Enemy Interactions
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General Enemy Interactions

Interrupting Enemies Causes Phantom Attacks

By: Iron IV#3832 Added: 2021-06-14 Discussion
Bug: Interrupting enemies during an attack can cause them to produce phantom attacks, which can sometimes still deal damage.
Evidence:
Significance: Watch out for enemy attacks if they were interrupted.

Enemies Actually Burrow

By: Asaki#9139, ShampooBrain#9583, and MeCrush14#2271 Added: 2021-12-21 Discussion
Finding: Characters’ marks (Riptide, Talisman, Blood Blossom, etc.) show that some enemies that burrow actually dive subsurface, before teleporting to the other side to emerge (disapparating). The evidence list also includes instances of burrowing enemies beyond this specific interaction (e.g. not all actually dives).
Evidence:
Significance:
  1. 1.
    Better understanding over their burrowing/diving animations. It’s interesting nonetheless that one dives further down, the other just kinda stays near surface, and another barely dives.
  • Actual Divers
    • Group 0 – they exhibit expected behaviors of a dive: none
    • Group 1 – to purgatory and back:
      • Geovishap Hatchlings (do note that hatchings do eventually disapparate)
    • Group 2 – dives decently far down (sorted by decreasing levels of depth [from eyeballing]) but do not technically disapparate:
      • Azhdaha
      • Primo Geovishap (initial dive) – worth noting that the mark do disapparate and is not always subterranean. Gr.1 shows that the hitbox can travel very far down before disapparating.
    • Group 3 – stays/dives barely subterranean:
      • Dendro Slimes
      • Primo Geovishaps (the scuba dive) – basically you can see them do their stuff and the mark is visible
  • Special Consideration
    • Group 4 – they stay barely subterranean but also have 2 hitboxes:
    • Azhdaha in tail form, please refer to this Vault entry.
  • Hogwarts Graduates
    • Group 5 – they should be (barely) subsurface but the mark says otherwise:
      • Pyro Hypostasis (animal shifting)
      • Hydro Hypostasis (Dolphin dive/jump)
    • Group 6 – they technically burrow/plunge and remains subsurface briefly, then they disapparates:
      • Ruin Destroyers
      • Whopperflowers
    • Group 7 – they do plunge or dive subsurface, but it’s straight-up apparition (technically there’s a split second when the mark is underground, but for most of the dives, the mark just disapparates instead):
      • Pyro Hypostasis (dive after Bull charge)
      • Hydro Hypostasis (fist dive)
      • Oceanid
    • Note: The difference between group 6 and 7 is only the distance and/or time spent underground. Technically, all of them disapparate.
  1. 1.
    Fluff since you can’t actually do anything during the whole process anyway. Other than Azhdaha in the tail form (which attacks have been shown to be able to register on the subterranean hitbox), whether they can be hit or have an actual hitbox for attacks to register, especially by Ayaka’s CA is out of the scope of this ticket.
  2. 2.
    La Signora’s special sprints (butterfly sprint, tornado sprint, etc.) does not have a hitbox, but rather a moving collision box (or something, not sure, C4 Childe shows she’s there but mark doesn’t show), as evidenced above. The same can be posited/hypothesized for other bosses as well, despite only 1 video being able to showcase it clearly (the Hu Tao vs Hydro Hypostasis).
  3. 3.
    Geovishap Hatchlings are confirmed to be enemies from hell or purgatory or something.

Marks And Statuses

By: Asaki#9139 Added: 2022-01-27 Discussion
Finding: The visual indicator of the Conductive status does not behave similar to character-produced marks.
Evidence: Imgur Lisa’s Conductive mark did not travel down to purgatory along with the Geovishap Hatchling while character-produced marks do burrow with them, as seen in Enemy Actually Burrow
Significance: This may or may not imply that Marks & Statuses are different, in that the visual indicator of character-produced statuses (Implode, Conductive, etc.) does not behave similar to character-produced marks (Riptide, Blood Blossom, etc.) Further testing should be done on the Implode status (Xiangling C2) but that requires strict timing to determine whether the trend is probable.

De-Aggro Distances

By: ep1k#3678 Added: 2022-01-27 Discussion
Theory: The de-aggro distance for Overworld enemies differs between them and is not a specific number, but rather a range from their spawn.
Evidence: The distances are calculated using all 3 axis of the Genshin coordinate system from this Vault Entry. Testing method: Video
  1. 1.
    Use the Adventure Handbook to identify enemy spawn.
  2. 2.
    Get coordinates of the spawn location.
  3. 3.
    Take note of the location at which the enemy de-aggros (involves stopping to attack and going back to spawn).
  4. 4.
    Get coordinates of the current location.
Distances: Images Summary: Google Sheet
Significance: Insight into the behavior and mechanics of enemies in the Overworld.

Elemental Reactions Effects on Buried Dendro Slime

By: Pablos#1142 Added: 2022-05-12 Discussion
Finding: Underground Dendro Slimes don't take damage from non-Pyro based Elemental Reactions. Those Reactions still occur and effects associated with them like Viridescent Venerer debuff, Superconduct debuff, Frozen and Crystallize still apply.
Evidence:
Significance: Documentation of enemy mechanics.

Some Enemy CC is Level Dependent

By: elijam#7142 Added: 2022-05-12 Discussion
Finding: Some enemy CC, notably Hydro bubbles from large Slimes, enemy aura disorders, and Abyss Mages, and Cryo ice cages from enemy aura disorders, do not apply to characters over 20 levels higher than the enemy. Some CC, notably succ from Anemo Samachurls, Mirror Maiden Traps, and Dendro barriers, apply regardless of character and enemy level.
Evidence: Level dependent (Xiao/Sucrose/Kazuha Lvl. 90 free, Fischl/Yun Jin Lvl. 70/40 trapped):
Level independent (Sucrose Lvl. 90 trapped or affected, Yun Jin Lvl. 40 trapped or affected):
20 levels higher:
Significance: Even more Ws for when you're absolutely carrying your low AR friends. Maybe helpful for revisiting lower Abyss floors when achievement grinding.

General Boss Interactions

Freeze Interaction on Boss Enemies

By: Yukarix#6534 Added: 2021-05-11 Discussion
Finding: Triggering a freeze reaction on a boss entity does not create a frozen aura on the entity, but consumes the hydro and cryo auras typically used to produce a frozen aura.
Evidence: The freeze reaction displays 'Freeze' text but only results in both cryo and hydro auras used to typically produce the freee reaction being consumed. Video Ability to apply a pyro aura immediately after means that there is no invisible cryo/hydro aura. Video
Significance: Freeze teams and melt/vape teams that function off the freeze aura will perform significantly worse in boss scenarios. Considering that freeze teams typically run Blizzard Strayer set, triggering a freeze on a boss not only does not produce a freeze aura, but also consumes cryo aura. The end result is that freeze only functions to remove cryo aura from bosses, making the Blizzard Strayer 4PC effect useless if you are triggering freeze often. For melt/vape teams, they will be unable to trigger melts off the frozen aura (since it cannot exist on bosses). This also results in the inability to take advantage of underlying hydro aura after a melt reaction on a frozen entity.

Weekly Boss Animation Skipping

By: yolitme0#0579 and BowTae#0141 Added: 2021-12-16 Discussion
Finding: The camera movement of some weekly boss animations can be skipped through elemental bursts, claymore CAs, or swapping characters.
Evidence:
Significance: This may assist in shortening the time required to kill weekly bosses, as well as confirm that Dvalin is freaky and doesn't follow any logic.

Weekly Bosses

Andrius, Wolf of the North.

How to skip Phase 2 transformation

By: Baezal#0868 Added: 2020-12-22
Finding: Andrius wolf boss Phase 2 HP cut-off is at 60% - HOWEVER, Andrius will keep staying in Phase 1 if you manage to burst him down below 30%.
Evidence: Spreadsheet of tests Andrius Phase 2 HP Cut-off. An easier visual cue for the cut-off when Andrius starts to dash is when his HP bar is around the big "r" in top Dominator and small "o" in bottom "of'' (from now on, I'll call the top row as big "letter" and the bottom row as small "letter") Phase Skip HP Cut-off. The left clip showcases a successful run, while the right one was unsuccessful (I trimmed it short but you can see Andrius starts to dash right away in the right clip), note that the starting HP before I did my Mona Q burst was different (Andrius in right clip had more HP than left clip, probably ~30k HP). Andrius HP at the end of the 2 clips were really close, and if you look closely, an easier visual cue is around the big "," after top Andrius and small "r" in bottom Andrius.
Significance: If you dread Andrius phase 2 and you have the ability to skip it, now you can do so!

Azdaha

Azhdaha in his Tail Form has Two Independent Hitboxes

By: ArchedNosi#1484 Added: 2021-10-09 Discussion
Finding: Azhdaha's Tail Form has Two Independent Hitboxes
Evidence: Youtube C4 Lisa Ult, which has a large verticality, tags Two Hitboxes of Azhdaha during his Tail Phase, the Tail and, presumably, his Body underground, causing multiple damage values due to Lisa C4 allowing multiple entities to be tagged.
Significance: Abilities that have large verticality and the property of being able to tag multiple entities, notably Lisa C4 Lightning Rose, can expedite Azhdaha killtimes.

Azhdaha's Element Is The Same For All Regions

By: xSil3nt#0961 Added: 2022-01-13 Discussion
Finding: Azhdaha's elements are the same across servers/regions and change weekly on mondays.
Evidence: Data was collected using google forms, all submissions were checked with the screenshot attached with the form. All submissions had the same elements selected on each week, submissions were from multiple regions as seen in the pie chart. Imgur Google Doc
Significance: Co-op cannot be used to have a more favorable/easier elemental matchup against azhdaha as the his infused elements in a given week are the same for all players.

La Signora

You can't melt signora off field

By: Puffin#9920 Added: 2022-04-04 Discussion
Finding: When Signora is in her ice cocoon phase, the character dealing damage must be on-field for the Crimson Lotus Moth's effect to melt Signora's cocoon.
Evidence: Shown here with Xiangling (Guoba) and Fischl (Oz): YouTube Shown here with Kaeya burst: YouTube Shown here with Zhongli Pillar: YouTube
Significance: Better understanding of La Signora's Crimson Lotus Moth mechanic.

Details on Signora Damage Cap

By: Latiwings#3308 Added: 2022-07-25 Discussion
Finding: In Signora's boss domain fight, this was stated in the Leyline.
When Signora sustains a single instance of DMG that exceeds a certain percentage of her Max HP, all DMG beyond that percentage will be nullified. After this, Signora will unleash a wave of cold air or heat that will cause characters to rapidly accumulate the corresponding temperature status. She will also launch a ferocious counterattack against active characters.
The per instance damage cap for Signora's both phases are different. For the first phase, the cap is 30%, or 111671 DMG. Her max HP here is 371003 HP.
For her second phase, her per instance damage cap is instead 20%, or 149143 DMG. Her max HP in this phase is 742006 HP.
Max HP was referenced from Honey Impact.
Evidence:
  • Vaporizing Tartaglia's weaker ranged burst hit the cap - YouTube
    • At 0:10, Childe's burst got capped at exactly 111671.
    • At 0:39, Childe's Burst got capped at exactly 149143.
  • Vaporizing Tartaglia's stronger melee burst hit the cap, dealing the same damage as when ranged - YouTube
    • At 0:10, Childe's burst got capped at exactly 111671.
    • At 0:27, Childe's Burst got capped at exactly 149143
Significance: We now know what is the exact percentage for the cap.

Stormterror

Stormterror DoT Damage Cap

By: ᗪᗩᖇᛕ ᕼᗴᖇᗩᒪᗪ#0209 Added: 2021-11-05 Discussion
Finding: Stormterror's DoT floor attack has a damage cap. The damage is not based on the active character's HP. However, it does take into account the active character's DEF, anemo RES, and any Damage Reduction buffs.
  • In both videos, the DoT maxes out at 3455 damage per tick, showing that Max HP does not affect the damage.
  • The DoT deals 3590 damage in the first video, and 3725 damage in the second, showing that DEF affects damage.
  • The DoT deals 3051 damage, showing that elemental RES affects damage.
  • The DoT first deals 3031 damage. After casting Xingqiu's Skill, the DoT deals 2152 damage until all Rainswords break, then deals 3031 damage again.
Significance: Better understanding of Dvalin's DoT attack and how it calculates damage.

The Shogun / Magatsu Mitake Narukami no Mikoto

Raiden Boss Oneshot Mechanics

By: Luno#1337, Trosalio#0420, and addicted2reading#7262 Added: 2022-05-22 Discussion
Finding & Evidence: Oneshot ignores shields - YouTube Oneshot can not be parried - YouTube Oneshot can not be dash i-framed - YouTube #1, YouTube #2, YouTube #3 Oneshot can be burst I-framed - YouTube 100% damage reduction does not reduce damage taken by oneshot - YouTube Some skills with I-frames can dodge the oneshot (mona hold E) - YouTube Taunts can not be marked by oneshot - YouTube Unmarked oneshot damage can be absorbed by shields - YouTube Marked target is not affected by Proximity - YouTube #1, YouTube #2, YouTube #3 Marked target for oneshot seems to be based on number of hits or amount of damage done to Shogun in some timeframe (more testing needed) - YouTube #1, YouTube #2, YouTube #3 Taunts do not sustain damage from the oneshot - YouTube Oneshot can be burst I-framed - YouTube #1, YouTube #2 Always does a fixed 1 damage to targets in bubble shield - YouTube Damage does not ignore shields when in bubble shield - YouTube Parry instance gets staggered mid-animation, but shield prevents fixed 1 damage - YouTube Dash I-frame in bubble shield does not prevent fixed 1 damage - YouTube #1, YouTube #2 Bubble shield must be triggered before oneshot slash animation - YouTube
Significance: The person who gets marked is not rng and is instead based on either number of hits or damage contribution in a non-specified set of time. Requires more testing. On marked targets, the usage of shields, taunts, parries, damage reduction, and dashes will not prevent/reduce oneshot damage. Other forms of invincibility frames from both bursts and skills can prevent oneshot damage. On other unmarked co-op targets, a shield does help absorb oneshot damage. Inside the bubble barrier, the fixed 1 damage makes 1hp runs hard or impossible on some characters. The oneshot in and out of shield share different mechanics. Parries will not work but the shields created can absorb the “1” damage taken. Other evidence suggests that dash invincibility frames either do not work at all against Raiden boss oneshot, or are not animation dependant.

Musou no Hitotachi pushes characters upward

By: Beast Boy#2560 and Eduardo#3671 Added: 2022-06-29 Discussion
Finding: Musou no Hitotachi can yeet characters upward. By getting above the boss through xiao's jump, kazuha's skill, or keqing's skill, or venti's skill the character will be pushed upward due to this, allowing them to dodge the attack and get far above the boss.
Evidence:
Significance: Cool way to dodge the attack.

Overworld Bosses

Anemo Hypostasis

Anemo Hypostasis self-Swirl in rain

By: CrazyWeke123#9720 Added: 2021-12-21 Discussion
Finding: Adequately getting rid of overworld Hydro on the Anemo Hypostasis results in it continuously Swirling itself, this damages the cube and applies Hydro to nearby characters. This can be easily done with 2U Cryo application, as seen in the evidence. Non-sufficent Cryo application does not result in this occcuring.
Evidence:
  • Youtube
    • 0:00 Chongyun E
    • 0:25 Kaeya E
    • 0:30 Aloy Q
    • 0:35 Qiqi Q
    • 0:45 Chongyun Q
    • 0:54 Less than 2U Cryo application not working.
    • 1:19 Bennett, Diona and Raiden E not working.
  • Youtube 2 Baron Bunnies have enough Pyro app. to wipe the Hydro and start the Swirl conundrum.
Significance: Free damage on the cube.

Cryo Regisvine

Pyronado and Cryo Regisvine Hurtbox Interaction

By: CQLQRS#7853 Added: 2021-10-30 Discussion
Finding: Cryo Regisvine possibly has 2 hurtboxes/1 extended hurtbox for its main body and 1 more SEPARATE hurtbox for the core that Xiangling's Pyronado cannot reach.
Evidence: Imgur: Pyronado hits twice per rotation, including at times where it makes no contact with the Regisvine.
  • Upon casting Pyronado, there were instances where Pyronado was far enough from the Regisvine such that no contact was being made and yet, damage was being dealt. This leads me to believe that there is either 1 extended hurtbox, or 2 hurtboxes when the Regisvine is in the vulnerable state.
Imgur - Mcpie#8672: XL does 1U to core HP
  • In Mcpie#8672's video, upon casting Pyronado, only the 1st initial swing applied Pyro, whereas Pyronado does not. This is firstly due to the first 3 swings having standard ICD and hence only 1 applies pyro. Secondly, it also shows that Pyronado is unable to reach the hurtbox of the core, supporting the theory.
Significance: This ticket is derivative of Mcpie#8672's original ticket linked here: Link You cannot rely solely on Pyronado to break Cryo Regisvine's core. Genshin spaghetti at its finest.

Geo Hypostasis

Geo Traveler's E can break Geo Hypostasis Pillar

By: TarZ#6365 Added: 2021-10-17 Discussion
Finding: Placing a boulder underneath the geo hypostasis at the start of the battle will cause the middle pillar to break. This then has a chance to cause the hypostasis to do a hammer attack on the player.
Evidence: Youtube
Significance: This speeds up the fight by making the Geo Hypostasis vulnerable, without having to spend extra effort to break the pillars. Keep in mind though that the vulnerability windows derived from using this method is shorter.

Golden Wolflord

Rifthound Skulls Charging

By: EtoPashka#0690 Added: 2022-01-13 Discussion
Finding: Rifthounds skulls need 3 Geo GU to be charged. They also can be charged with other elements, but it requires 38 attacks to be charged and does not depend on GU at all. Physical dmg is useless.
Evidence: 38 sucrose attacks: Youtube
Significance: For those that enjoy suffering.

Maguu Kenki

Maguu Kenki Hitlag Audio Desync

By: Santoryu#4495 Added: 2021-12-14 Discussion
Finding: Kenki's Attacks can be desynced from the Audio Cue present with his slashes, and the Clone Attacks, via hitlag.
Evidence: YouTube
Significance: This makes it way harder to dodge because the Audio Cue is now early, tricking the player into dodging early. In addition, the Clone Attack will also be faster than the Kenki Attack, resulting in an almost impossible to dodge attack since both Slashes are at different timings and the sprint i-frame is not long enough.

Maguu Kenki Phase Change HP Threshold Update

By: Mr. Pillow#0065 Added: 2022-04-16 Discussion
Finding: Maguu Kenki's 2nd phase doesn't start at 75% HP, but at 70%.
Evidence: YouTube - Maguu Kenki HP (lvl. 91, WL7) is 498640 according to the Genshin Impact Mob HP and Particle Threshold Database. In the video, Itto deals 55766 + 55766 + 19044 = 130576 total DMG, which translates to 26.2% of Maguu Kenki's total HP. Yet, the boss doesn't shift phases before more dmg is dealt, proving that the current threshold is incorrect. This is further supported by the fact that Maguu Kenki releases a Clear Orb at 75% HP in the video, but doesn't change phases then. Imgur - The correct threshold calculations: Looking at the HP bar, we see that the boss changes phases at approximately 713/1012 = 70.5% HP according to the attached image. In-game, the threshold is most likely exactly 70%.
Significance: Updating the boss info.

Maguu Kenki Phase 2 Trigger Correction

By: f̸̒͂ỏ̶̂o̵͌̚s̶͊̏h̷̤̀ḯ̴̊#9920 Added: 2022-07-05 Discussion
Finding: Maguu Kenki's 2nd phase doesn't start at 70% HP, but at 71%.
Evidence: TCL currently says the 2nd phase threshold is likely exactly 70%. At WL8 lv93 maguu kenki has 524355 HP, so to reach 70% you'd need 157307 damage, and to reach 71% you'd need 152063 damage.
In this video, raiden and venti did a total of 34951+9658+12259+6446+4376+12259+6446+9658+12259+14228+9658+12259+126+126+275+325+162+162+190+190+275+325+162+126+126+275+488+162+243+314+126+126+275+325+162+162+126+126+275+325+162+162+314+126+126+275+325+243=152270 damage to trigger the p2 transition, which is just a little bit past the 71% threshold, but not nearly enough to reach the 70% threshold, proving that maguu kenki p2 starts at 71% HP, not 70%.
Another in-game eviden by Tibo#4309: Youtube. 6729+6925+19512+6729+2099+19512+6729+6925+5914+6729+6925+19512+2808+6729+2099+2039+1942+3810+744+3810+572+1942+1887+1887+1887+1887+1887+572+1887=152641 damage.
This finding is also supported by datamine.
Significance: Getting to Maguu Kenki's phase 2 is actually harder than you think.

Perpetual Mechanical Array

PMA and Polearm CA interactions

By: CQLQRS#7853 and Akarin#8270 Added: 2021-10-31 Discussion
Finding: Polearm users with Charged Attacks that have bullet-like animations (including Zhongli), cannot hit Perpetual Mechanical Array (PMA) in its Energy Cannon Mode consistently.
Evidence:
This is likely due to collision which pushes the character below the hitbox, thus missing the attack. This can be seen as there are visual indicators of the camera shifting down in the videos.
Significance: If your main DPS relies on Charged Attacks for damage and has the bullet-like animation mentioned, it might be better to avoid using Charged Attacks until the PMA changes states to prevent a DPS loss.

Primo Geovishap

Shield Reflection Mechanics

By: Mcpie#8672 Added: 2021-06-25 Discussion
Finding: Shields from different elements/characters/weapons provide different damage during Primo Geovishap shield reflect mechanic. Let's call damage dealt by this attack "Reflect".
Reflect values are (exactly!):
  • Geo Shield (Noelle E) -> 15%
  • Same element shield -> 15%
  • Different element shield -> 5%
  • Crystallized shield -> 5% or 15% - depending on element
  • The Bell claymore -> 5%
  • Noelle A2 passive -> 15%
When does reflect happen:
  • Shield does not break -> reflect
  • Shield pops on taking damage without death (like a2 noelle passive) -> reflect + knockback from getting hit (character)
  • Shield pops on taking damage with death -> no reflect, shield sustains
  • Shield breaks -> no reflect and you take the excessive damage
  • Character too far away -> no reflect
Factors that do not affect the result (assuming shield will sustain)
  • enemy resistances (VV shred)
  • character level
  • character defense
  • character shield strength
  • DEF% reduction applied to the enemy (c2 klee, c4 razor, a4 lisa) - tested c4 razor
  • World Level, it's always 15% or 5% hp no matter the enemy level
  • Co-Op (single player) affects the damage but only because of HP scaling - the damage is still 15% or 5% hp
Additionally, in coop, if all characters have the same type of shield (C2 Diona, 4x Noelle with E up), the damage reflected is still the same. However, should there be more than one type of shields during reflect then the damage is summed. For example using Beidou E + Zhongli E on hydro Primo Geovishap reflect will result with 20% reflected damage.
Evidence: Level 93 primo geovishap, it has: (407.5199890136719 * 1930.0469970703125) = 786532.731042 HP Therefore, 15% is 117979.909656 and 5% is 39326.6365521.
Video showing 1 HP primo geovishap getting slain by Barbara - Video Sequence: 5% -> 5% -> 15% -> 15% -> 5% -> 15% -> 15% -> 5% -> 15% -> 5% -> 191 from Barbara 5*5% + 5*15% = 25% + 75% = 100%, due to floating precision error, a single 1 hp damage would kill it
  • Hydro Primo Geovishap vs Xinyan - 5% - Video
  • Hydro Primo Geovishap vs Noelle - 15% - Video
  • The Bell autoshield mechanic - 5% - Video
  • VV does not affect the damage - Video
  • DEF reduction does not affect the damage - Video
  • Reflect has a range - Video
  • WL does not matter - Video
  • C4 Kaeya shield on-dmg taken - no dmg reflected due to shield being too weak - Video
  • Coop: 2x Zhongli, each with their own shield - 15% - Video
  • Coop: Beidou + Zhongli dealt 5% + 15% percent - Video
  • Xinyan lvl 60, no artis/weapons - not enough shield hp for reflect - Video
Legend of the Vagabond Sword:
  • Noelle vs reduced backlash + 175% hp - Video
  • Noelle vs +175%hp - Video
Significance: Might play a major role if at any point we'll have Primo Geovishaps inside the abyss and people will struggle with it.

Reflecting Primo Geovishap Shower can be Swap Cancelled

By: yolitme0#0579 Added: 2022-02-10 Discussion
Finding: When attempting to reflect the Primo Geovishap's Primordial Shower with a shield, swapping at the right time can cause the shower attack to not be reflected.
Evidence: Video
Singificance: Better understanding of the Primordial Shower.

Elite Enemies

Abyss Herald

Abyss Herald Cooldown Mechanics

By: Monado#9922 Added: 2021-06-04 Discussion
Finding: The Abyss Herald's cooldown increase debuff is triggered when you are hit by these two attacks:
  1. 1.
    A cross hydro beam.
  2. 2.
    Flurry of slashes before firing hydro beams in all directions, only happens in phase 2 (after he shields up)
The cooldown debuff increases all current elemental skill/burst cooldowns by 6 seconds to all members of your party, not just the character who got hit. The cooldown increase is an additive 6 seconds and independent of how long the original cooldown of the skill/burst is. The cooldown debuff also only affect elemental skills/bursts that are already on cooldown, so skills/bursts that were not on cooldown when you are inflicted with the cooldown debuff do not have increased cooldowns when you activate them. The cooldown debuff also has no effect on the CD reduction stat (unlike Slowing Waters).
The cooldown debuff can be avoided by shield and elemental burst iframes.
Evidence:
Showing other attacks don't have the cooldown debuff:
Significance: Better understanding of Abyss Herald mechanics, and which attacks in particular to dodge in order to avoid the cooldown debuff.

Abyss Mage

Hydro Abyss Mage bubble persists on swap

By: snorting salt#3888 Added: 2021-07-17 Discussion
Finding: The bubble from the Hydro Abyss Mages and their hydro bubble spawning mechanic can be effectively iframed by swapping characters at the precise moment. However, the hydro bubble will persist on the character that was initially hit for approximately 5 seconds
Evidence:
Significance: Dash iframes do not always work against the bubbles, especially for the abyss mage ones which home onto the character even after iframing through it. While the character initially hit still takes damage from the bubble, the dangerous CC effect of the bubble can be ignored, which makes dealing with the bubbles without ult iframes a lot easier.

Rifthounds

Rifthound Knockdown Mechanics

By: Charisma#5567 Added: 2022-01-27 Discussion
Theory: In order for an attack to knock down the rifthounds, the attack needs to apply a sufficient amount of vertical knock up.
Findings: Rifthounds (big ones, not the whelps) can be forced into a state where they are prone or "knocked down". Here are the current interactions that consistently do so.
Evidence:
  • Jean CA Youtube
  • Jean Hold E (Credits to Kolibri#7675) Note: Need to aim skill upwards. Youtube
  • Klee CA (Credits to pai#3602) Youtube
  • Bennett Skill (Level 2-Hold) Note: Hold E Level 1 will not work. (Shown in Video) Youtube
  • Diluc Burst (Credits to Kolibri#7675) Note: Only the final hit will work. Youtube
Significance: Better understanding of enemy interactions.

Corrosion Damage Mechanics

By: Dooners#6709 Added: 2021-10-17 Discussion
Finding: Corrosion damage stacks are independent of each other, lasts for 10 seconds, deals 10 total ticks of damage, and are linearly dependent on your unit's max HP
Evidence: Evidence 1: Tests were done with the exact same units being inflicted with 1, 2, and 3 stacks of corrosion and the difference in health were recorded. Not all data points were recorded to reduce testing time, but the data points we do have shows that:
  1. 1.
    Each tick damage is constant for each character as long as no additional stacks are acquired when stacks already exist
  2. 2.
    Characters with higher HP take more tick damage
  3. 3.
    Tick damage is unrelated to current HP unless off-field and below the HP threshold in corrosion description
  4. 4.
    Proportionally, characters with lower max hp lose more % of their max hp per second
  5. 5.
    Tick damage is additive based on stacks, for example the tick damage from 3 stacks is 3 times the amount of the damage from 1 stack
Raw data is attached as an excel file and videos are included below:
Corrosion DMG Calc: Spreadsheet
Evidence 2: Since tick damage has been established as constant, I've included data from @Lindon and transcribed max hp vs tick damage into a table (attached). These values were used in a linear regression using the following R code:
require(dplyr)
require(ggplot2)
data = read.table(file = "tick_damage.tsv", header = TRUE)
summary(lm(tick_damage ~ max_hp, data = data))
ggplot(data, aes(x = max_hp, y = tick_damage)) + geom_point() + theme_bw()
This produces a linear equation of tick_damage = 75.09 + 0.004993 * max_hp
Decimal points here are likely due to rounding issues, since there can be a variation of 1 HP in the corrosion ticks. Rounded to a reasonable number, the equation will instead be tick_damage = 75 + 0.005 * max_hp or 75 + 0.5% max hp
Tick DMG: Spreadsheet
Significance: Proves that max HP is the only variable that determines the amount of damage you take from each tick of corrosion, and that tick damage from corrosion stacks is completely independent of each other. Characters with higher HP will take more damage overall, while characters with lower max HP take lower tick damage but loses a higher proportion of their health.
Bonus: Predicted HP loss per stack based on character max hp using the equation above 1k HP -> 800hp/stack 5k HP -> 1000hp/stack 10k HP -> 1250hp/stack 20k HP -> 1750hp/stack 30k HP -> 2250hp/stack 50k HP -> 3250hp/stack
These values are total loss per stack, for damage per tick simply divide each number by 10.

Corrosion damage mechanics update

By: Dooners#6709 Added: 2021-11-01 Discussion
Finding: Each corrosion stack from Rifthounds does 0.5% max hp damage, once per second for 10 total ticks, dealing 5% of max hp in total. Corrosion from big and small Rifthounds deal the same damage. Stacks are additive and independent.
Evidence:
  • Does 0.5% max hp damage to Zhongli, and off-field party, through his shield: imgur
  • Big and small Rifthounds deal the same damage: imgur
  • Multiple stacks deal damage with independent durations and independent damage tick intervals: imgur
Significance: Better understanding of Corrosion status.

Mirror Maiden

Mirror Maiden Mechanics

By: Hatsuharufag#4291 Added: 2021-08-09 Discussion
Finding: Mirror Maiden has two states she can be in.
First state — can be CC'ed, staggered, yeet'ed by Jean. Teleport can be prevented by T2 and above stagger. I'll call it "Weak" state for simplicity. Second state — can not be CC'ed, staggered, yeet'ed. She has exactly the same immunities Fatui Skirmishers have with energy armour up. Expect you can't drain MM's energy armour in any way, it is permanent. Has 5 attacks. Teleport can no be prevented. I'll call it "Strong" state. Official name is "Polarized" or something like that.
In "Weak" state she has only 3 basic attacks. First attack will summon 3 mirrors in triangular pattern, with at least one mirror's hitbox always reaching active character. Mirrors explode after short delay. Second attack is 1 to 3 waterballs that travel in a straight line. Third one is special, as it triggers automatically when MM is hit in melee. She can be staggered and it will still be cast. This attack summons only one mirror directly underneath her that will explode after very short delay.
If any of mirror explosion attacks hit active character, he becomes marked. After marking a character, the next thing MM will do is enter "Strong" state. Waterballs hit do not mark the character, only mirror explosions do. After marking a character, MM's aggro is permanently set on him. She will not switch to taunts like Baron Bunny and will keep targeting the active character.
Shields do not prevent getting marked. Jean/Bennet can't cleanse "marked" state.
When MM uses her teleport move, she will randomly teleport in front of the active character or behind him. There are no set patterns, it's pure random. This is true for both states. Enviroment can displace her slightly to the sides.
Evidence:
  • Video - Jean can not cleanse "marked" state, even though she can cleanse Childe and Azhada's marks. This is because MM's mark is not tied to elemental aura being applied to you. It's just a permanent trigger.
  • Video - Animation of Mirror Maiden entering "Strong" state. Note the 4-leaf thingamajig on Jean. it symbolizes the "marked" state on a character.
  • Video - Mirror Maiden in "weak" state being yeet'ed by Jean.
  • Video - Mirror Maiden in "weak" state being ragdoll'ed by overload.
  • Video - MM's third attack in "weak" state where she auto-summons a mirror to punish greedy apes.
Significance: Don't be an ape. Don't get hit by attacks with clear visual indication and clear 'tells'. Don't be greedy. MM in "weak" state deals significantly less damage and is much easier to control.

Escape Mirror Maiden trap

By: gengar#8426 Added: 2021-10-09 Discussion
Finding: Some characters and abilities can escape the Fatui mirror maiden's trap.
  • Albedo (elevator up, elevator despawn)
  • Ayaka (N5, alternate sprint)
  • Bennett (skill at charge level 2)
  • Fischl (burst)
  • Geo MC (climb pre-placed meteorite, meteorite despawn)
  • Hu Tao (charged attack, unique sprint)
  • Kaeya (N5)
  • Kazuha (skill)
  • Keqing (N5, skill recast)
  • Lisa (N3/N4 teleport)
  • Mona (N3, hold skill, alternate sprint)
  • Rosaria (charged attack, skill)
  • Sara (skill)
  • Sayu (hold skill)
  • Venti (hold skill)
  • Xiangling (charged attack)
  • Xiao (skill, enhanced jump during burst)
  • Zhongli (charged attack, climb pre-placed pillar, pillar despawn)
  • Overworld (climb object, get knocked out by enemy)
Evidence: All evidence uploaded to Imgur and listed here: Spreadsheet
Significance: Helpful for Spiral Abyss floor 12.

Mitachurl

Standing on Geo MC E skill Restricts Mitachurls to Slime-Throwing Attacks Only

By: maxtrouble#3719 Added: 2020-12-19
Finding: Standing on top of a construct restricts Mitachurls to slime throwing attack only.
Evidence: YouTube
Signifiance: Ai manipulation.

Ruin Guard

Melee Can Stun Ruin Guards

By: CQLQRS#7853 and HowLxxxx#4676 Added: 2022-01-01 Discussion 1 Updated: 2022-03-16 Discussion 2
Finding: Some attacks other than fully-charged bow CAs can stun Ruin Guards. This includes various Skills, Bursts, and other melee attacks. Some attacks can only stun Ruin Guards when the character is standing on something (e.g. GMC Skill).
Evidence: 1. Melee NAs:
  • Beidou (elevated by GMC Skill): YouTube
  • Diluc (elevated by GMC Skill): YouTube (Kawaii Muffin#2158)
  • Chongyun (elevated by GMC Skill): YouTube
2. Melee CAs:
3. Elemental Skills:
4. Elemental Bursts:
5. Ascension Passives:
This list is not exhaustive and any attack can theoretically stun the ruin guard if its core is low enough for the attack to reach it.
Significance: Limited practical usage, mostly fluff.

Polearm Charge Attacks Don't Register On Stunned Ruin Guards

By: itskhoi#0013 Added: 2021-05-07 Discussion
Finding: Polearm users' CA that have a "leaping forward" animation won't register on a stunned Ruin Guard, if you attack right in front of it.
Evidence: Tested with Zhongli, Hutao, Xiao, & Xiangling. If you CA anywhere in front of the Ruin Guard's feet or groin, it won't go through. Your N1 still hits but the CA will not follow through. If you CA from the rear or behind, it will still register as normal. Other users confirmed that this is true for Rosaria, too. Only Xiao CA doesn't have that problem, because his CA doesn't have a "leaping forward" animation.
Both Ruin Hunter and Ruin Grader don't have this problem. My guess is because their feet hit boxes (or rather unhittable boxes) don't "expand" during their stunned models. Also, no other weapons have this problem with Ruin Guard.
Significance: If you stun a Ruin Guard and your main carry is a spear user, you might want to watch your footing.

Ruin Guard Jump Blocking

By: Terrapin#8603 Added: 2021-05-09 Discussion
Finding: Ruin Guards can jump over Geo Traveller's Wake of Earth walls, but cannot jump over Geo MC's Starfell Sword meteorites. However, while Wake of Earth's walls cannot block the Ruin Guard, they can sometimes interfere with its jump, making it land farther away from the player than it normally should.
Evidence: YouTube video
Significance: Better knowledge of Ruin Guard combat through enemy movement manipulation with Geo MC

Swap Dodge Confused Missiles

By: Kourinn#6001 Added: 2022-02-21 Discussion
Finding: When at least 25m (5 Abyss tiles) away from a Ruin Guard using its seeking-missile attack, a well-timed character swap during the 400+ ms targeting animation will remove missile target seeking. Within 24m, Ruin Guards, Ruin Destroyers, and Ruin Defenders targeted attacks can be dodged with a well-timed character swap in the 16-64 ms targeting window.
Evidence:
  • Beyond 25m, you can dodge Ruin Guard missiles by swapping as soon as the target reticle animation starts: