Floor 12 (v1.3 - 1.4)

Divergence

  • No Divergence

General Tips

The time requirements to 3★ Chambers 1 & 2 on Floor 12 were changed in v1.3!

Both Chamber 1 & 2 must now be done in 420 seconds in order to 3★.

You may want a Bow user on each team in order to stun the Ruin Gard/Ruin Grader in Chamber 3.

Team Recommendations

Side 1Side 2

Shieldbreakers

Preferred Damage

Avoid Damage

4Supports

5Supports

Chamber 1

Monster Level - 96

Geovishaps will infuse 35s into the chamber.

Once infused, **Geovishaps **will gain resistance to that element (30%).

Taunt abilities are particularly effective here to give some time for you to recover stamina.

Attempting to dodge every attack will quickly drain your stamina. Focus on dodging both hits of the Double Slam attack, as this does the most damage. Rely on your shields/healing for other damage if you can.

MonsterHP

~400K

Side 1

3★ Tips

This side is generally harder than Side 2 since the Geovishaps on this side cannot be Frozen. Recommended you put your stronger characters here.

Recommended Carries / Sub DPS

Side 2

3★ Tips

Recommended Carries / Sub DPS

Chamber 2

Monster Level - 98

Side 1

It's fairly difficult to keep the **Cicins **grouped because of their teleport. You will mostly need to clear this chamber fighting one at a time.

Aim the Electro Cicin first to get rid of the Electro Triangle. The Cryo Cicin will mostly ignore you during this time.

Cryo Cicin will keep regenerating her shield as long as she has Cicin flies alive. Kill them to slow/stop the recharge.

MonsterHP

Electro Cicin Mage

~450-500K

Cryo Cicin Mage

~450-500K

Side 2

AuraDMG

Focus the Pyro Agent with the aura to stop the Fireball

MonsterHP

Pyro Agent

~450-500K

Gravedigger?

??

Chamber 3

Monster Level - 100

Side 1

AuraDMG

The **Shockwave **aura deals a lot of damage. Prioritize the Ruin Guard with the Aura.

Shoot a Ruin Guard twice in the Eye to disable it, making the fight much easier.

MonsterHP

Ruin Guard

~700K

3★ Tips

Any **Elemental **based team will be effective against Ruin Guards.

One way to group the Ruin Guards quickly is to stay in the middle and let them come to you, but this is RNG dependent. Moving closer to either Ruin Guard may cause the other to stop and fire a Missile Attack, which makes them group together slower. You might however miss out on some damage standing in the middle too. Pick the strategy that best suits your comp.

Trying to avoid the Earthquake aura can be a big time loss due to how often it is on field. It is better to try and Shield/Heal through it and just take the damage if possible. If you try to dodge the wave, try to dodge into a ruin grader. This prevents you from moving further away, but still gives you i-frames that will prevent the damage.

Side 2

AuraDMG

Getting caught in** Ice Cage** during a Ruin Grader spin attack is lethal. Prioritize the Ruin Guard with the Aura

While it's possible to disable the Ruin Grader completely, it's difficult to do in practice and isn't actually that helpful. It's often more effective to just keep attacking them if you stagger them to their knees instead of using that time to shoot their eyes

MonsterHP

~800K

3★ Tips

Any **Elemental **based team will be effective against Ruin Graders.

The best way to group the Ruin Graders is to have one charge at you into the other, however this is purely RNG, and you may take some resets before it happens.

Ruin Graders stagger often because of the weak points on their legs. Don't be afraid to stay close and continue attacking them. Their attacks are fairly telegraphed and are best dodged at close range.

Letting a Ruin Grader perform the spin attack is a very large time loss due to how long it lasts. There is a brief window when they are winding up the attack that their legs are exposed. Hitting it during this time will interrupt the attack.

Other Resources

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