Viper DPS Rotation, Openers, and Abilities — Dawntrail 7.3
On this page, you will learn how to optimise your opener and rotation in both single-target and multi-target situations. We also cover the use of your cooldowns, to ensure you can achieve the best use of them every time as a Viper DPS in Final Fantasy XIV: Dawntrail (Patch 7.3).
Viper Opener in Dawntrail
The two hits from 
 Reaving Fangs and 
 Swiftskin's Sting allow us to buffer the opener to align
it nicer with our party's buffs. The 
 Vicewinder that follows finishes off our buffs and sets up a proper
burst window. We get the haste buff up first, because it shortens the subsequent GCDs from the 
 Vicewinder
combo and sets us up for success later down the line. The actions after 
 Reawaken are the strongest available
at that time. Later on, at the 2-minute window, we will end up instead making sure our buffs are all properly refreshed
and roll into 
 Reawaken back-to-back.
Basic Rotation Flow - Steel Fangs, Reaving Fangs, and Vicewinder
The Viper has a simple 3-hit Weaponskill rotation which can be utilized using two buttons, which are automatically replaced by the second and then third steps of the combo. This looks quite confusing at first, but is actually extremely simple in execution. The explanation is meant to be read while following along with the image to the right.
- First and foremost: Ignore the Job Gauge for now. I'll get to that a bit later!
 - The first hit of the combo is either 
 Steel Fangs or 
 Reaving Fangs. These two actions deal the same
damage, but whenever you use one, it will provide you a buff to use the other one on the next loop. In practice, you will just always
alternate between 
 Steel Fangs and 
 Reaving Fangs each time you get back to your first hit. - The second hit is a choice of two actions. 
 Steel Fangs turns into 
 Hunter's Sting, which provides you with a
damage buff while 
 Reaving Fangs turns into 
 Swiftskin's Sting, which provides a haste buff, instead.
These two options are always the same, no matter which option you chose first, and both actions always transform. - The third hit is a choice of four actions, but you only ever can choose from two of them, based on the option chosen
for the second hit, as shown in the flowchart.
 Hunter's Sting unlocks 
 Flanksting Strike over itself and 
 Flanksbane Fang over the other button.
Both are Flank positionals.
 Swiftskin's Sting unlocks 
 Hindsbane Fang over itself and 
 Hindsting Strike over the other button.
Both are Rear positionals.- Each of these options provides you with an additional buff that will increase the power of a different option. This is a static
rotation in the order of 
 Flanksting Strike → 
 Hindsting Strike → 
 Flanksbane Fang → 
 Hindsbane Fang
and then it repeats. Additionally, on pressing one of the third hits, your 
 Serpent's Tail action will turn into 
 Death Rattle
for additional damage. Each time you land a third hit of this combo, you gain 10 Serpent Offerings, colloquially referred to as
Juice or Snilk (snake milk). 
 - Once you finish your first combo of the encounter, your glowing buttons will always guide you toward your best choice. This is indicated in two ways -
first is by the action itself lighting up with the glowing border, and the second is by the glow on your Job Gauge (seen below). Which side lights up indicates
which skill to hit - left side for 
 Steel Fangs and its transforms and right for 
 Reaving Fangs and its transforms. This bonus is
significant, so you should always be following the directions. - As you can see in the image, the rotation of these 4 third hits will also naturally force you to alternate the second hits
back and forth, which makes it easy to maintain both of the buffs they provide. If you follow the opener, you will always be pressing the
same button twice for the 1-2 hits of each combo, pairing 
 Steel Fangs with 
 Hunter's Sting and 
 Reaving Fangs
with 
 Swiftskin's Sting. 
In addition to this, there is 
 Vicewinder. This combo also has 3 hits to it, but the second and third hits may be used in either order.
 Hunter's Coil provides the damage buff and has a Flank positional, while 
 Swiftskin's Coil provides the haste
buff and has a Rear positional. Each of these allows you to utilize 
 Twinfang Bite and 
 Twinblood Bite and gives you 5 points
toward your Serpent Offerings gauge. The 
 Hunter's Coil buffs 
 Twinfang Bite and 
 Swiftskin's Coil buffs
 Twinblood Bite. Each of Twinfang and Twinblood buff each other, so the overall string looks something like:
 Vicewinder → 
 Hunter's Coil → 
 Twinfang Bite > 
 Twinblood Bite → 
 Swiftskin's Coil → 
 Twinblood Bite > 
 Twinfang Bite
This order of actions can be seen in the opener image, above. Each of these three GCDs are longer than standard - a base of 3.0s GCD spin compared to the standard 2.5s - so weaving in these two actions is easy, regardless of ping.
Serpent Offerings and Reawakening
While executing the standard rotation elements above, you will rapidly fill your Serpent Offerings gauge, sometimes
referred to (as explained above) as "Juice" or "Snilk" - in case either term has caused you any confusion. On reaching 50 points
on the gauge, you can execute 
 Reawaken, an area-of-effect Weaponskill that unlocks access to a series of Generation
skills: 
 First Generation, 
 Second Generation, 
 Third Generation, and 
 Fourth Generation.
In order, these actions naturally replace 1st 
 Steel Fangs, 2nd 
 Reaving Fangs, 3rd 
 Hunter's Coil,
and 4th 
 Swiftskin's Coil. You also gain access to 
 Ouroboros which replaces 
 Reawaken itself.
Pressing 
 Ouroboros ends your burst phase immediately, so make sure you save it for last.
After each hit of the four Generations, you will have 1 off-gcd action - a Legacy of matching order:
 First Legacy, 
 Second Legacy, 
 Third Legacy, and 
 Fourth Legacy. These actions
all replace 
 Serpent's Tail as they become available. As seen in the opener, the 
 Reawaken phase is a relatively
straightforward series of button presses.
On pressing 
 Serpent's Ire, our 120s cooldown action, you gain one free usage of 
 Reawaken that costs no Offerings.
This is how we're able to execute it immediately in the opener, and it facilitates our double-Reawaken burst window at every even
minute in the future! In general, Viper is resource positive, so you will always have excess Offerings and need to plan
accordingly.
One big tip - 
 Reawaken does not break your 
 Steel Fangs or 
 Reaving Fangs combo attacks, but it
does break your 
 Vicewinder combo, so plan accordingly!
Rattling Coil and Uncoiled Fury
Whenever you hit 
 Vicewinder or 
 Serpent's Ire, you gain a Rattling Coil. These appear as small red gemstones
on your job gauge. Each one can be spent individually to execute 
 Uncoiled Fury. This is a strong action with a 3.5s base recast,
longer still than 
 Vicewinder. It also triggers an off-gcd combo with 
 Twinfang and 
 Twinblood, in that order,
turning them into 
 Uncoiled Twinfang and 
 Uncoiled Twinblood. While it is useful for
damage in the opener, beyond that it can be used whenever you would like while you have Rattling Coils. It is best saved
when forced to disengage from the boss for mechanics due to its long range or to correct your rotation sequence leading up to a burst window.
Viper Burst
As Viper lacks any damage-boosting cooldowns, our "burst" will rely on the buffs coming from our allies, which all align neatly
with the 120s - 2 minute - window. This can be tracked internally via the cooldown for 
 Serpent's Ire. We pop it very early
in the opener so that when it comes off of cooldown, we press it immediately, buffer with one additional GCD, and then activate
 Reawaken. We should have enough Offerings to then immediately re-enter 
 Reawaken after the first one finishes.
If our party is doing well, this should allow us to land two 
 Ouroboros under their buffs for a massive damage gain.
Using these two windows back-to-back, however, will last for over 22 seconds, so it is imperative that we refresh our buff timers prior
to activating it. The ones we worry about primarily are the damage and speed buffs from the Hunter's and Swiftskin's skills, respectively.
The 40s runoff of these buffs can run into problems if it was too long since your last re-application. The 60s runoff on your finisher buffs
and the 
 Steel Fangs and 
 Reaving Fangs buff is very unlikely to be in danger of falling off because of the double
 Reawaken window, so they are less of a consideration. Remember - you can start a basic 1-2-3 combo, execute the double,
then finish the combo off after!
Viper Area of Effect Actions
All of our basic actions have directly analogous area of effect actions. The entire 
 Steel Fangs and 
 Reaving Fangs
combo becomes based from 
 Steel Maw and 
 Reaving Maw with 
 Hunter's Bite and 
 Swiftskin's Bite providing the same
buffs as you should expect by now, and 
 Jagged Maw and 
 Bloodied Maw acting as the third hit to those combos, each one
buffing the other, just the same as the standard 1-2-3. They even provide 
 Last Lash, an aoe version of 
 Death Rattle.
 Vicewinder has a similar analogue in 
 Vicepit with a shared cooldown and 
 Hunter's Den and 
 Swiftskin's Den
following them up. The Den actions trigger combos from 
 Twinblood and 
 Twinfang - 
 Twinblood Thresh
and 
 Twinfang Thresh - as follow-up off-gcd actions in exactly the same manner as the single-target variant.
 Uncoiled Fury and the entire 
 Reawaken combo are also all aoe by default. As such, when fighting trash mobs in dungeons,
your rotation is basically unchanged, just utilizing the aoe versions of your normal skills. Currently, all aoe actions are a gain
on three targets.
Outro
The most concise way to describe the general gameplay is that you are managing a damage and haste buff, similar to Samurai, while
maintaining a 3-hit combo with similarity to the core Monk combo string. The buffs and the 3-hit combo naturally flow by performing
the rotation and following the lights. During burst, you need to refresh your buffs ahead of it to perform your two 
 Reawaken combos
back-to-back. Viper does not have any raid buff utility or personal mitigation options available to it. It is a purely selfish melee DPS job.
Changelog
- 06 Sep. 2025: Updated for patch 7.3.
 - 31 Mar. 2025: Updated for patch 7.2.
 - 01 Aug. 2024: Updated opener image with proper names.
 - 30 Jul. 2024: Updated for 7.05, opener image known to be using outdated names.
 - 21 Jul. 2024: Updated with better images for gauges and guides. Also fixed a type-o in the opener.
 - 18 Jul. 2024: Updated for full release of Dawntrail.
 - 08 Jun. 2024: Updated with Media Tour information.
 - 31 May 2024: Guide added.
 
Guides from Other Classes
            Eve Malqir is a Dragoon theorycrafter and has been playing FFXIV since the Realm Reborn re-launch in 2013. He started the game way back then on Lancer, and has called Dragoon his main spec ever since. Eve cleared every raid tier of the Binding Coil of Bahamut in A Realm Reborn, every Alexander raid in Heavensward, and the Omega raids in Stormblood. He has been a Dragoon Mentor and guide writer for The Balance since early Heavensward, and greatly enjoys helping others improve at the game. He can be contacted directly via DMs over Discord (Evie#1153) or through the Dragoon channels in The Balance Discord.
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