Abyss Team Evaluation

Single-Target DPS

Single-target DPS in a free environment.

Multi-Target DPS

Multi-target DPS in a free environment. Effective range is also taken into account, so the evaluated content overlaps slightly with Damage Efficiency.

DMG Startup and Culling

The metric includes the ability to front-load damage and the Culling Line. The former measures how flexible a team can move damage distribution towards the front of the rotation, emphasizes the proportion of damage at the frontend. The latter measures the maximum damage a team can cause at different time points, emphasizes the value of damage at the frontend. This metric becomes more important when the team’s Cost is high.

Rotation Flexibility

The metric measures a team’s ability to maintain expected DPS when the preset rotation is disrupted. The more flexible the rotation, the less impact the rotation rearrange has on the team’s DPS, meaning it’s less likely to lose damage due to factors such as refreshing waves and operation errors. It is related to aura condition, buff dependency, buff cover, energy demand, damage precondition, etc. For example, in Cyno Aggravate Team, due to the mismatch between Cyno’s long rotation and Nahida’s, it is easy to lose DPS when refreshing a wave.

Damage Efficiency

The metric measures a team’s ability to maintain expected DPS across various environments. It is related to factors that may cause missed or incomplete damage, such as the range and distance of the damage method, unit targeting performance, etc. For example, Wanderer’s attack and Yae’s skill are damage methods that are hardly miss. DPS smoothness is also taken into account. The more concentrated the damage is in terms of frequency and time distribution, the higher the cost of missing, which will also lower the metric. This metric combined with Rotation Flexibility, determines the team’s ability to switch fire.

Environmental Adaptation

The metric measures the number of element-related environments and other special environments that a team finds hard to deal with. For example, pure frost team is hard to deal with high Cryo RES, Cryo immunity, frozen shields, frost immunity, etc. The fewer such environments, the better Environmental Adaptation. This is related to the team’s element DPS distribution, shield-breaking scope, shield-breaking efficiency, debuff/buff dependence, etc.

Survivability and Hit RES

The metric measures a team’s ability to survive and resist DPS reduction in stressful environments. It is related to healing, shield, interruption resistance, evasion rate, etc. The metric becomes less important when the team’s Cost is high.



  1. The future content of this blog will focus on team evaluations. I came up with seven metrics to evaluate a team’s performance in Abyss.
  2. Please note, under different Costs, the performance of the same team varies, and the importance of each metric also differs.

















  1. 今后的博客内容会以测评队伍为主。希望可以通过我想的这七个指标来全面的评测一个队伍在深渊的表现。
  2. 注意,同一支队伍在不同的金数下各指标的表现显然是不同的,同时各指标的重要性也会不同。





Related Articles

Inline Feedbacks
View all comments
Shopping Cart
Scroll to Top