WICKED THUNDER · PHASE 01

Witch Hunt.

Four patterns. Eight players. Every movement, made clear.

◉ INTERACTIVE STRATEGY REVIEW
READY TO REVIEWTOP-DOWN VIEW ⌖
◆ Lv. 100 Wicked ThunderENEMY
Widening Witch Hunt14.00 s
Witch Hunt strategy arenaEight players in clock positions around Wicked Thunder. Colored markers show roles, waymarks orient the arena, and orange areas show incoming damage. NESW
00:00.0 / 00:28.0
CAST START4 RESOLUTIONSCOMPLETE
Space play / pause ←→ step R restartEncounter clock 01:00.7
FIELD NOTES / M4S

Understand the hunt.

This review covers the complete four-hit Widening / Narrowing Witch Hunt sequence. It uses the clock spots and role assignments explained in Hector’s M4S guide (03:05–05:14), following the Shabin strategy.

Read two independent tells

Widening: outside, inside, outside, inside. Narrowing: inside, outside, inside, outside. The near/far symbol determines which two players are targeted, then alternates each hit. Pink clustered diamonds mean near; purple separated diamonds mean far.

Resolve all four hits

Keep your clock direction. Tanks and melee take near baits; healers and ranged take far baits. Supports handle hits 1–2, then DPS handle hits 3–4. Each player receives exactly one bait; a second hit while vulnerable is lethal. Move only after both the ground AoE and clone hit have resolved.

When safe direction and bait direction match, the party stays near the 10-yalm boundary and baiters go farther into the safe area. When they oppose, baiters stay near the boundary and the other six players move deeper into the safe area. The small inward/outward offsets around a waymark matter: its center is on, or very near, the danger boundary.

Timing & scale

The opening cast lasts 14 seconds. This playback starts at its cast start, approximately 01:00.7 on the pull clock. Boss visual actions occur at +14.0, +17.4, +20.8, and +24.2 seconds. Ground damage is modeled 1.1 seconds later; clone hits follow approximately 0.1 seconds after that. The opening cast bar remains on screen after completion, without inventing additional boss casts.

These are nominal, source-based timings, not a guarantee of server snapshots. Cactbot’s sample timeline uses 3.4-second intervals; BossMod estimates roughly 3.5–3.6 seconds. In game, respond to the resolved hit. Animation travel and early overlays here are teaching aids.

The board is 40 × 40 yalms. The ground AoE boundary is 10 yalms from the boss; clone AoEs have a 6-yalm radius. A–D sit 10 yalms from center; numbered markers use ±7-yalm coordinates. Player discs are enlarged for readability. After this sequence, regroup and prepare mitigation for Wrath of Zeus.

Sources

Original interface and diagrams. This is an independent fan project, not an official Hector Lectures or Square Enix product.