Table of Contents
Early Game Tier T3
Mid Game Tier T3
Late Game Tier T4
|Obtain - Swimsuit Premium Draw|
Being one of the rare Light assassin characters, Summer Zeta manages to carve herself a niche as a burst attacker. She has the ability to buff herself with numerous attack buffs and guarantee a turn of TA, which gives her the ability to provide a strong burst attack every six or seven turns.
Strong attack steroid
Zeta has a strong 40% attack buff with a good uptime of 5/7 that allows her to deal high damage with each of her attacks. This is a buff comparable to many other strong attackers, even if it is a Normal modifier.
Great burst damage from Anytime Assassin
Between her attack buffs and guaranteed TA, Zeta is able to take full advantage of her assassin skill to provide high burst damage attacks. This makes her a consistent source of frontloaded damage to rush down short content.
Debuff resist down
Zeta provides a minor 10% Debuff Res, Down to help land her Arvess Fermare. This does little for most teams but can help with landing some debuffs with shakey success rates, like the Light DEF Down of Summer Naoise or the ATK Down portion of Jeanne D’Arc’s Reversal.
No consistent multiattack
Guaranteed TAs are good for burst damage, but her lack of consistent multiattack buffs means that she will be lacking as a sustained attacker without help.
Lack of utility
Having a weak Debuff Res. Down does little to support most teams, and Zeta does not have any other utilities outside of this.
Dressed in her favorite swimsuit, Summer Zeta has a simple and effective kit that fulfills the core tenets of being a functional assassin. Zeta’s summer version has a single focus of dealing consistent bursts of damage every few turns as a burst attacker. While she has the potential to be a sustained attacker with her strong attack buffs, she requires further support to fit well into this additional role.
Zeta’s kit revolves around her skills as an assassin that require certain conditions to be met. Her Rhymes marks her enemy with the Arvess Fermare debuff required for this powerful anytime assassin to function. This is done with the support of a 10% Debuff Res. Down to make her mark apply consistently. Arvess Fermare allows her to utilize the Salted Wound (Arvess Fermare) buff on her Rhapsody to do incredible amounts of damage to her foe, with an added bonus when they are in break mode.
Present in her kit is an ideal combination of skills that allow her to fully capitalize on her Salted Wound buff to act as a proper assassin. Being able to utilize a multitude of attack buffs (up to 2 Normal Mod and 3 Unique mod) for her Salted Wound turn means that she will always maximize on the Salted Wound’s increased damage cap that not every assassin can properly achieve. The additional ability to guarantee a triple attack with her Arvess Swing on an equivalent six turn cooldown to Rhapsody means that she can easily take full advantage her Salted Wound damage without needing to utilize external support that may be needed on other characters for maximized assassin turns. This lets her provide large damage swings every six turns to help burst through triggers or rush down an enemy into break. Unfortunately, an extra turn of restraint may be required if her attack buff from Rhymes is required to increase damage when Zeta isn’t already hitting damage cap.
Even though Zeta has the potential to be a strong sustained attacker thanks to a good uptime of the attack buff from Rhymes, she lacks the consistent multiattack to maintain her damage. Her EMP nodes may improve her multiattack, but she still requires further support to be utilized as an effective sustained attacker. This can prove fatal to her usability, as Light is an element known for lacking multiattack outside of certain setups.
Outside of her devoted focus, Zeta provides almost nothing else notable for herself or the team. On C.A. she gains a 30% Charge Bar Speed Up which can be combined her guaranteed TA to provide large amounts of charge gain, but as her C.A. doesn’t provide anything else it isn’t especially valuable, even if it does help her overall damage increase slightly due the increased C.A. frequency. The 10% Debuff Res. Down inflicted by her Rhymes also acts as a small bonus that other members of her party who have debuffs to land could appreciate.
Having a simple, but effective kit allows Zeta to work well as a character for her niche and even better if properly supported. She can work well in bursting down content in the early game with her high damage while remaining a serviceable attacker if given support mid and late game. The fact that she has such a specialized kit can prove to be her downfall though, as there are many other options that can provide both damage and more utility.
Characters and Grid Options
Multiattack buffing characters
- Amira provides team multiattack buffs in the form of Bal-Sagoth, which can help cover Zeta’s consistent multiattack issues.
- Summer De La Fille can act as a direct support for Zeta with her single target buff that also includes multiattack boosts.
- Elysian(with a harp) serves as a powerful supporting class that provides a multitude of strong offensive and defensive utility, including the DATA coveted by Zeta.
MH Weapons, such as Four-Sky Dagger with it’s C.A., can provide the multiattack that Zeta needs to be a strong sustained attacker. Grid weapons such as Gambanteinn and Crystal Luin can are other options you can find for this. Unfortunately, these grid weapons require an Optimus setup that conflicts with Zeta’s buffs. This means that supporting Zeta with generic multiattack grid weapons is currently unreasonable unless her Assassin burst is important for an encounter.
Spear Proficiency Team
Atma spear teams are a strong choice as many spear characters in Light happen to be powerful units in their own right. Furthermore, characters like Jeanne D’Arc and Summer Naoise happen to be loaded with utilities that can help cover Zeta’s barren arsenal for support. The Trium from the Strife Key also alleviates Zeta’s multiattack issue.
|Critical Hit ★★★||Critical Hit ★★★||Triple Attack ★★☆|
|Triple Attack ★★☆||Double Attack ★★☆||Double Attack ★★☆|
|Break Attack ★☆☆||Break Attack ★☆☆|
Zeta benefits greatly from nodes that help her become a sustained attacker. The plentiful DA and TA nodes present help greatly in making up for her lack consistent multiattack issues outside of her burst turns. While Break Attack Nodes may be useful to help reach damage cap after depleting the opponent’s Overdrive bar, it is reasonable to forgo these nodes in favor of other choices such as attack or more multiattack nodes.
Ring Bonus Suggestions
|1st Roll||2nd Roll|
|Critical Hit||Double Attack|
|C.A. DMG Cap|
The suggested rolls help improve Zeta’s sustained damage with favorable rolls on DATA taking priority over other choices. Extra damage could prove useful, but it is more important overall to alleviate her multiattack issues as Zeta’s damage buffs are already good. C.A. DMG Cap can act as a good replacement if one manages to reach cap with Zeta's strong buffs.
Extended Mastery Info
Boost to multiattack rate when under Salted Wound effect