Zenless Zone Zero W-Engines Weapon List
Upon launching a Quick Assist or Perfect Assist, the equipper's Impact increases by 40% for 8s. When the equipper launches and hits an enemy with a Basic Attack, apply Wilt to the target for 30s, stacking up to 20 times, repeated triggers reset the duration. When any squad member hits an enemy, for every stack of Wilt applied to the target, the CRIT DMG of the Ice DMG and Fire DMG dealt by that attack increases by 2.4%. Only one of this effect can be active at a time in the same squad.
Increases Ice DMG by 50%. Upon hitting an enemy with a Basic Attack, the equipper`s CRIT Rate increases by 20% for 8s. When dealing Ice DMG with a Dash Attack, the equipper`s CRIT Rate increases by an additional 20% for 15s. The duration of each effect is calculated separately.
While off-field, the equipper's Energy Regen increases by 1.2/s. When hitting an enemy with an EX Special Attack or Assist Attack, the equipper's DMG increases by 7%, stacking up to 10 times and lasting for 6s. This effect can trigger once every 0.3s. While off-field, the stack effect is doubled. Repeated triggers reset the duration. Upon obtaining the DMG increase effect, if the number of current stacks is greater than or equal to 5, then the equipper's Anomaly Proficiency increases by 100. This Anomaly Proficiency increase does not stack and lasts for 6s.
Increases ATK by 21%. When using a Special Attack or EX Special Attack, the equipper's Anomaly Proficiency is increased by 43 for 8s, stacking up to 3 times. The duration of each stack is calculated separately.
While off-field, the equipper's Energy Regen increases by 1.2 per second. When using an EX Special Attack, the equipper's Impact is increased by 20% for 10s, stacking up to 2 times. The duration of each stack is calculated separately.
When a Basic Attack hits an enemy, gain 1 stack of Tea-riffic. Each stack of Tea-riffic increases the user's Impact by 1.4%, stacking up to 30 times, and lasting for 8s. The duration of each stack is calculated separately. Upon acquiring Tea-riffic, if the equipper possesses stacks of Tea-riffic greater than or equal to 15, all squad members' DMG is increased by 32% for 10s. Passive effects of the same name do not stack.
Increases CRIT Rate by 26.4%. Launching an EX Special Attack grants the equipper 8 Charge stacks, up to a maximum of 8 stacks. Whenever the equipper's Basic Attack deals Ether DMG, consumes a Charge stack and increases the skill's DMG by 60.5%.
Upon activating a Dash Attack, gain 1 stack of Predatory Instinct. Each stack of Predatory Instinct increases the equipper's Physical DMG by 12% for 10s, stacking up to 3 times. This effect can trigger once every 0.5s and repeated triggers reset the duration. When entering combat or triggering Perfect Dodge, gain 3 stacks of Predatory Instinct. While Predatory Instinct is at maximum stakcs, the equipper's Anomaly Buildup Rate increases by 40%
Increases Physical DMG by 40%. The equipper's DMG increases by 50% when hitting the enemy from behind.
Upon hitting an enemy with a Basic Attack, Dash Attack, or Dodge Counter, the equipper's ATK increases by 6% for 8s, stacking up to 8 times. This effect can trigger once every 0.5s. The duration of each stack is calculated separately.
When an attack hits an enemy, DMG and Daze from Basic Attacks increase by 12% for 8s, stacking up to 5 times. This effect can trigger at most once during each skill. The duration of each stack is calculated separately.
The equipper's Electric Anomaly Buildup Rate increases by 50%. When Special Attacks or EX Special Attacks hit enemies under Attribute Anomalies, the equipper's Anomaly Proficiency increases by 115 for 15s. When the equipper's Anomaly Proficiency is greater than or equal to 375, Disorder DMG inflicted by the equipper increases by 35%.
The Shield value provided by the equipper increases by 60%. When any squad member triggers Interrupt or Perfect Dodge, all squad members’ DMG increases by 36% and Daze dealt increases by 24% for 20s. Passive effects of the same name do not stack.
While off-field, the equipper's Energy Regen increases by 1.05/s. Attacks from the equipper enhance the squad's DMG against a struck target by 17.5% for 3 seconds. During this period, this effect is further increased by 3% every 0.5s, up to a maximum additional increase of 18%. Repeated triggers only refresh its duration without refreshing the DMG increase effect. Passive effects of the same name do not stack.
Increases Ice DMG by 22%. When launching an EX Special Attack, all squad members' ATK increases by 2.9% for 12s, stacking up to 4 times. Repeated triggers reset the duration. Passive effects of the same name do not stack.
Reduces DMG taken by 12%. After being attacked, the next attack to hit an enemy will trigger a critical hit and deal 960% of the equipper's DEF as additional DMG. This effect can be triggered once every 7.5s.
Increases Max HP by 11.6%. Increases the equipper's ATK by 14.5% when they are shielded.
Increases ATK by 10.8%. Landing a critical hit on an enemy will inflict an additional 200% of ATK as DMG. This effect can trigger once every 6.5s.
Increases Electric DMG by 24%. When the equipper hits an enemy with a Dodge Counter or Assist Attack, their Energy Generation Rate increases by 27.5% for 8s.
When launching an EX Special Attack or Chain Attack, Electric DMG from Basic Attacks and Dash Attacks increases by 80% for 10s. This effect can trigger once every 15s.
When there are enemies inflicted with Attribute Anomaly on the field, the equipper's ATK increases by 16% and they deal an additional 25% more DMG to the target.
While off-field, the equipper's Energy Regen increases by 0.72/s. When an EX Special Attack hits an enemy, the equipper's Physical DMG increases by 4.8%, stacking up to 15 times and lasting 1s. Repeated triggers reset the duration.
When any friendly unit in the squad attacks and hits an enemy, all friendly units' ATK increases by 3.6% for 8s, stacking up to 4 times. The duration of each stack is calculated separately, and each friendly unit can provide 1 stack of the buff. Passive effects of the same name do not stack.
Increases Max HP by 11%. When attacked, the equipper's Impact is increased by 14.5% for 12s.
While Shielded, the equipper's Energy Regen increases by 0.4/s. The Anomaly Buildup of EX Special Attacks and Assist Follow-Ups increase by 36%.
When the target's HP is no lower than 50%, the equipper inflicts 16% more Daze to the target. When the target's HP is no lower than 75%, this bonus is further increased by 16%.
For every 10 Energy consumed, the equipper gains a buff that increases ATK by 3.6% for 10s, stacking up to 10 times. The duration of each stack is calculated separately.
When EX Special Attack hits an enemy, one of three possible effects is randomly triggered for 5 seconds. This effect can trigger once every 0.3s. The same types of effects cannot stack. Repeated triggers reset the duration, allowing several effects to be active at once: Increases the equipper's ATK by 11.6%, increases the equipper's Anomaly Proficiency by 58, or increases the equipper's Anomaly Buildup Rate by 36%.
The equipper gains 1 Charge stack every 3s, stacking up to 6 times. When launching an EX Special Attack, consumes all Charge stacks and each stack consumed increases the skill's Daze inflicted by 5.8%.
Any squad members' Dodge Counter, EX Special Attack, Assist Attack, or Chain Attack respectively generates 29/35.5/43.5/50 more Decibels and generates 1 Energy for the equipper. This effect can trigger once every 12s. The cooldown for each type of attack is independent of others. Passive effects of the same name do not stack.
Reduces DMG taken by 10.5%. When attacked, the equipper's Energy Generation Rate increases by 14.5% for 12s. When the equipper switches off-field, this buff will be transferred to the new on-field character with its duration refreshed. Passive effects of the same name do not stack.
Launching a Dodge Counter or Quick Assist increases the equipper's ATK by 19.2% for 12s.
Increases the equipper's Physical DMG against the target by 57.5% for 8s upon hitting an enemy at least 6 meters away with a Basic Attack or Dash Attack.
For every 10 Energy accumulated, the equipper's Impact is increased by 3.2%, stacking up to 8 times. After Energy is consumed, this bonus remains for 8 more seconds. The duration of each stack is calculated separately.
Whenever a squad member launches a Chain Attack, the equipper gains 1 Charge stack, stacking up to 3 times. Upon activating their own Ultimate, the equipper consumes all Charge stacks, and each stack increases the skill's DMG by 21.7%.
Dealing Ether DMG using an EX Special Attack, Chain Attack, or Ultimate increases all squad members' DMG against the target by 24% and increases the equipper's Energy Regen by 0.8/s for 2s. Passive effects of the same name do not stack.
Whenever the equipper's attack triggers an Attribute Counter effect, all squad members' CRIT Rate against the struck enemy increases by 17.5% for 12s. Passive effects of the same name do not stack.
Whenever a squad member inflicts an Attribute Anomaly on an enemy, the equipper gains a buff that increases Anomaly Proficiency by 42, stacking up to 4 times. This effect expires when the target recovers from Stun or is defeated. The duration of each stack is calculated separately.
When attacked, the equipper's DEF increases by 29% for 8s.
When attacked, reduces the attacker's DMG by 9% for 12s.
Launching a Chain Attack or Ultimate increases the equipper's DMG by 25% for 6s.
Launching an EX Special Attack generates 4.5 Energy for the equipper. This effect can trigger once every 12s.
Basic Attack, Dash Attack, and Dodge Counter DMG increases by 18%.
Accumulating Anomaly Buildup increases the equipper's Anomaly Mastery by 40 for 10s. This effect can trigger once every 20s.
Accumulating Anomaly Buildup increases the equipper's Anomaly Proficiency by 40 for 10s. This effect can trigger once every 20s.
Whenever a squad member inflicts an Attribute Anomaly on an enemy, the equipper generates 5.5 Energy. This effect can trigger once every 12s.
Launching an EX Special Attack increases all squad members' Impact by 12% for 10s. This effect can trigger once every 20s. Passive effects of the same name do not stack.
Launching an EX Special Attack or Chain Attack increases all squad members' Anomaly Mastery and Anomaly Proficiency by 16 for 10s. This effect can trigger once every 20s. Passive effects of the same name do not stack.
Launching a Chain Attack or Ultimate increases all squad members' ATK by 12% for 10s. This effect can trigger once every 20s. Passive effects of the same name do not stack.
The equipper's attacks inflict 12% more Daze on their main target.
Upon entering combat or switching in, the equipper's Impact increases by 13% for 10s. This effect can trigger once every 20s.
EX Special Attacks inflict 16% more Daze.