Creating Variables with Shock and Execution! A Closer Look at Zenitsu

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Armed with Shock, Execution, and Turn-Based Buff Reduction

 

Applies a Crit Rate Boost Buff to Allied Offensive Heroes as Well

Zenitsu Agatsuma, who debuted through the Seven Knights Re:BIRTH x Demon Slayer: Kimetsu no Yaiba collaboration, is an Offensive damage dealer. He comes equipped with numerous options to create variables, such as Shock, Execution, and turn-based buff reduction, while applying a permanent passive that increases Crit Rate by 25% for allied Offensive heroes and a debuff that reduces Effect Resistance by 34% for enemies.

He also possesses tools to keep single targets in check. Skill 1, 'Thunder Breathing First Form: Thunderclap and Flash', deals damage to a single target and can strip up to 3 buffs. If it successfully secures a kill, it triggers consecutive casts. Zenitsu also secures his survivability thanks to Blessing, a barrier, and crowd control removal.

When subjected to crowd control, he cleanses it and gains 1 turn of immunity, and in his Awakened state, his Awakening Gauge also increases. Rather than being stopped cold by enemy control effects, he can leverage them for additional actions. From Transcendence 2 onwards, when debuffs are cleansed, his skill cooldowns are reduced and he gains a barrier, enabling even stronger performance.

Upon Awakening, buff removal on Thunderclap and Flash and Defense reduction on Thunderclap and Flash Eightfold are added, boosting his offensive support capabilities. His Awakening Skill, 'Flaming Thunder God', is a finisher targeting the 2 enemies with the highest Attack. When targeting enemies below a certain HP threshold, Execution triggers, and with skill enhancements, it can cut turn-based buffs by 2 turns—an ability capable of altering the battle's flow. At Transcendence 6, Zenitsu also gains Shock on Skill 1, Skill 2, and his Awakening Skill.

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The passive skill Thunder Breathing provides Blessing, crowd control removal, and immunity

Main Stage: PvP Offense Teams

 

Disrupt Enemy Flow with Shock, Finish Fights with Execution

The main arena where Zenitsu shines most is PvP. He inherently boasts solid firepower, and he is very effective at creating variables through Shock. In particular, at Transcendence 6 when Shock is attached to his skills, he can aim for both extra damage and crowd control simultaneously. By locking down enemy actions, he creates attack opportunities for his allies.

Beyond Shock, turn-based buff reduction is also extremely valuable. Skill 2 reduces turn-based buffs on all enemies by 2 turns, and his Awakening Skill can also reduce turn-based buffs on the 2 enemies with the highest Attack. Shock and turn-based buff reduction provide versatile utility when facing Offense mirror matches or Magic teams.

He is also a valuable hero against Defense teams. Skill 2 includes Defense reduction, and although single-target, Skill 1 can remove up to 3 buffs. Naturally, turn-based buff reduction and the Execution on his Awakening Skill are also valid assets. Having Blessing, crowd control removal, and crowd control immunity boosts Zenitsu's potential to perform against any lineup. While currently favored in PvP, his strong passive allows him to act as a stat totem in PvE as well, and Skill 1's ability to strip 3 buffs from a single target gives him potential use in encounters with specific mechanics.

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While preferences vary, opening with Eileene's Skill 2 or Zenitsu's Skill 2 is common

Pairs Great with Existing Offense Team Components!

 

Synergy with Eileene, Supporting Sunran

One composition seen in practical play is Sunran, Zenitsu, Tanjiro, Eileene, and Hayeon. Sunran acts as the primary damage dealer, while Eileene and Zenitsu apply Shock and Tanjiro handles Offensive support. On top of that, Zenitsu can wrap up fights with Execution and turn-based buff reduction. Hayeon, packed with high utility, reliably supports the rest of the team. With the addition of these collaboration heroes, this composition comes together, allowing Offense teams to pack both crowd control and firepower.

The synergy with Eileene is also noteworthy. Eileene increases Physical Attack for all allies and carries a passive that increases Shock application rates, aiding Zenitsu's Shock application. In turn, Zenitsu lowers the Effect Resistance of all enemies. Tanjiro, who debuted alongside Zenitsu, increases Effect Hit Rate for allied Offensive heroes, giving Zenitsu even more weight. Unfortunately, Eileene, being Universal, does not gain this effect, but that is fine. Backed by Eileene and Tanjiro's support, Zenitsu can inflict crowd control far more easily.

Until Tanjiro's Transcendence and growth are finished, other heroes can fill that slot. Safe choices include Orca, who shares an Effect Hit Rate passive with Tanjiro, or Carl Heron, a choice to maximize Eileene's ally Shock application rate. In fact, in Total War where Hayeon is assigned to Defense teams, a lineup of Sunran, Tanjiro, Zenitsu, Eileene, and Carl Heron is frequently deployed on Offense.

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Pairs exceptionally well with Eileene, who shares Shock capabilities

Equipment: Tracker or Assassin

 

Focus on Crit Rate, Weakness Attack, and Consider Effect Hit Rate

For gear, consider either a 4-piece Tracker set or a 4-piece Assassin set. First priority should go to Crit Rate and Weakness Attack Rate. For Crit Rate, since he gains 25% from his passive, reaching 75% is sufficient, while Weakness Attack Rate should be targeted as close to 100% as possible.

After that, maximize Crit Damage as much as possible. Using Tracker makes capping Weakness Attack Rate simpler, while with Assassin, combining a Crit Damage weapon and a Weakness Attack Rate weapon makes building straightforward. Beyond that, if you have leeway, add Speed or Effect Hit Rate. Speed helps secure priority turn order for your team, and Effect Hit Rate boosts Shock efficiency.

Personally, I use Assassin because the stat rolls turned out cleaner. I set it up with a Crit Damage and Weakness Attack Rate weapon combination, All Attack % as the primary armor stat, and substats filling in missing Crit Rate and Weakness Attack Rate along with a bit of Speed and Crit Damage. Depending on preference, builds emphasizing Effect Hit Rate are also viable, but since my gear had limits, I settled on firepower and moderate Speed. For Exclusive Equipment, Shatter is widely favored, though some build Effect Hit Rate to enhance Shock.

Zenitsu is also a hero where Transcendence priority is high. At Transcendence 2, cleansing crowd control yields cooldown reduction and an extra barrier, while at Transcendence 6, Shock is added to both active skills and his Awakening Skill. Transcendence 2 provides survival and extra offensive opportunities, whereas Transcendence 6 maximizes Zenitsu's variable-creating capabilities. Currently, Zenitsu's Skill 2 is frequently pre-queued in Offense teams, so Transcendence 6 is strongly recommended if possible. Beyond direct damage, locking down enemy actions heavily impacts win rates. If you want to expand your Offense team roster and improve your Total War win rate, investing in Zenitsu is worth considering.

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At Transcendence 6, Shock is added to Skill 1, Skill 2, and his Awakening Skill
세븐나이츠 리버스 Seven Knights Re:Birth
Aim for a baseline of 75% Crit Rate and 100% Weakness Attack Rate, then layer on Speed, Effect Hit Rate, or Crit Damage
This article was originally written in Korean and translated with the help of AI. It was then edited by a native English-speaking editor. All AI-assisted translations are reviewed and refined by our newsroom. [Read Original]