ABCDEFGHIJKLMNOPQRSTUVWXYZAAABACADAEAFAGAHAIAJAKALAMANAOAPAQARASATAUAVAWAXAYAZBABBBCBDBEBFBGBHBI
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Click this link to be redirected to extra details regarding the information in this table :Black or Blue = Ok verified data. Keep in mind that miHoYo can modify anything without us noticing though.Red : Something that might be accurate but needs verification, or just missing data.Notes / Particularities / Useless Details (meant as a complement to the in-game descriptions rather than a replacement)Debuff Table
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Main Boss Characteristics"QTE only" means the debuff is applied but lasts too short to be noticed or used (1% of the initial duration or even less)
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https://docs.google.com/spreadsheets/d/1nIAoY2k3tx-Ih-9OgMGXuRKC66Oy9VLO5Q3LDC696qs/edit#gid=95620061
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Full name (and type)Usual abbreviationsTotal HPDEF & Corresponding
Physical Resistance
(for a lvl 80 valk)
Elemental ResistanceShield Physical ReductionShield Elemental ReductionShield Type
(see here for meanings)
Shieldbreak & Shield regen DurationsBlue = Informative detailsBlack : Kinda important pointsRed : Strange thing, could be an error on my end, a bug, or whatever, but it is unreliable info.1x means normal damage / 2x means double 1.5x means +50%, etc.FreezeParalyzeStunImpairWeakenIgniteBleedTime Slow (Time Fracture)Time Slow (Time Lock)Float
Airborne
Knockdown (read interruptable)Move SlowAttack SlowImmobilize
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MR-06X Hephaestus (MECH)Hephaestus / Hep3m250k99634%31%No ShieldHep gains invincibility for 3s upon entering burst. // BE ELF deals 6x damage on the disruptors. The paralyzing fields last 7s. // Valkyries are paralyzed for 2s once the meter maxes out.✓ (20% of the initial duration)XX✓ (30% of the initial duration)✓ (30% of the initial duration)✓ (30% of the initial duration)QTE onlyX✓ (only when "interrupted" : read Note 2) QTE only before✓ (only when "interrupted" : read Note 2)XX
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Sometimes it decides to cross the arms, stop moving, and becomes litterally invulnerable to everything.
No idea what causes that, I think it happens when attacking it from too far, but can't confirm. Just hit the retry button if that happens.
Hephaestus is not affected by VT ult / Bri PRI time locks
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(no name) (no type)Hephaestus' Disruptors100k (each)00%0%Doesnt count as No Shield (None)Note : Hephaestus has 3 attacks with a flash and "ding" similar to QUA ennemies. Dodging these attacks and attacking right after will interrupt Hep, allowing float/knockdown (basically reducing interrupt resistance). Freezing it when it has the Snowflake above its head also stops the Burst charge and force interrupts it.
Note 2 : Teleports after some time (not far) if you keep it interrupted for too long (8-10s), and gets back to fighting normally.
Note 3 : Has an i-frame during the teleportation (lasts 1-2s)
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MHT-3 PAX (MECH)MHT / Tank3m99634%31%No ShieldMHT is fucked up since they patched the core, so take the following information with precaution. MHT has 45% damage reduction permanently. The arms have another 45% (total 90%) until they are "opened" or until the locking pins are broken during Fortress Mode.XXXQTE onlyQTE onlyQTE onlyQTE onlyXXXXMHT is not affected by VT ult / Bri PRI time locks
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During Fortress Mode : All parts except the arms receive another 0.1x multiplier for damage received (Final multiplier is 0.55 * 0.1 = 0.055x : 94.5% reduction). This extra resistance is cancelled upon breaking the locking pins. Note : The locking pins themselves have no specific resistance and even receive 25% extra DMG. They are the only way to deal this much damage to MHT. Note 2 : The locking pins break after receiving about 50k damage, but can still be damaged during their breaking animation (about 1s long, and the +25% taken still apply). Note 3 : MHT stays idle for 12s after the nuke explodes and if the locking pins have been broken.Charlemagne 2-set can reduce MHT's DEF and ATK even if it is resistant to impair and weaken, but it doesn't count as impair/weaken, so no QTE's. Also it is unusable in actual fight since it needs to be equipped on the fielded valk, but it's funny
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Indirect damage : 45% damage reduction as well, for the whole fight.
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Shadow Knight (MECH)SK / Fu Hua3m250k99634%31.00% (at 0 stacks) 37.90% (at 1 stacks) 44.11% (at 2 stacks) 49.70% (at 3 stacks) 54.73% (at 4 stacks) 59.26% (at 5 stacks) 63.33% (at 6 stacks) 67.00% (at 7 stacks) 70.30% (at 8 stacks) 73.27% (at 9 stacks) ..75.94% (at 10 stacks)25%25%Boss ShieldShieldbreak : 10 seconds Shield regen : 2 secondsUltimate Evasions weaken the Outrage barrier even when the Evasion Skill is on cooldown. Evasion Skills triggered without Ultimate Evasion (KMB, HoV, HoR, SN, HoT) and Retaliations (YA, DK, DB, BK) don't count.XXX✓ (10% of the initial duration)✓ (10% of the initial duration)✓ (60% of the initial duration)✓ (10% of the initial duration)✓ (after shield break)XXX
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Every new stack of elem resistance resets the duration of all previous stacks.SK is affected by VT ult / Bri PRI time locks (fully)
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Note : The resistance stacks are counted separately, so at max stacks, she has 0.9^10 = 65.13...% elemental resistance. The physical debuff is stacked additively : +10% (max). Note 2 : The stacks of elemental resistance are affected by elemental breach (much like Jizo's 60% Extra elem res). Basically at 10 stacks, her elemental resistance multiplier went from 0.69 to 0.69*(0.9^10) = 0.24, so 76% Resistance. With that resistance, 14% ele breach from AE ult mean 62% Resistance left. Works in a similar way with less than 10 stacks.
Note 3 : The +10% physical taken is dilutable with Picasso, Blasters, etc.
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Note 4 : Unlike what the skills description says, she doesnt take 3% more elemental damage and gain 1% ATK for every 10% HP lost. Only about 8.89% more elem taken and 2.94% more ATK under 10% HP left. Nothing changes before 10% HP left.XXXX (immune in Outrage State)X (immune in Outrage State)X (immune in Outrage State)X (immune in Outrage State)✓ (10% of the initial duration)✓ (after shield break)XXX
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Outrage State : Immunity to Impair / Weaken / Ignite / Bleed, and gains 95% Total Damage Reduction (0.05x)
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Jizo Mitama (BIO)Jizo2m800k99634%72.4% total (31% normal and 60% extra, multiplicatively)Direct dmg : Reduced to 1 (absorbed by the shield) Indirect dmg : 80%Direct dmg : Reduced to 1 (absorbed by the shield) Indirect dmg : 80%Special : Considered "No Shield" for the whole fight except when the shield bar is visible (Boss Shield then)Shieldbreak : 8.5 secondsNote : Jizo actually has 31% Elem res and the usual extra 60% elem res. But the game counts these multiplicatively for a total of 0.69*0.4 = 0.276 so 72.4% Resistance. And elemental breach is applied on these 72.4% which makes it quite strong. In other words, the 60% Extra elem res Jizo has are affected by ele breach, not just the natural 31%. Takes only 0.75x (-25%) physical (special multiplier). This extra resistance is disabled during the Stun following shieldbreak.XXX✓ (30% of the initial duration)✓ (60% of the initial duration)✓ (60% of the initial duration)QTE onlyQTE only (after shield break)XXX
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Takes 0.2x (-80%) from all sources while the shield is active and if the considered damage is not absorbed by it (and it doesn't damage the barrier) (mostly indirect damage). The last hit that breaks the shield also deals damage normally and suffer the 80% reduction.
The Shadow Clone is affected by everything and takes 1 damage even from indirect sources.
Jizo is unaffected by VT ult / Bri PRI time locks (QTE only)
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The [Iron Wall] buff grants a 0.4x (-60%) damage reduction (physical & elemental) when it is active / The Shadow Bombs (Balls summoned when shield is up) have 10 HP each. Note 2 : The Sacred Items (each) have 24 HP and give 24 SP to the team when they break / The Shadow Clone has 150 HP and gives 120 SP to the team when killed. Note 3 : The Sacred Items and Shadow Clone take 1 additional damage from Elemental Affixes. The Soul Barrier (shield) is not affected by Elemental Affixes. Note 4 : Jizo has 4 phases depending on 3 HP thresholds // 1st one at 80% HP left // 2nd one at 50% HP left // 3rd one at 30% HP left.
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Benares (no type)Benny / Bella2m500k99634%31%40%Boss ShieldShieldbreak : 6 seconds Shield regen : 2 secondsThe 1st HP threshold (entering Lightning / Fire / Ice form) is at 75% HP left.XXX✓ (20% of the initial duration)✓ (20% of the initial duration)✓ (20% of the initial duration)✓ (1.5s) (immune in Wyrm Form)✓ (15% of the initial duration) (immune in Wyrm Form)XXXX
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The 2nd HP threshold (entering Wyrm form) is at slightly more than 25% HP left (27.5% or so).Benares is affected by VT ult / Bri PRI time locks (fully)
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Note : The 70% resistance from Elemental forms takes effect as soon as Benny is under 75% HP, not when it changes color, but it keeps the resistance until going into Wyrm form visually, not directly at under 25% HP.Wyrm form : Immune to all time slows
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Herrscher of the Void (BIO)HV / HoV / GK3m99634%31% Lightning Immunity65%Special : Considered "No Shield" for the whole fight except when the shield bar is visible (Boss Shield then)Shieldbreak : 5 seconds (she can still teleport during that time)She summons void spears that stay on the field for 6s. These spears have 5 HP (disappear after taking damage 5 times, elemental affixes included), and drop an SP pack upon breaking. If not broken within 6s, they summon a Honkai Templar. The Honkai Templars generally drop an SP pack once killed as well.XXX✓ (30% of the initial duration)QTE only✓ (20% of the initial duration)QTE only (when not attacking)✓ (after shield break, just an animation)XX
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Herrscher mode : 1s of Invincibility when casting. The time slow fields last for 1.3s (short enough to keep a combo). The Herrscher mode itself lasts for 5s (excluding cast time).HoV is affected by VT ult / Bri PRI time locks (fully)
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Note : It's possible to trigger all QTE's thanks to the Honkai Templars. Note 2 : The Honkai Templars disappear after 15s (without dropping SP), but if HoV dies while a Templar is still on the field, the fight continues until it disappears / dies.
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She summons a different spear later in the fight (vertical spear along with a lightning cluster), this one has 13 HP and disappears after 7s without summoning anything if not broken. Upon breaking, it drops SP as well, and it also drops an "item of invincibility" that grants 6.5s of invincibility if picked up. This item disappears after 8s if not picked up.✓ (70% of the initial duration with shield active)✓ (70% of the initial duration with shield active)✓ (70% of the initial duration with shield active)✓ (70% of the initial duration with shield active)✓ (70% of the initial duration with shield active)✓ (70% of the initial duration with shield active)✓ (1s with shield active)✓ (30% of the initial duration with shield active)✓ (70% of the initial duration with shield active)✓ (70% of the initial duration with shield active)
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Templar (PSY)Templar25k (each)68526%31%20%Elite ShieldShieldbreak : Longer than the Templar's lifespanHoV's templar is affected by VT ult / Bri PRI time locks (fully)
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Note 3 : She activates the Shield of Serenity at 2 HP thresholds // 1st one at 70% HP left // 2nd one at 30% HP left.
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Assaka (PSY)
(Last updated v4.5)
Assaka3m900k99634,4%31%35%Boss ShieldShieldbreak : 10 seconds Shield regen : 2 secondsPhysical = 0.5x (-50%) on unbroken arms, 1x (100%) on broken arms (regardless of how much have been broken). With 0 broken arms : 0.02x (-98%) on body / With 1 broken arm : 1x on body / With 2 broken arms : 2x (+100%) on bodyXXX✓ (10% of the initial duration)✓ (60% of the initial duration)✓ (60% of the initial duration)✓ (10% of the initial duration)XXXX
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Elemental : 1x on unbroken AND broken arms (regardless of how much have been broken). With 0 broken arms : 0.02x (-98%) on body / With 1 broken arm : 1x on body / With 2 broken arms : 2x (+100%) on body / Note : When unbroken, Blue arm receives only 0.5x ice and Red arm receives only 0.5x fire.Assaka is affected by VT ult / Bri PRI time locks (fully)
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Indirect damage = Applied on body, but 1x in all cases. // Note : Assaka's arms break after receiving around 235k damage, and regenerate after 60s (extendable by time fracture).
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Parvati (PSY)Parv / Ice Pig3m99634%31% Ice Immunity35%Boss ShieldShieldbreak : 10 seconds Shield regen : 2 secondsMap wide freeze : Unfreeze after tapping [ATK] or [Evade] exactly 16 times. The other buttons won't work.XXX✓ (70% of the initial duration)QTE only (after shield break)XXX
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Parvati is affected by VT ult / Bri PRI time locks (fully)
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lol this boss has nothing special
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Dark Jixuanyuan (PSY)DXY / DJXY3m250k99634%31%40% total (20% from shield and 25% from horse, multiplicatively) 25% (from horse)Boss ShieldShieldbreak : 10 seconds Shield regen : 2 secondsThe horse (when shield is active) grants 25% extra physical resistance & 25% extra elemental resistance (separate multipliers).XXX✓ (30% of the initial duration)✓ (25% of the initial duration)QTE only (after shield break)XXX
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The 20% bonus damage when bleeding / ignited is an separate multiplier.DXY is affected by VT ult / Bri PRI time locks (fully)
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Has Iron body whenever the horse is dashing, and for 6s when her shield starts regenerating (including regen time, so for 4s after it is fully regenerated).
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thicc square for thicc bot Aesir Heimdall (MECH) .Heimdall / Heim3m900k149444%31%Special : Boss Shield but it's a Heimdall ShieldShield starts regenerating directly when broken.
Shield regen : 7 seconds
Note : Heimdall has 1494 DEF, which is 996 * 1.5 so 50% more than the standard DEF.XXX✓ (30% of the initial duration)✓ (70% of the initial duration)✓ (70% of the initial duration)✓ (1s)✓ (5% of the initial duration)QTE onlyX (considering the shield mechanic is separate)XXHeimdall is affected by VT ult (4s out of 8s) and Bri PRI time lock (4s out of 4s). Also 6S time lock (2s out of 2s) / Note : my Bri PRI is a spirit and the time lock only lasts 4s. Edit : Bri PRI (lvl 35, not spirit) : 4s out of 4.8s.
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The 4 shield bars break bonus (5% more taken for each shield broken) is separated from the full shield break (20% when all 4 are broken). So Heimdall takes 5%*4 = 20%, and another 20%, so the final multiplier is 1.2 * 1.2 = 1.44 (+44%) when all 4 shields are broken. The 0,55x (-45%) from Overdrive is also counted separately.
Bonus : When Force Field is deployed, if a direct attack is able to damage Heimdall, it suffers a certain reduction, but this reduction either affects the DEF, the attack, or Heimdall's multipliers, in any case it's never the same twice : impossible to define.
Time lock also slows the shield regeneration and the tdm taken debuffs accordingly.
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Note 2 : Heimdall has 3M9 HP, that is the normal high value of 3M250k (which is 2M5 +30% because type), but +20% again (probably due to the shields having no resistance, only bonus damage when broken).Overdrive : Unaffected and no QTEs.
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Note 3 (since v3.5) : Heavy ATKs Trauma is active for the whole fight. Filling it will remove 2 Shield bars to Heimdall. The Trauma Meter is reset once all shields are broken or when entering Overdrive. Filling it during Overdrive will also end Overdrive and return Heimdall to normal fight (and normal multipliers, depending on the amount of shields), and cancel the 45% damage reduction. This happens regardless of how many shields Heimdall has when filling the trauma, even if it doesn't have 0 left afterwards.
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Overdrive : Triggered after receiving 80 hits without interruption. Hits on the force field are considered missed, and don't count unless they shatter it.
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Asleikr Ydalir Σ (MECH)Sup Bots25k (each)99634%31%Doesnt count as No Shield (None)Note 4 : The Sup bots take normal damage (996 DEF & 0.69x elem) but after loosing 2/3 (about 17k) of their HP, they enter "kamikaze" mode and gain 85% total damage reduction + ability to immobilize... they can also dodge/counter direct attacks. If you are going to bother killing them, prepare something that can 1 hit them.XQTE only
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Note 5 : Killing Heimdall ends the fight, regardless of how many bots are still alive.
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Mexicatl: Umbreist (QUA)Ball1m800k149444%31%50%50%2 Layers of Quantum Shield (counts as No Shield)Collapsed State : 12 secondsHas 2 shield layers that needs to be removed before entering Collapsed state (equivalent to shield broken). Collapsed state lasts 12s regardless of control debuffs such as Paralyze or Time Fracture. Becomes vulnerable (completely) to Freeze / Paralyze / Stun / Time slow when in Collapsed state. Also allows Airborne QTE.✓ (only when collapsed)✓ (only when collapsed)✓ (only when collapsed)✓ (1s if not collapsed)✓ (15% of the initial duration if not collapsed)QTE only (only when collapsed)✓ (only when collapsed) (it just means you can push it)Ball is not affected by VT ult / Bri PRI time locks in Superposed State (no QTEs)
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Note : Ball has 1494 DEF, which is 996 * 1.5 so 50% more than the standard DEF (Same as Heimdall) / Note 2 : The Crabs from Phase 2 only have 996 DEF.Ball is fully affected by VT ult / Bri PRI time locks in Collapsed State
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Vortex of Gluttony (QUA)Crabs675k (each)99634%31%50%50%1 Layer of Quantum Shield (counts as No Shield)To doPhase 1 (above 50% HP left) : Starts in Squid Form [Wraith of Sloth] (for a certain period) and alternates with Knight Form [Knight of Greed] (only the QUA attack, dash).
Phase 2 : Cycles between Crab [Vortex of Gluttony] (for a certain period) > Knight (only 1 attack) > Chariot [Void Taurus] (only the QUA attack, leap) > Crab again ...
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Padrino (MECH)Pad / Main Pad2m400k130741%31%20%Elite ShieldTo doNote : Red Shield Actiavates at 30% HP left / Grants Paralyze & Freeze Immunity + Iron Body / Increases Pad's DEF by 100%. This extra DEF stacks additively with other DEF modifers such as impair, which means impair will only affect the initial 100% DEF, not the 100% extra. (impair becomes twice weaker, 50% on initial DEF equals 25% on new DEF)✓ (70% of the initial duration with shield active)✓ (70% of the initial duration with shield active)X✓ (70% of the initial duration with shield active)✓ (70% of the initial duration with shield active)✓ (70% of the initial duration with shield active)✓ (1s with shield active)✓ (70% of the initial duration with shield active)✓ (70% of the initial duration with shield active)✓ (70% of the initial duration with shield active)
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Note 2 : Paralyze Trauma activates at 30% HP left (along with Red Shield). Filling it will debuff Padrino for 10s : Red Shield Removed / Paralyzed / Lightning received +50% (stacks additively with other Lightning received debuffs, which means it gets diluted)Padrino is affected by VT ult / Bri PRI time locks (fully)
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Defensive Shield (Blue) : Takes 20% more damage (Physical & Elemental) when deployed.X (Immune with Trauma enabled)Trauma (10s)X✓ (70% of the initial duration with shield active)✓ (70% of the initial duration with shield active)✓ (70% of the initial duration with shield active)✓ (1s with shield active)✓ (70% of the initial duration with shield active)X (Immune with Trauma enabled)X (Immune with Trauma enabled)✓ (70% of the initial duration with shield active)✓ (70% of the initial duration with shield active)
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Padrino MFG (MECH)Small Pads285k (each)130741%31%20%Elite ShieldTo doAll Padrinos have the same stats and resistances. (Note 3 : 1307 DEF instead of the usual 996). Only difference is the HP of the main one and its ability to teleport (Blink) and enter Frenzy mode after some time (Iron Body + Faster Attack & Move Speed). Frenzy can be entered above 30% HP, it's different from the Red Shield.Same when Red shield is active
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Argent Knight: Artemis (BIO)Rita / AKA2m500k99634%31% (check the Notes for details)No ShieldDamage Taken (permanent) : Physical = -35% ; Lightning = -25% ; Fire = +25% ; Ice = -75%. / When attacking : -30% tdm received. Note : The -30% tdm received when attacking are disabled if she is affected by any time slow, not only during time fracture. Note 2 : All resistances & weaknesses stack additively with our usual debuffs (= dilution for fire, but reverse dilution for the rest)XXXX (immune)✓ (100% of the initial duration) + Trauma (15s)✓ (67% of the initial duration)✓ (50% of the initial duration)XXX
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Note 3 : Ignite Trauma is active for the whole fight. Filling it will debuff Rita for 15s (NOT extendable by time fracture) : Ignore interrupt becomes negligible / Ignited / Extra +75% fire received (+100% total since it adds up with the permanent +25%) / Doesn't take -30% tdm when attacking anymore (regardless of time slows).Rita is affected by VT ult / Bri PRI time locks (fully)
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The small Hypothermia fields last 9s // The large Hypothermia fields last 10s. Valkyries are trapped in the Ice Cell for 9s once the Hypothermia maxes out.
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Deathly Doom (BIO)Doom P12m400k119539%31%50%50%Boss ShieldShieldbreak : 7 seconds Shield regen : 0.6 secondsNote : Doom (all 3 phases) have 20% more than the standard DEF for SS rank (1195 instead of the usual 996) Note 2 : The physical taken bonuses (+30% after shieldbreak & +15% when debuffed) are both stacked additively with our usual debuffs (Picasso 2-set, Snowy ult, etc.) Note 3 : The +15% Physical taken when debuffed only applies to Freeze / Paralyze / Stun ✓ (70% of the initial duration)✓ (80% of the initial duration)✓ (90% of the initial duration)✓ (35% of the initial duration)✓ (50% of the initial duration)✓ (50% of the initial duration)✓ (10% of the initial duration)XX✓ (50% of the initial duration)✓ (35% of the initial duration)
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Doom P2325k (each)119539%31%50%50%Boss ShieldShieldbreak : 7 seconds Shield regen : 0.6 secondsNote 4 : Invisibility only makes Doom immune to Freeze / Para / Stun, she is still affected by the rest. Same goes for when she controls the ghost zombies. Doom 3 is Doom 1 resurrected with 80% of 1 HP bar : 640k out of 800k HP, 3 bars being 2M4 The ice pillar explodes after 4s. / The fire pillars attack every 2s.Doom is affected by VT ult / Bri PRI time locks (fully)
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Doom P3640k119539%31%50%50%Boss ShieldShieldbreak : 7 seconds Shield regen : 0.6 secondsThe one firing in straight lines stays 20s on the field but this duration can be reduced by hitting it. (Has about 65 HP, so 1 hit reduces the duration by about 20/65 = 0.3s). (approx.) The one with AoE fire damage stays 12s regardless of hits but still breaks after receiving 40 hits within the 12s. The zombie controlling spell in phase 1 lasts for 20s (so does Doom's debuff immunity).
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HOMU Emperor (no type)
(Last updated v4.6)
Homu3m750k50121%37%Direct dmg : Reduced to 1 (absorbed by the shield) Indirect dmg : 80%Direct dmg : Reduced to 1 (absorbed by the shield) Indirect dmg : 80%Special : Considered "No Shield" for the whole fight except when the shield bar is visible (Boss Shield then)Homu has Iron Body for the whole fight. The time window to break the barrier is 6s, and it can be extended by time fracture.XXX✓ (10% of the initial duration)✓ (10% of the initial duration)✓ (10% of the initial duration)QTE onlyXXXX
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Note : Breaking the Barrier to prevent invincibility doesn't deal damage but will debuff the currently fielded valkyrie for 15s : Loses 50% TDM (additively with Jingwei T) and 70% Physical and Elemental DMG (additively with Lier B or Shakespeare) / Loses 40 SP/s / slower move speed (no idea how much) and 50% less attack speed (probably reduced ignore interrupt as well).
Note 2 : The 40% TDM received applied to Homu after breaking the barrier are stacked additively with Newt B, Shamash, etc. (lasts 8s).
Note 3 : If the barrier doesn't appear, everything will happen as if it had been broken. (Should be patched as of v4.6)
Note 4 : The Exploding HOLAs count as enemy entities and can ruin your Jingwei T.
Homu is not affected by VT ult / Bri PRI time locks (QTE only)
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Exploding HOLA (no type)Hola35k (each)125340%37%No ShieldThe Barrier doesn't take damage from elemental affixes (similar to Jizo's barrier). The 20th hit that breaks the barrier also suffers the 80% reduction like in Jizo's case.lmao i don't have the courage to do Hola's debuffs okay
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Tonatiuh (QUA)Tona / Lobster2m600k75328%37%50%50%2 Layers of Quantum Shield (counts as No Shield)Collapsed State : 16 secondsTonatiuh starts the fight in Power Mode. It enters Speed Mode (Burst Mode) through the explosion move. Collapsed state turns Tonatiuh back to Power Mode. Note : Collapsed state duration = 16s Note 2 : Collapsed state also renders Tonatiuh completely vulnerable to freeze (which can extend the Collapsed state duration).✓ (only when collapsed)XX✓ (1s)✓ (10% of the initial duration if not collapsed)QTE only (only when collapsed)✓ (only when collapsed) (it just means Tona can be pushed)
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Note 3 : During the animation of the explosion move (entering Speed Mode), Tonatiuh gains 80% Damage Reduction + Iron Body. This animation lasts 3s. These effects are extended by Time Slow as long as Tonatiuh is affected = at most 1s after the beginning of a time fracture. They don't get extended by Attack Slow (while the animation does).Tonatiuh is affected by VT ult / Bri PRI time locks (fully, even when not collapsed)
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Heavy ATKs Trauma is active during 2 moves. Filling it will simply interrupt said moves. While it is active, Tonatiuh gains 95% Damage Reduction. Once filled, the trauma is disabled (And the 95% Damage Reduction too). The 2 moves are : [Power Mode : The expanding ground attack] + [Speed Mode : The fast blinking slashes sequence]
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Hellmaru (no type)Fox3m850k93933%37% (natural) 0.35x (fire) 1.65x (ice, dilutable)50%Boss ShieldShieldbreak : 10 seconds Shield regen : 2 secondsDamage Taken (permanent) : Physical = +0% / Lightning = +0% / Fire = -65% / Ice = +65% Note : The Ice buff is stacked additively with Blood Dance, JST, etc. but the fire resistance is a separate multiplier and can't be circumvented. Note 2 : The Fire Resistance and Ice Weakness do not interact with elemental breach.✓ (15% of the initial duration)XX✓ (10% of the initial duration)✓ (10% of the initial duration)✓ (10% of the initial duration)✓ (20% of the initial duration)QTE only (after shield break)XXX
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During Frenzy mode, Hellmaru's attacks all deal fire damage and no physical damage. Hellmaru also increases its own fire damage dealt by 30%. Frenzy mode doesn't change anything else than the attack patterns and damage dealt. During Frenzy, the fielded valkyrie takes direct fire damage every 1s (about 80 damage at lvl 80) (this debuff gets delayed during time fracture).Hellmaru is affected by VT ult / Bri PRI time locks (fully)
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Hellmaru can only enter Frenzy mode after the 30 seconds mark (middle timer, so it depends on time fractures).
The Magatama (The thing that throws fireballs periodically) is summoned when Hellmaru reaches 20% HP left.
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Kallen (no type)Kallen3m250k93933%Immune (should be 37% if she wasn't)50%Boss ShieldShieldbreak : 12 seconds Shield regen : 2 secondsApplies a Vulnerability upon hit. This Vulnerability makes the valkyrie take XX% more damage, lasts X seconds (?), and does not actually stack (?)✓ (25% of the initial duration)✓ (25% of the initial duration)✓ (25% of the initial duration)✓ (25% of the initial duration)✓ (60% of the initial duration)✓ (60% of the initial duration)✓ (25% of the initial duration)QTE only (after shield break)✓ (after shield break)✓ (25% of the initial duration)✓ (25% of the initial duration)
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Kallen is affected by VT ult / Bri PRI time locks (fully)
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thicc square again ( ͡° ͜ʖ ͡°)
Bright Knight: Excelsis
(MECH)
BK / BKE / GoosePhase 1 : 900k
Phase 2 : 2m100k
125340%37%50%50% (Except Lightning)Special : Considered "No Shield" for the whole fight except when the shield bar is visible (Boss Shield then)Imbalanced state in Phase 2 is similar to shieldbreak : It lasts 15 secondsCan have Iron Body state for the whole fight (not systematically) except : For the first 7s of first phase's Imbalanced state // During first phase's Normal Fight // For the whole second phase's Imbalanced state duration.XXXX (immune)✓ (0.5s)✓ (not when she is in Iron Body state)✓ (not when she is in Iron Body state)XX
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Has several undilutable Total DMG Reduction multipliers : 0.5x Permanently until she casts the 2nd shield // 0.4x While the 1st shield is up (including cast time) // 0.6x While the 2nd and following shields are up (still including cast time). If several multipliers are active at the same time, they are multiplied.
She suffers dilutable (read diluting) Total DMG Vulnerabilites : +50% During 1st phase's Imbalanced state // +100% During 2nd phase's Imbalanced state (= after shieldbreak).
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Summary Note : For phase 1, she takes 0.5x permanently, plus the vulnerability if Imbalanced. // For phase 2, she takes : [0.2x during first shield, 0.5x if first shield disappears, 1x if first shield is broken] and [0.6x during second shield, 1x if second shield disappears, 2x if second shield is broken] (+dilutions with Newts etc.). Note 2 : Only the first shield behaves differently. The second and following shields all behave the same, and are basically 3x easier to break than the first one. Add to that her double damage taken after breaking 2nd shield compared to after breaking 1st one, it means if you lack damage to break the first shield and kill, go for the 2nd one. Going for the 3rd shield or later is absolutely pointless.BK is affected by VT ult / Bri PRI time locks (fully) when not in Retaliation state
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Has 3.5s of invincibility when switching from Phase 1 to Phase 2 (reviving).XXXX (immune)X (Immune in Retaliation State)X (Immune in Retaliation State)X (Immune in Retaliation State)X (Immune in Retaliation State)XXBK is immune to VT ult / Bri PRI time locks when in Retaliation state
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Phase 1 : The evasion count is reset to 0 between two Retaliation states. (need 4 evasions during a single Retaliation state to get her into Imbalanced state). Retaliation state always lasts at least 15s (exactly 15s if she isn't attacked) (excluding the 2s long cast time), consider ~18s if she has to perform Retaliations/Throws. First phase's Imbalanced state lasts 10s starting when she receives any damage during Retaliation state and after getting the 4 evasions (including indirect damage and ELFs). The damage inducing Imbalanced state does not benefit from the +50% TDM Vulne, only subsequent damages do. She fights normally for 15 - 20s before entering Retaliation state again.
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Phase 2 : BK recovers 30% of her shield's HP every time an ally is switched out while any shield is up (can be delayed by VC ult or Bri EX) (SA also triggers that when the off-field QTE/Ultimate animation ends). When Breaking any shield, the whole team gains 60 SP and recovers 100% HP (tested with a WC at 1/6290 HP).
The shields are active for 19 - 23s each (excluding cast time). Second phase's Imbalanced state lasts 15s. She fights normally for 14 - 20s before casting another shield.
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Beast of Yang - Huodou (BIO)
(Last updated v4.6)
HuodouPhase 1 : 1m350k
Phase 2 : 3m500k
125340%37%No ShieldFalling Down is similar to shieldbreak : It lasts 10 seconds (13 including freeze time)Freeze Note : Huodou's Freeze resistance is variable. Freeze debuffs are reduced to 15% of their original duration for most of the fight, with 2 exceptions :
[Right at the beginning of the fight, before Huodou even starts attacking] and [During the vulnerability period after filling the Rime Trauma]
In these two situations, Freeze debuffs are only reduced to 50% of their original duration (including the "6s Freeze" from filling the Rime Trauma, which actually lasts 3s).

It can be assumed that Airborne QTEs being able to be triggered right at the beginning of the fight is linked to that, it's like Huodou gains an artificial "partial Iron Body" during Phase 1 and Phase 2, and loses it when not in any Phase.
✓ (15% of the initial duration with 2 exceptions, check Freeze Note)
XXX (immune)QTE only and only after Falling Down

Also can proc QTEs right at the beginning of the stage
X
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Both Phases : +25% TDM received when Frozen/Bleeding (stacks additively with Newt B). Does not stack (only +25% even if Bleeding and Frozen at the same time)
Phase 1 : No particular resistances.
The Top Right timer is stopped for 6.8s when Huodou reaches 0 HP in Phase 1. He's invincible during that time. Also has Iron Body for 7s during the explosion.
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Phase 2 : Has 75% Total DMG Reduction during the first Burning State. Burning State lasts 20s after which Huodou prepares the Core Blast (explosion).
Reduction replaced by 80% Total DMG Reduction during the preparation of Core Blast. Also gains Iron Body during the preparation.
Note : Both reductions are cancelled for the 2nd Burning State and afterwards (mechanic similar to BK).
Huodou is affected by VT ult / Bri PRI time locks (fully)
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Note 2 : Rime Trauma (Freeze Trauma) is active for the whole Burning State duration. Filling it will immediately cancel the damage reduction, freeze Huodou for 3s, and make him fall down when it ends. During that freeze, and for 10s after falling down, suffers +100% TDM taken (also stacks additively with Newt and the Freeze/Bleed bonus).
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Note 3 : It means +125% TDM taken when Trauma is filled + still frozen (not lying on the ground), but only +100% after it unfreezes, unless you keep it frozen/bleeding.
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Herrscher of the Rimestar (PSY)
(Last updated v4.4)
RimestarPhase 1 : 750k
Phase 2 : 2m250k
125340%37%60%60%Special : Boss Shield that can only be damaged by Fire DMG.
The shield has 50 HP, each Fire attack that hits deals 1 damage to the shield.
Ignite damage doesn't count
Read Note 4 for more details

Can be disabled during its regeneration in Phase 1

Permanently disabled in Phase 2
Shield starts regenerating directly when broken.
Shield regen : 8 seconds
See Shield Note for more details.
Has 2 lives, mechanic similar to BK and Huodou, short invincibility after loosing the first life etc., nothing new. The top right timer is stopped for 0.75s during her revival.
Permanent resistance in both phases : -60% All DMG (independent multiplier), unaffected by impair or elemental breach.
Note : Also takes +25% Fire and +25% Physical for the whole fight (independent multipliers).
XXXXX (considering the "stun" mechanic is separate)X (can't tell if
the visual
effects are
hidden or if
she's just
immune, but it
has no impact
on her moveset
anyway)
(i don't know
any other way to
test this than
visual effects)
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Shield Note : Her shield has the particular mechanic of getting disabled while it's regenerating. In consequence, if the shield regenerates to say 4 bars (it takes 3.2s to regenerate that much), then gets disabled (when she gets "stunned"), then broken again, it will start regenerating from 4 bars, so it only need 6 more bars until full which takes 4.8s instead of 8s.
Under the right conditions, this can lead to instant shield regen after shieldbreak, and no opprtunity to "stun". (might be a bug btw)

"Stunning" Rimestar in Phase 1 when the shield is broken makes her take 50% more DMG (independent multiplier) for 10s (extendable by time slow).
Note 2 : "Stunning" Rimestar in Phase 1 also gives 30 SP to the whole team everytime.
Note 3 : The word "Stun" here does not refer to the Stun that procs VC's QTE but to one of Rimestar's mechanics. It's just a very bad word choice.

This mechanic is very similar to Heimdall's shield mechanic as it depends solely on the interrupt effect of your attacks.
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Note 4 : see here for numbers & graph (that's also how i found out about the +25% Fire taken permanently as mentioned in Note 1)
As said in game, the shield reduces incoming Fire DMG more than other types of DMG.
After testing, a good approximation seems to be -50 to the final damage value of all Fire attacks received by Rimestar while the shield bar is
visible (even if broken).
Basically any attack that should deal 50 or less Fire damage (after buffs, reductions, etc.) will deal 0 and won't damage the shield, even though the mechanic still applies when the shield is broken.
However, in usual lineups with tons of buffs, most attacks hit hard enough so that this -50 damage feels like nothing, so it mostly affects ignite damage and other "weak" Fire attacks. It doesn't matter for ignite since it doesn't damage the shield anyway, but it does make Fire affixes useless, unless you use them to "complete" some other attack that is dealing 0 without affixes.
That's probably just miHoYo's way of not giving an advantage for playing with Fire affixes.
Rimestar is affected by VT ult's time lock (fully)

(I don't have Bri PRI anymore) (turned into Bri EX)
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Note 5 : Ignite Trauma is present only on the two Rime Crystals in Phase 2.
The Ignite Traumas must be filled within 18s (not extendable) during which 1 meteorite falls every 2.5s.
Once both are filled, Rimestar cancels the explosion and becomes "stunned" for 14.4s (extendable), taking 70% more DMG (independent multiplier).
Consider 13.4s of dps window (still extendable) since she is in the air for 1s.
It takes about 50s (extendable) before she summons Rime Crystals again after the "stun" ended (and after the explosion if she didn't get stunned).
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Valkyries captured by the claws in Phase 2 (post "stun") are sealed and loose 0.5% of their max HP about 9 times per second, until they die.
Dying this way prevents them from reviving with skills such as Nuada PRI's passive.
The ice seal can be shattered by another valkyrie (and ELFs) after receiving damage 9 times (BE ELF's hits only count as 1 time, elemental affixes do count as 1 too).
It also instantly dissipates if Rimestar summons Rime Crystals again, or when the trapped valkyrie dies.
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Couatl: Revenant (QUA)
(Last updated v4.6)
Couatl / Revenant / SnakePhase 1 : 1m375k
Phase 2 : 4m
99634%31%50%50%Both phases : 3 Layers of Quantum Shield
(counts as No Shield)
(fully regenerates at the beginning of phase 2)
Collapsed State :
Phase 1 : 15.8 seconds
Phase 2 : 16 seconds
Another boss with 2 lives. Has 3s of Invincibility when reviving and the top right timer is stopped during that time.
Gains Iron Body for 3.2s when using the QUA attack in phase 1.
Note : Teleports away and gains Iron Body for the last 1.8s of Collapsed State in phase 1 and for the last 3.8s in phase 2 (when getting ready to switch back to Superposed State). However Couatl can be time slowed and having a time slow active when the Collapsed State is supposed to end can extend it.
Though Iron Body means that any control debuff (in particular Freeze) will get cancelled out and won't be able to extend the Collapsed State.
Gains Iron Body 0.25s after losing the first life and for 4s. Also gains Iron Body for about 0.5s when diving for the first time after summoning a Quantum Core in phase 2.
Gets Iron Body back for about 2.3s everytime it summons a Quantum Core.
Note 2 : The Quantum Core takes 30 hits to break, elemental affixes do not count, but ELFs count (and BE gets 3x damage correctly).
✓ (only when collapsed)✓ (only when collapsed)✓ (only when collapsed)✓ (1s if not collapsed)✓ (10% of the initial duration if not collapsed)✓ (only when collapsed)✓ (only when collapsed)
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Quantum drops appear every 5s and take 1.5s to explode. The first one appears at exactly 00:06 on the top right timer (4:55 middle timer).
They explode a second time (without red circle) after 3s (extendable) but only the first explosion will generate a Collapsed Point. The second explosion doesn't always occur.
A Quantum Drop will always explode and form a Collapsed Point regardless, even if it hits nothing (while not being dodged), unlike stated in game.
Note 3 : Time slowing Couatl will delay the appearance of Quantum Drops. Attack slow has no impact. However, once a Quantum Drop appeared, the first explosion happens after 1.5s no matter what (except with HS ult, but casting DP ult doesn't delay it for instance). Time fractures also delay the second explosion of existing Quantum Drops.
Collapsing disables Quantum Drops, so the timing gets reset when Couatl exits Collapsed State, and the first Quantum Drop appears exactly 5s afterwards.
The detonation of a Collapsed Point (after dodge/bock) immediately generates a shockwave that triggers a Quantum Implosion on Couatl on hit,
it doesn't need the valkyrie to attack (and doesn't need a block to be released either). However this shockwave is centered on the valkyrie and has a maximal range.
If the detonation happens too far away and the shockwave doesn't hit, the Collapsed Point is still consumed without triggering a Quantum Implosion.
Valkyries with a Collapsed Point will take an additional hit of Physical damage everytime they take damage. (around 100-200) (has a short cooldown, maybe 0.5s)
This hit can interrupt them even if the original attack can't. (e.g. Quantum Drops)
Collapsed Points never despawn if not picked up. If picked up but not detonated, they never disappear either.
Note 4 : The exception is when Couatl summons the Quantum Mire, all Collapsed Points currently on the field will disappear, but valkyries who already have one will keep it.
This is the only way to get a Collapsed Point in phase 2 before the Quantum Core is gone, since they stop appearing until ~1s after the explosion or breaking the core.
There doesn't seem to be a limit to how many Collapsed Points can exist at the same time other than the time limit. (I guess that makes it 59 in MA)
Couatl is affected by VT ult's time lock (fully, even when not collapsed)
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Note 5 : In both phases, when Collapsed, Couatl takes +70% Total DMG (stacks additively with Newt B).
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Yae Kasumi (MECH)DJ / Kasumito doto doto doto doto doto doto doto do2 lives boss and I'm not going to spend time on the transition this time.
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Rune : how long? / Paralyze from Blink : how long?
95
Shield mechanics ?
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97
98
99
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Side Bosses (Actually Dirac Sea bosses for now)Notes / Particularities / Useless DetailsDebuff Table