Seth ZZZ Overview
Welcome to our Zenless Zone Zero Seth guide. We’ll cover everything you need to know about his skills, builds, teams, and more.
Seth |
CISRT |
||
A-Rank |
Electric |
Defense |
Seth Lowell is an A-Rank Agent releasing in the second half of Version 1.1 along with Jane Doe, a new featured S-Rank. He is a part of the CISRT Faction with the Electric Attribute and Defense Specialty.
In the story quest of Version 1.1, players were able to play as Seth before his full release. This gives us full insight on his kit, which we use as the basis for this guide.
As a Defense Agent, Seth provides a bit of defensive utility through shielding, but his main role is buffing the Anomaly Proficiency of the ally he shields.
As the first dedicated “support” Agent for Anomaly, Seth will open up teambuilding a lot of Anomaly teams. Rina is a common Support used in Anomaly teams, but Rina is a standard S-Rank, making her much more difficult to obtain.
Seth releasing alongside Jane makes Anomaly teams very approachable, as you get two strong teammates on one banner.
Seth Release Date
Seth will be available on Jane Doe’s Banner starting September 4th, 2024. This will be in the second half of Version 1.1.
ZZZ Seth Skills
Seth Kit Overview
As with all of our guides, here’s a TLDR on Seth’s kit.
Resolve Bar
Like many Agents, Seth has a unique resource mechanic called Resolve. Resolve caps out at 100%, and you can spend 75% Resolve to activate an enhanced Basic Attack Chain (similar to Qingyi).
You can gain Resolve through a variety of ways:
- Defensive Assist (25%)
- EX Special Attack (75%)
- Chain Attack (75%)
- Ultimate (75%)
Core Passive (Anomaly Proficiency Shield)
When Seth uses his enhanced EX Special Attack (by holding down), he will grant himself a “Shield of Firm Resolve.” This shield scales based off his ATK and has a max of 3000. This shield will also grant a buff to Anomaly Proficiency.
However, the important part is how Seth gives a shield to his teammate. His Enhanced Basic and Assist Follow Up trigger the Quick Assist of the previous Agent in the team. This will grant them Seth’s Shield of Firm Resolve.
You can also give a shield to an ally when triggering a Chain Attack with Seth’s Enhanced Basic/Assist Follow Up and chaining into another squad member.
Additional Ability
Lastly, Seth’s Additional Ability will cause his Chain Attack and finishing move on his enhanced Basic Attack to shred the target’s Anomaly Buildup RES by 20%.
This shred works on all elements, making Seth a strong “support” for any future Anomaly team.
Team Role
Overall, Seth is a very flexible “support” Agent for Anomaly teams. You can easily grant an Anomaly Proficiency Shield to a teammate by using Parry, into Defensive Assist, into Assist Follow Up, into Quick Assist.
His buffs also last a long time, meaning he doesn’t need high field-time to provide value.
You can also use his EX Special into enhanced Basic to start the fight with a Shield, rather than wait for a Parry timing.
Lastly, Seth will be your go to Agent to trigger Stun on an Anomaly team. He will grant the shield as usual, and his Chain Attack will also shred the enemy’s Anomaly Buildup RES.
Core Skills
Core Passive: Protector (Lv 4/6)
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.
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 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.
Basic Attack
Basic Attack: Lightning Strike
Press Basic Attack to activate: Unleashes up to 4 attacks in front, dealing Physical DMG and Electric DMG.
Basic Attack: Lightning Strike – Electrified
When Resolves reaches 75%, hold Basic Attack 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.
Dodge
Dodge: Evasion Maneuver
Press Dodge to activate: A quick dash dodge. Character is invulnerable while using this skill.
Dash Attack: Thunder Assault
Press Basic Attack during a Dodge to activate: Charge forward with a shield attack, dealing Physical DMG. Damage received during the move is decreased by 40%.
Dodge Counter: Retreat to Advance
Press Basic Attack during a Perfect Dodge to activate: Unleash a quick downward slash on enemies in front, dealing Electric DMG. After the move, hold Special Attack to chain into EX Special Attack: Thunder Shield Rush – High Voltage, enabling faster charging. Character is invulnerable while using this skill.
Assist
Quick Assist: Armed Support
When the on-field character is launched, press Assist to activate: Unleash a quick downward slash on enemies in front, dealing Electric DMG. After the move, hold Special Attack to chain into EX Special Attack: Thunder Shield Rush – High Voltage, enabling faster charging. Character is invulnerable while using this skill.
Defensive Assist: Thundershield
When the on-field character is about to be attacked, press Assist 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.
Assist Follow-Up: Public Security Ruling
Press Basic Attack after a Defensive Assist to activate: Launch a forward thrust attack, followed by two horizontal slashes, dealing Electric DMG. When the skill hits an enemy, it triggers the Quick Assist of the squad member positioned before Seth. After activating the move, hold Special Attack to transition to EX Special Attack: Thunder Shield Rush – High Voltage and charge faster. Character is invulnerable while using this skill.
Special Attack
Special Attack: Thunder Shield Rush
Press Special Attack to activate: Launch two shield attacks forward, dealing Electric DMG. Anti-Interrupt level is increased while using this skill.
EX Special Attack: Thunder Shield Rush – High Voltage
With enough Energy, press to activate: Unleash a series of slashes in front, dealing massive Electric DMG. Hold Special Attack 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.
Chain Attack
Chain Attack: Final Judgement
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 Special Attack to chain into EX Special Attack: Thunder Shield Rush – High Voltage, enabling faster charging. Character is invulnerable while using this skill.
Ultimate: Justice Prevails
When Decibel Rating is at Maximum, press Chain Attack 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 Special Attack to chain into EX Special Attack: Thunder Shield Rush – High Voltage, enabling faster charging. Character is invulnerable while using this skill.
Seth ZZZ Mindscape Cinema
M1 | Heroism: 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: 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: Basic Attack, Assist, Dodge, Special Attack, and Chain Attack Lv. +2 |
M4 | Core Aspiration: The Daze caused by Defensive Assist: Thundershield is increased by 25%. |
M5 | Distant Admiration: Basic Attack, Dodge, Special Attack, and Chain Attack Lv. +2 |
M6 | Idealist: 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%. |
Seth ZZZ Build Guide Overview
When it comes to building Seth, you really don’t need to invest too much to get good value. Similar to Support Agents like Nicole, Seth doesn’t need high investment to provide value for the team.
If you care about the Shield value, scaling his ATK will be good, but leveling up his Core Skills to increase his Anomaly Proficiency buff is really all you need to start out.
Lastly, Seth’s last Mindscape guarantees the final hit of his enhanced Basic Chain to Crit. This means you can build a ton of Crit DMG to turn Seth into a semi Burst DPS Agent.
W-Engine
- Peacekeeper – Specialized
- Spring Embrace
- Any Attack W-Engine
Drive Disc
- Swing Jazz (4)
- Hormone Punk (2)
- Shockstar Disco (2)
- Thunder Metal (2)
Main Stat
- (4) Crit DMG*/ATK%
- (5) Electric DMG%/ATK%
- (6) Energy Regen%/ATK%
Substats
- ATK%
- Crit DMG*
- Flat ATK
ZZZ Seth W-Engines
Peacekeeper – Specialized
We know the name of Seth’s signature weapon, but we don’t know what it does just yet. Even still, it’s extremely likely that his Engine will synergize very well with his kit.
Since Seth’s kit scales with ATK, it’s very likely that this Engine will have an ATK% Main Stat.
When comparing to other Defense Engine options, there aren’t many that stand out. As such, having one copy of his weapon will likely bring a lot of value.
Spring Embrace R1
ATK: 594 | ATK%: 25%
Reduces DMG taken 7.5. 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.
Spring Embrace is the Battle Pass Engine for Defense Agents, and is currently the only Defense Engine that has an ATK% Main Stat.
The passive is a nice bonus, but nothing crazy impactful. If you’re focused on parrying with Seth’s Defensive Assist, he won’t actually be hit that often to take advantage of this passive.
However, if you charge up Seth’s EX Special, he may be hit during this window, so having some extra Energy Regen is nice.
Starlight Engine
ATK: 594 | ATK%: 25%
If you don’t have Spring Embrace or Seth’s signature, you can simply run any W-Engine with an ATK% Main Stat. This will scale his shield up, and hopefully help you reach the max of 3000.
Ultimately, Seth’s Engine doesn’t matter too much outside of the above options, and you can just run whatever you have.
ZZZ Seth Drive Discs
Swing Jazz
- (2): Energy Regen increases by 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.
When it comes to Drive Discs, Swing Jazz is the best option for a “support” effect. The Defense set only reduces the damage taken by Seth, which isn’t honestly quite useless.
As such, we recommend Swing Jazz as your 4-piece bonus on Seth.
2-Piece
When it comes to 2-pieces, you have flexibility depending on what you want/have. At the end of the day, the 2-piece is only contributing a minor upgrade on your “support,” so don’t worry too much about it.
- Hormone Punk (10% ATK)
- Thunder Metal (10% Electric DMG)
- Shockstar Disco (6% Impact)
ZZZ Seth Stats
Since Seth scales his Shield on ATK, you could just slap every ATK% piece you have on him. If you have M6 Seth, you can also consider using more offensive discs to increase his damage.
If you’re still upgrading your other Agents, don’t worry about Seth’s substats too much. These will only provide marginal increases compared to upgrading your other Agents.
As for Crit DMG, we only recommend caring about this stat if you have M6 since this will allow his finishing move to guaranteed Crit.
Main Stat
- (4) Crit DMG*/ATK%
- (5) Electric DMG%/ATK%
- (6) Energy Regen%/ATK%
Substats
- ATK%
- Crit DMG*
- Flat ATK
Seth Skill Priority
Core Skill > Assist > Basic Attack ≈ Special Attack ≈ Chain Attack >>> Dodge
Almost every Agent looks to level up their Core Skill first. This increases their base stats and upgrades their Core Passive. This will also be Seth’s main upgrade as this increases the Anomaly Proficiency buff from his Shield.
After that, there are a few ways you can go about Skill upgrades. Assist will scale the Daze he inflicts from Defensive Assist/Assist Follow-Up. This is great for a low investment/low field time Seth build.
If you care about Seth’s personal damage, then you can upgrade things like Basic Attack (M6), Special Attack, and Chain Attack.
Lastly, we don’t recommend leveling up Dodge on Seth.
ZZZ Seth Teams
Since the Anomaly roster is still small, Seth doesn’t open up a ton of potential teams currently. However, as the Anomaly roster grows, Seth will continue to be a strong 3rd Agent.
Most players obtaining Seth will do so while pulling for Jane, and for good reason. Both of their kits synergize together, and Jane is looking to be the strongest Anomaly Agent in the game.
Anomaly/Disorder Team
[ZZZ Jane Doe Guide] [ZZZ Grace Guide]
This first team is a Disorder team that is greatly upgraded with the release of Jane Doe. Since Jane is Physical Anomaly, she’s likely to be a direct upgrade from Piper. This duo of Grace and Jane will trigger Shock, Assault, and Disorder frequently on enemies.
Seth is here to provide shielding and Anomaly Proficiency to Jane. Since Jane will be the primary on-field Agent, we want to have the shield and buff on her most of the time.
When Grace has her Energy, you can swap to her and Shock the enemy. Swap back to Jane to trigger Assault and Disorder for big damage.
Jane Hyper Carry
Up next, we have a very similar team, but this team uses Rina as the third slot instead of Grace. While Rina won’t build up Shock as fast as Grace, she will provide a PEN Ratio buff for the entire team with her Core Passive.
Rina will also extend the duration of Shock, which is a nice bonus.
Note that Rina’s buff doesn’t last very long, so this team can be a bit more annoying to play. If you have Rina M1, this becomes less of an issue as this Mindscape increases her buff duration.
Jane and Piper can also be run together. While you won’t be triggering Disorder, Jane allows Piper’s Assault to Crit, and Piper has a small DMG buff on her Additional Ability.
For this team, you can also consider reordering the team to give your shield to Piper instead. Piper’s EX Special takes a long time and she needs to tank enemy attacks while spinning.
However, for more damage, we recommend keeping the Shield/AP buff on Jane as she will be the one on-field the majority of the time.
F2P Disorder Team
This team is basically the F2P version of the first team. Instead of Jane, we have Piper to trigger Disorder from Jane’s Shocks. We have the shield for Piper to allow her to spin without worry, and Grace still comes in and Shocks every now and then.
You can reverse Piper and Grace to give the shield/buff to Grace instead, but that’s up to you. Piper/Jane are generally better to on-field since triggering Assault multiple times is fine. If you on-field Grace, you can potentially waste Anomaly buildup.
Proccing Shock twice only extends the duration, while Assault will trigger 2 instances of damage. Depending on the timing of your Shocks, this can still be fine. Just buff the Agent you like more. If you want higher screenshot numbers on your Disorder, then buff Grace.
If you want to on-field Piper, buff her instead.
In Conclusion
This concludes our Zenless Zone Zero Seth Guide.
Seth is the first utility Agent for the Anomaly roster, and he provides a lot for these teams. He shreds Anomaly RES, buffs Anomaly Proficiency, and provides a shield. Recent fights have gotten tougher as enemies hit harder, so the shield can actually be useful.
However, if you want to be a “skill” gamer and dodge everything, you won’t care about the shield as much. For most players, shields are nice to save runs that you would otherwise need to reset.
In the current ZZZ meta, Anomaly hasn’t competed with Attack teams, but the release of Jane and Seth will likely change things.
We fully expect teams with Jane and Seth to be part of the Best ZZZ Teams.
Thanks for Reading! For more resources, check out our other Zenless Zone Zero Guides.