# Geovishap

![](/files/-MVQ5ySpdwulAaOJdYHc)

## Resistances

|                                                                                                                                                                                                    Element | Resist |
| ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------: | ------ |
|    ![](https://firebasestorage.googleapis.com/v0/b/gitbook-28427.appspot.com/o/assets%2F-MVAGyyACcSzyzfmgy7f%2Fsync%2Fcb0b6d83e3899b9d4310fb78ce58ccad28b8c839.png?generation=1615182626007947\&alt=media) | 50%    |
| ​​​![](https://firebasestorage.googleapis.com/v0/b/gitbook-28427.appspot.com/o/assets%2F-MVAGyyACcSzyzfmgy7f%2Fsync%2F7db8ec0e8a47656e2367909ab5d65aa19effb930.png?generation=1615182626144273\&alt=media) | 30%    |
|                                                                                                                                                                                         ALL OTHER ELEMENTS | 10%    |

## Tips and Mechanics

**Weak Point** - Head

Geovishaps can become **infused with an element. Infusion adds elemental effects to attacks, as well as +20% Elemental RES, for a total of 30% RES** in that element.

Once **infused**, they will always carry their element (like **Slimes**). Use this to trigger beneficial reactions against them to your advantage.

While **infused**, Geovishaps are more resistant to **staggering.**

![](/files/-MVAsblvjDGgQ7zw1WTd) \*\*infused \*\*Geovishaps can't be **frozen.**

Even though they are resistant to ![](/files/-MVEZ5enm2TVmsxMkON2) DMG, bringing a **Geo Support** can trigger \*\*Crystallize \*\*once they infuse, giving you shields against their attacks.

Having a \*\*shield \*\*active when they roll into you will cause them to be stunned briefly.

## Abilities

### Double Slam

![Makes two jumping attacks in quick succession](/files/-MVQ4Wm0dpPIm9I2HPdm)

Dodge out of the way before it lands. The best timing is to dodge just as the red circle reaches the edge.

### Slash

![](/files/-MVQ4dGsTMhuPy-RN_Vd)

### Punch

![](/files/-MVQ4dGxtrLkFTIHolNH)

### Rolling Slam

![Rolls towards the player, following up with a jump attack](/files/-MVQ4dGyvTSVccVL0MCA)

Dodge to the side of the roll, then dodge again when it slams down.

If you are \*\*shielded \*\*when they roll into you, it will stagger them briefly.

Dodging the roll can be difficult. If you are low on stamina, focus on dodging the **jump** portion of the attack, as it does a lore more damage.

![](/files/-MVQ4dGr_58IgmKYBhjP)

If you are able to dodge the roll, it will stagger the Geovishap and prevent the followup jump attack!

### Spikes

![Releases three spikes that follow the player](/files/-MVQ4dGuXGl87McFH9VW)

### Infusion

![Charges up and infuses itself with an Element](/files/-MVQ4dGwzlpwqfQw7uwu)

Each Geovishap will always infuse to the same element

#### Pyro Infusion

![Attacks apply Pyro](/files/-MVQBNCsy4aUHLQG1UIK)

#### Hydro Infusion

![Periodically spawns a Hydro explosion under the player](/files/-MVQBNCrAOVdjoFsDF7O)

#### Cryo Infusion

![Attacks cause Cryo explosions that deal damage after a delay](/files/-MVQBNCiJIvxeng__TWw)

#### Electro Infusion

![Attacks cause Electro orbs to spread out from the Geovishap](/files/-MVQBNCqZg1u_UrviP2-)


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