
In-Depth Spiral Abyss Guide
Organized and Written by: 2Board Data Collecting, Formatting, and Edits by: 2Board, Aru, AdituV, okok, and Dood Reviewed by: IlidanNaga, Syleza, and Katzi |
Check out Aru’s blog, where they post important mechanics and more! Check out Syleza’s guide, and their Twitch! |
Massive thanks to Syleza for allowing us to crosscheck with their info + helping with the wording! Extra thanks to the Data Gathering Discord and Keqing Mains Discord for letting me reach out for help! |
Table of Contents
Spiral Abyss Table of Contents
- Introduction
- Floor 1
- Floor 2
- Floor 3
- Floor 4
- Floor 5
- Floor 6
- Floor 7
- Floor 8
- Floor 9
- Floor 10
- Floor 11 (FULLY UPDATED)
- Floor 12 (FULLY UPDATED)
Introduction
Welcome to your frustrating journey up the Spiral Abyss — The end-all be-all for every Genshin player. It’s the ultimate test to see if your characters and teams are built correctly, but most of the time it’s just knowing enemy/elemental matchups!
Four things you need to know:
- You can’t swap characters during a floor
- You can’t swap weapons or artifacts during a floor
- No snacking in the Abyss (no buffing or consumables to heal mid-fight)
- At the start of every Floor, your team will have full energy and HP
We wrote this guide in hopes to serve as a proper database and guide for. Below will be descriptions of each mechanic of the Spiral Abyss, as well as a detailed listing of each floor, it’s enemies, and small tidbits on how to progress through them!
How to read the tables:
Blessing of the Abyssal Moon
Blessings are two week long, changing buffs that affect every floor of the Abyss. They’re pretty important since it can extremely boost a character’s versatility in the Abyss, and if potent enough will change how you tackle each floor. However, this does not warrant forcing a team centered around a blessing — rather they should serve to enhance the effectiveness of your existing teams.
You can check which blessings are in play by clicking this on the top right corner:
Which will show a popup that looks like this:
There are two phases per month: waxing and waning. The waxing phase starts on the 1st; the waning phase starts on the 16th. Every phase there is a new buff/set of buffs, which change at the same time the Abyssal Moon Spire (Floors 9-12) resets.
Ley Line Disorders
It’s basically the Spiral Abyss’ having an emotional fit for that floor. It can be a buff that helps you out OR a debuff that absolutely shoves you into a corner. Disorders last for that whole floor with each floor having its own unique Disorder. Building your teams with the floor’s Disorder in mind can be the difference between a rough and smooth climb!
Floor 1
- Pyro DMG +75%
- Overload DMG +200%
Floor 2
- Cryo DMG +75%
- Enemies Frozen longer
Floor 3
- Anemo DMG +75%
- Swirl DMG +300%, and AoE +100%
Floor 4
- Electro DMG +75%
- Electro-Charged DMG +150%, and AoE +100%
Floor 5
When HP is above:
- 50% = ATK and DEF +25%
- 80% = Normal Attack SPD +20%
Floor 6
- Elemental Burst increases party ATK and DEF by 6%. Max 10 stacks.
- 5+ stacks increases character Normal Attack SPD and Movement SPD +30%
Floor 7
- CRITs generate Elemental Particles and Orbs every 15s
- CRIT DMG +120%
Floor 8
When HP is below:
- 60% = ATK and DEF +50%
- 45% = Normal Atk SPD +30%, Movement SPD +30%
- 30% = CRIT% +20%, CRIT DMG +40%
Floor 9
- Will accumulate Sheer Cold, losing HP when max stack
- Enemies attack Ruin Braziers, preventing you from lowering Sheer Cold. Broken Braziers restart after a while (need time)
Floor 10
- Will accumulate Sheer Cold, losing HP when max stack
- Warming Seelie spawn and lower Sheer Cold when nearby
Floor 11
- Will periodically get Engulfing Storm, draining energy
- Cryo DMG +75%
Floor 12
- Geo DMG +75%
Benediction Buffs
At the start of each chamber, you’ll see a prompt like this:
You can only pick one of the three, so pick carefully. Each buff has a unique buff duration, as well as its usefulness based on which characters are on your team. Buffs change daily and are different per player!
There are three types of buff durations:
- Effective this floor: Buff will last for all 3 chambers of that floor
- Effective this chamber: Buff will last for that chamber only
- Effective immediately: Happens immediately, before the challenge starts.
ALL THE BUFFS STACK!
It is recommended to pick “effective this floor” for the first two chambers, unless you need a powerful “effective this chamber” buff to achieve a number of stars. Buffs do not transition with you between floors! For this reason, you can safely pick “effective this chamber” for the last chamber on a floor, and those buffs are typically stronger.
Picking the right combination of buffs can make the world’s difference when it comes to climbing the Spiral Abyss. You can check which buffs you have currently at the start of each chamber by clicking on the top right:
Listed below are all the buffs based on their duration type. We’ve also added whether or not they’re really worth taking, as well as some notes for any exceptions/clarifications! As a general guide, offensive buffs are the ones most worth taking, as time pressure is often the problem with progressing through the Abyss. That said, even defensive ones can improve your floor time by reducing the time spent healing.
Effective this floor
Buff | Good? | Notes |
---|---|---|
ATK +20% | Y | Top notch early game / very good late game |
DEF +30% | N | Decent for Albedo/Noelle, useless otherwise / Not showing past Floor 7 |
Max HP +25% | N | Useless / Not showing past Floor 7 |
Elemental Mastery +80 | N | Good if heavily combo based |
Physical DMG +25% | Y | Very good if main Phys DPS |
Skill DMG +20% | Y | Very good |
Burst DMG +20% | Y | Very good |
CRIT +8% CRIT DMG +15% | Y | Top notch late game / good early game |
Normal/Charged Atk DMG +20% | Y | Very good |
DMG after sprint: +20% (lasts 8s, every 15s) | Y | OK. Bad if stamina spam |
Weak Point DMG +30% | N | Normally bad, but can be good with a build built around aimed dps (F2P Amber carry) |
Energy Recharge +20% | N | Not great. Normally a comp that relies on burst spam will already have enough ER |
Typically buffs that boost your ATK, CRIT%/CRIT DMG, and DMG overall are best to take. Of course there are exceptions as to which buffs are good depending on your team comp, which we’ve included in the notes column.
Effective this chamber
Buff Name | Good? | Notes |
---|---|---|
DEF -15%, ATK +40% | Y | Good if on last chamber |
HP is greater than 50%, DEF +40% | N | Practically useless |
HP is great than 50%, ATK +30% | Y | Good if on last chamber |
Killing heals 8% HP for the current character | N | Good if no healer/last chamber |
Elemental Skill and Burst CD -20% | Y | Good if on last chamber |
Movement SPD +30% | N | Useless |
Sprinting Stamina cost -30% | N | Useless |
Charged Attack Stamina Cost -50% | N | Practically useless for most characters. Can be good for Keqing charge attack spam style |
Killing gives a 50% chance to end current elemental skill CD. Can only occur once every 20s. | N | Decent for characters like Xingqiu and Sucrose, bad otherwise |
All Elemental RES +25% | N | Useless |
Physical DMG RES 30% | N | Useless |
Elemental Bursts instantly restore 30% HP | Very situational. Can indirectly improve dps by reducing time spent healing. | |
Normal Attack SPD +25% | Y | Really good for a tough chamber, particularly for a “slow-swap” style like Razor/Xingqiu |
“Effective this chamber” offensive buffs are typically extremely strong, but fault at not being effective throughout the entire floor. There are rarely any moments where they take precedence over floor buffs, but on the last chamber can be extremely beneficial to take!
Effective immediately
Buff | Good? | Notes |
---|---|---|
Party heals 25% HP | N | Good if direly low and don’t have healer / Always shows up on 3rd chamber |