Genshin Impact Spiral Abyss Floor 11 Guide for 3.1

Genshin Impact Spiral Abyss Floor 11 for Version 3.1 - Learn the general tips and strategies into earning those 36 stars.

Genshin Impact’s Spiral Abyss is an endgame content for endgame players that resets every two weeks. Version 3.0 introduced the home of Dendro, Sumeru, along with a brand new map to explore – naturally, these new areas come with new enemies, too. Hence, it’s only nigh time that the addition of Sumeru and the challenges it could offer spark things up at the Spiral Abyss.

This cycle welcomed in the Dendro element and the elemental reactions tied to it, as well as the enemies and bosses that came from the region of Sumeru. If you’re having a rough time clearing the latter Floor 11 in this rotation, fret not, because this guide aims to give you general tips and strategies into getting those 36 stars (and primogems!).

Blessing of the Abyssal Moon: Ascending Moon

For this phase’s Blessing of the Abyssal Moon, Bloom teams are the way to go. By definition, Bloom is the reaction triggered between Dendro and Hydro – by which Dendro Cores are formed. When these Dendro Cores hit opponents, not only will they be taking DMG (including DMG taken from Burgeon and Hyperbloom reactions), but their Elemental and Physical RES will also decrease by 8% for 6 seconds.

However, you don’t necessarily have to follow the Abyssal Moon Spire in order to clear the Spiral Abyss. Most of the time it only acts like a little help from the sides, but everything still comes from the power of your characters and knowledge on team comps and rotations.

Spiral Abyss Floor 11

Moving on, Floor 11 of this phase and its Ley Line Disorder gives all characters of your party an additional 75% Electro DMG Bonus. Obviously, this particular stage buff clearly favors Electro characters, but more notably the newly released 5-star unit from Sumeru, Cyno.

Floor 11 Chamber 1

Chamber 1 of Floor 11 is a Protect the Monolith challenge and has no timer, so you need not to worry because as long as the Domain Monolith’s HP doesn’t go below 60%, you can still three stars it with ease.

The first half contains the first and second wave of enemies in the form of Fungi, and they will be emerging from both sides, coming for the Monolith directly. Meanwhile, the third wave will spawn a Winged Cryoshroom and Grounded Hydroshroom on opposite sides, heading towards your character, then a Grounded Geoshroom should appear in the middle, aiming the Monolith.

As always a pro tip, it is highly advisable to bring an Anemo unit (Kazuha, Venti, Sucrose) with crowd control abilities before anything else. This way, you’ll be able to group them in one piece and interrupt their incoming attacks for a short while.

Once you have them grouped together, use this chance to land as much DPS as you can. Fortunately, they aren’t too beefy so this shouldn’t be a problem at all.

Moreover, the second half contains an Eremite Stone Enchanter, and three Primal Constructs – Prospector and Repulsor. The Eremite will be targeting your character, while the Primal Constructs should be aiming the Monolith.

It’s important to bear in mind that these Primal Constructs are the brand new enemies that came out from Sumeru’s desert region, and that you might not be yet familiar with how they work.

Basically, they have an invisibility mechanic that can be countered by using elemental attacks against them, but the quickest and hassle-free way to do this is to bring an Electro unit. They appear to be even smaller constructs which you can hit with elemental attacks continuously until they’re completely damaged, forcing them to come out of it and show themselves once more. 

They behave the same as their bigger counterpart, the Algorithm of Semi-Intransient Matrix of the Overseer Network. For a more detailed guide on how to defeat them, you can navigate over here.

Going back on the topic of the second half, you need to divert the Eremite’s attention towards your character, and it’s most efficient to place him near one of the constructs, then you can now hit them off with your DPS. It’s relatively easy to finish this floor afterwards with ease, as long as you’re quick enough to disable them and keep their noses focused only on your team.

Floor 11 Chamber 2

Chamber 2 of Floor 11 presents the usual timed challenge. Both the first and second halves consist of the Fatui and Eremites.

The most efficient way to get around it is to defeat the Fatui Pyroslinger first before it summons a shield – which frankly can take some time before it wears off unless there’s a Hydro unit present in your team. The Eremites should be following you around, so the best case scenario would be grouping them up without much of an effort, as you attack them all simultaneously with your AoE abilities.

The same strategy goes for the second wave, with the Fatui Pyroslinger as your go-to target because once their shield is up, it can be quite annoying. The rest is still the same, with the Eremites following you around and if you can group them all up before landing some DPS, that would be better. Again, to make your life easier, it is highly advisable to bring an Anemo unit with crowd control capabilities.

Moreover, for the second half it’s best to target the Fatui Hydrogunner first and head to his direction, as the Eremite Daythunder and Fatui Anemoboxer are bound to follow you. As always, once they’re all closely grouped together, let the DPS do its thing for you.

Afterwards, the second wave will spawn, and it’s most efficient to be targeting the Eremite Crossbows first as they would spawn immediately on the spot where the previous enemies once were. The Eremite Daythunders are then bound to follow your character around as well, and you know what’s next – once they’re all grouped closely yet again, time to land those DPS hits like there’s no tomorrow.

Don’t forget the existence of the Mirror Maiden too in this chamber, summoning bubbles and ice cages your way, and annoying, inconveniently so. She can be real pesky, and if that interrupts your character or the rotation you’re going for, there’s no problem getting rid of her first.

Floor 11 Chamber 3

Chamber 3 of Floor 11 presents the usual timed challenge. Although unlike the previous one, this Chamber only allows you 3 minutes time to achieve the remaining three stars.

The first half contains the Eremites, Kairagi and Nobushi. Once you start this floor, better run back from behind you and target the three Eremite Crossbows first, as the Eremite Desert Clearwater and Nobushis are going to be following you around, making it easier to attack them all simultaneously with AoE abilities when they’re all grouped up.

Afterwards, the second wave will respawn, with a Kairagi on both sides, surrounded by more Eremites. Keep in mind that Kairagis tend to recover a big chunk of their HP after a while, so needless to say, ignore the Eremites for now (they won’t be a problem later on as they’re never tanky) and aim for either one of the Kairagis first. The other should eventually charge towards your direction, making it convenient for you to attack both Kairagis and give it all you’ve got.

One more thing, better balance the HP of the Kairagis while landing those DPS on them, you wouldn’t want either one of them regenerating – ruining the fast clear you’re aiming for.

Moreover, the second half contains the Jadeplume Terrorshroom. On the previous Spiral Abyss, this big bird appeared on Floor 12-3, but his comeback takes place in Floor 11-3 now.

Before anything else, better keep in mind that the Jadeplume Terroshroom has a vulnerable state that can be activated by bringing an Electro unit – by means to trigger Dendro reactions such as Quicken, Aggravate, and Spread.

You’ll notice that just below its HP bar, there is a Fury Bar that should be relatively quick to fill up by allowing Electro attacks against it, even more so by allowing Dendro and Electro elemental reactions tap on it.

Once the Fury Bar reaches its maximum, the Jadeplume Terroshroom will discharge one of three special attacks, and you should be able to evade it completely by maintaining just a fraction of distance. After that, it will now enter a paralysis state for about 15 seconds and from there, you can go wild with the DPS and give it your best shot.

For a more detailed guide on the Jadeplume Terrorshroom, you can navigate over here.

Next thing you know is that you’ve gained 9 stars (hooray!) and all the while ready to dominate the more extreme Floor 12 of the Spiral Abyss.


Huntress is an enjoyer of RPGs and loves an immersive lore and tends to get emotional over fictional characters. Her favorite heroine is Aerith, so you know why.

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