Energy is stored within, then lashes outwards upon conversion. The texture seeks to imitate fine artistry that was once highly sought after in ancient civilizations: Burn to procure what is sleek and elegant, shatter to create what is unyielding and sharp; this heat-proof pot bears a sacred bird shape with, as its name suggests, a unique pattern of ice-cracked celadon... but actually that pattern was drawn on.
Each stack of [Tea-rific] increases the Impact of the equipper by 0.7%, for 8s, stacking up to 30 times. The duration of each stack is calculated separately.
When gaining [Tea-riffic], if the Equipper has 15 or more stacks of [Tea-riffic], the DMG of all squad members increases by 20% for 10s.
Passive effects of the same name do not stack.
Each stack of [Tea-rific] increases the Impact of the equipper by 0.88%, for 8s, stacking up to 30 times. The duration of each stack is calculated separately.
When gaining [Tea-riffic], if the Equipper has 15 or more stacks of [Tea-riffic], the DMG of all squad members increases by 23% for 10s.
Passive effects of the same name do not stack.
Each stack of [Tea-rific] increases the Impact of the equipper by 1.05%, for 8s, stacking up to 30 times. The duration of each stack is calculated separately.
When gaining [Tea-riffic], if the Equipper has 15 or more stacks of [Tea-riffic], the DMG of all squad members increases by 26% for 10s.
Passive effects of the same name do not stack.
Each stack of [Tea-rific] increases the Impact of the equipper by 1.22%, for 8s, stacking up to 30 times. The duration of each stack is calculated separately.
When gaining [Tea-riffic], if the Equipper has 15 or more stacks of [Tea-riffic], the DMG of all squad members increases by 29% for 10s.
Passive effects of the same name do not stack.
Each stack of [Tea-rific] increases the Impact of the equipper by 1.4%, for 8s, stacking up to 30 times. The duration of each stack is calculated separately.
When gaining [Tea-riffic], if the Equipper has 15 or more stacks of [Tea-riffic], the DMG of all squad members increases by 32% for 10s.
Passive effects of the same name do not stack.
Each stack of [Tea-rific] increases the Impact of the equipper by 0.7%, for 8s, stacking up to 30 times. The duration of each stack is calculated separately.
When gaining [Tea-riffic], if the Equipper has 15 or more stacks of [Tea-riffic], the DMG of all squad members increases by 20% for 10s.
Passive effects of the same name do not stack.
Each stack of [Tea-rific] increases the Impact of the equipper by 0.88%, for 8s, stacking up to 30 times. The duration of each stack is calculated separately.
When gaining [Tea-riffic], if the Equipper has 15 or more stacks of [Tea-riffic], the DMG of all squad members increases by 23% for 10s.
Passive effects of the same name do not stack.
Each stack of [Tea-rific] increases the Impact of the equipper by 1.05%, for 8s, stacking up to 30 times. The duration of each stack is calculated separately.
When gaining [Tea-riffic], if the Equipper has 15 or more stacks of [Tea-riffic], the DMG of all squad members increases by 26% for 10s.
Passive effects of the same name do not stack.
Each stack of [Tea-rific] increases the Impact of the equipper by 1.22%, for 8s, stacking up to 30 times. The duration of each stack is calculated separately.
When gaining [Tea-riffic], if the Equipper has 15 or more stacks of [Tea-riffic], the DMG of all squad members increases by 29% for 10s.
Passive effects of the same name do not stack.
Each stack of [Tea-rific] increases the Impact of the equipper by 1.4%, for 8s, stacking up to 30 times. The duration of each stack is calculated separately.
When gaining [Tea-riffic], if the Equipper has 15 or more stacks of [Tea-riffic], the DMG of all squad members increases by 32% for 10s.
Passive effects of the same name do not stack.
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.