"Glutton" - the name Soukaku's been called the most. Few people know her full nickname is: The cute little one who always gobbles down everything she can and is super happy when full but can't reed or write.
Press to activate:
A rapid dodge.
Character is invulnerable while using this skill.
When the character on field is about to be attacked, press to activate:
Parries the enemy's attack, dealing massive Daze.
This skill excels at parrying enemy attacks and reduces the consumption of Assist Points when the character is under intense attacks.
Character is invulnerable while using this skill.
Hold to activate:
Soukaku plunges her weapon into the ground, morphs it into a flag, and launches Fly the Flag, dealing Ice DMG. Hitting an enemy with Fly the Flag triggers a Quick Assist.
Pressing or after Fly the Flag activates a Special Attack as she retracts the flag, dealing Ice DMG.
If Soukaku owns 3 stacks of Vortex on using Fly the Flag, she consumes all 3 stacks and enters the Frosted Banner state. In the Frosted Banner state, she can unleash an enhanced Basic Attack or an enhanced Dash Attack, dealing massive Ice DMG. This effect can last up to 45s or stack up to 6 times.
Soukaku's weapon gains Vortexes in the following circumstances:
Gains 1 stack of Vortex when launching an EX Special Attack, Gains 1 stack of Vortex when launching a Chain Attack, Gains 3 stacks of Vortex when launching an Ultimate. Soukaku can accumulate a maximum of 3 stacks of Vortex.
With enough Energy, press to activate:
Releases wind currents of extended range in front of her, dealing massive Ice DMG.
This skill can be used in rapid succession by pressing repeatedly. Each use consumes a specified amount of Energy. When Soukaku's Energy is depleted, or you stop pressing the button, she unleashes a powerful finishing move that deals massive Ice DMG.
Anti-Interrupt level is increased while using this skill, and her DMG taken is reduced by 40%. Holding while using this skill allows for a quick transition to Fly the Flag.
When Decibel Rating is at Maximum, press to activate:
Soukaku quickly unleashes an extended series of strikes at enemies in front of her and follows up with Fly the Flag, dealing massive Ice DMG.
Upon activating this skill, Soukaku enters the Masked state, increasing her CRIT Rate by 15% for 15s.
Upon activating this skill, other squad members recover 10 Energy. The next character to switch in gains an additional 20 Energy.
Character is invulnerable while using this skill.
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Increases ATK by 10%.
Upon entering combat or switching in, its user's ATK increases by 25% for 10s. This effect can trigger once every 20s.
(If not ATK buff capped)
Energy Regen increases by 20%.
Launching a Chain Attack or Ultimate increases all squad members' DMG by 15% for 12s. Passive effects of the same name do not stack.
Energy Regen increases by 20%.
Launching a Chain Attack or Ultimate increases all squad members' DMG by 15% for 12s. Passive effects of the same name do not stack.
(If ATK buff capped)
Increases ATK by 10%.
Upon entering combat or switching in, its user's ATK increases by 25% for 10s. This effect can trigger once every 20s.
Skill Priority
"Glutton" - the name Soukaku's been called the most. Few people know her full nickname is: The cute little one who always gobbles down everything she can and is super happy when full but can't reed or write.
When Soukaku triggers Core Passive: Blade Banner or Additional Ability: Group Set Meal, the buff duration is increased by 8s.
When Soukaku's Basic Attack, Dash Attack, Dodge Counter, or Quick Assist hits an enemy, there's a 15% chance she gains 1 stack of Vortex, triggering up to once per second.
When Vortex reaches max stacks, any additional stacks grant Soukaku 1.2 Energy instead.
Basic Attack, Dodge, Assist, Special Attack, and Chain Attack Lv. +2
If an enemy is hit by Fly the Flag, the target's Ice RES is reduced by 10% for 8s.
Basic Attack, Dodge, Assist, Special Attack, and Chain Attack Lv. +2
While in the Frosted Banner state, the number of usable enhanced Basic Attacks and enhanced Dash Attacks is increased to 12, and also deal 45% more DMG.
When Soukaku launches Fly the Flag, her ATK is increased by 10%, up to 500, for 22s.
When consuming Vortex during Fly the Flag, the ATK increase is doubled, up to a max of 1,000. This buff can be passed along to characters switching in via Quick Assists or Chain Attacks; triggered by Fly the Flag, and it refreshes the duration of the buff.
When another character in your squad shares the same Attribute or Faction:
When Soukaku consumes Vortex to activate Fly the Flag, the Ice DMG of the squad is increased by 20% for 22s.
- Base Energy regen increases by 0.12/s
- Core Passive: Skill Blade Banner Lv. +1
When Soukaku launches Fly the Flag, her ATK is increased by 12.5%, up to 500, for 22s. When consuming Vortex during Fly the Flag, the ATK increase is doubled, up to a max of 1,000. This buff can be passed along to characters switching in via Quick Assists or Chain Attacks triggered by Fly the Flag, and it refreshes the duration of the buff.
- Base ATK increases by 25
- Core Passive: Skill Blade Banner Lv. +1
When Soukaku launches Fly the Flag, her ATK is increased by 15%, up to 500, for 22s. When consumingVortex during Fly the Flag, the ATK increase is doubled, up to a max of 1,000. This buff can be passed along to characters switching in via Quick Assists or Chain Attacks triggered by Fly the Flag, and it refreshes the duration of the buff.
- Base Energy regen increases by 0.12/s
- Core Passive: Skill Blade Banner Lv. +1
When Soukaku launches Fly the Flag, her ATK is increased by 17%, up to 500, for 22s. When consumingVortex during Fly the Flag, the ATK increase is doubled, up to a max of 1,000. This buff can be passed along to characters switching in via Quick Assists or Chain Attacks triggered by Fly the Flag, and it refreshes the duration of the buff.
- Base ATK increases by 25
- Core Passive: Skill Blade Banner Lv. +1
When Soukaku launches Fly the Flag, her ATK is increased by 18%, up to 500, for 22s. When consumingVortex during Fly the Flag, the ATK increase is doubled, up to a max of 1,000. This buff can be passed along to characters switching in via Quick Assists or Chain Attacks triggered by Fly the Flag, and it refreshes the duration of the buff.
- Base Energy regen increases by 0.12/s
- Core Passive: Skill Blade Banner Lv. +1
When Soukaku launches Fly the Flag, her ATK is increased by 19%, up to 500, for 22s. When consumingVortex during Fly the Flag, the ATK increase is doubled, up to a max of 1,000. This buff can be passed along to characters switching in via Quick Assists or Chain Attacks triggered by Fly the Flag, and it refreshes the duration of the buff.
- Base ATK increases by 25
- Core Passive: Skill Blade Banner Lv. +1
When Soukaku launches Fly the Flag, her ATK is increased by 20%, up to 500, for 22s. When consumingVortex during Fly the Flag, the ATK increase is doubled, up to a max of 1,000. This buff can be passed along to characters switching in via Quick Assists or Chain Attacks triggered by Fly the Flag, and it refreshes the duration of the buff.
(Frosted Banner)
(Hold Down)
(Repeatedly press)
>
> (Frosted Banner)
(Perfect) >
(When Triggering Quick Assist)
(When Triggering Defensive Assist)
(After Defensive Assist)
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.