





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 1.7
Last teams/synergies update
Patch 1.7
Last profile update*
May 14th, 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
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.
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).
SD is a similar mode to Genshin Impact’s Spiral Abyss or Honkai Star Rail’s Memory of Chaos and requires 2 teams of 3 Agents with good Disk Drives and 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. With that being said, there is a bias towards single-target performance, which may reflect in select character ratings. Additionally, since this content’s goal is to kill all enemies within the shortest time frame possible, Agents who dish out lots of damage quickly instead of damage over time are favoured. This Tier List focuses on Agents’ ability to clear within 150s (2m30s) out of the 300s (5m) needed to obtain all rewards.
DA is a very unique mode in Zenless Zone Zero which offers Boss encounters exclusively, meaning other types of damage than single-target are rarely impactful (if ever). It requires a total of 3 teams to maximize all possible rewards, however only 2 well-geared teams are necessary to maximize Polychrome (premium pull currency) rewards (which are the most important and as a result are what we consider for this Tier List). The goal of this gamemode is to inflict as much damage to a boss as possible in a total time span of 3 minutes, meaning sustainable damage within long time windows is favoured. A maximum of 65000 score points can be obtained by fully depleting a boss’s HP, however this is unrealistic for the overwhelming majority of players while being unnecessary to maximize rewards. Only 20000 points is needed to maximize said rewards, with up to 5000 points being obtainable via Performance (obtained via performing certain actions on specific Boss enemies). Agents’ ability to reach this threshold of 20000 points is what the Tier List focuses upon.
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
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.
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.
91.60%
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.
87.64%
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.
84.60%
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.
84.46%
CRIT DMG is increased by 30/34.5/39/43.5/48%. When the equipper lands a hit with a Basic Attack, Special Attack, or Aftershock, they gain 1 stack of a buff. Each stack increases the equipper's CRIT DMG by an additional 10/11.5/13/14.5/16%, stacking up to 3 times. The effect lasts for 30s, with each stack's duration calculated separately, and can only be triggered once per use of a skill. With all 3 stacks, the equipper's Electric DMG increases by 20/23/26/29/32%.
83.03%
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%.
75.68%
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%.
75.01%
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%.
100%
A volatile Disc Drive option with big ups and downs depending on the encounter you're facing, your team composition and how well you play around its effect. Hugo's playstyle is however centered around very short windows of damage, which this Disc Drive set allows you to capitalize on fully, which makes it the best choice by far in the majority of Hugo's teams.
Best combined with your choice of 2-PC Set:
92.54%
Always a great option for CRIT-scaling Main DPS characters who will remain on the field for extended periods of time, this Disc Drive set provides extra CRIT Rate and lots of ATK% which can be triggered using very general conditions, making this set versatile and effective.
Note: This set will perform better than listed when using an extended rotation instead of pure burst.
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.
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.
Bangboo options:
For more team ideas, check this video:
Hugo's rotations are dependent on the team you're using. For certain Agents such as Qingyi and Lycaon, using them on-field for extended periods of time still allows you to get lots of Daze, so if any one of them is present on the team, you can execute the Burst rotation we'll list below without any issues. However, with only certain teammates available such as Trigger, Lighter, Astra Yao and Soukaku, extending your rotation may be necessary.
The general idea is to trigger Totalize as quickly as possible every Stun window, by performing EX Special or Ultimate depending on what's available — either resource must be prepared before a Stun window is activated. Here are the details for the Burst rotation:
- Chain Attack
- Chain Attack
- Ultimate: Blaspheme + Totalize DMG
- —> Build Daze using Stun Agents here
- —> If Hugo has an extra EX Special available, use it to build up Daze too
- Chain Attack
- Chain Attack
- EX Special + Totalize DMG
As you could see, the ideas are very simple but you need to learn the Double Chain technique. Skipping out on this is not an option to make your Hugo competitive, as huge losses in damage will be felt without this technique incorporated into every rotation. Fortunately though, you don't need to be too worried as the technique is extremely simple to put in practice. Here's a step by step tutorial:
- Activate Chain sequence on any character except Hugo
- Use Chain Attack with Hugo
- Cancel Chain Attack (the input for this is modifiable in the game's settings, but by default this is done by clicking twice anywhere on the screen)
- Switch to any character except Hugo
- Activate Chain sequence again (typically done via regular Special Attacks)
- Use Chain Attack with Hugo
And you're done. In game, these inputs are very simple to execute and the timings are very lenient, so don't be worried as this can be learnt in just a few minutes.
If you need to extend Hugo's combos because your team doesn't allow a Stun agent to be on-fielded permanently outside of Stun windows (teammates listed above), here are the 2 combos you can execute:
- Following a Quick Assist:
- Quick Assist: Elegy
- Quick Assist Charged Shot
- Basic Attack: Dark Abyss Concerto Slash
- Basic Attack: Dark Abyss Concerto Charged Shot
- Following an EX Special or Ultimate:
- EX Special or Ultimate
- Basic Attack: Dark Abyss Quartet Slash
- Basic Attack: Dark Abyss Quartet Charged Shot
- Basic Attack: Dark Abyss Concerto Slash
- Basic Attack: Dark Abyss Concerto Charged Shot
Outside of these 2 conditions, it is not recommended to swap Hugo into the field at any point (Dodge Counters are not favorable in most situations since it's much preferred to use Defensive Assists with your Stun Agent for quicker access to Stun Windows. Either this, or it's simply preferred not to have Hugo on the field most of the time, however it is technically an option functioning similarly to Quick Assists). Note: If your team forces you to execute these combos, 4P Woodpecker Electro will be a better Disc Drive set choice than 4P Hormone Punk.
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.
Rotation time: 15.88s for Burst
Here are the rotations used in the calculations.
Basic Rotation
- Chain Attack: Trick of Fate
- Chain Attack: Trick of Fate
- Ultimate: Blaspheme
- EX Special Attack: Soul Hunter - Punishment (Optional)
- -Swap to Build Another Stun-
- Chain Attack: Trick of Fate
- Chain Attack: Trick of Fate
- EX Special Attack: Soul Hunter - Punishment
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 (2.0.1). 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.
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 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.
This section lists most popular teams featuring Hugo in the current phase of Shiyu Defense.
Mindscapes data comes from players who used Hugo in the current SD cycle (344) or in the current DA cycle (721).
79.33%
129 s.Mindscape 0
7.21%
120 s.7.67%
94 s.2.69%
98 s.0.57%
109 s.0.39%
123 s.2.14%
82 s.W-Engines usage data comes from players who used Hugo in the current SD cycle (344) or in the current DA cycle (721).
70.8%
122 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.
6.85%
137 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%.
4.55%
154 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%.
3.9%
139 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.
2.21%
187 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.
1.81%
135 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 Hugo in the current SD cycle (344) or in the current DA cycle (721).
37.23%
127 s.25.08%
117 s.8.4%
150 s.6.18%
126 s.3.02%
157 s.2.92%
127 s.Copyright © 2025 Prydwen.gg