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This page is about community-derived information, concepts, or terminology.
This page contains unofficial information, concepts, or terminology derived from or based on community discussion, invention, or knowledge. This page may be subjective and contain information or terminology that is not used by miHoYo or in official Genshin Impact communications, and may not be an officially recognized concept.

Aggravation, also known as aggro, is an enemy threat mechanic. Aggravation in Genshin Impact is a complex system with two major components: the Detection system which alerts enemies and causes wildlife to become startled, and the Aggression system which determines the primary target of enemies while in combat.[1][2]

Taunting refers to special character abilities that can aggravate enemies and change their target. All bosses are immune to taunt skills.

Combat Mode

When the player, a nearby ally, or a Taunt is detected an enemy, the player enters combat mode. When the enemy is no longer aggravated, the player leaves combat mode.

There will be red arrows near the player that point to any enemies that are aggravated by a player or a nearby ally and are off-screen but not hidden or invisible. Enemies who off-screen and who are also hidden or invisible will not have arrows pointing at them.

Upon alerting an enemy:

  • Combat mode is initiated.
  • Enemies who are aggravated will have an exclamation mark briefly appear above their heads.
  • A short drum roll plays.
  • If there are no obstacles blocking the camera, then the camera zooms out all the way beyond the normal maximum zoom-out to the separate maximum zoom-out for combat.

While in combat mode:

  • The player cannot change their party setup.
  • The maximum zoom-out for combat mode remains during combat.
  • The player cannot use most Gadgets, with the exceptions being some combat-specialized Gadgets like the Bokuso Box and the Lumenstone Adjuvant.
  • In most of the open world, battle music will play. Stormterror's Lair and The Serpent's Bowels are notable exceptions.
  • The player character's idle animations will not play when standing still.

Detection

Enemies and wildlife have an Awareness meter that ranges from 0 to 100. The meter is updated every 0.016 seconds, also known as a Time Interval.

Awareness increases when abnormal events occur that involve valid targets, such as players and taunt entities. When Awareness is above 0, enemies and wildlife become more sensitive and detect targets more easily. Abnormal events include:

  • Spotting a target
  • Hearing a target
  • Sensing a target in close enough proximity
  • Being hit by a target (immediately increases Awareness to 100)

When Awareness reaches 100, enemies enter combat and wildlife flee. Enemies whose Awareness reached 100 due to being hit by a target will start with a certain amount of Aggression toward that target.

Awareness increases at slightly different rates for each individual enemy and wildlife spawn. The slight differences are due to a Deviation Coefficient, which is a decimal between 0.75 and 1.25 and is picked randomly for each spawn.

When Awareness is below 100, it will decrease over time at a certain rate, but this rate is usually outpaced by the rate of accumulation caused by typical abnormal events. The Awareness decrease at every Time Interval is calculated as follows:

Threat Level

When Awareness is 0, targets have a Threat Level of 0. Targets who cause Awareness to increase have a Threat Level of 1 until Awareness is 100. When Awareness is 100, targets have a Threat Level of 2.

Adjustments

Passives such as Sayu's Yoohoo Art: Silencer's Secret and Aloy's Easy Does It directly modify the detection ranges of enemies and wildlife by an Adjustment Factor. So far, these passives only modify the view and proximity ranges of wildlife, and nothing modifies the hearing ranges of wildlife or any of the ranges of enemies.

Enemy States

Enemy states, such as whether hilichurls are asleep, relaxing, or alert, can affect their detection ranges.

Spotting a Target

Nearly all enemies and most wildlife can see targets, or detect targets by view. Enemies and wildlife who detect targets by view can only do so in their Field of View, which differs per entity but is often 120 degrees horizontally and 60 degrees vertically. The View Range of enemies and wildlife often 30 meters by default and will increase to 200 while in combat or fleeing.

Awareness increases when a target is detected by view and while the target remains in view. For some enemies and wildlife, the closer the target is, the faster Awareness accumulates.

Specific parameters for detecting targets by view include View Enabled, View Range, Horizontal FoV, Vertical FoV, Panoramic View, In-View Coefficient, and In-View Fall-Off Coefficient.

If a character or Taunt is present within the enemy or wildlife's view, at every Time Interval:

Obstacles

  • Objects taller than the active character (most noticeable in Stealth mode when crouching)

Not Obstacles

  • Destroyable bushes and trees

Hearing a Target

Nearly all enemies and wildlife can hear targets, or detect targets by sound. This is unrelated to the game's audio that players hear. Nearly all enemies and wildlife have a Hearing Range of 20 meters from their location. Most sounds that can be heard by enemies and wildlife have a volume of 50 with no fall-off.

Certain wildlife have increased Hearing Sensitivity, which effectively increases the Volume of sounds that they hear. All enemies and wildlife will also have 50% more sensitive hearing if a target with a Threat Level of 1 is within range.

When enemies and wildlife hear sounds, their Awareness is increased by the volume they hear, including additional volume due to higher sensitivity.

When Awareness reaches 100, an alarm that all nearby enemies and wildlife can hear will be sounded once with a volume of 100. The range in which the alarm can be heard from its location, or the Alarm Range, is 12 meters for all enemies and most wildlife, with the rest of wildlife only sounding alarms that can be heard by entities no more than 5 meters away.

Specific parameters for detecting targets by sound include Volume, Hearing Sensitivity, Hearing Range, and Alarm Range.

When a sound occurs within the Hearing Range:

  • If ,
  • If ,
  • Awareness is increased as follows:

Sounds

  • Enemy alarms
  • Almost all arrows upon landing
    • Arrows that deal different kinds of damage appear to produce different levels of noise. For example, Pyro, Cryo, and Hydro arrows will alert enemies about as easily as Physical arrows, while Anemo, Electro, and Geo arrows appear unable to.
  • Stealth mode only: footsteps

Negligible or No Volume

  • Hits on terrain from Catalyst characters, including those with projectile attacks
  • Collection of resources and loot
  • Hits from melee weapons, including the breaking of ores
  • Arrows that deal Anemo, Electro, and Geo damage
  • Enemy voices
  • Enemy footsteps

Footsteps

Detection by footsteps is exclusively used by NPCs in certain Stealth quest objectives. Awareness accumulates while the active character is within hearing range, even if the character is not actually moving, and the rate is based on the character's distance from the NPC.

Specific parameters for detecting targets by footsteps include Footstep Hearing Range, Footstep Hearing Coefficient, and Footstep Hearing Fall-Off Coefficient.

If a character is present within the Footstep Hearing Range, at every Time Interval:

Sensing a Target

Nearly all enemies and wildlife can sense very close targets, or detect targets by proximity, without having to see or hear them. Targets that can be sensed and increase Awareness include characters and taunts. The range in which a target is considered to be very close, or the Proximity Range, varies greatly across all enemies and wildlife. It is typically 8 meters for Common Enemies and wildlife and 15 meters for Elite Enemies.

When a target is within the proximity range, Awareness accumulates very rapidly and maxes out in about 0.2 seconds for most enemies, with a select few enemies taking up to about 1 second.

Specific parameters for detecting targets by proximity include Proximity Range and Proximity Coefficient.

If a character or Taunt is present within the Proximity Range, at every Time Interval:

Hit by a Target

Enemies and wildlife that are hit will find their attacker, or detect targets by hit. Hits do not need to deal damage. Damageless applications of elements (Xingqiu's orbiting Rain Swords, Barbara's Melody Loop, etc.) or damageless instances of poise damage (Yoimiya's Niwabi Fire-Dance activation, Hu Tao's Guide to Afterlife activation, etc.) also count as hits, as wildlife may be startled and the Unusual Hilichurl can become aggravated when they receive such hits.

Some damage from separate sources, such as lightning, Aloy's Chillwater Bomblets, Kujou Sara's Tengu Juurai: Ambush, etc. will not aggravate enemies under normal conditions. However, this behavior is observed to be inconsistent depending on the player's frame rate.

When enemies and wildlife are hit by a player attack, Awareness is immediately increased to 100, and Aggression toward the closest target within hearing range is increased by 20. (For the Unusual Hilichurl, which has no hearing range, the range is 20 meters.)

Specific parameters for detecting targets by hit include Sourceless Hit Range (currently only used by the Unusual Hilichurl due to no hearing range) and On Hit Scan Range.

Aggression

While in combat, enemies select their targets through Aggression, which ranges from 0 to 99,999 and is tracked by each enemy for each target. Each enemy will generally aim for the target with the highest Aggression. An enemy's Aggression towards a target increases by 20 each time that enemy is hit by the target or a summoned source of damage (also known as a summoned gadget) from the target. As a result, enemies generally target fast-hitting characters.

At every Time Interval, Maximum Aggression towards each target will decrease by 0.048% of the current Maximum Aggression.

Target Selection

The target with the highest Aggression is selected in the following cases:

  • When no target is currently selected
  • When the target with the highest Aggression has 20% more Aggression than the currently selected target

If an enemy has the same Aggression towards multiple targets, the first target to enter combat will be targeted.

Taunting

Every enemy has a Taunt Resistance level, and every taunt has a Taunt Level. When an enemy is within range of a taunt and does not have a higher Taunt Resistance level than the taunt's Taunt Level, the enemy is taunted, and their Aggression toward the taunt is increased by a set amount. Generally, taunting entities can taunt enemies up to 5-6 meters away horizontally and either 10 meters or infinitely far away vertically.

Currently, all Common Enemies and Elite Enemies can be taunted, and it is impossible to taunt bosses.

Specific parameters for taunting include Taunt Resistance, Taunt Level, Taunt Zone, Taunt Interval, and Taunt Value.

Leaving Combat Mode

Generally, if players do not leave combat by defeating all aggravated enemies, then players can only leave combat after traveling far enough such that they are far from the aggravated enemies and their Defense Zones. Players may also leave combat if all aggravated enemies also happen to only remain in combat as long as they can find a path to their target.

Specific parameters include Defense Zone Radius, Target Distance Limit, Border Distance Limit, Distance Clear Time, Path Loss Aggro Clear, Path Loss Clear Time, Out of Zone Aggro Clear, and Out of Zone Clear Time.

Leaving Combat by Distance

If either Condition 1 or 2 is fulfilled, the Distance Clear Timer will start.

  • Condition 1:
  • Condition 2:

If the Distance Clear Timer reaches its limit, Aggression and Awareness towards the target will be cleared.

If Conditions 1 and 2 become unfulfilled before Combat clears, the Distance Clear Timer will stop and be reset to 0.

Leaving Combat by Path Loss

Some enemies will not pursue their targets if they cannot find a path to their targets.

If Conditions 1 and 2 are not fulfilled, and both Conditions 3 and 4 are fulfilled, Aggression and Awareness towards the target will be cleared:

  • Condition 3:
  • Condition 4:

Clearing Combat by Defense Zone

When Out of Zone Aggro Clear is enabled, if Conditions 1 and 2 are not fulfilled, and Condition 5 is fulfilled, the Out of Zone Timer will start.

  • Condition 5:

If the Out of Zone Timer reaches its limit, Aggression and Awareness towards the target will be cleared.

If Condition 5 becomes unfulfilled before Combat clears, the Out of Zone Timer will stop and be reset to 0.

Other Observations

  • Enemies may not become aggravated when they receive damage from Defense Mechanisms.
  • Displacement from Vacuum Fields alone will not aggravate enemies.
  • Most wildlife will be startled when nearby wildlife of any kind is collected or killed by the player.
    • Exceptions to this include crabs, frogs and unagi.

Taunting Talents

The following character skills can taunt the enemy and change their aggro target. 5 Talents match the category selection:

Character Name Description Type
Mona Mona "Come 'n' Get Me, Hag!" "Come 'n' Get Me, Hag!" After she has used Illusory Torrent for 2s, if there are any opponents nearby, Mona will automatically create a Phantom.
A Phantom created in this manner lasts for 2s, and its explosion DMG is equal to 50% of Mirror Reflection of Doom.
1st Ascension Passive
Amber Amber Explosive Puppet Explosive Puppet The ever-reliable Baron Bunny takes the stage.

Baron Bunny
  • Continuously taunts the enemy, drawing their fire.
  • Baron Bunny's HP scales with Amber's Max HP.
  • When destroyed or when its timer expires, Baron Bunny explodes, dealing AoE Pyro DMG.

Hold
Adjusts the throwing direction of Baron Bunny.
The longer the button is held, the further the throw.

Elemental Skill
Arataki Itto Arataki Itto Masatsu Zetsugi: Akaushi Burst! Masatsu Zetsugi: Akaushi Burst! Hurls Ushi, the young akaushi bull and auxiliary member of the Arataki Gang, dealing Geo DMG to opponents on hit.
When Ushi hits opponents, Arataki Itto gains 1 stack of Superlative Superstrength.

Ushi will remain on the field and provide support in the following ways:
  • Taunts surrounding opponents and draws their attacks.
  • Inherits HP based on a percentage of Arataki Itto's Max HP.
  • When Ushi takes DMG, Arataki Itto gains 1 stack of Superlative Superstrength. Only 1 stack can be gained in this way every 2s.
  • Ushi will flee when its HP reaches 0 or its duration ends. It will grant Arataki Itto 1 stack of Superlative Superstrength when it leaves.

Hold
Adjust throwing angle.

Ushi is considered a Geo Construct. Arataki Itto can only deploy 1 Ushi on the field at any one time.

Elemental Skill
Mona Mona Mirror Reflection of Doom Mirror Reflection of Doom Creates an illusory Phantom of Fate from coalesced waterspouts.

The Phantom has the following special properties:
  • Continuously taunts nearby opponents, attracting their fire.
  • Continuously deals Hydro DMG to nearby opponents.
  • When its duration expires, the Phantom explodes, dealing AoE Hydro DMG.

Hold
Utilizes water currents to move backwards swiftly before conjuring a Phantom.

Only one Phantom created by Mirror Reflection of Doom can exist at any time.

Elemental Skill
Ganyu Ganyu Trail of the Qilin Trail of the Qilin Leaving a single Ice Lotus behind, Ganyu dashes backward, shunning all impurity and dealing AoE Cryo DMG.

Ice Lotus
  • Continuously taunts surrounding opponents, attracting them to attack it.
  • Endurance scales based on Ganyu's Max HP.
  • Blooms profusely when destroyed or once its duration ends, dealing AoE Cryo DMG.
Elemental Skill

Trivia

  • The term aggro is short for aggravate but is commonly thought to be short for aggression or aggressive. The term predates video games, but it may be mostly known as a video game term in present day. Aggro is used as both a verb and a noun, and the verb's active form to aggro and passive form to be aggro'd are interchangeable, with the meanings inferred from context.[3][4]
  • Most walking Hilichurls have two walking animations when they are not aggravated. The first is a very relaxed walking animation with the Hilichurl swinging their weapon by their side. The second is a more alert walking animation with the Hilichurl holding up their weapon, which they may switch to when the player is almost but not yet close enough to aggravate them as well as if a single Aimed Shot lands near them. Their detection range may be larger for the more alert animation than for the relaxed animation.
  • Prior to Version 1.3, Dendro Slimes were more notorious than Whopperflowers for their very large aggravation ranges combined with their hiding skills.
  • The Unusual Hilichurl does not aggro until a player attacks him.
  • Canine Bunshin do not aggro from arrows that land near them.

See also

References

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