Aftershock DMG from Agents increases by 30% and their CRIT DMG increases by 30%.
When Agents of Attack specialty hits an enemy with EX Special Attack or Ultimate, the enemy's all DMG RES is reduced by 30% for 15 seconds. Repeated triggers reset the duration.
Video Showcase
Agent 1
AgentSeed
W-EngineCordis Germina
4-Pc Drive DiscDawn's Bloom
2-Pc Drive DiscWoodpecker Electro
Drive Discs
Dawn's Bloom is Seed's best 4-piece, and without Astra Yao to enable double support sets, it's the only real option.
For the 2-piece, Woodpecker Electro is great to make up for Seed's lack of Crit Rate, but other damage Drive Discs are fine too: Branch & Blade Song, Astral Voice or Hormone Punk.
DMG % is already heavily saturated due to Fiery Assault and Dawn's Bloom, so try to avoid Thunder Metal if possible.
Since Trigger with Spectral GazeandCordis Germina are being used together, PEN % just isn't good, making Puffer Electro not worth using.
Stats
D4: Crit Damage
D5: Attack
D6: Attack
Crit Damage is used on D4, but Crit Rate can work too depending on substats.
Attack on D5 normally wouldn't be Seed's ideal pick, but when considering the excessive amounts of DMG % and DEF Shred that's present, it becomes the best choice.
Attack on D6 is the only choice.
Agent 1 Details
Seed M0W1
Main Stats
4 - Crit DMG
5 - ATK
6 - ATK
Substats (Count)
HP% - N/A
DEF% - N/A
ATK% - 9
CR - 20
PEN - 0
HP - N/A
DEF - N/A
ATK - 10
CD - 6
AP - N/A
Skill Levels
Core Passive - F
Basic Attack - 12
Dodge - 12
Assist - 12
EX Special - 12
Ultimate - 12
Agent 2
AgentTrigger
W-EngineSpectral Gaze
4-Pc Drive DiscKing of the Summit
2-Pc Drive DiscBranch & Blade Song
Drive Discs
King of the Summit is the best 4-piece choice by far and has some of the least saturated bonuses even if other supportive Drive Discs could be used.
2-piece varies. The best option would be Branch & Blade Song (or Woodpecker Electro if missing Crit Rate from substats), as Shockstar Disco can stun too fast on the lead-up to the 1st stun.
Trigger is perfectly able to get 3 stuns without a 2-piece Shockstar Disco even when using Attack on D6, so Branch & Blade Song is used for more damage.
Stats
D4: Crit Rate
D5: Attack
D6: Attack
Crit Rate on D4 is needed to max out Additional Ability: Silver Lantern's Gaze.
D5 is mixed - Electric DMG Bonus would be better, especially with Orphie & Magus's Zeroed In Buff active, but whatever has better substats is likely to win out.
Impact on D6 stuns far too fast. Even if 4 stuns are possible, the low Stun DMG % Modifier and lack time for resource build means its better to just build Trigger for damage and push 3 stuns instead.
Agent 2 Details
Trigger M0W1
Main Stats
4 - Crit RATE
5 - ATK
6 - ATK
Substats (Count)
HP% - N/A
DEF% - N/A
ATK% - 6
CR - 14
PEN - 8
HP - N/A
DEF - N/A
ATK - 6
CD - 11
AP - N/A
Skill Levels
Core Passive - F
Basic Attack - 12
Dodge - 12
Assist - 12
EX Special - 12
Ultimate - 12
Agent 3
AgentOrphie & Magus
W-EngineBellicose Blaze
4-Pc Drive DiscShadow Harmony
2-Pc Drive DiscMoonlight Lullaby
Drive Discs
Building Orphie & Magus as a proper Attacker instead of a glorified Support will lead to much better performance, as they're doing well over 1/3rd of the team's damage.
For that, Shadow Harmony, is by far and away the best set to use, with full uptime guaranteed.
2-piece should be an Energy Regen set to help meet resource thresholds, so Moonlight Lullaby or Swing Jazz both work.
Stats
D4: Crit Damage
D5: Attack
D6: Attack
D4 can be either Crit Rate or Damage, but with Core Passive: Taming Wind and Fire, Bellicose Blaze and Shadow Harmony, it's unlikely Crit Rate will be needed.
D5 has Attack come out ahead of Fire DMG Bonus, as the 85% DMG Bonus from Core is a more sizeable saturation than the Flat Combat Attack buff from Zeroed In.
D6 though, can also be Energy Regen. The issue is that with Seed speficially, there's so much Energy given by Core Passive: Flower Chain Protocol that Attack can be easier to manage. Which one is used is up to preference.
Agent 3 Details
Orphie & Magus M0W1
Main Stats
4 - Crit DMG
5 - ATK
6 - ATK
Substats (Count)
HP% - N/A
DEF% - N/A
ATK% - 11
CR - 15
PEN - 3
HP - N/A
DEF - N/A
ATK - 2
CD - 9
AP - N/A
Skill Levels
Core Passive - F
Basic Attack - 12
Dodge - 12
Assist - 12
EX Special - 12
Ultimate - 12
Run Specific Notes
The run can be split into 3 the lead up to each of the stuns:
Opener & 1st Stun
Miasmic Blades, Totem, Miasmic Shield & 2nd Stun
Shieldbearers & 3rd Stun
The most critical period for this rotation is the lead-up to the 1st stun, as it is heavily dependent on good RNG to get the most damage out (although the 3rd stun can be difficult too).
Opener & 1st Stun
The goal here is to build enough Steel Charge to do 2 Enhanced Basic Attacks (EBAs) Basic Attack: Falling Petals - Downfall before the 1st stun, and then getting it back up a third time to execute a full combo.
What makes this so RNG is that you don't want to just build gauge, you also want to parry enough times to max out Adjudication stacks provided on Defensive Assists.
With 2 points being used for every parry on all 3 agents in this team, that means that without getting the spin attack from the Defiler, it is impossible to get more than 3 Adjudication stacks before the 1st stun.
This itself is already annoying, but then another issues arises where even if you do build enough stacks, you may end up stunning too fast to build up Steel Charge after the 2nd EBA use.
Not to mention that with only 30 seconds in duration, you will want to refresh the buff shortly before the stun begins, as otherwise Adjudication stacks may fall off midway through your burst.
That means it's very difficult to have a clear route or script for this section. Try to parry the first and last hits of the spin attack and Dodge Counter the rest so as to not waste time (and build excessive Daze) with multiple Defensive Assists.
Manually swapping to Orphie & Magus to hard-cast her EX Special Attack: Watch Your Step is important to help generate Steel Charge for Seed, as her Aftershocks will not build any Steel Charge!
Miasmic Blades, Totem, Miasmic Shield & 2nd Stun
After the 1st stun things are more or less fully scripted. The Defiler will go into Miasmic Blades - which ideally should be parried 3 times for maximum Decibel generation - then activate her Miasma Shield and spawn the Totem that must be destroyed. Try to sneak in at least one more EBA and EX Special Attack: Heat Charge before the phase transition.
Since Miasma Shield breaks restore energy, it's good to use Seed's EX Special Attack: Raining Iron Petals after the 1st stun to empty out resources and fit in one more EBA before The Defiler goes invulnerable.
When the Totem spawns, it's a good opportunity to swap to Trigger and restore Purge - if maxed at this point it should last enough for the rest of the fight.
It's worth nothing that you should not use Trigger's Ultimate: Underworld Requiem out-of-stun to build Daze. Doing so may either lead to a stun before the Miasma Shield goes up (which you want to avoid, as the lack of resources make it not worthwhile) - and even if this does not occur, it builds too much Daze which will cause a problem after the Totem breaks.
This is because after The Defiler is once again targetable, she will do a series of 6 parriable attacks. Even if you use an Assist Follow-up, it will not lock a character out of being selected, so make sure to go into one every single time on Seed to recoup Steel Charge.
Do Assist Follow-ups on Orphie & Magus too, but not so much that it will cause the Miasmic Shield to break early. If it does happen, try to at least end on Seed.
For the final parry - whichever one it is - you will want to go into EX Special Attack: Raining Iron Petals right after to refresh Dawn's Bloom and build the remaining Steel Charge. If Daze is too high, you can skip the final Assist Follow-up and just dodge counter into EX Special Attack: Raining Iron Petals instead to make sure that the "Punch" Basic Attack: Falling Petals - Slaughter initiates the stun.
Orphie's Decibel generation is quite poor, so it's unlikely that she'll have enough Decibels for her Ultimate, but Seed should always be full of resources to burst.
Miasmic Troopers & 3rd Stun
After the stun ends, The Defiler will go invulnerable and summon Shieldbearers (Miasmic Troopers) for 4 consecutive parries. Here you will want to feed every single parry to Seed, as otherwise she is unlikely to have enough Decibels in time for the final stun.
When all parries are complete, there should be enough time to fit one or two more EBAs and then build enough Steel Charge for a full stun combo. Depending on how ahead or behind in Daze you are, either use Trigger's Ultimate: Underworld Requiem to speed through to stun or reserve it for in-stun burst.
Now, doing a full set of parries will automatically generate 6 Adjudication stacks, so only 1 parry is needed to refresh it before the final stun. In the linked video however, 0 stacks are generated (as Defensive Assists were not being done to Defiler), which meant a spin was needed to max out stacks.
If the final stun came early, use the little out-of-stun time left to fit in one more EBA.
How to Play & Additional Tips
The most important skill to master when playing a Seed | Orphie & Magus team is to get the hang of swapping to Orphie & Magus and using her EX Special manually instead of relying on Aftershocks.