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    Combat system in Zenless Zone Zero: parrying, dodging and attack chains

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    In Zenless Zone Zero a unique and dynamic combat system has been built, the use of which may raise many questions. At the same time, having understood its basic principles, you will easily complete even the most complex game content. From our guide you can learn about all the basic principles of the ZZZ combat system: description of techniques and their use; dodging and parrying; changing agents and the “Help” system, as well as elemental damage and the choice of Banbu.

    Zenless Zone Zero Combat System Basics

    The gameplay in ZZZ can hardly be called monotonous; you just need to try any of the ones added to the game agents – members of the squad, which we described in detail in a separate guide with tier list of the best heroes.

    The two pillars on which all of ZZZ's combat rests are definitely parrying and dodging. These mechanics test the reaction and strategic thinking, without which you will not be able to keep up with the dynamics of the battle, which means you will pass a generous portion of enemy damage through your squad. It is worth noting that in this Null Zone is friendly to both beginners and experienced players - in ZZZ there are enough combat modes of the type Abyss from Genshin Impact or Virtual universe from HSR.

    Dodging and parrying are not only important in the game - they are interconnected, and in some ways even interchangeable. Their goal is approximately the same: to avoid damage and carry out a counterattack against the attacker. First, let's look at what buttons the ZZZ combat interface is equipped with, and then discuss ways to implement them.

    Description and purpose of buttons

    In terms of interface complexity, ZZZ is more reminiscent of Wuthering Waves, than their older comrades in the common development studio: everything here does not end with the standard basic attack, E-shke and Q-shke. In the table below we will look at what the locals are capable of trick buttons :

    Basic attack : involved in the accumulation of energy and scale stun on enemies, activation of combo chains and special techniques of some agents.
    Special Attack or E-shka: a more complex technique, when energy accumulates it is transformed into a special one (the key is colored).
    Enhanced Special Attack : A unique heavy maneuver that consumes a bar of accumulated energy. More effective against stunned enemies.
    Evasion : a technique that basically helps to avoid an enemy’s blow. If you use it in time in battle, you will launch Perfect Evasion – parrying an attack, in which you can not only avoid a blow, but also carry out a counterattack with increased damage.
    Chain of attacks : this is a collective combo of strikes for allied agents (if there are at least 2 of them), which is launched in QTE scenes after pressing the E-shki on stunned to the enemy. Such maneuvers restore assistance points and make a big impact on finishing off the enemy.
    Superpower : A strong combat move activated after achieving 3000 points on the decibel scale . Can only be activated by one squad member at a time.

    Character change : Changes the active hero to the next ally from the pocket (in the order of the squad). Using it during an enemy attack will activate Ideal help – a special maneuver in which an ally entering the field instantly blocks (“ Help with protection ") or distances himself from the attacker, while carrying out a retaliatory attack technique (" Evasion Assist ").

    If the hero is hit by a stun blow, a window appears to Quick help – attacks with a change of hero, ready to retaliate against the enemy.

    As you can see, there are not only more buttons here - under certain conditions, they can transform into more powerful versions of themselves, which is also accompanied by a change in animation.

    HP and energy scale

    Two main stats of your heroes ( HP and energy ) are always displayed in the upper left corner of the screen. If everything is clear with the health scale, then the energy in the ZZZ works a little differently: it is needed for accumulation enhanced special attack , which means without a sufficient amount of it, we will not be able to activate this version of the E-shka with an effect unique to each agent.

    There are a couple of main ways to store energy :

    • Passively from the pocket (depends on the recovery speed of the individual hero);
    • When performing all types of attacks with an active hero (except for ults and any E-sheks);

    To somehow increase its base accumulation, pay attention to the stat recovery or energy generation in “artifacts” (master disks) and weapons.

    Enemy Stats: Stun

    The enemies, like our squad, have a health block, but the lower scale is stun level. At the beginning of the fight he is at zero, but gradually accumulates from any attacks . When the entire bar is filled to 100, the enemy will fall into a stupor, and all attacks on him will be dealt with increased damage (as at least 150% ).

    While the enemy is unconscious, the squad can launch combo chain (the main thing is that there are at least two units in the team). And at this very moment it’s time to use the accumulated ultimate, preferably for the strongest member of the squad. The condition does not last long, and after recovery you will have to start all over again.

    To increase the efficiency of filling the stun bar, look for the “ Pulse “- the higher it is, the faster the agent will fill the enemy’s immobilization scale.

    Important fighting techniques

    Types of Evasion and Counterattack

    There are several types of attack avoidance in ZZZ, and the easiest one is evasion active member of the squad. On PC this action is compressed RMB (or left Shift).

    When there is a sound and light signal from the enemy, you must have time to press dodge : the hero will enter a short state invulnerability (the surroundings become gray and time slows down). In this short period you can fit unique counterattack (basic strike) - the main thing is to have time to hit the enemy.

    There are two ways to avoid enemy damage:

    • " Perfect Evasion » – timely dodge of an attack for the active hero;
    • " Ideal help » – the ability to avoid an attack by switching to an ally;

    “Ideal Assistance” includes: parrying “ Help with protection " and distancing " Evasion Assist " In the first case, the agent blocks the blow with his weapon and speeds up enemy stun , and in the second - he moves away to a certain distance from the attacker and counterattacks . Both actions require assistance points.

    Adviсe : Try to take at least one hero with “Dodge Assist” in your pack to be able to dodge an unblockable attack. You can find out the type of agent assistance in the skills section (description of the third “Help” icon).

    We especially note the reception “ Quick help » ( assist ) - this action becomes available when our active hero is hit by a heavy blow (and sometimes while finishing off a stunned target). Notice how in the lower right corner of the screen appears flashing ally icon and press the agent change in a timely manner - this creates a chance for another quick counterattacks .

    Agent change and help points

    Mechanics of changing the active unit (agent) - another standard technique on which other types of combat techniques depend. On a PC, this switching takes place with space ( space ). If your team consists of at least 2 heroes, you can freely switch between them in order of construction ( slot 1 → slot 2 → slot 3 ).

    The change key is surrounded by six sectors - these are stacks " Help » allies. They are restored from an ultimate (3 stacks) or combo hits (1 stack), and are spent on “ Ideal help " If you don't have help points, the hero who enters the field will simply dodge the attack.

    When to Dodge: Enemy Signals

    For your evasion to be successful, you need to hit the timing of a special signal: in battle, pay attention to glare of light and short sound - this is how the game warns us that we are now under attack.

    You can control not only the attacks of the enemies you see in front of you: those that are out of sight are displayed under the model of our character gray arrow, each pointing in the direction of the enemy - as soon as it starts flashing, it's time to dodge.

    Sometimes enemies have red signals – such attacks cannot be avoided either independently or with the help of a squad. However there is exception : Most often this light means that the monster’s attack cannot be blocked (“ Help in protection" ), but from her you can dodge (" Help in evasion" ) another member of the squad. This type of retreat is available to those agents who have weapons that are “inappropriate” for the block: a pistol or puppets, like Rina.

    Let us add that if the enemy uses small arms (machine guns, machine guns, etc.) against you, then you can fight them off, switching to a character with a sword and then using sprint. The hero will run forward, waving his blade and fighting off all the bullets flying at him.

    Ulta and decibel scale

    Superpower, or Q-shka (on PC) needs no introduction, but the ZZZ combat was able to distinguish itself here too: under the squad icons in the upper left corner there is decibel counter, and it is needed to activate the ult (until it is filled, the action will simply be inactive).

    As soon as this counter stops at 3 thousand, the Q key will light up yellow. Remember that this ability can be used at a time only one squad member .

    Tips for filling the ultimate scale:

    • The superpower accumulates from any combat techniques, be it regular attacks, combos or dodges;
    • Best used on stunned enemies to make the biggest impact;
    • If the ultimate is prepared for the start of the battle, it is worth resetting it before the stun - after 3000, the decibels do not reach with a reserve;
    • The fastest way to accumulate ultimate is the “Defense Assistance” mechanic. By engaging allies with weapons suitable for parrying, you will gain more decibels than any other technique.

    Combo attacks

    One of the most pleasant moments of interaction between the entire squad is attack chains. As mentioned above, they are activated after you enter the enemy into stunned state . To start a combo, you need to hit the target with a heavy attack. It can be:

    • Any of the E-shki variants (special and enhanced special attacks);
    • A heavy basic attack that completes a series of hits (usually the 5th);
    • Dodging counterstrike;
    • Ultimate;
    • Also a series of combos if after the first chain the enemy is still in the camp.

    The attack chains are QTE element, which means you must have time to squeeze them through (literally a few seconds are given for this): press the right or left mouse button (PC) to select one of the reserve heroes that you want to put into a combo. Depending depending on enemy difficulty , the chain may consist of 1, 2 or 3 hits .

    The technique is very useful and against groups of enemies : you stun one of the opponents, and wait for someone else to approach you - they will definitely be hit by combo attacks. Pay attention to agent selection procedure, since it is best to start the chain with support - many of them in this mode enhance the effect of the next character.

    Attribute Anomalies (Elemental Damage)

    Elemental damage in Zenless Zone Zero is called " Attribute Anomalies ", and they are divided into 5 elements : ether, fire, electro, physical. (physical) and ice. This type of damage can only be inflicted by a hero of the corresponding attribute (i.e., a character that is NOT a physical element will not be able to fill the effect scale, although he hits with basic physical attacks), and the status must also be activated accumulate . The first hit with an element usually puts a badge on the enemy (to the right of HP), and subsequent ones bring the effect closer to the moment when the effect is triggered.

    All types of anomalies have their own operating principle, and you can read more about them in the screenshot above. If you focus on elemental effects, pay attention to these stats: anomaly control (affects the strength/speed of accumulation of the effect on the enemy) and knowledge of anomaly – is responsible for the damage multiplier.

    In addition to the main five elements, ZZZ has a special Chaos Anomaly – it is activated if the enemy is under the influence of a large number of statuses. Despite the fact that we see only one attribute near the HP bars, the enemy can take on all five - an excess of them causes a chaos reaction, which adds up the damage of all accumulated effects.

    Banbu

    When forming a squad, you are given the opportunity to add one to help Banbu. These bunnies are a kind of buff, and each has its own special effect: some are suitable for heroes with a certain type of elemental attribute, while others passively heal or restore energy.

    If the rabbit is attacking, then during the fight he can beat the monster or distract attracts his attention - each has its own special animation of the action. To the point attack chains : Banbu can also participate in these (at the end of the combo). If you complete a chain of attacks with the rabbit, an unselected hero will enter the field immediately behind him and perform a finishing blow.

    Tips for choosing a squad

    Let's finish with the principles of team formation. In the new project HoYoverse, as in Wuthering Waves, we are gathering a squad of 3 heroes.

    To increase the effectiveness of your pack and get the most out of your agents, pay attention to three factors: factions, anomaly element and position (specialization). Let's consider separately:

    • Faction selection: agents from the same clan can have special passives that only work in conjunction with friends. Also Banbu - there are rabbits that are suitable only for the “Cunning Bunnies” or the maids of “Victoria”;
    • If there are several heroes of the same attribute in a squad, this speeds up the accumulation of status and also gives buffs from the abilities of the units or the selected Banbu;
    • Selecting heroes by position is one of the foundations for creating a balanced team. There are five of them in ZZZ: support, defense, anomaly, intimidation and attack. However, don't get too hung up on standard[дд/сап.дд/поддержка] , since in the game each squad member contributes impact damage. Here the principle of mechanics itself is much more important than the name that hangs some kind of template.

    At low ranks you shouldn't put a lot of thought into implementing the right squad bonuses, but as you level up or in special modes you'll definitely feel the difference.