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: Point of No Return (Safi'jiiva Recon), The Red Dragon (Safi'jiiva Siege, only available online)
- 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
- Safi'jiiva's attacks are mostly elementless, even the beams. The only elemental attacks are the flame left on the ground after Safi'jiiva uses its thinner beams, which also causes Fireblight. Investing in Fire Resistance is thus not as useful as in the fights with monsters directly dealing fire attacks, such as Kulve Taroth.
- Fixed damage types (barrel bombs, sticky ammos, Gunlance shells, Charge Blade impact phials) deal 30% less damage on any part that isn't already broken.
- Poison and Blast both deal extra damage to Safi'jiiva. However, Poison doesn't contribute to part breaking. Hunters can bring Poison Smoke Bombs to inflict Poison on Safi'jiiva and save their weapons for part-breaking purposes. In a 4-player difficulty, the 1st poison needs 3 bombs, and the 2nd poison needs 5 bombs.
- Safi'jiiva will not change position (but can turn around) on his own. It can only be pushed by the hunters dealing enough damage on specific parts to flinch it. The direction it moves is opposite to the relative direction of that specific part to its main body (e.g., attacking the head can push it backward).
- Flinching Safi'jiiva when it's on the vine area will get it stuck in the vine trap.
- There are two boulder traps that can be dropped on Safi'jiiva in this area, one on each side of the map. The handler will notify you if Safi'jiiva is at a good position for you to drop the boulders. Alternatively, you can judge it by yourself.
- Triggering the falling boulders or the vine trap will result in Safi'jiiva absorbing the energy of this area. The only exception is when the boulder is dropped on it when Safi'jiiva is in an uninterruptable animation.
Triggering any two environmental traps will cause Safi'jiiva to fully drain energy and leave to the next area.
- A useful way to trigger two environmental traps back-to-back is to push Safi'jiiva to the vine areas close to the boulder on the left-hand side (when you face the cliff), flinch it to trigger the vine trap, and drop the boulder onto its wing when it's just about to leave the vine trap. This strategy can significantly shorten the time of phase 1 and potentially get one wing break by the boulder drop, thus is often used in speed runs. Note that using slinger ammos to drop the boulder might result in hitting Safi'jiiva's wing, so using penetrating ammos like elemental ammos might be a better option.
- Safi'jiiva can now move around.
- There are many ledges in this area. Hunters can use them to perform certain attacks or to mount Safi'jiiva.
- Starting from this phase, Safi'jiiva will start giving enmity to the player who deals the most damage in the previous moments. A red line connects its head with the targeted player. The player who gains enmity will be the target of all Safi'jiiva attacks. Safi will be in enraged state for as long as enmity is active.
- The targeted hunter failing to maintain enmity (e.g., by carting, forecasting, smoke hiding or not dealing enough damage continuously) will result in Safi'jiiva losing its attention and attacking the team more erratically. When it finds a new target, it often performs the supernova before giving enmity to the new targeted hunter.
Dealing enough damage to Safi will result him in performing his supernova called Sapphire of the Emperor. Hunters can hide behind one of the crags in the area to avoid taking this instant-kill attack. It can be interrupted when Safi'jiiva hasn't reached the highest point, by flash pods (note that there exists a cool-down time after every two pods) or any means to flinch Safi'jiiva. See further below for more information about the nova.
- There are climbable cliffs for the hunters to perform jumping attack and mount Safi'jiiva. But these cliffs disappear after Safi'jiiva performs its first supernova.
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 Supercritical state, 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 it fully drained the energy of this area.
- In the end of each Supercritical state period, Safi'jiiva performs its supernova and returns to the normal state. However, using a flash pod to interrupt it just before the supernova can make it keep the Supercritical state afterwards.
- After the first supernova, the gas traps in this area will be revealed. Hunters can attack the gas to explode it when any part of Safi'jiiva is on these regions. The gas explosion deals fixed damage on Safi'jiiva. One gas explosion can flinch Safi'jiiva, and the next one can knock it down, if these explosions happen when Safi'jiiva is NOT in an uninterruptable animation (e.g., the resting animation after a supernova). It's better to save the gas knockdown for the Supercritical state to do more damage.
- The benefit of pursuing the gas trap is however debatable. Safi'jiiva can be lured to the gas traps by the targeted hunter, but if that hunter runs directly toward the gas trap, the other hunters might lose the chance to do damage because Safi'jiiva leaves them swiftly. Also, if the targeted hunter moves too far from Safi'jiiva, the enmity might be lost. It's thus suggested for the targeted hunter to lure Safi'jiiva slowly while keeping attacking it.
- When Safi'jiiva is about to die, it drops some Bomb Pods. They can be used to flinch Safi'jiiva, especially to save the group from a full-party wipe (see a section below). But note that the effects of pods have their cool-down time.
- While the official time limit of the siege quest is 20 min, Safi'jiiva escapes at ~19:50 if not interrupted. If interrupted, the quest will end at 20 min anyway.
Attacks to Look Out For
Ring Explosions: Safi'jiiva will sink its forelegs into the ground, very similar to Xeno'jiiva, creating a massive explosion around him. This time however, the explosion spreads to 4 rings. The hunters can roll inward after an inner ring explodes, or dive evade when a ring is about to explode.
Dual Beam Attack: Safi'jiiva 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 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'jiiva is charging, he will track the movement of its target. When its mouth glows white light, the tracking stops and Safi'jiiva is about to emit the beam. To dodge this attack, the targeted hunter can first stay at a place and then roll out when seeing the white glow.
Deadly Pin: Safi'jiiva will lunge at a hunter with his head lowered. If the head touches any hunter, the hunter will be pinned. Safi'jiiva then proceeds to grab the hunter with his mouth, following up with several beam attacks. The final attack will leave the hunter at exactly 1 HP and burning. As teammates, make sure to use Dust of Life or Lifepowder to help the attacked hunter after the final beam, or the hunter will die to Fireblight. The grab can also be interrupted with a well aimed Flash Pod. The signal of Safi'jiiva about to perform this move is easy to recognize. To dodge this move, it's usually better to roll to the left side.
- The siege rewards can be obtained at the gathering hub quest counter after completion of a Safi'jiiva siege.
- The rewards include two boxes, (1) the materials called Dracolites, used to upgrade (Awaken) Safi'jiiva weapons in the workshop, and (2) Safi'jiiva weapons.
- The quantities of both Dracolites and weapons, as well as the qualities of Dracolites, increase with the reward level. The reward level progresses from level 1 to a maximum of level 17. It's increased by the reward points hunters obtain through achieving certain objectives in the siege:
- Single Run Siege Completed: 2 Gold Rewards (higher quality Dracolites)
- Safi'jiiva Slayed: 500 Pts
- Super-critical State Reached: 30 Pts
- 2nd Level Reached: 15 Pts
- Bottom Level Reached: 20 Pts
- 1st Level Energy Absorbed: 15 Pts
- 2nd Level Energy Absorbed: 20 Pts
- Bottom Level Energy Absorbed: 25 Pts
- 1st Level Energy Depleted: 80 Pts
- 2nd Level Energy Depleted: 100 Pts
- Bottom Level Energy: 120 Pts
- Back Broken: 100 Pts
- Chest Broken: 200 Pts
- Right Wing Broken: 50 Pts
- Left Wing Broken: 50 Pts
- Right Hind-leg Broken: 20 Pts
- Left Hind-leg Broken: 20 Pts
- Right Foreleg Broken: 20 Pts
- Left Foreleg Broken: 20 Pts
- Tail Severed: 120 Pts
- Head Partly Broken: 20 Pts
- Head Completely Broken: 180 Pts
- "Single Run Siege Completed" means that you successfully kill Safi'jiiva in a siege you have attended since full energy. It doesn't need to be a one-turn kill.
- Messages will pop up during the hunt when an objective is achieved.
- Completing an objective more than one time in a siege does not give extra reward points. To maximize the rewards, you want to break as many parts of Safi'jiiva's body as possible. Once a part is broken, make sure to move to the next one.
- Completion of an objective by another group in the session gives you part (normally half) of the reward points if your group hasn't finished that objective yet.
A Safi'jiiva siege is completed when any group in the same session has slayed Safi'jiiva. Although another group slaying it grants 400 pts out of the 500 pts to your group, you might miss the "Single Run Siege Completed" objective if you don't slay it in that run. Therefore, it might be better to focus on slaying Safi'jiiva if you see the message of another group having slayed it when your time is enough but tight.
While you can take all the Dracolites you earn in a siege, you can only choose certain number of weapons in the reward weapon box. The maximum is 4 weapons and is reached at reward level 13.
- When obtaining the rewards from the quest counter, equip yourself with the weapon type you're farming for, since the last two weapons in the reward box are always the same type as what you are equipped with then.
The highest reward level that can be obtained in a one-turn kill (starting from full energy) is 15. This can be obtained by breaking all parts except one of the four legs.
Strategies for Part Breaking
Part breaking is the most important part in a Safi'jiiva siege because it increases the reward level. However, different parts are weak to different types of damages, as listed in detail in a section below. Here, strategies for breaking certain parts are introduced.
- Get Partbreaker skill level 3.
- Always try to tenderize a part before attacking it. This increases the damage a lot.
- Don't pursue breaking the same part twice. It doesn't give extra points.
- Prioritize the chest in the Supercritical state. It gives the highest points.
- De-prioritize the legs. They give the lowest points.
- Be familiar with 2-3 types of weapons, since different parts have different weaknesses.
- The head is weak to blunt weapons.
- The head can be broken twice. The "partly" break gives 20 points, and the "complete" break gives 180 points. Be sure to go for the complete break if you're targeting the head.
- The head becomes weaker when partly broken. For example, for ammos it's a weak spot when partly broken, making spread ammos an effective way to break it completely.
- The snout (front part of the head) is resilient to ranged attacks.
- The head is fast moving and can damage hunters badly, thus more difficult for slower or shorter reaching melee weapons.
- To enable all the group members to reach the head, knocking down Safi'jiiva by the boulders in phase 1, stunning it by blunt weapons such as Hammers or sticky ammos, and mounting it using IG or Glider Mantle are all effective ways to create a long opening. Once Safi'jiiva is down, all the members in the group should try to break the head, unless it's in the Supercritical state and they are going for the chest.
- For blunt melee weapon users, the head should be their first focus in a siege, unless they are not confident in dealing with it (then go for the hinderlegs).
- The back is weak to melee attacks.
- The back's location is roughly the protruding hill between the two wings, but slightly closer to the head.
- Ironically, the back is not reachable to most melee weapons most of the time, even when Safi'jiiva is knocked down. One effective way of breaking it is thus the attacks during a mount. If the back is not broken, try to prioritize attacking it when you mount Safi'jiiva.
- An alternative strategy for melee users to break the back is to sleep Safi'jiiva and put barrel bombs for the awakening attack. However, sleeping is better saved for more important purposes, such as head or chest breaking or saving the group from a full-party wipe (see a section below), if back breaking is not an issue for the group.
- For gunners, the back is much more reachable, but ironically very resilient to ammo attacks. The exception is explosive damages like sticky ammos, which neglects the part's weakness. One useful strategy for sticky gunners is to stun Safi'jiiva by attacking its head, and then shoot the back. The back's hp is very low and should be broken with 5-10 shots of sticky ammo 3.
- The wings are weak to ranged attacks.
- The V-shape thick red parts of the wings are much weaker to ammos than the white membrane. Even when taking the same damage number (e.g., by sticky ammos), they seem to have a higher part-breaking multiplier (roughly +20%) than the membrane. However, they are also much harder to aim.
- Sticky ammos are an easy (but not the most efficient) way for gunners to break the wings if consistently aiming at the red parts is not easy for them. Although they are generally lower in damage than the other types of ammos, their ability to neglect parts' weakness means that the gunners don't necessarily have to aim at the red parts of the wings.
- An alternative way for melee users to break the wings is to explode barrel bombs on the red parts when Safi'jiiva is knocked down. However, the chance of knocking down Safi'jiiva is limited, and it might not fall to the side of the wing you want to break.
- For ranged weapon users, the wings should be their first focus in a siege, since the red parts are easier to aim at in phase 1.
- The tail is ONLY breakable (cuttable) by severing weapons.
- If not in the Supercritical state, the hitzone value of the tail is below 27 for severing weapons. Therefore, the skill Weakness Exploit cannot be triggered, no matter the tail is tenderized or not. The severing weapon users should increase the infinity by other means.
- The tail can sweep across long distances very easily, its attacks often come with ground explosion or wind pressure, and the position where hunters stand to attack the tail is often within the hinderlegs' attack range. Therefore, doing constant damage to the tail is not an easy task. The hunters can use Rocksteady Mantle to avoid being interrupted, and use far-reaching weapons like LS or GS to catch up with the tail's fast moves.
- When any hunters are attacking the tail, Safi'jiiva tends to focus on attacking them (if it's not targeting a specific hunter). Even worse, when the hunter being targeted by Safi'jiiva (having enmity in phase 2 or 3) is attacking the tail, Safi'jiiva tends to turn around to face that hunter, making hitting the tail an annoying chasing game. The group can try to shift Safi'jiiva's attention by clutch claw flinch shots, or the targeted hunter can smoke hide to lose enmity. However, this can sometimes lead to Safi'jiiva using its supernova attack.
- For severing melee weapon users, the tail should be their first focus in a siege, unless they cannot attack it consistently (then go for the forelegs), or they are confident in dealing with the head.
- The chest is weak to every kind of damage in the Supercritical state, but only in this state. Any damage dealt out of this state does absolutely nothing on breaking it.
- The chest is the most valuable part to break since it gives the highest reward point. Therefore, all the players should prioritize attacking it during the Supercritical state if it's reachable to their weapons.
- The location of the chest is roughly the protruding part under its main body, next to the neck. However, the exact location seems to be deep under the skin and might change its relative position to the skin features when Safi'jiiva changes its pose.
- When Safi'jiiva is standing, the chest is only reachable to high reaching weapons most of the time. GS, CB using the SAED attack, bows, and gunners using spread ammos are good choices to target it. However, even for these weapons, aiming at the chest needs some practice. One can tell if a damage is NOT landed on the chest by a grey damage number (since the chest is a weak spot) or by the 4 ' symbols around the damage number (since the chest cannot be tenderized).
- The more practical way of attacking the chest is, however, trying to knock down Safi'jiiva (stun, mount, sleep or use the gas trap) or paralyze it. When Safi'jiiva is down in the Supercritical state, all players should prioritize breaking it.
- Note that Safi'jiiva will be knocked down when certain amount of damage has been dealt on the chest. This knockdown gives a nice opening for the hunters to break its chest.
- The forelegs are weak to severing attacks, and the hinderlegs are weak to blunt attacks.
- Breaking the legs gives the lowest reward points among all parts, and their hp are very high. Hence, the hunters should NOT prioritize breaking them until all the other parts are broken.
- The legs are the easiest part to do high damage to Safi'jiiva itself. If you are going for energy drain or slaying Safi'jiiva, these are the parts to focus on.
- Using elemental ammos is an effective way to attack legs due to their fast speed and ability to hit two legs in one shot. A popular way to deal high damage on the legs (and Safi'jiiva itself) is using Water Ammo with Safi's Aquashot LBG, since it can deal high damage and crowd control (paralysis and sleep) Safi'jiiva. For elemental ammo users, tenderizing parts and increasing affinities are not necessary since the elemental part of the damage does not increase in critical hits, unless Critical Element or True Critical Element is equipped.
Safi'jiiva Energy Management
Understanding Safi'jiiva's energy mechanic is the key to significantly speed up the Safi'jiiva hunt (which is necessary in a single-run kill 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.
Other scenarios of full party wipes:
- Untimely flash: If Safi performs a supernova when it's NOT enraged, and this nova gets interrupted by a Flash Pod, it's possible that Safi performs another nova very soon after the first one, when there's not any crag on the ground yet. The detailed mechanics is not clear, but normally Safi becomes enraged after the second nova, so it might be a nova to reset enmity after losing track of hunters. This can happen at any time in phase 3, not restrict to the "Desperate mode".
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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