Last updated: 09/September/2026

Best guide and build for Claret from ZZZ (Zenless Zone Zero). Claret is an
rank character with the Electric attribute who belongs to the Armorer Specialty and who is part of the Unknown Faction faction.
Claret 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 update
Patch 3.2
Last build update
Patch 3.2
Last teams update
Patch 3.2
Last profile update*
09/September/2026
*Profile update means smaller edits to disk drives, stats or other things that don't require new calculations.
To learn more about Claret check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Profile
Core Passive Banquet of Pale Blood
All DMG dealt by Claret's skills is considered Sharp DMG, and skill DMG Multipliers are based on DEF. Some Sharp DMG builds up Gash. When Gash buildup is full, the enemy is inflicted with [Gash], which can stack up to 3 times. When [Special Attack: Bloodbloom Oath - Cleaving Gold and Iron] or [Special Attack: Bloodbloom Oath - Blood Burial Assault] hits an enemy inflicted with [Gash], 1 stack of [Gash] is consumed to trigger [Maim] and deal AoE DMG.
When a critical hit is triggered, Sharp DMG doesn't receive the CRIT DMG Bonus and instead uses the Laceration DMG Bonus. If CRIT Rate exceeds 100% and a critical hit has already been triggered, an additional Laceration check is performed based on the excess CRIT Rate. If Laceration is triggered, the Laceration DMG Bonus is applied an additional time. For every 1% of Claret's initial CRIT DMG, her initial CRIT Rate increases by 0.35%.
When Claret enters the battlefield, she gains 60 Sharpness. In Investigation Zone Mode, this effect can trigger once every 180s.
While Claret is in the Crimson Inscription state, her Anti-Interrupt Level is increased. When Claret uses a [Chain Attack], the duration of [Crimson Inscription] is extended by 2s.
While Claret is in the [Crimson Inscription] state, or while using a [Chain Attack], [Ultimate], [Counter Assist], or [Assist Follow-Up], CRIT Rate increases by 15% and Gash Buildup Rate increases by 20%. Triggering a Perfect Dodge during [Basic Attack: Bloodbloom Oath - Starforging] or [Basic Attack: Bloodbloom Oath - Subduing Axe] increases DMG dealt for the remainder of the skill by 15%.
BASE ATK: 0
Additional Ability Bloodline Legacy
When another character in your squad is a Stun or Armorer character, or shares the same attribute:
When any Agent in the squad triggers Contamination, Claret gains 300 Decibels. This effect can trigger once every 18s.
When Claret or another squad member triggers Maim, all Armorer Agents in the squad enter Remnant Edge. While in the Remnant Edge state, Laceration DMG is increased by 25%, lasting 40s. Triggering Remnant Edge again refreshes its duration.
Basic Attack: Bloodforging Four Forms
Basic Attack: Bloodbloom Oath - Starforging
Basic Attack: Bloodbloom Oath - Subduing Axe
Dodge: Night Vision
Dash Attack: Tempering
Dodge Counter: Returning Edge
Dodge Counter: Bloodbloom Oath - Returning Edge
Special Attack: Porcelume's First Call
EX Special Attack: Bloodbloom Oath - Secret Forging Techniques
Special Attack: Bloodbloom Oath - Cleaving Gold and Iron
Special Attack: Bloodbloom Oath - Blood Burial Assault
Chain Attack: Bloodbloom Oath - Resonant Blood Pact
Ultimate: Bloodbloom Oath - Trial After Trial
Quick Assist: Return of the Dire Moon
Quick Assist: Bloodbloom Oath - Return of the Dire Moon
Defensive Assist: Unyielding Heart of the Furnace
Assist Follow-Up: Bloodbloom Oath - Pureforged Edge
Counter Assist: Give Not an Inch of Steel
Assist Follow-Up: Bloodbloom Oath - Hammer Into Shape
Bloodstained Chronicle
Mindscape 1
When Claret's attacks hit enemies and trigger Laceration, Gash Buildup Rate increases by 20%. The DMG Multiplier of Maim triggered by Claret increases to 130% of its original value.
Crown of Inherited Flame
Mindscape 2
The maximum duration of [Crimson Inscription] is extended by 2s. While Claret is in the [Crimson Inscription] state, or while using a [Chain Attack], [Ultimate], [Counter Assist], or [Assist Follow-Up], attacks ignore 18% of the target's Electric RES.
Oath Written in Frosting
Mindscape 3
Crimson Moon Wanderer
Mindscape 4
During the 3rd hit of Basic Attack: Bloodbloom Oath - Starforging, the time by which the consecutive slashes can be extended is increased. DMG dealt by the 3rd hit of Basic Attack: Bloodbloom Oath - Starforging, Chain Attack: Bloodbloom Oath - Resonant Blood Pact, and Ultimate: Bloodbloom Oath - Trial After Trial increases by 20%.
Duskblood Furnace
Mindscape 5
Warm Night's Dream
Mindscape 6
When the heavy attacks of Chain Attack: Bloodbloom Oath - Resonant Blood Pact and Ultimate: Bloodbloom Oath - Trial After Trial hit an enemy, Claret directly triggers 1 instance of single-target Maim without consuming Gash.
Claret Stats at level 60 (including Core passive bonuses).

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.
Low-skill floor, high skill ceiling, and all-around high-performing, introducing a brand-new system to the game that can open up new routes.
Exceptionally high burst damage and accommodating stun combos, not needing a specific character to sustain her game plan.
Has the potential to get even better in the future, as more Armorer Agents and matching Stunners/Supports are released.
Yeah, I ship it.
Crimson Inscription management can be tricky and can demand proper routing to maintain it in full.
Armorer mechanics and being the first of her class mean she has few good synergies and limited teams.
Few W-Engine alternatives to her Signature, being highly dependent on it for best performance.
Needs to be bribed (with compliments) for any negotiations to proceed.
Claret is an Electric Armorer Agent whose gimmick is all about managing her Crimson Inscription state, which gives her enhanced attacks and allows her to consume Gash to trigger Maim - the core of the Armorer class.
Maintaining the state can be difficult, especially when trying to optimise around building as much Gash as possible. She has the ability to get Perfect Dodges with her Basics, which allow them to loop back into later strings, and by balancing out their use with character swaps and skills that pause her Crimson Inscription gauge’s decay, she is able to dish out a lot of damage in burst windows, triggering up to 6 Maims in stuns.
Her gameplay loop amounts to that: enter the state, build up Gash, then when Stun is due, use them all up for Maim. Just be careful to not drop out of the state, as that locks her out of her main damage tool!
Armorer as a class has many unique features. To summarise, these are:
“Sharpness”, which replaces the Energy gauge (and so does not benefit from Energy Regen bonuses).
“Sharp DMG”, which scales with DEF and not ATK, with the latter being a dead stat.
“Laceration DMG”, a multiplier that replaces CRIT DMG and cannot be increased by regular means, with CRIT DMG instead being converted to CRIT RATE at a 1:0.35 ratio.
The ability to double-CRIT if CRIT RATE is over 100%, applying the Laceration DMG bonus twice over
A “Gash” gauge, which has 3 sections, and can be consumed by certain skills to trigger “Maim”, dealing a high burst of AoE damage with a matching element.
The “Counter Assist”, which will interrupt enemy Control Skills and immediately force a Shutdown.
The double-CRIT is not additive; it’s multiplicative! This means that Claret can get more than x6.25 damage on her attacks with a double-CRIT!
Most of the above matters to Claret’s builds, but the Gash and Maim mechanics are integral to her game plan.
Almost all of her attacks (with the exception of Specials and Defensive Assists) will build the Gash gauge. Her tap-and-hold Specials while in the Crimson Inscription state are the skills that consume Gash to trigger Maim.
Maim is affected by DMG bonuses, RES reduction, even the double-CRIT, and the majority of Claret’s damage comes from it. This means that getting as many triggers of it as possible in a fight (ideally in Stun windows) is what underpins both her and her class’ identity.
As Claret can only trigger Maim with her Crimson Inscription state Specials, it’s the key resource that she must manage.
Her EX Special costs 60 Sharpness and on use, it’ll place her in the state for 16s. None of her in-state attacks generate Sharpness on hit, and with a 1.5 Sharpness regen rate, it’s not possible for Claret to have her EX available every 16s.
The gauge will pause when she’s off-field, as well as when using her Counter Assist, Counter Assist Follow-Up, Chain and Ultimate, so swapping out of her to other Agents and making use of her abilities to stop the decay is important.
It is off-field, not inactive! If Claret is swapped out of mid-skill, the gauge will continue to decay until she fully exits the field.
Holding Basic after the EX Special will shortcut to her enhanced Basic 3, whereas tapping or holding Special will link into her Crimson State Specials.
Her tap Special will consume 1 Gash to trigger 1 Maim, whereas her hold Special will consume up to 3 Gash to trigger 3 Maims. The tap Special can be used out-of-stun to avoid overcapping on Gash, whereas the hold Special is used in-stun to burst quickly.
If Maim is triggered by any Special, she can shortcut into an alternate Basic Attack.
Claret does have a regular out-of-state Special, but it shouldn’t be used as it has little value.
There are 3 Basic Attacks that Claret has access to: the first is a regular out-of-state string, which is her main way of building Sharpness.
Although it can be used to help with resource management, it doesn’t see much use, as maintaining the Crimson Inscription state with swaps and pauses is best.
Once in-state, she has access to an enhanced Basic Attack, being the primary skill used to apply Gash to enemies. The Basic 3 is a series of slashes with a downward smash attack, and the slashes can be extended by repeatedly pressing or holding the Basic Attack button.
Her enhanced Basic 2 and the Basic 3 downward smash can Perfect Dodge enemies. If the Perfect Dodge is triggered, then it can shortcut into a Basic 3.
Although a Basic 2 would have transitioned into a Basic 3 anyways, doing this with the downward smash allows Claret to loop Basic 3s over and over, being a great way to build up Gash.
She then has an alternate in-state Basic Attack that’s a shortcut to after Specials that trigger Maim. This looks just like the downward smash and can trigger a Perfect Dodge, but regardless of whether it does or doesn’t, it always leads into a Basic 3, which can be situationally useful after a tap Special.
Claret has 2 Dodge Counters, one for out-of-state and one for in-state, but both rarely see use as it’s best to rely on her Basic 3 Perfect Dodges instead.
She has an out-of-state Dash Attack but no in-state Dash Attack, leading instead to a Basic 1. It does have good range, though, so it can still gap close.
Claret has the standard Defensive Assist and Assist Follow-Up, but she also has the Armorer-exclusive Counter Assist and a Counter Assist Follow-Up.
Both of them will pause the meter decay, but also have far higher multipliers. Combined, they can build up to 2.5 Gash stacks and have higher damage, Daze, Decibels, etc., than regular Assists.
As Control Skills tend to only happen once in fights, it won’t be used often, but it’s a key aspect of the Armorer class and incredibly strong given that cutting a Control Skill short gives the team more time to act.
Claret’s Chain Attack is integral to her in-stun burst. It builds a decent amount of Gash, pauses the Crimson Inscription state from decaying and extends it by 2 seconds. So even if going into Stun with the state about to run out, using her Chain Attack multiple times can be enough to have it last for the full duration.
Her Ultimate doesn’t extend the state, but it does pause it, and if Crimson Inscription is active, it will build up a full Gash stack by itself. It deals high damage and also has the added benefit of generating 10 Sharpness on cast, giving Claret much-needed resources to re-enter the state after Stun if it expires.
Both skills can shortcut into her Basic 3, and doing so is needed for her 6 Maim combos.
Claret’s Core Passive is mostly outlining Armorer mechanics. It does also gives Claret 60 Sharpness when entering the battlefield, allowing her to immediately enter Crimson Inscription, and also buffs her CRIT Rate by 30% and Gash Build-up Rate by 50% while in the state.
These bonuses apply to her Chain Attack, Ultimate, Counter Assist and Assist Follow-Ups regardless of being in state. As her Maims are not included if out-of-state, it doesn’t mean much, so the value of these bonuses is mostly tied to Crimson Inscription.
It also provides a 15% DMG Bonus to Claret’s enhanced and alternate Basics if they trigger a Perfect Dodge, being a minor boost.
Unlike most Agents, levelling the Core Passive does not give Base ATK, and instead, it gives CRIT RATE on every node!
Her Additional Ability needs a Stun, Armorer or same-attribute character, and it gives Claret 300 Decibels whenever Contamination is triggered, with an 18s cooldown. As this demands Wind, it’s only applicable when running her with Wind Agents or in fights with forced Wind application (e.g. Roxy or Scorched Horizon).
Claret will also give all Armorer Agents a 25% bonus to Laceration DMG for 40s when any Maim is triggered by the squad. This applies to herself and opens up the ability to run her as a secondary damage dealer in double Armorer comps, as the buff would apply to others too.
Claret’s game plan is simple but can be difficult to pull off in an actual run.
Her EX Special is used to enter the Crimson Inscription state, and during it, use her enhanced Basic Attacks to apply Gash to enemies. If at risk of over-capping, her tap Special can be used to trigger 1 Maim and ensure she’s always building gauge.
This can be difficult to do, though, as the time it takes for Claret to build 3 Gash stacks is enough to have her Crimson Inscription state be close to running out in many teams and encounters. So swapping out of her while building Gash to quickly apply Daze and refresh ally buffs can take precedence over out-of-stun Maim triggers. Certain Agents can help manage this, like Norma with her Chain Attack conversion, but the balance of how much time to spend on Claret vs other Agents ranges from team to team.
What’s most important is to have at least 3 Gash stacks ready for when stun begins and enough time in the Crimson Inscription state that’ll last long enough to cover a hold Special. If Claret has her Ultimate available, she can fall back on this combo structure:
Hold Special to trigger 3 Maims.
Swap out of her and trigger Claret’s Chain Attack.
Cancel the Chain, then go into a Basic 3 shortcut - this builds 1 Gash stack.
Swap out of her and trigger Claret’s Chain Attack again.
Shortcut into her Basic 3
Once the Basic 3 builds the second Gash stack, use Claret’s Ultimate, building the final Gash stack.
Hold Special to trigger 3 Maims.
Even against 12s base Stun duration enemies and without any extensions, this can fit in full. Other Agent skills can then be integrated into this, like making use of Quick Assists after the second Chain Attack to refresh Astral Voice, or using Norma’s Chain Attack conversion at the end for more damage.
The Chain Attacks and Crimson Inscription duration pauses means that so long as Claret can go into the first while the state is active, she’s likely to be able to perform the full combo. Most optimisation then comes in managing how she’s played out-of-stun, as different teams and counters demand different routes to sustain her gauge and maximise Maims over the course of a fight.
Build and teams

For ZZZ calculations we worked alongside Rivyn Elowen - check out her channel here. Any other content such as comments on W-Engines, Disks, etc are our own.
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 W-Engine calculations below are full team calculations, and here's the team used for them.
114.76%
100.00%
81.38%
80.55%
77.48%
76.93%
100.00%
Thorned Rose is made for Armorers, so it's the go-to pick for Claret, who more than meets the DEF requirements for the 4-piece effect. The 2-piece sets can vary, with Puffer Electro being best for Rina teams, but worse on those with DEF Shred. The exact performance of which will range on the team and buff saturation, but all can be valid options.
Best combined with your choice of 2-PC Set:
Puffer Electro
Woodpecker Electro
Soul Rock
Thunder Metal
Branch & Blade Song
Substats: CRIT RATE > DEF% > CRIT DMG > PEN > DEF
DEF: 2300- 2600+
HP: 9500+
CRIT RATE: 128,9% (with Signature)
CRIT DMG is converted to CRIT RATE. Try to get as close as possible to 200% after factoring in Claret’s Core Passive, W-Engine and team buffs!
Special Attack
Chain Attack
Basic Attack
Assist
Dodge
Teams & Synergy
Below we list only the most important synergies for Claret. The character can work with others if you know what to do and how to use them.
Norma - Norma is among the best Stunner options for Claret. Her personal buffs (and Signature!) are a good fit for Armorers, she can provide Quick Assists on demand which means she can work with Astral Voice and her Chain Attack conversions are very useful at resource management (Crimson Inscription and Decibels both) as well as being good damage and Gash Build-up.
Rina - Rina the only Support that provides DEF buffs, and the PEN Ratio that she offers is also very valuable as DMG % bonuses can get saturated on Armorer teams. Her Additional Ability's Electric DMG bonus is still great though, and while she can be hard to manage at M0W1, she's still among the best supports for Claret and gets even better when dupes are considered.
Lycaon - Despite having the highest value when run with Ice Agents, Lycaon's Potential Unlock makes him a decent pick for Claret too. His buffs are compatible with Armorer, and given that Rina is a staple to Claret teams, his Additional Ability criteria is met owing to the Faction match. He can build Daze both while active or inactive, making it easier to work around Claret's Crimson Inscription, and he can provide Quick Assists for Astral Voice, so as far as Standard Stunners go, he's very competitive.
Trigger
Nicole - Although Trigger and Nicole are both going to be worse than some other options individually, when put together they can make for a very competitive team. Trigger's Daze can be good as she has both her Additional Ability and is likely to run into weakness matching. Nicole offers Armorer-compatible buffs and can use The Vault, being one of the few Support options that isn't tied to ATK buffs. The synergy here does ride on Trigger having her Signature for DEF Shred, but if field-time and buff/debuff upkeep is well managed, they make for good picks.For more Teams, check this video:
This section lists most popular teams featuring Claret in the current phase of Shiyu Defense.
This section lists most popular teams featuring Claret in the current phase of Deadly Assault.