(Phase 10-Waxing "Cavorting Moon")
In which we face some of the most demanding floors to date. Floors 9 and 10 are omitted since their enemies and effects did not change.
F11: the Corrosion aspect is only part of the concern here, and by itself is quite manageable if you don't wipe out entire rooms in seconds. Every single chamber also features an enemy with a fire effect that causes damage over time to the active character. This ultimately means you want to kill things quickly despite the Corrosion, and focus your attacks on the enemies with the fire effects (which tend to have the most health among enemies in the room anyways).
F11C1H1: several enemies use Pyro-infused weapons - they make fantastic Overload targets. Just mind the rain of thrown slimes.
F11C1H2: the Pyro mages here have abnormally strong shields (per my guess, these shields have triple the normal durability), effectively forcing me to use Barbara to get through them. Take out the Samachurl first so it can't disrupt you or make the DoT effects you receive even worse.
F11C2H1: my setup meant dealing with Pyroslingers with no Hydro on the team. As a result, I needed to ensure the Pyroslingers were kept staggered and never got to use their armor. Thankfully, they aren't that sturdy - launch them toward the scouts and destroy the enemies here in groups. The Pyroslinger's Pyro effect will usually infuse the Traveler's Anemo tornadoes for you. End with full energy for chamber 3.
F11C2H2: the Kairagi can take a beating, and will receive most of your attention. Try to manipulate their dashing strikes and jumps backwards to they get near the potioneers, letting you handle both threats at once.
F11C3H1: this situation is far worse than it looks thanks to Abyss effects. The Pyro agent's DoT means you don't want an extended battle, and summoned Cicins dying will trigger Corrosion stacks. You need control and to end this battle swiftly, which the Anemo Traveler and Noelle thankfully do quite well with their bursts. This fight went amazingly well for me; if it doesn't for you, focus down the Pyro Agent first to stop the DoT. Follow this with the Electro Cicin Mage (to limit summons) and then the Cryo Cicin Mage.
F11C3H2: both Geovishaps infuse Pyro. Focus down the Geovishaps, and the slimes will come to you.
F12C1H1: focus on the Potioneers, then the durable Nobushi. Several chances for area damage should come up.
F12C1H2: attack opportunistically with the first wave: hit the Eye of the Storm whenever it's exposed, and the Anemo Spectres while it isn't. The second wave is much more painful: the Lawachurl can take plenty of punishment to the point you'll want to focus most of your attacks on it, leaving the Geo Spectres mostly free to approach and shoot you. Any shields you can bring to ignore the Spectres are quite valuable.
F12C2H1: a simple duel with the Maguu Kenki. Know your visual timings to dodge the radial slashes, and build energy whenever it's reasonable.
F12C2H2: try to avoid giving the Maiden her buff for as long as possible. The buff will limit her teleports, but also give her more Hydro projectile access in the presence of her Cryo ally, and the resulting freezes will be miserable.
F12C3H1: a very simple Ruin Guard bout. Focus on dealing damage to both Guards at once as often as you can, as this battle is easy for a reason...
F12C3H2: attack with elements every chance you get, as the Array will have massive amounts of health and physical attacks are primarily useless without Superconduct. This battle is also subject to RNG, as the vulnerable Ruin unit in each group is randomly chosen: the time you spend killing the units will vary greatly depending on whether you get Defenders (the most HP) or Cruisers (the least HP). Exert maximum force on the summoned units, and counter the Array's movements with bursts to avoid wasting them.
0:00 - Character Stats
1:37 - F11 Overview
2:08 - F11C1
7:07 - F11C2 (2 stars)
13:35 - F11C3 (2 stars)
18:02 - F12 Overview
18:28 - F12C1 (1 star)
25:10 - F12C2 (1 star)
32:27 - F12C3 (0 stars)
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