





Soukaku, Deceptively Strong in Combat. Not only a member of Section 6, but also one of its "assets." Enemies who underestimate her have a tendency to vanish from existence. Totally. Not Picky, Hates Wasting Food. She loves to eat, and gets angry when seeing others waste food. Totally. Trouble With Words. Due to certain reasons, she's somewhat uneducated, and often mispronounces words, which results in some cute blunders. Totally. A Pure & Innocent Child. Though only an immature kid, much like the boy in "The Emperor's New Clothes," she often uncovers the simple truths. Totally.
To learn more about Soukaku check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Soukaku 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 2.0
Last build/calcs update
Patch 1.5
Last teams/synergies update
Patch 1.6
Last profile update*
June 5th, 2025
*Profile update means smaller edits to disk drives, stats or other things that don't require new calculations.
To learn more about Soukaku 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 Blade Flurry
When Soukaku launches Fly the Flag, her ATK is increased by 10% up to 500, for 22s. When consuming Vortex during Fly the Flag, the ATK increase is doubled, up to a max 1000. This buff given can be passed along to characters switching in via Quick Assist or Chain Attacks triggered by Fly the Flag, and it refreshes the duration of the buff.
Base Energy Regen 0
BASE ATK: 0
Additional Ability Group Set Meal
When another character in your squad shares the same Attribute or Faction:
When Soukaku consumes Vortex to activate Fly the Flag, the Ice DMG of the squad is increased by 20% for 22s..
Basic Attack: Making Rice Cakes
Basic Attack: Making Rice Cakes (Frosted Banner)
Dodge: Grab a Bite
Dash Attack: 50/50
Dash Attack: 50/50 (Frosted Banner)
Dodge Counter: Away From My Snacks
Special Attack: Cooling Bento
Special Attack: Rally!
EX Special Attack: Fanning Mosquitoes
Chain Attack: Pudding Slash
Ultimate: Jumbo Pudding Slash
Quick Assist: A Set for Two
Defensive Assist: Guarding Tactics
Assist Follow-Up: Sweeping Strike
Uplifting Current
Mindscape 1
Experimental Charging Module
Mindscape 2
Attendance Meal Allowance
Mindscape 3
Hypothermia
Mindscape 4
Late-Night Snacks
Mindscape 5
Northern Wind
Mindscape 6
Soukaku Stats at level 60 (including Core passive bonuses).
Soukaku images aren't available yet. They will be added soon!
Review
Gives herself an absurdly high Flat ATK buff, which she can transfer to the next character in the party via Quick Assist or Chain Attack with permanent uptime if managed properly;
Grants the team an Ice DMG Bonus after consuming her Vortex charges, which is doable quickly and easily with permanent uptime if managed properly. Also shreds Ice RES for a short period of time with M4, leading go high Ice-specific buffing potential;
Surprisingly high damage potential with Mindscapes and a good build, not to be ignored on top of solid Ice Anomaly application. Overall one of the rare Supports who scale well with high investment;
She’s free!
Cannot benefit off-field attackers/secondary DPS Agents in a significant way, due to only transferring her Flat ATK buff to 1 Agent on the team. Leads to restricted teambuilding options;
Kit is definitely Ice-centric. Difficult to justify her use over other easily accessed general buffers such as Nicole and Lucy outside of Ice teams, even though she’s still definitely usable beyond the scope of Ice teams there’s just little reason to do so;
The infamous Slowkaku. Chain Attack, Ultimate, EX Special and Fly The Flag (all of her main abilities) take a long while to execute in spite of the high buffing and personal damage, which makes rotations a lot rougher around the edges with her on the team.
Soukaku is an A-Rank Ice Support Agent whose primary role is to buff Ice Main DPS Agents to amplify the party’s overall damage while dealing good damage of her own. The core of her kit lies in her “Fly the Flag” and “Vortex” stack mechanics, so we’ll detail those first.
Vortex stacks are a consumable resource that Soukaku can use to buff the party’s damage and cast Enhanced Basic/Dash Attacks (although this latter feature is rarely used). They stack up to 3 times and she gains them in 3 ways:
1 Vortex stacks per use of her EX Special (low cost, easy to chain 3 together);
1 Vortex stack when using her Chain Attack (rarely used);
3 Vortex stacks when using her Ultimate.
Tapping Soukaku’s Special with enough Energy causes her to use her EX Special which releases wind currents in succession if pressed repeatedly. The low Energy cost makes it possible to use them 3 times one after the other to get max Vortex stacks without the aid of her Ultimate or Chain Attacks. A finishing move can be executed if not interrupted by Fly the Flag, however it is slow to execute and deals relatively low damage and as a result, using this finishing move is not favourable.
Vortex stacks are consumed when launching Fly the Flag, which is done by holding Special. Consuming Vortex stacks allows Soukaku to buff the party’s Ice DMG by 20% for 22s via her Additional Ability. Additionally, launching Fly the Flag buffs Soukaku’s ATK by up to 1000 points for 22s, scaling directly with her own ATK. When launching Fly the Flag, she can activate a Quick Assist to the next character in the squad. Doing so will transfer the Fly the Flag ATK buff to the next Agent who entered via this Quick Assist, and in very rare cases this can also be done via a Chain Attack (although this basically never sees use). 1000 flat ATK is a massive buff, however it has the weakness of only applying to 1 Agent at a time, meaning it’s completely incompatible with secondary DPS characters. This causes Soukaku to see teambuilding restrictions, like with Vivian in a Miyabi team for example, where the two are better off paired with other Support Agents who benefit the whole party at once such as Lucy and Nicole instead of Soukaku.
With that being said, Soukaku has massive ATK and Ice DMG buffs that last for 22s. It’s really easy to guarantee full uptime on both so long as she is managed properly. Using her EX Special 3 times, or an Ultimate if available, into Fly The Flag is enough to activate all of her buffs in relatively quick succession. Granted, Soukaku carries a heavy weapon and has rather slow execution wielding it. To her credit however, the sheer buffing potential she holds for Ice Agents in particular is enough to justify her a solid position in several Ice teams.
So in short, Soukaku’s primary Support gameplay sums up to the following:
Use EX Special 3 times OR Ultimate;
Launch Fly the Flag and Quick Assist into your Main DPS to guarantee high damage buffs.
Generally speaking, her Enhanced Basic Attacks and Chain Attacks are too slow to justify their damage potential. While Soukaku does deal higher damage than most Supports, to where some dedicated players even go as far as using her as a Main DPS, generally speaking the average player is better off solely investing into her ATK to guarantee Fly the Flag’s buff provides the full 1000 ATK to a Main DPS Ice Agent like Miyabi or Ellen in order to deal damage with them as the spotlight instead. This makes logical sense considering Soukaku’s class as a Support Agent.
Soukaku also accesses a small 10% Ice RES Shred for 8s when hitting an enemy with Fly the Flag via her Mindscape 4. While the uptime on this is low, it is entirely possible to quickly burst down enemies hit with a high-damaging attack such as an Ultimate or Miyabi’s max charge Shimotsuki attack. Overall, it only enhances her supportive potential for Ice Agents. Additionally, her Mindscape 1 increases the uptime on her main buffs (Ice DMG boost, Flat ATK) from 22s to 30s, which pretty much guarantees permanent uptime. These vertical upgrades justify Soukaku’s position as a strong Ice Agent buffer even better, not to mention her personal damage remains non-negligible compared to other Support Agents. In the meta, while she’s often overshadowed outside of Ice teams by other A-ranks like Lucy and Nicole, via her specialization towards buffing Ice Agents she finds herself a viable niche for when premium Supports like Astra Yao are unavailable to use, or even in some specific synergies like the Miyabi - Lycaon - Soukaku trio that can reach the highest of heights when fully optimized.
In conclusion, Soukaku is a dedicated Ice Support who finds some niche uses outside of Ice teams but is generally overshadowed. However, to support Ice Main DPS Agents, there is rarely any Support who can match her level of damage increasing capabilities. Her ability to scale well off of high investment thanks to her high personal damage, in spite of her low attack speed, cements her position as one of the prime Ice element buffers in Zenless Zone Zero.
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.
1
Increases Ice DMG by 15/17.5/20/22/24%. When launching an EX Special Attack, all squad members' ATK increases by 2/2.3/2.6/2.9/3.2% for 12s, stacking up to 4 times. Retriggering refreshes duration. Passive effects of the same name do not stack.
2
While off-field, Energy Regen increases by 0.6/0.75/0.9/1.05/1.2 per second. Attacks from the equipper enhance the squad's DMG against a struck target by 10/12.5/15/17.5/20% for 3 seconds. During this period, this effect is further increased by 1.7/2/2.5/3/3.3% every 0.5s, up to a maximum additional increase of 10.2/12/15/18/19.8%. Repeated triggers only refresh its duration without refreshing the DMG increase effect. Passive effects of the same name do not stack.
3
When any friendly unit in the squad attacks and hits an enemy, all friendly units' ATK increases by 2.5/2.8/3.2/3.6/4% for 8s, stacking up to 4 times. The duration of each stack is calculated separately, and each friendly unit can provide 1 stack of the buff. Passive effects of the same name do not stack.
4
Any squad members' Dodge Counter, EX Special Attack, Assist Attack, or Chain Attack respectively generates 20/23/26/29/32 (Dodge) | 25/28.5/32/35.5/40 (Special) | 30/34.5/39/43.5/48 (Assist) | 35/40/45/50/55 (Chain) more Decibels and generates 0.7/0.8/0.9/1/1.1 Energy for the equipper. This effect can trigger once every 12s. The cooldown for each type of attack is independent of others. Passive effects of the same name do not stack.
5
Launching an EX Special Attack or Chain Attack increases all squad members' Anomaly Mastery and Anomaly Proficiency by 10/12/13/15/16 for 10s. This effect can trigger once every 20s. Passive effects of the same name do not stack.
6
Whenever the equipper's attack triggers an Attribute Counter effect, all squad members' CRIT Rate against the struck enemy increases by 12/13.5/15.5/17.5/20% for 12s. The bonuses triggered by the same type of passive effects do not stack.
1
New best support set. The buff is triggered off Quick Assists and can be stacked multiple times - if you can stack it 2 times, it already beats Swing Jazz (by 1%, but hey!), and if you can also get a third stack, it puts the set ahead of Swing Jazz (24% vs 15%).
Best combined with your choice of 2-PC Set:
2
Great set for Supports aiming to support direct damage dealers or Anomaly characters that do not require the buff from Freedom Blues. Grants the entire squad a 15% DMG increase for 12 seconds following a Chain Attack or Ultimate. Almost always activated via a Chain Attack which perfectly buffs all allies right before the team's largest damage window during stun.
Best combined with your choice of 2-PC Set:
Substats: ATK% (top priority until ability cap) = CRIT RATE = CRIT DMG > PEN = ATK
ATK: 2777 (Lvl 4 Core Passive) - 2500 (Lvl 6 Core Passive)
HP: 10000+
DEF: 800+
CRIT RATE: 50% - 60%+ (Optional)
CRIT DMG: 100% - 120%+ (Optional)
Special Attack
Chain Attack
Basic Attack
Assist
Dodge
Teams & Synergy
Below we list only the most important synergies for Soukaku. 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.
Calculations
Soukaku calculations aren't available yet.
Shiyu Defense / Deadly Assault
This section contains information about Soukaku 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 Soukaku in the current phase of Shiyu Defense.
This section lists the characters that were most commonly paired with Soukaku in the current phase of Deadly Assault.
This section lists most popular teams featuring Soukaku in the current phase of Shiyu Defense.
Mindscapes data comes from players who used Soukaku in the current SD cycle (1310) or in the current DA cycle (2454).
0.06%
283 s.Mindscape 0
0.06%
73 s.0.13%
116 s.0.18%
129 s.0.15%
112 s.0.56%
98 s.98.86%
123 s.W-Engines usage data comes from players who used Soukaku in the current SD cycle (1310) or in the current DA cycle (2454).
82.9%
127 s.Increases Ice DMG by 15/17.5/20/22/24%. When launching an EX Special Attack, all squad members' ATK increases by 2/2.3/2.6/2.9/3.2% for 12s, stacking up to 4 times. Retriggering refreshes duration. Passive effects of the same name do not stack.
9.7%
95 s.When any friendly unit in the squad attacks and hits an enemy, all friendly units' ATK increases by 2.5/2.8/3.2/3.6/4% for 8s, stacking up to 4 times. The duration of each stack is calculated separately, and each friendly unit can provide 1 stack of the buff. Passive effects of the same name do not stack.
1.58%
82 s.Whenever the equipper's attack triggers an Attribute Counter effect, all squad members' CRIT Rate against the struck enemy increases by 12/13.5/15.5/17.5/20% for 12s. The bonuses triggered by the same type of passive effects do not stack.
1.03%
175 s.Any squad members' Dodge Counter, EX Special Attack, Assist Attack, or Chain Attack respectively generates 20/23/26/29/32 (Dodge) | 25/28.5/32/35.5/40 (Special) | 30/34.5/39/43.5/48 (Assist) | 35/40/45/50/55 (Chain) more Decibels and generates 0.7/0.8/0.9/1/1.1 Energy for the equipper. This effect can trigger once every 12s. The cooldown for each type of attack is independent of others. Passive effects of the same name do not stack.
0.98%
124 s.While off-field, Energy Regen increases by 0.6/0.75/0.9/1.05/1.2 per second. Attacks from the equipper enhance the squad's DMG against a struck target by 10/12.5/15/17.5/20% for 3 seconds. During this period, this effect is further increased by 1.7/2/2.5/3/3.3% every 0.5s, up to a maximum additional increase of 10.2/12/15/18/19.8%. Repeated triggers only refresh its duration without refreshing the DMG increase effect. Passive effects of the same name do not stack.
0.87%
132 s.Dealing Ether DMG using an EX Special Attack, Chain Attack, or Ultimate increases all squad members' DMG against the target by 15/17.5/20/22/24% and increases the equipper's Energy Regen by 0.5/0.58/0.65/0.72/0.8 per second for 2s. Passive effects of the same name do not stack.
Disk Drives usage data comes from players who used Soukaku in the current SD cycle (1310) or in the current DA cycle (2454).
32.13%
132 s.13.42%
96 s.10.47%
126 s.5.65%
130 s.4.35%
90 s.3.55%
123 s.Copyright © 2025 Prydwen.gg