Zenless Zone Zero Mechanics: Analysis of Assist Skills
Common knowledge dictates that one of Zenless Zone Zero's core mechanics is switching Agents and attacking when enemies display attack indicators. But what is this operation called? Today we'll break down the three most asked questions: What do different Assist Skills signify? What triggers them? How do they impact combat? The analysis includes detailed mechanics and advanced techniques - mastering these will elevate your tactical execution and system comprehension.

1. What is "Assist" in Zenless Zone Zero?
- Triggering the Agent Switch command when enemies emit a yellow flash is universally defined as an "Assist".
- Melee Agents execute a weapon parry during this process, hence designated as "Defensive Assist".
- Ranged Agents perform a backward evasion to avoid enemy attacks, classified as "Evasive Assist". It's noteworthy that Nicole, despite being a ranged character, utilizes a crate-blocking maneuver during her Assist, categorized as "Defensive Assist".
- Assist Follow-Up refers to executing a basic attack immediately after an Assist, forming the combat sequence "Assist + Assist Follow-Up".

Since this sequence is initiated by a melee Agent, it's specifically termed "Defensive Assist + Assist Follow-Up".
2. What are the trigger requirements for executing "Assist + Assist Follow-Up"?
Conclusion: Five concurrent conditions must be met; otherwise, enemies will display red flashes, preventing "Assist + Assist Follow-Up" activation.
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Backup Agent Availability: A reserve Agent must be deployable during enemy attacks. Notably, pressing the Agent Switch button in Zenless Zone Zero doesn't immediately retire the active Agent. Rapid double-triggering will field all three Agents simultaneously, disabling "Assist" triggers (rare in practical scenarios).
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Backup Agent Availability: A reserve Agent must be deployable during enemy attacks. Notably, pressing the Agent Switch button in Zenless Zone Zero doesn't immediately retire the active Agent. Rapid double-triggering will field all three Agents simultaneously, disabling "Assist" triggers (rare in practical scenarios).
- Attack Type Validation: Only enemy melee attacks can activate standard "Assist".
- Role-Specific Triggers: Certain attacks (e.g., ranged attacks with golden flashes) exclusively activate "Evasive Assist". If only Evasive Assist-capable Agents are in reserve, the system will auto-select them regardless of input sequence.
- Support Point Expenditure: "Assist" activation consumes Support Points (SP).
SP regeneration mechanics will be detailed subsequently:
a. Caesar's charged normal attack (hold) consumes 1 Support Point (SP).

b. Triggering "Evasive Assist" always consumes 1 SP, regardless of circumstances.
c. "Defensive Assist" with skill descriptions stating "parrying enemy attacks" also mandates 1 SP expenditure unconditionally.
d. Exceptionally, Qingyi and Seth consume 1 SP per Assist despite lacking the aforementioned skill description.
e. Other Agents' SP costs scale with enemy tier and attack intensity:
All attacks from normal enemies: 1 SPElite/BOSS normal attacks: 1 SPElite/BOSS heavy attacks: 2-3 SP
(Note: Consecutive Assists only deduct SP from the first activation, with cost determined by enemy type.)
f. With only 1 SP remaining:
Maximum consumption capped at 1 SP.No negative SP accumulation permitted.
Now that we've covered expenditure, let's discuss Support Points (SP) accumulation:
a. "+1 SP" when an Agent executes a Combo Skill.
b. "+3 SP" when an Agent activates an Ultimate Skill.
c. Specific characters' Mindscape Upgrades provide bonus SP during skill casting.
Note: In actual combat, memorizing exact SP counts is unnecessary. Understanding these mechanics primarily helps players react appropriately when enemies emit red warning signals.
3. What are the distinct combat functions of "Defensive Assist", "Evasive Assist", and "Assist Follow-Up"?
All three actions share a core function: granting invincibility and super armor to active Agents. Notably, this applies to both the newly switched Agent and the previous Agent mid-action.
All three actions share a core function: granting invincibility and super armor to active Agents. Notably, this applies to both the newly switched Agent and the previous Agent mid-action.
Defensive Assist Effects:
Interrupts enemy actions.
Accumulates Daze Value (does not deal damage or apply Status Anomaly).
Evasive Assist Effects:
Primarily triggers Vital View:
During Vital View, enemy attacks/bullets deal no damage and lose collision detection.
Agent switching does NOT end Vital View (optimal DPS window).
Assist Follow-Up Effects:
Deals damage, applies Stagger/Status effects.
Melee Follow-Up closes distance with enemies.
Ranged Follow-Up creates spacing.
Strategic positioning via these mechanics is critical in combat.
4. Summary of Zenless Zone Zero Assist Mechanics
Understanding these mechanics helps optimize Agent selection for triggering Assist and Assist Follow-Up in combat. While most players needn't obsess over this minutiae, mastering these systems unlocks deeper strategic experimentation.
Having addressed the three core questions, remember that mechanic guides aren't mandatory. Stay adaptable to version updates and new Agent mechanics. The concepts discussed here are designed for rapid assimilation - you'll master them swiftly through practice.
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