Final Fantasy 14‘s Patch 7.2 marks the return of the Arcadion raid series, this time in the Cruiserweight division. In this tournament, you’ll once again fight your way through the fighters of the Arcadion to attempt to stop the use of Feral Souls, which put the lives of those who use them at risk.

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Your first opponent is the party boy Dancing Green, who uses the Feral Soul of a toad to give him enhanced movement and strength. Below, we’ll take a look at everything you need to know before fighting Dancing Green, including each of his attacks and mechanics and how to avoid them.
Dancing Green Raid Walkthrough
The arena in which you fight Dancing Green is surrounded by an AoE that will instantly kill you if you step into it. Be sure to avoid this as you dodge the boss’s attacks.
Phase 1
Attack Name |
Type |
Details |
---|---|---|
Do the Hustle |
AoE |
One side of Dancing Green will light up with a visualizer effect, indicating that that area will be blasted with an AoE. Move to the opposite side of the boss to avoid taking damage. |
2-snap Twist |
AoE |
One side of Dancing Green will light up with a blocky visualizer effect. Then, he will blast that side twice with damage, before finishing with a third blast to the opposite side. To avoid this combo, stand on the opposite side of the first two AoEs, then move to the other side to avoid the third. |
4-snap Twist |
AoE |
This attack functions identically to 2-snap Twist, but with four quick AoE blasts in the indicated direction before a final, fifth AoE on the opposite side. Avoid in the same way as before. |
Deep Cut |
Conal AoE Tankbuster |
Targets both Tanks with a high damage conal AoE. Both Tanks should position themselves away from the rest of the party, then use defensive cooldowns to mitigate this damage. Also, if you are not the Tank, ensure you are not standing directly behind them. |
Funky Floor |
Grid AoE |
The floor of the arena will be divided into a checkered grid. Then, alternating squares will be targeted with AoEs. To avoid this attack, stand between two adjacent squares and swap between them each time the AoE occurs. |
Full Beat |
Stack Marker |
Targets a random player with a Stack Marker; group up with them to spread out the damage of this attack. This attack will occur during Funky Floor, so be sure to move as a group to avoid the square AoEs while the Stack Marker resolves. |
Disco Infernal |
Roomwide AoE/Special |
Deals damage to the entire party and inflicts two Burn Baby Burn debuffs. At the same time, several spotlights will begin moving around the arena. When the Burn Baby Burn debuff countdown expires, you will be stuck in place and perform a dance. If you are not in a spotlight when this occurs, you’ll be hit with a burst of damage. When the countdown nears completion, quickly move to one of the spotlights to avoid this damage. |
Celebrate Good Times |
Roomwide AoE |
Deals damage to the entire party. Recover with AoE healing. |
Ride the Waves |
Moving AoE |
A series of square AoEs will begin moving down the arena from the north side, with a one-space safe gap. As the first set moves, another set will begin moving, with a gap in a different spot. To avoid this attack, stay in the safe area until the AoEs move, then quickly move into the safe line of the next set of AoEs until it passes. |
When Dancing Green moves to the top of the arena and casts Ensemble Assemble, the fight will move to its second phase.
Phase 2
Dancing Green will continue to use every attack from the previous phase, as well as the following new attacks, beginning with Ensemble Assemble, Arcady Night Fevor, and Let’s Dance!.
Attack Name |
Type |
Details |
---|---|---|
Ensemble Assemble |
Special |
Dancing Green will summon eight backup dancers along the north wall of the arena. |
Arcady Night Fever |
Special |
Dancing Green will tether to each of the backup dancers, who will then point to their left or right. The Grooviness gauge will also appear. |
Let’s Dance! |
AoE |
A backup dancer will create an AoE to Dancing Green’s left or right, depending on the direction they are pointing. This will be repeated seven more times. Successfully dodging an AoE will build the Grooviness gauge, while failing to dodge an AoE will deplete it. |
Let’s Pose! |
Roomwide AoE |
After all the backup dancers have posed, Dancing Green will deal damage to the entire arena that is conversely proportional to how full the Grooviness gauge is. The higher the gauge, the less damage you’ll take. |
Frogtourage |
AoE |
Two Frogtourage backup dancers will appear along one side of the arena. They will each begin to trace a rectangular shape, which will create an AoE in the same area when they are done. There are two possible patterns: two rectangles with a safe area between them, or overlapping rectangles with safe areas on either side. Watch where the dancers move and get out of their way. |
Eighth Beats |
AoE Markers |
All players will be targeted with an AoE Marker. Spread out to avoid overlapping these. |
After Eighth Beats, Dancing Green won’t use any new mechanics. Instead, it will begin to combine them in different ways.
A combination of Funky Floor and 4-snap Twist means you’ll need to carefully weave between the half-arena AoE and the alternating square AoEs. Time this carefully to avoid being hit.
One of the trickier attacks during this fight is a combination of Disco Infernal, 4-step Twist, and Frogtourage. There will be a lot going on during this series of attacks, so be extra careful as you avoid them.
Keep going, and eventually, Dancing Green will be defeated, allowing you to move on to the second Cruiserweight Arcadion fight.

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