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This page covers other enemies besides the Fatui, Treasure Hoarders, Eremites, and hilichurls, which have their individual pages, as well as the Trounce Domain weekly bosses (see Stormterror/Dvalin and Boreas/Andrius under the Four Winds, Childe under Tartaglia, Azhdaha under "Other Gods," La Signora under the Harbingers, Magatsu Mitake Narukami no Mikoto under the Raiden Shogun/Ei, and Shouki no Kami under Scaramouche/the Wanderer).

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Elemental Lifeforms

    Slimes 

Introduced: v1.0 "Welcome to Teyvat" (September 28, 2020)

Creatures born of pure elemental power, tied with hilichurls as the most common beings found throughout Teyvat. Slimes typically attack by bumping their foes, with the larger variants capable of leaping up to pound on their foes, with greater potency if they are energized with their innate elements.

General Tropes

  • Cute Slime Mook: They're round, bouncy, and their only facial feature is a pair of big cute eyes. They also come in various colors and elements.
  • Encounter Bait: Slimes are attracted to a concoction made using Mist Flower Corolla. In Diluc's Story Quest, he had some of these made in order to create a distraction by luring several slimes to arrive on the side gate of the city to keep the Knights of Favonius preoccupied while he and the Traveler fend off an Abyss Order infiltration on the City of Mondstadt.
  • Giant Mook: Large Slimes, as their name implies, are obviously larger and stronger than their smaller counterparts. They tend to have different, more complex attacks and, in the case of Cryo and Geo slimes, have an Elemental Armor.
  • Grievous Harm with a Body: Hilichurls and mitachurls like to dig them out of the ground to hurl at their enemies.
  • The Goomba: The smaller slimes are behind even hilichurls in terms of offensive capabilities.
  • Ground Pound: Most Large Slimes can do a jumping attack where they hover in the air for a few seconds before stomping hard onto the ground, though they can fail if the Elemental Barrier of Large Cryo and Geo Slimes are broken, as well as Large Pyro Slimes whenever in their extinguished state. The only exceptions are Large Anemo Slimes, which instead hover and shoot blasts of air at players instead.
  • Harmless Villain: The worst the Slimes can do is raid human property for sustenance akin to house pests, but because of their simple-minded nature, they're more of an annoyance to people than an outright threat, since Slimes are unable to act intelligently on their own and they cannot be manipulated by the Abyss Order to attack humans with malice. Many of their misdeeds are the result of them either just going about their business or acting on instinct to find elemental energy to feed on.
  • Mascot Mook: Along with hilichurls, they serve as this for Genshin Impact. There's also a web event centered around them, "Slime Paradise", where you can build a park for Slimes to enter.
  • No-Sell: They're completely immune to the element they embody.
  • Shows Damage: Large Cryo and Geo Slimes are initially covered with spikes indicating their Armor Meter. Striking them to deplete their armor meter also sheds off the spikes around their body.
  • Zerg Rush: Slimes are rarely encountered alone, as most of them are fought in groups or waves.
  • Walk on Water: Hydro and Cryo Slimes can naturally hop on water surfaces (the former, by nature of being associated with water; the latter, by freezing liquid surfaces).
  • Underground Monkey: There are color-coded slimes for each of the seven elements.
  • Weapon of X-Slaying: The Black Tassel, a 3-star polearm, is specifically designed against them, with its "Bane of the Soft" passive increasing damage against slimes by 80% at its fifth and final refinement.

Pyro Slimes

https://static.tvtropes.org/pmwiki/pub/images/enemy_pyro_slime.png
Pyro Slimes
https://static.tvtropes.org/pmwiki/pub/images/enemy_large_pyro_slime.png
Large Pyro Slime
Both juvenile and large Pyro Slimes are constantly in an ignited state and are capable of blowing themselves up when defeated unless said state is extinguished, as well as automatically reignite themselves. In addition, the large variants are capable of launching three fireballs.
  • Action Bomb: They tend to explode when defeated unless their flames are doused. Hilichurls take advantage of this by hurling them around as bombs or making them into explosive barrels.
  • Fireballs: Large Pyro Slimes are capable of spewing three of these while in an ignited state.
  • Mundane Utility: Due to their explosive nature, hilichurls often capture them to be encased in barrels and used as improvised explosives.
  • Playing with Fire: These variants of slimes can spew fireballs and blow themselves up once defeated.
  • Taking You with Me: Pyro Slimes, if not extinguished (obviously with Hydro), will explode when defeated.
  • Ungrateful Bastard: Sometimes in the overworld, you can find Pyro Slimes being tortured and harassed by Hilichurls via dunking them in tubs of water for the purpose of turning them into bombs. You can attack their assaliants if you want and "save" them, but because "Gang Up on the Human" is in full effect, Pyro Slimes that see you will ignore the Hilichurls torturing them earlier and attack you instead. If a commission or locked chest in the area requires you to kill all the nearby enemies, the Slimes count towards the quota, necessating their death anyway.
  • Walking Disaster Area: The Archive description of Large Pyro Slimes claims that they can accidentally cause wildfires during dry seasons.

Hydro Slimes

https://static.tvtropes.org/pmwiki/pub/images/enemy_hydro_slime.png
Hydro Slimes
https://static.tvtropes.org/pmwiki/pub/images/enemy_large_hydro_slime.png
Large Hydro Slime
Both juvenile and large Hydro Slimes are capable of walking on water and drenching any who dare attack them. In addition, their larger kin are capable of launching bubbles that can trap anyone unfortunate to bump into them.
  • Making a Splash: These slimes are immune to drowning and can generate bubbles that trap their enemies.
  • Mundane Utility: Hydro Slimes are apparently edible, as Paimon suggests making a "Sugar-Coated Slime" as a gift to Ningguang, and Lisa's profile says that the first question she asked back when she was a student at the Akademiya was if they could be turned into "Dough Slimes" if given enough flour. The Archive description for the smaller Hydro Slimes even mentions that adventurers often use them as an emergency water supply while exploring Domains, although the same entry points out that direct ingestion is dangerous given its concentrated amounts of Hydro.
  • Set a Mook to Kill a Mook: With good positioning and strategy, you can make a Large Hydro Slime's bubble attack hit some other enemy. As long as it isn't too big (mitachurls, Ruin Guards, etc.) it'll be trapped instead, keeping it out of the fight for the time being.
  • Super Not-Drowning Skills: Because Hydro Slimes are obviously made of water, they are immune to drowning.
  • Trap Master: Large Hydro Slimes are capable of launching bubbles at their target, temporarily immobilizing any who may get caught in it.

Anemo Slimes

https://static.tvtropes.org/pmwiki/pub/images/enemy_anemo_slime.png
Anemo Slimes
https://static.tvtropes.org/pmwiki/pub/images/enemy_large_anemo_slime.png
Large Anemo Slime
Both juvenile and large Anemo Slimes are capable of inflating, either to break their fall or whenever they launch attacks; said stance, however, also leaves them prone to a well-aimed shot that instantly defeats them. In addition, the larger variants have the ability to fire up to four blasts of wind while hovering in midair.
  • Artificial Gravity: Should Anemo Slimes be knocked off the ground, they will flap their wings to land safely, hence negating falling damage.
  • Blow You Away: Apart from their immunity to falling damage and ability to spit gusts of wind while airborne, these Slimes harmlessly push you away whenever they are defeated.
  • Living Gasbag: Anemo Slimes can inflate themselves with air to float in the sky. This makes them usable for transporting items if wrangled, but also exposes them to a One-Hit Kill from attacks, where they'll pop like a deflated balloon.
  • Mundane Utility: As seen in the "Dangerous Haul" Daily Commission, Hilichurls use Large Anemo Slimes as glorified hot air balloons to transport goods and cargo, as do the people from other nations (given that the balloon is made in the Giant Anemo Slime's image). In addition, defeated Large Anemo Slimes leave behind updrafts which players can use to glide up, either to facilitate travel or to initiate plunging attacks.
  • Weaksauce Weakness: All it takes is an attack of any kind during their inflated state for them to immediately pop like balloons.

Electro Slimes

https://static.tvtropes.org/pmwiki/pub/images/enemy_electro_slime.png
Electro Slimes
https://static.tvtropes.org/pmwiki/pub/images/enemy_large_electro_slime.png
Large Electro Slime
https://static.tvtropes.org/pmwiki/pub/images/enemy_mutant_electro_slime.png
Mutant Electro Slime
Both juvenile and large Electro Slimes periodically emit pulses of energy from their antenna-like appendages, zapping friend and foe alike. In addition, Large Electro Slimes have a yellow-colored, mutant variant that can generate currents with its lesser kin that can zap anyone caught in between.
  • Chain Lightning: Mutant Electro Slimes can create electric lines with its lesser kin that can damage you.
  • Deadly Force Field: Electro Slimes periodically emit pulses of electricity that damage surrounding enemies.
  • Foreshadowing: Lore-wise, just as there are two variants of Large Electro Slimes (the purple "basic" one and the yellow "mutant" one), the climax of the Inazuma Archon Quest reveals that up until 500 years ago, the role of Electro Archon was shared between Makoto, the official title holder, and her identical twin sister Ei, who served as her kagemusha (literally, "shadow warrior"), a Body Double leading Inazuma's armies until she was forced to go it alone following the former's death.
  • Friendly Fireproof: Averted whenever they are charged up, in that their Deadly Force Field can damage friend and foe alike except fellow Electro Slimes.
  • Shock and Awe: These slimes periodically zap surrounding enemies, with some variants being able to generate Chain Lightning.

Dendro Slimes

https://static.tvtropes.org/pmwiki/pub/images/enemy_dendro_slime.png
Dendro Slimes
https://static.tvtropes.org/pmwiki/pub/images/enemy_large_dendro_slime.png
Large Dendro Slime
Both juvenile and large Dendro Slimes are usually burrowed, with the juveniles being able to stalk their targets, occasionally burrowing out to either peek at them from behind or sneak a bumping attack; scorching them with Pyro, however, will send them panicking, forcing them out of hiding. In addition, the Large Dendro Slime, so long as its distinctive red flower sticking atop its head is intact, have the ability to go out of its burrowed state and pound on its foes if their backs are turned to it, summon smaller Dendro Slimes to accompany it in battle, generate a field of Dendro energy that slowly damages its enemies and heals its allies, or shoot three seeds that leave behind toxic clouds that deal Dendro damage and inflict them with a temporary Dendro effect, as well as explode violently should they come into contact with Pyro.
  • Area of Effect: On occasion, Large Dendro Slimes with intact flowers will generate a field that slowly damage enemies and heals its allies.
  • Cowardly Mooks: Dendro Slimes, the rarest kind, prefer to simply run away from the player and hide underground, jumping out to attack while the player's turned around. They can be forced out of the ground using Pyro.
  • Foreshadowing: Lore-wise, just as Large Dendro Slimes can summon its lesser kin by dispersing seedlings, the climax of the Sumeru Archon Quest reveals that Rukkhadevata, the previous Dendro Archon, created her reincarnation Kusanali from the purest branch of Irminsul after she was infected with the taint of King Deshret's forbidden knowledge.
  • Green Thumb: These slimes tend to hide underneath grassy areas, with the larger variants able to summon its smaller kin and emit pollens that either heal surrounding allies or slowly sap HP from enemies.
  • Kryptonite Factor: Rain is this to them. The highly reactive nature of Dendro means that, whenever this happens, it will constantly inflict Bloom until their effective means of camouflage is destroyed and severely cripple a Large Dendro Slime of their capabilities if they are present.
  • Logical Weakness: Naturally, to Pyro. Setting the Dendro Slimes ablaze will force them out of hiding and cause them to flail about as they gradually take damage from the Burning reaction, and once their floral buds have completely burned away, they'll lose their unique abilities (including their ability to hide) and behave just like the other Slimes.
  • Mook Maker: Large Dendro Slimes can summon up to six smaller Dendro Slimes at a time to swarm players.
  • Nerf: Dendro Slimes used to have a deceptively-large aggro range pre-v1.3, detecting players as far out as several meters from them. This only caused unnecessary confusion and frustration from players as they scrambled to find where the Dendro Slimes were hiding, so v1.3 nerfed their aggro ranges to detect players only if they're very close to them.
  • Trap Master: If its flower is intact, a Large Dendro Slime can fire three seeds that leave behind toxic clouds that damage any enemy that passes through them and inflicts a Dendro effect on them; in addition, they explode violently should they come into contact with Pyro.

Cryo Slimes

https://static.tvtropes.org/pmwiki/pub/images/enemy_cryo_slime.png
Cryo Slimes
https://static.tvtropes.org/pmwiki/pub/images/enemy_large_cryo_slime.png
Large Cryo Slime
Both juvenile and large Cryo Slimes are immune to drowning by virtue of freezing water to their touch. In addition, the larger variant has the ability to launch three icicles as long as its armor is intact, as well as generate an icy mist while recharging its armor.
  • An Ice Person: These slimes freeze water upon contact, generate icy armor, fire icicles, and emit a cold haze while regenerating their armor.
  • Elemental Armor: Large Cryo Slimes are one of two such slimes (the other being the Geo variant) to wear one, during which they can fire three icicles, in addition to generating a mist that deals Cryo damage to surrounding enemies while regenerating its armor.
  • Mundane Utility: According to the Archive description for small Cryo Slimes, competitors accuse the Dawn Winery of using these to control the temperatures in their cellars to preserve the quality of their famed wine.
  • Super Not-Drowning Skills: Like their Hydro counterparts, Cryo Slimes are immune to drowning, as water freezes to their touch.

Geo Slimes

https://static.tvtropes.org/pmwiki/pub/images/enemy_geo_slime.png
Geo Slimes
https://static.tvtropes.org/pmwiki/pub/images/enemy_large_geo_slime.png
Large Geo Slime
Both juvenile and large Geo Slimes offer little in the way of offense except for the large variants' durable armor, as well as the ability to launch rocks.
  • Dishing Out Dirt: Apart from an affinity to Geo, the large variants can hurl rocks at their targets.
  • Stone Wall: Large Geo Slimes have little offensive capabilities compared to its other elemental, which is nevertheless offset by the fact that their Elemental Armor is comparatively harder to break without claymores, other Geo attacks, or Overloaded reactions.

    Eye of the Storm 

Eye of the Storm

Introduced: v1.0 "Welcome to Teyvat" (September 28, 2020)

https://static.tvtropes.org/pmwiki/pub/images/eye_of_the_storm_icon.png
An Anemo lifeform formed by Ley Line disorders. It typically attacks by either sucking in enemies before dropping on the ground, winding up and charging at its enemies, or reating the Domain of the Wild Wind, where it will trap its enemies in a wind barrier, within which those on the ground will take constant Anemo damage, forcing them to either find randomly-spawning wind currents to keep themselves safe or attack its exposed core with well-aimed shots, abruptly ending the attack and sending it crashing onto the ground.
  • Attack Its Weak Point: While using Domain of the Wild Wind, it will expose its core; a well-timed Bow or Catalyst attack against it will abruptly end the move, stun the Eye of the Storm, and send it crashing to the ground, giving players ample time to attack it.
  • Blow You Away: Obviously, given it's a being made of Anemo energy.
  • Corralling Vacuum: One of its moves has it suck in nearby enemies before crashing on the ground to deal wide-ranging Anemo damage.
  • Dash Attack: One of its moves while on the ground involves winding up before charging onto its target's last known location while generating a tornado along its trajectory.
  • You Will Not Evade Me: Domain of the Wild Wind traps players inside a wind barrier and damages them if they try to get out, within which the Eye of the Storm will generate buffeting winds that damage players on the ground, forcing them to rely on either wind currents to keep themselves afloat or attack its exposed core.

    Hypostases 
Strange lifeforms of unmatched purity, representing each of the seven elements of Teyvat. They typically appear in the form of a diamond-shaped core surrounded by a cubic protective shell. They typically attack threats by using their shells as weapons, albeit at the expense of leaving their cores exposed in the aftermath, giving its enemies ample time to strike back before regaining their bearings. When close to defeat, they typically protect themselves while they heal themselves, forcing anyone fighting them to find ways to either stop the process or at least minimize the healing.

General Tropes

  • Advancing Wall of Doom: Both the Hydro and Dendro Hypostases conjure, respectively, eight rolling waves and a ring of thorns that damage any who come close to them and slowly converge around the Hypostasis before exploding to deal massive damage. Players can get out of the convergence by, respectively, sneaking through the gaps between the waves and burning a segment of the vines with Pyro.
  • Alphabetical Theme Naming: Their codenames, assigned by scholars of the Akademiya's Spantamad Darshan, are taken after names of some of the letters of the Hebrew alphabet.
  • Animorphism:
    • One of the Pyro Hypostasis's attacks in its ignited state has it transform into a bull to charge at its target, then a crab to leap into their current location, and then disperse into a swarm of fiery butterflies that scorch enemies within its radius. Another has it turning into a cobra that spits fireballs.
    • Two of the Hydro Hypostasis's attacks has it turn into dolphins, either for a three-dolphin pod that slams onto its target or a dolphin show that emerges from the ground in random locations and hit anyone unlucky to be caught in their leap. Another has it turn into a stingray that slaps the ground.
  • Attack Its Weak Point: At certain points, their core will be exposed, and striking that is the only way to damage them.
  • Death from Above:
    • One of Anemo's attacks involves hurling its shells from above to hit enemies, in the process creating updrafts.
    • One of Geo's attacks involves generating a Geo seal around its target, after which it will drop down a Basalt Column upon its target. The seal will always track the character, who can only avoid the damage over a small window of time, when the seal disappears and coalesces into the Column. Another, accessible only when all Columns have been destroyed, involves raining down a series of pellets.
    • One of Dendro's attacks involves curling into a spherical vine shell that violently drops down on its enemies thrice. Burning the shell with Pyro will abruptly end the attack.
  • Energy Beings: They are the purest forms of elemental energy known to Teyvat. The core has high mass but little volume, while the cube is concentrated elemental energy acting as a defensive shell and weapon.
  • Healing Boss: Most Hypostases will enter a state of recovery once their HP falls below 5%, during which you'll have to solve a minor puzzle related to their Elemental Powers to either finish them off or negate their self-recovery state before they can regenerate 50% of their HP.
    • Both Electro and Geo will create constructs that can be destroyed with the appropriate attacks—Cryo and Pyro for the former, claymores or Overload reactions for the latter, and their destruction also leads to the death of the respective boss.
    • Anemo will create elemental orbs that you have to absorb before it does, and even then it will still be able to heal a small amount of its HP. After you deplete its health again, however, it'll die and the fight ends.
    • Cryo puts up a shield to hide behind while it rapidly heals itself, during which it will fire Frostfruits about the arena. Hitting them with a charged attack will launch it back at the Hypostasis and deplete its shield faster than just hitting it normally, and once the shield is broken, it enters a weakened state that can be finished off without fear of deploying a second shield.
    • Hydro summons Water Droplets that heal it during battle even before its HP goes down to critical range.
    • Dendro will release three Restorative Piths, with which it will heal itself after a few seconds. Players have to activate them using either Dendro or Electro, but not Pyro, to cleanse the Hypostasis and force it to retreat.
    • The sole exception, Pyro, can gradually heal itself in its ignited state whenever its HP falls below half.
  • Hoist by Their Own Petard:
    • It's actually possible for the Geo Hypostasis to destroy its own Basalt Columns by hiding behind one and tricking it into firing its shells onto their direction. Also, destroying the Column the Hypostasis rests upon causes it to collapse on the ground and leave its core exposed.
    • The dark blue Water Droplet summoned by the Hydro Hypostasis will blow itself up once it has approached its target. If the Hypostasis got caught in the explosion, it will be stunned, and its core exposed, for a short period of time.
  • No-Sell: They are unaffected by attacks of their respective elements, and is impervious to all damage unless their core is exposed.
  • Puzzle Boss:
    • After its certain moves, Anemo Hypostasis may leave wind orbs above the arena and upward air currents. It's a good thing to take all the wind orbs by gliding up as it has an attack where it absorbs a few of those orbs to create wide-area wind blasts. Gliding up also lets you avoid said wind blasts.
    • Geo Hypostasis spends most of its time being perched on the stone pillars it creates, away from your characters' reach; destroying the pillar it's standing on will make it fall onto the ground and be vulnerable for some seconds.
  • Religious and Mythological Theme Naming: The term "hypostasis" refers to Hypostasis of the Archons (also known as The Reality of the Rulers), a religious text in Gnosticism about the Book of Genesis. Obviously, this means the Hypostases have a shared name origin with the Archons and their Gnoses, though whatever this means for them in terms of lore and story remains to be seen.
  • Shaping Your Attacks: All of the Hypostases can transform its shell into large weapons or creatures (such as a drill, a fist, scissors, or a bull, to name a few) in order to attack you.
  • Tactical Suicide Boss: The Hypostases' attacks exposes their cores to your attacks because they're using their cube shells as weapons. Said shells are what grants them invulnerability in the first place, so they're trading out their protection for the ability to fight back.
  • Upgraded Boss: The "Hypostatic Symphony" limited-time events feature upgraded versions of the Hypostases which have improved stats and new, deadlier attacks.

Electro Hypostasis

Introduced: v1.0 "Welcome to Teyvat" (September 28, 2020)

https://static.tvtropes.org/pmwiki/pub/images/enemy_electro_hypostasis.png
Aleph
Found at Cape Oath in southeastern Mondstadt, the Electro Hypostasis uses its shells to throw them at its target; create a pair of walls with which it claps into its target; perform a triad of attacks where it turns into a fist charging at its target, then a pair of scissors cutting into a conical area, and a giant hand that smacks the ground below it; a drill that spins across the battlefield; fire laser beams that spin across the arena, forcing enemies to either dodge it or enter within the a magic circle from which the core commands the shells before leaving once the circle disappears lest they get hit by the quick convergence of the shells, or, through its unique attack Lightning Lockdown, trap enemies inside a cage of Electro energy, within which it will rain down thunderbolts, with the only way of escape involving destroying one of the eight turrets generating the cage. Once it is close to defeat, it enters "Rebirth" mode, where it will disperse into three "Revival Prisms" that ought to be destroyed with appropriate Elemental Reactions lest they heal the Hypostasis.
  • Bolt of Divine Retribution: During Lightning Lockdown, the Electro Hypostasis will rain down thunderbolts inside the cage.
  • Cores-and-Turrets Boss: One of its attacks has it deploy its shells to fire laser in a spinning motion across the arena. As only four lasers are fired at a time, this gives players ample time to evade; alternatively, they can beeline straight to the unprotected core and wail away at it with little worry about being hit, but they should be mindful to immediately leave once the magic circle around the core disappears, lest they be hit by a quick convergence of the shells.
  • Multi-Directional Barrage: One of its attacks has it shoot creeping waves of electricity around it while it stands in the middle of the arena.
  • Rock–Paper–Scissors: One of its attacks is a three-hit combo where it uses its shells to turn into a "fist" that charges towards its target, then a pair of scissors to deal damage into a conical area, and finally into a giant hand that slaps the ground below it.
  • This Is a Drill: One of its attacks has it turning into a giant drill that spins across the arena.
  • Trap Master: In the "Hypostatic Symphony" limited-time events, a powered-up variant is surrounded by Amethyst Prisms which it can trigger upon contact to zap surrounding enemies.
  • You Will Not Evade Me: Lightning Lockdown traps players inside a cage made of Electro energy, within which the Electro Hypostasis will continually rain down thunderbolts. The only way to escape is to destroy one of the eight turrets holding the pillar (preferably through Electro, Pyro, or Dendro), which will cause its two adjacent barriers to collapse.

Anemo Hypostasis

Introduced: v1.0 "Welcome to Teyvat" (September 28, 2020)

https://static.tvtropes.org/pmwiki/pub/images/enemy_anemo_hypostasis.png
Beth
Found at the Stormbearer Mountains in northern Mondstadt, the Anemo Hypostasis will typically use its shells to transform it into a giant Crystalfly to swoop into enemies before it and blow them out of their feet before launching a barrage of wind blades with a flap of its wings; create a vacuum that sucks in enemies before blasting them away with a violent gust; create a wall with which it claps into its target; cast them aloft to drop down on its enemies, in the process leaving behind wind updrafts; hurl them onto its target; generate tornadoes that leave behind elemental orbs in midair in their wake; or, through its unique attack Vacuum Burst, create a vortex that will absorb said orbs to create a shockwave of Anemo energy throughout the arena, which can also become infused with Pyro, Hydro, Cryo, or Electro depending on which element the tornadoes absorb. Once it is close to defeat, it will enter "Second Wind" mode, where it will generate four Anemo Orbs, as well as a series of wind updrafts, encouraging players to pick up these orbs before they can be used to increase the healing potency of the Hypostasis.
  • Butterfly of Doom: One of its attacks, as well as its unique drop Hurrican Seed, takes the form of a Crystalfly.
  • Corralling Vacuum: One of its attacks has it use its shells to generate a vacuum sucking in all its enemies before exploding to deal wide-ranging Anemo damage. As the absorption is very fast, it is hard, if not outright impossible, to escape the pull once its victims are inside its radius, and players cannot avoid damage by trying to dash their way out, meaning their only hope of doing so is by unleashing an Elemental Burst at the right time.
  • Hoist by Their Own Petard: In the "Hypostatic Symphony" limited-time events, a "pure" variant of the Hypostasis has a stronger whirlwind technique called Storm Rhopaloceros and Vacuum Burst. Their heightened powers comes in exchange for being stunned whenever the former is interrupted by plunging attacks or the latter accidentally uses non-Anemo Orbs.
  • Shockwave Stomp: Vacuum Burst has the Anemo Hypostasis gather three of the orbs generated by the tornadoes to create a wide-ranging damage burst, which typically deals Anemo damage unless the orb was generated by a tornado that picked up Pyro, Hydro, Electro, or Cryo, whereupon the resulting shockwave will be of the fused element. As the tornado move is typically launched after the Hypostasis created updrafts, a viable strategy is to use the updrafts to fly up and collect as many orbs as possible before they can be used against them.
  • You Will Not Evade Me: One of its attacks has it transform into a Crystalfly that swoops in to blow its victims upward before launching wind blades with a flap of its wings.

Geo Hypostasis

https://static.tvtropes.org/pmwiki/pub/images/enemy_geo_hypostasis.png
Gimel
Found at the northernmost island of Guyun Stone Forest in southeastern Liyue, the Geo Hypostasis uses its shells to conjure four "Basalt Columns," from which it will fire its shells onto its target, track them down before dropping another Column, or emit a shockwave, either one at a time or all at once, the latter of which can be protected against by destroying a concentrated lump of Geo energy next to where the Hypostasis is conducting its attack to generate a force field that negates damage, freeing its enemies to attack the Column it is on and cause it to collapse on the ground once it is destroyed. Once all Columns have been destroyed, it will resort into using its shells to turn it into a hammer to slam down on its enemies, a pair of walls to clap onto its target, or generate a rain of rocks. Once it is near defeat, it will enter "Terra Resurgence" mode, where it will summon three Basalt Columns that heal the Hypostasis unless they are destroyed within a limited time frame.
  • "Get Back Here!" Boss: The Geo Hypostasis can create Basalt Columns and repeatedly teleport between them if you take too long in destroying them or spotting out where the core is.
  • Shockwave Stomp: Two of its attacks involves firing a beam of Geo energy onto a Basalt Column, causing it unleash a burst that damages surrounding enemies, either one at a time or all at once in multiple bursts. In addition, during the "Hypostatic Symphony" limited-time events, once all Basalt Columns have been destroyed the Geo Hypostasis will resort to using Gilded Tide, where it will summon "Stone Beams" that periodically deal wide-ranging damage over a wide area, which will only end once all Beams have been destroyed.
  • The Turret Master: The Geo Hypostasis specializes in creating Basalt Columns, which it can use to keep it out of harm's way and from which it can launch attacks. In addition, during the "Hypostatic Symphony" limited-time events the Pillar the Hypostasis is on will explode after half a minute and damage surrounding enemies, as well as leave behind a vortex that continually deals damage.

Cryo Hypostasis

Introduced: v1.5 "Beneath the Light of Jadeite" (April 28, 2021)

https://static.tvtropes.org/pmwiki/pub/images/enemy_cryo_hypostasis.png
Daleth
Found in western Dragonspine, the Cryo Hypostasis uses its shells to generate spikes underneath its target's feet, curl up into a wheel and charge at them thrice, send homing icicles, fly in midair and rain down three successive rings of icicles, or form a pair of walls that clap in on its target. When it is near defeat, it will enter "Glacial Shield" mode, wherein it gradually regenerates HP while it covers itself in a protective barrier that occasionally generates icy spikes against surrounding enemies and periodically throws several "Frostfruits" onto its attackers, who can throw them back at it with charged attacks to damage the barrier, stunning the Hypostasis once it is completely destroyed.
  • Catch Your Death of Cold: While Dragonspine is already a hostile environment to begin with, what with the Sheer Cold effect threatening to slowly deplete the active character's HP once it has accumulated enough unless they find a fire or a lamp, the Cryo Hypostasis's lair takes it up a notch, given that it doubles the rate of accumulating Sheer Cold.
  • Homing Projectile: Unlike the projectile mode of the first three Hypostases, this one's shells home in towards their target. The most viable way to dodge them is to go underneath the Hypostasis itself. In addition, during the "Hypostatic Symphony" limited-time events, the projectiles will split into three icicles each, while its triple icicle barrage will be accompanied by homing icicles.
  • Luckily, My Shield Will Protect Me: During the "Hypostatic Symphony" limited-time events, its Glacial Shield mode will now fire five Frostfruits, in addiion to generating one to two layers of three rotating walls capable of blocking reflected Frostfruits. As the walls are weak to Pyro, one viable way of getting around them is to melt these walls before punting the Frostrfruits back towards the Hypostasis.
  • Rolling Attack: One of its attacks involves curling its shells into a spiked wheel and charging at its target thrice.

Pyro Hypostasis

Introduced: v2.0 "The Immovable God and the Eternal Euthymia" (July 21, 2021)

https://static.tvtropes.org/pmwiki/pub/images/enemy_pyro_hypostasis.png
Ayin
Found on an uninhabited island north of the Kujou Encampment in Kannazuka in central Inazuma, the Pyro Hypostasis begins battle in an "ignited" state, wherein it transforms into various forms: a triple combo involving a charging bull, a leaping crab, and a flurry of burning butterflies; a ball that homes in on its target thrice; a fist that punches the ground and generates an expanding shockwave of flames; or a cobra that spits fireballs; alternatively, it will turn into an orb that, after a short while, explodes violently over the whole arena. Once it has been extinguished through the appropriate Elemental Reactions, its attacks will be limited to using its shells to fire missiles, generate molten pillars on random locations, or form a pair of walls that clap onto its target. After a short while, the Hypostasis will try to reignite itself by launching three "Tinders" around itself.
  • Breaking Old Trends: The Pyro Hypostasis is the first of its kind to lack a healing phase when it is near-death, the first to have a Charge Meter, and the first whose codename does not follow the order of the Hebrew alphabet.note 
  • Charge Meter: After a short while in its extinguished state, the Pyro Hypostasis will try to reignite itself by creating three Tinders that accelerate its charging. This can be delayed, but not entirely stopped, by destroying all three Tinders at once. In addition, during the "Hypostatic Symphony" limited-time events the ignited Hypostasis can generate three "healing" Tinders that repair its Elemental Armor, as well as increases the Tinders in extinguished mode to five.
  • Heal Thyself: Once the Pyro Hypostasis's HP falls below half, its ignited state will gradually heal it.
  • Rolling Attack: One of its moves in its ignited form involves curling up into a ball and homing in on its target thrice in a row. During the "Hypostatic Symphony" limited-time events, this attack can leave behind a smoldering residue that damages anyone stepping on them.
  • Stuff Blowing Up: One of its moves in its ignited form has it turn itself into a bomb that deals massive damage across the entire arena.

Hydro Hypostasis

Introduced: v2.1 "Floating World Under the Moonlight" (September 1, 2021)

https://static.tvtropes.org/pmwiki/pub/images/enemy_hydro_hypostasis.png
He
Found in a cave in the east of Watatsumi Island in far western Inazuma, the Hydro Hypostasis can generate two animated "Water Droplets" to augment it in battle, the dark blue one to blow up next to its target, and the light blue one to send healing bubbles onto the Hypostasis; dive into the ground and conjure bubbles that trap players; transform into a pod of three dolphins to leap into its target; curl itself into a twister that generates rainy fields at random locations that hurt anyone within their radii; use its shells to generate eight rolling waves that converge into the center of the arena before exploding; create a dolphin show where they jump up and down to hit enemies; or turn into a stingray that slaps the ground. When near defeat, it enters the "Droplet Aid" state, wherein it summons three large Water Droplets it then tries to gather around itself for healing.
  • Action Bomb: The dark blue Water Droplet will blow itself up when it has approached players. One viable strategy to make good use of them is to manipulate them into blowing up next to the Hydro Hypostasis, causing its armor to break and leave its core exposed for a few seconds.
  • Enemy Summoner: One of its moves involves summoning a pair of Water Droplets—the dark blue one to blow up upon approaching its enemy, the light blue one to send healing bubbles. During the "Hypostatic Symphony" limited-time events, it can summon a third Water Droplet that will bounce up and down as it chases after players, dealing damage each time it lands.
  • Kill It with Water: One of its attacks involves turning into a twister that conjures three fields of heavy rain that damage players inside. During the "Hypostatic Symphony" limited-time events, it can now conjure five fields.
  • Rule of Three: In the "Hypostatic Symphony" limited-time events, the upgraded Hydro Hypostasis can perform its three-dolphin leap thrice in a row, and the stingray attack can now produce three lines of Hydro explosions rather than one.
  • Shoot the Medic First:
    • Light blue Water Droplets will constantly fire healing bubbles on the Hydro Hypostasis, hence popping them up is paramount to make the battle easier. Alternatively, players can just take the healing bubble for themselves.
    • In Droplet Aid mode, the Hydro Hypostasis will summon three large Water Droplets it then will try to absorb into itself to heal itself. Popping all three will automatically defeat the Hypostasis.
  • Trap Master: One of its attacks involves turning into a serpentine form that dives into the ground and summons an array of bubbles that trap players.

Dendro Hypostasis

Introduced: v3.2 "Akasha Pulses, the Kalpa Flame Rises" (November 2, 2022)

https://static.tvtropes.org/pmwiki/pub/images/enemy_dendro_hypostasis.png
Zayin
Found in a cave south of Dar al-Shifa in the Land of Lower Setekh in the Great Red Sand, the Dendro Hypostasis uses its shells to fire orbs of mucky Dendro energy that leave behind miasmic fields that gradually damage anyone within their radii, transform into a whip that lashes surrounding enemies thrice, curl into a spherical vine shell to perform a triple jumping attack, or conjure a series of vines that converge around the Hypostasis and explode in a burst of Dendro energy. When near defeat, it will enter "Revival Phase," wherein it unleashes three "Restorative Piths" that gradually heal it with corrupted Dendro energy, as well as unleash Dendro cubes to hit its enemies; the only way to stop the healing is to reactivate the Piths with Dendro attacks to cleanse them instead and force the Dendro Hypostasis to come to its senses and retreat.
  • Damage Over Time:
    • One of its attacks involves hurling nine orbs of mucky Dendro energy that leave behind miasmic fields that gradually damage players within their radii.
    • In the "Hypostatic Symphony" limited-time events, Restorative Piths will be permanently active, albeit in a Scorched state, wherein it drains the HP of characters within their radii. Cleansing them with Dendro will instead cause them to heal the party, and activating them with Electro also allows them to restore Energy and boost their Attack stats. After a few seconds, the Hypostasis will return them to a Scorched state.
  • Logical Weakness: Using Pyro attacks can burn the spherical vine the Dendro Hypostasis wraps itself into whenever it uses its plunging attacks, the spherical vines it generates, and a segment of the Ring of Thorns. Burning the former interrupts the attack, stuns the Hypostasis, and exposes its core for a few seconds, while the latter allows players to escape the Advancing Wall of Doom.
  • Non-Lethal K.O.: Rather than be destroyed like the other Hypostases, Dendro has to be healed using Restorative Piths. Once the meter is filled, Zayin becomes healthy and leaves the arena.
  • Oxymoronic Being: The description of the Quelled Creeper, its unique loot, notes that mixing Dendro, which defies logic and yet exists in perfect harmony with life, with a Hypostasis, which are the furthest existence possible from life, ought to be impossible. Yet the Hypostases are capable of learning, and after millennia it managed to grow into a form that properly captured the essence of the forest.
  • Sickly Green Glow: Despite the Archive picture depicting the Dendro Hypostasis with a healthy green glow, the one fought has a "diseased" feel into it. It only goes back to its original color after it is healed via the Restorative Piths. In addition, during the "Hypostatic Symphony" limited-time events the cubes released by the Dendro Hypostasis during Revival Phase will dissipate into four corrupted Dendro Orbs each; activating them with Electro causes them to revert to a healthy green glow and advance the cleansing process.
  • Vine Tentacles: Two of its attacks uses the shells as a whip of sorts that thrice swings around the field and lash at surrounding enemies, as well as conjuring .
  • Violation of Common Sense: To stop the Dendro Hypostasis from reviving itself, you need to activate the Restorative Piths to cleanse it... by applying Dendro, the element that will not work against this particular Hypostasis. This means that, whereas the other Hypostases discourage players from fielding characters whose attacks they are immune to, this one encourages them to field one who will be of limited use until the very end, otherwise the fight becomes unwinnable. Players can also use Electro on the Dendro-activated Piths to increase their cleansing rate; conversely, Pyro will deactivate the Pith, hence limiting its usefulness whereas for most of the battle it can help hamper the Hypostasis.

    Oceanid 

Rhodeia of Loch, the Oceanid / Urania, the Hateful Oceanid

Introduced: v1.0 "Welcome to Teyvat" (September 28, 2020)
Voiced by: Guiniang (Chinese), Ai Yamamoto (Japanese)

https://static.tvtropes.org/pmwiki/pub/images/enemy_oceanid.png
Oceanid of Qingce

A being found in the middle of a lake near Qingce Village. Once the foremost of the Oceanids, a species of Hydro-elemental spirits once commonly found throughout Fontaine, Rhodeia cut ties with her homeland upon the death of the previous Hydro Archon, refusing to recognize the authority of Focalors, the current title-holder, even as she lives in fear of her retaliation.

Apart from diving to sink one of the nine partially submerged platforms, Rhodeia does not directly fight her enemies, instead using The Myriad Wilds to summon "Hydro Mimics," phantasmal beings that take on the form of various wildlife and attack on her behalf, which come in eight variants, divided into four groups of two denoting their numbers and elemental weaknesses: a trio of Cranes, who flap their wings to strike from afar and retreat if their enemies are too close, and a trio of Raptors, who periodically swoop down to scratch enemies with their talons, both of which are weak to Electro; a pair of Mallards, who constantly damage surrounding enemies with a Hydro vortex, and a pair of Crabs, who walk around enemies and spew bubbles at them, both of which are weak to Cryo; a pair of Boars, who ram enemies up close, and a pair of Squirrels, who rapidly swipe their tails, both of which are weak to Pyro but can gradually heal themselves; and a Frog and a Finch, which both pound on enemies (with the former also able to shoot waves of water), are weak to Geo, and can curl themselves up into a Hydro orb that deals massive damage over a wide area when defeated. If Hydro Mimics are not defeated in a certain amount of time, Rhodeia will trigger Tide and Torrent, wherein she constantly generates whirlpools beneath her targets that constantly damages them before delivering a powerful burst.


  • Always Accurate Attack: If you take too long to defeat the Hydro Mimics, Rhodeia will join in on the action by summoning water geysers beneath the players' feet, dealing major Hydro damage over time until the whirlpool explodes or—more likely—the active character has fallen, essentially functioning as a prolonged One-Hit Kill.
  • Ascended Meme: The Oceanid has gained a reputation for being a very difficult early-game loot boss compared to the rest of her kin, thanks to its Hydro Mimics being able to easily overwhelm the player with their high damage, immunity to flinching, and sheer numbers. This gets a nod in Albedo's Story Quest, where he suggests fighting six of them if the Traveler thinks a pack of slimes aren't difficult enough, with one of your possible responses being relief over not needing to get thrown around by the Mimics.
  • Boss-Arena Idiocy: Besides the tells for her most powerful attacks, the "Rhodeia's Rage" variant of the Oceanid conspicuously summons Fitful Rapids that raise the player high enough off the ground to leave them completely unharmed. This higher elevation also allows archers (if one was brought into the fight and isn't named Tartaglia) to safely chip away at her HP from a distance with aimed shots.
  • Boss in Mook Clothing: Because of how the boss fight is designed, Hydro Mimics take on the form of local wildlife, albeit larger and deadlier.
    (during "Rhodeia's Rage") In the image of the wilderness.
  • Breath Weapon: During the "Rhodeia's Rage" limited-time event, one of her attacks is River-Carving Rapids, where she fires a powerful stream of water from her "eye" that can either be avoided using the Fitful Rapids to stay above ground or can be withstood using Shields.
  • Calling Your Attacks: Averted under normal circumstances. She also largely avoids this trope in the "Rhodeia's Rage" version of her Boss Battle, though the Oceanid calls her River-Carving Rapids and Surge of Vengeance attacks by name.
  • Cold Ham: Prone to very pithy and boastful speeches about how "terrestrial creatures" don't match up to those who originate from the water, but remains composed and even-keeled. Even her "Rhodeia's Rage" incarnation is firmly planted in Tranquil Fury territory for the most part. The sole exception is in Japanese, where her voice actress makes the Oceanid sound much haughtier (and more than a bit saucy).
  • Cynicism Catalyst: Rhodeia was once a loyal servant of the previous Hydro Archon, carrying out reconaissance in foreign lands not so much for espionage and/or sabotage as much as for establishing connections throughout all of Teyvat. When said Archon died, the successor, Focalors, was not recognized by the Oceanids, instead choosing to cut off all ties with Fontaine, with Rhodeia living out her days in fear of reprisal from the new God of Justice.
  • Damage Over Time: Hydro Mimic Mallards are surrounded with a Hydro vortex that damages players within their radii.
  • Dash Attack:
    • Hydro Mimic Boars specialize in ramming headfirst onto players.
    • One of Rhodeia's new attacks in the "Rhodeia's Rage" limited-time event has her dive straight at you like its Hydro Mimic Raptors, while also melding into the arena. Early on, she will rarely perform more than one charge, but Rhodeia will start chaining together attacks as you deplete her health, sometimes attempting to ram the player up to thrice in a row.
      The rising flood!
  • A Day in the Limelight: Originally just a loot boss, Rhodeia got a spotlight in a v1.4 limited-time event, which included a mini-Oceanid pet named Endora and fleshed out her backstory, an honor among non-human(oid) characters until then given to Dvalin and Andrius (who are Trounce Domain [weekly] bosses).
  • Death from Above: Hydro Mimic Frogs and Finches specialize in performing a powerful ground pound.
  • Dialog During Gameplay: She constantly speaks every time you finish off the waves of enemies that are spawned. The "Rhodeia's Rage" challenge instead opts for straight-up Boss Banter.
  • Emotional Powers: Her ability to control water is tied to her emotions. This becomes a plot point in the "Wishful Drops" limited-time event, where her uncharacteristic rage becomes so great that it causes the waters to turn bitter, threatening Mondstadt's wine industry and economy.
  • Fantastic Nuke: One of her new attacks in the "Rhodeia's Rage" limited-time event is Surge of Vengeance, where she moves to the center of the arena and conjures a large ball of water to hurl to the arena, dealing massive damage. Thankfully, this can be avoided using the Fitful Rapids or by diving into the water around the arena.
  • Fragile Flyer: Hydro Mimic Raptors are Airborne Mooks in the form of falcons. They're Glass Cannons capable of swooping down fast to deal large Hydro damage on your characters, and the fact that they remain airborne means that ground-focused characters with no aerial attack options are at a disadvantage. However, they have very low HP on top of having a weakness to Electro, so a few timed charged arrow shots or Catalyst attacks that can reach them (especially ones with Electro properties) will put them down easily.
  • Flunky Boss:
    • You don't actually fight Rhodeia herself; instead, you fight waves of Hydro Mimics that she summons, with her health automatically decreasing with each set defeated.
    • Downplayed with the "Rhodeia's Rage" limited-time event, where she fights the player on her own; after sustaining enough damage, however, she will will temporarily retreat and summon Hydro Mimics to harass you. Unlike the normal fight, however, she will only summon Boars, Squirrels, and Crabs. Like in the normal fight, defeating the Boars and Squirrels will damage Rhodeia. The Crabs, in the meantime, mainly serve as distractions.
  • Foreshadowing: One of Rhodeia's lines at the start of battle is to ask the Traveler if they are an assassin from her homeland. In the "Rhodeia's Rage" event, Endora reveals that Rhodeia deserted Fontaine following the passing of the previous Hydro Archon, and is paranoid that Focalors, the current one, will send someone to kill her.
  • Fusion Dance: As the player helps Endora learn while simultaneously dealing with Rhodeia's Hydro Mimics during "Wishful Drops", Endora explains that Oceanids grow and gain knowledge by melding together, which is described in Endora's Educational Notes as their idea of love. While it's unclear what exactly happens to the various Oceanids post-merger, this is presumably the reason Rhodeia never addresses herself with singular pronouns and may have contributed to her status as the strongest of her species.
  • Guide Dang It!: Each Hydro Mimic type takes extra damage from a specific element. Six out of the eight types can easily be determined because their elemental reaction with Hydro gives a useful effectnote , but the ability for Pyro to temporarily stop the Regenerating Health of Boars and Squirrels doesn't appear anywhere else in the game.
  • Heal It with Water: Hydro Mimic Boars and Squirrels have Regenerating Health thanks to the constant rain in the arena.
  • Homing Projectile: One of Rhodeia's new attacks in the "Rhodeia's Rage" limited-time event has her fire one or two homing orbs that will explode after a set time period. ("Contamination must be washed away!") Another attack has her fire two to four missiles that will home in on you much like a Ruin Guard's missiles. ("There is no escape!") Both attacks, however, can be destroyed by archers.
  • Immune to Flinching: The Hydro Mimics don't flinch when they take damage. The same applies to Rhodeia herself during the "Rhodeia's Rage" limited-time event.
  • Knight Templar: Rhodeia, particularly in her pre-v1.4 lines, is none too keen on any pollution that might seep into the waters of Qingce, which she now calls home. Her solution is to have her Mimics gang up on the Traveler's party as punishment for trespassing. The revised voicelines in v1.4 largely do away with this, though one of her quotes during "Rhodeia's Rage" is "Contamination must be washed away!" Ironically, Rhodeia herself is responsible for debasing the waters of two separate nations for the duration of the "Wishful Drops" limited-time event, only undoing the damage she caused after a talk with Endora quells her rage.
  • The Minion Master: In Genius Invokation TCG, her skills summon various Hydro Mimics, and her Burst deals increased damage based on active summons.
  • No-Sell: Hydro Mimics are naturally immune to Hydro attacks. Rhodeia shares this attribute in addition to being immune to being Frozen.
  • One-Hit Kill: Take too long to defeat its Mimics, and Rhodeia will summon a whirlpool beneath your feet that is all but guaranteed to kill your character in record time.
  • O.O.C. Is Serious Business: Rhodeia is usually calm and mostly relies on its Hydro Mimics to do the fighting for her, but during the "Rhodeia's Rage" event description, Rhodeia is so unusually angry that it decides to take the fight to you personally.
    Boss Description (Rhodeia's Rage): The Oceanid of Qingce has become unusually boisterous and filled with rage. She shall unleash the power that she once possessed as the foremost of Oceanid spies, which will make her more difficult to face than ever before.
  • Otherworldly and Sexually Ambiguous: Oceanids are described as lifeforms created from condensed Hydro elements, so it's hard to say if Rhodeia actually has a gender. Despite this, she has a female name and vaguely feminine appearance, is voiced by women in all four language dubs, is part of a species named after water nymphs from Classical Mythology, addresses herself in third-person feminine pronouns as part of her initiation quote prior to v1.4 Quote, and is referred to with female pronouns by Endora, a fellow Oceanid, and in her boss description for the "Rhodeia's Rage" limited-time event, so it can be assumed Rhodeia at least identifies as female if nothing else.
  • Outside-Context Problem: Oceanids hail from Fontaine, the nation ruled by the Hydro Archon, which makes Rhodeia's presence in Liyue particularly odd. This oddity is emphasized in the "Wishful Drops" limited-time event, as Rhodeia's sudden fury has turned the water on surrounding regions bitter, killing fish left and right while threatening the destruction of Mondstadt's wine industry.
  • Platform Battle: Her arena is located in the middle of a lake near Qingce Village, but as the fight progresses, she will sink some platforms, forcing you to fight in a smaller space.
  • Red Baron: Her species name is identified as the "Oceanid," but it also has other names and titles such as "Rhodeia of Loch" and "Voice of the Water."
  • Retired Badass: The "Wishful Drops" limited-time event reveals that Rhodeia was once the foremost of the Oceanid race, and as the "Rhodeia's Rage" event shows, she hasn't lost her touch.
  • Royal "We": Save for one removed line of dialogue (see Otherworldly and Sexually Ambiguous above), Rhodeia uses plural pronouns like "our" and "we", possibly because she's speaking on the behalf of any other Oceanids who are piggybacking.
  • Suddenly Voiced: The v1.4 update gives the Voice of the Water an actual voice actor. Before then, her lines were unvoiced text.
  • Tail Slap: Two of her new attacks in the "Rhodeia's Rage" limited-time event has her smack you with her fins and tail, with the latter generating three explosions in front of her.
  • Taking You with Me: Upon defeat, Hydro Mimic Frogs and Finches will transform into a Hydro bomb that floats in midair before exploding violently over a wide area. Neither dodging at the right time or diving into the water will help negate the damage, meaning they can only be avoided with Elemental Shields; as they are weak to Geo, characters with that element can easily generate shield crystals.
  • Timed Mission: Players have 10 minutes to defeat the Oceanid during "Rhodeia's Rage."
  • Trap Master: One of her new attacks in the "Rhodeia's Rage" limited-time event has her create three whirlpools in random spots on the arena that act as mines, dealing Hydro damage over time.
    Let the torrents surge forth!
  • Turns Red: Subtly in her "Rhodeia's Rage" incarnation. After losing about a sixth of her HP, Rhodeia retreats from the battlefield to let you deal with four Hydro Mimics (a pair each of Boars and Squirrels). Doing so will bring Rhodeia down to two-thirds of her HP and force her back into action, whereupon she starts liberally unleashing her strongest attacks, enhances preexisting ones, fights more aggressively, and periodically summons Crab Mimics to pester you.
  • Undying Loyalty: Rhodeia was the greatest of the servants of the previous Hydro Archon, collecting information on behalf of her lord. She does not recognize the authority of the current Hydro Archon, Focalors, and has since cut ties with Fontaine, opting to live in her little haven in peace.
    Boss Description: [...] It is also said by some that Oceanids were once sea creatures from a home far away who carried the fragments of a long-dead god to the many corners of this world. Perhaps they did this so that the love their god held for this world could be spread through the waters to all the land...
  • Villainy-Free Villain: Though antagonistic to the Traveler and their allies, the Oceanid only attacks them for intruding on her land, with the exact reasons behind her actions depending on the version of the game.
    • Prior to v1.3, the game seems to frame Rhodeia as an unlikely protector for the waters near Qince Village who just wants to be left alone until the Traveler shows up, with the Oceanid mistaking them for a Fontaine hitman that's tracked her down in an entirely different nation. All and all, this gives off the impression that you smacked down a benevolent entity for loot. Multiple times.
      (at the start of battle) So, murderers from our homeland have come on a futile journey to harass the people of the Qingce waters...
      (when defeated) We but only seek tranquil waters. Why should we be denied such a thing?
    • v1.4 retains the implication that Rhodeia is at least partially fearful for her life (with "murderers" changed to "assassins") and later shows that, while paranoid, her hostility isn't entirely unjustified either. The worst she does throughout "Wishful Drops" is temporarily contaminate the ecosystem, and it's unclear if this was intentional since it's tied to her emotional state at the time. What's more, her exchange with Endora leads Rhodeia to return the waters to their previous state and leaves open the possibility that she'll soften a bit in the future.
  • We Will Meet Again: As of the 1.4 update, Rhodeia's final words for the player when defeated are "As long as rain falls and rivers flow... water will exist forever...", truncated and slightly altered from her pre-1.3 dialogue ("However, as long as lakes and streams still remain, then rain shall continue to fall from the skies and water will never truly disappear..."). Doubles as Leaning on the Fourth Wall; sure enough, the Oceanid can be challenged again as soon as minutes after its defeat if the player so desires.
  • World's Strongest Man: Endora states that Rhodeia is the strongest among all Oceanids and the Rhodeia's Rage event more than validates that claim. Assorted lore on the nature of Oceanids later implies that Idyia is in fact stronger.

    Specters 

Specters

Introduced:
v2.1 "Floating World Under the Moonlight" (September 1, 2021) [Hydro, Anemo, Geo]
v2.4 "Fleeting Colors in Flight" (January 5, 2022) [Pyro, Electro, Cryo]
v3.0 "The Morn a Thousand Roses Brings" (August 24, 2022) [Dendro]

https://static.tvtropes.org/pmwiki/pub/images/enemy_hydro_specter.png
Hydro Specters
https://static.tvtropes.org/pmwiki/pub/images/enemy_anemo_specter.png
Anemo Specters
https://static.tvtropes.org/pmwiki/pub/images/enemy_geo_specter.png
Geo Specters
https://static.tvtropes.org/pmwiki/pub/images/enemy_pyro_specter.png
Pyro Specters
https://static.tvtropes.org/pmwiki/pub/images/enemy_electro_specter.png
Electro Specters
https://static.tvtropes.org/pmwiki/pub/images/enemy_cryo_specter.png
Cryo Specters
https://static.tvtropes.org/pmwiki/pub/images/enemy_dendro_specter.png
Dendro Specters

A species of elemental beings similar in character to Slimes, but with the ability to float freely in midair and burst violently upon defeat, in addition to being able to build up "Fury" whenever they are hit with particularly hard attacks, after which they gain new, more powerful attacks and increases the power of their explosions. There are seven variants, most of which are found in Watatsumi and Seirai Islands in Inazuma:

  • Hydro Specters, who attack by spititng a slow homing bubble or generate a splash attack that heals enemies caught within its damage radius; when furious, they will create splashes around itself, and upon explosion will release bubbles that track down fellow enemies and heal them.
  • Anemo Specters, who attack by firing two consecutive homing orbs of compressed wind or blow away surrounding enemies with a gust of wind; when furious, it will fire a barrage of non-homing wind orbs, and upon defeat will leave behind a wind vacuum that sucks in enemies and items.
  • Geo Specters, who attack by firing three small homing rocks or performing a spinning charge; when furious, they can fire a rock on the ground that triggers a wide-ranging earthquake.
  • Pyro Specters, who attack by hurling a fireball or sneaking behind its target and spewing fire; when furious, they will give chase after their targets while spitting fire, and upon explosion, will leave behind a small fireball that can deal twice the damage afterwards.
  • Electro Specters, who attack by conjuring three thunderbolts around their target or charge towards their target while coated in electricity; when furious, they will wildly flail around before dropping down on their target, and upon defeat they will try to track down their assailant before exploding.
  • Cryo Specters, who attack by firing a slow homing icicle, as well as drop down a snowball on enemies below; when furious, they will hurl six snowballs, and upon defeat they will leave behind a patch of frost on the ground that gradually damages anyone within its radius.
  • Dendro Specters, who attack by hurling orbs of Dendro energy or summoning a field of leaves that, upon contact, will fill half of its own Fury meter; when furious, it will perform a two-hit spinning attack of increasing damage radius, and upon being defeated, their explosion will fully charge the Fury meters of its fellow Specters. They are also unique for being found in Sumeru.

  • Airborne Mook: They mostly float away from most melee characters' attacks and attack with elements from a distance.
  • Ascended Meme: As soon as they were introduced, Specters gained a reputation among players for being flying menaces who increase in power when badly hurt and explode violently upon defeat, with the Hydro variant in particular able to heal enemies. The beginning of the "Three Realms Gateway Offering" limited-time event shows that several characters also share the same sentiments—for example, Kokomi threatens to demote Tsuyuko into Specter watch duty unless she stops teasing her for her unusually close relationship to the Traveler, and one Sangonomiya soldier stationed in Enkanomiya mentioned that the situation down there was so bad he'd rather fight Specters on the surface.
  • Berserk Button: They really don't like being struck with highly damaging attacks, and will actually fill their "Fury" meter depending on how hard they are hit.
  • Bolt of Divine Retribution: One of the Electro Specter's attacks involves conjuring three thunderbolts around their target's last known location.
  • Corralling Vacuum: When an Anemo Specter is defeated while in Fury mode, they will leave behind a vacuum field for ten seconds that sucks in players and items and deal gradual Anemo damage.
  • Damage Over Time: When defeated while their Fury meters are full, Anemo and Cryo Specters will leave behind, repsectively, a Corralling Vacuum and a patch of frost on the ground that deal gradual damage.
  • Elemental Powers: As indicated in their names, the Specters embody each of the seven elements of Teyvat. The first three Specters follow the "Land, Sea, Sky" trio of Geo, Hydro, and and Anemo; the second batch follows the "Fire, Ice, Lightning" trio of Pyro, Cryo, and Electro; and the Dendro variant is a standalone release.
  • Heal It with Water: One of the Hydro Specter's attacks heals fellow enemies caught within its damage radius. When defeated in its Fury state, it will also release bubbles that will track down enemies and heal them.
  • Immune to Flinching: Prior to 2.8, they could not be knocked over or be sucked in by an Anemo vacuum at all, making them particularly tanky despite their appearance.
  • Nerf: v2.8 reduced their HP and Attack power, slowed the rate at which their Fury meter fills, and removed their immunity to crowd control, making them vastly more manageable than the infamous annoyances they were prior.
  • No-Sell: Like the Slimes, they're immune to the element that they embody.
  • Roaring Rampage of Revenge: If a Dendro Specter has been defeated while its Fury meter its full, its resulting explosion will instantly fill up the Fury meters of nearby Specters, in effect giving them power to avenge their fallen kindred.
  • Shockwave Stomp: If their Fury meter is full, Geo Slimes can fire a rock on the ground that generates a wide-ranging earthquake.
  • Spin Attack: If their Fury meter is full, Dendro Specters can perform a two-hit spinning attack, with the second having an increased damage radius.
  • Taking You with Me: They explode upon defeat, damaging anyone close to them. Because of how their behavior works, they are the only enemies that cannot be shattered after being frozen or petrified. In addition, when defeated while in their Fury mode, Pyro Specters leave behind bombs that explode after a few seconds, with greater power than even the final burst, while Electro Specters will try to track down their assailant before exploding.
  • Turns Red: If their "Fury" meter is full, they become large, restrict themselves to more powerful, wide-ranging attacks, and explode more violently upon defeat. On the flipside, they stay at ground level enabling melee attackers to go in on them.
  • Uniformity Exception: Unlike the first six Specters, the Dendro variant is the only one native to Sumeru and not released in a set of three per version update.
  • Wild Mass Guessing: In-Universe, there has been much discussion, scholarly or otherwise, over the origins of the Specters. Specifically...
    • Hydro Specters are frequently mistaken for wandering spirits by passersby for their tendency to give off a ghostly glow as they float by riverbanks on moonlit nights.
    • The petal-like wings of Anemo Specters are believed to be mimetic organs from their evolutionary stages, borne of the belief that Anemo-imbued spirits are naturally gifted with levitation;.
    • Given their fruit-like appearance when their wings are closed, Geo Specters are believed to be the fruits of a giant tree from the sky, and are thus regarded as having medical properties.
    • In the Archive entry for the Pyro Specter, a scholar of the Akademiya speculated that Specters in general are a form of Crystalflies, given their shared ability for flight and the fact that they thrive where elemental energies are abundant; as he has yet to graduate, it can be inferred that the hypothesis was not universally accepted.
    • In that for the Electro Specter, another researcher hypothesized that Specters in generals are a form of Hypostases, also citing their shared elemental peculiarities and element-rich habitats. As he was later investigated for academic corruption, it can be inferred that he also twisted an arm or two for his thesis.
    • In that for the Cryo Specter, Timaeus hypothesized that they must be a form of Slimes or the Traveler themselves, given their ability to wield elements without Visions, for which he was reprimanded by Albedo.
    • A scholar of the Akademiya's Vahumana Darshan once speculated that, on account of their ecological peculiarities, Dendro Specters are actually the mythical Aranara. For his efforts he was reduced into an obscure writer of fairy tales.

    Thunder Manifestation 

Thunder Manifestation

Introduced: v2.1 "Floating World Under the Moonlight" (September 1, 2021)

https://static.tvtropes.org/pmwiki/pub/images/enemy_thunder_manifestation.png
Raging Thunder of Amakumo Peak

A bat-like being somewhat resembling an Oceanid but lacking their intelligence, located on a floating island atop the summit of Amakumo Peak on Seirai Island in southeastern Inazuma. It is said to be driven by pure, primal rage born from a centuries-old regret.

True to its reputation, the Thunder Manifestation will focus its fury on one particular enemy whenever its Rage meter is full. At the start of battle, it will periodically fire a series of probes on the ground that zap nearby enemies and charge its Rage meter as long as there are enemies within, as well as drop a series of thunderbolts and, if its has taken sufficient damage without filling its Rage meter, trigger a massive shockwave that zaps all enemies and automatically enrages it. Once filled with fury, it will assail its target by spinning in their direction, swiping their right wing at them, conjuring a pair of electric walls that close into the target, fire five electric feathers, dive-bombing twice, summoning three waves of three thunderbolts, or focusing on its target and summoning an electric cage that will keep following the target.


  • Advancing Wall of Doom: One of its attacks create two electric walls that close in on the player, while another has it summon an electric cage that will chase the player around a bit.
  • Animal Motifs: Bats. Its overall design resembles that of a giant bat (to where the horns on its head resemble a bat's ears) and its use of strike probes to target opponents resembles a bat's use of sonar.
  • Anthropomorphic Personification: The "Through the Mists Story Quest" reveals that the Thunder Manifestation is the lingering remnant of the thunderbird goddess Kanna Kaptcir's rage after her human friend Ruu was offered as a Human Sacrifice, both by Tsurumi islanders and himself, in an ill-thought attempt at appeasing her (when in truth she had no need for it).
  • Bat Out of Hell: Its design invokes this as it resembles a large bat-like creature.
  • Beam Spam: One attack has it fire a salvo of five Electro feathers.
  • The Berserker: Contrasting the calm and intelligent Rhodeia, the Thunder Manifestation is little more than a ball of Unstoppable Rage, mercilessly attacking anything in sight.
  • Bolt of Divine Retribution: One attack before triggering Rage mode has it call down an array of wide-ranging lightning strikes, while another, while in Rage mode, has it unleash a triad of three lightning strikes.
  • Charge Meter: The Thunder Manifestation builds up Rage by firing a series of Electro probes that periodically deal damage and charge its Rage for every second characters are within their damage radii. If its HP falls to 75% without triggering Rage, it will then unleash a shockwave that automatically fills up the meter.
  • Dash Attack: One attack has it dashing at the player repeatedly, leaving a trail of lightning in its wake.
  • King Mook: Can be seen as this to the Specters, whom it shares similar attacks and gimmicks with such as a Rage meter.
  • Marked to Die: The Thunder Manifestation specializes in locking onto one character focusing its attacks on them.
  • Razor Wings: One attack has it lash out with its wings.
  • Spin Attack: One attack has it lash out with its wings in a spinning attack.

    Tainted Hydro Phantasms 

Tainted Hydro Phantasms

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Their form outside of battle
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Tainted Water-Splitting Phantasm
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Tainted Water-Spouting Phantasm

Strange lifeforms that started appearing in Fontaine's waters sometime after the extirpation of the Oceanids. They are near-identical to the Hydro Eidolons in appearance, but otherwise have no real relation to them.


  • Blob Monster: They are this like the Hydro Eidolons, being capable of molding and stretching their forms for attacking.
  • Boss in Mook Clothing: Unlike the Fontemer Aberrants, their Local Legend variants look no different from their normal counterparts, however, they can be recognized as they are always found inside of magical pentagrams. They possess monstrous amounts of HP, and are capable of wrecking anyone in one-hit (even the most durable of shields can be shattered in one go).
  • Commonality Connection: They can occasionally be found together with Hydro Slimes, forming a bond or companionship with them owing to their identical elements.
  • Dark Is Evil: Their nuclei are darker than that of the Hydro Eidolons, and are a recurring enemy in Fontaine.
  • Evil Counterpart: They’re basically hostile versions of the Hydro Eidolons.
  • Ground Pound: One of the Water-Splitting Phantasm's attacks is "Furious Smash", where they will enlarge their arms and slam the ground with their fists. Their Legendary versions can additionally unleash a Hydro shockwave.
  • Informed Attribute: They are claimed to be "tainted" due to them lacking the elegance and beauty of the Oceanids, however, by observing their behavior, they are pretty docile (so long as they are not attacked or aggro'd by anything, such as startling the wildlife).
  • No-Sell: In their transformed state, their boiling bodies meant that freezing them solid will no longer work. There is even an achievement for constantly attempting to do so.
  • Savage Setpiece: Despite being essentially an enemy version of the, otherwise docile, Hydro Eidolons, they are not hostile and will usually mind their own business unless provoked (either by attacking them, or other enemies being aggro'd within their vicinity). Their Local Legend versions and those that exhibit a rather aggressive idle animation (where they turn their hands into four spikes and are constantly on alert), on the other hand, are always hostile.
  • Super Mode: At some point, they will transform to either a Water-Spouting or Water-Splitting Phantasm with an additional moveset and increased ATK damage, however, they will revert back to their Eidolon forms after a few minutes. Their Local Legend variants are always in their transformed state.

    Hydro Tulpa 

Hydro Tulpa

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Awakened Egregore

A human-shaped monster formed from the agglomeration of countless drops of water, dwelling inside an underwater cavern in the Beryl Region in western Fontaine.


  • Ambiguously Related:
    • Its remnants, known as Water That Failed To Transcend, are claimed to be very similar to the crystals extracted from the bodies of Fontemer Aberrants but unlike them contain many tiny impurities, being compared to bubbles in glass crafted by clumsy craftsmen.
    • It is possibly the remnants of the people of Remuria, who were melted into a watery amalgamation and put in the bodies of golems.
  • Flat Character: There's not much info or characterization given to it compared to other bosses, with even its Archive entry literally just saying "A humanoid monster formed from the agglomeration of water." Subverted after you complete the "In the Wake of Narcissus: Act IV - Rowboat's Wake" World Quest, which expands upon the entry to discuss the Hydro Tulpa's existence and possible origins.
  • Flunky Boss: It will summon smaller versions of itself called Half-Tulpas, which it will eventually absorb into its body to become stronger. However, you can disrupt this process using attacks or Elemental Reactions.
  • King Mook: To the Tainted Hydro Phantasms.
  • Monstrous Humanoid: It's described as being human-shaped in appearance.
  • Spontaneous Weapon Creation: It is capable of creating numerous weapons out of water to use against you. Among them being swords, hammers, and javelins.

Mystical Beasts

Floral Creatures

    Whopperflowers 

Pyro Whopperflower, Cryo Whopperflower, and Electro Whopperflower

Introduced:
v1.0 "Welcome to Teyvat" (September 28, 2020) [Pyro, Cryo]
v2.0 "The Immovable God and the Eternal Euthymia" (July 21, 2021) [Electro]

https://static.tvtropes.org/pmwiki/pub/images/enemy_pyro_whopperflower.png
Pyro Whopperflower
https://static.tvtropes.org/pmwiki/pub/images/enemy_cryo_whopperflower.png
Cryo Whopperflower
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Electro Whopperflower

Floral creatures found all over Teyvat, who typically disguise themselves as common flowers to lure unsuspecting prey into picking them up, leaving them prone to an ambush.

All three share the ability to launch a spin attack, as well as charge themselves up by consuming three "fruits" hanging from their heads, allowing them to launch powerful attacks unless they are interrupted with the appropriate elements, stunning them for a several seconds, before recharging their "fruits", whether or not they successfully perform their special attacks. In particular, the Pyro variant lobs slow homing fireballs, as well as a volley of fireballs on their target's last known location when fully charged; the Cryo variant can launch icy spikes on the ground, as well as fire a rapid volley of snowballs when fully charged; and the Electro variant can generate three lightning orbs that stick to the ground and damage surrounding enemies, as well as fire a powerful laser beam when fully charged.


  • Break Meter: While charging their elemental barrage, a meter appears that can only be depleted by hitting the Whopperflower with reactive elements. If successful, their barrage is interrupted and they're stunned for a around fifteen seconds.
  • Chest Monster: Whopperflowers can disguise themsevles as ordinary flowers to fool potential prey. Thankfully there is a way to distinguish between the real flowers and the fake ones—the disguised Whopperflowers will appear on interaction UI with the "talk" icon rather than the item icon used for actual item pickups.
  • Desperation Attack: After a while, Whopperflowers will close their petals and begin charging up energy. If the charge is not interrupted with the correct Elemental Reaction, they will unleash a powerful attack. The Pyro variant will constantly bombard you with fireballs while the Cryo variant will unleash a barrage of ice shards.
  • Spikes of Doom: Cryo Whopperflowers can attack by summoning a line of ice spikes from the ground.
  • Spin Attack: Whopperflowers can lash out with their petals as a melee attack.

    Regisvines 

Introduced:
v1.0 "Welcome to Teyvat" (September 28, 2020) [Cryo, Pyro]
v3.0 "The Morn a Thousand Roses Brings" (August 24, 2022 [Electro]

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Cryo Regisvine
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Pyro Regisvine
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Electro Regisvine

Whopperflowers that have grown for long enough time to absorb elemental energy become Regisvines, powerful plant creatures who typically live underground.

All three have the ability to change combat specializations depending on whether its core is currently located on its roots or on its corolla, which can change periodically. Currently, only three extant species are known:

  • Cryo Regisvine, found north of Falcon Coast in eastern Mondstadt; if its core is on the roots, it can either fire a pair of laser beams, launch homing icicles, spin violently, or rain down icicles all over the arena that will continue to deal damage on enemies for a few more seconds; if on the corolla, it will flail its corolla either on a half- or full circle or spew a burst of cold wind around the arena; in both forms it can slam its corolla against a nearby enemy, with the additional ability to do so thrice in succession if the core is on the corolla after the battle has gone on long enough.
  • Pyro Regisvine, found in Cuijue Slope in central Liyue; if its core is on the roots, it can faceplant up to thrice in succession, rapidly fire fast-moving or slow homing fireballs, spin violently, perform a half-circular flail, or launch a fire seed on the ground that explodes adter after a few seconds unless it is destroyed quickly; if on the corolla, it can perform a full-circle flail or conjure bursts of flame beneath their target's feet than can launch them upwards.
  • Electro Regisvine, found east of Devantaka Mountain in eastern Sumeru; if its core is on the roots, it can fire a volley of thunderbolts from its buds or conjure a series of lightning bolts; if on the corolla, it can fire lasers on the ground around itself twice before firing a larger one on its target's direction; in both forms, it can perform a faceplant and a half-flail, with the former being done having a stronger damage potency and the latter followed by a faceplant if the core is on the corolla.

  • Attack Its Weak Point: Regisvines have a core that can easily be brought down by the elements they are weak to. When that core is destroyed, they are both rendered immobile for a long time and take more damage from your attacks. The core also moves between its head and root when destroyed or if you take too long to destroy it.
  • Combined Energy Attack: The Electro Regisvine periodically moves its core between its roots and corolla, in the process producing either a Waxing or Waning Stamen on the battlefield that can be destroyed. If both are allowed to be present together, they fuse together to unleash a masssive explosion.
  • Frickin' Laser Beams:
    • If its core is on the roots, the Cryo Regisvine can fire a pair of icy lasers from its buds in a cross pattern that converges on their target's last known location.
    • If its core is on the corolla, the Electro Regisvine can fire a laser beam from its corolla, twice in a spinning motion on its surroundings, then a straight beam against its target.
  • Glass Cannon: Compared to other world bosses, the Regisvines can die much faster, especially if you bring and constantly spam an element that they're weak to. To compensate, their attacks are more difficult to dodge than others, and they're very aggressive.
  • King Mook: To the Whopperflowers. Lore-wise, they are those who lived long enough to become ones by absorbing huge amounts of elemental energy.
  • Spin Attack: Both Cryo and Pyro Regisvines can spin their bodies around to hit surrounding enemies whenever their cores are at their roots.
  • Stance System: All Regisvines tend to have different kinds of attacks depending on whether their core is currently located on the roots or the corolla.
  • Stationary Boss: Being giant flowers, though ironically unlike their immature Whopperflower life stage, they are rooted firmly in place.
  • Use Your Head: They have an attack where they smash the ground with their corollae, causing waves of their element to creep out. They're sometimes stuck on the ground when they do this, leaving them open to attack. In particular, Cryo and Electro Regisvines can use it regardless of whether the core is on the roots or corolla, in addition to bonuses if the core is on the corolla, where the former can do this thrice in succession once the battle lasted long enough, and the latter has greater power compared to if the core is on the roots, while the Pyro Regisvine can only use it if the core is in the roots, though it can be used up to thrice in succession.
  • Yellow Lightning, Blue Lightning: The Electro Regisvine utilizes yellow or purple lightning when its core is on, respectively, its corolla or roots.

Vishaps

Lizard-like creatures that can absorb elements. Long though to be the stuff of legend, their existence was confirmed when Geo-aligned species were discovered in Liyue. However, their history is in fact intimately intertwined with the earliest days of Teyvat.

    In General 
  • Elemental Powers: They each possess elements that is based on the environment they adapted in, for example; Geovishaps possess the Geo element while their Bathysmal counterparts possess Cryo, Hydro, and Electro.
  • Our Dragons Are Different: All of them are fairly lizard-like and draconic, but only the Primo Geovishap and Seven Sovereigns are specifically referred to as dragons.

    Geovishap 

Geovishap (and the Hatchling)

Introduced:
v1.0 "Welcome to Teyvat" (September 28, 2020) [Hatchling]
v1.3 "All That Glitters" (February 3, 2021) [Adult]

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Hatchling Geovishap
https://static.tvtropes.org/pmwiki/pub/images/geovishap.png
[Adult] Geovishap, Rock-Hard Geo Beast

Geo-elemental Vishaps who came to reside in Liyue after Morax discovered Azhdaha. They come in three stages: Hatchling Geovishaps, Adult Geovishaps, and Primo Geovishaps.

Both hatchlings and adults alike are capable of attacking by scratching their enemies, curling up into a ball and charging at them, albeit with the caveat that they will be stunned if they hit enemies protected with elemental shields, and leap to deliver a devastating drop. In particular, the hatchlings have the ability to perform an additional leaping pound after their charged roll, spin and strike at surrounding enemies, roll around the field, or burrow to either run away from their enemies or prepare for their rolling charge, while the adults can leap twice, deliver a slash-and-punch combo, punch the ground to generate spikes that track enemies. In particular, the adults have the ability to infuse themselves with either Cryo, Pyro, Electro, or Hydro once their HP falls dangerously low, which bestow additional effects on all its attacks save the rolling charge: Cryo generates icy spikes that explode after a few seconds; Pyro generates burning spikes in the aftermath of the jump attack, as well as increase the power of the other two attacks; Electro creates lightning orbs that fly around for a few seconds; and Hydro surrounds the target with a water mark that explodes after a few seconds unless dodged at the last second.


  • Boss in Mook Clothing: While the hatchlings can be annoying but manageable, adult Geovishaps are another story entirely. Their HP and toughness is pretty much equal to a lawachurl, they have several powerful attacks, and the game tends to put you against multiple of them, and they can also take on other elemental properties and fly into a rage whenever their HP runs low, which makes them even more deadly. Despite all of this, they're regular enemies on the overworld.
  • Combo Platter Powers: The adult Geovishaps can absorb secondary elements on top of their base ones, with a dragon-lord Vishap like Azhdaha even able to hold three elements at once.
  • Damage Reduction: They take half damage from Geo attacks and 30% from non-elemental attacks.
  • Damage Sponge: The Geovishaps can take more damage with its rocky skin more than its hatchlings.
  • Death from Above: Their most powerful attack involves a high jump that ends in a devastating pound.
  • Elemental Powers: While, as their names imply, Geovishaps are Geo-elemental, the adults are able to infuse themselves with Cryo, Pyro, Electro, or Hydro once their HP hits below 40%.
  • "Get Back Here!" Boss: "Mook" variant; the Hatchlings are prone to temporarily burrowing into the other place when you attack them.
  • Glass Cannon: Hatchlings don't take as many hits as most other regular enemies, but they show up in larger numbers more often, and can do much more damage in a shorter period of time.
  • Ground Punch: One of the adult Geovishap's attacks has it punch the ground and generate a line of spikes that advance to its target's last known direction.
  • Hoist by Their Own Petard: Hatchling Geovishaps leave behind a pair of Geo Crystals whenever they burrow underground. If they perform a rolling charge afterwards on a shielded character, the resulting impact will knock them down and temporarily stun them. Adult Geovishaps are also prone to being stunned under such a method, though they do not burrow (and thus generate crystals).
  • Marked to Die: In their Hydro-infused form, the leaping attack, slash-and-punch combo, and spike attack of adult Geovishaps generate a water ring around the character, which will converge and explode into a powerful splash after a few seconds. The damage can be avoided by dodging at the last second, just as the ring contracts.
  • Mini Mook: As indicated by their names, Geovishap Hatchlings are the first stage of the Geovishap lifespan, and will grow to be considerably larger and more vicious.
  • Rolling Attack: Adult and hatchling Geovishaps alike can curl up into a ball and roll around in random directions.
  • SNK Boss: A pair of Pyro and Cryo-empowered Local Legend variant adult Geovishaps known as the Rulers of the Chizhang Mountains can be fought in Chenyu Vale. Like the Local Legends before them, they can dish and take huge damage and decimate entire teams if players go in unprepared.
  • Spin Attack: Hatchling Geovishaps can spin around and hit surrounding enemies.
  • Trap Master: In their Cryo-infused form, the leaping attack, slash-and-punch combo, and spike attack of adult Geovishaps can additionally generate spots of small icicles that explode after a few seconds.
  • Turns Red: Once their HP falls below 40%, Adult Geovishaps will absorb nearby elemental energy and become empowered by a random element, which can range from Pyro, Hydro, Cryo and Electro, gaining a slew of different and more powerful attacks.

    Primo Geovishap 

Primo Geovishap

Introduced: v1.3 "All That Glitters" (February 3, 2021)

https://static.tvtropes.org/pmwiki/pub/images/primo_geovishap.png
The Long-Slumbering Earth Dragon

As their name implies, Primo Geovishaps represent the apex of their evolutionary line, said to be the servants of Azhdaha, the great dragon sealed centuries ago by Morax after a terrible war, with whom they are sealed, waiting for their chance to return to the surface world and wreak havoc anew. One such Geovishaps has recently awakened from its slumber, albeit its movement is limited to a cave in Tianqiu Valley.

Befitting its lofty status, the Primo Geovishap tears its enemies apart with either punches from its left claw, a swipe of its right claw, a spinning tail attack, a two-hit claw slash followed by a two-fisted ground pound, or burrowing to stalk its target and leap to deliver a powerful slam. In addition, depending on its state, it can attack with either Pyro, Hydro, Cryo, or Electro powers, which manifests either in sweeping elemental breaths or the ability to scatter element-infused stones, either through its aforementioned burrowing attack or with a swipe of its tail, each with unique effects once detonated: Pyro leaves behind a pool of lava that hurt anyone who dare step in; Hydro unleashes seven bursts of water; Cryo generates three consecutive rings of icicles of increasing radius; and Electro bursts in a cross-like pattern. Its most devastating attack, however, is Primordial Shower, whereupon it breathes elemental energy into the ground that creates a powerful explosion around the Primo Geovishap, which can nevertheless be countered with Elemental Shields, which can deal additional rebound damage if their element is either Geo or matches that it uses; once its HP falls dangerously low, it foregoes using Primordial Shower in favor of Primeval Spring, where it will instead hurl element-infused stones all over the arena.


  • Breath Weapon: Apart from its standard elemental breath, the Primo Geovishap has its devastating Primordial Shower that, if not properly shielded against, can easily One-Hit Kill squishier teammates.
  • Damage-Sponge Boss: The Primo Geovishap has over four times the HP of other loot bosses. While the Primo Geovishap is vulnerable during all phases of the fight, it still takes significantly longer to go down. That said, reflecting Primordial Shower with the appropriate Elemental Shields does shave off large chunks of its health.
  • Dig Attack: One of its attacks is digging underneath while leaving behind element-infused stones, before leaping to deliver a powerful slam.
  • Hoist by Their Own Petard: Primordial Shower can be reflected back by shielded characters, instantly shaving 5% off of its HP, thrice so if the shield's element is either Geo or matches that it uses.
  • King Mook: It is essentially a bigger and stronger version of the adult Geovishaps.
  • Spin Attack: Like any Geovishap stages, it uses it's tail to attack.
  • Spikes of Villainy: The Primo Geovishap is spiky all over, including its tail.
  • Trap Master: On occasion, the Primo Geovishap will unleash element-infused stones that explode after a few seconds and deal various effects depending on its element—Pyro leaves behind pools of lava that constantly damage enemies within their radii; Hydro generates seven painful splashes around the stone's original location; Cryo generates three consecutive rings of icy spikes with an increasing radius; and Electro explodes in a cross-like pattern. When the Primo Geovishap Turns Red, its Primeval Spring attack will generate even more element-infused stones all over the arena.
  • Turns Red: Once its HP falls below 20%, it will forego with Primordial Shower in favor of Primeval Spring, where it rains down element-infused stones all over the arena.

    Bathysmal Vishaps 

Bathysmal Vishaps (Primordial, Rimebiter, and Bolteater)

Introduced: v2.4 "Fleeting Colors in Flight" (January 5, 2022)

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Top to bottom: Rimebiter, Bolteater, Primordial
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Coral Defenders

A species of Vishaps that dominate the long-depopulated underground nation of Enkanomiya centuries after its human residents have been brought to the surface world by Orobashi. Originally exclusively attuned to the power of Hydro, over the centuries two subspecies have mutated, the Electro-attuned Bolteater and Cryo-attuned Rimebiter subspecies, with the remaining Hydro-attuned subspecies identified as Primordial.
All three subspecies share the ability to slash away at their enemies with a swipe of their bladed tails, plunge their tail to generate an elemental field that strikes anyone within their radii, and fire Cleansing Shower, a breath attack that burns through their victims' Energy, as well as HP once the former is completely drained. In addition, the Primordial subspecies have the unique ability to launch either a two-hit slash attack followed by a double-fisted ground pound, or launch three wheels of cutting water from its tail.

General Tropes

  • Arch-Enemy: They view the humans as this, even moreso than the Abyss Order.
  • Beware My Stinger Tail: All three subspecies have the ability to either swipe their bladed tails on their enemies or plunge them to the ground to create bursts of elemental damage around them.
  • The Exile: Though Fontaine is built upon what was once the Hydro Sovereign's domain, the Bathysmal Vishaps haven't been seen on its surface for many generations, having been forced to flee into hiding following the Sovereigns' final defeat. Many now find refuge in isolated corners of the world like Enkanomiya, though they are beginning to return to Fontaine's surface.
  • Irony:
    • They resent humans, living as they are on the lands the gods drove them from. Yet their adaptability, the very strength they cultivated while seething in hatred in the dark of Enkanomiya, has tainted the elemental purity of the entire species to the point where they are no longer eligible candidates for the rebirth of their Sovereign.
    • To add insult to injury, the people of Enkanomiya prophesized that the Hydro Sovereign will be reborn as a human instead. Sure enough, the Hydro Sovereign has returned as the human-like Neuvillette. Though he has not forgotten what Celestia has done to his kind and clearly wants to repay the throne in the sky for that great injustice, he doesn't appear interested in extending that thirst for vengeance towards Teyvat's humans, unlike his brethren in Enkanomiya. One wonders what they would think if they knew their Sovereign had been living out the past few hundred years administering Fontaine's human society as the Iudex.
  • Making a Splash: They are originally Hydro spirits, giving them all amphibious qualities. The Primordial Bathysmal Vishaps have remained largely unchanged from their ancient selves, unlike the Rimebiter and Bolteater variants that took on new elements, allowing them to still use various water-based abilities to fight with.
  • Mana Burn: Cleansing Shower will drain your active character's Energy. As long you have Energy left, they are largely harmless; however, the moment your Energy is completely drained, those same attacks will start hitting you for massive damage.
  • Mutants: The Bolteater and Rimebiter are species that mutated due to certain social adaptations, most notably from conflicts with humans. The Bolteater's Archive entry however claims that the Vishaps have lost their elemental purity because of this, and as a result can no longer produce a new Hydro Sovereign from among their ranks.
  • Savage Setpiece: The Bathysmal Vishaps (seen below in Sliding Scale of Gameplay and Story Integration) that have returned to the Erinnyes region are moreso compared to the, normally non-hostile, Tainted Hydro Phantasms; the Bathysmal Vishaps will refuse to attack the Traveler, even when other wildlife and mobs are aggro'd within their vicinity, and will only do so if attacked first.
  • Sliding Scale of Gameplay and Story Integration:
    • Though their ancestral homeland is Fontaine, the Bathysmal Vishaps were first introduced in the Enkanomiya region under Inazuma. Their Cleansing Shower attack drains energy, which runs directly counter to the Raiden Shogun's ability to generate energy.
    • The Bathysmal Vishaps in Enkanomiya have had bad history with Watatsumi Island's humans, having been experimented upon to create a sustainable source of Orobashi's to harvest following the serpent god's death. This is reflected in gameplay by them being aggressive, attacking playable characters on sight. By contrast, the Bathysmal Vishaps that have returned to Erinnyes are more docile, content to mind their own business unless attacked. With Neuvillette having successfully integrated into Fontainian society to the point of becoming its reigning authority, these Vishaps are likely following their Sovereign's lead in vying for coexistence.
  • SNK Boss: A Local Legend variant of the Primordial Bathysmal Vishap known as "Callas, the Unreturned Envoy" can be found in the Sea of Bygone Eras. It follows the same pattern as previously introduced Local Legends by possessing massive HP and attacks that can hit ridiculously hard.
  • Spin Attack: One of their attacks has them spin their tail around and hit surrounding enemies.
  • Super Not-Drowning Skills: As they are amphibious, water dwelling creatures, they cannot be drowned unlike their Geovishap counterparts.
  • Unknown Rival: Though Enkanomiya's Bathysmal Vishaps hate humans, that sentiment largely does not appear to be returned. Kokomi would prefer to leave their current home of Enkanomiya in their hands to avoid conflict, and in their ancestral homeland of Fontaine the general sentiment towards the dragons of Hydro seems sympathetic. The former Hydro Archon is said to have considered what happened to the Hydro Sovereign a terrible tragedy, and whenever it rains people often think of the great dragon and ask it not to cry. Neuvillette himself regains his elemental authority because Focalors needs his help—namely, his full power—to save her people. Accepting the position of Fontaine's Iudex and trying to make peace gains much more for the Vishaps than futilely fighting the Archons and their people ever managed.

Tropes sepcific to the Coral Defenders

A pair of mutated Bathysmal Vishaps, specifically a Bolteater and a Rimebiter, who are sealed underneath Dainichi Mikoshi.

In addition to their shared ability with their Primordial counterparts to attack with either a swipe of their tail, generating an elemental damage field by plunging their tails on the ground, or launching the Energy-draining Cleansing Shower, both Bathysmal Vishaps have the additional ability to launch homing thunderbolts and icicles, either on regular intervals or whenever they swim away to safety whenever their HP runs dangerously low. In addition, the Bolteater can latch onto one of the pillars surrounding the arena and fire lightning orbs, while the Rimebiter retains its Primordial kin's double-slash-and-double-fisted-slam combo. Moreover, they can join forces by connecting their tail, either to fire a barrage of icicles and thunderbolts from an energy sphere generated by their tails, or to serve as a fulcrum from which they fire lasers out of their mouths all over the arena.
  • Auto-Revive: Their Spiral Abyss version gives them the ability to revive each other whenever one Bathysmal Vishap's HP falls to zero, partially to compensate for lacking deep water or walls which they can respectively dive in or latch onto and fire projectiles from a safe distance.
  • Breath Weapon: One of their joint attacks involve both Bathysmal Vishaps working together to fire lasers from their mouths that rotate all over the arena.
  • Combination Attack: Two of the Coral Defenders' most devastating attacks have them join their tails to either generate an energy sphere that fires a barrage of icicles and thunderbolts, or to serve as a fulcrum from which they spin and fire lasers out of their mouths in all directions.
  • Dual Boss: The Coral Defenders are always fought in pairs.
  • Elemental Powers: Unlike their Primordial kin, who retain their original Hydro typing, the Bolteater and Rimebiter Bathysmal Vishaps that form this boss pairing are respectively endowed with the powers of Electro and Cryo.
  • Gemini Destruction Law: The Spiral Abyss version of them has this. After you down one of them, the game gives you a few seconds to finish off the other one or else it'll revive its ally.
  • "Get Back Here!" Boss: Once their HP falls dangerously low, the Bathysmal Vishaps will swim away to safety while periodically firing Homing Projectiles at players.
  • Hoist by Their Own Petard: On occasion, the Bolteater will latch onto a wall from which they will fire lightning orbs. Destroying the wall will send them crashing down and temporarily stunning them.
  • Homing Projectile: Both kinds of Bathysmal Vishaps can launch three homing icicles or thunderbolts, either in regular intervals or whenever they hide once their HP is dangerously low.
  • King Mook: An especially powerful Bolteater-Rimebiter duo who serve as the primary loot bosses of Enkanomiya.
  • Multi-Directional Barrage: One of the Coral Defenders' joint attacks has them connect their tails and create an energy sphere that will fire a barrage of icicles and thunderbolts onto players.
  • Super Breeding Program: They’re powerful Bathysmal Vishaps that were created by the Enkanomiyans through selective breeding, although their Adventurer's Handbook entry claims that no Vishap would consider this some sort of debt to be repaid.

Fungi

The fungi (singular "fungus") are mushrooms who have gained sentience and the ability to adapt to their environment and reproduce and protect fauna. They are typically found in Sumeru, though some have made it to The Chasm to the east and in select areas of Chenyu Vale. In general, they enter two distinct states depending on Elemental Reactions: "Scorched" through Pyro, wherein their attacks become slower but stronger, or "Activated" through Electro, where conversely their attacks become faster.

    Shared Tropes 

Released:
v2.6 "Zephyr of the Violet Garden" (March 30, 2022) [Floating Hydro Fungus]
v3.0 "The Morn a Thousand Roses Brings" (August 24, 2022) [Floating Dendro Fungus, Whirling Electro Fungus, Whirling Cryo Fungus, Stretchy Pyro Fungus, Stretchy Anemo Fungus, Stretchy Geo Fungus, Grounded Hydroshroom, Winged Dendroshroom, Winged Cryoshroom]
v3.1 "King Deshret and the Three Magi" (September 28, 2022) [Floating Anemo Fungus, Whirling Pyro Fungus, Stretchy Electro Fungus, Grounded Geoshroom]


  • Cute Monster: The Fungi, particularly their smaller variants, tend to be very cute and non-threatening looking despite being enemies.
  • A Day in the Limelight: The "Fabulous Fungus Frenzy" event deals with a tournament in which people capture and fight with Fungi.
  • Draw Aggro: During the "Fabulous Fungus Frenzy" limited-time event, both the Whirling Pyro and Stretchy Geo variants can goad enemies into attacking them while they erect barriers.
  • The Goomba: While the smaller Fungus' combat capabilities are above smaller slimes, they are just as easily defeated as them.
  • Irony:
    • Stretchy Pyro Fungi are sometimes found near Flaming Flowers... except, being Fungi, this inevitably results in their scorched state.
    • Whirling Electro Fungi are also sometimes found near Electro Crystals, which put them in an Activated state. However, because they spawn on water, the resulting reaction will shock them to death.
  • Killer Rabbit: The Grounded and Winged Mushrooms resemble rabbits wearing a pointy witch cap, the former moreso as they have rabbit-like legs (though they run and walk with it rather than hopping).
  • Large and in Charge: The Grounded and Winged Mushrooms are bigger than their smaller kin, have authority over them, and use stronger abilities.
  • Mushroom Man: Not exactly man but they are semi-sentient, mushroom-like beings that feed by leeching off nutrients from the grass and soil.
  • No-Sell: According to the Aranara, unlike most other forms of life in Teyvat including gods and even Irminsul itself, Fungi are able to ignore the deathly whispers of Marana. Unfortunately, they also become much more aggressive, which further adds to the danger of entering Withering Zones.
  • Not-So-Harmless Villain: Haniyyah's backstory reveals about the experimented Fungi under the Withering potion had killed her past ancestors.
  • Phonýmon: The "Fabulous Fungi Frenzy" shows that Fungi can be tamed with a device known as the Wisdom Orb where trainers have them battle one another. With said orb, they're capable of being affectionate and loyal creatures towards their owners.
  • Planimal: A variant, in that the larger Fungi have developed animalistic appearances, such as such as rabbits (Grounded Hydro- and Geoshrooms) or eagle (Winged Cryo- and Dendroshrooms).
  • Stance System: Depending on which element they are attacked with, their combat capabilities change. Pyro puts them in a Scorched state, where they trade speed for power, while Electro puts them in an Activated state, where the launch faster, harder-to-dodge attacks.

    Floating Fungi 
https://static.tvtropes.org/pmwiki/pub/images/enemy_floating_hydro_fungus.png
Floating Hydro Fungus
https://static.tvtropes.org/pmwiki/pub/images/enemy_floating_anemo_fungus.png
Floating Anemo Fungus
https://static.tvtropes.org/pmwiki/pub/images/enemy_floating_dendro_fungus.png
Floating Dendro Fungus

In general, all three variants share the ability to either bump at their enemies or fire elemental orbs, which can then be fired thrice in succession when Activated; if Scorched, the Anemo and Dendro variants can fire a single, slow-moving, but harder-hitting orb, while the Hydro variant will create a powerful splash around itself.


  • Corralling Vacuum: During the "Fabulous Fungus Frenzy" limited-time event, the Anemo variants can fire orbs that rein enemies in.
  • Early-Installment Weirdness: Both the Anemo and Dendro variants share the ability to fire elemental orbs, in addition to being able to fire three in succession when Activated and a slower but more powerful one when Scorched. In contrast, the Hydro variant, which was introduced in The Chasm (and long before the rest of the Fungi) had a unique attack pattern, where its bubble can trap players, but also has a chance of backfiring on them, and its Scorched state acts differently, instead damaging surrounding enemies.
  • Harmless Enemy: Although the Floating Fungi are capable of defending themselves, they walk very slowly and only had limited flight capabilities. Of note are the Hydro variants—as their bubble attack has a high chance of failing, especially in a Scorched state where it will simply explode the moment they launch it out (though as a trade-off, it has a dramatic increase in damage). However, if Activated, they become much more adept at controlling it, averting this trope.
  • Healing Factor: During the "Fabulous Fungus Frenzy" and "Fungus Mechanicus" limited-time events, the Hydro variants gain commands that allow them to actively heal groups of allies, while the Dendro variants can heal the ally with the lowest remaining HP.
  • Herd-Hitting Attack: During the "Fungus Mechanicus" limited-time event, the Anemo variant can launch gusts of wind that hurt enemies around its target.
  • Hoist by Their Own Petard: Floating Hydro Fungi have a chance for their bubble attacks to backfire and trap themselves instead.
  • Mundane Utility: The archive description for the Hydro variants mentions that because of their high moisture, they make an excellent emergency water source.
  • Trap Master: Like Hydro Slimes, Floating Hydro Fungi can launch bubbles that trap enemies (or itself if it is unlucky).
    Whirling Fungi 
https://static.tvtropes.org/pmwiki/pub/images/enemy_whirling_pyro_fungus.png
Whirling Pyro Fungus
https://static.tvtropes.org/pmwiki/pub/images/enemy_whirling_electro_fungus.png
Whirling Electro Fungus
https://static.tvtropes.org/pmwiki/pub/images/enemy_whirling_cryo_fungus.png
Whirling Cryo Fungus

In general, all three variants can either bump into their targets or bombard them with attacks that are either fast and done thrice in a row when Activated or slow but powerful and with a chance of knocking enemies back when Scorched. In particular, the Pyro variant will briefly dash to its target and release a burst of flames; the Electro variant will make a longer dash; and the Cryo variant will burrow underground and home in on its target.


  • Action Bomb: The Pyro variants will briefly dash onto their target before manually triggering an explosion.
  • Damage-Increasing Debuff: In the "Fabulous Fungus Frenzy" limited-time events, both the Pyro and Electro variants have special attacks that temporarily reduce enemy defenses.
  • Dash Attack: Of the three Whirling variants, Electro has the largest reach for their special attacks.
  • Deadly Force Field: In the "Fungus Mechanicus" limited-time event, all three variants gain a special attack where they envelop themselves in elemental energy and hurt surrounding enemies.
  • Dig Attack: The Cryo variant will burrow to the ground and launch a surprise attack on unsuspecting foes.
  • Spin Attack: This is their primary form of attack, and fittingly enough, they resemble mushroom tops.
  • You Will Not Evade Me: During the "Fabulous Fungus Frenzy" limited-time event, the Pyro variant can suck in surrounding enemies before unleashing an explosion on them.
    Stretchy Fungi 
https://static.tvtropes.org/pmwiki/pub/images/enemy_stretchy_pyro_fungus.png
Stretchy Pyro Fungus
https://static.tvtropes.org/pmwiki/pub/images/enemy_stretchy_anemo_fungus.png
Stretchy Anemo Fungus
https://static.tvtropes.org/pmwiki/pub/images/enemy_stretchy_electro_fungus.png
Stretchy Electro Fungus
https://static.tvtropes.org/pmwiki/pub/images/enemy_stretchy_geo_fungus.png
Stretchy Geo Fungus

In general, all four variants share the ability to perform a single flailing attack on surrounding enemies. In particular, the Pyro variant can leap on enemies, both Anemo and Electro variants can fire projectiles, and the Geo variant can perform a charging attack; in addition, when Activated both Pyro and Geo variants see a reduced cooldown time after their special attacks, while the other two can fire more projectiles.


  • Anti-Armor: During the "Fabulous Fungus Frenzy" limited-time event, the Geo variant can launch attacks that drain Geo-elemental armor.
  • Combat Medic: From the same event, the Anemo variant has a move that simultaneously damages surrounding enemies and heal nearby allies, as well as remove an elemental effect imposed upon them, while in "Fungus Mechanicus" they can release a healing field around the ally with the lowest remaining HP.
  • Damage Over Time: Also during "Fabulous Fungus Frenzy," the Pyro variant can unleash a searing wave that will linger onto its target and deal gradual damage.
  • Damage Reduction: During the "Fungus Mechanicus" limited-time event, the Geo variant can grant a shield to all its allies for ten seconds.
  • Draw Aggro: During the "Fabulous Fungus Frenzy" limited-time event, the Geo variant can goad enemies into aattacking it as well as
  • Homing Projectile: Both Anemo and Electro variants can fire, respectively, three and one elemental orbs at a time. When Activated, they can fire thrice as much (hence, nine and three).
  • Rolling Attack: The Stretchy variant's special involves rolling over their opponents.
  • Status Buff: During the "Fabulous Fungus Frenzy" limited-time event, the Electro variant can temporarily boost its allies' attacks.
  • The Turret Master: During the "Fungus Mechanicus" limited-time event, the Electro variant can create "Conductive Amplifiers" that augment its allies' attacks with a lightning bolt that hits enemies in tandem.
  • Use Your Head: Their general attack is to use their mushroom heads to swing on surrounding enemies. In particular, the Pyro variant can also jump high and perform a diving headbutt from above.
    Grounded Shrooms 
https://static.tvtropes.org/pmwiki/pub/images/enemy_grounded_hydroshroom.png
Grounded Hydroshroom
https://static.tvtropes.org/pmwiki/pub/images/enemy_grounded_geoshroom.png
Grounded Geoshroom

The Hydro variant typically attacks either with kicks or firing homing bubbles, either one or two at a time, with the latter attack losing its homing properties in exchange for power when Scorched. Meanwhile, the Geo variant will use its large head to either perform a dash-and-flail combo, a longer dash, or a leaping headbutt.


  • Armless Biped: Downplayed. While they do have arms, they're too stubby for them to be of any use. In particular, the Hydro variant will make up for this by kicking its target.
  • Homing Projectile: The Hydro variant will use homing water bubbles to attack enemies, either one at a time or twice in succession; in particular, the former becomes slower but more powerful when Scorched, while the latter can fire either six bullets when Activated or lose their homing property in exchange for greater power when Scorched.
  • Shockwave Stomp: When Scorched, the Geo variant's diving headbutt will generate a ring of exploding rocks in the aftermath.
  • Use Your Head: The Geo variant typically attacks by charging headfirst onto their target then flaining their mushroom heads around, performing a longer charge attack, or leaping in midair for a diving headbutt.
    Winged Shrooms 
https://static.tvtropes.org/pmwiki/pub/images/enemy_winged_dendroshroom.png
Winged Dendroshroom
https://static.tvtropes.org/pmwiki/pub/images/enemy_winged_cryoshroom.png
Winged Cryoshroom

Both variants typically attack with slaps from their wing-arms, one from the Dendro variant and twice from the Cryo variant; in particular, the Dendro variant can fire energy orbs, either one at a time against an enemy in front of it or two at a time in an aerial strike against enemies below it, while the Cryo variant can launch a rapid charge.


  • Airborne Mook: Apart from their ability to fly, Winged Mushrooms can use their wings to slap their foes. By virtue, if they are flying above the Traveler and co., they have to be struck with ranged weapons and had to be knocked off first before they can be attacked by melee fighters.
  • Dash Attack: The Cryo variant's special attack involves a dashing attack, which can be done thrice in succession if Activated.
  • Death from Above: The Dendro variant can fire either one Dendro orb at a time or launch a two-bomb aerial strike.

    Jadeplume Terrorshroom 

Jadeplume Terrorshroom

Introduced: v3.0 "The Morn a Thousand Roses Brings" (August 24, 2022)

https://static.tvtropes.org/pmwiki/pub/images/enemy_jadeplume_terrorshroom_full_artwork.png

An apex Fungus who evolved to attain a peafowl-like form, who makes its roost in the middle of a cave complex underneath Vissudha Field in northwestern Dharma Forest.

Normally, the Jadeplume Terrorshroom fights with either a three-hit combo consisting of swinging its beak, then pecking enemies, and then performing a leaping slam, firing a barrage of Dendro plumes from its tail, or summoning a spore cloud around itself which it then detonates by clashing its beak together. Its most notable feature, however, is being able to build up its "Fury" meter by being struck with Electro attacks, which can also be reduced with Pyro; should it be filled, and hence Activated, the Terrorshroom will go into a rampage, firing spores all over the arena, charging onto its targets twice, or wildly flailing its beak four times, before stumbling on the ground from exhaustion with reduced resistances, giving its targets ample time to mount a counterattack; on the other hand, if it has been Scorched, it will shoot three spores that, if not destroyed on time, will spawn Scorched Floating Dendro Fungi to assist it in battle.


  • Awesome, but Impractical: When Activated, the Jadeplume Terrorshroom will go on a furious barrage of powerful attacks, in exchange for being exhausted for roughly fifteen seconds with a penalty to all its resistances, giving players an ample window of time to go to town on it.
  • Beak Attack: It usually pecks at enemies twice in succession, followed with a Goomba Stomp.
  • Break Meter: Its Fury meter partially acts like one. It can be filled by Electro attacks, and when full it makes the Terrorshroom unleash a powerful attack before laying down from exhaustion.
  • Bullfight Boss: In its Activated state, it can charge onto players twice, wildly flail about four times, or send feathers flying all over the place, forcing players to either tank them or be quick on their feet.
  • Feathered Fiend: Feathered Fungal Fiend of course.
  • Feather Flechettes: It can uses its tail for firing feathers as projectiles.
  • Flunky Boss: When it enters Scorched state, it will summon three Floating Dendro Fungi at once, of which only four can exist at a time. The spore from which they emerge, however, can be easily destroyed with either Electro, Hydro, or Pyro before the Fungi can emerge.
  • Homing Projectile: In both its neutral and Activated forms, the Jadeplume Terrorshroom can fire, respectively, charged feathers or spores that follow the player around.
  • It Can Think: While all Fungi are sapient to some extent, the Jadeplume Terorshroom is speculated to have reached a level of intellect surpassing even those of real animals.
  • King Mook: To the various Fungi enemies. Lore-wise, it is a Fungus that evolved to obtain a more animalistic appearance and may have the potential to evolve into an even stronger form if given enough time.
  • Planimal: Like the Grounded and Winged Mushrooms, this spore-like has some animalistic traits such as territorial behavior.
  • Portmanteau: In the Japanese localization, it's called Mushraptor.
  • Proud Peacock: The Jadeplume Terrorshroom resembles a peacock.
  • Stuff Blowing Up: One of its attacks in its neutral state has it create a large spore cloud around itself, which it then detonates with sparks from its beak.
  • Uniformity Exception: Unlike its other mushroom kin, it does not have a permanent Stance System, instead being able to revert to its neutral state either after a few seconds in a Scorched state or upon recovering from exhaustion after being Activated.

Fontemer Aberrants

Aquatic animals found in Fontaine's waters. Among them are Blubberbeasts, Hunter's Rays, Armored Crabs, Sternshield Crabs, Hat Jellyfish, Bubbly Seahorses, Bubbler Seahorses, Ball Octopus, Angelic Sea Hares, and Cherubic Sea Hares.


    In General 
  • Bubble Gun: Bubbly Seahorses and Angelic Sea Hares primarily attack by launching their bubble projectile from their mouth. They will also spit bubbles at each other as a form of social interaction if idle.
  • Cowardly Mooks: If a Sternshield Crab loses their Pyro shell, they will actively attempt to back away from you, only attacking if you get close to them.
  • Cruelty Is the Only Option: In challenges and Ley Line Outcrops that feature Armored Crabs, the Travelers will have no choice but to defeat them, as the battle won't progress until they are eliminated.
  • Dual Boss: The Local Legend version of the Hunter's Ray fight in pairs, and synchronize their attacks.
  • Developer's Foresight: Luring Bubbler Seahorses, Cherubic Sea Hares, and (rarely) Sternshield Crabs into underwater will make them lose their elemental barrier granting them elemental powers, and act like their underwater versions. Luring them into the surface will reverse this condition.
  • Emergency Weapon: If their elemental barriers are broken, the Bubbler Seahorses and Cherubic Sea Hares will be forced to attack with a bubble spit that deals Hydro damage.
  • Giant Enemy Crab: The Local Legend Sternshield Crab is huge, and roughly the same height as the Emperor of Fire and Iron. One of the Local Legend's Boss Subtitles is even called by this trope name.
  • Harmless Enemy:
    • Armored Crabs, if aggro'd, have no means of attacking Travelers, and will simply shuffle around them and only raise their hardened claws like a shield. This is emphasized by its lack of a combat music, pets will not hide from them, and you can even configure party members without problems.
    • Luring a shell-less Sternshield Crab underwater will cause them to act like a larger Armored Crab, complete with their inability to attack at all.
  • An Ice Person: Cherubic Sea Hares found on land will start out with a Cryo barrier that grants them Cryo attacks.
  • I Shall Taunt You: The Ball Octopuses are fond of doing this if you are far away from them, by, humorously, folding their tentacles like their arms, and yawning.
  • Lazy Bum: Blubberbeasts found on land spend their whole day sunbathing (or lazing in underwater), to the point that they won't even attempt to pursue you if rudely interrupted, outside of retaliating with a hard tail slap (though it will only hit them if they are standing in-front of their tail). They may occasionally get up briefly if interrupted for a second time, but will immediately get back to sleep afterwards.
  • Make Some Noise: The Blubberbeasts only attack is to slap their belly to produce sonic waves that deal Physical damage. The Local Legend version can launch a barrage of them while invisible, and can deal Hydro damage.
  • My Friends... and Zoidberg: The Bullet Barnacles are technically considered part of the Fontemer Aberrants, but they aren't listed as such in the Archives (being environmental hazards, and all). The flavor text even mentions that they consider Armored Crabs to be their Arch-Enemy.
  • Palette Swap: Many of them come in different colors, such as red and green Armored Crabs. Local Legend variants are colored pink and/or purple.
  • Playing with Fire: Sternshield Crabs on land are imbued with a Pyro shell that grants them Pyro attacks.
  • Power Copying: There are blue, glowing versions of Blubberbeasts, Armored Crabs, Hunter's Rays, Hat Jellyfish, and Ball Octopus that the Traveler can copy certain techniques from to use for fighting or solving puzzles underwater.
  • Puzzle Boss: The Local Legend variants can be defeated far easier through exploiting the hints in their attacks and movement patterns. For example, the Hunter Rays can be greatly damaged by using the power of the Xenochromatic Hunter Ray to sever their joint attack before they launch it.
  • Savage Setpiece: Most of them, barring Sternshield Crabs, are not openly hostile unless attacked, or if you stay in their presence for too long.
  • Shock and Awe: Bubbler Seahorses on land are infused with an Electro barrier that grants them the ability to launch Electro attacks.
  • SNK Boss: The Local Legend versions of the Sternshield Crab, Hunter Rays, Blubberbeasts, Cherubic Sea Hares, and Hat Jellyfish are this. They are easily recognizable by their distinct color scheme (not seen in others), much larger size, possess huge amounts of HP, and deal monstrous amounts of damage that they can easily mop the floor with any party member that acts recklessly.
  • Sweet Seal: Blubberbeasts are adorably chubby seals who tend to be fairly docile unless you deliberately attack them. The Local Legend variants avert this completely as they will attack you as soon as you enter their line of sight.
  • Sword Beam: Hunter Rays use their tails to unleash a ranged crescent shaped Hydro slash.
  • Violation of Common Sense: Sternshield Crabs found underwater do not possess a Pyro barrier and do not suffer negative effects from it, however, if those on land are lured into walking on even shallow water, the Hydro application will periodically drain their barrier until their shells are shattered.
  • Weak, but Skilled: The Local Legend version of the Blubberbeast has less health compared to their Sternshield and Hunter counterparts. However, this lies their ability to go invisible and launch sound waves at different directions in a surprisingly fast pace.

    Emperor of Fire and Iron 

Emperor Of Fire and Iron

https://static.tvtropes.org/pmwiki/pub/images/screenshot_101_5.png
Searing Tide Pulsing Beneath the Mountains

An apex predator that lives inside an underwater cavern in the Belleau Region in southern Fontaine.


  • Elemental Barrier: The horn-like shell on top of its head grants it a 60% RES increase to all DMG and enables it to use stronger attacks. Fortunately, it can be destroyed with Elemental Reactions. Unlike Sternshield Crabs, it will eventually regenerate its shell by burrowing.
  • Faster Than They Look: Despite being a crab, it can sprint fast to land a Dash Attack, and will occasionally stride to the center of the arena to unleash its Searing Coronation Limit Break.
  • Giant Enemy Crab: Lore-wise, it is an Armored Crab that lived long enough to grow to gigantic proportions from constantly hunting, eating, and outgrowing its shells.
  • Jump Scare: For those used to fighting normal bosses. It introduces itself by performing a sudden claw strike without warning, catching unprepared Travelers off guard.
  • King Mook: To the Fontemer Aberrants, specifically Armored and Sternshield Crabs.
  • Lightning/Fire Juxtaposition: Forms this with the Millennial Pearl Seahorse, both of them being described as the "two sovereigns of the Fontemer Aberrants".
  • Limit Break: If its shell isn't destroyed on time, it will partially bury itself and unleash a very powerful burst of Pyro explosion (Searing Coronation) in a very large AoE.
  • Playing with Fire: Wields the power of Pyro.

    Millennial Pearl Seahorse 

Millennial Pearl Seahorse

https://static.tvtropes.org/pmwiki/pub/images/screenshot_102_4.png
Nameless Lord of the Great Lake

An apex predator that dwells in an undersea cavern in the Liffey Region in northwestern Fontaine.


  • Boss Arena Urgency: Several of its attacks leave the ground electrified, dealing damage to the player over time.
  • Bullfight Boss: One of its attacks has it charging at you at high speeds while leaving the ground electrified.
  • Elemental Barrier: The Xenomare Pearl on its chest grants it increased DMG resistance and allows it to use more powerful attacks. It can however be destroyed using Elemental Reactions, but will eventually regenerate.
  • Hair-Trigger Temper: Its bio describes it as having a temper fiercer than a raging thunderstorm.
  • King Mook: Another one to the Fontemer Aberrants, specifically Bubbly and Bubbler Seahorses. Lore-wise, it is a Bubbly Seahorse that evolved to attain the form of a fantastical beast.
  • Homing Projectile: One of its attacks has it launching Electro-charged projectiles that home in on the player, making them tricky to dodge.
  • Lightning/Fire Juxtaposition: Forms this with the Emperor of Fire and Iron, both of them being described as the "two sovereigns of the Fontemer Aberrants".
  • Mirror Character: It could be considered the Fontaine counterpart of the Jadeplume Terrorshroom, with both being stated to be highly-evolved members of their respective kinds and whose movesets and methods for defeating them being very similar to each other.
  • Shock and Awe: The Xenomare Pearl beneath its head is a crystallization of Electro energy, allowing it to utilize powerful elemental attacks and defensive abilities.
  • Shockwave Stomp: One of its attacks has it jumping up into the air to unleash one of these with a large Area of Effect.
  • Unicorn: It bears a resemblance to one, possessing a gracious horse-like body, the ability to float, and a striking horn on its forehead.

Others

    Consecrated Beasts 

Consecrated Beasts

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Consecrated Red Vulture
https://static.tvtropes.org/pmwiki/pub/images/screenshot_120.png
Consecrated Scorpion
https://static.tvtropes.org/pmwiki/pub/images/screenshot_121_7.png
Consecrated Flying Serpent
https://static.tvtropes.org/pmwiki/pub/images/screenshot_118_3.png
Consecrated Fanged Beast
https://static.tvtropes.org/pmwiki/pub/images/screenshot_117_7.png
Consecrated Horned Crocodile

Wild animals from Sumeru's ecosystem that have mutated into larger and stronger forms from consuming greater lifeforms. They can also be found in areas such as Yashiori Island in Inazuma and the Elynas region in Fontaine.


  • Blow You Away: Consecrated Flying Serpents wield the power of Anemo.
  • Body Horror: It is theorized that the flesh eaten from greater lifeforms does not fully digest and instead fuses into the consumer's body, drastically altering their appearance and giving them features such as a bony outer shell that has a similar composition to Crystal Marrow.
  • Boss in Mook Clothing: Are comparable to Lawachurls due to their large HP, large build, and possessing powerful attacks.
  • Enemy to All Living Things: Consecrated Red Vultures are the only Consecrated Beast type to be potentially a threat to Teyvat's life, as the Archive description notes that, due to the very powers they possess, they will be driven solely by violence and carrion.
  • Gameplay and Story Integration: They are stated to be the few subjects amongst their respective kinds that survived the transformation into a Consecrated Beast. This is highlighted by them being rarer enemies that are usually found in more out of the way areas, with Consecrated Fanged Beasts having only one spawn location while the rest have at least two as of version 4.0.
  • Green Thumb: Consecrated Fanged Beasts wield the power of Dendro.
  • Hoist by His Own Petard: After using the Phagocytic Elemental Energy Attacks, the consecrated beasts deactivate their Phagocytic state and spawn phagocytic energy blocks that you can easily destroy with the corresponding element. Afterwards, the consecrated beasts will be stunned, giving you an advantage before they re-enter their Phagocytic State.
  • Making a Splash: Consecrated Horned Crocodiles wield the power of Hydro.
  • Mutants: They are wild beasts that have become larger, stronger, and bear radically altered appearances from consuming the corpses of greater lifeforms. Among said beasts are Scorpions, Flying Serpents, Red Vultures, Rishboland Tigers, and Spinocrocodiles.
  • "Not So Different" Remark: The Consecrated Scorpion's entry claims Consecrated Beasts to have exploited the laws of evolution by being fortunate enough to discover and consume long-dead carcasses of greater beings before any of their competition did, making animals and humans have far more in common than the latter is willing to acknowledge.
  • Painful Transformation: It's implied that the transformation into a Consecrated Beast is very painful to the point of death due to the immense power possessed by the consumed greater lifeforms, with only a few subjects amongst their own kinds managing to survive the process.
  • Playing with Fire: Consecrated Red Vultures wield the power of Pyro.
  • Power at a Price: The Consecrated Fanged Beast's bio considers the remains of greater beings to essentially be deliberate or unintentional traps for the beasts that consume them, with the price of coveting the gifts of the strongest to be much more painful than being locked in a cage.
  • Shock and Awe: Consecrated Scorpions wield the power of Electro.

    Setekh Wenut 

Setekh Wenut

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The Last Prince of the Sands
An apex predator that lives inside the caverns of the Desert of Hadramaveth when it was once a rainforest biome created by Goddess of Flowers long ago.
  • Ambushing Enemy: There are patrolling Wenuts that roam on some parts of the Great Red Sand. When a prey is around, they will emerge from the sand to impale both the Traveler and any enemy caught in an AoE from below.
  • Blow You Away: It wields Anemo powers.
  • "Get Back Here!" Boss: The Setekh Wenut tunnels through the ground, periodically exposing parts of itself to attack for a short time. It would not be inaccurate to say the boss spends more time digging around and evading attack than actually attacking you. Exploiting these small windows of attack to the fullest is essential to quickly defeating the boss.
  • Power Floats: When creating Windbite Bullets, the Wenut flies temporarily.
  • Sand Worm: A blind variation who dwells within the underground of the Desert of Hadramaveth.
  • Viewer Pronunciation Confusion: Prior to the 3.6 livestream, the English-speaking player base assumed that "Wenut" was pronounced as "wii-nut", but officially it is pronounced as "way-noot".
  • Worm Sign: A Wenut outside of its cave can be recognizable by a sand trail it leaves when roaming around its territory.

    Xuanwen Beasts 

Xuanwen Beasts

https://static.tvtropes.org/pmwiki/pub/images/screenshot_183_57.png

Fierce creatures that inhabit the mountains of Chenyu Vale.


  • Blow You Away: The majority of their attacks deal Anemo damage.
  • Making a Splash: It can fire a series of water orbs that deal Hydro damage.
  • Wings Do Nothing: Their wing-like fins don't let them fly long distances in spite of their feathery appearance, but instead give them the ability to swiftly pursue their prey.

    Solitary Suanni 

Solitary Suanni

https://static.tvtropes.org/pmwiki/pub/images/screenshot_184.png
Ancient Lord of the Mountains

A proud illuminated beast that once roamed freely among the wild mountains, looking down disdainfully at other life. To this day, it remains concealed in fog, driving away all outsiders who dare to encroach upon its territory with wild mists and furious waves…


  • Homing Projectile: One of its attacks has it firing these at you.
  • King Mook: To the Xuanwen Beasts.
  • Let's Get Dangerous!: They are said to be luck-bringing beings that were forced into seclusion far beyond human reach by times of peace, but will show no mercy in driving out anyone who trespasses onto their territory and disturbs their peaceful repose.
  • Magic Enhancement: The description for the Cloudseam Scale claims it to be capable of making other creatures around them more powerful by afflicting them with errant adeptal energy, which is why the suanni's leader is regarded as being equal to the adepti.
  • Mysterious Mist: Legends say they traversed the land under the cover of mist, with its presence nearly undetectable save only for the faintest outline of its horns.
  • Tornado Move: One of its attacks has it summoning four small tornadoes to send roaming around the arena.

    Praetorian Golems 

Praetorian Golems

Moving statues shaped like warriors who will swing their swords at all who dare trespass upon the area under their guardianship.


  • BFS: Their main weapons are huge longswords that can be imbued to deal Pyro damage.
  • Elemental Barrier: They enter battle with Geo shields erected, which can reduce a large percentage of the damage they take. Breaking through it with claymore attacks, plunging melee attacks, or Overload reactions will stun them for a short period of time.
  • Living Statue: The Praetorian Golems are stone statues that can come to life and attack their foes.
  • Mighty Glacier: They're slow-moving, but more than make up for it with sturdy Geo shields and hard-hitting attacks.
  • Playing with Fire: Can imbue their attacks with Pyro.

    Legatus Golem 

Legatus Golem

A majestic colossus sculpted from marble and brass, displaying the immortality and glory of a great civilization of old. Now, this statue stands slumbering within the undersea Faded Castle, now awaiting the arrival of one who dares challenge the majesty of the ancient ruler.


  • Elemental Barrier: Like the Praetorian Golems, it possesses a sturdy Geo barrier than when broken will stun it for a short time period.
  • Living Statue: An animated statue that is fought as an overworld boss.
  • King Mook: To the Praetorian Golems.
  • Musical Assassin: Incorporates music into its attacks with a shield and sword that can act as a violin and bow.
  • Playing with Fire: Can imbue its blade with Pyro for devastating attacks.
  • Our Centaurs Are Different: It's a statue carved in the shape of a centaur wearing a suit of armor and wielding a sword.
  • Shockwave Stomp: One of its attacks has it unleashing one of these in a large radius.

Automata

    Defense Mechanisms 

Defense Mechanisms

Strange constructs found only on Dragonspine, attacking anything that crosses their path.


  • Giant Space Flea from Nowhere: No information is to be found on them and don't even have an Archive entry due to technically being hazardous obstacles instead of enemies despite battle music playing when you encounter them. Although they're implied to be Khaenri'ahn in origin going by their designs.
  • An Ice Person: Their main attack consists of charging up and shooting three consecutive projectiles that deal Cryo damage.

    Maguu Kenki 

Maguu Kenki

https://static.tvtropes.org/pmwiki/pub/images/maguu_kenki_icon.png
Magic Puppet Sword Demon
https://static.tvtropes.org/pmwiki/pub/images/lone_gale_and_galloping_frost.jpg
Lone Gale & Galloping Frost

A humanoid puppet automaton from Inazuma clad in full armor. It wields both Anemo and Cryo.


  • A.I. Is a Crapshoot:
    • The Maguu Kenki on the Golden Apple Archipelago subverts this. The only reason it attacks the Traveler and company is because it spent several years underwater and experienced decay, making it unable to tell the difference between friend or foe. But the Echoing Conches reveal that back when the islands were inhabited by shipwrecked sailors, it served as their loyal guardian and defended them against Hilichurls.
    • The one on Inazuma plays this straight. The machine was made using the memories of a distant sword master from a certain sword school but unfortunately, it malfunctioned and will indiscriminately attack anyone within its vicinity. Ultimately it was discarded and is now found resting in a ghastly plain within Yashiori Island.
  • Blow You Away: Primarily wields an Anemo Element.
  • Dash Attack: It will utilize this if you're at a distance. Once powered up, it will start to use this as a follow up to its 3-strike combo.
  • Doppelgänger Attack: Can unleash phantoms when powered up, sometimes separately, or in conjunction.
  • Dual Wielding: Normally uses one sword in combat, but in its Cryo shockwave attack, it'll materialize a second sword made purely of Cryo energy in its left hand and stab both swords to the ground, generating an area-of-effect shockwave around itself.
  • Facial Façade: Its large Han'nya Mask obscures its body while it's in a dormant state, almost giving it the appearance of a floating head. Once awakened, the large mask splits apart, revealing the warrior beneath.
  • Flash Step: Will instantly teleport to one side or another while walking towards you. It also serve as one of its abilities, leaving only a phantom behind to attack consecutively.
  • Iaijutsu Practitioner: One of its attacks is to put the sword into its sheath, charge it up, then unleashed a powerful slash that covers 360° around the samurai. When powered up, it will either follow up with a phantom that deals Cryo DMG and a wider AoE, or use it in sync.
  • An Ice Person: Another element it wields is Cryo.
  • Evil Mask: Has a large Han'nya Mask which covers the automaton from the front in an inactive state and floats around its shoulders when active. It can also block any ranged attacks (including Catalysts and Ganyu's charged attack), forcing the attacker to close in on them.
  • Jack of All Trades: As a playable character and enemy in Genius Invocation TCG, it has a bit of everything. It can deal both Cryo and Anemo damage, summon Shadowswords that deal end-of-turn damage, deal decent single-target damage through its Burst, deal AoE damage from Swirl reactions, and enable reactions through auto-switching granted by its Talent.
  • King Mook: Can be seen as this to the Kairagi due to it's appearance and attacks having many similarities to the latter's.
  • Kung Fu-Proof Mook: Maguu Kenki's mask will block ranged attacks from Long Range Fighters like bow and catalyst users, putting them at a disadvantage. Since the fight against it is all about getting up close to damage it, this makes it more favorable towards Close Range Combatants.
  • Marionette Motion: Subtle, but its stilted puppet-like movements are noticeable whenever it finishes some of its attacks.
  • Ridiculously Human Robot: A robotic samurai that can be mistaken for a person at first glance until one pays attention to its vaguely inhuman features, and a talisman on its face.
  • Spell Blade: It infuses its blade with Anemo once powered up.
  • Summon to Hand: When powered up, its powerful attack is to summon a Cryo blade to its hand, and plunge both of them to the ground that covers a large area and deal Cryo-Infused Swirl DMG.
  • Sword Beam: One of its attacks when powered up is to deliver a flurry of ranged Anemo slashes at their opponent in a 3-4 succession.
  • There Is Another: A total of 3 Maguu Kenki are fought; at the (1st) Golden Apple Archipelago, at Yashiori Island to the left of Orobashi's skull, and as a boss in a World Quest involving the Tatarigami.
  • Turns Red: In an interesting variation, the initial fight has the automaton only deal Physical DMG with its sword, but after reducing its HP to 75% it will deal Anemo DMG, and will utilize powerful and more dangerous techniques.

    Primal Constructs 

Primal Constructs

https://static.tvtropes.org/pmwiki/pub/images/enemy_primal_construct_icon.png
Architects of the Desert Palace

Technological constructs left over from The Scarlet King's Civilization. They serve to protect the ruins of The Scarlet King's Kingdom. It consists of Repulsor, Prespector, and Reshaper.


  • Attack Drone: Their bits serve as this as their main form of offense and can be operated independently that act as a separate enemy.
  • Battle Tops: During the invisibility state, a Repulsor can turn their bits into a spinning blade and its shape and function is not unlike a top. These bits will continue on chasing until it either hits an opponent or have gone on a certain distance.
  • Beehive Barrier: The Repulsor can use its bits to form a barrier, and use it as an offensive weapon.
  • Crosshair Aware: When a Reshaper launches its lance-like bits, it will create a hexagonal target cue for players to get out of its AoE.
  • Death from Above: A Reshaper's main form of attack is to launch its lance-like bits into the sky, before dropping them to impale their opponents from above.
  • Frickin' Laser Beams: Prospectors and use their bits to launch a stream of lasers in an arc.
  • Immune to Flinching: Like Ruin Machines, they cannot be launched or knocked back and can only be stunned if one managed to use the correct element during their recovery state.
  • Invisibility: When they allow their bits to attack independently, its primary core will be cloaked, and will move in random directions to avoid being hit. You can gain an achievement by destroying the core while invisible.
  • Lost Technology: They’re remnants of technology from King Deshret's civilization.
  • See the Invisible: Unlike Fatui Agents, its overall shape remains completely invisible when affected by the elements. However, the secondary visual effects indicating applied elements, such as small flames for Pyro or droplets of water for Hydro, remain visible, allowing an attentive player to spot its position and go after it regardless.

    Algorithm of Semi-Intransient Matrix of Overseer Network 

Algorithm of Semi-Intransient Matrix of Overseer Network

https://static.tvtropes.org/pmwiki/pub/images/enemy_algorithm_of_semi_intransient_matrix_of_overseer_network.png
King Deshret's Tomb Guardian

A Perpetual Motion Machine which guards The Scarlet King's Kingdom. It is capable of connecting with the other Primal Constructs.


  • Attack Drone: Like with the Primal Constructs, its bits will act as its primary form of offense.
  • Boss in Mook Clothing: A literal example happens during Ferigees Boss Fight, Ferigees will summon an Algorithm of Semi-Intransient Matrix of Overseer Network, the world boss enemy in the last phase, as her mooks.
  • Combination Attack: Before cloaking they will always deploy its laser bits as a primary and will either deploy their barrier or lance-like bits as a secondary to attack its foes together.
  • Frickin' Laser Beams: One of its attacks is to first use its laser bits to unleash a Beam Spam on a large AoE and is followed by a lance bit firing a stream of lasers in an arc.
  • King Mook: It is a larger Primal Construct with every available bits from Reshapers, Repulsors and Prospectors.
  • Limit Break: Two of them.
    • If a respective bit is destroyed but is failed to be struck with a correct element during it recovery state, it will unleash the following:
      • Fire a stream of lasers that will track the player's movements forcing the player to constantly run before they get hit.
      • Deploy its laser bits to launch a volley of lasers in-sync in a large AoE.
      • Use a lance-like bit and fire it as a large missile that fire in a straight arc that results in a large explosion.
    • If the Matrix is in its invisibility state for too long, it will gather all of its bits and charge it up for an overclocked mode. If not stopped on time, it will unleash an area-wide shockwave that deals a devastating amount of damage and it will be in its paralyzed state in a short while after expending its energy.
  • Overly Long Name: The Algorithm of Semi-Intransient Matrix of Overseer Network. Can't get a longer name than that.
  • See the Invisible: Like the Primal Constructs, they remain completely invisible, however their elemental markers and debuffs are visible, although attacking it is ill-advised since they have a whooping DEF boost at 95%.
  • Significant Monogram: With some creativity, the name can be made to spell A.S.I.M.O.V. Network.

Ruin Machines

    In General 
Machines found wandering all over Teyvat that originate from a long-lost civilization. As their name implies, they typically appear near ruins. These artificial creatures do the bidding of the Abyss Order.
  • Attack Its Weak Point: You can stun all Ruin Machines by attacking their weak points, providing you an opportunity to lay on the damage:
    • A Ruin Guard becomes temporarily stunned if you hit the glowing core on its head two times in quick succession (three if you let it recover). Archer-type characters can take advantage of this, but if you do not hit it fast enough, the Ruin Guard becomes immune to stuns for a brief time.
    • Aside from their head (which even an uncharged bow shot will disable it unlike the Ruin Guards and Hunters), Ruin Graders also have weak points on their legs, which are only vulnerable if they expose the glowing cores with certain attacks. If you attack said weak points twice, it will be unable to move for a time, but its head can still attack you unless it's also disabled too.
    • Like Ruin Guards, Ruin Hunters become temporarily stunned if you shoot its glowing eye. However, they are only vulnerable when in their Bombardment Mode.
    • Ruin Sentinels become stunned if you hit their exposed cores while they perform certain attacks. Since they are smaller, their cores are much easier to hit with normal melee and ranged attacks.
    • The Skywatch and Earthguard Ruin Drakes will expose its core while charging up for a bombardment and it only requires a single strike to temporarily immobize it.
      • The Skywatch variant will expose its chest core when preparing to launch a missile and its wings are apparently not resilient as it can be disabled from even an uncharged shot from a bow user.
      • The Earthguard variant will expose the core on its eyes when they attempt to ram at you, and like the Ruin Graders, an uncharged bow shot will put a stop in its tracks until they recover.
  • Connected All Along: Those Ruin Machines you have been fighting throughout the game? Turns out they are war machines created by the kingdom of Khaenri'ah originally called "Field Tillers". The plot of the "We Will Be Reunited" Archon Quest revolves around the Abyss Order trying to find the eye of the very first Ruin Guard (the inactive Ruin Guard found in Stormterror's Lair).
  • Fluffy the Terrible: Played with. In the first Traveler Tale, when the Traveler and Paimon learn about the true name of the Ruin Machines being "Field Tillers", they didn't take it seriously at first and mistook it to meant that they're farming machines, only for Dainsleif to correct them on that assumption that it's merely a metaphorical code name that the Khaenri'ah people like to give to their weapons. He explains that the true purpose of Field Tillers is to till the fields... of war.
  • Humongous Mecha: They're big, mechanical beings that seem formed from bronze, in total contrast with the High Fantasy setting of the game. The Sentinels avert this as they are much smaller.
  • Immune to Flinching: All Ruin machines cannot be stunned or launched by any attack unless their exposed cores are hit.
  • Lost Technology: Ruin Guards and Ruin Hunters are remnants of a lost civilization, later revealed to be the fallen kingdom of Khaenri'ah. They have technologies far beyond that of the other civilizations, such as missiles, machine guns, and lasers. Their technology is so beyond the comprehension of the people of Teyvat that the ancient people of Mondstadt mistook the missiles a Ruin Guard fired as fireballs raining from the sky.
  • Playing Possum: The Ruin Machines that you meet in the open world are slumped over, inactive. Approach them and they will activate themselves and attack.
  • Starfish Language: Ruin Guards and Hunters speak in an unknown language.

    Ruin Guards and Ruin Graders 

Ruin Guards

https://static.tvtropes.org/pmwiki/pub/images/ruin_guard.png
"Field Tiller"
Click here to see Ruin Grader
Mechanical cyclopses armed with missile launchers who tend to appear around ruins. They have a larger, stronger variant called Ruin Grader armed with laser beams, commonly found in Dragonspine.
  • Been There, Shaped History: In-Universe. After losing a battle to Andrius, the first Ruin Guard retreated to Stormterror's Lair, where it would rain down missiles on anyone who dared wander too close. The people of Mondstadt at first thought it was a curse left behind by the Storm God Decarbian, who once ruled Mondstadt before they overthrew him, leading them to call it "The Tyrant's Final Fury".
  • Boss in Mook Clothing: Ruin Graders are far tougher than the Ruin Guards (who are already tough on their own), has a large HP and because of their height, their spin attack covers far more ground.
  • Chekhov's Gun: That lifeless Ruin Guard you always see in the tower at Stormterror's Lair? It is not just an ordinary Ruin Guard. The "We Will Be Reunited" Archon Quest reveals that it is the very first Ruin Guard created by the kingdom of Khaenri'ah. The Abyss Order is looking to find this Ruin Guard and harvest its eye as part of their plot to turn Osial into a mechanized god.
  • Dash Attack: Ruin Graders have an attack where they rush towards you.
  • Death from Above: Both Graders and Guards have an attack where they leap up and smash the ground.
  • Early-Bird Boss: Ruin Guards can be fought as early as during Kaeya's Story Quest (the first one to unlock, at Adventure Rank 5) and in the Thousand Winds Temple, which is in the game's starting region. At those points, they are extremely threatening as their significant health pools and very high Physical Resistance will prevent them from dying soon and their strong and at first difficult to dodge attacks (including a long Spin Attack and the shooting of fast missiles that follow the active character) will put most early parties at risk. As the player gets more experience and better gear, however, their threat starts to wane thanks to their weaknesses: their weak spot can be easily targeted during the time it takes them to wake up, their movements are telegraphed to give you more time to dodge them and their pitiful Elemental Resistance puts them at them mercy of the player's Elemental Reactions. With careful timing of bursts, it is even possible to kill a stunned Ruin Guard at full health before it reactivates.
  • Energy Ball: Ruin Graders can shoot a cluster of these that will stay on the ground for a while and deal rapid damage over time on contact.
  • Eye Beams: Ruin Graders can fire laser beams from their eye.
  • Humongous Mecha: The Ruin Graders are far taller than the Ruin Guards and are even bigger than the Lawachurls.
  • Kaizo Trap: Subverted. Upon defeating them while in their active state, an animation will play where they twitch around for a few seconds before falling and crashing on top on their attackers belly first... which deals no damage if you let them fall into you.
  • Macross Missile Massacre: One of their attacks is to shoot dozens of missiles from their own body, which then promptly track the target down.
  • Only Known by Their Nickname: It turns out that Ruin Guard is just a name modern people call them due to them always being in Ruins. The "We Will Be Reunited" Archon Quest reveals that they are called "Field Tillers" by the people of Khaenri'ah, who liked to give codenames to their creations.
    Dainsleif: "The land is not to be tilled with farming tools, but rather is to be fought for with steel and blood." This is how the "Field Tiller" came about.
  • Shockwave Stomp: One of their attacks has them stomp the ground when you are too close.
  • Spin Attack: One of, if not the most, dangerous attack at their disposal is to wildly rotate their body and arms around while slowly moving forward, making them invincible at close range and without the risk knock back, and receiving a ton of damage. Ruin Grader has longer arms, and thus their Spin Attack is much wider.
  • Super Prototype:
    • The first Ruin Guard had a much more powerful core than the rest of its kind, being far stronger than even the strongest Vision holders, and can hold its own with the likes of Andrius, the Wolf Spirit, before eventually losing. The Abyss Order is in search for this core and use it as part of their plan to turn Osial, Overlord of the Vortex, into a mechanical god.
    • The Anomalous Model Ruin Grader is an even superior version of the base model itself, it can enter an enhanced state and utilize attacks not available to the base model (such as a charging stomp and turning its hands into a bulldozer) and will enter a self-repair state that makes it impossible to be destroyed by normal means. This model is first encountered in the Shadow of the Ancients event and another during the penultimate part of the Aranyaka series.
  • Wolfpack Boss: Areas exist in the open world that pit you against multiple Ruin Guards. One Ruin Guard is easy, two are manageable. Three is where things get frantic, and Four Is Death.note  Areas even add in the occasional Ruin Hunter to the mix.

    Ruin Hunters 

Ruin Hunters

https://static.tvtropes.org/pmwiki/pub/images/ruin_hunter.png
A more advanced and dangerous form of the Ruin Guards with four arms that can transform into drills or missile launchers.
  • Crosshair Aware: Before bombarding the area with missiles, it will mark a targeted area, giving you a split second to escape from it and avoid taking damage.
  • Glass Cannon: They have a much higher damage capability compared to the Ruin Guards but have less health and it only takes one shot at their eye to stun them, and compared to the others, have a 50% physical RES like the Sentinels.
  • Hover Mecha: They eschew legs and instead float around.
  • Macross Missile Massacre: During Bombardment Mode, their main attack involves raining down missiles on a target area. If you have an archer, you can hit their eye to bring them down and temporarily stun them, but if you do not, you will have to endure the bombardment or just run away.
  • More Dakka: One of its attacks during Bombardment Mode is to fire their machine guns at you.
  • Multi-Armed and Dangerous: They have 4 arms that can turn into propellers, blades, or missile launchers.
  • Spin Attack: They can perform a deadly horizontal or vertical spin attack.
  • This Is a Drill: Their attacks involve turning their limb into a drill-like attachment, before slashing wildly or charging at you.

    Ruin Sentinels 

Ruin Sentinels

Automatons that consist of Ruin Cruisers, Ruin Scouts, Ruin Defenders, and Ruin Destroyers. They take the form of a robotic cube when dormant.
  • Animal Mecha: They are based on non-humanoid creatures to contrast with the humanoid designs of the more common Ruin Guards.
  • Death from Above: One of the Ruin Cruiser's attacks is to launch Stinger projectiles that can rain upon an opponent in an AoE range.
  • Electric Jellyfish: Subverted. The Ruin Scouts are based on jellyfish and use similar electric-looking pulses to as the other Sentinels, but do not actually attack with the in-game Electro element.
  • Long-Range Fighter: Ruin Cruisers prefer to stay out of melee range while bombarding you with long-ranged shots, especially when they're backed up by their more melee-focused brethren. After attacking them up close for a while, they'll Flash Step away from you to get some distance for their shots.
  • Luckily, My Shield Will Protect Me: Ruin Defenders can project a shield that can deflect attacks from the front. Anyone attacking it will cause the Defender to counter with the shield's feedback.
  • Mecha-Mooks: They are essentially this, and are usually found in groups.
  • Spin Attack: One of the Ruin Scout's attacks.
  • Use Your Head: One of the Ruin Scout's attacks is ramming their opponent with their head.
  • When Trees Attack: The Ruin Destroyers are based on plants (specifically the Whopperflower).

    Perpetual Mechanical Array 

Perpetual Mechanical Array

https://static.tvtropes.org/pmwiki/pub/images/enemy_perpetual_mechanical_array.png
Perpetual Resonance SI/Ald

A floating automaton resembling a Hypostasis, located in an underwater ruin off the northern shore of Narukami Island.


  • Combining Mecha: It is composed of four inactive Sentinels clustered together in order to adapt to different combat situations.
  • Death from Above: Two of its attacks involve obliterating its foes with an orbital laser strike or by transforming into a rocket and slamming down to the ground.
  • Flunky Boss: After a certain amount of time, the Array will split its body into four different types of Ruin Sentinels and protect its core with a shield. One of the Sentinels will be highlighted with runes which notifies the player that it's the one holding up the shield, and defeating it will not only disperse said shield, but will also disable the remaining Sentinels and the Array itself for a short time, allowing the player to get some damage in before it reforms.
  • Hive Mind: According to the Perpetual Heart's description, the Array is theorized to have once been four small machines that discarded their biomimesis and came together of their own accord.
  • King Mook: To the Ruin Sentinels. Lore-wise, it is four of them that merged together to become a more powerful entity.
  • Transforming Mecha: It can turn into a sword, a sawblade, or a rocket.

    Ruin Serpent 

Ruin Serpent

https://static.tvtropes.org/pmwiki/pub/images/ruin_serpent.png
Excavator: SI/Glp

A serpent-like automaton that swims in the underground of The Chasm, Liyue. It is said that it can even dig through the hardest bedrock.


  • Achilles' Heel: To the Lumenstone Adjuvant. During the fight, the Ruin Serpent will leave behind puddles of dark mud with Oozing Concentrations spread out across the arena which it can then absorb energy from to unleash a powerful AoE attack. While the Serpent is not weak to the Lumenstone Adjuvant directly, using the Gadget on the nearby Oozing Concentrations that it uses to charge up its attack will cut off the Serpent's supply of energy and create a negative feedback loop, temporarily stunning it for a short time.
  • Beware My Stinger Tail: The Ruin Serpent has a drill on its tail that also functions as a stinger. It'll sometimes emerge from underground tail first to attack you with it.
  • Cutscene Boss: Haftvad the Worm, the quest-exclusive variant at the end of "The Chasm Delvers" World Quest, met its fate in a cutscene by Yelan shooting the Chasm Nail to put the boss down.
  • Dig Attack: Its main method of attacking foes is to burrow underground and strike them from below, ranging from using its drill stinger, trapping opponents in an earthly maelstrom, and digging out dark mud to use as an energy source for its ultimate attack.
  • Energy Absorption: The Ruin Serpent is able to absorb Oozing Concretions to attack.
  • "Get Back Here!" Boss: The Ruin Serpent frequently burrows, preventing most characters except a few like Yae Miko from hitting it while it's underground.
  • Segmented Serpent: A mechanical Sandworm with a segmented body to attack, its tail and head are primarily used for tunnelling.

    Ruin Drakes 

Ruin Drakes

Introduced in Sumeru, these mechanical dragons that can absorbs elemental energy upon taking damage to endure against elemental reaction attacks. Has two variations, Earthguard & Skywatch.
https://static.tvtropes.org/pmwiki/pub/images/enemy_ruin_drake_skywatch.png
Ruin Drake: Skywatch
https://static.tvtropes.org/pmwiki/pub/images/enemy_ruin_drake_earthguard.png
Ruin Drake: Earthguard

  • Animal Mecha: According to designers team, the Ruin Drake's design is inspired from Tyrannosaurus rex and pterosaurs which based to Eastern Beliefs that Dinosaurs were considered as Dragons.
  • Armless Biped: Although based on Vishaps, they (including the Aeonblight Drake) don't have arms.
  • Cybernetic Mythical Beast: All Ruin Drakes, including the Aeonblight Drake, are the Khaenri'ahn scientists' attempts at replicating and surpassing The Vishaps.
  • Death from Above: Both their Skywatch and Earthguard variants are capable of charging their cores to launch a large spread of bombs from above and down from below.
  • Elemental Absorption: Unique to them is their ability to absorb the elements they are struck with that gives them not just elemental RES to that element, but will also attempt to bombard enemies with said element. They will absorb even attacks from Geo and Anemo.
  • Foe-Tossing Charge: Much like a T-Rex, the Earthguard variant will attempt to charge at you at full speed.
  • Giant Flyer: The Skywatch variants are always in flight at all times making it harder for melee attackers to properly strike them.
  • Macross Missile Massacre: The Skywatch variant can launch a volley of missiles like the Ruin Guards.
  • More Dakka: Much like Ruin Hunters, the Skywatch variant can fire a volley of energy bullets from their wings.
  • Use Your Head: The Earthguard will use its use head to strike at their foes in a sweeping motion.
  • Tail Slap: Both variants are capable of using their tails to strike their opponents. The Earthguard variant will use a tailsweep while the Skywatch variant will use an overhead sweep.

    Aeonblight Drake 

Aeonblight Drake

https://static.tvtropes.org/pmwiki/pub/images/enemy_aeonblight_drake_full_artwork.png
Perpetual Motion GL-Faf
A Perpetual Mechanical Dragon-like Ruin Machine that serves as the Boss version of the Ruin Drakes. It can be found in a ruin under Devantaka Mountain.
  • Attack Its Weak Point: It has three major weak points it exposes when attacking. The cores in its wings are prominently exposed when its in airborne state.
  • Boss in Mook Clothing: An aversion. The Aeonblight Drake is literally a world boss as opposed to the Ruin Graders (that can be found on certain locations).
  • Cybernetic Mythical Beast: You could say that this is Khaenri'ah's robotic take on the Primo Geovishap.
  • Damage-Sponge Boss: Has roughly the same HP as the Primo Geovishap, and like most Ruin machines, has RES to physical attacks.
  • Death from Above: One of their attacks has them charge their cores to launch a large spread of bombs from above and down from below.
  • Elemental Absorption: Like their Ruin counterparts, they can absorb the elements they are struck with that gives them not just elemental RES to that element, but will also attempt to bombard enemies with said element. They will absorb even attacks from Geo and Anemo.
  • Foe-Tossing Charge: The Aeonblight Drake in ground mode will attempt to charge at you at full speed, and will use their wings to speed up its process.
  • Giant Flyer: Has a pair of Jet Pack like wings that doubles as a bludgeoning weapon while in ground mode, and can switch into flight mode at will.
  • Humongous Mecha: They are much larger than the Ruin Drakes and possess gray accents like the Ruin Graders.
  • King Mook: It's essentially a larger and stronger version of the Ruin Drakes.
  • Macross Missile Massacre: Like their Ruin Drake brethren, they will launch a volley of missiles in flight mode.
  • Mechanical Abomination: Deemed as such by both the Archive and the Adventurer's Handbook in terms of power and nature, claiming it to be a mysterious and tireless mechanical monstrosity whose existence is alleged proof the Khaenri'ahns reached heights that mortals should never have attained.
  • Mirror Character: The Aeonblight Drake is the Khaenri'ahns' take on the Primo Geovishap, with both being Damage-Sponge Bosses while having different gimmicks. The Primo Geovishap always comes with different elemental affinities when spawned which serve as energy for its Primordial Shower attack. The Aeonblight Drake meanwhile doesn't come up with any elemental affinities and instead needs to absorb them to endure specific elemental damages. While the Primo Geovishap's Primordial Shower can only be deflected with elemental shields based on its specific element (while the Geo shield ignores any elements), The Aeonblight Drake's Elemental Damage Absorption bonus can be removed by hitting its weak spots, making bow users more preferable.
  • Shockwave Stomp: When the Aeonblight Drake switches to ground mode, the landing will create a shockwave due to impact on the ground.
  • Tail Slap: Can use its tail to strike at its opponent as a finisher to the head swipe and has a larger cover owing to its huge height. In flight mode, it will take this further by attempting to charge at you using its tail as a buzzsaw.

Wildlife

    Boars 

Forest Boars, Snowboars, and Shroomboars

A recurring fodder that appears throughout Teyvat and drops Raw Meat (Chilled Meat in the Snowboar's case and also Mushrooms and/or Matsutakes in the Shroomboar's) when defeated. While they usually run away from the player when spotted, they will instead try to charge at you if snuck up on from behind.


  • Adaptive Ability: They're capable of surviving in almost any environment, which has resulted in various subspecies. Researchers claim that this largely stems from their naturally stubborn personalities.
  • Dash Attack: Trying to sneak up on them from behind will cause them to charge at you and deal relatively minor damage, but can be easily avoided. Funny enough, there's an achievement called Boared to Death that requires your active character to be defeated by a Forest Boar in this fashion.
  • Explosive Breeder: They are known for being able to reproduce very quickly, with Snowboars managing to do it more freely due to them living in an environment without any natural predators.
  • Horse of a Different Color: Some hilichurl tribes have been observed attempting to domesticate Forest Boars, presumably hoping to train them as riding animals.
  • Human Popsicle: Snowboars are usually encased in ice and have to be thawed out using Pyro attacks, but will immediately charge at you once fully reanimated.
  • Interspecies Romance: According to Nahida, the Shroomboar originated because a Forest Boar fell in love with a Shroom-Kin, with the Forest Boar changing its form to ensure the Shroom-Kin's survival. She describes this as an example of "acting irrationally to pursue one's interests."
  • Long-Lived: Legends say that Snowboars can live for an incredibly long time, even allowing them to grow abnormally large during such a long battle for survival. This would prove true in the existence of the Great Snowboar King.
  • Not So Extinct: Snowboars were thought to have gone extinct long ago, until recent expeditions in Dragonspine discovered this to not be the case.
  • One-Hit-Point Wonder: They're not so much meant to be enemies as they are meant to be a source of meat, and accordingly, they die in one hit to let players farm them. They technically have three HP rather than one, but no attack is weak enough to not instantly kill them.
  • The Symbiote: Shroomboars are forest boars that developed a unique form of this with the Shroom-Kin. According to researchers' studies, Shroomboars rely on the parasitic mushrooms perched on them for natural camouflage, which allows them to evade predators and survive in the jungles. However, this has also made it popular on the dinner table as naturally-occurring pre-made food.
  • Underground Monkey: Forest Boars can be found almost anywhere, while Snowboars are exclusive to Dragonspine, and Shroomboars are exclusive to Sumeru's forests.
  • Ungrateful Bastard: Upon being thawed out, a Snowboar's first action is to charge at you.

    Flying Serpents 

Flying Serpents

A limbless reptile found in the Desert of Hadramaveth, they have the limited ability to hover.
  • Long-Range Fighter: They fight from a distance by spitting venom at their prey, they don't have any defensive means against close range opponents.
  • Non-Indicative Name: As noted in the Archive, they do not fly despite their name; instead, they possess a small amount of Anemo element that give them the ability to hover for a short time.
  • Savage Setpiece: Zig-zagged. Flying Serpents have a small aggro range, meaning that, so long as Travelers are distant, they can avoid getting into fights with them. They will only go hostile if one gets too close to them, or if they are aggro'd due to small critters, or other hostiles being alerted.

    Spiders 
https://static.tvtropes.org/pmwiki/pub/images/45bac2cbc18132778cf18003190b29ba_6992657275646601337.jpg
Usually making their home in abandoned ruins, Spiders are rare around Teyvat and mainly serve as obstacles rather than enemies.

    Weasel Thieves 

Weasel Thieves

Also known as Mora Weasels, they are weasels trained to steal Mora that they keep in the pouches on their backs, which you can take for yourself by defeating them. They come in three types of ascending rarities: Amateur, Hoarder, and Golden.

    Rishboland Tigers 

Rishboland Tigers

Large orange tiger-like cats that inhabit the Dharma Forest in Sumeru. They're apex predators often described as the "kings of the jungle" and will guard their territory from invaders.
  • Fragile Speedster: Rishboland Tigers are very fast and swift with their attacks, but their low HP pools and tendency to stay put in-between their attacks means that they cannot last very long in a fight, especially against well-built characters.
  • Panthera Awesome: They're large cats who are not afraid to go toe to toe with Vision bearers. Its Archive entry mentions that "it regards the entire woodland realm as its territory, and will often survey its domain even as a true king might."
  • Savage Setpiece: Zig-zagged. Despite their Archive entry saying they're very territorial creatures who will attack anyone who trespasses on their territory, only some Rishboland Tigers found in the wild fit that description, and most of them are very docile unless provoked. The Tigers that are likely to attack you on sight are ones perched on trees and rock ledges who survey their surroundings, and even when you fight them in the middle of their pack, the rest of the Tigers will not join in the fight unless they get hit by your attacks.

    Scorpions 

Scorpions

Usually found in the deserts of Sumeru, they are arthropods that use their venom to hunt their prey.
  • Ambushing Enemy: When traversing certain areas in the desert, some Scorpions will unburrow to launch surprise attacks. These are the only critters that are poised to attack, even when possessing a passive Talent that prevents combat-ready wildlife from ever attacking you unless aggroed (either by other enemies, non-combat wildlife, or much smaller critters, like frogs).
  • Informed Ability: They are said to possess a venom, a venom so potent, that they are often sought after by alchemists and would-be plotters. In-game, they cannot deal corrosion damage (the equivalent of being poisoned) like Rifthounds, making them much less dangerous than their lore suggests.
  • Scary Scorpions: They have a scary appearance, and are much larger than real life scorpions.
  • Sleepy Enemy: Some Scorpions can be found sleeping by curling into a ball, these critters will not attack you unless provoked.

    Spinocrocodiles 

Spinocrocodiles

Primarily found in Sumeru's rivers and swamps, Spinocrocodiles are fierce water-dwelling reptiles who hunt any creature unfortunate enough to trespass on their turfs.
  • Living Relic: Their Archive entry states that Spinocrocodiles are ancient lifeforms that have been living in Teyvat since the time when "gods with beast's faces still had dominion over the world" (most likely referring to the Seven Sovereigns before Celestia came about), essentially making them living fossils. They were even believed and worshipped by ancient humans to be connected to the gods due to the red crests on their heads.
  • Never Smile at a Crocodile: Spinocrocodiles viciously attack anyone in their waters and will not hesitate to go after you if they spot you. According to Rana, they're one of the few creatures in Sumeru to actively tolerate Withering Zones as they cause the Spinocrocodiles to breed and multiply at a rapid rate, forcing Forest Rangers to hunt them down in order to regulate their population.

    Red Vultures 

Red Vultures

Large carrion feeder birds that inhabit the deserts of Sumeru, but also won't hesitate to attack any living thing that crosses their path.
  • Circling Vultures: Some can be seen circling in the air, with most of them being hostile enough to attack without provocation.
  • Misplaced Wildlife: Their Archive entry reveals them to not actually be native to the desert, instead appearing there after the disappearance of the ancient civilization ruled by King Deshret.
  • Savage Setpiece: Similar to Rishboland Tigers, most Red Vultures will not attack you unless provoked. The ones most likely to are those flying in the air, although some on the ground will do so as well.

    Sumpter Beasts 

Sumpter Beasts

Large four-legged creatures native to Sumeru. They come in two variants; the Shaggy Sumpter Beast in Dharma Forest and the Desert Sumpter Beast in the Great Red Sand. Their ubiquity and bulky physiques make them popular caravan mounts to Sumerians and travelers when domesticated.
  • Brutish Bulls: Although Sumpter Beasts are not based on actual bulls in real life since they have a more fantastic appearance and share the same bulky quadruped design across their species (the Shaggy Sumpter Beasts resemble oxen and the Desert Sumpter Beasts resemble rhinos), they do have bull-like behavior and will attack you by charging at you with their horns.
  • Piñata Enemy: Sumpter Beasts aligned with the various enemy faction will drop their faction's mats when killed.
  • Savage Setpiece: Zig-zagged. Most wild Sumpter Beasts are docile and will only attack you if you attack them first, those that do attack are the result of other wildlife being startled on their vicinity. Sumpter Beasts that are tamed by hilichurls, Treasure Hoarders, Eremites, and the Fatui will attack you if the entire camps they're residing in get aggro'd, regardless if you provoke the Beasts themselves or not.

    Tent Tortoises 

Tent Tortoises

Large spiky-shelled turtles found in the Girdle of the Sands in Sumeru.
  • Invincible Minor Minion: The Tent Tortoises are notable for being the first truly invincible enemies in Teyvat, since no matter what you throw at them, even with the best DPS builds and minmaxed artifacts, they cannot be killed whatsoever, not even by drowning. Ironically, Lord British Postulate ensues as players attempt to use them as damage sponge punching bags.
  • Not the Intended Use: Their invulnerability makes them excellent for energy gathering, as players will never need to find any other enemy to hit.
  • Stone Wall: They're outright invincible tanks, but have little offensive abilities aside from a Spin Attack that they'll do as a Counter-Attack if you hit them enough times.

    Jadestone Turtles 

Jadestone Turtles

Large turtles found in Chenyu Vale whose shells accumulate Geo energy in the form of rock formations.
  • Gem Tissue: Sort of. Some Jadestone Turtles can be seen with Clearwater Jade growing on their backs, which can be mined by hitting them with claymores or Zhongli's Dominus Lapidis Skill. They apparently welcome the offer of having it removed as these accumulations give them an unbearable itch.
  • Invincible Minor Minion: Like Tent Tortoises, they are completely immune to all forms of damage and cannot be drowned.
  • Turtle Island: Their shells resemble mountains, which is due to the gradual accumulation of Geo energy. Legend has it there was once a giant turtle whose shell was claimed to be more majestic than all mountains combined.
  • Underground Monkey: They're basically the Liyue equivalent of Tent Tortoises.

    The Great Snowboar King 

The Great Snowboar King

https://static.tvtropes.org/pmwiki/pub/images/artworks_eyzepfggml2pngar_9r8eew_t500x500.jpg
A particularly huge snowboar that resides in Dragonspine.
  • The Berserker: Has an aptly-named Berserker Mode, where he becomes much more aggressive, starts dealing insane amounts of damage and no longer stuns himself when ramming into a wall.
  • Bullfight Boss: Its main method of attacking is through rushing straight towards the player. Tricking it to smash against walls will temporarily stun it, but only if Berserker Mode isn't active.
  • Enemy Summoner: It will temporarily summon regular Snowboars to do a combined ranged attack.
  • King Mook: Its appearance is that of a regular Snowboar, but massive.
  • Optional Boss: Fighting it is totally optional, only required in the "Fresh Meat!" sidequest.
  • Turns Red: Literally. After taking off a chunk of its health, it will go berserk and its attacks will ramp up.
  • Zero-Effort Boss: Subverted. You'd think that with regular boars being a One Hitpoint Wonder, this guy would be laughably easy. Instead, it's able to put up a fight like any of the regular mini-bosses like the Lawachurls and Ruin Graders.

Miscellaneous (and One-Time) Enemies

    Haishan 

Haishan

The sea monster that once terrorized Liyue, until being slain by Beidou.
  • Hydra Problem: Averted. Haishan is described being a Hydra-like sea monster but it can't regenerate Back its heads once decapitated by Beidou.

    Fell Flower 

Subject 3/"Albedo?"

https://static.tvtropes.org/pmwiki/pub/images/untitled_319.png
Wintry Whopperflower
A mutated Whopperflower that was created from Durin’s corrupted blood seeping into the leylines on Dragonspine Mountain, it appears in the Shadows Amidst Snowstorms event. It possesses the ability to transform into a human.
  • Become a Real Boy: Albedo suggests its desire might have been to live as a proper human.
  • Glamour Failure: Its disguise falls apart when Albedo runs his sword into it from behind.
  • Kill and Replace: Its goal seemed to be to replace Albedo permanently. Albedo speculates that this is its natural instinct as a whopperflower, similar to how regular whopperflowers act as Chest Monsters by disguising themselves as regular flowers. As revealed in the ending, it turns out he was simply made to throw off the real Albedo from pursuing the one who created it, Subject 2
  • King Mook: In its first phase of its boss fight, it looks like a larger Cryo Whopperflower. In its second phase, it shrinks down, but its still just a little bit bigger than a Whopperflower.
  • Imposter Forgot One Detail: The Traveler is able to tell that its not Albedo because it’s disguise doesn’t have the diamond on Albedo’s neck. Albedo suggests this might have been a deliberate choice, as his diamond is an imperfection denoting him as an artificial human and the Whopperflower wished to be a true human. Similarly, Subject Two, his creator lacks a star on his neck.
  • It Can Think: It proves to be smart enough to lure humans into a trap, and was able to figure out that the Traveler and Eula were on to it.
  • Plant Person: It's a whopperflower with the ability to transform into a human.
  • Slasher Smile: When it begins charging up a large Cryo Attack on the Traveler and company, it sports a sinister smile while in its Albedo disguise.
  • Unwitting Pawn: To another Albedo (Subject Two) as its only purpose is to distract Subject One (first Albedo) from pursuing him.

    Marana 

Marana's Avatar

The memory of death that plagues Sumeru in the form of the Withering.

    "Miasmic Tumor" 

Miasmic Tumor

A tumor made up of abyssal filth found under the Great Narukami Shrine’s mountain pool. It is seen in the last part of the “Sacred Sakura Cleansing Ritual” World Quest, and completing the quest requires you to defeat it.
  • Eldritch Abomination: Befitting its name, it looks downright hideous and is the source of filth surrounding the Sacred Sakura's roots.
  • Flunky Boss: It will summon an Ochimusa from time-to-time and, until they are defeated, it remains invulnerable.

    Thorny Cyst 

Thorny Cyst

A bizarre entity residing in an underwater cavern in Mont Esus East of the Liffey Region in Fontaine, making the surrounding water near-inhospitable with its presence.
  • Attack Its Weak Point: The only way to damage it is to use Ball Octopus bombs on the vine-like appendages protruding from its body, then attacking it at the center.
  • Boss Arena Urgency: The water surrounding it has been tainted by its presence and will deal Damage Over Time to your active character. Fortunately, you can heal up using nearby Recovery Orbs.
  • Eldritch Abomination: A hideous and otherworldly-looking entity of unknown origin whose existence provides nothing but suffering to other living things.
  • Flunky Boss: It will summon Fontemer Aberrants after taking enough damage. However, they don’t need to be defeated to continue the fight.
  • Giant Space Flea from Nowhere: There is absolutely no information to be found as to what exactly this thing is or where it came from, just that it's a dangerous enemy whose presence is contaminating the surrounding waters.
  • Hazardous Water: Its presence contaminates the surrounding waters, which will drain your health while in contact with it. Fontemer Aberrants however don't seem to be affected for whatever reason.

     Local Legends 

Local Legends

Powerful variants of normal enemies that live in Fontaine and Chenyu Vale. Rocky Avildsen and Liam are found in Genshin Impact: Fontaine while Deianeira and Yseut can be found in Genshin Impact: Fatui.
  • Damage-Sponge Boss: They have a lot of health, and we mean a LOT of health. At higher world levels their HP can be higher than weekly bosses.
  • King Mook: They are basically bigger, beefier and often retextured versions of regular enemies.
  • Mirror Character: The Rulers of the Chizhang Mountains: Yiji and Tianyu are basically Geovishap versions of Enkanomiya's Coral Defenders.
  • Superbosses: They are the strongest enemies in the overworld.
  • Token Human: there are a few human Local Legends such as Rocky Avildsen, Liam, Deianeira of Snezhneva and Yseut.

Alternative Title(s): Genshin Impact Other Monsters

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