





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 2.4
Last build/calcs update
Patch 2.2
Last teams/synergies update
Patch 2.2
Last profile update*
December 16th, 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 initial ATK is considered Seed's Vanguard.
When the Vanguard unleashes an EX Special Attack, Seed gains Onslaught status, increasing Seed's ATK by 100 and CRIT DMG by 15%. When Seed unleashes an EX Special Attack, the Vanguard gains Direct Strike status, increasing the Vanguard's ATK by 100 and CRIT DMG by 15%.
When Direct Strike and Onslaught are both active, Seed and the Vanguard simultaneously gain Besiege status, increasing DMG dealt by 12.5%.
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 or3s after the switch. When the character returns to being the active character, the buffs re-activate.
Upon entering the battlefield with a Vanguard, 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 recovers0.5 points of Steel Charge.
CRIT DMG 0
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
Basic Attack: Falling Petals - Downfall
Dodge: Running on Petals
Dash Attack: Magnetic Wheel Dance
Dodge Counter: Blossom Burst
Special Attack: Withered in Frost
EX Special Attack: Raining Iron Petals
EX Special Attack: Raining Iron Petals - Away
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.
Balancing Seed’s field time with that of her Vanguard can be quite difficult, with the amount of time spent on each varying between teams.
For most Attack Agents, prioritising Seed tends to be the better option. Try to remain on her and get as many Basic Attacks and Dodge Counters as you can, with emphasis being placed on her regular Basic 4. This is the most efficient way of generating Steel Charge, and with proper management, it is possible to get multiple uses of her Basic Attack: Falling Petals - Downfall (at least 1, often 2) while still building back enough by the time enemies are about to be stunned.
Use her EX Special every so often - and especially before Downfalls - as they will be needed to refresh her Dawn’s Bloom 4-piece effect in the out-of-stun period.
While doing so, don’t forget to occasionally swap back to the Vanguard for an EX Special cast, both to help supplement Seed’s Steel Charge generation and so as to not drop the Onslaught and Besiege buffs. This buff ticks down even before a fight has begun, so keep a watchful eye on it.
The Energy generation she provides to the Vanguard should make it easy to maintain, and given the long animations from Downfall, it’s the perfect opportunity to swap out.
In some situations however, such as if run against Electric Resistant enemies or being used for her buffs (e.g. running with Evelyn vs Pompey), then Seed can sit in the back and be played as a quickswap Agent, coming in during the main damage dealer’s downtime to help supplement their Energy and to expend her own Energy on EX Specials to refresh Direct Strike and get enough Steel Charge for a Downfall cast here and there.
Other highly demanding on-field damage dealers, like Soldier 0 - Anby, can also work well with this playstyle, where Seed instead can make use of her high damage multipliers for burst in stun as opposed to cycling through multiple Downfalls out of stun.
On the topic of stun, Seed’s ideal combo needs 120 Steel Charge and her Ultimate, being:
EX Special (Full Channel) before Stun begins, to refresh Dawn’s Bloom 4-piece and help build up to 120 Steel Charge
Basic Attack: Falling Petals - Slaughter
Basic Attack: Falling Petals - Downfall
Swap to the Vanguard and use an EX Special (60 Energy)
Stunner Chain Attack, to refresh King of the Summit
Seed Chain Attack
Cancel
Ultimate
Basic Attack: Falling Petals - Downfall
Swap to the Vanguard and use their Ultimate and/or generic burst
The above combo does not need Manual Chain, as the Cancel can be moved up to after Slaughter instead. If using Manual Chain, then it is also possible to do 2 Seed Chain Attacks, however its long animation means it is often not worth using over having more time to burst with the Vanguard.
If no Ultimate is available, conserve Energy and do not do a full channel of her EX Special prior to stun, instead using it where the Ultimate would otherwise fit to generate enough Steel Charge for a second Downfall.
Not all Vanguards are likely to have 60 Energy EX Specials, though. If this is the case, then either build up to 150 Steel Charge before the combo or swap to the Vanguard after Seed’s Chain Attack for another EX Special before swapping back to Seed for her Ultimate/EX.
Note that although the combo specifies 120 Steel Charge, due to awkward Steel Charge breakpoints, this may not be enough. If Seed is at precisely 120 Steel Charge when the combo begins, a single Basic 1 may need to be woven into after the Chain Attack to make sure that there’s enough for a Downfall after Ultimate. This is also needed if running with Trigger, so as to refresh her debuffs.
Although the above is a catch-all combo that should work for any team, there are plenty of optimisations that can be done depending on who Seed is running with. For example, with running with Evelyn and Astra, you can use Astra’s Ultimate into Seed’s Chain Attack shortly before Stun begins, then:
Basic Attack: Falling Petals - Slaughter
Basic Attack: Falling Petals - Downfall
Evelyn Chain Attack (Astra Conversion)
Astra Chain Attack
Seed Chain Attack
Evelyn Chain Attack
Evelyn Points Chain Attack
Quick Assist to Seed
Seed Ultimate
Basic Attack: Falling Petals - Downfall
Swap to Evelyn
Evelyn Ultimate
Basic Attack: Garrote
Each and every team will have their own “optimal” combo, which best integrates the Vanguard’s own combos with Seed’s Downfall and Ultimate use.
All in all, Seed is not too complex. Either stay on field looping Basic Attack strings with frequent Downfall use and high-damaging combos, or take a backline supportive approach with the occasional EX Special and expend resources for in-stun bursts.
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.
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-engine calculations can meaningfully change when factoring in the buffs of an Agents best team, for this reason we're also adding a new feature, allowing you to see damage output with one of the agents best teams buffs factored in. We're starting this overhaul off with Alice but will be updating all other characters on the site soon, for this reason, do not compare her calculations to other characters at this time!
This character uses our new calculation format for this reason, do not compare her calculations to older character. We'll be updating all DPS characters soon.
For the team calculations (purple chart), here's the team setup we used for them (keep in mind that with different team members, the damage output will look different):
And here are the W-Engines and Disk Drives used in the calculations.
Increases CRIT 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 (2.4.1). The page will be automatically updated every patch once enough data is gathered.
If you want to share your clear information with us, you simply need to fill the form below and provide us with your UID and make your Hoyo profile public - we will automatically parse the Shiyu Defense clear information from your profile after that!
Shiyu Defense Stats FormCharacters are ranked with appearance rate, which is how often a character was used in Shiyu Defense by the players who we have scanned, regardless of whether they own the character or not. Ownership rate currently cannot be obtained.
This section lists the characters that were most commonly paired with 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 (580) or in the current DA cycle (968).
86.03%
146 s.Mindscape 0
6.54%
107 s.3.74%
99 s.1.28%
94 s.0.12%
111 s.1%
600 s.2.3%
79 s.W-Engines usage data comes from players who used Seed in the current SD cycle (580) or in the current DA cycle (968).
69.9%
138 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.
9.31%
157 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.
7.47%
164 s.When an EX Special Attack or Chain Attack hits an enemy, the equipper's ATK increases by 6/6.9/7.8/8.7/9.6% for 8s. While the target is under an Attribute Anomaly, this effect is increased by an additional 6/6.9/7.8/8.7/9.6%.
2.16%
164 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.
1.9%
149 s.CRIT DMG increases by 50/57.5/65/72.5/80%. When the equipper enters the battlefield, or activates a Chain Attack or Ultimate, they gain 1 stack of Heartstring. Each stack of Heartstring allows the equipper's Chain Attack and Ultimate to ignore 12.5/14.5/16.5/18.5/20% of the target's Fire RES, stacking up to 2 times and lasting 30s. Repeated triggers reset the duration.
1.88%
189 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.
Disk Drives usage data comes from players who used Seed in the current SD cycle (580) or in the current DA cycle (968).
64.43%
149 s.24.45%
138 s.1.93%
146 s.1.81%
131 s.1.65%
143 s.1.51%
136 s.Copyright © 2025 Prydwen.gg