this Genshin Impact best teams companion skips pull advice and covers the build. The official wish notice pairs Skirk with the sword Splendor of Tranquil Waters and Escoffier with the polearm Fragrant Harmony , and those weapon pairings decide which main stats you farm. Below: Cryo substat thresholds, two Abyss team frameworks, and how 180 resin a day should be split between artifact domains and talent books.
Applicable version: 7.1 "Requiem for the Underworld" (live 2026-09-23; both Cryo banners and the weapon banner opened 2026-10-08 and close 2026-11-03 14:59)
Genshin Impact 7.1 official info: who holds which weapon
The official notice is explicit: the "Fathomless Star" wish features Skirk (Cryo) at increased rate, "Berry-Scented Chanson" features Escoffier (Cryo), and the weapon banner "Epitome Invocation" runs both the sword and the polearm . All four banners close together on 3 November at 14:59.
Weapon type sets the stat direction
Skirk uses a sword and Escoffier a polearm, so the two builds cannot share artifact direction beyond the goblet . The rule is simple: if the weapon's substat is crit, push attack on artifacts, and the reverse, so the multipliers do not crowd into one bucket.
The two character banners share pity
Both limited banners in the same phase share the pity counter: a five-star within 90 pulls, 50 percent chance of the rate-up, and the next five-star guaranteed after a loss, so the worst case is 180 pulls . At 160 Primogems per pull that is 28,800. Wanting both is mathematically out of reach for most accounts, so pick one first.

Genshin Impact artifact main stats: the Cryo goblet is mandatory
Cryo carries effectively have one goblet option: Cryo DMG bonus, because it sits in its own multiplier and is not diluted by team buffs . The sands slot follows the weapon: crit weapons take ATK percent, attack weapons take crit rate.
Circlet: crit rate or crit damage
Below 50 percent crit rate, take crit rate. Above 70 percent, take crit damage. In between, take whichever substats make the 1:2 ratio cheaper to reach . The rule holds for every damage dealer; no character gets an exception.
The stopping point
70 percent crit rate and 140 percent crit damage, a 1:2 ratio, is the accepted stopping point . Past it, an extra useful substat is worth 3 to 5 percent total damage, less than the return from talent books.

Genshin Impact double-Cryo teams: resonance plus reactions
Cryo resonance grants 15 percent crit rate against frozen or Cryo-affected enemies. That changes the artifact target: with resonance, 55 percent crit rate on gear reaches the 70 percent goal.
The four-slot framework
A standard team is carry, sub-DPS, buffer, sustain . The sub-DPS slot is the one players cut first, and cutting it usually breaks the reaction chain. When a slot has to be sacrificed, drop the buffer and keep application: a team that keeps reactions alive kills faster than one with a bigger attack buff and no Cryo on the field.
Freeze teams need Hydro
Freeze teams need steady Hydro application so the Cryo carry can keep triggering Freeze and resonance . Without a Hydro unit, resonance coverage roughly halves.
Common misread: resonance crit rate cannot push you past 100 percent. Anything above the cap is wasted .

Genshin Impact Abyss Floor 12: splitting two teams
Floor 12 has three chambers, each cleared with its own team, and characters cannot repeat within the floor . You need two functional teams, not one perfect one.
First half: quickswap burst
The first half favours low-HP, multi-target waves, so a quickswap team works: burst damage from the carry, sub-DPS filling gaps. Energy is the bottleneck; one broken burst cycle costs about ten seconds.
Second half: sustain and grind
The second half throws single high-HP targets, so a sustained team with shield and healing holds the field. The usual mistake is bringing two damage dealers and dying to the first rotation.
| Slot | First half | Second half |
|---|---|---|
| Carry | Burst-oriented Cryo | Sustained damage |
| Sub-DPS | Frequent application | Single-target amp |
| Buffer | Attack or shred | Shred first |
| Sustain | Healing | Shield plus healing |

Genshin Impact resin: using 180 a day
Original Resin regenerates one point every eight minutes, 180 a day, and an artifact domain costs 20 per run, so a full day covers nine runs . That arithmetic forces a choice between artifacts and talents.
Talents before artifacts
Talent and weapon ascension gains are linear and guaranteed; artifact rolls are random . Taking talents to 8/8/8 first and farming artifacts afterwards is the steadier route.
When to stop farming
At 70 percent crit rate and 140 percent crit damage, stop. Further runs mostly return flat defensive substats, worse in expectation than levelling the character to 90 . If your carry is still below level 90 or has talents under 8, finish those first: both are deterministic upgrades, and neither depends on a 5-star roll landing on the right substat.Banner and Abyss records for this version are collected on GameHub.

Genshin Impact FAQ
How much crit rate does Cryo resonance give?
A: 15 percent against frozen or Cryo-affected enemies , so gear only needs about 55 percent.
Do the two Cryo banners share pity?
A: Yes. They share the counter, with a five-star within 90 pulls at 50 percent rate-up, worst case 180 pulls or 28,800 Primogems.
When should I stop farming artifacts?
A: At 70 percent crit rate and 140 percent crit damage; past that, talent books pay better.
How many artifact runs per day?
A: 180 resin at 20 per run is nine runs in theory, adjusted for cap and refills .
Should I pull the weapon banner?
A: The weapon banner guarantees a five-star within 80 pulls at 75 percent rate-up , but it ranks after getting the character.
Action checklist
- Pick one of the two Cryo banners instead of splitting pulls.
- Give the carry a Cryo goblet, crit circlet and weapon-matched sands.
- With Cryo resonance, stop gear crit rate around 55 percent.
- Prepare two Abyss teams: quickswap first half, sustain second half.
- Take talents to 8/8/8 before returning to artifact domains.
Game Guides
- Palworld 1.0.5 Base Production Lines: Work Suitability and the Ancient Bark Chain
A Palworld base should not build a little of everything. Lay it out in three zones — gathering, crafting, hauling — and put exactly one Pal on each station, with everything else shifted to transport or planting. Since v1.0.4 dropped Ancient Bark gathering to Work Suitability Lv. 1, the early wood chain costs far less to start .
- Reverse: 1999 4.0 Artificial Somnambulism: Three Teams, Insight III and Resonance
Full-starring Artificial Somnambulism in 4.0 comes down to two rules: teams cannot reuse characters, and Insight III goes only to each team's core. Write the three jobs down first (damage, debuff, survival), then concentrate Insight III on one core per team and stop resonance at 10 .
- Love and Deepspace Memory Progression: Breakthroughs, Empyrean Gems and Stamina
Build the active memory to its level cap first, break through only when the cap blocks you, and dump Empyrean upgrades into a single card. Each day, clear dailies and the home loop before material stages. A limited banner's 70-pull soft pity costs 10,500 diamonds, so never trade diamonds for stamina .
- Honkai Star Rail 4.6 Forgotten Hall: Speed Breakpoints, Relics and Light Cones
Full-starring Forgotten Hall in 4.6 is a speed problem before it is a roster problem. A carry wants 134 speed for two actions in the opening cycle, and supports want 160 to move before the enemy and apply buffs. Two teams cannot share characters, so split jobs first, then chase stats .
- Wuthering Waves 3.7 Weapon vs Resonance Chain: Which Pull Wins
Two Electro five-stars landed in the same 3.7 patch and your Astrite only covers one. The answer is short: pull the weapon banner first (80 pulls guarantees the rate-up, 12,800 Astrite), then consider Resonance Chain 1 or 2. Chains 3 and up do not decide a Tower clear .
- Zenless Zone Zero Shiyu Defense Full-Star Guide: Three Teams, Stun Chains and Drive Disc Choices
Clearing Shiyu Defense at full stars is not about raw investment. It is about stun order and about never reusing a team across the two halves. Split three teams by job (rush the clock, hold the line, cover the weakness), keep one good drive disc set on the deepest node, and let the other two run 4+2 stopgaps until 3.3 lands .
- Arknights October Progression Ledger: E2 Costs, Module Order and Sanity Math
Spend the last two weeks of October clearing the Hengyuan Jinliang event rewards first, then push Elite 2 with leftover sanity in the order chips, LMD, skill summaries. A six-star from E1 max to E2 costs a flat 180,000 LMD and roughly 900–1,100 sanity .
- Palworld 1.0.5 Breeding Guide: Mutation Odds, Cake Costs, Awakening Order
Applicable version: v1.0.5 (official patch notes, 2026-09-15) · 1.0 release line (Steam release date 2026-07-09)