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Enter the Golden House is a Trounce Domain unlocked after completing Archon Quest Chapter I, Act III: A New Star Approaches. Players can relive the battle they had with Fatui Harbinger Childe and receive bountiful rewards.

Boss Description

"Childe" Tartaglia, Eleventh of the Fatui Harbingers. He draws power from the ominous Delusion he possesses and fights using martial arts that he learned in the land of darkness.

He is a pure warrior with an insatiable lust for battle. Each bloody conflict, each life-and-death struggle is a delightful trial for him. People say that the young Childe is famed throughout the land for his battle prowess. But he has never taken big talk of this kind to heart.

After all...
"You shall ever be the eye of the storm,"
"And the clashing of steel shall ever accompany you."
"The pitch-black memory of stepping into uttermost darkness,"
"Shall, at last, become the strength by which you will overturn this world."

Rules

  • Trounce Domains contain unusually powerful opponents. After successfully completing the challenge, you can obtain abundant rewards.
  • Players can complete this domain as many times as they want, but can only collect rewards once per week by using 30 Original Resin to open the Ley Line Blossom for the first three Weekly Bosses, and 60 Original Resin subsequently. Rewards are refreshed with Weekly World Reset.

Rewards

Enter the Golden House offers the following exclusive Talent Level-Up Materials:

The boss also drops the following Artifact Sets.

Item Berserker's Rose.png3-4★ Set Berserker
Item Instructor's Brooch.png3-4★ Set Instructor
Item Exile's Flower.png3-4★ Set The Exile

In addition there is a chance to receive Dream Solvent Dream Solvents as well as Northlander Sword BilletNorthlander Bow BilletNorthlander Claymore BilletNorthlander Catalyst BilletNorthlander Polearm Billet Northlander Billets.
In order to enter the higher levels of the domain, you must have a certain Adventure Rank (AR).

Level AR Party
Level
Adventure EXP Mora Companionship EXP Character
Ascension
Materials
Artifacts Materials
3 Stars 4 Stars 5 Stars Ascension Talent
I 35 60 300 7,100 60 Varunada Lazurite SliverVajrada Amethyst SliverShivada Jade Sliver
Varunada Lazurite FragmentVajrada Amethyst FragmentShivada Jade Fragment
Varunada Lazurite ChunkVajrada Amethyst ChunkShivada Jade Chunk
4–5 1–2 0–1 4–6
II 40 70 300 7,600 65 3–5 2–3 1–2 4–7 1
III 45 80 300 8,000 70 Previous Rewards +
Varunada Lazurite GemstoneVajrada Amethyst GemstoneShivada Jade Gemstone
4–5 2–3 1–2 5–7 1–2
IV 50 90 300 8,100 70 4–5 2–3 1–2 5–8 2–3

Artifact and material drop ranges are primarily sourced from the Genshin Data Gathering team

Attacks

Notes:

  • All attack and ability names are unofficial except for Raging Tide and Celestial Voyager, which are said by Childe as he unleashes those attacks.
  • The attacks that use the same animations as the talents of the playable version of Childe have been named as such: Cutting Torrent, Raging Tide, Flash of Havoc, and Light of Obliteration.
  • Attack names that have Riptide in parentheses will only be used while the player is marked with Riptide.

Phase 1: Hydro Vision

Enemy Childe P1 Icon.png

Childe
Eleventh of the Fatui Harbingers
Combined Stance (Bow & Twin Daggers)

The player will initially be positioned at the edge of the arena, and Childe will be non-hostile in the center until approached/engaged (this is also the case for his third phase). You can use this opportunity to heal/eat/buff/etc. or change your artifacts/weapons without stress before engaging.

  • Riptide (Hydro): Most attacks that hit the player will leave a Riptide mark.
    • Some attacks can only be triggered if the player is marked with Riptide.
    • Some attacks that hit characters already marked by Riptide will consume the mark to deal additional AoE Hydro DMG. These attacks cannot apply Riptide even if the previous Riptide application expires before these attacks land.
    • The mark can be removed by touching the arena's barrier to trigger a Vaporize reaction. This reaction does not deal damage to the character.
    • The mark can also be removed with characters that apply certain elements to themselves or other characters.
    • The mark will persist even if you switch characters.
  • Cutting Torrent: Performs consecutive shots with a bow at the player. He may pause this attack, but it does not end until he throws his last arrow by hand similar to the playable Tartaglia's Normal Attack string.
    • Tartaglia becomes vulnerable after performing this skill.
  • Hydro Shield: Creates a Hydro shield that blocks a certain amount of damage.
    • If the shield sustains enough damage to break, Tartaglia will be staggered, allowing heavy damage to be dealt upon him.
  • Hydro Counter: Shoots out a huge Hydro energy blast in front of him that deals very high damage.
  • Solo (Hydro): Performs a spinning slash, dealing Hydro DMG around him.
    • This attack is triggered if the player attacks Tartaglia enough while his shield is up.
  • Blast (Hydro): Unleashes energy deep within, creating a domain of Hydro energy that launches nearby players away from him but dealing no damage.
    • This also triggers Tartaglia is attacked enough while he is staggered.
  • Flash of Havoc (Riptide): Performs up to 9 consecutive shots with a bow upwards that fall to deal AoE Hydro DMG, consuming Riptide on hit.
  • Shark Onslaught: Unleashes at least 2 and up to 6 consecutive shark-shaped waves with a bow. This attack can only be triggered if the player is marked with Riptide, but will not consume Riptide on hit.
  • Understream: Slides quickly to any point of the arena to reposition himself, or slides to the player's location and performs a forward slash, dealing Hydro DMG and consuming Riptide. This attack does not need Riptide to trigger, but will consume Riptide on hit.
    • The Riptide variant of this move is performed when the player is too far away.
  • Ultima: Celestial Voyager (Riptide): Charges for a while, then unleashes a massive humpback whale-shaped attack, dealing massive AoE Hydro DMG and consuming Riptide on hit.
    • The horned whale-shaped creature will first deal damage upon emerging from the ground in front of Childe, then jump forward and crash down to deal damage again on impact.
    • Unlike the other AoE attacks, the emerging water pool does not have clearly marked edges, and the player may be hit by the whale if the player misjudges where the edge is.
    • Likewise, there is no clear warning of the impact area apart from seeing the general direction that the whale moves in.
    • Both zones cover roughly 3/5 of the arena's area.
    • This attack cannot be invincibility frame dodged by dashing. However, certain Elemental Bursts last long enough that when timed correctly, their invincibility frames can completely nullify damage from this attack.
    • If the character is lined up in the center when the attack is launched, it will be too late to escape the AoE by dashing unless an Alternate Sprint is used. The only other option for avoiding damage is to use the invincibility frames granted by the Elemental Burst of almost any character, preferably one that lasts for a long enough time.

Previews

Phase 2: Electro Delusion

Enemy Childe P2 Icon.png

Childe
Delusion Unleashed
Melee Stance (Twin Daggers & Spear)

Upon transitioning to this phase, Childe will dash to the center of the arena, causing a large Hydro AoE knock-back at the center of the arena that does not deal damage. Note that in this phase, staying near the arena's barriers is extremely dangerous, as Childe's rapid Electro attacks will cause knockback through the Overloaded reaction if the player is currently affected by Pyro. The same applies for standing inside Bennett's Fantastic Voyage AoE.

  • Riptide (Electro): Most attacks that hit the player will leave a Riptide mark.
    • Some attacks can only be triggered if the player is marked with Riptide.
    • Some attacks that hit characters already marked by Riptide will consume the mark to deal additional AoE Hydro DMG. These attacks cannot apply Riptide even if the previous Riptide application expires before these attacks land.
    • The mark can be removed by touching the arena's barrier to trigger an Overloaded reaction. This reaction does not deal damage to the character and cannot cause knockback.
    • The mark can also be removed with characters that apply certain elements to themselves or other characters
    • The mark will persist even if you switch characters.
  • Electro Shield: Creates an Electro shield that blocks a certain amount of damage.
    • If the player attacks Tartaglia enough while his shield is up, he will attack the player with a quick slash.
  • Electro Counter: Shoots out a huge Electro energy blast in front of him that deals very high damage.
    • This triggers if Childe gets hit by most Electro attacks while his Electro Shield is up. Fischl's Oz is an exception.
  • Solo (Electro): Performs one charged slash attack forward.
  • Blast (Electro): Unleashes energy deep within, creating a domain of Electro energy that launches players away from him but dealing no DMG.
    • This also triggers Tartaglia is attacked enough while he is staggered.
  • Flicker (Riptide): Slides quickly to the player's position, and performs a cross slash at the destination point, dealing Electro DMG. This attack does not need Riptide to trigger, but will consume Riptide on hit.
  • Raging Tide: Slides quickly to the player's location if needed, and performs 2, 3, or 5 consecutive strike at the destination point (slash, slash, slash, thrust, spinning slash). While most of the combo can be outrun, the 4th attack has a long range and strikes directly at the player's location.
    • In order to evade the entire 5-strike combo, the player must outrun the first 3 attacks and use a well-timed Dash to avoid the 4th.
  • Light of Obliteration: Performs a slash with a large AoE, dealing a moderate amount of Electro DMG in a 180° arc towards the player.
    • Aside from the traditional Dash dodging, this attack can also be jumped over due to the small vertical AoE. This can be useful if the active character's Dash is on cooldown.
  • Displacement: Childe performs at least 2 and up to 5 consecutive dash attacks, dealing Electro DMG in his wake.
    • If the player is lucky, then Tartaglia will only dash twice. These dashes are also easy to dodge.
    • If Tartaglia dashes a third time and the player uses the invincibility frames granted from dashing to avoid taking damage, then the moderate amount of damage dealt by a fourth dash from Tartaglia will be unavoidable due to the extremely short delay after the 3rd dash.
    • To successfully dodge 4 consecutive attacks, the player needs to dodge away from Tartaglia during the first two, and then the player must correctly time two dashes during Tartaglia's third dash so that damage from the fourth dash will also be avoided. This is difficult to pull off, but if this is executed correctly, the player can avoid all damage from this attack. Alternatively, the player can use Elemental Burst invincibility frames to easily dodge the third and fourth attack.
    • Alternate Sprint users can effortlessly dodge this attack no matter the number of strikes, due to the spammable nature of Alternate Sprint dashes.
  • Ultima: Dark Leap (Riptide): Marks the player with a circle of black lightning. Charges for a while, then leaps and instantly strikes at the player current location, dealing massive amount of Electro DMG around the landing point.
    • The attack is difficult to "perfect" dodge just before impact, but it is possible. The instant Tartaglia disappears from view, the player should dash in any direction. If timed correctly, no damage will be taken. However, due to the difficulty in performing this and the damage received if failed, it is very risky.
    • Elemental Bursts grant the player varying amounts of invincibility frames, depending on the Burst. These can negate the impact if they last long enough and are timed correctly.
    • Alternatively, the charging targeting circle can be thrown off by touching the arena's barrier (however be still careful of the impact's area damage while near the target). Note that if the character is far from the barriers when Tartaglia charges his attack, it will be difficult to pull this off in time.

Previews

Phase 3: Foul Legacy - The Devouring Deep

Enemy Childe P3 Icon.png

Childe
Combined Stance (Bow, Twin Daggers & Spear)
Hydro and Electro DMG

Upon transitioning to this phase, you will be repositioned to the second arena's edge, with Childe remaining initially non-hostile in the center until approached/engaged. You can use this opportunity to heal/eat/buff/etc. without stress before engaging in the final phase.

  • Riptide (Hydro and Electro): Most attacks that hit the player will leave a Riptide mark of the element of the attack.
    • Some attacks can only be triggered if the player is marked with Riptide, regardless of the Riptide's element.
    • Some attacks that hit characters already marked by Riptide will consume the mark to deal additional AoE Hydro or AoE Electro DMG. These attacks cannot apply Riptide even if the previous Riptide application expires before these attacks land. Any attack that applies Riptide of a different element from the existing one, will consume and override the existing mark on hit. Riptide Override does not trigger Electro-Charged.
    • The mark can be removed by touching the arena's barrier to trigger a Vaporize or Overloaded reaction. This reaction does not deal damage to the character or cause knockback.
    • The mark will persist even if you switch characters.
  • Blink: Childe teleports instantly to any point of the arena to unleash his next attack.
  • Cutting Torrent (Enhanced): Performs up to 4 consecutive charged shots with a bow, dealing Hydro DMG.
  • Abyssal Mayhem: Vortex of Turmoil (Riptide): Gathers Hydro energy on his Glaive and launches it forwards, spearing anything in its path. Deals Hydro damage. May be used up to 3 times consecutively. This attack requires Riptide to trigger, but does not consume Riptide.
  • Abyssal Mayhem: Hydrospout: Releases hydrospouts in a straight line, dealing Hydro DMG and launching the player upwards.
  • Crescent Tides: Unleashes two flying crescent slashes that travel towards the player, dealing Hydro DMG.
  • Twin Strikes: Performs 2 consecutive melee attacks, dealing Electro DMG.
  • Light of Obliteration (Enhanced): Performs a slash towards the player, dealing dealing a moderate amount of Electro DMG. This is an AoE attack that spans a 180° arc.
    • This attack has a larger AoE than the Phase 2 version, both vertically and horizontally.
  • Havoc: Annihilation: Performs 3 consecutive attacks (slash, cross-slash, horizontal slash), then throws a spinning polearm forward. All attacks in this skill deal Electro DMG.
  • Judgement: Summons a lightning cloud that shoots 4 consecutive Electro blades at the player.
    • This attack does not apply Riptide or cause knockback.
  • Displacement (Enhanced): Performs at least 1 and up to 5 consecutive charged forward dash attacks, dealing Electro DMG in his wake.
  • Havoc: Formless Blade (Riptide): Unleashes attack in the form of a wheel, moving around the arena and returning to its initial location, dealing Electro DMG to players in its path. This attack requires Riptide to trigger, but does not consume Riptide.
  • Ultima: God Arrow (Riptide): Charges for a while, then unleashes 4 arrows upward that fall to deal massive Hydro DMG in a huge AoE around him, consuming Riptide on hit.
    • It is recommended to move either into the center of the arena or towards the outside of the range of the arrows. These areas are not affected.
    • The 4 arrow zones cover roughly 3/5 of the arena's area.
    • It is quite difficult to attempt to time an invincibility frame dodge, as there are little signs to go off when the attack occurs, especially with dashing (needs confirmation as to whether if it's possible at all to dodge using a dash). It is recommended to get to the unaffected areas as quick as possible rather than to challenge it head on.
  • Ultima: Celestial Voyager (Riptide): Charges for a while, then unleashes a huge horned humpback whale-shaped Hydro attack with a bow in a huge AoE in front of him, dealing massive Hydro DMG, consuming Riptide on hit.
  • Ultima: Dark Leap (Enhanced) (Riptide): Marks the player with a circle of black lightning. Charges for a while, flies high slowly, and then strikes down at the player, dealing massive Electro DMG around the landing point, consuming Riptide on hit.
    • This attack has a much larger AoE than the Phase 2 version.
    • The attack is difficult to "perfect" dodge just before impact, but it is possible. The instant Tartaglia disappears from view, the player should dash in any direction. If timed correctly, no damage will be taken. However, due to the difficulty in performing this and the damage received if failed, it is very risky.
    • Elemental Bursts grant the player varying amounts of invincibility frames, depending on the Burst. These can negate the impact if they last long enough and are timed correctly.
    • Alternatively, the charging targeting circle can be thrown off by touching the arena's barrier (however be still careful of the impact's area damage while near the target). Note that if the character is far from the barriers when Tartaglia charges his attack, it will be difficult to pull this off in time.
    • If the player removes Riptide while Tartaglia is preparing to attack, then Tartaglia's Ultima: Dark Leap will land where the player last was before Riptide was removed. The attack can then be easily dodged by moving away once Riptide is removed.

Previews

Strategy

Childe's boss fight heavily revolves around the Riptide mechanic. Without Riptide, Childe will perform relatively weak basic attacks that are easy to evade. However, if a player is marked with Riptide, he will start to utilize extremely strong AoE attacks, some capable of insta-killing most characters. Therefore, for the entire duration of the fight, it is always important to dodge as many of his basic attacks as possible. If Riptide is applied, one's priority should be to remove it as soon as possible using the arena barriers or certain character abilities.

Phases

Childe's attacks in his first two phases are punishing on close-range fighters, giving little space and time to dodge. However, he has no "instant-wipe" attack from taking too long to defeat him, so a player can take as much time as they want whittling down his health. Food and potions are very useful, and it is a good idea to stock up on stat-increasing food like Adeptus' Temptation.

Phase 1

Childe's Phase 1 is the easiest of his 3 phases. In Co-Op, he can be stun-locked by repeatedly attacking him before he can attack, and with high enough DPS this phase can be dealt with quickly. Many of the ranged attacks in his first phase can be dodged by running in a circle around him. Dashing is usually unnecessary, so it is best to conserve stamina for his more powerful attacks, such as the Ultima attacks.

Ultima: Celestial Voyager (his horned whale attack) will hit twice: once when it is summoned, and once when it lands. Both have a similar radius, but target different parts of the arena. Stay away from the landing zone to avoid taking damage from the second part of the attack. Running to the edge of the arena will take the player out of the landing radius.

When he uses Ultima: God Arrow, blue circles will appear on the floor. Go to the middle or around the four cardinal edges of the arena to avoid this attack.

Phase 2

During Phase 2, Childe will start moving around more and actively chasing the player. His attacks will be stronger than Phase 1, and he will also start using some Electro attacks.

His Phase 2 attack, Ultima: Dark Leap (the lightning jump attack), is difficult to dodge and is usually a near instant-kill for your on-field character. There are four main ways to mitigate damage:

  1. Have at least one character who can generate Shields.
  2. Make use of i-frames to avoid the attack.
  3. Approach the edge of the barrier surrounding the arena, which will apply the Pyro element on the player and remove the Riptide effect. This will also cause him to aim for the area where the mark was removed instead of the player.
  4. Characters with Elemental Skills or Bursts which apply an element to themselves or the party can be used similarly to the Pyro field ("cleansing").

When using the Pyro barrier or Elemental Skills or Bursts to remove the Riptide effect, it is important to note that the element applied to the player will still react with Riptide's element. The Pyro element applied to the player from the edge of the barrier will not deal damage and will have no effect on Hydro Riptide, but Electro Riptide will trigger Overload and knock the player down.

Phase 3

Childe's Phase 3 is the easiest for the player to get up close and attack, but it is also the most difficult as he also hits the hardest in this phase. He will use both new attacks and attacks from the earlier phases, so keep an eye out. Childe primarily uses Electro against players close to him, and Hydro against those out of range. It is important to avoid getting Electro-Charged during this phase.

Recommended Characters

Pyro and Cryo characters are advised as they are effective against both of Childe's elements.

Non Hydro or Electro characters are always effective against Childe independent of his element.

Ranged characters can attack from a safe range. However, Childe has no weak points for Bow users to take advantage of. Also, bow charged shots may be too slow and can be interrupted by Childe's quick attacks, unless one is using a quick auto-attacker such as Yoimiya.

For supports, shielders and healers are recommended.

  • Shielders: Diona and Thoma are good characters to bring, as they both are able to generate shields which will also apply an element to the player, and Diona can also act as a healer. Geo shields provided by Zhongli and Noelle are also effective due to their increased DMG absorption against all elements.
  • Jean and Bennett are able to act as healers, and also have bursts which can be used to remove the Electro Riptide effect by being inside their elemental field (Jean's Elemental Burst will take at least five Swirls before it can remove it, Bennett's Burst will cause Overloaded on the player). Barbara and Qiqi can also act as healers, but are not recommended due to the risk of Barbara's Wet status causing Electro-Charged reactions and Qiqi's need to re-mark Childe to heal.

There are also other ways to avoid his attacks:

While Electro characters are generally not recommended due to Childe resisting Electro damage, some Electro characters have abilities that can work well against him (albeit taking much longer to defeat him).

  • Razor's Burst grants himself an 80% Electro RES buff. This is very useful during Childe's second and third phases, and, if timed properly, it's i-frames can help nullify damage from Ultima: Dark Leap or its enhanced form.
  • Beidou's Tidecaller, as well as the shield granted by her first Constellation have a 250% Electro DMG Absorption Efficiency, making her good for shielding against the Electro attacks in the second and third phases.
  • Keqing, who has the longest Elemental Burst cutscene in the game, can avoid damage comfortably using the i-frames provided by her burst.

Battle Dialogue

For the quest version of the battle dialogue, see Heart of Glaze.

(Upon starting the fight - Phase 1)
Childe: This opportunity is quite hard to come by.
Childe: Well then. Amuse me.
Childe: Surrender is a valid option. I promise I'll be gentle.
Childe - Eleventh of the Fatui Harbingers (Phase 1)
Hydro Shield Poor timing.
Passable effort.
You've made some progress. (Counter)
Solo (Hydro) A fine opportunity!
Blast (Hydro) Not bad, not bad.
Hydro Counter You missed a spot!
You should do it like this!
Shark Onslaught Ruh-haha!
Understream Careful now.
Cutting Torrent You're wide open!
Try me.
Try this.
So quick to flee.
Run all you like!
Flash of Havoc Cowering already?
How unbecoming.
Ultima: Celestial Voyager Celestial Voyager!
A clear shot!
Childe - Delusion Unleashed (Phase 2)
Transition Not bad, not bad. Not bad! You've learned a trick or two.
I guess I should have taken you seriously.
Blast (Electro) You've got some skills.
Electro Counter The price of a single slip.
Has your luck run out?
Flicker Got you.
The price of a single slip.
My turn!
Flicker Combo Raging tide!
Something else catch your eye?
Raging Tide Raging Tide!!!
Light of Obliteration No use hiding back there!
All you do is run!
Displacement Break!
Ultima: Dark Leap Eat this!
I'll crush you!
(Childe smashes the floor, Paimon and the Traveler fall through)
Childe: ...Your strength is praiseworthy.
Childe: I, too, shall use all of mine...
Childe: So... don't you dare disappoint me.
Childe: Foul Legacy - The Devouring Deep!
Paimon: Aaaah!!!!
Foul Legacy - The Devouring Deep (Phase 3)
Judgment Nowhere to run!
Havoc: Formless Blade Shatter!
Ultima: Celestial Voyager Devour!
Ultima: Dark Leap Dumb mortal...
Ultima: God Arrow Die here.
Upon defeat... You're a cut... above...
Ugh... Some you win... and some you lose... nyugh...

Trivia

  • In phase one of the fight we can see that Childe has the ability to form a bow made of pure Hydro, making this the third time Childe uses a different bow.
    • From a distance it looks like Rust, the weapon that Childe was shown using in his character demo. When taking an up close look we can see it is of a weapon that has not been released yet.
    • We also see this bow in the third phase when Childe activates Foul Legacy: The Devouring Deep. This time the bow is made of Foul Legacy shards instead of pure Hydro.
  • The move Ultima: Celestial Voyager shows a creature that seems to be a fusion between a humpback whale and a narwhal.
    • Coincidentally Childe's English Constellation is Monoceros Caeli. When translated from Latin it means "Celestial Narwhal". The Chinese name for his constellation is 鲸天座, meaning literally "Whale Sky Constellation." This explains why the attack looks like whale but has the horn of a narwhal.
  • His listed abilities are directly taken from the story boss version. Instead of striking six times, he only strikes thrice; as of the nerf.
  • Canonically, the domain battle occurs inside of the player's mind as they remember their fight against Childe. Therefore, the rematches are all simulations against Childe, with only the first occurrence being the real event.
  • The Trounce Domain version of Childe does not perform Ultima: God Arrow during the first phase .
  • In Childe's first and third phase, if the player does not move from the domain spawn point, Childe will neither move nor attack until the player initiates.
    • This is also the case on Co-Op Mode, which can be useful if players are still in the loading screen.
  • Beating Childe for the first time in the Archon Quest will give you the Achievement, "I'll Let You Off... This Time".
  • Beating Childe without getting hit while affected by Riptide ("follow-up attack") will give you the Achievement, "Outlander vs. Outlander".

Known Issues

  • If players are hit while affected by Pyro, Childe's mark may not disappear when running up to the barrier to remove it. However, this is just a visual bug, and the actual effect will no longer be active.
  • A rare bug may occur during Co-Op Mode where if players either have a slow internet connection or try to rematch Childe, he may not attack at all throughout the fight in which case he can not enter his Second Phase.
  • Childe's Hydro status effects may remain active after he activates his second phase.

Story Domains

The following Story Domains take place in the Enter the Golden House:

Gallery

Video Guides

How to Easily Beat Childe

Change History

Released in Version 1.1

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