Best Build for Von Lycaon

Von Lycaon Head
  • Rank:  S Rank
  • Specialty: Stun Specialty Stun
  • Attribute: Ice Attribute Ice
  • Faction: Victoria Housekeeping CO Victoria Housekeeping CO
  • Birthday: 04 October
  • Release: 1.0

n my opinion, Von Lycaon is the best character you can get from the permanent banner in Zenless Zone Zero because he is an incredible stunner. As you probably know, the stunner role is one of the most important in the game.

What makes Von Lycaon so good at his role? Of course, it's his excellent ability to stun enemies, which he can do easily even without enough energy to use his Special EX as he can perform charged basic attack combos that inflict a lot of stun.

Although that might seem sufficient, there's more to it. This character also significantly increases the damage bonus enemies receive while stunned. So, in addition to quickly stunning enemies, he helps our Main DPS deal more damage to those stunned enemies, which is really great.

Von Lycaon Body

Base Stats

HP: 8415
ATK: 729
DEF: 605
Impact: 137
Anom. M:

Von Lycaon Stuner

A very typical build for a stunner character. As usual, our top priority will be to increase his Impact to stun faster, and of course, we will also focus heavily on boosting his damage.

Skills Priority

Basic AttackBasic Attack
EX Special AttackSpecial Attack
UltimateChain Attack
DodgeDodge
Assist AttackAssist

Best W-Engines

Blazing Laurel

Blazing Laurel
Base ATK: 713
Primary Stat: Impact 18%

Upon launching a Quick Assist or Perfect Assist, the equipper's Impact increases by 25% 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%. Only one of this effect can be active at a time in the same squad.

Upon launching a Quick Assist or Perfect Assist, the equipper's Impact increases by 28.75% 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 1.72%. Only one of this effect can be active at a time in the same squad.

Upon launching a Quick Assist or Perfect Assist, the equipper's Impact increases by 32.5% 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 1.95%. Only one of this effect can be active at a time in the same squad.

Upon launching a Quick Assist or Perfect Assist, the equipper's Impact increases by 36.25% 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 2.17%. Only one of this effect can be active at a time in the same squad.

Upon launching a Quick Assist or Perfect Assist, the equipper's Impact increases by 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 2.4%. Only one of this effect can be active at a time in the same squad.

The Restrained

The Restrained
Base ATK: 684
Primary Stat: Impact 18%

When an attack hits an enemy, DMG and Daze from Basic Attacks increase by 6% 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.

When an attack hits an enemy, DMG and Daze from Basic Attacks increase by 7.5% 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.

When an attack hits an enemy, DMG and Daze from Basic Attacks increase by 9% 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.

When an attack hits an enemy, DMG and Daze from Basic Attacks increase by 10.5% 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.

When an attack hits an enemy, DMG and Daze from Basic Attacks increase by 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.

Hellfire Gears

Hellfire Gears
Base ATK: 684
Primary Stat: Impact 18%

When off-field, the equipper's Energy Regen increases by 0.6/s.
When using an EX Special Attack, the equipper's Impact is increased by 10% for 10s, stacking up to 2 times. The duration of each stack is calculated separately.

When off-field, the equipper's Energy Regen increases by 0.75/s.
When using an EX Special Attack, the equipper's Impact is increased by 12.5% for 10s, stacking up to 2 times. The duration of each stack is calculated separately.

When off-field, the equipper's Energy Regen increases by 0.9/s.
When using an EX Special Attack, the equipper's Impact is increased by 15% for 10s, stacking up to 2 times. The duration of each stack is calculated separately.

When off-field, the equipper's Energy Regen increases by 1.15/s.
When using an EX Special Attack, the equipper's Impact is increased by 17,5% for 10s, stacking up to 2 times. The duration of each stack is calculated separately.

When off-field, the equipper's Energy Regen increases by 1.2/s.
When using an EX Special Attack, the equipper's Impact is increased by 20% for 10s, stacking up to 2 times. The duration of each stack is calculated separately.

Six Shooter

Six Shooter
Base ATK: 594
Primary Stat: Impact 15%

The equipper gains a Charge stack every 3s, stacking up to 6 times. When launching an EX Special Attack, consumes all Charge stacks, and each stack increases the Daze inflicted by 4%.

The equipper gains a Charge stack every 3s, stacking up to 6 times. When launching an EX Special Attack, consumes all Charge stacks, and each stack increases the Daze inflicted by 4.6%.

The equipper gains a Charge stack every 3s, stacking up to 6 times. When launching an EX Special Attack, consumes all Charge stacks, and each stack increases the Daze inflicted by 5.2%.

The equipper gains a Charge stack every 3s, stacking up to 6 times. When launching an EX Special Attack, consumes all Charge stacks, and each stack increases the Daze inflicted by 5.8%.

The equipper gains a Charge stack every 3s, stacking up to 6 times. When launching an EX Special Attack, consumes all Charge stacks, and each stack increases the Daze inflicted by 6.4%.

Steam Oven

Steam Oven
Base ATK: 594
Primary Stat: Energy Regen 50%

For every 10 Energy accumulated, the equipper's Impact is increased by 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.

For every 10 Energy accumulated, the equipper's Impact is increased by 2.3%, stacking up to 8 times. After Energy is consumed, this bonus remains for 8 more seconds. The duration of each stack is calculated separately.

For every 10 Energy accumulated, the equipper's Impact is increased by 2.6%, stacking up to 8 times. After Energy is consumed, this bonus remains for 8 more seconds. The duration of each stack is calculated separately.

For every 10 Energy accumulated, the equipper's Impact is increased by 2.9%, stacking up to 8 times. After Energy is consumed, this bonus remains for 8 more seconds. The duration of each stack is calculated separately.

For every 10 Energy accumulated, the equipper's Impact is increased by 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.

Precious Fossilized Core

Precious Fossilized Core
Base ATK: 594
Primary Stat: Impact 15%

When the target's HP is no lower than 50%, the equipper inflicts 10% more Daze. When the target's HP is no lower than 75%, this bonus is further enhanced by 10%.

When the target's HP is no lower than 50%, the equipper inflicts 11.5% more Daze. When the target's HP is no lower than 75%, this bonus is further enhanced by 11.5%.

When the target's HP is no lower than 50%, the equipper inflicts 13% more Daze. When the target's HP is no lower than 75%, this bonus is further enhanced by 13%.

When the target's HP is no lower than 50%, the equipper inflicts 14.5% more Daze. When the target's HP is no lower than 75%, this bonus is further enhanced by 14.5%.

When the target's HP is no lower than 50%, the equipper inflicts 16% more Daze. When the target's HP is no lower than 75%, this bonus is further enhanced by 16%.

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Drive Disk Sets

Primary Stats

Substats

ATK ATK% Crit Rate Crit DMG PEN

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