Floor 11 (v1.2 - 1.4)
Last updated
Last updated
Your character will be periodically inflicted with Engulfing Storm, continuously draining your Energy until the inflicted Electro element is remove
DMG dealt by all party members increased by 75%
**Chongyun **can be a very effective support on this floor for either side if you normally run a Main Carry that relies on Regular Attack. He can turn their attacks into to take advantage of the floor buff. If you do this, make sure you switch out the goblet of your main carry with a ATK% or CRYO% goblet.
Bennet, Diona, Jean, Xinyan can clear** Engulfing Storm** debuff.
Avoid Barbara, Xingqiu as they will cause **Electrocharged **on your characters and won't clear the debuff.
Removing DebuffsSide 1 | Side 2 | |
---|---|---|
Shieldbreakers | ||
Preferred Damage | ||
Avoid Damage | ||
4★ Supports | ||
5★ Supports |
Monster Level - 88
Aura | DMG |
---|---|
Prioritize Hydro Abyss Mage once it spawns spawns in order to stop the Bubbles.
Attack the Stone Shield Mitachurls when they are attacking if you didn't bring anything to deal with the shields.
Freeze will also let you bypass their shields.
Monster Level - 90
There are several strategies you can use to beat this Chamber, but it is important to understand the aggro patterns of the mobs! Check out the various Video Guides above if you need help.
Your goal is to have > 80% HP on the monolith after this side if you're going for a 3★. This will give you a good buffer and let you take a hit or two on the other side.
Any composition can defeat this floor with > 80% HP if you understand how the mobs work. If you don't want to use a specific strategy in the Video Guides, try killing mobs in this order:
Stone Shield Hilichurls (4)
Axe Mitachurl (spawns after Hilichurls)
Archers
While the Archers can damage the monolith, they attack fairly slow and only do about 2% HP / 5 seconds from both archers. If you can kill the enemies quickly enough, this might be easier than worrying about aggro or blocking.
Another common strategy is to kill the initial Pyro Archer, and only that archer. Doing this makes sure the two archers in the chamber are targeting you. Focus the remaining enemies in the order listed above.
Aura | DMG |
---|---|
This side is slightly easier to manage than the first, but it is also important to understand the aggro patterns, so check out the various video guides.
**Hoarders **are easy to stagger. If you can group them together, continually attacking them will be enough to prevent them from hitting the Monolith. Hoarders should be prioritized as they focus the Monolith.
The exception is the Gravedigger in the second half. He will only throw dirt at the Monolith which does no damage and can be ignored.
Grouping the Hoarders together is an effective way to keep them staggered. You can do this with various Anemo skills, or try Sword Charged Attacks which throw enemies away from you too.
Electro Cicin Mage flies can go for the pillar, so try to fight her away from it if possible. Remember the Electro Triangle spawns where you are too, so keeping yourself far from the Monolith is safest.
Pyro Agent can do about 20% of Monolith health in a single attack. Make sure you don't get the Monolith between you and the Pyro Agent when it attacks, or it will get hit.
Monster Level - 92
Electro Storm | |
---|---|
DMG | |
Energy Drain | 40 Energy |
Aura | DMG |
---|---|
Focus the **Hydrogunner **in the second half as he can heal the others.
Pyro Agents can deal a lot of damage, particularly if both hit you at the same time. Make sure you look out for their attacks and dodge appropriately.
Not sure what something means? Check the Glossary
3424
Getting hit by causes **Electrocharged **which can stagger your character. Do your best to avoid these attacks.
works well in this chamber to freeze Hydro Slimes and Hydro Abyss Mages, preventing them from attacking you.
721 / Tick (8 ticks / second)
The stage will occasionally be struck by Electro Storms. These appear as AoE circles on the ground which trigger after a slight delay, doing DMG and draining a very large amount of Energy. Avoid these as best as you can.
1897
758 / Tick (8 ticks per second)
If you are going for 3★ on the chamber, try to down the **Hydrogunner **before he shields. If you do you can also skip bringing on this team.