MHW is getting its second Siege monster — the “mature form of Xeno’Jiva,” called Safi’Jiva once you begin the Siege itself. It’s a doozy of a fight, too, but the rewards are worth it! Players can craft the beastie into sets of unique, transforming armor. Said armor comes with a unique set bonus that changes its appearance whenever the skill triggers. The real star of the show is Awakened Weapons in MHW.
This is an entirely new system of weapons with “infinite” upgrades that you can customize and augment in truly spectacular ways. Just don’t wait too long to get them! The Safi’Jiva siege is a limited-time event that cycles in and out of the game. Let’s learn all about that, Awakened Weapons, and more in our latest Monster Hunter World guide.
The first MHW Safi’Jiva Siege began on Dec. 13, 2019. It will run for just over four weeks, until Jan. 5, 2020. To begin, you need to speak with the Captain when he has a purple question mark over his head in Seliana. Don’t worry if you miss it, though! Capcom confirmed that the event will return — much like the Kulve Taroth siege does and continues to do even now. If it’s anything like that first siege, it won’t even be that uncommon.
Siege Guide: Attacks – MHW Safi’Jiva Guide
Players can get a taste for this new monster in a “practice” mission. You just need to complete the Master Rank 24 Special Assignment “Across the Lost Path.” That’s how you unlock Stygian Zinogre, as well as the Tundra Region of the Guiding Lands, and finally the practice quest. Said quest is only available from the clerk in the Lunar Terrace (a.k.a. the Seliana Gathering Hub). Just select “??? Recon” or “Safi’Jiva Recon,” depending on how far you are into the quest line.
Once you’re in the fight, it starts as a fairly straightforward affair. The adult acts like a mix between Xeno’Jiva and Behemoth from the Final Fantasy 14 crossover. It’s a large dragon that stands on all fours: swiping, tackling, and shooting beams of energy from its mouth. Later on, it can start to slam the ground with its tail and claws to create energized cracks in the earth. These explode after a short delay for major damage. It can also light you on fire, making the Fireproof Mantle a somewhat useful tool. Like Behemoth (but unlike Xeno’Jiva) you can also mount it — making Insect Glaives a great choice for avoiding its ground-based attacks. The Insect Glaive is also a good option to break its back spikes, which is worth 100 Siege points to your entire party.
Once you deal enough damage, Safi’Jiva heals by absorbing energy from the ground, eventually moving to new “floors” when it eats too much. Mechanically, this just means you fight the monster in phases, and can break its body parts multiple times, similar to Kulve Taroth. Though the layout of the region is pretty simple. You just need to follow it down to lower sections whenever it leaves by manually attaching to a wingdrake at the edge of the arena (the transfer isn’t automatic as in the Xeno’Jiva fight). Bring a Farcaster to return to base mid-battle!
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Also like Behemoth, the monster will sometimes focus its attacks on specific players. You can tell who is targeted by an on-screen text log on the right. Otherwise Safi’Jiva also marks its aggro target with a red laser line (again like the FF14 boss). If this follows the pattern of the Behemoth fight even further, players using shielded weapons will draw aggression more easily than those without.
Speaking of Behemoth: there’s one more thing to note. Safi’Jiva will sometimes fire a multi-directional blast of energy from its location, instantly killing any player not standing behind one of the map’s black boulders. This seems to work almost exactly like Ecliptic Meteor. Except that the boulder locations are initially fixed and blue energy will spill off your character, helping indicate what direction the blast is coming from. That’s handy!
In the practice version of the mission, Safi’Jiva leaves shortly after firing this attack. However, it can fire the shot multiple times per zone in the real Siege. Not only that, but Safi’Jiva will destroy the protective rocks in its third level. It will knock down more rocks, eventually, but you need to be quick on your feet to find the safe spots.
Tactics & Weakness – MHW Safi’Jiva Guide
As for weaknesses, Safi’Jiva is quite unique. It has a two-star weakness to every element in the game. However, Elderseal is particularly potent. While Dragon damage doesn’t do anymore damage than Fire or Thunder, the muting properties found on Dragon damage will accrue very fast.
The mature Xeno’Jiva is also uniquely susceptible to Poison damage — just like its infant form. It takes 100 hit points of damage per Poison tick. Blast damage also has a three-star rating, while Sleep only has a one-star. Finally, the creature reels back an incredible distance when you flinch it! Focus on getting it to stand underneath convenient stalactites. Then use Slinger ammo to knock the boulders down and onto its head.
At the end of the third phase, Safi’Jiva displays a second form: its supercritical state. It’s a bit like how Kulve Taroth sheds its outer plating and becomes enraged in the final stage of the first MHW Siege, to give you an idea of what this is like. It’s also similar to Xeno’Jiva during its enraged state, in that the monster takes massively increased damage while supercritical. Its chest also becomes a weak point. Bow and Bowgun users, this is your opening to attack with Piercing Ammo and Dragonpiercer through the chest to deal incredible damage.
Also unlike most monsters, Safi’Jiva has wildly different weaknesses depending on its body parts. They break down like this:
- Head: Very weak to blunt attacks, somewhat weak to cutting attacks, not very weak to piercing attacks.
- Front Claws: Very weak to cutting attacks, not very weak to blunt attacks, not very weak to piercing attacks.
- Wings: Very weak to piercing attacks, somewhat weak to blunt attacks, not very weak to cutting attacks.
Even with the right weapons, it’s important to continuously soften the beast with Clutch Claw attacks. Its hide is very tough, reducing your damage, and regrows every time Safi’Jiva absorbs energy. Once it’s weakened, you can press the attack.
In the third phase, you also want to use flinching and the aggro system to drag Safi’Jiva into gas pockets. These are green geysers of energy pouring out of the ground in certain parts of the room. Your support NPCs will tell you about it when it’s available. The idea is to bait Safi’Jiva so its body is hovering about the gas geysers. From there, you can simply attack anywhere inside the gas to ignite it — like a Wyrmblast charge from a Light Bowgun. This is good for 1000 free damage against Safi’Jiva, every time, during the final phase.
Siege Rules – MHW Safi’Jiva Guide
Sieges are a bit complex compared to other MHW missions. They take into account your multiplayer lobby, or “session,” and have every player in that room work towards a common goal. With Kulve Taroth, this meant that any team of four which met certain objectives (e.g. breaking monster parts) added points to an overall progression bar. Anyone in the same multiplayer session who participated in the Siege would have a portion of those points added to their overall level.
Depending on the level you achieved as a group, you would gain more and/or better rewards. Safi’Jiva works similarly. Except breaking parts doesn’t just add to your overall progress. It also causes Safi’Jiva to absorb energy from each of three floors more quickly.
This is very useful for a couple of reasons. First, absorbing energy contributes to your overall reward levels even more. Second, you have an incredibly small window to fight Safi’Jiva. Whereas most missions give you 50 minutes to slay a monster by default, you only get 20 during this Siege. Luckily, any group that completes the hunt successfully will finish things off for the entire group.
Every time you force Safi’Jiva to absorb energy on a specific level, that area’s overall energy goes down for the entire lobby. In subsequent runs, the monster will move from one area to another more quickly, take increased damage, and heal less frequently. That means your 20 minute time limit becomes much, much more manageable over time!
To get into a Safi’Jiva group, you wan to first enter the Lunar Terrace. Then ask the girl at the counter to let you “Filter Search” for a session, setting Safi’Jiva as your preferred target. This will bring up a list of lobbies with players (up to 16 in total) working towards the same goal. You can also create your own lobby and set Safi’Jiva as the target to attract players yourself.
Armor & Transformation – MHW Safi’Jiva Guide
Safi’Jiva armor comes with a completely unique set bonus. The gear visible transforms when your weapon is drawn, indicating that you have activated the power. While you’re in this state, your character will take damage every time they attack! That’s not so good. On the bright side, however, you get bonus Affinity, Elemental Damage, and Abnormal Status Effect on every attack. Not only that, but you will regain more health than you lost if you attack continuously — similar to how the Namielle and Nergigante set bonuses trigger.
You can see the armor skills for both sets above, along with the female armor design. Below is the standard male version of the Safi’Jiva armor. Underneath that is what the transformed variants look like, plus some of the new “Awakened Weapons.” We’ll get to those!
Awakened Weapons – MHW Safi’Jiva Guide
This is a bit of a complicated topic. Awakened Weapons are an entirely new concept in MHW. They work somewhat like the randomized Kulve Taroth drops from the previous siege, but can be infinitely upgraded with different perks. Even entire armor set bonuses can appear on a single weapon, allowing some of the better bonuses from weaker sets (e.g. the Brachydios armor set bonus) to be mixed and matched with other builds.
Awakened Weapons are so unique and so complex that we’ve split them off into their own guide. Check that out for the full rundown! The gist, however, is that all weapons will come with identical base stats. The only random factor at first is the kind of element or status effect they can bring. So all Safji’Jiva hammers deal the same raw damage, and have the same Affinity, but can randomly drop with Blast, Thunder, Poison, Water, etc. You’re also guaranteed the new Siege monster will drop at least one weapon that is the same type as whatever you slay it with.
Once you have the weapon you want, you can pump a new resource called Dracolite into each one. Doing so randomly rolls perks for you to select from. You can mix and match up to five of these abilities onto the weapon at will — upgrading some of them up to five levels.
And that’s it for Safji’Jiva (or mature Xeno’Jiva, or what-have-you). Be sure to check back for more information about the MHW Siege, gear, and the like on Fanbyte. Happy hunting!