Strong, self-sufficient attacker with access to Assassin's Aim (Arvess Fermare)ATK is boosted against a foe with Arvess Fermare effect Duration: 1 turn , Double StrikeAttacks twice each turn Duration: 1 turn , 100% Bonus Water DMGDeals bonus water DMG for one-foe one-ally attacks Strength: 100%Duration: 3 turns, and guaranteed triple attacks.
Useful for charge attack burst setups given her high CA damage cap combined with a post-CA nuke.
Boosts party's triple attack damage via Arvess ResonanceGuaranteed triple attacks. 20% hit to charge bar gain. 10% Bonus Water DMG effect to Water allies' triple attacks..
More useful for short fights due to her reduced defense, but can perform in longer battles and Full Auto with the right setup.
Needs a developed crit grid in order to reach her full potential, though she still performs well for newer players.
Site
RatingThe character's overall rating out of 10.
GrindingThe character's general efficiency in repeatedly clearing menial content with an emphasis on real-time speed. GW Max Grade:SS KG Max Grade:SS
Full AutoThe character's general performance in Full Auto parties. GW Max Grade:SS KG Max Grade:SS
High DifficultyThe character's capability relative to the game's most difficult content. GW Max Grade:SS KG Max Grade:SS
Zeta is a flexible yet strong attacker who offers an incredible one-turn burst through either normal attacks or her charge attack and can also function in longer fights under the right circumstances.
Strengths
Great for racing with a powerful one-turn burst consisting of guaranteed triple attacks, Assassin's Aim (Arvess Fermare)ATK is boosted against a foe with Arvess Fermare effect Duration: 1 turn , and Double StrikeAttacks twice each turn Duration: 1 turn .
Arvess ResonanceGuaranteed triple attacks. 20% hit to charge bar gain. 10% Bonus Water DMG effect to Water allies' triple attacks. grants all allies 10% Bonus Water DMGDeals bonus water DMG for one-foe one-ally attacks Strength: 10% on triple attacks, making her particularly strong in teams that have other sources of guaranteed triple attacks.
Built-in 10% damage cap up on critical hits via Piercing Fang of Faith10% boost to critical hit damage cap. 50% hit to DEF., which stacks with other damage cap increases.
Weaknesses
Quite fragile due to the 50% defense reduction from Piercing Fang of Faith10% boost to critical hit damage cap. 50% hit to DEF.. In addition, Zeta's Charge Attack damages her, so she may struggle to survive in longer fights with Charge Attacks turned on.
No built-in crit boosts outside of her EMPs means Zeta must find external sources of crit from weapons or character buffs in order to take advantage of the damage cap up from Piercing Fang of Faith10% boost to critical hit damage cap. 50% hit to DEF..
How to Play
Zeta has an incredibly straightforward kit geared towards pure damage output. For the most part, her skills can be used whenever they are available, but there are a few things to be aware of:
Note that Erythron UnleashedConsume all of caster's charge bar to gain Double StrikeAttacks twice each turn Duration: 1 turn . (When below 25% HP: Also restore caster's HP based on charge bar consumed.) will always consume all of Zeta's charge bar upon activation, but it will not heal her unless she is below 25% HP on cast. As such, if Zeta is not low on health, try to avoid casting Erythron UnleashedConsume all of caster's charge bar to gain Double StrikeAttacks twice each turn Duration: 1 turn . (When below 25% HP: Also restore caster's HP based on charge bar consumed.) when her charge bar is full, lest it be wasted for no additional benefit.
Keep in mind that Zeta's charge attack damages her upon use. Zeta cannot die from this damage, and in fact will not charge attack at all if her health is too low, but some care should be taken if Zeta is being used in a setup where she will charge attack multiple times throughout the battle.
An additional note: if Zeta is part of a charge attack OTK team that is reliant on the Relic Buster skill Limit BurstAll allies gain Charge Bar +Instantly boosts Charge Bar by , C.A. DMG Up (1 time)Charge attack DMG is boosted (1 time) Duration: Indefinite, and C.A. DMG Cap Up (1 time)Charge attack DMG cap is boosted (1 time) Duration: Indefinite based on number of Machine CellConsumed upon normal attacks and using skills (Can't be removed / Max: 5) . (Consumes all Machine CellConsumed upon normal attacks and using skills (Can't be removed / Max: 5) .), it is recommended to put Zeta in the fourth position, as her reduced charge bar gain from Arvess ResonanceGuaranteed triple attacks. 20% hit to charge bar gain. 10% Bonus Water DMG effect to Water allies' triple attacks. means that her charge bar will not reach 100% from Limit BurstAll allies gain Charge Bar +Instantly boosts Charge Bar by , C.A. DMG Up (1 time)Charge attack DMG is boosted (1 time) Duration: Indefinite, and C.A. DMG Cap Up (1 time)Charge attack DMG cap is boosted (1 time) Duration: Indefinite based on number of Machine CellConsumed upon normal attacks and using skills (Can't be removed / Max: 5) . (Consumes all Machine CellConsumed upon normal attacks and using skills (Can't be removed / Max: 5) .) alone, and she will need the other three members of the team to charge attack first in order to reach 100%. OTK setups that are reliant on Bonito call do not have this problem as Bonito grants 200% charge bar.
Synergy
Characters
Cagliostro (Summer) provides Zeta with powerful crit buffs via Ars NovaArs Nova: All Water allies gain 70% / 30% Critical Hit Rate UpAttacks made with elemental superiority have a chance to deal boosted DMG Strength: 70% chance of dealing 30% more damage.Duration: 3 turns, KeenSupplemental DMG to critical hits Strength: 1% of foe's max HP (Damage cap: 50,000)Duration: 3 turns, and 1 Deluge CrestWater magic is amplified (Max: 5 / Can't be removed) Duration: Indefinite. (When Cagliostro's Deluge CrestWater magic is amplified (Max: 5 / Can't be removed) Duration: Indefinite is 5: Skill changes to Ars Notoria.) Ars Notoria: All Water allies gain 100% / 30% Critical Hit Rate UpAttacks made with elemental superiority have a chance to deal boosted DMG Strength: 100% chance of dealing 30% more damage.Duration: 3 turns, KeenSupplemental DMG to critical hits Strength: 1% of foe's max HP (Damage cap: 50,000)Duration: 3 turns, 50% Bonus Water DMGDeals bonus water DMG for one-foe one-ally attacks Strength: 50%Duration: 3 turns, and 15% DMG Cap UpMaximum amount of DMG that can be dealt per hit is boosted Strength: 15%Duration: 3 turns. and Beach-ReadyBoost to Water allies' critical hit rate based on their number of Deluge CrestWater magic is amplified (Max: 5 / Can't be removed) . (Takes effect even when Cagliostro is a sub ally.). In addition, Zeta will also appreciate the 10% Bonus Water DMGDeals bonus water DMG for one-foe one-ally attacks Strength: 10% from Foundation of Cuteness10% Bonus Water DMG effect to Water allies' critical hits on normal attacks., which stacks with the echoes from Zeta's Arvess ResonanceGuaranteed triple attacks. 20% hit to charge bar gain. 10% Bonus Water DMG effect to Water allies' triple attacks..
Lily is a good choice for keeping Zeta alive in longer fights thanks to her defensive support skills as well as the powerful Fire DMG cut and Full Auto-compatible healing from Silverfrost BarrierAll allies gain 70% Fire CutFire DMG is cut 70% Duration: 1 turn Lvl 55: 2 turnsFire Damage Cut.. At level 90: All allies also gain 1 Deluge CrestWater magic is amplified (Max: 5 / Can't be removed) Duration: Indefinite. Caster also gains Spring Breeze (3 times)White Heal activates when a foe uses a special attack (Can't be removed) Duration: Indefinite..
Lumberjack is another option for protecting Zeta in long Full Autos, as the defense boost from Leaf BurningGain Leaf BurningEvery turn while in effect: All allies' ATK and DEF are boosted (Stackable) / Charge bar is boosted (Can't be removed / Ends when endurance hits 0) Duration: Indefinite and a shield effect worth 4000. (Every turn during Leaf Burning: All allies gain 4% ATK Up (Stackable / Max: 20%)ATK is boosted while active (Stackable) Strength: 4% (Max: 20%)Multiplier: Unique StackableDuration: IndefiniteStacking: Teamwide, 4% DEF Up (Stackable / Max: 20%)DEF is boosted while active (Stackable) Strength: 4% (Max: 20%)Duration: Indefinite, and Charge Bar +10%Instantly boosts Charge Bar by 10% Strength: 10%. Leaf Burning ends when shield effect ends.) as well as the healing and shielding effects from Woodcutter's SongGain Woodcutter's SongFor every 3 skills used: Forest friends come to the rescue Upon using charge attack: Forest friends come to the rescue Upon taking DMG: Forest friends come to the rescue When foe uses a special attack: Forest friends come to the rescue (Can't be removed) Duration: 3 turns. At level 30: Woodcutter's SongFor every 3 skills used: Forest friends come to the rescue Upon using charge attack: Forest friends come to the rescue Upon taking DMG: Forest friends come to the rescue When foe uses a special attack: Forest friends come to the rescue (Can't be removed) Duration: 3 turns duration increased to 4 turns. help to offset Zeta's fragility.
Katalina (Grand) is great for protecting Zeta in long manual battles, as the Substitute (Select)Receives foe attack in place of an ally Duration: 4 turns from Vow by the SwordGain Azure OathATK, DEF, C.A. DMG, and DMG cap are boosted (Can't be removed) Strength: 30% ATK Up, 100% DEF Up, 30% C.A. DMG Up, 20% DMG Cap UpMultiplier: PerpetuityDuration: 4 turns and Substitute (Select)Receives foe attack in place of an ally (Can't be removed) Duration: 4 turns. (Only substitutes for a selected ally.) allows Zeta to avoid damage entirely. The RefreshHP is restored on every turn Duration: 4 turns effect from LoengardAll allies gain Veil (1 time)Debuffs will be nullified (1 time) Duration: Indefinite"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune." and RefreshHP is restored on every turn Duration: 4 turns. Refresh heals up to 1000 HP the first turn, then decreases to 500 → 250 → 150 each turn thereafter. At level 100: RefreshHP is restored on every turn Duration: 4 turns now heals up to 1000 HP regardless of remaining duration. All allies also gain Dispel Cancel (1 time)Buffs can't be removed or shortened (1 time) Duration: Indefinite. also help to offset any HP lost from Zeta's charge attack.
Characters that have high triple attack rates or sources of guaranteed triple attacks, such as Poseidon, Vajra, and the MC running Double Trouble IIIGain Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs Duration: 1 turn . Spear: All parties gain 10% DA UpDouble attack rate is boosted Strength: 10%Duration: 3 turnsWithout other buffs and 5~10% TA UpTriple attack rate is boosted Strength: 5~10%Duration: 3 turnsMaximum effect at 3 buffs.. Axe: Inflict DA DownDouble attack rate is lowered Duration: 180 seconds and TA DownTriple attack rate is lowered Duration: 180 seconds on a foe., synergize well with Zeta's Arvess ResonanceGuaranteed triple attacks. 20% hit to charge bar gain. 10% Bonus Water DMG effect to Water allies' triple attacks..
Weapons
Zeta synergizes best with crit-boosting weapons thanks to Piercing Fang of Faith10% boost to critical hit damage cap. 50% hit to DEF.. For Magna players, this will often come in the form of Ancient Auberon. Primal Water players will instead often use weapons such as the Taisai Spirit Bow and Galilei's Insight. Both Primal and Magna players will want to use Wamdus's Cnidocyte, and Zeta especially benefits from its supplemental damage effect thanks to her multiple sources of Bonus Water DMGDeals bonus water DMG for one-foe one-ally attacks .