Epic Seven Abyss 100-105 Guide
Epic Seven Abyss floors 100-105: the phases, the mechanics that end runs, and team answers for Apocalypse Ravi, Kiris, Ranok and Blood Blade Karin.

Floors 100 to 105 are the point where Abyss stops being a gear check and becomes a mechanics exam. Each floor has one rule that decides the run, and most wipes come from ignoring it rather than from low damage.
This guide covers what each floor asks and the team answers that work. Stats are starting points; the exact tuning can change with balance patches, so confirm the enemy skills on the pre-battle screen.
Floor 100: Apocalypse Ravi
Floor 100 is a multi-phase fight. The opening wave leads into a dragon phase and then Ravi herself, with minions joining the battle.
What decides the run:
- The minions must die before Ravi takes meaningful damage.
- Ravi can summon again; clear the new minions instead of tunneling the boss.
- The dragon phase has a shield or burst window that punishes slow damage.
- A defense break makes the Ravi phase dramatically shorter.
Recommended shape:
| Slot | Job | Examples |
|---|---|---|
| Damage | Single-target burst | Sigret, Cermia, Commander Lorina |
| Defense break | Enables the burst | Iseria, Bellona, Falconer Kluri |
| Healer | Sustain through phases | Destina, Tamarinne, Angelic Montmorancy |
| Flex | Add control or a second support | Ras, Krau, Roana |
Kill order is purple minion, yellow minion, then Ravi. If she resummons, repeat the order. A team that ignores the adds gets overwhelmed by their damage while Ravi survives at low health.
Do not save the defense break for the boss if the minions are alive. The adds are the reason the phase drags, and a dead add is worth more than a debuff on Ravi.
Floor 101
Floor 101 is a sustained fight rather than a burst check. The failure mode is attrition: the team runs out of healing or cleanse before the boss runs out of health.
What to bring:
- A healer with a cleanse, not just raw healing.
- A defense breaker to keep damage meaningful.
- At least one hero with enough HP to survive the opening rotation.
- A damage dealer that does not depend on a single burst window.
If the team dies slowly rather than explosively, the answer is usually more Effect Resistance on the healer and more speed on the support.
Floor 102
Floor 102 is element-weighted toward earth enemies, which makes fire heroes valuable. A fire damage dealer gets elemental advantage and reduces the gear requirement.
What to bring:
- A fire damage dealer if you have one.
- A cleanser for the debuffs the wave applies.
- A defense breaker that survives the first wave.
- Sustain that does not rely on a single heal.
Do not force a fire team if the rest of the roster is stronger. Elemental advantage helps, but a well-geared neutral team beats an undergeared counter team.
Floor 103: Kiris
Floor 103 centers on Kiris, a poison-oriented fight. Poison stacks are the pressure, and a team that ignores cleanse will lose a hero before the boss is half dead.
What decides the run:
- Cleanse or immunity for the poison stacks.
- Burst damage to shorten the fight before stacks accumulate.
- A defense break to make the burst window count.
- Enough speed to act between poison ticks.
Kiris is also a popular answer to other Abyss floors because poison damage scales with enemy health. If you already built her for Abyss, floor 103 is a good place to use her — provided the team can survive the return damage.
Floor 104: Ranok the Red Dragon
Floor 104 is the gear check of this section. Ranok hits hard, and the fight rewards teams that can both survive the opening and keep damage flowing.
What to bring:
- A cleanser or immunity source for the debuffs.
- A defense breaker, ideally one that also brings utility.
- A damage dealer with enough HP to survive one bad turn.
- Debuffers such as Dizzy-style units that reduce the boss's damage.
The fight is less about a trick and more about stats. If the team dies on the first AoE, farm Wyvern before retrying. If the team survives but cannot finish, the damage or defense break is the problem.
Floor 105: Scorpetra and Blood Blade Karin
Floor 105 has two battles. The first is Scorpetra, a light scorpion with adds. The second is Blood Blade Karin, who brings a hard timer and a reflect mechanic.
Battle 1: Scorpetra
- Kill the adds first; the scorpion's area attack is the main threat.
- A reviver or a team with enough HP survives Scorpetra's biggest hit.
- High crit pressure can keep the scorpion from taking turns.
- Defense break shortens the fight.
Battle 2: Blood Blade Karin
- The fight has a turn limit. After roughly eleven turns, Karin's attack ends the run.
- Using a non-attack skill grants Karin a reflect buff. Strip it or avoid non-attack skills before the damage window.
- The two adds must be handled; they prevent a clean burst on Karin.
- Bring a reviver if the front line can be one-shot.
Recommended shape:
| Slot | Job | Examples |
|---|---|---|
| Damage | Burst Karin | Specter Tenebria, Cermia, Commander Lorina |
| Defense break | Enable burst | Iseria, Bellona |
| Reviver / healer | Recover from the one-shot | Ruele, Destina, Tamarinne |
| Flex | Strip or control | Yufine, Dizzy-style debuffer |
The turn limit makes this a damage check with a mechanic attached. A slow, safe team runs out of turns; a fast, fragile team loses a hero to the first big hit. The answer is a team that can survive one hit and still kill within the limit.
The reflect buff is the most common wipe on 105. Check whether your support is using a non-attack skill before your damage dealer attacks. If the buff is up, strip it or wait.
Gear targets for 100-105
| Role | HP | Speed | Key stat |
|---|---|---|---|
| Damage | 12,000-14,000 | 160+ | Crit cap, Crit Damage |
| Healer | 18,000-22,000 | 200+ | Effect Resistance |
| Tank | 22,000+ | 160+ | Defense |
| Debuffer | 15,000+ | 190+ | Effectiveness |
These are not entry requirements. They are the point where the floors become consistent rather than lucky.
If a floor keeps failing
- Identify whether the death is burst, attrition or a timer.
- Change one slot to answer that failure.
- Recheck speed order: the cleanser must move after the debuff, before the damage.
- Recheck Effect Resistance on the healer.
- Recheck the damage dealer's crit cap.
Most floors are solved by one correct slot change. Changing the whole team resets the learning process.
FAQ
How hard is Abyss 100-105?
These floors are mechanic checks more than gear checks. Each one has a specific order or answer, and a team that ignores it will fail even with strong gear.
What is the most common wipe on 105?
Reflected damage from Blood Blade Karin. Check which support skills count as non-attacks before you commit a rotation.
Can I clear 100-105 without Moonlight heroes?
Yes. Ras, Destina, Angelic Montmorancy, Kiris and several free or low-rarity heroes cover the mechanics. The gear threshold is the real barrier.
Related reading
- Epic Seven Abyss Guide for floor types and team archetypes.
- Epic Seven Gear Guide for stat targets.
- Epic Seven Speed Tuning Guide for turn order.
- Epic Seven Wyvern 13 Auto Team for the gear source.
- Epic Seven Hero Tier List 2026 for roster priorities.
Epic Seven official notices publish floor adjustments and reward changes for Abyss.
Official sources: Epic Seven on Steam, Epic Seven DB, and Epic Seven official notices.
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