Gaming

Spiral Abyss Floor 12 First Half: Best Mizuki Stellar Swirl Team (7.1)

Version 7.1's first half pays out for Swirl and Stellar Swirl damage, and Mizuki is the driver that converts it.

Version 7.1’s first half pays out for Swirl and Stellar Swirl damage, and Mizuki is the driver that converts it.

Floor 12’s first half in Version 7.1 is built around one reaction. The Ley Line Disorder inflates Swirl damage by 200% and Stellar Swirl damage by 75%, and the floor blessing fires a free True DMG shockwave every time either reaction lands. Yumemizuki Mizuki, an Anemo catalyst driver who stays on field and triggers Swirl over and over, is the character that turns both of those into a clear.

Quick answer: Put Mizuki on field with Odette or the Cryo Traveler as the Stellar Linchpin, add an Anemo or Cryo support, and keep a Stellar Swirl reaction going at all times to hold the disorder and blessing bonuses.


Mizuki Stellar Swirl team for the Floor 12 first half

The first half’s team template is loose. You need one Stellar Linchpin character, one Anemo or Cryo unit, and two flexible slots. Mizuki cannot create Stellar Swirl on her own, so the linchpin slot is mandatory: as of Version 7.0 that means Odette or the Cryo Traveler, who convert Cryo Swirl into Stellar Swirl inside a Polestar Field. Mizuki then drives the reaction while Cryo is applied from off field.

TeamDriverLinchpin / CryoFlex slots
Mizuki coreMizukiOdetteCryo Traveler, Sucrose
Free-to-playMizukiCryo TravelerSucrose, Diona
Healer variantMizukiOdetteQiqi, Sucrose or Faruzan

Stellar-Conduct is the other option for this half, since the first-half enemies are vulnerable to Stellar-Glimmer damage in general rather than to Swirl specifically. Sandrone with Odette, Qiqi and Yae Miko, or Wriothesley with Nicole, Odette and Yae Miko both work without touching the disorder at all. If you own Mizuki, the disorder makes the Swirl route the higher ceiling.


Mizuki’s Stellar Swirl build: weapons, artifacts and stat targets

Standard Swirl cannot crit. Stellar Swirl can, and that single difference rewrites her build. A pure Elemental Mastery Mizuki underperforms here; you want EM plus real CRIT ratios.

SlotPickTarget
ArtifactsScarlet Proof (4-piece)+16% CRIT Rate, +40% Stellar Swirl DMG for 10s
Sands / GobletElemental Mastery950–1050 EM on screen
CircletCRIT Rate or CRIT DMG70–85% CR, 200–225% CD
WeaponSunny Morning Sleep-In265 EM substat, EM buff on Stellar Swirl
Free weaponEchoes of the Heart (R5)120 EM on reaction, +32% Stellar Glimmer DMG

Scarlet Proof‘s CRIT Rate bonus is what lets you run a CRIT DMG circlet without falling short on rate. Double Cryo resonance adds another 15% CRIT Rate, so check your on-field numbers with the team assembled before committing to a circlet. Viridescent Venerer is her weakest set in this team; hand it to Sucrose or Faruzan for the resistance shred instead.

For talents, the Elemental Skill comes first. Dreamdrifter grants the party a Swirl and Stellar Swirl damage bonus that scales off her EM, worth 4.5% per 100 EM at level 10, so push it to 9 or 10. Burst goes to 8 or 9, and Normal Attack can stay at 6 or lower. Dawning Frost at high refinement, A Thousand Floating Dreams and Sacrificial Fragments are all reasonable stand-ins if you lack the signature.

Only build enough Energy Recharge to cast her Burst comfortably. Over-investing there costs you EM and CRIT, which are the two stats the disorder actually multiplies.

Constellations are a bonus, not a requirement. C2 lowers nearby enemy Pyro, Hydro, Cryo, Electro and Anemo RES by 20% and converts her EM into elemental damage bonus for the party, making it the strongest team-wide stop. C6 lets nearby party members’ Swirl damage crit and converts her excess EM above 500 into up to 20% CRIT Rate and 80% CRIT DMG for herself, which fits the CRIT-focused build directly. C1 and C4 are smaller.


Filling the last two slots

Sucrose is the cheapest upgrade in the team. She stacks Elemental Mastery on Mizuki and Odette, which both scale directly off it, and she can hold 4-piece Viridescent Venerer for the Anemo resistance shred. Qiqi covers the sustain slot while also buffing Stellar Swirl reactions from her own kit, and at C6 she is comfortable for the whole first half. Diona is the substitute if Qiqi is missing, with C6 Diona amplifying the reaction and handing out an EM buff.

Qiqi's character screen with the Artifacts tab open, showing her equipped set and its set bonus details
Qiqi’s artifact page, with the equipped set bonus listed under Artifact Details. Image: HoYoverse

Faruzan is the other common pick over Sucrose. A high Energy Recharge Faruzan running R5 Elegy for the End and 4-piece Viridescent Venerer keeps her Anemo buff and the resistance shred online, and Elegy’s EM bonus feeds Mizuki’s reaction damage at the same time.

Faruzan's character screen with the Artifacts tab selected to check her equipped set
Faruzan’s Artifacts tab, where the Viridescent Venerer set and her Energy Recharge stat are checked. Image: HoYoverse

Floor 12 Ley Line Disorder and the Ice-Surging Moon blessing

RuleEffect
Disorder, first halfSwirl DMG +200%, Stellar Swirl DMG +75%
Disorder, second halfElectro-Charged DMG +200%, Lunar-Charged DMG +75%
Floor blessingSwirl or Stellar Swirl DMG unleashes a True DMG shockwave, once every 4s
Enemy levelLv. 95 – Lv. 100

The blessing shockwave has a 4-second cooldown, so it favors steady reaction uptime over one huge burst window. Mizuki’s Dreamdrifter state suits that shape, because she triggers reactions continuously while Cryo is reapplied from off field rather than in a single spike.


First half chambers: enemies and what actually breaks them

Chamber 1: Bandersnatch

One opponent, and it is gated behind a Fury gauge. The Bandersnatch fills Fury on its own over time, at which point it grows and becomes vulnerable, but Electro damage speeds that up considerably. A Stellar Swirl team can swirl the Electro on the field and push Electro damage back into it, cutting the wait. A Stellar-Conduct team does the same thing without any setup.

Chamber 2: Immortal Construct

The Immortal Construct regenerates shields to keep itself alive, and the counter is Stellar-Glimmer damage — the umbrella that both Stellar Swirl and Stellar-Conduct fall under. The moment it starts generating a shield, get your linchpin’s field down and start triggering reactions. Dragging the fight out is how you lose stars here, not enemy damage.

Player walking up to the red challenge-start device at the beginning of Floor 12 Chamber 2 first half
The challenge-start device in Floor 12 Chamber 2, first half, just before the Immortal Construct fight. Image: HoYoverse

Chamber 3: Churin

Churin summons Jack Frost statues the instant the fight begins, and those statues can one-shot your active character if you stand near them. Ranged damage is strongly favored. With a Mizuki Stellar Swirl team, keep moving in circles and hold distance so the statues cannot line you up while she stays in Dreamdrifter. Stellar-Conduct teams trivialize this fight, Sandrone especially.

Do not treat Churin’s statues as background clutter. Losing the active character to one is the most likely reason a run with a fully built team still drops below the three-star time.


What the second half needs instead

The Stellar Swirl team does not carry over. The second half’s disorder boosts Electro-Charged by 200% and Lunar-Charged by 75%, and the enemies are built to match. Chamber 1 sends nine Wilderness Exiles before Raskolnikov, whose self-regenerating shields are shut off by Electro-Charged or Lunar-Charged, so have your reaction ready as the ninth Exile dies. Chamber 2 opens with four Fishers of Hidden Depths, then the Lord of the Hidden Depths: Whisperer of Nightmares, whose shield requires Lunar DMG to break.

Floor 12 Chamber 2 second half in progress, with the challenge timer and objective panel visible during combat
The Chamber 2 second half challenge, with the timer and objectives tracking during the Whisperer of Nightmares fight. Image: HoYoverse

Chamber 3 ends on Sigurd. Dodge his Electro lunges, keep applying Lunar DMG, and unload once he drops into the Grave Stricken state, since he stays stationary for a few seconds. Flins, Columbina, Ineffa and Ororon, or Nefer with Lauma, Columbina and Shinobu, cover this half comfortably.

Floor 12 Chamber 3 second half with the Defeat 1 opponent objective highlighted mid-fight
The final Chamber 3 objective counting down to a full Floor 12 clear. Image: HoYoverse

Star thresholds and Floor 12 rewards

Every chamber on Floor 12 scores on remaining time, not on style. The thresholds are identical across all three.

StarsRequirement
More than 180s remaining
★★More than 300s remaining
★★★More than 420s remaining

Clearing a chamber for the first time pays 25,000 Mora, three Adventurer’s Experience, two Hero’s Wit and six Mystic Enhancement Ore, plus a Domain Reliquary — Tier II for Chambers 1 and 2, and Tier I for Chamber 3. That first-time bounty only lands once.

You know the floor is finished when the results screen reads 9/9 stars and the star bounty pays out 60,000 Mora and 200 Primogems. Floor rewards add one Domain Reliquary — Tier I and two Tier II on top. The Ice-Surging Moon blessing is scheduled to reset on 2026/10/16 at 4:00 server time, so any Stellar Swirl setup you gear for this half has a fixed shelf life on Floor 12.