Bubble Mew

UMAD — Phase 2: God Kefka (Party Finder)#

The PF-standard resolution for this phase. It happens to be the same strat Bubble Mew runs — see the Bubble Mew page for the same content with our framing. Role abbreviations (MT/ST/H1/H2/D1/D2/D3/D4) are explained in the fundamentals.


Boss Overview#

God Kefka. This phase is the Forsaken sequence — a long chain of clone baits and 8 towers where the towers anchor your sense of left/right for the whole phase. The difficulty is eyes and spacing inside each tower (cone vs. stack vs. spread) and being fast on the clone baits so you don't mis-turn a clone.

PF runs the Kroxy-Rinon 3/4/1 (Center / N stacks) strat — the community-standard resolution.

Raidplan everyone uses: https://raidplan.io/plan/UATE__aDcw1-bgVv (read every page; the final page — circle-marker variant — is not used). Sim it: https://github.com/WCGH/Waju-Sims/releases. Mechanic explainer (different positions, explains the why): https://raidplan.io/plan/afbvbg4f8k32k4e8.

Diagrams on this page are captured from the raidplan above; the job icons are the author's light-party layout.


Waymarks#

This strat only works with the Diamond / box waymark preset (12y). Confirm the party has it set before you pull:

MarkSpotMarkSpot
AN (12y)1NW
BE (12y)2NE
CS (12y)3SE
DW (12y)4SW
  • Letter marks (A/B/C/D) = the front edge of a tower (toward the boss).
  • Number marks (1/2/3/4) = the back edge of a tower (away from the boss).

The numbers on the raidplan slides only illustrate position — 1 is not literally two spots over from A in game. What matters is where you stand on the marker next to your tower.


Mechanic Timeline#

#MechanicNotes
1Clone BaitingSupports left, DPS right — opposite of the towers. Melee bait on the outer hitbox
2Past / FutureEveryone baits at max melee. Be fast or you mis-turn the clones
3Forsaken — Towers 1–88 towers in sequence; odd and even towers resolve differently
4Post-Tower 8Final stacks, then everyone baits Past/Future one more time at the A marker
5Trines + Wings of DestructionEnter the wave-1 triangle (3rd trine drops dead center). Split by radius for the near/far hit, by side for safe spots

1 — Clone Baiting#

Clone Baiting

Bait the clones opposite of the towers:

  • Supports → Left
  • DPS → Right

Melee clone baiting = on the OUTER hitbox ring. You bait the cone that is in the tower; the other two are baited by the cones in the tower.

If you are on the INNER hitbox ring, you die.


2 — Past / Future#

Past / Future

Everyone baits, stacked at MAX MELEE. Positions resolve as Past, Future, and "Far Future."

If you are slow doing this, you cause mis-turned clones and wipe the party. Get in and out fast.


3 — Forsaken: The 8 Towers#

Tower Resolutions — overview

The towers run 1 → 8 and anchor your POV for left/right for all of Forsaken — orient off the tower, not the room.

Group split#

A/B group split

GroupJob
AStack + Light-Party buddy. Takes the stacks on towers 1–3 (and tower 8)
BClone & Cone enjoyers for the first 3 towers… then B takes over the towers at Tower 4

So: B does the same thing on towers 1–3 and 8; A does the same thing on towers 4–7. Watch for the handoff at Tower 4 ("B take over towers").

Left/right priority#

Within a tower, who takes the cone/stack on which side is set by priority:

  • Supports read left to right as RMMR
  • Stacks read as SSDD (Support, Support, DPS, DPS)
  • Non-tower Supports always take the stack / cone on the LEFT.
  • Non-tower DPS always stand in the stack on the RIGHT.

Even when both supports (or both DPS) get the stack, the priority tells you who's right. The exact per-tower spot is shown on each diagram below.


Odd Towers (1, 3, 5, 7) — Stack · Cone · Spread#

Odd towers — cone & spread

Odd towers — stack spacing

  • Stack = on the boss hitbox, between the outer hitbox and the tower edge. Not in the corner of the "eye" shape, not past the midway point of the tower.
    • Tank stands right in front.
  • Cone = away from the stack, but not on the tower's back wall. You're the driver of this tower — the stack is fixed on the hitbox, so judging whether you're closer to your cone baiter or the stack is the mechanic. Sit just off the tower edge, don't touch it.
  • Spread = "South" of the tower (away from the boss).

Left stack goes on the boss hitbox ring; right stack goes in front, toward the "new north." Don't go into the corner — clone kick. Don't cross the midpoint — you kill the tank. You have tons of space; don't overcook this tower.


Even Towers (2, 4, 6, 8) — Cone · Spread · Clone bait#

Even towers — Tower 2 rules

Even towers are the common wipe. The current layout gives cone baiters a real waymark to stand on — use it.

  • Cone = inside, ON the INNER hitbox ring, at the TOWER EDGE. Get way up in there, where the tower crosses the inner ring.
  • Cone Baiter = back corner of the number (#) waymarks, or on the cardinal (letter) marker edge toward the boss (depending on the tower — check the slide).
  • Spread = "South" of the tower, moving slightly toward the other tower, opposite of the cone.
  • Melee clone baiting = on the OUTER hitbox.

Look at the boss! Inner hitbox + tower edge = Cone. Edge of marker toward boss = cone bait. South of tower = Spread.

If you are in or on the INNER hitbox ring, you die (unless you're the cone on the tower edge).

Cone-bait waymark spots — the baiter stands on the back corner of the number marks, or on the cardinal letter-mark edge toward the boss. Each even tower's exact spot:

Even cone bait — A

Even cone bait — B

Even cone bait — C

Even cone bait — D


Per-tower diagrams#

Tower 1 (odd) — DPS stackers in front, scoot left. Tank in front on edge; Healer in back, not on edge.

Tower 1

Tower 1 — if DPS get cones first

Tower 2 (even) — see the Even Towers diagram above.

Tower 3 (odd) — Bs do the same thing as towers 1–3 & 8.

Tower 3

Tower 4 (even) — B takes over the towers here.

Tower 4

Tower 5 (odd)

Tower 5

Tower 6 (even)

Tower 6

Tower 7 (odd) — As do the same thing as towers 4–7. Scooch a little right to dodge cone cleaves later.

Tower 7

Tower 8 (even) — last tower, then straight into Post-Tower 8.

Tower 8


4 — Post-Tower 8#

After the last set of towers, everyone goes to waymark A to bait the final Past/Future.

Don't forget to dodge Future after the bait.


5 — Trines#

Trines + Wings of Destruction

The final mechanic. Three waves of triangle AoEs (Trines) drop in sequence while Wings of Destruction layers a half-room AoE and a near/far hit on top.

The Trines#

  • Trines fall in three waves — numbered 1 → 2 → 3 on the diagram.
  • A half-room AoE (Wings of Destruction) sweeps in while you're repositioning — dodge it on the way to your safe wedge.
  • The 3rd trine always lands dead center, so the middle is safe to stand.

Wings of Destruction — near & far#

Wings of Destruction also throws a strong hit on the nearest and the farthest player. Spread by radius so the right people eat it:

  • MT — move in toward the boss (takes the near hit), watching the Trine range so you don't clip a triangle.
  • ST — sit on the absolute outermost edge (takes the far hit).
  • Healers / DPSouter ring, but not quite on the outermost edge. Close enough to the wall to be safe, far enough in that you're neither nearest nor farthest.

Where to look for your safe wedge#

Find your safe triangle by side so the two groups don't collide:

  • Tanks → the counterclockwise side of North (A) — look N first, then W.
  • Healers + DPS → the clockwise side of North (A) — look N first, then E.