Floor 11 (v2.6)
Divergence
All characters in the party gain a +75% DMG
General Tips
CC skills are very helpful on both sides, so try to include one on each team. Other
characters like Jean, Anemo MC are less effective than the suggested below, but will work if needed.
Freeze based teams are very strong here for either side on all chambers, particularly if you are struggling with the Monolith Defense on Chamber 1.
Being able to kill the Fatui with the Aura in Chamber 2 before they shield will make it easier to meet shieldbreaking requirements for teams. If you can do that, then you only needfor Side 1 and
for Side 2.
Team Recommendations
Shieldbreakers
Preferred DPS Elements
Avoid DPS Elements
4★ Supports
5★ Supports
Chamber 1
Monster Level - 88

Side 1
Attack order
Go for the Anemo Samachurl first, as it can CC you
This spawns the Hydro Samachurl, but it will not damage the monolith, but may heal other enemies
Go for the Hilichurl Grenadiers
This spawns two Hilichurl Archers who attack you, but their attacks often will splash onto the monolith
Go for the Hilichurl Fighters clustered around the Monolith
This spawns Hilichurl Berserkers that attack you
Go for the Hilichurl Archers
Go for the Hilichurl Grenadiers that spawn
Now, there should only be 3 Hilichurl Berserkers that are going for you. Each time you kill one, a Hilichurl Fighter will spawn and run at the monolith. Switch focus to it each time that happens.
Last, two Mitachurls will spawn that go straight for the monolith. Kill them as quickly as possible.
If you only have one recommended, use it on the other side and put your weaker CC on this side.
Side 2

Treasure Hoarder Marksmen
52K HP
Treasure Hoarder Potioneers
70K HP
Treasure Hoarders (Melee)
87K HP
Attack Order
Go for the Potioneers first
Attack the Crushers next. They should be grouped together, so using CC on them is effective
Go for the Gravedigger last
In the next wave, go for the Potioneers again
Followed by the Puglisists
Then the Marksmen last
In the final wave, go for the Potioneers again
They are fairly spread out. This is where having
helps a lot
Go for the Oarsmen last
If you only have one recommended, use it on this side and put your weaker CC on Side 1.
Chamber 2
Monster Level - 90
Side 1

Go for the Pyro Abyss Mage first, as the slimes will naturally group. This also gets rid of the Aura.
In the next wave, try and focus the Cryogunner down before he can shield, and so you don't have to deal with Ice Cage.
If you can kill the Cryogunner before shields, you can skip bringingfor shieldbreaking on this side.
Side 2

Go for the Hydro Abyss Mage first, as the slimes will naturally group. This also gets rid of the Aura.
In the next wave, try and focus the Hydrogunner down before he can shield.
If you can kill the Cryogunner before shields, you can skip bringingfor shieldbreaking on this side.
Chamber 3
Monster Level - 92
Side 1

191K HP
Pyro Agent > Smoldering Flame (Debuffs)
256K HP
Freeze comps work well here as the enemies are very mobile.
CC skills also work well here to keep the Pyro Agents disabled.
Make sure you have good AoE for dealing with the Rifthounds.
Try to save a burstCC immediately for the second wave. This will group the Agents the quickest, while also preventing them from going invisible.
Side 2

Freeze comps work well here as the enemies are very mobile.
CC skills also work well here to keep the Mages disabled.
Make sure you have good AoE for dealing with the Rifthounds.
Aim for the Mirror Maiden first in the second wave, as the Slowing Waters aura will increase you CDs and hurt your DPS if you leave it too long.
Move towards the top/north side of the Arena and let the wolves group on you. This is where the Mirror Maiden will spawn. Try to save a burstCC immediately for her as she teleports and her attacks can be hard to avoid.
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