Genshin Impact Spiral Abyss Floor 12 Guide for 3.0

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 12 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: Reviving Moon

For this phase’s Blessing of the Abyssal Moon, Quicken is your way to go. By definition, this is the reaction triggered between Dendro and Hydro, but ultimately does no damage and is basically just a status rendered on enemies. Under the Quicken status when triggered by your character, the DEF of the enemies hit will decrease by 35% for 10 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 12

Moving on, Floor 12 of this phase offers nothing but a normal Ley Line Disorder. So, without further ado, let’s get the game going and discuss the challenges of this final floor.

Floor 12 Chamber 1

Chamber 1 of Floor 12 is a timed challenge which features the brand new addition to the automaton type of enemies in the game – Ruin Drakes.

The first half contains two Earthguards on the first wave, and one Skywatch on the second wave. Once you begin, a strategy here is to head towards either one of the two Earthguards, and the left one out would eventually head towards your direction. This way, you’ll be able to keep them close together as you go wild with the DPS and hit them simultaneously. In the process, you’re most likely going to paralyze them as they expose their weak points during attack movements.

Afterwards, the Skywatch will emerge from the other side. Keep in mind that this fellow is a flying one and is very mobile (meaning it moves around a lot), so having a ranged unit present in your team should make the task easier. However, it’s not really necessary as you can still defeat it with melee attacks, as long as you time your elemental skills or bursts smoothly and then land them while the Skywatch stays still for a moment. Otherwise, it will hover away from the area, rendering your attacks a little useless.

If you have a bow user in your party, just wait until the enemy does its charging up in the air which should expose its weak point, and immediately strike it down to the ground.

For a more detailed guide on Ruin Drakes, you can navigate over here.

Moreover, the second half contains the Fatui and Eremites, and these enemies come in two waves. Again, the most efficient way in defeating such is to have an Anemo unit to group them all together before you do the DPS. However, if you lack one or if they’re present in the other team, you just have to target the Eremite Crossbow and use a charged attack against him so he will be forced to flee in the middle, closer to the other enemies. From there, it will be easier for you to land those AoE attacks and hit them all simultaneously. Keep in mind to defeat the Fatui Pyroslinger first just in case, because it can deal massive amounts of damage directed at you if not evaded on time.

The same strategy goes for the second wave as well, though the Fatui Electrohammer will have its thick shield up, just use melee attacks against him and be sure to dodge when needed.

Floor 12 Chamber 2

Chamber 2 of Floor 12 is a timed challenge which features a Mirror Maiden, Fatui Electro Cicin Mage and two Eremite Crossbows in the first half.

To defeat them easily is to have an Anemo unit present in your team. It’s been well-established already that enemies belonging in the human faction category are easily suctioned together by the likes of powerful crowd control units like Kazuha and Venti.

So, one way of getting around it is to position your Anemo character either behind the Mirror Maiden or Cicin Mage, wait for the Eremites to follow you around as you aim your elemental burst in the middle to group them up all together. Now is the chance to land those AoE abilities and make sure to hit them simultaneously. Eventually, the Mirror Maiden will teleport in your direction so you really shouldn’t worry about her being so far off. Use as much DPS as you can because she can be quite tanky and tends to move around frequently, so really, have no mercy.

Moreover, the second half contains the Primo Geovishap, and this fellow is by no means new and is just casually having his grand comeback at the Spiral Abyss.

Fighting off the Primo Geovishap is just another case of DPS check. Most players already know how to beat the living daylights out of this big guy since he’s an old Liyue boss from way before. However, if you’ve maybe forgotten how he works, a general tip is to bring a shielder or generate a crystallized shield (can be triggered via the element of your character applied to yourself plus the enemy’s Geo melee attacks) since he’s known to bring out a series of fire breaths every now and then, wherein the damage inflicted on himself is a reflection of the shield’s uptime.

Keep in mind that the Primo Geovishap can deal massive amounts of damage, so be sure to know the right instances when to dodge and learn how to i-frame as well, and the rest can be handled by applying brute force DPS because again, this round is a big DPS check.

Floor 12 Chamber 3

Chamber 3 of Floor 12 features enemies from Enkanomiya – the Primordial Bathysmal Vishap and its Hatchlings, as well as the Fungus from the newest region, Sumeru for the first half.

Suffice to say that this round could be really time-consuming, since the bigger Vishap is a tanky beast and you will be unable to group them all up together using the usual Kazuha or Venti (in some instances perhaps you could, but it wouldn’t last very long at all). Luckily, there are two known strategies on how to get your way around them, and it now depends on you which of these you’re most comfortable with executing.

The first one would be to go behind the bigger Vishap and let the smaller Hatchlings head towards your direction until they reach the cornermost wall; the second would be to charge straight against the bigger Vishap if you’re confident enough by your team’s DPS output, letting the Hatchlings follow after you until they’re all (momentarily) grouped together.

It’s important to bear in mind that the Hatchlings do let out some energy-draining orbs (which is why you might be surprised your elemental burst doesn’t seem to go up at one point), and that these little creatures are prone to stagger, making them even more difficult to stay as a group. It can be really frustrating as it is time-consuming, which makes this round another hard proof case of DPS check.

Lastly, if you’re into Freeze teams and you believe that they’re well taken care of under your wing, now’s the time to bring them out in the open as they can finish this round more effectively.

Meanwhile, the second wave of the first half contains the Fungus. For a more detailed guide on the Fungus and its kind, you can navigate over here.

As you move on the other side of the room, you will be met with a Winged Dendroshroom, Winged Cryoshroom and Grounded Hydroshroom. In this round, you might very well prioritize the Cryoshroom and the Hydroshroom first as they’re capable of freezing you in place. The Cryoshroom can have you trapped in an ice cage that reduces your HP, with the Hydroshroom being able to inflict Slowing Water on your character. So really, it’s those two that you should be nuking on, the Dendroshroom will just vanish on its own as long as it’s within your AoE abilities.

Finally, the final round is Chamber 3 of Floor 12. This time, you will be met with the Jadeplume Terrorshroom, another newly released boss from Sumeru.

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.

How was your Spiral Abyss run in this version of Genshin Impact? It’s never too late to gain those 36 stars and snatch those Primogems. Good luck, Traveler!

Huntress
Huntress

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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