





To learn more about Seed check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Seed 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 2.2
Last build/calcs update
Patch 2.2
Last teams/synergies update
Patch 2.2
Last profile update*
September 10th, 2025
*Profile update means smaller edits to disk drives, stats or other things that don't require new calculations.
To learn more about Seed 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 Flower Chain Protocol
The Attack teammate with the highest Base ATK is considered Seed's Vanguard.
When the Vanguard unleashes an EX Special Attack, Seed gains Onslaught status, increasing Seed's ATK by 1,000 and CRIT DMG by 30%. When Seed unleashes an EX Special Attack, the Vanguard gains Direct Strike status, increasing the Vanguard's ATK by 1,000 and CRIT DMG by 30%.
When Direct Strike and Onslaught are both active, Seed and the Vanguard simultaneously gain Besiege status, increasing DMG dealt by 25%.
Onslaught, Direct Strike, and Besiege buffs can all take effect when the character is the current active character. When switching to inactive, the buffs remain until the character goes off-field or 3s after the switch. When the character returns to being the active character, the buffs re-activate. Upon entering the battlefield, Seed immediately gains Onslaught status and Besiege status, while the Vanguard immediately gains Direct Strike status and Besiege status.
Direct Strike and Onslaught status last for 40s, and repeated triggers refresh the duration.
When the Vanguard consumes Energy as the active character or when Seed consumes Energy, for every 1 point of Energy consumed, Seed recovers 0.5 points of Steel Charge.
BASE ATK: 0
Additional Ability Surprise Strike
When another Attack Character is in your squad:
When Seed deals DMG as the active character, restore 2 Energy to the Vanguard. This effect can trigger once every 1s.
Seed's Basic Attack: Falling Petals - Slaughter, Basic Attack: Falling Petals - Downfall, and Ultimate: Clockwork Garden - Bloom! deal 30% increased DMG and ignore 25% of enemy Electric RES.
Basic Attack: Chrysanthemum Wheel Dance
Basic Attack: Falling Petals - Slaughter
Dodge: Running on Petals
Dash Attack: Magnetic Wheel Dance
Dodge Counter: Blossom Burst
Special Attack: Withered in Frost
EX Special Attack: Raining Iron Petals
Chain Attack: Tempest of Frosty Petals
Ultimate: Clockwork Garden - Bloom!
Quick Assist: Barrage of Raining Flowers
Defensive Assist: Sprouting Barrier
Assist Follow-Up: Crimson Core Burst
Hibernation Period
Mindscape 1
Light Absorption Technique
Mindscape 2
A Story of Sprouting
Mindscape 3
Fragrant Tune
Mindscape 4
Time to Bloom
Mindscape 5
Theory of the Heart
Mindscape 6
Seed Stats at level 60 (including Core passive bonuses).
Seed 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
Plenty of invincibility frames and free dodge mechanics - difficult to get interrupted during combos.
Introduces a new team archetype of Dual Attack-Class DPS.
Makes niche characters more usable than ever before (e.g Nekomata & Billy), granting her many potential team partners.
Kit contains elements of the Support and DPS, granting her a unique position among the Attack Class.
Lacking a true dedicated partner at the time of her release - she must take other Attack Agents from their best teams to form her own.
Combos aren't mechanically difficult, but require proper resource management to be effective
Must be run alongside another Attack Agent.
Seed is an S-Rank Electric Attack Agent who fills a new niche in the Zenless Zone Zero meta as a DPS dedicated to fighting alongside other Attack Agents in dual DPS team compositions. While this playstyle already existed before her release, Seed elevates it to the next level and makes it properly meta-worthy thanks to her exceptional buff-sharing capabilities.
The main part of Seed’s kit lies in a couple of mechanics contained within her Core Passive, alongside her unique resource called Steel Charge.
Let’s discuss her Core Passive first. At the start of the battle, if another Attack Agent is present within the squad, it is designated as Seed’s partner, called Vanguard. For simplicity purposes, we will refer to this Vanguard as her partner.
Essentially active all throughout battle provided the player isn’t idle, Seed and her partner will always give each other 1000 ATK, 30% CRIT DMG as well as 25% DMG dealt. This is because the buffs last plenty of time and are easily refreshed. This significantly boosts the damage potential of the affected party members, particularly CRIT hits, however be aware that these buffs only apply if the concerned Agent is actively on-field (there is a grace period on the buff for characters that remain on the field after switching out of 3 seconds - this is helpful when employing things like swap cancels).
Via her Additional Ability, Seed restores 2 Energy to her partner every second when actively dealing damage. Her ultimate and charged punch Basic Attack also deal 30% increased DMG and ignore 25% Electric RES.
Lastly, when Seed’s partner actively consumes 1 Energy or when Seed consumes Energy, Seed recovers 0.5 Steel Charge. This is a perfect segway to discuss what Steel Charge is.
Steel Charge is Seed’s unique resource; this represents the bar below her screen. It has a maximum of 150 points and is recharged by doing almost any attack in her kit, and she can consume 120 of it by executing her charged punch Basic Attack, then pressing Basic Attack again, which will initiate a sequence of 2 strong mecha attacks that deal the majority of Seed’s damage to enemies. This attack can and should be swapped out of, as it allows Seed to deal damage while the on-field character can input actions of their own.
The actions that restore the most Steel Charge include (but aren’t limited to): Seed’s Basic Attack 4, her EX Special, her Ultimate, her Chain Attack and her Assist Follow-Up.
Seed has a 4-part Basic Attack, the first 2 attacks dealing Physical DMG and the last 2 dealing Electric DMG. The 3rd Basic Attack can also trigger a dodge automatically while Seed is retreating. In particular, the 4th Basic Attack is one of Seed’s primary ways to regenerate Steel Charge and will allow her to perform her charged punch Basic Attack, which she can then follow up with her Steel Charge-consuming attacks if she is at 120 Steel Charge or higher.
Her Dodge works like you’d expect it to: the Dash Attack is nothing special and shouldn’t be used, while the Dodge Counter deals a big chunk of Electric DMG and Daze to enemies, which is easily activated by her Basic 3 automatic dodge mechanic, or simply dodging manually as well.
Seed’s regular Special deals too little damage to be considered worth using in her rotations (aside from exceptions with certain W-Engines like Severed Innocence). However, her EX Special is much more interesting. Usable at a cost of 60 Energy, it allows Seed to enter Flight Mode, which allows Seed to unleash a constant barrage of missiles on enemies. This attack can and should be held down all the way in order to consume at least 60 Energy (different with Mindscape 2 unlocked), and deal the maximum amount of damage possible. It will automatically follow up with her charged punch Basic Attack when consuming at least 60 points of Energy, allowing for an easy segway into her Steel Charge-empowered attacks when at 120 Steel Charge or higher.
On the other hand, her Ultimate has a very long animation, but it deals a ton of damage in that time which compensates for its extended duration. It makes Seed automatically regain 60 Steel Charge and once again allows her to segway into her Steel Charge-empowered attacks if it is possible. Remember not to waste the 60 Steel Charge regenerated by this ability!
Seed’s Assists work exactly like you’d expect them to, not doing anything that stands out in particular from most other Agents. It is nonetheless worth noting that her Assist Follow-Up regenerates a good chunk of Steel Charge, approximately equivalent to her Basic 4, which can be considered in some of her combos.
Seed is a simplistic Agent to pilot, while of course requiring good resource management, whose kit features a good chunk of invincibility frames and automatic dodges, which makes it more difficult for her to be hit by enemies. Additionally, she really provides massive buffs to the Attack Agent she is partnered with, and packs a punch in her own kit as well. This makes her a dedicated damage dealer and buffer all at once, particularly reinforcing her flexibility with any other Attack Agent, even shedding some light on previously niche Agents such as Nekomata, thanks to their ability to bounce off of each other’s EX Specials and Energy generation mechanics.
Unfortunately for Seed however, the Agents she currently works best with are high-profile Attack Agents who deal a lot of damage. The issue with this is that they want to take up the overwhelming majority of on-field time, and Seed actively goes against this since she wants her own chunk of field time as well. While this is easily compensated for via her massive buffs enabling more niche Attack Agents to shine alongside her, and this downside is negated in heavy quickswap teams, she tends to take already potent DPS Agents out of their best teams and make them perform worse than their usual best option, or she takes Agents that are too niche to stand out as a top competitive option currently.
Nonetheless, in conclusion we can safely say that Seed’s team flexibility is nothing to scoff at, and she is sure to satisfy players who prefer to play more niche Attack Agents such as Nekomata or Billy, as well as players who want a generalist alternative to any Attack Agent in the game currently (save for Hugo, who wants to function alongside 2 Stun Agents for extra Daze while retaining good self-buffs).
In other words, Seed is a character whose only real complexity is proper resource management and exploitation of swap windows to reach maximum potential. Beyond this, her combos aren’t difficult to execute, she is invincible for quite a noticeable chunk of her rotation (particularly in quickswap), and she works alongside plenty of strong Attack Agents, enabling a lot of new team compositions, as well as making a unique playstyle stronger than it previously was.
Since Seed tends to work with other Attack Agents who can eat up a lot of field time while doing productive things, it's pretty rare that Seed ends up in a situation where she has to fill in for field time when a phase of lack of resources is ongoing. However, in the case that this is necessary, maybe with teammates that don't want to eat up field time due to their lack of damage outside of their resource-heavy combos, then Seed can fill in just fine by spamming Basic Attack in order to generate extra Steel Charge. This is also acceptable to do if building Steel Charge is needed for a Stun combo if it's about to come up. However, most of the time we can do better than this if any of several resources are available, which we will discuss below.
Seed has numerous combo starters, some of the most frequent ones are her Dodge Counter, Quick Assist and Assist Follow-Up. This is because they all segway into Seed's "Mech Combo" (Basic Attack: Falling Petals - Slaughter into Basic Attack: Falling Petals - Downfall if enough Steel Charge is available). Hence we can come up with combos like this one:
General Combo
- Dodge Counter OR Quick Assist OR Assist Follow-Up
- Basic Attack: Falling Petals - Slaughter
- Basic Attack: Falling Petals - Downfall (with enough Steel Charge)
Basic Attack 4 can also serve as a combo starter for this sequence but will see rarer use since it needs to build a precise amount of Steel Charge in order to do so.
Since Seed's fully channeled EX Special and Ultimate each generate 60 Steel Charge (a bit over that in the case of EX Special), they can very easily transition into her Mech Combo as follows:
EX/Ultimate Combo
- EX Special (Full Channel)
- Ultimate
- Basic Attack: Falling Petals - Slaughter
- Basic Attack: Falling Petals - Downfall
Make sure not to waste any Steel Charge with this combo as it generates a bit over 120 points. EX Special and Ultimate can be used interchangeably depending on the amount of Decibels available (note that Seed's fully channeled EX Special gives about 200 Decibels).
Lastly for out-of-stun personal combos, the following can be used if you are starting from little to no Steel Charge and have EX Special available:
Basic/EX Special Combo
- Basic Attack 1,2,3,4
- Basic Attack 1,2,3,4
- EX Special (Full Channel)
- Basic Attack: Falling Petals - Slaughter
- Basic Attack: Falling Petals - Downfall
As usual, remember to keep track of your Steel Charge so you don't waste any. This combo can always be performed by only doing 1 Basic Attack chain at higher Steel Charge counts.
Other teammates' EX Specials can also be used to replenish Steel Charge for Seed. Depending on your teammate's EX Special Energy cost, combos will vary. However, remember that Quick Assists, Dodge Counters, Assist Follow-Ups and Basic Attack 4's are all good combo starters, and EX Special and Ultimate are your strongest ways to generate Steel Charge.
Now let's discuss Stun Combos. Try to prepare resources in order to use one of these two when a Stun window is about to come up.
No Ultimate Stun Combo
This is the general combo that most people will be able to achieve. The timings aren't too tight and if performed well, can even allow your other Attack Agent to weave in their own attacks throughout the rotation including their Ultimate if it's available, like so:
- Basic Attack: Falling Petals - Slaughter
- Basic Attack: Falling Petals - Downfall (Swap Cancel)
- Trigger Chain with another Agent's EX Special
- Chain Attack
- Cancel Chain —> EX Special (Full Channel Swap Cancel)
- Trigger Chain with another Agent
- Chain Attack
- Basic Attack: Falling Petals - Slaughter
- Basic Attack: Falling Petals - Downfall (Swap on 2nd hit)
- (Optional, if available) 2nd Attack Agent's Ultimate
Note that the amount of Steel Charge needed to prepare this combo will vary depending on the EX Special Energy cost of your second Attack Agent. Between 81 (at the lowest, 80 Energy cost) and 121 (at the highest, 40 Energy cost) Steel Charge will be needed in order to execute this combo.
Expert/Ultimate Stun Combo
This combo is very tight timing-wise and requires extremely precise resource preparation to execute, so it will be very difficult to use this in practical combat. However, it is one of the best Stun combos theoretically possible. If you can execute this, Seed will deal a ton of damage but once again, the timing is very precise and the resources that are needed to be built up are very difficult to achieve. However, they're not impossible. Here's the combo:
- Basic Attack: Falling Petals - Slaughter
- Basic Attack: Falling Petals - Downfall (Swap Cancel)
- Trigger Chain with other Attack-Agent (optional: EX Special, depending on your current Steel Charge)
- Chain Attack
- Cancel Chain, swap into another Agent, trigger Chain with other Attack-Agent (optional: EX Special, depending on your current Steel Charge)
- Chain Attack
- Ultimate
- Basic Attack: Falling Petals - Slaughter
- Basic Attack: Falling Petals - Downfall (Swap Cancel)
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 Seed playing with teammates, while the bottom number in the 'vacuum', so just Seed'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 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.
87.04%
87.54%
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.
85.97%
86.30%
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.
80.81%
81.63%
CRIT Rate increases by 10/11.5/13/14.5/16%. Dash Attack Electric DMG increases by 40/46/52/58/64%. When any squad member applies an Attribute Anomaly or Stuns an enemy, the equipper's CRIT Rate increases by an additional 10/11.5/13/14.5/16% for 15s.
80.79%
81.60%
Increases CRIT Rate by 15%. Launching an EX Special Attack grants the equipper 8 Charge stacks, up to a maximum of 8 stacks. Whenever the equipper's Basic Attack deals Ether DMG, consumes a Charge stack and increases the skill's DMG by 35%.
76.58%
81.43%
Upon hitting an enemy with a Basic Attack, Dash Attack, or Dodge Counter, the equipper's ATK increases by 3.5/4.4/5.2/6/7% for 8s, stacking up to 8 times. This effect can trigger once every 0.5s. The duration of each stack is calculated separately.
75.94%
76.27%
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%.
100%
100%
Generally the best option for Seed, focused on increasing Basic Attack DMG which she deals an overwhelming majority of. Able to buff Basic Attack DMG up to 55% maintained easily, which makes it by default the best Disk Drive set for her.
Best combined with your choice of 2-PC Set:
96.80%
98.05%
Strong general set for on-field Attack Agents, displaying close performance to 4P Dawn’s Bloom on Seed. Provides 3 different stacks of 9% ATK buffs when performing Basic Attacks, Dodge Counters and EX Specials, making this set particularly useful on characters who are prone to using each of these frequently, including Seed. However, don't expect the full buff to be up all of the time (if ever).
Best combined with your choice of 2-PC Set:
94.75%
95.52%
A volatile Disc Drive option with big ups and downs, depending on the encounter you're against, your team composition and how well you play around its effect. If you're able to consistently trigger this set's effect right before or during Seed’s main damage combo it performs well, but when completely ignored and triggered at bad timings it can perform noticeably worse than listed.
Best combined with your choice of 2-PC Set:
Substats: CRIT DMG = CRIT Rate > ATK% > PEN > ATK
ATK: 2700 - 3000+
HP: 10000+
DEF: 800+
CRIT DMG: 110 - 140%+
CRIT RATE: 75% - 90%+
Basic Attack
Chain Attack
Special Attack
Assist
Dodge
Teams & Synergy
Below we list only the most important synergies for Seed. 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.
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.
Best Team
In the second spot, you can use any Attack Agent.
Bangboo options are mostly dependent on Seed’s teammates - remember to run the best mix of Anomaly and Daze application depending on the team. Below are some generally usable choices:
This section lists most popular teams featuring Seed in the current phase of Shiyu Defense.
This section lists most popular teams featuring Seed 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!
Seed uses our new calculation format for this reason, do not compare her calculations for DPS to characters other than Alice at this time. 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 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.
Substats: ATK (27%), CRIT Rate (26.4%), CRIT DMG (67.2%)
Shiyu Defense / Deadly Assault
This section contains information about Seed performance in the latest Shiyu Defense and Deadly Assault cycles (2.2.2). 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.
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.
This section lists the characters that were most commonly paired with Seed in the current phase of Shiyu Defense.
This section lists the characters that were most commonly paired with Seed in the current phase of Deadly Assault.
Mindscapes data comes from players who used Seed in the current SD cycle (1249) or in the current DA cycle (4284).
89.97%
122 s.Mindscape 0
4.79%
96 s.3.29%
79 s.0.43%
109 s.0.07%
64 s.0.09%
63 s.1.36%
53 s.W-Engines usage data comes from players who used Seed in the current SD cycle (1249) or in the current DA cycle (4284).
57.2%
111 s.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.
12.39%
142 s.Upon hitting an enemy with a Basic Attack, Dash Attack, or Dodge Counter, the equipper's ATK increases by 3.5/4.4/5.2/6/7% for 8s, stacking up to 8 times. This effect can trigger once every 0.5s. The duration of each stack is calculated separately.
11.94%
135 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%.
3.58%
143 s.Increases ATK by 7.5/8.6/9.7/10.8/12%. Attacks that land a CRIT on an enemy will inflict an additional 200% of ATK as DMG. This effect can only be triggered once every 8/7.5/7/6.5/6s.
3.29%
121 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.
2.61%
130 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.
Disk Drives usage data comes from players who used Seed in the current SD cycle (1249) or in the current DA cycle (4284).
64.51%
124 s.22.62%
118 s.2.2%
111 s.1.27%
136 s.1.15%
107 s.1.06%
123 s.Copyright © 2025 Prydwen.gg