[Genshin Impact V1.6] Abyssal Moon Spire - Guaranteed/Event Units Only, 27/36 stars

[Genshin Impact V1.6] Abyssal Moon Spire - Guaranteed/Event Units Only, 27/36 stars

(Phase 7-Waxing "Breezecall Moon") This Abyss features multiple Abyss Heralds and Lectors, as well as a rather insane leyline - plan accordingly. F9C1H1: focus down the shields of Mitachurls, and keep your focus on Whopperflowers when they appear so they don't harass you. F9C1H2: focus on the Samachurls and their support so they can't disrupt you when you fight the Abyss mage. Don't soak yourself like I did, as it'll just cause you trouble. F9C2H1: Whopperflowers first - there's a lot of them, and they would have no trouble hammering you at range. F9C2H2: take out the Hydro healer, then the Cryogunner with the cage in order to get control of the fight. F9C3H1: remove the Lawachurl's support beforehand. F9C3H2: go after the mages first; the Mitachurl's aura won't cause you much trouble. F10C1H1: avoid contact with Hydro slimes as much as possible, as you'll likely be hit with Cryo a lot here. You'll have to endure Sheer Cold damage to fight quickly. F10C1H2: the Abyss Mage's cage is a bother, but the Herald has all of the room's health. Focus on the Herald, and let the Mage burn in the crossfire; only actively attack the Mage when it loses its shield. F10C2H1: mostly carnage in your favor. Try to orient attacks toward grenadiers to limited ranged attacks coming your way. Attack the Anemo Samachurl the instant it spawns, as the wind suction will be a massive disruption. F10C2H2: the same as the previous chamber on this side, except with a Lector instead. Focus on the Lector... and don't do what I did at the end, forgetting about their attacks' energy drain. F10C3H1: attack fiercely with each opening you get, and use Geo/Superconduct resistance drops. Be ready to run backwards on a second spike wheel roll, in case Daleth decides to flee from you. Try to hit two Frostfruits back to break its shield in one cycle; any damage you take won't matter in the final chamber. F10C3H2: the theme continues - the Lawachurl has the room's durability, so let the Mage come to the Lawachurl and take care of it that way. F11: this leyline effect is absurdly powerful. Abuse it every chance you get. F11C1: prioritize enemies that are attacking the monolith and have force behind their strikes. This will be the shield mobs and the Axe Mitachurl in the first half, and the shield mobs/grenadiers in the second half. Make heavy use of freezes and Swirls in the first half; use area attacks and Overloads to disrupt mobs in the second half. F11C2H1: Fatui will prioritize power armor when going under half health. Spread elements out across them, then use Swirls to devastate them before they can pull this off. F11C2H2: focus the healing Hydrogunner first. Enemies can cluster together here, making Overload explosions highly effective. F11C3H1: quickly down the Ruin Guard before the Hunter can strike you, then make heavy use of the Swirl leyline. You'll still need to retreat from the Guard's spin attack or the Hunter's full blade combo. F11C3H2: Overload abuse can speed things up significantly; I prioritized the Lector so I could hurt the Herald with the following explosions off the Lector's Electro shield. F12C1: standard Geovishap nightmare. The first chamber's Geovishaps always infuse Cryo and Electro; the second, Cryo and Hydro. Focus one Geovishap down if possible to give yourself more breathing room. Monitor your health due to the homing earth waves, and try to use bursts defensively. F12C2H1: the potioneers are your primary targets. Wait for the infusion, then make heavy use of elements to cleanse them; their Cryo infusion doesn't make them immune to being frozen. Save the Cryo Cicin mage for last; so long you put Hydro on yourself sparingly, she can't do a lot offensively. F12C2H2: the Hatchlings are here to waste your time. I only studied their AI some after these recordings, so you can perform better than I did here. Since there's two of them, Swirls and Overloads can be quite useful. If you have time, shoot a charged arrow at a Hatchling after it surfaces, and use catalyst attacks to hit them while they roll. Getting close to a rolling Hatchling usually makes it stop rolling sooner. A Hatchling that unburrows far away is going to roll; one that unburrows close to you plans to ram you. F12C3: both Pyro mages have a modified special attack: their flame jets will cover a larger area meant to box you in, rather than directly attack you. You have the choice of getting a safer battle by focusing the mages first, or attacking the Herald/Lector for a potentially faster one. If going after the mages, listen to the Herald/Lector for voice lines - it'll let you know how to dodge without even seeing what's coming. 0:00 - Character Stats 1:27 - F9 overview 1:53 - F9C1 5:26 - F9C2 9:25 - F9C3 11:32 - F10 overview 11:56 - F10C1 16:46 - F10C2 21:04 - F10C3 24:09 - F11 overview 24:37 - F11C1 29:31 - F11C2 32:10 - F11C3 (2 stars) 36:55 - F12 overview 37:17 - F12C1 (1 star) 44:05 - F12C2 (0 stars) 54:03 - F12C3 (0 stars)