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Stygian Onslaught 6.0 - Aggravate Team vs. Dire Crab / 119s

Автор: Flynn's Archive

Загружено: 2025-10-05

Просмотров: 715

Описание: Immediate note: this is an extremely RNG-reliant run. I don't realistically have the damage to clear without cheesing with mechanics and lucky crits against the boss. This is reflected in the builds; my artifact selection being pretty tragic doesn't help, but you have to work with what you have. I tried to gear everyone to have at least some extent of EM to take advantage of the hyperbloom/bloom damage multiplier mechanic, while still having some amount of usual stats and ER to keep rotations going.

Initially, I used the same sequencing as in the 65s Fearless clear I did; I ended up at it with trial and error, but couldn't quite figure out some parts I wanted to min-max. I ended up using a much higher-investment clear as reference: https://www.bilibili.com/video/BV1gon... Obviously, I had to adjust some things due to an enormous difference in player skill, investment and build quality. To re-iterate: while some stuff I did came from personal ideas and experience, the refinement proper was definitely done with outside help. Huge kudos to the player(s) in the linked video.

Honestly, the single most annoying thing about this fight is the seed-related RNG; not the damage you deal with them (crits in my case) but their spawn process. The spawn location is supposed to be under your character... when it wants to; it easily takes even a slight directional tilt as evidence of you moving in that direction. In some horrible cases, I've had the seed spawn above the ground, at the boss' eye level. The seeds also get targeting priority, which is a major pain with stuff like Keqing E, and their "spawn" precedes the animation of the landing - I've had Keqing jump to an empty space more times than I'd like to admit. Finally, they're supposed to come in salvos of three, but again - only when the game feels like it. Sometimes the boss just decides to shoot out only one - and even that one, for some reason, exists with an invisible model (you see the aura icons above it).

Following up on that, though - it was actually pretty fun playing around with Kazuha's HP as the main limiting resource. He can swirl hydro for blooms... but a limited amount of times. He can detonate a stack of blooms for a quick shield break... but at a cost. Playing around with consistent swirling of element(s) you want... that was very rough though, haha. It doesn't help that hydro aura app from the seeds doesn't carry over into i-frames. Burst too early and - welp.

I think I mentioned this in the Fearless clear video, but I flick to Nahida and back in the beginning to try and scam out one extra proc of Widsith, since it has a cooldown of 30 seconds. Figured it'd be nice to have that one last tiny damage boost at the very end (potentially).

Definitely wouldn't recommend trying this, unless your sanity save has hit a critical failure roll 3 times in a row.

Music: "Kid's Festival ~ Innocent Treasures" by Demetori from the album, "Sendaisoushi ~ Offering to the Sukhavati". Original: "Kid's Festival ~ Innocent Treasures" / ZUN

#genshinimpact #stygianonslaught #keqing #kazuha #nahida #fischl

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Stygian Onslaught 6.0 - Aggravate Team vs. Dire Crab / 119s

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