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- See also: Good King Moggle Mog XII
Good King Moggle Mog XII is fought as a boss in Final Fantasy XIV, as part of the "A Feast of Fool" quest, and is balanced for a full party of level 50 players. He later reappeared in A Realm Reborn as a boss in the Main Scenario quests for Patch 2.1, trial Thornmarch, and returned in the Thornmarch Extreme battle in patch 2.2
Legacy Final Fantasy XIVEdit
There are a total of eight enemies on the battlefield; seven Moogles and the king. When the fight begins, only Whiskerwall Kupdi Koop will be present.
Each of the moogles has a job class and is dressed accordingly, making them easy to identify; it is important to memorize their jobs and abilities:
- Whiskerwall Kupdi Koop - Gladiator - Abilities: Mogdive - Weak, single hit attack. Whisker Bash - weak, single hit attack that seals weaponskills. Steals HP on melee hit.
- Pukla Puki the Pomburner - Black Mage - Ability: Pom Flare - AoE spell around user. Deals high damage and should be avoided at all costs.
- Pukna Pako the Tailturner - Thief - Abilities: Mognesia - AoE around target, drains MP. Break: Single target petrify.
- Furryfoot Kupli Kipp - White Mage - Ability: Cure IV - Heals around 2.000 HP.
- Puksi Piko the Shaggysong - Bard - Abilities: Mog dive and Maximoogle - Single cast on moogle that increases its size and make it immune to all attacks. The moogle will then move slowly towards the player with highest Bard hate, dealing high damage on touch; The King only cast the spell on himself and chooses a random target for the attack.
- Woolywart Kupqu Kogi - Archer - Ability: Moogle Eye Shot - Strong, single target ranged hit.
- Ruffletuft Kupta Kapa - Marauder - Ability: Moogle-Go-Round - Weak AoE damage around user.
The King is able to use all of the above abilities, unlocking them whenever the respective moogle is killed, and all moogles except the King and the Gladiator may "Call for help", requesting an attack or heal.
Every minute, a new moogle will appear, and the music tempo will change depending on the moogle.
When the chorus starts singing, the king's summoning ritual will have ended and all the moogles will be revived with full life; the King will cast Memento Moogle immediately after appearing. Memento Moogle damage varies depending on how many moogles have been killed during the first phase; a Memento Moogle IV (no moogles killed) deals guaranteed 9,999 damage to everyone and ends the battle. However, if all moogles were defeated, the spell will deal very low damage.
It is advisable to have as much materia melded gear as possible. Petrify resistance might help, but is not essential.
The recommended classes for this fight are Gladiator (Main Tank), Conjurer (Healer), Archer (Damage Dealers) and a Thaumaturge can be used to increase damage output during the first stage, but will have trouble keeping MP later on. Regardless of the party composition, the basic outline can be applied to most party setups.
Before entering the instance, the party should buff up attack power with all available skills. As soon as the fight begins, the players should go all out on the Gladiator and try to kill him before the next moogle spawns; a Thundaga combo is specially strong against both him and the Marauder.
The tank should immediately grab hate, while the DD must finish off the previous moogle (if still alive) before moving to the new one. The most important factor during this phase of the battle is to kill as many moogles as possible, preferably all.
Once the timer reaches the 23 minute mark, all party members should gather south of the room regardless of how many moogles are alive and quickly use Sentinel and any other damage reduction abilities available. Conjurers should reapply Protect and Stoneskin, then heal everyone to full. Everyone else should cast Sacred Prism and be ready to Cure, while a Thaumaturge, if present, should cast Sacred Prism and Sanguine Rite to restore everyone's MP and increase defense.
After Memento Moogle hits, DDs should fire up Cure while the Gladiator casts up Flash and Rampart, then start kiting. Everyone must focus on a single moogle, while keeping away from all the others and kiting whenever they get hate.
The first moogle to be killed should be the Black Mage, as he has the lowest life and highest damage. Four or five fully buffed Archers are able to kill him in a matter of seconds. The White Mage should be killed next.
When those two moogles are dead, the fight becomes far easier. Archers can keep the remaining moogles far by using Shadowbind on them (giving priority to those hit by Maximoogle), while focusing damage on the next moogle, the Archer.
After that, the most common kill order is Thief or Bard, Marauder, King and Gladiator. The Gladiator is left for last because of his high HP and he is often healed by the King.
A second strategy, that some people consider an exploit, consists in letting the moogles kill the entire party after Memento Moogle is used to reset the fight (or can be used whenever the team believes the fight is "lost", as it allows them to recover).
Someone should cast Raise on a dead player, who should not accept the raise offer right away.
Every other member then must get killed at a relatively small distance from each other, while the last remaining member should die far away from the rest of the party, attracting all the moogles towards himself.
Before this last member dies, players with Raise on them should accept the revive and stand still, far away from the moogles, who will lose hate and stand still after killing the previous player, not aggroing anyone unless they move close enough.
From this point onwards, each player revives the next until all the party except the one near the moogles is revived. After the weakness effect wears off, a Conjurer raises the last member and the moogles will aggro him, essentially restarting the fight with both sides fully healed (except for dead moogles, that don't revive).
Square Enix has yet to manifest if they consider this an exploit or not, but a countermeasure that prevents this strategy has been implemented as a bug fix on patch 1.20a.
This trial is engaged during the Main Scenario quest "You Have Selected Regicide." Initially the mooglesguard must be fought before the King appears, who will revive them at the start of phase two. Good King Moggle Mog XII will add his fallen mooglesguard's abilities to his arsenal once they have been defeated.
Each of the moogles has a job class, with distinct abilities:
- Whiskerwall Kupdi Koop - Paladin - Can use an attack called "Moogle Mogshield" on an area of effect around himself, and can "taunt" players with "Thrown for a Loop" that causes them to walk toward him uncontrollably (can be removed by healers).
- Woolywart Kupqu Kogi - Ranger - Attacks random players with Moogle Eye Shot. Also at times will use Mograin of Death, an Area-of-effect high damaging attack. Those targeted will have cross-hairs overhead.
- Pukla Puki the Pomburner - Black Mage - Periodically uses Pom Flare after wandering to hit everyone for heavy damage. This has a long cast time and an obvious warning indicator, but can be stunned by inflicting sufficient damage.
- Pukna Pako the Tailturner - Thief - Randomly targets a player and swiftly attacks.
- Furryfoot Kupli Kipp - White Mage - Heals various moogles with Mog Cure.
- Ruffletuft Kupta Kapa - Warrior - Uses Moogle-Go-Round to attack players in an area of effect.
- Puksi Piko the Shaggysong - Bard - Enhances other moogles attack power with a song.
At the start, only Whiskerwall Kuodi Koop (PLD) is present. When 20 seconds elapse after engaging him, Pukla Puki (BLM) and Kupqu Kogi (ARC) show up. After 30 seconds, Pukna Pako (THF), Kupta Kapa (WAR), and Kupli Kipp (WHM) enters the fray. After 40 seconds, Puksi Piko (BRD) appears. Once a full minute passes, the King will be summoned. The goal is to eliminate as many of the moogles as possible before that happens in order to reduce damage from Memento Moogle. Note that only the PLD and WAR moogles can be held by tanks with enmity; all others act on their own.
Once Good King Moggle Mog XII appears, he will use Mememto Moogle, the damage based on any surviving moogles in the field. All other moogles will be restored to full health and the music switches to the chorus. The recommended kill order is BLM > WHM > BRD > RNG > THF > PLD > WAR > Good King Moggle Mog XII, due to the dangers presented by certain moogles.
Defeating Pukla Puki the Pomburner results in the King using Pom Meteor on various sections of the field, which should be evaded. When Furryfoot Kupli Kipp falls, the king retaliates with Pom Holy over a large area.
If not enough moogles are down in time or Good King Moggle Mog XII is damaged too heavily before enough moogles fall, the king will again cast Memento Moogle, which this time will be lethal, resulting in a group wipe if the majority of the moogles are not dead prior to the cast.
Unlike the other battles, initially only Good King Moggle Mog XII is present on the field. Once his health is lowered to 90%, the other moogles join the battle.
This battle is much more difficult due to the different strategy needed to win and the new tactics employed by the moogles. The king has a frontal attack which will drain MP or TP and should be kept away from any party member as well as any other moogles except from the WAR and PLD, which the tanks will deal with. Each time a moogle is slain, Good King Moggle Mog XII will restore all moogles to full health (at a cost to his own), but after the second time he uses Pom Meteor (dealing high AoE damage), and the third time (where he can no longer revive his fallen mooglesguard) he will cast a full-power Memento moogle that will KO all players unless he is killed in time.
To best deal with this, players should try to get every moogle down to around 10% health before defeating one. Since Pukla Puki will periodically try to cast Pom Flare (that needs to be stunned by inflicting 1000 damage), it's best to only attack her when she's casting. It's best avoid fighting in the center if possible, as the moogles sometimes perform a Delta Attack on command of the king. If the moogles are handled successfully, the King should sacrifice nearly half his health to revive them.
In Phase 3, the players must repeat the same strategy, except the moogles now have some new tricks whenever the King rallies them. The king will buff any moogles within his vicinity, which at three stacks will end up being lethal to the tanks, so the tanks must constantly be on watch for the buff stacks on the PLD and WAR (the only two which they can tank) and swap aggro on the king so that the stacks do not go over 3. The THF may initially deal minimal damage, however if he is ever buffed by the king and/or BRD high enough he will begin to one-hit kill any party member other than the tank - this can be said for the RNG as well. The WAR and WHM moogles may use a combination of Pom Holy and Moogle-go-Round. Moogle-go-Round should be dispelled by the healer otherwise the affected party member may die. If the Holy isn't interrupted similar to the BLM's Pom Flare, the party would most likely wipe as it covers the entire arena.
The RNG may target three players with Mograin of Death, which will damage nearby players - this damage can be reduced by being closer to the RNG. The PLD will also taunt 3 players closest to him using Thrown for a Loop, requiring immediate dispelling by healers otherwise the taunted players will die to the green zone underneath the PLD. Because of this, it is crucial that the healers are furthest from the PLD at all times to ensure that both are not taunted, which will most likely result in the party being defeated. Once all moogles are whittled down and one defeated, the King will use Pom Meteor after reviving them. This should leave him with 10% health.
In the final phase, after many deaths of his mooglesguard, the king will attempt to eradicate the entire party with his ultimate, Memento Moogle after one of them falls for good. All moogles must once again be weakened to at least 10% first, otherwise the party would most likely not have enough time to defeat the king before the ultimate is cast. Once he starts Memento Moogle, the remaining moogles must be swiftly eliminated. The King will then be vulnerable to damage, and must be defeated before Memento Moogle is cast. Limit Break level 3 should be used at this phase, either mage AoE to finish the remaining moogles (if sufficient DPS in party) or melee single-target attack on the king in order to defeat him before the party itself all dies to Memento Moogle.
Defeating Good King Moggle Mog XII grants an in-game achievement ("Most Adorable Death Ever") and a lodestone history achievement, even if the party still loses the battle. Killing all moogles on the first phase (before Memento Moogle is used) grants a lodestone achievement.
In A Realm Reborn, completing Thornmarch (Extreme) grants the "Good Kingslayer" achievement.