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How to complete Kakul-Saydon Gate one in Lost Ark

  • In Lost Ark, raids would be the meat-and-potatoes of PVE end-game content, with several players banding together to defeat tough bosses as well as their challenges. These raids revolve around Legion commanders and also have several stages called Gates. Kakul-Saydon, the demonic clown duo from the Legion is a such challenge. There are many mechanics to concentrate on, therefore if you’re searching for a guide on defeating each raid mechanic of Gate 1 of Kakyl-Saydon Legion Raid in Lost Ark, continue reading to learn about it.

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    Kakul-Saydon Gate 1 raid overview

    In Gate 1 from the Kakul-Saydon Legion raid, you'll face off against Saydon typically. You need to have the absolute minimum item degree of 1,475 to gain access to the raid. This raid utilizes a mechanic known as the Madness Meter which will appear below your character model. Saydon uses several moves and attacks that hamper your party or disrupt positioning, therefore we recommend that you are taking the following Combat Items along with you:

    Whirlwind Grenade: to manage extra damage and disrupt adds

    Swiftness Robe: extra move speed to maneuver and dodge mechanics

    Sacred Bomb: to bail out party members by removing CC debuffs

    Health Potions of the choice

    Kakul-Saydon Gate 1 Passive Raid mechanics

    The Madness Meter

    The Madness Meter is a bar that may be seen under each character within the party. The meter fills up when you are getting hit by Saydon’s attacks. The bar runs using percentages, and certain effects happen whenever you reach specific thresholds:

    0-49% — Nothing happens.

    50-99% — A cross-shaped laser shoots from you, which could then hit your teammates and fill their meter too. Any hit you while your meter has ended 50% can make the laser shoot off your stuff.

    100% — You become Saydon’s clown puppet. That makes him gain an armor buff, which cuts down on the damage he takes by 3% per stack. Your skill bar changes, and also you get additional skills on Q, W, and E. Press Q to get rid of a stack from the armor buff. Press W to lessen the Madness Meter for players inside your aura. Those away from aura obtain meter increased though. Press E to throw something special on the ground. Players taking the present can help to eliminate their Madness Meter.

    Sidereal — Nineveh

    Nineveh has activated with Ctrl+Z automatically. You can use Nineveh’s Sidereal to manage extra harm to Saydon throughout the fight. The best times to make use of Nineveh are when Saydon summons adds, after a Stagger Break mechanic, throughout the Raining Balls attack when he lands following the Red and Yellow Ball attack, or after he’s Countered.

    Sidereal — Innana

    Innana has activated with Ctrl+C automatically. You can use Inanna’s Sidereal to spawn a protective bubble inside that the party’s Madness Meter will decrease, and then following the bubble disappears, the party receives a small heal too. This effect is rather mild to make use of in Gate 1, so it’s preferable to make use of Nineveh unless your party struggles with Madness.

    Kakul-Saydon Gate 1 Main HP threshold mechanics

    x130 and x65 HP bars — Stagger Break

    A Stagger bar appears over Saydon, then a purple shield covering his back attack area. This shield reflects all damage done, and most one can appear. To counter it, use Stagger skills on the facing without any purple shields.

    x110 and x25 HP bars — Heart or Guns

    This effect has two variations and also the whole party has to concentrate on solving it properly:

    Illusionary clowns can look in four corners of the arena. Each player should cover one from the corners when preparing for this effect.

    Two balls revolve around each clown, so you have to face close to it to prevent them.

    Each clown performs an emote — whether heart or finger-guns with confetti.

    If you will find 3 finger guns and 1 heart, the entire party needs to turn to face the corner using the heart.

    If you will find 3 hearts and 1 finger-guns, the entire party needs to turn to face the corner using the finger guns.

    After completing the mechanic, Saydon will teleport to his original position.

    The easiest way to handle this mechanic is by using pings in the spotlight. Players who visit a heart should ping their corner, therefore if you only see one ping, you use that position, and when you see three pings, you use the position with no ping.

    x85 HP bars — Saydon Says

    When this effect happens, each player will be designated a card suit, as well as your skill bar is going to be replaced with four emotes sorted in random order. Four areas will appear within the arena and also you have to stand inside your matching suit.

    Then, if Saydon performs an emote while facing you, you have to match him using the same emote out of your skill bar.

    If Saydon performs an emote while facing away from your stuff, you have to use any emote apart from the one he performed.

    x45 HP bars — Roulette

    In this effect, once more each player receives a card suit allotted to them, this time around with whether white or striped background. A roulette starts to rotate around Saydon, and you will find eight fields with suits that match them. It spins 3 times, together with your assigned suit changing for every spin.

    Your goal would be to always suit your suit and background using the correct roulette field. After the third spin, ensure that you run out of the roulette because it’s likely to explode before it disappears.

    Timed – Dice

    This mechanic happens on somewhat randomly timed intervals but is trumped by an HP mechanic when they overlap. You’ll know it’s occurring when Saydon creates a big die in the hand and throws it into the air, then proclaims a card suit.

    The die falls, showing a particular card suit and color. If the suit matches the color from the ones allotted to one party member, then your other three players are going to be imprisoned and not able to move. If the color is the opposite of the one within the player’s assigned suit, then that player is imprisoned, as the others are liberated to move.

    In both cases, some four cards will shoot in the boss:

    If three players are imprisoned, they will slowly aim toward the ball player that’s in a position to move. That player needs to guide each card towards the imprisoned player using the corresponding suit and color while intercepting the main one with his.

    If one player is imprisoned, then your four cards will slowly are designed for that player. The other players need to intercept them with their matching suits and color while allowing the one using the imprisoned players’ to pass through.

    The easiest way to tackle this mechanic would be to position your party properly whenever you see that it’s coming. You should all position inside a line and well from the boss to ensure that it’s simpler to navigate them once they start slinging toward the imprisoned player(s).

    Kakul-Saydon Gate 1 Minor mechanics

    Fire-breathing Tower

    Fire-breathing clown towers appear close to the edge of the arena. They can deal lots of sustained damage, so ensure that you kill them immediately.

    Ether Dice

    A die drops and either shows a suit or explodes, dealing damage. If a player having a matching suit accumulates the die, their Madness Meter gets reduced. However, if your player using the wrong suit picks up, their meter will rise instead.

    Card Soldier adds

    Card Soldiers are ads that demonstrate up throughout the fight. Use AoE skills to burst all of them quickly before they can buff Saydon.


    When Saydon swings his cane in the air, a four-field roulette can look under him. Each player is assigned a card suit and needs to stand within the correct matching field.

    Kakul-Saydon Gate 1 Counter patterns

    Saydon has two Counter patterns throughout the Gate 1 raid.

    In the very first pattern, Saydon slowly requires a step back and turns blue. Use a Counter skill on him, otherwise, he is going to be able to dash forward and deal damage.

    In the 2nd pattern, a large ball appears in the air and Saydon turns blue and jumps to balance on it. Use a Counter skill on him, otherwise, he will consume a randomly targeted player and then try to hit him by using it before jumping off.

    Kakul-Saydon Gate 1 Boss Attack Patterns

    Raining Balls Attack

    For this attack, Saydon begins to juggle balls, then throws all of them up in the air. The balls then fall, marking impact areas in concentric yellow circles. Avoid these areas, but beware that they can often overlap, putting you in difficult positions.

    Red and Yellow Ball Attack

    In this attack, Saydon eats a ball and steps in those days creating a fissure before him. The attack pattern depends upon the color of the ball. If it’s Red, the fissure will explode into an X-pattern, and when the ball is Yellow, the fissure will explode inside a cross-pattern. Saydon will jump into the air and land inside a different location, where two rings will explode from him.

    Magic Cards Attack

    Saydon starts to spin and have fun with cards, which then start to shoot from him. The best way to prevent this attack would be to run from him toward the edge of the arena and dodge them when there’s enough space together.

    Bird Attack

    Saydon pulls a pigeon from his hat and teleports away. He shoots several cones of birds from his new position. The birds curve around and home in on Saydon. The safe position to face in to prevent them is within the melee range using the boss.

    Clown Pools Attack

    When using this attack, Saydon performs a backflip and disappears. Then, red pools start to form within the arena, with clowns popping from them and dealing damage. At the end of the attack, a sizable yellow pool appears under one random player. Avoid this attack by running away, and when needed, use utility to operate out from the large yellow pool.

    Kakul-Saydon Gate 1 Cheat Sheet

    To make it simpler to keep track of different mechanics in Gate 1 from the Kakul-Saydon raid, we now have prepared a cheat sheet that you can use after you’re familiar with using the mechanics explained above. This way, you'll know at a glance how to proceed as the mechanics come up within the fight.

    x130 Stagger Check 1 — Don’t attack alongside it with Saydon’s purple shields.

    x110 Find Saydon 1 — Split to four corners. Ping in case your corner has got the Heart to emote.

    x85 Dance Party — Copy Saydon’s emote if he faces you or make use of a different one if he turns his back.

    x60 Stagger Check 2 — Don’t attack alongside it with Saydon’s purple shields.

    x50 Roulette — Stand within the roulette field matching your card suit. Repeats three times.

    x30 Find Saydon 2 — Split to four corners. Ping in case your corner has got the Heart to emote.