DiVE Armor Zero

DiVE Armor Zero

## Abilities

### **Ryugoshoku**

Launch a dash towards target, dealing **252.00% (+ 2.0% per level)** of damage. After hitting the target, it will cause the target to slow down and become disabled, and it will deal continuous damage to the targets within range with Bakuen. You do not take any damage and negative status during use.

Cooldown: 5 seconds.

Invulnerability duration: 2 seconds.

Slow effect: 300%

Slow duration: 2 seconds.

Bakuen damage: **187.5 (+ 0.03% per level)**

Modifier Chips
(Ryugoshoku damage: 264.6% (+ 2.1% per level))
(Bakuen damage: 198.46% (+ 1.58% per level))
(Cooldown: 4 seconds)
* This effect can only be triggered once more after a 7-second cooldown.

### **Zanrinjin**

Continue to launch two gigantic energy blades that ignores terrain, dealing **171.36% (+ 1.36% per level)** of damage to all enemies in its path.

Modifier Chips
(Damage: 214.2% (+ 1.36% per level))

## Passive Skills

* When using Zanrinjin, gain 2 layers of Defense Enhancement status, reducing damage by **7.5%** stackable to 4 stacks.

(Enhanced DEF duration: 8 seconds)
8
* When Bakuen hits the target, you gain stackable damage enhancement status, increase damage dealt by **10%**, can be stacked up to 3 stacks.

(Z field damage: 62.5%)
(Enhanced Damage duration: 8 seconds)
24
50
40
* When using Ryugoshoku's Dash and Bakuen, gain Defense Enhancement status that reduces damage by **7.5%** and is stackable up to 4 stacks. This effect is shared with Armor Program.
1
50
40
	+ This effect can only be triggered once more after a 6-second cooldown.
* Slow status caused by Ryugoshoku and Zanrinjin cannot be removed and ignore Preventive Shield.
1
80
60
800

## Video

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## Tips

* **Zanrinjin** will always target the closest enemy upon creating a wave but it is really inconsistent.
	+ This is resulting in some scenario, the second wave can go the other direction if the target was changed while casting (first target was destroyed or another target get closer)
	+ In Arena, if the enemy moved to the other side, it will also give the same result.
* It is possible to direct the angle of **Ryugoshoku** by manually directing the aim in the absence of a target lock-on, similar to Crimson Valstrax Zero's **Crimson Assault**.
* **Ryugoshoku** will fly toward the direction rather than lock-on to a target. Also, it only stopped when contacted with a target or reached the maximum travel distance.
	+ So if **Ryugoshoku** was cast while the enemy was falling down, you will most likely to miss the target and attack on the air.
* You will always stop at the back of the target when **Ryugoshoku** hit them.

## Trivia

* The 2nd DiVE Armor created by RiCO for Zero.
	+ Similar to DiVE Armor X, Zero has "Z"s as wings on his back. Unlike X's wings however, the two wings are complete Zs rather than forming a single Z as X's form a single X.
* DiVE Armor Zero uses a different selection of voice samples than those used by standard Zero and his previous variations. These voice samples were taken from *Rockman X7* as opposed to *Rockman X8*.
* This is the first time Zero uses Dual Sabers in any official art. He was previously seen with two stored Sabers in a Sales Campaign poster illustrated by Hideki Ishikawa, but only grasping one of them.
* Zero's DiVE Armor is based on the level 80 Armor Set - **Assault (アサルト) Series** in the Repository.
* DiVE Armor Zero's release annoucement was on Aug 1st, the same day RockMan X4 released in Japan which the first game Zero debut as a fully playable character, in 1997.
* At the time of implementation, the wings on DiVE Armor Zero's arms were missing from his gameplay model, the impressions of which were still visible. The wings only appeared on his Character Selection demo model until the issue was resolved weeks later.