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Zant | Scimitars

Attacks:

Weak String:

7 hits long. The last hit has decent range, but not much use overall.

Combo 1:

This uses the bar underneath your Special Attack gauge. If you use this attack when the gauge is empty, Zant will send out a small shockwave. This attack has barely any use. When the gauge is filled (it does not have to be completely filled, just partially is fine), Zant will  remove his helmet and gain access to 2 attacks. The weak attack will make Zant spin around, dragging along any enemies he his. This attack does low damage, but it is great for taking keeps as long as you're doing enough damage to kill enemies quickly. It is also useful to get somewhere quickly, but it has no uses beyond that. The strong attack button will make Zant shoot a flurry of dark energy spheres. This attack does more damage than the weak attack. It's great for keeping enemies away, but it is also extremely useful for breaking Weak Point Gauges on standard characters and giant bosses.

Zant's Gimmick:

When mashing the strong attack button on any combo, Zant will continue to attack. When this is happening, Zant's "darkness meter" will fill up. If it overflows, Zant will trip and you will be unable to move for a few seconds. Continuing to atack is very useful, but you should avoid overflowing. Reember to use Strong Attack often to empty the meter.

Combo 2:

Zant will summon a statue of his head. The statue will then spin around and shoot balls of energy in all directions. This attack is okay at taking keeps and juggling enemies, but it's mainly used against giant bosses.

Combo 3:

Zant will jump on top of a totem pole then shoot dark energy in the direction he's facing. At the end of the attack, Zant will knock down the pole in front of him. This attack is good for taking keeps, but it's great at 1v1 because you are invincible to any attack that doesn't hit high enough to reach you. It also juggles easily, so they're stuck by the attack if they get hit by even 1 ball of energy. This attack is also good against giant bosses. This attack finns up his darkness meter faster than any other attack.

Combo 4:

Zant will do multiple jumps that each send out moderately large shock waves, then end off by throwing a bomb of energy. This is one of Zant's best attacks for taking keeps because of how mobile he is when using the attack.

Combo 5:

Zant will summon a giant hand and slam it against the floor. After that, he will slam it to he sides of him, then hit the ground 1 more time. This attack is just okay at 1v1 and doesn't have much use beyond that.

Combo 6:

Zant will grow into a giant and then stomp beneath him. This is another great attack for taking keeps because of the wide range and high damage it deals. However, you are stationary and open to attack, so be safe when using this.

Special Attack:

Zant will rise up, hold a green holographic sphere, then throw it to the ground. This attack isn't very useful in terms of range or damage, but it is EXTREMELY useful as you can use it to cancel out of some tripping animations. so if you need to quickly do a lot of damage to a single enemy, use a different combo, overflow your meter, then use a special attack to cancel the tripping. Your meter will also be completely empty so you can fill or overflow your meter again.

Giant bosses:

Your strategy will change depending on the giant boss. For all giant bosses, start with your darkness meter completely empty. For King Dodongo, use Combo 2 until your meter is completely full, then use the Combo 1 strong attack (the ball projectiles) until the gauge is empty. For Argorok and Manhandala, use the same strategy, but use a Special Attack between Combo 2 and Combo 1. For Ghoma, use the same strategy as King Dodongo, but use Combo 3 instead of Combo 2. There's no reliable way for The Imprisoned or Ganon.

Weapon skills:

  • Strong Attack+

  • Strength 3

  • Strength 4

  • Strength 6

  • VS Dragon/Undead

  • No Healing

  • Hasty Attacks

  • Finishing Blow+

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