Floor 12 (v2.3)

Divergence

None

General Tips

Rifthound FAQ

Do I use the matching element against them?

Short answer - opinions are mixed, but generally not recommended to use the matching element that enrages the Rifthounds.

Long answer - When Rifthounds are damaged by their matching element, it builds up their Rage and eventually triggers their Devourer state. This reduces their RES for that matching element, increases their DMG, but most importantly will also make them move around a lot more during their attacks.

If your composition primarily deals the damage of the matching element, then the RES reduction may be worth it. See below on tips for keeping them in place.

However in all other cases, it's best to avoid the matching element entirely and to not build up Rage.

How do I hit them when they move around so much?

Try one or more of the following tips

  • Rifthounds are fairly susceptible to being staggered, so you can use these types of attacks to prevent the Rifthounds from attacking

  • Freeze based compositions are a good way to keep them locked in place

  • Try compositions that have good AoE capabilities so you are still reliably hitting them even as they move

  • Use compositions that can attack at a range and don't require you to chase after Rifthounds

Chamber 1

Monster Level - 95

Side 1

In Depth GuideOther Info

273K HP

795K HP

See Rifthound FAQ

Corrosion isn't particularly dangerous, but prefer healers that can heal an entire team if it is causing you issues.

Side 2

In Depth GuideOther Info

273K HP

795K HP

See Rifthound FAQ

Corrosion isn't particularly dangerous, but prefer healers that can heal an entire team if it is causing you issues.

Chamber 2

Monster Level - 98

Side 1Side 2

Preferred DPS Elements

Avoid DPS Elements

Side 1

In Depth GuideOther Info

613K HP

After infusion, both Geovishaps are immune to Freeze. Avoid these compositions unless can beat them before they infuse.

Side 2

In Depth GuideOther Info

1.2M HP

Each variant will attack every 10 seconds.

Trying to run outside the AoE attacks is not recommended as it wastes valuable time. If you can't reliably dodge these attacks, make sure to save a burst to i-frame through it. They tend to attack at the same time, so you can often dodge multiple attacks with just a burst or two.

Make sure you have a composition with good AoE damage on this side. It's important when going for stars to be hitting all the enemies at once. Grouping becomes very important here.

Avoid getting hit as much as possible. If you get staggered by damage, you can often get comboed by the other attacks very quickly. Bring shields if you're not confident in your dodging.

Grouping Strategies

In general, the enemies will move towards you, but their attacks can send them far away. Avoid standing in the middle of them all, and keep them all on one side. This way they all walk towards you from the same direction.

Below is an example of a consistent strategy to start all 3 Maguu Kenkis together. Note how the Cryo variant slashes past the rest, but will run back and group provided you step back a bit.

After doing an initial grouping, try to stay close to the Cryo variant to prevent it from using the dash attack.

Chamber 3

Monster Level - 100

Side 1Side 2

Preferred DPS Element

Avoid DPS Elements

Side 1

In Depth GuideOther Info

582K HP

416K HP

970K HP

Focus on the Ruin Cruiser (triangle) and the Ruin Defender will naturally group up.

When attacked, the Ruin Cruiser will dash backwards. Try to have it dash back into the Ruin Defender if possible.

For Rifthounds, see Rifthound FAQ

Side 2

In Depth GuideOther Info

970K HP

> ?? DMG

333K HP

643K HP

The Rumbling Stone aura can do significant damage, particularly when your characters are already low from Corrosion. Bring strong shields/heal for this if you are having trouble.

Focus the Rifthound, as it has the higher pool. The Rifthound Whelps should die to collateral damage.

Freeze is recommended on this side since it prevents problematic attacks from Rifthounds and Ruin Guards.

Expect for the Rifthound wave to take longer than the Ruin Guards. For a well built team, you can clear the Ruin Guards in about 20 - 30s.

For Rifthounds, see Rifthound FAQ

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