Genshin Impact Wiki
Advertisement
Genshin Impact Wiki

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

Claiming the Trounce Blossom for Original Resin Original Resin ×60 (or 30 for the first 3 Weekly Boss claims of the week) after defeating the boss offers the following possible rewards:

  • Basic Drops
  • Ascension Gems
  • Artifacts
Domain
Level
Boss
Level
Adventure EXP
Mora
Character EXP
Companionship EXP
Talent
Materials
Northlander
Billets
Dream Solvent
I603007,1003336012%33%
II703007,60035565112%33%
III803008,000378701 + 55%12%33%
IV903008,100400702 + 10%12%33%
Domain
Level
Boss
Level
Ascension Gems
2 Stars3 Stars4 Stars5 Stars
RangeAvg.RangeAvg.RangeAvg.RangeAvg.
I600–42.81811–61.77170–40.1881
II700–53.1571–71.86170–50.2106
III800–53.49631–71.9580–50.23250–50.0233
IV900–63.83431–82.4230–60.25560–60.025
Domain
Level
Boss
Level
Artifacts
3 Stars4 Stars5 Stars
I604 + 92%2 + 46%82%
II704 + 10%2 + 87%1 + 23%
III804 + 10%2 + 87%1 + 23%
IV904 + 10%2 + 87%1 + 23%

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

Template:Domain Levels/Trounce

Stats

Phase 1

RES
State Physical Pyro Hydro Electro Cryo Dendro Anemo Geo
Normal 0% 0% 50% 0% 0% 10% 0% 0%
Stunned -30% -30% 20% -30% -30% 10% -30% -30%

Toggle Levels

Level Scaling
LevelHPATKDEF
1438127505
101,720339550
205,311836600
308,8371,366650
4016,1692,042700
5029,9793,149750
6050,2884,435800
7078,3126,122850
80111,3947,876900
90146,1259,516950
100220,59112,3111,000

Note that HP and ATK values may change in Co-Op Mode, Spiral Abyss, some Quests, and certain Domains. For more details, see Enemy/Level Scaling § Other Multipliers.

Phase 2

RES
State Physical Pyro Hydro Electro Cryo Dendro Anemo Geo
Base 0% 0% 0% 50% 0% 10% 0% 0%
Stunned -50% -50% -50% 0% -50% 10% -50% -50%

Toggle Levels

Level Scaling
LevelHPATKDEF
1438127505
101,720339550
205,311836600
308,8371,366650
4016,1692,042700
5029,9793,149750
6050,2884,435800
7078,3126,122850
80111,3947,876900
90146,1259,516950
100220,59112,3111,000

Note that HP and ATK values may change in Co-Op Mode, Spiral Abyss, some Quests, and certain Domains. For more details, see Enemy/Level Scaling § Other Multipliers.

Phase 3

RES
Physical Pyro Hydro Electro Cryo Dendro Anemo Geo
0% 0% 70% 70% 0% 10% 0% 0%

Toggle Levels

Level Scaling
LevelHPATKDEF
1729178505
102,866475550
208,8521,171600
3014,7281,912650
4026,9482,859700
5049,9654,409750
6083,8136,208800
70130,5208,570850
80185,65711,027900
90243,54113,322950
100367,65117,2351,000

Note that HP and ATK values may change in Co-Op Mode, Spiral Abyss, some Quests, and certain Domains. For more details, see Enemy/Level Scaling § Other Multipliers.

Abilities and 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

  • Riptide (Hydro): Most attacks that hit the player will leave a Riptide mark.
    • While marked by Riptide, the player will be affected by a constant Hydro status until Riptide is removed. None of Childe's other attacks applies an elemental status, and cannot trigger Elemental Reactions unless it also applies Riptide on hit.
    • 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 an additional 200% ATK as 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 DMG 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, dealing 70% ATK as Hydro DMG on hit. He may pause this attack, but it does not end until he performs a finisher that involves throwing his last arrow by hand.
  • Flash of Havoc (Riptide): Performs up to 9 consecutive shots with a bow upwards that fall to deal 150% ATK as AoE Hydro DMG, consuming Riptide on hit.
  • Shark Onslaught: Unleashes at least 2 and up to 6 consecutive shark-shaped waves with a bow, dealing 100% ATK as Hydro DMG and applying Riptide.
  • 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 125% ATK as 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.
  • Hydro Shield: When hit by melee attacks, creates a Hydro shield that blocks all incoming DMG.
  • Hydro Counter: Shoots out a huge Hydro energy blast in front of him that deals 173% ATK as AoE Hydro DMG.
    • This attack triggers if Childe gets hit by Hydro melee attacks while his Hydro Shield is up. Ranged attacks or deployable abilities cannot trigger the counterattack.
  • Solo (Hydro): Charges and performs a spinning slash, dealing 100% ATK as 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 DMG.
  • Staggered: If Childe sustains enough poise damage, he will enter a staggered state with significantly lowered RES and Interruption Resistance until he performs Blast. Poise damage can stack even when Childe is shielded.
  • Ultima: Celestial Voyager (Riptide): Charges for a while, then unleashes a massive humpback whale-shaped attack, dealing 150% ATK on appearance and 200% ATK on landing as AoE Hydro DMG, as well as consuming Riptide on hit.
    • Unlike the other AoE attacks, this attack does not have clearly marked AoEs.
    • Both zones cover roughly 3/5 of the arena's area.
    • This attack cannot be dodged using Dash i-frames.

Previews

Template:OgvGallery

Phase 2: Electro Delusion

  • Riptide (Electro): Most attacks that hit the player will leave a Riptide mark.
    • While marked by Riptide, the player will be affected by a constant Electro status until Riptide is removed. None of Childe's other attacks applies an elemental status, and cannot trigger Elemental Reactions unless it also applies Riptide on hit.
    • 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 an additional 200% ATK as AoE Electro 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 DMG 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.
  • 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), dealing 50% ATK, 55% ATK, 60% ATK, 70% ATK, 80% ATK as AoE Electro DMG with each strike respectively. While most of the combo can be outrun, the 4th attack has a long range and strikes directly at the player's location.
  • Light of Obliteration: Performs a slash with a large AoE, dealing 100% ATK as AoE Electro DMG in a 180° arc towards the player.
  • Flicker (Riptide): Slides quickly to the player's position, and performs a cross slash at the destination point, dealing 125% ATK as Electro DMG. This attack does not need Riptide to trigger, but will consume Riptide on hit.
  • Displacement: Childe performs at least 2 and up to 5 rapidly chained consecutive dash attacks, dealing 75% ATK as Electro DMG.
  • Electro Shield: When hit by melee attacks, creates an Electro shield that blocks all incoming DMG.
  • Electro Counter: Shoots out a huge Electro energy blast in front of him that deals 300% ATK as AoE Electro DMG.
    • This attack triggers if Childe gets hit by Electro melee attacks while his Electro Shield is up. Ranged attacks or deployable abilities cannot trigger the counterattack.
  • Solo (Electro): Charges and performs a slash around himself, dealing 100% ATK as Electro DMG.
    • This attack is triggered if the player attacks Tartaglia enough while his shield is up.
  • Blast (Electro): Unleashes energy deep within, creating a domain of Electro energy that launches players away from him but dealing no DMG.
  • Staggered: If Childe sustains enough poise damage, he will enter a staggered state with significantly lowered RES and Interruption Resistance until he performs Blast. Poise damage can stack even when Childe is shielded.
  • 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 200% ATK as AoE Electro DMG around the landing point.
    • This attack cannot be dodged using Dash i-frames.
    • If the Riptide mark is removed while this attack is charging, the targeting circle will be thrown off and become stationary. However, Childe will still strike down at the circle's location.

Previews

Template:OgvGallery

Phase 3: Foul Legacy - The Devouring Deep

  • Riptide (Hydro and Electro): Most attacks that hit the player will leave a Riptide mark of the element of the attack.
    • While marked by Riptide, the player will be affected by a constant Hydro or Electro status until Riptide is removed. None of Childe's other attacks applies an elemental status, and cannot trigger Elemental Reactions unless it also applies Riptide on hit.
    • 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 an additional 200% ATK as AoE Hydro DMG 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. Riptide consumed in this manner only deals 100% ATK as DMG.
    • The mark can be removed by touching the arena's barrier to trigger a Vaporize or Overloaded reaction. This reaction does not deal DMG 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 80% ATK as Hydro DMG with each shot.
  • Abyssal Mayhem: Vortex of Turmoil (Riptide): Gathers Hydro energy on his Glaive and launches it forwards, spearing anything in its path and dealing 100% ATK as Hydro DMG 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, each dealing 70% ATK as AoE Hydro DMG.
  • Crescent Tides: Unleashes two flying crescent slashes that travel towards the player, each dealing 75% ATK as Hydro DMG.
  • Twin Strikes: Performs 2 consecutive melee attacks, each dealing 50% ATK as Electro DMG.
  • Light of Obliteration (Enhanced): Performs a slash towards the player, dealing 100% ATK as AoE 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 a slash and a cross-slash, dealing 50% ATK and 70% ATK as Electro DMG, before throwing a spinning polearm forward that deals 30% ATK as Electro DMG upon contact.
  • Judgement: Summons a lightning cloud that shoots 4 consecutive Electro blades, dealing 100% ATK as AoE Electro DMG.
    • This attack does not apply or consume Riptide.
  • Displacement (Enhanced): Performs at least 1 and up to 5 consecutive charged forward dash attacks, dealing 75% ATK as 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 80% ATK as 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 175% ATK as AoE Hydro DMG in 4 strike zones, consuming Riptide on hit.
    • The middle and around the four cardinal edges of the arena are not affected.
    • The 4 strike zones cover roughly 3/5 of the arena's area.
    • Players in areas where 2 strike zones overlap will take 2 instances of DMG.
    • This attack cannot be dodged using Dash i-frames.
  • 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 150% ATK on appearance and 200% ATK on landing as AoE Hydro DMG, consuming Riptide on hit.
    • This attack cannot be dodged using Dash i-frames.
  • 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 200% ATK as AoE Electro DMG around the landing point, consuming Riptide on hit.
    • This attack has a much larger AoE than the Phase 2 version.
    • This attack cannot be dodged using Dash i-frames.
    • If the Riptide mark is removed while this attack is charging, the targeting circle will be thrown off and become stationary. However, Childe will still strike down at the circle's location.

Previews

Template:OgvGallery

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

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.

  • 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.
  • In Co-Op, he can be stun-locked by repeatedly attacking him before he can attack.
  • Ultima: Celestial Voyager 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 DMG from the second part of the attack. Running to the edge of the arena will take the player out of the landing radius.

Phase 2

During Phase 2, Childe will start moving around more, actively chasing the player, and utilize fast Electro attacks. 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 DMG. 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.

  • To dodge the entire 5-strike combo of Raging Tide, the player must outrun the first 3 attacks and use a well-timed Dash to avoid the 4th.
  • To dodge chained Displacement attacks, the player should walk in a medium-sized circle and dash only when necessary.
  • Ultima: Dark Leap is difficult to dodge and is usually a near instant-kill for your on-field character. As soon as Childe initiates this attack, the player should move towards the edge of the arena to cleanse the Riptide mark along with the tracking circle, then immediately exit the attack's AoE. If these steps cannot be performed in time, the player can use a well-timed Elemental Burst i-frame to nullify the DMG.

Phase 3

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.

In Phase 3, Childe's attacks are much slower than in the 1st and 2nd phases, making it easy to attack him up close. However, if not dodged, these attacks will also deal higher DMG. He will use both new attacks and attacks from the earlier phases. Childe primarily uses Electro against players close to him, and Hydro against those out of range.

  • When Ultima: God Arrow is used, blue circles will appear on the floor. Go to the middle or around the four cardinal edges of the arena to avoid this attack. It is especially important to avoid standing in areas where two strike zones overlap, as players in these areas will take DMG twice.

Recommended Characters

  • Non-Hydro or Electro DMG dealers are always effective against Childe independent of his element.
  • Ranged characters can attack from a safe range, especially during Phase 1.
  • Jean and Bennett are capable of cleansing Childe's Riptide mark using their Elemental Bursts (Jean's Elemental Burst will take at least five Swirls before it can remove it, Bennett's Burst will cause Overloaded on the player).
  • Abilities such as Xiao's Bane of All Evil, Kazuha's Chihayaburu, Venti's Skyward Sonnet and climbable Geo Constructs can be used to avoid many of Childe's powerful attacks which lack vertical AoE such as Ultima: Dark Leap.
  • As usual, healers and shielders can effectively improve the player's survivability.

Battle Dialogue

For the quest version of the battle dialogue, see Heart of Glaze. Template:Dialogue start

(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.

Template:Dialogue end

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! 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!

Template:Dialogue start

(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!!!!

Template:Dialogue end

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...

Story Domains

Template:Story Domains

Achievements

No Achievements are obtainable from Enter the Golden House.

Soundtracks

No.Soundtrack NameAlbumPlayed In
40Never-Ending PerformanceThe Shimmering VoyageDomains
41Wrath of Monoceros CaeliThe Shimmering VoyageDomains, Event Gameplay
48Rapture of the ChaosThe Shimmering VoyageQuests, Domains
50Golden DreamsThe Shimmering VoyageDomains

Trivia

  • In phase one of the fight, Childe can form a bow made of pure Hydro, making this the third time Childe uses a different bow.
    • The bow used in the first phase is not currently usable by the player.
    • 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.
    • 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 a 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.
  • 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 in Co-Op Mode, which can be useful if players are still in the loading screen.

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.

Gallery

Video Guides

How to Easily Beat Childe

Other Languages

LanguageOfficial NameLiteral Meaning
EnglishEnter the Golden House
Chinese
(Simplified)
进入「黄金屋」
Jìnrù "Huángjīn Wū"
Enter "Gold House"
Chinese
(Traditional)
進入「黃金屋」
Jìnrù "Huángjīn Wū"
Japanese「黄金屋」に入る
"Ougon'ya" ni Hairu
Enter the "Golden House"
Korean「황금옥」 진입
"Hwanggeum'ok" Jin'ip
Enter "the Golden House"
SpanishCasa DoradaGolden House
FrenchEntrer dans la Chambre d'OrEnter the Golden Chamber
RussianЗолотая палата
Zolotaya palata
Thaiเข้าไปใน Golden House
Enter the Golden House
VietnameseVào "Hoàng Kim ỐcHoàng Kim Ốc"Enter "Gold House"
GermanGoldstube betretenGold Parlor Entering
IndonesianMasuk ke Golden HouseEnter the Golden House
PortugueseEntrar na Casa Dourada

Change History

Version 3.1
  • Childe's ATK increased by 100%.
  • Childe's DMG multipliers decreased by 50%.

Version 1.1

  • Enter the Golden House was released.

Navigation

Advertisement