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The Happy Executioner *UPDATED 6/25/26*
The theory
UPDATE 6/25/26 Abyss got nerfed hard and easier to reach higher floors so I tried this again. Was able to break into abyss 335 and died at 340.
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Hey ya'll. I'm Split Bear if you know me from Youtube.
I revamped this build into Executioner 2.0, which is what The Happy Executioner was originally supposed to be: a triple-element DoT Gwigoon with Poison, Fire, and Bleed all on one build.
The original version already cleared Abyss 206 on Wrangler difficulty and eventually died on Abyss 207. After the Abyss Nerfed, I updated this video to a long unedited proof video showing Levels 305 to 340. I cleared 335 and took a red portal then died at 340. And Holy Hell. I can survive but healing special mobs stacked on each other made it impossible and then so many effects caused me to crash.
After a lot of breeding, splicing, and probably too much theorycrafting, this is what I ended up with: The Happy Executioner.
The basic idea is that instead of relying mainly on big raw damage numbers, this Gwigoon uses Poison, Fire, Bleed, Hit Mark, minions, and execution effects as its main damage engine. Since high Abyss enemies often make your normal hits feel like they are doing almost no damage anyway, I optimized this around DoTs, fast tick damage, and executes instead of raw damage.
This build combines two different types of execute effects: Bleed execute and Hit Mark execute, while also using Hit Mark spreading. The goal is to constantly apply status pressure, create repeated damage events, and let the execution effects finish enemies off once they are weakened.
For Executioner 2.0, the element setup is:
Primary: Organic / Poison
Secondary / Minions: Pyro / Fire
General Skills: Neutral / Bleed
Primary is Organic because Poison has a lot of stacks to build, and your primary attack is the most reliable way to keep applying and refreshing it. Poison is not the main finisher, but it constantly rots enemies down and helps push them toward the dangerous part of their health bar.
The minions are Pyro because Fire is strong bonus pressure, but it is not the part I want the whole build depending on. In late Abyss, minions can die pretty quickly, even if you can spam them when you are safe. So Fire being on minions makes sense: they roam around, tag enemies, add extra burn damage, and take aggro, but if they die, the build does not fall apart.
The general skills are Neutral because that lets them apply Bleed, and Bleed is the important part. Bleed only needs fewer stacks than Poison, but it is the primary execute engine once enemies drop under 50% HP. Putting Bleed on your general skills means you are not relying on fragile minions to apply your most important status. You can use Aerial Pull to hit enemies, collide with them, apply or refresh Bleed, then escape with Gwigoon’s mobility, dodge tools, invulnerability, and self-healing.
That is the core loop: stack Poison with your primary attacks, send Fire minions out for bonus pressure and aggro, then use your general skills to reliably apply Bleed and set up the execute effect. Once enemies fall under 50%, the Bleed execute starts doing the real work. While minions work better with bleed early, late abyss even normal enemies are tanky and focus bleed proccing I felt was more important since you aren't quick executing anymore.
Gwigoon also handles the survival side really well. It has a lot of armor, self-healing, high mobility, flight, dodge i-frames, invulnerability, and minions that can take aggro. As long as you are not just standing still and face tanking everything, you should not be dying very early in Abyss and this build can take a few hits in 200+ Wrangler difficulty.
Because so much of the damage comes from status pressure, fast damage ticks, and execution effects, I was able to lean pretty heavily into defensive catalyzers instead of only stacking raw damage. That ended up being important at higher Abyss floors, where enemies can have massive HP pools, Healing mutations, and enough scaling that normal damage starts feeling less reliable.
Taking damage was not the main issue by the end. The bigger problem was how much health and defense everything had, on top of so many healing enemies spawning near each other and reversing the damage I was doing. That is where the run started feeling almost impossible to push further, at least for me.
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HOW TO BREED A TRIPLE ELEMENT
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I also found out through breeding that triple-element babies are possible, but lining up the exact Primary / Secondary / General element spread with the right body parts, abilities, and passives can be stupidly rare. This took multiple generations of breeding to finally line up Organic, Pyro, and Neutral on the same Gwigoon while keeping the full build intact.
So here is what I specifically did in a nutshell for breeding. Elements will be in relative order for primary, secondary, and general elements to hopefully guide ya'll into making your own:
1 - Spliced Gwigoon with Organic, Pyro, Plasma and all the body parts and passives you want in your FINAL build. Breed with Regular Neutral Max Gwigoon = A1. A1 is missing some body parts and only 2/3 passives but has Neutral, Pyro, Neutral. Make sure it has the Spliced parent's skills and not the base gwigoon's.
2 - Spliced Gwigoon breed with A1 = B1.
B1 now has all body parts, still 2/3 passives but Organic, Pyro, Neutral.
3 - Breed Spliced Gwigoon with B1 until you get Executioner 2.0.
Should now have all parts, all passives, and Organic, Pyro, Neutral. For all DoTs on one build.
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So Executioner 2.0 is the complete version of the original idea: a triple-DoT flying Gwigoon. Bleed execute + Hit Mark execute feels really strong in my opinion, and I hope this helps anyone else wanting to push Abyss and test some builds.
Modules
Abilities
Status effects
Up to 5 stacks of Neutral damage over time, with the fastest damage tick rate.
Shoot a projectile that damages enemies and stops on impact. Use the ability again to quickly teleport to the projectile's location.
Scatter your minions while you avoid incoming damage with an evasive cartwheel that grants Invulnerable.
Unleash a chaotic swarm of high-damage, self-destructing explosive minions.
Heal self and minions while damaging enemies.
Status effects
Up to 15 stacks of Organic damage over time: low per-tick damage, but it lingers the longest.
Slowed enemies move and attack slower, scaling with the number of stacks applied.
Spawn up to 5 funky minions that damage enemies near their stench.
Status effects
Up to 5 stacks of Pyro damage over time: high damage that expires quickly.
Feared enemies run away from your voidling for the duration.
Apart from that just make sure the skills are inherited properly and the proper element which it sounds like you already did.
Thanks for sharing.
Also should this be 335 or 340? I saw a build get cleared for 290 even though it looks like they crashed on that level. They did not actually clear it. I cleared this one on 335 but I hard crashed at 340 due to all the effects.