Impulse in Zenless Zone Zero — a basic characteristic of agents, on which the effectiveness of filling the monster’s stun gauge depends. The parameter does not affect the character's damage, but refers to a separate combat stun system with individual multipliers in the fighter's skills. A high rate of accumulation of stun points is an important aid in battle, as it helps launch a chain of attacks for the entire team.
In this guide, we will look in detail at what gives an agent an impetus in ZZZ, in what ways you can increase the value of a characteristic, and who needs to pump it up. Additionally, let's look at how a chain attack works and what advantages the stun mechanic provides in battle.
What does momentum affect in Zenless Zone Zero?
In ZZZ, impulse is an individual basic parameter with a fixed value that does not depend on the character’s level. The characteristic refers to a separate combat system for stunning enemies, for which separate multipliers are provided in the agent’s skills. The independent mechanics are not associated with the damage dealt, therefore, apart from the effectiveness of the stun, the impulse does not affect anything.
All the characteristics are described in more detail in a separate manual, which also provides an explanation of the mechanics attribute anomalies.
When an agent's attacks hit a monster, not only ability damage is dealt, but the yellow stun gauge under the enemy's health bar is also filled. When the stun counter reaches 100 units, the monster receives a torpor effect, and the scale begins to shimmer in different colors, signaling the opportunity to launch a “chain of attacks” - one of the most powerful skills in the hero’s arsenal. Accordingly, to launch the ability frequently, it is necessary to pump up the “impulse” parameter, on which the effectiveness of the stun depends.
Ways to improve performance
You can increase momentum in Zenless Zone Zero in a limited number of ways, which are not available to all agents:
- Through the main characteristic
- Half set of artifacts "Shockstar Disco" gives +6% to the parameter.
- Through the main characteristic and ive skill amplifier Intimidation class. If the agent's specialty does not match the type of weapon, the impulse can be increased through the “advanced parameter”, but the ive effect in this case is not activated. Note that this method is not advisable to use - you need to select weapons according to class.
Upgrading an indicator works in a similar way to parameters such as defense and health: through equipment, a unit receives increases that scale from the base value. Accordingly, the higher the initial number, the more you will be able to boost the characteristic.
Who should pump the impulse?
The individual value of the parameter and the stun scales of abilities directly depend on the hero’s class; accordingly, not all agents will benefit from the increased parameter. Intimidation characters specialize in the mechanics in question, so when pumping up momentum in ZZZ, they are given preference:
Character | Features |
---|---|
(Intimidation, Electro) |
Basic impulse with pumping of deposits - 131 units. The Sniper specializes not only in stunning, but also in dealing additional damage from the pocket: if the squad composition requirements are met, each percent of critical chance over 40% increases the inflicted stunning by 1,5%. In addition, it increases the vulnerability multiplier while in the pocket. |
(Intimidation, Physical) |
Basic impulse with pumping of deposits - 136 units. Tyrena Felida's primary ive is aimed at increasing the stun in the "Hunter's Walk" state, thanks to which the girl can attack with Aftershocks from her pocket. As for the additional ive skill, being in a team with the Sons of Calydon or an Assault damage dealer, the girl can apply a debuff to enemies that increases the damage inflicted by Aftershocks. |
(Intimidation, Electric) |
Basic impulse with pumping of deposits - 136 units. Thanks to the ive skill, it imposes a debuff on enemies, which increases the damage multiplier in a state of stun to a total of 30-60%, depending on the level of pumping of inclinations. If a girl is in a team with an Assault agent or a hero from the “Special Group of the Criminal Investigation Department” faction, she inflicts 20% more stun with a basic hit, and also increases her personal attack power depending on the current impulse indicator. |
(Intimidation, Fire) |
Basic impulse with pumping of deposits - 137 units. Using the final combination of blows in the strengthened state, can reduce the resistance of enemies to fire and ice damage. If he is on the same team with an agent of the Offense or a member of the faction "Sons of Calydon", he gains the ability to buff the squad's fire and ice damage bonus. |
(Intimidation, Icy) |
Basic impulse with pumping of deposits - 137 units. The main ive skill helps inflict more stun when holding basic attacks for a long time, and when using an empowered special attack and assist, the wolf reduces the resistance to ice damage of enemies. Among the representatives of her class, Lycaona has an additional ability that increases the damage multiplier against enemies in a state of torpor by 35%. |
(Intimidation, Fire) |
Basic impulse with pumping of deposits - 134 units. The main ive of the leader of "Belobog" is aimed at enhancing the stunning of enemies with a special skill with energy consumption and a basic attack. As for the additional ability, Kolyada imposes a negative status on the enemy, under the influence of which enemies receive 35% more damage from the squad’s attack chains. This effect stacks up to 2 times. |
(Intimidation, Electric) |
Basic impulse with pumping of deposits - 136 units. The main ive skill of Demara, like other representatives of the class, increases the effectiveness of filling the enemies' stun bar after activating the skill or holding down a basic attack. With an additional ive, the girl restores her energy for the EX skill. |
(Defense, Physical) |
Basic impulse with pumping of deposits - 123 units. The strength of the "Shining Aegis" shield depends on King's impulse value, so she is advised to collect the stat as much as possible. In addition, the heroine's skills are good at applying a stun when counterattacking from a block, which is why Caesar is able to replace the Intimidation team agent with proper pumping. |
How the chain of attacks works in Zenless Zone Zero: all about stuns
Stun in ZZZ is a short moment of vulnerability of the enemy, during which he is immobilized and receives increased damage. Hitting an enemy while rooted can trigger a chain of attacks to speed up the battle. The mechanics in question are used on an ongoing basis, as they offer the squad a number of advantages:
- the “chain of attacks” type skill is endowed with increased damage scales;
- at the time the ability is used, agents gain invulnerability;
- damage increases under the influence of the enemy’s vulnerability multiplier;
- The gameplay of some agents is closely related to stun or chain attack, for example, Billy gains a superpower boost.
Next, we’ll take a closer look at how to launch a command skill and what determines the order in which the portraits of squad and banboos appear at the bottom of the screen.
Stun and Chain Attacks
After filling the scale under the health bar to 100 points, a colored indicator appears indicating that the enemy is out of combat. If you swipe at an enemy heavy blow, you can launch a chain of attacks for the entire squad and go on a powerful offensive. Hard hits include:
- special skill;
- superpower;
- last basic attack in the chain;
- counterattack after dodging;
- a chain of attacks when hitting an enemy whose colored indicator is still lit.
After activating a chain attack, time slows down, and portraits of fighters who are ready to enter the field and use their skills appear at the bottom of the screen. It is important to note that the agent who launched the command skill skips the first wave of the chain. For this reason, it is advisable for this to be a , and not the main damage dealer of the group.
The number of activations, in turn, depends on the strength of the monster and the size of the squad:
- the number of chain strikes cannot exceed the number of heroes in the squad;
- against weak enemies you can activate 1 chain;
- you will be able to summon 2 agents against elite opponents;
- When fighting a boss, all teammates can take part in the attack.
Thus, when thinking over a strategy for alternating heroes, it is necessary to take into the type of monster and the number of characters in the squad.
Banbu Attack Chain
The ability to summon a banboo on the field is primarily influenced by the presence of the third “chain attack” skill in the robotic hare. Companions who lack it will not be able to perform an additional action, even against bosses, where the entire squad is given the opportunity to use skills. For banboos who have this skill in their arsenal, the following rule applies:
The chain of Banbu attacks can be launched strictly after the remaining agents activate their abilities, before the last fighter in the squad.
This means that the robotic hare depends on the size of the group. For example, in a team with 1 agent, the banboo always appears on the first wave, and in a squad of 2 characters it can appear in front of the second agent. Knowledge of this feature will mainly be useful when ing through the Zero Cavern, where you often have to use only one fighter in a battle until it becomes possible to invite a second one to the team.
We hope our guide helped you understand how the stun and chain of attacks work and what impulse does in Zenles Zone Zero. If you have any questions, ask them in comments, — the author or other players will try to help. Read other ZZZ guides in the relevant sections of our website: latest news.
good afternoon, why do different characters in zzz have some characteristics in yellow?
Hello. These are intuitive leveling tips. As a rule, the key characteristics that are increased through the Inclinations are highlighted, or those that need to be increased independently through drive disks to increase the buff/stun/damage of the character.
What is the difference in damage received between a stunned and a non-stunned enemy?
An additional vulnerability multiplier of 150% is indicated under the enemy bar. That is, the damage increases at least one and a half times, the exact value depends on the enemy type and the presence of Lycaon in the team.
Thanks for clarifying.