A COMPLETE Guide to Team Building Basics in Zenless Zone Zero !
Summary
TLDRThis video script discusses team building strategies in Zenless Zone Zero, focusing on the importance of mixing characters and abilities for diverse playstyles. It covers the use of Additional Abilities, the formation of hypercarry and Anomaly teams, and provides examples of top-performing compositions. The script also explores the nuances of team composition, including the trade-offs between support and stun units, and the potential for creative and unconventional team setups.
Takeaways
- 😀 Team building in Zenless Zone Zero is crucial and can involve ranking teams based on character abilities and kits.
- 🔄 Additional Abilities are special bonuses that can be activated under certain conditions, such as matching faction or attribute, enhancing team performance.
- 🎯 The script emphasizes the importance of matching agents to unlock these Additional Abilities for strategic advantages.
- 🤔 Team formation should consider playstyle, whether it's a standard hypercarry composition or an anomaly composition.
- 🏹 Hypercarry teams focus on maximizing damage output for one main DPS unit, supported by a Support and a Stun Unit.
- 🛡 The Support role is to provide buffs, quick assists, and debuffs to enhance the main DPS, while also aiding in anomaly application.
- 🗡 Stun units are vital for applying high-speed daze to enemies, enabling massive damage multipliers during combat.
- 🤖 Dual Support teams are mentioned as a possibility, though they lack Daze and may lead to buff saturation.
- 🛑 The script discusses the potential of Defense class units to offer a unique niche in team compositions, similar to Stun units but with different benefits.
- 🔄 Anomaly Compositions are still evolving and can offer various team setups, including Attack Anomaly Support and Anomaly Anomaly Stun.
- 🔧 The effectiveness of Anomaly and Disorder teams is dependent on the synergy between units and their ability to apply and exploit these conditions.
- 🌐 The script concludes by highlighting the potential for diverse and unconventional team compositions in the game, suggesting that variety is a key aspect of Zenless Zone Zero.
Q & A
What is the importance of team building in Zenless Zone Zero?
-Team building is essential in Zenless Zone Zero as it allows for a fluid playstyle that varies from team to team, enhancing the gameplay experience and effectiveness in battles.
What are Additional Abilities in the context of Zenless Zone Zero?
-Additional Abilities are bonuses to agent kits that can buff an individual agent or the whole team when certain conditions, such as matching faction or attribute, are met.
Can you provide an example of how Additional Abilities work with specific characters?
-For example, Nicole can activate her Additional Ability with Anby for a faction match or with Zhu Yuan for an attribute match. Zhu Yuan, however, can activate hers with a support agent in the team regardless of the attribute.
What is the concept of a hypercarry team in Zenless Zone Zero?
-A hypercarry team is centered around one unit that does most of the team's damage, with the focus on enabling the DPS as much as possible through support and stun units.
How does a Support unit contribute to a hypercarry team?
-A Support unit provides buffs to the main DPS, enables quick assists, and can debuff enemies to amplify the damage output of the main carry.
What is the role of a Stun unit in a hypercarry team?
-The Stun unit's role is to daze enemies at high speeds, allowing the DPS to hit with a massive stun multiplier, which can significantly increase the damage dealt.
What are some potential issues with having dual Support units instead of a Stun unit?
-Dual Support teams may lack the Daze effect, which could impact the multiplier increase, quality of life, survivability, and chain attacks that a Stun unit provides.
Can you explain the concept of buff saturation in team building?
-Buff saturation occurs when too many buffs are applied to a single stat, like Combat Flat ATK, which can reduce the effectiveness of each individual buff, as seen with Lucy and Soukaku together.
What is an Anomaly Composition and how does it differ from a hypercarry team?
-An Anomaly Composition focuses on the use of Anomaly units and their ability to apply buffs, anomaly application, field time, and more, rather than relying on a single hypercarry unit to deal most of the damage.
What are some variations of Anomaly Compositions mentioned in the script?
-Some variations include Attack Anomaly Support, Attack Anomaly Stun, Anomaly Anomaly Support, and Anomaly Anomaly Stun, each offering different strategies and playstyles.
How does a Disorder team differ from an Anomaly team?
-A Disorder team involves an Anomaly unit of a different attribute from the Attack Unit, requiring the third slot to match the attribute of the Attack agent to ensure the Anomaly unit can proc Disorder effectively.
What are some examples of effective team compositions mentioned in the script?
-Examples include Lucy Soldier 11 and Koleda, Nicole Zhu Yuan and Anby, and Soukaku Ellen and Lycaon for hypercarry teams, and Nekomata Piper Lucy, and Rina Anton Grace for Anomaly teams.
Outlines
🤝 Team Building and Additional Abilities
The video script emphasizes the importance of team building in Zenless Zone Zero, suggesting that sometimes it might be beneficial to rank teams rather than individual agents. It discusses the impact of mixing characters, abilities, and kits on creating diverse playstyles. The script introduces Additional Abilities, which are bonuses that can enhance agents or the entire team when certain conditions are met, such as matching faction or attribute. Examples are given, like Nicole with Anby for a faction match or Zhu Yuan with a support agent. The script also touches on the variability of these abilities, from powerful stats like a 30% CRIT rate to niche cases like Rina's specific buffs. It concludes by highlighting the significance of considering these abilities in team composition and encourages creative team building while suggesting that most effective teams aim to match agents to unlock these bonuses.
🎯 Hypercarry and Anomaly Team Compositions
The script delves into the formation of hypercarry teams, which focus on maximizing the damage output of a single unit, supported by a Support and a Stun Unit. It explains the roles of these units in enhancing the main DPS and the importance of elemental disk drive sets that benefit from Anomalies. The script also raises potential issues with hypercarry teams, such as buff saturation and the lack of Daze with dual Support teams. It then contrasts hypercarry teams with Anomaly compositions, which are still in a developmental stage due to limited characters designed for this purpose. The script outlines various Anomaly team variations, including Attack Anomaly Support and Anomaly Anomaly Support, and discusses their strategies and potential. It provides examples of effective team compositions for both hypercarry and Anomaly setups and concludes by acknowledging the game's variety and the potential for unconventional team compositions to emerge as more characters are introduced.
Mindmap
Keywords
💡Team building
💡Additional Abilities
💡Hypercarry
💡Support Unit
💡Stun Unit
💡Anomaly Compositions
💡Disorder
💡Daze
💡Buff Saturation
💡Elemental Disk Drive Sets
Highlights
Team building is crucial in Zenless Zone Zero and can involve ranking teams based on character abilities and kits.
Additional Abilities provide bonuses to agents or the whole team when certain conditions are met, such as matching faction or attribute.
Zhu Yuan's unique ability can be activated with a support agent instead of the usual attribute match.
The range of Additional Abilities varies from strong stats like 30% CRIT rate to niche cases like Rina's specific buffs.
Team formation should consider playstyle, whether standard hypercarry or anomaly compositions are preferred.
Hypercarry teams focus on enabling a main DPS unit with support and stun units to maximize damage output.
Support units provide buffs, quick assists, and can debuff enemies to enhance the main carry's damage.
Stun units are crucial for applying massive damage multipliers during enemy daze states.
Dual Support teams can provide double the buffs but may lack the daze effect for damage multipliers.
Buff saturation can occur with agents like Lucy and Soukaku, which provide large Combat Flat ATK buffs.
Stun units are preferred over second support for certain units like Zhu Yuan or Corin for optimal damage.
Defense class agents like Ben can provide a unique niche with different benefits in team compositions.
Anomaly compositions are still evolving with only two characters specifically made for it in the 1.0 version.
Anomaly teams focus on buffs, anomaly application, field time, and are less about kit multipliers.
Variations in Anomaly teams include Attack Anomaly Support and Anomaly Anomaly Support compositions.
Disorder teams require careful consideration of attribute matching for optimal anomaly effects.
The 2 Anomaly team composition with Grace and Piper is currently the only one, pending more Anomaly agents.
Team compositions should be built around preferred playstyle and units, with room for creative and unconventional strategies.
Transcripts
Hey Guoben here. Team building is essential to Zenless Zone Zero, so essential that it might
even be worth sometimes considering ranking teams rather than just agents. How you mix
and match all of these different characters, their additional abilities, and their kits,
create a fluid playstyle that varies from team to team. So we’ll look at how to form teams,
including Anomaly ones, with some examples of some top performing compositions in our
current endgame. Like and sub and share if you wanna help out, and let’s begin.
First let’s look at Additional Abilities. These are bonuses to agent kits that buff them or even
the whole team when fulfilled. And most of the time they can be used once you achieve a simple
condition of a matching faction or attribute. So for example Nicole with Anby for the faction
match or with Zhu Yuan for the attribute match. But as we saw with Zhu Yuan future
characters can in fact change this up a bit, as she can use her additional ability if she
has a matching faction member, but instead of the other condition being the attribute,
she can instead activate hers as long as she has just a support agent in her team.
Additional Abilities can range from incredibly strong like 30% CRIT rate to some niche cases
like Rina who buffs a specific niche that may not be relevant in the team. So it’s important
to consider these abilities, but you can also play around some of them, and that will lead
to some creative team building. But for most cases, try to match agents to get these bonuses.
So how do we form a team? First we must consider our playstyle. Do we want to have a standard
hypercarry composition or an anomaly composition? Let’s start with hypercarry teams.
Hypercarry is for a unit that will be doing pretty much most of the damage of the team,
and the focus of said team is to enable the DPS as much as possible. This is done
by slotting in a Support and a Stun Unit. The main DPS is most of the time an Attack one,
but Anomaly DPS can technically run a hypercarry composition too.
The Support gives the main DPS buffs, enables quick assists,
and can even debuff enemies all to amp the damage of the main carry as
much as possible. They can also help with anomaly application which can be important,
as all elemental disk drive sets get bonuses from Anomalies. For
example a 28% CRIT rate buff when hitting a burned enemy with Inferno Metal equipped.
The Stun unit will daze the enemies for you at very high speeds, allowing you to hit enemies
with that massive stun multiplier. It can be 1.5x, but some enemies go even higher,
and in cases like Lycaon they can even manipulate and buff this multiplier. Having your DPS go ham
on an enemy is cool, but imagine doing so with at least a 1.5x multiplicative buff.
I’ve also seen dual Support teams which would mean double the buffs. One major problem here
is the lack of Daze. Can they be a replacement for the massive multiplier increase as well
as the quality of life and survivability and chain attacks? I don’t know. Another
problem can be buff saturation, Lucy and Soukaku notably have massive Combat Flat
ATK buffs, and so having both of them together greatly saturates this stat.
It’s important to bring a stun unit over a 2nd support when considering a unit like
Zhu Yuan or Corin, as both of these units get a large DMG% buff when attacking specifically
stunned enemies. They also are burst DPS that want to unleash their full combo at once,
and they can be knocked down and lose a lot of damage if the enemy is up and swinging.
As for the stun unit, I reckon the Defense class may be able to bring a similar niche with
different benefits. We really have to wait and see until more of these units come out. But, Ben for
example can perform very high dazing parries, big EX Specials, and then swap back out whilst
providing defensive utility. His sudden burst of damage when fully built is also surprisingly
good. So it seems like he’s a mini support, stun and damage dealer, but not the best in anything,
we’ll see if that carries on to the next Defense Agent that releases. So
he can’t on field stun like a Lycaon could, but he can unleash a bunch of Daze out of nowhere.
So for some example hypercarry teams we have the following:
Lucy Soldier 11 and Koleda. I don’t have Koleda and I run
Lucy Soldier 11 Ben for example which is still pretty strong.
Next, Nicole Zhu Yuan and Anby, which is coincidentally my second team.
And a very meta team from the first half of 1.0 is Soukaku Ellen and Lycaon.
But then comes the case of some units not wanting a standard hypercarry composition. This can be
the case of Anton, who really wants Grace on the team, and so he can’t fit both a stunner
and support agent in that one slot. There is also the case of some agents
that have a hypercarry team still being played with an alternative anomaly team,
with an Anomaly unit in the third slot. So it’s time to look at these teams.
I have a full video explaining how Anomalies and Disorder work if you need that,
and I will assume you know the basics. Anomaly Compositions are still really
weird right now as we only have 2 characters specifically made for
it and we are still in 1.0 where we are figuring things out. In other gacha games
1.0 versions we also had some really weird teams that worked at the start,
but they fell off as the game progressed compared to properly built compositions.
And since Anomaly is not about the kit multipliers themselves but instead buffs,
anomaly application, field time, and more,
it’s hard to gauge how strong a unit can be for Anomaly outside of the Anomaly class itself.
And finally these teams, because they are so weird, have several variations.
The variations I’ve seen are Attack Anomaly Support, Attack Anomaly Stun, and even Anomaly
Anomaly Support or Anomaly Anomaly Stun. The theory with the first variations is that
people play them as a sub dps, bringing extra damage over a daze or support unit. In the case
of a Support in the third slot, they could still be buffed if said Support is a multi buffing one,
like Lucy. And in the case of a Physical Anomaly unit, their Flinch debuff increases Daze taken
by the enemies affected, which leads to a bit of compensation for the lack of a dedicated Stunner.
An example of a composition following variation one is Nekomata Piper Lucy.
Another example would be the very strong shock team of Rina Anton Grace.
Back to the first team though. Lucy buffs both Neko and Piper,
and Piper brings Assaults and Flinch debuffs for extra Daze. She also provides Assault for
Nekomata’s passive which is an OK bonus, as well as enabling the Fanged Metal set. If we replaced
Piper here with Anby for example, we’d have some worse uptime on both of these things as
well as the lack of Piper damage. Sure Neko’s passive isn’t that strong in a full rotation,
and you can run Woodpecker Electro. We would also get more frequent stuns and thus better
bursts from Neko herself. But it’s these types of team variations that enable new things for agents.
Now if you run an Anomaly unit of a different attribute to your Attack Unit,
it becomes a Disorder team. And in this case you’d probably want your third slot to be
matching the attribute of your Attack agent, to ensure your Anomaly unit actually has something
they can proc Disorder off of. We don’t have enough units to see many of these compositions,
but one that people liked a lot of in the early game was Soldier Lucy Piper. Though
I haven’t seen any proper endgame showcases of this in late Critical Nodes. The problem
with this is Attack units are built to CRIT, which means subpar Anomaly damage,
and thus weaker Disorders. You’d probably be better off just running a support and
stunner, but we’ll wait and see for more showcases and more developed teams in 1.1.
And then the 2 Anomaly team is just Grace Piper right now, and we gotta wait for more Anomaly
Agents to make different teams in this variation. If running a support you’d run Rina or Lucy. You
build up physical with Piper, swap off before it actually procs, and then build up Shock on Grace,
swapping back onto Piper to proc Assault and front load all of those juicy Shock ticks. With
a Support, make sure your buffs are up during all of this application as anomaly buildup
will snapshot stats during each elemental attack. Having a stun unit instead changes your priority.
Instead of making sure buffs are up during application,
you want to make sure most of your big burst disorder combos are during the stunned windows.
In the end you can run what you like and build around the unit and it could work
decently. These are all guidelines on making compositions and why they mesh
together. We could end up seeing some really weird teams just work,
like a double support and stun team that abuses Anomaly or something. So whilst these are the
ways to build the best teams right now, the game seems to have a lot of variety. Anyway
like and sub and share if you enjoyed this, thanks for watching, and have a guoba day.
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