

"I believe it won't be long before Seth is able to handle his own.""
—Zhu Yuan











When Resolve reaches 75%, hold to activate.
Consume 75% Resolve to launch consecutive attacks in front, followed by a Finishing Move, dealing Electric DMG.
When the Finishing Move hits an enemy, it triggers the Quick Assist of the squad member positioned before Seth. Anti-Interrupt level is increased while using this skill.




Press to activate:
A quick dash dodge.
Character is invulnerable while using this skill.









When the on-fleld character ls launched, press to activate:
Unleash a quick downward slash on enemies in front, dealing Electric DMG.
After the move, hold to chain into EX Special Attack: Thunder Shield Rush - High Voltage, enabling faster charging.
Character is invulnerable while using this skill.




When the on-field character is about to be attacked, press to activate:
Parries the enemy's attack, dealing massive Daze. Seth gains 25% Resolve upon activating the skill.
Character is invulnerable while using this skill.



Press after a Defensive Assist to activate:
Launch a forward thrust attack, followed by two horizontal slashes, dealing Electric DMG.
When the skill hits on enemy, it triggers the Quick Assist of the squad member positioned before Seth.
After activating the move, hold to transition to EX Special Attack: Thunder Shield Rush - High Voltage and charge faster.
Character is invulnerable while using this skill.






With enough Energy, press to activate:
Unleash a series of slashes in front, dealing massive Electric DMG.
Hold to charge the move, and Seth will dash forward, unleashing a series of powerful slashes, dealing massive Electric DMG.
Activating the move accumulates 75% Resolve. Anti-Interrupt level is increased while charging this skill, and damage taken is reduced by 40%.
Seth is invulnerable during the consecutive slashes.



When a Chain Attack is triggered, select the character to activate:
Launch a series of slashes In front, dealing massive Electric DMG. Activating the move accumulates 75% Resolve.
After the move, hold to chain into EX Special Attack: Thunder Shield Rush - High Voltage, enabling faster charging.
Character is invulnerable while using this skill.



When Decibel Rating is at Maximum, press to activate:
Launch a series of upward attacks in front, followed by a Finishing Move, dealing massive Electric DMG.
Activating the move accumulates 75% Resolve, and grants 3 additional Assist Points.
After the move, hold , to chain into EX Special Attack: Thunder Shield Rush - High Voltage, enabling faster charging.
Character is invulnerable while using this skill.

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"I believe it won't be long before Seth is able to handle his own.""
—Zhu Yuan



The shield value provided by shield of Firm Resolve and its maximum limit is increased by 30%. When shield of Firm Resolve ends, the Anomaly Proficiency increase provided by Core Passive: Protector lasts an additional 10s.

Upon entering battle, Seth immediately gains 75% Resolve. Hitting an enemy with Basic Attack: Lightning Strike - Electrified increases the move's accumulated Electric Anomaly Buildup by 35%.

Basic Attack, Dodge, Assist, Special Attack, and Chain Attack Lv. +2

The Daze caused by Defensive Assist: Thundershield is increased by 25%.

Basic Attack, Dodge, Assist, Special Attack, and Chain Attack Lv. +2

When Seth lands a Finishing Move on an enemy with Basic Attack: Lightning Strike - Electrified, it deals additional damage equal to 500% of his ATK. The attack is guaranteed to trigger a critical hit, and CRIT DMG is increased by 60%.


When Seth uses EX Special Attack: Thunder Shield Rush - High Voltage, he gains a Shield of Firm Resolve equal to 40% of his initial ATK, up to a max of 3,000 points, and lasting 25s. This effect can trigger once every 10s.
When Basic Attack: Lightning Strike - Electrified or Assist Follow-Up: Public Security Ruling triggers a Quick Assist or Chain Attack, causing another squad member to enter the field, that squad member gains a Shield of Firm Resolve equal to 40% of Seth's initial ATK, up to a max of 3,000 points, and lasting 25s. This effect can trigger once every 10s. Having a Shield of Firm Resolve increases Anomaly Proficiency by 50.

When another character in your squad shares the same Attribute or Faction:
When Seth's Chain Attack: Final Judgement or Finishing Move during Basic Attack: Lightning Strike - Electrified hits an enemy, the target's Anomaly Buildup RES to all Attributes is reduced by 20%, lasting 20s.

- Base Energy Regen increases by 0.12/s
- Core Passive: Protector Skill Lv. +1
When Seth uses EX Special Attack: Thunder Shield Rush - High Voltage, he gains a Shield of Firm Resolve equal to 50% of his initial ATK, up to a max of 3,000 points, and lasting 25s. This effect can trigger once every 10s.
When Basic Attack: Lightning Strike - Electrified or Assist Follow-Up: Public Security Ruling triggers a Quick Assist or Chain Attack, causing another squad member to enter the field, that squad member gains a Shield of Firm Resolve equal to 50% of Seth's initial ATK, up to a max of 3,000 points, and lasting 25s. This effect can trigger once every 10s. Having a Shield of Firm Resolve increases Anomaly Proficiency by 62.

- Base ATK increases by 25
- Core Passive: Protector Skill Lv. +1
When Seth uses EX Special Attack: Thunder Shield Rush - High Voltage, he gains a Shield of Firm Resolve equal to 60% of his initial ATK, up to a max of 3,000 points, and lasting 25s. This effect can trigger once every 10s.
When Basic Attack: Lightning Strike - Electrified or Assist Follow-Up: Public Security Ruling triggers a Quick Assist or Chain Attack, causing another squad member to enter the field, that squad member gains a Shield of Firm Resolve equal to 60% of Seth's initial ATK, up to a max of 3,000 points, and lasting 25s. This effect can trigger once every 10s. Having a Shield of Firm Resolve increases Anomaly Proficiency by 75.

- Base Energy Regen increases by 0.12/s
- Core Passive: Protector Skill Lv. +1
When Seth uses EX Special Attack: Thunder Shield Rush - High Voltage, he gains a Shield of Firm Resolve equal to 68% of his initial ATK, up to a max of 3,000 points, and lasting 25s. This effect can trigger once every 10s.
When Basic Attack: Lightning Strike - Electrified or Assist Follow-Up: Public Security Ruling triggers a Quick Assist or Chain Attack, causing another squad member to enter the field, that squad member gains a Shield of Firm Resolve equal to 68% of Seth's initial ATK, up to a max of 3,000 points, and lasting 25s. This effect can trigger once every 10s. Having a Shield of Firm Resolve increases Anomaly Proficiency by 85.

- Base ATK increases by 25
- Core Passive: Protector Skill Lv. +1
When Seth uses EX Special Attack: Thunder Shield Rush - High Voltage, he gains a Shield of Firm Resolve equal to 72% of his initial ATK, up to a max of 3,000 points, and lasting 25s. This effect can trigger once every 10s.
When Basic Attack: Lightning Strike - Electrified or Assist Follow-Up: Public Security Ruling triggers a Quick Assist or Chain Attack, causing another squad member to enter the field, that squad member gains a Shield of Firm Resolve equal to 72% of Seth's initial ATK, up to a max of 3,000 points, and lasting 25s. This effect can trigger once every 10s. Having a Shield of Firm Resolve increases Anomaly Proficiency by 90.

- Base Energy Regen increases by 0.12/s
- Core Passive: Protector Skill Lv. +1
When Seth uses EX Special Attack: Thunder Shield Rush - High Voltage, he gains a Shield of Firm Resolve equal to 76% of his initial ATK, up to a max of 3,000 points, and lasting 25s. This effect can trigger once every 10s.
When Basic Attack: Lightning Strike - Electrified or Assist Follow-Up: Public Security Ruling triggers a Quick Assist or Chain Attack, causing another squad member to enter the field, that squad member gains a Shield of Firm Resolve equal to 76% of Seth's initial ATK, up to a max of 3,000 points, and lasting 25s. This effect can trigger once every 10s. Having a Shield of Firm Resolve increases Anomaly Proficiency by 95.

- Base ATK increases by 25
- Core Passive: Protector Skill Lv. +1
When Seth uses EX Special Attack: Thunder Shield Rush - High Voltage, he gains a Shield of Firm Resolve equal to 80% of his initial ATK, up to a max of 3,000 points, and lasting 25s. This effect can trigger once every 10s.
When Basic Attack: Lightning Strike - Electrified or Assist Follow-Up: Public Security Ruling triggers a Quick Assist or Chain Attack, causing another squad member to enter the field, that squad member gains a Shield of Firm Resolve equal to 80% of Seth's initial ATK, up to a max of 3,000 points, and lasting 25s. This effect can trigger once every 10s. Having a Shield of Firm Resolve increases Anomaly Proficiency by 100.







How much damage an Agent can take before falling in combat

How much damage an Agent deals

Reduces the damage an Agent takes

Hitting enemies increases their Daze, and Impact influences the rate at which Daze Accumulates.

How likely it is for the Agent to land a critical hit

Determines the damage multiplier when landing a critical hit

Anomaly Mastery affects the efficiency of Anomaly Buildup.
Each point in Anomaly Mastery is equivalent to 1% of Anomaly Buildup Rate.

Anomaly Proficiency enhances the damage inflicted by Attribute Anomalies.
Each point in Anomaly Proficiency is equivalent to 1% of Attribute Anomaly DMG.

Ignores a percentage of the target’s DEF based on the PEN Ratio stat when attacking an enemy.

Ignores a set amount of the target’s DEF based on the PEN stat when attacking an enemy.

Energy Regen influences the amount of Energy Agents recover per second in combat.

Energy Generation Rate affects the amount of Energy generated through Energy Regen and from hitting enemies.




Dealing Fire DMG to enemies accumulates Fire Anomaly Buildup, which triggers the Burn effect. Burn deals continuous Fire DMG for a period of time. Inflicting Burn on enemies weak to Fire can interrupt their actions.

Dealing Ice DMG to enemies accumulates Ice Attribute Anomaly, triggering the Freeze and Frostbite effects. Freeze immobilizes enemies, preventing them from taking action for a certain period.
Shatter is activated when Freeze ends, interrupting enemy movement and dealing Ice DMG. Frostbite increases the CRIT DMG taken by the target for a specified duration.

Dealing Electric DMG to enemies accumulates Electric Anomaly Buildup, which triggers the Shock effect.
Shock causes the target to intermittently suffer additional Electric DMG for a period of time when attacked. Inflicting Shock on enemies weak to Electric can interrupt their actions.

Dealing Physical DMG to enemies accumulates Physical Anomaly Buildup, which triggers the Assault and Flinch effects.
Assault interrupts the enemy and deals massive Physical DMG. Flinch increases the Daze the target takes for a period of time.

Dealing Ether DMG to enemies accumulates Ether Anomaly Buildup, which triggers the Corruption effect. Targets attacked during Corruption take bonus Ether DMG intermittently. Inflicting Corruption on enemies weak to Ether can interrupt their actions.
The Specialties (Attack, Stun, Defense, etc) in Zenless do a great job of helping to understand the general idea of what an Agent is best at. However, when taking a deeper look at Agent skills and team compositions, we felt they were lacking critical information to help better understand what an Agent is best at and how to use them.
It’s for this reason we created a set of terms to help everyone understand more about an Agent at a glance. These terms will be updated and evolve as our understanding of the game improves, and we hope you’ll find them useful and informative.
[Position Expertise]
This is the position and primary role that an agent has on a team. While it’s not required to have success, if you want to get the most out of your Agents, it’s best to play them to their strengths.
[Offensive Expertise]
These expertise relate directly to dealing Damage, Daze or Anomaly to the enemy.
[Support Expertise]
These expertise relate to enhancing and protecting your team.
[Mechanic Expertise]
These expertise relate to special or additional mechanics that an agent has access to, or should utilized to meet their full potential.
[Position Expertise] Field Agents are the characters you’ll spend most of your time playing. Optimally, you’ll only run one of these characters on a team. Field Agent’s contribution is best realized when they are on the field.
[Position Expertise] Swap Agents are characters you’ll spend less time playing directly. Optimally, you’ll run two of these characters on a team. A Swap Agent’s contribution is best realized when you switch to them to execute their skills, and then swap back to your Field Agent.
[Offensive Expertise] Agents that deal a large amount of Damage, Daze or Anomaly in a small window.
[Support Expertise] Agents that provide beneficial Buffs to one or more other team members.
[Support Expertise] Agents that inflict detrimental Debuffs to one or more other team members.
[Support Expertise] Agents that provide Energy to one or more other team members.
[Support Expertise] Agents that provide Shields to one or more other team members.
[Mechanic Expertise] Agents that require Timing mechanics to get the full benefit of their skills.
[Mechanic Expertise] Agents that can Parry or Block attacks by using their skills.