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Dynamite Blue/Characters

Zero-PX

Zero-P

XBioVanguard

An Amatech combat robot. Originally created as an early prototype model of the Full-Dive system devised by Dr. Seth, it was later redirected into a combat type. After Seth transplanted his consciousness with his final Full-Dive, by the time of EP.2 it effectively acts as Seth's mechanical body.

At a glance

PvEBGFCB
Why this tier

PvE BA team heal from skill Lv. 10 covers the Bio stone, but there is no Taunt and the counter needs a 10% block. Verdorman holds the Bio front line with Taunt and a team shield.

GFC BA team heal, but no Taunt and a counter that fires only on a block. Ari holds the front with Taunt and a 75% team shield.

In our teams2 of 12

Overview

Zero-P heals instead of taunting, which is an odd fit for a Vanguard. Zero-Point Defense hits every enemy for 130% every 3 turns; once skill Lv. 10 is in, it also heals every ally for 8%; Lv. 20 cuts Zero-P's damage taken by 10% and Lv. 30 adds a 60% Weaken on every enemy. Bio is on 4 of 8 stone lists, and few released units carry it.

There is no Taunt, and the counter fires only after a 10% block. The 8% heal is small next to Rem's 30%. Verdorman holds the Bio front line with a Taunt and a team shield. That makes Zero-P a weak front seat for a team under pressure.

Zero-P is the Bio stone and healer in Firewall Starter and Signet X-Grade, and stands in for Rem or Verdorman in the other Firewall teams.

An easy X-grade build, since skill Lv. 10 gives the heal. Pick Verdorman first if both are on hand, since the Taunt protects the back row. Keep the Skill Cores for Rem.

Exclusive gear

Zero-P has four gear pieces of their own, one per slot. Each is named anew at every grade; the Legendary piece is shown.

W-GearGame data

By grade: Proto W-Gear → Prototype W-Gear → P-5 W-Gear → Full-Dive W-Gear → Seth's Vessel W-Gear.

T-jetGame data

By grade: Proto T-jet → Prototype T-jet → P-5 T-jet → Full-Dive T-jet → Seth's Vessel T-jet.

CaskGame data

By grade: Proto Cask → Prototype Cask → P-5 Cask → Full-Dive Cask → Seth's Vessel Cask.

NetculusGame data

By grade: Proto Netculus → Prototype Netculus → P-5 Netculus → Full-Dive Netculus → Seth's Vessel Netculus.

Attributes

HPATKDEFSpeedCrit RateCrit DMG
HP Lv. 22540,372#3 of 49, tied with 2
ATK Lv. 2251,628#39 of 49, tied with 3
DEF Lv. 2252,008#3 of 49, tied with 2
Speed99#39 of 47, tied with 2
Crit Rate18%#15 of 47, tied with 11
Crit DMG170%#15 of 47, tied with 11

Zero-P Roster median. Each spoke runs from the roster's lowest to highest figure.

  • Aggro400#1 of 47, tied with 11

Roster standard (most characters share these figures)

  • Hit100%
  • Dodge5%
  • Block10%
  • BPMax BP3
  • SHSkill Hit100%
  • SRSkill Res10%

Exclusive gear

  • W-GearSeth's Vessel W-Gear
  • T-jetSeth's Vessel T-jet
  • CaskSeth's Vessel Cask
  • NetculusSeth's Vessel Netculus

Skill unlock ladder

Zero-P's skills gain extra effects at fixed skill levels. The active skill can't go past half the character's level, and the passive opens at character Lv. 20. Spending Infinity in battle raises the skill level for that fight, so a gated effect can switch on early.

  1. Lv. 10Active: character Lv. 20Skill Core
    • Zero-Point Defense Active · To all allies
      restore HP 8 → 12%
  2. Lv. 20Active: character Lv. 40Skill Core
    • Zero-Point Defense Active · Self
      reduce damage taken by 10 → 15% for 2 turns
  3. Lv. 30Active: character Lv. 60Skill Core
    • Zero-Point Defense Active · To all enemies
      60 → 90% chance to apply for 2 turns, Weaken

Teams that use Zero-P

Zero-P has a slot in 2 of our Best Teams comps. The line under each team is the job that slot does.

All Dynamite Blue teams →

Element matchups and bosses

Zero-P is Bio, part of the main cycle (Power beats Bio, Bio beats Chemical, Chemical beats Plasma, Plasma beats Power). Electrical and Network sit outside it.

Strong against

Chemical
Bio

Weak against

Power

Full element chart →

Awakening and dupes cost

License 5 caps Zero-P at Lv. 200. Each awakening star lifts that cap by 5 and adds a slice of base stats, up to Lv. 225 at 5★. Stars are paid in Zero-P's own shards, and as an X-grade character every duplicate pull turns into 40 of them. Awakening is kept if you reset the character with a Migration Core.

StarShardsRunning totalDuplicates' worthLevel cap
★30301Lv. 205
★★50802Lv. 210
★★★901705Lv. 215
★★★★1102807Lv. 220
★★★★★22050013Lv. 225

"Duplicates' worth" is the running total divided by 40 and rounded up. Base stats rise 3% or 5% per star depending on the character's grade.

Ability progression

Further abilities that unlock as this character's evolution line advances.

  1. Zero-Point DefenseActive

    To all enemies: 130 → 195% damage, 60 → 90% chance to apply for 2 turns, Weaken [skill Lv. 30+]. To all allies: restore HP 8 → 12% [skill Lv. 10+]. Self: reduce damage taken by 10 → 15% for 2 turns [skill Lv. 20+]. (Spending Infinity in battle raises the skill level and unlocks the extra effects.)

    Cooldown 3 turns · extra effects at skill Lv. 10, 20, 30

  2. Zero-Point CounterattackPassive

    [On block] To enemy: 60% chance to counter for 70 → 105% damage.

    60% trigger chance

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