



To learn more about Trigger check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Trigger 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 1.6
Last build/calcs update
Patch 1.6
Last teams/synergies update
Patch 1.6
Last profile update*
April 1st, 2025
*Profile update means smaller edits to disk drives, stats or other things that don't require new calculations.
To learn more about Trigger 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 Soul-Searching Gaze
When Trigger's Aftershock hits an enemy, the target's Stun DMG Multiplier increases by 20% for 5s.This Stun DMG Multiplier increase will apply even if the target isn't stunned.
Impact 0
BASE ATK: 0
Additional Ability Silver Lantern's Gaze
When another character in your squad is an Attack character or shares the same attribute:
When Trigger's CRIT Rate exceeds 40%, each 1% CRIT Rate above this threshold increases her Daze dealt by Aftershocks by 1.5%, up to a maximum increase of 75%.
Basic Attack: Cold-Bore Shot
Basic Attack: Silenced Shot
Basic Attack: Harmonizing Shot
Basic Attack: Harmonizing Shot - Tartarus
Dodge: Phantom Concealment
Dash Attack: Vengeful Specter
Dodge Counter: Condemned Soul
Special Attack: Spectral Flash
EX Special Attack: Flash Burial
Chain Attack: Stygian Guide
Ultimate: Underworld Requiem
Quick Assist: Cold-Bore Cover Fire
Defensive Assist: Delaying Demise
Assist Follow-Up: Piercing Thunder
Sharpened Senses
Mindscape 1
Ether Vision
Mindscape 2
Homecoming
Mindscape 3
Concealment
Mindscape 4
Locked In
Mindscape 5
Beyond the River of the Dead
Mindscape 6
Trigger Stats at level 60 (including Core passive bonuses).
Trigger images aren't available yet. They will be added soon!
Review
Strong off-field presence via Aftershock attacks that inflict a lot of Daze and damage;
Very simplistic in playstyle: just do 4 charged shots, swap out, rarely come back;
Automatic dodge mechanic and lots of range for extra comfort — very easy to avoid enemy attacks;
Universal Stun DMG Multiplier debuffer, making her a top choice way beyond Aftershock teams, not only as a Stun but as a Support too.
Really enjoys having her signature W-Engine, as it’s an amazing increase to her supportive presence via a practically permanent 25% DEF reduction on enemies. Her M1 is also amazing but both are expensive to acquire;
Is locked out of several Anomaly team choices due to her Additional Ability activation condition, which hinders some of her massive team flexibility potential;
Has trouble filling in for field time during the downtimes of certain Agents’ damage windows.
Trigger is an Electric S-Rank Ranged Agent who specializes in off-field Aftershock damage and Daze, as well as amplifying Stun DMG Multipliers of enemies, thus boosting your whole party’s damage significantly. Without a doubt, all of these traits cement Trigger as a character who synergizes not only with Aftershock characters but powerhouses way beyond that scope, often filling the slot of both a Support and Stun at the same time.
In essence, her gameplay is extremely simplistic which will satisfy the wants of a lot of players: the mechanic at the core of her gameplay is a bar located under her in-battle character icon called “Purge” that she can fill in her “Sniper Stance” using “Silenced Shots”. These three terms cover the majority of how she’s played.
Sniper Stance is entered by holding down Basic Attack. Once this occurs, Trigger gets on the ground and starts automatically shooting ranged Silenced Shots at enemies. These charged shots each charge up to 25 Purge up to a maximum of 100, which means 4 shots fill up the whole bar. This initially appears blue, but can change to an orange-golden colour after using certain skills. During Sniper Stance, Trigger will automatically trigger a Perfect Dodge once every 8 seconds if attacked, and she’s also able to move to the side or backwards in the process. When the free perfect dodge isn’t up, she can still activate a Perfect Dodge by evading in any direction at the right timing. During Sniper Stance and after a Perfect Dodge, she can execute a Counter regardless of whether the dodge is automatic or manual, which deals significant damage to the target while also generating Purge.
Once the Purge bar is filled up, Trigger is ready to switch out and deal Aftershock DMG right away. As an added bonus after exiting Sniper Stance, she’ll automatically cast a “Finishing Move” which deals additional damage.
At this point, if the bar below Trigger is blue and she is switched out of the field, your other characters’ basic skills will be able to trigger “Harmonizing Shots”, consuming 3 Purge a maximum of once every 3 seconds. These are her off-field Aftershock attacks which contribute to a lot of her Daze and damage. However, there are two ways to enhance them.
The first method is by using a heavy attack from either an EX Special, Assist Follow-Up or Ultimate of a character other than Trigger. This activates a special variant of Harmonizing Shots called “Tartarus” which inflicts extra damage and Daze but consumes 5 Purge instead of 3 and takes more field time. You can activate these enhanced Harmonizing Shots a total of 6 times every 20 seconds, 2 times per each type of attack. They also do not share a cooldown with standard Harmonizing shots, allowing them to be used back to back.
The second method is by turning the Purge bar below Trigger’s icon from blue to gold. This is done via her EX Special or Ultimate, with the colour change of the Purge bar indicating she’s entered a new state called “Coordinated Support”. Coordinated Support’s benefit is allowing your Harmonizing Shots to completely ignore the 3 second cooldown and usual Purge cost for a number of shots while it’s active. After using Trigger’s EX Special the next 4 Harmonizing Shots have this effect and after using her Ultimate the next 6 do. Note Coordinated Support can last a total of 20 seconds and span up to 10 shots per iteration. Her Ultimate grants 12 seconds of duration and 6 shots and her EX grants 8 seconds and 4 shots. These can be stacked together if used in succession to max out both the shot and duration limit of Coordinated Support, this isn’t necessary though. It’s in fact recommended to space them out if you’re trying to optimize, as regular blue Aftershock attacks don’t share a cooldown with gold Aftershock attacks so you can squeeze an extra couple instantaneous shots if you plan things properly (you can interpret it as your EX special giving you 5 instant shots instead of 4, and your Ultimate giving you 7 instant shots instead of 6).
Any instance of Aftershock DMG that Trigger deals, which comprises any of her off-field attacks, passively increases the Stun DMG Multiplier of all enemies hit by 35% for 5 seconds which applies regardless of whether the enemy is stunned or not. This is her Core Passive, and is one of the most important parts of Trigger’s kit and justifies a lot of her potential as a Support/buffing Agent, as it greatly increases all of your party’s damage against affected enemies.
Trigger’s Additional Ability increases her Daze dealt by Aftershocks by 1.5% for every 1% CRIT Rate she has over 40%. The maximum Daze increase from this Additional Ability is 75% which means the passive maxes out at 90% total CRIT Rate for Trigger, so aside from Impact this will be one of her main stat goals.
Other than that, Trigger’s Ultimate and EX Special both inflict a good amount of DMG and Daze in a single instance on top of granting Coordinated Support but also immediately activate a Quick Assist for the previous character in the team. This means you’ll typically want your DPS character to be swapped into and so they’ll be placed before Trigger in your party.
Her other noteworthy skills are her Chain Attacks, which simply deal good amounts of DMG and when applicable Daze, as well as her Defensive Assist and Assist Follow-Up which, on the other hand, deal a massive amount of Daze and are a strong option for filling spare field time during combat or triggering W-Engine effects.
All of these abilities, when put in relation to each other, allow us to piece together Trigger’s gameplay: and as we said when we introduced her, it’s very simplistic in essence. All you need to do is as follows:
Start off by doing 4 Silenced Shots in her Sniper Stance, followed by a Finishing Move;
Switch out to other Agents in your party and deal damage using them, while Trigger activates several Aftershock off-field attacks over time and stuns enemies off-field while increasing the Stun DMG Multiplier of those enemies;
Come back to Trigger to do Defensive Assists, EX Specials and Ultimates to stun enemies faster and deal more damage, as well as to refresh Purge when needed via more Silenced Shots.
Trigger’s Purge consumption is extremely low, which means she’s a low maintenance Agent in general, similar to Astra Yao in that sense. You only need to come back every once in a while to refresh Trigger’s Purge by doing an extra round of Silenced Shots. The most important gameplay tip to keep in mind when it comes to Trigger is learning to quickly release Basic Attack after your 4th Silenced Shot, which instantly cancels the animation and activates Finishing Move at no loss of damage — a good time save overall. Beyond that, there are some additional tricks to squeeze out some extra harmonizing shot triggers and minimize the restrictiveness of its three second cooldown, but the real secrets lie in optimizing the gameplay of your other Agents to make her shine!
In regards to Trigger’s position in the meta, her biggest flaw is that a lot of her potential is locked behind her first Mindscape and her signature W-Engine Spectral Gaze; this is because it gives a -25% DEF Reduction to all enemies hit by her Aftershock attacks which is a massive buff to your entire party’s damage, and with her M1 she obtains an extra 20% Stun DMG Multiplier increase, going from 35% to 55%, further amplifying your whole party’s damage. Without a doubt, these two upgrades make Trigger one of this game’s top Supports, going beyond the scope of a Stun Agent, very close to Astra Yao in universal strength.
However, even without those two upgrades included, Trigger remains an Agent who is of course especially strong in Aftershock teams such as with Soldier 0 Anby, who not only enjoys the damage boosts, but also the on-field time that she gains from being paired up with Trigger who’s constantly off the field, as Dodge Counters are a big part of Soldier 0 Anby’s gameplay and you need to be on the field with her to execute them. However, Trigger goes beyond those teams as a viable Stun Agent for DPS powerhouses like Yanagi and Evelyn, but also a mix of a Support Agent via her Stun DMG Multiplier debuff for just about any team that can appreciate her extra Daze, which aside from pure Anomaly teams that don’t have the Electric attribute such as Piper/Burnice, is pretty much anyone.
To summarize, Trigger is a very strong all-rounder Agent who’s capable of not only dealing high Daze and good Aftershock DMG off-field, but can also serve as a mix of a Stun and Support Agent for many teams, including the top contenders of the game’s meta. This makes Trigger one of the most valuable agents currently available, especially because of her ease of use, which a lot of the casual playerbase will enjoy.
Undoubtedly, these factors show that Trigger is a top-tier Agent herself.
This tier list assesses characters based on their combat potential in Zenless Zone Zero’s current most demanding content, Shiyu Defense (SD). SD is a mode similar to Genshin Impact’s Spiral Abyss or Honkai Star Rail’s Memory of Chaos and requires multiple teams, Disk Drives and good 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 but in the end, there is a bias toward single target focused characters at the top-end and tier list ratings will reflect that.
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.
Shiyu Defense
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 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.
100%
100%
When the equipper hits an enemy with an Aftershock, causing Electric DMG, the target's DEF is reduced by 25/28.75/32.5/36.25/40% for 5s. Passive effects of the same name do not stack. When this effect is triggered, if the equipper is not the active character, they gain 1 stack of Spirit Lock, up to a maximum of 3 stacks. This can trigger only once per use of a skill. Each stack of Spirit Lock increases the equipper's Impact by 4/4.6/5.2/5.8/6.4%, lasting 12s. The duration of each stack is calculated separately. At full stacks of Spirit Lock, the equipper's Impact increases by an additional 8/9.2/10.4/11.6/12.8%.
99.31%
75.20%
Upon launching a Quick Assist or Perfect Assist, the equipper's Impact increases by 25/28.75/32.5/36.25/40% for 8s. When the equipper launches and hits an enemy with a Basic Attack, apply Wilt to the target for 30s, stacking up to 20 times, repeated triggers reset the duration. When any squad member hits an enemy, for every stack of Wilt applied to the target, the CRIT DMG of the Ice DMG and Fire DMG dealt by that attack increases by 1.5/1.72/1.95/2.17/2.4%. Only one of this effect can be active at a time in the same squad.
97.75%
86.82%
When a Basic Attack hits an enemy, gain 1 stack of Tea-riffic. Each stack of Tea-riffic increases the user's Impact by 0.7/0.88/1.05/1.22/1.4%, stacking up to 30 times, and lasting for 8s. The duration of each stack is calculated separately. Upon acquiring Tea-riffic, if the equipper possesses stacks of Tea-riffic greater than or equal to 15, all squad members' DMG is increased by 20/23/26/29/32% for 10s. Passive effects of the same name do not stack.
94.21%
73.96%
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.
93.71%
70.12%
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%.
93.32%
70.12%
For every 10 Energy accumulated, the equipper's Impact is increased by 2/2.3/2.6/2.9/3.2%, stacking up to 8 times. After Energy is consumed, this bonus remains for 8 more seconds. The duration of each stack is calculated separately.
93.08%
65.05%
The equipper's attacks inflict 8/9/10/11/12% more Daze on their main target.
92.66%
73.96%
When off-field, the equipper's Energy Regen increases by 0.6/0.75/0.9/1.05/1.2 per second. When using an EX Special Attack, the equipper's Impact is increased by 10/12.5/15/17.5/20% for 10s, stacking up to 2 times. The duration of each stack is calculated separately.
1
Top set for Trigger when focusing on dealing as much Daze as possible. Grants her much needed Impact%, but also provides a large Daze% increase to her Basic Attack themed abilities, including her Harmonizing Shots boosting her stunning capabilities considerably.
Best combined with your choice of 2-PC Set:
Substats: CRIT RATE >= CRIT DMG > ATK% > PEN = ATK
ATK: 1700 - 2200+ (Optional)
HP: 10000+
DEF: 750+
IMPACT: 162 - 186 + (Most important stat)
CRIT RATE: 60 - 90%
Most Stun characters have little use for sub-stats outside of improving their Sub DPS capabilities, but this is not the case for Trigger.
Stacking CRIT RATE grants her substantial DAZE% increase to all her Aftershock abilities, making it by far her highest priority stat after IMPACT% and DAZE% on gear.
Get as much CRIT RATE as you can until her additional ability caps out at 90%, then prioritize other stats (only doable with her signature).
CRIT DMG: 100 - 120%+ (Optional)
Basic Attack
Special Attack
Chain Attack
Assist
Dodge
Teams & Synergy
Below we list only the most important synergies for Trigger. 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.
Trigger is a Stun Agent who not only brings a lot of off-field damage and Daze, but also provides a lot of buffs, and even DEF shred (similarly to Nicole) when she's using her signature W-Engine. As a result, she doubles not only as an amazing Stun unit, but also a Support. This means she's usable anywhere where her Stun is desirable. This includes a lot of top meta teams, but below are some of the best ones:
Bangboo options:
For more team ideas, check this video:
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.
Mindscape notes:
DISCLAIMER: Trigger spends the majority of her time off the field, because of this her Daze Per Second and DPS vs actual field time is technically much higher than other characters and what is represented here. In the calculations below we have counted the time it takes for Trigger to perform her Harmonizing Shot attacks as time in her rotation - despite the fact she is off field. The reason we've done this is we feel the most important part of a Stunner is how quickly they Stun - by doing this we are able to accurately represent how much Stun per second Trigger is delivering in a fixed amount of combat time. For those looking for specifically Daze or Damage compared to field time both are technically much higher than this as the majority of her attacks occur off the field and can be found further below for comparison.
Also, Trigger doesn't have much of a set "rotation" after her opener as all she needs to do in combat is ensure she doesn't overcap on resources while also keeping her Purge Gauge full. As a result of this, the "rotation" present below is instead a representation of how Trigger's abilities may play out for the purpose of damage and daze calculations in a fight where Trigger's main goal is to daze a boss type enemy as quickly as possible.
Rotation time: 28.67s.
Attention!!! Calculations between characters that use Quick Swap Daze vs Main Field Daze Rotations should not be compared as they are two different playstyles!
This rotation includes the time needed to initially fill Triggers Purge Gauge - something she only needs to do once or twice in a fight. Due to some Mindscapes using the opener part of her rotation this is the rotation we've used for calculating the potential gains associated with them. The rotation below includes 17 standard Harmonizing Shots and 1 Harmonizing Shot Tartarus. Trigger relies on her EX and Ultimate to bypass Harmonizing shots cooldown in order to execute so many in such a short period of time, without one or both of them less shots can be expected.
Opener Rotation
- Scope In
- Basic Attack: Silenced Shot (Shot DMG)
- Basic Attack: Silenced Shot (Shot DMG)
- Basic Attack: Silenced Shot (Shot DMG)
- Basic Attack: Silenced Shot (Shot DMG)
- Basic Attack: Silenced Shot (Finishing DMG)
- Defensive Assist: Delaying Demise
- Assist Follow-Up: Piercing Thunder
- EX Special Attack: Flash Burial
- Ultimate: Underworld Requiem
- Defensive Assist: Delaying Demise
- Assist Follow-Up: Piercing Thunder
And here are the W-Engines and Disk Drives used in the calculations.
When the equipper hits an enemy with an Aftershock, causing Electric DMG, the target's DEF is reduced by 25/28.75/32.5/36.25/40% for 5s. Passive effects of the same name do not stack. When this effect is triggered, if the equipper is not the active character, they gain 1 stack of Spirit Lock, up to a maximum of 3 stacks. This can trigger only once per use of a skill. Each stack of Spirit Lock increases the equipper's Impact by 4/4.6/5.2/5.8/6.4%, lasting 12s. The duration of each stack is calculated separately. At full stacks of Spirit Lock, the equipper's Impact increases by an additional 8/9.2/10.4/11.6/12.8%.
Substats: ATK (18%), CRIT Rate (33.6%), CRIT DMG (67.2%)
Below is a comparison of Triggers Daze Per second with her Opener Rotation included in the field time and excluded to give you an idea of what Trigger's Daze per second looks like without having to use it (everything else is identical).
All the figures above are based on real combat time, but it should be noted that throughout the majority of Trigger's rotation, you'll have another character attacking and contributing Damage and Daze, meaning whatever numbers she puts up are in addition to the character you decide to main field. To give you an idea of how much Daze and Damage per second Trigger is putting out vs the time she actually spends on the field here is a comparison. Please note this is not a good indicator of how fast she dazes compared to other characters and is only meant to demonstrate how powerful Trigger is based on the little time she spends on field.
Also, the rotation used for the calcs below includes the Opener.
Rotation time: 11.57s.
Shiyu Defense / Deadly Assault
Trigger Shiyu Defense stats aren't available yet. They will be added soon.
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