Super Ultimate Bahamut Pages
Overview
Information
- JP Name: スーパーアルティメットバハムート or スパバハ
- HP: 3,000,000,000
- CT: 2
- Defense: 18 (45 at 10 Earth Tenents)
Links
Drops
These are the most notable drops from this raid.

- Mat required for ULB Ultimas, Ultima keys, and bullet crafting.
Mechanics
Tenents
Super Ultimate Bahamut starts the battle with 10 stacks of the following Tenents.
Fire Tenent
- ATK is boosted based on lvl (Can’t be removed / Max: 10 / Lvl lowers each time a fire party cancels an Omen)
- 15% ATK per Lvl. Max of 150% ATK up.
Water Tenent
- Debuff resistance is boosted based on lvl (Can’t be removed / Max: 10 / Lvl lowers each time a water party cancels an Omen)
Earth Tenent
- DEF is boosted based on lvl (Can’t be removed / Max: 10 / Lvl lowers each time an earth party cancels an Omen)
- 15% DEF per Lvl. Max of 150% DEF up.
Wind Tenent
- Multiattack rate is boosted based on lvl (Can’t be removed / Max: 10 / Lvl lowers each time an wind party cancels an Omen)
Light Tenent
- All allies’ HP is lowered at end of turn based on lvl (Can’t be removed / Max: 10 / Lvl lowers each time a light party cancels an Omen)
- 1% Max HP per Lvl. Max of 10% max HP. Caps at 5k.
Dark Tenent
- Normal attacks have a chance to remove 2 buffs from targeted allies based on lvl (Can’t be removed / Max: 10 / Lvl lowers each time a dark party cancels an Omen)
Phase One (100% – 52%)
CT Omens
Termination Flare
- 23-hit random-element DMG to random allies (3500% DMG total). Last 3 hits deal massive DMG.
- Inflict Burned
and Petrified
to all allies.
- Random cut to buff durations.
- Cancel: Deal 15,000,000 damage..
Empyreus Verse
HP Omens
Daedalus Drive (75%)
- 40,000 plain DMG to all allies.
- Inflict 6T Strong Armed
Can’t be healed to all allies.
Arcadia Omens
Arcadia Foteinos
- 100% random-element DMG to all allies.
- Purging Light
Casts random debuff effect each turn (Can’t be removed) to foe.
- Casts random debuff effect each turn (Can’t be removed).
- Cancel: Land 10 Debuffs.
Arcadia Skliros
- 100% random-element DMG to all allies.
- DMG Cut Nullified
Nullifies ‘all elemental DMG cut’ (Can’t be removed) to foe.
- Nullifies ‘all elemental DMG cut’ (Can’t be removed).
- Cancel: Deal 20,000,000 Charge Attack DMG.
Arcadia Laimargos
- 100% random-element DMG to all allies.
- Superior Elemental DMG
Deals elemental DMG superior to each target’s element (Can’t be removed) to foe.
- Deals elemental DMG superior to each target’s element (Can’t be removed).
- Cancel: Deal 20,000,000 Skill DMG.
Arcadia Gnosis
- 100% random-element DMG to all allies.
- Godsight
Attacks and debuffs don’t miss (Regardless of debuffs or buffs like Blind, hit to accuracy, Mirror Image, debuff resistance, and debuff immunity / Can’t be removed) to foe.
- Attacks and debuffs don’t miss (Regardless of debuffs or buffs like Blind, hit to accuracy, Mirror Image, debuff resistance, and debuff immunity / Can’t be removed)
- Cancel: Hit the foe 60 times.
Phase Two (51% – 11%)
At 51%, readies Omnipotent Cocoon.
Omnipotent Cocoon (51%)
- Gains Omnipotent Cocoon
One of Fire Tenet, Water Tenet, Earth Tenet, Wind Tenet, Light Tenet, or Dark Tenet rises by 1 lvl at end of turn (Can’t be removed)
- One of Fire Tenet, Water Tenet, Earth Tenet, Wind Tenet, Light Tenet, or Dark Tenet rises by 1 lvl at end of turn (Can’t be removed).
- Foe does not normal attack.
- Last five turns.
- Cancel: Deal 50,000,000 DMG
After Omnipotent Cocoon is removed:
- Gains Unchallenged (10%)
HP won’t lower below 10% (Can’t be removed) , Double Strike
and Overdrive (3T)
In overdrive (Can’t be removed)
- Gains Purging Light
Casts random debuff effect each turn (Can’t be removed) / Superior Elemental DMG
Deals elemental DMG superior to each target’s element (Can’t be removed) / Godsight
Attacks and debuffs don’t miss (Regardless of debuffs or buffs like Blind, hit to accuracy, Mirror Image, debuff resistance, and debuff immunity / Can’t be removed) / DMG Cut Nullified
Nullifies ‘all elemental DMG cut’ (Can’t be removed) based on unreceived Arcadia omens from previous phase.
- Normal attacks now hit all allies.
On every turn that is a multiple of 6:
- Readies one of three random Arcadia omens.
- Each omen can only appear once.
After every turn that is a multiple of 5:
- Gains Bonus Fire DMG (5T)
Deals bonus fire DMG for one-foe one-ally attacks , BonusWater DMG (5T)
Deals bonus water DMG for one-foe one-ally attacks , Bonus Earth DMG (5T)
Deals bonus earth DMG for one-foe one-ally attacks , Bonus Water DMG (5T)
Deals bonus Wind DMG for one-foe one-ally attacks , Bonus Light DMG (5T)
Deals bonus light DMG for one-foe one-ally attacks , or Bonus Dark DMG (5T)
Deals bonus dark DMG for one-foe one-ally attacks for each Tenet above 5 stacks.
CT Omens
Crisis Crunch
Arcadia Omens
Arcadia Eclipse
- 100% random-element DMG to all allies.
- Inflicts Max HP Capped (20,000)
Max HP is capped at 20,000 (Can’t be removed) to foe.
- Max HP is capped to 20,000 (Can’t be removed).
- Cancel: Deal 3,333,333 plain DMG.
Arcadia Tromos
- 100% random-element DMG to all allies.
- Inflicts Defenseless
Guard can’t be used (Can’t be removed) .
- .Guard can’t be used (Can’t be removed).
- Cancel: Deal 20,000,000 Charge Attack DMG.
Arcadia Apocryphus
- 100% random-element DMG to all allies.
- Inflicts Summonless
Can’t use summons (Can’t be removed)
- Can’t use summons (Can’t be removed)
- Cancel: Use 12 skills..
Phase Three (10% – 0%)
Sirius Origin (10%)
- 99,999 plain DMG to 4 allies.
- DMG reduced with fewer targets.
- Inflicts Defenseless
Guard can’t be used (Can’t be removed) / Summonless
Can’t use summons (Can’t be removed) / Max HP Capped (20,000)
Max HP is capped at 20,000 (Can’t be removed) based on unreceived Arcadia omens from previous phase.
- Gains Drain
HP is restored based on DMG dealt (Can’t be removed) , Double Strike
Attacks twice each turn (Can’t be removed) , and self-inflicts Gravity (5T)
Max charge diamonds are increased (Can’t be removed) – Gravity (7T)
Max charge diamonds are increased (Can’t be removed)
- Removes Unchallenged (10%)
HP won’t lower below 10% (Can’t be removed)
CT Omens
General Strategy
SUBHL is generally a straight forward raid. This is mostly due its regular omens having Deal X DMG as its cancel requirement. SUBHL is more than anything a DPS check. As long as you can maintain consistent damage to cancel the damage omens, nothing about the raid is complicated.
The gameplan is to generally get to the omen turns as quickly as possible and then cancel them. This will lower the appropriate elemental Tenant for everyone and make everything easier for everyone. For CA setups, this generally means guarding select characters to prevent full chains on the non omen turns and to save CAs for omen turns to meet damage requirements. At the start when Earth Tenents are at their highest, the damage omens will typically be the hardest to cancel. You may need to press some skills or use a summon with high call damage like Lucifer to help clear it. Stronger setups can cancel these omens without issue even at 10 Earth Tenents. But ultimately keep in mind your own ease of being able to clear them. As the Earth Tenents lower, it will be easier and easier to cancel the 15M and 20M damage omens even as they occur more frequently.
In the first 50%, you’ll have the four Arcadia Omens to deal with every multiple of 6 turns. Depending on the element you play will determine which Arcadia omens are able to be cancelled or worth trying to cancel. Generally for slower setups, you want to cancel as many as you can. But for fast ones you don’t need to cancel any. In a 6 person room, you won’t see all four before 51%. This will usually result in SUBHL getting the buff from two of the Omens once you exit the Cacoon.
The other main concern in Phase 1 is the 75% trigger Daedalus Drive. It deals 40k plain and inflicts 6 turns of an unclearable Strong Armed
Can’t be healed
. There are two main ways people deal with it. The first and more straightforward way is to tank it. To do this, you’ll need to have plenty of HP before tanking this. Since you can’t heal for 6 turns after, you’ll need to have enough HP to survive 6 turns of SUBHL’s attacks and the plain damage in addition to the 40k intial damage. The second way is to use a character with sub all to tank all the plain damage. This is a lot easier for those with lower HP pools and helps with survivability in general.
Moving into Phase 2 much remains the same, except SUBHL will output a lot more damage.
The main thing of note here is the 51% trigger Omnipotent Cocoon. During these 5 turns, SUBHL will raise one of the Tenents at the end of the turn at the cost not being able to attack. Cocoon can be exited by dealing 50M damage total since Cocoon started. There are two strategies for exiting Coccon. One is to simply exit it ASAP. This is faster and prevents Tenents from raising. The other is to wait to exit it until you cross a turn a that is a multiple of 6. This is to avoid running into a Arcadia omen. I wouldn’t waste more than three turns doing this. But since the Arcadia omens in the second half can be quite rough it would be good to consider on slower runs.
On that note, this time their are three Arcadia Omens. Like before you can cancel or ignore these. Of these, Arcadia Eclipse is generally the most annoying due to capping HP at 20k. The 3,333,333 plain damage cancel is also just out of range of Bubs call as well. The general strategy to deal with it is to honestly just hope you don’t get it. Some 6 man setups can clear it and solo setups have to, but for the rest its to hope to not get it.
And for Phase 3, the challenge ramps up a ton due to the massive buffs and drain SUBHL gets. This is why 6 man setups will completely ignore it. While SUBHL does have a 10% Unchallenged buff that makes it impossible to damage it past 10% without eating Sirius Origin, it doesn’t actually gain this buff until you break Cocoon. So if you park someone before Cocoon, they can burst down the final 10% without needing to dealing with Sirius Origin.
Player Composition
Since the Tenents for the raid all have different effects, this makes certain elements more desirable for the raid. In particular, the general value of importance is listed before.
Earth > Wind = Fire > Water > Light > Dark
Earth is easily the most important Element to have in order to lower the DEF of the raid and make it easier for everyone to clear omens and deal damage. Many runs will run two Earth to quickly lower the Tenents down. Doing double Earth is generally reccomended for beginner runs. For advanced ones it is not required at all but still generally ideal.
Wind and Fire are next due to their general impact on survivability. Both the ATK up which makes at 150% up and MA up with a max of 300% are really brutal especially sub 50%. Being able to lower them will go to great length for improving your survivability.
Similarly Water is next for survivability reasons. Being able to put down important debuffs goes a very long way. Light is second to last. It is very noticable but 5k a turn is a lower damage loss than the damage inflicted by SUBHL”s normal attacks.
Dark is by far last.
Typically, you will want 2 Earths in any room, one execute in slower rooms, two executes in faster rooms. For the other slots, if you are in a slower room you will want to make sure to have a variety of elements covering the more important ones. But for fast rooms now, you can pick whatever is available as long as the execute is covered.
Ultima Keys
In the below setups, none of the Ultimas have their third keys. For many players especially for faster rooms, they won’t bother swapping the third keys.
If you want to maximize survivability or effeciency especially for slower rooms, there are three keys to consider.
Dio is general the most useful due to providing 50% healing cap. If you are dealing with long runs or really need to maximize survivability, this is the way to go. Dio is the most used key for solos for SUBHL as well as harder raids like Hexa and Dark Rapture Zero. For SUBHL 6 man its generally overkill but still the best general option.
After that is Ena which provides 10% cap up. Ena is great if you don’t have your cap up maxed. Generally though now with M3 weapons providing cap up this is less valuable. But keep in mind your grid and if you want to push more damage.
Last up is Elatio which provides 10% charge bar gain. This can be pretty nice for any charge attack setup for more frequent CAs. Thought at only 10% it is pretty minor and for many setups won’t make a major difference.
This said, the seraphic key can see some use in Earth setups that use Sandalphon (Earth Grand). Only in the case of Elemental Friction being used will the seraphic key show up.
Celestial Substitutions
In any of the below setups, you can swap out the Celestial weapons if you are missing the one specified. Ideally, the best swap is any other Celestial. After that, the best option is to swap to a defensive option either a weapon with more HP or more defense. Either a DEF awakened Revan or Ennead weapon or a Garrison M3 weapon could work.
Setups
Super Ultimate Bahamut Pages
Thor Bot

Last role to cover is a very specialized role that should not be used in pubs and only in coordinate rooms. Thor bots are both a way for weaker players to contribute to the raid by applying debuffs via the summon Thor or to make runs smoother in general thanks to those debuffs. The main restriction to being a Thor bot is having some multi turn sub tanks and a couple of copies of Thor. The setup is simple and requires subing and guarding turns until the Thor cooldowns run out and call Thor as needed so the Thor debuffs won’t run out.
Rotation
- Turn 1
- Thor
- Vira (Grand)
S1
Remove all debuffs from caster.
Gain Aegis Merge (Up to 3 turns).
(Consumes 1 Bit every turn.
Ends when there are no Bit or after 3 turns.) ALL
- Thor
- Turn 2
ALL
- Turn 3
ALL
- Turn 4
- Alexiel (Summer)
S1
Remove all debuffs from caster.
Gain Uncrossable Waters (Up to 3 turns).
(Consumes 1 Mirror-Blade (Radiance) every turn.
Ends when no Mirror-Blade (Radiance) are deployed or after 3 turns.) - Vira (Grand)
S4
Gain Instant Charge and C.A. Reactivation (1 time).
ALL but
- Alexiel (Summer)
- Turn 5
ALL
- Turn 6
ALL
- Turn 7
- Wait for Thor debuffs to almost run out.
- Thor
- Vira (Grand)
S1
Remove all debuffs from caster.
Gain Aegis Merge (Up to 3 turns).
(Consumes 1 Bit every turn.
Ends when there are no Bit or after 3 turns.) ALL
- Turn 8
- Wait for Thor debuffs to almost run out.
- Thor
ALL
- Turn 9
- Wait for Thor debuffs to almost run out.
- Thor
ALL
- Turn 10
- Wait for Thor debuffs to almost run out.
- Thor
- Alexiel (Summer)
S2
400% Earth damage to all foes (Damage cap: ~630,000).
All allies gain Mirror-Blade Barrier (9% Max: 45%) (Stackable / Max: 5).
Deploy 1 Mirror-Blade (Radiance). S1Remove all debuffs from caster.
Gain Uncrossable Waters (Up to 3 turns).
(Consumes 1 Mirror-Blade (Radiance) every turn.
Ends when no Mirror-Blade (Radiance) are deployed or after 3 turns.) ALL
- Turn 11
- Wait for Thor debuffs to almost run out.
- Thor
Notes
- Depending on average speed of run will determine how many copies of Thor you want.
- Thor debuffs last 3 minutes.
- Faster runs only need one.
- 10+ minute runs will want 3 copies + the friend support.
- Number of copies can be mitgated if others run Thor in the raid. The turn 1 Thor from the friend support is the most important.
- Yatima can be used to increase the number of Thor calls per turn.
Other Raids
Links to the other raids.
Raid Pages
One response to “Super Ultimate Bahamut”
In the dark execute rotation, the ref video uses Bubz T2 not Death again (Death is used T1).