CaesarBuild and Guide

Character
Introduction

Caesar is an
S Rank
rank character with the Physical attribute who belongs to the
Defence
Defence Specialty and who is part of the
Sons of Calydon
Sons of Calydon faction.

To learn more about Caesar check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.

Video guide

Caesar has at least one video guide available, so if you prefer this sort of medium to learn more about a character, check it out:

Update tracker

Last review/pros & cons update

Patch 2.0

Last build/calcs update

Patch 2.0

Last teams/synergies update

Patch 2.0

Last profile update*

June 30th, 2025

*Profile update means smaller edits to disk drives, stats or other things that don't require new calculations.

To learn more about Caesar check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.

Profile

Review

Build

SD/DA Analytics

Teams & Synergy

Calculations

Profile

Core skills
Core

Core Passive Barrier of Resilience

Lv. 1

When Caesar activates EX Special Attack: Parry Counter, Chain Attack, Ultimate, or triggers EX Special Attack: Overpowered Shield Bash through Retaliation, she buffs the entire team with a Radiant Aegis shield equal to 300% of her base Impact +300 The shield lasts for 90s and is equipped by the on-field character, with its value shared among the entire team. Any single instance of DMG will not exceed the Shield value.

While Radiant Aegis is active, the shield bearer's Anti-Interrupt level is increased, and their ATK is increased by 40. After Radiant Aegis expires, the buff remains for an additional 5s.

Impact 0

BASE ATK: 0

Core

Additional Ability Battle Spirit

When another character in your squad can activate Defensive Assist or shares the same Faction:

When Caesar activates Perfect Block, Retaliation, Defensive Assist, or Basic Attack: Dead End, she applies a Debuff effect to enemies within a 7m radius, increasing the damage they take from all teammates by 25% for 30s.

Skills
Basic
Basic
Dodge
Dodge
Assist
Assist
Special
Special
qte
Chain
Core

Basic Attack: Rampaging Slash

Press to activate: Unleashes up to 6 slashes ahead, dealing Physical DMG.

Lv. 1
1st-Hit DMG Multiplier
47.20%
1st-Hit Daze Multiplier
21.30%
2nd-Hit DMG Multiplier
40.90%
2nd-Hit Daze Multiplier
33.80%
3rd-Hit DMG Multiplier
148.30%
3rd-Hit Daze Multiplier
110.00%
3rd-Hit (ALT) DMG Multiplier
118.40%
3rd-Hit (ALT) Daze Multiplier
73.60%
4th-Hit DMG Multiplier
78.80%
4th-Hit Daze Multiplier
67.50%
5th-Hit DMG Multiplier
198.60%
5th-Hit Daze Multiplier
137.50%
6th-Hit DMG Multiplier
399.90%
6th-Hit Daze Multiplier
262.60%
Core

Basic Attack: Dead End

When there are sufficient Assist Points, hold to activate: Consume 1 Assist Point to toss the shield and attack nearby enemies in all directions, dealing Physical DMG. Character is invulnerable while using this skill.

Lv. 1
DMG Multiplier
126.30%
Daze Multiplier
93.20%
Assist Point Cost DMG Multiplier
1.00%
Assist Point Cost Daze Multiplier
0.00%
Core

Dodge: Adrift

Press to activate. A quick dash dodge. Character is invulnerable while using this skill.
Core

Dash Attack: Hog Rush

While dodging, press to activate. Strikes forward with the shield, dealing Physical DMG. During skill activation, damage taken is reduced by 40%. When attacked by an enemy Caesar blocks with the shield and gets slightly knocked back. Press or to trigger Retaliation and activate Special Attack: Roaring Thrust or EX Special Attack: Overpowered Shield Bash.

Lv. 1
DMG Multiplier
62.30%
Daze Multiplier
31.20%
Core

Dodge Counter: Eye For an Eye

Press during a Perfect Dodge to activate. Slashes enemies in front, dealing Physical DMG. Character is invulnerable while using this skill.

Lv. 1
DMG Multiplier
193.50%
Daze Multiplier
174.20%
Core

Special Attack: Shockwave Shield Bash

Press to activate. Strike forward with the shield, dealing Physical DMG. If Caesar is hit by an enemy at the beginning of the skill activation, it will trigger a Perfect Block, negating the damage once and automatically following up with a Special Attack: Roaring Thrust. After using the skill, Caesar enters a guard stance, reducing incoming damage by 40%. When attacked by an enemy Caesar blocks with the shield and gets slightly knocked back. Press or to trigger Retaliation, activating Special Attack: Roaring Thrust or EX Special Attack: Overpowered Shield Bash. When Retaliation is triggered, Caesar is invulnerable while using the skill.

Lv. 1
DMG Multiplier
53.30%
Daze Multiplier
24.00%
[Perfect Block] Daze Multiplier
77.00%
Core

Special Attack: Roaring Thrust

After activating Special Attack: Shockwave Shield Bash, press to activate: Thrusts forward, dealing Physical DMG. If Perfect Block or Retaliation is not triggered, the Anti-Interrupt level is increased while using this skill. Character is invulnerable while using this skill when Perfect Block or Retaliationis triggered.

Lv. 1
DMG Multiplier
58.80%
Daze Multiplier
26.50%
Core

EX Special Attack: Parry Counter

With enough energy, press to activate: Strikes forward with the shield, followed by a powerful thrust, dealing massive Physical DMG. If Caesar is hit by an enemy at the beginning of the skill activation or a Interrupt is triggered with the shield strike, it will trigger Perfect Block, negating incoming damage once and countering with a shield bash. After triggering Perfect Block, press to activate EX Special Attack: Overpowered Shield Bash without consuming energy. After using the skill, Caesar enters a guard stance, reducing incoming damage by 40%. When attacked by an enemy, Caesar blocks the attack and is slightly knocked back. Press or to trigger Retaliation and activate Special Attack: Roaring Thrust or EX Special Attack: Overpowered Shield Bash. Character is invulnerable while using this skill.

Lv. 1
DMG Multiplier
387.20%
Daze Multiplier
252.60%
[Perfect Block] Daze Multiplier
154.00%
[Perfect Block] Counter DMG Multiplier
387.20%
[Perfect Block] Counter Daze Multiplier
252.60%
Energy Cost per second
40
Core

EX Special Attack: Overpowered Shield Bash

After activating EX Special Attack: Parry Counter, with enough energy, press to activate: Strikes forward with the shield, dealing massive Physical DMG. If Caesar is hit by an enemy at the beginning of the skill activation or a Interrupt is triggered with a shield strike, it will trigger Perfect Block, negating incoming damage once and recovering the Energy used to activate the skill. When the skill is activated through Perfect Block or Retaliation, Perfect Block cannot be triggered again. Character is invulnerable while using this skill.

Lv. 1
DMG Multiplier
425.70%
Daze Multiplier
288.40%
[Perfect Block] Daze Multiplier
154.00%
Activation Energy Cost
20
Core

Stance Switch

When Caesar triggers a Perfect Block, Retaliation, or Defensive Assist, her impact is increased for 3s.

Lv. 1
Impact Increase DMG Multiplier
9.00%
Impact Increase Daze Multiplier
0.00%
Core

Chain Attack: Road Rage Slam

When a Chain Attack is triggered, select the character to activate: Unleashes a powerful downward strike at enemies ahead, dealing massive Physical DMG. Character is invulnerable while using this skill.

Lv. 1
DMG Multiplier
638.80%
Daze Multiplier
199.90%
Core

Ultimate: Savage Smash

When Decibel Rating is at Maximum, press to activate. Tosses the shield forward, unleashing a powerful spinning attack on enemies in front, followed by a downward strike, dealing massive Physical DMG. When hitting shielded enemies, the Daze dealt is increased. Character is invulnerable while using this skill.

Lv. 1
DMG Multiplier
2012.30%
Daze Multiplier
278.70%
Daze Increase
45.00%
Core

Quick Assist: Lane Change

When the on-field character is launched, press to activate. Slashes enemies in front, dealing Physical DMG. Character is invulnerable while using this skill.

Lv. 1
DMG Multiplier
64.20%
Daze Multiplier
64.20%
Core

Defensive Assist: Aegis Shield

When the character on field is about to be attacked, press to activate. Parries the enemy's attack, inflicting massive Daze. This skill excels at parrying enemy attacks and reduces the consumption of Assist Points when the character is under intense attacks. Character is invulnerable while using this skill.

Lv. 1
Light Defensive Daze Multiplier
271.30%
Heavy Defensive Daze Multiplier
345.30%
Chain Defensive Daze Multiplier
169.30%
Core

Assist Follow-Up: Aiding Blade

After activating Defensive Assist, press to activate: Tosses the shield forward, unleashing a powerful spinning attack on enemies in front, followed by a slash that deals Physical DMG. After activating the skill, press or or to trigger a Retaliation, activating Special Attack: Roaring Thrust or EX Special Attack: Overpowered Shield Bash. Character is invulnerable while using this skill.

Lv. 1
DMG Multiplier
407.20%
Daze Multiplier
356.30%
Mindscapes
M1

Spearhead Advance

Mindscape 1

When Caesar enters combat or switches in, she instantly buffs the entire team with a Radiant Aegis shield, which can be can be triggered once every 300s. While Radiant Aegis is active, enemies within a 5m radius of the shield bearer suffer a 15% Attribute DMG RES reduction.
M2

Legacy of the Far Lands

Mindscape 2

While Radiant Aegis is active during Core Passive: Barrier of Resilience, Caesar's Energy Generation increases by 10%, and the shield bearer's attack boost is increased to 150% of its original value.
M3

Absolute Trust

Mindscape 3

Basic Attack, Assist, Dodge, Special Attack, and Chain Attack Lv. +2
M4

Aries the Battering-Ram

Mindscape 4

When Caesar uses a Chain Attack or Ultimate, she gains 3 additional Assist Points. If her Energy is below 20, she can activate EX Special Attack: Overpowered Shield Bash with 1 Assist Point instead. This substitution can only be triggered once every 5s.
M5

Romantic Conquest

Mindscape 5

Basic Attack, Assist, Dodge, Special Attack, and Chain Attack Lv. +2
M6

Overlord's Will

Mindscape 6

EX Special Attack: Overpowered Shield Bash and Assist Follow-Up is guaranteed to trigger a critical hit. The skill's DMG is increased by 50% with an additional damage of 50% dealt to the primary target. When Caesar uses EX Special Attack: Overpowered Shield Bash or Assist Follow-Up, her CRIT Rate is increased by 30% and her CRIT DMG is increased by 60% for 15s. Repeated triggers reset the duration.
Stats (Level 60)

Caesar Stats at level 60 (including Core passive bonuses).

Stat
HP
9526
Stat
DEF
753
Stat
ATK
711
Stat
CRIT Rate
5%
Stat
CRIT DMG
50%
Stat
PEN Ratio
0%
Stat
Impact
123
Stat
Anomaly Mastery
87
Anomaly Proficiency
90
Stat
Energy Regen
1.2
Voice Actors
ENG
Jennifer Sun Bell
JPN
Rina Satō (佐藤 利奈)
CN
-
KR
-
Gallery

Caesar images aren't available yet. They will be added soon!

Review

Pros & Cons
Pros

  • Huge refreshable Shield that grants Interruption Resistance on the active Agent;

  • That same Shield gives a flat 1000 ATK buff to the equipper;

  • Applies a DMG Taken debuff upon using certain abilities with her Additional Ability which is easy to activate and maintain;

  • Great Daze potential for a Support — contributes well to stunning enemies more often;

  • Highly flexible, functions in several teams as a general buffer, shielder & hybrid stunner;

  • Has one of the best EP songs in the franchise (objectively speaking of course).

Cons

  • Highly reliant on executing Perfect Assists to apply Daze and her DMG Taken debuff. Will require players to learn boss patterns & timings to make the full use of her kit;

  • Really bad W-Engine options due to all of her utility scaling off of Impact, often choosing to run W-Engines from the Stun class solely for their Impact boost;

  • Her Shield only buffs the active Agent. This is severely impactful as lots of Agents operate from off-field and she cannot give the ATK buff to them. By extension, can’t apply the ATK buff to any Swap Cancelled abilities. This severely impacts her value in the meta as a damage buffer, not to mention recent Stun Agents also started providing strong party-wide buffs as well while simply inflicting higher Daze than Caesar.

Review

Caesar is an S-Rank Physical Defense Agent who excels at providing offensive and defensive utility, from damage buffs to shielding and Interruption Resistance, while also having the potential to inflict high amounts of Daze on enemies, noticeably more than other Supports. What sets her apart from other Agents is her “Radiant Aegis” shield, the strongest shield in the game. It allows your active Agent to tank several hits, which when combined with its ability to increase Interruption Resistance gives a lot of comfort and room for error in terms of playstyle, which is where her main value lies as a Support.

The entirety of her kit revolves around the “Radiant Aegis” Shield, granted by her Core Passive - Barrier of Resilience. It allows “Radiant Aegis” to be gained by any of the following actions:

  • EX Special Attack: Parry Counter

  • EX Special Attack: Overpowered Shield Bash (When triggered via retaliation)

  • Chain Attack: Road Rage Slam

  • Ultimate: Savage Smash

Once used, “Radiant Aegis” protects the entire team with a Shield equal to Caesar’s 1400% of Base Impact + 1400 (at maximum rank). The shield boasts incredible uptime, has no re-application cooldown, and transfers to active character on the field without delay, allowing you permanent access as long as you retrigger it as needed. “Radiant Aegis” is more than a Barrier - it increases Attack by 1000, and increases their Anti-Interrupt value for the duration of Shield + for additional 5 seconds after it breaks. Furthermore, no single instance of damage can exceed the Shield’s total value, granting protection from being one-shotted/massive hits. As such, the versatility and strength of this Shield makes it one of strongest buffs available, providing her team with a powerful mix of Survivability and Damage.

Her Additional Ability - Battle Spirit, requires at least one teammate who can perform a Defensive Assist or belongs to the same Faction to activate. Enhancing her Support capabilities, Caesar applies 25% Damage Increase debuff to enemies with a 7m radius lasting for 30 seconds, when hitting with any of the following abilities:

  • Triggering a Retaliation via Ability use or Perfect Block (Special mechanics we’ll cover below)

  • Defensive Assist: Aegis Shield

  • Basic Attack: Dead End

We will analyze each of them soon, but the important part is that the debuff is easy to apply, lasts long and will always be active. 

The combination of these Abilities is the driving force behind her kit - with her goal in combat being keeping these buffs active while dishing out as much Daze as possible. To understand the optimal method, let us dive into her Active Abilities.

She possesses two different Basic Attacks. Her 6 Part Attack Combo has low damage and Daze multipliers, limiting its usage. On the other hand, her held Basic Attack - Dead End is much more impactful - it requires an Assist Point to perform and launches Shields in all directions, pulling enemies closer, granting her Temporary Invulnerability. Most importantly it applies her Additional Ability - Battle Spirit, without relying on enemies attacking her. This Basic Attack is not part of her main game plan but can be a powerful asset to trigger her Additional Ability in a pinch when the enemy isn’t attacking you.

Her Special Attack and EX Special Attack feature two variants each, sharing somewhat similar mechanics. With her Special Attack being more situational in use, we will be focusing on her EX Special Attack in this guide, as its primary focus of most of her combos .

The two types of her EX are as follows:

  • EX Special Attack: Parry Counter (1st EX)

  • EX Special Attack: Overpowered Shield Bash (2nd EX)

EX Special Attack - Parry Counter is Forward Shield Slam dealing Physical Damage and strong Daze, costing 40 Energy. Her second EX Special Attack - Overpowered Shield Bash deals even stronger damage and Daze at half the cost (20 Energy), but you need to:

  • Launch her EX Special Attack: Parry Counter (1st EX) first.

  • Gain Retaliation via an Ability or a Perfect Block.

The first condition is easy and allows you to use two EX’s back to back forming one of Caesar’s more effective combos:

  • EX Special Attack: Parry Counter (1st EX)

  • EX Special Attack: Overpowered Shield Bash (2nd EX)

The second condition “Retaliation” is a special state granted to Caesar after using some of her Abilities or by executing a “Perfect Block”. Perfect Block is a special mechanic associated exclusively with the following abilities:

  • EX Special Attack: Parry Counter (1st EX)

  • EX Special Attack: Overpowered Shield Bash (2nd EX)

  • Special Attack: Shockwave Shield Bash

When using any of these abilities while an enemy is attacking her, she will instead perform a “Perfect Block” empowered version of the ability, gaining Immunity from attack and staggering the enemy. Of course, she can immediately execute her 2nd EX Special Attack right after.

Using her 1st EX Special Attack grants her access to 2nd EX Special Attack already, so when performing a Perfect Block with 1st EX, it instead reduces the subsequent 2nd EX Special Attack energy cost from 20 to 0. Meanwhile, performing Perfect Block with her 2nd EX Special Attack refunds the 20 energy used to cast it, without allowing her to trigger it again.

Her EX’s are indeed a bit confusing so just remember, if possible, to use her EX to interrupt enemy attacks to gain some additional benefits and whenever gaining Retaliation, ensure you make a quick use of her 2nd EX Special Attack.

Her Dodge Abilities are decent, but are a little more specific in usage and aren't regularly used as other characters. When an enemy attacks it’s generally preferred to trigger a Defensive Assist or go for a Perfect Block with her Special Ability over a Dodge or Dash Attack. With that said, her Dodge Counter deals good Daze to enemies and her Dash Attack, if timed perfectly, can allow her access to Retaliation without the bonus of a Perfect Block.

Her Quick Assist is simple and won’t be utilized often. But the combo of her Defensive Assist and Assist Follow-Up is incredibly strong and integral to her gameplay. Her Defensive Assist parries attack, similar to most characters and applies her Additional Ability debuff, but the Assist Follow Up you can execute right after is particularly amazing. Using it causes reasonable damage, strong Daze and allows Caesar to immediately enter Retaliation and follow-up with her 2nd EX Special Attack - Overpowered Shield Bash. The combination of these 3 abilities form the Core of her kit as executing them mitigates an enemy attack, deal strong Daze, activate/refresh her Core Passive Shield, grant an Attack Boost and apply her Damage Taken Increase debuff to all enemies in minimal field time at and cheap cost of 1 Assist Point and 20 Energy. To Sum it up: 

Caesar Core Combo:

  • Defensive Assist: Aegis Shield (Activates Additional Ability: Battle Spirit)

  • Assist Follow-Up: Aiding Blade (Gain Retaliation)

  • EX Special Attack: Overpowered Shield Bash (Activates Core Ability: Radiant Aegis)

This specific combo lets Caesar inflict Daze per second equivalent to a lot of the high-tier Stun Agents in the game. While it is more difficult to get the Energy and Defensive Assists to execute this combo frequently compared to the average Stun Agent, it nonetheless speaks volumes when it comes to her Daze potential as a Support, making her stand out from her peers in this role. This combo achieves most […] (don’t change this part)

Her Ultimate and Chain Attack feature two Unique benefits. Her Ultimate deals additional 100% Daze to enemies with Shield whereas her Chain Attack has a very short animation. These features can help optimize certain fights or against certain Bosses, but otherwise remain less important as she is primarily a Support Agent.

Rounding off her kit, she has one more Passive bonus up her sleeve. Whenever she gains Retaliation or performs a Perfect Block or executes a Defensive Assist, she gets a buff called Stance Switch, granting her 20% Combat Impact for 3s (At Maximum). This makes the combo mentioned prior even stronger and doubles down on performing Retaliations, Perfect Blocks and Defensive Assists above anything else.

In conclusion, Caesar is one of the easiest to use Support Agents in the game. She provides a super tanky barrier which takes several enemy attacks to break, not to mention it makes combos easier to perform as it increases Interruption Resistance on top of buffing your active Agent while it’s active. Paired with her DMG% debuff via her Additional Ability, Caesar makes for a very versatile Agent who can additionally contribute to stunning enemies thanks to her higher ability to inflict Daze than any other Support. She has both offensive and defensive utility which cements her place as a great all-rounder, in particular for Proxies who struggle with dodging certain enemy attacks that may require precise timing — or simply don’t want to bother with doing so.

Nowadays, several Agents outclass her in terms of damage boosting effects which may make the most experienced players stay away from using her, in spite of that the overwhelming majority of the playerbase will enjoy both her offensive and defensive capabilities, which are still some of the highest available in spite of Caesar being one of the earliest Agents released in Zenless Zone Zero.

For optimal strategies for combining all of Caesar’s skills, refer to the Rotation & Teams section of this guide.

Ratings

This tier list assesses Agents (characters) based on their combat potential in Zenless Zone Zero’s most demanding contents -Deadly Assault (DA) and Shiyu Defense (SD).

SD is a similar mode to Genshin Impact’s Spiral Abyss or Honkai Star Rail’s Memory of Chaos and requires 2 teams of 3 Agents with good Disk Drives and W-Engines. This mode offers a reasonable mix of Boss encounters (single-target) and Elite packs (2-3 targets), allowing multiple characters to find a niche. With that being said, there is a bias towards single-target performance, which may reflect in select character ratings. Additionally, since this content’s goal is to kill all enemies within the shortest time frame possible, Agents who dish out lots of damage quickly instead of damage over time are favoured. This Tier List focuses on Agents’ ability to clear within 150s (2m30s) out of the 300s (5m) needed to obtain all rewards.

DA is a very unique mode in Zenless Zone Zero which offers Boss encounters exclusively, meaning other types of damage than single-target are rarely impactful (if ever). It requires a total of 3 teams to maximize all possible rewards, however only 2 well-geared teams are necessary to maximize Polychrome (premium pull currency) rewards (which are the most important and as a result are what we consider for this Tier List). The goal of this gamemode is to inflict as much damage to a boss as possible in a total time span of 3 minutes, meaning sustainable damage within long time windows is favoured. A maximum of 65000 score points can be obtained by fully depleting a boss’s HP, however this is unrealistic for the overwhelming majority of players while being unnecessary to maximize rewards. Only 20000 points is needed to maximize said rewards, with up to 5000 points being obtainable via Performance (obtained via performing certain actions on specific Boss enemies). Agents’ ability to reach this threshold of 20000 points is what the Tier List focuses upon.

Please keep in mind Zenless Zone Zero is a skill-based game and each character has a different playstyle, difficulty level and even special tricks and combos. Zenless Zone Zero is also a team based game and it's only by combining both these factors to the highest level a character can reach optimal performance.

Support
T1

Endgame Modes

Build and teams

Best W-Engines

The W-Engines are listed in order of priority. Sometimes the percentages appearing near them won't reflect their performance as pure damage or Stun output isn't the only thing we're looking at - the utility of the W-Engine might be more important than the calculations imply.

The top number shows the performance of the W-Engine when applying Daze while the bottom number when dealing Damage. You can find more information about them in the Calculations tab.

Important! At the time of her release Caesar lacks good Stun/Support Defense W-Engine options that synergise with her kit. For this reason using an S or A rank Stun W-Engine with a secondary stat of Impact % can be a reasonable alternative to her Signature - potentially stronger than any other Defense option visible on the graph above. The Impact% grants an increase to Caesar's Aegis size and Daze capabilities unconditionally which is a reasonable choice when measured against options outside her Signature - especially for F2P.

100%

100%

The Shield value provided by the equipper increases by 30/38/46/52/60%. When any squad member triggers Interrupt or Perfect Dodge, all squad members' DMG increases by 18/22.5/27/31.5/36% and Daze dealt increases by 12/15/18/21/24% for 20s. Passive effects of the same name do not stack.

Base ATK (Lv 60): 713
Impact (Lv 60): 18%
Caesar's signature and by far her best option. Offers 18% Impact and a 30% increase to all Shields triggered by the wearer unconditionally, massively increasing her Aegis Shield size and boosting her Daze output nicely. This Engine also offers a combat buff that affects the entire squad, when an Interrupt or Perfect Dodge is triggered by any party member. This gives all party members 18% increased DMG and 12% increased Daze for 20 seconds, taking Caesar's supportive capabilities and Daze output to a higher level.

88.45%

85.42%

Increases Max HP by 8/9/10/11/12.5%. When attacked, the equipper's Impact is increased by 10/11.5/13/14.5/16% for 12s.

Base ATK (Lv 60): 594
HP (Lv 60): 25%
Only Daze focused option available within the catalogue of Defense W-Engines, outside of Caesar's Signature. Grants a massive amount of HP% and Combat HP% unconditionally as well as a temporary Combat Impact% boost after Caesar is hit, which can improve her Daze capabilities. Unfortunately, not only is this boost temporary, Caesar's Aegis Shield scaling scales off of base Impact only, and Combat Impact does not increase the shield's potency. For this reason, this Engine loses out to an S or A rank Stun Engine unless you require the additional HP boost.

77.97%

95.05%

Reduces DMG taken 7.5/8.5/9.5/10.5/12%. When attacked, the equipper's Energy Generation Rate increased by 10/11.5/13/14.5/16% 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.

Base ATK (Lv 60): 594
Attack (Lv 60): 25%
A W-Engine specialized for Energy, granting Energy Regen to an ally of your choosing when played around, while also offering some offensive stats in the form of an ATK% boost. After taking damage, the wearer gains a 16% Energy Regen for 12 seconds at max rank, upon switching to another squad member this buff is transferred to them instead. Given Caesar's Defensive Assist-spamming playstyle, this Engine is very easy to trigger and constantly transfer to a character of your choice. This is an option if you really want the Energy Regen, but outside of that Impact-focused Engines will be preferred for higher Shield potency and Daze.

77.97%

98.95%

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%.

Base ATK (Lv 60): 624
Attack (Lv 60): 25%
An anomaly themed damaging option for Caesar with the niche of increasing her anomaly buildup, which can be handy for Anomaly-specific teams, especially ones aiming to trigger disorder. These bonuses are at the cost of additional Daze and Shield potency though, making it a trade-off which is often not favoured.
Best Disk Drives Sets

1

(2)
ATK +10%.
(4)
Whenever any squad member enters the field using a Quick Assist, all squad members gain 1 stack of Astral, up to a maximum of 3 stacks, and lasting 15s. Repeated triggers reset the duration. Each stack of Astral increases the DMG dealt by the character entering the field using a Quick Assist by 8%. Only one of this effect can be active at a time in the same squad.

Best generalist Support set, providing a useful 10% ATK on the 2-piece but most importantly buffing DMG dealt by characters entering the field via Quick Assists by upwards of 24%, the biggest buff provided by Disc Drives in the game. Generally a must-have set on any team, but be mindful of ensuring uptime on the buff. If another Agent in the team already uses this set, then consider the 4P sets listed below.

Best combined with your choice of 2-PC Set:

  • Shockstar Disco (Recommended for general use)
  • King of the Summit (Recommended if Shielding value does not matter to the player)
  • Proto Punk (for larger Aegis shields)

2

(2)
Shield Effect +15%.
(4)
When any squad member triggers a Defensive Assist or Evasive Assist, all squad members deal 15% increased DMG, lasting 10s. Passive effects of the same name do not stack.

Niche supportive set used for teams that are in the position of triggering Perfect Assists often, as well as increasing Shield potency, which makes it fit Caesar's kit perfectly. Grants the entire party 15% unconditional Shield size increase on the 2-piece, while the 4-piece gives the party 15% increased DMG for 10s when triggering a Perfect Assist. Typically used if an Astral Voice wielder is already on the team and the equipped Agent is in a position to trigger lots of Perfect Assists. This set's value is significantly diminished if the player isn't comfortable with timing Perfect Assists, in which case other sets will be favoured.

Best combined with your choice of 2-PC Set:

  • Shockstar Disco (Recommended for general use)
  • King of the Summit (Recommended if Shielding value does not matter to the player)

3

(2)
Anomaly Proficiency +30.
(4)
When an EX Special Attack hits an enemy, reduce the targets Anomaly Buildup RES to equippers attribute by 20% for 8s. This effect does not stack with others of the same attribute.

Strong set option for Caesar when supporting teams with Physical Anomaly DPS Agents. Causes all EX Special Attacks to apply an additional 20% Anomaly Buildup Resistance reduction of the character's element (in this case Physical) for 8 seconds to all enemies hit, significantly facilitating Assault Anomaly application. This set bonus is easier to apply for Caesar than most, thanks to her EX being an integral and accessible part of her kit. Note that timing her EX Specials to align with your Anomaly DPS's burst windows will still be essential though.

Best combined with your choice of 2-PC Set:

  • Shockstar Disco (Recommended for general use)
  • King of the Summit (Recommended if Shielding value does not matter to the player)
  • Proto Punk (for larger Aegis shields)
Best Disk Drives Stats
Disk 4
CRIT Rate
CRIT Rate%
=
Anomaly Proficiency
Anomaly Proficiency
Disk 5
Physical DMG
Physical DMG%
>
ATK%
ATK%
=
PEN Ratio
PEN Ratio%
Disk 6
Impact
Impact%

Substats: [CRIT RATE = CRIT DMG > ATK% > PEN = ATK] OR [Anomaly Profiency > ATK% > PEN > ATK]

Choose a sub stat priority depending on which damage profile you're aiming for on Caesar. Neither set of stat priorities are relevant for her supportive capabilities and should only be considered as nice bonuses.

Best Endgame Stats (Level 60)
  • ATK: 1400 - 2000+ (Optional)

  • HP: 12000+

  • DEF: 1000+

  • IMPACT: 145 - 170+ (Most Important Stat)

CHOOSE 1 (based on the team you use Caesar in):

  • Anomaly Proficiency: 250 - 330+ (Optional)

  • Anomaly Mastery: 87+ (Optional)

OR

  • CRIT RATE: 50 - 60%+ (Optional)

  • CRIT DMG: 100 - 120%+ (Optional)

Skill priority
Core

Assist

Core

Special Attack

Core

Basic Attack

Core

Dodge

Core

Chain Attack

Video guides

Teams & Synergy

Synergy

Below we list only the most important synergies for Caesar. The character can work with others if you know what to do and how to use them. For more alternatives, refer to the Teams section.

Teams

If a column has multiple characters, the bigger one is the priority choice for the team while the smaller ones are alternatives. If they are the same size, either of them can be used.

Caesar is a very flexible Support unit that is excellent in teams that need her extra Daze, in the teams of players that want her shields, and in a broader sense, any team that wants her generalist ATK buffs and extra DMG mark (so any team at all). She is however outclassed by certain options in pure support (such as Astra Yao, Trigger, Nicole, Lucy in specific teams). But if you want her extra survivability, then she can slot anywhere as a potent Support! Here are some example teams where she's especially desirable (but note that she can slot in any team's Support slot):

SAnby Team

Astra Yao
Astra Yao
Trigger
Trigger
Lucy
Lucy
Nicole
Nicole
Support

Yixuan Team

Corin/Billy Team

How to play

Caesar’s goal in battle is to maintain her Core Passive and Additional Ability at all times while inflicting as much Daze as possible in as little field time as possible. Fortunately, all of this can be achieved easily via two simple combos. Note that whenever Caesar's Ultimate is available and the enemy is out of Stun, that is the best time to use her Ultimate (include it after all of the other actions in the combos below have been performed before switching out). It's also possible to use Caesar's Ultimate in the middle of a Stun window if she is built for high damage, but in most teams it will be preferable to spend that time dealing damage with your DPS Agents while Caesar provides extra Daze with her Ultimate.

Defensive Assist Core Combo:

  • Enemy Attacks while Caesar is not on field,
  • Quick-Swap to Caesar,
  • Defensive Assist: Aegis Shield (Activates Additional Ability: Battle Spirit),
  • Assist Follow-Up: Aiding Blade (Gain Retaliation),
  • EX Special Attack: Overpowered Shield Bash (Activates Core Ability: Radiant Aegis),
  • Swap Back to Main Field Character of choice.

This combo is her strongest - as it activates both her Core Passive and Additional Ability, takes minimal field time, deals tremendous Daze per second at cost of 1 Assist Point and 20 Energy, making it consistent and economical to execute in most scenarios. This combo is suitable when playing her as a Support or as a Stunner alongside teammates who are more hungry for field time.

Alternatively if the enemy isn’t attacking or you wish to make use of Defensive Assist on other characters the following combo can be used:

Non-Defensive Assist Combo:

  • EX Special Attack: Parry Counter (Activates Core Ability: Radiant Aegis)
  • EX Special Attack: Overpowered Shield Bash
  • Basic Attack: Dead End (Activates Additional Ability: Battle Spirit)

This combo can be utilized anytime and doesn't rely on enemies attacking into a Defensive Assist making it useful in a pinch and for teams that prefer triggering Defensive Assist on other characters. However, unlike the Defensive Assist combo, this combo is much easier to time and land a Perfect Block with, and if done, you can skip using Basic Attack - Dead End as the Perfect Block will apply the Additional Ability instead, saving an Assist Point and field time.

If Caesar is approaching maximum Energy it’s recommended you execute a quick Double EX Special Attack combo for extra Daze to ensure you don’t waste resources as long as it doesn’t interrupt your team's game plan.

  • EX Special Attack: Parry Counter
  • EX Special Attack: Overpowered Shield Bash

At all times whenever possible it’s always beneficial to attempt Perfect Blocks with eligible abilities. Outside of this and what we’ve covered Caesar has quite a few other tricks, interactions and potential combos at her disposal but in most teams and combat situations sticking to the basics should be for the most part sufficient.

Calculations

Damage and Daze output

Important!

  • Caesar's Mindscape 1 is balanced around the benefits it provides to the entire team - not her personal damage or Daze output. The impact on Caesar's kit itself is small but this Mindscape is tremendously powerful in the context of the entire teams damage output.
  • Caesar's Mindscape 2 similar to her Mindscape 1 is support focused and boosts her maximum flat Attack boost from 1000 to 1500. Again a very powerful team buff which has its value understated when only looking at its impact on Caesar's kit.
  • Caesar's Mindscape 4 is pure Quality of Life and does not increase her or her teams throughput. The additional assist points from this Mindscape will ensure Caesar is able to much more consistently execute many Defensive Assist combos in combat though.
Caesar in 1 Target scenario - Daze and Damage output in Main Field Rotation.

Rotation time: 4.05s.

Attention!!! Calculations between characters that use Quick Swap Daze vs Main Field Daze Rotations should not be compared as they are two different playstyles!

Details about the calculations

The rotation below is one of the most common combinations of Caesar's abilities which she'll often repeat multiple times throughout a fight but not the only one. The inclusion of additonal/different combos and perfect blocks will alter the total value of Mindscapes listed. For this reason treat these calculations as a guideline and not the exact performance of the character in all scenarios.

Core Rotation
  • Defensive Assist: Aegis Shield
  • Assist Follow-Up: Aiding Blade
  • EX Special Attack: Overpowered Shield Bash

And here are the W-Engines and Disk Drives used in the calculations.

The Shield value provided by the equipper increases by 30/38/46/52/60%. When any squad member triggers Interrupt or Perfect Dodge, all squad members' DMG increases by 18/22.5/27/31.5/36% and Daze dealt increases by 12/15/18/21/24% for 20s. Passive effects of the same name do not stack.

Base ATK (Lv 60): 713
Impact (Lv 60): 18%

(2)
Shield Effect +15%.
(4)
When any squad member triggers a Defensive Assist or Evasive Assist, all squad members deal 15% increased DMG, lasting 10s. Passive effects of the same name do not stack.

(2)
Impact +6%.
(4)
Basic Attacks, Dash Attacks, and Dodge Counters, inflict 20% more Daze upon the main target.
Disk 4
CRIT Rate
CRIT Rate%
Disk 5
Physical DMG
Physical DMG%
Disk 6
Impact
Impact%

Substats: ATK (18%), CRIT Rate (33.6%), CRIT DMG (67.2%)

Shiyu Defense / Deadly Assault

Shiyu Defense / Deadly Assault

This section contains information about Caesar performance in the latest Shiyu Defense and Deadly Assault cycles (2.1.1). The page will be automatically updated every patch once enough data is gathered.

  • The data has been last updated on 22/07/2025,
  • 5592 players shared their 2.1.1 Shiyu Defense clear data with us (1883 of the sample are self-reported players that filled our form, 3709 are from random UIDs that we scanned).
  • 6597 players shared their 2.1.1 Deadly Assault clear data with us (2148 of the sample are self-reported players that filled our form, 4449 are from random UIDs that we scanned).

If you want to share your clear information with us, you simply need to fill the form below and provide us with your UID and make your Hoyo profile public - we will automatically parse the Shiyu Defense clear information from your profile after that!

Shiyu Defense Stats Form
Usage rate (SD)

Characters are ranked with appearance rate, which is how often a character was used in Shiyu Defense by the players who we have scanned, regardless of whether they own the character or not. Ownership rate currently cannot be obtained.

Usage rate (DA)

Characters are ranked with appearance rate, which is how often a character was used in Deadly Assault by the players who we have scanned, regardless of whether they own the character or not. Ownership rate currently cannot be obtained.

Common partners (SD)

This section lists the characters that were most commonly paired with Caesar in the current phase of Shiyu Defense.

Common partners (DA)

This section lists the characters that were most commonly paired with Caesar in the current phase of Deadly Assault.

Teams (SD)

This section lists most popular teams featuring Caesar in the current phase of Shiyu Defense.

Rank 28

App. rate: 1.17%

Avg. Time: 3m 9s

Jane Doe
Burnice
Caesar

Rank 30

App. rate: 1.05%

Avg. Time: 2m 35s

Yixuan
Pan Yinhu
Caesar

Rank 45

App. rate: 0.66%

Avg. Time: 2m 51s

Miyabi
Yanagi
Caesar

Rank 45

App. rate: 0.66%

Avg. Time: 2m 33s

Jane Doe
Yuzuha
Caesar

Rank 48

App. rate: 0.62%

Avg. Time: 2m 32s

Miyabi
Astra Yao
Caesar

Rank 58

App. rate: 0.43%

Avg. Time: 2m 14s

Yixuan
Astra Yao
Caesar

Rank 58

App. rate: 0.43%

Avg. Time: 2m 43s

Yixuan
Ju Fufu
Caesar

Rank 67

App. rate: 0.37%

Avg. Time: 2m 29s

Evelyn
Astra Yao
Caesar

Rank 69

App. rate: 0.33%

Avg. Time: 2m 30s

Miyabi
Soukaku
Caesar

Rank 69

App. rate: 0.33%

Avg. Time: 3m 26s

Piper
Burnice
Caesar
Mindscapes

Mindscapes data comes from players who used Caesar in the current SD cycle (500) or in the current DA cycle (1342).

85.8%

175 s.

Mindscape 0

7.85%

133 s.

When Caesar enters combat or switches in, she instantly buffs the entire team with a Radiant Aegis shield, which can be can be triggered once every 300s. While Radiant Aegis is active, enemies within a 5m radius of the shield bearer suffer a 15% Attribute DMG RES reduction.

4.12%

119 s.

While Radiant Aegis is active during Core Passive: Barrier of Resilience, Caesar's Energy Generation increases by 10%, and the shield bearer's attack boost is increased to 150% of its original value.

0.9%

105 s.

Basic Attack, Assist, Dodge, Special Attack, and Chain Attack Lv. +2

0.11%

86 s.

When Caesar uses a Chain Attack or Ultimate, she gains 3 additional Assist Points. If her Energy is below 20, she can activate EX Special Attack: Overpowered Shield Bash with 1 Assist Point instead. This substitution can only be triggered once every 5s.

1%

600 s.

Basic Attack, Assist, Dodge, Special Attack, and Chain Attack Lv. +2

1.21%

88 s.

EX Special Attack: Overpowered Shield Bash and Assist Follow-Up is guaranteed to trigger a critical hit. The skill's DMG is increased by 50% with an additional damage of 50% dealt to the primary target. When Caesar uses EX Special Attack: Overpowered Shield Bash or Assist Follow-Up, her CRIT Rate is increased by 30% and her CRIT DMG is increased by 60% for 15s. Repeated triggers reset the duration.
W-Engines

W-Engines usage data comes from players who used Caesar in the current SD cycle (500) or in the current DA cycle (1342).

52.57%

166 s.

The Shield value provided by the equipper increases by 30/38/46/52/60%. When any squad member triggers Interrupt or Perfect Dodge, all squad members' DMG increases by 18/22.5/27/31.5/36% and Daze dealt increases by 12/15/18/21/24% for 20s. Passive effects of the same name do not stack.

Base ATK (Lv 60): 713
Impact (Lv 60): 18%

16.1%

194 s.

Increases Max HP by 8/9/10/11/12.5%. When attacked, the equipper's Impact is increased by 10/11.5/13/14.5/16% for 12s.

Base ATK (Lv 60): 594
HP (Lv 60): 25%

13.69%

182 s.

When a squad member's HP is greater than or equal to 50%, they take 7.5/8.6/9.7/10.8/12% less DMG, and 10/11.5/13/14.5/16% less Miasma Contamination. Only one instance of this effect can exist in the same squad.

Base ATK (Lv 60): 594
Impact (Lv 60): 15%

3.5%

176 s.

Increases Electric DMG by 15/17.5/20/22/24%. When the equipper hits an enemy with Dodge Counter or Assist Attack, their Energy Generation Rate increases by 18/20.5/23/25/27.5% for 8s.

Base ATK (Lv 60): 624
Impact (Lv 60): 15%

2.66%

149 s.

When the target's HP is no lower than 50%, the equipper inflicts 10/11.5/13/14.5/16% more Daze. When the target's HP is no lower than 75%, this bonus is further enhanced by 10/11.5/13/14.5/16%.

Base ATK (Lv 60): 594
Impact (Lv 60): 15%

2.33%

174 s.

When an attack hits an enemy, DMG and Daze from Basic Attacks increase by 6/7.5/9/10.5/12% 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.

Base ATK (Lv 60): 684
Impact (Lv 60): 18%
Disk Drives

Disk Drives usage data comes from players who used Caesar in the current SD cycle (500) or in the current DA cycle (1342).

85.14%

174 s.

(2)
Shield Effect +15%.
(4)
When any squad member triggers a Defensive Assist or Evasive Assist, all squad members deal 15% increased DMG, lasting 10s. Passive effects of the same name do not stack.

(2)
Impact +6%.
(4)
Basic Attacks, Dash Attacks, and Dodge Counters, inflict 20% more Daze upon the main target.

5.43%

184 s.

(2)
Shield Effect +15%.
(4)
When any squad member triggers a Defensive Assist or Evasive Assist, all squad members deal 15% increased DMG, lasting 10s. Passive effects of the same name do not stack.

(2)
Energy Regen +20%.
(4)
Launching a Chain Attack or Ultimate increases all squad members' DMG by 15% for 12s. Passive effects of the same name do not stack.

1.49%

164 s.

(2)
Shield Effect +15%.
(4)
When any squad member triggers a Defensive Assist or Evasive Assist, all squad members deal 15% increased DMG, lasting 10s. Passive effects of the same name do not stack.
Flex

0.7%

184 s.

(2)
ATK +10%.
(4)
Whenever any squad member enters the field using a Quick Assist, all squad members gain 1 stack of Astral, up to a maximum of 3 stacks, and lasting 15s. Repeated triggers reset the duration. Each stack of Astral increases the DMG dealt by the character entering the field using a Quick Assist by 8%. Only one of this effect can be active at a time in the same squad.

(2)
Impact +6%.
(4)
Basic Attacks, Dash Attacks, and Dodge Counters, inflict 20% more Daze upon the main target.

0.5%

146 s.

(2)
Shield Effect +15%.
(4)
When any squad member triggers a Defensive Assist or Evasive Assist, all squad members deal 15% increased DMG, lasting 10s. Passive effects of the same name do not stack.

(2)
Increases Daze of attacks by 6%.
(4)
When the equipper is a Stun character and uses an EX Special Attack or Chain Attack, increases CRIT DMG of all squad members by 15%, and when the equipper's CRIT Rate is more than or equal to 50%, further increases CRIT DMG by 15%, lasting 15s. Repeated triggers reset the duration. Passive effects of the same name do not stack.

0.5%

179 s.

(2)
Shield Effect +15%.
(4)
When any squad member triggers a Defensive Assist or Evasive Assist, all squad members deal 15% increased DMG, lasting 10s. Passive effects of the same name do not stack.

(2)
Physical DMG +10%.
(4)
Whenever a squad member inflicts Assault on an enemy, the equipper deals 35% increased damage to the target for 12s.
Character Stats
Main stats
Slot 4
CRIT Rate
CRIT Rate%
- 66.72%
CRIT DMG
CRIT DMG%
- 12.4%
Anomaly Proficiency
Anomaly Proficiency
- 7.11%
Slot 5
Physical DMG
Physical DMG%
- 62.58%
ATK%
ATK%
- 24.38%
PEN Ratio
PEN Ratio%
- 8.05%
Slot 6
Impact
Impact
- 97.69%
ATK%
ATK%
- 0.93%
Energy Regen
Energy Regen
- 0.85%
Average stats
Average stats
HP
HP
- 1
ATK
ATK
- 1
DEF
DEF
- 1
CRIT Rate
CRIT Rate%
- 38.78%
CRIT DMG
CRIT DMG%
- 93.52%
Physical DMG
Physical DMG%
- 18.54%
Energy Regen
Energy Regen%
- 1
Anomaly Mastery
Anomaly Mastery
- 87.06
Anomaly Proficiency
Anomaly Proficiency
- 136.61
PEN Ratio
PEN Ratio%
- 1.81%
PEN
PEN
- 36.16
Average sub stats
Average sub stats
HP
HP
- 12.31%
ATK
ATK
- 17.48%
DEF
DEF
- 20.75%
CRIT Rate
CRIT Rate%
- 17.85%
CRIT DMG
CRIT DMG%
- 37.59%
PEN
PEN
- 36.16
Anomaly Proficiency
Anomaly Proficiency
- 37.98
Other stats
Average stats
Character level - 60
W-Engine level - 58.59
Basic level - 8.42
Special level - 11.36
Ultimate level - 9.45
Dodge level - 6.8
Assist level - 10.62
Core level - 6.98