Patient and extremely good players
“Absolutely amazing experience. Patient and extremely good players.”
Kefka on Ultimate difficulty, first clear with the title or a weekly totem run.
A Dancing Mad Ultimate boost clears the Kefka fight with your character, from the first phase to the last. Each clear takes 2–4 hours. Pick a first clear for the Cruel Legend title or weekly clears for Mad Harlequin's Totem, and the group starts at its next raid slot.
The Clear field decides the price most. Weekly clear (weapon totem) is for a character that already has Dancing Mad done once and wants another totem. First clear (title and achievement) is the first kill on your character, and it costs much more because the group carries a player who has never seen the fight to the end.
Weeks runs from 1 to 8, one clear per week. Set Platform and Region, then the method: Piloted, Remote Control or Self Play. Express execution books you into an earlier slot.
Dancing Mad (Ultimate) is the newest ultimate raid in FFXIV, an 8-player fight against Kefka that arrived with patch 7.51. It runs in 5 phases, and one wipe late in the fight sends the whole group back to the start.
The reward list is short and very visible. Each week a clear gives one Mad Harlequin's Totem, which you trade for an ultimate weapon of your job. The first clear adds the title Cruel Legend and an achievement. Players chase it because a DMU clear is the hardest proof of skill the Dawntrail era has. Most static groups spent weeks of progression to get there.
Buy the first clear if your character has never killed Kefka on Ultimate. Buy weekly clears if you already have the title and want more weapons.
| Option | What you receive | Who it is for |
|---|---|---|
| First clear | Title, achievement and the first totem | Characters without a DMU kill |
| Weekly clear | 1 totem per week | Players who want weapons for more jobs |
A first clear plus 3 more weeks is a common order. The extra weeks turn into weapons for your other jobs.
One Dancing Mad clear takes 2 to 4 hours, counting setup and a few pulls. The DMU carry starts on the group's next raid slot, and the booster confirms that time in the order chat once the order is assigned. Weekly orders repeat after every Tuesday reset until all booked weeks are done.
Your proof is a screenshot of Kefka's kill and of the duty complete screen.
Check the unlock first. Dancing Mad opens only after AAC Heavyweight M12S (Savage), and the duty finder will not show it without that clear. If Lindwurm is still on your list, a savage carry through M9S to M12S comes first.
Piloted, Remote Control or Self Play are all on this card. With Self Play you play your own job inside the group, so you should know the job well and listen to the calls.
Good to know: the totem is limited to one per week, so a weapon for every job is a long project. Book several weeks at once and the runs stack up without a new order each Tuesday.
Other ultimates live on their own pages: Futures Rewritten from earlier in Dawntrail and the five legacy fights from UCoB to TOP. The raid section lists every duty we run.
The Dancing Mad Ultimate boost starts at the group's next raid slot after payment. The booster posts the exact time in the order chat, usually within 15 minutes of the order.
A weekly clear gives Mad Harlequin's Totem only. The Cruel Legend title and the achievement come with the first clear on your character, which is why the first clear option costs much more.
Yes. Self Play lets you play your job in the group through all 5 phases. Piloted and Remote Control let the booster play your character for you.
One Mad Harlequin's Totem per week, from one clear. Book up to 8 weeks to collect 8 totems for 8 weapons.

Any of the 21 combat jobs, taken from the level you stopped at up to 100.

The Main Scenario played on your character, up to the end of Dawntrail in patch 7.56.

The limited job from patch 7.56, leveled to 50 with the bestiary filled on request.

The limited job with its own rules, raised to level 80 with spells and Carnivale on request.
“Absolutely amazing experience. Patient and extremely good players.”
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