Granblue Fantasy Relink Zeta Build & Character Guide
Zeta is a brave warrior who is part of the Society, an organization that hunts down primal beasts within the realm. She has formed a contract with a Seal weapon, known as the Spear of Arvess. Being able to wield spears masterfully, she can leap into the sky and rain down deadly midair attacks which deal more damage over time.
Zeta’s gameplay revolves around her deadly mid-air attack combo loop. Maintaining this loop will render her almost unhittable while airborne, while also dealing huge damage numbers to targets in a short period that only improve over time.
The majority of her skills help her achieve this goal by launching her into the air after their animations end. Having great mobility is one of Zeta’s greatest strengths and these skills even allow her to react in almost all situations in Granlbue Fantasy Relink.
Accelerating Flare is Zeta’s special skill that allows her to do the aforementioned airborne attack loop. Maintaining this combo will make it stronger, leading to huge damage numbers.
Arvess Resonance allows Zeta to score even more damage by inflicting a unique debuff on her targets known as the Arvess Fermare. This unique debuff increases the damage enemies suffer from Zeta’s attacks.
Now that is out of the way, let’s move on to Zeta’s Skills. I will be going through each of them and providing my recommendations as well to give you an idea of how these skills are being utilized.
Infinite Wonders is Zeta’s main ranged damage skill which fires a multi-hit beam that deals a considerable amount of damage while also inflicting Arvess Fermare in the process. This skill is one of my staples especially when the target is simply out of reach.
The next skill on the list is Spear of Arvess. Most of Zeta’s skills have fast cooldowns so you will be spamming her skills a lot, especially if you are trying to start a mid-air combo loop. Spear of Arvess is her gap closer skill which lunges towards the enemy with a hard-hitting thrust.
As mentioned previously, most of her widely used skills will launch her into the air to effortlessly start her combos.
Realm’s of Majesty is her parry skill which also inflicts Arvess Fermare. Like any other parry skill in the game, Realm’s of Majesty boasts a generous parry window and launches Zeta into the air after the animation ends.
Signo Drive is her party-wide attack buff. This is huge since you can easily buff the team with more damage before you enter a combo loop. The attack buff stacks with Arvess Fermare so you will be seeing huge damage numbers when both are active at the same time.
Rain of Fury is her debuff skill which lowers the target’s attack by 20%. This may sound enticing, however, I find the aforementioned skills better in terms of load-outs. Other characters can do this for you, like for instance Gran. He can inflict the attack-down debuff on enemies without issues, so it is better to table this skill for now.
Wing Clipper on the other hand is interesting especially when playing in Multiplayer. This skill will hit the target with three heavy spear swings and inflict Paralysis. This is useful when trying to hold a certain boss so that you can deal some extra damage.
The next skill is Vengeful Flames. This skill adds a Supplementary Buff to Zeta and makes her deal even more damage. You can replace Signo Drive in exchange for Vengeful Flames if their a dedicated attack buffer in the party.
Now we’ve come to the last skill which is Thousand Flames. This skill is also a ranged skill that is an explosive attack on the target and inflicts burns. The good thing about this skill is its ability to remove one buff from the enemy.
It may sound tempting, however, since we can only equip four skills in total and the first four that I mentioned are the ones we will , you probably won’t be using this one.
Now that we’ve covered all of her skills, here are my skill recommendations. Infinite Wonders is Zeta’s main ranged damage so you can effortlessly inflict Arvess Fermare before going into her attack loop.
You can spam this for continuous damage but the main goal is to ensure that Arvess Fermare will be inflicted at all times so Zeta can max out her damage, and this skill can easily achieve that goal.
Following up with Spear of Arvess so you can follow through moving enemies and focus on damage. Every time you use this skill, it will allow you to do the midair combo. It has a relatively short cooldown so you will be using this a lot in combat.
For the third skill, Realm’s of Majesty is non-negotiable. Aside from dealing a ton of counter damage, it will also inflict Arvess Fermare on top of it. Realm’s Majesty can also be a lifesaver as you can use it to survive mechanic puddles and counter damage on return.
Now for the last skill, it gets tricky since this is the only slot where you interchange skills depending on your needs. Signo Drive is usually my go-to skill but Vengeful Flames is also not a bad pickup due its the Supplementary Damage it provides.
I prefer Signo Drive since the whole party can benefit from the attack buff, especially in Multiplayer Sessions. Wingclipper is also not a bad choice if you want to CC the enemy with Paralysis so the party can go all out and punish the target.
Now that skills are out of the way, let’s tackle the suggested build for Zeta. Since her gameplay allows her to deal consistent hard-hitting thrusts from her mid-air combo, my main recommendation is to build her around Damage Cap, Critical Chance, and Critical Damage to take advantage of her high DPS in combat.
Starting with her weapon first. Since we will be building her around Attack Power, I chose her Ascencion Weapon Brionac. It will add more Attack Power and HP Traits to your build. In terms of a decent Critical Hit Chance, we will be equipping Critical Hit Rate Sigils later on.
This weapon alone adds a level 25 Attack Power Trait so it will give you the foundation to reach a high level of Attack Power Trait when trying to increase it when equipping Sigils if you wish to do so later on.
When it comes to Sigils, we will be prioritizing offensive traits to fully utilize Zeta’s damage potential while also adding some of the other Traits that I think will work best with this build. If your Sigil slots are limited at the moment, prioritize Damage Cap.
Note that the tiers of the suggested Sigils in this setup are not mandatory but the ideal ones. Equipping the right Sigils is more important so just equip yourself with what you have, especially in the early parts of the game or when you just reached the endgame.
When playing onManiac or Proud Difficulty Quests, enemies can take you down in one to two hits. So increasing your HP with Health or Aegis Sigils will give this build more survivability.
Depending on your skill level or how well you know a certain fight, you can remove these and equip more offensive Sigil types so you can enjoy higher damage like Damage Cap for example. I suggest aiming for at least level 15 for HP Trait and level 11 to 13 Aegis Trait to gain a substantial boost to surviveability.
Damage Cap Sigils play a pivotal role in increasing your overall damage when reaching endgame in Granblue Fanstasy Relink. This Trait increases your damage ceiling so pay attention if you are not gaining higher damage numbers despite increasing your Attack Stat or adding other damage multipliers.
If you notice that your damage is not increasing after equipping more damage multiplier, this is the time that you need to add the Damage Cap Trait to gain more damage. You can easily increase your damage by cranking up your Damage Cap. In this specific setup, I managed to level it up to level 53 to gain a 185% increase in my damage cap.
Of course the higher the value, the better results you can get. Assess your inventory and adjust later on. You will be freeing Sigil Slots as you level your current one to max so it will give you headroom to slot in more Damage Cap Sigils.
Although we do have a decent foundation for Attack Power Trait, this is merely a bonus if you have freed some of the slots when you upgraded all of the required Sigils.
Critical Hit Rate Sigils
Critical Chance Sigils are expected for this build. Since we will be focusing more on the Damage Cap Trait, our main goal is to have at least 80% Critical Hit Chance. Level 29 Critical Hit Rate Trait will give you a 33% Critical Hit Chance and that is enough to reach the ideal percentage.
Playing with the applicable Wrightstones can also help you achieve this high-level trait so keep this in mind. Assess what you have and use it accordingly. For instance, I do have a Wrightstone that adds more Critical Hit Rate and other bonus Traits which will give me a decent bump on achieving the set goals for this build.
Since we have increased Zeta’s Critical Hit Chance Trait, it is ideal to slot in Critical Damage Sigils for more damage multiplier. Preferably, this Trait should be nearing the max level which is 30 to have that 50% damage multiplier.
However, this skill can easily be changed to Damage Cap if you are hitting the Damage Cap threshold. In this build, I aimed for at least level 22 Critical Damage Trait to have 42% damage increased.
Combo Booster Sigils will work perfectly for this build as well. What it does is, it gradually boosts the user’s damage of each successive hit to enemies. Zeta can do the attack loops consecutively so you will be getting a lot of damage from this trait, especially if you can maintain the loop.
Combo Booster’s ideal trait should be level 20 and above to have that minimum 80% boost to damage dealt. I place this Trait as a secondary suggestion since we can only slot Combo Booster Sigils if we manage to free up slots in the long run.
Tyranny Trait can provide a significant boost to your Attack Power in exchange for lowering your total amount of HP. This is suggested for seasoned players since they will not rely too much on their total health pool in exchange for dealing more damage.
If you are up for it, you can remove any HP boosting in this build to slot more Tyranny Sigils. However, ensure that you are not hitting the Damage Cap, or else, you will be losing HP for no reason.
Crimson’s Clout Sigil is Zeta’s character-specific sigil. I highly suggest slotting it in, if you already have access to it. What it does is it strengthens the Arvess Fermare effect by increasing its additional damage dealt by 25%.
Now that we already tackled the build for Zeta, let’s now move on to her actual usage. The majority of her DPS comes from her mid-air attack loop and maintaining it will be the highest priority.
What I usually do is buff myself with Signo Drive at the start of the battle to take advantage of its Attack Buff. Regardless of the situation, it is a priority to inflict Arvess Fermare first before doing her attack loop so I hit my targets with Infinite Wonders.
When the Arvess Fermare is applied to the target, use Spear of Arvess and start doing mid-air attack loops. How long you can maintain the loop will determine the amount of damage you deal to the target, and you will be scoring a ton of damage in no time.
I am always ready to use Spear of Majesty if I get caught up with a mechanic or straight up attacks from Bosses. You will be dealing high counter damage and this skill launches you through the air to start a new loop if you wish.
Keep in mind that Link Attacks also launch Zeta into mid-air so don’t be afraid of doing a Link Attack when in the middle of an attack loop.
Now let’s move on to the Dummy to learn her mid-air loop. To maintain an attack loop successfully, when Zeta launches into the air, after pressing a normal attack she will dive into the target to do a downward thrust. As soon as the tip of her spear reaches the enemy and deals damage, it will glow. Signaling that it is the precise time to press another normal attack to continue the loop.
When done properly, after the first downward thrust, Zeta will launch herself again and do another downward thrust. Starting from here, try your best to maintain the loop.
In terms of party composition, Zeta can fit right in any party setup as a main DPS role. You can bring another DPS as a stunner if you wish so you can enjoy more Link Attacks. Pair them with two supporting characters and you are all set.
For a party composition example, you woukd have a Zeta set as the main damager of the group. The secondary DPS is Eugen who can inflict Paralysis on targets and can even deal tons of consistent damage from a distance. Cagliostro can fill in the main support role this time with her all-around buffs and burst heals. She can also do the revives for clutch moments.
The last man would be Gran or Djeeta, set as a secondary support equipped with Miserable Mist for Attack and Defense Debuffs. Slot in Stall so the Captain can Slow Down enemies, so Zeta can easily do her mid-air loops. This helps especially for beginners.
This is just one example of a party composition that can work with Zeta. What a fun character to play even though her skills are straightforward. Her gameplay is more of knowing the right positions and timings to get the most out of her.
I hope you learned a bit about Zeta and how to use her and if you have more questions you can check out ourGranblue Fantasy Relink Wiki, or leave a comment in the comments section below!
If you’re looking for more Granblue Fantasy Relink don’t miss our coverage on itsend-gameandbeginner guide. You can also drop by our wiki for all the latest info onWeapons,Armor,Skybound Arts,Sigilsand more.
Castielle
Senior Editor at Fextralife. I enjoy gaming, playing and watching sports, cooking yummy food, watching a good movie and hanging out with Fex.