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Conquering the Twin Marionettes in Zenless Zone Zero's first story arc climax, a derelict hotel within a Hollow, requires strategic finesse. This challenging boss fight pits you against two dancing Ethereals simultaneously, demanding efficient damage output and precise timing. Failure to prepare will result in a swift defeat.
Victory hinges on a dance of combat and resource management. The Marionettes possess separate health bars, necessitating their rapid, consecutive defeat.
While lacking a second phase or extensive attack list, the Marionettes' coordinated assaults can quickly overwhelm unprepared teams.
Attack | Parry/Dodge? | Description | Counter Strategy |
---|---|---|---|
Triple Kick into Dive Kick | All hits parry/dodgeable | Each Marionette teleports, performs two kicks, then one performs a third kick and dive kick. | Due to speed, focus on parrying the final kick to conserve Perfect Assist tokens. |
Spinning Tutu Blades | Dodgeable only | Both raise hands, then spin blades from their tutus. | Run away; attack has poor range and tracking, offering a damage window during recovery. |
Twirl | Parry/dodgeable | One Marionette twirls the other, kicking with bladed legs. | Run away; lacks tracking and range, with a lengthy (almost 5 seconds) recovery. |
Twirl and Toss | Dodgeable only | Marionettes teleport to center, twirl, then lunge with spinning blades. | Run perpendicularly and dodge after the purple flash. |
Synchronized Dive Kick | Dodgeable only | Simultaneous high jump and dive kick. | Dodge after the pre-attack flash. |
Silvered Leg Slashes | Dodgeable only | Alternating single and double slashes with silver trails. | Dodge a half-second after each windup. |
Synchronized Silver Slashes | Dodgeable only | Hold hands, then spin, leaving silver trails. | Dodge immediately; minimal tracking and no forward momentum. |
Deadly Dance | Dodgeable only | Marionettes become energy beams, crossing seven times. | Dodge a half-second after ground lines appear, indicating the crossing paths. |
The Marionettes are weak to Ice and Ether damage, lacking significant resistances. However, remember:
Character | Rank | Type | Role |
---|---|---|---|
Miyabi | S-Rank | Anomaly | Main DPS |
Yanagi | S-Rank | Anomaly | Secondary DPS |
Astra Yao | S-Rank | Anomaly | Support |
Bangboo | S-Rank | Damage | Agent Gulliver |
This team, leveraging Miyabi's high damage and area-of-effect attacks, Yanagi's Disorder generation, and Astra Yao's buffs and heals, ensures swift victory.
Character | Rank | Type | Role |
---|---|---|---|
Harumasa | S-Rank | Attack | Main DPS |
Anby | A-Rank | Stun | Sub-DPS |
Soukaku | A-Rank | Support | Short-term on-field Support |
Electroboo | A-Rank | Damage | Bangboo |
This team, suitable for players with limited S-Rank access, utilizes Harumasa's high mobility and damage, Anby's stun and supplemental damage, and Soukaku's attack buffs.
Character | Rank | Type | Role |
---|---|---|---|
Piper | A-Rank | Anomaly | Main DPS |
Anby | A-Rank | Stun | Sub-DPS |
Seth | A-Rank | Defense | Buffs and shields |
Bangboo | A-Rank | Damage | Electroboo, Brawlerboo, Luckyboo |
This team centers around Piper's high damage potential, Anby's stuns, and Seth's shields and debuffs. While less efficient than S-Rank teams, it proves viable with strategic play.
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