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Floor 90 (Boss)

Heaven-on-High • Floors 81–90

Boss: Onra

Onra

AbilityPotencyEffect
Burning Rave Magic damage 1000 telegraphed circle AoE
Knuckle Press Physical damage 1500 telegraphed pointblank AoE; inflicts knockback
Aura Cannon Magic damage 1200 telegraphed wide line AoE
Ancient Quaga Unique damage 50% of max HP roomwide AoE
Meteor Impact Magic damage 100-2000 delayed proximity AoE
Subduction (orb adds) Magic damage 100 instant pointblank AoE; inflicts heavy (30s) and knockback
Notes:
  • Rotation before 85%:
    • Burning Rave
    • Knuckle Press
    • Aura Cannon
  • Rotation after 85%:
    • Ancient Quaga
    • Meteor Impact - drops proximity marker under Onra; several black orbs also spawn around the room and pulse pointblank AoEs that inflict heavy
    • Aura Cannon
    • Burning Rave - meteor drops on proximity marker, and black orbs disappear roughly when this cast starts
    • Knuckle Press
  • Melee uptime strategy:
    • Place 3 markers along the wall, using the posts for reference:
      • A by the post at 3:00
      • B 2 posts north/counter-clockwise from A
      • C 3 posts north/counter-clockwise from B (just right of the exit)
    • Do whatever for the first 15% - doesn't really matter.
    • Before Onra hits 85%, position him so that he's standing on the A marker and facing south
    • When he starts casting Ancient Quaga, go behind him. This prevents an auto-attack immediately after Ancient Quaga
    • Wait for Onra to turn around and make one auto-attack. This is important for positioning Meteor Impact
    • Immediately run just past B. You need to move right after the auto to avoid a black orb AoE. You want Onra to stop on the B marker
    • Wait for one auto-attack, then run to C, which will get you out of Aura Cannon
    • Wait for Burning Rave, then move to B
    • Wait for Knuckle Press, then move Onra back to A facing south
    • Repeat from Ancient Quaga
  • The delay from the Meteor Impact cast to the meteor actually dropping is random. Rarely it can drop *very* quickly, even before Aura Cannon, and deal potentially fatal damage. Steel can help mitigate this risk for jobs that can spare it

Job Notes & Kill Times

AST
Kill times:
  • 11m30s with 2 strength and 1 frailty (6.0)
BLM
Kill times:
  • 7m45s with strength (6.0)
BRD
  • No steel required with ranged strat
Kill times:
  • 8m45s with 7m of strength (6.55)
DNC
Kill times:
  • 8m45s with 1 strength (6.0)
DRG
Kill times:
  • 7m with strength and 1 frailty (6.0)
DRK
Kill times:
  • 10m30s with 1 strength (6.28)
  • 9m45s with 2 strength (6.0)
GNB
Kill times:
  • 10m15s with 1 strength (6.0)
MCH
  • Steel required
  • Use melee uptime strategy
Kill times:
  • 7m with strength (6.4)
NIN
  • Use melee uptime strategy
  • Steel is not required
Kill times:
  • 6m30s with strength, 1 frailty and 1 gemdraught of dexterity (7.21)
PLD
  • Use melee uptime strategy
  • Steel is not required
Kill times:
  • 10m45s with 2 strength and 1 frailty (6.0)
  • 7m30s with 1 strength and 2 frailty (6.31)
RPR
Kill times:
  • 5m45s with strength and 2 frailty (6.0)
SAM
Kill times:
  • 6m45s with strength and 1 frailty (6.0)
SGE
  • Use melee uptime strategy
  • Steel is not required
Kill times:
  • 12m45s with no offensive pomanders (6.0)
  • 10m with 1 strength (7.15)
WAR
  • Use melee uptime strategy
  • Steel is not required
  • Inner Strength works to nullify both the heavy and knockback from Subduction (orbs)
Kill times:
  • 8m15s with strength and 2 frailty (6.28)
  • 13m with no offensive poms (7.05)
WHM
  • Use melee uptime strategy
  • Steel is not required
Kill times:
  • 12m30s with no offensive pomanders (7.16)
Floor 90