Anabaseios: The Eleventh Circle

Anabaseios: The Eleventh Circle, known to players as P11, is the third turn of in Final Fantasy XIV: Endwalker.
==Story==
===Normal===
===Savage===
==Progression==
===Normal===
===Savage===
Most of the boss mechanics in this fight has two versions, that can only be identified, whether Themis channels light or darkness. Light versions commonly must be dealt with light parties, darkness with pairs. 
Themis starts the fight with Eunomia, a regular raidwide. Tanks will then be targeted with a tankbuster, Dike. Dike hits both tanks with a light and a dark, that gives them a respective elemental damage down-debuffs. This forces a quick tankswap, since Dike hits both tanks twice with the same element, unless they swap. After Dike is finished, Main Tank can retake aggro. Optionally, they can use invulnerability as well. This is followed by Jury Overruling. Have the party spread out in clock positions, since this mechanic has two effects. Firstly, identify, whether Themis does light or dark version. Regardless of the version, Themis first launches line AoEs at every player, then it is followed by the effect dependent of light or dark.
* Light: After the line AoEs, every player will get a light puddle on their feet, and Healers will be targeted by an AoE blast that must be shared with light parties. Move out from the puddle and gather in light parties.
* Dark: After the line AoEs, DPS will be targeted by a blast that must be taken in pairs, and every player will get a dark donut AoE on their feet. Have supports move to their DPS pair inside their donut AoE, and share the blast.
Next, Themis uses Upheld Overruling, with either light or dark version.
* Light: A random Healer or DPS gets a tether. After the cast is done, Themis jumps on that player and the damage of the jump must be shared by the whole group. Right after, Themis causes a wide point-blank AoE around him and AoE blasts that must be taken in light parties. Have the whole party gather at the center, and divide into light parties after Themis jumps. Move away from the AoE and deal with the blast.
* Dark: A random Tank will get a tether. Themis jumps on that Tank, causing tankbuster-rate damage to the tank, and anyone else inside Themis's hitbox suffers a knockback, that most likely pushes them out of the arena to be instantly KO'd. Tethered Tank needs to go to the center and the rest of the party outside his hitbox. After the jump, Themis causes a donut AoE outside his hitbox and four blasts to be taken in pairs. Pair up inside the hitbox and keep a safe distance from other pairs.
Next, Themis uses Divisive Overruling, yet again with light or dark version. Themis first charges towards the Main Tank's current position with a wide line AoE, what follows after depends on light or dark variant. His direction will stay after he begins casting, so Main Tank needs to get out of the way before the cast ends.
* Light: After the charge, another, wider line AoE is created concurrently with the charge's AoE, followed by blasts to be taken in light parties. Stay out of the AoE and gather in light parties.
* Dark: After the charge, two line AoEs are generated on the sides of the charge, leaving the area of the charge safe. Move to this area in pairs to deal with the following blast.
After this, Themis casts Styx, a multi-hit party-stack, similar to what Zodiark used in . There will be several Styx throughout the fight, and every Styx is more powerful than the previous. The first has five hits, second has six and so on.
Next mechanic is Arcane Revelation. This too has light and dark variants, but differences are smaller compared to the previous mechanics. First, identify which element Themis is charging. After the cast is done, several light and dark portals will appear outside of the arena on two quadrants. These portals will fire line AoEs depending which element Themis charged. In order to find a safe spot from these, you will need to locate two opposite element portals, that are next to each other. In case of light, dark portals are safe and vice versa. Once the cast is done, Themis uses Dismissal Overruling, first causing a knockback, then point-blank (light)/donut (dark) AoE followed by light party (light)/pair (dark) blasts. Either use Arm's Length/Surecast or go inside Themis's hitbox for the knockback. Do this in your light parties, and make sure they are on opposite quadrants. The line AoEs from the portals happen after the knockback.
Next comes Shadowed Messengers. Two adds will appear on intercardinals, always next to each other. These adds will do their own Divisive Overruling charges, one does light version, the other does dark version. Themis also does Divisive Overruling after the adds have done theirs, and it is either light or dark. After this adds will then perform same effects as Upheld Overruling: a random Tank receives tether from the dark add and a random DPS/Healer receives tether from the light add. To resolve all this, do the following:
* Gather up in light parties east and west from boss. Main Tank needs to identify, where the light add is and direct Themis's direction concurrently with the light add to make sure there are ample safe zones from every charge.
* After the adds do their charge, move to safe zones made by the dark add, and identify Themis's element on his Divisive Overruling, and deal with it like usual: light parties for light, pairs with dark.
* After dealing with light parties/pairs, tethered Tank needs to move north to bait the dark add. It deals tankbuster-rate damage, so remember to mitigate. The rest of the party needs to go near the center of the arena, and tethered DPS/Healer should move a little bit south from the very center. Right after the adds jump, the rest of the party need to run to the north, where tethered tank baited the dark add, in order to evade the AoEs from the adds. Light add produces a point-blank AoE and dark add produces a donut AoE.
Themis then does Jury Overruling again. Move quickly to clock positions, and deal with this as before.
After some auto-attacks, Themis casts Lightstream. Three light discs will appear, at northwest, northeast and south. These will soon show line AoEs and also indicate rotation directions. The discs launch a number of line AoEs, rotating into indicated direction. Two of the discs rotate the same direction and one rotates opposite. You will need to identify a safe area according to these rotations. Once you have found it, gather the whole party there. Next, divide into light parties again, and as soon as the discs start launching AoEs, have light party 1 move clockwise and light party 2 counter-clockwise, always keeping the parties together. While the discs keep firing, Themis does Divisive Overruling. Check, whether it is light or dark, and after the discs stop firing, deal with it accordingly.
After dealing with repeated Eunomia and Upheld Overruling, Themis casts its next mechanic, Dark and Light. Every support gets tethered to a DPS with three different tethers: dark, light and dark/light. Each of these tethers shows arrows; dark and light tethers show arrows pointing away from the line's center, while dark/light tethers have arrows pointing towards the center. The arrows tell, what the pairs need to do; those with dark and light tethers need to go far away from each other, while dark/light tethers need to go close to each other. If done successfully, the tethers change into a thin line, indicating the players are on correct distance from each other. Failure to do this will cause the pairs to take damage and a stacking debuff which guarantees KO at the end of the whole Dark and Light mechanic, if their effect hasn't expired by then.
First, take up suitable positions according to the tethers you'll receive. If Off-Tank receives the dark or light tether that requires to be far away from the pair, it is better to do a tankswap to keep Themis pointed towards north. Once everyone are in place, there will be a number familiar casts. First is Arcane Revelation, but this is not like the first one. Instead of portals, Themis spawns four orbs, two light and two dark. Again, check Themis's element to identify, which one is safe; it is the opposite of his. Gather up in light parties on the safe orbs, but make sure you keep the tethers under control. After the orbs are done, Themis casts Jury Overruling. Evading the line AoEs is now harder, since half of the party have the tethers that forces them to be close to each other. And you also need to be aware, whether it is light or dark version. If themis uses dark, have all the pairs move one quarter clockwise to evade the donut AoEs and also take the pair blasts. If light, gather in light parties east and west from him, and beware the light pools. Lastly, Themis uses Divisive Overruling. Again, identify, which one, and evade accordingly. Themis finishes this with Emissary's Will. If you managed to keep the tethers under control, the tethers will simply disappear, and you can return to normal positions. But if you have any debuffs from not keeping the tethers under control, you will be KO'd instantly after the cast.
After dealing with Dike comes Dark Current. Three circular AoEs appears either horizontally or vertically, that will explode multiple times while circling the arena. From the the top and bottom, circular lines will move to the other ends. This indicates the direction the AoEs will circle towards. Divide into light parties. Have the 1st group prioritize north and west, 2nd group south and east. Before the AoEs start circling, Themis casts Blinding Light, targeting every player with a personal AoE. Spread around in your light parties, and when Dark Current AoEs start circling, keep moving behind the AoE in front of your group and ahead the one behind you. Keep your distance from others until Blinding Light AoEs resolve. Once the Dark Current AoEs stop, move back to your own clock position for Jury Overruling. From here, Themis does repeated mechanics; Styx, Upheld Overruling, Divisive Overruling.
Following the number of repeated mechanics, Themis does one last new mechanic: Letter of the Law. This is like an advanced version of Shadowed Messengers. First, you'll receive tethers from the adds Themis spawns. These are the same as in Shadowed Messengers. Have everyone except the tethered Tank group up, while the tethered Tank remains on opposite from the group. Themis casts Twofold Revelation, bringing out both the portals and orbs from the two previous Arcane Revelations. You'll need to find a safe spot according to both the portals and orbs and whether Themis channels light or dark. Find those spots, and after they resolve, tethered Tank needs to go close to the middle. The adds will jump, and the group needs to run inside the safe area Tank's add creates. While all this is happening, four towers appear on intercardinals. Don't run to these towers right away, wait until the adds have done their thing. Once done, soak the towers in pairs. Another set of adds appear as well. After soaking the towers, the rest of the mechanic work mostly as in Shadowed Messengers. The adds do their own Divisive Overruling charges, while Themis casts Dismissal Overruling. Evade the adds, use Arm's Length/Surecast, and then deal with the familiar blasts, depending on Themis's element. After this, Themis does a number of familiar mechanics before using Ultimate Verdict as the enrage.
==Musical themes==
The theme of the Eleventh Circle is "Fleeting Moment", a rendition of the Amaurot theme, "'Neath Dark Waters".