|Final Fantasy XIV Boss|
|Good King Moggle Mog XII|
|Location||The Black Shroud - Thornmarch|
|Genus||Good King Moggle Mog XII|
|Abilities||Mogdive, Moogle-Go-Round, Moogle Eye Shot, Maximoogle, Mognesia, Memento Moogle I-IV|
|Notes||-Is summoned to battle 7 minutes after the start|
-Gains the abilities from each defeated moogle.
- 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, and returned in a bonus "Extreme" battle with 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 2.000HP.
- 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. Unlike in Legacy, only Good King Moggle Mog XII needs to be defeated to complete the trial.
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 treated with Esuna/Leeches).
- Woolywart Kupqu Kogi - Archer - Attacks random players with Moogle Eye Shot. Those targeted will have crosshairs overhead.
- Pukla Puki the Pomburner - Black Mage - She can use Pom Flare to hit everyone for heavy damage. This has a long cast time and an obvious warning indicater, 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 Moogle 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 > PLD > WHM > BRD > THM > WAR > RNG > 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.
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. Each time a moogle is slain, Good King Mogglemog XII will restore all moogles to full health (at a cost to his own), but after the second time he uses Pom Meteor, and after third time he will cast a full-power Memento moogle that will KO all players. In addition, he cannot be damaged until every moogle is down while he's casting Pom Flare.
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 WAR and WHM moogle may use a combination of Pom Holy and Moogle-go-Round. If the Holy isn't stunned, this will likely destroy the party. The RNG may target three players with Rain of Death, which will damage nearby players. The PLD may also taunt players, requiring immediate attention by healers. 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.
Now in the final phase, the moogles are all tougher. Since the king will opt to one shot the party with Memento Moogle after one of them falls, the goal is to get the moogles as weakened as possible first. Once he starts Memento Moogle, the remaining moogles must be swiftly eliminated. The King is now vulnerable to damage, and must be defeated before Memento Moogle is cast. It is a good idea to use Limit Break at this point to shred as much health as possible.
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.