





To learn more about Hugo check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
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:
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 Passive Terminating Verdict
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
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.
Basic Attack: Dark Abyss Quartet
Basic Attack: Dark Abyss Concerto
Dodge: Phantasm
Dash Attack: Phantasm - Shatter
Dodge Counter: Phantasm - Slash
Special Attack: Soul Hunter - Judgment
EX Special Attack: Soul Hunter - Punishment
Chain Attack: Trick of Fate
Ultimate: Blaspheme
Quick Assist: Elegy
Defensive Assist: The End Has Not Come
Assist Follow-Up: Ace Reversal
Child of Hatred
Mindscape 1
The Child Within
Mindscape 2
Fruit of the Poisonous Tree
Mindscape 3
Dramatic Theory
Mindscape 4
Nirvana
Mindscape 5
Crown of Thorns
Mindscape 6
Hugo Stats at level 60 (including Core passive bonuses).
Hugo images aren't available yet. They will be added soon!
Review
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.
Endgame Modes
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.
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).
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.
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
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.
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.
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.
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.
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%.
1
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:
2
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:
Substats: CRIT Rate > CRIT DMG > ATK% > Flat ATK > PEN
ATK: 2600 - 3000+
HP: 10000+
DEF: 800+
CRIT RATE: 70 - 88%
CRIT DMG: 160 - 200%+
Chain Attack
Special Attack
Basic Attack
Assist
Dodge
Teams & 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.
This section lists most popular teams featuring Hugo in the current phase of Shiyu Defense.
This section lists most popular teams featuring Hugo in the current phase of Deadly Assault.
Calculations
Don't use the damage output calculations as an indication on who is worth pulling or investing as those are just simulations and in day-to-day gameplay there's a lot variables and also the skill of the player is important. As usual, don't compare the numbers between characters.
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.
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):
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.
Substats: ATK (27%), CRIT Rate (26.4%), CRIT DMG (67.2%)
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.
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 FormCharacters 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.
This section lists the characters that were most commonly paired with Hugo in the current phase of Shiyu Defense.
This section lists the characters that were most commonly paired with Hugo in the current phase of Deadly Assault.
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.14.66%
96 s.3.06%
104 s.0.94%
98 s.0.44%
127 s.6.59%
84 s.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.
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%.
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.
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.
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.
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%.
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.31.85%
132 s.5.37%
156 s.2.75%
125 s.2.61%
128 s.2.58%
138 s.Copyright © 2025 Prydwen.gg