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FFXIV Dawntrail: Arcadion Heavyweight M9S Savage Guide (Vamp Fatale)

Learn how to prepare for and clear Vamp Fatale in Arcadion Heavyweight M9S Savage, from Coffinmaker and Aetherletting to Hell in a Cell and the final enrage.
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Vamp Fatale is a damage-and-execution check: avoidable hits can inflict Damage Down and add to the boss’s persistent Satisfied stacks, making later mechanics more dangerous, while the party must deal enough damage to beat the roughly ten-minute enrage. Learn the lethal tells first, agree on party assignments, and keep damage moving through all three phases.

What to know before entering M9S

Entry requirements and party setup

AAC Heavyweight M1 Savage, commonly called M9S, is a level 100 eight-player fight with a standard composition of two tanks, two healers, and four DPS. Square Enix’s Patch 7.4 notes list an average item-level minimum of 760 for M1 Savage and say Savage is accessed through Raid Finder. The notes show the unlock quest as “???,” so check the live quest chain in-game rather than relying on an unverified unlock walkthrough. An encounter guide lists Gabbro after “Glory Incarnate” as the unlock route. (Eorzean Tavern’s M9S guide)

Savage opened on 6 January 2026, with Patch 7.4. (Square Enix’s Patch 7.4 announcement)

Loot and lockout

The Heavyweight Savage loot lockout was removed with Patch 7.56 on 8 September 2026, according to Icy Veins’ Heavyweight raid guide. The tier’s Savage rewards include item-level 790 armor and item-level 795 weapons; coffers and AAC Illustrated books can be traded to Hhihwi in Solution Nine. (Square Enix Patch 7.4 notes; Eorzean Tavern)

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How to approach the fight

The arena changes shape, and the encounter moves through three phases: Coffinmaker, Aetherletting and Plummet, then Hell in a Cell and the final sequence. The guide below focuses on what each mechanic requires rather than prescribing a single coordinate map. Parties can use different macros or positions; choose assignments that cover every target and soak, are clear to the group, and do not leave players guessing during a mechanic. The mechanics and phase order here follow the guide updated 11 September 2026 and marked current for Patch 7.56. (Eorzean Tavern)

  • Prioritize avoiding damage that can apply Damage Down or build Satisfied stacks. Crowd Kill also adds four Satisfied stacks automatically.
  • Call out Coffinmaker’s path and glowing sections instead of focusing only on other effects.
  • Read Aetherletting’s growing floor shapes early; their final explosions do not receive another ground telegraph.
  • Keep the Deadly Doornail puddle away from an active Fatal Flail during Plummet.
  • Assign all four Hell in a Cell towers and know which cell must be killed to free its captive.

Phase 1: Coffinmaker

Opening attacks

Killer Voice is raidwide damage, so heal and mitigate it as a group. Hardcore is an untelegraphed tankbuster aimed at the two players with the highest enmity; tanks should manage enmity and defensive cooldowns rather than waiting for a floor marker.

Vamp Stomp layers several hazards: a center circle, an expanding ring, Curse of the Bombpyre cleanses, point-blank Blast Beat explosions, and explosions from Vampette Fatale adds. Resolve the center and ring movement, cleanse the curse when required, then watch the boss and adds for the close-range blasts. Brutal Rain is shared damage, and the number of hits increases later in the fight; stay grouped for the soak and be ready for the later sequence to demand more healing.

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Read Coffinmaker’s path and glow

Sadistic Screech compresses the arena into a 2-by-4 rectangle and summons Coffinmaker. During the add sequence, Dead Wake kills players caught in Coffinmaker’s path. Track its position and move out of that path before resolving the other attacks.

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Half Moon cleaves one half of the arena and then the other. Coffinfiller targets columns indicated by glowing sections of Coffinmaker. Use those glows to anticipate the dangerous columns, and avoid tunnel vision on other effects at the expense of the add’s tells.

Phase 2: Crowd Kill, Aetherletting, and Plummet

Death wall and delayed floor circles

Crowd Kill deals raidwide damage and automatically adds four Satisfied stacks, so mitigate and heal it while recognizing that those stacks are part of the encounter rather than an avoidable failure. Finale Fatale creates a circular death wall around the arena edge; move clear of the perimeter. Pulping Pulse places delayed floor circles, so keep watching the floor after their initial appearance and move before they resolve.

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Aetherletting: identify the burn-patch shape

Aetherletting combines cone AoEs with circles on marked players. Those circles leave patches that grow into either plus or X shapes, then explode without a final ground telegraph. Identify each patch’s developing shape as soon as it appears and position around the space it will occupy; do not wait for a last-second marker.

Plummet: separate the puddle from the Flail

Plummet pairs tank-soaked towers with a puddle. Each tower soak spawns a Fatal Flail, which casts Barbed Burst. The puddle spawns a Deadly Doornail; its growing puddle can detonate a Flail early if it reaches one. Keep the Doornail’s puddle away from an active Flail so the group does not trigger an early explosion.

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Plan healing and mitigation for two closely spaced Killer Voice casts. The Plummet cycle repeats three times, and assignments may change between repetitions; confirm who is handling each tower and puddle before the next cycle rather than assuming the previous assignment still applies.

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Phase 3: Hell in a Cell and the final sequence

Soak towers and free the trapped player

Hell in a Cell presents four towers that must all be soaked. Each creates a Charnel Cell that attacks its target. Kill the correct cell to free its captive: Heel of the Cell makes cells immune to players other than the one who can damage the required target. Missing towers causes heavy raidwide damage and stacking Sustained Damage.

Bloody Bondage traps a player within a cell’s radius. Track the Hell Awaits timer: taking a second Hell in a Cell hit while Hell Awaits remains active is lethal.

Resolve spreads, shares, tethers, and bats

Ultrasonic Spread selects one player per role. The tank-targeted cone is wider and hits at tankbuster level, so tanks must treat their marked spread differently from the other role targets. Ultrasonic Amp is shared damage; group for the hit.

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Undead Deathmatch uses shared-damage soaks with tethers that should stay short. Do not apply the instinct to stretch these tethers that some other tether mechanics encourage. Vampette Fatale bats orbit clockwise or counterclockwise and alternate between a donut and a point-blank attack. Their direction can reverse, so follow the current orbit direction rather than assuming it will stay the same.

Close the pull cleanly

The last sequence repeats Brutal Rain, Vamp Stomp, Half Moon, and Hardcore. Keep resolving the established tells while maintaining damage. The final Finale Fatale is an unmitigable wipe if Vamp Fatale is still alive, at roughly ten minutes; there is no recovery through healing once that enrage resolves.

Why clean execution matters

The encounter’s danger compounds: preventable Damage Down and rising Satisfied stacks make later healing and survival harder, while missed tower soaks and lethal Coffinmaker movement can end a pull outright. A useful party plan therefore does two things at once: assigns every mechanic clearly and preserves enough uptime to finish before the final enrage. If a group is repeatedly reaching the final sequence but failing to beat the timer, review avoidable deaths and damage losses alongside its positioning plan rather than changing positions without identifying the cause.

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