The fully-grown form of Xeno'jiiva. It absorbs energy from its environment to heal itself and change the ecosystem.
Safi'jiiva Details & Locations
- Found in: Secluded Valley
- Target of Quests: Safi'jiiva Siege (The Red Dragon), Point of No Return
- Is hostile when approached
- Size: This monster's size does not vary and is always 4799.78.
- Species: Elder Dragons
- HP: 20,000(Solo), 26, 000(Duo) 40,000(3 or 4 players)(Safi regenerates HP everytime it absorbs energy from the ground)
- Head: 26,250
- Back: 525
- Chest: 7,000
- Forelegs: 18,375 each
- Hindlegs: 8,750 each
- Wings: 4,200 each
- Tail: 19,250
Safi'jiiva Combat Info
- Kinsect Extracts:
- Red: Head/Neck/Chest
- Orange: Body/Hindlegs
- White: Wings/Frontlegs
- Green: Tail
- In the first area, Safi'jiiva will not move on his own. The monster can be pushed around the map as long as you stagger it by focusing the same part. Staggering Safi'jiiva when he's on the vine will get him stuck in the vine trap.
- There are two boulder traps that can be dropped on Safi'jiiva in the same area, one on each side of the map.
Triggering any two environmental traps will cause Safi'jiiva to drain energy and leave to the next area.
- In the second area, Safi'jiiva can now move around. Starting from this phase, Safi will start giving enmity to the player who dealt the most damage in the previous moments. A red line connects Safi's head with the player who is currently being targeted. Safi will be in enraged state for as long as enmity is active.
- The player who gains enmity will be the target of all Safi'jiiva attacks. Failing to receive or maintain enmity (e.g. by carting) will result in Safi'jiiva attacking the team more erratically.
Dealing enough damage to Safi will result him in performing his supernova called Sapphire of the Emperor. The only way to avoid this attack once it's started is to hide behind one of the crags in the arena. See further below for more information about the nova.
In the third area, Safi'jiiva will now periodically enter the Supercritical State. In this state, all body parts become much more susceptible to damage, and the chest can now be hit and broken.
It is recommended to keep all crowd control (mount, paralysis, sleep) for the third area, as this is when Safi'jiiva is both the most vulnerable and the most dangerous. Keep in mind however that you cannot kill Safi'jiiva until he fully drained the energy of that area.
Poison and Blast both deal extra damage to Safi'jiiva. However Poison doesn't contribute to part breaking.
Attacks to Look Out For
Ring Explosions: Safi'jiiva will break its forelegs in the ground, very similar to Xeno'jiiva, creating a massive explosion around him. This time however, the explosion is followed up by a second detonation with a larger blast radius afterwards.
Dual Beam Attack: Safi will shoot a beam at one hunter. The beam will simply knock down the hunter for a short time and deal low damage. However, it is followed up by a much more devastating beam attack shortly after the hunter gets back up. The hunter should immediately roll away since the second beam doesn't track.
Charged Beam: Safi'jiiva will open his mouth to charge a beam attack, indicated by a blue glow. While Safi is charging, he will track the movement of its target. You can dodge the attack by moving towards Safi'jiiva or by dodging before it is fired.
Deadly Pin: Safi will lunge at a hunter with his head lowered. If this connects, the hunter will be pinned. Safi then proceeds to grab the hunter with his mouth, following up with several beam attacks. The attack will leave the hunter at exactly 1 HP and burning. Make sure to use Lifepowder after the final hit or the hunter will die to Fireblight. The grab can also be interrupted with a well aimed Flash Pod.
You want to break as many parts of Safi'jiiva's body as possible to get the maximum rewards out of the siege. Once a part is broken, make sure to move to the next one.
Here is a quick summary to what weapon is useful on what parts:
Head: Blunt or Ranged weapons.
Chest: Cannot be hit if Safi'jiiva is not in supercritical state. Once it has entered supercritical state, every weapon works.
Back: Ranged weapons or any weapon that can deal a lot of damage with a mount (like Greatsword).
Forelegs: Sever weapons.
Hindlegs: Blunt weapons.
Tail: Sever weapons.
Wings: Ranged weapons.
After defeating Safi'jiiva, you will be able to get Safi'jiiva weapons. Complete the siege and talk to the Quest Giver in the Gathering Hub. You will get to chose out of a random selection of weapons, and the better you did in the siege, the more weapons you can take. Two of the weapons will always match the weapon type you have equipped when talking to the Quest Giver.
The highest level of rewards that can be obtained in a single run clear (starting from full energy) is 15. This can be obtained by breaking all parts except one of the four legs. This includes the tail cut and the full head break.
Safi'jiiva Energy Management
Understanding Safi'jiiva's energy mechanic is the key to significantly speed up the Safi'jiiva hunt (which is almost necessary since you only have 20 minutes).
Safi'Jiiva has exactly 40000 health and an energy deposit of 10000 Units (EU for short)
Every time Safi'jiiva's HP drop below a certain amount or his energy reserves significantly decrease, he will absorb energy out of the area he's currently in, restoring his HP and refilling his energy reserve.
In Area 1, Safi'jiiva will drain if his HP drop below 70% and will heal to full
In Area 2, Safi'jiiva will drain if his HP drop below 50% and will heal to full after the Supernova
In Area 3, Safi'jiiva will drain if his HP drop below 40% and will restore 35% of his HP
With every drain, all parts will heal up to 50% of their current flinch threshold. Broken parts stay unbroken.
Every area has an energy storage of exactly 10000 at the start of the siege, however energy is drained twice as fast in the last two areas.
Safi'jiiva will only move to the next area after he has absorbed all the energy in the current area. Every time Safi'jiiva does that, he will restore 15% of its health regardless of energy reserves.
Forcing Safi'jiiva to lose large amounts of energy will speed up the fight significantly. Several things will help with this.
Boulder Drop/Vine Trap 5000 energy each. Only available in the first area Elderseal Procs 1500 energy (It is almost impossible to proc Elderseal more than twice. Average and High Elderseal are equally effective.) Major Flinch (Safi'Jiiva moves) 200 energy Part Broken 200 energy Aerial Flash/Sleep/Para 200 energy Ground Flash 100 energy Trips / Completed Mounts 500 energy Attacks while having Enmity 100 energy each Supercritical State entered 200 energy every time. Complete Sapphire Star of the Emperor 500 energy.
Avoiding the Full Party Wipe
In the last area of the Siege, Safi'jiiva will perform the Sapphire Star of the Emperor attack (Supernova) fairly regularly. To avoid a full party wipe, the hunters need to hide behind rocks/crags.
- The crags break after every Supernova. Two attacks will generate new ones.
- The first is the Attack where Safi'jiiva shoots a thin energy beam first at the floor and then rising to the ceiling. This attack occurs fairly reliably and can't be flinched.
- Once Safi'jiiva is close to death (skull icon on minimap) and has run out of energy, it will regularly perform the ring explosion attack. At this point, the attack will also spawn crags.
- This attack can be flinched, causing no crags to drop. The following Supernova will lead to a full party wipe!
To avoid this, a few things can be done:
Avoid the "Desperation mode" entirely
Force Safi'jiiva to drain all the Energy from the area fast by triggering the events above. Safi'jiiva can't heal without energy in the current area. Then slay Safi'jiiva as soon as possible, so it never runs out of energy. High damage is needed for this.
While the active Supernova disables farcasters, you can use one just before it. Safi'jiiva actually lowers its body for a second before it jumps in the air. If you notice this and there are no rocks in the area, use your Farcaster fast. You just might escape.
Utilizing the food skills Felyne Insurance (Daily Skill) and Felyne Safeguard (6 Alcoholic Ingredients), you can get up to 5 possible faints. Do keep in mind that multiple iterations of the same skill don't stack.
Stagger Safi'jiiva out of the air
You need to use a Flash Pod or a Bomb Pod on Safi'jiiva before the Supernova animation begins. Note that Safi'jiiva will develop immunity to pods, so you can't use multiple ones in a row. Alternatively, you can drop Safi'jiiva down to the ground by triggering paralysis or sleep.
Partbreaker: pretty much mandatory as the main goal of the siege is to break as many parts as possible before slaying the monster. Lv3 recommended.
Health Boost: Recommended because of Safi's high damage output.
Fire Resistance: having fire resistance of 20 or above prevents being affected by Fireblight.
Coalescence: alternatively you can choose to profit from Fireblight to give yourself a damage boost.
Each ⭐star shown below represents more weakness to each ailment
Each ⭐star shown below represents more weakness to each damage type
*Only in Supercritical State.
Detailed weakness information(Legend Explanation: here)
Credits to AsteriskAmpersand, Deathcream and MoonBunnie.
Safi'jiiva Master Rank Carves
Defeating this monster allows the player to carve the following items:
Safi'jiiva Carves (all Master Rank)
Safi'jiiva Rewards (All Master Rank)
|Safi'jiiva Cortex||⭐⭐⭐⭐||27% (32% for each part broken)|
|Pulsing Dragonshell (Break Back/Chest)||⭐⭐⭐||13% (68%)|
|Safi'jiiva Fellwing (Break Wings)||⭐⭐||10% (68% for each wing broken)|
|Safi'jiiva Hardclaw (Break Legs)||⭐⭐⭐||17% (68% for each leg broken)|
|Safi'jiiva Hardhorn (Break one/both Horns)||⭐⭐||9% (68% / 93%)|
|Zionium Crystal (Break both Horns)||⭐||3% (7%)|
Safi'jiiva Weapons & Armor
Armor and Weapons related to the Safi'jiiva Monster.
This collection of weapons can only be obtained through the '"Safi'jiiva Siege" event. Safi'jiiva Weapons can have Awakened Abilities by using Awakened Materials obtained from the Safi'jiiva Siege at the Smithy.
Sword & Shield:
Notes & Trivia
- Can't be lured
- When both parts of the name are translated in their respective languages it will roughly translate to: "Pure being imbued with life/power"
- It is the second monster (after Shara Ishvalda) to have a "Switch Display" option in its Physiology and Rewards pages.
- Unlike Shara Ishvalda, however, the two displays are unchanged in terms of appearance - the only differences are the body parts they highlight.
- It is the first monster to have more than one display for listing all of its breakable body parts and their respective awards.
- Since Xeno'jiiva lured Zorah Magdaros towards the Elders Recess, Safi'jiiva most likely lured it towards the Secluded Valley, where it died and formed the Guiding Lands out of its carcass and bioenergy.
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