How To Beat Sacrifice – Bringer In ZZZ

How To Beat Sacrifice - Bringer In ZZZ
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With update 1.4, Zenless Zone Zero saw the ending of its first major story arc, the arrival of Miyabi as a playable character, and the encounter with Sacrifice – Bringer, a manmade monster bent on stealing the strength of a Void Hunter for his own purposes. Worse, Bringer is probably the toughest boss the story has to offer, and you’ll need to know how to beat him if you want access to every endgame upgrade material.

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Once you understand how to beat him, however, Sacrifice – Bringer is a fairly straightforward fight, and with the right guidance, it shouldn’t take you too long to overcome this obstacle. We’ll go over everything you need to know here.

Sacrifice – Bringer Phase One Attacks

Sacrifice Bringer ready to attack Caesar in Zenless Zone Zero.

Bringer has two phases, each with their own health bar and unique attacks.

Attack

Can Be Parried/Dodged?

Description

How to Deal With/Avoid

Scream

Can be dodged, but not parried.

As the fight starts, Bringer will scream, creating a small AoE explosion.

Don’t get too close to Bringer as he appears in the arena, and dodge immediately as he enters if you do.

Arm Slap

Can be parried and dodged.

Bringer floats over and tries to slap you with his engorged arm.

Parrying this attack is essentially free damage, but dodging through the arm also lets you avoid it.

Arm Slam into Double Hand Slap

Can parry the first hit only. Can dodge all parts of the attack.

Bringer rises up and slams his arm down on top of you, then summons the huge, mysterious hand to slap you twice.

You can parry the slam, but you’ll need to dodge backward to avoid the two slaps. Thankfully, the arm has next to no forward momentum.

Hand Slam

Can be dodged, but not parried.

Bringer raises his arm to summon the mysterious hand, which then slams down on top of you.

Avoid this attack by dodging backward a beat before it lands. The timing is just after the hand rises into the sky.

Energy Ball and Beam

Can be dodged, but not parried.

Bringer’s arm glows a sickly purple-pink and opens up, then he shoots an energy ball at you, followed by a laser.

Neither the energy ball nor laser track, but Bringer’s arm will as the attack winds up. The dodge timing to avoid both is just before Bringer fully extends his arm.

Arm Drill

Can be parried and dodged.

Bringer rears back and coils his large arm into a glowing orange spiral, then uses it like a drill to attack you.

This attack has a lot of forward momentum but makes for great parry fodder. Dodging to either side avoids it.

Double Hand Slap

Can be dodged, but not parried.

Instead of hitting you with his arm, Bringer uses the arm to guide the hand, and both attack simultaneously.

Dodging into either hand swipe or running far enough away avoids this attack.

Arm Axe Swipe into Slam

All attacks can be dodged or parried.

After briefly twirling the air, Bringer creates an axe in his right hand, swings it at you, floats in the air, then raises his arm into the air and slams it down.

You can parry both attacks, but beware of Bringer’s mobility here, as he can easily get behind the camera. As with most of his other attacks, dodging to either side avoids both.

Left to Right Circle Laser

Can be dodged, but not parried.

Bringer empowers his large arm until it glows orange, then extends it to your left and shoots out a laser, which then crosses the entire arena from left to right in a circle.

Dodge into the laser from right to left to avoid getting caught by it when the dodge frames end.

Slam into Arm Sword Lunge

Both attacks can be parried and dodged.

This slam attack starts similarly to the arm slam and slap, but instead of summoning the hand, Bringer rears up and lunges with a sword on his right arm.

Besides parrying, dodging to one side or the other is good to avoid these attacks.

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Sacrifice – Bringer Phase Two Attacks

Sacrifice Bringer using a massive sword to attack Miyabi in Zenless Zone Zero.

Attack

Can Be Parried/Dodged?

Description

How to Deal With/Avoid

Summon Hand

Cannot be parried or dodged.

Bringer summons the mysterious hand and charges up a purple substance above them both.

Attack the large eye at the base of the hand to remove it from the field and stagger Bringer for about five seconds. You can tell how far along the charge is by how close the orange ring on the ground is to the eye.

Conjure Katana

Can be dodged but not parried.

If allowed to fully charge the purple energy field, the hand reaches into it and summons a massive katana, which he then slams onto the ground.

A thick red field will appear on the ground where the sword will land, and it doesn’t cover the entire arena. You have about two seconds to get out of the red field before the attack lands.

Double Katana Slash

Can be dodged but not parried.

If Bringer and the hand have the katana, they can summon it when Bringer creates the smaller sword in his right hand. The weapon swipes from right to left, then left to right.

As the katana is too large to parry, you’ll need to dodge through it.

Lightning Katana Slam

Can be dodged but not parried.

The hand raises the large katana into the air and summons lightning bolts, shown by the small circles on the ground. It then slams the sword on the ground after about five seconds.

As with the other katana slams, watch for the red field to appear, letting you know where not to stand. The same is true of the red lightning bolt circles. The bolts land after about two seconds.

Katana Energy Field

Can be dodged but not parried.

Bringer and the hand sink the blade of the katana deep into the arena, and after about two seconds, it generates a massive explosion.

You’ll see a red circle that shows the explosion radius shortly after the katana enters the arena floor. Get out of it fast.

Arm Slam and Explosion

Can be dodged but not parried.

Without the katana summoned, Bringer gathers energy in his large arm like he’s charging a laser, but instead teleports near you and slams the energy into the ground, which explodes shortly after.

When Bringer appears following his teleport, dodge away from him and run a short distance. You’ll avoid both the initial slam and explosive radius.

Fast Laser

Can be dodged but not parried.

This attack is functionally identical to the circle laser from phase one, except it’s much faster, at least double the speed.

Dodging this attack follows the same logic as the phase one laser, but you will, of course, need to be much quicker about it.

Arm Axe Slam and Explosion

The axe attacks can be parried. The explosion cannot.

This attack is functionally identical to the axe slam from phase one, but Bringer leaves the blade in the ground for a few seconds, and it then explodes.

Follow the same parry or dodge logic as the axe slam from phase one, but don’t stand next to Bringer until the explosion ends.

Arm Tentacle

Can be parried and dodged.

Bringer extends a orange energy tentacle out of his left arm socket and tries to slap you with it.

Besides parrying the attack, which comes out incredibly fast, a quick dodge in any direction will let you avoid it.

Energy Ball Hand Summon

Can be dodged but not parried.

Bringer creates an energy ball like in his first phase, but when it hits either you or the ground, it summons the mysterious hand to slam into the area around the detonation. This attack happens twice.

Whether the ball detonates on you or the ground, you have about a second and a half to get out of the field before the hand erupts out of it.

Rotating Lasers

Can be dodged but not parried.

Like with the other laser attacks, Bringer takes a moment to charge up his larger arm, then summons three emitters on the ground, which send out lasers and rotate counter-clockwise. He also produces energy missiles that track you.

Your dodge timing here needs to be on point because it’s easy to dodge through one of the lasers and be clipped by one of the missiles. Beware that the missiles continue firing after the laser portion ends, and Bringer himself can attack.

Best Teams and Strategies

Miyabi ready to fight all eveil in Zenless Zone Zero.

Bringer is weak to Ice and resistant to Physical, which hamstrings newer players who don’t have access to a lot of quality DPS units. However, there are some solid teams whether you’ve been a player since launch or are just picking the game up for the first time. You should also keep in mind that:

  • Many of Bringer’s attacks have a smaller recovery period than other bosses, and you need to stay mobile as much as possible.
  • Some of Bringer’s explosions are small enough that you can stand behind him and take no damage.
  • You should always try to destroy the hand when it appears to summon the katana, as you get a huge damage window if you do. You also won’t have to deal with his longer move list.
  • You should save your Perfect Assist charges for the second phase of the fight, as Bringer’s Stun bar is beefy enough that you only get a few staggers before he defeats you or vice versa.

Premium Team

Miyabi, Yanagi, and Astra Yao in a team in Zenless Zone Zero.

Character

Rank

Type

Role

Miyabi

S-Rank

Anomaly

Main DPS

Yanagi

S-Rank

Anomaly

Secondary DPS

Astra Yao

S-Rank

Support

Off-field Support

Agent Gulliver

S-Rank

Damage

Bangboo

This team melts Bringer thanks not only to his Ice weakness but also because of Miyabi’s out-of-this-world damage potential. It also sidesteps his Physical resistance with Astra Yao as support. Specifically:

  • Miyabi is a powerhouse DPS who takes advantage of Bringer’s Ice weakness but would destroy him even without it because the damage multipliers in her kit are so high. She should be on-field for the majority of the time fighting the boss to ensure maximum Fallen Frost uptime. Her mobility is also incredibly important in this fight, as avoiding Bringer’s more powerful attacks can be tricky with slower characters. While she can solo Bringer thanks to her potential output, putting her in a team with Yanagi and Astra supercharges this already S+-tier character.
  • Yanagi not only provides solid DPS but enables Miyabi to do even more. Her Skill’s ability to activate multiple Disorders adds stacks to Miyabi’s charged heavy attack. As an Electric Agent, Yanagi has no inherent bonuses to her damage against Bringer, but her role here is to supplement and empower Miyabi, not act as a primary damage unit. Ideally, Yanagi should be on-field enough to use her Skill once or twice and possibly her Ultimate, then swap to Miyabi for more damage.
  • Each damage rotation should start with Astra, as using her Skill activates a Quick Switch and can empower Miyabi for just a few seconds of work. Astra’s Ether damage has no real advantage or disadvantage against Bringer, which makes her the best S-Rank Support unit for this fight. Use Astra’s Ultimate as it’s available for additional buffs and healing.

S-Rank Team

Ellen Joe, Lycaon, and Soukaku in a team in Zenless Zone Zero.

Character

Rank

Type

Role

Ellen Joe

S-Rank

Attack

Main DPS

Lycaon

S-Rank

Stun

Sub-DPS

Soukaku

A-Rank

Support

Short-term on-field Support

Butler

S-Rank

Supporting

Bangboo

With this team setup, we’re assuming you’ve been pulling on some limited and standard banners for your S-Ranks, but you might not have access to the tip-top-tier options. None of the DPS, Stun, or Support units mentioned here are bad. Ellen is preferable for her Ice damage and higher overall potential DPS than other standard S-Rank units, and her synergy with Lycaon and Soukaku is well-established. Specifically:

  • Ellen is our primary on-field DPS in this team and can handle Bringer’s many attacks thanks to her mobility and Ice element. You’ll need to do a lot of Dodge Counters to keep Flash Freeze charges available and her Ice damage coming, but in a fight as hectic as this one, that’s not hard. Stick to normal attacks and dodge counters with Ellen, and use her Ultimate only during the Stun windows made possible by Lycaon.
  • Lycaon does more than just Stun: his Enhanced Skill shreds Ice resistance, allowing Ellen (and Soukaku and himself) to do additional damage, all of which make Bringer an easier fight. He can also increase the Stun window damage bonus, further increasing the entire team’s damage. Note that Lycaon’s abilities outside of his Stunning are primarily debuffs. What he cannot do is increase the potency of his allies directly. That’s Soukaku’s job.
  • Soukaku has been one of the best and most accessible Support units since launch, and has been a mainstay of most Ellen teams since then. Not only does her Skill do respectable Stun and Ice Anomaly buildup, using it as part of a Chain Attack or a charged Heavy empowers the next character to swap in, increasing their Attack value by up to 1,000 points. That extra damage goes a long way to closing a bit of the gap between Ellen and other top-tier DPS units.

Free-to-Play Team

Anton, Anby, and Nicole in a team in Zenless Zone Zero.

Character

Rank

Type

Role

Anton

A-Rank

Attack

Main DPS

Anby

A-Rank

Stun

Sub-DPS

Nicole

A-Rank

Support

Short-term on-field Support

Electroboo

A-Rank

Damage

Bangboo

Bringer’s Physical resistance puts the free-to-play DPS options in a bind, limiting us to only one: Anton, assuming you don’t have any other S-Ranks to use. Anton is useable but not ideal by any stretch. Expect to need lots of damage phases, and to have more than a few possible stagger windows, to bring Bringer down:

  • You’ll want to build up as much charge on Anton’s Skill as possible before swapping him out. Anton’s damage scaling is significantly behind Ellen and especially Miyabi, and without Ice damage to use to his advantage, you’ll want as much active Skill uptime as you can get. Once Anton’s revved up, you can swap to Anby to get the Stun going.
  • Anby might not have the same Stun potential as an S-Rank unit, but she is still no slouch when it comes to building a boss’s Stun meter. She’s much more mobile than Anton as well, giving you the freedom to reposition more effectively. Like Anton, her Electric damage doesn’t touch Bringer’s weakness, but it isn’t cut by his resistances either.
  • Nicole is here primarily to activate the Cunning Hares faction boost, but her Skill’s 3.5 second Defense shred is invaluable for Anton as he needs as much help as you can give him. There are no enemies to group, making that part of Nicole’s kit a moot point, but between her modest yet significant damage, debuffs, and faction boost, she remains a fantastic asset to almost any free-to-play team.

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