Zenless Zone Zero (ZZZ)HugoBuild and Guide

Character

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Introduction

Best guide and build for Hugo from ZZZ (Zenless Zone Zero). Hugo is an
S
rank character with the Ice attribute who belongs to the
Attack
Attack Specialty and who is part of the Mockingbird faction.

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

Video guide

Hugo 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 1.7

Last build/calcs update

Patch 2.4

Last teams/synergies update

Patch 2.4

Last profile update*

December 8th, 2025

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

To learn more about Hugo 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 Terminating Verdict

Lv. 1

When Chain Attack: Trick of Fate hits an enemy or Hugo's attacks Stun an enemy, Hugo gains the Dark Abyss Reverb state for 6s, and repeated triggers reset the duration. During this state, Hugo's CRIT Rate increases by 12% and CRIT DMG increases by 25%.

When there are 1/2 Stun characters in your squad, Hugo's ATK increases by 25/75.

When the Finishing Move of EX Special Attack: Soul Hunter - Punishment or Ultimate: Blaspheme hits an enemy while they are Stunned, it triggers the Totalize effect, increasing the DMG Multiplier of the skill's Finishing Move by 500%. Additionally, the Totalize effect further increases the skill's DMG multiplier based on the remaining Stun time of the enemy when triggered: for each remaining second of Stun time from the portion that is less than or equal to 5s, the skill's DMG multiplier increases by 140%; for each remaining second of Stun time from the portion between 5 and 15s, the skill's DMG multiplier increases by 50%. The total increase can raise the skill's DMG multiplier by a maximum of 1700%.

After Hugo triggers the Totalize effect, the enemy's Stunned state will immediately end. Based on the remaining Stun time at the moment Totalize is triggered, a certain amount of Daze will be accumulated. For every second of Stun time remaining, 5% Daze is accumulated, up to a maximum Daze equivalent to 25% of the enemy's maximum Daze.

When EX Special Attack: Soul Hunter - Punishment hits an enemy, if the enemy is not Stunned, the Daze accumulated by the skill increases by 20%.

CRIT Rate: 0

BASE ATK: 0

Core

Additional Ability Prelude to Finality

When another character in your squad is a Stun character or shares the same attribute:

Chain Attack: Trick of Fate's DMG increases by 15%, with a further increase of 35% against normal enemies. When Totalize is triggered, the DMG dealt by the skill increases by 40%. EX Special Attack: Soul Hunter - Punishment generates an additional 20 Energy when triggering Totalize on normal enemies. The Energy generation effect can trigger once every 30s.

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

Basic Attack: Dark Abyss Quartet

Press to activate: Perform up to four attacks forward, dealing Physical DMG and Ice DMG. The fourth attack is a shot. During this attack, hold to charge and perform a charged shot. Anti-Interrupt level is increased during the fourth attack.

Lv. 1
1st-Hit DMG Multiplier
43.10%
1st-Hit Daze Multiplier
21.60%
2nd-Hit DMG Multiplier
74.10%
2nd-Hit Daze Multiplier
54.90%
3rd-Hit DMG Multiplier
169.60%
3rd-Hit Daze Multiplier
128.10%
Slash DMG Multiplier
149.10%
Slash Daze Multiplier
125.80%
Shot DMG Multiplier
58.60%
Shot Daze Multiplier
50.10%
Charged Shot DMG Multiplier
118.00%
Charged Shot Daze Multiplier
95.70%
Core

Basic Attack: Dark Abyss Concerto

After the 4th hit of Basic Attack: Dark Abyss Quartet, the shot of Dodge Counter: Phantasm - Slash, or the shot of Quick Assist: Elegy, press or hold to activate: Throw the scythe forward to perform a slash, followed by a shot, dealing Ice DMG. During the shot, hold to charge and perform a charged shot. Anti-Interrupt level is increased while using this skill.

Lv. 1
Slash DMG Multiplier
143.40%
Slash Daze Multiplier
110.30%
Shot DMG Multiplier
86.70%
Shot Daze Multiplier
66.70%
Charged Shot DMG Multiplier
170.60%
Charged Shot Daze Multiplier
131.20%
Core

Dodge: Phantasm

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

Dash Attack: Phantasm - Shatter

Press during a dodge to activate: Launch a dashing attack at enemies in front, dealing Physical DMG.

Lv. 1
DMG Multiplier
93.50%
Daze Multiplier
46.80%
Core

Dodge Counter: Phantasm - Slash

Press during a Perfect Dodge to activate. Performs a series of attacks on enemies in front, dealing Ice DMG. During the skill, hold to launch a shot. During the shot, hold to charge and perform a charged shot. The shot is considered a Basic Attack, with its DMG treated as Basic Attack DMG. After the skill is used, it can be directly followed up with the 4th hit of Basic Attack: Dark Abyss Quartet. Character is Invulnerable during the slashes and shooting retreat of the skill.

Lv. 1
DMG Multiplier
245.90%
Daze Multiplier
214.50%
ALT Shot DMG Multiplier
162.10%
ALT Shot Daze Multiplier
124.70%
ALT Charged Shot DMG Multiplier
212.10%
ALT Charged Shot Daze Multiplier
163.20%
Core

Special Attack: Soul Hunter - Judgment

Press to activate. Spins the scythe and then unleashes a forward slash, dealing Ice DMG. Anti-Interrupt level is increased while using this skill.

Lv. 1
DMG Multiplier
85.30%
Daze Multiplier
85.30%
Core

EX Special Attack: Soul Hunter - Punishment

With enough Energy, press to activate. Spins the scythe and then executes a powerful upward attack, dealing massive Ice DMG. This skill is not counted as a heavy attack. After the skill is used, it can be directly followed up with the 4th hit of Basic Attack: Dark Abyss Quartet. Character is invulnerable while using this skill.

Lv. 1
DMG Multiplier
373.20%
Daze Multiplier
455.20%
Energy Cost
40
Core

Chain Attack: Trick of Fate

When a Chain Attack is triggered, select the character to activate: Dash forward to perform a slash across a large area, then launch a shot, dealing massive Ice DMG. The shot activated by this skill is considered a charged shot. Character is invulnerable while using this skill.

Lv. 1
DMG Multiplier
701.10%
Daze Multiplier
262.20%
Core

Ultimate: Blaspheme

When Decibel Rating is at Maximum, press to activate. Throws the scythe in a powerful spinning attack, then catches the scythe and launches a slash in a large area, dealing massive Ice DMG. This skill is not counted as a heavy attack. After the skill is used, it can be directly followed up with the 4th hit of Basic Attack: Dark Abyss Quartet. Character is invulnerable while using this skill.

Lv. 1
DMG Multiplier
1527.10%
Daze Multiplier
264.20%
Core

Quick Assist: Elegy

When the active character is launched, press to activate. Performs a series of attacks on enemies in front, dealing Ice DMG. During the skill, hold to launch a shot. During the shot, hold to charge and perform a charged shot. The shot is considered a Basic Attack, with the DMG treated as Basic Attack DMG. After the skill is used, it can be directly followed up with the 4th hit of Basic Attack: Dark Abyss Quartet. Character is Invulnerable during the slashes and shooting retreat of the skill.

Lv. 1
DMG Multiplier
104.50%
Daze Multiplier
52.30%
ALT Shot DMG Multiplier
124.70%
ALT Shot Daze Multiplier
62.40%
ALT Charged Shot DMG Multiplier
163.20%
ALT Charged Shot Daze Multiplier
81.60%
Core

Defensive Assist: The End Has Not Come

When the character on field is about to be attacked, press to activate. Parries the enemy's attack, dealing massive Daze. Character is invulnerable while using this skill.

Lv. 1
Light Defensive Daze Multiplier
271.30%
Heavy Defensive Daze Multiplier
342.80%
Chain Defensive Daze Multiplier
166.80%
Core

Assist Follow-Up: Ace Reversal

Press after a Defensive Assist to activate: Dash forward and perform two slashes, dealing Ice DMG. After the skill is used, it can be directly followed up with the 4th hit of Basic Attack: Dark Abyss Quartet. Character is invulnerable while using this skill.

Lv. 1
DMG Multiplier
291.70%
Daze Multiplier
249.10%
Mindscapes
M1

Child of Hatred

Mindscape 1

When triggering the Totalize effect in the Dark Abyss Reverb state, the skill's CRIT Rate is increased by an additional 12%, and CRIT DMG by 30%.
M2

The Child Within

Mindscape 2

When Ultimate: Blaspheme triggers Totalize, it will not end the enemy's Stunned state. Additionally, when Totalize is triggered, the skill will ignore 15% of the enemy's DEF.
M3

Fruit of the Poisonous Tree

Mindscape 3

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

Dramatic Theory

Mindscape 4

After a Charged Shot hits an enemy, Hugo's attacks against that target will ignore 12% of that target's Ice RES for 15s, repeated triggers reset the duration.
M5

Nirvana

Mindscape 5

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

Crown of Thorns

Mindscape 6

All shooting attacks that hit enemies trigger the Dark Abyss Reverb state, lasting up to 6s, and repeated triggers reset the duration. Additionally, whenever any skill triggers the Totalize effect, that DMG is further increased by 60%. The Finishing Move of EX Special Attack: Soul Hunter - Punishment also triggers the Totalize effect when hitting an enemy that isn't Stunned, boosting the DMG multiplier of the Finishing Move by a fixed 1,000 %.
Stats (Level 60)

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

Stat
HP
7940
Stat
DEF
616
Stat
ATK
919
Stat
CRIT Rate
19.4%
Stat
CRIT DMG
50%
Stat
PEN Ratio
0%
Stat
Impact
95
Stat
Anomaly Mastery
86
Anomaly Proficiency
90
Stat
Energy Regen
1.2
Voice Actors
ENG
-
JPN
-
CN
-
KR
-
Gallery

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

Review

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). 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.

DPS
T1

Endgame Modes

Pros & Cons
Pros

  • The ultimate user of the Hormone Punk set, placing high emphasis on lots of CRIT-scaling damage accessed in short burst windows;

  • Utilizes niche Double Stun team compositions to the fullest, allowing valuable Support-type Agents to be used elsewhere;

  • Really easy to pick up gameplay-wise — just learn his short combos and they can be executed anywhere;

  • Lots of buffs against smaller enemies, useful for hitting targets that aren't bosses in content like Shiyu Defense;

  • Super cool villain bad guy-type character.

Cons

  • High reliance on limited Stun Agents who can at the same time buff Hugo and inflict Daze on enemies — team compositions are undeniably restrictive, be prepared to invest lots of resources;

  • Necessitates to learn certain techniques to make good use out of him, such as Double Chains, otherwise his damage may see noticeable drop-offs;

  • You don't get to see him much when playing him outside of brief Stun windows (which is unfortunate because we like Hugo).

Review

Hugo is an S-Rank Ice Attack Agent who introduces a new spin on the general Attack DPS formula: the Totalize effect. This unique mechanic grants massive additional damage to some of Hugo’s abilities depending on how early it is activated in an enemy’s Stun window — the sooner, the better. However, it instantly ends the Stun window while building some Daze back up. From these characteristics alone, Hugo’s playstyle is crystal clear: he acts as a Burst DPS Agent, who specializes in dealing lots of damage via specific abilities in short time spans, with opportunities arising upon every Stun inflicted.

Hugo’s kit is very synergistic with this concept: it’s built around specific stats and specific team compositions in mind. His Core Passive should spell things out properly, but it has several parts, so we’ll break things down individually.

Firstly, on every Chain Attack or Stun inflicted by Hugo, he gains an extra 12% CRIT Rate and 25% CRIT DMG. This is referred to as the “Dark Abyss Reverb” state, but aside from his Mindscapes this information can be put aside — all you need to remember is extra CRIT Rate and CRIT DMG during every Stun.

The Totalize mechanic is detailed as follows: his Ultimate and EX Specials both have Finishing Moves. When these Finishing Moves deal damage to a Stunned enemy, it enhances the DMG Multiplier of that Finishing Move for up to 1000% by default! But that isn’t all: triggering this Totalize effect instantly ends the Stun window. However, the DMG Multiplier increase is enhanced depending on how early that Stun window is ended: for every second between 0 and 5s, the multiplier is increased by 280%. For every second between 5 and 15s, the multiplier is increased by 100%. This increase can add up to 3400% (counting the 1000% baseline). This means the maximum effect is triggered if the enemy has 14 seconds of Stun remaining (this is impossible on most enemies; generally speaking you can expect a 3000%-3200% increase in total if triggered as soon as possible).

We haven’t exactly emphasized how huge the potential damage a Totalize effect can trigger — but you can trust us when we say that this gives Hugo massive burst damage potential. To add onto this, when Hugo triggers Totalize, he instantly fills the enemy’s Daze gauge by up to 25% (5% for every second of Stun remaining, so up to 5s). This makes accessing the next Stun window much easier, not to mention his EX Special inflicts an extra 20% Daze if the enemy hit is not Stunned which can also contribute to this.

However, that isn’t all. Hugo gains additional ATK based on the amount of Stun Agents present in his team: he gains 300 ATK if there is 1 Stun Agent, and 900 ATK if there are 2. This heavily incentivizes Double Stun team compositions. His Additional Ability complements this, as it makes his Chain Attack DMG increase by 15% (with an extra 35% on normal enemies), and a further 40% DMG increase on any Totalize effects. Plus, if EX Specials trigger this Totalize effect, he gets 20 Energy refunded (once every 30s at most).

If this lengthy Core Passive didn’t clear things up for you completely, this means his playstyle amounts to the following steps:

  • Activate Stun windows as quickly as possible (in team compositions with 2 Stun Agents if possible);

  • Perform Chain Attacks for extra damage;

  • Trigger Totalize off of EX Special or Ultimate immediately;

  • Profit;

  • Build up the next Stun window and repeat this process.

While this summary is accurate, we didn’t fully explain his kit yet — he has mechanics on other attacks that shouldn’t be ignored, so let’s detail them:

The most important mechanic he has outside of the details in his Core Passive is his Slash & Shot mechanic, accessed via several attacks. After performing certain attacks, Hugo can perform a Slash and a Shot which he can charge up by holding Basic Attack to deal additional damage to enemies. This is accessed in the following ways:

  • Via Quick Assist or Dodge Counter (Dodge Counter is unused);

  • Via Basic Attack Part 4 (quickly accessed following EX Special and Ultimate).

Following any of these shots, Hugo can follow up with “Dark Abyss Concerto” which is simply an extra Slash & Shot attack that he can charge, much like the other attacks listed prior. It is worth noting that while charging a shot, Hugo’s DMG Taken is reduced by 40%.

For the most part, his Dodge can be entirely disregarded — generally speaking, Hugo is barely ever on the field and it is often better to dedicate your field time to Stun Agents to inflict Daze quicker. Besides, even if Hugo is on the field, parrying enemy attacks with Defensive Assists from your Stun Agent is a better idea to inflict massive amounts of Daze. In a similar fashion, Hugo’s Defensive Assist can be ignored — once again, you won’t see him on field much outside of Stun windows. The only real reason to do this is if an extra EX Special is available as that does inflict noteworthy Daze.

Other than the Dark Abyss Concerto and Core Passive mechanics detailed prior, his Ultimate and EX Specials constitute simple hits of damage; note that they aren’t counted as heavy attacks, which means they can’t activate Stun. This is useful specifically pertaining to his Chain Attacks.

Hugo’s Chain Attacks constitute a lot of his damage, via its high multiplier enhanced by his Additional Ability. However, he is able to do more than one Chain Attack per Stun, via a trick called a Chain Cancel, or a Double Chain. Indeed, by using a Chain Attack with Hugo, cancelling that Chain Attack and triggering a Chain Attack once again on another character, you are able to execute Chain Attacks twice with Hugo, enhancing his damage by a big amount (step-by-step details for this technique can be found in our Rotation page). This is his most important technique to learn to improve his damage significantly.

In regards to his current place in the meta, Hugo mostly serves as a Burst damage dealer, as mentioned prior, where his gameplay is very simplistic as it revolves around building Daze from other Stun Agents in order to activate Chain Attacks, and Totalize via EX Specials and Ultimates. In this niche however, even against bosses he is especially powerful, matching contenders for the highest damage in the game such as Evelyn. This is further improved against common enemies, where activating Stun is much easier due to a reduced Daze bar and his kit’s inherent buffs are further enhanced. 

With that being said, he finds little use for his Dark Abyss Concerto mechanic, as these attacks are mostly relegated to rotation extensions that only get used out of necessity to do something productive with your field time, in specific team compositions where constantly using Stun Agents outside of Stun windows is not effective. This is intrinsically linked to one of his biggest issues: the lack of teammate options. Unfortunately, as Hugo doesn’t rely on Support units to improve his damage, he needs to find damage buffs in specific Stun Agents such as Lighter, Lycaon and Trigger, all being characters who improve his damage by significant amounts. The reliance on certain limited teammates is not to be understated, but this doesn’t mean Hugo is unable to perform without them. As a matter of fact, even with a Support-type Agent involved such as Soukaku, and a permanent banner S-rank character in the form of Lycaon, which directly goes against his Core Passive mechanics, he is very much able to perform sufficiently which is a testament to his baseline power level. However, it is undeniable that to keep his damage competitive with the top meta DPS Agents, certain limited Stun Agents will need to be considered.

To summarize, Hugo is an Agent who may be expensive to build around, but also will perform very, very well under the right conditions. Proposing a unique spin on the generic DPS Attack Agent trend via his Totalize mechanic, he offers a unique playstyle where lots of players may appreciate a change of pace. At his best, his performance lives up to the other top contenders of the meta, proving his burst damage definitely won’t disappoint.

How to play
Rotations

Hugo's rotations are rather simple. The core of his burst comprises of 2 Chain Attacks, followed by an EX Special or Ultimate to trigger Totalize. That's really all there is to it, ensuring the highest amount of damage possible without sacrificing much on stun time to maximise Totalize scaling. It's as simple as:

  • Initiate stun by triggering a Chain Attack on a character that isn't Hugo
  • Hugo Chain Attack
  • Cancel
  • Swap out of Hugo and trigger another Chain Attack
  • Hugo Chain Attack
  • EX Special or Ultimate

Different teammates will have different ways of triggering a second Chain Attack, so being mindful of your options is important, as the faster Chains are triggered, the faster Hugo will work towards his Totalize, and the more damage it will do. In some circumstances, it is preferable to skip the second Hugo Chain Attack altogether, doing only a single Chain Attack into EX Special or Ultimate (such as if there isn't enough time left in a fight). In which case, swapping out of Hugo once he casts his EX Special then triggering a Chain Attack before Totalize hits allows for a Stunner Chain Attack to be used just as stun ends, giving a helpful boost of Daze to make speeding through to the next stun easier.

Be mindful of any Drive Disc set effects, namely Hormone Punk, as swapping out to Hugo outside of stun periods or even being too fast can lead to losing out on its buffs.

Baseline Rotation
  • Chain Attack: Trick of Fate
  • Chain Attack: Trick of Fate
  • Ultimate: Blaspheme OR EX Special Attack: Soul Hunter - Punishment

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 relative performance of the W-Engine when looking at Hugo playing with teammates, while the bottom number in the 'vacuum', so just Hugo's performance solo. You can find more information about them in the Calculations tab.

For the team calculations, here's the team setup we used for them:

100%

100%

Increases CRIT DMG by 45/51.75/58.5/65.25/72%. When using an EX Special Attack, Chain Attack, or Ultimate to deal Ice DMG, the equipper gains the Absolute Zero Death Sentence effect for 3s. While Absolute Zero Death Sentence is active, the character ignores 25/28.75/32.5/36.25/40% of the enemy's DEF when landing a hit.

Base ATK (Lv 60): 713
Crit Rate (Lv 60): 24%
Hugo's signature W-Engine perfectly complements his kit as expected. Thanks to its huge CRIT Rate, CRIT DMG, and DEF Ignore effects triggered for short periods of time when casting his most important skills, this option is by far the best for him.
Usage: 81.39%
Shiyu Defense: 132s
Deadly Assault: 27258

87.36%

83.85%

Increases CRIT Rate by 15/17/19/21/23%. When the equipper deals DMG with a Basic Attack or EX Special Attack, they gain 1 stack of a buff. Each stack increases the equipper's Electric DMG by 12.5/14.5/16.5/18.5/20%, up to 2 stacks. Each stack lasts 40s. The duration of each stack is calculated separately. Can trigger once per use of a skill. At 2 stacks, the wearer's Basic Attack and Ultimate DMG ignore 20/23/26/29/32% of enemy DEF.

Base ATK (Lv 60): 713
Crit Rate (Lv 60): 24%
Seed's Signature W-Engine is a solid stat stick, providing a ridiculous amount of CRIT Rate that make it very easy to cap, something that is of particular importance to Hugo. It's DEF Shred on Ultimate does apply to Totalizes that come from it, so it can be particularly strong when in Dialyn teams, as she can sustain Ultimate use in almost every stun.

87.30%

87.63%

CRIT DMG increases by 50/57.5/65/72.5/80%. When the equipper enters the battlefield, or activates a Chain Attack or Ultimate, they gain 1 stack of Heartstring. Each stack of Heartstring allows the equipper's Chain Attack and Ultimate to ignore 12.5/14.5/16.5/18.5/20% of the target's Fire RES, stacking up to 2 times and lasting 30s. Repeated triggers reset the duration.

Base ATK (Lv 60): 713
Crit Rate (Lv 60): 24%
Evelyn's Signature W-Engine is the best CRIT stat-stick for all Attack Agents, providing a massive amount of CRIT Rate and CRIT DMG. It has even more CRIT DMG than Myriad Eclipse, but Hugo's inability to benefit from its other effects make it decidedly worse. Even then, it's still a generally strong alternative that needs no active management or specific teammates to get value from.
Usage: 2.27%
Shiyu Defense: 136s
Deadly Assault: 26703

78.84%

76.65%

Increases Physical DMG by 20/25/30/35/40%. The equipper's DMG increases by 25/31.5/38/44/50% when attacking the enemy from behind.

Base ATK (Lv 60): 684
Crit Rate (Lv 60): 24%
Steel Cushion is a particularly good Standard Banner option for Hugo, as he is able to always get back attacks on his Totalizes, fully benefitting from its 25% DMG Bonus. Hugo's EX Special always places him opposite his starting position (often behind enemies), but not his Ultimate. Thankfully, by interrupting Hugo's EX Special shortly after its dash with an Ultimate cast, one can benefit from its reposition without using up any energy, meaning both EX and Ultimate Totalizes can be back attacks.
Usage: 2.42%
Shiyu Defense: 150s
Deadly Assault: 22550

76.99%

74.29%

When an EX Special Attack or Chain Attack hits an enemy, the equipper's ATK increases by 6/6.9/7.8/8.7/9.6% for 8s. While the target is under an Attribute Anomaly, this effect is increased by an additional 6/6.9/7.8/8.7/9.6%.

Base ATK (Lv 60): 594
Crit Rate (Lv 60): 20%
As Hugo always opens with Chain Attacks and has short stun durations, at least half of Marcato's buff should always be up for the full stun burst. With proper Anomaly management, it's possible to sustain relatively frequent Freezes to have both stacks up, making it a decent A-Rank option.
Usage: 3.51%
Shiyu Defense: 166s
Deadly Assault: 18917
Best Disk Drives Sets

1

(2)
ATK +10%.
(4)
Upon entering combat or switching in, its user's ATK increased by 25% for 10s. This effect can be triggered once every 20s.

Hormone Punk is the standard best option for Hugo. Normally this is a tricky set to use, requiring the user to not be brought in on-field until stun and not lasting for a full stun duration. Hugo though doesn't have to worry about either of these issues. He only needs to be brought in for in-stun burst and his Totalize ends stuns early, meaning that his entire burst gets full value out of the set. It isn't perfect, as double Stunner teams can at times stun too fast for the 20s cooldown, but it tends to line up in such a way it will be up for most.

Best combined with your choice of 2-PC Set:

  • Polar Metal (Recommended)
  • Woodpecker Electro (Recommended)
  • Puffer Electro (When stacking PEN)
  • Astral Voice
  • Branch & Blade Song

2

(2)
PEN Ratio +8%.
(4)
Ultimate DMG increases by 20%. Launching an Ultimate increases the equippers ATK by 15% for 12s.

Puffer Electro is only ever worth using if Dialyn is on team, as with her, Hugo is able to alternate his own Decibel Ultimate with Dialyn's Ultimate conversion. This means that for most fights, this allows for an Ultimate cast in almost every stun - if not all of them. Being able to on-field Hugo also leads to more opportunities to build Energy and Anomaly, making it easier to line up Freezes for higher Totalize damage. It does mean that Hugo's Chains are not buffed though, as the effect only applies after Ultimate use, so it is likely to perform worse than Hormone Punk if rotations are not adjusted to make use of on-field Hugo, but can be a decidedly better choice if at M2+.

Best combined with your choice of 2-PC Set:

  • Polar Metal (Recommended)
  • Woodpecker Electro (When stacking PEN)
  • Hormone Punk / Astral Voice
  • Branch & Blade Song
Best Disk Drives Stats
Disk 4
CRIT DMG
CRIT DMG%
>
CRIT Rate
CRIT Rate%
Disk 5
Ice DMG
Ice DMG%
>
ATK%
ATK%
=
PEN Ratio
PEN Ratio%
Disk 6
ATK%
ATK%

Substats: CRIT Rate > CRIT DMG > ATK% > Flat ATK > PEN

Best Endgame Stats (Level 60)
  • ATK: 2600 - 3000+

  • HP: 10000+

  • DEF: 800+

  • CRIT RATE: 70 - 88%

  • CRIT DMG: 160 - 200%+

Skill priority
Core

Chain Attack

Core

Special Attack

Core

Basic Attack

Core

Assist

Core

Dodge

Video guides

Teams & Synergy

Synergy

Below we list only the most important synergies for Hugo. 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 (Shiyu Defense)

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

Rank 63

App. rate: 0.37%

Avg. time: 2m 2s

Hugo
Lighter
Dialyn

Rank 13

App. rate: 3.69%

Avg. time: 2m 10s

Hugo
Lycaon
Lighter

Rank 120

App. rate: 0.1%

Avg. time: 2m 10s

Hugo
Lighter
Ju Fufu

Rank 95

App. rate: 0.19%

Avg. time: 2m 28s

Hugo
Lycaon
Dialyn

Rank 100

App. rate: 0.16%

Avg. time: 2m 28s

Hugo
Trigger
Lighter

Rank 101

App. rate: 0.15%

Avg. time: 2m 34s

Hugo
Lycaon
Ju Fufu

Rank 91

App. rate: 0.2%

Avg. time: 2m 45s

Hugo
Trigger
Lycaon

Rank 220

App. rate: 0.03%

Avg. time: 2m 52s

Hugo
Qingyi
Lycaon

Rank 220

App. rate: 0.03%

Avg. time: 3m 1s

Hugo
Lycaon
Astra Yao

Rank 177

App. rate: 0.05%

Avg. time: 3m 24s

Hugo
Pulchra
Lycaon
Teams (Deadly Assault)

This section lists most popular teams featuring Hugo in the current phase of Deadly Assault.

Rank 134

App. rate: 0.17%

Avg. score: 28228

Hugo
Lighter
Ju Fufu

Rank 12

App. rate: 4.78%

Avg. score: 28014

Hugo
Lycaon
Lighter

Rank 107

App. rate: 0.26%

Avg. score: 27917

Hugo
Trigger
Lighter

Rank 34

App. rate: 1.35%

Avg. score: 25839

Hugo
Lighter
Dialyn

Rank 305

App. rate: 0.04%

Avg. score: 25180

Hugo
Lighter
Astra Yao

Rank 264

App. rate: 0.05%

Avg. score: 23680

Hugo
Trigger
Dialyn

Rank 305

App. rate: 0.04%

Avg. score: 23498

Hugo
Qingyi
Lighter

Rank 62

App. rate: 0.64%

Avg. score: 22932

Hugo
Lycaon
Dialyn

Rank 115

App. rate: 0.23%

Avg. score: 22296

Hugo
Lycaon
Ju Fufu

Rank 264

App. rate: 0.05%

Avg. score: 21740

Hugo
Dialyn
Astra Yao

Calculations

Damage output
New Calculations

ZZZ has changed a lot from 1.0 - many new mechanics, enemies and characters have been introduced and biggest of all the game has a new competitive endgame mode Deadly Assault. Deadly Assault is based around dealing as much damage as possible in 180 seconds, because of this we're changing our calculation style away from a focus on burst to instead focus on extended fights over 3 minutes (180s). Also, many Mindscape, Disc Drive and W-enigne calculations can meaningfully change when factoring in the buffs of an Agents best team, for this reason we're also adding a new feature, allowing you to see damage output with one of the agents best teams buffs factored in. We're starting this overhaul off with Alice but will be updating all other characters on the site soon, for this reason, do not compare her calculations to other characters at this time!

This character uses our new calculation format for this reason, do not compare her calculations to older character. We'll be updating all DPS characters soon.

Team setup

For the team calculations (purple chart), here's the team setup we used for them (keep in mind that with different team members, the damage output will look different):

Hugo in 1 Target scenario - Team Damage and Solo Damage output.
Details about the calculations

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

Increases CRIT DMG by 45/51.75/58.5/65.25/72%. When using an EX Special Attack, Chain Attack, or Ultimate to deal Ice DMG, the equipper gains the Absolute Zero Death Sentence effect for 3s. While Absolute Zero Death Sentence is active, the character ignores 25/28.75/32.5/36.25/40% of the enemy's DEF when landing a hit.

Base ATK (Lv 60): 713
Crit Rate (Lv 60): 24%

(2)
ATK +10%.
(4)
Upon entering combat or switching in, its user's ATK increased by 25% for 10s. This effect can be triggered once every 20s.
Disk 4
CRIT Rate
CRIT Rate%
Disk 5
Ice DMG
Ice DMG%
Disk 6
ATK%
ATK%

Substats: ATK (27%), CRIT Rate (26.4%), CRIT DMG (67.2%)

Shiyu Defense / Deadly Assault

Shiyu Defense / Deadly Assault

This section contains information about Hugo performance in the latest Shiyu Defense and Deadly Assault cycles (2.4.1). The page will be automatically updated every patch once enough data is gathered.

  • The data has been last updated on 05/12/2025,
  • 28019 players shared their 2.4.1 Shiyu Defense clear data with us (25369 of the sample are self-reported players that filled our form, 2650 are from random UIDs that we scanned).
  • 21245 players shared their 2.4.1 Deadly Assault clear data with us (19528 of the sample are self-reported players that filled our form, 1717 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.

Common partners (SD)

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

Common partners (DA)

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

Mindscapes

Mindscapes data comes from players who used Hugo in the current SD cycle (1329) or in the current DA cycle (1831).

67.99%

137 s.

Mindscape 0

6.33%

130 s.

When triggering the Totalize effect in the Dark Abyss Reverb state, the skill's CRIT Rate is increased by an additional 12%, and CRIT DMG by 30%.

14.66%

96 s.

When Ultimate: Blaspheme triggers Totalize, it will not end the enemy's Stunned state. Additionally, when Totalize is triggered, the skill will ignore 15% of the enemy's DEF.

3.06%

104 s.

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

0.94%

98 s.

After a Charged Shot hits an enemy, Hugo's attacks against that target will ignore 12% of that target's Ice RES for 15s, repeated triggers reset the duration.

0.44%

127 s.

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

6.59%

84 s.

All shooting attacks that hit enemies trigger the Dark Abyss Reverb state, lasting up to 6s, and repeated triggers reset the duration. Additionally, whenever any skill triggers the Totalize effect, that DMG is further increased by 60%. The Finishing Move of EX Special Attack: Soul Hunter - Punishment also triggers the Totalize effect when hitting an enemy that isn't Stunned, boosting the DMG multiplier of the Finishing Move by a fixed 1,000 %.
W-Engines

W-Engines usage data comes from players who used Hugo in the current SD cycle (1329) or in the current DA cycle (1831).

81.39%

132 s.

Increases CRIT DMG by 45/51.75/58.5/65.25/72%. When using an EX Special Attack, Chain Attack, or Ultimate to deal Ice DMG, the equipper gains the Absolute Zero Death Sentence effect for 3s. While Absolute Zero Death Sentence is active, the character ignores 25/28.75/32.5/36.25/40% of the enemy's DEF when landing a hit.

Base ATK (Lv 60): 713
Crit Rate (Lv 60): 24%

3.51%

166 s.

When an EX Special Attack or Chain Attack hits an enemy, the equipper's ATK increases by 6/6.9/7.8/8.7/9.6% for 8s. While the target is under an Attribute Anomaly, this effect is increased by an additional 6/6.9/7.8/8.7/9.6%.

Base ATK (Lv 60): 594
Crit Rate (Lv 60): 20%

2.71%

141 s.

Increases Ice DMG by 25/31.5/38/44.5/50%. Upon hitting an enemy with a Basic Attack, the equipper's CRIT Rate increases by 10/12.5.15/17.5/20% for 8s. When dealing Ice DMG with a Dash Attack, the equipper's CRIT Rate increases by an additional 10/12.5.15/17.5/20%for 15s. The duration of each effect is calculated separately.

Base ATK (Lv 60): 713
Crit Rate (Lv 60): 24%

2.42%

150 s.

Increases Physical DMG by 20/25/30/35/40%. The equipper's DMG increases by 25/31.5/38/44/50% when attacking the enemy from behind.

Base ATK (Lv 60): 684
Crit Rate (Lv 60): 24%

2.27%

136 s.

CRIT DMG increases by 50/57.5/65/72.5/80%. When the equipper enters the battlefield, or activates a Chain Attack or Ultimate, they gain 1 stack of Heartstring. Each stack of Heartstring allows the equipper's Chain Attack and Ultimate to ignore 12.5/14.5/16.5/18.5/20% of the target's Fire RES, stacking up to 2 times and lasting 30s. Repeated triggers reset the duration.

Base ATK (Lv 60): 713
Crit Rate (Lv 60): 24%

1.1%

182 s.

ATK increases by 6/6.9/7.8/8.7/9.6%, and DMG dealt by EX Special Attacks increases by 15/17.2/19.5/21.8/24%.

Base ATK (Lv 60): 594
Attack (Lv 60): 25%
Disk Drives

Disk Drives usage data comes from players who used Hugo in the current SD cycle (1329) or in the current DA cycle (1831).

38.12%

139 s.

(2)
ATK +10%.
(4)
Upon entering combat or switching in, its user's ATK increased by 25% for 10s. This effect can be triggered once every 20s.

(2)
CRIT Rate +8%.
(4)
Triggering a critical hit with a Basic Attack, Dodge Counter or EX Special Attack increases the equippers ATK by 9% for 6s. The buff duration for different skills are calculated separately.

31.85%

132 s.

(2)
ATK +10%.
(4)
Upon entering combat or switching in, its user's ATK increased by 25% for 10s. This effect can be triggered once every 20s.

(2)
CRIT DMG +16%.
(4)
When Anomaly Mastery exceeds or equals 115 points, the equipper's CRIT damage increases by 30%. When any squad member applies Freeze or triggers the Shatter effect on an enemy, the equipper's CRIT Rate increases by 12%, lasting 15s.

5.37%

156 s.

(2)
CRIT Rate +8%.
(4)
Triggering a critical hit with a Basic Attack, Dodge Counter or EX Special Attack increases the equippers ATK by 9% for 6s. The buff duration for different skills are calculated separately.

(2)
CRIT DMG +16%.
(4)
When Anomaly Mastery exceeds or equals 115 points, the equipper's CRIT damage increases by 30%. When any squad member applies Freeze or triggers the Shatter effect on an enemy, the equipper's CRIT Rate increases by 12%, lasting 15s.

2.75%

125 s.

(2)
PEN Ratio +8%.
(4)
Ultimate DMG increases by 20%. Launching an Ultimate increases the equippers ATK by 15% for 12s.

(2)
CRIT DMG +16%.
(4)
When Anomaly Mastery exceeds or equals 115 points, the equipper's CRIT damage increases by 30%. When any squad member applies Freeze or triggers the Shatter effect on an enemy, the equipper's CRIT Rate increases by 12%, lasting 15s.

2.61%

128 s.

(2)
ATK +10%.
(4)
Upon entering combat or switching in, its user's ATK increased by 25% for 10s. This effect can be triggered once every 20s.

(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.

2.58%

138 s.

(2)
ATK +10%.
(4)
Upon entering combat or switching in, its user's ATK increased by 25% for 10s. This effect can be triggered once every 20s.

(2)
Ice DMG +10%.
(4)
Increases the DMG of Basic Attack and Dash Attack by 20%. When any squad member inflicts Freeze or Shatter, this effect increases by an additional 20% for 12s.
Character Stats
Main stats
Slot 4
CRIT DMG
CRIT DMG%
- 80.94%
CRIT Rate
CRIT Rate%
- 12.89%
ATK%
ATK%
- 6.05%
Slot 5
Ice DMG
Ice DMG%
- 48.91%
ATK%
ATK%
- 35.39%
PEN Ratio
PEN Ratio%
- 15.5%
Slot 6
ATK%
ATK%
- 99.29%
Anomaly Mastery
Anomaly Mastery
- 0.2%
Energy Regen
Energy Regen
- 0.11%
Average stats
Average stats
HP
HP
- 11081.95
ATK
ATK
- 3139.64
DEF
DEF
- 909.78
CRIT Rate
CRIT Rate%
- 80.27%
CRIT DMG
CRIT DMG%
- 155.01%
Ice DMG
Ice DMG%
- 15.16%
Energy Regen
Energy Regen%
- 120.14
Anomaly Mastery
Anomaly Mastery
- 86.05
Anomaly Proficiency
Anomaly Proficiency
- 113.91
PEN Ratio
PEN Ratio%
- 4.43%
PEN
PEN
- 25.53
Average sub stats
Average sub stats
HP
HP
- 8.5%
ATK
ATK
- 19.08%
DEF
DEF
- 12.02%
CRIT Rate
CRIT Rate%
- 30.68%
CRIT DMG
CRIT DMG%
- 57.94%
PEN
PEN
- 25.53
Anomaly Proficiency
Anomaly Proficiency
- 23.91
Other stats
Average stats
Character level - 60
W-Engine level - 59.18
Basic level - 10.45
Special level - 11.9
Ultimate level - 11.88
Dodge level - 8.3
Assist level - 9.03
Core level - 7