Floor 10 (v1.2 - v1.5)

Divergence

  • Characters on the field will continuously accumulate Sheer Cold, and will continually lose HP after Sheer Cold reaches its limit

  • Warming Seelie appear on the field, and will continually alleviate nearby characters' Sheer Cold

General Tips

Warming Seelie will move around the room in a circle.

Keep an eye on your Sheer Cold gauge in this chamber. If you can't clear the mobs fast enough, you will want to try and lure enemies near the Warming Seelie if possible and fight near them.

Team Recommendations

Side 1
Side 2

Shieldbreakers

Preferred Damage

Avoid Damage

4Supports

5Supports

Chamber 1

Monster Level - 80

Side 1

Fight near the **Grenadiers **and let the **Slimes **come to you

Side 2

Aura
DMG

Focus the Hydro Samachurls and quickly burst them down before they can heal. If get Frozen too much, try breaking Cryo Abyss Mage shield before switching to the Hydro Samachurls to make it easier.

Chamber 2

Monster Level - 82

Side 1

The pack of Ice Shield Hilichurls that spawn behind you will produce the Mitachurl. Prioritize those first to spawn it, then fight near the Grenadiers to group them together.

Side 2

Killing off Potioneers will make it easier to deal with the Cryo Cicin.

**Cicin Flies **will continually recharge the shield on Cryo Cicin Mage when alive. Kill them to stop her from reshielding.

Chamber 3

Monster Level - 84

Side 1

Aura
DMG

Focus the Cryo Cicin to get rid of Ice Cage. The **Pyro Fatui **will come towards you anyway, letting you group them easily.

**Cicin Flies **will continually recharge the shield on Cryo Cicin Mage when alive. Kill them to stop her from reshielding.

Side 2

Aura
DMG

Here are some basic attack patterns:

  • Pattern 1: When engaged it shields up after 2 seconds (follows up with a large ground slam after 3-4sec if player close)

  • Pattern 2: Winds up a wide frontal swing which leaves behind some exploding ice

  • Pattern 3: Leans back and roars and then leaps at the player, and then does a large ground slam Pattern 4: charges at a distant player and leaves ice that explodes after a delay at it's destination (can also end in a slam if charge ends close to player)

  • Pattern 5: digs up an object to throw at the player Pattern 6: slam followed by large ground slam

Other Resources

Not sure what something means? Check the Glossary

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