to stop the cast.
- Be aware that flashpods reset Enemity (aggro), so they should be used sparingly
- If you have played FF14 before you will notice that Behemoth has distinct skills that have areas to position your team in. - For example the Thunderbolt, standing either on the side, behind or in the spaces between his head and arm are the safest places to stand. If you are his target it is better to stand in the spaces between his hand and arm or you risk wiping your team if he turns around suddenly on a teammate.
- Similar with Thundaga, his Eruption is the same 3 directions however it is telegraphed more clearly and is not used more than once at a time.
- Meteor can be blocked but chunks for a lot, it is better to super man dive or avoid completely.
- The player with Enmity should move Behemoth away from any tornadoes and comet.
- If it stumbles, everyone focuses the same weak point they focused before, repeat until broken. If it sleeps, sleep bomb and have your range special shot the barrel if no GS/GL is present.
- Phase 1- The battle will start in the cave with 2 destructible stalactites each doing about 1.7k, this will be the easiest and quickest phase if you manage to get even one of them to hit behemoth, he will only use Meteor and Charybdis in this phase.
- Phase 2- He will run to the next zone, where the first person who enters with be met with a Charybdis cast or a meteor and most of the Enmity. in this phase he will use his skills more often and sometimes in rapid succession and his meteor will now target all hunters. he gains two new moves Thunderbolt and Comet. Thunderbolt can and usually is used 3 times in a row, but its possible to blind him and stop the triple cast. Once Comet falls you MUST make sure that at least one rock stays up to hide behind when he uses ecliptic meteor at the end of the phase or you will instantly be carted.
- Phase 3 - He will run again and there you will be met with objects that can be used to mount without an IG (Its not confirmed but I'm almost positive they cannot shield you from ecliptic meteor then even if they manage to stay up). same as phase 2 you must make sure at least one rock is up to have any chance of surviving at the end of the phase.
- Phase 4 - He will run one last time to the nergi nest, there here will stand waiting for you, both destructible walls are already broken down. similar to phase 2-3. you must survive yet again and this time finally kill him and carve from the remains.
- It is worth noting that if everyone leaves the zone he is currently in he will begin to regenerate health.
- He may flee into the zone with heat hazard, so bring cold drinks, if he does run to this zone, he may run back to his previous zone after the 3rd phase.
- The ecliptic meteor, while not map wide, is far enough to reach all adjacent zones, you will not be able to run from the blast nor can you escape by any conventional means such as fast-traveling to camp (be it via farcaster or wingdrakes). Item usage is locked as soon as Behemoth casts ecliptic meteor, likewise anyone who are foolish enough to try and stay in camp area's tent will be booted out of the tent automatically, rendering any of these options obsolete. It is, however, possible to bypass ecliptic meteor's effect by eating in the canteen should one be close enough to a canteen table.
- Contrary to "popular" believe, it's highly inadvisable to mount behemoth for prolonged periods of time (ergo infinite mount strategy) as Behemoth will continue to thrash around more erratically the longer it is mounted. This will cause a scenario where it is near impossible to do any real damage for most melee attackers; be it from Behemoth's thrashing about throwing allies away or continued mounting causing Behemoth to move distances away from any single position at all thus rendering weakspots impossible to hit consistently if at all.
Furthermore, the longer Behemoth is mounted, the more it will move about the area while being mounted, exponentially increasing the risk of it breaking any/ all comets that are lodged in the area as collateral thus an assured quest failure if no one in the group is confident enough to pull off a successful jump evade as ecliptic meteor comes.
- It is highly recommended to put the Behemoth to sleep under a boulder in Phase 1. The boulder's damage will be doubled as a wake up hit akin to any other source of damage, surpassing several Mega barrel bomb worth of damage combined. Likewise, using both boulders in Phase 1 will essentially allow for a faster run overall.
- Do not assume any of your random party members will flash to cancel Charybdis; always assume your due diligence/ responsibility of flashing a Charybdis aimed at you personally and be proactive on finding an area's edge to go to in case Behemoth's head clips through a wall thus rendering flash cancelling Charybdis impossible. Sole focus on damage dealing is neither useful nor helpful; do not be "that guy".
- Always do a head count prior to starting a random hunt; if there is a support tank in there (e.g. barroth lance user with guard up/ guard 5, etc) then let them gain enmity. If and when the system works, this will cause behemoth to cast Charybdis on a much lesser frequency as well as ensuring Behemoth only casting meteor on said tank.
Any IG or S&S hunters in the midst should always aim to finish mounting as soon as possible, instead of the mythical infinite mount strategy as enmity resets after a few minutes. Wasting enmity active time would only cause more sporadic Charybdis and meteors being cast on the long run. Stay on your lanes.
- Green: The neck and torso and upper back
- Red: the Forearms
- Orange: the Head and Tail
- White: the Hind legs(the back legs)
Each ⭐star shown below represents more weakness to each ailment
In-game weakness information
Behemoth Low and High Rank Carves
Defeating this monster allows the player to carve the following items:
|Behemoth Mane (dropped, carved)||High Rank⭐⭐⭐⭐⭐|
|Behemoth Bone||High Rank⭐⭐⭐⭐|
|Behemoth Tail (cut tail)||High Rank⭐⭐⭐|
|Behemoth Shearclaw (forelegs broken)||High Rank⭐⭐⭐|
|Behemoth Great Horn (Horn Broken)||High Rank⭐⭐|
Behemoth Weapons & Armor
Armor and Weapons related to the Behemoth Monster.
Notes & Trivia
- Behemoth is a Free DLC update in collaboration with Final Fantasy XIV. The Behemoth is a monster that has recurred since its first appearances as a boss in Final Fantasy II, and typically appears towards the end of the game as a very powerful enemy.
Ancient Leshen ♦ Anjanath ♦ Azure Rathalos ♦ Barroth ♦ Bazelgeuse ♦ Black Diablos ♦ Deviljho ♦ Diablos ♦ Dodogama ♦ Great Girros ♦ Great Jagras ♦ Jyuratodus ♦ Kirin ♦ Kulu-Ya-Ku ♦ Kulve Taroth ♦ Kushala Daora ♦ Lavasioth ♦ Legiana ♦ Leshen ♦ Lunastra ♦ Nergigante ♦ Odogaron ♦ Paolumu ♦ Pink Rathian ♦ Pukei-Pukei ♦ Radobaan ♦ Rathalos ♦ Rathian ♦ Teostra ♦ Tobi-Kadachi ♦ Tzitzi-Ya-Ku ♦ Uragaan ♦ Vaal Hazak ♦ Xeno'jiiva ♦ Zorah Magdaros