SethBuild and Guide

Character
Introduction

Seth is an
A Rank
rank character with the Electric attribute who belongs to the
Defence
Defence Specialty and who is part of the
N.E.P.S.
N.E.P.S. faction.

Seth, a rookie officer in the Public Security Criminal Investigation Special Response Team, is a key player in providing fire support during criminal investigations. He graduated at the top of his class in the academy and could have landed a higher position, but he chose the tougher path of the Special Response Team. His impressive profile makes him seem like a genius, but he's actually a hard worker who has had his own struggles. There have been times when he practiced the subjects he wasn't good at until he cried.

To learn more about Seth check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.

Video guide

Seth has at least one video guide available, so if you prefer this sort of medium to learn more about a character, check it out:

Update tracker

Last review/pros & cons update

Patch 1.1

Last build/calcs update

Patch 1.4

Last teams/synergies update

Patch 1.4

Last profile update*

October 17th, 2024

*Profile update means smaller edits to disk drives, stats or other things that don't require new calculations.

To learn more about Seth check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.

Profile

Review

Build

Shiyu Defense

Rotation & Teams

Calculations

Profile

Core skills
Core

Core Passive Protector

Lv. 1

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 can be triggered 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 can be triggered once every 10s. A Shield of Firm Resolve grants a 50 point increase to Anomaly Proficiency.

Base Energy Regen 0

BASE ATK: 0

Core

Additional Ability High Spirit

When another character in your squad shares the same Attribute or Faction:

When Seth's Chain Attack: Final Judgement or finishing strike during Basic Attack: Lightning Strike - Electrified hits an enemy, the target's Anomaly Buildup RES to all Attributes is reduced by 20%, lasting 20s.

Skills
Basic
Basic
Dodge
Dodge
Assist
Assist
Special
Special
qte
Chain
Core

Basic Attack: Lightning Strike

Press to activate: Unleashes up to 4 attacks in front, dealing Physical DMG and Electric DMG.

Lv. 1
1st-Hit DMG Multiplier
36.20%
1st-Hit Daze Multiplier
18.10%
2nd-Hit DMG Multiplier
56.50%
2nd-Hit Daze Multiplier
45.10%
3rd-Hit DMG Multiplier
193.30%
3rd-Hit Daze Multiplier
151.30%
4th-Hit DMG Multiplier
97.40%
4th-Hit Daze Multiplier
80.50%
Core

Basic Attack: Lightning Strike - Electrified

When Resolve is above 75%, hold to activate: Consume 75% Resolve to launch continuous attacks in front, followed by a finishing strike that deals Electric DMG. When the finishing strike hits an enemy, it triggers the Quick Assist of the squad member positioned before Seth. Anti-Interrupt level is increased while using this skill.

Lv. 1
Combo DMG Multiplier
382.80%
Combo Daze Multiplier
161.70%
Finishing Strike DMG Multiplier
424.20%
Finishing Strike Daze Multiplier
145.50%
Core

Dodge: Evasion Maneuver

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

Dash Attack: Thunder Assault

Press during a dodge to activate. Charge forward with a shield attack, dealing Physical DMG. Damage received during the move is decreased by 40%.

Lv. 1
DMG Multiplier
110.00%
Daze Multiplier
55.00%
Core

Dodge Counter: Retreat to Advance

Press during a Perfect Dodge to activate. Unleash a quick downward strike 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.

Lv. 1
DMG Multiplier
230.00%
Daze Multiplier
200.00%
Core

Special Attack: Thunder Shield Rush

Hold to activate. Launch two shield strikes forward, dealing Electric DMG. Anti-Interrupt level is increased while using this skill.

Lv. 1
DMG Multiplier
69.20%
Daze Multiplier
69.20%
Core

EX Special Attack: Thunder Shield Rush - High Voltage

When Seth has 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 continuous slashes.

Lv. 1
DMG Multiplier
646.00%
Daze Multiplier
540.40%
Charged DMG Multiplier
999.80%
Charged Daze Multiplier
849.00%
Energy Cost per second
80
Core

Chain Attack: Final Judgement

When a Chain Attack is triggered, select Seth 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.

Lv. 1
DMG Multiplier
704.10%
Daze Multiplier
305.10%
Core

Ultimate: Justice Prevails

When Decibel Rating is at Maximum, press to activate. Launch a series of upward slashes in front, followed by a finishing strike, 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.

Lv. 1
DMG Multiplier
2024.30%
Daze Multiplier
403.30%
Core

Quick Assist: Armed Support

When the on-field character is launched, press to activate. Unleash a quick downward strike 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.

Lv. 1
DMG Multiplier
100.00%
Daze Multiplier
100.00%
Core

Defensive Assist: Thundershield

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

Lv. 1
Light Defensive Daze Multiplier
246.70%
Heavy Defensive Daze Multiplier
311.70%
Chain Defensive Daze Multiplier
151.70%
Core

Assist Follow-Up: Public Security Ruling

Press after a Defensive Assist to activate. Launch a forward thrust attack, followed by two horizontal slashes, dealing Electric DMG. When the finishing strike hits an enemy, it triggers the Quick Assist of the squad member positioned before Seth. 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.

Lv. 1
DMG Multiplier
428.50%
Daze Multiplier
378.00%
Mindscapes
M1

Heroism

Mindscape 1

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.
M2

Recklessness of Youth

Mindscape 2

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%.
M3

Slow Reflexes

Mindscape 3

Basic Attack, Assist, Dodge, Special Attack, and Chain Attack Lv. +2
M4

Core Aspiration

Mindscape 4

The Daze caused by Defensive Assist: Thundershield is increased by 25%.
M5

Distant Admiration

Mindscape 5

Basic Attack, Assist, Dodge, Special Attack, and Chain Attack Lv. +2
M6

Idealist

Mindscape 6

When Seth lands a finishing strike 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 CRIT, and CRIT DMG is increased by 60%.
Stats (Level 60)

Seth Stats at level 60 (including Core passive bonuses).

Stat
HP
8701
Stat
DEF
746
Stat
ATK
643
Stat
CRIT Rate
5%
Stat
CRIT DMG
50%
Stat
PEN Ratio
0%
Stat
Impact
94
Stat
Anomaly Mastery
90
Anomaly Proficiency
86
Stat
Energy Regen
1.56
Voice Actors
ENG
Nazeeh Tarsha
JPN
-
CN
-
KR
-
Gallery

Seth images aren't available yet. They will be added soon!

Review

Pros & Cons
Pros

  • Very simple playstyle.

  • High duration buff/debuff uptime and they are also easy to apply, which makes keeping them all active easy.

  • Takes up minimal field time.

  • Offers decent Defensive shields.

  • Grants a big Anomaly efficiency bonus to himself and an ally of your choosing.

  • Debuffs enemies causing them to lose 20% Anomaly Buildup Resistance of all element types.

Cons

  • Can only consistently buff himself and 1 other teammate with his shield and Anomaly Efficiency.

  • Attack animations on most important attacks his EX Special and Charged Held Basic are on the slower side.

Review

Seth is an A-Rank Electric Melee Defense Agent who is just a Support in disguise. He offers strong Anomaly buffs and Shields to both himself and a designated ally. Seth contributes significantly to Daze and Anomaly buildup, making him a versatile addition to any team - and what's best, he doesn't need to spend a lot of time on the field to do what he does best!

Seth's abilities center around a unique resource called Resolve. This resource fuels a powerful Enhanced Basic Attack, which triggers a Special Quick Assist for the character positioned before Seth in the squad order - unlike standard Quick Assists, which activate for the next character in line. Seth’s Quick Assist enhances the performance of the preceding squad member - granting them a Shield and a powerful Attribute Anomaly buff for an extended duration. Outside of his Chain Attacks, mastering Seth's kit requires understanding how to maximize this shield and buff for your chosen ally (to be chosen before the mission starts) while keeping Seth’s field time to a minimum.

Seth’s effectiveness hinges on his Core Passive - Protector, and Additional Ability - High Spirit as these are the core of his support capabilities.

Seth’s Core Passive grants Seth a Shield equal to 80% of his initial ATK every time he uses his EX Special Attack, with a maximum cap of 3000 for 25 seconds and a 10-second cooldown. The shield’s strength is tied to Seth’s initial ATK, meaning it remains unaffected by any in-combat ATK buffs. What you see on his stat page before a mission is what you get in battle. When Seth triggers a Quick Assist via his Charged Hold Basic Attack or Assist Follow-Up, the same Shield, with identical scaling, cap, and duration, is granted to the ally benefiting from the assist. Additionally, all squad members, including Seth, who are shielded by this effect, gain a significant 100 additional Anomaly Proficiency at max rank. However, due to the mechanics of Seth’s Shields, only himself and the preceding squad member in order can benefit from this buff.

Seth’s Additional Ability is simpler. It requires at least one squadmate to share Seth’s Attribute or Faction to activate. When active, Seth’s Chain Attack or Charged Hold Basic Attack reduces the enemy's Anomaly Buildup Resistance by 20% for 20 seconds. This debuff significantly enhances Anomaly team performance, increasing overall damage and consistency by accelerating Anomaly application. Since both attacks that apply this effect are commonly used by Seth, maintaining this debuff almost permanently is straightforward and easy.

Seth wields two distinct Basic Attack forms: a standard 4-part combo and a specialized Charged Hold Basic Attack. His standard combo is rarely employed, due to its lack of Resolve generation and contribution to team utility, thus we shall bypass its details and instead focus on the Charged Hold Basic Attack, which is far more crucial to Seth's role.

Seth’s Charged Basic Attack: Lightning Strike - Electrified requires and consumes 75% of his Resolve Bar to activate and will cause Seth to launch a flurry of lightning slashes followed by a large finishing move dealing moderate Daze and Electric Anomaly.This attack is irreplaceable for triggering his unique Quick Assist, which applies a shield to an ally, as well as for maintaining the Anomaly Resistance Reduction debuff on enemies. Because of this building and then spending the 75% Resolve to activate it should always be at the top of his priority list and thankfully is easily achievable thanks to his EX Special.

Seth's EX Special Attack is one of his most reliable and efficient methods for accumulating Resolve. By consuming 80 energy, Seth releases a barrage of heavy Electric attacks that inflict substantial Daze and Electric Anomaly damage. More importantly, this attack immediately grants Seth 75% Resolve, making it an essential component of his rotation. The synergy between the EX Special and his Charged Hold Basic Attack forms his primary combo. This combo should be employed whenever the energy is available, and when either Seth, his designated ally, or the enemy lacks the buffs or debuffs from his Core Passive or Additional Ability.

Seth's EX Special can be further enhanced by holding the EX button - charging the attack at cost of additional time. While this increases the damage, Daze, and Anomaly application, it does not affect Resolve generation. The additional charge time can be significant, but it can be shortened by executing the charge immediately following a Chain Attack, Ultimate, Dodge Counter, Assist Follow-Up, or Quick Assist. Furthermore, Seth can reduce the recovery time of the Charged EX by performing a Dash Cancel after the final strike, or by Swapping to another character while Seth completes the attack. While the Charged EX can provide a slight boost to Seth's damage, Daze, and Anomaly output, it is entirely optional. Skipping the charge in favor of the standard EX Special will not hinder Seth’s supportive capabilities and may even result in gaining extra field time for other characters.

Seth's Chain Attack and Ultimate both deal damage, apply Daze, and Anomaly effects compared to moves of their type for defense characters like Seth, but they also both generate 75% Resolve on use. The resolve generation of the chain attack on top of the application/reapplication of Seth’s 20% Anomaly Resistance Reduction make it well worth using whenever you have a Chain Attack to spare. Utilizing Chain Attacks whenever possible, without causing a significant damage loss, reduces the pressure of relying solely on Seth’s EX Special to access his Charged Hold Basic Attack, while also keeping one of his most important supportive bonuses active more consistently. Seth’s Ultimate on the other hand sadly isn’t worth using as between his EX’s and Chain Attacks he more than Resolve he needs covered.

Seth’s Quick Assist is rather unremarkable and rarely used. However, the synergy between his Defensive Assist and Assist Follow-Up is where he shines. Using Seth’s Assist Follow-Up similarly to his Enhanced Hold Basic Attack triggers a Quick Assist, which, like the Basic Attack, can grant all of Seth’s Core Passive bonuses to a teammate. This makes it a viable alternative in combat, particularly when Resolve or energy is in short supply.

Overall, Seth emerges as a formidable Anomaly support powerhouse, yet his playstyle is refreshingly straightforward. He only requires the execution of one simple combo to effectively apply all his buffs, shields, and debuffs:

Standard Combo

  • EX Special Attack: Thunder Shield Rush - High Voltage (Generates 75% Resolve)

  • Basic Attack: Lightning Strike - Electrified (Consumes 75% Resolve)

  • Team Mate Quick Assist

Despite the simplicity of his core combo, Seth boasts an array of tricks, alternative combo sequences, and options to further enhance his performance. These elements collectively position him as a top-tier character within the Anomaly archetype, offering both ease of use and depth for those willing to explore his full potential.

Ratings

This tier list assesses characters based on their combat potential in Zenless Zone Zero’s current most demanding content, Shiyu Defense (SD). SD is a mode similar to Genshin Impact’s Spiral Abyss or Honkai Star Rail’s Memory of Chaos and requires multiple teams, Disk Drives and good W-Engines. This mode offers a reasonable mix of Boss encounters (single target) and Elite packs (2-3 targets), allowing multiple characters to find a niche but in the end, there is a bias toward single target focused characters at the top-end and tier list ratings will reflect that.

Please keep in mind Zenless Zone Zero is a skill-based game and each character has a different playstyle, difficulty level and even special tricks and combos. Zenless Zone Zero is also a team based game and it's only by combining both these factors to the highest level a character can reach optimal performance.

T1

Shiyu Defense

Build and teams

Best W-Engines

The W-Engines are listed in order of priority. Sometimes the percentages appearing near them won't reflect their performance as pure damage or Stun output isn't the only thing we're looking at - the utility of the W-Engine might be more important than the calculations imply.

1

While Shielded, the equipper's Energy Regen increases by 0.4/s. The Anomaly Buildup of EX Special Attacks and Assist Follow-Ups increase by 36%.

Base ATK (Lv 60): 624
Attack (Lv 60): 25%
Without a doubt the best W-Engine for Seth, it provides him unconditional Standard Attack% to improve the size of his Shields, a great amount of extra Energy Regen for boosting his main burst combo accessibility along with a massive increase to the Anomaly build-up of two of his strongest attacks making him more valuable in Disorder teams.

2

Reduces DMG taken 7.5/8.5/9.5/10.5/12%. When attacked, the equipper's Energy Generation Rate increased by 10/11.5/13/14.5/16% for 12s. When the equipper switches off-field, this buff will be transferred to the new on-field character with its duration refreshed. Passive effects of the same name do not stack.

Base ATK (Lv 60): 594
Attack (Lv 60): 25%
An alternative to Peacekeeper, Spring Embrace emphasizes support for teammates. This Engine grants unconditional Standard ATK% which improves Seth's shields while also providing an energy regeneration buff when Seth is hit by enemy attacks. The Energy regeneration buff can be transferred to teammate upon character Swap, fitting well with Seth's Quick Assist playstyle. This set improves the Shield and Anomaly Proficiency buffs Seth already provides on character Swap, making it a solid choice for teams that are focusing in maximizing support.

3

Increases Max HP by 8/9.2/10.4/11.6/12.8%. Increases the equipper's ATK by 10/11.5/13/14.5/16% when they are shielded.

Base ATK (Lv 60): 594
Defense (Lv 60): 40%
Bunny Band falls behind Seth's top options, due to its situational benefits. It provides 40% Defense, 12.8% Combat HP, and 16% Combat Attack while shielded (at max rank). While on paper, the Combat ATK looks appealing, it does not improve the size of Seth's shields due to the multiplier being limited to "initial ATK," which excludes combat buffs. Its defensive stats also do not scale with Seth's kit, making this set less effective compared to others

4

Increases Max HP by 8/9/10/11/12.5%. When attacked, the equipper's Impact is increased by 10/11.5/13/14.5/16% for 12s.

Base ATK (Lv 60): 594
HP (Lv 60): 25%
This W-engine leans heavily towards defensive stats, which do not significantly benefit Seth's kit. However it does provides a buff that offers up to 16% Combat Impact for 12 seconds after taking a hit. This is not as strong as Seth's top choices but it offers some utility thanks to the Combat Impact percentage, particularly in a pool of limited defensive options for Seth.
Best Disk Drives Sets

1

(2)
ATK +10%.
(4)
Whenever any squad member enters the field using a Quick Assist, all squad members gain 1 stack of Astral, up to a maximum of 3 stacks, and lasting 15s. Repeated triggers reset the duration. Each stack of Astral increases the DMG dealt by the character entering the field using a Quick Assist by 8%. Only one of this effect can be active at a time in the same squad.

New best support set. The buff is triggered off Quick Assists and can be stacked multiple times - if you can stack it 2 times, it already beats Swing Jazz (by 1%, but hey!), and if you can also get a third stack, it puts the set ahead of Swing Jazz (24% vs 15%).

Best combined with your choice of 2-PC Set:

  • Swing Jazz for the Energy Regen (Recommended),
  • Freedom Blues or Chaos Jazz for 30 Anomaly Proficiency to boost Anomaly damage.

2

(2)
Energy Regen +20%.
(4)
Launching a Chain Attack or Ultimate increases all squad members' DMG by 15% for 12s. Passive effects of the same name do not stack.

Great set for Supports aiming to support direct damage dealers or Anomaly characters that do not require the buff from Freedom Blues. Grants the entire squad a 15% DMG increase for 12 seconds following a Chain Attack or Ultimate. Almost always activated via a Chain Attack which perfectly buffs all allies right before the team's largest damage window during stun.

Best combined with your choice of 2-PC Set:

  • Hormone Punk/Proto Punk (Recommended for highest Shields/DMG),
  • Shockstar Disco for a slightly increased Daze effect.

3

(2)
Shield Effect +15%.
(4)
When any squad member triggers a Defensive Assist or Evasive Assist, all squad members deal 15% increased DMG, lasting 10s. Passive effects of the same name do not stack.

Powerful supportive alternative or addition to Swing Jazz especially for agents that possess a shield within their kit. Increases the size of all Shields provided by the wearer by 15% and also provides a 15% damage increase for 10 seconds when any squad member triggers a Defensive Assist or Evasive Assist.

Best combined with your choice of 2-PC Set:

  • Swing Jazz (Recommended),
  • Hormone Punk (Recommended for highest Shields),
  • Shockstar Disco for a slightly increased Daze effect.

4

(2)
Anomaly Proficiency +30.
(4)
When an EX Special Attack hits an enemy, reduce the targets Anomaly Buildup RES to equippers attribute by 20% for 8s. This effect does not stack with others of the same attribute.

Solid supportive set for Seth when supporting Shock Anomaly characters or Disorder teams that capitalize on these effects. It causes all EX Special Attacks to apply an additional 20% Anomaly Buildup Resistance reduction of the character's element (Electric) for 8 seconds to all enemies hit. Although this debuff does suffer some lower returns due to overlapping with Seth's Additional Ability, it remains beneficial, when Seth’s EXs are used before the team applies their Shocks. Despite all of its utility, this set often falls short when compared to the benefits of Swing Jazz, especially in Disorder teams, unless another support is already using that set.

Best combined with your choice of 2-PC Set:

  • Swing Jazz (Recommended),
  • Hormone Punk/Proto Punk
  • Shockstar Disco for a slightly increased Daze effect.
Best Disk Drives Stats
Disk 4
ATK%
ATK%
>=
Anomaly Proficiency
Anomaly Proficiency
Disk 5
ATK%
ATK%
>=
Electric DMG
Electric DMG%
Disk 6
Energy Regen
Energy Regen
=
Anomaly Mastery
Anomaly Mastery

Substats: ATK% > Anomaly Proficiency > ATK > PEN

Best Endgame Stats (Level 60)
  • ATK: 2600 - 3200+ (Shield Caps at 3750 Initial ATK but this is hard to achieve)

  • HP: 11000+

  • DEF: 900+

  • Anomaly Proficiency: 200 - 300+ (Optional)

Skill priority
Core

Chain Attack

Core

Special Attack

Core

Assist

Core

Basic Attack

Core

Dodge

Video guides

Rotation & Teams

Synergy

Seth is the current go-to Anomaly support who helps Jane (and other Anomaly characters) and doesn't require to be played on the field for a long time. He applies a generic 20% Anomaly RES shred to enemies - which amplifies all Anomaly build-up against them. This effect is crucial both Jane's and Grace's abilities. On top of that, Seth grants a chosen squad member (based on team positioning) up to 100 additional AP (Anomaly Proficiency). This boost not only enhances Jane’s damage output but also assists her in capping out her Core Passive bonus.

Teams

If a column has multiple characters, the bigger one is the priority choice for the team while the smaller ones are alternatives. If they are the same size, either of them can be used.

Jane Anomaly Team

Caesar
Caesar
Qingyi
Qingyi
Rina
Rina
Support / Stun

Yanagi Anomaly Team

Rina
Rina
Caesar
Caesar
Qingyi
Qingyi
Support / Stun

Bangboo options:

  • Plugboo or Electroboo - since you're always playing with 2x Electric characters.

Calculations

Calculations

Seth calculations aren't available yet.

Shiyu Defense

Shiyu Defense

This section contains information about Seth performance in the latest Shiyu Defense cycle (1.3.2). The page will be automatically updated every patch once enough data is gathered.

  • The data has been last updated on 06/12/2024,
  • 4890 players shared their 1.3.2 Shiyu Defense clear data with us (1093 of the sample are self-reported players that filled our form, 3797 are from random UIDs that we scanned).

If you want to share your clear information with us, you simply need to fill the form below and provide us with your UID and make your Hoyo profile public - we will automatically parse the Shiyu Defense clear information from your profile after that!

Shiyu Defense Stats Form
Usage rate

Characters are ranked with appearance rate, which is how often a character was used in Shiyu Defense by the players who we have scanned, regardless of whether they own the character or not. Ownership rate currently cannot be obtained.

Common partners

This section lists the characters that were most commonly paired with Seth in the current phase of Shiyu Defense.

Teams

This section lists most popular teams featuring Seth in the current phase of Shiyu Defense.

Rank 7

App. rate: 5.19%

Avg. Score 2.9

Yanagi
Seth
Rina

Rank 11

App. rate: 3.91%

Avg. Score 2.88

Yanagi
Burnice
Seth

Rank 18

App. rate: 2.68%

Avg. Score 2.81

Jane Doe
Seth
Caesar

Rank 19

App. rate: 2.62%

Avg. Score 2.78

Jane Doe
Seth
Lucy

Rank 21

App. rate: 1.83%

Avg. Score 2.73

Jane Doe
Seth
Rina

Rank 23

App. rate: 1.67%

Avg. Score 2.83

Jane Doe
Burnice
Seth

Rank 26

App. rate: 1.45%

Avg. Score 2.95

Yanagi
Seth
Caesar

Rank 31

App. rate: 1.09%

Avg. Score 3

Yanagi
Seth
Lucy

Rank 37

App. rate: 0.79%

Avg. Score 2.64

Jane Doe
Qingyi
Seth

Rank 39

App. rate: 0.77%

Avg. Score 2.89

Yanagi
Qingyi
Seth
Mindscapes

Mindscapes data comes from 1052 players we have scanned who used Seth in the current Shiyu Defense.

5.13%

2.78 score

Mindscape 0

10.55%

2.82 score

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.

12.36%

2.83 score

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%.

12.74%

2.82 score

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

13.69%

2.84 score

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

9.41%

2.76 score

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

36.12%

2.84 score

When Seth lands a finishing strike 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 CRIT, and CRIT DMG is increased by 60%.
W-Engines

W-Engines usage data comes from 1052 players we have scanned who used Seth in the current Shiyu Defense.

76.81%

2.84 score

While Shielded, the equipper's Energy Regen increases by 0.4/s. The Anomaly Buildup of EX Special Attacks and Assist Follow-Ups increase by 36%.

Base ATK (Lv 60): 624
Attack (Lv 60): 25%

6.65%

2.75 score

Increases Max HP by 8/9.2/10.4/11.6/12.8%. Increases the equipper's ATK by 10/11.5/13/14.5/16% when they are shielded.

Base ATK (Lv 60): 594
Defense (Lv 60): 40%

5.99%

2.8 score

Reduces DMG taken 7.5/8.5/9.5/10.5/12%. When attacked, the equipper's Energy Generation Rate increased by 10/11.5/13/14.5/16% for 12s. When the equipper switches off-field, this buff will be transferred to the new on-field character with its duration refreshed. Passive effects of the same name do not stack.

Base ATK (Lv 60): 594
Attack (Lv 60): 25%

3.14%

2.57 score

Increases Max HP by 8/9/10/11/12.5%. When attacked, the equipper's Impact is increased by 10/11.5/13/14.5/16% for 12s.

Base ATK (Lv 60): 594
HP (Lv 60): 25%

1.52%

2.64 score

Reduces DMG taken by 7.5/8.5/9.5/10.5/12%. After being attacked, the next attack to hit an enemy will trigger a critical hit and deal 600/690/780/870/960% of the equipper's DEF as additional DMG. This effect can be triggered once every 7.5s.

Base ATK (Lv 60): 624
Defense (Lv 60): 40%

1.05%

2.8 score

Launching a Dodge Counter or Quick Assist increases the equipper's ATK by 12/13.8/15.6/17.4/19.2% for 12s.

Base ATK (Lv 60): 594
Attack (Lv 60): 25%
Disk Drives

Disk Drives usage data comes from 1052 players we have scanned who used Seth in the current Shiyu Defense.

33.75%

2.77 score

(2)
Energy Regen +20%.
(4)
Launching a Chain Attack or Ultimate increases all squad members' DMG by 15% for 12s. Passive effects of the same name do not stack.

(2)
ATK +10%.
(4)
Upon entering combat or switching in, its user's ATK increased by 25% for 10s. This effect can be triggered once every 20s.

14.16%

2.86 score

(2)
Shield Effect +15%.
(4)
When any squad member triggers a Defensive Assist or Evasive Assist, all squad members deal 15% increased DMG, lasting 10s. Passive effects of the same name do not stack.

(2)
ATK +10%.
(4)
Upon entering combat or switching in, its user's ATK increased by 25% for 10s. This effect can be triggered once every 20s.

7.7%

2.79 score

(2)
Shield Effect +15%.
(4)
When any squad member triggers a Defensive Assist or Evasive Assist, all squad members deal 15% increased DMG, lasting 10s. Passive effects of the same name do not stack.

(2)
Energy Regen +20%.
(4)
Launching a Chain Attack or Ultimate increases all squad members' DMG by 15% for 12s. Passive effects of the same name do not stack.

6.37%

2.85 score

(2)
Energy Regen +20%.
(4)
Launching a Chain Attack or Ultimate increases all squad members' DMG by 15% for 12s. Passive effects of the same name do not stack.

(2)
Anomaly Proficiency +30.
(4)
When an EX Special Attack hits an enemy, reduce the targets Anomaly Buildup RES to equippers attribute by 20% for 8s. This effect does not stack with others of the same attribute.

4.09%

3 score

(2)
Shield Effect +15%.
(4)
When any squad member triggers a Defensive Assist or Evasive Assist, all squad members deal 15% increased DMG, lasting 10s. Passive effects of the same name do not stack.

(2)
Impact +6%.
(4)
Basic Attacks, Dash Attacks, and Dodge Counters, inflict 20% more Daze upon the main target.

3.71%

2.97 score

(2)
Anomaly Proficiency +30.
(4)
When an EX Special Attack hits an enemy, reduce the targets Anomaly Buildup RES to equippers attribute by 20% for 8s. This effect does not stack with others of the same attribute.

(2)
Energy Regen +20%.
(4)
Launching a Chain Attack or Ultimate increases all squad members' DMG by 15% for 12s. Passive effects of the same name do not stack.
Stats

Seth stats aren't available yet. They will be added soon.