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Kakul-Saydon Gate 1 Legion Raid Guide

Last Updated: February 29th 2024

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Kakul-Saydon Gate 1 Introduction

While Kakul-Saydon is the name of this Legion Raid, Gate 1 focuses primarily on a fight with Saydon. Kakul appears in the fight, but as a sidekick. Some patterns Kakul-Saydon uses here, he also uses in Gate 3. Like Vykas, you have something called Madness Meter. It doesn't have too much of an importance until Gate 3. Complete the required mechanics and Gate 1 should be simple. Easy peasy.

GoldMaterialBox MaterialBox CostAuction Material
Normal
Gate 1100011800
Gate 21000221000
Gate 325002213005

The recommended Combat Items are Whirlwind GrenadeSwiftness Robe, Sacred Bomb and your choice of health potion.

Disclaimer: In this guide, we will only focus on the important core & general patterns of the boss. Basic attacks of Saydon which are easy to predict or deal low damage, won't be explained in detail.

This guide assumes that you are familiar with the recommended Raid Build for your class.

Learn about Gate 2 by reading Kakul-Saydon Gate 2 Legion Raid Guide here.

Learn about Gate 3 by reading Kakul-Saydon Gate 3 Legion Raid Guide here.

Main Mechanics Overview

  • x130 HP - Break
  • x110 HP - Heart
  • x85 HP - Simon Says
  • x65 HP - Break
  • x45 HP - Roulette
  • x25 HP - Heart

Once you have read through the detailed description of the main patterns, use the “cheat sheet” during the raid, or check out our condensed Cheat Sheet Collection for all Legion Raids on one page.

Cheatsheet

Raid Mechanics

Raid mechanics cover the passive mechanics that are persistent through the entire raid.

Madness Meter
Sidereal - Nineveh
Sidereal - Innana

The Madness Meter is a bar shown under each player's character. It fills up when hit by Kakul-Saydon's attacks.

Depending on which percentage your bar is, certain events occur.
0% = Nothing.
50% = Upon hitting 50%, a cross laser will shoot out from you. These can hit teammates and fill up their meter. Any pattern that hits you while you have over 50% meter will cause the cross laser to shoot out.
At 100% = You get turned into the clown's puppet. The boss gains an armor buff, reducing damage taken by 3% per stack. You gain access to 3 skills, Q, W, and E, detailed below.

50% Laser
Puppet Q
Puppet W + E

When you get turned into a puppet, Saydon will receive an armor buff. In Gate 1, Q removes the armor buff. In Gate 3, it no longer removes the armor buff. During Gate 3 when you want to intentionally turn into a puppet, you use it on the flame tower summon.

W

  • Reduces Madness Meter for party members within the area around the user.
  • Party members not within the area have their Madness Meter slightly increased.

E

  • Throws a gift box on the ground. Whoever takes it has their Madness Meter reduced.

Nineveh: CTRL+Z

Description

  • Nineveh is the Sidereal used for damage. It takes a short while for Nineveh to do damage once she is used.

When To Use

  • During Card Soldier summon.
  • Close to finishing Stagger mechanic.
  • During rain.
  • After yellow/red ball at the point where Saydon lands.
  • During the moment Saydon turns blue and you 100% know someone will counter.

Innana: CTRL+C

Description

  • Using Innana will spawn a dome in the target area. Inside the dome, Madness Meter will decrease. After the dome disappears, all players get a minor heal. Getting 100% Meter is not a raid wipe situation so Nineveh is the preferred Sidereal.

When To Use

  • You really don't want to use Innana over Nineveh unless your group is consistently struggling with Madness Meter.
  • If Innana is required, you can use it whenever you feel like it. You can use it during patterns like Spin and Rain.

Main Mechanics

Main mechanics occur at certain HP intervals.

x130 | x65 Break
x110 | x25 Heart
x85 Simon Says
x45 Roulette
Dice

Telegraph

  1. Occurs at or near 130 and 65 bars of health.

Description

  1. Stagger bar appears.
  2. Purple shield appears at the back which reflects all incoming damage. More than 1 may appear.

What To Do

  1. Use Stagger skills where there is no purple shield.

Telegraph

  1. Occurs at or near 115 and 25 bars of health.

Description

  1. Fake clowns appear at each of the 4 corners. Assign a player before starting the fight to cover each corner.
  2. Two balls rotate around each clown so make sure to get close to the boss.
  3. The fake clown will either show each player a heart or finger guns with confetti.
  4. If the entire party sees 1 heart and 3 finger guns, all party members must face the corner with the heart.
  5. If the entire party sees 3 hearts and 1 finger gun, all party members must face the corner without the heart.
  6. After completing mechanic, the boss will TP back to it's original location.

What To Do

  1. Ping your corner if you see a heart.
  2. If you only see 1 ping, look towards the direction of the ping.
  3. If you see 3 pings, look towards the direction of no ping.
1 Heart
3 Heart

Telegraph

  1. Occurs at or near 85 bars of health.

Description

  1. Each player has a suit assigned to them. You have 4 emotes assigned as skills. These are randomly ordered.
  2. You must stand in the correct area that matches your suit/symbol.

What To Do

  1. When Saydon does an emote facing you, you must match that emote by using one of your 4 skills.
  2. When Saydon does an emote with his back turned towards you, you must use any emote that does not match.

Telegraph

  1. Occurs at or near 45 bars of health.

Description

  1. Each player gets a card assigned to them, either with a white background or striped background.
  2. In the rotating roulette, you will see 8 different slices; 4 suits/symbol with the white background and 4 suits/symbols with the striped background.
  3. The roulette spins 3 times, with the suit/symbol assigned to you changing after each spin.

What To Do

  1. Match your suit/symbol with the correct background to the correct spot on the roulette after each spin. Remember it changes each time.
  2. After the 3rd roulette, get out as the roulette will explode.

While not tied to any HP mechanic, the Dice mechanic does involve resolving the mech as a group. From repeated runs, I've notice this mechanic happens usually within 30 seconds of 9:00, 5:30, and 1:30 left on the enrage timer. If a HP mech occurs during those intervals, you will skip the Dice mech.

Telegraph

  1. Saydon spawns a dice in his hands and throws it in the air.
  2. Saydon will call the suit symbol very audibly.

Description

  1. After the dice lands, a suit/symbol with a certain color is shown above the dice.
  2. If the color of the suit/symbol matches the color of whichever player has the suit/symbol, the 3 other players on your team will be imprisoned and you will be free to move. (i.e. Dice: Black Club, Player: Black Club)
  3. If the color of the suit/symbol is the opposite color of whichever player has the suit/symbol, the player will be imprisoned and your team will be free to move. (i.e. Dice: Red Club, Player: Black Club)
Variant 1 - Matching Color
Variant 2 - Opposite Color

Description

  1. 4 cards with suits/symbols will spawn from the boss. These cards follow the player that is free to move.
  2. The suit/symbol shown on the dice will match the color of the person with the same suit.
  3. Ex. Dice = Red Diamond, Player = Red Diamond

What To Do

  1. All players must stand a decent distance away from the boss in a horizontal line. I suggest the diamond and heart stand next to each other and the club/spade stand next to each other.
  2. The player that is free to move must lead each card into the player that matches the suit/symbol of the card.
  3. The 1st card will always match the targeted player.
  4. The 2nd card will be the other suit/symbol of the same color.
  5. The 3rd and 4th card will be the opposite suits/symbols.
  6. Ex. The 3rd card will be black club if 1st card is red diamond. The 4th card will be black spade.
  7. Ex. The 3rd card will be black spade if 1st card is red heart. The 4th card will be black club.

Example in Video (Dice: Red Diamond ♢, Player: Red Diamond ♢)

  1. 1st Card - Red Diamond ♢
  2. 2nd Card - Red Heart ♡
  3. 3rd Card - Black Club ♧
  4. 4th Card - Black Spade ♤

Description

  1. 4 cards with suits/symbols will spawn from the boss. These cards target the player that is imprisoned.
  2. The suit/symbol shown on the dice will be the opposite color of the player suit.
  3. Ex. Dice = Red Club, Player = Black Club

What To Do

  1. Only the person with the same suit shown on dice will be imprisoned. Stand far away from the boss.
  2. Other players must match the cards being sent out.
  3. The 1st card and 2nd card will always match the color shown on the dice.
  4. Ex. If suit shown on dice is red club, the 1st card will be red diamond. The 2nd will be red heart.
  5. Ex. If suit shown on dice is red spade, the 1st card will be red heart. The 2nd will be red diamond.
  6. The 3rd card will always match the imprisoned player.
  7. The 4th card will be the other suit/symbol of the same color.

Example in Video (Dice: Red Club ♧, Player: Black Club ♧)

  1. 1st Card - Red Diamond ♢
  2. 2nd Card - Red Heart ♡
  3. 3rd Card - Black Club ♧
  4. 4th Card - Black Spade ♤

Minor Mechanics

Minor mechanics occur at random intervals.

Mini-Roulette
Tower
Ether
Card Soldiers

Telegraph

  1. Pimp cane in air.
  2. 4 suit/symbol board appears.

What To Do

  1. Stand in the correct space that matches your suit/symbol.

Description

  1. Fire breathing tower comes out of portal on side of arena. Kill it.

Description

  1. Dice drops. One of two things can happen.
  2. Ether buff drops for whatever suit/symbol ends up showing on the dice or dice explodes. Buff reduces meter.
  3. When someone not the same suit picks it up, their meter goes up instead.

Description

  1. Kill the card soldiers before they buff the boss.

Counter Patterns

Counter #1
Counter #2

Telegraph

  1. Backsteps in slow motion.

Description

  1. Failure to counter means Saydon dashes forward.

Telegraph

  1. Ball appears and Saydon jumps on it in slow motion.

Description

  1. Failure to counter means Saydon follows a targetted player for a short duration before jumping off of it.

Notable Patterns

Red Yellow Cross
Birds
Rain
Spin
Pools into Donut

Telegraph

  1. Eats a ball (red or yellow) and then moves backward.

Description

  1. After Saydon moves backward, he will create a damage area in the form of a X/cross pattern.
  2. He then jumps into the air and lands at another location.
  3. At this new location, a donut/ring damaging pattern extends outward from in front of Saydon.
  4. Red Ball = X cross | Yellow Ball = + Cross

Telegraph

  1. Saydon looks into hat, then teleports to another location.
  2. NA Voice Line: "(Will Update Once Raid Hits)"
  3. KR Voice Line: "something about a hat and a pigeons"

Safe Spot

  1. Side of clown in melee range.

Telegraph

  1. Starts juggling balls and then fires them upwards.
  2. NA Voice Line: "(Will Update Once Raid Hits)"
  3. KR Voice Line: "Something about ball play"

Telegraph

  1. Starts spinning.
  2. NA Voice Line: "(Will Update Once Raid Hits)"
  3. KR Voice Line: "It's Card Magic Time!"

Telegraph

  1. Flips backward and then disappears.

Description

  1. After disappearing, pools appear.
  2. After a short while, Saydon will do a donut pattern on a targetted player.

Gameplay

Arcanist
Machinist
Bard
Soulfist
Deathblade
Striker
Destroyer

Credits

Written by Yaen
Reviewed by Starlast

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