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.
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:
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 Passive Protector
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
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.
Basic Attack: Lightning Strike
Basic Attack: Lightning Strike - Electrified
Dodge: Evasion Maneuver
Dash Attack: Thunder Assault
Dodge Counter: Retreat to Advance
Special Attack: Thunder Shield Rush
EX Special Attack: Thunder Shield Rush - High Voltage
Chain Attack: Final Judgement
Ultimate: Justice Prevails
Quick Assist: Armed Support
Defensive Assist: Thundershield
Assist Follow-Up: Public Security Ruling
Heroism
Mindscape 1
Recklessness of Youth
Mindscape 2
Slow Reflexes
Mindscape 3
Core Aspiration
Mindscape 4
Distant Admiration
Mindscape 5
Idealist
Mindscape 6
Seth Stats at level 60 (including Core passive bonuses).
Seth images aren't available yet. They will be added soon!
Review
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.
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.
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.
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.
Shiyu Defense
Build and teams
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%.
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.
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.
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.
1
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:
2
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:
3
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:
4
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:
Substats: ATK% > Anomaly Proficiency > ATK > PEN
ATK: 2600 - 3200+ (Shield Caps at 3750 Initial ATK but this is hard to achieve)
HP: 11000+
DEF: 900+
Anomaly Proficiency: 200 - 300+ (Optional)
Chain Attack
Special Attack
Assist
Basic Attack
Dodge
Rotation & Teams
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.
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.
Bangboo options:
Calculations
Seth calculations aren't available yet.
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.
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 FormCharacters 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.
This section lists the characters that were most commonly paired with Seth in the current phase of Shiyu Defense.
This section lists most popular teams featuring Seth in the current phase of Shiyu Defense.
Mindscapes data comes from 1052 players we have scanned who used Seth in the current Shiyu Defense.
5.13%
2.78 scoreMindscape 0
10.55%
2.82 score12.36%
2.83 score12.74%
2.82 score13.69%
2.84 score9.41%
2.76 score36.12%
2.84 scoreW-Engines usage data comes from 1052 players we have scanned who used Seth in the current Shiyu Defense.
76.81%
2.84 scoreWhile 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%.
6.65%
2.75 scoreIncreases 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.
5.99%
2.8 scoreReduces 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.
3.14%
2.57 scoreIncreases 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.
1.52%
2.64 scoreReduces 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.
1.05%
2.8 scoreLaunching a Dodge Counter or Quick Assist increases the equipper's ATK by 12/13.8/15.6/17.4/19.2% for 12s.
Disk Drives usage data comes from 1052 players we have scanned who used Seth in the current Shiyu Defense.
33.75%
2.77 score14.16%
2.86 score7.7%
2.79 score6.37%
2.85 score4.09%
3 score3.71%
2.97 scoreSeth stats aren't available yet. They will be added soon.
Copyright © 2024 Prydwen.gg