Ever heard of a website called “Infolao”? If you haven’t, you must be a newer player, as it was one of the first original sites that hosted countless English guides and resources. Although not up to date now, it was one of the most helpful sites for the English community. Yaen has been bringing information to the Lost Ark community for years. A role model and now part of the Maxroll team, He hopes to share his wealth of knowledge to the new Lost Ark audience. With Yaen’s help, you will leave no collectible unturned in your search for completion.
Published on September 7th, 2022
Last updated on September 24th, 2022
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.
The recommended Combat Items are Whirlwind Grenade, Swiftness Robe, 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.
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.
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.
Reduces Madness Meter for party members within the area around the user.
Party members not within the area have their Madness Meter slightly increased.
Throws a gift box on the ground. Whoever takes it has their Madness Meter reduced.
Sidereal - Nineveh
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.
After yellow/red ball at the point where Saydon lands.
During the moment Saydon turns blue and you 100% know someone will counter.
Sidereal - Innana
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.
Each player gets a card assigned to them, either with a white background or striped background.
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.
The roulette spins 3 times, with the suit/symbol assigned to you changing after each spin.
What To Do
Match your suit/symbol with the correct background to the correct spot on the roulette after each spin. Remember it changes each time.
After the 3rd roulette, get out as the roulette will explode.
While not tied to any HP, failure to complete this mechanic results in a wipe. In Hell Mode, you are guaranteed three, so best to master this mechanic now!
Saydon spawns a dice in his hands and throws it in the air.
Saydon will call the suit symbol very audibly.
After the dice lands, a suit/symbol with a certain color is shown above the dice.
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)
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)