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Last Updated on September 18, 2025 by Dante
New Genshin 6.0 (Version Luna) Characters:
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Spiral Abyss is updated every 16th and for September, many new enemies are added to the end-game as we arrive to the new area, Nod-Krai. By entering the abyss, you will challenge your team build against various enemies and mechanism, striving to get full 12 stars.
However, not everyone will have an easy time to collect the stars as newer players may have difficulty in understanding the mechanism of some enemies, or their builds are not perfect yet. This guide will help players to understand the enemies in floor 11 and 12, while recommending some teams that you can try.
Spiral Abyss Luna I Floor 11
Ley Line Disorder

All characters in the party gain a 60% Electro DMG Bonus.
All characters in the party gain a 60% Dendro DMG Bonus.
Team Recommendations
Team Recommendations for the First Half

The recommended elements for the First Half
- Electro & Dendro – Because of the buff provided by the ley line.
The not-recommended elements for the First Half
- None – Every other element is okay in this half, it’s not too restrictive
Example:
- Fridge Team: Kaeya + Xingqiu + Kuki + Collei
- Melt Team: Bennett + Xiangling + Kaeya + Rosaria
- Hyperbloom Team: Barbara + Xingqiu + Kuki Shinobu + Yaoyao/Collei/DMC/Nahida
- Overload Team: Bennett + Fischl + Xiangling + Chevreuse
- Freeze Team: Neuvilette + Furina + Citlali + Escoffier
Team Recommendations for the Second Half

The recommended elements for the Second Half
- Electro & Dendro – Because of the buff provided by the ley line.
The not-recommended elements for the Second Half
- Physical – There are many Ruin enemies here, and all of them have the Physical RES
Example:
- Bloom Team: Nilou + Xingqiu + Collei + Yaoyao
- Hyperbloom Team: Sucrose + Xingqiu + Kuki Shinobu + Yaoyao/Collei/DMC/Nahida
- Lunarcharged Team: Ifa + Xingqiu + Fischl + Ineffa
- Hypercarry Team: Mavuika + Citlali + Xilonen + Bennett
Chamber 1 – First Half

Nobushi: Jintouban: -20% Physical RES
Kairagi: Dancing Thunder: -20% Physical RES
Kairagi: Fiery Might:-20% Physical RES-20% Physical RES
Assault Specialist Mek – Pneuma: None

In the first wave, there are 2 Nobushi in the middle area. Since they’re the same enemy, they won’t trigger any reactions so that’s one less worry. What you need to worry though is that the Nobushi has an attack that lunges forward so this might break the CC as they dash toward another direction. If something like that happened, just focus on defeating them one by one.

In the second wave, the two Kairagi may use a dash attack whenever they want. If you don’t bring an Anemo CC and don’t want them to move far away, get near the wall (make sure your back is facing the wall at the front) so if the Kairagi use a dash attack, the wall will help stop them. But if you have an Anemo CC, you can gather these 2 quite easily.
Also, you have to watch out for their ability to regenerate half of their HP and be immune to CC if one of the Kairagi dies while the other one is still alive. The best option to avoid one of them recovering half their HP is to (1) make sure you attack both of them until their HP is the same before finishing them off or (2) use DPS with high burst damage to kill both of them at the same time or (3) using Freeze team to immobilize the Kairagi, giving you a longer window to kill it before it can even heal.
The last wave is a duo of Assault Specialist Meka. They already spawn near each other and won’t move too much so you won’t have trouble gathering them. Attack both of them at the same time to save time.
Chamber 1 – Second Half

Grounded Geoshroom: 30% Geo and Dendro RES
Grounded Hydroshroom: 30% Hydro and Dendro RES
Primordial Bathysmal Vishap: 30% Hydro and Physical RES

In the first wave, there are two Hydroshroom and one Geoshroom. The number doesn’t really matter if you bring an Anemo CC or your team deals AoE damage. Beware that these Fungi may break the CC if they back away too many times so it’s best if you use the trick of standing on the most left/right enemy, and face them all in one line.

In the second wave, two Vishap spawn near each other. But these Vishap can be staggered easily and when they’re staggered, they usually will be knocked back a little- which in turn will make them separated from each other. If you don’t bring any Anemo CC, you can walk to the nearest wall and corner yourself there so the Hatchlings won’t have much space to be far from each other.
Two of the most troublesome skills from this enemy are (although if you keep staggering them, they can’t even start to attack you):
(1) Cleansing Shower: Drain Energy from your active character. If your character has less than 10 Energy, they will lose lots of health regardless you have a shield or not.
(2) Spike Field (not official name): Create water splashes from the ground, and easily stagger or interrupt any character without a shield.
Chamber 2 – First Half

Consecrated Horned Crocodile: 70% Hydro RES in Phagocytic Form
Consecrated Fanged Beast: 70% Dendro RES in Phagocytic Form

The first wave feature a single crocodile, while the second one is a tiger. But the two has the same weakness/strength- the Phagocytic Energy Block. There will be a time when they will summon Phagocytic Energy Block. Make sure to attack this block with elemental attacks until the bar is filled so you can gain the Phagocytic energy.
After that, make sure to hit the consecrate enemy > and paralyze them for a short time. If you left the Phagocytic Block alone for a period of time, the beast will absorb it back and re-enter Phagocytic Form aka increases its Elemental RES.
Chamber 2 – Second Half

Primal Construct: Reshaper: None
Primal Construct: Prospector: None
Cutting Edge All-Purpose Scout Landcruiser: None
Cutting Edge All-Purpose Storm Landcruiser: None
Ruin Grader: 70% Physical RES

You will be facing two Primal Construct in the first wave and they spawn pretty close to each other. Once you start the challenge, immediately go to either most left/right Primal Construct so the opposite one will hover in your direction. This way, you can gather them in one spot without even using Anemo CC. Once they’re together, unleash every Skill/Burst you have to defeat all of them at the same time so it doesn’t have the time to turn invisible.

The second wave is two Cutting Edge robots. Since they’re bigger than the previous Primal Construct, their hitbox is pretty big and they will also start chasing after you right after they spawn. In short, you won’t have too much trouble with these enemies. However, the robot can generate a huge shield and enter an enhance mode. You can easily destroy the shield and force the robot to exit the enhanced mode by using the Electro-Charge/Lunar-Charge reaction.

The last wave is two Ruin Graders. The size of these robots are the biggest. Once they spawn, immediately run to one of them to avoid them doing the charge attack which it will run in one direction. You can expect this by the shine on the orbs on their foot.

While performing certain attacks, these enemies will expose the cores on its head/feet. Attacking one of the exposed weak points will interrupt their current attack. Successfully damaging the second weak point will temporarily paralyze the Ruin Grader for a few seconds. If you want, of course. If not, you can just brute force if your team can handle it.
Chamber 3 – First Half

Cutting Edge All-Purpose Scout Landcruiser: None
Oprichniki Support Trooper: -20% Physical RES
Construction Specialist Mek – Pneuma: None

The first wave feature one Landcruiser and one Support Trooper. Both of them will try to chase after you so you can just focus on one of them (preferably the Trooper as he is smaller and your attacks may also hit Landcruiser as it has a huge hitbox). Of course, if your team deals AoE damage, even better!
The last one is a single Specialist Meka, and it is nothing special. Since it’s a single enemy, you can focus solely on this enemy and attack it until its unalive.
Chamber 3 – Second Half

Ruin Defender: 50% Physical RES
Ruin Cruiser: 30% Physical RES
Ruin Guard: 70% Physical RES
Ruin Drake: Earthguard: 50% Physical RES

There are 2 Cruisers and 1 Defender in the first wave, and right off the bat, go to the side of either of the Cruiser and face all enemies in one line. There is a huge chance that both Cruisers use an Orb Lay (not official name) where it will pushes itself back – which means breaking the CC. By doing as I mentioned before, at the very least you can try to lure the Cruiser to push itself towards the other one as they all in the same line of sight.

The second wave feature 2 Ruin Guards in the middle, and there is really nothing special with these enemies so brute force is the best method. Of course, if you want to aim at their weak point on the head is also okay!

The last wave are 2 Ruin Drakes. Once they appear, just go to any one of them and the other Ruin Drake will come for you. At one point, this Ruin Drake will charge (can be seen by two devices swirling on top of Ruin Drake’s body) before scattering bombs into the air. It’s highly recommended to attack its weak point at the head – glowing orange orbs – to paralyze the Ruin Drake.
If you fail to do so, after the bombs hit the ground, the Ruin Drake will gain 40% Resistance to the element it has received the most amount of damage from the beginning of the battle (you can see what elements it is from the color of the bombs).
Spiral Abyss Luna I Floor 12
Ley Line Disorder

First Half: Characters’ Electro-Charged DMG increased by 200% and Lunar-Charged DMG increased by 75%.
Second Half: Character’s Bloom DMG increased by 200% and Lunar-Bloom DMG increased by 75%.
Team Recommendations

The recommended elements for the First Half
- Electro & Hydro – As in the Electro-Charged pair, as the first and last boss in this half really want this reaction
The not-recommended elements for the First Half
- Dendro & Pyro – Dendro DPS is not recommended as Radiant Moonfly in chamber 2 has high Dendro and Pyro RES
Example:
- Raiden Team: Raiden + Xingqiu + Yelan + Xilonen
- Lunarcharged Team: Sucrose + Xingqiu + Fischl + Ineffa
- Lunarcharged Team: Neuvilette + Ineffa + Furina + Xilonen
- Plunging Team: Varesa + Ineffa + Furina + Xianyun
- Freezecharge Team: Chasca + Furina + Ineffa + Charlotte
The recommended elements for the Second Half

- Hydro & Dendro – Hydro alone isn’t good, but if you bring Dendro to make Bloom, that’s better.
The not-recommended elements for the Second Half
- Hydro – Hydro DPS is not recommended because all enemies in chamber 1 are immune to Hydro
Example:
- Freeze Team: Skirk + Furina + Escoffier + Shenhe
- Lunarbloom Team: Lauma + Nahida + Nilou + Kokomi
- Overload Team: Varesa + Iansan + Chevreuse + Xiangling
- Overload Team: Mavuika + Iansan + Ororon + Chevreuse
- Hypercarry Team: Mavuika + Citlali + Xilonen + Bennett
Chamber 1 – First Half

Mirror Maiden: -20% to Physical RES & 50% Hydro RES
Battle-Hardened Pipilpan Idol: 135% to ALL Elements except Hydro and Electro when in Mirage Hats state

In the first half, you will be facing a solo Mirror Maiden. She doesn’t pose too much threat except for her constant teleportation or if you’re bringing a Hydro Main DPS. If you bring a good single-target DPS, just focus on her and you should be good. However, be sure to watch her movement before using any Ultimate incase she tried to teleport to another spot.

In the second half, you will be facing a Pipilpan Idol. If you’ve already fight it in the open world as Local Legend, you know it likes Electro/Lunar Charged the most as those reactions can fill its bar when transforming to Mirage Hats.
Speaking of Mirage Hats, it will turn to these hats immediately after it spawn and gain a Ward shield. Before the cactus turns into hats, watch its real body so you can see which hats it transform into. Once you spot the real cactus inside a hat, focus on it until it stop swapping (usually 4-5 spins).
But if you somehow missed the real hat, there are two methods you can use to track down the real one:
1) Its face is imprinted on the hat,
2) It leaves behind a golden circle and it always attacks last in the Hat Slam sequence.

Once it stop spinning, you can see the Fury bar on top of the hat. This bar will take 300% DMG bonus if its hit by Electro-Charged or Lunar-Charged reactions. This is why these teams are the best for this chamber! Whenever the Fury bar is fully filled, it will destroy 20-25% of the Ward’s shield bar.

Once the Ward is completely broken, the boss will turn back to its normal cactus form, be paralyzed for around 15 seconds with significantly reduced RES, so this is the time for you to spam everything you have and destroy its HP bar.
In addition, the boss will also take True Physical DMG based on the amount of Hydro, Electro, Electro-Charged, and Lunar-Charged DMG dealt to the hat.
Keep in mind that if you didn’t destroy these hats in time, the boss will unleash a massive shockwave and deal a huge Electro damage. If your character’s HP are low, there’s a chance to be one-shotted.
Chamber 1 – Second Half

Tainted Water-Spouting Phantasm: Immune to Hydro
Hydro Tulpa: Immune to Hydro

Based on the information above, please do not bring a Hydro Main DPS to the battle. A Hydro Sub-DPS or Support is fine, but not Main DPS. It will significantly slow you down because all the enemies here are immune to Hydro. Now, the first wave features two Phantasms. Make sure you are on the side of one Phantasm, and look towards the two Phantasm in one line. This way, you have a chance to push the one nearer you to the back one.

For the second half, the boss is completely immune to Hydro! It probably doesn’t want us to use Neuvillette. But alas, you can trigger any Hydro-related reactions easily, so it’s not that hard. Most of its base attacks are pretty easy to avoid and only deal decent damage (it has a super huge HP pool, though). The hard part is when it summons a Half-Tulpa and absorbs it to enhance itself.
During the battle, a Half-Tulpa will spawn every few seconds. The Hydro Tulpa will absorb the Half-Tulpa to enter an enhanced state. In this state, its AoE and DMG dealt are increased, and RES to all DMG is increased by 45%. Make defeating the Half-Tulpa your top priority because you definitely don’t want the boss to enter the enhanced state. Their HP and Hydro shield is not that strong, so you can easily defeat it. The best element would be Dendro, followed by Cryo.
Chamber 2 – First Half

Hydro Hilichurl Rogue: 50% Hydro RES
Radiant Moonfly: 70% Pyro and Dendro RES

The Hilichurl Rogue is side by side when they first spawn. Similar to the Phantasms in the previous chamber, stand to the side of one Hilichurl, and face the two of them at the same time. The farthest Hilichurl may get nearer you, and even if it don’t, the Hilichurl you’re near may be staggered back to the second one by your attacks.
The Slime they summon will launch bubbles that can trap you. Defeat the Slime to knock the Hilichurl Rogue down and apply Hydro to them.

Radiant Moonfly is the new boss, and it has high Pyro and Dendro RES. But that’s not your only worries. The main attack of this monster is when it starts flying + ranged attacking you + giving you debuff that reduce your Crit Rate and Damage. The debuff can be seen by the red icon above your HP bar.
To remove that debuff, you need to heal your character to the Max HP, so healer is extremely recommended, unless your team is not relying on Crit Rate (still recommend you to remove the debuff). You can brute force without removing the debuff, but know that it will take a lot of time because your Crit Rate will be 0 and the damage is reduced by half. On the bright side, if you remove the debuff, you will gain a buff that increases your damage!
Chamber 2 – Second Half

Thundercraven Rifthound: 25% RES to ALL Elements & -40% Electro RES in Elemental Devourer state
Assault Specialist Mek – Ousia: None
Eremite Floral Ring-Dancer: -50% Dendro RES when stunned
Eremite Stone Enchanter: -50% Geo RES when stunned

In the first wave, there are two Rifthound in the middle area very close to each other. Remember that these Rifthounds’ attacks can apply stacks of Corrosion status, which will cause all your characters to continually lose HP. Shields can’t help protect your team from this debuff but a healer can! Heal to remove the Corrosion status.
Don’t worry about gathering these two at the same place because even if they often teleport, they often do it to get closer to your location.
In the second wave, there are another two enemies that spawn very near each other. But this time, the two Mekas are pretty slow at moving so do the usual trick of standing beside one of the enemy and look at the two in a line. Fortunately, the two Mekas deal the same elemental attack so there are no reactions to be wary of.

The last wave featured another duo but the arguably the hardest one. The funny thing is these 2 don’t have synergies with each other at all because one deals Dendro damage and another deals Geo damage so there are no reactions. But don’t let your guard down.
Right from the start, the two Eremites will enter an enhanced state (increased RES and high Interruption Resistance) and summon their spirit animals. If your DPS can’t break through their now-increased RES, the best move is to kill the spirit animal first. That way, the enhanced state will end, and he will receive True DMG and will become stunned for 10 seconds. You can then use all sorts of Skills/Bursts during the 10 seconds DPS window. Don’t worry though once they’re recovered, because they can only enter the enhanced state once.
Chamber 3 – First Half

Oprichniki Thunderblitz Gvardiya: -20% Physical RES
Knuckle Duckle: None

In the first half, you’ll be facing a single new Fatui officer using a twin gun. Truthfully, there is nothing special about this enemy and I believe you won’t have trouble dealing with her. In my opinion, she’s just here to stall you for the next wave.

Knuckle Duckle is another one of the new bosses that is immediately added to the abyss right after its arrival. While it does not have any Elemental RES, this boss extremely prefers if you have an Electro-Charge or Lunar-Charge in the team. The reason is because of its Duckstruction Mode.
Once in said mode, it will summon many small duckies named Stamping Devices. See those small icon above their HP bar, you can fill it by using Electro-Charged or Lunar-Charged reactions to fill this bar and make it malfunction so it will attack the Knuckle-Duckle. If you don’t have this reaction, normal brute force can also destory these duckies, but it will obviously take much longer than the favored reactions.
Chamber 3 – Second Half

Shadowy Husk: Standard Bearer: 30% Physical and Pyro RES
Shadowy Husk: Line Breaker: 30% Physical and Hydro RES
Shadowy Husk: Defender: 30% Physical and Cryo RES
Maguu Kenki: Mask of Terror: None
Maguu Kenki: Lone Gale: 30% Anemo RES
Maguu Kenki: Galloping Frost: 30% Cryo RES

Once the battle starts, the three musketeers stand close to each other. However, one of them (the blue one) has a skill that charges ahead, leading them to be far away from the group. Since all 3 enemies mostly group together (if not for the fact that Line Breaker keeps running away), the collateral damage should be able to chip away at everyone’s health there.
Tips: Stand on the right side of the blue enemy, and face all enemies in one line. This method will try to make the blue husk to NOT stray too far away from the group.
Shield is not recommended here because once any Shadowy Husk attacks your shielded characters, they will gain a buff for themselves and for nearby Husks at the cost of losing some of their health.
Line Breaker (Hydro one): Heal themselves and nearby Husks.
Standard Bearer (Pyro one): Generate a Pyro shield for themselves and nearby Husks.
Defender (Cryo one): Their bow will act as a shield that blocks attacks from the front.

The last wave is the long-awaited triple Maguu Kenki. Unfortunately, you can’t gather them using Anemo CC, but you can spread elements on them. Among all three, focus on the Cryo one because its AoE attacks will slow down your characters inside the radius of its Cryo-imbued floor. Once it’s defeated, the Cryo on the floor will also disappear alongside it.
If you’re lucky, the other two enemies will also take in decent collateral damage, reducing their HP to maybe half or so. After that, you can focus on the Maguu Kenki with the lowest HP, either Lone Gale or Mask of Terror. Don’t forget that the Mask of Terror still has its trusty mask to act as a shield if you are outside of its melee range.

Sora is a content creator focusing on gacha games in BrandAnime. Aside from playing all the gacha games to a worrying extent, she also streams on her YouTube and Twitch channels (SoraHoshina). If she got bored, then she will write a guide. Yes, write a guide, not anything else that normal people do.


















